Which of these is your group currently using?
WFRP3 GM'S TOOLKIT OPTIONAL RULES
GM’s Toolkit (each if the GM allows them)
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Nemesis cards - as PCs move down plotline, enemies become weaker and more disorganized
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Non-career advances - normally double p.27; could be for normal cost
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Non-career stance advances - normally not allowed; could be justified
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Wound advances - normally just career; if down to zero could buy one at end of adventure;p.28
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Party sheet p.28 - normally just one; could get a second for 1 adv/party member
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Insanities (permanent) p.28 - normally permant; could use discipline 1x/month success can spend adv. is cured advances spent up to the severity.; gm can also waive with good rp’ing
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Chicken, egg p.28 - can spend xp during the action
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Expanded ACE (p.37) - could spend aggression for an extra maneuver; could spend cunning for stance
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Prepareing for Actions (p.37, PC or NPC): costs one maneuver, grants one fewer recharge token if action succeeds
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Sacrificing Actions for an extra maneuver (p.37, PC or NPC)- instead of using action, gain extra maneuver
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Risking against recharge (p.38, PC or NPC): perform recharging action with a cost of 1 misfortune per recharge token.
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Fortunate circumstances (p.38) - PC can recommend narrative lucky break
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Mutually Exclusive character options (p.38) - players can limit themselves so that no two characters can have the same cards (career sheet, talent, action, advanced career, etc). Why would they do this?
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Rank-based casting & invocation (p.39) - difficulty is based on characters rank compared to action rank
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Higher lethality (p.39) - successes beyond card lines inflict one extra damage/effect per success