Action card categorization is a major hassle with this game

By enoto, in Warhammer Fantasy Roleplay

I love WFRP - it's in my top five RPGs of all time and a joy to run - but man trying to assign some kind of order to the action cards is a real pain in the rear. The components in this game are supposed to and for the most part do speed up the gameplay. However, this is a major instance where a lack of a few good lists bogs down character and encounter creation in a major way.

I was really hoping the lists in the Guides would help with this by assigning some kind of logical grouping to the cards but they really haven't, because they are just alphabetical by type. I mean for heaven's sake, the spells and blessings aren't even listed in rank order.

As a result it takes a long time to create characters and select action cards because there's no easy way to figure out what's what besides "hey here's a big list/pile of cards, have fun reading these for a couple hours." I'm not sure exactly how I'd fix the problem, but I'm sure there must be some kind of breakdown that would work. At the very least I'd expect to see Swordsmaster, Pet etc. cards given their own subsections.

The situation is actually even worse in the Creature Guide/Vault. Here you have a big pile of cards and it is unclear which cards go by default with which creatures. The situation is very inconsistent here.

1. Some cards are given a specific creature that they belong to, but not the majority

2. Many cards have a trait which designates the creature type they belong to, but not all

3. There are at least a few cards that have traits belonging to more than one

Yes, I can go through, read the description, look through the cards and then pull out which cards I need for a given monster. But it's still not always clear and sheesh, that's a lot of hassle just to pull together an encounter and the components are supposed to be about increased convenience and speed of play, not bogging everything down! Fortunately somebody has started this list, but man, I paid $70 for the Guide and Vault, I'd expected this to be part of the basic product.

enoto said:

I love WFRP - it's in my top five RPGs of all time and a joy to run - but man trying to assign some kind of order to the action cards is a real pain in the rear. The components in this game are supposed to and for the most part do speed up the gameplay. However, this is a major instance where a lack of a few good lists bogs down character and encounter creation in a major way.

I was really hoping the lists in the Guides would help with this by assigning some kind of logical grouping to the cards but they really haven't, because they are just alphabetical by type. I mean for heaven's sake, the spells and blessings aren't even listed in rank order.

As a result it takes a long time to create characters and action cards because there's no easy way to figure out what's what besides "hey here's a big list/pile of cards, have fun reading these for a couple hours." I'm not sure exactly how I'd fix the problem, but I'm sure there must be some kind of breakdown that would work. At the very least I'd expect to see Swordsmaster, Pet etc. cards given their own subsections.

The situation is actually even worse in the Creature Guide/Vault. Here you have a big pile of cards and it is unclear which cards go by default with which creatures. The situation is very inconsistent here.

1. Some cards are given a specific creature that they belong to, but not the majority

2. Many cards have a trait which designates the creature type they belong to, but not all

3. There are at least a few cards that have traits belonging to more than one

Yes, I can go through, read the description, look through the cards and then pull out which cards I need for a given monster. But it's still not always clear and sheesh, that's a lot of hassle just to pull together an encounter and the components are supposed to be about increased convenience and speed of play, not bogging everything down! Fortunately somebody has started this list, but man, I paid $70 for the Guide and Vault, I'd expected this to be part of the basic product.

Why can't you just apply your own logical grouping to the cards? As for the Players Guide organization, I see no problems with it. If you're looking for a melee reaction, go to appendix six and look for cards with the trait of reaction. Career traits would have been nice to have their own section, but the rules state that they are open to anyone (unless it says otherwise) so they being segregated would make little sense. And again, a quick scan of the traits will do the job.

The organization in the creature guide/vault leaves a lot to be desired. No argument there. I don't see why they didn't stick with what was in the Tome of Adventure. Although it is not as if the game will explode if you use the wrong card with a monster. I appreciate the latitude. But some more clarity and organization would be nice.

Smilodoner said:

Why can't you just apply your own logical grouping to the cards? As for the Players Guide organization, I see no problems with it. If you're looking for a melee reaction, go to appendix six and look for cards with the trait of reaction. Career traits would have been nice to have their own section, but the rules state that they are open to anyone (unless it says otherwise) so they being segregated would make little sense. And again, a quick scan of the traits will do the job.

For example, the first entry in the Melee Actions section is Melee Strike. OK, that makes sense, it's the basic action. But the second one is Aah Call Him Off which is a pet-only action. It's just weird to have the pet actions not set off to the side. Furthermore I think it does make sense to set the "semi-restricted" cards sets to their own section. The whole thing is just slavishly alphabetical For that matter, why are Blessings the first appendix and Melee Attacks the second? Because it's alphabetical? That doesn't make sense, almost every character will need Melee Attacks but very few will need Blessings.

I guess my aggravation with the player action cards boils down to having a good entry point. Here's what I think they should have done, and it's what I'm going to do for my group. In 4th ed D&D you have your humongous feat list but you also have a quick reference summary that gives you the upshot of what each feat does. That summary more than anything else is what WFRP badly needs because wading through the ever increasing list of actions is overwhelming.

MELEE ACTIONS

General

Acrobatic Strike: Light-weapon strike that uses Coordination instead of Weapon Skill.
Backstab: One-handed weapon attack that is easier when allies are engaged with the target. Does more damage per ally (conservative) or ignores armour soak (reckless).

(etc.)

Reactions
Counterblow: Counterattack after Blocking a failed attack.

...

Pet Actions

Aah - Call Him Off: Your pet damages the target. The target suffers fatigue when he manoeuvres (conservative) or ignores his armour soak for the attack (reckless).

That's disappointing! The cards are much easier to keep organized by function or relationship. I would have thought there might be at least two differently sorted lists in the guide.

Well, you're certainly not wrong about the Players Guide and the way it is organized. But I've come to accept poor organization as just part FFG products. Much like when I buy a Mongoose book, I have come to accept some awful art and poor editing.

They did do well in making the traits clear. If someone knows to look for the traits, then they should be set.

As far as their including a reference summary, that would be nice. Perhaps they can make a web supplement for it? Their action card list is already 103 pages, and even though I'd rather see some kind of reference than the rat catchers tale, that is purely because I've already read it.

Here's the categorsations that our group uses for actions and talents. It doesn't include the spells and blessings as they are pretty simple to search through the cards, and as we use some traits as restrictions (slayer and watcher, for example), you'll see that some actions have been split out into their own category.

I'm pretty sure this is up to date as of SoF, but we haven't used it for a while, so it's possible something actions/talents are missing? I'll try and go through it at some point and update it if its lacking anything...Some of the descriptions are suitably vague as I give this list to players and get them to choose from this rather than pouring over the detail in the cards. I find that helps prevent any attempt to min/max PCs, should any of my players be tempted to do so! ;)

We've got this stored in a spreadsheet, but the format isn't great when moved into a forum post; should be pretty easy to re-format though, if copied out of this post?!?

Talents
Focus
Adaptable Reduce chance of suffering Stress on Intelligence checks
Aethyric Attunement Gain bonus on checks when magic is involved
Aethyric Conduit Gain or lose power quicker when not at equilibrium
Air of Authority Gain bonus to Intimidate checks
Clear Minded Add extra benefits to Willpower checks
Clever Add extra benefits to Intelligence checks
Contemplative Spend Fortune to gain an additional Conservative Die
Creative Thinking Exhaust to replace with any other talent
Deductive Reasoning Add extra boon to Intelligence checks
Determined Add extra benefits to Willpower checks
Devious Reduce chance of suffering a Delay on Fellowship checks
Fervant Belief Gain bonus on Leadership and Piety checks
Foresight Add extra benefits to Initiative checks
I Seem to Recall… Exhaust to gain bonus to an Intelligence check
Instinctive Gain bonus to Intuition checks
I've Seen Worse… Exhaust to gain bonus to a Willpower check
Jack of All Trades Suffer Stress to gain bonus to a skill check
Keen Eyes Gain bonus to Observation checks
Resolute Exhaust to recover Stress
Righteous Servant Gain or lose favour quicker when not at equilibrium
Serene Recover additional Stress with a Willpower check
Shadow Stalker Gain bonus to Stealth checks
Skeptical Gain bonus to Guile checks targeting you
Sky Gazer Gain bonus to Intelligence checks while under open sky
Smarter Than He Looks Exhaust and suffer Stress to gain an increase in Intelligence for a single check
Unshakable Gain bonus to Intimidate checks targeting you
Well-Read Gain bonus on Folklore and Education checks
Reputation
Ambitious Spend Fortune to gain an additional Stance Die
Ascetic Upbringing Gain bonus on Resilience and Discipline checks
Better Lucky than Good Gain additional bonus when using untrained basic skills
Charismatic Add extra benefits to Fellowship checks
Confident Exhaust to negate banes on an Intelligence, Willpower or Fellowship check
Connected Exhaust to gain a bonus to a Social action
Favoured by Fortune Exhaust to re-roll on a Intelligence, Willpower or Fellowship check
Fearless Gain bonus to resist Fear or Terror
Foul-Mouthed Add extra benefits to Social actions
Great Sense of Humour Add extra benefits to Fellowship checks
Gregarious Gain bonus to Charm checks
I Know A Guy… Exhaust to gain bonus to a Fellowship check
Icy Stare Add extra benefits to Social actions using Guile
Magic Empathy Gain bonus to Fellowship checks or social actions targeting a Wizard
More Money Than Sense Spend at least 1 gold to gain an expertise die to social actions or a
skill check using Fellowship
Notorious Gain bonus to Guile checks
Outgoing Exhaust to recharge a Social action
Pious Gain bonus to Fellowship checks or social actions targeting a Priest or devout character
Power of Faith Exhaust to use Willpower instead of Intelligence for a skill check
Protective Gain bonus to skill checks while an ally is critically wounded
Resourceful Exhaust to gain a bonus to an Intelligence check
Shady Gain bonus to Skulduggery checks
Social Butterfly Recover Stress when succeeding at Charm or Guile checks
Stiff Upper Lip Can spend Fortune to reduce duration of Condition Cards
University Education Add extra benefits to Education or Folklore checks
Voice of reason Exhaust to use Intelligence instead of Fellowship for a skill check
Weather Beaten Reduce negative effects due to bad weather or environmental effects
Well-Travelled Gain bonus to charm, education and folklore checks pertaining to exotic
people or places
Tactic
Catlike Reflexes Exhaust to gain a bonus to an Agility check or Dodge attempt
Cavalry Specialist Bonus when fighting while mounted
Combat Alertness Gain defence when no active defences are recharging
Coordinated Efforts Add extra benefits to Agility checks
Diestro Training Gain +1 defence when armed only with a fencing weapon, or fencing
weapon and dagger
Exceptional Training Exhaust to negate banes on a Strength, Agility or Toughness check
Exploit A Weakness Bonus against critically wounded targets
Flanking Manoeuvre Bonus when fighting with allies in an engagement
Girding Oneself Add extra benefits to Toughness checks
I'll Sleep When I'm Dead Exhaust to remove Fatigue
Lead From The Front Bonus when acting before any enemies in combat round
Made of Iron Reduces Fatigue suffered
Might Makes Right Add extra benefits to Strength checks
Relentless Approach Exhaust to re-roll on a Strength, Agility or Toughness check
Relentless Pursuit Perform a free manoeuvre when you defeat the last enemy in your engagement
Robust Reduce the severity of critical wounds by 1 when being treated or healed
Roll With It Exhaust to increase Soak Value
Shield Wall Bonus when fighting with allies equipped with shields
Timely Surge Exhaust to gain bonus to a Strength check
Twist The Knife Causes target to suffer Fatigue after successful Melee Attack
Untouchable Use Parry against Ranged Attacks
Up Close and Personal Add additional recharge to dodging opponents
Vigilant Exhaust to gain a bonus to Initiative
Trick
Bite and Shake Add fortune to allies actions against engaged enemies
Good Dog Add extra benefits to Animal Training checks
Harrier Add misfortune to engaged enemies actions
Man's Best Friend Gain defence while engaged with Pet
Nip At The Heels Add extra risks to Animal Training checks, engaged enemies do not
get a free manoeuvre
Warning Bark Gain bonus to Observation and Initiative checks
Actions
Melee
Acrobatic Strike Melee attack that uses Coordination rather than Weapon Skill
Backstab Melee attack that uses Stealth vs. Observation
Beat Back Melee attack that damages and forces the enemy back
Coordinated Strike Melee attack that combines normal damage with that of a coordinating ally
Counterblow Reactive Melee attack that can be used with the Block active defence
Cut and Run Melee attack that allows a free disengage
Disorienting Strike Melee atack that causes Blinded, Exposed ot Staggered condition
Double Strike Melee attack using two weapons
Dramatic Flourish Melee attack that is opposed by Discipline
Duelist's Strike One on One Melee attack that allows you to move the engagement
Grapple Unarmed Melee attack that uses an opposed Athletics check
Insulting Blow Melee attack that uses Fellowship instead of Strength
Melee Strike Basic Melee attack
Mighty Blow Unarmed Melee attack that uses Athletics instead of Weapon Skill
Nimble Strike Melee attack that uses Agility rather than Strength
Reckless Cleave Melee attack that can do extra damage at the expense of an active defence
Riposte Reactive Melee attack that can be used with the Parry active defence
Setup Strike Melee attack that causes the Exposed condition
Shield Slam Melee attack that uses Resilience and can knock the target prone
Surprise Attack Surprise Melee attack that uses Skulduggery instead of Weapon Skill
Sword and Board Melee attack that can recharge the Block active defence
Thunderous Blow Melee attack that requires a two handed weapon
Ranged
Accurate Shot Ranged attack that allows bonuses for extra stress suffered
Called Shot Ranged attack that causes Rattled, Cowed or Sluggish condition
***** in the Armour Ranged attack that uses Observation and ignores armour
Close-Quarters Shot Ranged attack for shooting while engaged
Covering Fire Ranged attack that can hit many enemies in an engagement
Extreme Shot Ranged attack that allows you to shoot 1 range increment further than normal
Immobilising Shot Ranged attack that can pin the target to the ground or wall
Knock Back Shot Ranged attack that forces the target back 1 range increment
Powerful Throw Ranged attack that requires a thrown weapon and allows bonuses
for extra fatigue suffered
Ranged Shot Basic Ranged attack
Rapid Fire Ranged attack that can fire more than one shot per round
Snap Shot Ranged attack that causes any active defences used to gain 1 additional recharge token
Sniper Shot Ranged attack that requires preparation to deal additional damage
Sudden Knife Surprise Ranged attack that uses Skulduggery instead of Weapon Skill
Threading the Needle Ranged attack for shooting into an engagement
Thundering Shot Ranged attack that requires a Black Powder weapon and causes fear
Trick Shot Ranged attack that can hit target not in line of sight
Twin Pistols Ranged attack that uses two one handed ranged weapons
Support
Assess the Situation Basic support action that recovers fatigue and stress and grants additional defence
Berserker Rage Support action that grants bonus while in the reckless stance
Big City Bravado Support action that grants bonuses to social actions while in an urban setting
Block Reactive basic support defence using a shield
Call of the Wild Support action that grants bonuses to actions while in a rural setting
Combat Focus Support action that grants a bonus to Melee or Ranged attacks while recharging
Conundrum Support action that delays the target with an unanswerable riddle
Devious Manoeuvre Support action that uses a dirty trick to help an ally or hinder an enemy
Dirty Tricks Reactive support action that hinders an enemy
Dodge Reactive basic support defence using avoidance
Exploit Opening Support action used to direct the actions of your allies
Fake Out Support action that influences the target using a false identity
Fear Me! Support action that grants you the Fear power
Find Weakness Support action used to ignore difficulty modifiers on subsequent
Melee or Ranged attacks
Fluster Support action used to distract or fluster the target
Formal Diplomacy/Informal Carousing Support action that influences the target using wining and dining or gifts
Guarded Position Basic support action that grants additional defence to you and your allies
Honeyed Words Support action that uses lies and half truths to influence the target
I Thought We Were Friends Support action that hinders the targets actions
Improved Block Reactive improved support defence using a shield
Improved Dodge Reactive improved support defence using avoidance
Improved Parry Reactive improved support defence using a melee weapon
Inspiring Words Support action that grants the target the inspired condition
My Life For Yours Support action used to protect a single ally
Parry Reactive basic support defence using a melee weapon
Perform a Stunt Basic support action that allows a skill to be used in an unusual way
Predator or Prey Support action that grants bonuses to actions against beasts or wild animals
Scrutinise Support action used to find significant facts about the target
Splints and Bandages Support action that grants improved first aid
Staring Contest Support action that uses a test of Willpower to grant bonuses against the target
Steely Gaze Support action that uses Fellowship rather than Strength on Intimidate,
and causes target to move away from you
Trivial Knowledge Reactive support action that aids an ally with obscure but useful knowledge
Twisting Words Support action that causes the target to say something foolish or embarrassing
Who's Next Reactive support action usable when an enemy is defeated
Winning Smile Support action that influences the target and can prevent a hostile target
from attacking
Ritual Dance (War Dancer only)
Leap from Stillness/Stooping Hawk Leap Engage and make melee attack as an action
Orion's Gamble Melee attack using co-ordination that also allows additional benefits
Shadow's Coil Active defence that requires a recharging ritual dance
Tempest's Fury Melee attack whose damage is based on removing recharge tokens
from existing ritual dances
The Viper's Dance Gain defence or additional damage when other ritual dances are recharging
Whirling Death Melee attack that also allows additional benefits
Woven Mist Support action that while recharging allows additional stance changes
and other additional benefits
Watcher (Watcher only)
Arrow Storm Ranged attack that hits multiple targets with a single action
Bulls Eye Ranged attack that can be used to attack for bonuses while hidden from target
Slayer (Slayer only)
Shrug It Off Reaction that allows you to increase soak against a specific attack
after damage has been rolled
Troll-Feller Strike Melee attack that requires you to be out numbered or facing a larger opponent
Judgement (Witch Hunter only)
Execution Shot Ranged attack that allows a follow up Melee Strike action
Judgement of Vengeance Melee attack that has damage based on criticals or insanities you are suffering from

I handle it as follows: All available cards are put into page protectors (i.e. ones that players do not currently possess). They are organized by melee, Range, Reaction, Support, and then by Cult or College. It really isn't hard to look at all of the cards for a given focus this way.

The Creature action cards are much tougher. So I sorted them by type (melee, range, reaction, support, etc.) and then alphabetically by type. If I am looking to customize a creature and I know I have two melee and one range, I can quickly scan those card types for specific traits. It actually doesn't take much time at all to quickly do this. Of course, it took about 90 minutes to get the system in place (and you have to buy a gajillion page protectors in the first place ~$15 per 100 sheets). Likewise, if I am flipping through the Creature Guide and I see some cards I need to pull to compose an encounter, I know exactly where to get them and don't have to sort through a massive pile.

Not perfect, but I really don't see a way to do it otherwise without having a ton of tables cross references because the traits (particularly the creature cards) are all over the place. For instance cards that have greenskin and skaven traits - where are they filed? I just file them under melee, alpha by name.

We do album sheets (including the 4x5 negative holder pages for career cards. If someone wants a card, they take it out. I'm to the point where I"m going to make players buy their own stuff..now that the much-needed PG and PV are out.

jh

Emirikol said:

We do album sheets (including the 4x5 negative holder pages for career cards. If someone wants a card, they take it out. I'm to the point where I"m going to make players buy their own stuff..now that the much-needed PG and PV are out.

jh

We do the same thing. I currently have it organized where all Basic cards are in the front, and improved versions of the active defenses are in the next sheet. After that I have melee actions, ranged actions, social actions, support actions, actions based on class traits (Ancestor, Judgement, etc.)basic magic actions, colleges, basic priest actions, faiths. Then Tactics, Focus, and Reputation.

Works fine; each sleeve space has a white label at the bottom for the card that goes there, so the empty spaces are reserved; never put two different action classifications on the same page for future expansion.

How big of a folder does this take up?

I just assemble the cards into decks and use Hugo's Amazing Tape to hold them together melee, ranged, social, defense, keyword-oriented, and each magic college and faith order.

But it sounds like this is about the organization in the Player's Guide.

enoto said:

How big of a folder does this take up?

I use a Z-Binder I found at Staples... one half is the player Actions, Careers, Talents and Party Sheets, the other side is Locations, NPC actions, Nemesis cards and campaign-specific cards. Still plenty of room left after adding the Creature Vault.

I'm sure you could fit in everything in a single 2" binder.

I've taken pumpkin's exemplary list above, and started to present it in a handy format. I've tried to mimic the layout in the WFRP 3rd edition rule books:

www.file-upload.net/download-3176807/Action-Master-Table-v1.0.pdf.html

Any corrections welcome.

I'm happy to put the same amount of work into the Creature Vault to make a well layouted master list for chapters 2 to 4. However, I'd like someone else to prep the text, on the model pumpkin provided above.

Cheers!

Really nice. I miss the other cards (from adventure toolkit, winds of change, sign of faith) and action traits (pets, support, social, etc)... but good work anyway !

I've only got the Creature Guide yet. When my copy of the Player's Guide arrives, I'll see what I can do to complete the list. In the meantime, as stated, I'd be more than happy to incorporate additions and corrections! :)

I've been out of the loop for several months, you know life getting in the way and all that. Upon returning to the fold I find the Guides and Vaults released and Signs of Faith as well, all pieces that I felt were missing when my group was last together. I have been looking into concerns as well as praise for these products as a sort of gauge by which to prioritize my purchasing of them. This post has me slightly worried that organization is going to continue to be a problem with WHFRP, however the fun provided by the game trumps most worries that I have. My main concern here is the fact that my old group is pretty much obsolete and I am looking for new players to bring into the fold, and I desperately want the early stages to go smoothly so as to capture the imagination and attention of these newbies.

Are the organizational problems such a concern that they will distract from the essence of the game itself? Would it be wise to have a pre-organizing party before getting character creation underway?

I really want the experience to have a lasting positive effect on my new group so that they will be more inclined to continue the sessions with me. I need this because GM'ing is like a drug to me, I love the time spent creating and bringing the game to life for friends. Any answers to these questions would be much appreciated.

Pumpkin, I just wanted to let you know I found your post very handy for working on my House Rulebook again today :)

jh

The Strolling Bones said:

I've been out of the loop for several months, you know life getting in the way and all that. Upon returning to the fold I find the Guides and Vaults released and Signs of Faith as well, all pieces that I felt were missing when my group was last together. I have been looking into concerns as well as praise for these products as a sort of gauge by which to prioritize my purchasing of them. This post has me slightly worried that organization is going to continue to be a problem with WHFRP, however the fun provided by the game trumps most worries that I have. My main concern here is the fact that my old group is pretty much obsolete and I am looking for new players to bring into the fold, and I desperately want the early stages to go smoothly so as to capture the imagination and attention of these newbies.

Are the organizational problems such a concern that they will distract from the essence of the game itself? Would it be wise to have a pre-organizing party before getting character creation underway?

I really want the experience to have a lasting positive effect on my new group so that they will be more inclined to continue the sessions with me. I need this because GM'ing is like a drug to me, I love the time spent creating and bringing the game to life for friends. Any answers to these questions would be much appreciated.

I would say that you definately need to cut the choices for the players and introduce all the various talents and action cards and what not piece by piece. Maybe even start out with pre-generated characters (say perhaps from Liber Fanatica #7).

Of course, this depends on your group. While I have never played it myself I imagine that a hardcore DnD fan would leaf through a deck or two in no-time, well...sorta...

Maybe something along these lines:

1. Make chars without talents or actions (except the basic ones) saving whatever xp not used

2. Play a quick scenario - A day late maybe

3. Give them the opportunity to buy a couple of action cards

4. Play another short scenario

5. Let them use their xp as they see fit

6. Give them the opportunity to exchange a card here or there after a couple of sessions once they know what they are doing.

As for organisation I am in the same boat as many others - finding myself swamped in decks upon decks of cards. I too have bought plastic sheets (9x9) for the action cards and might also buy sheets for the careers and other cards.

While it certainly can be a bit of a shore to set up I am confident that once organised the problem disappears. Though I cannot help but find it ironic that FFG created a "bookless" rpg (sorta) only to have the fans use plastic sheets and make their own books! I love WFRP3 though, make no mistake about that and I am sure it'll be a breeze once I am more familiar with all the bits and stuff.

I got the plastic folders the other day and I just wanted to say that they're great, super great even! I've got almost all the content and was fretting with all the cards and now it's a breeze. My only regret is that I didn't do this right from the start.

It is very inspiring to flip through the all the locations, items and NPC/monsters and just look at the art.

I cannot recommend this enough.

EDIT: Oh and I when I sorted the location cards it was a cool feeling to see a whole city just appearing before me on my desk as I lay down the cards, almost at random...

Although I adore the system, having the protector sheets with thick binders as well as tackle boxes is really the best way to store the components and make them useable. Which sucks because it is an added cost burden, and it's a pretty heavy one.

Hey people, I've been away for a while and didn't realise WindJammer had made an excellent formatted doc from my original list.

I'll try and get the missing player cards sorted and post here so you can add them in - glad it's useful

Here is hopefully the complete list so far except for blessing and magic related stuff, which is relaitvely easy to search through so isn't a priority but will try and get them done at some point too..

It's the full list again, rather than just the new additions

Talents
Focus
Adaptable Reduce chance of suffering Stress on Intelligence checks
Aethyric Attunement Gain bonus on checks when magic is involved
Aethyric Conduit Gain or lose power quicker when not at equilibrium
Air of Authority Gain bonus to Intimidate checks
Clear Minded Add extra benefits to Willpower checks
Clever Add extra benefits to Intelligence checks
Contemplative Spend Fortune to gain an additional Conservative Die
Creative Thinking Exhaust to replace with any other talent
Deductive Reasoning Add extra boon to Intelligence checks
Determined Add extra benefits to Willpower checks
Devious Reduce chance of suffering a Delay on Fellowship checks
Fervant Belief Gain bonus on Leadership and Piety checks
Foresight Add extra benefits to Initiative checks
I Seem to Recall… Exhaust to gain bonus to an Intelligence check
Instinctive Gain bonus to Intuition checks
I've Seen Worse… Exhaust to gain bonus to a Willpower check
Jack of All Trades Suffer Stress to gain bonus to a skill check
Keen Eyes Gain bonus to Observation checks
Resolute Exhaust to recover Stress
Righteous Servant Gain or lose favour quicker when not at equilibrium
Serene Recover additional Stress with a Willpower check
Shadow Stalker Gain bonus to Stealth checks
Skeptical Gain bonus to Guile checks targeting you
Sky Gazer Gain bonus to Intelligence checks while under open sky
Smarter Than He Looks Exhaust and suffer Stress to gain an increase in Intelligence for a single check
Unshakable Gain bonus to Intimidate checks targeting you
Well-Read Gain bonus on Folklore and Education checks
Reputation
Ambitious Spend Fortune to gain an additional Stance Die
Ascetic Upbringing Gain bonus on Resilience and Discipline checks
Better Lucky than Good Gain additional bonus when using untrained basic skills
Charismatic Add extra benefits to Fellowship checks
Confident Exhaust to negate banes on an Intelligence, Willpower or Fellowship check
Connected Exhaust to gain a bonus to a Social action
Favoured by Fortune Exhaust to re-roll on a Intelligence, Willpower or Fellowship check
Fearless Gain bonus to resist Fear or Terror
Fights With Flair Exhaust to removes tokens from an Enhance card
Foul-Mouthed Add extra benefits to Social actions
Great Sense of Humour Add extra benefits to Fellowship checks
Gregarious Gain bonus to Charm checks
I Know A Guy… Exhaust to gain bonus to a Fellowship check
Icy Stare Add extra benefits to Social actions using Guile
Intimidating Presence Add extra benefits to Intimidate checks
Magic Empathy Gain bonus to Fellowship checks or social actions targeting a Wizard
More Money Than Sense Spend at least 1 gold to gain an expertise die to social actions or a skill check using Fellowship
Notorious Gain bonus to Guile checks
Outgoing Exhaust to recharge a Social action
Pious Gain bonus to Fellowship checks or social actions targeting a Priest or devout character
Power of Faith Exhaust to use Willpower instead of Intelligence for a skill check
Protective Gain bonus to skill checks while an ally is critically wounded
Resourceful Exhaust to gain a bonus to an Intelligence check
Shady Gain bonus to Skulduggery checks
Social Butterfly Recover Stress when succeeding at Charm or Guile checks
Stiff Upper Lip Can spend Fortune to reduce duration of Condition Cards
University Education Add extra benefits to Education or Folklore checks
Voice of reason Exhaust to use Intelligence instead of Fellowship for a skill check
Weather Beaten Reduce negative effects due to bad weather or environmental effects
Well-Travelled Gain bonus to charm, education and folklore checks pertaining to exotic people or places
Tactic
Catlike Reflexes Exhaust to gain a bonus to an Agility check or Dodge attempt
Cavalry Specialist Bonus when fighting while mounted
Combat Alertness Gain defence when no active defences are recharging
Coordinated Efforts Add extra benefits to Agility checks
Diestro Training Gain +1 defence when armed only with a fencing weapon, or fencing weapon and dagger
Exceptional Training Exhaust to negate banes on a Strength, Agility or Toughness check
Exploit A Weakness Bonus against critically wounded targets
Flanking Manoeuvre Bonus when fighting with allies in an engagement
Footwork Exchange a manoeuvre for defence or additional damage
Girding Oneself Add extra benefits to Toughness checks
I'll Sleep When I'm Dead Exhaust to remove Fatigue
Lead by Example Suffer Fatigue to Assist during another Hero's turn
Lead From The Front Bonus when acting before any enemies in combat round
Made of Iron Reduces Fatigue suffered
Might Makes Right Add extra benefits to Strength checks
Outdoorsman Exhaust to recover Fatigue and Obedience or Wind
Relentless Approach Exhaust to re-roll on a Strength, Agility or Toughness check
Relentless Pursuit Perform a free manoeuvre when you defeat the last enemy in your engagement
Robust Reduce the severity of critical wounds by 1 when being treated or healed
Roll With It Exhaust to increase Soak Value
Shield Wall Bonus when fighting with allies equipped with shields
Strength in Numbers Gain bonuses while in close range of 2 other allies
The Bigger They Are Add extra benefits when attack targets larger than human sized
Timely Surge Exhaust to gain bonus to a Strength check
Twist The Knife Causes target to suffer Fatigue after successful Melee Attack
Untouchable Use Parry against Ranged Attacks
Up Close and Personal Add additional recharge to dodging opponents
Vigilant Exhaust to gain a bonus to Initiative
Trick
Bite and Shake Add fortune to allies actions against engaged enemies
Good Dog Add extra benefits to Animal Training checks
Harrier Add misfortune to engaged enemies actions
Man's Best Friend Gain defence while engaged with Pet
Nip At The Heels Add extra risks to Animal Training checks, engaged enemies do not get a free manoeuvre
Warning Bark Gain bonus to Observation and Initiative checks
Actions
Melee
Acrobatic Strike Melee attack that uses Coordination rather than Weapon Skill
Backstab Melee attack that uses Stealth vs. Observation
Beat Back Melee attack that damages and forces the enemy back
Coordinated Strike Melee attack that combines normal damage with that of a coordinating ally
Corps-a-Corps Melee attack with a two handed weapon that knocks the target prone
Counterblow Reactive Melee attack that can be used with the Block active defence
Coup-de-Grace Reactive Melee attack with a two handed weapon that deals additional damage to a prone enemy
Cut and Run Melee attack that allows a free disengage
Disarm Melee attack that uses either Str or Ag to disarm an opponent
Disorienting Strike Melee atack that causes Blinded, Exposed ot Staggered condition
Double Strike Melee attack using two weapons
Dramatic Flourish Melee attack that is opposed by Discipline
Duellist's Strike One on One Melee attack that allows you to move the engagement
Grapple Unarmed Melee attack that uses an opposed Athletics check
Insulting Blow Melee attack that uses Fellowship instead of Strength
Ironclad and Unstoppable Melee attack with a two handed weapon that allows you to disengage for free
I've Done Toying With You Melee attack that does additional damage for each critical wound the target has
Kick and Bite Mounted Melee attack that uses Ride instead of weapon skill and the mounts Str for damage
Melee Strike Basic Melee attack
Mighty Blow Unarmed Melee attack that uses Athletics instead of Weapon Skill
Mighty Swing Melee attack with a two handed weapon that can produce large amounts of damage
Mounted Charge Mounted Melee attack that allows you to move from medium to engaged as part of the action
Nimble Strike Melee attack that uses Agility rather than Strength
Reckless Cleave Melee attack that can do extra damage at the expense of an active defence
Repeated Strike Melee attack with two weapons that prevents target from using active defences
Retribution Reactive Melee attack that requires a shield and is used against the block active defence
Ride Down Mounted Melee attack that allows you to begin and end in close range to the engagement
Riposte Reactive Melee attack that can be used with the Parry active defence
Setup Strike Melee attack that causes the Exposed condition
Shield Bash/Shield Bind Melee attack that uses To and a shield to bash or pin an opponent
Shield Slam Melee attack that uses Resilience and can knock the target prone
Slash and Wheel Mounted Melee attack that allows you to disengage for free or knock opponent prone
Surprise Attack Surprise Melee attack that uses Skulduggery instead of Weapon Skill
Sword and Board Melee attack that can recharge the Block active defence
The Magritta Thrust Melee attack that uses either Str or Ag
The Right Moment Melee attack that always deals at least one critical wound
Thunderous Blow Melee attack that requires a two handed weapon
Trail of Devastation Melee attack with two weapons that allows you to attack unengaged targets
Two Cuts Melee attack with two weapons that can damage more than one target in the engagement
Warding Cut Melee attack that allows you or an ally in the engagement to remove tokens from a recharging defence action
Whirlwind Melee attack that hits every enemy in the engagement
Melee Enhance
Duellist's Finesse/Duellist's Speed Enhance action for the Diestro Melee fighting style
Half-Haft Grip Enhance action for the Zweihander Melee fighting style
Off-Hand Flourish Enhance action for the Twin Weapon Melee fighting style
Testing Mettle Enhance action for the Bulwark Melee fighting Style
Ranged
Accurate Shot Ranged attack that allows bonuses for extra stress suffered
Archer's Paradox Ranged attack that causes pierce or a choice of critical on a Sigmar's Comet
Called Shot Ranged attack that causes Rattled, Cowed or Sluggish condition
***** in the Armour Ranged attack that uses Observation and ignores armour
Close-Quarters Shot Ranged attack for shooting while engaged
Covering Fire Ranged attack that can hit many enemies in an engagement
Extreme Shot Ranged attack that allows you to shoot 1 range increment further than normal
Immobilising Shot Ranged attack that can pin the target to the ground or wall
Knock Back Shot Ranged attack that forces the target back 1 range increment
Overloaded Shot Ranged attack that worsens the unreliable rating of a Black Powder Weapon but deals extra damage
Powerful Throw Ranged attack that requires a thrown weapon and allows bonuses for extra fatigue suffered
Ranged Shot Basic Ranged attack
Rapid Fire Ranged attack that can fire more than one shot per round
Scatter Shot Ranged attack that allows you to target an entire engagement when using a Black Powder Weapon
Snap Shot Ranged attack that causes any active defences used to gain 1 additional recharge token
Sniper Shot Ranged attack that requires preparation to deal additional damage
Sudden Knife Surprise Ranged attack that uses Skulduggery instead of Weapon Skill
The Full Draw Ranged attack that can be used to interrupt a target's turn to attack while The Full Draw is recharging
Threading the Needle Ranged attack for shooting into an engagement
Thundering Shot Ranged attack that requires a Black Powder weapon and causes fear
Trick Shot Ranged attack that can hit target not in line of sight
Twin Pistols Ranged attack that uses two one handed ranged weapons
Ranged Enhance
Dangerous Modifications Enhance action for the Thunder Ranged fighting style
Stilled Breath Enhance action for the Hunter's Eye Ranged fighting style
Support
Assess the Situation Basic support action that recovers fatigue and stress and grants additional defence
Belching Smoke support action using a Black Powder Weapon and Intimidate(Str) to inflict stress on all enemies within long range
Berserker Rage Support action that grants bonus while in the reckless stance
Big City Bravado Support action that grants bonuses to social actions while in an urban setting
Block Reactive basic support defence using a shield
Bloodspatter Reactive support action that adversely affects targets in close range when you defeat an enemy in combat
Call of the Wild Support action that grants bonuses to actions while in a rural setting
Celerity Reactive support defence that adds a misfortune die to the enemies attack for each recharging Diestro action card
Combat Focus Support action that grants a bonus to Melee or Ranged attacks while recharging
Conundrum Support action that delays the target with an unanswerable riddle
Devious Manoeuvre Support action that uses a dirty trick to help an ally or hinder an enemy
Dirty Tricks Reactive support action that hinders an enemy
Dodge Reactive basic support defence using avoidance
Exploit Opening Support action used to direct the actions of your allies
Fake Out Support action that influences the target using a false identity
Fear Me! Support action that grants you the Fear power
Find Weakness Support action used to ignore difficulty modifiers on subsequent Melee or Ranged attacks
Fluster Support action used to distract or fluster the target
Formal Diplomacy/Informal Carousing Support action that influences the target using wining and dining or gifts
Guarded Position Basic support action that grants additional defence to you and your allies
Honeyed Words Support action that uses lies and half truths to influence the target
I Thought We Were Friends Support action that hinders the targets actions
Improved Block Reactive improved support defence using a shield
Improved Dodge Reactive improved support defence using avoidance
Improved Guarded Position Improved support action that grants additional defence to you and your allies
Improved Parry Reactive improved support defence using a melee weapon
Inspiring Words Support action that grants the target the inspired condition
Interpose Reactive support defence action that is used while mounted to add misfortune dice to the attack equal to ranks in Ride
Iron Shield Stance Support action using a shield that allows you to remove recharge tokens from it to add misfortune dice to an enemies attack
Mine's Bigger Support action that deals stress to target within close range
My Life For Yours Support action used to protect a single ally
Parry Reactive basic support defence using a melee weapon
Perform a Stunt Basic support action that allows a skill to be used in an unusual way
Predator or Prey Support action that grants bonuses to actions against beasts or wild animals
Scrutinise Support action used to find significant facts about the target
Splints and Bandages Support action that grants improved first aid
Staring Contest Support action that uses a test of Willpower to grant bonuses against the target
Steely Gaze Support action that uses Fellowship rather than Strength on Intimidate, and causes target to move away from you
The Hunter's Eye Support action that grants bonuses to you and your allies against a target within long range while The Hunter's Eye recharges
Trivial Knowledge Reactive support action that aids an ally with obscure but useful knowledge
Twisting Words Support action that causes the target to say something foolish or embarrassing
Ward Reactive support defence using a shield that adds a misfortune die to the enemies attack for each level of training in Resilience
Who's Next Reactive support action usable when an enemy is defeated
Winning Smile Support action that influences the target and can prevent a hostile target from attacking
Ancestor (Iron Breaker only)
High King Gotrek's Justice Melee attack that gains bonuses when used against someone from the book of Grudges, Greenskin or Elf
Saga of Grimnir Support Saga action that deals fatigue or damage each time recharge token is removed
Saga of Grungni Support Saga action that prevents allies from being attacked or from enemies taking actions while it is recharging
Saga of Valaya Support Saga action that adds extra misfortune dice when you use an active defence
Skalf's Anvil Melee attack using Resilience that grants fortune to allies or misfortune to enemies while it is recharging
Wall of Steel Reactive support defence that adds a misfortune die to the enemies attack for each recharging Ancestor action card
Wrath of Morgrim Melee attack that deals extra damage based on the wounds you are suffering from
Judgement (Witch Hunter only)
Execution Shot Ranged attack that allows a follow up Melee Strike action
Judgement of Vengeance Melee attack that has damage based on criticals or insanities you are suffering from
Seek Confession Ranged attack that gains bonuses for training in Intimidate
The Final Judgement Melee attack that can use Weapon Skill or Ballistics Skill and deals additional damage depending on recharging Judgement cards
Ritual Dance (War Dancer only)
Leap from Stillness/Stooping Hawk Leap Engage and make melee attack as an action
Orion's Gamble Melee attack using co-ordination that also allows additional benefits
Shadow's Coil Active defence that requires a recharging ritual dance
Tempest's Fury Melee attack whose damage is based on removing recharge tokens from existing ritual dances
The Viper's Dance Gain defence or additional damage when other ritual dances are recharging
Whirling Death Melee attack that also allows additional benefits
Woven Mist Support action that while recharging allows additional stance changes and other additional benefits
Slayer (Slayer only)
Deathwish Reaction that grants bonuses to Terror and Fear checks
One Last Blow Reactive Melee attack that can deal bonuses based on the severity of a critical you have just received
Shrug It Off Reaction that allows you to increase soak against a specific attack after damage has been rolled
Troll-Feller Strike Melee attack that requires you to be out numbered or facing a larger opponent
Watcher (Watcher only)
Arrow Storm Ranged attack that hits multiple targets with a single action
Bulls Eye Ranged attack that can be used to attack for bonuses while hidden from target
Way of the Sword (Sword Master only)
Final Stroke of the Master Melee attack that deals extra damage based on the number of recharging Way of the Sword Cards
Flight of the Phoenix Ranged attack that hits a target within close range with your Sword or Greatsword
Path of the Autumn Wind Melee attack that also helps recharge active defences
Path of Falling Water Melee attack that allows you to engage and disengage as part of the action
Path of the Hawk Melee attack that allows you to remove recharge tokens from other Way of the Sword cards
Path of the Summer Gale Melee attack that grants additional damage to other Way of of the Sword cards while it is recharging
Speed of Asuryan Reactive support defence that adds a misfortune die to the enemies attack for each recharging Way of the Sword action card

I've recently addressed this issue with my collection. My solution was the following:

Blessings and Spells are sorted by Order or Cult and then by rank. All other spell casting is sorted by the caster (Dark Magician, Hedge Wizard, Grey Seer, etc.) then by rank as well.

PC Action Cards sorted out into four groups:

  • The Basic 8
  • Race Specific Actions (Ancestor, Waywatcher, Slayer, etc)
  • Combat Enhancements (Bulwark, Diestro, Zweihander)
  • The rest (sorted by type (Melee, Range, Support, Defense) and then by criteria (Social, Support, Ongoing, Teamwork).

Each of these is kept together with a polypropylene elastic band. You can find packs of them at The Container Store.

This way I can grab a managable number of cards for my players to consult while building new PCs or figuring out what new action card to spend their advances on.

The Creature Action Cards from the creature vault are sorted by creature type and general.

I keep all of them in this: www.amazon.com/gp/product/B000BQPZDK

I use additional ones to organize my tokens, dice, and other cards (wounds, insanities, diseases, etc.)

cliffetters said:

I've recently addressed this issue with my collection. My solution was the following:

Blessings and Spells are sorted by Order or Cult and then by rank. All other spell casting is sorted by the caster (Dark Magician, Hedge Wizard, Grey Seer, etc.) then by rank as well.

PC Action Cards sorted out into four groups:

  • The Basic 8
  • Race Specific Actions (Ancestor, Waywatcher, Slayer, etc)
  • Combat Enhancements (Bulwark, Diestro, Zweihander)
  • The rest (sorted by type (Melee, Range, Support, Defense) and then by criteria (Social, Support, Ongoing, Teamwork).

Each of these is kept together with a polypropylene elastic band. You can find packs of them at The Container Store.

This way I can grab a managable number of cards for my players to consult while building new PCs or figuring out what new action card to spend their advances on.

The Creature Action Cards from the creature vault are sorted by creature type and general.

I keep all of them in this: www.amazon.com/gp/product/B000BQPZDK

I use additional ones to organize my tokens, dice, and other cards (wounds, insanities, diseases, etc.)

Funny, that's almost exactly the way I have divided my cards as well. Except that I use plastic 9x9-holders.

@ Bladerunner: I like the plastic cases from Agri-Mills because I can customize the spaces internally, and then shove a couple in a satchel with the necessary books and I've got everything I need to run a game without taking everything I own along...

...though I usually do.