TEXT: GURPS - HAMMER  
  GURPS Conversion Rules for Warhammer Fantasy Roleplay 
   
   
   
   
  This is an initial attempt at GURPS conversion rules for Warhammer Fantasy 
  Roleplay. It contains conversion rules for the more basic elements of 
  Warhammer like careers, characters, and tests. It introduces a magic system 
  largely based on the Warhammer Rulebook but with modifications devised 
  by myself. It also includes a completely new way to look at clerical magic.  It 
  is missing a section on how to handle character progression and (after play 
  testing this for a few months) I think I would like to replace fright tests with the 
  more colourful Insanity Point system. I intend to add to and improve this 
  document in future (it’s still a little rough, I know) and any feedback would be 
  great. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This document is available for personal use only. You may make copies and extract sections but 
  you must acknowledge the author  in new versions and you must get the authors permission if 
  you intend publishing or selling any part of this document. 
   
  The Author: Roger Kay 
  E-Mail: r.kay@nz.dialogic.com 
  Snail-Mail: 55A Salisbury Road, Birkdale, Auckland, New Zealand 
  
   0. CONTENTS 
   
  1. 
  New Advantages and Disadvantages 
   
  2. 
  New Skills 
   
  3. 
  Race Packages 
   
  4. 
  Generating GURPS Characters for the Warhammer World 
   
  5. 
  General Conversions 
   
  6. 
  Sorcerous Magicks 
   
  7. 
  Clerical Magicks 
   
  
  1. ADVANTAGES AND DISADVANTAGES 
   
  NEW ADVANTAGES AND DISADVANTAGES 
   
  The following new advantages are available for GURPS-Hammer: 
  FATE 
   
   
   
   
   
   
           10 POINTS/LEVEL 
  Your deity takes an interest in your welfare and may have marked you to do 
  something important. If you are in difficulty and in danger of not fulfilling your 
  destiny then your deity may intervene in worldly affairs and set things back on 
  track. In most cases this means preventing your death but sometimes this 
  may mean some less tangible intervention. If you rely to much on fate you 
  may find your deity will tire of pulling your fat from the fire and just let you fail. 
  For each level of fate you buy your deity will intervene once in your favour. 
  When this intervention takes place this advantage should be reduced by one 
  level (or removed). The maximum amount of fate that can be taken is 3 
  levels. Dwarves may only take 2 levels and Elves can only take a single level 
  of fate.  
  HATRED (BY RACE) 
   
   
   
   
     
             VARIABLE 
  You have an intense hatred of a particular race. When sighting an creature 
  of that race nearby you must pass a Will - 1 roll or be forced to attack the foe 
  immediately. You will not leave combat until either you or your foe is dead. 
  During combat you temporarily have a strength one higher than your current 
  strength. However, due to your blind fury you have trouble aiming your blows 
  or missiles properly; subtract one from the appropriate skill. If you are reduced 
  to less than half your hit points then you may make another Will roll at +1 in 
  order to regain control of your senses. A -5 disadvantage should taken for a 
  race that you will meet very rarely or for race that is not very deadly. A -30 
  disadvantage is for a race that you will meet frequently or a very deadly 
  race that you might only meet once (like Greater Daemons!).  
  INCREASED FATIGUE POINTS 
   
   
            3 POINTS/FATIGUE POINT 
  You have more stamina than a normal person with your HT. Fatigue points 
  are initially equal to ST, so a character with ST 11 could buy his fatigue point 
  total up to 13. This would be written as ST 11/13.  Contests of ST and anything 
  else involving tests of strength would still be made against a strength of 11. 
  Only fatigue is subtracted from 13. You may only buy 4 extra fatigue points. 
  INCREASED HIT POINTS  
   
   
                      5 POINTS/HIT POINT 
  You can take more damage than a normal person with your HT. Hit points are 
  initially equal to HT, so a character with HT 11 could buy his hit point total up 
  to 13 or even 16. This would be written as HT 11/16.  Contests of HT, 
  resistance’s, calculation of unconsciousness and survival rolls, and anything 
  else involving HT would still be made against health of 11. Only damage is 
  subtracted from 16. You may only buy 5 extra hit points. 
  
  MUTATION - MINOR 
   
   
   
   
   
            -20 POINTS 
  You have a minor mutation. This doesn’t affect your life much except if 
  certain authorities (or just common people) knew of your condition then you 
  might be killed out of hand or be forced into exile. The mutation will usually 
  be easy enough to hide but you must be careful when bathing or being 
  searched. 
  MUTATION - MAJOR 
   
   
   
   
   
            -50 POINTS 
  You have a major mutation and it can’t be hidden. It is impossible for you to 
  lead a normal life. You are forced to skulk from farm to farm stealing food 
  and running from Witch-hunters. It takes all your will not to devolve into a 
  slobbering monster which feeds on anything, even human flesh. Every month 
  of play you should roll against your will. If you fail you must reduce your IQ by 
  1. 
  REDUCED FATIGUE POINTS 
   
   
            -3 POINTS/FATIGUE POINT 
  You have less stamina than a normal person with your HT. Fatigue points are 
  initially equal to ST, so a character with ST 11 could reduce his fatigue point 
  total to 9. This would be written as ST 11/9.  Contests of ST and anything else 
  involving tests of strength would still be made against a strength of 11. Only 
  fatigue is subtracted from 9. You may only reduce fatigue points by 4. 
  REDUCED HIT POINTS  
   
   
   
   
       -5 POINTS/HIT POINT 
  You can take less damage than a normal person with your HT. Hit points are 
  initially equal to HT, so a character with HT 10 could reduce his hit point total  
  to 8. This would be written as HT 10/8.  Contests of HT, resistance’s, calculation 
  of unconsciousness and survival rolls, and anything else involving HT would still 
  be made against health of 10. Only damage is subtracted from 8. You may 
  only reduce hit points by 5.  
  REDUCED MOVE  
   
   
   
   
                            -5 POINTS 
  Your body frame is not designed for fast movement. Your Basic Speed is 
  reduced by 1. 
  WARP RESONANCE 
   
   
   
   
   
            10 POINTS 
  Your mind and body have an innate feel for fabric of the Warp. You feel or 
  act no differently than anyone else like you but you will excel as a cleric or a 
  wizard. Characters without this advantage can learn to cast or ‘channel’ 
  spells but have a -2 penalty to any of their magical skills. Only humans and 
  elves may take this advantage. 
   
  RESTRICTED ADVANTAGES AND DISADVANTAGES 
   
  The following advantages and disadvantages are not used or are restricted 
  in GURPS-Hammer: 
   
  Magical Aptitude 1,2, and 3: These are superseded by ‘Warp Resonance’ 
  and the GURPS-Hammer magic system. 
   
  
  Magical Resistance: Also superseded by the GURPS-Hammer magic system. 
   
  Blessed: Too powerful and does not fit the ‘look and feel’ of the Warhammer 
  World.  
   
  Destiny: By and large replaced by the ‘Fate’ advantages. 
   
   
  
  2. SKILLS 
  NEW SKILLS SPECIFIC TO THE WARHAMMER WORLD 
   
  The following skills are specific to the Warhammer World and are converted 
  for GURPS use. In Warhammer, possessing a skill usually means that a 
  character can automatically succeed in tasks involving that skill. In this 
  conversion the characters must roll against their skill to see if they can take 
  advantage of their knowledge or abilities. The Channelling skill is completely 
  new to Warhammer and GURPS. It is used by clerics and I believe it will be a 
  more satisfactory way of handling divine magic. See the Clerical Magicks 
  section for more details. 
  ARCANE LANGUAGE (MENTAL/HARD)                                   
  NO DEFAULT 
  See Warhammer Rule Book (page 47). 
  BEGGING (MENTAL/EASY)   
                                    
   
  IQ - 4      
  On a successful roll against this skill a character receives 3D6 pennies per 
  hour. See Warhammer Rule Book (page 47). 
  BREWING (MENTAL/AVERAGE)                                               
  NO DEFAULT 
  See Warhammer Rule Book (page 47). 
  BRIBERY (MENTAL/AVERAGE)                                     
   
  IQ - 4 
  On a successful roll against this skill a character may bribe another character 
  if the target character fails a will roll. The GM should apply modifiers where 
  appropriate. See Warhammer Rule Book (page 47). 
  CARTOGRAPHY (MENTAL/HARD) 
   
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 48). 
  CONSUME ALCOHOL  (PHYSICAL/EASY) 
   
   
  NO DEFAULT 
  Characters may test against their Consume Alcohol skill instead of HT in 
  situations where excessive consumption of alcohol is involved. 
  See Warhammer Rule Book (page 49). 
  CONTORTIONIST (PHYSICAL/ HARD) 
   
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 49). 
  CULT LORE (MENTAL/ EASY) 
   
   
   
   
  NO DEFAULT 
  Cult Lore is the knowledge of a particular religious cult. This knowledge 
  includes how cult members should behave, what rituals exist, and what the 
  strictures are. At skill level 12 a character will know about all petty magic 
  spells allowed by the cult’s deity. At skill level 13 a character will know about 
  all level 1 spells allowed by the cult’s deity. This continues up to level 16 where 
  a character will know about all level 4 spells allowed by the cult’s deity. 
  
  DEMON LORE (MENTAL/VERY HARD)  
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 49). 
  DIVINING (MENTAL/HARD) 
   
   
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 50). 
  DOWSING (MENTAL/HARD) 
   
   
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 50). 
  FIRE EATING (MENTAL/EASY)  
   
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 51). 
  GUILD KNOWLEDGE  (BY TYPE)  (MENTAL/EASY) 
   
  NO DEFAULT 
  This skill encompasses the knowledge of the customs and procedures of a 
  particular Guild. Since Guilds (even of the same type) differ from town to 
  town, this knowledge is usually very general. Characters with this skill will know 
  what requirements must be met before a person may become a member of 
  a Guild and how to go about plying their trade in other towns. Guild 
  knowledge also encompasses the common business customs of that guild. 
  Further information about the Guild may be known but only if the character 
  rolls successfully against his or her skill level. Persons with 10 or less in this skill 
  have a -1 penalty to their reaction roll when gaining employment. Persons 
  with 14 or more have a +1 bonus to their reaction roll when gaining 
  employment.  
  HERB LORE (MENTAL/EASY) 
   
   
   
   
  IQ - 4 
  See Warhammer Rule Book (page 52). 
  IDENTIFY MAGICAL ARTIFACT (MENTAL/VERY HARD)         
  NO DEFAULT 
  See Warhammer Rule Book (page 52). 
  IDENTIFY UNDEAD (MENTAL/AVERAGE) 
   
             
  NO DEFAULT 
  See Warhammer Rule Book (page 52). 
  JUGGLING (PHYSICAL/HARD) 
   
   
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 50). 
  LANGUAGE - ELTHÁRIN (MENTAL/HARD) 
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 291). Characters must choose a dialect. 
  LANGUAGE - OLD WORLDER (MENTAL/AVERAGE 
   
  NO DEFAULT 
  See Warhammer Rule Book (page 291). Characters must choose a dialect. 
  LANGUAGE - KHAZALID (MENTAL/AVERAGE) 
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 291). 
  
  MAGICAL AWARENESS (MENTAL/EASY) 
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 53). Note that this skill can only be taken 
  by characters with the Warp Resonance advantage. Characters should roll 
  against the skill level to see if they can detect any magical creatures, or 
  individuals with the Warp Resonance advantage . It is impossible to detect 
  non-magical creatures that don’t have Warp Resonance unless they happen 
  to be currently working magic.  
  MAGICAL SENSE (MENTAL/HARD) 
   
   
          
  NO DEFAULT 
  See Warhammer Rule Book (page 53). 
  MANUFACTURE DRUGS (MENTAL/HARD)  
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 53). 
  MANUFACTURE POTIONS (MENTAL/VERY HARD) 
   
  NO DEFAULT 
  See Warhammer Rule Book (page 53). 
  MANUFACTURE SCROLLS (MENTAL/VERY HARD) 
   
  NO DEFAULT 
  See Warhammer Rule Book (page 53). 
  MIME (PHYSICAL/EASY)  
   
   
   
  DX - 5 
  See Warhammer Rule Book (page 53). 
  MIMIC (PHYSICAL/HARD) 
   
   
   
   
  DX - 5 
  See Warhammer Rule Book (page 53). Roll against skill to see if a character 
  can mimic a voice. Impose penalties if the character has not heard the 
  voice for a long time or has only heard the voice once or twice. 
  NUMISMATICS (MENTAL/AVERAGE) 
   
   
   
  IQ - 4  
  See Warhammer Rule Book (page 54). 
  PALMISTRY (MENTAL/AVERAGE) 
   
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 54). 
  RIVER LORE (MENTAL/EASY) 
   
   
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 55).  
  RUNE LORE (MENTAL/HARD) 
   
   
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 55). 
  RUNE MASTERY (MENTAL/VERY HARD) 
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 55). 
  SCROLL LORE (MENTAL/HARD) 
   
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 55). 
  SECRET LANGUAGE (BY TYPE) (MENTAL/AVERAGE)  
   
  NO DEFAULT 
  See Warhammer Rule Book (page 55). 
  
  SECRET SIGNS (BY TYPE) (MENTAL/EASY) 
   
   
  NO DEFAULT 
  See Warhammer Rule Book (page 56). 
  STONE-WORKING (BY TYPE) (MENTAL/AVERAGE)  
   
  ENGINEER - 4 
  See Warhammer Rule Book (page 57). 
  TAILOR (BY TYPE) (PHYSICAL/AVERAGE)  
   
   
  DX - 4 
  See Warhammer Rule Book (page 58). 
  TRICK RIDING (PHYSICAL/HARD) 
   
   
   
  RIDING-8 
  See Warhammer Rule Book (page 58). 
  VENTRILOQUISM (PHYSICAL/HARD) 
   
   
   
  DX - 5 
  See Warhammer Rule Book (page 58). 
   
   
   
  
  3. RACE PACKAGES 
  HUMANS 
   
  Humans start with the following advantages, disadvantages and skills: 
   
  Description 
  Points 
  Comments 
  Fate, +3 
   
   
  30 
  Optional 
  Language - Old Worlder 
  0 
  Mandatory 
  Total 
  30 
   
  WOOD ELVES 
   
  Wood Elves start with the following advantages, disadvantages and skills: 
   
  Description 
  Points 
  Comments 
  Acute Vision, +2 
  4 
  Optional 
  Alertness, +2 
  10 
  Optional 
  Appearance - Attractive 
  5 
  Optional 
  Fate, +1 
   
   
  10 
  Optional (+1 Max) 
  Infravision 
  15 
  Mandatory 
  Honesty 
  -10 
  Optional 
  Intolerant of Dwarves 
  -5 
  Optional 
  Laziness 
  -10 
  Optional 
  Reduced Hit Points, -1 
  -5 
  Optional 
  Bow 
  4 
  Optional 
  Language - Old Worlder 
  1 
  Mandatory 
  Language - Elthárin 
  0 
  Mandatory 
  Survival - Forest 
  1 
  Optional 
  ST - 1, DX + 1, IQ + 1 
  10 
  Mandatory 
  Total 
  30 
   
  DWARVES 
   
  Dwarves start with the following advantages, disadvantages and skills: 
   
  Description 
  Points 
  Comments 
  Fate, +2 
  20 
  Optional (+2 Max) 
  Increased Hit Points, +1 
  5 
  Optional 
  Infravision 
  15 
  Mandatory 
  Strong Will, +2  
   
  8 
  Optional 
  Appearance - 
  Unattractive 
  -5 
  Optional 
  Bad Temper 
  -10 
  Optional 
  Dislikes Open Areas 
  -1 
  Optional 
  
  Hatred of Goblinoids 
  -10 
  Optional 
  Intolerant of Elves 
  -5 
  Optional 
  Reduced Movement, -1 
  -5 
  Mandatory 
  Blacksmith, 
  4 
  Optional 
  Language - Old Worlder 
  1 
  Mandatory 
  Language - Dwarven 
  0 
  Mandatory 
  Mining 
  2 
  Optional 
  ST + 1, DX -1, HT + 1 
  10 
  Mandatory 
  Total 
  30 
   
  HALFLINGS 
   
  Halflings start with the following advantages, disadvantages and skills: 
   
  Description 
  Points 
  Comments 
  Fate, +3 
  30 
  Optional 
  Infravision 
  15 
  Mandatory 
  Gluttony 
  -5 
  Optional 
  Prefers to go Barefoot  
  -1 
  Optional 
  Reduced Hit Points, -2 
  -10 
  Optional 
  Reduced Movement, -1 
  -5 
  Mandatory 
  Cooking 
  1 
  Optional 
  Language - Old Worlder 
  0 
  Mandatory 
  ST -2, DX +2 
  5 
  Optional 
  Total 
  30 
   
  
  4. GENERATING GURPS CHARACTERS FOR 
  THE WARHAMMER WORLD 
  STARTING CHARACTERS 
   
  GURPS characters equivalent to Warhammer basic characters are worth 
  around 60 to 80 points. This includes any points associated with playing a 
  particular race. The GM should decide exactly how many character points 
  are available for any particular campaign.  
  HOW GUILDS AND CAREERS AFFECT CHARACTER CREATION 
   
  In the Warhammer world Guilds are very prominent. This makes it very difficult 
  for characters to become trained in a very wide variety of skills or even 
  trained extensively in a very small range of skills. Almost all training you 
  receive will come from your parents or from some sort of apprenticeship. 
  While it is possible to learn skills not taught in your characters profession, it is 
  difficult unless you have the luxury of paying for your tuition. Gaining 
  employment in a field is also difficult if you don’t have all the prerequisite  
  skills. Not because you don’t have the skills to do the job but because the 
  Guild concerned won’t let you practice until you hold some sort of certificate 
  of proficiency. To gain the certificate you will need to meet all the skill 
  requirements of the Guild. For example, if Clem Shirestock has the Carpentry 
  skill then he will not be able to work as a Carpenter until he has joined a Guild 
  and learnt all the skills that Carpenters must know (even though he could 
  conceivably get by with just the Carpentry skill).  
   
  So how does this affect how you create characters? Well, firstly, you need to 
  select a career or profession. There is a list in the Warhammer Rule book but 
  these are by no means exhaustive.  Feel free to ask the GM about possible 
  new careers. Each career will contain a list of skills required. Your character 
  should have all of those skills to at least level 12 (for initial careers). Apart from 
  these restrictions you may spend points as you wish. If you have enough 
  points you can create a character with two or more careers or professions.  
   
  Characters must have at least one career because if they don’t then gaining 
  work becomes very difficult. Guilds have enough power to make life difficult 
  for individuals who persist in plying their trade without permission. Characters 
  that have a career or profession will usually have some way of proving they 
  belong to a guild. These usually come in the form of references given to them 
  after completing an apprenticeship. The Guild Knowledge skill should be 
  taken by all characters who are members of a Guild. This skill improves a 
  character’s chances of gaining employment. For some Guilds (e.g. the 
  Thieves Guild) the ownership of this knowledge is the only way to tell if a 
  person is a member or not.  
   
  Remember that your career must match any advantages or disadvantages 
  your character has. Your average beggar is unlikely to have any status 
  
  advantages at all. Gaining skills after your character is created may also 
  prove difficult depending on what skills you wish to learn. Teaching yourself is 
  always possible but in some cases the knowledge you want to learn is 
  jealously guarded by a Guild. Guilds try to maintain their monopoly on their 
  particular craft so they are unlikely to teach anyone but loyal Guild members. 
  If you want to learn particular skills later on then be aware that the 
  knowledge may be hard to come by (especially if you can make money 
  from it!). 
   
  You can create a character without a career if you wish. However, you must 
  also take the Poor: Struggling disadvantage since your character finds work 
  hard to find even if you are highly skilled (employers hiring non-Guild workers 
  are subject to reprisals from the Guild).  
   
  There are some careers which are not governed by Guilds but these are few 
  and tend to be careers where characters work for themselves. Skill sets for 
  these types of characters are largely based on common sense. However, 
  your character must be able to earn at least the average wage or the GM 
  will force you to take the Poor: Struggling disadvantage. Skill sets for common 
  self employed careers can be found in the Warhammer rule book.  
  OTHER RESTRICTIONS 
   
  Since Warhammer characters are all assumed to have basic weapon skills 
  we need to translate this through for GURPS-Hammer. These guidelines should 
  be followed when creating characters: 
   
  • Warrior type characters should know at least 2 hand weapon skills, and at 
  least 1 ranged weapon skill (e.g. Bow). They are likely to have the Shield 
  skill. 
   
   
  • Ranger type characters should know at least Bow and one hand-weapon 
  skill. 
   
   
  • Rogue type characters should know at least the Knife and Stealth skills.  
   
   
  • Academic type characters will most likely be literate. 
  LOOKING FORWARD 
   
  Your character’s initial career is usually not glamorous but it does gives your 
  character some skills that may be useful. It is assumed that your character 
  has become fed-up or bored with their ordinary life and seeks excitement 
  and fortune by travelling, seeking treasure, causing trouble, and finding 
  trouble. The experience gained and the opportunities for training which 
  become available will inevitably drive your characters development toward 
  better careers.  
   
  Your character will probably never work in her old career unless she needs 
  money between adventures. While adventuring she may come across 
  opportunities to learn other more exciting careers. Your initial career does 
  
  matter here. Very few wizards will take on an illiterate, ignorant, sub-10 IQ, 
  warrior as an apprentice. Those who do will ask the warrior to pay (a lot) for 
  wasting their time on someone who will make for a demanding student.  The 
  reverse is true too. Which mercenary troop would take on and train an 
  undeveloped weed who doesn’t know the first thing about swinging a 
  sword? 
  
  5. GENERAL CONVERSIONS 
   
  This section will mostly be of use to GMs only. Players may find it useful if their 
  GM tells them to roll a Cool test and wonder why their character needs to 
  impress a Greater Daemon. 
  CHARACTERISTIC TESTS 
   
  Characteristic 
  Tests 
  are 
  those 
  performed 
  against 
  a 
  Warhammer 
  characteristic. GMs should use these tests if no appropriate Standard Test 
  available (see below). These aren’t hard and fast and you may want to 
  choose more appropriate tests in certain situations. For example, in the 
  Warhammer rules characters roll against Toughness (per dose) to resist the 
  effects of poison. However, in GURPS this becomes an HT roll with a modifier. 
   
  Weapon Skill:  Roll against the skill level of the weapon used 
  Ballistic Skill: 
   Roll against the skill level of the ranged weapon used 
  Strength:  
   Roll against ST 
  Toughness:  
   Roll against HT 
  Initiative: 
   Sense Roll 
  Dexterity: 
   Roll against DX 
  Leadership: 
   Reaction Roll 
  Intelligence: 
   Roll against IQ 
  Cool: 
   Fright Check (no modifiers) 
  Will Power: 
   Will Roll  
  Fellowship: 
   Reaction Roll 
  STANDARD TESTS 
   
  Standard Tests map to GURPS tests in a more consistent way. So you should 
  use these tests where possible.  
   
  Animosity: 
  Reaction Roll with -2 penalty. 
  Bargain:  
  Reaction Roll 
  Bluff: 
   
  Reaction Roll 
  Bribe: 
   
  Perform Will Roll for the target 
  Busk: 
   
  Reaction Roll 
  Construct: 
  The relevant skill or default 
  Disease:  
  Roll against HT 
  Employment: 
  Reaction Roll 
  Estimate: Roll against IQ 
  Fear: 
   
  Fright Check with -1 penalty 
  Frenzy:  
  See Berserk disadvantage 
  Gamble:  
  Contest of Skills 
  Gossip:  
  Reaction 
  Hatred:  
  Will Roll 
  Hide: 
   
  Stealth Test 
  Interrogate: 
  Victim performs Will Test 
  Listen: 
   
  Sense Roll 
  
  Loyalty:  
  Reaction Roll 
  Magic:  
  Will Roll 
  Observe: 
  Sense Roll 
  Pick Lock: 
  Lock-picking Skill or default 
  Pick Pocket: 
  Pick-pocket Skill or default 
  Poison:  
  Roll against HT (-1 Modifier should be average) 
  Reaction: 
  Sense Roll 
  Risk: 
   
  Roll against 10 with any modifiers 
  Search:  
  Sense Roll 
  Sneak:  
  Stealth Test or default 
  Stupidity: 
  Roll against IQ 
  Terror: 
   
  Fright Check with -2 penalty  
  CURRENCY CONVERSIONS 
   
  This area is fraught with problems. The Warhammer world guide is pretty good 
  and the availability rules are excellent but finding an easy currency 
  conversion is difficult when armour costs more than a sword in Warhammer 
  and a sword costs more than armour in GURPS. Using the relative costs of 
  tavern meals a simple conversion metric we end up with a GURPS farthing 
  being equal to a tenth of a Warhammer Gold Crown. Where possible use the 
  prices (and weights) from the GURPS rule book (divide the price by 10 to 
  determine how many Gold Crowns it will cost). Prices for items not mentioned 
  in the GURPS rule book will not need to be corrected, just use them as is. The 
  conversions are: 
   
  10 Copper Farthings = 1 Gold Crown 
    
  1 Gold Crown = 20 Silver Shillings 
    
  1 Silver Shilling = 12 Brass Pennies 
   
  Using the conversions above we can calculate that characters receive a 
  starting wealth of 100 Gold Crowns. 
  CHARACTER CONVERSIONS 
   
  Use the following procedure as a basis for converting WFRP characters into 
  GURPS characters: 
   
  1. Use the general character description to determine any advantages and 
  disadvantages. 
  2. Determine ST from the S characteristic (use S&T Conversion Chart). 
  3. Determine HT from the T characteristic (use S&T Conversion Chart). 
  4. Determine DX from the Dex characteristic (use Percentage Conversion 
  Chart). 
  5. Determine IQ from the Int characteristic (use Percentage Conversion 
  Chart). 
  6. Move Factor = (DX+HT)/4. 
  7. Determine characters preferred hand-to-hand weapon and add skill up to 
  level based on WS (use Percentage Conversion Chart). For each attack 
  (A) that the character has add +3 to the weapon’s skill level. Add skills for 
  any other weapons that the characters uses. 
  
  8. Determine characters preferred ranged weapon and add skill up to level 
  based on BS (use percentage conversion chart). If the character has the 
  Marksmanship skill then add +3 to the weapon’s skill level. 
  9. For each skill the character has, select an appropriate GURPS skill. Basic 
  characters should have these skills to level 12. Advanced characters 
  should have these skills to level 14. The skill conversion chart is used as a 
  basis for skill conversion. 
   
  WFRP 
  Percentage 
  Characteristic 
  GURPS Skill or 
  Attribute Level 
  100 
  17 
  90 
  16 
  80 
  15 
  70 
  14 
  60 
  13 
  50 
  12 
  40 
  11 
  30 
  10 
  20 
  9 
  10 
  8 
   
  Table 1 - Percentage Conversion Chart 
   
  WFRP S or T 
  Characteristic 
  GURPS ST or HT 
  Characteristic 
  10 
  30 
  9 
  25 
  8 
  21 
  7 
  18 
  6 
  15 
  5 
  13 
  4 
  11 
  3 
  10 
  2 
  9 
  1 
  8 
   
  Table 2 - S&T Conversion Chart
  
   
  Warhammer Skill 
  GURPS Equivalent(s) 
  Acrobatics  
  Acrobatics 
  Acting 
  Acting 
  Acute Hearing 
  Acute Hearing advantage 
  Ambidextrous 
  Ambidextrous advantage 
  Animal Care 
  Animal Handling 
  Animal Training 
  Animal Handling, Falconry, 
  Teamster 
  Arcane Language 
  New Skill 
  Art 
  Artist 
  Astronomy 
  Astronomy 
  Begging 
  New Skill 
  Blather 
  Fast-Talk 
  Brewing  
  New Skill 
  Boat Building 
  Shipbuilding 
  Carpentry 
  Carpentry 
  Cartography 
  New Skill 
  Charm 
  Charisma  advantage (+1) 
  Charm Animal 
  Animal Empathy 
  Chemistry 
  Chemistry 
  Clown 
  Acting, Acrobatics, Performance 
  Comedian 
  Performance, Acting 
  Concealment (Urban/Rural) 
  Camouflage 
  Consume Alcohol 
  New Skill 
  Contortionist 
  New Skill 
  Cook 
  Cooking 
  Cryptography 
  Crypt-analysis 
  Cure Disease 
  Physician, Diagnose 
  Dance 
  Dancing 
  Demon Lore 
  New Skill 
  Disarm 
  Ignored 
  Disguise 
  Disguise 
  Divining 
  New Skill 
  Dodge Blow 
  Not Required - increase DX 
  instead 
  Dowsing 
  New Skill 
  Drive Cart 
  Drive (cart) 
  Embezzling 
  Ignored 
  Engineer 
  Engineer, Mathematics 
  Escapology 
  Escape 
  Etiquette 
  Savoir-Faire 
  Evaluate 
  Merchant 
  Excellent Vision 
  Acute Vision advantage 
  Fire Eating 
  New Skill 
  Fish 
  Fishing 
  Flee! 
  Running 
  Fleet Footed 
  Running 
  Follow Trail 
  Tracking 
  
  Frenzied Attack 
  Frenzy disadvantage 
  Gamble 
  Gambling 
  Game Hunting 
  Tracking, Stealth 
  Gem Cutting 
  Jeweler 
  Haggle 
  Merchant 
  Heal Wounds 
  First Aid, Physician 
  Heraldry 
  Heraldry 
  Herb Lore 
  New Skill 
  History 
  History 
  Hypnotise 
  Hypnotism 
  Identify Magical Artifact 
  New Skill 
  Identify Plant 
  Naturalist 
  Identify Undead 
  New Skill 
  Immunity to Disease 
  Immunity to Disease advantage 
  Immunity to Poison 
  Ignore - increase HT instead 
  Jest 
  Performance, Acting 
  Juggle 
  New Skill 
  Law 
  Law 
  Lightning Reflexes 
  Combat Reflexes advantage 
  Linguistics 
  Linguistics 
  Lip Reading 
  Lip Reading 
  Luck 
  Luck advantage 
  Magical Awareness 
  New Skill 
  Magical Sense 
  New Skill 
  Manufacture Drugs 
  New Skill 
  Manufacture Potions 
  New Skill 
  Manufacture Scrolls 
  New Skill 
  Marksmanship 
  Ignored - increase Bow/Gun skill 
  instead 
  Meditation 
  Ignored 
  Metallurgy 
  Metallurgy 
  Mime 
  New Skill 
  Mimic 
  New Skill 
  Mining 
  Geology, Engineer (mining) 
  Musicianship 
  Musical Ability advantage 
  Night Vision 
  Infravision advantage (non-
  humans only) 
  Numismatics 
  New Skill 
  Orientation 
  Absolute Direction 
  Palmistry 
  New Skill 
  Palm Object 
  Sleight of Hand 
  Pick Lock 
  Lock-picking 
  Pick Pocket  
  Pickpocket 
  Prepare Poisons 
  Poisons 
  Public Speaking 
  Bard, Performance 
  Read/Write 
  Literacy 
  Ride (by type) 
  Riding (by type) 
  River Lore  
  New Skill 
  Row 
  Boating 
  
  Rune Lore 
  New Skill 
  Rune Mastery 
  New Skill 
  Sailing 
  Boating, Seamanship 
  Scale Sheer Surface 
  Climbing 
  Scroll Lore 
  New Skill 
  Secret Language (type) 
  New Skill 
  Secret Signs 
  New Skill 
  Seduction 
  Sex Appeal 
  Set Trap 
  Traps 
  Shadowing 
  Shadowing 
  Silent Move (Rural/Urban) 
  Stealth 
  Sing 
  Singing 
  Sixth Sense 
  Danger Sense advantage 
  Smithing 
  Blacksmith 
  Speak Additional Language 
  Language (by type) 
  Specialist Weapon - type 
  Relevant weapon skill 
  Spot Trap 
  Traps 
  Stone-working 
  New Skill 
  Story Telling 
  Bard 
  Street Fighter 
  Brawling or Karate 
  Strike Mighty Blow 
  Ignored - increase ST instead 
  Strike to Injure 
  Ignored - increase weapon skill 
  instead 
  Strike to Stun 
  Ignored - increase weapon skill 
  instead 
  Strongman 
  Ignored - increase ST and HT 
  Super-numerate 
  Lightning Calculator 
  Surgery 
  Surgery 
  Swim 
  Swimming 
  Tailor 
  New Skill 
  Theology 
  Theology 
  Torture 
  Interrogation 
  Trick Riding 
  New Skill 
  Ventriloquism 
  New Skill 
  Very Resilient 
  Toughness DR1 advantage 
  Very Strong 
  Ignored - increase ST instead 
  Wit 
  Carousing 
  Wrestling 
  Wrestling 
   
  Table 3 - Skill Conversion Chart 
  
  6. SORCEROUS MAGICKS 
   
  GURPS-Hammer uses a variant of the GURPS magic system. The basic GURPS 
  magic system makes it too easy to learn and use magic. I haven’t re-used 
  the entire of the Warhammer magic system either. It has some problems 
  which are easily fixed using the GURPS game mechanics. So the result is a 
  combination with a few new bits added by myself. 
  MAGIC IN THE WARHAMMER WORLD 
   
  In GURPS terminology the Warhammer world is a ‘no-mana’ world. However, 
  magical effects are possible because of the presence of the  uncontrolled 
  warp gates at the poles of the planet. The warp is the instrument for effecting 
  magic. Magical characters transported away from the Warhammer planet 
  will find that they cannot cast magic at all.  
   
  Given enough training and time anyone can learn to cast spells. However, 
  unless the character has an innate ‘sense’ of the warp such castings are low 
  powered and modest. This innate ‘sense’ is called Warp Resonance. A 
  character with this advantage can eventually cast very powerful spells. For 
  reasons unknown, Dwarves and Halflings have never been known to have 
  any kind of Warp Resonance. 
   
  Sorcerors or wizards need two types of skills in orders to cast spells. Firstly they 
  need to know at least one type of casting lore. Casting lore is knowledge 
  used to put spells into effect. Secondly, they will need to know at least one 
  spell. 
  CASTING LORE 
   
  Casting lore is the name for a skill that must be learnt in order to cast spells. 
  The type of casting lore employed when casting a spell usually affects the 
  time to cast and the energy cost of such spells. Experienced wizards will know 
  several types of casting lore and can cast spells at a fraction of the cost of 
  an apprentice. The least experienced wizards will typically know only one or 
  two types of casting lore. 
   
  In the Empire, the teaching of casting lore is restricted by the Guild of 
  Sorcerous Magicks. Students of magick will only be taught new and more 
  powerful casting lore when they can prove their mastery of the lore they 
  already know. This is not just a guild mechanism for monopolising magical 
  knowledge either. Mastery of a greater casting lore often requires mastery of 
  all elements of a lesser casting lore. 
   
  The type of casting known by a wizard affects the speed, cost and difficulty 
  of casting spells. The highest known casting lore is 12 times as efficient as the 
  lowest casting lore but it makes spells more difficult to cast. 
  
  SPELLS 
   
  A spell is a sequence of actions that cause a magical effect. Spells have the 
  following attributes: 
    
  Description: What the spell does and how it affects the world. 
  Range: The optimal range for the spell. Casting the spell at targets beyond 
  the range will increase the cost of the spell dramatically. 
  Difficulty: A modifier to the casters skill in the spell. 
  Casting Cost: The base energy cost of the spell in fatigue or health points. 
  Spells are ‘powered’ by the casters own strength. If the cost of the spell is 1 
  then the caster will have to expend 1 fatigue or health point to power the 
  spell. 
  Casting Time: How long the spell takes to cast. 
  Duration: How long the spell effects last. 
  Maintenance Cost: The energy cost to extend the spell past it’s given 
  duration. Some spells cannot be extended. 
   
  Spells are treated as a regular skill. Each spell a character has learned will 
  have an associated skill level. This is the base spell level. When the spell is cast 
  this skill will be modified depending on the spell and the casting lore used. 
  The teaching of spells is not as closely guarded as the teaching of Casting 
  Lore. This is mainly because the most powerful spells require more power than 
  lower Casting Lore can provide. There have been reports of curious 
  apprentices successfully casting spells meant for Higher Casting Lore and 
  almost killing themselves in the process. 
  CASTING SPELLS 
   
  When casting a spell a character must specify the spell to cast, the casting 
  lore to be employed, and the target of the spell. The caster should then 
  determine how long the spell will take to cast, the difficulty level, and the 
  energy cost. The character must then concentrate for the required casting 
  time. After the required period the energy points are removed and a single 
  roll performed to see if the spell was performed successfully. This roll is made 
  against the casters modified skill level for the spell cast. The modified skill level 
  can never be higher than the characters skill level for the casting lore used. 
  Normal failures do nothing but the energy for the spell is still used. Critical 
  failures cause double the energy to be spent.  
   
  Example: Clem ShireStock, a Wizard’s Apprentice, is about to cast the Open spell. The 
  base casting time is 1 second and the base casting cost is 1. He knows the Open spell to 
  level 14 and knows Apprentice Casting Lore to level 12. Apprentice Casting Lore triples 
  the time and cost of the spell so Clem must spend six seconds concentrating. At the end 
  of 6 seconds he spends 6 points of fatigue and rolls against his modified skill level. His 
  skill level in the spell is 14 and he gets a +1 bonus but he only knows his casting lore to 
  level 12. So he must roll against 12 for successful casting of the spell. 
   
  Casters may extend the range of a spell in the following way. To increase the 
  range by 50% the base spell cost is increased by 1 point. Therefore, to double 
  the range costs 2 points extra. Tripling the range costs 4 points extra on so on. 
  This cost is incurred before calculating the multiplier for the casting lore used. 
  
  If a caster unknowingly chooses a target outside the spell range they may 
  use more energy than expected. 
   
  Casters can call on fatigue or hits to power spells. However, when hits are 
  used there is a penalty to casting equal to the number of hits about to be 
  taken.   
   
  When a spell is successfully cast it occurs as the very first event in the casters 
  next turn. For example, a 3 seconds spell cast during turns 1,2, and 3 will take 
  effect at the very start of turn 4. 
  DISTRACTION AND INJURY 
   
  If the caster is hurt, knocked down, forced to use an active defence, or 
  otherwise distracted while concentrating, he must make a (Will - 3) roll to 
  maintain his casting. A failed roll means he must start over. If he is injured 
  while concentrating then the effective skill level for the spell is reduced by 
  the amount of hits he suffered. 
  CASTING LORE DETAILS 
   
  The various known types of casting lore are described below: 
   
  Apprentice Casting Lore 
  Apprentice Casting Lore is usually taught to apprentices after around a year 
  of service to his/her Wizard. Apprentice Casting Lore is typically quite clumsy 
  but relatively easy to learn and gives an apprentice a solid grounding in the 
  magical arts. Using this casting lore spells take three times as long to cast and 
  require three times as much energy to cast. Apprentice Lore does not allow a 
  caster to draw upon health to power spells. The advantage of such 
  inefficiency is that the effective skill level of spells cast using this lore is 
  increased by 1. 
  Casting Time x 3 
  Casting Cost x 3 
  Effective Spell Skill +1 
   
   
  Novice Casting Lore 
  Novice Casting Lore is usually taught to apprentices in their final stage of 
  apprenticeship. Once learnt, the apprentice is treated as a Wizard in his or 
  her own right. Casters must know Apprentice Casting Lore to level 14 before 
  learning Novice Casting Lore. 
  Casting Time x 2 
  Casting Cost x 2 
  Effective Spell Skill +0 
   
  
   
  Common Casting Lore 
  The average wizard will know Common Casting Lore. It is probably the most 
  frequently used lore when the caster is not rushed. Casters must know Novice 
  Casting Lore to level 14 before learning Common Casting Lore. 
  Casting Time x 1 
  Casting Cost x 1 
  Effective Spell Skill +0 
   
   
  Higher Casting Lore 
  Few wizards ever learn Higher Casting Lore. Most can get by fine with 
  Common Casting Lore. Casters must know Common Casting Lore to level 14 
  before learning Higher Casting Lore. 
  Casting Time / 2 
  Casting Cost / 2 
  Effective Spell Skill -1 
   
   
  Master Casting Lore 
  Perhaps one or two wizards in a large city have learnt Master Casting Lore. 
  These persons are the elite of the magic user community. They can safely 
  attempt very difficult spells. Casters must know Higher Casting Lore to level 14 
  before learning Master Casting Lore.  
  Casting Time / 4 
  Casting Cost / 4 
  Effective Spell Skill -1 
   
   
  Battle Casting Lore 
  War Wizards are trained in this casting lore after being admitted to the 
  Imperial Institute of Battle Magicks in Nuln. It focuses on the ability to move 
  while casting and the reduction of casting time. While employing this casting 
  lore a wizard may move up to 2 hexes per turn in any direction at a -2 
  penalty to the effective spell skill. Since this lore makes spells more difficult to 
  cast, War Wizards tend to learn a limited number of spells to a high skill level 
  to improve spell reliability. Casters must learn Novice Casting Lore before 
  learning Battle Casting Lore. 
  Casting Time / 2 
  Casting Cost x 2 
  Effective Spell Skill +0 (-2 if moving up to 2 hexes per second) 
   
  
   
  Combined Casting Lore 
  This casting lore is used to perform magic rituals with one or more spell-
  casters. This allows high cost spells that could not be cast by one person to 
  be cast by several casters all pooling energy. Spells are cast as normal but 
  the base skill level is that of the least skilled in the group. Combined Casting 
  Lore increases the time taken to cast spells. Casters learning Combined 
  Casting Lore must know Common Casting Lore to level 14. 
  Casting Time x 10 
  Casting Cost x 1 
  Effective Spell Skill = lowest spell skill level of all participants + 2 
   
  CONVERSION OF WARHAMMER SPELLS 
   
  This section describes how the spells in the Warhammer rule book should be 
  modified to work with GURPS-Hammer. There are some general rules that 
  should be followed: 
  GENERAL SPELL CONVERSIONS 
  1.  All Warhammer spells are considered to be Mental/Hard skills.  
  2.  The spell difficulty can be determined by the spell level. Petty magic spells 
  always have a difficulty of 0. Level 1 spells have difficulty of -1 and so on to 
  level 4 spells which have a difficulty of -4. 
  3.  The range remains the same. 
  4.  The cost in MP becomes the base energy cost. 
  5.  Ingredients are optional in GURPS-Hammer. The uncertain nature of 
  casting makes up for not having to procure spell components. 
  6.  Casting time should be determined by the spell level. Petty magic spells 
  have a casting time of 2 seconds. Level 1 spells have a casting time of 4 
  seconds. Level 2 spells have a casting time of 6 seconds. Level 3 spells 
  have a casting time of 8 seconds. Level 4 spells have a casting time of 10 
  seconds. 
  7.  A duration of a round should be treated as 5 seconds. Durations of a turn 
  should be treated as 30 seconds. 
  8.  The level of the caster does not exist in the GURPS-Hammer magic system. 
  For conversions always assume that the level is 1. 
  9.  Disabilities for Necromancers and Demonologists are to be taken as 
  disadvantages.  
  PETTY MAGIC SPELL CONVERSIONS 
  1. Reinforce door increases DR of door by 1 up to a maximum of +3.  
  BATTLE MAGIC SPELL CONVERSIONS 
  1.  Fireballs always hit and do 2d damage. Successfully dodging or blocking 
  a fireball reduces damage to 1d. 
  
  2.  Lightning Bolts do 2d damage. Due to the instantaneous nature of the 
  lightning bolt the target may only block a lightning bolt at a -2 penalty. A 
  successful block reduces damage to 1d. 
  3.  You can only fire one fireball or lightning bolt at one time. The most 
  powerful wizards will be able to fire off 4 fireballs every 4 seconds. 
  4.  The smash spell does 3d crushing damage. 
  5.  The Blast spell is similar to the Fireball spell except that it does 4d damage. 
  6.  Aura of Resistance increases DR by 1. 
  7.  Aura of Protection increases DR by 2. 
  8.  Aura of Invulnerability nullifies next 3D6 hits inflicted on the caster. 
  9.  Animated Sword has the following profile: Broadsword-18, ST 11, DX 16, HT 
  10/8, Move 6.  
  10. The Hammerhand spell increases strength by 2 and gives a +1 bonus to all 
  hand-to-hand attacks.  
  11. Cure Light Injury restores D6 hits to characters with 1 or more hits. 
  Characters with less than 1 hit cannot be healed with this spell. 
  12. Characters in a Zone of Steadfastness increase DR by 1 and have +1 
  bonus to all active defenses. 
  DEMONOLOGIST SPELL CONVERSIONS 
  1.  The Summon Energy spell will allow the caster to regain 10 fatigue points 
  immediately. However, further fatigue points cannot be regained until the 
  spell is dispelled. 
  2.  Summon Great Power increases all of the caster’s attributes by +1 (-1 if he 
  fails the Will Roll).  
  3.  Summon Total Power increases all of the caster’s attributes by +2 (-2 if she 
  fails the Will Roll). In addition, the caster temporarily gains 10 additional 
  fatigue points (which may exceed the normal maximum). The spell cannot 
  be cast again for two weeks. After the spell is cast, roll on the fright check 
  table with a +5 penalty (as if a fright check was failed by 5). 
  ELEMENTALIST SPELL CONVERSIONS 
  1.  Assault of Stones does 2d crushing damage. 
  2.  Hand of Fire causes weapon damage to be increased by +1. 
  ILLUSIONIST SPELL CONVERSIONS 
  1. Characters can see though illusions on a successful test against IQ-3. 
  NECROMANTIC SPELL CONVERSIONS 
  1.  Hand of Death does 1d+1 hits with every touch.  
  2.  Hand of Dust does 2d+2 hits with every touch. 
  3.  Wind of Death does 2d+2 hits to every living thing within range. 
   
  
  NEW SPELLS 
   
  In addition to the spells in the Warhammer rule book there are the following 
  new spells: 
   
  Dispel 
  College: Battle Magic 
  Description: Cancels the effects of a spell cast by another spellcaster. The 
  other spellcaster cannot resist the dispelling. This spell may be attempted by 
  any caster against any spell. However, apprentices will be unlikely to dispel 
  spells cast by experienced wizards. 
  Casting Cost: The base cost of the spell to dispel. 
  Range: 48 yards 
  Difficulty: The difficulty of the spell to dispel. 
  Duration: Instantaneous 
  Casting Time: 2 seconds 
   
   
  
  7. CLERICAL MAGICKS 
   
  GURPS-Hammer uses a completely new (and untried) system for clerical 
  magic. It is based on the assumption that clerics never have any knowledge 
  about casting spells. They just know how to call for their deity’s aid and how 
  to make it easier for the deity to provide the aid. 
  CLERICS AND DEITIES 
   
  Technically, clerics don’t cast spells. They ask their deity to cast the spell 
  through them. The cleric provides a ‘conduit’ and also provides the energy 
  for the spell. Deities can effect magical spells from their plane of existence 
  without the help of a cleric, it just happens to be very expensive for them to 
  do so. Using a cleric to perform minor castings (by deitific standards) is a 
  much easier way to exert control on the physical world. The relationship 
  between cleric and deity is symbiotic. The cleric providing the deity with 
  influence in human affairs and the deity providing the cleric with magical 
  power in the same league as wizards. 
   
  Compared with sorcerous magic, clerical magic is just as powerful but always 
  requires more time to bring into being. The increased time is due to the time it 
  takes the cleric to establish a ‘channel’ and to ask the deity to work a 
  particular spell through them. The only advantage that clerics have over the 
  practitioners of sorcerous magic is that they will frequently have considerably 
  more spells available to them. The only restrictions that clerics have on the 
  spells available to them are only those imposed by the deity (who can be 
  assumed to know all spells - and then some). 
   
  The most important aspects of clerical magic are Channelling and 
  Invocation. Channelling is a skill required to act as a conduit for a deities 
  spell. Invocation is the act of requesting the deity to perform the spell.  
  CHANNELLING 
   
  Channelling is the discipline of providing an energy source and focus for the 
  magical activities of a Warp Entity, usually a deity. It is channelling that allows 
  a cleric to ‘cast’ spells. The cleric will usually ‘open’ a channel then ask or will 
  his or her deity to work a spell through them. The energy for the casting is 
  provided by the channeller. This skill can only be gained by a character with 
  the ‘Warp Resonance’ advantage. A channel has an associated energy 
  capacity. The energy capacity is a measure of the maximum amount of 
  energy (fatigue or hits) can be used by a Warp Entity for working magic. 
  Once a channel is open any number of spells can be cast through it until the 
  channel is closed. However,  the channel can only support a single spell at a 
  time and the cost of the spell must be less than or equal to the channel 
  capacity. Clerics refer the capacity of the channel as the channel’s ‘width’.  
  The Channelling discipline is divided into three skill levels; Basic, Intermediate, 
  Advanced. The level used determines how long a channel takes to open 
  
  and how difficult it is to open. The table below describes the difference 
  between Channelling types: 
   
  Description 
  Basic 
  Intermediate 
  Advanced 
  Time to open 
  channel 
  width x 3 
  width x 2 
  width x 1 
  Cost modifier 
  cost x 2 
  cost x 1 
  cost / 2 
  Difficulty 
  Modifier 
  0 
  -1 
  -2 
   
  When a character wants to open a channel he chooses a channel width 
  and then concentrates for the required time. When the period of 
  concentration has passed then he rolls against his skill level for that particular 
  Channelling type (including the difficulty modifier). If successful the channel is 
  opened. Spells channelled using Basic Channelling use twice as much 
  energy as the base cost. Spells channelled using Advanced Channelling use 
  half as much energy has the base cost.  
   
  A critical failure always means that the channelling has failed and a point of 
  fatigue was lost. A critical success reduces the base cost of spells by half. For 
  example, when a critical success is achieved with Advanced Channelling 
  then spell costs are reduced by 4. 
   
  An example is given below: 
   
  Clem Shirestock, a cleric, decides to use Advanced Channelling to open a 
  channel of width 3. He must spend 3 seconds concentrating and then must roll 
  under 12 (14 minus difficulty modifier of 2). He rolls 11 and succeeds. Clem may 
  now ask his deity to cast a spell with a base cost of 6 through him. If the deity 
  obliges then the spell is performed and Clem subtracts 3 from his fatigue or hits 
  level.  
   
  As with wizards, channelling can draw power from fatigue or hits. However, 
  clerics have no penalty when using hits. 
  INVOCATION 
   
  Invocation is the act of requesting a deity to perform a spell. Invocations are 
  complicated and require a large amount of concentration. If the individual 
  performing the invocation is successful then the deity may work a spell 
  through them. This chance is greatly increased if the individual has a channel 
  ‘open’ and ready to use. Casting spells through channels is very easy for 
  deities.  
   
  Different cults (religions) have different methods of invocation. Some cults 
  prefer the name ‘prayer’ or ‘mantra’ to the word invocation, which is used 
  by the more academic cults. Invocations can be used to cast almost any 
  spell the deity allows. However, the better a characters skill level at 
  invocation the more likely the deity will be to cast a spell. Deities are more 
  reluctant to cast more the powerful spells for their clerics. 
   
  
  In order to cast spells a cleric will need to know how to ask for specific spells 
  in a way the deity can understand. Asking a deity to “fry the short goblin”  is 
  unlikely to elicit a response. The knowledge required to do this is embodied in 
  the skill Cult Lore. In GURPS-Hammer invocation is implemented as a skill. 
  Each type of invocation  has a level associated with it.  
   
  To invoke the will of a deity (cast a spell) a character must first indicate which 
  spell they wish the deity to cast and then spend 3 seconds concentrating. At 
  the end of three seconds the character should roll against his Invocation skill 
  level, including the following modifiers.  
   
  • The spell to be cast is a first level spell 
   
  -2 
  • The spell to be cast is a second level spell  
  -4 
  • The spell to be cast is a third level spell 
   
  -6 
  • The spell to be cast is a fourth level spell 
   
  -8 
  • The character does not have an open channel 
  -8 
  • The open channel is too ‘thin’ 
   
   
  -6 
  • The caster is in a temple or shrine of his deity 
  +2 
   
  Appropriate modifiers should be added in circumstances where the 
  character is in good or bad standing with the deity. Deities will never let a 
  character invoke a spell that will cause the character to break his or her 
  strictures.  
   
  If a successful invocation roll was made then the spell will occur at the very 
  start of the characters next turn.  
   
  
SOURCE: textdata/thevault/GURPS [multi]/SETTING/Warhammer/GURPS - Warhammer Fantasy Roleplay .pdf