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Only WFRP v1.3

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Character Generation Checklist

1. Choose Race 2. Generate Characteristics 3. Choose Career and skip to Step 5 or continue to Step 3. 4. Choose five Aptitudes, two of which must Characteristic Aptitudes 5. Spend 1500 xp on Skills and Talents 6. Spend 600 xp freely. 7. Finish

believe the best defense is a good offense and prefer the hot blood of battle to a more careful, strategic approach. Finesse While characters with the Offense Aptitude focus on naked force, those with the Finesse Aptitude rely on clear minds, quick thinking, and pre-battle planning. Defense The Defense Aptitude is for those who are adept at keeping themselves alive whenever they are forced to take to the battlefield

Magic The Magic Aptitude represents a connection with the Aptitudes represent tasks and skills the character has an mystic forces that move through the world. Barring innate affinity for. Each Characteristic, Skill and Talent exceptional circumstances, only wizards gain this has two Aptitudes associated with it, which affect the cost Aptitude. the character pays to purchase the particular advance. If Craft the character gains the same aptitude from two different sources, they may pick a single Aptitude with the same The ability to create or cobble together new things out of name as a Characteristic to replace one of them. raw materials. Characters with the Craft Aptitude are handy and capable of fashioning a variety of devices and The different Aptitudes are: mechanisms or simply of hammering metal in deadly General weapons. Some Skills and Talents are simple to learn, regardless of Knowledge the character's particular background or upbringing. All The character is sagacious, used to poring over ancient characters have the General Aptitude for free. tomes of lore and consulting with various sources to Characteristic-Based Aptitudes increase their mastery of the world's secrets. Each of the nine characteristics (Weapon Skill, Ballistic Leadership Skill, Strength, Toughness, Agility, Perception, Intelligence, Will Power, and Fellowship) has an Aptitude In circumstances where others look to someone to provide them with direction and guidance, the character is able to associated with it. It represents the character's facility with the associated characteristic, as well as all Skills and step up and assume the role of command. Talents based on it. Larceny The Larceny Aptitude is for those who make their live on Offense the backs of others, whether through gambling, Characters with the Offense Aptitude are those who pickpocketing, or even less savory means.

Aptitudes

CHARACTERISTIC ADVANCE XP COSTS


Matching Aptitudes Two One Zero Simple 100 xp 250 xp 500 xp 250 xp 500 xp 750 xp

Intermediate Expert 500 xp 750 xp 1000 xp

Master 750 xp 1000 xp 2500 xp

Survival Staying alive in the wilderlands requires a keen eye and a deft hand, and those who possess the Survival Aptitude can navigate the wilderness as well as the paved roads of a city. Social The battlefields are filled with dangers, but the taverns and courts are often just as dangerous. A character with the Social Aptitude is capable of navigating the sharkinfested waters of social interaction and coming away mostly unscathed.

SKILL ADVANCE XP COSTS


Matching Aptitudes Two One Zero Known 100 xp 200 xp 300 xp

Trained 200 xp 400 xp 600 xp

Experienced Veteran 300 xp 600 xp 900 xp 400 xp 800 xp 1200 xp

TALENT ADVANCE XP COSTS


Matching Aptitudes Two One Zero Tier One 200 xp 300 xp 600 xp

Tier Two 300 xp 450 xp 900 xp

Tier Three 400 xp 600 xp 1200 xp

Advances

For Characteristic advances, each advance provides a +5% bonus to the appropriate characteristic. For Skill advances, Known removes the -20% penalty for using a

skill untrained, and each further advance provides a +10% bonus to the skill, to a maximum of +30% at Veteran. Characteristic Aptitudes Characteristic/Aptitude 1 Aptitude 2
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Magic Offense Finesse Offense Defense Finesse Knowledge Survival Magic Social -

The Common: Agility, Toughness, Larceny

Career Aptitudes

Characters or GMs may choose to have the PCs start out with random careers to determine their Skills and Talents as in base WFRP. If so, the Career also determines their Aptitudes, based on the Skills and Talents the Career provides. Each Career provides five Aptitudes, at least two of which must be Characteristic Aptitudes. Here are some examples: Apprentice Wizard: Intelligence, Willpower, Perception, Magic, Knowledge Bone Picker: Toughness, Perception, Fellowship, Social, Survival Kithband Warrior: Ballistic Skill, Agility, Intelligence, Perception, Survival Noble: Weapon Skill, Fellowship, Leadership, Knowledge, Social Ratcatcher: Ballistic Skill, Agility, Toughness, Defense, Survival Thug: Weapon Skill, Strength, Toughness, Offense, Finesse

Racial Aptitudes

Your choice of race provides three of your starting eight Aptitudes. DWARFS Dwarves receive the Weapon Skill, Toughness, and Craft Aptitudes. ELVES Elves receive the Ballistic Skill, Agility, and Survival Aptitudes HALFLINGS Halflings receive the Ballistic Skill Aptitude, either the Agility or Fellowship Aptitude, and one further Aptitude based on the random Talent they roll. Traits provide the Aptitude for the Characteristic they enhance. If the Talent has two Aptitudes that the Halfling doesn't have, pick one.

Skills

ACADEMIC KNOWLEDGE (INTELLIGENCE) Aptitudes: Intelligence, Knowledge This is the skill for formal study and knowledge learned from books or in classrooms. It is not one skill, but many, and each must be acquired separately. ACROBATICS (AGILITY) Aptitudes: Agility, General This is the skill for feats of agility and balance. It can be used to escape from bonds, to squirm through tight spaces, to land well when falling, or to maneuver around some obstacle while moving.

HUMANS Humans' starting three Aptitudes vary depending on the random Talents they roll during character creation, much ANIMAL CARE (INTELLIGENCE) like Halflings. Humans who receive two Talents with only Aptitudes: Intelligence, Survival one Aptitude may chose another Characteristic Aptitude. This is the skill for taking care of domestic or domesticated animals. Tests aren't needed for routine LIZARDMEN tasksonly for spotting illnesses or tasks outside normal From the Playable Lizardmen PDF parameters, such as preparing an animal for a parade. The varieties of Lizardmen have different Aptitudes: ANIMAL TRAINING (FELLOWSHIP) Saurus: Strength, Willpower, Survival Aptitudes: Intelligence, Leadership Skinks: Agility, Toughness, Survival This is the skill for teaching animals new tasks or to obey OGRES simple commands. It is typically used on domestic From the Imperial Ogres PDF animals such as hawks or hounds, but may be used to Ogres receive the Strength, Toughness, and either Offense train more exotic animals with the GM's permission. or Defense Aptitudes. Simple tricks take one successful test, moderate tricks SKAVEN take three, and difficult tricks take ten. Each test takes one Skaven's Aptitudes depend on their place in Skaven week of training. society: ATHLETICS (STRENGTH) The Chosen: Intelligence, Willpower, Magic Aptitudes: Strength, General The Mighty: Weapon Skill, Strength, Offense This is the skill for running, jumping, climbing,

swimming, and other feats of physical prowess or endurance. It includes the former Scale Sheer Surface and Swim skills.

much you've drunk.

DISGUISE (FELLOWSHIP) Aptitudes: Fellowship, Larceny AWARENESS (PERCEPTION) This is the skill for pretending to be someone else. Some Aptitudes: Perception, General kind of prop, such as appropriate clothing or props such This is the skill for observing your surroundings. It can be as wigs, are often necessary for success. It's possible to used to spot possible dangers, to find hidden opponents, disguise yourself as a member of the opposite sex, of to estimate numbers or distances, and so on. It is another race, or as a specific person, though these are frequently opposed by Concealment, Disguise, or Silent more difficult than simply hiding your appearance. Move. Disguise is typically opposed by Scrutiny. CHANNELING (WILLPOWER) DECEIVE (FELLOWSHIP) Aptitudes: Willpower, Magic Aptitudes: Fellowship, Social This is the skill for controlling the Winds of Magic. See This is the skill for lying to others and making it sound the Magic section for further details. convincing, for distracting others by spouting nonsense, CHARM (FELLOWSHIP) Aptitudes: Fellowship, Social This is the skill for persuading, flattering, or otherwise using more honey than vinegar. It also covers innuendo and seduction. Particularly odd requests give the targets a Willpower Test to resist. It affects one target for each point of your Fellowship Bonus. CHARM ANIMAL (FELLOWSHIP) Aptitudes: Fellowship, Social This is the skill for befriending animals. Domestic animals only require a roll in unusual circumstances, and wild animals or hostile trained ones (like warhorses) may be charmed with a successful roll. Note that bizarre or unusual animals, such as manticores, are unaffected by this skill. COMMAND (FELLOWSHIP) Aptitudes: Fellowship, Leadership This is the skill for giving orders and having them followed. It only works on people who expect commands and cannot be used to order random peasants to perform tasks. Success means your subordinates correctly follow your orders, while failure means they do not or that they misinterpret them (GM's discretion). COMMON KNOWLEDGE (INTELLIGENCE) Aptitudes: Intelligence, General This is the skill for remembering information about daily life. Local figures, superstitions, regional customs, and so on. It represents upbringing and life experience instead of Academic Knowledge's scholarly learning. It is not one skill, but many, and each must be acquired separately.

or for concealing your true intentions. Deceive is typically opposed by the Scrutiny skill. It includes the former Blather skill. DODGE (AGILITY) Aptitudes: Agility, Defense This is the skill for getting out of the way when you're under attack. See the Combat section for further details. DRIVE (STRENGTH) Aptitudes: Strength, Survival This is the skill for properly controlling wagons, carts, or other vehicles where you aren't directly seated on an animal. Normal conditions do not require a Test, but chases or hazardous roads or weather might. EVALUATE (PERCEPTION) Aptitudes: Perception, Craft This is the skill for determining the worth of jewelry, gems, objets d'art, and other valuable items, or even common items. A failed Test provides an incorrect estimation of the object's value. FOLLOW TRAIL (PERCEPTION) Aptitudes: Perception, Survival This is the skill for tracking in the wilderness or following a cold trail (use Shadowing to follow someone in real time). Obvious tracks require no roll and no need to slow down, but more difficult services may require Tests. A successful Test can also deduce the race, number of those who made the trail, or how long ago the tracks were made.

GAMBLING (INTELLIGENCE) Aptitudes: Intelligence, Larceny CONCEALMENT (AGILITY) This is the skill for winning other people's money or Aptitudes: Agility, Survival playing games of change. Each participant rolls a This is the skill for hiding from your enemies. There must Gambing Test and the one with the highest Degree of be something to hide behind or the skill is automatically Success wins. failed. Concealment is typically opposed by Awareness. GOSSIP (FELLOWSHIP) CONSUME ALCOHOL (TOUGHNESS) Aptitudes: Fellowship, Social Aptitudes: Toughness, General This is the skill for gathering information, picking up This is the skill for keeping your head no matter how rumors, or hearing the latest news.

HAGGLE (FELLOWSHIP) Aptitudes: Fellowship, Social This is the skill for buying cheap and selling dear. A simple Test is all that's needed for a price break on a normal daily purchase, but important negotiations may require an Opposed Test. HEAL (INTELLIGENCE) Aptitudes: Intelligence, Survival This is the skill for healing wounds and curing diseases and poison. A successful Test restores 1d10 Wounds, or 1 Wound if the target is Heavily Wounded. A Heal Test may only be made once per encounter in which the target takes damage, and once per day thereafter. HYPNOTISM (WILLPOWER) Aptitudes: Willpower, Leadership This is the skill for placing others into trances. You must have the target's full attention for at least one minute and make a successful Test. An unwilling target may make a Willpower Test to resist. Failure places the target into a trance, after which you may ask a number of questions equal to your Willpower Bonus. The questions will be answered truthfully to the best of the subject's ability. INTIMIDATE (STRENGTH) Aptitudes: Strength, Social This is the skill for frightening others into doing what you want them to do. The target may make a Willpower Test to resist. Some Intimidate Tests may be made using Fellowship if the circumstances are appropriate.

OUTDOOR SURVIVAL (PERCEPTION) Aptitudes: Perception, Survival This is the skill for surviving alone in the wilderness. It includes building fires, hunting and fishing, making a shelter, and so on. PARRY (WEAPON SKILL) Aptitudes: Weapon Skill, Defense This is the skill for getting a weapon or shield in the way of the enemy's attack. See the Combat section for further details. PERFORMER (FELLOWSHIP) Aptitudes: Fellowship, Craft This is the skill for entertaining crowds or making money while busking. It is not one skill, but many, and each must be acquired separately. PICK LOCKS (AGILITY) Aptitudes: Agility, Larceny This is the skill for opening locks, cracking safes, or disarming mechanical traps. Typically only one Test is required, but very complicated mechanisms may require more. PREPARE POISON (INTELLIGENCE) Aptitudes: Intelligence, Craft This is the skill for brewing or applying poisons. It includes all sorts of poisons, whether natural or artificial. READ/WRITE (INTELLIGENCE) Aptitudes: Intelligence, Knowledge This is the skill for reading and writing a specific language. You must be able to speak the language to take this skill. Skill Tests are not normally required, but obscure or complicated vocabulary may require one.

LIP READING (PERCEPTION) Aptitudes: Perception, Larceny This is the skill for reading what other people are saying even if you can't hear them. You must have a clear view of RIDE (AGILITY) the speaker's face and know the language being spoken. Aptitudes: Agility, Survival MAGICAL SENSE (PERCEPTION) This is the skill for controlling animals while sitting on Aptitudes: Perception, Magic their backs. Normal conditions do not require a Test, but This is the skill for seeing the flows of the Winds of chases, moving at high speeds, or moving over rough Magic. It is often called Witchsight. A Test can terrain might. determine if the Winds are swirling around a person or ROW (STRENGTH) place, and if so, what colors and how strongly. Aptitudes: Strength, General NAVIGATION (INTELLIGENCE) This is the skill for using rowboats, barges, and other Aptitudes: Intelligence, Survival watercraft powered by muscles. Normal conditions do not This is the skill for finding your way to your destination, require a Test, but chases, moving at high speeds, or whether over land or water. You can use maps, the stars, rough waters might. or just your sense of direction, as well as estimate how SAIL (AGILITY) long it will take until you arrive. Aptitudes: Agility, Survival OPERATE (INTELLIGENCE) This is the skill for controlling boats that are propelled by From the Unofficial Tome of Careers the wind. It includes familiarity with other ship-based Aptitudes: Intelligence, Craft tasks, like setting up rigging, dealing with bad weather, This is the skill for using technological devices like those and so on. Normal conditions do not require a Test, but built by dwarven engineers, technically-oriented gold chases, moving at high speeds, or rough waters might. wizards, or the vile Skaven. It is not one skill, but many, SCRUTINY (PERCEPTION) and each must be acquired separately.

Aptitudes: Perception, General This is the skill for examining places or people in detail. It can be used to find hidden items, to determine if someone is lying, or see through a disguise. In general, Awareness is used when there isn't a specific target you want to examine, whereas Scrutiny is used when the target is obvious but some qualities of it may not be. It includes the former Search skill. SECRET LANGUAGE (INTELLIGENCE) Aptitudes: Intelligence, Knowledge This is the skill for knowing an appropriate patois, slang, or cant. It is often used for learning the specific jargon of a profession, like the euphemisms of a group of thieves or the profession-specific terms of a mason's guild. Secret Languages are more like codes than full languages, and they can rarely express the full range of communication. Tests are unnecessary under normal circumstances, but adverse conditions might require one. It is not one skill, but many, and each must be acquired separately. SECRET SIGNS (INTELLIGENCE) Aptitudes: Intelligence, Larceny This is the skill for leaving coded messages or signs. The signs are usually quite crude and cannot convey messages more complex than danger or food here or friends within. Tests are unnecessary to read simple messages, but unfamiliar or complicated messages may require one. It is not one skill, but many, and each must be acquired separately.

during the casting. See the Magic section for details. SPEAK LANGUAGE (INTELLIGENCE) Aptitudes: Intelligence, Knowledge This is the skill for speaking languages. If all speakers know the language, skill Tests are usually unnecessary, but they may be necessary to decipher regional accents, mimic accents, or convey complex concepts to non-native speakers. It is not one skill, but many, and each must be acquired separately. SPEAK ARCANE LANGUAGE (INTELLIGENCE) Aptitudes: Intelligence, Magic This is the skill for using the Winds of Magic safely. Anyone who tries to cast a spell without being able to speak an Arcane Language must roll an extra Chaos Die during the casting. See the Magic section for details. TORTURE (FELLOWSHIP) Aptitudes: Fellowship, Larceny This is the skill for extracting information through unsavory means. Victims may resist using Willpower. TRADE (VARIOUS) Aptitudes: Various, Craft This is the skill for performing a craft or trade. It is not one skill, but many, and each must be acquired separately. Different Trade skills have different controlling Characteristics, and so have different Aptitudes.

VENTRILOQUISM (FELLOWSHIP) Aptitudes: Fellowship, Larceny This is the skill for throwing your voice. Listeners may be SET TRAP (AGILITY) Aptitudes: Agility, Survival permitted to make Awareness Tests to determine where This is the skill for placing or preparing traps to catch and the voice is actually coming from. kill various animals. It may also be used to prepare traps Talents to kill or maim people. Note: Talents with an italicized title were converted from SILENT MOVE (AGILITY) Only War. Talents from the Unofficial Tome of Careers Aptitudes: Agility, Survival are listed with a UTC after the title. This is the skill for being quiet while moving. Anyone using Silent Move may only take one Move Action in a ACUTE (SENSE) round. It is opposed by Awareness. Tier: 1 Prerequisites: None SHADOWING (AGILITY) Specializations: Sight, Hearing, Smell, Taste, Touch Aptitudes: Agility, Larceny This is the skill for following others without being seen. It Aptitudes: Perception, Survival One of your senses is exceptional. You gain a +10% is opposed by Awareness. bonus to Awareness and Scrutiny Tests that rely on that SLEIGHT OF HAND (AGILITY) sense. Acute Sight also provides a +10% bonus to Lip Aptitudes: Agility, Larceny Reading Tests. This is the skill for feats of prestidigitation, picking AETHYRIC ATTUNEMENT pockets, or palming items. It is opposed by Scrutiny or Tier: 1 Awareness as appropriate. Prerequisites: Magic 1 SPEAK ARCANE LANGUAGE (INTELLIGENCE) Aptitudes: Perception, Magic Aptitudes: Intelligence, Magic You are attuned to the Aethyr and can more easily This is the skill for using the Winds of Magic safely. perceive the Winds of Magic. You gain a +10% bonus on Anyone who tries to cast a spell without being able to Magical Sense Tests. speak an Arcane Language must roll an extra Chaos Die

AIR OF AUTHORITY Tier: 1 Prerequisites: Fellowship 30 Aptitudes: Fellowship, Leadership You were born to give orders, and those under your command leap to obey. You may use Command to affect 100 x your Fellowship Bonus in subordinates instead of the normal 10 x your Fellowship Bonus. ALLEY CAT Tier: 1 Prerequisites: None Aptitudes: Agility, Larceny You can blend into the streets. You gain a +10% bonus to Concealment and Silent Move Tests while in urban settings. ANIMAL HANDLER Tier: 1 Prerequisites: None Aptitudes: Fellowship, Survival You grew up around animals and have a deft hand in dealing with them. You gain a +10% bonus to Animal Care, Animal Training, and Drive Tests. AMBIDEXTROUS Tier: 1 Prerequisites: Agility 30 Aptitudes: Agility, Finesse You can use either hand equally well, and do not suffer the normal -20% penalty for wielding a weapon in your off hand. ARCANE LORE Tier: 2 Prerequisites: Willpower 30, Magic 2 Aptitudes: Willpower, Magic You have studied an Imperial College of Magic and are attuned to the appropriate Wind. Each Arcane Lore is a separate Talent, and only one Lore can be taken barring exceptional circumstances. ARMS MASTER Tier: 3 Prerequisites: Weapon Skill 40, Ballistic Skill 40, Specialist Weapon Group (any one) Aptitudes: Weapon Skill, Ballistic Skill You are skilled with a dizzying variety of weaponry and can easily transfer some of that skill to new weapons even if you have never seen them before. You only suffer a -10% penalty when using Specialist Weapons you do not possess the Talent for instead of the normal -20%. ARMORED CASTING Tier: 2 Prerequisites: Strength 30 Aptitudes: Finesse, Magic Your faith is strong enough that even heavy armor cannot hinder your prayers. You may ignore up to 3 points of

Armor Rating when determining your Casting Penalty. See the Magic section for details. ART OF SILENT DEATH Tier: 3 Prerequisites: Agility 40 Aptitudes: Agility, Finesse You have learned the secret of arts of open-handed combat developed in far-off Cathay. Your bare-handed attacks do SB-3 Damage and armor is not doubled against them. ARTISTIC Tier: 1 Prerequisites: None Aptitudes: Agility, Craft You have real talent for artistic endeavours. You gain a +20% bonus to Trade (Artist) Tests and a +10% bonus to Evaluate Tests for objets d'art. BATTLE RAGE Tier: 2 Prerequisites: Frenzy Aptitudes: Strength, Defend You keep a portion of your mind back when lost in your Frenzies. While Frenzied, you may still take the Parry action and may reroll one failed check to break out of your Frenzy. BAWD Tier: 1 Prerequisites: None Aptitudes: Fellowship, Social You have spent a great deal of time in taverns, brothels, inns, and other places of dubious reputation. You gain a +10% bonus to Streetwise and Consume Alcohol Tests. BERSERK CHARGE Tier: 1 Prerequisites: None Aptitudes: Strength, Offense You advance furiously on your enemies when roused. You gain a +30% bonus to your Weapon Skill when taking the Charge action instead of the standard +20% bonus. BLADEMASTER Tier: 3 Prerequisites: Weapon Skill 50, Specialist Weapon Group (any two), Strike Mighty Blow, Strike to Injure Aptitudes: Strength, Offense Your mastery of weaponry is nearly peerless. When attacking with any bladed weapon, you may reroll one missed attack per round. BLIND FIGHTING Tier: 1 Prerequisites: Perception 30 Aptitudes: Perception, Survival You are used to fighting in dim or no light and do not

suffer from its lack the way others do. All penalties for fighting in melee resulting from obscured vision are reduced by half. This has no effect on the use of ranged weapons. BLACK HUNGER Tier: 2 Prerequisites: None Aptitudes: Strength, Offense You suffer from a persistent and grotesque desire to slaughter your foes and bathe in their blood. You may activate this talent as a Free Action on your turn, and you gain one additional Attack and a +2 bonus to your Move. However, at the end of the round, you take 1d10/2 Damage 3 hits that ignore Armour but not Toughness. BLADEMASTER Tier: 3 Prerequisites: Weapon Skill 50, Specialist Weapon Group (any two), Strike Mighty Blow, Strike to Injure Aptitudes: Strength, Offense Your mastery of weaponry is nearly peerless. When attacking with any bladed weapon, you may reroll one missed attack per round. BREW CONTAGION Tier: 2 Prerequisites: Trade (Brewing) Aptitudes: Intelligence, Larceny You can use ancient and vile recipes to brew plagues into alchemical brews. Each batch requires 1d10/2 Tests and one Warpstone Token per Test, along with other ingredients determined by the GM. The contagion retains its potency for 1d10 days. CHAOS LOCK Tier: 3 Prerequisites: Magic 3, Willpower 50 Aptitudes: Willpower, Magic You can cut yourself off from the Winds of Magic when they start to grow too strong. Once per game session, you may spend a Fortune Point and ignore any one result rolled for Tzeentch's Curse. The Winds take their toll, howeveruse of this talent causes 1d5 Damage to your head which cannot be prevented by any means. You may not make any Channeling Tests the round after you use this Talent.

Prerequisites: None Aptitudes: Social, General You were born to poor farmers or tradesman and it shows. You cannot start as a noble, and will almost certainly never rise to high station, but you gain a +10% bonus to Charm and Gossip Tests with other peasants. CONTORTIONIST Tier: 1 Prerequisites: Agility 30 Aptitudes: Agility, Larceny You can move your body in a variety of grotesque ways. You gain a +20% bonus to Acrobatics Tests to slip out of bonds or through tight spaces and a +10% bonus to relevant Performer Tests. CONTROLLED CORRUPTION Tier: 2 Prerequisites: Corruption 30+ Aptitudes: Toughness, Survival You can exert some control over the tides of Chaos that warp your flesh. Whenever you gain a mutation, you may roll twice and pick whichever one you desire. However, you suffer a -10% penalty on the Toughness Test to resist mutation. COUNTERATTACK Tier: 2 Prerequisites: Weapon Skill 40 Aptitudes: Weapon Skill, Defense You can strike you enemy after you turn their attacks. After a successful Parry, you may make an attack at a -20% penalty as a Free Action. You may not use a Talent to boost the number of attacks you receive as a result of Counterattack, and it may only be used once per round. CRACK SHOT Tier: 2 Prerequisites: Ballistic Skill 50, Strike to Injure Aptitudes: Ballistic Skill, Offense You can target your enemy's weak points to inflict terrible damage. Your ranged attacks gain an additional +1 to the value of any Critical Hits you cause. CRY OF WAR (UTC) Tier: 2 Prerequisites: Berserk Charge Aptitudes: Fellowship, Offense You let out hideous shrieks when you advance on your enemies, quailing the hearts of those who oppose you. When you take the Charge Action, you gain Fear Rating (1).

COMBAT SENSE Tier: 1 Prerequisites: Perception 30 Aptitudes: Perception, Finesse You can unconsciously pick up on the flow and rhythm of CRIPPLING STRIKE battle, allowing you to place yourself in exactly the right Tier: 2 place. You may use your Perception Bonus instead of Prerequisites: Weapon Skill 50, Strike to Injure your Agility Bonus to determine your Initiative. Aptitudes: Weapon Skill, Offense COMMON AS MUD As Crack Shot, but it applies to your melee attacks. Tier: 1

DARK LORE Tier: 2 Prerequisites: Willpower 30, Magic 2, Dark Magic Aptitudes: Willpower, Magic You have studied the foul secrets of forbidden lore and placed your soul in danger of damnation. Each Dark Lore is a separate Talent, and typically only one can be taken without extreme favor from the Ruinous Powers or the mastery of necromancy brought on by undeath. It is possible to have a Dark Lore and an Arcane or Divine Lore Talent simultaneously. DARK MAGIC Tier: 2 Prerequisites: Magic 1 Aptitudes: General, Magic You can weave the energies of Dhar into your magic to strengthen it. See the Magic section for details. DEAD AIM Tier: 2 Prerequisites: Sharpshooter Aptitudes: Ballistic Skill, Offense You can easily place your shots where you want them to go. After firing, you may modify your roll by 20 in either direction when determining hit location. DEALMAKER Tier: 1 Prerequisites: None Aptitudes: Fellowship, Social You are a master of the art of the deal and clearly high in Handrich's favor. You gain a +10% bonus to Haggle and Evaluate Tests. DISARM Tier: 2 Prerequisites: Agility 30 Aptitudes: Weapon Skill, Defense You can attempt to disarm your opponent instead of harming them after making an attack. Make an Opposed Agility Test. If you win, the weapon drops to the ground. If you win by 2 or more Degrees of Success and have a free hand, you may take their weapon.

to your Intelligence Bonus, you may spend a Fortune Point and make a Very Hard (-30%) Heal Test to attempt to revive them. Each Test is a Full Action and requires another Fortune Point to be spent. If the Test is successful, the character is stabilized and survives. This Talent cannot restore limbs lost to Critical Hits, and some Critical Hits will obviate its use. DOUBLE TEAM Tier: 1 Prerequisites: None Aptitudes: Weapon Skill, Offense You have experience fighting as part of a team and can overwhelm your opponents through weight of numbers. Whenever you gain a bonus to your attacks because you outnumber your opponent, increase your total bonus by +10%. ETIQUETTE Tier: 1 Prerequisites: Fellowship 30 Aptitudes: Fellowship, Social You know your way around the courts and salons of the upper classes. You gain a +10% bonus to Charm, Deceive, and Gossip Tests when dealing with the nobility. It also applies in other situations where familiarity with the upper crust is important, such as attempting to Disguise yourself as a noble. EXTRA SPELL Tier: 2 Prerequisites: Magic 1, Arcane or Divine or Dark or Witch Lore Aptitudes: Willpower, Magic Special: Stackable You expand the range of your magical knowledge. You may pick another spell from your Lore that is not currently on your list and add it to your list. Each spell is a separate purchase of this Talent. EXTRA SPELL (PETTY) Tier: 1 Prerequisites: Magic 1, Petty Magic (any) Aptitudes: Magic, General Special: Stackable. This Talent costs 50% of normal XP. You know another cantrip or minor magical working. You may add another Petty Magic spell to your Petty Magic list.

DIVINE LORE Tier: 2 Prerequisites: Willpower 30, Magic 2 Aptitudes: Willpower, Magic You are a pious servant of the gods and have the ability to FAST HANDS channel their power. Each Divine Lore is a separate Talent Tier: 1 and only one can be taken. Prerequisites: Agility 30 Aptitudes: Finesse, Magic DON'T YOU DIE ON ME! You are adept at using close-range magic under combat Tier: 3 conditions. When targeting a Touch spell, you gain a Prerequisites: Intelligence 40, Heal, Surgery +20% bonus to your Weapon Skill. Aptitudes: Intelligence, Knowledge You are so skilled in chirurgery that it borders on FAVORED BY THE WINDS witchery. If a character dies, for a number of rounds equal Tier: 3

Prerequisites: Willpower 50, Magic 3 Aptitudes: Willpower, Magic You can exert some control over the fickle Winds of Magic even when they turn against you. Whenever you are forced to roll for Tzeentch's Curse, you may roll twice and choose the result you prefer. FEARLESS Tier: 3 Prerequisites: Willpower 50, Stout-Hearted Aptitudes: Willpower, Defense You are either inured to the dangers of the battlefield through long exposure or so insane that you just don't care. Reduce the Fear Rating of any Fear effect you face by 2. If the Rating is reduced to 0, you need not make a Test when faced with it. You also automatically succeed on the Willpower Test to resist the Intimidate skill, but must make a Willpower Test to retreat or back down from combat.

FRENZY Tier: 2 Prerequisites: None Aptitudes: Strength, Offense You can drive yourself into a killing rage. After one round spent driving yourself into a frenzy, you gain a +10% bonus to Weapon Skill, Strength, Toughness, and Willpower, but suffer a -20% penalty to Ballistic Skill, Intelligence, and Fellowship. You must attack the nearest enemy at all times and may not flee or retreat. When all enemies are gone, you must make a Willpower Test to break out of the frenzy. Failure means you attack the nearest ally, but you may make a Willpower Test every round with a cumulative +10% bonus until you succeed.

HAMMER BLOW Tier: 3 Prerequisites: Strength 50, Strike Mighty Blow, Strike to Stun Aptitudes: Strength, Offense FINGERSMITH You can strike blows with such force that they shatter Tier: 1 armor and rend the flesh beneath. When using the All-Out Prerequisites: None Attack action, you gain half of your Strength Bonus as Aptitudes: Agility, Larceny Armor Penetration. The target also must succeed on a Your fingers are light as a feather. You gain a +10% bonus Toughness Test or be stunned for one round. to Pick Locks and Sleight of Hand Tests. HARDY FLEE! Tier: 1 Tier: 1 Prerequisites: None Prerequisites: None Aptitudes: Toughness, Defense Aptitudes: Agility, General Special: Stackable (TB * 2) You are excellent at running away from danger. When You are tougher than most other people. Every time you running from a threat to life and limb, you gain +1 Move buy this Talent, you gain +1 Wound. You may buy it a for 1d10 turns. number of times equal to twice your Toughness Bonus. FLEET-FOOTED HERBALIST Tier: 2 Tier: 1 Prerequisites: Agility 40 Prerequisites: None Aptitudes: Agility, Finesse Aptitudes: Intelligence, Survival You are faster than most. You gain a permanent +1 bonus You are familiar with the variety of herbs and plants to your Move characteristic. found in the wilds and can easily identify which are boon FOCUSED STRIKE and which are bane. You gain +10% bonus to Outdoor Tier: 1 Survival and Trade (Herbalism) Tests. Prerequisites: None INCANTATION Aptitudes: Weapon Skill, Finesse Tier: 2 You can make attacks with exceptional accuracy. When Prerequisites: None you take the Aim action, your next melee attack gains a Aptitudes: Magic, Social +20% bonus instead of the normal +10% bonus. You can assist a divine spellcaster in performing ritual FORESIGHT magic. If you pass a Performer (Singer) Test and remain Tier: 2 singing for the entire ritual, then the caster gains a +5% Prerequisites: Intelligence 40 bonus to their Channeling Test. Aptitudes: Intelligence, Knowledge INURED TO CHAOS While the masses rely on animal entrails or casting the Tier: 2 runes, you rely on cold logic and reason. By spending 10 Prerequisites: At least one mutation minutes analyzing a problem, you gain a +10% bonus to Aptitudes: Toughness, Survival an Intelligence or Intelligence-based Skill Test. You can use the Chaos that already warps your body to

protect you from its influence. You gain a +10% bonus on LOCK ON Toughness Tests to resist mutation. Tier: 2 Prerequisites: Perception 40 IRON JAW Aptitudes: Perception, Offense Tier: 1 You can pick out your targets and hold details firmly in Prerequisites: Toughness 30 vision even in the swirling chaos of battle. You may make Aptitudes: Toughness, Defense the Dodge Reaction without losing the benefits of the Aim You can easily bounce back from blows that would knock Action. anyone else out. You gain a +20% bonus on Toughness Tests to avoid being stunned. LUCK Tier: 3 LEAP UP Prerequisites: None Tier: 1 Aptitudes: Larceny, General Prerequisites: Agility 30 You were born lucky. You gain an extra Fortune Point Aptitudes: Agility, General every day. You are athletic enough that you get back on your feet nearly immediately when knocked down. You may take MARKSMAN the Stand/Mount Action as a Free Action. Tier: 2 Prerequisites: Ballistic Skill 40 LESSER MAGIC Aptitudes: Ballistic Skill, Finesse Tier: 1 You can hit a bullseye at 200 yards and then fire a second Prerequisites: Magic 1, Petty Magic (any) arrow to split the first. You suffer no penalty for attacks at Aptitudes: Willpower, Magic long range and only a -10% penalty for attacks at extreme Special: Stackable range. You know a spell common to all types of magic. Each purchase of Lesser Magic buys a single spell. MASTER GUNNER Tier: 2 LIGHT SLEEPER Prerequisites: Agility 30 Tier: 1 Aptitudes: Ballistic Skill, Agility Prerequisites: Perception 30 You can reload black powder weapons one Half Action Aptitudes: Perception, Survival faster than normal. If you also have Rapid Reload, then You can awaken after the smallest change in your you can reload black powder weapons one Full Action surroundings. For the purpose of making Awareness Tests, faster. you are always treated as awake. MASTER OF THE LASH LIGHTNING ATTACK Tier: 1 Tier: 3 Prerequisites: None Prerequisites: Swift Attack Aptitudes: Strength, Leadership Aptitudes: Weapon Skill, Offense Your easy hand on the whip keeps your underlings in line. Your speed with weapons is unmatched, allowing you to When leading packs of creatures under your control, you launch a flurry of blows in an instant. You may make the gain a +20% bonus to Animal Training and Command Lightning Attack action. See the Combat section for Tests. details. MASTER ORATOR LIGHTNING REFLEXES Tier: 3 Tier: 1 Prerequisites: Public Speaking Prerequisites: None Aptitudes: Fellowship, Leadership Aptitudes: Agility, Survival You are an accomplished speaker, able to sway vast You always expect trouble even when the surroundings crowds of people. You can use Charm or Deceive to affect seem peaceful. When you roll initiative, you may roll a number of targets equal to 100 times your Fellowship twice and use the highest roll. Bonus. LINGUISTICS MEDITATION Tier: 1 Tier: 3 Prerequisites: None Prerequisites: Magic 3 Aptitudes: Fellowship, Knowledge Aptitudes: Magic, Knowledge You facility with languages is unmatched. You gain a You can shut out the rest of the world and focus entirely +10% bonus on all Read/Write and Speak Language on the task at hand when casting complicated magics. Tests. When casting a ritual, you gain a 10% bonus to your

Channeling skill. MENACING Tier: 2 Prerequisites: None Aptitudes: Fellowship, Social You are imposing, either due to size, appearance, or a less tangible air. You gain a +10% bonus to Intimidate or Torture Tests. MIGHTY MISSILE Tier: 2 Prerequisites: Magic 2 Aptitudes: Magic, Offense Your magical attacks are more forceful than others'. You gain +1 Damage to any magic missile spell.

ignore the effects of stunning and all non-fatal and nondisabling Critical Hits for the duration of the combat. It does not prevent the damage. OCEAN-BORN Tier: 1 Prerequisites: None Aptitudes: Agility, General Special: Mutually exclusive with Mountain-Born and River-Born You were born on board a ship and drew in the salt air as your first breath. You gain a +10% bonus to Sail Tests and Common Knowledge Tests relating to the ocean. ORIENTATION Tier: 1 Prerequisites: None Aptitudes: Perception, Survival You can instinctively find your way in the wilderness. You gain a +10% bonus to Orientation Tests.

MIGHTY SHOT Tier: 2 Prerequisites: None Aptitudes: Ballistic Skill, Offense You can target precisely the right spot to do the most PETTY MAGIC damage with your ranged attacks. You gain +1 Damage to Tier: 1 any ranged attack. Prerequisites: Magic 1 Aptitudes: Magic, General MIMIC You know one of the schools of minor magic. Each Petty Tier: 1 Magic list is a separate Talent. Prerequisites: None Aptitudes: Fellowship, Larceny PUBLIC SPEAKING You have a talent for copying the voices of others. You Tier: 1 gain a +10% bonus to appropriate verbal Performer, Prerequisites: Fellowship 30 Speak Language, and Disguise Tests and can spend a Aptitudes: Fellowship, Leadership Fortune Point to automatically pass such Tests. You can exhort a crowd with the best of them. You can use Charm or Deceive on a number of targets equal to 10 MOULD FLESH times your Fellowship Bonus. Tier: 2 Prerequisites: Surgery PRECISE BLOW Aptitudes: Intelligence, Knowledge Tier: 2 You can use the power of warpstone to mutate your Prerequisites: Weapon Skill 40 victims in ways that you can control. See the Aptitudes: Weapon Skill, Offense Fleshwarping rules in Shadow of the Horned Rat pg. 104. You can can easily place your melee attacks where you want. The penalty for making a Called Shot is reduced to MOUNTAIN-BORN -10% from -20%. Tier: 1 Prerequisites: None PRETERNATURAL SPEED Aptitudes: Agility, General Tier: 3 Special: Mutually exclusive with Ocean-Born and River- Prerequisites: Agility 50, Fleet-footed Born Aptitudes: Agility, Offense You were born in the mountains and were climbing You can cross distances almost faster than anyone else almost as soon as you could walk. You gain a +10% can see. When making a Charge Attack, you may move bonus to Athletics Tests for climbing and to Common twice the distance your Move Characteristic indicates. Knowledge Tests relating to the mountains. QUICK DRAW NEVER DIE Tier: 1 Tier: 3 Prerequisites: Fellowship 30 Prerequisites: Willpower 50, Toughness 50 Aptitudes: Fellowship, Social Aptitudes: Toughness, Defense You can easily knock and draw a bow or whip out a You refuse to give up no matter how much damage your pistol. Once per round, you can use the Ready action as a body has sustained. You may spend a Fortune Point to Free Action.

RAPID RELOAD Tier: 1 Prerequisites: None Aptitudes: Ballistic Skill, Finesse Your reflexes allow you to reload your weapons much faster then normal. You may reduce the reloading time of all ranged weapons by a Half Action. RESISTANCE Tier: 1 Prerequisites: None Specializations: Cold, Disease, Fire, Poison Aptitudes: Toughness, Defense Your are naturallyor unnaturallyresistant to one specific kind of damage or disability. You gain a +10% bonus to resist those effects. RIVER-BORN Tier: 1 Prerequisites: None Aptitudes: Strength, General Special: Mutually exclusive with Mountain-Born and Ocean-Born You were born on or near one of the mighty rivers that criss-cross the Old World. You gain a +10% bonus to Row Tests and to Common Knowledge Tests relating to rivers. ROVER Tier: 1 Prerequisites: None Aptitudes: Agility, Survival You move like someone born in the wilderness. You gain a +10% bonus to Concealment and Move Silently Tests in natural surroundings. SCHEMER Tier: 1 Prerequisites: None Aptitudes: Fellowship, Larceny You are a consummate planner and easily hide your intentions. You gain a +10% bonus to intrigue-based Deceive Tests and a +10% bonus to resist others' Deceive Skill. SEASONED TRAVELLER Tier: 1 Prerequisites: None Aptitudes: Intelligence, Knowledge You have travelled far and have a wide breadth of knowledge and experience. You gain a +10% bonus to Common Knowledge and Speak Language Tests. SHARPSHOOTER Tier: 1 Prerequisites: Agility 30 Aptitudes: Ballistic Skill, Finesse You can make attacks with exceptional accuracy. When you take the Aim action, your next ranged attack gains a +20% bonus instead of the normal +10% bonus.

SIXTH SENSE Tier: 2 Prerequisites: None Aptitudes: Willpower, Survival You sometimes get a nagging feeling before danger strikes. When you are about to enter a dangerous situation, the GM makes a Willpower Test for you. If successfully, you receive a bad feeling about the situation. SPECIALIST WEAPON GROUP Tier: 2 Prerequisites: None Specializations: Cavalry, Crossbow, Engineer, Entangling, Fencing, Flail, Gunpowder, Longbow, Parrying, Sling, Throw, Two-Handed Aptitudes: Weapon or Ballistc Skill, Offense Your can use a type of weapon that takes more specialized training. STOUT-HEARTED Tier: 2 Prerequisites: Willpower 35 Aptitudes: Willpower, Defense You are made of sterner stuff than most. Reduce the Fear Rating of any Fear you face by 1, though it cannot go below 1. You also gain a +10% bonus to resist the use of the Intimidate Skill. STREET FIGHTING Tier: 1 Prerequisites: None Aptitudes: Strength, Offense You can jab kidneys, gouge eyes, and throw sand with the best of them. You gain a +10% bonus to your Weapon Skill when making unarmed attacks and a +1 Damage bonus as well. STREETWISE Tier: 1 Prerequisites: Fellowship 30 Aptitudes: Fellowship, Social You are at home on the streets. You gain a +10% bonus on Charm, Deceive, and Gossip Tests when dealing with criminals and members of the underworld. STRIKE MIGHTY BLOW Tier: 1 Prerequisites: Strength 30 Aptitudes: Strength, Offense Your blows have more force behind them than your physique might suspect. You gain a +1 bonus to Damage rolls with melee attacks. STRIKE TO INJURE Tier: 1 Prerequisites: Agility 30 Aptitudes: Weapon Skill, Finesse You can place your strikes in just the right place to cause greater injury. You gain a +1 bonus to the value of any

Critical Hits you make. STRIKE TO STUN Tier: 1 Prerequisites: Strength 30 Aptitudes: Strength, Finesse You may attempt to stun your opponents instead of damaging them. After making a successful attack, you can try to Strike to Stun instead of rolling damage. Make a Strength Test. If successful, your opponent must make a Toughness Test with a +10% bonus for each point of effective AP on their head. If they fail, they are stunned for 1d5 rounds. STRONG-MINDED Tier: 2 Prerequisites: Willpower 40 Aptitudes: Willpower, Defense You are possessed of iron mental control in the face of horrific events. Whenever you gain Insanity Points, reduce the total gained by one-half your Willpower Bonus. This cannot reduce the total gained below 1. STURDY Tier: 3 Prerequisites: Strength 40 Aptitudes: Strength, Defense You are used to moving in heavy armor and strong enough that it's easy to maintain your agility while encased in steel. You suffer no movement penalties while wearing heavy armor. SURE SHOT Tier: 2 Prerequisites: Ballistic Skill 40 Aptitudes: Ballistic Skill, Finesse You can precisely place your strikes in the weak points of your enemies' protection. You gain one extra point of Armor Penetration on any ranged attack. SURGERY Tier: 1 Prerequisites: None Aptitudes: Intelligence, Craft You are familiar with the most modern medicinal techniques. You gain a +10% bonus on Heal Tests and if you're treating a Heavily Wounded patient, they heal 2 Wounds per day instead of 1. If the patient is in danger of losing a limb, your treatment gives them a +20% bonus to the Toughness Test. SUPER NUMERATE Tier: 1 Prerequisites: None Aptitudes: Intelligence, Knowledge You are a wizard with numbers. You gain a +10% bonus to Navigation and Gamble Tests and a +20% Bonus to Scrutiny Tests that require you to estimate numbers.

SWASHBUCKLER Tier: 2 Prerequisites: Agility 30 Aptitudes: Agility, Finesse You can spring around like a rabbit. When may take the Jump/Leap action as a Half Action and add 1 yard to the distance you jump. SWIFT ATTACK Tier: 2 Prerequisites: Swift Attack Aptitudes: Weapon Skill, Offense You can move your weapons with blinding speed, striking several times where others may only get in a single attack. You may make the Swift Attack action. See the Combat section for details. TARGET SELECTION Tier: 3 Prerequisites: Ballistic Skill 50, Sharpshooter Aptitudes: Ballistic Skill, Finesse Your shots go straight and, while they sometimes miss, they never hit else anything but your target. You may fire into melee with no penalty. If you take the Aim action before firing, you cannot hit your allies even if you miss. TAIL FIGHTING Tier: 1 Prerequisites: Agility 30, must have a tail Aptitudes: Agility, Finesse You have enough control over your tail that you can wield weapons with it. Both those born with tails and mutants make possess this Talent. TOTAL RECALL Tier: 1 Prerequisites: Intelligence 30 Aptitudes: Intelligence, Knowledge You have a near-perfect memory and can remember even the smallest of details. You can automatically remember trivia or minor details about any event in your past, and may make an Intelligence Test to remember complicated events, such as the battle plans in the enemy commander's tent you only saw for an instant. TRAPFINDER Tier: 1 Prerequisites: Perception 30 Aptitudes: Perception, Larceny Your nimble fingers make you an expert at dealing with traps. You gain a +10% bonus to Awareness, Scrutiny, or Pick Locks rolls involving locating or disarming traps. TRICK RIDING Tier: 1 Prerequisites: Agility 30 Aptitudes: Agility, Survival You ride like one born to the saddle. You only need make a Ride Test under the most extreme circumstances, and

you gain a +10% bonus when you do.

TRUE GRIT Tier: 3 Prerequisites: Toughness 40 Aptitudes: Toughness, Defense You are able to shrug off blows that would kill any WITCHCRAFT normal person. Whenever you suffer a Critical Hit, reduce Tier: 2 the value by 1. Prerequisites: Magic 2, Dark Magic Aptitudes: Magic, Knowledge TUNNEL RAT You have gone outside the bounds of accepted magical Tier: 1 knowledge and taught yourself spells from multiple Prerequisites: None Winds. You may use this Talent to buy any spell from any Aptitudes: Agility, Survival Arcane Lore with a Magic Required of 3 or less. Any You are at home beneath the earth. You gain a +10% spell bought using Witchcraft must be cast using Dark bonus to Concealment and Move Silently Tests while Magic. See the Magic section for details. underground. WRESTLING UNREMARKABLE Tier: 2 Tier: 1 Prerequisites: Strength 30 Prerequisites: None Aptitudes: Strength, Offense Aptitudes: Social, General You are an expert wrestler. You gain a +10% bonus to You just don't have anything that sticks out about you. your Weapon Skill when you make a grapple and a +10% Anyone attempting to pick you out of a crowd suffers a bonus on Strength Tests during a grapple. -20% penalty, and you gain a +20% bonus to Deceive Tests to convince someone you have never seen or met Traits them before. You also gain a +10% bonus to Disguise Many Traits here, such as Coolheaded or Lightning Tests. If you are wearing distinctive weapons or armor, Reflexes, are retained for legacy reasons and are marked this Talent does not function. with (L). They cannot normally be purchased, but UNSETTLING characters might acquire them in character generation or Tier: 2 due to the effects of magic or mutations. Prerequisites: Fellowship 30 BESTIAL Aptitudes: Fellowship, Leadership Your very presence is disturbing to others. Enemies must You are animalistic, and behave as an animal regardless of your Intelligence Characteristic. You automatically pass make a Willpower Test when they attack you or they suffer a -10% penalty to their Weapon Skill and Ballistic all Outdoor Survival Tests while in your natural habitat. Unless starving, desperate, or diseased, you must make a Skill. They may make the Test anew each round. Willpower Test when frightened or injured or immediately WALL-RUNNER flee. Tier: 3 COOLHEADED (L) Prerequisites: Agility 50 You gain a +5% bonus to your starting Willpower Aptitudes: Agility, General Characteristic. You are adept at scrambling up walls. You gain a +20% bonus to Athletics rolls to climb and may climb a number DAEMONIC AURA of yards equal to your Move. You are a hideous monstrosity from the Realm of Chaos. You have a +2 bonus to your Armour Points against all WARLOCK ENGINEERING non-magical weapons and your weapons are always Tier: 1 considered to be magical. In addition, you are immune to Prerequisites: Intelligence 40, Trade (Engineering) poison and suffocation. Aptitudes: Intelligence, Craft You have been trained by Clan Skyre to create their twisted technological horrors. See Chapter V of Shadow of the Horned Rat for details. WITCH LORE Tier: 2 Prerequisites: Willpower 30, Magic 2 Aptitudes: Willpower, Magic DWARFCRAFT Your race are natural craftsmen, and you gain a +10% bonus to the following Trade skills: Armourer, Brewer, Gem Cutter, Gunsmith, Miner, Smith, Stoneworker, and Weaponsmith. ETHEREAL You are a spirit or other bodiless creature. You can pass

You have gone outside the structure of the Imperial Colleges of Magic and learned a codified magical tradition. Each Witch Lore is a separate Talent, and typically only one can be taken barring exceptional circumstances.

through objects, gain a +30% bonus to Concealment Tests to resist magic or Chaos effects and cannot gain when hiding inside an object, automatically succeed on Corruption Points under any circumstances. You may also Move Silently Tests, and are immune to normal weapons. never increase your Magic Characteristic. FLIER You are able to fly under your own power. FRIGHTENING Special: Stackable (4) Your appearance puts fear into the hearts of others. You gain a Fear Rating equal to the number of times you possess this Trait. See the Fear and Insanity section for details. The base game's Frightening Trait is thus Frightening (1). GRUDGE-BORN FURY Your people have a long-list of grudges, carefully nursed over millennia. The grudges fill you with such rage that you gain a +5% bonus when attack orcs, goblins, and hobgoblins. HOVERER You can fly as long as you stay close to the ground. LIGHTNING REFLEXES (L) You gain a permanent +5% bonus to your Agility Characteristic. MARKSMAN (L) You gain a permanent +5% bonus to your Ballistic Skill Characteristic. RESISTANCE TO MAGIC You gain a +10% bonus to Willpower or Toughness Tests to resist magic. SAVVY (L) You gain a +5% bonus to your starting Intelligence Characteristic. SCALES Special: Stackable (X) You have tough scales or other covering that protects you like armor. For every level you possess of this Trait, you gain 1 AP on all hit locations. SKAVEN CONSTRUCT You are an artificial monstrosity created by the Skaven Warlock Engineers. You are immune to Fear, Corruption, poison, diseases, stunning, and all Skills or spells that affect the mind or emotions. You must obey the mental commands of any Skaven with the Warlock Engineer Talent. SUAVE (L) You gain a +5% bonus to your starting Fellowship Characteristic. TERRIFYING (L) This is equivalent to Frightening (3).

MINDLESS You have no Intelligence, Willpower, or Fellowship UNDEAD Characteristics and automatically fail Tests based on those You are sustained by Dark Magic and are immune to Fear, Characteristics. poison, disease, and spells or Skills that affect the emotions or the mind. NATURAL WEAPONS You have claws, fangs, barbed tentacles, or other natural UNNATURAL (CHARACTERISTIC) features that you can use in hand-to-hand combat. You Special: Stackable also count as being armed with a hand weapon, though One of your Characteristic Bonuses is higher than the raw you cannot be disarmed and you cannot Parry with your value would indicate. For example, a creature with natural weapons. Strength 43 and Unnatural Strength (2) would have a Strength Bonus of 6, not 4. NIGHT VISION You can see in dim light to a distance of 10 yards. It UNSTABLE doesn't work in complete darkness, but any light at least You are not solidly linked with the Old World and may be as bright as starlight allows it to work. forced back into the Realm of Chaos by sufficiently determined effort. On any round where you were injured NOT ALL THERE but dealt no Wounds in damage yourself, you must make You do not possess the usual humanoid variety of organs. a Willpower Test or you are drawn shrieking back from Critical Hits against you always use the Sudden Death whence you came. rules. UNSTOPPABLE BLOWS REGENERATION Your attacks are almost impossible to stop. Any attempt to Special: Stackable (X) Parry your blows suffers a -30% penalty. You may make a Toughness Test at the beginning of each of each round to recover a number of Wounds equal to VERY RESILIENT (L) your levels of Regeneration. You gain a +5% bonus to your starting Toughness Characteristic. RESISTANCE TO CHAOS You gain a +10% bonus to Willpower or Toughness Tests VERY STRONG (L)

You gain a +5% bonus to your starting Strength Characteristic. WARRIOR BORN (L) You gain a +5% bonus to your starting Weapon Skill Characteristic. WALL-CRAWLER You can walk on vertical surfaces as easily as horizontal ones. You never have to make an Athletics Test to climb and may traverse walls at your full Move.

spell has a minimum Magic Characteristic necessary to cast it. To convert Casting Numbers into Magic Ratings, divide by 6 and round up. For example, spells with a Casting Number of 1 to 6 require Magic 1, spells with a Casting Number of 7 to 12 require Magic 2, and so on. A wizard without the necessary Magic Characteristic may Push to try to cast more powerful spells. Pushing increases the character's Magic Characteristic by up to 3, including all spell parameters that are dependent on Magic, but for every point by which the character's Magic is Pushed, one Chaos Die must be rolled. Chaos Dice do not count towards the Channeling Test, but they do count for matches that cause Tzeentch's Curse.

Combat

Make the following changes and additions to the Combat section.

Characters can also cast a spell Fettered if they wish to avoid complications. Casting a spell Fettered reduces the Actions character's Magic Characteristic by 2, but Fettered spells EVASION (REACTION) cannot trigger Tzeentch's Curse. A spell cannot be both When a character is attacked, they may defend themselves Pushed and Fettered simultaneously. if able. If the character has the Parry Skill, they may Arcane Languages attempt to parry, and if they have the Dodge Skill, they An Arcane Language is no longer required to shape the may attempt to dodge. Each skill may be used once per Winds of Magic, but wizards who do not have the Speak round and each single attack may only be dodged or Arcane Langauge skill add a Chaos Die to all spells they parried, not both. Characters without the Parry skill may cast. still attempt to parry if wielding a shield. LIGHTNING ATTACK (FULL ACTION) This action may only be taken if the character has the Lightning Attack Talent. The character may make three separate attacks, including ranged attacks if the character may reload as a Free Action. PARRYING STANCE (HALF ACTION) As written, but taking the Parrying Stance Half Action allows the character to parry one additional time per round, or one time per round if the character does not possess the Parry skill. Dark Magic Characters with the Dark Magic Talent may Push their Magic Characteristic by up to 5 points higher, but they still receive a Chaos Die for every extra effective point of Magic. In addition, each point of Magic Pushed using Dark Magic adds +5 to rolls for Tzeentch's Curse.

Rituals

Performing rituals also requires Channeling Tests. Each rituals requires a number of successive Channeling Tests equal to the Magic Rating required to cast it. Any failed SWIFT ATTACK (FULL ACTION) Test causes the ritual to fail. If the character's Magic This action may only be taken if the character has the Swift Attack Talent. The character may make two separate Rating exceeds that required to use the ritual, they gain a +10% bonus to their Channeling Test for every point by attacks, including ranged attacks if the character may which they exceed the required Magic. reload as a Free Action.

Pushing During Rituals A ritual caster may Push during any or all of the Whenever the character rolls a 10 for damage and Channeling Tests to successfully cast the ritual. Every successfully makes a Weapon Skill or Ballistic Skill Test point by which the caster Pushes provides a +10% bonus (as appropriate), instead of the d10 exploding, the target to the Channeling Test as normal. However, due to the either A) takes a Critical Hit to the appropriate location incredible power of the Winds swirling around the caster rolled using 1d5 or B) do one point of damage even if the of any ritual, if the caster is subject to Tzeentch's Curse, opponent's Armor and Toughness would normally prevent they add +10 to the roll for every point they Pushed their it. Talents such as Strike to Injure do not affect Ulric's magic. If the ritual requires Dark Magic, then the caster Fury. adds +20 to determine the effect of Tzeentch's Curse.

Ulric's Fury

Magic
Casting Spells
Spells are cast using a simple Channeling Test, but each

Fear, Insanity, and Corruption


Fear and Terror
The old categories of Fear and Terror no longer apply.

FEAR TEST RESULTS


Roll 1 - 20 21 - 40 41 - 60 Result You are badly shaken. You may only take a single Half Action next round, after which you may act normally. You shake and shiver with fear. You suffer a -10% penalty on all actions until you Snap Out of It. You have to get away. You back away from the source of your fear and cannot approach it, but may otherwise act freely, though with a -10% penalty to your actions. You freeze as thought flees your mind. Until you Snap Out of It, you cannot take any action. Panic fills you. You must run away from the source of fear as fast as you can, and if unable to run, you may only take Half Actions and suffer a -20% penalty to all actions. Once away from the source of fear, you may Snap Out of It. You gain 1d5 Insanity Points.

MENTAL TRAUMAS
Roll 1 - 40 41-70 Result You become withdrawn and keep to yourself. You suffer a -10% penalty to Fellowship Tests for 3d10 hours You develop a compulsive urge, such as constantly praying, cleaning your sword, checking your moneypouch, etc. All Tests based on Fellowship, Intelligence, or Perception suffer a -10% penalty for 3d10 hours. You are filled with paranoia and see danger all around you. You gain a +10% bonus to Perception-based Tests and suffer a -10% penalty to Willpower Tests for 1d5 days. You temporarily suffer from The Fear (WFRP pg. 203) for 1d5 days. Your nights are filled with horrific nightmares for 1d10+1 days. You must makes Willpower Test when you awake or suffer a -10% penalty to all actions that day. Your tongue cleaves to your mouth and you are struck dumb for 1d5 days. You are extremely distracted and can barely take care of yourself. You suffer a -10% penalty to all Tests for 1d10 days. You suffer hysterical blindness or deafness for 1d10 days. You become nearly catatonic and refuse to engage with the outside world, though you will follow if gently led. This effect lasts for 1d10 days.

71-100

61 - 80 81 - 100

101-120 121-140

101 - 120 You faint dead away for 1d5 rounds. Once you regain consciousness, you suffer a -10% penalty to all Tests until the end of the encounter. You gain 1d5 Insanity Points. 121 - 130 You are overcome and can do nothing but gibber and shriek for 1d5 rounds, dropping all you are holding. Once the fit passes, you can only take Half Actions for the rest of the counter. You gain 1d10 Insanity Points. 131 - 140 With a hysterical laugh, you lash out at the closest target, whether they're friend or foe, and continue attacking until you Snap Out of It. You gain 1d10 Insanity Points. 141 - 160 You crumple to the ground, sobbing and tearing at your flesh for 1d10 rounds. After you recover, you may only take Half Actions for the rest of the encounter and gain 1d10 Insanity Points. 161 - 170 Your mind breaks under the strain. You collapse into a coma for 1d5 hours and gain 2d10 Insanity Points. 171+ You heart seizes with fear. You must make a Toughness Test or die of a heart attack. If you succeed, then the 161-170 category affects you.

141-150 151-160

161-170 171+

INSANITY TRACK
Total Insanity Points Trauma Modifier 0-9 10-19 20-29 30-39 40-49 50-59 60-69 N/A +10 +10 +10 +0 +0 -10 Disorder --------First --Second

Creatures with the Frightening Trait under WFRP's original system now have a Fear Rating of 1, and creatures with the Terrifying Trait have a Fear Rating of 3.

70-79 -10 --When confronted by a creature or situation with a Fear 80-89 -20 Third Rating, characters must make a Willpower Test. For every point of Fear Rating beyond the first, this Test suffers a 90-99 -20 ---10% penalty. Failure requires a roll on the Fear Test 100+ N/A Total insanity Results table, adding +10 for every Degree of Failure. If the result indicates the character may snap out of it, they may roll a Willpower Test once per round to snap out Insanity of it. The effects continue until the Willpower Test is There are two effects of Insanity Points: Trauma and made. Disorders. Disorders are as listed on pages 202-208 of Out of combat, a failed Fear Test provides a -10% penalty WFRP, and are gained according to the Insanity Track while the character remains within the presence of the Chart. source of fear, though particularly gruesome effects might Trauma is different. For every 10 Insanity Points a still require a Feat Test at the GM's discretion. character gains, they must roll a Willpower Test, modified Mutations and Fear according to the Trauma Test Modifier on the Insanity If using the mutation system from the Tome of Track. If the Test is passed, the character managed to get Corruption, determine a mutant's Fear Rating by dividing through without suffering any short-term effects. A failure the Fear from their mutations by 3 and round down. on that Test requires the character to roll on the Mental

CORRUPTION TRACK
Corruption Points 0-30 31-60 61-90 91-99 100+ Malignancy Test +0 -10 -20 -30 +0 Mutation --First Second Third See below

MALIGNANCIES
Roll 1-10 11-15 16-20 Effect Palsy: You suffer from tics, shakes, tremors. Your Agility is reduced by 1d10. Dark-Hearted: You grow increasingly callous and cynical. Your Fellowship is reduced by 1d10. Ill-Fortuned: Whenever you spend a Fortune Point, roll 1d10. On a roll of 7-10, the Fortune Point is still spent but has no effect. Skin Affliction: You suffer from sores, rashes, and other disfigurements. You have a -20% penalty to Charm Tests Night Eyes: Light pains you. You suffer a -10% penalty to Tests under bright light. Morbid: Your mind constantly turns to thoughts of chaos and death. Your Intelligence is reduced by 1d10. Witch-Mark: You develop a minor and concealable physical deformity. Fell Obsession: You develop an obsession with something macabre, like collecting the ears of your enemies or carving your victories onto your skin. Irrational Nausea: You feel sick in the presence of something innocuous, like hymns to Sigmar or the laughter of children, and suffer a -10% penalty to all Tests while in its presence. Wasted Frame: Your body wastes away, and your Strength is reduced by 1d10. Night Terrors: You suffer from horrible nightmares. Even morning, you must make a Willpower Test. If failed, you suffer -10% to all Tests that day due to fatigue. Poor Health: You are constantly coughing and your wounds don't seem to heal right. Your Toughness is reduced by 1d10. Distrustful: You are unable to conceal your suspicion, and suffer a -10% penalty to Fellowship with strangers. Malign Sight: The world seems drab and sinister to your eyes. Your Perception is reduced by 1d10. Ashen Taste: Food and drink taste foul in your mouth, and you have a hard time eating. You suffer a -10% penalty to your Toughness. Bloodlust: In battle you are filled with blinding range. After being wounded, you must make a Willpower Test to let your enemies flee or be captured. Blackouts: You suffer from random lost time. What happens then is up to the GM. Strange Addiction: You have an addiction to an unnatural substance, such as tears or blood. You must make a Willpower Test not to indulge.

Trauma table, adding +10 for every Degree of Failure on the Test. A character with 100 Insanity Points is so crippled by their insanity that they are unsuitable to be played. Their fate is typically a quick death at the hands of their enemies or the elements, or a slow death in one of the Old World's asylums. Insanity and Fear Insanity has many disadvantages, but it does have one bonus for characters who repeatedly face terrible monsters and view awful things. If the tens digit of the characters Insanity Points is greater than twice the Fear Rating of the monster or creature, then the character does not have to make a Fear Test when faced with it. Curing Insanity The procedure for curing Insanity is the same as listed on page 209 of WFRP, but on Table 9-2, replace the effects with Challenging: Patient loses 1d5 Insanity Points, Hard: Patient loses 1d10 + physician's Degree of Success' Insanity Points and Very Hard: Patient loses 2d10 + physician's Degree of Success Insanity Points. Adjust other values appropriately to handle the new Insanity scale.

21-25 26-30 31-33 34-45 46-50

51-55

56-60 61-63

64-70

71-75 76-80 81-83

Corruption
Corruption represents the effects of Chaos on the character. It can be gained through visiting tainted places or handling tainted materials, suffering from Tzeentch's Curse, channeling Dark Magic, being attacked by daemons, consorting with the Ruinous Powers, and so on. Corruption causes two side effects: malignancies and mutations. Malignancies Malignancies are relatively minor disabilities and disfigurements caused by the effects of Chaos. Every 10 points of Corruption, the character must make a Willpower Test modified as per the Corruption Track table. If the Test is failed, the character gains a physical or spiritual deformity. If the malignancy was caused by the use of Dark Magic, use WFRP page 159. Otherwise, use the Malignancy table. Unlike mutations, malignancies typically go away if the character somehow reduces their Corruption.

84-90

91-93 94-00

Mutations Every 30 Corruption Points the character gains, they must make a Toughness Test. If they fail, they gain a mutation as per the rules for mutations on WFRP pg. 229 or the Tome of Corruption pg. 27. At 100 Corruption Points or more, the rules change. Every 10 CP beyond 100, the character must test for mutation. A successful Toughness Test means the

character gains a mutation but manages to maintain their physical form. A failure on this test means the Chaos energy surging through their body is too much for them, and the character becomes a mindless Chaos Spawn.

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