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SKILLS /TALENTS

SKILLS
Academic Knowledge
Skill Type: Advanced
Characteristic: Intelligence
Description: Use Academic Knowledge to remember pertinent facts and figures (and if you have access to the proper facilities
or resources) to do research. Academic Knowledge represents a depth of learning far beyond Common Knowledge and requires
extensive study. Academic Knowledge is unusual in that it is not one skill, but many and each must be acquired individually.
Each Academic Knowledge skill is a separate field of study, with the specialty noted in parenthesis. For example, Academic
Knowledge ( Theology ) is a different skill to Academic Knowledge ( History ). The most common Academic Knowledge skills are
the Arts, Astronomy, Daemonology, Engineering, Genealogy / Heraldry, History, Klauser Runes, Law, Magic, Necromancy,
Philosophy, Runes, Science, Spirits, Strategy / Tactics and Theology.
Related Talents: none
Reference: Core Rulebook p91, Realm of the Ice Queen p107.

Animal Care
Skill Type: Basic
Characteristic: Intelligence
Description: Use this skill to take care of farm and domestic animals, like horses, cattle, pigs, oxen and the like. Routine care
and feeding require no Skill Test. Tests are most commonly made to spot developing illnesses or signs of discomfort, or for
special grooming ( preparing a mount for parade, for instance ).
Related Talents: Natural Affinity.
Reference: Core Rulebook p91.
Animal Training
Skill Type: Advanced
Characteristic: Fellowship
Description: Use this skill to train animals to perform tricks and obey simple commands. The most commonly trained animals
are dogs, horses and hawks, though more unusual animals may be trained with the GM’s permission. Properly training an
animal takes some time. Skill Tests should be made once a week during training. A simple trick can be learned with one
successful test, a moderately difficult trick can be learned with three successful tests, and a difficult trick can be learned with
ten successful tests.
Related Talents: Natural Affinity.
Reference: Core Rulebook p91.

Apply Poison
Skill Type: Basic.
Characteristic: Intelligence.
Description: Use this Skill to apply a ready prepared poison. This Skill may be used to safely apply poison to a weapon or to
poison a food item. This Skill confers no ability to extracting or manufacturing Poisons, the Prepare Poison Skill is used for
those purposes.
Related Talents: None.
Reference: High Fantasy Fanbased Supplement.

Blather
Skill Type: Advanced
Characteristic: Fellowship
Description: Use this skill to stall for time by running off at the mouth. Blathering never makes sense ( use Charm for that ); it
seeks only to confuse. Victims of a successful Blather Skill Test are allowed a Will Power Test to see through the ruse. If they
fail, they can do nothing for one round, as they stare dumbfounded and wonder if you are drunk, crazy or both. You cannot use
Blather if the targets are in combat or in clear and present danger. You can affect one person for each 10 points of your
Fellowship, though they must understand the language you are speaking for Blathering to work.
Related Talents: Baffle.
Reference: Core Rulebook p91.

Battle Combatant
Skill Type: Advanced.
Characteristic: Weapon Skill.
Description: This Skill enables you to fight effectively as part of a large body of trained soldiers. You are well versed in following
orders, marching and fighting in formation. You have also learned the advantages of mutual protection offered by your
comrades. When fighting as part of an organised unit of warriors, on a successful Battle Combatant Skill Test your opponents
will not gain any Weapon Skill bonuses if they outnumber you. Note: This Skill does not confer any ability to lead or command
large groups of men.
Related Talents: None.
Reference: High Fantasy Fanbased Supplement.

Channelling
Skill Type: Advanced
Characteristic: Will Power
Description: Use this skill to control the Winds of Magic. All spell casting involves manipulations of the Winds of Magic, but
Channelling is used whenever greater finesse or control is needed. For more on the process of spell casting and the role of
channelling, see Chapter 7: Magic ( Core rulebook ).
Related Talents: Aethyric Attunement, Higher Channelling.
Reference: Core Rulebook p92.

Charm
Skill Type: Basic
Characteristic: Fellowship
Description: Use this skill to manipulate others. Charm Tests can be used to change the minds of individuals and small groups,
to lie convincingly, to bluff, and even to beg. Charm also includes innuendo and seduction. Skill Tests that involve convincing
others to do something unusual or against their natures allow a WP test to resist. You can affect one person for each 10 points
of your Fellowship, though they must understand the language you are speaking for your Charm to be effective.
Related Talents: Etiquette, Master Orator, Public Speaking, Schemer, Streetwise.
Reference: Core Rulebook p92.

Charm Animal
Skill Type: Basic
Characteristic: Fellowship
Description: Use this skill to befriend animals. Domestic animals are always friendly to you. Wild animals or those trained to be
hostile ( like attack dogs ) can be calmed with a successful test. GM’s may impose penalties for particularly loyal or ornery
animals. Note this skill doesn’t work on monsters.
Related Talents: Natural Affinity.
Reference: Core Rulebook p92.

Command
Skill Type: Basic
Characteristic: Fellowship
Description: Use this skill to make subordinates follow orders. With a successful Skill Test, those commanded execute their
orders as instructed. On a failed test they either misinterpret the command or do nothing at all ( GM’s call ). Command does not
allow you to order strangers about, only those already under your authority.
Related Talents: Leadership.
Reference: Core Rulebook p92.

Common Knowledge
Skill Type: Advanced
Characteristic: Intelligence
Description: Use Common Knowledge to remember the habits, institutions, traditions, public figures, and superstitions of a
particular nation, cultural group, or race. Common Knowledge does not represent scholarly learning ( that’s the Academic
Knowledge skill ), but the basics you learn growing up or travelling extensively through a region. Like Academic Knowledge,
Common Knowledge isn’t one skill but many. The most typical Common Knowledge skills are Border Princes, Bretonnia,
Cathay, Chaos Wastes, Dark Lands, Dwarfs, Elves, the Empire, Estalia, Greenskins, Halflings, Kislev, Nehekhara, Norsca, Ogres,
Skaven, Tilea, Troll Country and the Wasteland.
Related Talents: Seasoned Traveller
Reference: Core Rulebook p92, Old World Bestiary p77.

Concealment
Skill Type: Basic
Characteristic: Agility
Description: Use this skill to hide from unfriendly eyes. There must be terrain ( trees, walls, buildings, etc ). to hide behind or the
Skill Test fails automatically ( no hiding in the middle of the street! ) Oftentimes, Concealment is an Opposed Skill Test vs. your
foes’ Perception.
Related Talents: Alley Cat. Rover, Tunnel Rat.
Reference: Core Rulebook p92.

Consume Alcohol
Skill Type: Basic
Characteristic: Toughness
Description: Use this skill to resist the effects of alcohol. Experienced drinkers can build up quite a tolerance. A Skill Test must
be taken after each drink. See Chapter 5: Equipment ( Core Rulebook ) for more information on alcohol and it’s effects.
Related Talents: None
Reference: Core Rulebook p92.

Disguise
Skill Type: Basic
Characteristic: Fellowship
Description: Use this skill to mask your true appearance. Appropriate clothing, props and make-up are often key to a successful
disguise. It’s also possible to masquerade as a member of the opposite sex, a different race, or a specific person, though those
are more difficult to pull off. Oftentimes, Disguise is an Opposed Skill Test vs. your foes’ Perception.
Related Talents: Mimic
Reference: Core Rulebook p92.

Dodge Blow
Skill Type: Advanced
Characteristic: Agility
Description: Use this skill to avoid attacks in melee combat. Dodge Blow can be used once per round. See Chapter 6: Combat,
Damage and Movement. ( Core Rulebook )
Related Talents: Dodge Mastery.
Reference: Core Rulebook p92.

Drive
Skill Type: Basic
Characteristic: Strength
Description: Use this skill to control carts, wagons and even chariots. Driving under normal conditions does not require a Skill
Test. However, tests may be called for when navigating treacherous terrain, going at excessive speed, or attempting dangerous
manoeuvres.
Related Talents: None
Reference: Core Rulebook p92.

Evaluate
Skill Type: Basic
Characteristic: Intelligence
Description: Use this skill to determine the value of everyday objects, as well as valuables such as jewellery, gems and objects
d’art. A successful Skill Test reveals the item’s market price. Since a failed test may result in the miscalculation of an item’s true
value, it is recommended GM’s roll Evaluate Skill Tests in secret and tell the player what the character believes to be true.
Related Talents: Artistic, Dealmaker
Reference: Core Rulebook p93.

First Aid
Skill Type: Basic.
Characteristic: Intelligence.
Description: Use this skill to provide immediate basic medical attention to the wounded. A successful First Aid Test restores 2
Wounds to a lightly wounded character or 1 Wound to a heavily wounded character. Bleeding from a critical wound can be
treated on a successful Hard (-20%) First Aid Test removing the chance of immediate death, however the critically wounded
character will not begin to heal naturally until receiving successful medical treatment from a character with the full Healing Skill.
A wounded character can only receive such healing once during or after each encounter ( battle, trap, fall, etc. ) in which
Wounds are lost, further treatments to the same injuries on successive days have no effect. This Skill confers no ability to cure
disease.
Related Talents: None.
Reference: High Fantasy Fanbased Supplement.

Follow Trail
Skill Type: Advanced
Characteristic: Intelligence
Description: Use this skill to track prey, be they animal or otherwise. Following obvious tracks requires no Skill Test and can be
done without slowing down. However, tests may be called for in more difficult circumstances. You may also make tests to
deduce your distance from the quarry, their numbers and their racial types.
Related Talents: None
Reference: Core Rulebook p93.

Gamble
Skill Type: Basic
Characteristic: Intelligence
Description: Use this skill to participate in games of chance, such as cards or dice. Each participant in a game wagers the same
amount and makes an Opposed Gamble Skill Test. The winner of the test takes the pot. You may, at your option, choose to
throw the game, in which case you lose automatically.
Related Talents: Super Numerate
Reference: Core Rulebook p93.

Gossip
Skill Type: Basic
Characteristic: Fellowship
Description: Use this skill to gather information. It is useful for picking up rumours, finding out the latest news, and engaging in
informal conversation.
Related Talents: Etiquette, Streetwise.
Reference: Core Rulebook p93.

Haggle
Skill Type: Basic.
Characteristic: Fellowship.
Description: Use this skill to negotiate deals and prices. When dealing with day-to-day affairs, like haggling in the marketplace, a
simple Skill Test is sufficient. However, for important deals ( negotiating the price of a rare manuscript, for instance ), the GM
may call for an Opposed Skill Test, with both sides using their Haggle skill.
Related Talents: Dealmaker.
Reference: Core Rulebook p93.

Heal
Skill Type: Advanced.
Characteristic: Intelligence
Description: Use this skill to provide medical attention to the wounded. A successful Heal Test restores 1d10 Wounds to a
lightly wounded character or 1 Wound to a heavily wounded character. A wounded character can only receive such healing once
during or after each encounter ( battle, trap, fall, etc. ) in which Wounds are lost. The next day, and once each day thereafter, the
wounded character can receive the benefits of another Heal Test. See Chapter 6: Combat, Damage, and Movement ( Core
Rulebook ) for more information on Wounds and healing damage.
Related Talents: Surgery.
Reference: Core Rulebook p93.

Hypnotism
Skill Type: Advanced.
Characteristic: Will Power.
Description: Use this skill to put another in a trance. The subject’s attention must be kept ( often by swinging a bauble and/or
chanting ) for one minute, after which time you must make a successful Skill Test. Unwilling subjects may resist with a
successful Will Power Test. Once the subject is in a trance, you may ask him one question per 10 points of your Will Power
Characteristic. These must be answered truthfully. Note the subject answers with what he knows to be the truth, but he may well
be wrong. Once the last question is asked, the subject comes out of the trance.
Related Talents: None.
Reference: Core Rulebook p93.

Intimidate
Skill Type: Basic.
Characteristic: Strength.
Description: Use this skill to coerce or frighten others. Victims of intimidation may resist with a successful Will Power Test.
How NPC’s react to intimidation is ultimately up to the GM, bearing in mind the character’s personality and the results of the
test. Under certain circumstances ( blackmail, etc.. ) the GM may allow Intimidate Tests that are based on Fellowship instead of
Strength.
Related Talents: Menacing.
Reference: Core Rulebook p93.

Lip Reading
Skill Type: Advanced.
Characteristic: Intelligence.
Description: Use this skill to “listen in” on conversations taking place out of earshot. You must have an unobstructed view of
the speaker’s lower face and you must be able to understand the language being spoken.
Related Talents: Excellent Vision.
Reference: Core Rulebook p94.

Magical Sense
Skill Type: Advanced.
Characteristic: Will Power.
Description: Sometimes known as “Witchsight” this skill is used to detect the presence of Magic. Wizards describe this skill as
the sixth, seventh and eighth senses. With a successful test, you can determine if an item, area, or person is enchanted with
magic. You can also see the Winds of Magic, which allows you to determine how weakly or strongly the Winds of Magic are
blowing in a particular area. For more information see Chapter 7: Magic ( Core Rulebook ).
Related Talents: Aethyric Attunement.
Reference: Core Rulebook p94.

Navigation
Skill Type: Advanced.
Characteristic: Intelligence.
Description: Use this skill to find your way on land or water. You can navigate using the stars, maps, and your own sense of
direction. You can also estimate travel times, based on geography, time of year, and weather. Under normal circumstances, one
Skill Test a day will keep you on track. The GM may call for additional tests if there are unusual conditions.
Related Talents: Orientation, Super Numerate.
Reference: Core Rulebook p94.

Outdoor Survival
Skill Type: Basic.
Characteristic: Intelligence.
Description: Use this skill to subsist in the wild. It includes such activities as fishing, game hunting, making fires and charcoal,
finding edible food, constructing improvised shelters, and so on.
Related Talents: Child of the Wilds.
Reference: Core Rulebook p94.

Perception
Skill Type: Advanced.
Characteristic: Intelligence.
Description: Use this skill to observe your surroundings and to notice small details that others might miss. It can also be used
to spot traps, pitfalls, and other physical dangers. While most often used to determine what you see, Perception covers all the
senses and can be used for listening, tasting, smelling, and touching as well. Perception is the skill most frequently used in
Opposed Tests, vs. skills like Concealment, Disguise and Silent Move. It can also be used to estimate numbers, distance,
quantity, etc., with failed tests providing bogus information.
Related Talents: Acute Hearing, Excellent Vision, Super Numerate, Trapfinder.
Reference: Core Rulebook p94.

Performer
Skill Type: Advanced.
Characteristic: Fellowship.
Description: Use Performer to entertain crowds of spectators. Like Academic Knowledge, Performer isn’t one skill but many.
The most common performer skills are: Acrobat, Actor, Clown, Comedian, Dancer, Fire Eater, Jester, Juggler, Mime, Musician,
Palm Reader, Singer and Storyteller.
Related Talents: Contortionist, Mimic.
Reference: Core Rulebook p94.

Pick Locks
Skill Type: Advanced.
Characteristic: Agility
Description: Use this skill to open locks. Usually, one successful Skill Test is all that’s required to pick a lock, but GM’s may call
for extra tests for extremely complicated locks. This skill can also be used to disarm mechanical traps.
Related Talents: Nimble Fingers, Trapfinder.
Reference: Core Rulebook p94.

Prepare Poison
Skill Type: Advanced.
Characteristic: Intelligence.
Description: Use this skill to ready poison for use. The skill covers the preparations of animal venoms, natural and chemical
poisons. See Chapter 5: Equipment ( Core Rulebook ) for more information on poison and it’s effects.
Related Talents: Chemistry.
Reference: Core Rulebook p94.
Read / Write
Skill Type: Advanced.
Characteristic: Intelligence.
Description: Use this skill to read or write any language you can speak. Under normal circumstances, Skill Tests are not
required to read or write. However, they may be called for to decipher obscure phraseology, archaic usage, or unusual idioms.
Related Talents: Linguistics.
Reference: Core Rulebook p94.

Ride
Skill Type: Basic.
Characteristic: Agility.
Description: Use this skill to to ride horses and similar mounts. Riding under normal conditions does not require a Skill Test.
However, tests may be called for when galloping, racing, guiding a stead through treacherous terrain, leaping onto a moving
mount, and the like.
Related Talents: Trick Riding, Mounted Combat.
Reference: Core Rulebook p95.

Row
Skill Type: Basic.
Characteristic: Strength.
Description: Use this skill to propel rowboats, dinghies, flat-bottomed barges and similar vessels. Rowing under normal
conditions does not require a Skill Test. However, tests may be called for when there is bad weather, dangerous obstacles, or
rough waters to contend with.
Related Talents: None.
Reference: Core Rulebook p95.

Runecraft
Skill Type: Advanced
Characteristic: Will Power
Description: Use this skill to empower magical runes. Runecraft is the basis of the Runesmith’s abilities. It allows you to trap
magical power inside a rune and create enchanted items. See p210 Realms of Sorcery for further details on creating runes. Note
this skill is not used to identify unknown runes. That is covered by Academic Knowledge ( Runes ).
Related Talents: None
Reference: Realms of Sorcery p211.

Rune Mastery
Skill Type: Advanced.
Characteristic: Will Power.
Description: Use this skill to empower magical runes. Rune Mastery is the basis of the Rune Masters abilities. This Skill allows
you to trap mystic forces within a rune creating enchanted items of great power. Human Rune Masters can only empower runes
inscribed on to hard materials such metals or gemstones. They may not inscribe soft materials such as cloths. All Klauser
Runes are permanent. Note this Skill is not used to identify runes nor does it confer any ability to create or inscribe true dwarfen
runes.
Related Talents: None.
Reference: Rune Mastery fanmade document.

Sail
Skill Type: Advanced.
Characteristic: Agility.
Description: Use this skill to crew sailing vessels. The skill includes familiarity with the ship-borne operations, knowledge of
different types of sails, procedures for inclement weather, and the like. Sailing under normal conditions does not require a Skill
Test. However, tests may be called for when there is bad weather, dangerous obstacles, or rough waters to contend with.
Related Talents: None.
Reference: Core Rulebook p95.

Scale Sheer Surface


Skill Type: Basic.
Characteristic: Strength.
Description: Use this skill to climb walls, fences, and other vertical obstacles. Under normal Conditions a Skill Test is required
once each round. Using Scale Sheer Surface is a full action and you can climb a number of yards equal to half your Movement
Characteristic ( rounded up ) with a successful test.
Related Talents: Expert Climber.
Reference: Core Rulebook p95.
Search
Skill Type: Basic.
Characteristic: Intelligence.
Description: Use this skill to check an area for clues, treasure, and other hidden items ( including traps ). One test is required for
each area or small room.
Related Talents: None.
Reference: Core Rulebook p95.

Secret Language
Skill Type: Advanced.
Characteristic: Intelligence.
Description: Use this skill to communicate with others of a common profession. Secret languages are more like codes than real
languages. By the use of signifiers, body language, and/or code words, users can speak in one tongue but use a secret
language to impart deeper meaning or to relay a lot of information quickly. Under normal circumstances, Skill Tests are
unnecessary if all speakers know the secret language. They may be required in adverse conditions ( a noisy venue, the chaos of
battle, etc. ). Like Academic Knowledge, Secret Language isn’t one skill but many. The most common Secret Languages are
Battle Tongue, Guild Tongue, Thieves Tongue, and Ranger Tongue.
Related Talents: None.
Reference: Core Rulebook p95.

Secret Signs
Skill Type: Advanced.
Characteristic: Intelligence.
Description: Use this skill to read or leave coded messages. Several common sets of signs are in use in the Empire. Secret
signs are not very sophisticated , mostly being used to warn of danger, mark a target, indicate protection, and so on. Skill Tests
are not required to read basic messages but may be necessary to decipher complicated messages or worn or damaged signs.
Like Academic Knowledge, Secret Signs isn’t one skill but many. The most common Secret Signs are Scout, Templar, Thief and
Ranger.
Related Talents: None.
Reference: Core Rulebook p95.

Set Trap
Skill Type: Advanced.
Characteristic: Agility.
Description: Use this skill to prepare and bait traps to catch various animals. Traps that immobilize and kill are both in common
use in the Empire. A Skill Test may be made once per day per trap. A successful test means an animal has been trapped.
Related Talents: None.
Reference: Core Rulebook p95.

Silent Move
Skill Type: Basic.
Characteristic: Agility.
Description: Use this skill to move quietly. You can only take one move action in a round if you are using Silent Move.
Oftentimes, Silent Move is an Opposed Skill Test vs. your foes’ Perception.
Related Talents: Alley Cat, Rover, Tunnel Rat.
Reference: Core Rulebook p95.

Shadowing
Skill Type: Advanced.
Characteristic: Agility.
Description: Use this skill to follow others without behind seen. Oftentimes, Shadowing is an Opposed Skill Test vs. your foes’
Perception.
Related Talents: Inconspicuous.
Reference: Core Rulebook p95.

Sleight of Hand
Skill Type: Advanced.
Characteristic: Agility.
Description: Use this skill to palm objects, pick pockets, or perform tricks with small items like coins and cards. Oftentimes,
Sleight of Hand is an Opposed Skill Test vs. the viewer’s Perception.
Related Talents: Nimble Fingers.
Reference: Core Rulebook p95.

Speak Arcane Language


Skill Type: Advanced.
Characteristic: Intelligence.
Description: Use this skill to cast spells. You must speak an arcane language in order to use magic. Unlike other languages,
arcane languages aren’t used for common conversation, but to manipulate magical energies. All scrolls and grimoires are
written in an arcane language. Like Academic Knowledge, Speak Language isn’t one skill but many. The most common arcane
languages are Magick ( known as Lingua praestantia amongst Imperial magisters ), Daemonic, High Nehekharan Arcane Dwarf (
see below ) and Arcane Elf.
Related Talents: None.
Reference: Core Rulebook p95.

Speak Arcane Language ( Arcane Dwarf )


Skill Type: Advanced.
Characteristic: Intelligence.
Description: Use this skill during the creation of magical runes. Arcane Dwarf is an ancient form of Khazalid, now only
remembered by Runesmiths and the Dwarf Gods. Runesmiths chant in Arcane Dwarf during the rituals that create and empower
magical runes.
Related Talents: None.
Reference: Realms of Sorcery p211.

Speak Arcane Language ( Mystic Khazalid )


Skill Type: Advanced.
Characteristic: Intelligence
Description: Use this skill to help in the creation of runes infused with mystical power. Rune Masters perform the chants and
rituals necessary for rune empowerment in the Mystic Khazalid language. Mystic Khazalid is a combination of Arcane Dwarf,
Common Khazalid and Reikspiel. Knowledge of Mystic Khazalid does not require or indicate any ability to speak any of the
parent languages.
Related Talents: None.
Reference: Rune Mastery fanmade document.

Speak Language
Skill Type: Advanced.
Characteristic: Intelligence.
Description: Use this skill to communicate with others using a tongue common to both of you. Most of the languages of the Old
World derive from the same ancient tongue, but the common roots are so deeply buried that for all intents and purposes each
race or nation speaks its own specific language. Under normal circumstances, Skill Tests are unnecessary if all speakers know
the language. They may be required to imitate or decipher regional accents or to try to speak like a native when you’re not. Like
Academic Knowledge, Speak Language isn’t one skill but many different ones. The most common languages and the areas/
people that speak them are as follows: Breton ( Bretonnia ), Eltharin ( Elves ), Estalian ( Estalia ), Halfling ( Halflings ), Khazalid (
Dwarfs ), Kislevarin or Ungol ( Kesliv ), Nehekharan ( Land of the Dead ), Norse ( Norsca ), Riekspiel ( the Empire ), Strigany,
Sylvanian ( Sylvania ), Tilean ( Tilea ). Another language is Classical, an old tongue favoured by academics but rarely spoken
anymore. Less civilized languages include the Dark Tongue ( Beastmen, Chaos ), the Goblin tongue ( Orcs, Goblins, Hobgoblins
), Grumbarth ( Ogres ), Malla-room-ba-larin ( Treemen ), Queekish ( Skaven ) and Tribal ( Hung/Kurgan ).
Related Talents: Linguistics, Mimic, Seasoned Traveller.
Reference: Core Rulebook p96, Old World Bestiary p77.

Swim
Skill Type: Basic.
Characteristic: Strength.
Description: Use this skill to swim and dive. Swimming under normal conditions does not require a Skill Test. However, tests
may be called for when waters are rough or swimming for an extended period is required. Your Movement Characteristic is
halved ( rounded up ) while swimming.
Related Talents: None.
Reference: Core Rulebook p96.

Torture
Skill Type: Advanced.
Characteristic: Fellowship.
Description: Use this skill to various means to coax information out of an unwilling subject. The skill includes both physical and
mental torture. A victim may resist torture with a Will Power Test.
Related Talents: Menacing.
Reference: Core Rulebook p96.

Trade
Skill Type: Advanced.
Characteristic: Varies.
Description: Use this skill to practice a trade. Like Academic Knowledge, trade isn’t one skill but many different ones. The most
common Trade skills and their associated Characteristics are Apothecary ( Int ), Armourer ( S ), Artist ( Ag ), Bowyer ( Ag ),
Brewer ( Int ), Calligrapher ( Ag ), Candlemaker ( Ag ), Carpenter ( Ag ), Cartographer ( Ag ), Cook ( Int ), Cooper ( S ), Embalmer (
Int ), Farmer ( S ), Gem Cutter ( Ag ), Goldsmith ( Ag ), Gunsmith ( Ag ), Herbalist ( Int ), Merchant ( Fel ), Miller ( S ), Miner ( S ),
Prospector ( S ), Shipwright ( Int ), Shoemaker ( Ag ), Smith ( S ), Stoneworker ( Ag ), Tailor ( Ag ), Tanner ( S ) and Weapon Smith
( S ).
Related Talents: Artistic, Dwarfcraft.
Reference: Core Rulebook p96.

Ventriloquism
Skill Type: Advanced.
Characteristic: Fellowship.
Description: Use this skill to talk without moving your lips and to throw your voice. Onlookers paying special attention may be
allowed to make an Opposed Perception Skill test at the GM’s option.
Related Talents: None.
Reference: Core Rulebook p96.

TALENTS / TRAITS
Acute Hearing
Description: Your hearing is exceptionally good. You gain a +20% bonus on Perception Skill tests that involve listening.
Reference: Core Rulebook p96.

Aethyric Attunement
Description: You are well attuned to the Aethyr and can more easily manipulate the Winds of Magic. You gain +10% bonus on
Channeling and Magical Sense Tests.
Reference: Core Rulebook p96.
Aethyric Balance
Description: Your greater understanding of magic allows you to balance the flow of mystic energy reducing the risk of
accidents. Before making a Casting Roll as a Half Action the Character may elect one d10 that will not count towards Tzeentch’s
Curse, the nominated d10 will however count towards the Casting Number. Note: The Player must nominate the dice to be
disregarded prior to rolling the die. The effects of this Talent can be cumulative with the effects of Aethyric Isolation.
Reference: High Fantasy Fanbased Supplement.

Aethyric Harmony
Description: Your mastery of magic has enabled you to become highly attuned to the movement of mystical energies in the
world around you. This allows you to access those energies faster than before. You Gain the ability to use the Channelling
Action as a Free Action once per round.
Reference: High Fantasy Fanbased Supplement.

Aethyric Isolation
Description: This Talent allows you to isolate yourself from backlashes of aethyric energy, reducing the risk of Tzeentch’s
Curse. Before making a Casting Roll the Character may elect one d10 that will not count towards Tzeentch’s Curse, the
nominated d10 will however count towards the Casting Number. Note: The Player must nominate the dice to be disregarded
prior to rolling the die. The effects of this Talent can be cumulative with the effects of Aethyric Balance.
Reference: High Fantasy Fanbased Supplement.

Aethyric Protection
Description: This Talent allows you to wrap yourself in a protective shell of invisible aethyric energy, however while the shell is
active you find it harder to resist the effects of magic. You may activate this Talent at any time as a Half Action, dispelling the
shell also requires a Half Action. While the shell is active your character gains +1 AP to all locations, however while the shell is
active you receive a -10% penalty to all attempts to resist the magical effects of any kind, from both spells and magical items.
The shell can be maintained for as long as the caster wishes. This AP bonus has no effect on your ability to cast spells. This
Talent cannot raise a Characters AP above 5.
Reference: High Fantasy Fanbased Supplement.

Alley Cat
Description: You are at home on the streets. You gain a +10% bonus on Concealment and Silent move Tests when in urban
locations.
Reference: Core Rulebook p96.

Ambidextrous
Description: You can use either hand equally well. You do not suffer the normal -20% WS or BS penalty when using a weapon in
your secondary hand.
Reference: Core Rulebook p97.

Aquatic
Description: You have the ability to traverse Bogs, Marshlands, Rivers and Lakes without a movement penalty. You also gain a
+20% bonus to any Concealment Skill Tests made while in such terrain.
Reference: High Fantasy Fanbased Supplement.

Arcane Lore
Description: You have studied one of the Empire’s traditions of magic. Arcane Lore is unusual in that it is not one talent, but
many. Such is the study and focus required that you can only ever know one. Each Arcane Lore talent is a separate magical
proficiency, with the specialty noted in parenthesis. For example, Arcane Lore ( Beasts ) is a different talent than Arcane Lore (
Fire ). The most common Arcane Lores, known as the Eight Orders of Magic, are Beasts, Death, Fire, the Heavens, Life, Light,
Metal and Shadow. If you know an Arcane Lore, you can attempt to cast any spell from that lore. See Chapter 7: Magic ( Core
Rulebook ) for spell lists and further details.
Reference: Core Rulebook p97.

Armoured Casting
Description: Your prayers help you cast spells while wearing armour. Your Casting Roll penalty while wearing armour is
reduced by 3 when you cast divine spells. Normally, you’d suffer a -3 penalty for wearing a mail shirt, for example, but with
Armoured Casting this penalty would be reduced to 0.
Reference: Core Rulebook p97.

Artistic
Description: You have true creative talent. You gain +20% bonus on Trade ( Artist ) Tests and +10% on tests to Evaluate objects
d’art.
Reference: Core Rulebook p97.
Art of Silent Death
Description: You have mastered the deadly art of open-hand fighting, as taught by the martial artists of Cathay. When making a
successful unarmed attack, you deal Damage equal to SB-3 and Armour Points do not count as double.
Reference: Children of the Horned Rat p103.

Bear Hug
Description: You can pin large opponents with your massive bulk and powerful strength. You gain a +10% bonus on Grapple
Tests and a total of +20% bonus on tests made to maintain the grapple and to damage the grappled opponent. Finally your
Strength Bonus ( SB ) counts as one higher when dealing damage on a grapple.
Reference: Realm of the Ice Queen p134.

Birth Sword
Description: You have a Birth Sword. Whilst wielding this weapon you get +5% to Weapon Skill and deal SB+1 damage, you do
not gain these bonuses with any other weapon, nor does anyone else gain these bonuses from your Birth Sword. In addition,
whilst carrying even if you are not using it, you gain a +10% bonus on Fear and Terror Tests. You may normally only take this
talent if you were born a male noble in Carcassonne. Female characters may take it if they were raised as boys from the moment
of their birth, generally by parents desperate for a son. Characters not of noble background may not take it.
Reference: Knights of the Grail p66.

Black Hunger
Description: You suffer from a gnawing and constant urge to kill. When provoked, you slip into a terrible frothing rage. You can
use this Talent as a Free Action, but only on your turn, for the duration of the round, your Attack Characteristic increases by +1
and your Movement Characteristic increases by +2. At the end of the round, you take 1d10/5 Damage 3 Hits that ignore armour
but not Toughness Bonus.
Reference: Children of the Horned Rat p103.

Brew Contagion
Description: You can use the recipes past on by other Plague Priests to concoct vile plagues, allowing you to use Trade
(Brewing) to create a contagious brew. Each batch of malfeasance requires 1d10/2 successful Trade (Brewing) Tests and one
Warpstone Token per Test along with a variety of other unsavoury substances as appropriate to the disease. A batch is potent (it
can infect those exposed to it) for 1d10 days before drying up and becoming inert.
Reference: Children of the Horned Rat p103.
Chameleonic Skin
Description: Your skin has the ability to change colour to match your surroundings making you nearly impossible to see if you
remain still. You gain a +30% Bonus to all Concealment Skill Tests and a +10% Bonus to all Silent Move Tests, in addition all
opponents must take a -20% penalty to all Missile Attacks made against you.
Reference: High Fantasy Fanbased Supplement.

Chemistry
Description: You are skilled in the manufacture of various chemical and herbal concoctions, medicines, remedies and poisons.
Gain a +10% Bonus to Prepare Poison and Trade (Apothecary) Skill Tests.
Reference: High Fantasy Fanbased Supplement.

Child of the Wilds


Description: You are very comfortable living off the land. Gain a +10% Bonus to Outdoor Survival Tests.
Reference: High Fantasy Fanbased Supplement.

Chosen of Chaos
Description: You are a favoured servant of the Ruinous Powers. Whenever you gain a mutation, you may roll twice and select
the more favourable result.
Reference: Tome of Corruption p164.

Cold Blooded
Description: Cold blooded creatures show little or no emotion. They seldom react to psychological stresses. Cold Blooded
creatures are receive a +30% bonus to all psychological Tests.
Reference: High Fantasy Fanbased Supplement.

Contortionist
Description: You can bend and manipulate your body in a myriad of unnatural ways. You gain a +10% bonus on relevant
Performer Skill Tests and a +20% bonus on Agility tests to escape from bonds, squeeze through narrow openings, and so on.
Reference: Core Rulebook p97.
Controlled Channelling
Description: After a great deal of practice you have become skilled in the arts of channelling mystical energies to be trapped
within runes. From now on when making your Inscription Roll you may choose how many dice to roll instead of being forced to
roll as many dice as possible. Note: You must still roll an extra dice that counts towards Tzeentch’s Curse and you must still
deduct the score of the highest dice from your total. Note: This Talent may only be gained by Rune Masters.
Reference: Rune Mastery fanmade document.

Controlled Corruption
Description: When determining the nature and kind of mutation you gain, roll twice. You may choose to gain either mutation.
However, you take a -10% penalty to all tests made to resist gaining a new mutation.
Reference: Tome of Corruption p77.

Coolheaded
Description: You gain a permanent +5% bonus to your Will Power Characteristic. Modify your starting profile to reflect this
bonus.
Reference: Core Rulebook p97.

Daemonic Aura
Description: Daemons are made of the very stuff of magic and this protects them when they are in the mortal world. Any time a
non-magic weapon hit’s a Daemon , the Daemons Toughness Bonus is treated as if it were increased by +2. Additionally the
Daemons own attacks are considered to be Magical. Lastly Daemons are completely immune to the effects of Poison and
suffocation.
Reference: Old World Bestiary p78, Tome of Corruption p225, Forges of Nuln p80.

Dark Lore
Description: You have embraced one of the forbidden arts of sorcery. Dark lore is unusual in that it is not one talent, but many.
Such is the study and focus required that you can only ever know one. Each Dark Lore talent is a separate magical proficiency,
with the specialty noted in parenthesis. For example, Dark Lore (Chaos) is a different talent than Dark Lore (Necromancy). The
most common Dark Lores are Chaos United, Nagash, Necromancy, Nurgle, Plague, Slaanesh, Stealth, Tzeentch, Warp. Future
supplements will detail additional Dark Lores, including those of the Chaos powers Nurgle, Slaanesh, and Tzeentch. If you know
a Dark Lore, you can attempt to cast any spell from that lore. See Chapter 7: Magic (Core Rulebook) for spell lists and further
details.
Reference: Core Rulebook p97.

Dark Magic
Description: You know how to manipulate Dhar (black magic) to fuel your spells. Using Dark Magic gives you more power, but is
much more dangerous. When you cast a spell, you can opt to use the energy of Dhar to fuel it. When making a Casting roll for a
Dark Magic spell, you roll an extra d10 and drop the die with the lowest result. However, all dice count for the purposes of
Tzeentch’s Curse. For example, a wizard with Magic 2 who casts a dark magic spell rolls 3d10 and uses the two highest dice for
his Casting Roll. All three dice are used to determine Tzeentch’s Curse. If he rolled a 6, 6 and 6, the Casting Roll would be 12 ( 6
+ 6 ), but the spell would trigger a Major Chaos Manifestation. You must use Dark Magic when casting a Dark Lore spell. See
Chapter 7: Magic ( Core Rulebook ) for more information on spell casting.
Reference: Core Rulebook p97.

Dealmaker
Description: You are a slick-talking businessman who knows how to close a deal. You gain a +10% bonus on Evaluate and
Haggle Skill Tests.
Reference: Core Rulebook p97.

Disarm
Description: If you hit with a melee attack, you may attempt to disarm an opponent instead of inflicting damage. Make an
Opposed Agility Test. If you win, your opponent is disarmed and the weapon drops to the ground. It can be picked up with the
ready action. If your opponent wins, he retains his weapon. Natural weapons ( teeth, claws, etc. ) cannot be disarmed.
Reference: Core Rulebook p97.

Divine Inspiration
Description: A Prelate can invoke the power of his God for assistance when fulfilling his god’s sacred tenets. A Prelate gains a
Bonus Fortune Point each day. This can only be used to re-roll a Skill Test based on the special skills related to his cult.
Alternatively, a GM may allow the Prelate to use this Bonus Fortune Point to re-roll any Skill Test made to uphold or follow his
God’s strictures. See WFRP Chapter VIII: Religion & Belief for details on each holy order’s skills and strictures.
Reference: Career Compendium p167.

Divine Lore
Description: Your dedication to your deity is such that your prayers can produce magical effects. Divine lore is unusual in that it
is not one talent, but many different ones. Such is the devotion required that you can only ever know one Divine Lore. Each
Divine Lore talent is a separate magical proficiency, with the specialty noted in parenthesis. For example, Divine Lore ( Sigmar )
is a different talent than Divine Lore ( Ulric ). The most common Divine Lores correspond to the major deities of the Old World:
Dazh, Manann, Morr, Myrimidia, Ranald, Sigmar, Shallya, Taal / Rhya, Tor, Ulric, Ursun, Verena. If you know a Divine Lore you
can attempt to cast any spell from that lore. See Chapter 7: Magic ( Core Rulebook ) for spell lists and further details. Lore of
Spirits is also a Divine Lore particularly suitable for Greenskins and Ogres. See p80 Old World Bestiary for more information.
Reference: Core Rulebook p97, Old World Bestiary p80.

Dodge Mastery
Description: With this Talent the normal rules of Skill Mastery are suspended with regard to the Dodge Blow Skill. Once this
Talent has been learned you may take the Dodge Blow Skill up to a maximum of six times to give a total bonus of +50% to your
Dodge Blow Skill. This Talent does not confer any bonus in itself, the Dodge Mastery Talent merely confers the ability to breach
the normal rules of Skill Mastery. You must already have learned the Dodge Blow Skill before purchasing this Talent.
Reference: High Fantasy Fanbased Supplement.

Dwarfcraft
Description: Members of your race are natural craftsmen. You gain a +10% bonus on tests with the following trade skills:
Armourer, Brewer, Gem Cutter, Gunsmith, Miner, Smith, Stoneworker and Weaponsmith.
Reference: Core Rulebook p98.

Enhanced Senses
Description: You can see in complete darkness out to a range of 30 yards, using a form of echolocation very similar to that used
by ordinary bats. This ability is not silent, and a Character within range may attempt a Perception Test to hear your high-pitched
squeaks.
Reference: Night’s Dark Masters p104.

Ethereal
Description: An ethereal creature is insubstantial and weightless. It can pass through solid objects, including walls and doors.
Note that this does not give any ability to see through solid objects, only pass through them. An ethereal creature partially
hidden inside an object gains a +30% bonus on Concealment Skill Tests. An ethereal creature that wishes to be is completely
silent, with no need to make Silent Move Skill Tests. An ethereal creature is also immune to normal weapons, which simply pass
through its body as if it weren’t there. Daemons, spells, other ethereal creatures and opponents armed with magic weapons may
all injure an ethereal creature normally. An ethereal creature can’t normally affect the mortal world, and thus can’t damage non-
ethereal opponents unless it has a suitable special ability or talent.
Reference: Old World Bestiary p77.

Etiquette
Description: You are well versed in the social graces of the upper classes. You gain a +10% bonus on Charm and Gossip Skill
Tests when dealing with the nobility. The bonus also applies in other situations in which knowing the proper etiquette is
important (impersonating a noble with the Disguise skill, for instance).
Reference: Core Rulebook p98.

Excellent Vision
Description: Your eyes are keen. You gain a +10% bonus on Perception Skill Tests that involve sight, and on Lip Reading Skill
Tests.
Reference: Core Rulebook p98.

Expert Climber
Description: Creatures with this talent may use the Scale Sheer Surface Skill as a half action. They may also use this skill as a
Full action to climb a number of yards equal to their Movement Characteristic for each successful test.
Reference: Tome of Corruption p111.

Exploit Weaknesses
Description: You have been trained to find the chinks and weaknesses in suits of armour and are now an expert in inflicting
damage upon heavily armoured opponents. On a successful strike against an armoured opponent take another Weapon Skill
Test which if successful will reduce your opponents AP by an amount based on the number of Degrees of Success that you
passed your Weapon Skill test by. This is then modified by the quality of the armour worn by your opponent, consult the table
below:
Armour Quality Amount of AP reduced per Degree of Success
Poor -2 AP per Degree of Success
Average -1 AP per Degree of Success
Good -1 AP per Degree of Success
Best -½ AP per Degree of Success (fractions rounded down).
Reference: High Fantasy Fanbased Supplement.

Extra Spell
Description: Your deeper studies into your Arcane Lore give you the ability to cast a spell not on your Spell List. Extra Spell is
unusual in that it is not one talent but many, and each must be acquired individually. Each Extra Spell Talent gives you access
to a single spell, noted in parenthesis, such as Extra Spell (Wind Blast), for example. This spell must come from your Magical
Lore or be a Petty spell taught by your peers, so you must have an appropriate Magical Lore or Petty Magic Talent before you
can gain this talent.
Reference: Realms of Sorcery p137, Realm of the Ice Queen p114, Tome of Corruption p213.

Fast Hands
Description: You are adept at touching melee opponents during spell casting. You gain a +20% Weapon Skill Bonus when
casting touch spells.
Reference: Core Rulebook p98.

Fearless
Description: You are either brave enough or crazy enough that you know no fear. You are immune to fear and treat terror as fear.
You are also immune to the effects of the Intimidate skill and the Unsettling talent. See Chapter 9: The Games master (Core
Rulebook) for more information on fear and terror.
Reference: Core Rulebook p98.

Fireproof
Description: Fireproof creatures are almost incombustible and are extremely resistant to heat. A Fireproof creature reduces any
non-magical fire damage it takes by 9. Magical fire damages them as normal.
Reference: Realm of the Ice Queen p136.

Flee!
Description: When your life is on the line, you are capable of impressive bursts of speed. When running away from combat or
another dire threat, you gain +1 bonus to your Movement Characteristic for 1d10 rounds.
Reference: Core Rulebook p98.

Fleet Footed
Description: You gain a permanent +1 bonus to your Movement Characteristic. Modify your starting profile to reflect this bonus.
Reference: Core Rulebook p98.

Flier
Description: You can fly. For more information on flying see Chapter 6: Combat, Damage and Movement (Core Rulebook).
Reference: Core Rulebook p98.

Fluid Conjuration
Description: Your mastery of magic has enabled you to maintain partially cast spells and release them at a moments notice.
When you successfully Cast a spell you can chose to delay the spells release for a number of hours equal to your Magic
Characteristic. At any time during this period you may complete the Casting and release the spell as a Half Action. The Casting
Roll is made when the Spell is initially cast and does not need to be attempted when the spell is released. If the Wizard sleeps,
becomes stunned or is otherwise rendered unconscious or mentally impaired (this includes being Drunk) then any spells
currently being maintained are immediately lost. The initial Casting of the spell must be successfully completed as normal
taking the standard amount of for the spell. The Wizard can maintain a number of spells equal to his Magic Characteristic. This
Talent has no effect on Ritual Magic.
Reference: High Fantasy Fanbased Supplement.

Focused Mind
Description: Your understanding of magic is far greater than before. You no longer require incantations or hand gestures to aid
you in the channelling of magic and the shaping of spells. As such you may Cast Spells even if you have been gagged and
restrained.
Reference: High Fantasy Fanbased Supplement.

Focussed Strike
Description: You can make aimed strikes with exceptional accuracy. When you take the Aim action, your next melee attack
gains a +20% Weapon Skill instead of the normal +10%. You may take Focussed Strike in place of Strike to Injure in any career
that offers the latter, or you can acquire both in such a career, at 100xp each.
Reference: Nights Dark Masters p94.
Fool’s Pilot
Description: You are a member of a Tobaran Navigator Family and have learnt the secrets sailing a ship through the dangerous
channels of the Fool’s Rocks. You gain +20% to Sail Tests made to sail through the Fool’s Rocks, and a +10% to Common
Knowledge (Tilea) Tests that specifically involve Tobaro.
Reference: Companion p82.

Formless
Description: Formless creatures have a mutable shape. All hits are Body hits. Any Critical Hits use the rules for Sudden Death
Critical Hits as described in the Core Rulebook p 133.
Reference: Tome of Corruption p111.

Frenzy
Description: You can incite yourself into a frothing rage. You must spend 1 round psyching yourself up ( howling, biting your
shield, etc. ). The next round you lose control and go berserk, gaining a +10% bonus to Strength and Will Power but a -10%
penalty to Weapon Skill and Intelligence. You must attack the nearest enemy in melee combat, all attacks must be all out
attacks, charge attacks or swift attacks, and you may not flee or retreat. You remain in this frenzied state until the combat is
over.
Reference: Core Rulebook p98.

Frightening
Description: You have a frightening appearance. You cause Fear, as detailed in Chapter 9: The Games Master ( Core Rulebook ).
Reference: Core Rulebook p98.

Geometric Lore
Description: You have spent your life studying the Old Ones ancient magical lore and you have mastered magical arts that other
races can only dream of. The ancient geometric magic of the Old Ones is not susceptible to Tzeentch’s Curse.
Reference: Lustrian Races Fanmade.

Greater Arcane Magic


Description: Greater Arcane Magic is unusual in that it is not one talent, but many. Such is the study and focus required that you
can only ever know one type. Before learning a Greater Arcane Magic Talent you must first learn the corresponding Arcane Lore,
for example in order to learn Greater Arcane Magic (Beasts) you must first learn Arcane Lore (Beasts). Each Greater Arcane
Magic talent is a separate magical proficiency, with the specialty noted in parenthesis. For example, Greater Arcane Magic (
Beasts ) is a different talent than Greater Arcane Magic ( Fire ). The most common Arcane Lores, known as the Eight Orders of
Magic, are Beasts, Death, Fire, the Heavens, Life, Light, Metal and Shadow. Once you have learned a Greater Arcane Magic you
may select 1 spell from the appropriate Greater Arcane Lore. The other spells must be purchased individually using the Extra
Spell Talent.
Reference: High Fantasy Fanbased Supplement.

Grudge-Born Fury
Description: Your people have a long list of grudges against the various Goblinoid races. Their depredations fill you with such
fury that you gain a +5% bonus to WS when attacking Orcs, Goblins, and Hobgoblins.
Reference: Core Rulebook p98.

Hardy
Description: You gain a permanent +1 bonus to your Wounds Characteristic. Modify your starting profile to reflect this bonus.
Reference: Core Rulebook p98.

Heavily Armoured Casting


Description: Your great affinity with metals helps you cast spells while wearing armour. Your Casting Roll penalty while wearing
armour is reduced by 5 when you cast spells. Normally, you’d suffer a -5 penalty for wearing a mail shirt and a breastplate, for
example, but with Heavily Armoured Casting this penalty would be reduced to 0.
Reference: High Fantasy Fanbased Supplement.

Hedge Magic
Description: You are a self-taught spellcaster who has figured out how to work Magic by trial and error. You can cast Petty
Magic ( Hedge ) spells only without having the Speak Arcane Language skill; the Petty Magic ( Hedge ) talent is still required.
You must roll an extra d10 when casting a spell. This does not add to your Casting Roll, but does count for the purposes of
Tzeentch’s Curse. Once you learn an Arcane Language, you no longer have to roll the extra die.
Reference: Core Rulebook p98.

Heavy Armoured Combat


Description: You have been trained to take blows on the strongest parts of your armour while protecting the chinks and have
become an expert at effectively using heavy armour to reduce your risk of injury. When wearing Scale Armour you may increase
the protection you receive to 5 AP on any location covered. When wearing Plate Armour you may increase the protection you
receive to 7 AP on any location covered. The normal limit of 5AP is suspended when using this talent.
Reference: High Fantasy Fanbased Supplement.

Hideous Strength
Description: Creatures with Hideous Strength are so strong and powerful that all attacks made by them count as having the
Impact Quality.
Reference: Tome of Corruption p121.

Higher Channelling
Description: On a successful Channelling Test you may add twice your Magic Characteristic to your Casting Roll. Note: You
must have the Channelling Skill before learning this Talent. Higher Channelling may be used in conjunction with the Aethyric
Harmony Talent.
Reference: High Fantasy Fanbased Supplement.

Hive Mind
Description: You are not an Individual. You are part of something greater than yourself. You obey your commands without
question. Unlike a Mindless creature you do have your own intelligence and can make decisions so you do not need to be
constantly controlled. Left to your own devices you will defend yourself if attacked and your territory if invaded, report all you
observe to your superiors and follow the last set of orders you received.
Reference: High Fantasy Fanbased Supplement.

Hoverer
Description: You can fly low to the ground. For more information on flying, see Chapter 6: Combat, Damage and Movement (
Core Rulebook ).
Reference: Core Rulebook p99.

Ice-Blooded
Description: Ice-blooded creatures are so at home with freezing climates that they are immune to any effects from the cold,
including magically created cold effects.
Reference: Realm of the Ice Queen p136.

Incantation
Description: Your hymn singing and chanting helps to focus divine energies, aiding in magical rituals. You can assist a divine
spellcaster perform ritual magic, and if you pass a Performer ( Singer ) Skill Test and remain singing throughout the ritual, one
Spellcaster gains a +1 bonus to his Casting Roll. A number of people with this talent may assist in this manner equal to the
number of spellcasters participating in the ritual.
Reference: Tome of Salvation p194.

Inconspicuous
Description: You have learned to blend into your environment becoming almost impossible to notice. Gain a +15% Bonus to all
Shadowing Skill Tests. You must first learn the Shadowing Skill before learning the Inconspicuous Talent.
Reference: High Fantasy Fanbased Supplement.

Incorruptible Constitution
Description: You are 100% immune to all known Poisons, Diseases and causes of Mutation.
Reference: High Fantasy Fanbased Supplement.

Inured to Chaos
Description: If you have a mutation, you gain a +10% bonus on tests made to resist gaining additional mutations.
Reference: Lure of the Liche Lord p18, Tome of Corruption p68.

Keen Senses
Description: You have naturally acute senses. You gain a +20% bonus on Perception Tests.
Reference: Core Rulebook p99.

Klauser Rune
Description: You have unlocked the secret of a magical rune and now provided that you have gained the Rune Mastery Skill you
can inscribe an object with it. Klauser Rune is unusual in that it is not one talent but many, and each must be acquired
individually. Each Klauser Rune talent is a separate proficiency with its name noted in parenthesis. For example, Klauser Rune (
Flight ) is a different talent than Klauser Rune ( Swiftness ). All Klauser Rune Talents must be picked from The Catalogue of
Klauser Runes ( See Below ). Klauser Runes can be learned without restriction by any human even if they have already learned
other forms of magic.
Reference: Rune Mastery fanmade document.

Leadership
Description: You are a natural charismatic leader. Others find your commands easy to follow. Gain a +20% bonus to all
Command Skill Tests.
Reference: High Fantasy Fanbased Supplement.

Lesser Magic
Description: You know a spell common to all types of Magic. Lesser Magic is unusual in that it is not one talent but many, and
each must be acquired individually. Each Lesser Magic talent is a separate spell, with the spell name noted in parenthesis. For
example , Lesser Magic ( Dispel ) is a different talent than Lesser Magic ( Skywalk ). The most common Lesser Magic spells are
Aethyric Armour, Blessed Weapon, Dispel, Magic Alarm, Magic Lock, Move, Silence and Skywalk. See Chapter 7: Magic ( Core
Rulebook ) for more information on Lesser Magic and descriptions of the various spells. You must have a Petty Magic talent
before you can learn a Lesser Magic talent.
Reference: Core Rulebook p99.

Lightning Fast Rider


Description: With a Successful Ride Skill Test, you may add +1 to the Movement Characteristic of any horse you are riding for
one day. This Bonus cannot be applied to any horse wearing Chain, Scale or Plate barding.
Reference: Career Compendium p158.

Lightning Parry
Description: When you make a Swift Attack ( See Chapter 6: Combat, Damage and Movement-Core Rulebook ) you can forgo one
of your attacks to gain a Free Parry. If you had Attacks 3, for example, you could make two attacks and gain one parry with your
Swift Attack action. The limit of one parry per round remains in effect.
Reference: Core Rulebook p99.

Lightning Reflexes
Description: You gain a permanent +5% bonus to your Agility Characteristic. Modify your starting profile to reflect this bonus.
Reference: Core Rulebook p99.

Linguistics
Description: You have a natural affinity for languages. You gain a +10% bonus to all Read/Write and Speak Language Tests.
Reference: Core Rulebook p99.

Luck
Description: You were born Lucky. At the most improbable times things go your way. You gain an extra Fortune Point each day.
See Chapter 6: Combat, Damage and Movement ( Core Rulebook ) for more information about Fortune Points.
Reference: Core Rulebook p99.

Marksman
Description: You gain a permanent +5% bonus to your Ballistic Skill Characteristic. Modify your starting profile to reflect this
bonus.
Reference: Core Rulebook p99.

Master Gunner
Description: You reduce the reload time of all black powder weapons by a half action. If you also have Rapid Reload, you gain
the benefits of both talents ( thus reducing the reload time of black powder weapons by a full action ).
Reference: Core Rulebook p99.

Master of the Lash


Description: You are an expert at controlling the creations of Clan Moulder. When leading a pack of creatures, Rat Ogres, Giant
Rats, Rat Swarms and so on, you gain a +20% bonus to Animal Training and Command Tests.
Reference: Children of the Horned Rat p103.

Master Orator
Description: You are such an accomplished orator that can fire up huge crowds. You can affect 100 times the normal number of
people when using the Charm Skill. You must have Public Speaking before you gain this talent.
Reference: Core Rulebook p99.
Master Rune
Description: You have learned the secrets of a magical master rune, the most powerful type of rune. Master Rune is unusual in
that it is not one talent but many, and each must be acquired individually. Each Master Rune talent is a separate proficiency with
its name noted in parenthesis. For example, Master Rune (Alric the Mad) is a different talent than Master Rune (Adamant). The
most common Master Runes can be found on Realms of Sorcery p211-213.
Reference: Realms of Sorcery p211.

Meditation
Description: You can focus mind and ignore the world around you. When performing ritual magic, you gain a bonus to your
Casting Roll equal to your Magic Characteristic.
Reference: Core Rulebook p99.

Menacing
Description: You have an imposing presence, due to size, demeanour or appearance. You gain a +10% bonus on Intimidate and
Torture Skill Tests.
Reference: Core Rulebook p99.

Mighty Missile
Description: You know how to target magic missiles to inflict maximum damage. You gain a +1 bonus on damage rolls with
magic missile spells.
Reference: Core Rulebook p99.

Mighty Shot
Description: You know how to target missile attacks so they do extra damage. You gain a +1 bonus on damage rolls with missile
weapons.
Reference: Core Rulebook p99.

Mimic
Description: You have an ear for voices and accents and can reproduce them accurately. You gain +10% bonus on Performer (
Actor, Clown, Comedian, Jester and Storyteller ) Skill Tests, Disguise Skill Tests if the disguise has a verbal component and
Speak Language Skill Test when trying to pass as a native.
Reference: Core Rulebook p99.

Mindless
Description: The creature has no Intelligence, Will Power or Fellowship Characteristics. It can never take or fail tests based on
these characteristics.
Reference: Nights Dark Masters p137.

Morrian Dreams
Description: You have prophetic dreams, generally about a single theme, such as Undead, or Chaos, or Greenskins. These
dreams warn you of threats to the Old World that you and your friends could confront. While dreams are often lacking in detail,
they contain enough information to get you to the right place at the right time, very occasionally, they may also be slightly
helpful in dealing with the problem. However this rarely goes beyond providing the first clue, most of the effort is down to you
and your friends.
You do not have prophetic dreams all the time, and sometimes you dream about different topics. In any case, you have no
control over the dreams at all; you cannot try to dream about a particular situation.
Any Character may take this Talent, by paying 100xp for it in the usual way, at any time, regardless of current career.
Humans regard those with this Talent as touched by Morr, or possibly just touched.
Reference: Shades of the Empire p35.

Mould Flesh
Description: If you have an ample supply of Warpstone, you may make Surgery Skill Tests to create horrible abominations like
Giant Rats and Rat Ogres. See Fleshmoulding on p104 for more details.
Reference: Children of the Horned Rat p103.

Mounted Combat
Description: You are an expert cavalryman. You need not take any Ride Skill Tests to control your mount during mounted
combat, in addition you gain a +15% Weapon Skill Bonus and a +1 damage bonus when fighting from a mount. In order to learn
this Talent you must first acquire the Ride Skill.
Reference: High Fantasy Fanbased Supplement.

Natural Affinity
Description: You have a natural affinity with animals. Gain a +10% Bonus to all Animal Care, Animal Training and Charm Animal
Skill Tests. You must have learned at least one of the aforementioned Skills before learning this Talent.
Reference: High Fantasy Fanbased Supplement.

Natural Weapons
Description: You have claws or vicious teeth that can rend apart your foes in combat. When attacking without a weapon, you
count as being armed with a hand weapon. You cannot parry with your natural weapons. You cannot, for obvious reasons, be
disarmed.
Reference: Core Rulebook p100.

Night Vision
Description: You can see extremely well in natural darkness at distances up to 30 yards. This talent doesn’t work in total
darkness, requiring illumination equivalent to starlight to function.
Reference: Core Rulebook p100.

Nimble Fingers
Description: Your Hands are very supple and dexterous. Gain a +15% Bonus Pick Locks Skill Tests, to Sleight of Hand Skill
Tests and to any crafting test involving manual dexterity.
Reference: High Fantasy Fanbased Supplement.

Not All There


Description: The creature is incomplete or does not have a normal anatomy. Use rules for Sudden Death Critical Hits for these
creatures.
Reference: Nights Dark Masters p137.

Orientation
Description: You have an instinctive feel for direction. You rarely get lost and always know the direction of north. You gain a
+10% bonus on Navigation Skill Tests.
Reference: Core Rulebook p100.

Petty Magic
Description: You know the most basic of Magic techniques. Like Arcane Lores, it is not one talent but many. Each Petty Magic
Talent is a separate magical proficiency, with the specialty noted in parenthesis. For example, Petty Magic ( Arcane ) is a
different talent than Petty Magic ( Divine ). The most common Petty Magic talents are Arcane, Chaos, Divine and Hedge, Warp. If
you know a Petty Magic talent and have a Magic Characteristic of at least 1, you can attempt to cast any spell from the talent.
See Chapter 7: Magic ( Core Rulebook ) for spell lists and further details.
Reference: Core Rulebook p100.

Politic
Description: You can manipulate others into seeing things your way. You gain +10% bonus on Charm, Blather and Haggle Skill
Tests.
Reference: Companion p92.

Protective Tattoos
Description: With this Talent you decorate your skin in Tattoos that you believe enhance your martial prowess. For every FULL
20% of your Will Power Characteristic you gain a +1 AP Bonus to any location decorated with tattoos.
Reference: High Fantasy Fanbased Supplement.

Provincial Expertise
Description: You are deeply familiar with your homeland. Select a province or region within your native country. You receive a
+10% bonus to all related Common Knowledge Tests.
Reference: Realm of the Ice Queen p90.

Public Speaking
Description: You know how to work a crowd. You can affect 10 times the normal number of people when using the Charm Skill.
Reference: Core Rulebook p100.

Quick Draw
Description: Your speedy reflexes allow you to quickly draw weapons and other items. Once per round, you can use the ready
action as a free action.
Reference: Core Rulebook p100.
Rapid Reload
Description: You can reload ranged weapons with practiced ease. You reduce the reload times of all missile weapons by a half
action. You could reload a crossbow in a half action, for example, whereas it is normally a full action. If the weapon already had
a reload time of a half action, it becomes a free action. It takes you virtually no time to reload such weapons, which allows you to
make Swift Attacks with them. See Chapter 6: Combat, Damage and Movement ( Core Rulebook ) for more information on Swift
Attacks.
Reference: Core Rulebook p100.

Rending Attacks
Description: Creatures with Rending Attacks natural weapons are so razor sharp that they count as having the Armour Piercing
and Impact Qualities. Creatures must also have the Natural Weapons Talent in order to possess the Rending Attack Talent.
Reference: Tome of Corruption p114.

Resistance to Chaos
Description: You are naturally resistant to the power of Chaos. You gain a +10% bonus on Will Power Tests to resist magic and
other Chaos effects, and you are immune to Chaos mutation. However, you can never become a spellcaster of any type.
Reference: Core Rulebook p100.

Resistance to Corruption
Description: You are naturally resistant to the power of Chaos. You gain a +20% bonus on Toughness and Will Power Tests to
resist magic and other Chaos effects. In addition you are immune to Chaos mutation. Note: You may never gain this Talent if you
have ever had a Mutation or possess either the Dark Magic or Dark Lore Talents.
Reference: High Fantasy Fanbased Supplement.

Resistance to Disease
Description: Your constitution allows you to shrug off many diseases. You gain a +10% bonus on Toughness Tests to resist
disease.
Reference: Core Rulebook p100.

Resistance to Magic
Description: You are naturally resistant to the effects of magic. You gain a +10% bonus on Will Power Tests to resist magic.
Reference: Core Rulebook p100.

Resistance to Poison
Description: You hardiness allows you to ignore the effects of many poisons. You gain a +10% bonus on Toughness Tests to
resist poison.
Reference: Core Rulebook p100.

Rover
Description: You are at home in the wild. You gain a +10% bonus on Concealment and Silent Move Skill Tests when in rural
locations.
Reference: Core Rulebook p100.

Rune
Description: You have learned the secrets of a magical rune. Rune is unusual in that it is not one talent but many, and each must
be acquired individually. Each Rune talent is a separate proficiency with its name noted in parenthesis. For example, Rune (
Fury ) is a different talent than Master Rune ( Speed ). The most common Master Runes can be found on Realms of Sorcery
p213-215.
Reference: Realms of Sorcery p211.

Sanity
Description: You mind is either incredibly grounded or protected by a higher force to the degree that you can never gain an
insanity. As of now you stop gaining Insanity Points. If you have or have ever had an insanity you may never learn this Talent.
Reference: High Fantasy Fanbased Supplement.

Savvy
Description: You gain a permanent +5% bonus to your Intelligence Characteristic. Modify your starting profile to reflect
Reference: Core Rulebook p100.

Scales
Description: The creature has tough scales that protect it like armour. This talent provides the creature with a number of Armour
Points on all locations equal to the number noted in parenthesis. For example, a creature with Scales ( 2 ) has 2 Armour Points
on each location.
Reference: Old World Bestiary p78, Tome of Corruption p111.

Schemer
Description: You are a master of personal politics. You gain a +10% bonus on intrigue-related Charm Tests and on WP Tests to
resist the Charm of others.
Reference: Core Rulebook p100.

Scholarly Aptitude
Description: Scholarly Aptitude is unusual in that it is not one talent, but many different ones. Each Scholarly Aptitude Talent is
a separate proficiency, with the specialty noted in parenthesis. For example, Scholarly Aptitude (Science) is a different talent
than Scholarly Aptitude (Strategy/Tactics) and must be purchased separately. Each Scholarly Aptitude Talent corresponds to a
Academic Knowledge Skill, which you must learn before learning the appropriate Scholarly Aptitude. Each Scholarly Aptitude
Talent confers a +20% bonus to the corresponding Academic Knowledge.
Reference: High Fantasy Fanbased Supplement.

Sea-Born
Description: If the GM wants the story to be true, Characters born at sea, and who swear a vow to Mannann never to set foot on
land, may take the Sea-Born Talent (for the normal 100xp cost), which allows them to drink sea water safely, and grants a +5%
bonus to all Swim and Sail Tests on salt water. If the Character leaves the sea, they lose the Talent, but they may buy it again if
they swear the vow again.
Reference: Tome of Salvation p103.

Seasoned Traveller
Description: You have extensive travel experience. You gain a +10% bonus on Common Knowledge and Speak Language Skill
Tests.
Reference: Core Rulebook p100.

Sharpshooter
Description: You can make aimed shots with exceptional accuracy. When you use the Aim action, your next ranged attack gains
a +20% Ballistic Skill bonus instead of the normal +10%.
Reference: Core Rulebook p100.
Sixth Sense
Description: You get a strange feeling when you are in grave danger., and this sometimes alerts you to trouble before it
happens. When danger is afoot, the GM may secretly roll a test on your Will Power. If successful, the GM may tell you that you
have a bad feeling about your situation or that you feel like you’re being watched. This talent may enable you to avoid being
surprised when the rest of your allies succumb.
Reference: Core Rulebook p100.

Skaven Construct
Description: You are an automaton powered by Warpstone. You are immune to Fear, Terror, Stunning, Poison, Diseases and all
Spells, Skills and effects that involve manipulation of emotions and the mind. You have no Intelligence, Will Power or Fellowship
Characteristics. Skaven with the Warlock Engineer Talent can send you psychic instructions as a Free Action. You must follow
these instructions exactly as described. In the case of unclear instructions, conflicting Instructions or no instructions, you take
no action. If two Skaven attempt to control you, they must make opposed Will Power Tests, with you following the Victor’s
commands.
Reference: Children of the Horned Rat p103.

Specialist Weapon Group


Description: You know how to use a group of weapons that require special training. Specialist Weapon Group is unusual in that
it is not one talent but many, and each must be acquired individually. Each Specialist Weapon Group talent is a separate
proficiency, with the spell name noted in parenthesis. For example, Specialist Weapon Group ( 2-Handed Weapon ) is a different
talent than Specialist Weapon Group ( Throwing ). The most common Specialist Weapon Group talents are Cavalry, Crossbow,
Engineer, Entangling, Fencing, Flail, Gunpowder, Longbow, Parrying, Scythe, Sling, Throwing and 2-Handed. For details on the
weapons included in each group, see Chapter 5: Equipment ( Core Rulebook ).
Reference: Core Rulebook p100.

Stout Hearted
Description: You are exceptionally brave. You gain a +10% bonus on Fear and Terror Tests, and on Will Power Tests to resist
Intimidate attempts.
Reference: Core Rulebook p101.

Street Fighting
Description: You learned how to brawl in the gutters. You can make unarmed attacks with a +10% bonus to Weapon Skill.
Furthermore, you gain a +1 bonus on damage rolls with unarmed attacks.
Reference: Core Rulebook p101.

Streetwise
Description: You know how to get by on the street. You gain a +10% bonus on Charm and Gossip Skill Tests when dealing with
the criminal underworld.
Reference: Core Rulebook p101.

Strike Mighty Blow


Description: You know how to target melee attacks so they do extra damage. You gain a +1 bonus on damage rolls with melee
weapons.
Reference: Core Rulebook p101.

Strike to Injure
Description: You’re an expert on targeting your enemies’ most vulnerable areas. The Critical Value of any Critical Hits you inflict
is increased by one.
Reference: Core Rulebook p101.

Strike to Stun
Description: If you hit with a melee attack, you may attempt to stun your opponent instead of inflicting damage. First, you must
make a Strength Test. If that is successful, your opponent must make a Toughness Test, with a +10% bonus for each AP on his
head. If he fails, your opponent is stunned for 1d10 rounds. Stunned characters cannot take any actions and cannot dodge.
Reference: Core Rulebook p101.

Strong Man
Description: You are a heavily muscled hulk of a being, with an incredible constitution. Increase your Strength Characteristic by
1d10% and increase your Wounds by +4, modify your Starting Profile to reflect these bonuses. In addition you may alter the
Strength Advance on your Advance Scheme to +20% if it was lower than this. However you must still purchase these Strength
Bonuses in increments of +5% for 100 xp as usual.
Reference: High Fantasy Fanbased Supplement.
Strong-Minded
Description: Your resilient mind is less susceptible to sanity blasting events. You don’t have to check for Insanity until you have
8 Insanity Points.
Reference: Core Rulebook p101.

Sturdy
Description: You have a brawny physique. You do not suffer any Movement penalties while wearing Heavy/Plate armour. See
Chapter 5: Equipment ( Core Rulebook ) for more information about armour.
Reference: Core Rulebook p101.

Suave
Description: You gain a permanent +5% bonus to your Fellowship Characteristic. Modify your starting profile to reflect this
bonus.
Reference: Core Rulebook p101.

Super Numerate
Description: You have a gift for calculation and can workout a solution for nearly any mathematical problem given time. You
gain a +10% bonus on Gamble and Navigation Skill Tests and a +20% bonus on Perception Skill Tests that involve estimation.
Reference: Core Rulebook p101.

Sure Shot
Description: You know how to work weak spots in your enemies armour. When you hit with a ranged attack, you can ignore 1
Armour Point. If your target has no armour, this talent has no effect.
Reference: Core Rulebook p102.

Surgery
Description: You know the most advanced scientific healing techniques. You gain a +10% bonus on Heal Tests. If you are
treating a heavily wounded patient, a successful test haels 2 Wounds instead of the normal 1. If this character is in danger of
losing a limb from a Critical Hit ( See Chapter 6: Combat, Damage and Movement- Core Rulebook ), you also provide the patient
with a +20% Toughness bonus on the test to resist limb loss.
Reference: Core Rulebook p102.
Swashbuckler
Description: You are an agile combatant. You can use the Jump/Leap action as a half action and you increase the distance of all
leaps by 1 yard.
Reference: Core Rulebook p102.

Tail Fighting
Description: You may wield an Ordinary weapon with your tail..
Reference: Children of the Horned Rat p103.

Terrifying
Description: One look at your monstrous countenance sends enemies running. You cause terror, as described in Chapter 9: The
Game Master ( Core Rulebook ).
Reference: Core Rulebook p102.

Trapfinder
Description: You are an expert in dealing with traps. You gain a +10% bonus to Perception and Pick Lock Tests that deal with
locating and disarming traps.
Reference: Core Rulebook p102.

Trick Riding
Description: You are capable of amazing feats on horseback. You can do handstands on a galloping mount, leap from horse to
horse, and the like. You only need to take Ride Skill Tests under the most extreme circumstances, and even then you gain a
+10% bonus.
Reference: Core Rulebook p102.

Trick Shot
Description: You are a master of the trick shot. You ability allows you perform amazing shots such as firing over your shoulder
using a mirror to sight the weapon, hitting a tossed coin in mid-air from extreme range or splitting an arrow with another. With
this Talent the difficulty of all missile attacks is reduced by 30% to a minimum of 0% (Average) Difficulty. For Example an
Impossible (-40%) Shot would be reduced to a Challenging (-10%) Shot. However, a Challenging (-10%) Shot would only be
reduced to an Average (0%) Shot.
Reference: High Fantasy Fanbased Supplement.

Tunnel Rat
Description: You are at home beneath the earth. You gain a +10% bonus on Concealment and Silent Move Skill Tests when in
underground locations.
Reference: Core Rulebook p102.

Ultimate Predator
Description: You are a killing machine, perfectly evolved to inflict maximum damage to your prey. When you Attack with either a
Charge Attack Action or an All-Out-Attack Action you may attack as many times as you have Attacks instead of making the
normal one attack.
Reference: High Fantasy Fanbased Supplement.

Undead
Description: You are a creature of undeath, hideously reanimated by necromantic magic ( See Chapter 7: Magic- Core Rulebook
). You are immune to Fear, Terror, Stunning, Poison, Disease and all Spells, Skills and effects that involve the manipulation of
emotions and the mind.
Reference: Core Rulebook p102.

Unreliable Construct
Description: To take this Talent you must first have the Skaven Construct Talent. You are Unreliable. Whenever a Skaven issues
you a command, roll 1d10. On a result of 1 or 2, you malfunction. Roll on the following table:
D10 Result
1 You pop a valve and take a Damage 5 hit (regardless of Armour or
Toughness Bonus).
2-6 You attack the closest creature (Enemy or Ally).
7-9 You do nothing this round; all attacks against you gain a +30%
bonus.
10 You respond to commands, but take a -20% penalty to all
Characteristics for the round.
Reference: Children of the Horned Rat p103.

Unsettling
Description: Your daunting presence disturbs your opponents. Enemies must make a successful Will Power Test on seeing you
or suffer a -10% penalty to their Weapon Skill and Ballistic Skill. They may test to overcome the effects of this talent every round
until they either make it or are out of sight of you.
Reference: Core Rulebook p102.

Unstoppable Blows
Description: A creature with this talent is so large and strong that it’s attacks are incredibly difficult to parry. Opponents suffer a
-30% penalty to parry attempts.
Reference: Old World Bestiary p78, Tome of Corruption p122, Forges of Nuln p91.

Unstoppable Charge
Description: Your weight and momentum are so great that when you charge you smash through your opponents ranks as if they
were made from paper. In order to perform an Unstoppable Charge you must first spend one round performing two consecutive
Move Actions and then in the next round declare a Charge Attack Action. This will denote an Unstoppable Charge. During an
Unstoppable Charge you may take your full Move allowance and attack each opponent in your path with your full amount of
attacks. Your attacks can be Dodged but cannot be Parried.
Reference: High Fantasy Fanbased Supplement.

Very Resilient
Description: You gain a permanent +5% bonus to your Toughness Characteristic. Modify your starting profile to reflect this
bonus.
Reference: Core Rulebook p102.

Very Strong
Description: You gain a permanent +5% bonus to your Strength Characteristic. Modify your starting profile to reflect this bonus.
Reference: Core Rulebook p102.
Vitality
Description: You are a very healthy energetic person who heals with exceptional speed. Each day you may restore 2 Wounds
instead of the usual 1 Wound.
Reference: High Fantasy Fanbased Supplement.

Wall Runner
Description: You gain a +20% bonus to Scale Sheer Surface Tests. In addition, you climb a number of yards equal to your
Movement Characteristic with a successful test.
Reference: Children of the Horned Rat p104.

Warlock Engineering
Description: With this Talent, you can make Trade (Engineering) Tests to produce a variety of Clan Skryre technological
devices..
Reference: Children of the Horned Rat p104.

Warrior Born
Description: You gain a permanent +5% bonus to your Weapon Skill Characteristic. Modify your starting profile to reflect this
bonus.
Reference: Core Rulebook p102.

Weapon Mastery
Description: Weapon Mastery is unusual in that it is not one Talent, but many and each must be acquired individually. Each
Weapon Mastery talent is a separate field of study, with the specialty noted in parenthesis. For example, Weapon Mastery (Flail)
is a different talent to Weapon Mastery (Ordinary). When the Weapon Mastery talent is gained you receive a +10% Bonus when
using a weapon from the appropriate Weapon Group. The Weapon Mastery Talent is unusual because the same Weapon Mastery
Talent can be purchased up to three times. Each time the same Weapon Mastery Talent is purchased you gain a cumulative
+10% Bonus when using the appropriate weapon. For example if you purchase Specialist Weapon Group (Fencing) three times
you would gain a +30% Bonus when using any weapon classified as a Fencing Weapon.
Note: You must possess the appropriate Specialist Weapon Group talent before purchasing the Weapon Mastery Talent that
matches the specific weapon group.
Reference: High Fantasy Fanbased Supplement.
Will of Iron
Description: A creature with this talent is immune to fear and terror, as well as the effects of the Intimidate skill and the
Unsettling talent.
Reference: Old World Bestiary p78, Tome of Corruption p122, Forges of Nuln p80.

Witchcraft
Description: You have managed to survive the perils of hedge wizardry and teach yourself more powerful techniques of magic
use. This gives you access to spells beyond Petty Magic but since you must figure out each spell on your own, your progress is
slower than that of a Magister. Witchcraft allows you to learn any spell from an Arcane Lore with a Casting Number of 15 or less,
but you must pay 200 xp for each one. You can cast these spells without having the Speak Arcane Language skill. However, you
must roll an extra d10 when casting one of these spells. This does not add into your Casting Roll but does count for the
purposes of Tzeentch’s Curse. Once you learn an Arcane Language and an Arcane Lore, you no longer have to roll the extra die.
Reference: Realms of Sorcery p128, Tome of Corruption p148.

Witch Lore
Description: You have studied one of the established witching traditions of the Old World. Like Arcane Lore or Divine Lore,
Witchery is not one talent but many. Such is the study and focus required, you can only ever know one Witch Lore Talent and
can never also know an Arcane Lore, Dark Lore or Divine Lord. Each Witch Lore is a separate magical proficiency, the speciality
noted in parenthesis. For example: Witch Lore ( Hag ) is a different talent than Witch Lore ( Ice ). If you know a Witch Lore, you
may cast spells from that lore according to the rules presented in Chapter IX: Magic and Miracles ( Realm of the Ice Queen ).
Reference: Realm of the Ice Queen p104, Shades of the Empire p60.

Wrestling
Description: You are an expert grappler. \you can make unarmed attacks with a +10% bonus to Weapon Skill when attempting to
grapple. Furthermore, you gain a +10% bonus on grappling Strength Tests.
Reference: Core Rulebook p102.

Vampire Blood Gifts


Aethyric Cipher
Description: Your natural mastery over the Winds of Magic allows you to cloak and dissipate the Aethyric distortions around
you. Those with Witchsight observing you must make an opposed will Power Test and achieve at least one degree of success in
order to detect anything unusual about you. You are also immune to Daemonsroot, Witchbane, and any other similar wards.
Reference: Night’s Dark Masters p104.

Bat Form
Description: As a Half action, you may transform into a Vampire Bat. You gain the characteristics, skills, talents and traits of
your new form, though you retain your own Intelligence, Will Power, Wounds, Magic and Insanity Points, as well as all of your
own skills, talents and traits. All Weapons, armour and trappings that you wear or carry are absorbed into your new form and
reappear when you regain your normal form. You can remain in your new form for as long as you wish. Changing back to your
Vampire form requires another half action. You may use this trait as often as you wish.
Race / Sex: Vampire Bat
WS BS S T Ag Int WP Fel

33 0 31 30 34 * * *

A W SB TB M Mag IP FP

2 * 3 3 2(8) * * *
* Use your Characteristics instead
Skills: Dodge Blow, Perception +20%.
Talents: Strike Mighty Blow, Enhanced Senses, Flier, Frightening, Keen Senses, Natural Weapons, Undead.
Reference: Night’s Dark Masters p104.

Blademaster
Description: You are a master of every style and variation of hand-to-hand combat, enabling you to predict every action your
opponent will take. As a free action, at the start of your turn each round, you may reduce the Attack Characteristic of one
opponent by 1 for 1 round. If this reduces the Attack Characteristic to 0, the opponent may not make any attacks ( standard,
charge and so on ), though he may still dodge, parry and perform any other non-attack action. In addition, Characters whose
Attacks are reduced to 0 do not count towards any advantage gained from outnumbering you.
Reference: Night’s Dark Master p104.
Blood Burst
Description: Whilst you need blood to survive, your body does not process the fluid, so once you draw forth the nutrients from
it, the excess fluid collects in pockets formed in your Undead flesh. Whenever you lose at least 1 wound from an attack, one or
more of these sacs burst, spraying gobs of old, tar-like blood at all adjacent creatures. Such creatures must succeed on Agility
Tests or take a -20% penalty to Weapon Skill and Ballistic skill Tests for 1d5 rounds.
Reference: Night’s Dark Masters p105

Blood Drain
Description: You may drain blood with your fangs, If you inflict at least 1 wound on an enemy whilst grappling, the victim also
loses 1d10% from his Strength Characteristic. If the victim survives the encounter, he regains 1% of his Strength each hour.
Reference: Night’s Dark Masters p105.

Blood Sated
Description: You may abstain from drinking blood for twice the standard period. Once beyond this limit, you must make a Will
Power Test to resist every second interval.
Reference: Night’s Dark Masters p105.

Call Forth Thunder


Description: Once per day as a full action you may call forth a huge and terrible storm, even from a completely blue and quiet
sky. The storm makes flying impossible and all Ballistic Skill Tests take a -10% penalty. The storm protects all Vampires within a
mile of you from sun damage. If you are killed, the storm quiets immediately. Otherwise, it lasts for a number of hours equal to
your Magic Characteristic.
Reference: Night’s Dark Masters p105.

Carrier
Description: Your indiscretions about feeding have infected you with a horrid contagion. Whenever you use your Blood Drain
Trait, the target must also succeed on a Toughness Test or contract Scurvy Madness. At your GM’s option, other diseases can
be substituted.
Reference: Night’s Dark Masters p105.

Corrupted Innocence
Description: You are either so exquisitely beautiful or so obviously vulnerable it is absolutely unconscionable to strike at you.
You gain the Unsettling Talent.
Reference: Night’s Dark Masters p105.

Curse of the Revenant


Description: You have such a terrible burning desire to keep living that you can defy death. All Critical Hits dealt to you have
their Critical Value reduced by 2, to a minimum of 1.
Reference: Night’s Dark Masters p105.

Dark Majesty
Description: You are such a powerful figure that you can command mighty armies of the Undead. You may control a number of
creatures with the Undead Trait equal to your Will Power Characteristic plus thirty at any one time.
Reference: Night’s Dark Masters p105.

Deathsight
Description: You can see spirits and souls that are normally invisible, as per the Lore of Death spell of the same name. This trait
functions continuously.

Defy the Dawn


Description: Your will is so strong, you can overcome even the terrible powers of the sun. If you pass a Will Power Test, you can
walk in the sun without taking any damage or penalties. You must pass another Test after each hour of exposure, at a
cumulative -10% penalty per hour spent in the sun. Failure indicates your characteristics halve, and you begin to take damage
for every minute of exposure, as normal. If this power is rolled or chosen a second time, you obtain complete immunity to
damage from the sun and you may walk in it without any consequence.
Reference: Night’s Dark Masters p106.

Domination
Description: You can force weak-willed mortals to obey your every command. As a full action, you may use this power on any
Human, Dwarf, elf, Halfling, Orc, Skaven, Beastmen, Goblin or similar creatures you can clearly see within 6 yards. This is an
opposed test, pitting your Fellowship against your opponent’s Will Power. This ability cannot be used in combat, as the mind is
too alert for danger. If you win the test, you gain complete control over your target and can compel him to do anything you wish (
this is a free action ). After 1d10 rounds, the victim may attempt another opposed test to break free. You may end the effect any
time as a free action. If you attack the dominated target, it’s effects immediately end.
Reference: Night’s Dark Masters p106.

Furious Charge
Description: Whilst charging, you attack at the precise moment to produce the most devastating effect, driving your weapon
through your opponent’s defences. If you succeed on a Weapon Skill Test that’s made as part of a Charge Action, your Damage
Total ignores your opponent’s armour.
Reference: Nights Dark Masters p106.

Iron Sinews
Description: You grow to huge proportions, gaining an ungodly strength. You gain the Unstoppable Blows Trait.
Reference: Nights Dark Masters p106.

Malformed
Description: Your body is twisted and grotesque, an abomination to behold. Worse, the ill advised structure of your transformed
body allows unsightly bulges to form, pressing out against the flesh until the skin thins so that it pops with a sickening wet
splatter. Just as soon as the bubo explodes, the flesh knits back together again as another bulge begins to form elsewhere.
Hard (-20%) Will Power Tests must be made to resist any Fear or Terror you cause.
Reference: Nights Dark Masters p106.

Mastery Over Flesh


Description: You are naturally gifted at manipulating and controlling the flesh of the dead. When casting Curse of Vanhel, Hellish
Vigour, Raise the Dead, Re-animate or Spell of Awakening, you gain a +4 bonus on the Casting Roll. You must meet all the usual
requirements of casting the spell. This bonus also applies to Greater Necromancy (See p 128 Nights Dark Masters).
Reference: Nights Dark Masters p107.

Monstrous Mass
Description: Over the ages, you have grown to huge proportions, flesh and sinew building over and over itself. As a result,
blows that would fell a normal creature are often nothing but a scratch to you. When an opponent inflicts a Critical Hit on you, he
rolls twice on WFRP Table 6-3:Critical Hits(p133) and takes the higher roll.
Reference: Nights Dark Masters p107.
Natural Necromancer
Description: You can control the Undead just as Necromancers do. If you have the Dark Lore (Necromancy) Talent, you never
gain side-effects from using Necromancy Spells.
Reference: Nights Dark Masters p107.

Noble Blood
Description: You can trace your legacy directly back to the Warrior-Priests of Nehekhara. The range of your command over
Undead extends to 200 yards (100 Squares).
Reference: Nights Dark Masters p107.

Nehekharan Scrolls
Description: You have preserved some of the ancient lore of the Land of the Dead. Select one spell from the Lore of Necromancy
or the Lore of Death. You may now cast this spell as if it were on your list. You gain an additional spell every time you gain this
trait.
Reference: Nights Dark Masters p107.

Pass for Human


Description: You can retract your claws and fangs and soften your features, enabling you to appear Human. In this form, you
lose the Frightening and Terrifying Talents if you have them. Switching back and fourth between appearing Human is a Free
Action.
Reference: Nights Dark Masters p107.

Persistent Image
Description: The light of the sun has not rejected you. Your image is reflected in mirrors and any other reflective surface. You
also cast a normal shadow from the sun or any other light source..
Reference: Nights Dark Masters p107.
Piercing Strike
Description: Whenever you attack with a weapon, you put the full force of your might behind the swing, delivering gruesome
injuries. If you inflict a Critical Hit, you may roll twice on WFRP Table 6-3: Critical Hits (p133) and take the lower roll..
Reference: Nights Dark Masters p107.
Quickblood
Description: You are so fast you can dodge a shot fired from a pistol or snatch an arrow out of the air. You may make Dodge
Blow Tests to avoid missile attacks. You may still only dodge once per round.
Reference: Nights Dark Masters p107.

Ravenous
Description: The scent of blood is enough to drive you into a mad frenzy. Gain the Frenzy Talent. You may only enter a Frenzy if
you are within 16 yards of a bleeding creature (I.e. a lightly wounded Character).
Reference: Nights Dark Masters p107.

Scent Blood
Description: You have the uncanny ability to smell the blood of living creatures within 16 yards. Concealment Tests made to
hide from you automatically fail as do spells that obscure a mortal‘s presence from sight such as Pall of Darkness or Shroud of
Invisibility. You can pinpoint the presence of any living creature within range of this trait.
Reference: Nights Dark Masters p107.

Silvered Blood
Description: Through some twist of magic, the argent metal already courses through your veins. Rather than weakening your
flesh, the presence of silver in your body makes you immune to it’s dreadful effects. Silvered weapons behave as normal
weapons when used on this Vampire.
Reference: Nights Dark Masters p107.

Unholy Regeneration
Description: Your wounds heal at a startling rate. At the start of your turn, each round, you regain 1d5 Wounds. Wounds caused
by silvered weapons are not recovered by this trait. If you are slain, this trait ceases to function.
Reference: Nights Dark Masters p109.

Walking Dead
Description: Your presence is so terrifying that your opponents flee before you. Gain the Terrifying Talent. If you already have
this talent, Characters must succeed on Challenging(-10%) Will Power Tests to resist Terror caused by you.
Reference: Nights Dark Masters p109.

Waterwalker
Description: Your will is so strong that you may overcome the curse on your blood. If you make a successful Will Power Test,
you may cross running water without taking any damage or penalty. You must re-roll for each new body of water or for every
hundred yards of travel. If this power is chosen or rolled a second time, you gain complete immunity from this aspect of the
curse and may cross any body of water of any size without negative effects.
Reference: Nights Dark Masters p109.

Wings
Description: A pair of leathery wings tears free from your back. Riddled with crimson veins, they are nearly impossible to
conceal-not that it matters much to you. Gain the Flier Talent. Whilst flying, your Movement Characteristic is twice your land
speed.
Reference: Nights Dark Masters p110.

Wolf Form
Description: As a Half Action you may transform into a Doom Wolf. You gain the characteristics, skills, talents and traits of your
new form, though you retain your own Intelligence, Will Power, Wounds, Magic and Insanity Points as well as all of your own
skills, talents and Traits. All weapons, armour and trappings are absorbed into your new form and reappear when you regain
your normal form. You can remain in your new form for as long as you wish. Changing back to your Vampire form requires
another half action. You may use this trait as often as you wish.
Reference: Night‘s Dark Masters p110.

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