Warhammer Fantasy Roleplay

Chapter IV: Skills & Talents

f earless Description: You are either brave enough or crazy enough that 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 Game Master for more information on fear and terror. f lee ! 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 a +1 bonus to your Movement Characteristic for 1d10 rounds. f leeT f ooTed Description: You gain a permanent +1 bonus to your Movement Characteristic. Modify your starting profile to reflect this bonus. f lIer Description: You can fly. For more information on flying, see Chapter 6: Combat, Damage, and Movement . f renzy 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. f rIghTenIng Description: You have a frightening appearance. You cause Fear, as detailed in Chapter 9: The Game Master . g rudge - born f ury 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. h ardy Description: You gain a permanent +1 bonus to your Wounds Characteristic. Modify your starting profile to reflect this bonus. h edge m agIC 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 into 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.

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: Manann, Morr, Myrmidia, Ranald, Sigmar, Shallya, Taal/Rhya, Ulric, Verena. If you know a Divine Lore, you can attempt to cast any spell from that lore. See Chapter 7: Magic for spell lists and further details. d warfCrafT 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. e TIqueTTe 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). e XCellenT V IsIon Description: Your eyes are keen. You gain a +10% bonus on Perception Skill Tests that involve sight, and on Lip Reading Skill Tests. f asT h ands Description: You are adept at touching melee opponents during spellcasting. You gain a +20% Weapon Skill bonus when casting touch spells.

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