Warhammer Fantasy Roleplay

Chapter IV: Skills & Talents

like. You only need to take Ride Skill Tests under the most extreme circumstances, and even then you gain a +10% bonus. T unnel r aT Description: You are at home beneath the earth. You gain a +10% bonus on Concealment and Silent Move Skill Tests when in underground locations. u ndead Description: You are a creature of undeath, hideously reanimated by necromantic magic (see Chapter 7: Magic ). You are immune to Fear, Terror, stunning, poison, disease, and all spells, skills, and effects that involve the manipulation of emotions and the mind. u nseTTlIng 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 this talent each round until they either make it or are out of sight of you. V ery r esIlIenT Description: You gain a permanent +5% bonus to your Toughness Characteristic. Modify your starting profile to reflect this bonus. V ery s Trong Description: You gain a permanent +5% bonus to your Strength Characteristic. Modify your starting profile to reflect this bonus. w arrIor b orn Description: You gain a permanent +5% bonus to your Weapon Skill Characteristic. Modify your starting profile to reflect this bonus. w resTlIng 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.

Armour Point. If your target has no armour, this talent has no effect. s urgery Description: You know the most advanced scientific healing techniques. You gain a +10% on Heal Skill Tests. If you are treating a heavily wounded patient, a successful test heals 2 Wounds instead of the normal 1. If this character is in danger of losing a limb from a Critical Hit (see C hapter 6: Combat, Damage, and Movement ), you also provide the patient with a +20% Toughness bonus on the test to resist limb loss. s uper n umeraTe Description: You have a gift for calculation and can work out 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. s washbuCkler 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. T errIfyIng Description: One look at your monstrous countenance sends enemies running. You cause terror, as detailed in Chapter 9: The Game Master . T rapfInder Description: You are an expert at dealing with traps. You gain a +10% bonus to Perception and Pick Lock Tests that deal with locating and disarming traps. T rICk r IdIng Description: You are capable of amazing feats on horseback. You can do handstands on a galloping mount, leap from horse to horse, and the

r un , s norrI , r un Snorri slowly approached the intersection, eyes and ears alert for signs of trouble. The way ahead was clear, but he could hear voices coming from the tunnel around the corner. Naturally, this was the direction the Dwarf needed to go. Peeking his head around the wall, Snorri confirmed the threat: Goblins. There looked to be half dozen at least. The Dwarf considered the problem. He could fight his way through them, but he’d likely be wounded and he still had many leagues to run. In any case, fighting Goblins was not his mission. He had a vital message for King Alrik of Karak-Hirn and it was his duty as a Runebearer to make sure it got through. Twenty yards beyond the intersection Snorri could see an area of loose rocks. It looked like part of the old Dwarf tunnel had started to collapse at that point. Snorri quietly loaded his crossbow and took careful aim. He fired the weapon and watched as the bolt streaked into the damaged section of the wall. As he had hoped, the impact of the bolt caused a shower of rocks to fall to the flagstone floor. The sound of bouncing rocks echoed up and down the corridors. Snorri quickly reloaded the crossbow and then pressed himself flat against the wall. The tramp of feet told him the Goblins had taken the bait. A pack of crooked-legged greenskins ran to the intersection and then to the right, following the sound of the rock-fall. Once they had passed, Snorri eased around the corner and checked the lookout post. All the Goblins had fallen for the ruse. The Runebearer ran down the passage. After a quarter of a mile, he stopped by a nondescript section of wall. He could hear Goblin voices behind him. He touched three sections of the wall and suddenly a hidden door swung open. Snorri entered the newly revealed passage and shut the door behind him. The Dwarf smiled. The Goblins may control these tunnels, he thought, but they have not mastered their secrets. Snorri ran on. He needed to reach Karak-Hirn in less than a day and there were other dangers in the Undgrin Ankor . The Runebearer prayed to Valaya for protection and redoubled his speed.

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