Warhammer Fantasy Roleplay

Chapter IV: Skills & Talents

e ValuaTe 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 GMs roll Evaluate Skill Tests in secret and tell the player what his character believes to be true. Related Talents: Artistic, Dealmaker. f ollow T raIl 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. g amble 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. g ossIp 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. h aggle 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. h eal 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 for more information on Wounds and healing damage. Related Talents: Surgery. h ypnoTIsm Skill Type: Advanced. Characteristic: Will Power Description: Use this skill to put another into 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 very well be wrong. Once the last question is asked, the subject comes out of the trance. Related Talents: None. I nTImIdaTe 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 NPCs react to intimidation is ultimately up 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.

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