Warhammer Fantasy Roleplay

Chapter IV: Skills & Talents

o uTdoor s urVIVal Skill Type: Basic. Characteristic: Intelligence. Description: Use this skill to subsist in the wild. It includes such Related Talents: None. p erCepTIon Skill Type: Basic. 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. p erformer (V arIous ) 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. p ICk l oCks 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 GMs may call for extra tests for extremely complicated locks. This skill can also be used to disarm mechanical traps. Related Talents: Trapfinder. p repare p oIson Skill Type: Advanced. Characteristic: Intelligence. Description: Use this skill to ready poison for use. The skill covers the preparation of animal venoms, natural and chemical poisons. See Chapter 5: Equipment for more information on poison and its effects. Related Talents: None. r ead /w rITe 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. activities as fishing, game hunting, making fires and charcoal, finding edible food, constructing improvised shelters, and so on.

l Ip r eadIng 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 also be able to understand the language being spoken. Related Talents: Excellent Vision. m agICal s ense 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 . Related Talents: Aethyric Attunement. n aVIgaTIon 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: Linguistics.

Related Talents: Orientation, Super Numerate.

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