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Character Generation Checklist 1. Choose Race 2. Generate Characteristics 3. Choose Career and skip to Step 5 or continue to Step 3. 4. Choose five Aptitudes, two of which must Characteristic Aptitudes 5. Spend 1500 xp on Skills and Talents 6. Spend 600 xp freely. 7. Finish Aptitudes Aptitudes represent tasks and skills the character has an innate affinity for. Each Characteristic, Skill and Talent has two Aptitudes associated with it, which affect the cost the character pays to purchase the particular advance. If the character gains the same aptitude from two different sources, they may pick a single Aptitude with the same name as a Characteristic to replace one of them. The different Aptitudes are: General Some Skills and Talents are simple to learn, regardless of the character's particular background or upbringing. All characters have the General Aptitude for free. Characteristic-Based Aptitudes Each of the nine characteristics (Weapon Skill, Ballistic Skill, Strength, Toughness, Agility, Perception, Intelligence, Will Power, and Fellowship) has an Aptitude associated with it. It represents the character's facility with the associated characteristic, as well as all Skills and Talents based on it. Offense Characters with the Offense Aptitude are those who believe the best defense is a good offense and prefer the hot blood of battle to a more careful, strategic approach. Finesse While characters with the Offense Aptitude focus on naked force, those with the Finesse Aptitude rely on clear minds, quick thinking, and pre-battle planning. Defense The Defense Aptitude is for those who are adept at keeping themselves alive whenever they are forced to take to the battlefield Magic The Magic Aptitude represents a connection with the mystic forces that move through the world. Barring exceptional circumstances, only wizards gain this Aptitude. Craft The ability to create or cobble together new things out of raw materials. Characters with the Craft Aptitude are handy and capable of fashioning a variety of devices and mechanisms or simply of hammering metal in deadly weapons. Knowledge The character is sagacious, used to poring over ancient tomes of lore and consulting with various sources to increase their mastery of the world's secrets. Leadership In circumstances where others look to someone to provide them with direction and guidance, the character is able to step up and assume the role of command. Larceny The Larceny Aptitude is for those who make their live on the backs of others, whether through gambling, pickpocketing, or even less savory means. Survival Staying alive in the wilderlands requires a keen eye and a deft hand, and those who possess the Survival Aptitude can navigate the wilderness as well as the paved roads of a city. Social The battlefields are filled with dangers, but the taverns and courts are often just as dangerous. A character with the Social Aptitude is capable of navigating the shark- infested waters of social interaction and coming away mostly unscathed. Advances For Characteristic advances, each advance provides a +5% bonus to the appropriate characteristic. For Skill advances, Known removes the -20% penalty for using a CHARACTERISTIC ADVANCE XP COSTS Matching Aptitudes Simple Intermediate Expert Master Two 100 xp 250 xp 500 xp 750 xp One 250 xp 500 xp 750 xp 1000 xp Zero 500 xp 750 xp 1000 xp 2500 xp SKILL ADVANCE XP COSTS Matching Aptitudes Known Trained Experienced Veteran Two 100 xp 200 xp 300 xp 400 xp One 200 xp 400 xp 600 xp 800 xp Zero 300 xp 600 xp 900 xp 1200 xp T ALENT ADVANCE XP COSTS Matching Aptitudes Tier One Tier Two Tier Three Two 200 xp 300 xp 400 xp One 300 xp 450 xp 600 xp Zero 600 xp 900 xp 1200 xp

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A guide to converting Warhammer Fantasy Roleplay 2nd ed to use Only War's careerless system of Aptitudes. Also includes OW's insanity rules, combat tweaks, and more.

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Character Generation Checklist1. Choose Race2. Generate Characteristics3. Choose Career and skip to Step 5 or continue to

Step 3.4. Choose five Aptitudes, two of which must

Characteristic Aptitudes5. Spend 1500 xp on Skills and Talents6. Spend 600 xp freely.7. Finish

AptitudesAptitudes represent tasks and skills the character has aninnate affinity for. Each Characteristic, Skill and Talenthas two Aptitudes associated with it, which affect the costthe character pays to purchase the particular advance. Ifthe character gains the same aptitude from two differentsources, they may pick a single Aptitude with the samename as a Characteristic to replace one of them.The different Aptitudes are:GeneralSome Skills and Talents are simple to learn, regardless ofthe character's particular background or upbringing. Allcharacters have the General Aptitude for free.Characteristic-Based AptitudesEach of the nine characteristics (Weapon Skill, BallisticSkill, Strength, Toughness, Agility, Perception,Intelligence, Will Power, and Fellowship) has an Aptitudeassociated with it. It represents the character's facilitywith the associated characteristic, as well as all Skills andTalents based on it.OffenseCharacters with the Offense Aptitude are those who

believe the best defense is a good offense and prefer thehot blood of battle to a more careful, strategic approach.FinesseWhile characters with the Offense Aptitude focus onnaked force, those with the Finesse Aptitude rely on clearminds, quick thinking, and pre-battle planning.DefenseThe Defense Aptitude is for those who are adept atkeeping themselves alive whenever they are forced to taketo the battlefieldMagicThe Magic Aptitude represents a connection with themystic forces that move through the world. Barringexceptional circumstances, only wizards gain thisAptitude.CraftThe ability to create or cobble together new things out ofraw materials. Characters with the Craft Aptitude arehandy and capable of fashioning a variety of devices andmechanisms or simply of hammering metal in deadlyweapons.KnowledgeThe character is sagacious, used to poring over ancienttomes of lore and consulting with various sources toincrease their mastery of the world's secrets.LeadershipIn circumstances where others look to someone to providethem with direction and guidance, the character is able tostep up and assume the role of command.LarcenyThe Larceny Aptitude is for those who make their live onthe backs of others, whether through gambling,pickpocketing, or even less savory means.SurvivalStaying alive in the wilderlands requires a keen eye and adeft hand, and those who possess the Survival Aptitudecan navigate the wilderness as well as the paved roads ofa city.SocialThe battlefields are filled with dangers, but the tavernsand courts are often just as dangerous. A character withthe Social Aptitude is capable of navigating the shark-infested waters of social interaction and coming awaymostly unscathed.

AdvancesFor Characteristic advances, each advance provides a+5% bonus to the appropriate characteristic. For Skilladvances, Known removes the -20% penalty for using a

CHARACTERISTIC ADVANCE XP COSTSMatchingAptitudes

Simple Intermediate Expert Master

Two 100 xp 250 xp 500 xp 750 xpOne 250 xp 500 xp 750 xp 1000 xpZero 500 xp 750 xp 1000 xp 2500 xp

SKILL ADVANCE XP COSTSMatchingAptitudes

Known Trained Experienced Veteran

Two 100 xp 200 xp 300 xp 400 xpOne 200 xp 400 xp 600 xp 800 xpZero 300 xp 600 xp 900 xp 1200 xp

TALENT ADVANCE XP COSTSMatchingAptitudes

Tier One Tier Two Tier Three

Two 200 xp 300 xp 400 xpOne 300 xp 450 xp 600 xpZero 600 xp 900 xp 1200 xp

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skill untrained, and each further advance provides a +10%bonus to the skill, to a maximum of +30% at Veteran.

Characteristic Aptitudes

Characteristic/Aptitude 1 Aptitude 2Weapon Skill Offense

Ballistic Skill Finesse

Strength Offense

Toughness Defense

Agility Finesse

Intelligence Knowledge

Perception Survival

Willpower Magic

Fellowship Social

Magic -

Racial AptitudesYour choice of race provides three of your starting eightAptitudes.DWARFSDwarves receive the Weapon Skill, Toughness, and CraftAptitudes.ELVESElves receive the Ballistic Skill, Agility, and SurvivalAptitudesHALFLINGSHalflings receive the Ballistic Skill Aptitude, either theAgility or Fellowship Aptitude, and one further Aptitudebased on the random Talent they roll. Traits provide theAptitude for the Characteristic they enhance. If the Talenthas two Aptitudes that the Halfling doesn't have, pick one.HUMANSHumans' starting three Aptitudes vary depending on therandom Talents they roll during character creation, muchlike Halflings. Humans who receive two Talents with onlyone Aptitude may chose another Characteristic Aptitude.LIZARDMENFrom the “Playable Lizardmen” PDFThe varieties of Lizardmen have different Aptitudes:• Saurus: Strength, Willpower, Survival• Skinks: Agility, Toughness, Survival

OGRESFrom the “Imperial Ogres” PDFOgres receive the Strength, Toughness, and either Offenseor Defense Aptitudes.SKAVENSkaven's Aptitudes depend on their place in Skavensociety:• The Chosen: Intelligence, Willpower, Magic• The Mighty: Weapon Skill, Strength, Offense

• The Common: Agility, Toughness, Larceny

Career AptitudesCharacters or GMs may choose to have the PCs start outwith random careers to determine their Skills and Talentsas in base WFRP. If so, the Career also determines theirAptitudes, based on the Skills and Talents the Careerprovides. Each Career provides five Aptitudes, at leasttwo of which must be Characteristic Aptitudes.Here are some examples: Apprentice Wizard: Intelligence, Willpower,

Perception, Magic, Knowledge Bone Picker: Toughness, Perception,

Fellowship, Social, Survival Kithband Warrior: Ballistic Skill, Agility,

Intelligence, Perception, Survival Noble: Weapon Skill, Fellowship, Leadership,

Knowledge, Social Ratcatcher: Ballistic Skill, Agility, Toughness,

Defense, Survival Thug: Weapon Skill, Strength, Toughness,

Offense, Finesse

SkillsACADEMIC KNOWLEDGE (INTELLIGENCE)Aptitudes: Intelligence, KnowledgeThis is the skill for formal study and knowledge learnedfrom books or in classrooms. It is not one skill, but many,and each must be acquired separately.ACROBATICS (AGILITY)Aptitudes: Agility, GeneralThis is the skill for feats of agility and balance. It can beused to escape from bonds, to squirm through tightspaces, to land well when falling, or to maneuver aroundsome obstacle while moving.ANIMAL CARE (INTELLIGENCE)Aptitudes: Intelligence, SurvivalThis is the skill for taking care of domestic ordomesticated animals. Tests aren't needed for routinetasks—only for spotting illnesses or tasks outside normalparameters, such as preparing an animal for a parade.

ANIMAL TRAINING (FELLOWSHIP)Aptitudes: Intelligence, LeadershipThis is the skill for teaching animals new tasks or to obeysimple commands. It is typically used on domesticanimals such as hawks or hounds, but may be used totrain more exotic animals with the GM's permission.Simple tricks take one successful test, moderate trickstake three, and difficult tricks take ten. Each test takes oneweek of training.

ATHLETICS (STRENGTH)Aptitudes: Strength, GeneralThis is the skill for running, jumping, climbing,

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swimming, and other feats of physical prowess orendurance. It includes the former Scale Sheer Surfaceand Swim skills.AWARENESS (PERCEPTION)Aptitudes: Perception, GeneralThis is the skill for observing your surroundings. It can beused to spot possible dangers, to find hidden opponents,to estimate numbers or distances, and so on. It isfrequently opposed by Concealment, Disguise, or SilentMove.CHANNELING (WILLPOWER)Aptitudes: Willpower, MagicThis is the skill for controlling the Winds of Magic. Seethe Magic section for further details.

CHARM (FELLOWSHIP)Aptitudes: Fellowship, SocialThis is the skill for persuading, flattering, or otherwiseusing more honey than vinegar. It also covers innuendoand seduction. Particularly odd requests give the targets aWillpower Test to resist. It affects one target for eachpoint of your Fellowship Bonus.

CHARM ANIMAL (FELLOWSHIP)Aptitudes: Fellowship, SocialThis is the skill for befriending animals. Domesticanimals only require a roll in unusual circumstances, andwild animals or hostile trained ones (like warhorses) maybe charmed with a successful roll. Note that bizarre orunusual animals, such as manticores, are unaffected bythis skill.

COMMAND (FELLOWSHIP)Aptitudes: Fellowship, LeadershipThis is the skill for giving orders and having themfollowed. It only works on people who expect commandsand cannot be used to order random peasants to performtasks. Success means your subordinates correctly followyour orders, while failure means they do not or that theymisinterpret them (GM's discretion).

COMMON KNOWLEDGE (INTELLIGENCE)Aptitudes: Intelligence, GeneralThis is the skill for remembering information about dailylife. Local figures, superstitions, regional customs, and soon. It represents upbringing and life experience instead ofAcademic Knowledge's scholarly learning. It is not oneskill, but many, and each must be acquired separately.

CONCEALMENT (AGILITY)Aptitudes: Agility, SurvivalThis is the skill for hiding from your enemies. There mustbe something to hide behind or the skill is automaticallyfailed. Concealment is typically opposed by Awareness.

CONSUME ALCOHOL (TOUGHNESS)Aptitudes: Toughness, GeneralThis is the skill for keeping your head no matter how

much you've drunk.

DISGUISE (FELLOWSHIP)Aptitudes: Fellowship, LarcenyThis is the skill for pretending to be someone else. Somekind of prop, such as appropriate clothing or props suchas wigs, are often necessary for success. It's possible todisguise yourself as a member of the opposite sex, ofanother race, or as a specific person, though these aremore difficult than simply hiding your appearance.Disguise is typically opposed by Scrutiny.

DECEIVE (FELLOWSHIP)Aptitudes: Fellowship, SocialThis is the skill for lying to others and making it soundconvincing, for distracting others by spouting nonsense,or for concealing your true intentions. Deceive is typicallyopposed by the Scrutiny skill. It includes the formerBlather skill.

DODGE (AGILITY)Aptitudes: Agility, DefenseThis is the skill for getting out of the way when you'reunder attack. See the Combat section for further details.

DRIVE (STRENGTH)Aptitudes: Strength, SurvivalThis is the skill for properly controlling wagons, carts, orother vehicles where you aren't directly seated on ananimal. Normal conditions do not require a Test, butchases or hazardous roads or weather might.

EVALUATE (PERCEPTION)Aptitudes: Perception, CraftThis is the skill for determining the worth of jewelry,gems, objets d'art, and other valuable items, or evencommon items. A failed Test provides an incorrectestimation of the object's value.

FOLLOW TRAIL (PERCEPTION)Aptitudes: Perception, SurvivalThis is the skill for tracking in the wilderness or followinga cold trail (use Shadowing to follow someone in realtime). Obvious tracks require no roll and no need to slowdown, but more difficult services may require Tests. Asuccessful Test can also deduce the race, number of thosewho made the trail, or how long ago the tracks weremade.

GAMBLING (INTELLIGENCE)Aptitudes: Intelligence, LarcenyThis is the skill for winning other people's money orplaying games of change. Each participant rolls aGambing Test and the one with the highest Degree ofSuccess wins.

GOSSIP (FELLOWSHIP)Aptitudes: Fellowship, SocialThis is the skill for gathering information, picking uprumors, or hearing the latest news.

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HAGGLE (FELLOWSHIP)Aptitudes: Fellowship, SocialThis is the skill for buying cheap and selling dear. Asimple Test is all that's needed for a price break on anormal daily purchase, but important negotiations mayrequire an Opposed Test.

HEAL (INTELLIGENCE)Aptitudes: Intelligence, SurvivalThis is the skill for healing wounds and curing diseasesand poison. A successful Test restores 1d10 Wounds, or 1Wound if the target is Heavily Wounded. A Heal Test mayonly be made once per encounter in which the target takesdamage, and once per day thereafter.

HYPNOTISM (WILLPOWER)Aptitudes: Willpower, LeadershipThis is the skill for placing others into trances. You musthave the target's full attention for at least one minute andmake a successful Test. An unwilling target may make aWillpower Test to resist. Failure places the target into atrance, after which you may ask a number of questionsequal to your Willpower Bonus. The questions will beanswered truthfully to the best of the subject's ability.

INTIMIDATE (STRENGTH)Aptitudes: Strength, SocialThis is the skill for frightening others into doing what youwant them to do. The target may make a Willpower Testto resist. Some Intimidate Tests may be made usingFellowship if the circumstances are appropriate.

LIP READING (PERCEPTION)Aptitudes: Perception, LarcenyThis is the skill for reading what other people are sayingeven if you can't hear them. You must have a clear view ofthe speaker's face and know the language being spoken.

MAGICAL SENSE (PERCEPTION)Aptitudes: Perception, MagicThis is the skill for seeing the flows of the Winds ofMagic. It is often called “Witchsight.” A Test candetermine if the Winds are swirling around a person orplace, and if so, what colors and how strongly.

NAVIGATION (INTELLIGENCE)Aptitudes: Intelligence, SurvivalThis is the skill for finding your way to your destination,whether over land or water. You can use maps, the stars,or just your sense of direction, as well as estimate howlong it will take until you arrive.

OPERATE (INTELLIGENCE)From the Unofficial Tome of CareersAptitudes: Intelligence, CraftThis is the skill for using technological devices like thosebuilt by dwarven engineers, technically-oriented goldwizards, or the vile Skaven. It is not one skill, but many,and each must be acquired separately.

OUTDOOR SURVIVAL (PERCEPTION)Aptitudes: Perception, SurvivalThis is the skill for surviving alone in the wilderness. Itincludes building fires, hunting and fishing, making ashelter, and so on.

PARRY (WEAPON SKILL)Aptitudes: Weapon Skill, DefenseThis is the skill for getting a weapon or shield in the wayof the enemy's attack. See the Combat section for furtherdetails.

PERFORMER (FELLOWSHIP)Aptitudes: Fellowship, CraftThis is the skill for entertaining crowds or making moneywhile busking. It is not one skill, but many, and each mustbe acquired separately.

PICK LOCKS (AGILITY)Aptitudes: Agility, LarcenyThis is the skill for opening locks, cracking safes, ordisarming mechanical traps. Typically only one Test isrequired, but very complicated mechanisms may requiremore.

PREPARE POISON (INTELLIGENCE)Aptitudes: Intelligence, CraftThis is the skill for brewing or applying poisons. Itincludes all sorts of poisons, whether natural or artificial.

READ/WRITE (INTELLIGENCE)Aptitudes: Intelligence, KnowledgeThis is the skill for reading and writing a specificlanguage. You must be able to speak the language to takethis skill. Skill Tests are not normally required, butobscure or complicated vocabulary may require one.

RIDE (AGILITY)Aptitudes: Agility, SurvivalThis is the skill for controlling animals while sitting ontheir backs. Normal conditions do not require a Test, butchases, moving at high speeds, or moving over roughterrain might.

ROW (STRENGTH)Aptitudes: Strength, GeneralThis is the skill for using rowboats, barges, and otherwatercraft powered by muscles. Normal conditions do notrequire a Test, but chases, moving at high speeds, orrough waters might.

SAIL (AGILITY)Aptitudes: Agility, SurvivalThis is the skill for controlling boats that are propelled bythe wind. It includes familiarity with other ship-basedtasks, like setting up rigging, dealing with bad weather,and so on. Normal conditions do not require a Test, butchases, moving at high speeds, or rough waters might.

SCRUTINY (PERCEPTION)

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Aptitudes: Perception, GeneralThis is the skill for examining places or people in detail. Itcan be used to find hidden items, to determine if someoneis lying, or see through a disguise. In general, Awarenessis used when there isn't a specific target you want toexamine, whereas Scrutiny is used when the target isobvious but some qualities of it may not be. It includesthe former Search skill.

SECRET LANGUAGE (INTELLIGENCE)Aptitudes: Intelligence, KnowledgeThis is the skill for knowing an appropriate patois, slang,or cant. It is often used for learning the specific jargon ofa profession, like the euphemisms of a group of thieves orthe profession-specific terms of a mason's guild. SecretLanguages are more like codes than full languages, andthey can rarely express the full range of communication.Tests are unnecessary under normal circumstances, butadverse conditions might require one. It is not one skill,but many, and each must be acquired separately.

SECRET SIGNS (INTELLIGENCE)Aptitudes: Intelligence, LarcenyThis is the skill for leaving coded messages or signs. Thesigns are usually quite crude and cannot convey messagesmore complex than “danger” or “food here” or “friendswithin.” Tests are unnecessary to read simple messages,but unfamiliar or complicated messages may require one.It is not one skill, but many, and each must be acquiredseparately.

SET TRAP (AGILITY)Aptitudes: Agility, SurvivalThis is the skill for placing or preparing traps to catch andkill various animals. It may also be used to prepare trapsto kill or maim people.

SILENT MOVE (AGILITY)Aptitudes: Agility, SurvivalThis is the skill for being quiet while moving. Anyoneusing Silent Move may only take one Move Action in around. It is opposed by Awareness.

SHADOWING (AGILITY)Aptitudes: Agility, LarcenyThis is the skill for following others without being seen. Itis opposed by Awareness.

SLEIGHT OF HAND (AGILITY)Aptitudes: Agility, LarcenyThis is the skill for feats of prestidigitation, pickingpockets, or palming items. It is opposed by Scrutiny orAwareness as appropriate.

SPEAK ARCANE LANGUAGE (INTELLIGENCE)Aptitudes: Intelligence, MagicThis is the skill for using the Winds of Magic safely.Anyone who tries to cast a spell without being able tospeak an Arcane Language must roll an extra Chaos Die

during the casting. See the Magic section for details.

SPEAK LANGUAGE (INTELLIGENCE)Aptitudes: Intelligence, KnowledgeThis is the skill for speaking languages. If all speakersknow the language, skill Tests are usually unnecessary,but they may be necessary to decipher regional accents,mimic accents, or convey complex concepts to non-nativespeakers. It is not one skill, but many, and each must beacquired separately.

SPEAK ARCANE LANGUAGE (INTELLIGENCE)Aptitudes: Intelligence, MagicThis is the skill for using the Winds of Magic safely.Anyone who tries to cast a spell without being able tospeak an Arcane Language must roll an extra Chaos Dieduring the casting. See the Magic section for details.

TORTURE (FELLOWSHIP)Aptitudes: Fellowship, LarcenyThis is the skill for extracting information throughunsavory means. Victims may resist using Willpower.

TRADE (VARIOUS)Aptitudes: Various, CraftThis is the skill for performing a craft or trade. It is notone skill, but many, and each must be acquired separately.Different Trade skills have different controllingCharacteristics, and so have different Aptitudes.

VENTRILOQUISM (FELLOWSHIP)Aptitudes: Fellowship, LarcenyThis is the skill for throwing your voice. Listeners may bepermitted to make Awareness Tests to determine wherethe voice is actually coming from.

TalentsNote: Talents with an italicized title were converted fromOnly War. Talents from the Unofficial Tome of Careersare listed with a UTC after the title.

ACUTE (SENSE)Tier: 1Prerequisites: NoneSpecializations: Sight, Hearing, Smell, Taste, TouchAptitudes: Perception, SurvivalOne of your senses is exceptional. You gain a +10%bonus to Awareness and Scrutiny Tests that rely on thatsense. Acute Sight also provides a +10% bonus to LipReading Tests.

AETHYRIC ATTUNEMENTTier: 1Prerequisites: Magic 1Aptitudes: Perception, MagicYou are attuned to the Aethyr and can more easilyperceive the Winds of Magic. You gain a +10% bonus onMagical Sense Tests.

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AIR OF AUTHORITYTier: 1Prerequisites: Fellowship 30Aptitudes: Fellowship, LeadershipYou were born to give orders, and those under yourcommand leap to obey. You may use Command to affect100 x your Fellowship Bonus in subordinates instead ofthe normal 10 x your Fellowship Bonus.

ALLEY CATTier: 1Prerequisites: NoneAptitudes: Agility, LarcenyYou can blend into the streets. You gain a +10% bonus toConcealment and Silent Move Tests while in urbansettings.

ANIMAL HANDLERTier: 1Prerequisites: NoneAptitudes: Fellowship, SurvivalYou grew up around animals and have a deft hand indealing with them. You gain a +10% bonus to AnimalCare, Animal Training, and Drive Tests.

AMBIDEXTROUSTier: 1Prerequisites: Agility 30Aptitudes: Agility, FinesseYou can use either hand equally well, and do not sufferthe normal -20% penalty for wielding a weapon in youroff hand.

ARCANE LORETier: 2Prerequisites: Willpower 30, Magic 2Aptitudes: Willpower, MagicYou have studied an Imperial College of Magic and areattuned to the appropriate Wind. Each Arcane Lore is aseparate Talent, and only one Lore can be taken barringexceptional circumstances.

ARMS MASTERTier: 3Prerequisites: Weapon Skill 40, Ballistic Skill 40,Specialist Weapon Group (any one)Aptitudes: Weapon Skill, Ballistic SkillYou are skilled with a dizzying variety of weaponry andcan easily transfer some of that skill to new weapons evenif you have never seen them before. You only suffer a-10% penalty when using Specialist Weapons you do notpossess the Talent for instead of the normal -20%.

ARMORED CASTINGTier: 2Prerequisites: Strength 30Aptitudes: Finesse, MagicYour faith is strong enough that even heavy armor cannothinder your prayers. You may ignore up to 3 points of

Armor Rating when determining your Casting Penalty.See the Magic section for details.

ART OF SILENT DEATHTier: 3Prerequisites: Agility 40Aptitudes: Agility, FinesseYou have learned the secret of arts of open-handedcombat developed in far-off Cathay. Your bare-handedattacks do SB-3 Damage and armor is not doubled againstthem.

ARTISTICTier: 1Prerequisites: NoneAptitudes: Agility, CraftYou have real talent for artistic endeavours. You gain a+20% bonus to Trade (Artist) Tests and a +10% bonus toEvaluate Tests for objets d'art.

BATTLE RAGETier: 2Prerequisites: FrenzyAptitudes: Strength, DefendYou keep a portion of your mind back when lost in yourFrenzies. While Frenzied, you may still take the Parryaction and may reroll one failed check to break out ofyour Frenzy.

BAWDTier: 1Prerequisites: NoneAptitudes: Fellowship, SocialYou have spent a great deal of time in taverns, brothels,inns, and other places of dubious reputation. You gain a+10% bonus to Streetwise and Consume Alcohol Tests.

BERSERK CHARGETier: 1Prerequisites: NoneAptitudes: Strength, OffenseYou advance furiously on your enemies when roused. Yougain a +30% bonus to your Weapon Skill when taking theCharge action instead of the standard +20% bonus.

BLADEMASTERTier: 3Prerequisites: Weapon Skill 50, Specialist WeaponGroup (any two), Strike Mighty Blow, Strike to InjureAptitudes: Strength, OffenseYour mastery of weaponry is nearly peerless. Whenattacking with any bladed weapon, you may reroll onemissed attack per round.

BLIND FIGHTINGTier: 1Prerequisites: Perception 30Aptitudes: Perception, SurvivalYou are used to fighting in dim or no light and do not

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suffer from its lack the way others do. All penalties forfighting in melee resulting from obscured vision arereduced by half. This has no effect on the use of rangedweapons.

BLACK HUNGERTier: 2Prerequisites: NoneAptitudes: Strength, OffenseYou suffer from a persistent and grotesque desire toslaughter your foes and bathe in their blood. You mayactivate this talent as a Free Action on your turn, and yougain one additional Attack and a +2 bonus to your Move.However, at the end of the round, you take 1d10/2Damage 3 hits that ignore Armour but not Toughness.

BLADEMASTERTier: 3Prerequisites: Weapon Skill 50, Specialist WeaponGroup (any two), Strike Mighty Blow, Strike to InjureAptitudes: Strength, OffenseYour mastery of weaponry is nearly peerless. Whenattacking with any bladed weapon, you may reroll onemissed attack per round.

BREW CONTAGIONTier: 2Prerequisites: Trade (Brewing)Aptitudes: Intelligence, LarcenyYou can use ancient and vile recipes to brew plagues intoalchemical brews. Each batch requires 1d10/2 Tests andone Warpstone Token per Test, along with otheringredients determined by the GM. The contagion retainsits potency for 1d10 days.

CHAOS LOCKTier: 3Prerequisites: Magic 3, Willpower 50Aptitudes: Willpower, MagicYou can cut yourself off from the Winds of Magic whenthey start to grow too strong. Once per game session, youmay spend a Fortune Point and ignore any one resultrolled for Tzeentch's Curse. The Winds take their toll,however—use of this talent causes 1d5 Damage to yourhead which cannot be prevented by any means. You maynot make any Channeling Tests the round after you usethis Talent.

COMBAT SENSETier: 1Prerequisites: Perception 30Aptitudes: Perception, FinesseYou can unconsciously pick up on the flow and rhythm ofbattle, allowing you to place yourself in exactly the rightplace. You may use your Perception Bonus instead ofyour Agility Bonus to determine your Initiative.

COMMON AS MUDTier: 1

Prerequisites: NoneAptitudes: Social, GeneralYou were born to poor farmers or tradesman and it shows.You cannot start as a noble, and will almost certainlynever rise to high station, but you gain a +10% bonus toCharm and Gossip Tests with other peasants.

CONTORTIONISTTier: 1Prerequisites: Agility 30Aptitudes: Agility, LarcenyYou can move your body in a variety of grotesque ways.You gain a +20% bonus to Acrobatics Tests to slip out ofbonds or through tight spaces and a +10% bonus torelevant Performer Tests.

CONTROLLED CORRUPTIONTier: 2Prerequisites: Corruption 30+Aptitudes: Toughness, SurvivalYou can exert some control over the tides of Chaos thatwarp your flesh. Whenever you gain a mutation, you mayroll twice and pick whichever one you desire. However,you suffer a -10% penalty on the Toughness Test to resistmutation.

COUNTERATTACKTier: 2Prerequisites: Weapon Skill 40Aptitudes: Weapon Skill, DefenseYou can strike you enemy after you turn their attacks.After a successful Parry, you may make an attack at a-20% penalty as a Free Action. You may not use a Talentto boost the number of attacks you receive as a result ofCounterattack, and it may only be used once per round.

CRACK SHOTTier: 2Prerequisites: Ballistic Skill 50, Strike to InjureAptitudes: Ballistic Skill, OffenseYou can target your enemy's weak points to inflict terribledamage. Your ranged attacks gain an additional +1 to thevalue of any Critical Hits you cause.

CRY OF WAR (UTC)Tier: 2Prerequisites: Berserk ChargeAptitudes: Fellowship, OffenseYou let out hideous shrieks when you advance on yourenemies, quailing the hearts of those who oppose you.When you take the Charge Action, you gain Fear Rating(1).

CRIPPLING STRIKETier: 2Prerequisites: Weapon Skill 50, Strike to InjureAptitudes: Weapon Skill, OffenseAs Crack Shot, but it applies to your melee attacks.

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DARK LORETier: 2Prerequisites: Willpower 30, Magic 2, Dark MagicAptitudes: Willpower, MagicYou have studied the foul secrets of forbidden lore andplaced your soul in danger of damnation. Each Dark Loreis a separate Talent, and typically only one can be takenwithout extreme favor from the Ruinous Powers or themastery of necromancy brought on by undeath. It ispossible to have a Dark Lore and an Arcane or DivineLore Talent simultaneously.

DARK MAGICTier: 2Prerequisites: Magic 1Aptitudes: General, MagicYou can weave the energies of Dhar into your magic tostrengthen it. See the Magic section for details.

DEAD AIMTier: 2Prerequisites: SharpshooterAptitudes: Ballistic Skill, OffenseYou can easily place your shots where you want them togo. After firing, you may modify your roll by 20 in eitherdirection when determining hit location.

DEALMAKERTier: 1Prerequisites: NoneAptitudes: Fellowship, SocialYou are a master of the art of the deal and clearly high inHandrich's favor. You gain a +10% bonus to Haggle andEvaluate Tests.

DISARMTier: 2Prerequisites: Agility 30Aptitudes: Weapon Skill, DefenseYou can attempt to disarm your opponent instead ofharming them after making an attack. Make an OpposedAgility Test. If you win, the weapon drops to the ground.If you win by 2 or more Degrees of Success and have afree hand, you may take their weapon.

DIVINE LORETier: 2Prerequisites: Willpower 30, Magic 2Aptitudes: Willpower, MagicYou are a pious servant of the gods and have the ability tochannel their power. Each Divine Lore is a separate Talentand only one can be taken.

DON'T YOU DIE ON ME!Tier: 3Prerequisites: Intelligence 40, Heal, SurgeryAptitudes: Intelligence, KnowledgeYou are so skilled in chirurgery that it borders onwitchery. If a character dies, for a number of rounds equal

to your Intelligence Bonus, you may spend a FortunePoint and make a Very Hard (-30%) Heal Test to attemptto revive them. Each Test is a Full Action and requiresanother Fortune Point to be spent. If the Test is successful,the character is stabilized and survives. This Talent cannotrestore limbs lost to Critical Hits, and some Critical Hitswill obviate its use.

DOUBLE TEAMTier: 1Prerequisites: NoneAptitudes: Weapon Skill, OffenseYou have experience fighting as part of a team and canoverwhelm your opponents through weight of numbers.Whenever you gain a bonus to your attacks because yououtnumber your opponent, increase your total bonus by+10%.

ETIQUETTETier: 1Prerequisites: Fellowship 30Aptitudes: Fellowship, SocialYou know your way around the courts and salons of theupper classes. You gain a +10% bonus to Charm, Deceive,and Gossip Tests when dealing with the nobility. It alsoapplies in other situations where familiarity with theupper crust is important, such as attempting to Disguiseyourself as a noble.

EXTRA SPELLTier: 2Prerequisites: Magic 1, Arcane or Divine or Dark orWitch LoreAptitudes: Willpower, MagicSpecial: StackableYou expand the range of your magical knowledge. Youmay pick another spell from your Lore that is notcurrently on your list and add it to your list. Each spell isa separate purchase of this Talent.

EXTRA SPELL (PETTY)Tier: 1Prerequisites: Magic 1, Petty Magic (any)Aptitudes: Magic, GeneralSpecial: Stackable. This Talent costs 50% of normal XP.You know another cantrip or minor magical working. Youmay add another Petty Magic spell to your Petty Magiclist.

FAST HANDSTier: 1Prerequisites: Agility 30Aptitudes: Finesse, MagicYou are adept at using close-range magic under combatconditions. When targeting a Touch spell, you gain a+20% bonus to your Weapon Skill.

FAVORED BY THE WINDSTier: 3

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Prerequisites: Willpower 50, Magic 3Aptitudes: Willpower, MagicYou can exert some control over the fickle Winds ofMagic even when they turn against you. Whenever youare forced to roll for Tzeentch's Curse, you may roll twiceand choose the result you prefer.

FEARLESSTier: 3Prerequisites: Willpower 50, Stout-HeartedAptitudes: Willpower, DefenseYou are either inured to the dangers of the battlefieldthrough long exposure or so insane that you just don'tcare. Reduce the Fear Rating of any Fear effect you faceby 2. If the Rating is reduced to 0, you need not make aTest when faced with it. You also automatically succeedon the Willpower Test to resist the Intimidate skill, butmust make a Willpower Test to retreat or back down fromcombat.

FINGERSMITHTier: 1Prerequisites: NoneAptitudes: Agility, LarcenyYour fingers are light as a feather. You gain a +10% bonusto Pick Locks and Sleight of Hand Tests.

FLEE!Tier: 1Prerequisites: NoneAptitudes: Agility, GeneralYou are excellent at running away from danger. Whenrunning from a threat to life and limb, you gain +1 Movefor 1d10 turns.

FLEET-FOOTEDTier: 2Prerequisites: Agility 40Aptitudes: Agility, FinesseYou are faster than most. You gain a permanent +1 bonusto your Move characteristic.

FOCUSED STRIKETier: 1Prerequisites: NoneAptitudes: Weapon Skill, FinesseYou can make attacks with exceptional accuracy. Whenyou take the Aim action, your next melee attack gains a+20% bonus instead of the normal +10% bonus.

FORESIGHTTier: 2Prerequisites: Intelligence 40Aptitudes: Intelligence, KnowledgeWhile the masses rely on animal entrails or casting therunes, you rely on cold logic and reason. By spending 10minutes analyzing a problem, you gain a +10% bonus toan Intelligence or Intelligence-based Skill Test.

FRENZYTier: 2Prerequisites: NoneAptitudes: Strength, OffenseYou can drive yourself into a killing rage. After one roundspent driving yourself into a frenzy, you gain a +10%bonus to Weapon Skill, Strength, Toughness, andWillpower, but suffer a -20% penalty to Ballistic Skill,Intelligence, and Fellowship. You must attack the nearestenemy at all times and may not flee or retreat. When allenemies are gone, you must make a Willpower Test tobreak out of the frenzy. Failure means you attack thenearest ally, but you may make a Willpower Test everyround with a cumulative +10% bonus until you succeed.

HAMMER BLOWTier: 3Prerequisites: Strength 50, Strike Mighty Blow, Strike toStunAptitudes: Strength, OffenseYou can strike blows with such force that they shatterarmor and rend the flesh beneath. When using the All-OutAttack action, you gain half of your Strength Bonus asArmor Penetration. The target also must succeed on aToughness Test or be stunned for one round.

HARDYTier: 1Prerequisites: NoneAptitudes: Toughness, DefenseSpecial: Stackable (TB * 2)You are tougher than most other people. Every time youbuy this Talent, you gain +1 Wound. You may buy it anumber of times equal to twice your Toughness Bonus.

HERBALISTTier: 1Prerequisites: NoneAptitudes: Intelligence, SurvivalYou are familiar with the variety of herbs and plantsfound in the wilds and can easily identify which are boonand which are bane. You gain +10% bonus to OutdoorSurvival and Trade (Herbalism) Tests.

INCANTATIONTier: 2Prerequisites: NoneAptitudes: Magic, SocialYou can assist a divine spellcaster in performing ritualmagic. If you pass a Performer (Singer) Test and remainsinging for the entire ritual, then the caster gains a +5%bonus to their Channeling Test.

INURED TO CHAOSTier: 2Prerequisites: At least one mutationAptitudes: Toughness, SurvivalYou can use the Chaos that already warps your body to

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protect you from its influence. You gain a +10% bonus onToughness Tests to resist mutation.

IRON JAWTier: 1Prerequisites: Toughness 30Aptitudes: Toughness, DefenseYou can easily bounce back from blows that would knockanyone else out. You gain a +20% bonus on ToughnessTests to avoid being stunned.

LEAP UPTier: 1Prerequisites: Agility 30Aptitudes: Agility, GeneralYou are athletic enough that you get back on your feetnearly immediately when knocked down. You may takethe Stand/Mount Action as a Free Action.

LESSER MAGICTier: 1Prerequisites: Magic 1, Petty Magic (any)Aptitudes: Willpower, MagicSpecial: StackableYou know a spell common to all types of magic. Eachpurchase of Lesser Magic buys a single spell.

LIGHT SLEEPERTier: 1Prerequisites: Perception 30Aptitudes: Perception, SurvivalYou can awaken after the smallest change in yoursurroundings. For the purpose of making Awareness Tests,you are always treated as awake.

LIGHTNING ATTACKTier: 3Prerequisites: Swift AttackAptitudes: Weapon Skill, OffenseYour speed with weapons is unmatched, allowing you tolaunch a flurry of blows in an instant. You may make theLightning Attack action. See the Combat section fordetails.

LIGHTNING REFLEXESTier: 1Prerequisites: NoneAptitudes: Agility, SurvivalYou always expect trouble even when the surroundingsseem peaceful. When you roll initiative, you may rolltwice and use the highest roll.

LINGUISTICSTier: 1Prerequisites: NoneAptitudes: Fellowship, KnowledgeYou facility with languages is unmatched. You gain a+10% bonus on all Read/Write and Speak LanguageTests.

LOCK ONTier: 2Prerequisites: Perception 40Aptitudes: Perception, OffenseYou can pick out your targets and hold details firmly invision even in the swirling chaos of battle. You may makethe Dodge Reaction without losing the benefits of the AimAction.

LUCKTier: 3Prerequisites: NoneAptitudes: Larceny, GeneralYou were born lucky. You gain an extra Fortune Pointevery day.

MARKSMANTier: 2Prerequisites: Ballistic Skill 40Aptitudes: Ballistic Skill, FinesseYou can hit a bullseye at 200 yards and then fire a secondarrow to split the first. You suffer no penalty for attacks atlong range and only a -10% penalty for attacks at extremerange.

MASTER GUNNERTier: 2Prerequisites: Agility 30Aptitudes: Ballistic Skill, AgilityYou can reload black powder weapons one Half Actionfaster than normal. If you also have Rapid Reload, thenyou can reload black powder weapons one Full Actionfaster.

MASTER OF THE LASHTier: 1Prerequisites: NoneAptitudes: Strength, LeadershipYour easy hand on the whip keeps your underlings in line.When leading packs of creatures under your control, yougain a +20% bonus to Animal Training and CommandTests.

MASTER ORATORTier: 3Prerequisites: Public SpeakingAptitudes: Fellowship, LeadershipYou are an accomplished speaker, able to sway vastcrowds of people. You can use Charm or Deceive to affecta number of targets equal to 100 times your FellowshipBonus.

MEDITATIONTier: 3Prerequisites: Magic 3Aptitudes: Magic, KnowledgeYou can shut out the rest of the world and focus entirelyon the task at hand when casting complicated magics.When casting a ritual, you gain a 10% bonus to your

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Channeling skill.

MENACINGTier: 2Prerequisites: NoneAptitudes: Fellowship, SocialYou are imposing, either due to size, appearance, or a lesstangible air. You gain a +10% bonus to Intimidate orTorture Tests.

MIGHTY MISSILETier: 2Prerequisites: Magic 2Aptitudes: Magic, OffenseYour magical attacks are more forceful than others'. Yougain +1 Damage to any magic missile spell.

MIGHTY SHOTTier: 2Prerequisites: NoneAptitudes: Ballistic Skill, OffenseYou can target precisely the right spot to do the mostdamage with your ranged attacks. You gain +1 Damage toany ranged attack.

MIMICTier: 1Prerequisites: NoneAptitudes: Fellowship, LarcenyYou have a talent for copying the voices of others. Yougain a +10% bonus to appropriate verbal Performer,Speak Language, and Disguise Tests and can spend aFortune Point to automatically pass such Tests.

MOULD FLESHTier: 2Prerequisites: SurgeryAptitudes: Intelligence, KnowledgeYou can use the power of warpstone to mutate yourvictims in ways that you can control. See theFleshwarping rules in Shadow of the Horned Rat pg. 104.

MOUNTAIN-BORNTier: 1Prerequisites: NoneAptitudes: Agility, GeneralSpecial: Mutually exclusive with Ocean-Born and River-BornYou were born in the mountains and were climbingalmost as soon as you could walk. You gain a +10%bonus to Athletics Tests for climbing and to CommonKnowledge Tests relating to the mountains.

NEVER DIETier: 3Prerequisites: Willpower 50, Toughness 50Aptitudes: Toughness, DefenseYou refuse to give up no matter how much damage yourbody has sustained. You may spend a Fortune Point to

ignore the effects of stunning and all non-fatal and non-disabling Critical Hits for the duration of the combat. Itdoes not prevent the damage.

OCEAN-BORNTier: 1Prerequisites: NoneAptitudes: Agility, GeneralSpecial: Mutually exclusive with Mountain-Born andRiver-BornYou were born on board a ship and drew in the salt air asyour first breath. You gain a +10% bonus to Sail Tests andCommon Knowledge Tests relating to the ocean.

ORIENTATIONTier: 1Prerequisites: NoneAptitudes: Perception, SurvivalYou can instinctively find your way in the wilderness.You gain a +10% bonus to Orientation Tests.

PETTY MAGICTier: 1Prerequisites: Magic 1Aptitudes: Magic, GeneralYou know one of the schools of minor magic. Each PettyMagic list is a separate Talent.

PUBLIC SPEAKINGTier: 1Prerequisites: Fellowship 30Aptitudes: Fellowship, LeadershipYou can exhort a crowd with the best of them. You canuse Charm or Deceive on a number of targets equal to 10times your Fellowship Bonus.

PRECISE BLOWTier: 2Prerequisites: Weapon Skill 40Aptitudes: Weapon Skill, OffenseYou can can easily place your melee attacks where youwant. The penalty for making a Called Shot is reduced to-10% from -20%.

PRETERNATURAL SPEEDTier: 3Prerequisites: Agility 50, Fleet-footedAptitudes: Agility, OffenseYou can cross distances almost faster than anyone elsecan see. When making a Charge Attack, you may movetwice the distance your Move Characteristic indicates.

QUICK DRAWTier: 1Prerequisites: Fellowship 30Aptitudes: Fellowship, SocialYou can easily knock and draw a bow or whip out apistol. Once per round, you can use the Ready action as aFree Action.

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RAPID RELOADTier: 1Prerequisites: NoneAptitudes: Ballistic Skill, FinesseYour reflexes allow you to reload your weapons muchfaster then normal. You may reduce the reloading time ofall ranged weapons by a Half Action.

RESISTANCETier: 1Prerequisites: NoneSpecializations: Cold, Disease, Fire, PoisonAptitudes: Toughness, DefenseYour are naturally—or unnaturally—resistant to onespecific kind of damage or disability. You gain a +10%bonus to resist those effects.

RIVER-BORNTier: 1Prerequisites: NoneAptitudes: Strength, GeneralSpecial: Mutually exclusive with Mountain-Born andOcean-BornYou were born on or near one of the mighty rivers thatcriss-cross the Old World. You gain a +10% bonus to RowTests and to Common Knowledge Tests relating to rivers.

ROVERTier: 1Prerequisites: NoneAptitudes: Agility, SurvivalYou move like someone born in the wilderness. You gaina +10% bonus to Concealment and Move Silently Tests innatural surroundings.

SCHEMERTier: 1Prerequisites: NoneAptitudes: Fellowship, LarcenyYou are a consummate planner and easily hide yourintentions. You gain a +10% bonus to intrigue-basedDeceive Tests and a +10% bonus to resist others' DeceiveSkill.

SEASONED TRAVELLERTier: 1Prerequisites: NoneAptitudes: Intelligence, KnowledgeYou have travelled far and have a wide breadth ofknowledge and experience. You gain a +10% bonus toCommon Knowledge and Speak Language Tests.

SHARPSHOOTERTier: 1Prerequisites: Agility 30Aptitudes: Ballistic Skill, FinesseYou can make attacks with exceptional accuracy. Whenyou take the Aim action, your next ranged attack gains a+20% bonus instead of the normal +10% bonus.

SIXTH SENSETier: 2Prerequisites: NoneAptitudes: Willpower, SurvivalYou sometimes get a nagging feeling before dangerstrikes. When you are about to enter a dangeroussituation, the GM makes a Willpower Test for you. Ifsuccessfully, you receive a bad feeling about the situation.

SPECIALIST WEAPON GROUPTier: 2Prerequisites: NoneSpecializations: Cavalry, Crossbow, Engineer,Entangling, Fencing, Flail, Gunpowder, Longbow,Parrying, Sling, Throw, Two-HandedAptitudes: Weapon or Ballistc Skill, OffenseYour can use a type of weapon that takes more specializedtraining.

STOUT-HEARTEDTier: 2Prerequisites: Willpower 35Aptitudes: Willpower, DefenseYou are made of sterner stuff than most. Reduce the FearRating of any Fear you face by 1, though it cannot gobelow 1. You also gain a +10% bonus to resist the use ofthe Intimidate Skill.

STREET FIGHTINGTier: 1Prerequisites: NoneAptitudes: Strength, OffenseYou can jab kidneys, gouge eyes, and throw sand with thebest of them. You gain a +10% bonus to your WeaponSkill when making unarmed attacks and a +1 Damagebonus as well.

STREETWISETier: 1Prerequisites: Fellowship 30Aptitudes: Fellowship, SocialYou are at home on the streets. You gain a +10% bonus onCharm, Deceive, and Gossip Tests when dealing withcriminals and members of the underworld.

STRIKE MIGHTY BLOWTier: 1Prerequisites: Strength 30Aptitudes: Strength, OffenseYour blows have more force behind them than yourphysique might suspect. You gain a +1 bonus to Damagerolls with melee attacks.

STRIKE TO INJURETier: 1Prerequisites: Agility 30Aptitudes: Weapon Skill, FinesseYou can place your strikes in just the right place to causegreater injury. You gain a +1 bonus to the value of any

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Critical Hits you make.

STRIKE TO STUNTier: 1Prerequisites: Strength 30Aptitudes: Strength, FinesseYou may attempt to stun your opponents instead ofdamaging them. After making a successful attack, you cantry to Strike to Stun instead of rolling damage. Make aStrength Test. If successful, your opponent must make aToughness Test with a +10% bonus for each point ofeffective AP on their head. If they fail, they are stunnedfor 1d5 rounds.

STRONG-MINDEDTier: 2Prerequisites: Willpower 40Aptitudes: Willpower, DefenseYou are possessed of iron mental control in the face ofhorrific events. Whenever you gain Insanity Points,reduce the total gained by one-half your WillpowerBonus. This cannot reduce the total gained below 1.

STURDYTier: 3Prerequisites: Strength 40Aptitudes: Strength, DefenseYou are used to moving in heavy armor and strongenough that it's easy to maintain your agility whileencased in steel. You suffer no movement penalties whilewearing heavy armor.

SURE SHOTTier: 2Prerequisites: Ballistic Skill 40Aptitudes: Ballistic Skill, FinesseYou can precisely place your strikes in the weak points ofyour enemies' protection. You gain one extra point ofArmor Penetration on any ranged attack.

SURGERYTier: 1Prerequisites: NoneAptitudes: Intelligence, CraftYou are familiar with the most modern medicinaltechniques. You gain a +10% bonus on Heal Tests and ifyou're treating a Heavily Wounded patient, they heal 2Wounds per day instead of 1. If the patient is in danger oflosing a limb, your treatment gives them a +20% bonus tothe Toughness Test.

SUPER NUMERATETier: 1Prerequisites: NoneAptitudes: Intelligence, KnowledgeYou are a wizard with numbers. You gain a +10% bonusto Navigation and Gamble Tests and a +20% Bonus toScrutiny Tests that require you to estimate numbers.

SWASHBUCKLERTier: 2Prerequisites: Agility 30Aptitudes: Agility, FinesseYou can spring around like a rabbit. When may take theJump/Leap action as a Half Action and add 1 yard to thedistance you jump.

SWIFT ATTACKTier: 2Prerequisites: Swift AttackAptitudes: Weapon Skill, OffenseYou can move your weapons with blinding speed, strikingseveral times where others may only get in a single attack.You may make the Swift Attack action. See the Combatsection for details.

TARGET SELECTIONTier: 3Prerequisites: Ballistic Skill 50, SharpshooterAptitudes: Ballistic Skill, FinesseYour shots go straight and, while they sometimes miss,they never hit else anything but your target. You may fireinto melee with no penalty. If you take the Aim actionbefore firing, you cannot hit your allies even if you miss.

TAIL FIGHTINGTier: 1Prerequisites: Agility 30, must have a tailAptitudes: Agility, FinesseYou have enough control over your tail that you can wieldweapons with it. Both those born with tails and mutantsmake possess this Talent.

TOTAL RECALLTier: 1Prerequisites: Intelligence 30Aptitudes: Intelligence, KnowledgeYou have a near-perfect memory and can remember eventhe smallest of details. You can automatically remembertrivia or minor details about any event in your past, andmay make an Intelligence Test to remember complicatedevents, such as the battle plans in the enemy commander'stent you only saw for an instant.

TRAPFINDERTier: 1Prerequisites: Perception 30Aptitudes: Perception, LarcenyYour nimble fingers make you an expert at dealing withtraps. You gain a +10% bonus to Awareness, Scrutiny, orPick Locks rolls involving locating or disarming traps.

TRICK RIDINGTier: 1Prerequisites: Agility 30Aptitudes: Agility, SurvivalYou ride like one born to the saddle. You only need makea Ride Test under the most extreme circumstances, and

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you gain a +10% bonus when you do.

TRUE GRITTier: 3Prerequisites: Toughness 40Aptitudes: Toughness, DefenseYou are able to shrug off blows that would kill anynormal person. Whenever you suffer a Critical Hit, reducethe value by 1.

TUNNEL RATTier: 1Prerequisites: NoneAptitudes: Agility, SurvivalYou are at home beneath the earth. You gain a +10%bonus to Concealment and Move Silently Tests whileunderground.

UNREMARKABLETier: 1Prerequisites: NoneAptitudes: Social, GeneralYou just don't have anything that sticks out about you.Anyone attempting to pick you out of a crowd suffers a-20% penalty, and you gain a +20% bonus to DeceiveTests to convince someone you have never seen or metthem before. You also gain a +10% bonus to DisguiseTests. If you are wearing distinctive weapons or armor,this Talent does not function.

UNSETTLINGTier: 2Prerequisites: Fellowship 30Aptitudes: Fellowship, LeadershipYour very presence is disturbing to others. Enemies mustmake a Willpower Test when they attack you or theysuffer a -10% penalty to their Weapon Skill and BallisticSkill. They may make the Test anew each round.

WALL-RUNNERTier: 3Prerequisites: Agility 50Aptitudes: Agility, GeneralYou are adept at scrambling up walls. You gain a +20%bonus to Athletics rolls to climb and may climb a numberof yards equal to your Move.

WARLOCK ENGINEERINGTier: 1Prerequisites: Intelligence 40, Trade (Engineering)Aptitudes: Intelligence, CraftYou have been trained by Clan Skyre to create theirtwisted technological horrors. See Chapter V of Shadowof the Horned Rat for details.

WITCH LORETier: 2Prerequisites: Willpower 30, Magic 2Aptitudes: Willpower, Magic

You have gone outside the structure of the ImperialColleges of Magic and learned a codified magicaltradition. Each Witch Lore is a separate Talent, andtypically only one can be taken barring exceptionalcircumstances.

WITCHCRAFTTier: 2Prerequisites: Magic 2, Dark MagicAptitudes: Magic, KnowledgeYou have gone outside the bounds of accepted magicalknowledge and taught yourself spells from multipleWinds. You may use this Talent to buy any spell from anyArcane Lore with a Magic Required of 3 or less. Anyspell bought using Witchcraft must be cast using DarkMagic. See the Magic section for details.

WRESTLINGTier: 2Prerequisites: Strength 30Aptitudes: Strength, OffenseYou are an expert wrestler. You gain a +10% bonus toyour Weapon Skill when you make a grapple and a +10%bonus on Strength Tests during a grapple.

TraitsMany Traits here, such as Coolheaded or LightningReflexes, are retained for legacy reasons and are markedwith (L). They cannot normally be purchased, butcharacters might acquire them in character generation ordue to the effects of magic or mutations.BESTIALYou are animalistic, and behave as an animal regardless ofyour Intelligence Characteristic. You automatically passall Outdoor Survival Tests while in your natural habitat.Unless starving, desperate, or diseased, you must make aWillpower Test when frightened or injured or immediatelyflee.

COOLHEADED (L)You gain a +5% bonus to your starting WillpowerCharacteristic.

DAEMONIC AURAYou are a hideous monstrosity from the Realm of Chaos.You have a +2 bonus to your Armour Points against allnon-magical weapons and your weapons are alwaysconsidered to be magical. In addition, you are immune topoison and suffocation.

DWARFCRAFTYour race are natural craftsmen, and you gain a +10%bonus to the following Trade skills: Armourer, Brewer,Gem Cutter, Gunsmith, Miner, Smith, Stoneworker, andWeaponsmith.

ETHEREALYou are a spirit or other bodiless creature. You can pass

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through objects, gain a +30% bonus to Concealment Testswhen hiding inside an object, automatically succeed onMove Silently Tests, and are immune to normal weapons.

FLIERYou are able to fly under your own power.

FRIGHTENINGSpecial: Stackable (4)Your appearance puts fear into the hearts of others. Yougain a Fear Rating equal to the number of times youpossess this Trait. See the Fear and Insanity section fordetails. The base game's Frightening Trait is thus“Frightening (1).”

GRUDGE-BORN FURYYour people have a long-list of grudges, carefully nursedover millennia. The grudges fill you with such rage thatyou gain a +5% bonus when attack orcs, goblins, andhobgoblins.

HOVERERYou can fly as long as you stay close to the ground.

LIGHTNING REFLEXES (L)You gain a permanent +5% bonus to your AgilityCharacteristic.

MARKSMAN (L)You gain a permanent +5% bonus to your Ballistic SkillCharacteristic.

MINDLESSYou have no Intelligence, Willpower, or FellowshipCharacteristics and automatically fail Tests based on thoseCharacteristics.

NATURAL WEAPONSYou have claws, fangs, barbed tentacles, or other naturalfeatures that you can use in hand-to-hand combat. Youalso count as being armed with a hand weapon, thoughyou cannot be disarmed and you cannot Parry with yournatural weapons.

NIGHT VISIONYou can see in dim light to a distance of 10 yards. Itdoesn't work in complete darkness, but any light at leastas bright as starlight allows it to work.

NOT ALL THEREYou do not possess the usual humanoid variety of organs.Critical Hits against you always use the Sudden Deathrules.

REGENERATIONSpecial: Stackable (X)You may make a Toughness Test at the beginning of eachof each round to recover a number of Wounds equal toyour levels of Regeneration.

RESISTANCE TO CHAOSYou gain a +10% bonus to Willpower or Toughness Tests

to resist magic or Chaos effects and cannot gainCorruption Points under any circumstances. You may alsonever increase your Magic Characteristic.

RESISTANCE TO MAGICYou gain a +10% bonus to Willpower or Toughness Teststo resist magic.

SAVVY (L)You gain a +5% bonus to your starting IntelligenceCharacteristic.

SCALESSpecial: Stackable (X)You have tough scales or other covering that protects youlike armor. For every level you possess of this Trait, yougain 1 AP on all hit locations.

SKAVEN CONSTRUCTYou are an artificial monstrosity created by the SkavenWarlock Engineers. You are immune to Fear, Corruption,poison, diseases, stunning, and all Skills or spells thataffect the mind or emotions. You must obey the mentalcommands of any Skaven with the Warlock EngineerTalent.

SUAVE (L)You gain a +5% bonus to your starting FellowshipCharacteristic.

TERRIFYING (L)This is equivalent to Frightening (3).

UNDEADYou are sustained by Dark Magic and are immune to Fear,poison, disease, and spells or Skills that affect theemotions or the mind.

UNNATURAL (CHARACTERISTIC)Special: StackableOne of your Characteristic Bonuses is higher than the rawvalue would indicate. For example, a creature withStrength 43 and Unnatural Strength (2) would have aStrength Bonus of 6, not 4.

UNSTABLEYou are not solidly linked with the Old World and may beforced back into the Realm of Chaos by sufficientlydetermined effort. On any round where you were injuredbut dealt no Wounds in damage yourself, you must makea Willpower Test or you are drawn shrieking back fromwhence you came.

UNSTOPPABLE BLOWSYour attacks are almost impossible to stop. Any attempt toParry your blows suffers a -30% penalty.

VERY RESILIENT (L)You gain a +5% bonus to your starting ToughnessCharacteristic.

VERY STRONG (L)

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You gain a +5% bonus to your starting StrengthCharacteristic.

WARRIOR BORN (L)You gain a +5% bonus to your starting Weapon SkillCharacteristic.

WALL-CRAWLERYou can walk on vertical surfaces as easily as horizontalones. You never have to make an Athletics Test to climband may traverse walls at your full Move.

CombatMake the following changes and additions to the Combatsection.

ActionsEVASION (REACTION)When a character is attacked, they may defend themselvesif able. If the character has the Parry Skill, they mayattempt to parry, and if they have the Dodge Skill, theymay attempt to dodge. Each skill may be used once perround and each single attack may only be dodged orparried, not both. Characters without the Parry skill maystill attempt to parry if wielding a shield.LIGHTNING ATTACK (FULL ACTION)This action may only be taken if the character has theLightning Attack Talent. The character may make threeseparate attacks, including ranged attacks if the charactermay reload as a Free Action.PARRYING STANCE (HALF ACTION)As written, but taking the Parrying Stance Half Actionallows the character to parry one additional time perround, or one time per round if the character does notpossess the Parry skill.SWIFT ATTACK (FULL ACTION)This action may only be taken if the character has theSwift Attack Talent. The character may make two separateattacks, including ranged attacks if the character mayreload as a Free Action.

Ulric's FuryWhenever the character rolls a 10 for damage andsuccessfully makes a Weapon Skill or Ballistic Skill Test(as appropriate), instead of the d10 exploding, the targeteither A) takes a Critical Hit to the appropriate locationrolled using 1d5 or B) do one point of damage even if theopponent's Armor and Toughness would normally preventit. Talents such as Strike to Injure do not affect Ulric'sFury.

MagicCasting SpellsSpells are cast using a simple Channeling Test, but each

spell has a minimum Magic Characteristic necessary tocast it. To convert Casting Numbers into Magic Ratings,divide by 6 and round up. For example, spells with aCasting Number of 1 to 6 require Magic 1, spells with aCasting Number of 7 to 12 require Magic 2, and so on.A wizard without the necessary Magic Characteristic mayPush to try to cast more powerful spells. Pushingincreases the character's Magic Characteristic by up to 3,including all spell parameters that are dependent onMagic, but for every point by which the character's Magicis Pushed, one Chaos Die must be rolled. Chaos Dice donot count towards the Channeling Test, but they do countfor matches that cause Tzeentch's Curse.Characters can also cast a spell Fettered if they wish toavoid complications. Casting a spell Fettered reduces thecharacter's Magic Characteristic by 2, but Fettered spellscannot trigger Tzeentch's Curse. A spell cannot be bothPushed and Fettered simultaneously.Arcane LanguagesAn Arcane Language is no longer required to shape theWinds of Magic, but wizards who do not have the SpeakArcane Langauge skill add a Chaos Die to all spells theycast.Dark MagicCharacters with the Dark Magic Talent may Push theirMagic Characteristic by up to 5 points higher, but theystill receive a Chaos Die for every extra effective point ofMagic. In addition, each point of Magic Pushed usingDark Magic adds +5 to rolls for Tzeentch's Curse.

RitualsPerforming rituals also requires Channeling Tests. Eachrituals requires a number of successive Channeling Testsequal to the Magic Rating required to cast it. Any failedTest causes the ritual to fail. If the character's MagicRating exceeds that required to use the ritual, they gain a+10% bonus to their Channeling Test for every point bywhich they exceed the required Magic.Pushing During RitualsA ritual caster may Push during any or all of theChanneling Tests to successfully cast the ritual. Everypoint by which the caster Pushes provides a +10% bonusto the Channeling Test as normal. However, due to theincredible power of the Winds swirling around the casterof any ritual, if the caster is subject to Tzeentch's Curse,they add +10 to the roll for every point they Pushed theirmagic. If the ritual requires Dark Magic, then the casteradds +20 to determine the effect of Tzeentch's Curse.

Fear, Insanity, and CorruptionFear and TerrorThe old categories of Fear and Terror no longer apply.

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Creatures with the Frightening Trait under WFRP'soriginal system now have a Fear Rating of 1, andcreatures with the Terrifying Trait have a Fear Rating of 3.When confronted by a creature or situation with a FearRating, characters must make a Willpower Test. For everypoint of Fear Rating beyond the first, this Test suffers a-10% penalty. Failure requires a roll on the Fear TestResults table, adding +10 for every Degree of Failure. Ifthe result indicates the character may “snap out of it,”they may roll a Willpower Test once per round to snap outof it. The effects continue until the Willpower Test ismade.Out of combat, a failed Fear Test provides a -10% penaltywhile the character remains within the presence of thesource of fear, though particularly gruesome effects mightstill require a Feat Test at the GM's discretion.Mutations and FearIf using the mutation system from the Tome ofCorruption, determine a mutant's Fear Rating by dividingthe Fear from their mutations by 3 and round down.

InsanityThere are two effects of Insanity Points: Trauma andDisorders. Disorders are as listed on pages 202-208 ofWFRP, and are gained according to the Insanity TrackChart.Trauma is different. For every 10 Insanity Points acharacter gains, they must roll a Willpower Test, modifiedaccording to the Trauma Test Modifier on the InsanityTrack. If the Test is passed, the character managed to getthrough without suffering any short-term effects. A failureon that Test requires the character to roll on the Mental

FEAR TEST RESULTS

Roll Result

1 - 20 You are badly shaken. You may only take a single HalfAction next round, after which you may act normally.

21 - 40 You shake and shiver with fear. You suffer a -10% penalty onall actions until you Snap Out of It.

41 - 60 You have to get away. You back away from the source ofyour fear and cannot approach it, but may otherwise actfreely, though with a -10% penalty to your actions.

61 - 80 You freeze as thought flees your mind. Until you Snap Outof It, you cannot take any action.

81 - 100 Panic fills you. You must run away from the source of fear asfast as you can, and if unable to run, you may only take HalfActions and suffer a -20% penalty to all actions. Once awayfrom the source of fear, you may Snap Out of It. You gain1d5 Insanity Points.

101 - 120 You faint dead away for 1d5 rounds. Once you regainconsciousness, you suffer a -10% penalty to all Tests untilthe end of the encounter. You gain 1d5 Insanity Points.

121 - 130 You are overcome and can do nothing but gibber and shriekfor 1d5 rounds, dropping all you are holding. Once the fitpasses, you can only take Half Actions for the rest of thecounter. You gain 1d10 Insanity Points.

131 - 140 With a hysterical laugh, you lash out at the closest target,whether they're friend or foe, and continue attacking untilyou Snap Out of It. You gain 1d10 Insanity Points.

141 - 160 You crumple to the ground, sobbing and tearing at your fleshfor 1d10 rounds. After you recover, you may only take HalfActions for the rest of the encounter and gain 1d10 InsanityPoints.

161 - 170 Your mind breaks under the strain. You collapse into a comafor 1d5 hours and gain 2d10 Insanity Points.

171+ You heart seizes with fear. You must make a Toughness Testor die of a heart attack. If you succeed, then the 161-170category affects you.

MENTAL TRAUMAS

Roll Result

1 - 40 You become withdrawn and keep to yourself. You suffer a-10% penalty to Fellowship Tests for 3d10 hours

41-70 You develop a compulsive urge, such as constantly praying,cleaning your sword, checking your moneypouch, etc. AllTests based on Fellowship, Intelligence, or Perception suffera -10% penalty for 3d10 hours.

71-100 You are filled with paranoia and see danger all around you.You gain a +10% bonus to Perception-based Tests and suffera -10% penalty to Willpower Tests for 1d5 days.

101-120 You temporarily suffer from The Fear (WFRP pg. 203) for1d5 days.

121-140 Your nights are filled with horrific nightmares for 1d10+1days. You must makes Willpower Test when you awake orsuffer a -10% penalty to all actions that day.

141-150 Your tongue cleaves to your mouth and you are struck dumbfor 1d5 days.

151-160 You are extremely distracted and can barely take care ofyourself. You suffer a -10% penalty to all Tests for 1d10days.

161-170 You suffer hysterical blindness or deafness for 1d10 days.

171+ You become nearly catatonic and refuse to engage with theoutside world, though you will follow if gently led. Thiseffect lasts for 1d10 days.

INSANITY TRACK

Total Insanity Points Trauma Modifier Disorder

0-9 N/A ---

10-19 +10 ---

20-29 +10 ---

30-39 +10 ---

40-49 +0 First

50-59 +0 ---

60-69 -10 Second

70-79 -10 ---

80-89 -20 Third

90-99 -20 ---

100+ N/A Total insanity

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Trauma table, adding +10 for every Degree of Failure onthe Test.A character with 100 Insanity Points is so crippled bytheir insanity that they are unsuitable to be played. Theirfate is typically a quick death at the hands of theirenemies or the elements, or a slow death in one of the OldWorld's asylums.Insanity and FearInsanity has many disadvantages, but it does have onebonus for characters who repeatedly face terriblemonsters and view awful things. If the tens digit of thecharacters Insanity Points is greater than twice the FearRating of the monster or creature, then the character doesnot have to make a Fear Test when faced with it.Curing InsanityThe procedure for curing Insanity is the same as listed onpage 209 of WFRP, but on Table 9-2, replace the effectswith “Challenging: Patient loses 1d5 Insanity Points,”“Hard: Patient loses 1d10 + physician's Degree ofSuccess' Insanity Points” and “Very Hard: Patient loses2d10 + physician's Degree of Success Insanity Points.”Adjust other values appropriately to handle the newInsanity scale.

CorruptionCorruption represents the effects of Chaos on thecharacter. It can be gained through visiting tainted placesor handling tainted materials, suffering from Tzeentch'sCurse, channeling Dark Magic, being attacked bydaemons, consorting with the Ruinous Powers, and so on.Corruption causes two side effects: malignancies andmutations.MalignanciesMalignancies are relatively minor disabilities anddisfigurements caused by the effects of Chaos. Every 10points of Corruption, the character must make aWillpower Test modified as per the Corruption Tracktable. If the Test is failed, the character gains a physical orspiritual deformity. If the malignancy was caused by theuse of Dark Magic, use WFRP page 159. Otherwise, usethe Malignancy table.Unlike mutations, malignancies typically go away if thecharacter somehow reduces their Corruption.

MutationsEvery 30 Corruption Points the character gains, they mustmake a Toughness Test. If they fail, they gain a mutationas per the rules for mutations on WFRP pg. 229 or theTome of Corruption pg. 27.At 100 Corruption Points or more, the rules change.Every 10 CP beyond 100, the character must test formutation. A successful Toughness Test means the

MALIGNANCIES

Roll Effect

1-10 Palsy: You suffer from tics, shakes, tremors. Your Agilityis reduced by 1d10.

11-15 Dark-Hearted: You grow increasingly callous and cynical.Your Fellowship is reduced by 1d10.

16-20 Ill-Fortuned: Whenever you spend a Fortune Point, roll1d10. On a roll of 7-10, the Fortune Point is still spent buthas no effect.

21-25 Skin Affliction: You suffer from sores, rashes, and otherdisfigurements. You have a -20% penalty to Charm Tests

26-30 Night Eyes: Light pains you. You suffer a -10% penalty toTests under bright light.

31-33 Morbid: Your mind constantly turns to thoughts of chaosand death. Your Intelligence is reduced by 1d10.

34-45 Witch-Mark: You develop a minor and concealablephysical deformity.

46-50 Fell Obsession: You develop an obsession with somethingmacabre, like collecting the ears of your enemies orcarving your victories onto your skin.

51-55 Irrational Nausea: You feel sick in the presence ofsomething innocuous, like hymns to Sigmar or thelaughter of children, and suffer a -10% penalty to all Testswhile in its presence.

56-60 Wasted Frame: Your body wastes away, and your Strengthis reduced by 1d10.

61-63 Night Terrors: You suffer from horrible nightmares. Evenmorning, you must make a Willpower Test. If failed, yousuffer -10% to all Tests that day due to fatigue.

64-70 Poor Health: You are constantly coughing and yourwounds don't seem to heal right. Your Toughness isreduced by 1d10.

71-75 Distrustful: You are unable to conceal your suspicion, andsuffer a -10% penalty to Fellowship with strangers.

76-80 Malign Sight: The world seems drab and sinister to youreyes. Your Perception is reduced by 1d10.

81-83 Ashen Taste: Food and drink taste foul in your mouth, andyou have a hard time eating. You suffer a -10% penalty toyour Toughness.

84-90 Bloodlust: In battle you are filled with blinding range.After being wounded, you must make a Willpower Test tolet your enemies flee or be captured.

91-93 Blackouts: You suffer from random lost time. Whathappens then is up to the GM.

94-00 Strange Addiction: You have an addiction to an unnaturalsubstance, such as tears or blood. You must make aWillpower Test not to indulge.

CORRUPTION TRACK

Corruption Points Malignancy Test Mutation

0-30 +0 ---

31-60 -10 First

61-90 -20 Second

91-99 -30 Third

100+ +0 See below

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character gains a mutation but manages to maintain theirphysical form. A failure on this test means the Chaosenergy surging through their body is too much for them,and the character becomes a mindless Chaos Spawn.