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Talents

Specialists
Combat
Hit and Run
Prerequisite: Combat Reflexes and Step Aside
Max: Agility Bonus
Test: Dodge tests to Disengage
After completing a Melee Attack, you may spend 1 advantage to use Dodge to disengage after the
attack as a free action. If you have already moved during that round, the total movement of both
moving actions may not exceed your total movement capacity for a single turn.

Battle Maven (X)


Prerequisite: Careful Strike and Strike to Injure for Melee, or
Sniper and Sharpshooter for Ranged
Max: 1
Test: None
This talent comes in two variations, Melee and Ranged. Each has to be bought individually.
Depending on the specialisation, you may either reroll one Melee or Ranged test to attack per round
by expending 1 advantage.

Blind Fighting
Prerequisite: Acute Sense (Hearing) and Acute Sense (Touch)
Max: Initiative
Test: Perception tests concerning Hearing and Touching
You ignore Melee penalties for obscured vision of any kind.

Blind Shooting
Prerequisite: Second Sight
Max: Initiative
Test: Perception tests concerning Hearing and Touching
Intensity of Wind equals sight distance

Bodyguard
Prerequisite: Shieldsman and Combat Master
Max: 1
Test: None
Once per Round, after an enemy makes an attack against an ally, the character may spend 1
advantage point to move up to half his Movement characteristic (rounded up) in order to interpose
himself between the attacker and target. The attack is then resolved against the character instead of
the original target.
Ceaseless Crusader
Prerequisite: Inspiring
Max: 1
Test: None
As a free action, this character may spend a Fortune point to remove a Fatigued, Stunned and
Broken condition. When the character does so, all allies within twice the character’s Fellowship
Bonus in meters ignore Fatigued conditions until the battle is over or until the character is reduced
to 0 wounds. Should the character be killed, all allies that ignored their Fatigued conditions due to
this talent’s effects gain another Fatigued condition and must pass a Challenging (+0) Cool test or
gain a Broken condition.

Focused Anger
Prerequisite: Frenzy and Battle Rage
Max: Willpower Bonus
Test: Athletics tests to Run or Charge
During combat, you may choose other targets than the closest enemy when charging or running
while frenzied.

Hard Target
Prerequisite: Step Aside and Fleet Footed
Max: 1
Test: None
Before running, you may spend 1 Advantage to give enemies a -20 penalty to Ranged skill tests to hit
you until the beginning of your next turn.

Into the Jaws of Hell


Prerequisite: Ceaseless Crusader and Warleader
Max: 1
Test: None
If the character passes a Fear or Terror test and then spends a Fortune point, allies within twice the
character’s Willpower Bonus in meters can add the character’s SL to the result of their own Fear or
Terror test stemming from the same source.

Killing Strike (X)


Prerequisite: Strike Mighty Blow for Melee, or
Accurate Shot for Ranged
Max: Weapon Skill or Ballistic Skill
Test: Melee or Ranged Skill tests using this talent
This talent comes in two variations, Melee and Ranged. Each has to be bought individually.
Depending on the specialisation, you may spend a Fortune Point before attacking to make your
Melee or Ranged attack unopposable.

Shield Wall
Prerequisite: Shieldsman
Max: 1
Test: None
When armed with a shield or a weapon from the Parry category, the character may re-roll one
Melee test to defend against an attack per round by expending 1 advantage.

Steel Fist
Prerequisite: Melee (Brawling) +15
Max: Weapon Skill Bonus
Test: Melee (Brawling)
You have trained your body to the point that it has become a weapon in its own right. You may
choose to cause an extra +1 Damage for each level in Steel Fist with any successful Melee (Brawling)
hit.

Third Sight
Prerequisite: Blind Fighting and Second Sight
Max: Initiative Bonus
Test: Intuition tests
While blind, the user of this talent is still able to see, whilst in a different manner. He can see
through walls or any other kinds of physical obstacles so long as the winds of magic are present.
While he is only capable of seeing silhouettes of people and objects, the winds tell him intentions
and emotional states and allow him to discern a person’s intent rather easily, giving him a bonus
equal to the points spent in this talent x 10 on any intuition tests. A Person possessing this talent is
even capable of seeing through the lies of a character with the cat-tongued talent, by succeeding on
an opposed Challenging (+0) Intuition test to the other’s Charm test. The bonus usually given by this
talent does not apply when opposing a character with the cat-tongued talent.

Whirlwind of Death
Prerequisite: Furious Assault or Combat Master
Max: Weapon Skill Bonus
Test: Melee tests using this talent
Instead of targeting a single opponent in melee, you may attack every opponent you are engaged
with by expending a Fortune Point. Make a single roll for your Melee attack, against which every
engaged opponent must defend.

Zealot’s Passion
Prerequisite: Hatred (Any) and Impassioned Zeal
Max: 1
Test: None
As a Free Action, this character may spend a Fortune point and choose a foe. Until the end of the
encounter, the character and allies within twice the character’s Willpower Bonus in meters count as
possessing the Hatred talent against that kind of enemy.
Investigation
Flash of Insight
Prerequisite: Tower of Memories or Sixth Sense
Max: 1
Test: None
You may spend a Fortune Point to reveal an important clue relevant to the situation you are
investigating.

Clues from the Crowd


Prerequisite: Blather for Charm, or
Gregarious for Gossip, or
Menacing for Intimidate
Max: 1
Test: None
This talent possesses multiple specialisations, but only has to be bought once. Meeting the required
prerequisites will unlock the additional specialisation for this talent. Depending on the prerequisites
met, you may reroll the related social interaction tests to gather information once with a -10
penalty.

Keen Intuition
Prerequisite: Nose for Trouble or Sixth Sense
Max: 1
Test: None
You may reroll all Intuition tests once with a -10 penalty.

Meticulous Eye
Prerequisite: Tenacious or Sixth Sense
Max: 1
Test: None
You may reroll all Perception tests once with a -10 penalty.

Other
Double Life
Prerequisite: Secret Identity
Max: 1
Test: None
So adept are you at maintaining your Secret Identity, that you are able to live two completely
separate lives. When you purchase this Talent, you may enter into a second Career alongside your
Chaos Career. You now count as belonging to both Careers and may purchase Advances and Talents
in either one, as well as enter and leave new Careers from either. As always, any changes in Career
need approval from your GM so they best fit any campaign plans and properly reflect your double
life.
Faith
What follows is a list of talents associated with the saints of their respective creeds. As such, only the
most devout may profit from its benefits. To be able to obtain any of these talents, the character’s
long term ambition must be in his god’s interest. Also, for each talent, the character must have
fulfilled a short term ambition related to the god’s interests.

For every talent possessed from the following list, increase the amount of Sin points gained by 1
each time it occurs. Also, the talents will only be active so long as the priest in question has 0 Sin
points.

Shallya
Aegis of Purity
Prerequisite: Invoke (Shallya), Pure Soul and Resistance (Corruption)
Max: 1
Test: None
Whenever anyone within twice the character’s Willpower Bonus in meters gains corruption, reduce
the amount gained by 1 to a minimum of 0. In addition, anyone within the character’s Willpower
Bonus in meters can spend a Fortune Point to gain 0 Corruption instead. These effects are stackable
if multiple priests with this talent are close to each other.

Aura of Vigour
Prerequisite: Invoke (Shallya), Pure Soul and Resistance (Disease)
Max: Willpower Bonus
Test: Endurance tests to resist disease
The priest induces Fear in Daemons of Nurgle. He counts as possessing the Fear (3) talent towards
daemons of Nurgle. Any living being within the twice the priest’s Willpower Bonus gains a +10 Bonus
to resist gaining a disease per point in this talent. Any daemon of Nurgle that enters the same radius
must pass a Challenging (+0) Endurance test every round or gain a Fatigued condition. The
Endurance test becomes one step more difficult for every 2 points in this talent.

Sigmar and Morr


The following talents are associated with the priesthoods of Sigmar and Morr, the most relentless
destroyers of unnatural creatures such as daemons and the undead.

When either of the following talents is taken, the creature affected by it is defined by the
prerequisites you met:
- The Morr version of the talent affects the Undead, and
- The Sigmar version of the talent affects Daemons.

Bulwark of Faith
Prerequisite: Invoke (Morr) and either Fearless (Undead) or Hatred (Undead), or
Invoke (Sigmar) and either Fearless (Daemons) or Hatred (Daemons)
Max: 1
Test: None
When the character passes a Cool test caused by the Fear or Terror trait of a creature with the
Daemonic or Undead trait, the creature suffers 1 damage ignoring armour and Toughness bonus for
each degree of success on the Fear test.

Purifier
Prerequisite: Invoke (Morr), Fearless (Undead) and Furious Assault, or
Invoke (Sigmar), Fearless (Daemons) and Furious Assault
Max: 1
Test: None
The character may re-roll failed Perception or Intuition tests to detect the presence of Daemons or
Undead. In addition, his attacks against Daemons or Undead gain the Damaging and Impact quality.

Strength of Conviction
Prerequisite: Invoke (Morr) and either Fearless (Undead) or Hatred (Undead), or
Invoke (Sigmar) and either Fearless (Daemons) or Hatred (Daemons)
Max: 1
Test: None
A creature with the Unstable and either the Daemonic or Undead traits can never gain advantage
whilst engaged with a character possessing this trait.

Rites of Banishment
Prerequisite: Invoke (Morr), Hatred (Undead) and Master Orator
Invoke (Sigmar), Hatred (Daemons) and Master Orator
Max: 1
Test: None
As his Action, the character may spend a Fortune point to speak litanies to disrupt Daemons or
Undead. To do so, he must pass an Average (+20) Language (Classical) test. All daemons or undead
within twice the character’s Willpower Bonus in meters are affected and must oppose the test with a
Challenging (+0) Cool test. Any daemon or undead that fails suffers a -10 penalty to all tests per SL in
difference until the beginning of the character’s next turn or until the chanting character is dead or
unconscious, whichever comes first. Be warned that by doing this you put a target on your back.

Manann
Manann, being the god of the sea, finds his saints in the confines of ships, barges or even fisher
villages. His blessings are directed towards maintaining the sea and sea travel.

Blessed Winds
Prerequisite: Invoke (Manann), Sail +15
Max: Initiative
Test: None
The ship you are currently on always has the winds it needs. Independent of your own volition, the
winds carry you where you need to go. Any Sail tests you or anyone on your ship makes gains +10 for
every point in this talent.
Fisher’s Bounty
Prerequisite: Invoke (Manann), Outdoor Survival +15
Max: Initiative
Test: None
Fish flock to you like moths do to flames. Wherever you are, the maritime creatures seek you out like
a lighthouse. Any Outdoor Survival tests made to fish on your ship gain a +10 Bonus per point in this
talent.

Clean Waters
Prerequisite: Invoke (Manann), Waterman
Max: Willpower Bonus
Test: None
No matter where you are, the waters around you are always clean and drinkable. Any water within 2
x Willpower meters is always clean of anything capable of harming the drinker. The waters around
you count as potions. Everyone who drinks from the waters you influenced regains a number of
wounds equal to the points taken in this talent.

Ranald
The god of tricksters and gamblers. He is known well among the common populace of larger cities
and plays a big role in the life of any thief, fence, outlaw or any other similarly inclined person. His
saints can commonly be found among the gambling dens of the common populace.

Trickster’s Roll
Prerequisite: Invoke (Ranald), Cardsharp and Diceman
Max: Intelligence Bonus
Test: None
No matter the game, it is always on your side. You gain a bonus to Gamble equal to 10 x the points
taken in this talent.

Ne'er-Do-Well
Prerequisite: Invoke (Ranald), Blather and Criminal
Max: 1
Test: None
You are capable of worming your way out of any kind of any discussion. Any tests based on
Fellowship can be rerolled without penalty.

Fateful Blessing
Prerequisite: Invoke (Ranald), Dealmaker
Max: 1
Test: None
Your fate is more blessed than that of any other. Whenever you use a Fortune point, roll 1d10. On
an 9+, the point remains whilst being used.
Ulric
Ulric is the god of winter, war, warriors and wolves. As such, his saints can mostly be found among
the stout and hardy warriors of the empire, as well as the hunters.

Ulric’s Shield
Prerequisite: Invoke (Ulric), Shieldsman
Max: Weapon Skill Bonus
Test: None
Ulric detests technology and only respects true warriors. The character gains armour points to his
Body and head equal to the points dedicated to this talent. The character also ignores the
Blackpowder weapon quality rule.

Of Snow and Ice


Prerequisite: Invoke (Ulric), Outdoor Survival +15
Max: Intelligence Bonus
Test: Outdoor Survival tests during winter
Ulric protects from the harsh cold and winter. The character never feels cold and is able to sleep
outside during the greatest blizzards without any consequence to his health. The Character is also
always able to find enough food for himself without having to test Outdoor Survival.

Kindred
Prerequisite: Invoke (Ulric), Charm Animal +15
Max: Willpower Bonus
Test: Charm Animal tests on wolves
The wolf is Ulric’s symbol and his favourite animal. A wolf (no matter the size) never has any ill intent
towards the character. The character is capable of integrating into a wolf pack as if he was one of
their own. The character is capable of talking and communicating with wolves as if they were
human. While it may seem outlandish to observers, the communication is none the less accurate
and he can speak to them as if they were human. All they while, most wolves seem like children to
the character.

Aethyr
Corruption
Inured to Corruption
Prerequisite: Pure Soul talent or at least 1 mutation
Max: 1
Test: None
You may reroll all tests to resist gaining corruption points.

Controlled Change
Prerequisite: At least 1 mutation or magic mark
Max: 1
Test: None
When determining the nature and kind of mutation or magic mark you gain, roll twice. You may
choose to gain either.

Dark Soul
Prerequisite: Must not possess Pure Soul talent or physical mutations
Max: 1
Test: None
If the Character would gain a physical mutation, he may choose to gain a mental mutation instead.

Corrupt Manifestation
Prerequisite: Corruption trait and Channelling (Any)
Max: 1
Test: None
You learned to channel your Corruption and may add it to the strength of your attacks: Minor,
Moderate, Major or Extreme levels of the corruption trait add 2, 4, 6 or 8 damage to your Melee
attacks respectively.

Daemonologist
Prerequisite: Arcane Magic (Daemonology)
Max: 3
Test: Channelling tests to fuel spells targeting daemons
The character gains a +10 bonus to all Language tests to cast spells targeting daemons. This also
counts in the events of rituals to summon or bind a Daemon.

Favoured by the Warp


Prerequisite: At least 1 mutation
Max: 3
Tests: None
For each time this talent is taken, the user may add or subtract 5 to all rolls on the mutation tables.
When gaining a mutation, a character possessing the talent may choose to gain any mutation from
within that range instead of the one he rolled. For example: If the character rolls a 57 on a mutations
table and possesses the “Favoured by the Warp” talent twice, he may add and subtract 10 from the
roll. This gives him a range from 47 to 67. He may choose any mutation from that range, instead of
the one he rolled.

Apparent Innocence
Prerequisite: Corrupt Manifestation and Channelling (Any)
Max: 4
Test: Channelling tests to maintain this talent’s effect
You have learned to seal your corruption within yourself. Should you so choose and whilst awake,
your Corruption trait is one step less severe for every time you acquired this talent. If you come in
physical contact with someone who has the Second Sight and Magical Sense talents, he may still feel
the underlying corruption. You make an opposed Channelling (Any) / Perception (Touch) test against
the person who you came into contact with. If you fail the opposed test, the other person is capable
of feeling the taint within you. If you have the Unconscious condition, this talent has no effect and
your corruption trait functions as normal. If you have a Stunned condition, you must pass a
Challenging (+0) Channelling (Any) test each round in order to suppress your corrupting influence.
The Apparent Innocence and Corrupt Manifestation talents may not be used simultaneously.

Dark Seal
Prerequisite: Apparent Innocence 4
Max: 4
Test: Channelling tests to maintain this talent’s effect
Constantly keeping your corruption under strict control has made it second nature to you. You are
now capable of keeping your corruption in check even when stunned, sleeping or otherwise
unconscious:
- Opposed Channelling tests when coming into contact with a character possessing both the
Second Sight and Magical Sense talents become one step more difficult per point in this
talent for the opponent.
- You no longer have to do a Channelling test when receiving a Stunned condition to keep
your corruption at bay.
- When sleeping or otherwise gaining the unconscious condition, you may pass a Challenging
(+0) Channelling (Any) test in order to suppress your corrupting influence for the duration. If
successful, the corruption trait is reduced by one step per point in this talent while
unconscious.
- You may use the Corrupt Manifestation talent in conjunction with the Apparent Innocence
and Dark Seal talents

Spell Control
Prerequisite: Corrupt Manifestation and Channelling (Any)
Max: 1
Test: None
When rolling a miscast, the caster may choose to replace the result with one of the following:
- For Minor Miscasts - Curse of Corruption: Gain 1 Corruption point.
- For Major Miscasts - Foul Enfeeblement: Gain 1 Corruption point, the Prone Condition, and
a Fatigued Condition.

Magic
What follows is a list of talents that can be acquired by mages who have already gained a Mark of
Magic of the wind that the talent refers to.

Suffused with Ghur


Max: 1
Tests: Charm Animal, Animal Training and Outdoor Survival tests involving hunting and
fishing
You are suffused with the Brown Wind of Magic. You can use your Channelling (Ghur) Skill in place of
the Charm Animal and Animal training Skills for all relevant Tests. Further, any successful attempts to
cast spells from the Lore of Beasts within 8 yards of you gain +1 SL. This bonus may only be claimed
once, no matter how many Characters are Suffused with Ghur in a spellcaster’s vicinity.

Suffused with Shyish


Max: 1
Tests: Cool
You are suffused with the Purple Wind of Magic. You can use your Channelling (Shyish) Skill in place
of the Cool Skill for all relevant Tests. Further, any successful attempts to cast spells from the Lore of
Death within 8 yards of you gain +1 SL. This bonus may only be claimed once, no matter how many
Characters are Suffused with Shyish in a spellcaster’s vicinity.

Suffused with Aqshy


Max: 1
Tests: Intimidate and Leadership
You are suffused with the Red Wind of Magic. You can use your Channelling (Aqshy) Skill in place of
the Intimidate Skill for all relevant Tests. Further, any successful attempts to cast spells from the Lore
of Fire within 8 yards of you gain +1 SL. This bonus may only be claimed once, no matter how many
Characters are Suffused with Aqshy in a spellcaster’s vicinity.

Suffused with Azyr


Max: 1
Tests: Intuition
You are suffused with the Blue Wind of Magic. You can use your Channelling (Azyr) Skill in place of
the Intuition Skill for all relevant Tests. Further, any successful attempts to cast spells from the Lore
of Heavens within 8 yards of you gain +1 SL. This bonus may only be claimed once, no matter how
many Characters are Suffused with Azyr in a spellcaster’s vicinity.

Suffused with Chamon


Max: 1
Tests: Tests that involve working metals or ores
You are suffused with the Golden Wind of Magic. You can use your Channelling (Chamon) Skill in
place of other Skills for all relevant Tests. Further, any successful attempts to cast spells from the
Lore of Metal within 8 yards of you gain +1 SL. This bonus may only be claimed once, no matter how
many Characters are Suffused with Chamon in a spellcaster’s vicinity.

Suffused with Ghyran


Max: 1
Tests: Tests that involve tending to plants and tests involving foraging or gathering herbs
You are suffused with the Green Wind of Magic. You can use your Channelling (Ghyran) Skill in place
of other Skills for all relevant Tests. Further, any successful attempts to cast spells from the Lore of
Life within 8 yards of you gain +1 SL. This bonus may only be claimed once, no matter how many
Characters are Suffused with Ghyran in a spellcaster’s vicinity.

Suffused with Hysh


Max: 1
Tests: Heal
You are suffused with the White Wind of Magic. You can use your Channelling (Hysh) Skill in place of
the Heal Skill for all relevant Tests. Further, any successful attempts to cast spells from the Lore of
Light within 8 yards of you gain +1 SL. This bonus may only be claimed once, no matter how many
Characters are Suffuse with Hysh in a spellcaster’s vicinity.

Suffused with Ulgu


Max: 1
Tests: Stealth (All)
You are suffused with the Grey Wind of Magic. You can use your Channelling (Ulgu) Skill in place of
the Stealth Skill for all relevant Tests. Further, any successful attempts to cast spells from the Lore of
Shadow within 8 yards of you gain +1 SL. This bonus may only be claimed once, no matter how many
Characters are Suffused with Ulgu in a spellcaster’s vicinity.

Suffused with Magic


Prerequisite: At least 2 Arcane Magic Talents
Max: 1
Tests: Channelling (Any)
All spells casts within Willpower Bonus yards of you gain +1 SL to cast. This bonus may only be
claimed once per casting, no matter how many characters with this Talent are in the vicinity.
Traits
General
Formless
Description: Formless creatures have a mutable shape. All hits are Body hits. The creature is subject
to the Sudden Death rules (p.173).

Invisibility
The creature can turn invisible as his action. Invisibility will automatically fool anyone without the
Second Sight Talent. Those with the Talent must pass a Challenging (+0) Perception Test to notice
that someone is nearby and will only be able to see through the invisibility if they achieve at least 3
degrees of success. If the creature is trying to stay hidden using stealth, the Perception test is
opposed to the creature’s Stealth test. The creature is still perceptible to the other senses, and you
will become visible again if you bring attention to yourself by making large noises or attacking
someone. Any sentient enemy attacked while invisible will gain the Surprised condition unless he has
spotted the creature before being attacked.

Ghostly Touch
Prerequisite: Ethereal creature trait
While being insubstantial, the creature is capable of interacting with the physical world if it so
chooses.

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