Professional Documents
Culture Documents
Leos Career Compendium
Leos Career Compendium
About...2 Gambler...31
Doomsayer…7 Greatsword...35
Necromancer...9 Pistolier…37
Lamplighter...13 Magic-
Bloodline Thrall...15
Food Taster...16
Dynasty merchant...17
Tyrant-Appeaser...18
Peasant Careers-
Clansdwarf...19
Herdsman...20
Horse Coper...21
Skavenslave...22
Ranger Careers-
Dwarf Ranger...23
Fieldwarden...24
Spellsinger...25
Wildwood Ranger...26
Riverfolk and Seafarer Careers-
Lothern Sea Guard...27
Navyman...28
Pirate...29
Tobaro Navigator...30
About this supplement.
This is a fan-made supplement for Warhammer
Fantasy Roleplay 4th edition which adds 32 new
career paths, four of each category of careers. All
careers are made by Leo E Gunnemarsson as are
new talents, skills, mounts, equipment and spells
associated with them.
Class Career Human Human Dwarf Halfling HighElf Wood Elf Gnome
(Reiklander) (Tilean)
Doomsayer 02 - - - - - -
Gyrocopter Pilot - - 05 - - - -
Necromancer 05 05 -
Sword-scholar of - - - - 12-13 - -
Hoeth
Wizard 14 - - 14-16 - 09-14
Investigator 21 21 19 24 20-21 - 21
Lamplighter 22 - 20 25 - - 22-23
Republic Citizen - 25 - - - - 26
Bloodline Thrall 30 30 - - - - -
Dynasty Mer- - 31 - - - - -
chant
Duellist 31 32 34 - 33-34 - -
Tyrant- 37 37 - 44-45 - - 41
Appeaser
Warden 38 38 40-41 46 44-45 - 42
PEASANT Bailiff 39 39 42 47 - - 43
Clansdwarf - - 43-47 - - - -
Hedge Witch 40 40 - - - - -
Herdsman 41 41 48 48 - - 44
Horse Coper 43 43 - 51 - - 46
Mystic 46 46 - - - 48-52 -
Skavenslave 48 48 56 55 56 63 58-59
Coachman 52 52 59 59 - - -
Fieldwarden - - - 62-63 - - -
Karak Ranger - - 64 - - - -
Road Warden 59 60 68 68 - - -
Spellsinger - - - - - 71-74 -
Wildwood - - - - - 75-78 -
Ranger
Witchhunter 60 - - - - - -
Pirate 65 64-65 72 72 71 - 77
Riverwarden 66-67 - - 73 - - -
Fence 78 78 79 86 - - 90
Gambler 79 79 - 87 - - 91
Grave Robber 80 80 - 88 - - -
Jailfarer 81 81 - 89 85 - 92
Racketeer 84 84 81 91 - - 94
Street Fighter 85 85 82 92 88 - -
Thief 86 86 83 93 - - 95-96
Vigilante 87 87 84 94 - - -
Witch 88 88 - - - - -
Greatsword 90 - - - - - -
Knight 93 93 - - 95 93 -
Pistolier 95 - - - - - -
Protagonist 97 98 91 - 98 - -
Shieldbreaker - - 92-93 - - - -
Slayer - - 97-100 - - - -
Career Path
Doomspeaker — Brass 2
Skills: Athletics, Cool, Endurance, Intuition, Lore (Morr), Pray , Intimidate,
Navigation
Talents: Doomed, Holy Visions, Read/Write, Bless (Morr)
Trappings: Dark Robes, Tools of Divination
Doomsayer — Silver 1
Skills: Perception, Entertain (Fortuneteller), Lore (Theology), Heal, Out-
door Survival, Melee (Basic)
Talents: Invoke (Morr), Magical Sense, Fearless (Own Dooming), Me-
nacing
Trappings: Religious symbols of Morr, Scriptures of Morr
Fateseer — Gold 1
Skills: Art (Tattoo), Lore (Divination), Language (Any), Lore (Heraldry)
Talents: Savant (Dooming Records), Coolheaded, Pure Soul, Hatred
(Undead)
Trappings: Relic of Morr
Vision of Morr— Gold 2
Skills: Lore (Politics), Lore (The End Times)
Talents: Fearless (Undead), Resistance (Any), Savant (Theology), Sixth
Sense
Trappings: Reoccuring visions of the end times
you have a flying vessel in good condition, you only use the Fly skill
when you must push your vessel to perform, either by racing, navi-
gating particularly dangerous situations, struggling against bad -
Career Path weather, or similar difficulties. Simply flying with a gentle wind
doesn’t require a Test for those with Fly (but does require having
Ground-Crew— Brass 3 the skill).
Skills: Consume Alcohol, Cool, Endurance, Lore (Engineer), Perception,
As piloting one dwarfen flying machine is not so different to flying
Ranged (Explosives), Trade (Mechanic), Trade (Explosives)
another, having any Fly Speciality makes all other Fly Specialities
Talents: Read/Write, Carouser, Craftsman (Mechanic), Tinker Basic Skills for you.
Trappings: Mechanic Tools, Jug of Fuel Alcohol, Leather Jacket Specialisations: Gyrocopter, Gyrobomber, Dirigible
Gyrocopter Pilot— Silver 1
Necromancer— Silver 2
Sword-Scholar of Hoeth something that will just keep growing. By the time
High-Elf they reach the ranks of swordmasters or even bla-
delords they are capable of amazing deeds like
The legendary swordmasters of Hoeth are rightly cutting down arrows mid-flight, cleaving candles
considered some of the most skilled weaponmas- without disturbing the flames or fighting blindfol-
ters of the world. This they achieve not through ded without it impairing their skills much.
battles and brute strength but through centuries of
New Talent:
meticulous study. In fact the students must study
and understand hundreds of fighting styles and Deflect Shots
train to mentally master the sword before being Max: Weaponskill bonus
allowed to even lift the signature swords of the
Swordmasters. Where these skills are tought is Tests: Melee (Two-handed)
not just anywhere however but the tower of Hoeth, You have learnt the amazing feat of cleaving arrows mid-
the greatest centre of learning in Ulthuan and flight to defend yourself. When armed with a Greatsword of
Hoeth you can use Melee (Two-handed) to defend against
perhaps in the whole world.
ranged attacks.
As the sword-scholars first lift the perfectly ba- Fightstyle analyzer
lanced steel-forged greatswords of Hoeth they are
allready far better warriors than most humans Max: Intelligence bonus
could dream of ever becoming and this ability is Tests: Lore (Fighting Styles)
WS BS S T I Agi Dex Int Wp Fel You have learnt hundreds if not thousands of different fighting
styles and know a few dozens counters to each move your
opponent can make. As your action you can chose to analyze
an opponents fighting style, to do so take a Lore (Fighting
Career Path style) test, if you succeed you gain advantage equal to your
rank in this talent. Note that this takes your action and can
Student of War at Hoeth— Brass 3 not be combined with making an attack.
Trappings: Full scale armour (count as mail until it gets its own rules)
Big Moot Sandwich Artist The make of the classic Big Moot Sandwich
is well known and consist of three all meat
Halfling patties, Hot Pot sauce, lettuce, cheese,
onions and pickles on a caraway seed bun.
The cuisine of the halflings is famed all across However the classic Big Moot Sandwich is just
the Old World and while their pies and feasts one way of making them and there are
are famed for their high quality they are not the countless different recepies and versions,
most common Mootland food eaten by the each chain and even each sandwich store
masses. That title instead goes to the Big having its own versions which they are greatly
Moot Sandwiches which may not be as fa- proud of and whose recepies they protect
mous for their taste but instead are famous for against the thievery of rivalling Sandwich
their availability thanks to Halfling Food Chains Shops.
such as the famous McMurtys, HalfWays and Is this really canon?: Not at all, Big Moot Sandwiches
Big Moot King. are a part of Bloodbowl lore which as most of you know
isn’t canon for warhammer fantasy. However, with that
These food places can be found in most large said this career doesn’t break the lore either, it’s so-
cities in the empire and some of the smaller mething that isn’t mentioned in the lore but which could
ones too, making sure that a halfling made exist.
meal never is far away. Unlike most restau-
rants of the Empire these places have low pri-
ces and offer food deliveries.
WS BS S T I Agi Dex Int Wp Fel
Career Path
Deliveryboy — Brass 3
Skills: Athletics, Charm, Climb, Consume Alcohol, Drive, Dodge, Gossip, Haggle
(Hotpot), Gamble
Trappings: Big Moot Sandwich chain with at least three stores, 100GC
*Normally considered part of Trade (Cook) extensive lobbying from wealthy hal-
flings has gotten Big Moot Sandwiches accepted as an artform in this supplement.
**This however has absolutely nothing to do with the large donations of halfling
gold I received and is just an accurate representation of Big Moot Sandwich chain
managers.
Career Path
Sootlad — Brass 1
Chimneysweep — Brass 4
*This is the city you are working in and have worked most of your career
in.
Career Path
Lamper — Brass 3
Lamplighter — Silver 1
Skills: Drive, Athletics, Gossip, Melee (Basic), Secret Signs (Thief), In-
tuition
President — Gold 2
Blood Dragon
Bloodline Thrall The Blood Dragons are often not too concerned about mortals, tending
to focus on their martial aspirations. But occassionally they find a mor-
tal they feel has potential and take him with them to see if he can reach
Human his potential and be allowed to perhaps join their order.
To represent the different bloodlines and servitude to them the careers Bloodline Trappings: Eight sets of Cathayan Courtly Garb
have ”Bloodline Skills”, ”Bloodline Trappings” and ”Bloodline Talent”
written in them, where they stand look to the Bloodline served on the Lhamia
table below and add the appropriate Bloodline Skills and Bloodline The Lhamia bloodline has always valued power over mortals and often
Talent to the career. When a skill or talent says ”Bloodline” change it surround themselves with servants and informants.
for the relevant bloodline (for example Lore (Bloodline) would be Lore
(Necrach) if you were serving a Necrach). Bloodline Skills: Entertain (Act), Gossip
WS BS S T I Agi Dex Int Wp Fel Bloodline Trappings: Sexy Outfit, Dagger with the Fine Quality or
Gold Ring
Mathmasi
The depraved and monstrous Mathmasi of the southern deserts some-
times claim the services of mortals to aid them,
Career Path
Bloodline Skills: Stealth (Rural), Athletics
Enthralled Mortal — Brass 3 Bloodline Talent: Strider (Desert)
Skills: Bloodline Skills, Charm, Stealth (Any), Drive, Entertain (Any), Bloodline Trappings: 30GC, Any one Melee Weapon
Secret Signs (Bloodline), Haggle
Nechrach
Talents: Bloodline Talent, Beneath Notice, Strong Back, Cat-tongued
The Necrach vampires rarely take mortal servants, prefering to dwell
Trappings: Bone Charm alone with only undead servants. Still at times they see the use for
them.
Bloodline Thrall — Silver 1
Bloodline Skills: Research, Language (Ancient Nehekaran)
Skills: Ride (Horse), Animal Care, Melee (Any), Ranged (Any), Cool, Lore
(Bloodline) Bloodline Talent: Savvy
Talents: Coolheaded, Criminal, Distract, Fearless (Witch Hunters) Bloodline Trappings: Three Scrolls of Necromantic Lore
Food Taster Ulthuan few nobles would poison another but that
does not mean its noble houses are safe from
Human, Halfling, High Elf, Gnome these attempts. It is not uncommon for dark elf
spies and assassins sent onto the splendrous high
In the courts of the Old World intrigue is ripe and elf shores to utilize their mastery of poisons to
the threat of assassination is ever present. To help attempt to dispose of hated high elf nobility. A tale
guard against this powerful individuals hire tasters is told in Naggarythe of how during one such
to make sure the food they eat hasn’t been poiso- attempt the taster but smelled the food before dip-
ned. This is a pretty good job for a while, the food ping his knife into its sauce and throwing it to strike
tasters are well paid and have a very low work the heart of the chef, a hidden dark elf assassin,
burden, however the job almost inevitably leads to killing him right away. As the court looked at the
a premature death, often in painful ways. Still a few dying chef in shock the taster dissapeared in the
survive a long time and the royal halfling taster few seconds of distraction leaving but an amulet
Lodo Halfbelly is now 87 years old and has served with the mark of the Shadow King Alith Anar in his
in the Bretonnian court since the time of King Char- seat.
len.
It is not only in the old world this is needed either, in
Career Path
Reserve Taster — Silver 2
Tilean Dynasty Merchant Given that there is no true hereditary right to rule
every Merchant-Prince, and indeed any mer-
Human chant dynasty, must watch out for rivals making
a bid for power. It is quite usual for a ruler to be
The city states of Tilea are ruled by powerful mer- toppled from power by a rival contender from anot-
chant-princes controlling them not by hereditary her family or even amongst his own relatives. Po-
right but by wealth and mercenary might. An under- wer struggles often taking the form of street fights
standable situation given the large ammount of or even all out war. This leads to strong rivalry and
mercenaries and small ammount of non-mercenary the Tilean traditions reflect this, in Tilean tradition it
forces in the country. In theory this means anyone is important to get back at those that have wronged
can rule a Tilean city-state, in practice the same you and each such instance may be cause for a
family tends to rule the city almost as consistently Vendetta. A Vendetta is an unwritten goal of
as the nobility of Estalia, Bretonnia or the Empire. bringing vengeance on an enemy or rival, renewed
This pre-eminent family would then chose amongst and remembered as needed.
its own ranks a merchant-prince. Some city-states
New Talent:
are instead republics, an oligarchal system where
the mighty merchant dynasties all give a candidate Merchant-Nobility
that can get chosen to rule by a vote from the citi- Max: 1
zens (vote power sometimes decided by wealth).
Tests: Any Test influenced by your Status
WS BS S T I Agi Dex Int Wp Fel You are either born into the merchant-nobility of Tilea or have
risen there through trade or mercenary work. Assuming you are
dressed appropriately and within Tilea, you are always consi-
dered of higher Status than others unless they also have have
the Merchant-Nobility Talent, where Status is compared as
normal. This puts you at a higher rank than characters with the
Career Path Noble Blood talent while in Tilea. In other lands you are instead
considered a high-ranking and important merchant, counting
Aspiring Dynasty Merchant — Gold 1
your status as highest unless a character with noble blood is
Skills: Animal Care, Bribery, Charm, Language (Tilean), Lore (Tilea), present.
Gamble, Melee (Fencing), Haggle
Vendetta (Group)
Talents: Merchant-Nobility, Dealmaker, Read/Write, Vendetta (Any)
Max: Your Fellowship Bonus*
Trappings: Courtly Garb, Foil or Abacus, 10 GC, Jewellery worth d10 GC
Trappings: 4 sets of Fine Courtly Garb, Fine Foil or Abascus in Ivory and
Silver, 1500 gc ,Tilean City-State
Tyrant-Appeaser Those that do see the realms find the mighty ogres
that live there driven by the same greed and vanity
Human, Halfling, Gnoblar, Gnome of humans, though sometimes taking other forms.
The tyrants want to be recognized for their great-
Far to the east of the worlds edge mountains, ac- ness and for a silver-tongued individual appeasing
ross the howling plains and beyond even the lands these mighty warlords can be a rewarding choice,
of the chaos dwarfs the Ogre Tyrants rule. Mighty espesially when considering that the options tend to
warlords reigning over the ogre tribes in the be slavery or being eaten. For gnoblars this comes
Mountains of Mourn. In the comparatively civilized naturally and they have a long experience of serving
Old World most dismiss the ogres as uncivilized this way, this does however unfortunately mean that
brutes, something that admittedly does hold true for they aren’t much of trophies for a mighty Ogre,
them, and fail to understand that they rule mighty having a human tell them how great they are is ho-
realms often rivalling imperial provinces in size or wever a great proof of their superiority. Halflings ins-
even in the case of the Goldtooth tribe dwarfing tead share a strange connection to ogres that neit-
some of them. The few ogres seen by the citizens of her specie can explain, they simply tend to get
the empire tend to be roving mercenaries in rela- along, which is lucky for the halflings given that
tively low numbers but merchants daring the silk when they don’t the ogres find their taste delicious.
road to Grand Cathay tell tales of the Ogre King-
New Talent:
doms and the might of the Tyrants.
My boss can beat your boss!
WS BS S T I Agi Dex Int Wp Fel
Max: 1
Tests: -
Career Path You serve a mighty Ogre tyrant, a creature able to wrsetle gi-
ants, hunt down mammoths, scale the highest peaks unaided
Bruiser-Admirer — Brass 4 and much more before dinner. As long as you are near an ally
Skills: Perform (Any), Intuition, Charm, Dodge, Language (Grumbarath), which causes fear you ignore the fear rule of everything with an
Lore (The Ogre Kingdoms), Perception equal or lower fear rating than your fear causing ally.
Talents: My boss can beat your boss!, Blather, Supportive, Beneath Shantytown Bully
Notice
Max: Fellowship Bonus
Trappings: A mark of the ogre tribe you are serving, d10 pieces of un-
matched cutlery Tests: Intimidate to people with lower status
Tyrant-Appeaser — Silver 1 You serve a mighty Ogre tyrant, the best boss in the whole
tribe, this automatically makes you superior to all other ogre
Skills: Consume Alcohol, Cool, Evaluate, Gamble, Intimidate, Entertain slaves, something you love rubbing in their faces. When dealing
(Bellowing)*
with others you may count the status of your ogre master as
Talents: Etiquette (Gnoblars), Embezzle, Shantytown Bully, Cat-tongued your own status as long as those you deal with have heard of
your master.
Trappings: Rags with the Fine quality
Talents: Briber, Carouser, Savant (The Ogre Tribe you serve), Well-
prepared
*Note that its almost exclusively Ogres and Gnoblars that find ”just
shouting really loudly” to be entertaining in and off itself.
Clansdwarf
Dwarf
For dwarfs clan and ancestors is incredibly im- As time goes on the beardling learns to become a
portant, honour is not only a mark of a single dwarf true dwarf of his clan. He gets to meet the hated
but of his whole clan. Pressure to follow tradition is foes of the dwarfs in battle with his clansdwarfs by
thus very big for dwarfs and to honour ones clan his side. He learns the stories of the dwarfs and the
and forefathers is according to many the only im- lore of the mountains, eventually most further spe-
portant pursuit a dwarf can have. cialise, spending time with guild as much as with
clan. Still a dwarfs ties to his clans are hard to se-
Thus many beardlings start as they should, by lis-
ver and even when far from home he identifies with
tening close to the words of their elders to learn to
them first and foremost.
act as a true dwarf should. Learning the lore of the
ancient dwarf realms, learning Khazalid and the As the dwarf gets older he learns that there is really
klinkarhun, learning the trade of their clan and how only one place for him, at the hold of his birth in his
to swing an axe against those that threaten the own clan-halls. Perhaps he never left, perhaps he
dwarfs and their treasures. had long wandered the world. But old and wise he
prepares to take an honoured place there. As his
WS BS S T I Agi Dex Int Wp Fel beard reaches the floor when standing the dwarf
becomes a longbeard, something normally happe-
ning around the age of 500-years. A great cere-
mony is held and he is accepted amongst the
Career Path Longbeards, the oldest and wisest of all dwarfs. In
both peace and war thanes and lords turn to long-
Beardling — Brass 3
beards for advice, often choosing councillors from
Skills: Language (Khazalid), Lore (Dwarfs), Trade (Any One), Melee
their ranks.
(Basic), Consume Alcohol, Endurance, Ranged (Crossbow), Lore
(Metallurgy) As the longbeard grows ever older he will eventu-
Talents: Read/Write, Relentless, Resolute, Strong-minded ally find himself the oldest member of a clan. Such
Trappings: Hand Weapon (Hammer, Axe or Pick), Mail Coat, Tankard
an individual is known as a clan elder and generally
is the one that leads the clan.
Clansdwarf — Brass 4
But what do I actually do?: Unlike most careers it may
Skills: Entertain (Storytelling), Evaluate, Intimidate, Lore (Geology), Lore
seem there is no job really linked to Clansman, a clans-
(History), Melee (Two-Handed)
man could really be any old dwarf regardless of clan and
Talents: Drilled, Carouser, Stout Hearted, Hatred (Any) profession right? The answer to that is both Yes and No.
Trappings: Helmet, Mail Chausses, Pipe, Personal Book of Grudges Yes they come from all kinds of dwarf clans but they
share a deep respect for dwarf traditions and hold strong
Longbeard — Silver 2
ties to clan and hold. Working this career has you wor-
Skills: Leadership, Intuition, Melee (Any), Lore (Warfare) king for your clan and either learning from your elders or
Talents: Wealth, Inspiring, Etiquette (Dwarf Old-timers and Veterans), teaching the beardlings of the clan.
Seasoned Traveller
Career Path
Apprentice Herdsman — Brass 2
Herdsman — Brass 3
Herdkeeper — Brass 4
Trappings: Ranch
Career Path
Coper Stablehand — Brass 4
Dwarf Ranger
Dwarf
Even amongst the dwarfs who so clearly dislike signature greataxes equally able to cut apart ene-
spending time outside there are those that scout mies as to quickly fell trees of the strategy requires
and hunt. The job of a dwarf ranger is not glamo- it the dwarf rangers are no weaklings up close.
rous and most dwarfs agree that dwarf rangers Many are the orcs who have thought them an easy
tend to suffer from sun-madness sooner or later. target for their boars just to face a wall of blade and
Still the rangers continue their clan work, they learn steel no less solid than the line-infantry.
the mountainsides every shortcut and hidden path,
Most rangers use crossbows to fight, picking off
they learn of the dangers lurking there and how to
their foes with steady aim and iron bolts. Most but
keep the hold with the information it needs.
not all, not all dwarf rangers are hunters, it is the
Rangers are often though not always from hunter greataxe that is their signature weapon, not the
clans, utilizing their knowledge of wilderness survi- crossbow. Still even those that prefer to fight up
val for scouting. In war rangers are a valued and close and personal see the value in ranged opt-
important resource for the dwarf holds, needed to ions. Well-crafted throwing axes accompany them
learn of the enemies locations and plans. With their to battle which can be unleashed with great
WS BS S T I Agi Dex Int Wp Fel strength.
New Talent:
Armoured Stealth
Career Path Max: Agility Bonus
Outdoorsman — Brass 3
Tests: Stealth
Skills: Melee (Basic), Ranged (Crossbow), Navigate, Climb, Perception,
Dwarf rangers wear their chainmails when scouting, deeming
Track, Lore (Local), Stealth (Rural)
anything less unfit for any war-situation, and as a result has
Talents: Catfall, Hunter’s Eye, Hatred (Greenskins), Fleet Footed learnt to sneak even when wearing heavy armour. The penalty
to stealth and perception for wearing mail armour is reduced
Trappings: Hand Weapon (Axe), Crossbow with twelve bolts, Leather
by three times the characters ranks in this talent.
Jack, Leather Leggings, Warm coat
Talents: Sure Shot, Accurate Shot, Acute Sense (Sight), Combat Aware
Fieldrider — Silver 1
Spellsinger
rent winds or even mixing them. In fact the greatest
Wood elf Spellweavers are able to call upon magic it takes High Elf
Loremasters centuries to master instinctively or call forth the
Woodelves all share a connection to Athel Loren and the magic the dark elves have over generations cruelly deve-
World Roots but for most this magical path offers little more loped through torturous rituals with but a thought to the dhar-
than omens and foreboding. Not so for the Kindred of Kel- corrupted parts of the worldroot.
Isha, the spellsingers.
New Talent:
Instead of shielding themselves from the magic and the forest
to avoid losing their minds to the vast powers of Athel Loren Blessings of the Ancients
they use rituals to open their connection and become unique-
ly connected to the powers of Athel Loren. A connection that Max: Initiative Bonus
allows them to reshape the woods themselves or to change Tests: Channeling
the laws of nature not with studied spells or strong faith as
humans would but by an intuitive connection to the forest and Connected to the ancient magic of the forest you can call upon po-
through it the winds of magic. wers stronger than your own. While using the channeling skill in a
forest (as approved by the GM) you score an additional number of
It is partly due to this connection that the spellsingers are the SLs equal to your rank in this skill.
first sent for diplomacy on the rare cases the woodelves
attempt it. Where other elves would need to try to predict the Darkweaver
forests reaction to any counter-arguments or suggestions a
Max: 1
Spellsinger simply understands it.
You study the lore of Dark Magic. You may now memorise spells from the
Being bound to the forest rather than accessing the winds
Dark Magic Lore for the following cost in XP up to a maximum of four such
directly spellsingers need not worry about calling upon diffe-
spells.
WS BS S T I Agi Dex Int Wp Fel Number of Dark Magic Spells Currently Known and XP Cost for a new spell
Talents: Second Sight, Petty Magic, Magical Sense, Sixth Sense Highweaver
Trappings: A strong connection to Athel Loren Max: 1
Spellsinger — Bronze 3 You study the lore of High Magic. You may now memorise spells from the
Skills: Perception, Ride (Horse), Heal, Stealth (Forest), Navigate, Climb High Magic Lore for the following cost in XP up to a maximum of four such
spells.
Talents: Blessings of the Ancients, Perfect Pitch, Arcane Lore (Any), Holy
Visions* Number of High Magic Spells Currently Known and XP Cost for a new spell
Skills: Animal Care, Ride (Unicorn), Ride (Great Eagle), Tracking Two spells known 600 XP
Talents: Savant (Athel Loren), Orientation, Strider (Vegetation), Animal Three spells known 800 XP
Affinity Full rules for learning new spells are provided in Chapter 8: Magic. If you
Trappings: A near unparalleled connection to Athel Loren have this talent you may never learn the darkweaver talent.
*Though they can occassionally come from any within the pantheon it is
Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemars-
most commonly Isha that sends them.
son
Ranger Career
Wildwood Ranger
suffered greatly at the hands of the denizens of
Wood elf the wildwood, often having lost their family to the
dark forest spirits.
Even for the elves of Athel Loren the forest is not
While they answer to no authority within their soci-
safe and it is most certainly not tamed. There are
ety the Wildwood Rangers sometimes agree to a
still those forest spirits that would prefer to see all
highborns request to gain their aid in an upcoming
elves driven from their forest. The worst of these
war, and at every time they so fight they do it with
forest spirits are kept in a part of the forest known
the same stoicism with which they carry their duty
as the wildwood kept in by ancient magic and El-
at the edges of the Wildwood.
ven Waystones.
New Talent:
But even the ancient magic of the elves can fail
releasing these deadly forest spirits upon Athel Guardian of the Wildwood
Loren. Thus it comes to the Wildwood Rangers to
Max: Willpower Bonus
patrol its borders and keep the forest safe.
Test: Melee (Two-handed) to attack fear causing enemies
These ancient kindreds of elves have a steadi-
You have trained to defend against horrifying foes and seeing their terrify-
ness of will even other elves find intimidating and
ing visages just fill you with determination. Melee attacks you make against
there is good reason for this. Almost all of those enemies causing fear deal extra damage equal to your ranks in this skill.
that take up the mantle of Wildwood Ranger have
Career Path
Waystone Guardian — Silver 1
Lothern Sea Guard compete for dominance of the seas such as the
High Elf vicious Dark Elves but also a great number of sea
monsters. Due to this reason the Sea Guard often
The capital of Eataine guards the path between worship Mathlann, a god seen as destructive and
Ulthuans inner and outer sea. It is from this glo- dangerous in other parts of Ulthuan. But knowing
rious port the finest navymen of Ulthuan are rai- the powers of the deep the Sea Guard know it can
sed, the Lothern Sea Guard, a disciplined force be fateful to disrespect the the god of sea mons-
proud in its ability to adapt to any situation with ters. It is believed that this may be the reason the
help of training in a wide array of weapons and only elves ever shown respect by the fearsome
sea operations. merwyrms have been a few chosen Seahelms of
the Lothern Sea Guard.
Seeing the Hawkships and skycutters of the High-
Elf Navy it is easy to see why the Sea Guard New Talent:
holds its great reputation and can rightly be proud
Blessed by Mathlann
in their abilities.
Max: Twice your Willpower Bonus
The fact that Ulthuan dominates the seas should
not be seen as an indication that the work of the Tests: No
Sea Guard is safe or easy however. The Sea Gu- The Lord of the Deeps have taken notice of you, a fact that
ard not only face many deadly foes that wish to may very well end up saving your life, but one must remem-
ber that Mathlann is a dangerous and fickle god. As an alter-
WS BS S T I Agi Dex Int Wp Fel nate use of fortune points you can spend one to make a sea
creature chose to not attack you. This can be called at any
time and makes the Sea Monster chose other targets than
you for a number of turns equal to your rank in this skill. In
addition having this rank allows you to be able to ride a mer-
Career Path wyrm (note that this does not guarantee that the merwyrm is
friendly to you and can have it attack despite the talent, also
Levyman — Silver 2 note that you will also need the skill ”Ride (Merwyrm)”.
Skills: Melee (Basic), Melee (Polearm), Ranged (Bow), Sail (Hawkship),
Swim, Lore (Sea Creatures), Lore (Ulthuan), Navigate
Trappings: Spear, Bow with six arrows, Light Scale Armour (Treat as mail
ruleswise until scale gets its own rules)
Trappings: Hawkship
Career Path
Navy Recruit — Silver 1
Navyman — Silver 3
Admiral— Gold 1
Pirate Dwarf pirates are rare but not unheard of, the infa-
Human, Dwarf, Halfling, High Elf, Gnome mous Long Drong Silver and his Slayer Pirates is
an example although that particular crew refuse to
There are those that prey on others on the High prey on just anyone, attacking primarily greenskin,
Seas, dread pirates that take sink ships and take Norscan, Dark elf and skaven vessels.
their treasures. As natural with such a terror of the
Ulthuan may deny the existance of High Elf pira-
seas legends are rife and it tends to be hard to tell
tes but their claims are not true, although rare
the truth of it. Still some such legends are true,
there are those high elves that deflect from Ulthu-
there is a pirate kingdom The Tilean state of Sar-
ans sailors and become pirates, and good ones at
tosa is an island of pirates where the ruling fami-
that. Utilizing the sea lore of the High Elves and
lies all are bound by the pirate code.
their skill as sailors they become feared pirates no
There are many reasons people may find Piracy a less deadly than the Dark Elf Corsairs.
good choice but the truth is that most choosing it
New Talent:
do so due to the harsh conditions they face every
day on the ships they work on before. On a pirate Privateer (Any)
ship the crew share more democratic than on Max: 1
most lawful vessels and even a small improve-
You have made a deal with a nation to prey on their enemies
ment can be worth a lot to a scurvy ridden sea and serve them. You have a letter of Marque and although
dog. not liked by either side you are at least tolerated by those that
WS BS S T I Agi Dex Int Wp Fel you have made a deal with. When taking this talent chose a
nation keeping in mind that it should make sense in the
game, discuss with the GM if needed. With this nation you
ignore the status penalty from Criminal and you can hide
there from justice for crimes made in other nations..
Career Path Merchant-Nobility
Sea Dog — Silver 1
Max: 1
Skills: Melee (Brawling), Swim, Dodge, Athletics, Melee (Basic), Con-
sume Alcohol, Sail (Any), Row Tests: Any Test influenced by your Status
Talents: Sea Legs, Etiquette (Pirates), Strong Swimmer, Criminal You are either born into the merchant-nobility of Tilea or have
risen there through trade or mercenary work. Assuming you
Trappings: Cutlass (Hand Weapon), Bandana, Bottle of Rum are dressed appropriately and within Tilea, you are always
Pirate — Silver 3 considered of higher Status than others unless they also
have have the Merchant-Nobility Talent, where Status is com-
Skills: Cool, Perception, Gamble, Endurance, Ranged (Gunpowder), pared as normal. This puts you at a higher rank than charac-
Entertain (Sing) ters with the Noble Blood talent while in Tilea. In other lands
Talents: Ambidextrous, Marksman, Rapid Reload, Chanty you are instead considered a high-ranking and important
merchant, counting your status as highest unless a character
Trappings: Pistol with six shots, Leather Jacket with noble blood is present.
Pirate Captain — Silver 5
Tobaro Navigator part with is still to this day kept by the Del Sagona
Human, Halfling, Dwarf, High Elf, Gnome navigator family.
Due to these great dangers the Navigator Families
The city of Sirens and fools, Tobaro, is infamous
of Tobaro we,l,l guard their knowledge and run a
for the dangers assoociated with going there due
oligopoly on all sea trade in the city, making them
to no small part the Fool’s Rock. A series of sharp
a supremely powerful organisation within the city.
cliffs, strong currents and hidden reefs. In fact so
Still they do not do so unchallenged for their ori-
deadly is this passage that it is said that none but
gins hark back to the origins of the Tobaran
the Navigator families can navigate them, a ru-
houses, the rivalling political organisations that vie
mour tested many times. Famously the seahelm
for power in the city.
Elthriona tried it when her seaguard were sent to
oppose Skaven plans and relieve the city of an As these powerful houses rose infighting became
ongoing siege. Arrogantly she presumed those rife and for those that disagreed with the lea-
rumours of it being difficult where all from the point dership there where two options, fight or move.
of humans and that an elite elf like herself would Those that fought the royal house lost and were
have little problem navigating the Fool’s Rock. publicly executed by being thrown of the Tobaran
Running aground she was then forced to pay an cliffs. Those that moved to new places in the
exorbitant price for the help to get the valuable elf vicinity either moved deeper in the caves or out on
ship out. The magic sword Elthriona was forced to the cliffs and islands of the Fool’s Rock. Those
that moved deeper into the caves where never
WS BS S T I Agi Dex Int Wp Fel heard from again but those that moved out on the
Fool’s Rock became the Navigator houses, con-
trolling the sea of Tobaro and despite their rivalry
keeping a united front against the rulers of To-
baro.
Career Path
New Talent:
Fool’s Guide — Silver 1
Fool’s Pilot
Skills: Consume Alcohol, Gossip, Intuition, Lore (Tobaro), Language
(Tilean), Language (Estalian), Perception, Navigate, Swim Max: Intelligence Bonus
Talents: Fool’s Pilot, Etiquette (Sailors), Sea Legs, Read/Write
Tests: Navigation, Row, Lore (Tobaro) and Sail
Trappings: Navigator House Seal, Sextant, Maps, Stylish hat
You have learnt the secrets of guiding vessels through the
Tobaro Navigator — Silver 3 Fool’s Rock. In tests to guide a ship through the Fool’s Rock
you get a +20% bonus to the tests. In addition all lore tests
Skills: Charm, Cool, Gossip, Sail (Any), Row, Secret Signs (Navigator
regarding Tobaro count as basic for you. For each rank ad-
House)
ded beyond the first add a +5 bonus to associated Navigate
Talents: Orientation , Dealmaker, Numismatics, Pilot and Lore tests.
Trappings: Coded Navigator House maps, Purse with both Tilean and Merchant-Nobility
Estalian coins
Max: 1
Master Navigator — Gold 1
Talents: Etiquette (Pirates), Fearless (Sharks), Linguistics, Old Salt You are either born into the merchant-nobility of Tilea or have
risen there through trade or mercenary work. Assuming you
Trappings: Sea-capable ship, Crew are dressed appropriately and within Tilea, you are always
Head of House — Gold 3
considered of higher Status than others unless they also
have have the Merchant-Nobility Talent, where Status is com-
Skills: Leadership, Bribe pared as normal. This puts you at a higher rank than charac-
Talents: Briber, Schemer, Merchant-Nobility, Wealthy
ters with the Noble Blood talent while in Tilea. In other lands
you are instead considered a high-ranking and important
Trappings: Tobaran Navigator House merchant, counting your status as highest unless a character
with noble blood is present.
Career Path
Amateur Gambler — Brass 1
Gambler— Brass 2
Career Path
Ex-Convict — Brass 1
Jailfarer — Brass 2
Vendetta — Silver 1
Career Path
Disgruntled Citizen— Brass 1
Vigilante — Brass 3
Skills: Melee (Any), Ranged (Any), Stealth (Urban), Trade (Tailor), Intimi-
date, Entertain (Act)
Greatsword
Imperial Human
Career Path
Greatsword Pledge — Silver 1
Greatsword — Silver 4
Skills: Intimidate, Intuition, Entertain(Storyteller), Perception Yes, but it did not when I first made it. I
Talents: Fearless (Any), Combat Master, Implacable, Iron Will suggest you use the one from ”Up in
Trappings: Recognition for Heroic Deeds in the Imperial Military
Arms” but I left my version here for those
Count’s Champion — Gold 1
that want to check it out. Given it was
Skills: Leadership, Melee (Any)
Skills: Dodge, Haggle, Language (Battle Tongue), Melee (Basic), Melee Free Company
(Any), Ranged (Any), Cool, Lore (Warfare)
Max: 1
Talents: Free Company, Etiquette (Mercenaries), Ambidextrous, Marks-
You have taken up a contract in the Free Companies of the
man
Empire to attone for your crimes. When you take this talent
Trappings: Handweapon, Dagger, Leather Jacket, Mail Shirt remove all ranks in the Criminal talent (without paying to re-
move them) and gain 2d10 Silver Schillings.
Mercenary — Silver 5
Pistolier
Imperial Human
Many young imperial nobles dream of the knightly life, Once the volunteers that stay become skilled and good
having heard tales of heroic and glorious deeds and riders for whom pistols seem like an extension of their
buying the romanticized image offered. While some hands they get to become true Pistoliers. Set under the
chose to humbly ask for a posistion as squire many watch of a skilled Outrider they are sent into battle to
more feel a quicker and more heroic start better fits their win glory. There they are a justly feared military force as
status. As a result they volunteer to the Pistolkorps to powerful fast cavalry aiding the imperial forces. Most
win their posistion in a knightly order as a Pistolier. Pistoliers either win the approval of a knightly order or
find a violent death but a few remain amongst the Pistol-
While almost all such men are able to fight with a pistol
korps
and ride a horse (and the few that can’t usually get laug-
hed out of the korps in quick order) they still tend to find The Outriders are the veterans of the Pistolkorps, grizel-
themselves quite far from the skilled Pistoliers whose led veterans of many battles who no longer dream of
ranks they join. What is worse training proves both hard knightly orders and glorious heroism. With a far more
and time consuming, military life turns out requiring hard practical outlook they also see less need for running
work better suited to servants and battles seem more circles around their foes when a good posistion, a re-
horrifying than glorious when you’re actually present. peater handgun and a fast steed to carry you away
when the enemy nears can do the same job better.
Thus a lot of the less suitable nobles return home after
They may not be as flashy and hot-headed as the pisto-
actually trying, leaving a far better batch of candidates
liers but any good imperial general will tell you that is
to actually become Pistoliers.
exactly why they are the best ranged troops you can
hope for.
WS BS S T I Agi Dex Int Wp Fel
Amongst the Outriders there are some that stand out as
excellent shots despite the great competition. These
sharpshooters are unparalleled shots with an excellent
Career Path understanding of advanced weaponry, yet there are few
tales of their exploits. Anyone staying so long in the
Pistolkorp Volonteer — Silver 1
Outriders that he can call himself a Sharpshooter has
Skills: Animal Care, Charm Animal, Lore (Heraldry), Ranged (Blackpowder), very little desire for glory and heroic tales, having seen
Consume Alcohol, Gamble, Ride (Horse), Dodge all too many young nobles with such dreams die alone
Talents: Combat Reflexes, Ambidextrous , Noble Blood, Etiquette (Nobility) and forgotten within minutes of their first battle.
Trappings: Pistol, Plate Chestplate or Plate Helmet with the Fine quality, Pistoliers and Knights: It is common for noblemen to
Riding Horse with Saddle and Tack reach the status of knights in the empire through doing
Pistolkorp Pistolier — Silver 5 glorious deeds as Pistoliers. Thus a character can enter
the career Knight from the career Pistolier freely just as
Skills: Charm, Outdoor Survival, Cool, Entertain (Storytelling), Melee (Basic),
if it was the next step on its own Career Path. The pisto-
Ranged (Engineering)
lier will not need to take the step of a squire in-between.
Talents: Fast Shot, Roughrider, Crack the Whip, Dual Wielder
Trappings: Breastplate, Plate Helmet with the fine quality, Riding Horse with
Saddle and Tack, Pair of Pistols
Career Path
Shieldbreaker Recruit — Silver 2
Amongst the spellcasters of the Old World there are with the forest, paying a price to acquire it or owing a
those that call upon powers differently than the college terrible debt. Unlike a normal familliar a spites first
wizards or the witches. Necromancers call upon their loyalty is to the forest of Athel Loren rather than its
own forms of familliars. In the mystic woods of Athel ”owner”. At the GMs approval a woodelf that is not a
Loren the difference between forest spirit and familliar is wizard may be given a spite familliar just as if he was a
blurred and often hard to tell. wizard. If generating a familliar character that is a Spite
familliar add ”Lore (Athel Loren)” to species skills. Spite
Necromantic Familliars: Familliars created by a Familliars can be Combat, Swarm or Spell Familliars.
necromancer have the Undead trait. Not all of them are
actually undead constructs, though that is very com- New Familliar type: Swarm Familliar
mon, but the necromantic power that has been used to
Most familliars are singular beings but that is not always
create them ensures spells and other magic affects
the case. Some become a strange mix between singular
them as if they were. They can be combat, Swarm or
beings and swarms. They may have one mind but their
power familliars.
body is one of multitudes. Such familliars are known as
New Lore of Necromancy Spell: Swarm familliars.
The Familliar gains the Ethereal trait for the duration. Talents: Suffuse with Wind
Spite Familliars: Familliars of Athel Loren are diffe- Trappings: A Swarm familliar has no trappings and can
rent from others. It is not even certain they are true fa- use no trappings.
milliars and at times powerful elves or forest spirits other Career: A Swarm familliar uses the Combat Familliar
than wizards have them. To get a spite as a familliar career
you must be in Athel Loren and you must make a deal
Available to: Spite Familliars, Necromancy Familliars,
Familliar Personality Chaos Familliars
1 Grim Mischevious
2 Morbid Petty
3 Doomed Secretive
4 Brooding Feral
5 Predatory Friendly
6 Morose Malicious
7 Sardonic Manic
8 Devious Shy
9 Malicious Fierce
10 Secretive Disloyal
Greatsword of Hoeth
The steel Greatswords of Hoeth are of exceptional craftsmanship said to be more perfectly forged even than those made of the priests of
Vaul. And such a blade is needed to allow the training of true swordmasters. They are weapons of the two-handed weapon group and
require two hands to use. Being forged in steel and perfectly balanced they can not have metal qualities. They have the following rules.
Fluid
The weapon is made to capitalize on momentum perfectly to allow fluid movements and threatening lunges. A weapon with this quality
counts its reach as one higher if it was used to land a successful attack the previous turn. A Fluid weapon may never also be Slow (Fluid
takes precedent).
Gromril
Since I made these rules Gromril got rules in The Horned Rat Companion. I
have chosen to keep my original rules for them for those wishing to use
them. It is up to the GM to chose if they wish to use my rules for Gromril or
the official ones.
Cost: An item costs ten times as much when it has this quality. Cost: An item costs three times as much when it has this quality.
Ranged Weapons Expanded
Engineering
Trollhammer Torpedo 40GC 4 Exotic 50 +18 Impact, Impale, Reload (5), Special
Ammo
Explosives
Dive Bomb 6GC 2 Rare Special +12 Penetrating, Blast (5), Dangerous,
Impact, Dropped Ord-
nance,Gyrocopter Armament
Grudgebuster Bomb 12GC 6 Exotic Special Penetrating, Blast (3d10),
Dangerous, Impact, Dropped Ord-
nance, Gyrocopter Armament
Ammunition
Ammunition Used by Cost Enc Availability Range Da- Qualities and Flaws
mage
Alchemical Canister (3) Weapons with the 4GC - Exotic As Weapon - -
”Blast of Alchemi-
cal Fury” quality)
Crew (Rating)
This weapon is made to be used by (Rating), this weapon is reloaded at its base time when it has this number of crewmen spending
actions reloading it, for every missing crewman increase it’s reload by one (giving it reload (2) if it before had no reload value).
Gyrocopter Armament
This weapon can only be used as part of a dwarf flying machine, at the GMs discretion they may be used in other weapon emplacements.
Dropped Ordnance
This weapon does not have a range, it can only be used on foes directly below it.
Special Ammo
When reloading this weapon you must use ammunition specially designed for this weapon, general ammunition of its weapon group
does not suffice (for example an Engineering weapon of this category can not be loaded with bullet and powder).
New Vehicles
There are several new vehicles and animals in this supplement and you can find their rules here. You may notice that there is an ad-
ditional row called ”Outfit”, it describes armaments and other things included in the cost of purchasing the vehicle, the carrying capacity
is in addition to the ”Outfit”.
Corpsecart
The corpsecart is a dread tool in the necromancers arsenal. They can only be acquired by finding and performing the right ritual or by
killing it’s former corpsemaster and take his place.
Gyrobomber
The gyrobomber is a heavier build of the classic gyrocopter made to carry a far bigger payload. A Gyrobomber requires fuel to fly and
consumes roughly one pint of spirits per two minutes of flight.
Gyrocopter
This flying machine is a technological wonder that stands as testament to the dwarfs engineering mastery. Working on a small engine
driven by strong alcohol these machines flit through the sky precariously. A Gyrocopter requires fuel to fly and consumes roughly one
pint of spirits per ten minutes of flight.
Hawkship
The Hawkships are the ships of the line of the High Elf navy, well armed and highly mobile they deserve their deadly reputation.
Skycutters
These ships are built with magical wood that soars on the winds of magic and are made to be pulled by Swiftfeather Rocs.
Vehicles
*In addition to the gold cost an oath of vassalage must also be sworn to a Bretonnian duke (or the Bretonnian King) as payment.
Hellsteed
Hellsteeds are a specific form of Nightmare, at first glance they may look much like a winged horse mordibly barded but at closer
glance what seemed like ornaments on its armour are clear parts of the monstrous steed itself. It carries scales and spikes on its form
and their bat-like wings end in vicious pinions.
Optional: Bite (6), Fury, Hardy, Horns (7), Hungry, Tail Attack (4), Trained (Broken, Magic, Mount), Vampiric, Frenzy
*Use the lore of Mannann until Mathlann gets his own lore.
Nightmare
Nightmare is a collective term for the many varied twisted forms of undead steeds ridden to battle by vampires and necromancers.
Exactly how they are created varies but the result is always a violent and deadly creature.
Talents and Traits: Bestial, Dark Vision, Fear (2), Rear, Size (Large), Stride, Trained (War*), Undead, Immune to Psychology
Optional: Bite (6), Fury, Hardy, Horns (7), Hungry, Trained (Broken, Magic, Mount), Vampiric, Frenzy
Royal Pegasus
Royal Pegasi are highly valued purebred mounts of Bretonnia and the dukes that ride them to battle take great pride in them. It is
rare indeed that anyone but a noble Bretonnian ever gets to ride one.
Talents and Traits: Dark Vision, Fear (1), Rear, Size (Large), Stride, Undead, Unstable, Immune to Psychology
Optional: -
Corpsecart
Corpsecart are accursed vehicles carried forth by hordes of the restless dead, with zombies both moving it forth and lashing out to
rip asunder any that moves close.
Talents and Traits: Corpsemasters Control, Hordes of Zombies, Regeneration (3), Armour (1)
Corpsemasters Control
The Corpsecart is controlled by a Corpsemaster and can always test on his characteristics for WS, BS, S, Dex, Int, WP and Fel, should the Corpsemaster
wish the cart can test using zombie stats instead. If the Corpsemaster is dead the Corpsecart must instead test all these characteristics using a zom-
bies stats and suffers d10 wound each round as the binding is failing.
Hordes of Zombies
In melee each round the Corpse Cart makes d10+2 Attacks using zombie characteristics, these attacks may be divided freely between those engaging
it in combat.
Unholy Lodestone
Undead within 30 yards gain Regenerate (1).
Balefire
Casting of spells from a lore other than Necromancy within 120 yards of the Corpse Cart gain one less SL.
Necromantic Artefacts
Skabscrath The Staff of Damnation
Skabscrath is the legendary blade of the undead mercenary Ennio Mordini Bathed in the blood of the traitorous Necromancer Ulbrecht thrice-cursed
and constantly flickers with a pale flame. The weapon is so potent it can’t and taken from the blackened heartwood of the hagmans tree. Carrying
be sheated or lain aside without taking a life (doing so instead drains the the bones of murderers tied to its gnarled form. For one well-versed in the
wielders life and permanently lowers his wounds by one, should this ever lore of Necromancy it’s dark spells can be unleashed. A Necromancer wiel-
take him to zero wounds the wielder is destroyed body and soul in such a ding it counts as having memorized the following spell as long as he still
way that even a fatepoint can’t save him. The weapon itself carries a dark wields it. It can be memorized to be known without the artefact as other
intellect and when unsheated it makes the air ring out with the screams of spells but should a character do so he suffers six corruption immediately.
the fallen amplified into an evil mind-wrecking chorus which it’s wielder
can direct at his foe. In close combat this weapon deals +SB+WPB+4 da- Hangman’s Curse
mage and has the Impale quality. While drawn it also grants its wielder the
CN: 10
Ghostly Howl trait. Each time it is drawn the wielder gains one corruption
which he may not test to resist. Range: 30 yards
A clutch of hungry swords sweep across the battlefield. Each target must
CN: 4
take a weaponskill test opposed by your ”Channeling (Dhar)”. On a failure
Range: Willpower Bonus yards they suffer a damage +5 hit.
The caster hurls a bolt of blazing black fire at his foe. This is a magic missile Range: Willpower yards
with damage +12. Target: Willpower bonus enemies within range.
Tendrils of pure, solidified darkness writhes out from the wizard’s outstret-
CN: 11
ched hands, draining life force from her hapless enemies to renew her own
Range: Willpower yards vigour . Each target suffers three wounds ignoring toughness and armour,
the spellcaster regains as many wounds as opponents suffered this way.
Target: One individual
Critical castings of Soul Stealer can not cause critical hits.
Duration: Willpower Bonus Rounds
The caster assails her enemy with a freezing gale. The target suffers a num-
Arnzipal’s Black Horror
ber of magic missile hits equal to the willpower bonus of the caster each CN: 20
being a magic missile with damage +4. The target also suffers a –10 penalty
to all rolls to attack for the duration of the spell. Range: Special
Target: Special
Word of Pain
Duration: Special
CN: 12
The caster tears down the walls between realities, and a black cloud of
Range: Willpower yards roiling energy sweeps across the battlefield. As the darkness travels, slimy
tentacles lash out from its depths, dragging unfortunate victims screaming
Target: One individual
to an unknown fate. Summon Arnzipal’s Black Horror and chose a direction
Duration: Willpower Bonus Rounds for it to travel the first round of its horrid existance. The horror remains
until the caster casts another spell or Arnzipal’s Black Horror is dispelled.
As the caster utters a forbidden name, the enemy find their limbs wracked
For as long as Arnzipal’s Black Horror exists it makes a full move with a
with crippling pain. The target decreases his weaponskill, ballistic skill,
movement value of D10 in a random direction (the first round this direction
initiative and agility by a total sum equal to the casters willpower (divided
is decided by the caster), anything it moves over must take a strength test
as the spellcaster wishes but not in a way that causes any characteristic to
to hold against its grasping tentacles, on a failure the individual is removed
fall below 5) for the duration of the spell (a character can not suffer from
from existence.
multiple ”Words of Pain” simultaneously.