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GNOMMI’S FAITH NEW TALENT:

According to Gnome myth, there were originally 444 great


FEARLESS GUARDIAN
clans of Gnomes. The gods created each clan for a specific
Max: Willpower Bonus
purpose in a time of great needs, which was secretly
Tests: Melee (Two-handed) to defend against larger
imparted to the Great Mother of each clan to pass on to her
enemies
children. Today, few Gnomes believe such fables, but
You have trained to defend against horrifying foes and
priests and priestesses continue to repeat the old stories,
seeing their terrifying visages just fills you with
warning the surviving clans that they should never forget
determination. Melee attacks you make against enemies
their original purposes.
causing Fear deal extra damage equal to your ranks in this
Talent.
Even though most of these legendary tasks are lost to
myth, Gnomes typically have a very close relationship with
their gods. Most pray before enacting any activities
associated with one of their deities, and it is common for
Gnomes to make offerings to ensure not to fall into NEW TALENT:
disfavour. In general, no god is placed above any other;
although, each clan usually favours one god over the HIDE & SEEK
others for traditional reasons.
Max: Agility Bonus
Tests: Cool to resist Fear when near a larger ally
You know where your strengths are, and where they’re
not, and taking blows aren’t one of them. When adjacent to
an ally at least one step larger than you, you can choose to
redirect a number of Melee attacks targeting you to them
while you hide between their legs. The number is equal to
your level in Hide & Seek per round.
If you make use of this talent, your movement value will be
halved during your next turn.

All Halflings can choose to replace one of their random


racial starting talent with the new Hide & Seek Talent.
Gnomes can replace the choice ‘Luck or Mimic’ by ‘Luck or
Hide & Seek’. Only races with Size (Small) can learn this
talent even through unusual learning.

When abroad, Gnomes have no desire to offend the other


gods, and often visit local temples and shines to make
appropriate offerings, which they feel will make it more
likely they will pass through foreign lands safely.

Gnomes dedicating themselves to the service of the gods,


and ensuring their chosen deity is appeased, draw respect
from other Gnomes, as they understand just how
capricious and difficult the gods can be. Gnomes looking
for spiritual guidance in matters directly related to one of
the gods will often turn to a priest for advice.

OPTIONAL HOUSERULE
Consider letting your players use their Dexterity
characteristic for Melee (Basic) and Ranged (Throwing)
skill tests for small concealable weapons such as daggers,
knives, small improvised weapons or any other weapon
the GM sees fit.

Unofficial supplement to Warhammer Fantasy Roleplay 4e by Gulius


All rules, art and names presented are intellectual properties of GAMES
WORKSHOP and CUBICLE SEVEN and are used without legal authorization.
1
PRIEST OF EVAWN
Gnome
STRICTURES
• One coin in ten belongs to Evawn.
You carry the word of Evawn, walking the world to provide
for your Burrow by any mean. • By theft or by barter, make a profit every day.
• Never be caught in a lie.
Evawn is the God of Travel, Trade, and Thievery. She • Never stay in the same location for more than a
appears as a benign middle-aged Gnome with a high stack month.
of goods piled upon her back, atop which is perched a • Steal items of use to the Gnommi, and take them
magpie. Those who follow her ways wander the world, back to your clan.
trading their goods for local produce whilst
simultaneously stealing anything that may be of use to
Gnomekind as a whole.
‘Yes ma’am? Oh sure, I’m always happy to help a fellow
Novitiate of Evawn are often directly selected within the merchant, it’s so hard to get by nowadays with these roads,
youths of a cult member’s own burrow. They then spend we better stick together like my mother used to say. Did you
their first years on the road under the tutelage of a fellow know my mother was quite known this side of the Bögen for
Provider, a priest that teach them the scriptures of the her bartering skills? She could buy a dwarf’s own beard for
goddess as well as how to fare within the human society half the price. It reminds me of this time when…’
without too much troubles. The initiation will vary from – Kerra Magpipe, Gnome Provider
provider to provider, but generally includes sending the getting a five fingered discount.
young Gnome on their own during some time, charged
with the task of bringing back either a specific item or a set
amount of gold prior to the said date. ‘Who plants the seed picks the apples’: Nothing gets done
without trying.
– Common saying amongst Walkers.
PRIEST OF EVAWN ADVANCE SCHEME

CAREER PATH
Walker – Brass 2
Skills: Athletics, Charm, Endurance, Haggle, Lore
(Theology), Perception, Pray, Sleight of hand
Talents: Cat-tongued, Bless (Evawn), Read/Write, Suave
Trappings: Backpack, Bedroll, Religious Symbol, Sturdy
boots, Tent

Traveller – Silver 1
Skills: Cool, Dodge, Evaluate, Gossip, Navigation, Stealth
(Rural or Urban)
Talents: Blather, Fast Hands, Invoke (Evawn), Tinker
Trappings: Book (Religion), Draught Horse, Goods worth
2d10 Silver (stolen?), Leather Jerkin

Provider – Silver 3
Skills: Drive, Entertain (Storytelling), Outdoor Survival,
Pick Lock
Talents: Alley Cat OR Rover, Seasoned Traveller, Sturdy,
Well-prepared
Trappings: Cart, Quality travel outfit, Young Walker pupil

Magpie – Gold 1
Skills: Intuition, Lore (Geography)
Talents: Holy Visions, Master Orator, Resistance (Any),
Wealthy
Trappings: Fine garb, Stolen artifact, Subordinate
Providers, Temple

©Wizards of the Coast


2
BLESSINGS OF EVAWN
Charisma, Courage, Fortune, Finesse, Hardiness, Protection

MIRACLES OF EVAWN
The Emperor’s New Clothes
Evawn’s Burrow Range: 1 yard
Range: You Target: 1
Target: You Duration: Fellowship Bonus Minutes
Duration: Special You tell the story of this emperor’s brand-new clothes
You intone Evawn’s litany about the unmatched comfort mocked by a child. For each target affected, choose one
and the safety of a Gnome’s burrow. You may only invoke option:
this Miracle outdoors and outside settlements. You
discover a perfect underground natural shelter. Some • the target’s purse appears empty
combination of earth, rocks or trees has formed a perfect • the target’s purse appears full
location to camp for the night. The spot is protected from • the target’s attire appears cheap and
all naturally occurring wind and rain, and lasts as long as unremarkable
you remain camped there. The shelter is large enough for • the target’s attire appears rich and finely crafted
1 person. For every +2 SL it fits another individual. When • a single valuable item is impossible to perceive
you break camp, the shelter cannot be rediscovered, as
though it only existed through your goddess’s will. For every +2 SL you may select an additional effect for
one of your targets.

Fair Roads
Range: Initiative Bonus Miles Traveller’s Coat
Target: 1 land vehicle or mount Range: Touch
Duration: Fellowship Bonus Hours Target: 1
The roads ahead of you are suddenly well maintained and Duration: Fellowship Bonus Hours
not affected by the weather, speeding your travels safely You tell the mythical tale of the cloak of Evawn, allowing
towards your destination. While this Miracle is active, the your targets to endure the harshest of journey. While the
target always moves at normal speed, no matter the miracle is in effect, targets still feel the pain and discomfort
prevailing weather or state of disrepair; and all extended caused by cold and wintry weather, however they suffer
Drive or Ride Tests gain a bonus of +10. no mechanical penalties.

Starry Path Welcoming Host


Range: You Range: 1 yard
Target: You Target: 1
Duration: Special Duration: Instant
Trying to find a path, you’ve looked up at the starry night You recite one of many Evawn’s rhyming tale about travel
sky, asking for Evawn’s guidance, and it revealed one you and hospitality. A door, window, or hatch you target has
weren’t expecting. Gain +1 Fortune point. For every +2 SL one method of securing it undone — a lock unlocks, a latch
you may gain an extra +1 Fortune point, which may take unlatches, a rope unties. For every +2 SL you may target
you beyond your normal maximum. You may not invoke another method of securing the door, window, or hatch.
this Miracle again until you reach 0 Fortune points.

3
PRIEST OF RINGIL STRICTURES
Gnome
• Never deny a reasonable request to entertain
others.
You carry the word of Ringil, entertaining the world so it
would entertain you back. • Do not share any secrets outside your clan, cult or
cronies.
Ringil is the God of Entertainment, Merriment, and • Don’t let a serious moment pass without a gag, a
Trickery. He is generally portrayed as an impish, elderly song or a trick.
jester wearing motley. However, for all his foolish • A practical joke is the best revenge.
appearance, Ringil is also the patron of spies, subterfuge, • Learn a useful secret every week.
and detection, known for slipping into, and out from, any
danger in order to gather intelligence to protect his people.

Followers of Ringil generally includes jesters, acrobat and


‘Grey, grey, grey,
musicians of all kinds. Would it be in a wandering troupe,
That’s the song my fiddle plays.
walking the world alone or staying at a local lord’s court,
Grey, grey, grey,
they honour their god by pleasing the crowds. However,
The colour of my favourite days.
don’t get fooled by their apparent candour, for the cult of
My coat, my vest, the catbird’s nest
Ringil constitutes one of the finest spying network of the
And the rocks under which I rest.
western part of the Empire. Their talents allow them to
Grey, grey, grey!’
keep the burrows secret and warn their compatriots
– Well known Gnomish ballad.
should any threat arise.

PRIEST OF RINGIL ADVANCE SCHEME

CAREER PATH
Novitiate – Brass 2
Skills: Athletics, Charm, Entertain (Any), Perception,
Perform (Any), Play (any), Pray, Sleight of Hand
Talents: Bless (Ringil), Gregarious, Read/Write, Suave
Trappings: Instrument, Religious Symbol, Sling Bag
containing 2 different sets of clothing and Hooded Cloak

Meddler – Silver 1
Skills: Cool, Gossip, Intuition, Lore (Theology), Melee
(Basic), Stealth (Any)
Talents:, Alley cat, Contortionist, Holy Visions, Invoke
(Ringil)
Trappings: Book (Religion), Disguise Kit, Informer,
Quality Dagger

Partygoer – Gold 1
Skills: Art (Counterfeit), Lore (Heraldry), Pick Lock,
Stealth (Any)
Talents: Cat-tongued, Carouser, Etiquette (Any), Shadow
Trappings: Subordinate meddlers, Telescope, Trained
Bird, Writing Kit

Mastermind – Gold 2
Skills: Endurance, Lore (Politics)
Talents: Argumentative, Briber, Dealmaker, Schemer
Trappings: Office or Theatre or Circus, Wardrobe of
Costumes and Props, Web of Spies and Informers

©Wizards of the Coast


4
BLESSINGS OF RINGIL
Breath, Charisma, Conscience, Grace, The Hunt, Wit

MIRACLES OF RINGIL
Ringil’s Grace
Acrobat’s Boon Range: Touch
Range: You Target: 1
Target: You Duration: Agility Bonus Rounds
Duration: Fellowship Bonus Rounds You sing to Ringil to help your target land safely and
You chant to Ringil, and he grants you his favour, imbuing silently. Your target gains +10 Agility, +10 Stealth, and +1
you with speed and agility. You gain +1 Movement and +1 Catfall Talent for the duration of the Miracle.
Strong Legs Talent. Further, you automatically pass all
Athletics or Acrobatics Tests to jump with at least +0 SL;
should you score lower, increase the SL to 0. The Cold Trail
Range: You

Drunken March Target: You


Duration: Fellowship Bonus Hours
Range: Fellowship yards You call on Ringil to help you to shadow your quarry,
Target: 1 which must be an individual you know (as limited by the
Duration: Fellowship Bonus Rounds GM). While the Miracle is in effect, you cannot lose your
Your targets’ breath immediately reeks of alcohol, and quarry’s trail save by supernatural means. Should your
they reel as if having spent a heavy drunken evening. Their quarry leave a settlement, the trail ends there. You also
vision blurs as the world around them starts to spin. They receive +20 bonus to all Perception or Intuition Tests
gain one each of the Blinded, Deafened, and Fatigued regarding your quarry while under the influence of the
Conditions, and must attempt an Average (+20) Agility Miracle.
Test every turn to use their Move. If they fail, they also gain
a Prone Condition.
Trickster’s Eye
Range: You
Feline Curiosity Target: You
Range: Fellowship yards Duration: Fellowship Bonus Rounds
Target: You You articulate rhyming prayers for the god of trickery and
Duration: Fellowship Bonus minutes detection to lend you his sight. You may make a simple
You tell a joke about Ringil’s favourite animal. Are you very Challenging (+0) Perception Test to see through spells
purr-suasive, or do you leave everyone purr-plexed about and Miracles involving illusion or misdirection. You may
this cat-astrophy? Ringil sends a Divine Servant in the also make an Average (+20) Intuition Test to tell
form of a cat as an answer. The cat looks like and has the whether a character speaking to you is lying. Note: this
capabilities of a normal cat. While the Miracle is in effect, will only tell you if the character believes they speak the
you perceive everything the cat perceives — sight, sound, truth, it will not alert you if they are mistaken.
touch — and control its movement. Your senses are as
sharp as a cat’s, but you do not have access to any of your
own sense-enhancing Talents such as Night Vision. While
the Miracle is in effect, you cannot perceive anything
through your own senses, leaving you vulnerable.

5
DWARROW GUARD STRICTURES
Gnome
• Protect the Gnome burrows, no matter the cost.
• Always take vengeance for wrongs done to you,
You carry the sword of Mabyn, your duty is to protect the
burrows and avenge any wrongs that has been done to your clan, or your burrow.
your people. • Never reveal the locations of your home burrow
to outsiders.
Mabyn is the Gnome God of Shadows, Revenge, and Magic. • Practice with your sword for at least an hour a
She has no permanent form, and is usually depicted only day.
as a grey cloak, silver blade, and pointed, grey hat, which • If you seek to be unseen, do not be spotted.
those sworn to her normally wear. She is known for her
fanatical devotion to the Gnome race, and her complete
lack of what most mortal folk would consider as morals.
Worship of Mabyn has increased considerably in People are quick to underestimate the guardians
Glimdwarrow after the devastation wrought upon the given their size, but their devotion to their people
burrows there by Grom the Paunch a century ago. She is combined with their unconventional fighting
the primary deity of the Dwarrow Guard. techniques and their apparent lack of mercy makes
them a force to be reckoned with.
In addition to their hatred toward the Greenskins, the
followers of Mabyn carry with them generations of
resentment against the Asur and the Empire whom turned ‘Thou heart shalt not falter for thy sword carries the
their back on them after the last Chaos invasion. will of Mabyn. Thou arm shalt not falter for thy
sword carries the responsibility of thy clan’
– Excerpt from the Dwarrow guard’s code.

DWARROW GUARD ADVANCE SCHEME

CAREER PATH
Novitiate – Brass 2
Skills: Cool, Dodge, Endurance, Heal, Leadership, Lore
(Theology), Melee (Any), Pray
Talents: Bless (Mabyn), Hardy, Read/Write,
Step Aside
Trappings: Cloak, Hat, Leather Jerkin, Religious
Symbol, Sword (Basic or Bastard)

Burrows’ Guard – Silver 2


Skills: Athletics, Entertain (Speeches), Intimidate,
Language (battle), Perception, Stealth (Any)
Talents: Fearless Guardian, Hatred (Greenskin), Invoke
(Mabyn), Rover
Trappings: Book (Religion), Leather Breastplate,
Silvered Sword (Basic or Bastard)

Burrows’ Champion – Silver 3


Skills: Animal Care, Consume Alcohol, Intuition, Set Trap
Talents: Combat Aware, Enclosed Fighter, Holy Visions,
Menacing
Trappings: Trained draught pony with saddlebags

Face of Vengeance – Silver 4


Skills: Climb, Lore (Warfare)
Talents: Combat Master, Frightening, Furious Assault,
Reaction Strike
Trappings: Magical Relic

©Wizards of the Coast


6
BLESSINGS OF MABYN
Battle, Hardiness, Protection, Righteousness, Tenacity, Wisdom

MIRACLES OF MABYN

Choking Grasp Shroud of Shadows


Range: Fellowship yards Range: Fellowship yards
Target: 1 Target: 1
Duration: Fellowship Bonus Rounds Duration: Fellowship Bonus Rounds
You call upon Mabyn to take revenge on your enemies. You recite the last tenet of your faith, offering your whole
Your targets’ own shadow starts choking its owner and body to be the tool of your goddess. Targets affected by
will continue to do so while the Miracle is active. Your this Miracle may pass unnoticed and remarked, providing
targets gain a Fatigued Condition, and are subject to the they do nothing to draw attention to themselves, such as
rules for Drowning and Suffocation (page 181) while the touching, attacking, calling out to someone, casting a spell,
Miracle is in effect. When the Miracle ends, your targets or making a loud noise. You may only invoke this Miracle
must attempt a Challenging (+0) Endurance Test on if no-one is looking directly at you.
their turn. If a Failure is scored, also inflict a Prone
Condition.
Sword of Vengeance
Range: You
Mabyn’s Judgement Target: You
Range: Fellowship yards Duration: Fellowship Bonus Rounds
Target: 1 You pray to Mabyn to guide your blade to take revenge on
Duration: Fellowship Bonus Rounds the enemies of the Gnomes. If wielding a sword, it ignores
You appeal to Mabyn, requesting her judgement APs and counts as Magical. Furthermore, if struck
concerning an enemy of the Gnomes. If your target opponents have wronged the Gnomes in any way, they
committed a crime against a Gnome and claims they did must make a Challenging (+0) Endurance Test or are
not, while affected by this miracle, they gain an Entangled subject to the rules for Drowning and Suffocation (page
Condition that cannot be removed for the duration. If you 181) that lasts for Fellowship Bonus Rounds as shadowy
have falsely accused the target, she is displeased with you: tendrils curl around their neck.
you gain +1 Sin point and must immediately roll on The
Wrath of the Gods table.
Wrathful Mask
Range: You
Retribution Target: You
Range: Fellowship yards Duration: Fellowship Bonus Rounds
Target: Fellowship Bonus allies Mabyn manifests through you, focusing her unfaltering
Duration: Fellowship Bonus Rounds wrath. A shadowy mist begins to swirl around your face
Your prayers instil your chosen allies with the generations while your eyes take on a pitch-black colour, and you gain
of resentment of your people. All allies affected receive the Fear 1.
Hatred Psychology towards Greenskins and any
associated with Chaos. They also have to pass an Average
(+20) Cool Test or receive the Prejudice Psychology
towards the Asur and the Empire.

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