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Talents

They can be a multitude of things, often offering circumstantial bonuses to skill tests.
They can only be bought only once and only if the character’s current career or the
GM (due to special circumstances) allows it. .
Note: Although technically languages, Secret Signs and Secret Tongues are such
minor forms of communication that they are listed under Talents.
.
1. Academic
The Character is considered of equal sort by Academici, gaining a +2 bonus to
Gossip Skill tests and NPC reactions with such people.

2. Acute Hearing
The Character gains a +1 bonus to any Perception test involving hearing.

3. Aethyric Attunement
The Character has the seventh sense, allowing them to feel the presence of magical
energy, allowing the (untrained) use of the unlisted Magical Sense (AWA) and
Channeling (WP) skills. The rest of the world is not very understanding of Magical
abilities and your Character has likely learned to keep quiet about this or will soon
find themself beset upon by those accusing them of Chaos worship.

4. Alley Cat
The Character gains a +1 bonus to Concealment, Navigation, Shadowing, Silent
Move and Unobtrusive in outdoor urban locations.

5. Ambidextrous
The Character does not suffer the normal -1 penalty to WS and BS for using a
weapon in their off-hand.

6. Animal Charmer
The Character can use the Animal Care skill to partially domesticate wild animals.

7. Animal Trainer
The Character can use the Animal Care skill to teach domesticated animals under
their care to recognize commands and perform tricks.

8. Artistic
The Character gains a +2 bonus on relevant Performer and Trade (Artist) Skill tests
to create art and on Evaluate Skill tests to evaluate objects of art.

9. Charming
When trying to charm an NPC, success depends largely on the situation and how
convincing your roleplay is, however with this talent the GM is more likely to consider
your Character’s attempt successful.

10. Commanding
When trying to give orders to an NPC, success depends largely on the situation and
how convincing your roleplay is, however with this talent the GM is more likely to
consider your Character’s attempt successful.

11. Consume Alcohol


Being used to frequently imbibe Alcohol, your Character doesn’t have to make
Toughness tests to see if they are drunk until they drank quite a lot.

12. Contortionist
The Character can bend their body in myriad unnatural ways, gaining a +2 bonus on
relevant Performer and Trade (Artist) Skill tests and can attempt to escape bonds,
squeeze through openings,...

13. Cool-Headed
The Character’s Base CL is increased by 0.5. Upgrade the Base Stat and mark it
with an asterisk.

14. Country Cousin


The Character is considered of equal sort by ordinary country dwellers, gaining a +2
bonus to Gossip Skill tests and NPC reactions with such people.

15. Dealmaker
The Character is considered of equal sort by merchants, gaining a +2 bonus to
Gossip Skill tests and NPC reactions with such people.

16. Disarm
When your and opponent’s weapon make contact (successful parry by either or an
attack directed at their weapon), you may immediately use a Simple Reaction and
make an opposed Melee (WS) vs Melee (STR) test, if you win the opponent drops
their weapon, if they win the attempt fails. You may declare a -2 penalty to this test to
end up holding the opponent’s weapon.

17. Etiquette
The Character is considered of equal sort by nobles, gaining a +2 bonus to Gossip
Skill tests and NPC reactions with such people.

18. Excellent Vision


The Character gains a +1 bonus to any Perception test involving sight.

19. Fearless
The Character is not affected by Intimidation and Fear. For Terror they may use the
rules of Fear.

20. Flee!
The Character’s movement is treated as 1 higher when fleeing from danger.
21. Fleet Footed
The Character’s Movement is increased by 1. Upgrade the Stat and mark it with an
asterisk.

22. Flurrying Parry


While making a Flurry Attack, your Character can forgo any number of Attacks to
gain two free Parries per forgone attack.

23. Forestier
The Character gains a +1 bonus to Concealment, Navigation, Shadowing, Silent
Move and Unobtrusive in forest locations.

24. Frenzy
The Character can spend a Full Action psyching themself up, to gain a +1 bonus to
STR, CL and WP; as well as a -1 penalty to WS, AWA and EDU. They become
Fearless (as per talent) and must attack the nearest enemy in melee combat, and
may not flee or retreat. They remain in the frenzied state until the combat is over.

25. Grudge-Born Fury


Due to the Character’s hatred for Greenskins, they gain +2 DAM against such foes.

26. Hardy
The Character’s fatigue (FAT) & wounds (WND) are increased by 10 and 5
respectively. Upgrade the Stats and mark them with an asterisk.

27. Haggler
When trying to haggle with an NPC, success depends largely on the situation and
how convincing your roleplay is, however with this talent the GM is more likely to
consider your Character’s attempt successful.

28. Initiate
The Character is considered of equal sort by those with a religious mindset, gaining a
+2 bonus to Gossip Skill tests and NPC reactions with such people.

29. Intimidating
When trying to intimidate an NPC, success depends largely on the situation and how
convincing your roleplay is, however with this talent the GM is more likely to consider
your Character’s attempt successful.

30. Lightning Reflexes


The Character’s INIT is increased by 1. Upgrade the Stat and mark it with an
asterisk. In addition the character may perform 1 Opportunity attack as a free action
each round.

31. Limber
The Character’s Base AG is increased by 0.5. Upgrade the Base Stat and mark it
with an asterisk.
32. Linguistics
The Character can learn languages through exposure at the normal cost.

33. Lip Reading


The Character may make a relevant Speak Language (AWA) or Secret Tongue
(AWA) test to make out what is said by someone who’s lips they can see.

34. Luck
The Character’s FOR is increased by 1. Upgrade the Stat and mark it with an
asterisk.

35. Marksman
The Character’s Base BS is increased by 0.5. Upgrade the Base Stat and mark it
with an asterisk.

36. Master Orator


The Character can affect 5 times the normal amount of people (see NPC Reactions)
with Charm attempts and 2 times with Command attempts.

37. Menacing
The Character can affect 5 times the normal amount of people (see NPC Reactions)
with Command attempts and 2 times with Intimidation attempts.

38. Mighty Shot


You know how to draw maximum strength from your missile weapons, dealing +1
DAM with any of them.

39. Mimic
The Character can reproduce voices and accents, gaining a +1 bonus to Performer
(Actor, Comedian, Storyteller and Ventriloquist) for doing voices or imitations and to
Speak Language (CL) to pass himself off as a native of a particular area.

40. Natural Fighter


The Character’s Base WS is increased by 0.5. Upgrade the Base Stat and mark it
with an asterisk.

41. Orientation
The Character had an uncanny feel for direction, Gaining a +2 bonus to Navigate
(AWA) tests.

42. Precise Shot


The Character can modify the hit location of their missile attacks by up to 30 and
reduce the penalty for targeting a hit location by 1.

43. Public Speaking


The Character can affect 10 times the normal amount of people (see NPC Reactions)
with Charm and Command attempts.

44. Quick Draw


The Character may use the Draw Item action as a free action up to a number of
times equal to their A each round.

45. Rapid Reload


The Character reduces the Reload time of all missile weapons by 1 Simple Action.

46. Read & Write (R/W)


This talent can be bought multiple times, each time referring to a different Language
the Character already speaks.

47. Resistant to Chaos


The Character rolls an additional die to resist corruption, mutation and other chaos
effects. However they can’t draw magical power from the Aethyr.

48. Resistant to Disease


The Character gains an additional die on TGH tests to resist diseases.

49. Resistant to Magic


The Character gains an additional die on tests to resist magical effects.

50. Resistant to Poison


The Character gains an additional die on TGH tests to resist poisons.

51. Rover
The Character gains a +1 bonus to Concealment, Navigation, Shadowing, Silent
Move and Unobtrusive in outdoor rural locations.

52. Savvy
The Character’s AWA & EDU are increased by 0.5. Upgrade the Stats and mark
them with an asterisk.

53. Schemer
The Character is very good at getting people to spill rumours, gaining a +1 bonus to
all Gossip Skill tests.

54. Seasoned Traveller


The Character gains a +2 bonus to any Navigation Skill test and Counts as having at
least mastery 1 in every CK (area).

55. Secret Sign [SS]


The Character can have very basic communication in one of the Sign Languages.
The most common are: Battle Signs, Ranger Signs, Templar Signs and Thief Signs.

56. Secret Tongue [ST]


The Character knows the encoded words spoken by certain groups. The most
common are: Battle Tongue, Church Tongue, Guild Tongue and Thieves Tongue.

57. Sharpshooter
The Character gains an extra +1 bonus to BS when taking the Aim Action and
reduces the penalty for targeting a hit location by 1.

58. Sixth Sense


The GM secretly makes an AWA test for Character when they are in danger, possibly
alerting them. This may avoid the Character from being surprised.

59. Specialist Weapon Group [SWG]


Everyone can pretty much swing any weapon, however some weapons require more
specialized training to wield at their full potential. Untrained wielding of such weapons
makes them count as improvised weapons (-1d penalty to Melee Skill tests).
On top of that each SWG confers an additional bonus when wielding such a weapon:

Cavalry
Mounted attacks made with these weapons add 1 to the attack’s DAM for
every 10m distance the Mount moves that round (if it moved at least 5m
before the attack).

Fencing
Feints made with these weapons are made as a Simple Action rather than a
Half Action and performing the Counter Action with them also allows the
character to Evade.

Flail
Attacks with these weapons ignore the +1 Defense granted by shields.

Parrying
The Character gains +1 to their Melee roll when parrying with these weapons.
This is usually offset by the weapon being in their off-hand, which gives a -1
penalty, unless the Character has the Ambidextrous Talent.

Polearm
When wielded two-handed, polearms are nigh impossible to disarm.

Two-Handed (2H)
The Character’s STR is considered 1 higher and the Strike Mighty Blow
Talent does 1 additional DAM with such a weapon.

60. Steady Hands


The Character’s Base DEX is increased by 0.5. Upgrade the Base Stat and mark it
with an asterisk.
61. Stout-Hearted
The Character rolls an additional die on CL tests to resist Mental Stun, Fear and
Terror.

62. Street Fighting


The Character no longer takes a -1 penalty on their Melee Skill tests when wielding
an improvised weapon.

63. Streetwise
The Character is considered of equal sort by those in the underworld, gaining a +2
bonus to Gossip Skill tests and NPC reactions with such people.

64. Strike Mighty Blow


The Character deals +1 DAM with Melee attacks.

65. Strike to Stun


When the Character hits an opponent’s head and their attack’s DAM equals
opponent’s TGH + Armor Reduction there or exceeds it and a ‘10’ damage roll
occurs, the opponent is Stunned (see Combat document).

66. Strong-Minded
The Character’s Base WP is increased by 0.5. Upgrade the Base Stat and mark it
with an asterisk.

67. Suave
The Character has something about them, gaining a +1 bonus to all NPC reactions.

68. Surgical Knowledge


The Character gains +2 to any heal test and can perform surgery with at least a
chance of success.

69. Super Numerate


The Character gains a +2 bonus to any Gambling and Navigation Skill tests and can
understand and solve hard math.

70. Swashbuckler
The Character can perform the Leap/Jump/Stand/Dismount action as a Simple
Action, rather than the Half Action it normally takes.

71. Trapfinder
The Character gains +1 to Search and Pick Lock tests that deal with locating and
disarming traps.

72. Trick Riding


The Character gains +1 to Ride and can perform amazing feats on horseback like
jumping from horse to horse, hanging on the side to dodge, etc...
73. Tunnelrat
The Character gains a +1 bonus to Concealment, Navigation, Shadowing, Silent
Move and Unobtrusive in underground locations.

74. Urbanite
The Character is considered of equal sort by ordinary city dwellers, gaining a +2
bonus to Gossip Skill tests and NPC reactions with such people.

75. Very Resilient


The Character’s Base TGH is increased by 0.5. Upgrade the Base Stat and mark it
with an asterisk.

76. Very Strong


The Character’s Base STR is increased by 0.5. Upgrade the Base Stat and mark it
with an asterisk.

77. Warrior Born


The Character is considered of equal sort by those with a militaristic mindset, gaining
a +2 bonus to Gossip Skill tests and NPC reactions with such people.

78. Witch-Sight
The Character has the eighth sense, allowing them to see and hear entities in the
Aethyr or maybe they are just crazy and imagining things… Whatever the truth of
these matters, the rest of the world is not very understanding of what they
themselves can not see and your Character has likely learned to keep quiet about
this or will soon find themself beset upon by those accusing them of Chaos worship.

79. Wrestler
The Character gains a +1 bonus to all Grappling Skill tests and can perform STR
based Grappling Skill test on a Wrestle (Full Attack Action) to Tackle a grappled
opponent, to Control a tackled opponent or to Submit a controlled opponent. When
submitting an opponent, choose to break an appendage, render them unconscious or
kill them.

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