Traits

Table of Contents
Name Subname Effect
Combat
Hatred X You possess a fierce hatred for a particular group. You gain a +1 to Damage tests against the object of your hatred.
Black Hunger - Hungry Skaven go berserk, forgetting all fear in their rage for food. At the start of the turn, a Skaven hero may declare that they are going to use the Black Hunger. For the rest of this turn they gain the Fast trait and +1 Attack, but at the end of the turn they take 1 S4 hit, no defense saves allowed.
Blood Hunger - Vampires who inflict a wound in melee combat against an enemy who is not Undead or a Daemon gain the Regeneration (2) trait until the end of the next turn.
Forest Stalker - The Asrai possess now-intrinsic skill in the woodlands of the world. You gain an extra attack per turn whenever you are within a forested environment, and count any and all forest terrain as part of your deployment zone at the start of the encounter.
Grudge Bearers - The Dawi do not forget a grudge. When faced with a hated enemy they are often implacable. If an encounter contains at least one enemy who you have a Hatred against, you reroll one Defense save per turn and gain +1 to all Willpower tests for the duration of the encounter.
Guild Contacts - The Grey Dwarfs are capable of tapping their ties of kinship for aid when necessary. You gain an extra acquisition per turn, and may reroll all acquisition tests.
Infiltrator - You're particularly sneaky when it comes to fights. You may deploy last in any battle, as though you (and you alone!) had gained Advantage. You also gain a +2 bonus to Agility tests when attempting stealth or stealthy maneuvers such as pickpocketing, lockpicking or disarming traps.
Speed of Asuryan - The Asur of Ulthuan are graceful like all Elves, but their years of training hone it to a fine point. You take a +4 bonus to Initiative.
Stout - The Dwarfs are a stout and durable people. You ignore the Heavy and Slow qualities of weapons.
Strider X You are exceptionally fleet-footed in certain terrains. You ignore Difficult Terrain in the listed environment.
Valour of Ages - The Asur steel themselves when facing their most implacable of foes: their dark kin. If an encounter contains at least one Dark Elf enemy, you reroll all Willpower tests for the duration of the encounter.
Vengeance-Seekers - The Dawi are quick to anger and unfamiliar with forgiveness. Whenever you are Incapacitated, you automatically are treated as though you had rolled the 'Enmity' Severe Incident result. This does not replace your actual Incident roll (although if you should roll Enmity on this roll as well, just reroll it).
Non-Combat
Local Knowledge X You are considered to be able to speak the language of this place, and understand its customs. You take a +2 bonus to Insight tests to recall knowledge about the ways, customs, geography etc about the place in question.
Psychology
Animosity Desc. Greenskins are infamous for being willing to fight anyone at anytime, including each other. At the start of each Utility Phase, everything with this trait that is not Engaged in Melee, capable of shooting a target, within 10m of an enemy or was shot at in the previous turn must make a Willpower test. Any who failed must then roll a 1d10 and consult the results below:
- 10 YOU WOT?! You are convinced that a nearby so-called 'ally' insulted you, and decide to get even, now. Pick a random ally: you attack them this turn to the exclusion of all else, in any way you prefer.
- 2-9 ZOG OFF! You dissolve into hurling inane profanities, obscenities and curses at your nearby allies. You may do nothing this turn, although if charged or shot at, you may attack back.
- 1 I'LL SHOW YER! Convinced that your allies think you're a big ol' weakling, you tear off toward the enemy. You move toward the nearest enemy as fast as possible, charging if possible. You are Fearless for this turn and the next.
Bane - You possess a deep fear of something. You treat X of any kind as having the Fear trait, unless you have at least three allies within 5m per X you see.
Musk of Fear - When Skaven panic, they produce a powerful musk that signals to other Skaven that a major threat is nearby. This, naturally, results in Skaven running for their lives. So long as a Skaven is routing, all other Skaven in that warband take a -1 penalty to Morale tests.
Fear - You are especially intimidating. Characters who wish to charge you must pass a Willpower test first; on a failure, their charge falters, and they end 2m away from you. When you charge an enemy, they must pass a Willpower test; on a failure, they suffer a -2 penalty to their to-Hit tests on their next melee turn. You are also immune to Fear from others.
Stupidity - You are, unfortunately, rather stupid and somewhat useless in a fight. At the start of each turn, you must pass an Insight test to act normally. If you fail, then you may not make any attacks or cast any spells this turn. If you are not Engaged in Melee you move at half your normal speed in a random direction.
Frenzy - You work yourself up into a lathering rage. You may declare the use of Frenzy during a Utility phase. Once frenzied, you must charge toward the nearest enemies you see. You gain extra attacks equal to your base Attack score, but all attacks against you gain a +2 to hit, and you may no longer make Parry saves. You are immune to psychology. Should you be stunned or knocked down, your Frenzied state immediately ends and you may not re-enter it for the rest of the encounter.
Immune to Psychology - Your mind is simply your own, and nothing will shake that. You are immune to Psychology effects that compel behaviour, such as Fear, Terror, Frenzy, Stupidity and Animosity.
Terror - You're extremely threatening, forcing others to flee just by being near them! Terror works in the same way as Fear, except that instead of Willpower tests, your opponents must pass a Morale test when you charge them, or else flee! Unlike normal Morale tests, this happens after you charge them and not at the end of the turn. They skip their Attack round this turn. You are immune to Fear and Terror.
Unbreakable - You're simply unbreakable and immune to the petty morale of combat. You never Rout.
Leader - You're the designated leader of your group. You gain a +2 to Morale tests. All allies within 10 metres of you use your Willpower in place of their own for Morale tests and are immune to Animosity.
Fearless - You're unshakeable to a disturbing degree. You are immune to Fear and Terror.
Physical
Animal - You are an animal, relying on instinct and your physical gifts. You do not gain Experience. You can survive in your natural habitat easily enough to not require any tests to do so.
Daemon - You are an unholy Daemon from the Realms of Chaos. You gain the Fear and Immune to Psychology traits.
Ethereal - You are ethereal. You ignore difficult terrain and can pass through solid terrain (walls etc), although you cannot pass through living creatures or units. You cannot be harmed except by magical attacks, the attacks from Daemons and the attacks from other Ethereals.
Fast - You're very fast (at least compared to a human!). You double your Agility for the purpose of determining your base movement speed.
Flammable - You are particularly flammable! You suffer an extra wound per hit from flaming/fire attacks.
Flyer X You can fly, due to possessing wings or such things. In place of a normal Move action, you can choose to fly, moving X metres, ignoring difficult terrain and landing at the target spot. You cannot land or take off in heavily wooded/blocked terrain, and cannot land on top of an enemy.
Huge - You're huge! A giant or a dragon in size. Attacks against you take a +2 to hit. However, your melee attacks may not be parried, and you double your Agility for the purpose of determining your base movement speed.
Immune to Poison - Poisons have no effect on you. You treat poisoned attacks as though they were normal attacks.
Impact Hit X When you crash home you do so with great effect. You gain X extra attacks as part of a charge.
Large - You are particularly large, at least half again on a man. This is often people on horseback, but of course horrifying monsters can be Large too. Attacks against you take a +1 to hit.
Lumbering - You move at a slow, lumbering gait. You can never Sprint.
Magic Resistance X You possess a natural resistance to the effects of magic- a trait most famously associated with the Dwarfs. You gain an X bonus to Ward Save tests against magic, and can test Ward saves even against non-damaging hostile magic.
Multiple Arms X You possess multiple pairs of arms, with X representing an extra pair of arms. For each extra pair, you gain +1 Attack.
Natural Armour X You possess a natural armour, such as scaly skin. You gain X Armour score, which stacks with other sources of armour.
Natural Weapon - You possess a natural weapon. You take no penalties with unarmed attacks.
Painless - You feel no pain, or so little pain as to render such shocks insignificant. Whenever you are Stunned as the result of an injury, you instead become Knocked Down.
Regeneration X You regenerate wounds at a remarkable rate. You gain a Ward Score of X against attacks not of a flaming/fire nature.
Undead - You are one of the living dead- a skeleton, a zombie, perhaps even a mighty Vampire. You gain the Fear, Painless, Immune to Psychology and Immune to Poison traits. Furthermore, you never Rout on failing a Morale test. This is true for Heroes and Henchmen, but Henchmen Undead who fail a Morale test take a single S3 hit, no defense saves allowed.
Very Fast - You're absurdly, unnaturally fast. You triple your Agility for the purpose of determining your base movement speed.
Spellcasting
Caster - You have the power to cast spells. You may cast any spell in the Lesser Magic school, and can purchase spells from any School of Magic you possess, which are listed below. Magic comes in the form of eight basic arcane lores, plus specialised lores that are not open to everyone.
- Beasts Ghur, the Lore of Beasts. A wild form of magic, this feral school gives one control over the beasts and lets one become beastlike themselves.
- Death Shyish, the Lore of Death. A grim and feared lore, it is nonetheless distinct from Necromancy- the Lore of Death is associated with the natural order of life and death and the passing of things.
- Fire Aqshy, the Lore of Fire. A fierce and destructive lore, the practitioners of Fire tend to be fierce and quick to anger.
- Heavens Azyr, the Lore of the Heavens. Also known as Astromancy, the Lore of Heavens allows one to see omens in the stars and the sky, and to turn the weather and sky to their own ends.
- Life Ghyran, the Lore of Life. It is the lore of nature and of the growing earth, giving one a unique relationship with the world around them.
- Light Hysh, the Lore of Light. It is the lore of illumination and wisdom, and of life-giving energy. It is often used to counter the undead or Daemons.
- Metal Chamon, the Lore of Metal. It is the lore of knowledge and empirical study, and its practitioners are often known as Alchemists. It gives the wielder power over metal, and the ability to change the form of things.
- Shadow Ulgu, the Lore of Shadow. It is the lore of deception, illusion and confusion. It allows one to befuddle the mind and obscure one's own intentions.
- Chaos Undivided The Lore of Chaos relies on Dhar, or dark magic. It is the foul magic of the devotees of the Dark Gods of Chaos, and is associated with corrupting, destroying and changing.
- Tzeentch Tzeentch is the Chaos God of change, mutations, magic and hope. Foul followers of Tzeentch can expect powers that change their environment, produce powerful summons and raw offensive power.
- Slaanesh Slaanesh is the Chaos God of sensation, pleasure, excess and aspiration. The depraved followers of Slaanesh gain powers that alter others' perceptions and dominate their minds.
- Nurgle Nurgle is the Chaos God of decay and disease. The disgusting followers of Nurgle gain powers that ravage their enemies' bodies and corrupting all around you.
- Necromancy The Lore of Necromancy draws from the dark magic of Dhar. Unlike Death, it is unnatural and grants one unholy control of the dead. Necromancers and Vampires rely on this forbidden art for their power.
- Horned Rat The Lore of the Horned Rat is a form of dark magic, or Dhar. It is exclusive to the verminous Skaven.
- Big Waaagh! The Big Waaagh! Is the magic of the Orc Shamans. Much like Orcs, it is brutal, unsubtle, and grows stronger the more Orcs there are.
- Little Waaagh! The Little Waaagh! Is the magic of the Goblin Shamans. It is disdained by Orcs, but Goblins know that the Little Waaagh is brutally cunnin', just as Gork and/or Mork decree.
Divine Caster - You are a divine caster, who draws upon the power of the Gods to cast magic. Divine Magic is safer than Arcane magic, but less powerful. The Gods are listed below, one of which is your patron.
- Manaan Manaan is the Old World God of the Sea, and is the patron of any who have to work on the waves and water. It is acquainted with both water and protection against random misfortune.
- Morr Morr is the Old World God of Death and Dreams. Priests of Morr perform funerary rites and ward graveyards against necromancers and graverobbers. They are duty-bound to aid trapped and lost spirits and ghosts and to destroy the unnatural undead.
- Myrmidia Myrmidia is the Old World Goddess of War and Strategy. She teaches war as an intellectual art and science. Priests of Myrmidia are war-priests, using their skills to aid forces in skirmishes, battles and wars.
- Ranald Ranald is the Old World Goddess of Fortune and Trickery. Priests of Ranald are often tricksters who use their patron's power in fickle ways- for that is the nature of luck.
- Shallya Shallya is the Old World Goddess of Healing and Mercy. Priests of Shallya are very often healers and diplomats who develop a great sensitivity to the suffering of others.
- Sigmar Sigmar was the legendary founder of the Empire, a man who became a God, and is the patron God of the Empire today. The Warrior-Priests of Sigmar possess the power to smite the Empire's enemies and protect its people from harm.
- Taal and Rhya Taal and Rhya are the Old World God and Goddess respectively of nature. Taal is the lord of nature and its creatures, whilst Rhya is the master of the earth and nature's fertility.
- Ulric Ulric is the Old World God of War and Winter. Popular in the Empire, especially in the north, Ulric was the God of Sigmar himself. Warrior-Priests of Ulric are fierce and brutal in war.
- Verena Verena is the Old World Goddess of Learning and Justice. She calls on her devotees to punish wrongdoing and bring justice to those who have none.
Class
Aptitude - You have a special aptitude with a particular set of skills. Below are the six types of Talent. If you possess an Aptitude in a Talent type, then Talents of that type cost 1 Experience less than usual, to a minimum of 1.
- Offense Offense Talents cost 1 Experience less to buy, to a minimum of 1.
- Defense Defense Talents cost 1 Experience less to buy, to a minimum of 1.
- Agility Agility Talents cost 1 Experience less to buy, to a minimum of 1.
- Insight Insight Talents cost 1 Experience less to buy, to a minimum of 1.
- Fellowship Fellowship Talents cost 1 Experience less to buy, to a minimum of 1.
- Spellcasting Spellcasting Talents cost 1 Experience less to buy, to a minimum of 1.
Arcane Supremacy - The Elves are masters of magic. Elf-Mages may choose two different Lores of Magic at creation instead of just one.
Berserker Pride - The Berserkers of the Norscan people rarely wear armour, as going into battle with bare skin proves one's strength and frightens the enemy. You may not wear any armour heavier than Light Armour, but whenever you are Frenzied you also gain the Fear trait.
Blessing of the Lady - Knights can pray to the Lady for her blessings. You may declare that you are praying to the Lady in the Utility Phase of an Encounter's first turn. You may do nothing else that turn in any phase (except take morale tests). At the start of the second turn, you gain a +3 Ward Save bonus against ranged attacks of any kind. This ends if you Rout (even if you rally, you do not get it back that encounter!).
Code of Chivalry - Bretonnian Knights are sworn to a code of chivalry that dictates their actions. First and foremost, they may not use ranged weapons. If they do use one in desperation, then for the rest of this encounter and the next, they lose the benefits of, and cannot use, their Knightly Virtue or the Blessing of the Lady.
Daemon Slayer - Gained by slaying a Daemon of Hero rank. You gain the Terror trait.
Damsel's Trappings - The Grail Damsels are bound to the Lady of the Lake and follow stipulations known only to themselves. Apart from that, they have these restrictions: they may not wear armour of any kind, and may not use magical weapons. Disappointing the Lady may strip a Damsel's magical powers.
Diestro Styles - You gain a +1 bonus to Parry tests and an extra attack per turn, so long as you are wielding a sword and your off-hand is empty. You may not wear any armour heavier than Light Armour.
Disarm - Whenever you score a Critical Hit in melee, you can decide that instead of dealing a 2nd wound, you select one of your enemy's weapons: they may not use it during their next Ranged or Melee phase (as appropriate).
Dragon Slayer - Gained by slaying a Dragon. You gain a +3 to Ward, with an extra +2 against Flaming/fire attacks.
Giant Slayer - Gained by slaying a Giant. You gain the Painless trait.
Grail Damsel - Grail Damsels have the power to cast arcane spells via the blessings of the Lady of the Take. They have access to Lesser Magic, and start with one of the three Lores of Magic below. They may gain another one of the below Lores after spending 20 XP, then after spending 40 XP.
- Beasts Ghur, the Lore of Beasts. A wild form of magic, this feral school gives one control over the beasts and lets one become beastlike themselves.
- Heavens Azyr, the Lore of the Heavens. Also known as Astromancy, the Lore of Heavens allows one to see omens in the stars and the sky, and to turn the weather and sky to their own ends.
- Life Ghyran, the Lore of Life. It is the lore of nature and of the growing earth, giving one a unique relationship with the world around them.
Informal Suppliers - You gain a +2 bonus to Acquisition tests to find special ammo types.
Knight Hunter - Attacks with Bow Weapons gain the Armour Piercing (1) Quality, and a +1 bonus to damage tests against targets with the Large or Huge traits. You take no penalties when using the Stand and Shoot action. You may not wear any armour heavier than Light Armour.
Knightly Virtue - The Knights of Bretonnia dedicate themselves to a Knightly Virtue. Select one of the virtues below at creation. If you Rout during an Encounter, you lose the benefit of your Virtue for the rest of the Encounter.
- Virtue of Audacity When fighting an enemy in melee, if their Strength is higher than yours, you may use their Strength in place of your own for melee damage tests against them.
- Virtue of Confidence During the Utility Phase, you may mark one enemy Hero (you issue a challenge at them). You gain a +1 bonus to Damage tests against your marked Hero. You may only mark one at a time, and may only change marks if your current mark is incapacitated or fleeing.
- Virtue of Discipline Enemies never count as Flanking you.
- Virtue of Duty You swear loyalty to up to three other characters. When you fight on their side in an encounter, they take a +1 bonus to Melee to-hit tests. If you are fighting in an encounter and none of them are with you, you take a -1 penalty to Melee to-hit tests.
- Virtue of Empathy You gain a +1 bonus to Fellowship tests, and all Henchmen gain a +1 bonus to their Morale tests if you are on the battlefield.
- Virtue of Heroism Whenever you roll a Critical Hit, you can decide that instead of dealing a 2nd wound, your target must instantly make an Injury roll.
- Virtue of the Ideal You gain an extra Attack in the Melee Phase, so long as you are engaged in melee with two or more enemies at once. (Stacks with Combat Master)
- Virtue of the Impetuous Knight You move double your Agility score when charging, and you reroll all damage tests made with attacks benefitting from a charge.
- Virtue of the Joust You gain a +1 bonus to damage tests with Lances, and they gain the Armour Piercing (1) Quality.
- Virtue of Knightly Temper If you score at least one unsaved wound on an enemy in a turn when you charged, you may instantly make another attack against an enemy in range.
- Virtue of Noble Disdain You gain a +2 bonus to to-hit tests against enemies who have made at least one Ranged attack during the encounter.
- Virtue of the Penitent You gain the Magic Resistance (3) trait and your attacks always count as being Magical Attacks.
- Virtue of Purity You automatically start each Encounter with the Blessing of the Lady instead of having to pray for it. You gain an extra Fate Point each Chapter.
- Virtue of Stoicism You are Immune to Psychology and may reroll any failed Morale or Willpower tests.
Runesmith - The Dawi cannot use magic like humans or Elves, but instead trap the Winds within their powerful Runes. You can use the Runesmith abilities charted in the Runesmith section.
Slayer Oath - The Dwarf Slayers hold to an oath that shapes their actions and appearance (most obviously, the large orange mohawk). Slayers may wear no armour or shields of any kind.
Troll Slayer - Gained by slaying a Troll. You gain the Frenzy trait. Furthermore, you no longer lose Frenzy if you are Knocked Down or Stunned.
Special
Barrier Curse - For whatever reason, the Necrarchs are particularly vulnerable to the 'curse of barriers'. Necrarchs always possess the 'Barriers' weakness from Curse of Nagash (this is in place of their first weakness, so they roll only four times instead of 5).
Blood Dragon Creed - Blood Dragons seek the perfection of martial prowess and physical form and so are traditionalist in their forms of fighting. They may not use Blackpowder or Crossbow weapons, as these weapons reflect only the unreliable strength of technology. They may use bows (although some probably think this cowardly too).
Curse of Nagash - All Vampires possess various weaknesses, although not all vampires share the same weakness. Roll a 1d10 five times and take the results below, rerolling if you gain a weakness you already rolled. Other weaknesses may be taken to replace a given weakness, including some of the GM's devising, but should be discussed. Whenever you spend your 20th and 40th Experience point, you may select a single weakness and remove it.
- Barriers You are unable to enter a structure owned by another unless you are invited in. Once you are invited, you may enter and exit freely.
- Daemonsroot and Witchbane You are one of those vampires- quite common- who possess a weakness to Daemonsroot and Witchbane, which are herbs. You take a -1 penalty to all tests if you are within 1m of such herbs, fresh or cut.
- Fire Some vampires- such as you- possess a particular weakness to fire. You gain the Flammable trait.
- Gromril The great metal of the Dwarfs can be anathema to some vampires. Hits from gromril weapons ignore the Painless trait.
- Ithilmar Elven Ithilmar is a rare silvery metal of great magic power- and some vampires cannot withstand its touch. Hits from ithilmar weapons ignore the Painless trait.
- No Reflection This famous weakness is, unfortunately, true for many vampires- a tragedy for such vain creatures. You cast no reflection and cast no shadow, making you easy to detect.
- Religious Symbols Religious symbols are a known weakness of some vampires, especially when held by the faithful. You treat the truly devout, when they are wielding religious symbols, as having the Fear trait, and you are not immune to it. Furthermore, you must pass a Willpower test to enter a holy site or grasp a religious icon, with penalties depending on how well-maintained they are.
- Running Water Running water is as much a symbol of life as stagnant water is a symbol of corruption. Should you ever find yourself within running water- which must be at least a meter deep, half a metre wide and have a current- you instantly take 1 S8 hit, no defense saves allowed, until you leave.
- Silver Silver is a known weakness of vampires, which is why silversmiths are always happy to see vampire hunters. Hits from silver weapons produce an extra wound, and ignore the Painless trait, allowing you to be stunned by them.
- Sunlight Sunlight is lethal to many vampires. Not coincidentally, Sylvania has the heaviest rainfall in the Empire. If you are in direct sunlight (not in the shade, completely wrapped in thick clothes etc), then at the start of every turn you take a single S5 hit, no defense saves allowed. Injury rolls from sunlight always result in Incapacitation, and vampires skip straight to the Severe Incident chart.
Pass as Human - Some Vampire bloodlines appear human enough to pass as such. You are not immediately identifiable as a vampire.
Strength of Steel - Blood Dragons are bound to their armour to such a degree that it becomes part of who they are. Blood Dragons suffer no Initiative or Agility penalties for wearing armour or shields, and can cast spells normally whilst wearing it.
Strigoi Form - The Strigoi body is twisted and unnatural. You may not wield any weapons or armour unless marked with the 'Strigoi-Fitted' Quality.

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