Ward-hammer Supplemental 3

Traits
Version 0.65

Third in a series of expanded treatises on the variant rules used in the Ward-hammer variant form of WFRP.  Being a expanded discussion of Traits in the Ward-hammer system.  Recommended to be read in conjunction with other Ward-hammer Supplementals.

By Ian Ward
Last edited 7th July 2003

Version History:
0.32 : 13th December 2001 : Base version for history listing
0.33 : 22nd May 2003 : Expanded Lycanthrope trait
0.50 : 24th May 2003 : Alterated rules for trait costs/values and trait levels
0.60 : 26th May 2003 : Finished converting traits and filled in all trait descriptions
0.61 : 31st May 2003 : Added Delusion trait (thanks to EDG on the In Nomine mailing list for giving me the idea :o)
0.63 : 2nd June 2003 : Added Sixth Sense and Premonitions traits, and filled in details for the Possessed trait.
0.64 : 10th June 2003 : Minor correction to the Lycanthrope trait, and other minor text changes.
0.65 : 7th July 2003 : Minor changes to the Allergy, Animosity and Phobia traits.

This document is valid alongside the following Ward-hammer document versions:
Ward-hammer : version 6.03+
Skills, Careers and Task Resolution : version 0.86+
Magic : version 0.65+
Traits : version 0.64
Divine Magic : version 0.10+

Introduction

This document is the third in a series of expanded treatises on the variant rules used in the Ward-hammer variant form of WFRP, ie. my WFRP house rules.  It discusses in detail the changes and new rules involved in what I call Traits.

Traits are fixed aspects of a characters body, spirit/soul or personality, generally chosen at character creation time but sometimes forced on a character later by the GM (eg. insanities), and either beneficial or detrimental to a character in real game terms.

Many games already have them, or something very close, and if this sounds new to WFRP, it isn't.  WFRP itself already has them, albeit heavily disguised.  They are present in the list of Insanities in the WFRP rulebook (some of which items are arguably actually physical anomalies anyway...), in the Magical Disabilities (which can be mostly regarded as a mixed list of physical and supernatural traits) and in a few cases in the traditional WFRP skill system where there exist a number of "skills" that make more sense as innate character traits (Acute Hearing, Excellent Vision, Frenzied Attack, Night Vision, Luck, etc.).  Some of these actually repeat between these three WFRP sources, for example the magical disability Palsy is much like a serious form of the insanity Shaking, both the magical disabilities list and the insanities contain Allergy, while skill Frenzied Attack and insanity Frenzy are extremely similar to each other.  All I am doing is taking all these disguised traits, pulling them together into a unified WFRP Traits system (whereby they actually get called traits, rather than masquerading as skills for example), and expanded with extra traits of my own addition.

Contents

Introduction	1
Contents	2
WFRP Traits	3
Quirks	4
Racial Traits	4
Traits List	4
Physical Traits	4
Allergy (Physical Flaw)	4
Colour Blind (Physical Flaw)	5
Crippled (Physical Flaw)	5
Diminished Sense (Physical Flaw)	5
Dumb (Physical Flaw)	6
Enhanced Sense (Physical Gift)	6
Hideous Disfigurement (Physical Flaw)	6
Limp (Physical Flaw)	6
Missing Digits/Hands/Arms (Physical Flaw)	6
Night Vision (Physical Gift)	7
Obese (Physical Flaw)	7
Palsy (Physical Flaw)	7
Skin Complaint (Physical Flaw)	7
Terminal Illness (Physical Flaw)	8
Tongue-Tied (Physical Flaw)	8
Mental Traits	8
Absent-Mindedness (Mental Flaw)	8
Alcoholism (Mental Flaw)	8
Amnesia (Mental Flaw)	9
Animosity (Mental Flaw)	9
Anorexia (Mental Flaw)	10
Bulimia (Mental Flaw)	10
Catatonia (Mental Flaw)	10
Cautious (Mental Flaw)	11
Code (Mental Flaw)	11
Compulsive (Mental Flaw)	11
Death Wish (Mental Flaw)	12
Deep Sleeper (Mental Flaw)	12
Delusion (Mental Flaw)	12
Dementia	13
Depression (Mental Flaw)	13
Drug Addiction (Mental Flaw)	13
Frenzy (Mental Flaw)	14
Gluttony (Mental Flaw)	14
Headaches (Mental Flaw)	14
Heavy Sleeper (Mental Flaw)	14
Impetuous (Mental Flaw)	14
Insomnia (Mental Flaw)	14
Introversion (Mental Flaw)	14
Kleptomania (Mental Flaw)	15
Light Sleeper (Mental Gift)	15
Manic (Mental Flaw)	15
Manic Depressive (Mental Flaw)	15
Megalomania	15
Multiple Personality Disorder (Mental Flaw)	16
Obsession (Mental Flaw)	16
Paranoid (Mental Flaw)	17
Pathological Lying (Mental Flaw)	17
Phobia (Mental Flaw)	17
Resist Insanity (Mental Gift)	18
Schizophrenia (Mental Flaw)	18
Sleep Walker (Mental Flaw)	19
Talking to Self (Mental Flaw)	19
Supernatural Traits	19
Animal Aversion (Supernatural Flaw)	19
Cadaverous Appearance (Supernatural Flaw)	19
Disembodied (Supernatural Flaw)	20
Luck (Supernatural Gift)	20
Lycanthrope (Supernatural Gift or Flaw - varies)	21
Magical Resistance (Supernatural Gift)	22
Mutation (Supernatural Gift or Flaw - varies)	22
Nocturnal Lifestyle	22
Oracle (Supernatural Gift)	22
Possessed (Supernatural Gift or Flaw - varies)	23
Premonitions (Supernatural Gift or Flaw - varies)	23
Sixth Sense (Supernatural Gift)	24
Transformation (Supernatural Flaw)	24
Unpleasant Odour (Supernatural Flaw)	25
Wierdness Magnet (Supernatural Flaw)	25

WFRP Traits

Traits are fixed aspects of a characters personality, generally chosen at character creation time but sometimes forced on a character later by the GM (eg. insanities), and either beneficial (Gifts) or detrimental (Flaws) to a character in real game terms.  Only fairly rare circumstances will change or remove them, the most common of these rare circumstances possibly being as a result of insanity and the curing thereof.

Gifts have a Trait Cost (TC), Flaws a Trait Value (TV).  Characters are allocated a number of Trait Points (TPs) at character creation, and it is only at character creation these may be used.  Any unspent Trait Points after character creation is finished are lost.  Players receive 10 Trait Points to spend.  These may only be spent on Gifts and Flaws.

All traits may have a Trait Level (TL) of between 0 and usually not more than 20 (though occasionally they do exceed this, especially for racial traits), representing the degree to which it affects the character.  In the case of the Luck trait, for example, the ranked value is the maximum "Luck Pool" the character can have.  In the case of Frenzy, it is related to the penalty to the Cool roll when the Frenzy is tested.  The total cost or value of a trait is (usually) variant on the Trait Level, as defined in the Trait Cost (or Value) for that trait.  The progressively worsening (or improving) effects of a trait described in the listing that follows are cumulative, unless otherwise stated in the description.

Traits are also classified as Mental, Physical or Supernatural.

Quirks

A Quirk is a small, minor trait that is too insigificant to be reflected in the game rules, maybe because any game effects it has fall below the minimum granularity of any appropriate game mechanic, or maybe because it just doesn't make sense to phrase it in game mechanics.  They can be good, however, as roleplaying hooks and incentives for players to flesh out some of the finer points of their characters.  Pierre the Bretonnian bounty hunter, for example, might have a penchant for wine over ale and prefer Brunettes over Blondes.  Obviously, it does not make sense to reflect these as special rules for the character in the game mechanics.  They count as Quirks.

Quirks, then, are hooks the player creates to further flesh out the characters preferences, dislikes and other minor character 'oddities'.  In order to encourage this, Quirks count as Flaws worth 1 Trait Point.  The maximum composite gain characters can attain from Quirks is 5 Trait Points.  After the fifth Quirk, the player stops gaining Trait Points.  This should not be taken to mean that the player should stop thinking about these details of the character after this.  The limit exists merely to prevent abuse of the system merely to gain cheap Trait Points.

Nothing with in-game effects that can be adequately expressed by game mechanics should be allowed as a Quirk.  It should be expressed instead as one of the Traits below, or a new Trait created by the player and/or GM if no suitable Trait exists.

Also, and this cannot possibly be overstressed, Quirks must be roleplayed.  If they are not, the whole reason for formalising Quirks and returning players a Trait Point for their adoption is gone.  GMs should dock players EPs if they do not roleplay their Quirks to the GMs satisfaction.

The GM always has final word on what counts as a Quirk, and what comes close but is sufficiently expressable (and makes sense to be expressed) in game mechanics.  Example Quirks might include a penchant for wine over ale, a preference for Brunette girls, a general distrust of wizards, the tendency of a character to bite his/her fingernails, etc.

Examples of Quirks among the standard WFRP insanities include:
	Biting fingernails (WFRP p.86)
	Nightmares (WFRP p.86)
	Talking in sleep (WFRP p.86)

Racial Traits

As specified in the main Ward-hammer document, players are not required to and do not spend or receive any Trait Points for racial traits listed in that document.  They are simply "part of the package" the player gets with the race, and to do otherwise would be quite unbalancing to the game.

Traits List

Physical Traits

Allergy (Physical Flaw)
Trait Value: 3 per TL

The characters is allergic to some substance, eg. ingesting a particular food (such as coeliac disease where people are allergic to wheat protein), contact with animal hair, breathing in pollen (hay fever), etc.  The value of the trait varies according to the commonality of the substance and the violence of the allergic symptoms.

The base value of this trait assumes an allergic substance that is averagely common - coming into contact with the character every few days or weeks, perhaps.  For objects that the character will rarely face, halve the trait value.  Conversely, if it is very common (encountered every day or more, say), at least double it.

The character suffers a penalty to all tests of -5 per TL while the symptoms last.  At TLs of 1 or 2, common symptoms might be a mild itchy rash, with little other game effects - except at the GMs call.  TL 3 and above might mean streaming eyes, violent sneezing, or similar.  At TL 10 and up, the character suffers violent illness when in contact with the substance.

Some extremely rare and (usually) supernaturally induced forms of this trait include allergic reactions to water, or even sunlight!  (See the Nocturnal Lifestyle trait.)

[[ See WFRP page 86, WFRP page 138 ]]

Colour Blind (Physical Flaw)
Trait Value: 4 per TL
The character is unable to distinguish certain pairs of colours.  The character may not be able to distinguish between green and blue, or between green and red.  Note that this will extend to secondary colours also that use these primary colours (cyan is green light plus blue light, magenta is red light plus blue light, so a character with red/green colour blindness would have a problem with cyan/magenta).  The GM might allow the character a test to distinguish two colours that are a problem for him/her.  This is an Observe roll, at a penalty of -5 per TL.

Crippled (Physical Flaw)
Trait Value: 1 per TL

The character is missing toes, or at higher levels whole portions of their locomotive limbs.  The reasons why this could be are many fold, with loss due to permanent injury or amputation most likely.

At levels of up to 5, they are merely missing toes (as chosen by the player if bought at character creation time), one each for each level of the trait.
At level 5 and up, they may be missing a whole foot (possibly up to the ankle stub, or up to the knee).
At level 10 and up, they may be missing both feet, or completely lacking a leg.
At the maximum level of 20, they are missing both legs.

Tasks requiring physical speed or breadth of movement are made at a -5% penalty per TL.  This also reduces M by 1 per TL.  Obviously, if left without at least one foot, the character must now crawl or hop (if at least one whole leg remaining) in order to move under their own steam.  The characters M while either crawling or hopping can be at most 10.  Beyond level 15 the character can only drag themselves along at a M of only (20-TL), with a minimum of 1.

Medical help and gadgetry may help afflicted characters.  Prosthetic legs (such as peg legs) restore movement and reduce penalties by up to 5 trait levels.  A modern day pseudo-robotic wonder of a leg might completely replace lost movement, or improve it!
In a modern day setting, characters with a wheelchair or similar equipment may half the effective level of this trait for purposes of penalties.

Diminished Sense (Physical Flaw)
Trait Value: 5 per TL
One of the characters physical senses is less sharp than for normal characters, in that s/he cannot see over as great a distance as normal characters could, or cannot hear sounds other characters might, for example.  The character is subject to a penalty to the appropriate skill for the sense concerned (Observe for sight, Listen for hearing, Detect Scent for smell) at a -5 penalty per TL.
At level 20, the character is totally blind, deaf, etc. (as appropriate to sense concerned).
Suitable regular medical intervention, spectacles, an ear trumpet or hearing aid, etc. (as appropriate) will alleviate a number of levels of the trait, possibly restoring the characters senses to full working order or sometimes even bettering them.  The GM should decide how effective these measures are.  Spectacles will usually restore up to 5 trait levels of bad eyesight, an ear trumpet up to 2 levels of hearing, and a modern hearing aid up to 10 levels of hearing (and probably actually improving hearing beyond normal levels).  It might be noted that in the case of eyesight and spectacles, the trait level actually approximates the modern opticians measurement of eyesight on a similar scale!

Dumb (Physical Flaw)
Trait Value: 10
* May only be taken at Level One *
The character has, at some point, had his/her tongue removed.  This may have been cut out as punishment by the state, perhaps.  The character is unable to form proper words but may still be able to communicate in writing (remember that most Old Worlders are illiterate and so not understand the character even then) or using Mime.  The character is unable to use or learn any of the following skills: Speak Additional Language, Secret Language, Ventriloquist, Story Telling, or any other skill requiring speech.

Enhanced Sense (Physical Gift)
Trait Cost: 5 per TL
One of the characters physical senses is sharper than for normal characters, in that s/he can see over greater distances than normal, or hear sounds other characters might not, for example.  The character gains a bonus to the appropriate skill for the sense concerned (Observe for sight, Listen for hearing, Detect Scent for smell) equal to +5 per TL.
Artificial sensory devices or treatments can sometimes further enhance senses beyond normal limits, or even the increased limits of this trait!  See the Diminished Sense trait for details.
[[ See Excellent Vision (WFRP 50), Acute Hearing (WFRP 46) ]]

Hideous Disfigurement (Physical Flaw)
Trait Value: 10 per TL
Part of the characters body has a hideous disfigurement, which is obvious to onlookers and for which the disguise is almost as ugly as the deformity itself.  An example is a hunched back, or the symptoms of leprosy.  Fellowship based rolls are made at a penalty of -15 per TL.
[[ See Disfigurement (WFRP 138) ]]

Limp (Physical Flaw)
Trait Value: 2 per TL
The character has a visible limp resulting from a permanent injury in his/her past.  If bought at character creation time, the player may choose which leg is affected - the choice of leg does not affect the in-game effects to any great extent.  The characters M is decreased by 4 per TL.

Missing Digits/Hands/Arms (Physical Flaw)
Trait Value: 1 per TL

The character is missing fingers and thumbs, or at higher levels whole portions of their manipulative limbs.  The reasons why this could be are many fold.  Punishment in Araby for stealing involves cutting one or both of a characters hands off - fingers if the authroities are feeling kind).

At levels of up to 5, they are merely missing fingers or thumbs (as chosen by the player if bought at character creation time), one each for each level of the trait.
At level 5 and up, they may be missing a whole hand (possibly up to the wrist stub, or up to the elbow).
At level 10 and up, they may be missing both hands, or completely lacking an arm.
At the maximum level of 20, they are missing both arms.

Tasks requiring manual dexterity are made at a -5% penalty per TL if they require both hands.  Tasks only needing one hand halve this penalty, but the GM should remember to consider whether the character is ambidextrous and impose an additional -10 penalty for the "off-hand".

Note that while the loss of a leg can sometimes be alleviated with a prosthetic replacement, arms, hands and fingers are not so easily replaced.  While prosthetic replacements for the hand can bring back the character some functionality to the arm (assuming at least a stub of the wrist was left), using such implements as a prosthetic hook, these can never emulate the true flexibility of a real hand.  They may, however, possibly use such an implement as a weapon in hand to hand combat where such as a prosthetic hook counts as an improvised weapon.

Night Vision (Physical Gift)
Trait Cost: 5 per TL
Characters with this talent have a ability to see extremely well in the dark.  The darkness should not be complete - such as at the bottom of a deep mineshaft or down a dungeon - but light sources giving the equivalent level of illumination as starlight will allow the talent to operate.  Characters may see using this talent a distance in yards equal to 5 times the TL.  GMs should not allow humans to have a ranked value in this trait higher than 2 (for 10 yds of Night Vision) without a very good explanation from the player.
[[ See Night Vision (WFRP 54) ]]

Obese (Physical Flaw)
Trait Value: 8 per TL
The character is unquestionably overweight, to a penalty of -10 per TL to any Agility based task, and -5 per TL to M.  This trait is usually gained as a result of the Gluttony trait, though it has been known to have been spontaneously brought on by other means both medical and Chaotic.

Palsy (Physical Flaw)
Trait Value: 3 per TL
* May only be taken up to Level Three *
The character is prone to periodic attacks of uncontrollable shaking.  Whenever the character is in a stressful situation (eg. combat), the character must pass a Cool roll or suffer an attack.  Fits last for D6x10 rounds.
At level 1, the character suffers from mild fits affecting the arms and legs, making spell casting impossible, requiring a test on the Agility stat to avoid dropping anything held in the hands and making the character subject to a -10 penalty on tests to perform tasks such as hand crafts, attacking in combat or shooting an arrow.
At level 2, the fits affect the head and body also, making tasks like hand crafts, attack in combat or shooting an arrow impossible, and all other tests subject to a penalty of -20.
At level 3, the fits are incapacitating.  No actions are possible, except possibly talking (for which the character must pass a Willpower test).
[[ See Shaking (WFRP 86), Palsy (WFRP 139) ]]

Skin Complaint (Physical Flaw)
Trait Value: 1 per TL
The character breaks out in a rash when nervous or under stress, if the character fails a Cool test.  When a rash breaks out under these stressful circumstances, determine its location on the body by rolling on the standard WFRP hit location chart.  The rash is uncomfortable but usually otherwise harmless, although a rash on the face makes the character subject to a penalty of -5 per TL on all skills associated with Fellowship.  At levels 10 and up it begins to affect all skills the character attempts, at a -5 per TL above 9 (level 10 = -5, level 11= -10, level 12 = -15, etc.), due to the uncomfortableness of the rash and the distraction it brings.
[[ See WFRP 86 ]]

Terminal Illness (Physical Flaw)
Trait Value: 13 per TL
The character has an incurable medical condition that will kill him/her within the six months of game time, with no possibility of being saved by a Fate Point.  The character is in constant pain, making him/her subject to a -5 per TL penalty on all tests.
This trait should not be allowed for characters who will only be used in one-shot adventures.

Tongue-Tied (Physical Flaw)
Trait Value: 5 per TL
The character has trouble interacting verbally.  S/he often knows what s/he wants to say, but the words come out wrong, become freudian slips, the character talks a little too fast for people to sometimes make out what the character is saying, or similar possibilities.  This manifests as a penalty equal to -5 per TL to all Fellowship or Leadership based tests involving speech on the characters part.
[[ WFRP 86, Stammer ]]

Mental Traits

Absent-Mindedness (Mental Flaw)
Trait Value: 1, plus 1 per TL

These characters lose concentration quickly, with a short attention span.  They can have difficulty remembering the name of whats-his-name that they met last week, or where they left that important artefact that they need to deliver to whats-his-face tomorrow.  At default level, the flaw is managable and relatively innocuous.  At higher levels of the trait, they can seem (and be) positively senile, and very often confused and incoherent.

They must pass a Memory test to remember names and where they put things, even if they only met the person or put the item down a few hours or minutes ago, with a bonus or penalty set by the GM according to how long ago it was and how big an impression it would have made on the character.
Suggested bonuses/penalties are (non-cumulative) :
	+20	Action was in the last ten seconds
	+10	Action was in the last minute
	+5	Action was in the last ten minutes
	+0	Action was in the last hour
	-5	Action was in the last day
	-10	Action was in the last week
	-20	Action was in the last month
	-30	Action was in the last year
The level of the trait, times 5, also acts as a penalty to the Memory roll.

[[ See WFRP 86 ]]

Alcoholism (Mental Flaw)
Trait Value: 1, plus 1 per TL
These characters have become dependent on the demon drink.  They are addicted to alcohol, and whenever there is an opportunity to drink anything alcoholic they must pass a Willpower test in order to resist the temptation.  If the test is failed, the character will keep drinking until a Willpower test is passed, the drink runs out, or they pass out.  For each drink, the character is subject to a cumulative penalty to all tests equal to 5% times the  per TL - including the Willpower test to resist the next drink...
[[ See WFRP 84 ]]

Amnesia (Mental Flaw)
Trait Value: 5

The character has partial or total memory loss.  Whenever the player refers to personal information in-game or wishes to use a skill following the acquisition of the amnesia, the character must pass a test on Memory (subject to a penalty equal to the ranked value of this trait) or lose that memory or skill until the amnesia is cured.  Once such a test has determined a skill or memory is forgotton, it is forgotton.  The character cannot try again later and make the test again to see if they remember, it is forgotton.

The character may make a test on the Memory skill (subject to a penalty equal to 5 times the trait level) every month, and when they suffer a traumatic experience (especially one similar or related to the one that caused the amnesia).  When the test is passed, the character can recall everything except whatever events caused the amnesia in the first place.  The character may, if the player wishes, make further similar monthly tests on Memory (with the same penalty) to try and recall these events, but the character will gain one Insanity Point for each failed attempt.

The character may spend EPs to relearn forgotton skills, spells and prayers during the period of amnesia if the player wishes, but these points will have been wasted unless the new level when the amnesia is cured is higher than that before.

[[ See WFRP 84 ]]

Animosity (Mental Flaw)
Trait Value: 4 per TL

The character is subject to unreasoning hatred against one or more persons or groups of people - or occasionally (and bizarrely) certain objects (and the people carrying them)!.  The character is subject to animosity against the persons concerned, and will react to them at a penalty to Fellowship based skills that varies according to the trait value.

The base value of this trait assumes a object of animosity that is averagely common - coming into contact with the character every few days or weeks, perhaps.  For objects of fear that the character will rarely face, half the trait value.  Conversely, if it is very common (encountered every day or more, say), at least double it.

The character suffers a penalty to Fellowship baed tests of -10 per TL for encounters between the character and the object of their animosity, and of -5 per TL to Cool based tests.  For reaction penalties of less than 10%, the player should take the trait as a Quirk, not as Animosity.

At a TL of 3 or higher, the character is subject to hatred and must roll against Cool at -5 per TL when meeting the object of hatred or suffer the following:
	The character becomes oblivious to danger and cannot be compelled to leave combat.
	The character always presses attacks where given the opportunity.

Example 1: Barry hates wizards since having a nasty encounter with one that almost killed him, at a trait level of 1.  This means he reacts at a penalty to Fellowship skills of -10 when meeting them (the wizards that is).  He hates all wizards, and wizards are common enough to be met every few weeks, perhaps (he lives in Nuln, which its share of magicians), so the trait value is unmodified.

Example 2: Gimglig the Dwarf hates Goblins (few ask him for a reason with a straight face twice).  He hates them at trait level 3, for a reaction penalty of -30.  Goblins and Orcs, in Gimgligs line of work, will be fairly commonly be seen in the mountain foothills.  The base trait value is unmodified.
In a separate and additional Animosity trait, he also hates Elves - just not as much.  He reacts to them at -10, for a trait level of 1.  He will rarely see an Elf, so the trait value is halved.

Example 3: The Goblins hate Gimglig almost as much as he does them.  They react to Dwarves with Animosity / 2, for a penalty of -20, and Dwarves are commonly encountered enough for the trait value to remain unmodified.

Example 4: The Elves also have a dislike to Gimglig - he's not a popular chap...  They react to Dwarves with Animosity / 1, for a penalty of -10, and Dwarves are sufficiently rare for most Elves that the trait value would be halved.  Adventurer Elves, such as the PCs will generally see Dwarves more, and do not modify the trait value.

[[ See WFRP 67,69,84,85 ]]

Anorexia (Mental Flaw)
Trait Value: 6 per TL
"Lack of appetite for food.  Usually found in adolescent girls and young women, who may be obsessed with the desire to lose weight.  Compulsive eating disorder, or Bulimia, often accompianies Anorexia."  (Hutchinson Enclopedic Dictionary).
In game terms, this trait leads to rapid weight loss, and although the character may become unhealthily thin and wasted, they will still believe themselves to be grotesquely fat.  Afflicted characters must pass a Willpower test to eat anything.  Over an extended period, the character becomes unhealthily thin and wasted (the trait level increases by one each month if it goes unchecked, up to a normal limit of 5, though stressful situations may trigger it to degrade further), becoming subject to:
   A penalty to Toughness based skills of 10 percentile points per TL.
   A penalty to Strength based skills of 10 percentile points per TL.
When combined with Bulimia, this leads to a condition with classic symptoms of rarely eating in public, with secretive "binge eating" followed by vomiting in private.  The in game effects of this trait are not additive with those of the Bulimia trait.  See also Bulimia.
[[ See WFRP 84 ]]

Bulimia (Mental Flaw)
Trait Value: 4 per TL
"Condition of continuous, uncontrolled hunger.  Considered a counteraction to stress or depression, this eating disorder is found chiefly in young women.  It is sometimes associated with Anorexia." (Hutchinson Enclopedic Dictionary).
Bulimics also display a tendency to vomit up much of what they have eaten, usually in private if at all possible.  This condition is far closer to the description of the Anorexia insanity in the WFRP rulebook than the Anorexia condition itself is.
In game terms, the character must pass a Willpower test to keep food down.  If this is failed, the character feels an urge to lose it, and must vomit the contents of their stomach within D10 rounds.  Most sufferers try to do this in private, but if the test is a spectacular failure it occurs immediately, involuntarily.  In the long run, this trait often leads to a increasing degree of weight loss (the trait level increases by one each month if it goes unchecked, up to a normal limit of 5, though stressful situations may trigger it to degrade further), becoming subject to:
   A penalty to Toughness based skills of 5 percentile points per TL.
   A penalty to Strength based skills of 5 percentile points per TL.
When combined with Anorexia, this leads to a condition with classic symptoms of rarely eating in public, with secretive "binge eating" followed by vomiting in private.  The in game effects of this trait are not additive with those of the Anorexia trait.  See also Anorexia.
[[ See WFRP 84 ]]

Catatonia (Mental Flaw)
Trait Value: 5, plus 1 per TL

Whenever the character fails a Fear test, they must pass a Willpower test or go into mild catatonic withdrawal for D6 hours.  During this time they must pass a similar test to speak (and no long rambling sentences even then - 2 or 3 word answers at most), but are dimly aware of the presence of others and may be led away from the scene.  All Initiative related skills are halved for the period in question, and they may not use any Ld or Fel based skills at anything other than the default skill proficiency level.

Whenever the character fails a Terror test, they must pass a Willpower test subject to a -30 penalty, or suffer severe catatonic withdrawal for D6 hours.  They become frozen to the spot curled into a tight ball.  They will not acknowledge any other creature, and on no account talk, except for possibly some low mumbling to themselves.  They are then subject to mild catatonic withdrawal (see above) for a further D6 hours.  If the Willpower test is passed, they do not suffer severe catatonic withdrawal, but still automatically suffer mild catatonic withdrawal (see above).

Both Willpower tests are at a penalty equal to 5 times the TL.

[[ See WFRP 84 ]]

Cautious (Mental Flaw)
Trait Value: 5 per TL
Characters with this trait are extremely cautious, arguably overly so.  They hold back in their actions in order to make sure are far as they can that they are the right course to take.
This manifests in game terms in that while theoretically they could act on their normal Instinct for effective initiative purposes in the combat round, they actually hold back and double check things, such that they suffer a penalty to Instinct for purposes of effective initiative equal to 5 times the TL.  They may only act on their normal Instinct for effective initiative if a test on Willpower is passed.

Code (Mental Flaw)
Trait Value: 1 per TL

The character abides by a code like chivalry, the thieves code, the samurai code, clerical strictures, one or more extremely serious vows, the oath of a Troll Slayer or Giant Slayer to seek death in battle against a worthy foe, etc., subject to all the attendant rules of that code.  This is a trait with few direct in-game effects.  Most of the impact of this trait comes in the form of roleplaying.

The level of this trait reflects how devoted to the code the character is, and how intense (or difficult) the code is.  Rank devotion from 1 (layman or lip service) to 3 (cultist), and code intensity from 1 (attend church on  sunday and pray to a distant god) to 5 (bathe a virgin daily in infernally consecreated wine and ritually sacrifice her; or be expected to die without hesitation for your lord as in the samurai code) and multiply to determine the trait level.

The character should roleplay this trait.  If s/he does not, the GM should dock the player EPs and/or (in the case of clerical strictures) consider what reaction the god or goddess may have to the character breaking his/her strictures.  In some cases, the character may have good reason to temporarily break the strictures of the code, otherwise the character and/or player should be punished.  This must be judged on a case by case basis, on how devoted the character is and on what is expected of the character.

Sufficiently devoted characters are afforded some respect from other followers of the code (assuming followers can recognise each other or otherwise know each other) equal to a +10 bonus to Fel or Ld based skills used in relation to other followers, per degree of devotion minus 1 (as reckoned by the GM or by the player in calculating the trait level above).

Compulsive (Mental Flaw)
Trait Value: 5 per TL
Compulsive behaviour.  The character feels an irresistable urge to manifest his compulsion, whose nature can varies a great deal from sufferer to sufferer, including washing, counting (often while performing another compulsive action), repeating, hoarding, and endlessly rearranging objects in an effort to keep them in precise alignment with each other.   Mental problems, such as mentally repeating phrases, mental listmaking, or checking are also common.
Some of these behaviors are intended to ward off harm to the person, who often has an Obsession with a related nature.  Some compulsive people have regimented rituals while others have rituals that are complex and changing.  Performing rituals may give the person some relief from anxiety, but it is only temporary.
The GM may allow the Compulsive character a Willpower roll to resist their compulsion, possibly modified by external circumstances or other knowledge of the character.
See Kleptomania and Pathological Lying, both unusual examples of compulsive behaviour.  Another example along similar lines could be Tourettes Symdrome (pathological swearing).
[[ WFRP 85 ]]

Death Wish (Mental Flaw)
Trait Cost: 4 per TL

This is the psychological state whereby afflicted characters routinely seek out and enter dangerous situations that are likely to get the character killed.

Maybe they want to die, but for whatever reason do not take their own life in the "normal" way(s).  Perhaps some code of the character prevents them from this, or maybe they just don't have the guts to do so.  Or it may be that the character does not actually want to die, but by acts of sheer over-bravado routinely places him/herself in insanely dangerous situations - a kind of heroic idiocy, perhaps.  Either way, the character gains a +10 bonus per TL on Fear tests, and +5 per TL on Terror tests - the character either does not register how insanely dangerous the foe is, or their strange mental state short circuits the normal healthy means that drives the fear response.

Whatever the characters psychology, s/he will quite happily enter dangerous situations that are likely to get the character killed, in ways that may or may not be tempered by any Code the character follows.  Most Troll Slayers and Giant Slayers possess a Death Wish, as well as a Code only to die in battle against a worthy foe, and moreover to seek out this worthy death where they can.

Like Code's, GMs should make sure players whose character has a Death Wish roleplays him/her as such.  Failure to do so without a good reason should be punished by docking of EPs.  A Death Wish can and should get a character killed very rapidly unless they have the temperament and skill (they get a +10 bonus per TL to achieve this, so long as the GM judges they have roleplayed it sufficiently well, and the player should roleplay it all the more the higher the TL) to survive the deadly situations in which they place themselves.
[[ Heroic Idiocy, WFRP 85, is subsumed into this trait ]]

Deep Sleeper (Mental Flaw)
Trait Value: 3 per TL
The character wakes less easily to disturbance or noise than other characters.  The normal roll to determine if noise wakes a character is subject to a penalty equal to 5 times the TL.

Delusion (Mental Flaw)
Trait Value: 5, plus 5 per TL

A Delusional individual very firmly and irrationally believes something that is not true, even in the 
face of overwhelming evidence.  Maybe s/he is convinced they are a god.  Maybe s/he thinks everyone around him/her is a Chaos Mutant.  Maybe s/he thinks mice are everywhere, watching him/her (even if you can't see them), and quite possibly spies of the nobility, or the clergy, or the Chaos Powers, or maybe all three.  Maybe s/he thinks shoes are evil creatures (or the pawns of such creatures) waiting for the right alignment of the stars before they finally strike and bite the feet of anyone wearing them.

The character suffers a -5 per TL penalty to all Fel based skills, except where such a roll is made to circumvent evidence presented against the delusion, where the penalty is not applied (and the player will passionately argue with all the twisted logic s/he can muster how it can be "explained").  Moreover, this trait is one that should be roleplayed to the hilt by the player (if it is not, the GM should dock the player EPs).

The higher the level of this trait, the more elaborate, strange, or utterly non-sensical the delusion becomes, and the more it impacts on his/her life and relations with others.  The character might first get this as an level 1 insanity and believe mice are constantly watching him/her.  This might develop to level 2, and the character "discover" that the mice are working for the nobility, or the clergy.  At level 10, s/he might think the mice are all this, and also space aliens from the planet Zarg, sent on a mission to enslave the entire world.  By this point the character would be obviously insane and probably commited to an asylum.

The GM should be careful when enforcing this trait on players as a result of insanity, or allowing players to choose it at character creation.  Roleplaying this trait properly and maintaining group cohesiveness and balance can require a fine line to be walked.  It should only be given or allowed to experienced players and with the players agreement.  Otherwise, it is perhaps a trait best allocated to NPCs under the GMs control.  The Paranoid trait is a form of Delusion.

Dementia
Most common in those of old age, and this is general mental enfeeblement more than it is a game defined trait in its own right.  Affected characters have a tendency to become subject to become confused, disorientated, forgetful and incoherent, and in game terms often best represented by a severe case of the Absent-Mindedness trait.
[[ See WFRP 71, 84, 86 ]]

Depression (Mental Flaw)
Trait Value: 4 per TL
The character suffers a penalty to all Fel based skills equal to 5 times the TL, due to a noticable air of deep pessimism and social withdrawal that is apparent to anyone with whom the character talks for any length of time.
[[ See WFRP 85 ]]

Drug Addiction (Mental Flaw)
Trait Cost: 2 per TL
The character has become addicted to a chemical substance s/he regularly ingests or otherwise introduces to his/her body (such by a hypodermic needle for some drugs in a modern day setting).  The substance may be caffeine, alcohol, nicotine in tobacco, a modern drug like Heroin, Cannabis, Ecstasy, LSD, etc., or a Deliriant poison (see WFRP rulebook).
To assess the trait level of this trait, first assess the dangerousness of the effects and/or ease of access to the drug, and express it as a number from 1 (easy access, few ill effects) via 2 (illegal to get, or middling health effects) to 3 (dangerous to get, or dangerous to use, or both), and multiply by the multiplier of 5% that the character must take as a penalty to resist the next craving (eg. 3 for 15%).  The result is the trait level.
The character must make a Willpower test every day to resist the craving, subject to the above penalty.  Failure means the character is subject to the same penalty on all  tests unless s/he gets his/her "fix".  The penalty ceases to apply as soon as the character gets the fix and the drug takes effect.  The character can take additional doses of the drug in this time, but it will have no additional effects to the original dose that day.
The GM may wish to gradually increase the TL and test penalty(-ies) over time to reflect the tendency of some drugs to lose effectiveness without ever increasing dosages of the drug.
Example drugs in the Old World include Adder-root, Black Lotus, Madmans Cap, Night Shade and Oxleaf, all of which can be found to be defined in the Enemy Within series of WFRP supplements.
[[ See WFRP 85 ]]

Frenzy (Mental Flaw)
Trait Value: 4, plus 1 times TL
The character is subject to frenzy, with a penalty to the Cool roll equal to -5 times the TL.  See WFRP p.68 for the game effects of a failed Cool roll against Frenzy.
[[ See WFRP 51,68,85 ]]

Gluttony (Mental Flaw)
Trait Value: 4 per TL
Excessive eating.  The character has an insatiable appetite, to the point that given an opportunity to eat during the course of a game, a Willpower test must be made to resist it, with a -5 per TL penalty.  If failed, they will eat either the food runs out or the character is disturbed (or until a suitably dramatic point in the plot, at the GMs option...).  In the long term, this can have an effect on the characters physical stamina and health.  Those characters who allow it to get out of control gain the Obese trait.
[[ WFRP 85 ]]

Headaches (Mental Flaw)
Trait Value: 6 per TL
The character suffers from splitting headaches that start immediately after any test the character makes is rolled as a double percentile (11, 22, 33, etc.)  They last for D100 game turns (ie. up to a little under 2 hours) during which all tests are made at -5 per TL.
[[ WFRP 86 ]]

Heavy Sleeper (Mental Flaw)
Trait Value: 4 per TL
The character wakes less easily to disturbance or noise than most other characters.  The normal roll to determine if noise wakes a character gains a penalty equal to 5 times the TL.

Impetuous (Mental Flaw)
Trait Value: 5 per TL
Characters with this trait are impetuous and over-zealous.  They have a keening to act as soon as they can without waiting to see what others do or say.
This manifests in game terms in that while theoretically they do not have to act on their normal Instinct for effective initiative purposes in the combat round, they could hold back and find out what others are doing, they actually feel obliged to act as soon as possible.  the character must act on effective initiative without delaying to wait and see what other PCs or NPCs do, unless a test on Willpower subject to a penalty equal to 5 times the TL is passed to delay and wait.

Insomnia (Mental Flaw)
Trait Value: 3 per TL
The character has difficulty getting to sleep at night.  Every half an hour lying in bed, the character may attempt a roll on Willpower to fall asleep, subject to a penalty equal to -5 per TL.  If failed, the character will stay awake for another half an hour, after which s/he may make another attempt, or giver it up and do something else!

Introversion (Mental Flaw)
Trait Value: 5 per TL
Often beginning with the Tongue-Tied trait, the character has trouble interacting socially with the outside world to a degree that the character must pass a Willpower roll at -5 per TL, in order to make any form of communication.  Even if passed, they then suffer the effects of the Tongue-Tied trait at though at the same trait level.
[[ WFRP 85 ]]

Kleptomania (Mental Flaw)
Trait Value: 5 per TL
Compulsive stealing, and a form of the Compulsive trait.  The character has an irresistable urge to steal, often regardless of the value or usefulness of the object or the risks involved.  When given an opportunity to steal something in the course of a game, a Willpower test must be made to resist it, with a -5 per TL penalty.  The GM should further modify the test to the circumstances.  The test might be at a substancial bonus where the character knows there exists a sophistocated security setup protecting something, or possibly to resist stealing a bag of nuts from a crowded shop.  Alternately it could be at substancial penalty to resist taking a valuable gem from an idol in a deserted temple.
[[ WFRP 85 ]]

Light Sleeper (Mental Gift)
Trait Cost: 4 per TL
The character wakes more easily to disturbance or noise than most other characters.  The normal roll to determine if noise wakes a character gains a bonus equal to 5 times the TL.

Manic (Mental Flaw)
Trait Value: 4 per TL
The character is hyper-active, generally over-enthusiastic, and to anyone to speaks with them for just a few minutes, obviously slightly crazy.  They persue their current object of attention with tons of manic energy, much of which gets misdirected.  Fortunately, they tend to harmless enough (as a rule), but do suffer a loss of -5 per TL in any Fellowship based test or activity.
One limited positive aspect to the trait is gaining a fixed +5 bonus to any Initiative based task, which becomes +10 at trait level 10 or above.  However, the Fellowship loss far outweighs what Initiative gain they get out of it.
Combined with the Depression trait, the character becomes Manic Depressive.
[[ WFRP 85 ]]

Manic Depressive (Mental Flaw)
Trait Value: 6 per TL
The character must possess both the Manic and Depression traits already for this trait to manifest.  It causes the character to suffer from fluctuating emotions, ranging from despair to euphoria, and changing at an increasing rate the higher the level.
Every (24-TL-D6) hours, the GM should roll D100.  On 01-50, the character manifests the Manic trait, on 51-00, s/he suffers from Depression instead.  In addition , the GM is encouraged to roll the dice at any moment the GM feels would be dramatic to the story, often when the character faces a test based on Cool, Willpower, Leadership or Fellowship, or any associated skill.
[[ WFRP 85 ]]

Megalomania
The character suffers from an inflated sense of ego, and an insatiable lust for power.  They seek to be the leader of any group, and will go to extreme lengths to gain any position of authority, however mean, and manifest an obvious dislike to anyone who challenges their authority or refuses to obey without question.
This should be treated as two traits, an Obsession with power (exercising it and gaining it), and Animosity toward those who challenge their power or authority, each of which traits should be bought separately.
[[ WFRP 85 ]]

Multiple Personality Disorder (Mental Flaw)
Trait Value: 8 per TL

Characters with this trait have multiple personalities, of which only one can be in control at any one time.  The character has a number of personalities equal to the TL, each of which shares the following:

 * same body
 * same physical stats (S, T, Ag, Dex, W, M, Size)
 * same Physical Traits
 * same Supernatural Traits
 * same learned skills and memories (modified still by mental stats)

but apart from sharing the Multiple Personaity Disorder trait each may differ in the following:

 * different mental stats (I, Per, Ld, Int, Cl, WP, Fel)
 * different Mental Traits
 * different default skills (based on the different mental stats)

As such, the character must reroll the mental stats listed above for each alternate personality, and may choose different Mental Traits for each one.

Note that while all personalities will share the same memories and learned skills, as they will all see through the same eyes and experience the same events, the different mental stats mean that they will all have different default skill proficiencies.  Therefore, default skills should be recorded separately for each personality.  In the same way, learned skill proficiencies are still combined with stats (like WP or Int) when tested, so these may change in effective practise if the alternate personality has wildly different mental stats.

Whenever the character undergoes a stressful or traumatic experience in the context of the active personality (some personalities may find a given situation stressful or traumatic, others may not), the active personality must test on Cool.  If this is failed, the character will switch personalities.  Roll randomly among the remaining personalities to determine which one, or alternately the GM can rule that whichever personality is best able to mentally cope with the situation at hand comes forward as the current personality panics.  This may also occur when the character wakes from sleep - there is a chance equal to 50% plus 10% per personality over 2 that a different personality is in control than was the case when the character went to sleep.  The personalities may even switch themselves voluntarily at any time, though the current active personality must voluntarily pass control to another personality - control cannot be forcefully taken.

Overall, this trait is most a problem in social situations, where the characters shifting demeanors incur a -10 penalty to Fel and Ld based skills in all social interaction situations where the NPC concerned has seen the character before in a different personality demeanor, and can tell that something is not quite the same about the character (in borderline cases, the GM may make an test on Memory or Int to determine if the NPC notices anything odd).

Obsession (Mental Flaw)
Trait Value: 5 per TL

These characters are obsessed with someone or something, to the extent that all other concerns take a back seat.  This affects their social interactions, so that the character suffers a -5 penalty per TL to all Fel based skills or activities not liked to their obsessive behaviour.  In addition, the character will persue his/her obsession whenever an opportunity is presented, and must pass a test against Willpower, with a -5 per TL penalty, to either resist the compulsion to either persue his/her obsession or (testable every hour) to tear him/herself away and persue other things.  Moreover, this trait is one that should be roleplayed to the hilt by the player (if it is not, the GM should dock the player EPs).

The GM should be careful when enforcing this trait on players as a result of insanity, or allowing players to choose it at character creation.  Roleplaying this trait properly and maintaining group cohesiveness could prove difficult.  It is recommended only to be given or allowed to experienced players and with the players agreement.  Otherwise, it is perhaps a trait best allocated to NPCs under the GMs control.

Applications of this trait include the obsession with power and authority possessed by Megalomaniacs (WFRP p.85) and the obsession and fascination with their own image of Narcissists (WFRP p.86).

Some Obsessives also gain a Compulsive disorder associated.  For a modern day description of this see http://www.nimh.nih.gov/publicat/ocd.cfm.

Paranoid (Mental Flaw)
Trait Value: See Delusion

Paranoid characters believe the world, and everyone in it, is out to get them.  This includes their friends, family, fellow adventurers, the state, the Emperor, the Electors, the city watch, everybody.  Such characters trust nobody.  If the others aren't actively attacking them or their interests, they're in some kind of plot that exists purely to get at the paranoid character.  In some extremely rare cases, this may be true.  In the vast majority of cases, the afflicted characters live in a delusional world and are quite out of their tree.

This is a form of the Delusion trait, and just like that trait the GM should be careful when enforcing this trait on players as a result of insanity, or allowing players to choose it at character creation.  Roleplaying this trait properly and maintaining group cohesiveness requires a very fine line to be walked.  It should only be given or allowed to experienced players and with the players agreement.  Otherwise, it is perhaps a trait best allocated to NPCs under the GMs control.  The same goes for the Schizophrenia trait, which at its advanced stages progresses into the Paranoid trait.

Remember, just because you're paranoid, it doesn't mean they're not really out to get you... }:o>

Pathological Lying (Mental Flaw)
Trait Value: 5 per TL
Compulsive lying, and a form of the Compulsive trait.  The character has an irresistable urge to lie whenever s/he speaks, often regardless of the consequences or the risks involved.  When given an opportunity to lie in the course of a game, especially when asked a direct question or similar circumstance, a Willpower test must be made (with a -5 per TL penalty) for the character to be able to tell the truth.  The GM should further modify the test to the circumstances.  Lying to the watch or in front of a magistrate may have more consequences than lying to an innkeeper.
[[ WFRP 86 ]]

Phobia (Mental Flaw)
Trait Value: 8 per TL

The character is subject to unreasoning fear of one or more persons, groups of people, objects, or circumstances.  The character is subject to fear towards the object of their phobia.

The base value of this trait assumes a object of fear that is averagely common - coming into contact with the character every few days or weeks, perhaps.  For objects of fear that the character will rarely face, half the trait value.  Conversely, if it is very common (encountered every day or more, say), at least double it.

The character suffers a penalty to Fear tests of -10 per TL for encounters between the character and the object of their fear.  For fear penalties of less than 10%, the player should take the trait as a Quirk, not as a Phobia.

When confronting their fear, the character must test against the Face Fear skill at a penalty equal to -10 per TL.  Failure means the character becomes scared stiff.  In combat against the object of their fear, they cannot dodge or attack, only parry (at half the penalty equal to -5 per TL).  At a TL of 3 or higher, the character is subject to terror, with all the implications that brings.  These include rolling into a gibbering ball and becoming prone if the Fear test is failed until either led away from the scene or the object of fear leaves.

Characters whose object of fear is something such as falling, open spaces, or confined spaces, etc. will actively try to avoid the cause of their fear - try not to have to climb in the tunnel, or to jump off the ledge, for example.  The consequences of their being forced into doing so will vary.  In the case of such as agoraphobia (fear of open spaces) or claustrophobia (fear of enclosed spaces), they gain a penalty at least equal to the Fear penalty  to Cool and all related skills, and all other tests are subject to half this as a penalty, as long as the character is in the situation that scares them.  The character should modify the exact results according to the nature of the fear and the circumstances.

Example: Phil has a Phobia / 1 of spiders.  These are averagely common, and the trait value is the normal default.

Example: Bob had a bad experience with Elves once, such that he now has Phobia (Elves) / 3.  Bob will rarely encounter an Elf, so the base trait value is halved.

[[ WFRP 86 (Phobia), WFRP 84 (Claustrophobia), WFRP 84 (Agoraphobia),
WFRP 85 (Scotophobia) ]]

Resist Insanity (Mental Gift)
Trait Cost: 5 per TL
Gives a bonus to Cool tests to resist insanity equal to 5 times the TL.

Schizophrenia (Mental Flaw)
Trait Value: 8, plus 5 per TL

The description of this trait given in the WFRP rulebook (page 86) should taken with a huge pinch of salt.  Contrary to popular belief, schizophrenia is not about multiple personalities, that is a condition in its own right (see the Multiple Personality Disorder trait).

In actual fact, schizophrenics generally actually hear "voices" in their heads, that make them paranoid (many schizo's have the the Paranoid trait as well, where the modern medical term is "paranoid schizophrenia", something many Call of Cthulhu investigators are diagnosed with in their madness).

Whether or not they currently have the Paranoid trait in addition, the "voices" are a distraction (-5 per TL to all tests).
The "voices" can also make the character go crazy at a moments notice as the "voices" tell the character her friends are plotting to kill her or some such.  At times of stress or trauma, make a test on the average of the characters Willpower and Cool, at -5 per TL.  If the test is passed, the character ignores the "voices".  If failed, the character turns on her friends (attacking with the nearest weapon if one is available) and gains D3 Insanity Points.  If this takes the character above 6 Insanity Points, the character immediately gains the Paranoid trait if s/he did not already possess it, subject to all of its effects.

Sleep Walker (Mental Flaw)
Trait Value: 2 per TL
The character has a tendency to talk in his/her sleep (usually a running commentary, or a one-sided conversation) and, bizarrely, physically get up and walk in his/her sleep, or manifest other physical actions of their dreams.  These "somnambulists" rarely remember why they did so when woken up, and the behaviour is rarely dangerous (except possibly where the somnambulist walks himself down stairs...).  However, cases have been known where dreamers who have unconsciously acted out their dreams physically have inadvertently stabbed or strangled their loved ones in the beds, possibly in response to slaying some "monster" in their dreams.  It might even be possible that some otherworldly influence affects these people to cause these effects - something Clerics of Morr would very likely be keen to investigate...
[[ Related to Talking in Sleep, WFRP 86 ]]

Talking to Self (Mental Flaw)
Trait Value: 4 per TL
Many people have a tendency to talk outloud, to no one in particular and even when no-one else is around to listen, for whatever reason.  Most of those realise it, realise that doing so has little practical purpose, but do so anyway in private and generally keep it to themselves in public.
Characters with this trait, however, keep it up in public and in other situations where they really should be more quiet.  Sometimes it takes the form of a low mumble that other characters cannot quite make out but which is none-the-less impossible to ignore, in other characters it can take the form of a normal level of speech constantly being broadcast to anyone listening at the time.
Not only is this irritating to others (a -5 per TL penalty to Fellowship and associated skills), but it makes sneaking up on someone or avoiding notice difficult almost impossible, and imposes a -5 per TL penalty on all uses of the Concealment, Silent Move, or Shadowing skills.
[[ WFRP 86 ]]

Supernatural Traits

Animal Aversion (Supernatural Flaw)
Trait Value: 3 per TL
Animals react badly to the character, who suffers a penalty to Fellowship and related skills of -5 per TL where animals and children are concerned.  The same seems to be true, incidentally, of magical familiars whom a spellcaster might create.
[[ WFRP 138 ]]

Cadaverous Appearance (Supernatural Flaw)
Trait Value: 6 per TL
The character looks like a corpse, in varying state of rotting.  At the very lowest levels, the character looks mostly normal, with only the smallest details "showing the rot".  As the level of the trait increases, the cavaderousness becomes increasing obvious to see - and to smell - and the characters flesh increasing shows rotting holes in the skin, empty eye sockets, and skeletal bones with only thin sheets of rotting skin remaining on them.  To the untrained eye, and lying still, the character would look and smell just like a corpse.
The character suffers a penalty to Fellowship and related skills equal to 5 times the TL.  S/he also bears a percentage chance of being mistaken for a corpse if lying unmoving equal to the same penalty.
[[ WFRP 138 ]]

Disembodied (Supernatural Flaw)
Trait Value: Left to the GM.

The character is disembodied, a once-mortal ethereal soul, no longer bound to a material body.  The reasons a character might become like this are many.  Perhaps the character was the victim of a Necromantic ritual gone wrong.  Perhaps the characters soul was summoned to the mortal realm by a Necromancer or priest of Morr for questioning on the manner of its death, or some other matter, and was never returned properly to where it came from.  Perhaps the character died, but did not "move on" to the "other side" because of some overriding issue or "unfinished business" that locks it to the mortal realm.  Perhaps the characters soul is cursed (literally) to wander the mortal world for eternity, able to see it and sense it, but unable to effect it.

The things a disembodied soul might choose to do, or his/her goals, are equally variable.  Maybe it wants to contact a priest of Morr who will be able to help it "move on".  Perhaps it has "unfinished business" that it must do before it can pass to Morrs realm, and that might end up involving mortal fleshy PCs...  Perhaps it wants to punish the living - all the living - or wants to kill them all to join it in its own undead misery.  The possibilities are endless.

The abilities such a spirit could have are many fold.  At the least, those of a Ghost (WFRP p.252) are suggested, and possibly those of a Wight or Wraith (WFRP p.253).  Spirits might possess other activities, from rattling chains, to possessing the living, or anything in between.  Running a disembodied character as a PC or NPC is something I have often idly thought about, and the possibilities are so endless that I can but make suggestions here.  Have fun...

Luck (Supernatural Gift)
Trait Cost: 5 per TL

Luck works as follows.  The trait level is ranked at between 0 and 20, and the TL times 5 equals the characters Luck Pool.  Whenever a character declares s/he is using his/her luck, roll against the Luck Pool value.
 * If the roll is over the Luck Pool, his/her Luck fails.  The Luck Pool is diminished by 10 regardless.
 * If the roll is less than or equal to the Luck Pool value, his/her Luck works and the player may take a bonus to the skill test following equal to an amount up to the degree of success on the Luck Pool roll.  The Luck Pool is then diminished by the amount of bonus taken.  The player must decide the bonus to take from his Luck before the skill roll is made.
The new Luck Pool value is used on the next attempted use of Luck.  The Luck Pool diminishes in this way such that a character relying on Luck all the time will rapidly find his/her "lucky streak" evading them.  Luck is "recharged" by 20 for each day the character goes without using Luck, up to the maximum Luck Pool the player can have (see above).

Example use of Luck: Eric has entered an archery contest.  He has a trait level of 10 (for a Luck Pool of 50) and a Ranged Weapon - Bow skill of 34.  He has to hit a small target that lies a long way away, for a skill penalty the GM judges to be worth -30, giving Eric just a 4% chance of hitting the target.
He tells the GM he is using his Luck.  Erics player rolls against his Luck Pool of 50, for a roll of 64 - failed.  Erics Luck Pool is reduced to 40.  Erics player pleads with the GM to try his Luck again and the GM agrees, on his new Luck Pool of 40.  He rolls 71, failing his Luck Pool roll and dropping his Luck Pool to 30.  Erics player again pleads with the GM to try his Luck one more time, and the GM figures that as long as Eric has decreasing chance of it working each time, why not.  Erics player rolls against his Luck Pool of 30, and gets a 13.  Thus, he has passed the Luck Pool roll by 17, and so can use 17 points of his Luck on the next skill roll he makes.  He elects to use all 17 points, reducing his Luck Pool to 30 - 17 = 13.
So now Erics player rolls against his effective Ranged Weapon - Bow skill of 34 - 30 + 17 = 21%.  Eric still has a less than likely chance of hitting, but much better than he did before.  He rolls the dice, and gets 15.  The GM tells Erics player the crowd cheers and Eric has hit the target spot on.
It will take Eric 2 days to "recharge" his Luck to his Luck Pool maximum of 50 again.

Lycanthrope (Supernatural Gift or Flaw - varies)
Trait Cost/Value: 2, plus 5 per TL

Lycanthropes, or shapechangers, possess what is both a blessing and a curse, however in the Warhammer World it is more often the latter.  Lycanthropes can change physical form into that of one (extremely rarely, more than one) kind of animal, or were-form.  In the Empire this is most commonly the wolf, while in Norsca tales of were-bears are more common.  In parts of the Old World, were-ravens are not unknown (often congregating in ominous black flocks on full moons), as well as were-rats (also often collecting in swarms), were-owls, were-pigs, were-boars, were-cats (both domestic and wildcat) and were-dogs (often similar to war dogs or Hobhounds in the WFRP Bestiary).  Elsewhere in the world there are tales of even stranger varieties, including were-lizards, were-insects and were-spiders.  All are the subject of speculation and nightmares to the superstitious people of the Old World.  The most feared tails speak of those who change into the forms of Chaotic creatures (manticores, basilisks, harpies, hippogriffs, hydras, jabberwocks, and others...).

Regardless of the animal form, the transformation is subject to a lunar cycle, whereby for 3 days of every month the were-form grows stronger at the full moon (Mannslieb that is - Morrslieb is nowhere near so predictable) and the character faces a supernatural urge to change to were-form.  Each month, the full moon lasts for 3 days.  On the first and third days, the character will change if s/he fails a Willpower roll at a -10 penalty indoors, or -20 penalty outdoors in the full light of the moon.  On the second day when the full moon is strongest, the penalties are doubled.  Furthermore, the penalties are doubled again on the nights when both moons are full - werecreatures are well advised to be indoors and chained to something sturdy on Hexensnacht and Geheimnisnacht, unless they wish to change and commit carnage, and many nobles who secretly suffer the affliction keep stout dungeons or cellars with specially crafted chains and restraints for such nights.  Some other such nobles positively revel in the carnage and destruction they cause and make it a point to be outside and "on the prowl" regularly on full moons.  This change usually occurs approximately an hour after dusk falls.  Many lose their appetite in the day(s) preceding the change, in preparation of the animal inside going on the hunt.

Bought at a positive Trait Cost, the trait is a Gift, the werecreature is able to control the change, to actively choose to not change on a full moon, or to change and hunt (or use the animal form in combat) at other times of the month.  It has been noted that the ability to consciously change form only works during the hours of darkness, between dusk and dawn, and any lycanthrope still in animal form at dawn automatically changes form back.  This has landed some who do so in trouble.  In the same way, some Lycanthropes are able to will a change back to their humanoid form while in the thoes of the beast.  Any conscious change either to or from lycanthropic form is made by testing on Willpower.  If this is on a full moon night, the same penalties listed in the previous paragraph apply to changing to humanoid form, while they become bonuses for changing to animal form.  Willpower rolls for lycanthropy gain an additional bonus equal to 5 times the TL.

Bought at a positive Trait Value, it is a Flaw.  The character can attempt to resist the change at full moon, or even attempt to change at will, but do either at an addtional penalty on the Willpower roll equal to 5 times the TL.

Wounds inflicted on the creature in wereform are real, and remain real when reverted to humanoid form.  The same is true in reverse, and any substancial injuries taken in one form, that the other cannot physically accommodate, will immediately take effect as Critical Hits.  While in wereform, the character is usually only dimly aware of what s/he is doing, and the stronger the moon the less aware of his/her actions the character will be.  On controlled changes on moonless nights, the character may be in full control of the animal forms faculties and able to use them to full advantage.

Anyone bitten or otherwise wounded by a Lycanthrope in wereform, and who suffers at least 1 Wound from the attack, has a 5% chance per Wound of aquiring the Lycanthrope trait, at an initial trait level of -2 (ie. as a Flaw).  The new Lycanthrope is usually of the same were-species as its 'parent', but not always.  Druidic Priests especially are known to usually take were-forms of their spirit familiar species.

Eg.  A character has Lycanthropy at trait level 2, as a Flaw (for a Value of 2+(2*5)  = 12 trait points).  Restrained in irons in a cellar, on the second full-moon-day of the month, he is at a -20 + -10 = -30 penalty to his Willpower to resist the change.  Unless he is strong-willed, he is unlikely to make it, and the neighbours may be prone to hear growls and other strange noises (assuming the irons hold the beast and he doesn't escape) emanating from the cellar...

Magical Resistance (Supernatural Gift)
Trait Cost: 4, plus 5 per TL
Gives a bonus to the Willpower roll for magical resistance, equal to 5 times the TL.

Mutation (Supernatural Gift or Flaw - varies)
Trait Cost/Value: Varies

The character has a Chaos mutation of some form.  This may be physical, mental, or downright supernatural in nature (the trait has been classified as a Supernatural trait here, due to the fact its effects are extremely variable but always connectable back to Chaos, which by nature is supernatural to the Warhammer World).  The mutation may be beneficial (a Gift) or not (a Flaw).

Chaos being Chaos, no two mutations are ever alike and trying to lay down in-game effects and Trait Costs here would be an exercise in futility.  The player and/or GM is recommended to hunt out a copy of the old (now sadly out of print) book Realm of Chaos : Slaves to Darkness from the time of WFB 2/3.  This contains a dizzying array of mutations the GM can torment his/her players with.  Some sample mutations are also listed under the Beastman and Chaos Warrior entries of the WFRP Bestiary.

Mutation effects in-game and the associated Trait Costs are left to the discretion of the GM to judge on a case by case basis.  However, one guideline should be to consider if the mutation is a visible one that will draw otherwise undue attention to the character.  If so, consider the characters normal acquaintances and the area in which the character lives.  If the character lives in an area where Witchhunters rarely come, or where mutation is an accepted and acceptable state of affairs, it should as more of a Gift (relative to the exact effects of the mutation) than it might otherwise count.  If the character lives in an area where such mutation is not acceptable and where Witchhunters come and go often, it is on balance more of a Flaw (again, relative to the exact effects of the mutation) with the Trait Cost varying on the degree of mistrust of mutants and the regularity of Witchhunter visits (the less acceptable and more risky an area, the more negative the Trait Cost).

[[ See WFRP 216 for Beastmen and WFRP 229/230 for Chaos Warriors ]]

Nocturnal Lifestyle
Treat this is an Allergy against sunlight!  For the purposes of the Allergy trait, sunlight should be treated as very common, though not absolutely prohibitively so - after all, it is not present at night - and can be hidden from indoors during the day at least at the lower allergic levels.  As such, treat the value of the Allergy trait as being doubled for purposes of trait points.
[[ WFRP 139 ]]

Oracle (Supernatural Gift)
Trait Cost: 10 per TL

Characters with this Gift are blessed as the divine instruments via which the gods choose to address messages through.  This may be passed as a temporary blessing, or as part of a larger divine plan.  Either way, when the god grants the character a vision s/he is tempirary possessed by the god, or a divine servant of the god, and delivers a verbal message while in a trance.  The Oracle generally remembers little or nothing of the message or prophecy after regaining consciousness (D6 minutes after the possession terminates) and oracular utterances are invariably obscure and difficult to interpret.  See Apocrypha Two for guidance on the use of this blessing by GMs.

The level of this trait is a measure of how often the oracular visitations occur.  At level 1, it might be once every few years (or longer period).  At level 20, it might be every day.  At those kinds of high levels, the character could easily find themselves the equivalent of the mythical Oracle of Delphi, with people coming far and wide to be worshipped, or consulted...  By that time, of course, the character should long ago have been retired to become an NPC under the control of the GM.

Possessed (Supernatural Gift or Flaw - varies)
Trait Cost/Value: 7 per TL

The characters body is not wholely his/her own.  There is something else that controls it, either constantly or intermittently, and either with or without the characters own consent.  This is a trait that would be... possessed... by those inhabited by a demon - or possibly by those who choose to allow their body to be temporarily "ridden" by another being, maybe spirits of the dead (a spiritual medium might have the trait for that purpose) or maybe entities such as the caribbean "Loa" of modern voodoo/vodun.

Taken as a Gift, the character chooses to allow such entities to "ride" them, and usually gains abilities when being so "ridden", maybe even keeping a measure of self-control while in the process.  The character gains a bonus of +5 per TL for controlling whether, when and where a given entity is allowed to "ride" them, for controlling their own bodies during this time, and for kicking the entity out by force of will if so necessary (the entity could resist leaving, of course, resulting in a contest of wills...).

Taken as a Flaw, the character is liable to be involuntarily taken over by such entities, and suffers a -5 per TL penalty to will rolls over resisting such takeovers or controlling any aspect of the process.  The permanently demonically possessed will possess this trait at a very high level while being ridden by the creature.

Premonitions (Supernatural Gift or Flaw - varies)
Trait Cost/Value: 6 per TL

The character receives occasional flashes of the future - or probable future - that usually turn out to come true.  At the GMs option, that future may or may not be alterable by the PCs (or NPCs) subsequent actions.  A very rare few professional seers possess this trait, even if most of their ilk are just charlatans out to make a crown or two from the gullible.  Like the Sixth Sense trait, these premonitions could really come from any higher source, and the possibilities are as endless as discussed in that trait for the uses of this to the GM.

The information the character gets is at the discretion of the GM.  Maybe it's a full "scratch and sniff" technicolour vision of how-things-will-be.  Maybe it's a hazy half-sensed feeling, or sound, or brief visual flash of insight.

The level of the trait should be an guide to the GM just how much information the character gets from the trait, and how full the visions are.  At the lowest levels, it might be the occasional flash of vision, or a brief godly whisper in the ear, maybe an unexplained sense of foreboding at encroaching danger.  At higher levels it might be full sensory technicolour visions that tell the character everything s/he needs to know about what will come to pass.  Just remember that just occasionally, the GM is free to pass on false premonitions, that could be from some higher power seeking to manipulate the character to its own unknowable ends...

Finally, note that this trait can be taken as either a Gift or a Flaw.  By default, it is a Gift, and the visions beneficial to the character.  At the GMs or players option, it can be taken as a Flaw.  Taken as a Flaw, it gives the character unwelcome, nightmarish visions of what-will-come-to-pass that the character will usually not wish to see.  Terrible things like the death of themselves or their friends, destruction of the city, the ruination of the Empire, maybe even insane visions of the end times, the apocalypse and the Final Victory Of Chaos.

Of course, such terrible unwelcome visions will usually be a form of curse, telling the character what-will-be with no actual way that the character can later at all change what or how it will happen - maybe they might even be self-fulfilling prophecies as the character desperately tries to avert the disaster only to help bring it to fruition by their actions.  Or perhaps, at the GMs option, they only represent the probable course of events and the characters actions can avert them.  Such visions could well be the curse of a tragic character whose Fate before the Gods was to be tormented by evils to come and work to avert those evils (a little like the character of Cordelia in Angel, in a modern day context)...

Sixth Sense (Supernatural Gift)
Trait Cost: 4 per TL

This is the ability of a character to know, somehow (often the character him/herself isn't entirely sure how), that something is afoot that involves the character, but in which the character is not "in the loop".  Most often this will be simply that s/he is being watched, spied on, listened to secretly, being followed, etc.  Occasionally, it might be something else, such as a secret conspiracy, or other such device.  The character usually only feels the vaguest sense of this: a prickling on his neck, a shiver up his spine, or other "gut reaction", that characteristically tells them that something is afoot, with little to no indication of what.  Of course, this might not actually be from the characters "normal" unseen patron at all (whoever or whatever that may be).  It could be Tzeentch at work, or any uber-being (probably a god, maybe a suitably powerful or capable demon) capable of implanting that sense of something in the character.  The possibilities are endless.

Very, very occasionally will the character get any concrete knowledge from his/her unseen patron in the form of a thought in his head that just maybe that character thinks might not be wholy his own.  Any such direct knowledge planted there, however, will be subject to being interpreted - sometimes so by the character themselves - as being overactive imagination at best, or paranoid delusion at worst.  Where such a planted thought and a tingling, shiver or "gut sense" occur together, maybe it can be counted on - or maybe it was planted there by someone or something other than the characters normal shadowy patron, who can say.  Or perhaps it is the beginning of the Schizophenia or Paranoid trait...

The GM has full discretion over when and where the Sixth Sense'd character gets a gut reaction, shiver, or other sign, and how much information it conveys.  Most often it will convey only the vaguest sense that something is afoot that the character is not "in the loop" on.  The GM can have endless hours of fun manipulating players with this trait according to plot demands, or just to pull the players/characters strings.

The level of the trait should be an guide to the GM just how much of the information or gut reactions the character is fed though this trait should be reliable, and/or how commonly s/he gets these soundbites.  At the lowest levels, the player might get a shiver down his spine only every year or so, but when it happens it is absolutely reliable.  Alternately the same level of the trait could mean the character is the pawn of some uber-power (maybe even Tzeentch himself) that yanks the characters strings often, and only occasionally with reliable, useful information.  It depends on the "style" of the higher being the GM is depicting.  On the other hand, at the highest levels, the character should get reliable tingles, often.  That doesn't mean that the occasional one can't be a "false tingle" to liven up the plot a little, however...

Transformation (Supernatural Flaw)
Trait Value: 7 per TL, or as decided by the GM.
The character is slowly transforming into... something else.  At the very lowest levels, the character looks mostly normal, with only the smallest details "transforming".  Perhaps the character gains vestigial webbing between the fingers or toes, or their hair begins to grow at a slightly faster rate.  As the level of the trait increases, the transformation becomes increasing obvious to see and the characters body shows obviously wrong elements to it - green skin, or scaly skin, or fur, or hooves, or other animalistic features.  Eventually, given the time to run the traits course, the character will fully resemble whatever it is they are transforming into.
The character suffers a penalty to Fellowship and related skills equal to 5 times the TL.  The GM should decide suitable other effects of the transformation, possibly including (but not limited to) increased Perception, increased Movement, etc.
Nurgles Rot may be perceived to be a form of this trait, at the GMs option.  See WFRP page 318.  If the timescale for the change suggested there is followed, it is suggested that the trait advance by one TL every two weeks.
[[ WFRP 139 ]]

Unpleasant Odour (Supernatural Flaw)
Trait Value: 6 per TL

The character exudes a foul smell, like rotting fish, for example, or decaying bodies, or rotting eggs, or stagnant water.  Unless masked by some other perfume, the stencch can be noticed up to a number of feet away equal to 2 times the TL, with a bonus to the Detect Scent smell to detect it of 5 times the TL times (10-the distance in feet the detecting character is from the character with this trait, minimum 1).

Example: Jim has Unpleasant Odour/4.  Bob is 6 feet from Bob, and has a bonus to smell him (4*2=8 feet) of 4*5*(10-6)=20*4=80%!

This will affect relations with the character, unless untaken by some long distance method or out of "smell-shot".  At level 1, perfume applied once per day will mask the stench.  At each subsequent level, the time the perfume effectively lasts is halved, such that at level 2, it must be applied every 12 hours, every 6 hours at level 3, every 1.5 hours at level 5, every 11 minutes (approximately) at level 8, and so on.  Stronger perfumes, of course, last longer, but are also smellable themselves at a greater distance and at a higher chance of detection.

[[ WFRP 139 ]]

Wierdness Magnet (Supernatural Flaw)
Trait Value: 7 per TL

Characters with this Trait have a sometimes disconcerting and often dangerous tendency to attract wierd occurences to his/her general vicinity, if not to him/herself in particular.  Characters with a high trait level of Wierdness Magnet may find gods call in for advice from time to time, demons call in for a cup of tea and a donut, or that Chaos and supernatural nasties follow the character around and target him/her especially, that kind of thing.  Each game-week, the GM can roll against a percentage chance equal to 5 times the trait level.  If passed, Wierdness calls on the character that game-week. 

The presence of this Trait at any reasonably high level in a party of characters could easily make for an unbalanced game, with too much of the supernatural and exotic occurring for the games own good.  GMs shouId consider carefully before allowing choice of this Trait in a game.  It is recommended for games with a comical or overtly supernatural bent only.  The GM has full power to veto choice of this Trait if s/he wishes.