Editing WFRP2e 2525 Albrecht Mueller

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= Talents =  
 
= Talents =  
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Savvy (+5% Intelligence)
  
Ambidextrous (no penalty for using a weapon in his secondary hand)
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Night Vision (see up to 30y in natural darkness)
  
Coolheaded (+5 Willpower)
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Ambidextrous (make attacks with either hand without -20% penalty)
  
Disarm
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Disarm (on hit, instead of damage, roll Opposed Ag test; success disarms opponent of manufactured weapon which can be picked up with a Ready action)
  
Lightning Reflexes (+5 Agility)
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Etiquette (+10% to Charm/Gossip tests when dealing with nobility, also applies in other situations when etiquette is important)
  
Menacing (+10 to Intimidate and torture checks)
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Fleet Footed (+1 M)
  
Quick Draw (can use the ready action as a free action once per round)
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Lightning Parry (during Swift Attacks, sacrifice 1 attack to make another Parry)
  
Sharpshooter (+20 Aim bonus to missile weapons)
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Lightning Reflexes (+5% Ag)
  
Specialist Weapon Group (Cavalry),
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Master Gunner (reduce Reload times of all black powder weapons by 1/2 action, stacks with Rapid Reload)
  
Street Fighting (+10 to unarmed WS checks, +1 to unarmed damage)
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Menacing (+10% Intimidate and Torture tests)
  
Strike Mighty Blow (+1 to damage rolls)
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Mighty Shot (+1 damage with ranged weapons)
  
Strike to Stun
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Quick Draw (1/round take a Ready action as a Free Action)
  
Wrestling (+10 to WS and Strength on all grapple checks)
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Rapid Reload (reduce Reload times of all weapons by 1/2 action, stacks with Master Gunner, weapons with Free Action reloads can be used for Swift Arracks)
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Sharpshooter (+20% to hit with ranged attacks after aiming instead of +10%)
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Sixth Sense (GM rolls your WP to warn you of danger)
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Specialist Weapon Group (Entangling, Fencing, Gunpowder, Longbow, Parrying, Two-Handed)
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Street Fighting (+10% WS and +1 damage when fighting unarmed)
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Strike Mighty Blow (+1 damage with melee attacks)
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Strike to Injure (+1 Critical Value with melee attacks)
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Strike to Stun (on hit, instead of damage, roll S test; if passed, opponent rolls T test w/ +10% per point of Armor on the head. Failure means they are stunned for 1d10 rounds)
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Suave (+5% Fel)
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Swashbuckler (Jump/Leap as 1/2 action; +1y to jump distances)
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Wrestling (+10% WS and S tests when grappling)
  
 
= Trappings =
 
= Trappings =

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