TEXT: Kryrnaa Raikin – Dark Elf diver 
   
   
  Their arrogance and unremitting thirst for vengeance against their eastern cousins leads many Dark Elves to take to 
  the wild seas of the Great Ocean. Originally fanatics of Khaela Mensha, this order of Scouts and Assassins has 
  gradually learned to master the waves in their pursuit of retaliation, slavery and plunder. Among their own kind, 
  these brazen mariners are called kryrnaa. In the land of men they are whispered as “dark corsairs”. 
   
  Within these kryrnaa there exist a rare few for whom the sea has become a fascination, practically a mistress. In the 
  tongue of the Malteeras, they are called kryrnaa raikin after the crushing darkness that many of them worship. While 
  their unrivalled skills are admired, their solitary and independent nature leads many to be feared and distrusted by 
  their fellow mariners. 
   
  Used for various tasks, these divers are trained for endurance and to carry out specialised work underwater; repairing 
  the hull of a ship, cleaning the hull of marine growths such as barnacles and diving for valuable sea goods (e.g. pearls 
  and abalone) or even sunken cargo. The kryrnaa raikin are perhaps best known for their ability to hold their breath for 
  incredible lengths of time. They are also known to be powerful swimmers and capable of fighting underwater when 
  attacked by sea creatures. 
   
  Kryrnaa Raikin 
   
  M WS BS S 
  T W 
  I 
  A Dex Ld Int Cl WP Fel 
  - 
  +10 
  - 
  +1 +2 +4 +20 - 
  +20 
  - +10 +20 +20 
  - 
   
  Skills: Concealment Rural; Concealment Urban; Dive*; Excellent Vision; Fish; Cascade of life*; Secret Language - 
  Raikin; Secret Signs - Kryrnaa; Speak Additional Language - Malteeras, Old Worlder, Tar-Elthárin; Specialist Weapons 
  – Crossbow Pistol, Net, Parrying Weapon, Uraithen; Silent Move Urban; Strike Mighty Blow; Strike to Injure; Swim 
   
  Trappings: sea dragon cloak (2 AP & can be used as a shield or net), uraithen (repeating crossbow), trident, dagger 
   
  Career exits: Navigator, Sea Captain 
   
  * Diving 
  This skill offers the ability to quickly enter and operate effectively underwater. As such divers can: 
   
  Enter water from great height with little risk, i.e. triples the height of diving into water, e.g. 5 yards = safe, 10 
  yards = simple, 15 yards = tricky, 20+ yards = risky 
   
  Hold their breath much longer than others [T rounds] and longer than swimmers ([2x T] rounds), usually 
  around [3xT] rounds. Beyond that, like everyone ele, they must test Cool: 
  o 
  Pass – character holds their breath for another [T] rounds, although next Cool test is at -10 
  (cumulative) 
  o 
  Fail – characters looses their breath and begins drowning (cf. Suffocation) 
   
  Fight underwater at no disadvantage - as long as they use appropriate weapons (daggers, spears, crossbows) 
   
  A prerequisite for this skill is the ability to Swim 
   
  * Cascade of life 
  Essentially this is an advanced form of the Dodge Blow skill. Pushed to perfection it allows combatants to dodge 
  multiple attacks by focusing all their efforts on this. However it is a rather extreme style of combat: 
   
  Must be declared at the start of the round 
   
  From then on the fighter takes a defensive stance that limits his/her options to parrying or dodging, e.g. if a 
  character normally has 2 attacks and 1 dodge per round, then this fluid style offers 3 dodges per round 
   
  A prerequisite for this skill is the ability to Dodge Blow 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Domukan/Kryrnaa raikin.pdf