TEXT: 1 
  Fan Material for Warhammer Fantasy Roleplay : Manikins — Witch and Warlock Familiars 
  Manikins — Witch and 
  Warlock Familiars  
  Article written by Daniel White 
  
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  Fan Material for Warhammer Fantasy Roleplay : Manikins — Witch and Warlock Familiars 
  INTRODUCTION 
   
  This document is designed to add a bit of fla-
  vour to the familiars of Witches and Warlocks 
  and introduces a new class of created familiar 
  for these careers. The Manikin. 
   
  In Realms Of Sorcery, the Witch or Warlock 
  career can only have bound familiars. This 
  document expands on the options of the rene-
  gade wizard. It reflects a common driving force 
  behind such mages - independence. The form 
  and utility of the Manikins also exhibits the slow 
  but sure descent into the usage of Dhar in the 
  Witches or Warlocks magic. Manikins are more 
  insidious and menacing than more traditional 
  familiars and have usages and drawbacks that 
  their more mainstream cousins often don’t have. 
   
  THE MANIKIN 
   
  The familiars covered in this document, hereaf-
  ter named Manikins, are similar to created famil-
  iars found in Realms Of Sorcery. However, cre-
  ated familiars are not available to Witches or 
  Warlocks as the highest magic characteristic 
  they can get is 2, not the 3 required in order to 
  gain a created familiar. 
   
  So this document is designed to allow Witches 
  and Warlocks to create their own familiars. In 
  order to insure game balance, Manikins use an 
  adjusted form of the rules given for created fa-
  miliars in Realms Of Sorcery and are of less 
  utility than those familiars covered in the official 
  rules. 
   
  FORM OF THE  
  MANIKIN 
   
  Due to the gradual descent of the Witch and 
  Warlock into the more self-serving and harmful 
  use of Dhar, the Manikins forms are all (as sug-
  gested) humanoid in form. The Warlock or 
  Witch pours his scorn, self-serving interests and 
  ego into the Manikin. It is made in his own im-
  age, the ultimate show of arrogance. Whilst the 
  Manikin (with one exception) is not a miniature 
  version of the caster himself, its humanoid form 
  and the emotions impressed upon it reflect the 
  casters soul at the world. Sometimes it’s not a 
  pretty sight. 
   
  CREATING THE  
  MANIKIN 
   
  Creating the Manikin follows the rules as set out 
  in Realms Of Sorcery page 184 except as fol-
  lows. 
   
  The components are of one type only, dictated 
  by the type of Manikin being crafted, as well as 
  material from the Warlock or Witch’s own body 
  and in some cases organic material from other 
  sources  (see below). 
   
  The Witch or Warlock’s own hand must craft the 
  Manikin using the applicable Trade skill. This is 
  an Average (+/-0%) Trade test. The Intelligence 
  test is then rolled. 
   
  The Familiar creation table is not rolled on. The 
  result is always Small Humanoid. 
   
  Oddities of form are not rolled for. Any oddities 
  of form are noted in the Manikin descriptions 
  below. 
   
  Manikin personality is not rolled randomly. The 
  personality of the Manikin is noted in its descrip-
  tion. 
   
  Manikins only gain experience points when they 
  are in a ‘Motive’ state (this is explained below). 
  Whilst in a passive state they do not gain half of 
  the caster’s experience point award. 
   
  Caster and Manikin only receive the benefits of 
  the Manikins Familiar Abilities (page 191 RoS) 
  when the Manikin is in its motive form. Further-
  more, Aethyric Reservoir and Voice Of Reason 
  are not available as Familiar Abilities for Mani-
  kins. 
   
  Manikins can be created containing the organic 
  material of another humanoid. If this is the case, 
  then the Manikin acts as an Aethyric Link (page 
  192 RoS) to that humanoid as well as acting as 
  the casters familiar. Spells targeting that hu-
  manoid benefit from a +1 to the casters casting 
  roll. Due to the nature of most Manikins (IE Un-
  pleasant), they are more inured to being used 
  this way than standard familiars. They need 
  only make an Average Willpower test to avoid 
  damage to themselves when used as a focus in 
  this way and tend not to get overly upset when 
  used for this purpose. 
   
  
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  Fan Material for Warhammer Fantasy Roleplay : Manikins — Witch and Warlock Familiars 
  More sinister, the Manikin created in this way can 
  be used as a direct conduit for pain to the target. 
  Damage inflicted on the Manikin can be directed 
  towards the target (see the Fetish Manikin ritual 
  below). 
   
  MOTIVE AND PASSIVE 
  STATES 
   
  Unlike the created familiars found in Realms Of 
  Sorcery, Manikins are not constantly awake and 
  aware of their surroundings. Upon the magic user 
  completing his crafting of the Manikin it is aware 
  and open to the caster for a number of hours 
  equal to his magic characteristic. However, the 
  Witch’s magic is not strong enough to keep the 
  Manikin’s spirit locked into this form and aware 
  for the whole time, so once this period is over the 
  Manikin takes its Passive form. This form is men-
  tioned in the individual entries below and corre-
  sponds to its type. 
   
  To awaken the spirit of his Manikin in future, the 
  caster must cast the new spell Motivate Manikin 
  (see below) each time that he wishes to do so. 
  This returns the Manikins spirit to wakefulness 
  and he is now Motive. Motivate Manikin can be 
  researched at any time via the Witchcraft talent. 
   
  The form of the spirit inhabiting the Manikin can 
  be far more sinister than the awareness inhabit-
  ing normally created Familiars and is tied directly 
  to the casters own personality and corruption. 
   
  NEW HEDGE MAGIC 
  SPELL 
   
  Motivate Manikin 
   
  Casting Number: 11 
  Casting Time: 1 Minute 
  Ingredient: The caster’s blood (+2) 
  Description: You perform a short ritual that 
  wakes your Manikin’s spirit for a time. This is a 
  Touch spell. The Manikin can now be Motive for a 
  number of hours equal to your magic characteris-
  tic. Once the time has expired, the Manikin re-
  sumes its passive form (see Manikin description). 
  The ingredient, if used, causes the caster to lose 
  one wound. 
   
  CORRUPTION 
   
  As noted above, the sprit that inhabits a created 
  Manikin is a reflection of the caster. As such, 
  many different types of awareness can result, 
  dependant on the casters state of mind. The 
  more corrupt the caster is, the more unpleasant a 
  spirit answers the call. In rare cases, the Manikin 
  is nothing short of a Daemonic Possession. 
   
  The casters corruption affects the type of Manikin 
  that best suites him. 
   
  Every insanity the caster has: 6 Corruption 
  points. 
   
  Insanity points: Every current Insanity point the 
  caster has gives one corruption point. 
   
  Each Hedge Arcane Mark: 5 Corruption points. 
   
  Tzeentch’s Curse: 1-10 Dependant on past se-
  verity and regularity. 
   
  Dark Magic: If the caster has the Dark Magic 
  talent, 20 corruption points. 
   
  Dark Lore: If the caster knows a Dark Lore, 20 
  corruption points. 
   
  Miscellaneous: If the GM thinks it apt, then more 
  corruption points can be given for things like mix-
  ing with chaos creatures, cult membership or 
  even particularly nasty past acts. 
   
  Once the casters corruption score has been cal-
  culated, it is added to the roll to determine which 
  Manikin form best suites him as his created Fa-
  miliar. 
   
  NEW RITUAL 
   
  Fetish Manikin 
   
  Type: Arcane 
  Arcane Language: None 
  Magic: 2 
  XP: 200 
   
  Ingredients: The casters Manikin familiar that 
  must contain some organic material from the tar-
  get creature such as hair or nails (see Creating 
  The Manikin above). 
   
  Conditions: The target of the ritual must be 
  
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  Fan Material for Warhammer Fantasy Roleplay : Manikins — Witch and Warlock Familiars 
  within one mile and the chaos moon Morrslieb 
  must be in the sky. The caster must have a Cor-
  ruption score of 40 or more. The Manikin must be 
  in a Motive state. 
   
  Consequences: If you fail your casting roll, then 
  your consciousness and your Manikins are 
  swapped. You now inhabit the body of your Mani-
  kin and your familiar’s spirit inhabits your body. 
  Once the Manikin becomes passive, the casters 
  spirit dies and his body is forever inhabited by his 
  Manikin’s spirit. 
   
  Casting Number: 14 
  Casting Time: 2 Hours 
  Description: You are able to transmit the dam-
  age you inflict on your Manikin familiar to the 
  linked target. This translates as a Damage 2 hit 
  that bypasses armour and the victims Toughness 
  bonus. This damage takes the form of that in-
  flicted on the Manikin; therefore if it is set alight, 
  the victim is set alight also. If it is stabbed with a 
  pin, then the victim is invisibly impaled as well. 
  The victim also gains 1d10/2 Insanity Points from 
  the shock of receiving wounds from thin air. 
  The casters Manikin will take a like amount of 
  damage, but if it makes a Toughness test, then it 
  may subtract its TB from the damage that it takes 
  itself. 
   
  Due to the Corruption of the caster and the likely 
  disposition of his Manikin, this Ritual does not 
  harm the bond between the caster and his famil-
  iar, even though the Manikin suffers great pain 
  through the process. The spirit of the Manikin 
  delights in the pain it brings its victim. 
   
  MANIKIN DESCRIPTIONS 
   
  Roll 1d100 to determine which form your studies 
  show are best suited to your magic. Add the cast-
  ers Corruption score to the result and consult the 
  chart below. 
   
  01-10  
  Coal Porter 
  11-20  
  Marble Ballerina  
  21-30  
  Self Portrait  
  31-40  
  Living Sapling  
  41-50  
  Kiln Kindred 
  51-60  
  Crystal Servitor   
  61-70  
  Toy Soldier  
  71-80  
  Mud Man 
  81-85  
  Tin Man  
  86-90  
  Bronze Figurine  
  85-100 
  Straw Dummy  
  101-105 
  Rag Doll  
  106-110 
  China Doll  
  111-115 
  Wicker Man  
  116-120 
  Tar Fetch 
  121-125 
  Marionette 
  126-130 
  Gilded Child 
  131-135 
  Talking Head  
  136+  
  Razor Fiend 
   
  Coal Porter 
   
  Craft: Stonemason or Sculptor 
  Personality: Hard Working, quiet or long suffer-
  ing 
  Passive Form: A stack of worked coals linked by 
  string 
  Special Qualities: Avoids fire. Leaves sooty foot-
  prints 
  Size: 12” 
  Description: When motive, this Manikin resem-
  bles a stout humanoid with bulging muscles. Two 
  tiny gleams show where it’s eyes are. This type of 
  Manikin is best used as a house help or assistant 
  as it normally works tirelessly. When rare anger 
  stirs it, its coals glow red as though it were in a 
  fire. 
   
  Marble Ballerina 
   
  Craft: Stonemason or Sculptor 
  Personality: Flighty, sweet or artistic tempera-
  ment 
  Passive Form: A delicate marble sculpture 
  Special Qualities: Dance takes place of Dodge 
  Blow 
  Size: 6” 
  Description: When motive, this Manikin resem-
  bles a delicate and beautiful ballerina. Always 
  happy when dancing, this Manikin is especially 
  useful to those Witches/Warlocks that become 
  lonely in their isolation as it lifts spirits with its 
  dancing. Sometimes given as a gift. It stamps its 
  feet and pouts when angry. 
   
  Self Portrait 
   
  Craft: Painting 
  Personality: One of caster’s traits 
  Passive Form: A framed picture of the caster 
  Special Qualities: Highly flammable. Menacing 
  Size: 12” 
  Description: When motive, this representation of 
  the caster crawls from the frame that houses it 
  and resembles the caster in features and habits, 
  however, the features are crude painted repre-
  sentations. This manikin is nothing more than 
  canvas and paint and therefore is highly flamma-
  ble. It smells faintly of paint. It can look very dis-
  concerting when viewed for the first time. 
   
  
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  Fan Material for Warhammer Fantasy Roleplay : Manikins — Witch and Warlock Familiars 
  Living Sapling 
   
  Craft: Herbalism 
  Personality: Patient, sun loving or lazy 
  Passive Form: A sapling in a plant pot 
  Special Qualities: Hide takes place of Dodge 
  Blow as skill available 
  Size: 6” 
  Description: This Manikin is created slightly dif-
  ferently from others. Planting the seed of a plant 
  and pouring magic into it as it is growing creates 
  it. Once created, its motive form resembles a 
  spindly green humanoid with leaves for hair and 
  twiggy arms and legs. Useful for surveillance pur-
  poses as it is easily overlooked. Has a mortal fear 
  of beetles and caterpillars. 
   
  Kiln Kindred 
   
  Craft: Pottery 
  Personality: Fiery, protective or fragile 
  Passive Form: A blocky clay figure 
  Special Qualities: Toughness +10% against fire 
  attacks 
  Size: 12” 
  Description: When motive, these chunky clay 
  Manikins move with purpose and deliberation. 
  Wet eyes look out from the earthenware face and 
  coloured designs may stripe its body. These 
  Manikins make good guards for the caster when 
  he is away for short periods, but often become 
  quite belligerent is left for long periods. 
   
  Crystal Servitor 
   
  Craft: Gem cutting or Glassblowing 
  Personality: Emotionless, abrupt or cutting 
  Passive Form: A figurine of glass or jewelled 
  figure 
  Special Qualities: 1 AP on all locations 
  Size: 6 – 12” 
  Description: When motive, these often beautiful 
  Manikins move jerkily as their crystalline nature 
  allow. Often mounted on mantelpieces or given 
  as presents, these aloof Manikins are capable of 
  remarkable acts of unpleasantness and give it no 
  thought. On sunny days, these Manikins are quite 
  easily seen as the sun reflects from their bodies. 
   
  Toy Soldier 
   
  Craft: Carpentry or Metal smith 
  Personality: Disciplined, bloodthirsty or rowdy 
  Passive Form: A toy soldier 
  Special Qualities: None 
  Size: 6” 
  Description: When motive, these wooden or 
  metal Manikins move quickly and with purpose. 
  They carry out the casters orders to the letter and 
  have no qualms about what those orders may be. 
  Easily overlooked in their passive state, they are 
  sometimes inveigled into households before the 
  Witch/Warlock motivates them. 
   
  Mud Man 
   
  Craft: Sculptor or None 
  Personality: Unkempt, vindictive or rude 
  Passive Form: A crude form of dried mud 
  Special Qualities: Leaves muddy footprints, 
  Smells. Menacing. 
  Size: 6-12” 
  Description: These Manikins are normally 
  crudely formed and it shows in their manner. The 
  motive Mud Man looks like a hastily created hu-
  manoid shape of wet mud, which oozes water. 
  They seem to take delight in living up to their im-
  age and will go out of their way to cause harm to 
  others. They take great pains to stay out of the 
  sun, which dries them out. 
   
  Tin Man 
   
  Craft: Tin Smith 
  Personality: Heartless, rigid or cold 
  Passive Form: A hinged and oiled tin figurine 
  Special Qualities: 1 AP on all locations, Leaks 
  oil, Menacing 
  Size: 6-12” 
  Description: These Manikins can squeak when 
  motive, as their oiled joints rub together. They are 
  a heartless bunch that are as happy wielding the 
  little axes they are supplied with as they are star-
  ing coldly at and scaring children. Normally used 
  as guards or enforcers, they carry out their com-
  mands with little thought or remorse. They stay 
  out of the rain at any opportunity. 
   
  Bronze Figurine 
   
  Craft: Copper Smith 
  Personality: Chilly, dispassionate or arrogant 
  Passive Form: A smooth bronze figurine 
  Special Qualities: Hardy, Menacing. Intimidate 
  takes place of Dodge Blow 
  Size: 12” 
  Description: When motive, these Manikins move 
  ponderously, with apparent disdain for their sur-
  roundings. The hammer strokes of its forging can 
  be seen on its smooth body. Their often-beautiful 
  shapes give it an arrogant manner. Often they are 
  set the task of scaring or intimidating others; a 
  task they are well suited to. 
   
  
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  Fan Material for Warhammer Fantasy Roleplay : Manikins — Witch and Warlock Familiars 
  Straw Dummy 
   
  Craft: Tailor or None 
  Personality: Malicious, scheming or hurtful 
  Passive Form: A cloth dummy stuffed with straw 
  Special Qualities: Highly Flammable, Unsettling, 
  Concealment instead of Dodge Blow 
  Size: 12” 
  Description: When motive, these Manikin’s straw 
  features are normally marred by a twisted smile. 
  If it is capable of speech, it often utters high 
  pitched giggles at others misfortune. At home in 
  rural environments where it creeps in the under-
  growth, the sight of such a Manikin makes the 
  skin crawl. They are sometimes set up in fields as 
  small scarecrows. They avoid fire at all costs. 
   
  Rag Doll 
   
  Craft: Toy making or Embroidery 
  Personality: Mischievous, devious and some-
  times Murderous 
  Passive Form: A floppy rag doll 
  Special Qualities: Flammable, Unsettling, Move 
  Silently instead of Dodge Blow 
  Size: 12” 
  Description: When motive, the black button eyes 
  of this Manikin shine with inner malice. The Rag 
  Dolls body is capable of swift and silent move-
  ment and it delights in scaring small children. The 
  sight of a motive Rag Doll is enough to send sane 
  men running. It is usually used as a scout or infil-
  trator due to its silence. 
   
  China Doll 
   
  Craft: Pottery 
  Personality: Vindictive, paranoid and sometimes 
  crazed 
  Passive Form: A painted china doll 
  Special Qualities: Unsettling, Menacing, -10% 
  Toughness, +5% Willpower 
  Size: 6-12” 
  Description: When this Manikin is motive, the 
  pretty painted features of its face screw up into a 
  terrifying visage. The click, click of its slow foot-
  steps send a tingle down the spine and when it 
  appears, often with a knotted piece of string in its 
  hands (a favourite throttling weapon), it would be 
  best to be somewhere else. Sometimes given as 
  a gift prior to being motivated. 
   
  Wicker Man 
   
  Craft: Farmer or Furniture Maker 
  Personality: Cruel, destructive and murderous 
  Passive Form: A wicker figure containing small 
  wooden figures within its hollow shell 
  Special Qualities: Frightening, Flammable, -1 
  Move, -5% Intelligence 
  Size: 12” 
  Description: This Manikin is truly terrifying in its 
  motive state. The thick, bowed wicker body 
  moves ponderously and the little wooden figures 
  inside its hollow shell reach through the Manikins 
  body beseechingly, crying piteously. The Wicker 
  Man is best used as an instrument of terror as its 
  not too bright. As such, it is very effective. 
   
  Tar Fetch 
   
  Craft: Shipwright or Carpenter 
  Personality: Angry, discontent and murderous 
  Passive Form: A humanoid shaped lump of solid 
  tar 
  Special Qualities: Leaves sticky tar footprints, 2 
  AP on each location (weapons pass through it), 
  Frightening 
  Size: 6-12” 
  Description: When motive, this Manikin resem-
  bles a sticky, bubbling humanoid shape. It has no 
  distinct facial features but is able to see nonethe-
  less. It delights in catching small animals and 
  drowning them in its body; small animals can be 
  seen poking from its body. These Manikins are 
  normally quite primal and as such have no pa-
  tience for missions that don’t involve pain or suf-
  fering to some degree. 
   
  Marionette 
   
  Craft: Carpentry 
  Personality: Jealous, envious and murderous 
  Passive Form: A jointed and painted wooden 
  puppet 
  Special Qualities: Frightening, -1 Move 
  Size: 12” 
  Description: A true terror for every child the Old 
  World over, a wooden puppet that comes alive. 
  When this Manikin is in its motive state, its 
  painted features become scornful and full of spite, 
  the wooden tapping of its feet send tingles down 
  the spine and sometimes its strings trail behind it. 
  It seeks to take what is not his, whether this is 
  goods or…life. Its master sometimes has to keep 
  a tight reign on this Manikin as it has a somewhat 
  independent nature. 
   
  Gilded Child 
   
  Craft: Gold smith or Jeweller 
  Personality: Petty, spiteful and murderous 
  Passive Form: A gold figurine of a child or a jew-
  elled figure of a child 
  Special Qualities: 2 AP on all locations, Unset-
  
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  Fan Material for Warhammer Fantasy Roleplay : Manikins — Witch and Warlock Familiars 
  tling, Charm instead of Dodge Blow 
  Size: 6” 
  Description: When motive, these often-beautiful 
  Manikins features tighten and sour with spite as 
  often as they clear with false friendliness. These 
  Manikins are truly manipulative creatures that will 
  work to undermine all of its relationships on the 
  one hand whilst presenting a charming face to the 
  world with the other. They are often used as go-
  betweens or infiltrators, but the caster must watch 
  these Manikins carefully. 
   
  Talking Head 
   
  Craft: Jewellery, Sculptor or Metal smith 
  Personality: Conniving, deceitful and malicious 
  Passive Form: A bust of a head or a jewelled 
  cameo 
  Special Qualities: No movement, Frightening, 
  +5% Intelligence, Speech 
  Size: 12” (bust) or 4” (cameo) 
  Description: These Manikins are different in form 
  to the others. These are merely heads; either 
  bronze or alabaster busts or jewelled cameos. 
  Once motive, the heads features come alive and 
  it is capable of speech. Its words and features 
  drip venom and anyone other than the caster who 
  views a Talking Head must make a Willpower test 
  or gain 1 Insanity Point. Casters can generally 
  trust the Talking Head as it has little chance of 
  leaving him. 
   
  Razor Fiend 
   
  Craft: Weapon smith 
  Personality: Cruel, murderous and controlling 
  Passive Form: A jagged humanoid shape crafted 
  from steel 
  Special Qualities: Terrifying, Natural weapons, 
  Control Master 
  Size: 12” 
  Description: These Manikins serve as the focus 
  of a Daemonic spirit once it is made motive. Its 
  eyes light with an infernal glow and power radi-
  ates from its small form. Made to spread mayhem 
  and murder, the trapped daemonic spirit tries to 
  make sure it can do just that. Once during each of 
  its motive states, the Razor Fiend may attempt to 
  manipulate its master into a coarse of action that 
  the Manikin desires. This is an opposed Will-
  power test. The caster is nearly always unaware 
  of these promptings, as he is way down the road 
  to ultimate corruption anyhow. 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Black Industries/Manikins and other Familiars.pdf