Advan Ad vanced ced Careers List Li st ing in g Career Limitation Alchemist Alchemist (Dwarven) – Level 1 Dwarfs Only Alchemist (Dwarven) – Level 2 Dwarfs Only Alchemist (Dwarven) – Level 3 Dwarfs Only Alchemist (Dwarven) – Level 4 Dwarfs Only Archer Sergeant / Captain Captain Artillerist Artisan Armourer, Baker, Blacksmith, Blacksmith, Bowyer, Brewer, Builder, Calligrapher, Carpenter, Cartographer, Cartwright, Chandler, Cobbler, Cooper, Engraver, Fletcher, Furrier, Glass Maker, Gunsmith, Jeweler, Leatherworker, Potter, Printer, Ropemaker, Sailmaker, Shipwright, Stonemason, Tailor, Tanner, Weaponsmith Assassin Battlemaster Dwarfs Only Beastfriend Wood Elves Only Butler Cat Burglar Cavalier Chamberlain Charlatan Chef Cleric Counterfeiter Crime Lord Daemon Slayer Dwarfs Only Demagogue Diplomat Dragon Slayer Dwarfs Only Druidic Priest Humans Only Duellist Explorer Far Rider Wood Elves Only Fence Forger Free Lance Giant Slayer Dwarfs Only Glade Champion Wood Elves Only Gunner Hedge-Wizard High Elf Mage High Elves Only Highwayman Innkeeper Jaeger Rifleman / Officer Judicial Champion Knight Lawyer Librarian Linguist Lodefinder Dwarfs Only Loremaster Dwarfs Only
Career Limitation Luxury Prostitute / Courtesan / Protectress Marine Sergeant / Captain Master Artisan Dwarfs Only Armourer, Blacksmith, Brewer, Builder, Carpenter, Gunsmith, Jeweler, Stonemason, Weaponsmith Master Engineer Dwarfs Only Master Thief Mercenary Sergeant / Captain Mercenary Veteran Merchant Mountaineer Trooper / Officer Dwarfs Only Navigator Noble – Rank 2 (Baron/Baroness, Margrave/Margravine) Noble – Rank 3 (Count/Countess) Noble – Rank 4 (Duke/Duchess) Noble – Rank 5 (Elector – Grand Duke/Duchess) Outlaw Chief Physician Pilot (Gyrocopter / War Balloon) Dwarfs only Pirate Mate / Captain Pistolier Trooper / Officer Pit Fighter Champion Playwright Racketeer Riverwarden Sergeant Roadwarden Sergeant Runesmith Dwarfs Only Rune Master Saboteur Sapper Dwarfs Only Scholar Scout Sea Mate / Captain Shipmaster Dwarfs only Ship’s Gunner Slaver Soldier – Sergeant / Captain Spy Steward Stoneshaper Dwarfs only Targeteer Templar Torturer Veteran Warrior (Dwarven) Dwarfs Only Wardancer Wood Elves Only Watch Inspector Watch Sergeant / Captain Waywatcher Wood Elves Only Weaponmaster Windrider Wood Elves Only Witch-Hunter Wizard Wood Elf Mage Wood Elves Only
Advan Ad vanced ced Careers Details Detai ls Alch Al chemi emi st See Magic See Magic Careers Careers Li st for st for details Alch Al chemi emi st ( Dwar ven) ven ) (Dwarfs Only) Long before humans began delving into the mysteries of alchemy, Dwarf alchemists were hard at work within the Engineers' Guild developing gunpowder and other chemicals. However, the alchemy practised by the Dwarfs was not magical in nature, but a scientific process of study and experimentation. Therefore Dwarf alchemists differ from their human counterparts in very specific ways. While the career advance scheme for the Alchemist remains unchanged, a Dwarf alchemist does not gain any magic point, and cannot cast spells. In addition, the Dwarf alchemist's skills, trappings and career exit are changed as noted. It should be noted that these changes represent an alchemist trined in the Dwarf tradition; among the Expatriate Dwarf population, there are a small number of alchemists who have studied under human masters, and there follow the Alchemist career as given in the Magic careers list. Trappings: Trappings: Hand Weapon, Staff, 6D6 Gold Crowns, Travelling alchemical kit Career Career Entr y: Alchemist’s Apprentice, Loremaster (Dwarfs Only) Career Career Exits: Exits : Alchemist (Dwarven) (Dwarfs Only) – Of next level up, Engineer (Dwarfs Only), Gunner, Loremaster (Dwarfs Only) Magic Points: Points : None Alch Al chemi emist st (Dwar ven) – L evel 1 Advan Ad vance ce Sch eme M WS BS S Skills: Skills:
T
W I A Dex Ld Int Cl WP Fel +2 + 10 + 10 + 10 Arcane Language – Dwarf, Chemistry, Metallurgy, Secret Signs – Dwarf Alchemy, Secret Signs – Dwarf Engineer’s Guild
Alch Al chemi emist st (Dwar ven) – L evel 2 Advan Ad vance ce Sch eme M WS BS S T W I A Dex + 10 + 10 +1 +1 +3 + 20 + 20 Skills: Skills: Herb Lore, Prepare Poison, Scroll Lore, Secret Language – Classical
Ld + 20
Int + 20
Cl + 20
WP + 20
Fel
Alch Al chemi emist st (Dwar ven) – L evel 3 Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP + 10 + 10 +1 +1 +4 + 30 + 30 + 30 + 30 + 30 + 30 Skills: Skills: Magic Sense, Manufacture Drugs, Manufacture (non-magical) Potions, Rune Lore, Super Numerate
Fel
Alch Al chemi emist st (Dwar ven) – L evel 4 Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP + 10 + 10 +1 +1 +4 + 40 + 40 + 30 + 30 + 30 + 30 Skills: Skills: Cast Arcane Language – Arcane Runic, Identify Magical Artifact, Immunity to Poisons, Magical Awareness
Fel
Ar cher ch er Ser gean t / Cap tain tai n Ar cher ch er Ser gean t Members of military forces - be they soldiers, mercenaries, militia, marines, or city watchmen - who show an aptitude for leadership will normally begin to use their reputation to carve out a living for themselves as leaders. A Sergeant commands the lower-ranked rank and file troops in a battalion, and is under the c ommand of, and assists, a Captain. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 30 +1 +4 + 20 +1 + 10 + 20 + 10 + 20 + 10 + 10 Skills: Skills: Consume Alcohol, Fletching, Gamble, Rapid Fire – Bows or Crossbows, Secret Language – Battle Tongue, Specialist Weapon – Longbow, Street Fighter, Strike to Stun, Sure Shot Trappings: Trappings: trappings as for unit Ar ch er Captain er Captain Captains are often under the command of less experienced knights or nobles, a fact they resent. They often prefer the company of their troops to the society of nobility, and have more respect for experience and ability than social position. The only way into captain is through sergeant. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 40 +1 +2 +6 + 20 +2 + 10 + 40 + 20 + 30 + 10 + 20 Skills: Skills: Disarm, Dodge Blow, Fletching, Heraldry, Rapid Fire – Bows or Crossbows, Specialist Weapon – Parrying Weapon, Specialist Weapon – Two-Handed Weapon, Strike to Injure, Sure Shot Trappings: Trappings: Full Helm, Sleeved Mail Shirt, Shield, Mail Coif and Leggings, Livery (uniform of good quality, with army or detachment's colors and symbol, worn over mail), Crossbow, Longbow or Normal Bow (dependent on primary weapon of their unit), 2D6 Arrows/Bolts in Quiver Career Career Entr y: Archer, Artillerist, Explorer (Straight to Captain), Gunner, Jaeger Rifleman/Officer, Rifleman/Officer, Mercenary, Mercenary Veteran, Veteran, Outlaw Chief, Scout, Soldier, Targeteer, Watchman, Watch Inspector, Watch Sergeant/Captain Career Career Exits: Exits : Artillerist, Bounty Hunter, Gunner, Mercenary Sergeant/Captain, Noble – Rank Rank 4 (if requirements of nobility met), Outlaw Chief, Protagonist, Soldier – Sergeant/Captain, Targeteer Ar till ti ll eri st The artillerist is a military specialist who deals with the construction, construction, transportation and use of catapults. Both bolt throwers and stone throwers are covered by this career, but cannon and bombards are not – see Gunner. The artillerist will be the captain of a catapult crew, directing the crewmen (who will be ordinary soldiers or militia) as they load and fire the machine. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 20 +1 +1 +2 + 20 + 10 + 10 + 20 + 10 + 10 Skills: Skills: Carpentry, Engineer, Specialist Weapon – Bolt Thrower, Specialist Weapon – Stone Thrower Trappings: Trappings: Artillerists’ Charts and Tables Career Career Entr y: Archer, Archer Sergeant/Captain, Engineer (Dwarfs Only), Gunner, Laborer, Marine, Marine Sergeant/Captain, Master Engineer (Dwarfs Only), Mercenary, Mercenary Sergeant/Captain, Mercenary Veteran, Pilot (Gyrocopter / War Balloon) (Dwarfs Only), Sapper (Dwarfs Only), Ship’s Gunner, Soldier, Soldier – Sergeant/Captain, Veteran Warrior (Dwarven) (Dwarfs Only) Career Career Exits: Exits : Archer Sergeant/Captain, Gunner, Mercenary Sergeant/Captain, Marine, Marine Sergeant/Captain, Sapper (Dwarfs Only), Ship’s Gunner, Soldier – Sergeant/Captain Ar ti san The Artisan is a skilled craftsman, manufacturing some of the countless requirements of civilised life. The chart below lists some of the more common types of Artisans, but is not exhaustive. Some towns or regions may specialise in a particular craft, while others may have a type of Artisan on a variety of a craft which is unique and not found elsewhere. In the Old World, the Artisan must serve a long apprenticeship before becoming fully skilled at his craft and the services of a skilled craftsman are respected and valued. The bulk of Artisans are found in towns, where there is a sufficient demand to keep them in full-time work. Artisans are always members of the Guild appropriate to their trade. Ar ti san – Arm ou rer An armourer is a person who who makes and maintains personal personal armour, especially plate or mail armour. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 + 10 Skills: Skills: Drive Cart, Magic Sense, Metallurgy, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Smithing Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan’s Apprentice, Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmith’s Apprentice (Dwarfs Only) Career Career Exits: Exits : Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Soldier
Ar ti san – Baker Advan Ad vance ce Sch eme M WS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
BS
S T W I A Dex Ld Int Cl +1 +1 +2 + 20 + 30 + 10 + 10 + 10 Cook, Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan Artisan
WP + 10
Fel + 10
Ar ti san – Blac ksmi ks mith th A blacksmith is a metalsmith metalsmith who creates objects objects from wrought iron or steel by forging the metal, metal, using tools to hammer, hammer, bend, and cut. cut. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 + 10 Skills: Skills: Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Smithing Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan’s Apprentice, Artisan, Barkeeper, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmith’s Apprentice (Dwarfs Only) Career Career Exits: Exits : Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only) Ar ti san – Bow yer A bowyer is a person who makes bows. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 +1 +1 +2 + 20 + 20 + 10 + 10 + 10 + 10 + 10 Skills: Skills: Carpentry, Drive Cart, Fletching, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Specialist Weapon – Longbow, Sure Shot Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan’s Apprentice, Artisan Career Career Exits: Exits : Artisan, Targeteer Ar ti san – Br ewer Advan Ad vance ce Sch eme M WS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
S T W I A Dex Ld Int Cl +1 +1 +2 + 20 + 30 + 10 + 10 + 10 Brewing, Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan Artisan, Master Artisan (Dwarfs Only)
WP + 10
Fel + 10
S T W I A Dex Ld Int Cl WP +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 Carpentry, Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan, Master Artisan (Dwarfs Only) Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only)
Fel + 10
Ar ti san – Bu ilder il der Advan Ad vance ce Sch eme M WS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
BS
BS
Ar ti san – Calli gr aph er Advan Ad vance ce Sch eme M WS BS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
S T W I A Dex Ld Int Cl +1 +1 +2 + 20 + 30 + 10 + 10 + 10 Art, Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan, Loremaster (Dwarfs Only), Runesmith’s Apprentice (Dwarfs Only) Artisan, Explorer, Forger, Loremaster (Dwarfs Only), Playwright
WP + 10
Fel + 10
S T W I A Dex Ld Int Cl WP +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 Carpentry, Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only) Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only)
Fel + 10
Ar ti san – Car pen ter Advan Ad vance ce Sch eme M WS BS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
Ar ti san – Car to gr aph er Advan Ad vance ce Sch eme M WS BS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
S T W I A Dex Ld Int Cl WP Fel +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 + 10 Art, Cartography, Drive Cart, Magic Sense, Read/Write, Scroll Lore, Secret Language – Classical, Secret Language – Guilder, Secret Signs – Artisan, Super Numerate Tools according to trade, Parchment, Quill, Ink, 5D6 Gold Crowns Artisan’s Apprentice, Artisan, Explorer, Scholar Artisan, Explorer, Navigator
Ar ti san – Car tw righ ri gh t Advan Ad vance ce Sch eme M WS BS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
S T W I A Dex Ld Int Cl WP +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 Carpentry, Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan Artisan
Ar ti san – Chan dl er A chandler is a person who who works with wax and makes candles. candles. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int +1 +1 +2 + 20 + 30 + 10 + 10 Skills: Skills: Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan’s Apprentice, Artisan Career Career Exits: Exits : Artisan
Cl + 10
Ar ti san – Cob bl er A cobbler is a person who makes and repairs shoes. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl +1 +1 +2 + 20 + 30 + 10 + 10 + 10 Skills: Skills: Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Tailor Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan’s Apprentice, Artisan Career Career Exits: Exits : Artisan
Fel + 10
WP + 10
Fel + 10
WP + 10
Fel + 10
Ar ti san – Coo per A cooper is a person who makes makes barrels and other staved vessels. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 + 10 Skills: Skills: Carpentry, Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Smithing Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan’s Apprentice, Artisan Career Career Exits: Exits : Artisan Ar ti san – Eng raver rav er Advan Ad vance ce Sch eme M WS BS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
S T W I A Dex Ld Int Cl +1 +1 +2 + 20 + 30 + 10 + 10 + 10 Art, Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan, Loremaster (Dwarfs Only), Runesmith’s Apprentice (Dwarfs Only) Artisan, Counterfeiter, Forger, Loremaster (Dwarfs Only)
WP + 10
Fel + 10
Ar ti san – Fl etcher etc her A fletcher is a person who who fletches arrows. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 +1 +1 +2 + 20 + 20 + 10 + 10 + 10 + 10 + 10 Skills: Skills: Drive Cart, Fletching, Magic Sense, Marksmanship, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Specialist Weapon – Longbow, Sure Shot Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan’s Apprentice, Artisan Career Career Exits: Exits : Artisan, Targeteer
Ar ti san – Fur ri er A furrier is a person who makes fur products as fur garments, garments, fur blankets etc. etc. and repairs, alters, cleans, cleans, or otherwise deals in furs of animals. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 + 10 Skills: Skills: Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Tailor Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan’s Apprentice, Artisan, Hunter, Trapper, Woodsman Career Career Exits: Exits : Artisan Ar ti san – Glass Maker Advan Ad vance ce Sch eme M WS BS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
S T W I A Dex Ld Int Cl WP +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 Chemistry, Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan Artisan
Fel + 10
Ar ti san – Gun smit sm ith h A gunsmith is a person who who repairs, modifies, designs, designs, or builds firearms. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 + 10 Skills: Skills: Chemistry, Drive Cart, Magic Sense, Metallurgy, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Smithing Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan’s Apprentice, Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmith’s Apprentice (Dwarfs Only) Career Career Exits: Exits : Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Soldier Ar ti san – Jew eler Advan Ad vance ce Sch eme M WS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
BS
S T W I A Dex Ld Int Cl WP +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 Drive Cart, Gem Cutting, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan Artisan, Master Artisan (Dwarfs Only), Merchant
Ar ti san – L eath erw or ker A leatherworker is a person who who works with tanned leather leather to create garments and products. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int +1 +1 +2 + 20 + 30 + 10 + 10 Skills: Skills: Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan’s Apprentice, Artisan Career Career Exits: Exits : Artisan Ar ti san – Lo cksm ck smit ith h Advan Ad vance ce Sch eme M WS BS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
Cl + 10
WP + 10
Fel + 10
Fel + 10
S T W I A Dex Ld Int Cl WP Fel +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 + 10 Drive Cart, Magic Sense, Metallurgy, Pick Lock, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Smithing Tools according to trade, Lockpicking Tools, 5D6 Gold Crowns Artisan’s Apprentice, Artisan, Thief – Burglar Artisan, Forger, Thief – Burglar
Ar ti san – Pott er Advan Ad vance ce Sch eme M WS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
S T W I A Dex Ld Int Cl WP +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 Art, Chemistry, Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan Artisan
Ar ti san – Prin ter Advan Ad vance ce Sch eme M WS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
BS
BS
S T W I A Dex Ld Int +1 +1 +2 + 20 + 30 + 10 + 10 Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan Artisan, Demagogue, Playwright
Cl + 10
WP + 10
Fel + 10
Cl + 10
WP + 10
Fel + 10
S T W I A Dex Ld Int Cl +1 +1 +2 + 20 + 30 + 10 + 10 + 10 Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Tailor Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan Artisan
WP + 10
Fel + 10
Ar ti san – Ro pemaker pem aker Advan Ad vance ce Sch eme M WS BS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
S T W I A Dex Ld Int +1 +1 +2 + 20 + 30 + 10 + 10 Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan Artisan
Ar ti san – Sailm aker Advan Ad vance ce Sch eme M WS BS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
Fel + 10
Ar ti san – Ship wr ig ht Advan Ad vance ce Sch eme M WS BS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
S T W I A Dex Ld Int Cl WP Fel +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 + 10 Boat Building, Carpentry, Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan Artisan
Ar ti san – Ston emason emas on Advan Ad vance ce Sch eme M WS BS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
S T W I A Dex Ld Int Cl WP Fel +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 + 10 Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Stoneworking Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only) Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only)
Ar ti san – Tailo r Advan Ad vance ce Sch eme M WS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
BS
S T W I A Dex Ld Int Cl +1 +1 +2 + 20 + 30 + 10 + 10 + 10 Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Tailor Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan Artisan
WP + 10
Fel + 10
Ar ti san – Tann er A tanner is a person who who tans leather and hides. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 Skills: Skills: Chemistry, Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan’s Apprentice, Artisan Career Career Exits: Exits : Artisan
Fel + 10
Ar ti san – Weapo nsmi ns mi th Advan Ad vance ce Sch eme M WS BS Skills: Skills: Trappings: Trappings: Career Career Entr y: Career Career Exits: Exits :
S T W I A Dex Ld Int Cl WP Fel +1 +1 +2 + 20 + 30 + 10 + 10 + 10 + 10 + 10 Drive Cart, Magic Sense, Metallurgy, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Smithing Tools according to trade, 5D6 Gold Crowns Artisan’s Apprentice, Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmith’s Apprentice (Dwarfs Only) Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Soldier
Ass assi n Assassins are hired killers, thorough professionals who are expert fighters. They are expert in the use of a wide variety of weapons and are trained to a far higher level than most Warriors, Footpads, and other petty killers. They are also skilled in the use of poisons and the construction of traps. These skills are for hire to the highest bidder and it is not unknown for Assassins to be employed by two warring factions to assassinate the leaders of both sides. In the Old World, the Assassin is one of the most potent tools in the armouries of warring families, governments, and religious bodies. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 30 +1 +1 +6 + 30 +2 + 30 + 20 + 20 + 20 + 20 + 20 Skills: Skills: Conceal – Rural, Conceal – Urban, Disguise, Marksmanship, Prepare Poisons, Scale Sheer Surface, Shadowing, Silent Move – Rural, Silent Move – Urban, Specialist Weapon – Blowpipe, Specialist Weapon – Fist Weapon, Specialist Weapon – Flail Weapons, Specialist Weapon – Lasso, Specialist Weapon – Parrying Weapon, Specialist Weapon – Throwing Knife, Specialist Weapon – Two-Handed Weapon, Sure Shot Trappings: Trappings: Garotte, Grappling Hook, Rope – 10 yards, Hand Weapon, Mail Shirt, Net, Shield, 4 Throwing Knives Career Career Entr y: Bounty Hunter, Hunter, Cat Burglar, Duellist, Executioner, Judicial Champion, Champion, Luxury Prostitute Prostitute / Courtesan Courtesan / Protectress, Pirate, Saboteur, Spy, Targeteer, Weaponmaster Career Career Exits: Exits : Crime Lord, Luxury Prostitute / Courtesan / Protectress, Mercenary, Outlaw Chief, Witch-Hunter Battlemaster (Dwarfs Only) Description pending Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 40 * + 30 +3 +4 + 10 + 40 * +3* + 30 + 20 + 20 + 20 + 20 Notes: * These stats may be increased beyond these these scores at an increased EP cost. For WS and I, take your current score and multiply it by 10 rounding up, that's what it will cost you to increase your stat by 10. For example, if my WS is a 76, I multiply it by 10 to get 760 round that that up and it will cost me 800 EP to increase increase it to 86. For Attacks, take take your current A score, add one and multiply multiply it by 100. That's how many EP's itit will cost you to increase your your attacks by one. So if you have 4 attacks it will will cost you 500 EP's to to gain another one. WS and I may be increased beyond 100, however a roll of 100 is always a fumble or failure depending on what you are rolling. Skills: Skills: Combat Acrobatics *, Daemon Lore, Disarm, Dodge Blow, Follow Trail, Frenzied Attack, Immunity to Disease, Immunity to Fear, Immunity to Poison, Immunity to Terror, Lightning Reflexes, Ride, Shadowing, Specialist Weapon – Two-Handed Weapon, Specialist Weapon – Fencing Sword, Specialist Weapon – Parrying Weapon, Strike Mighty Blow, Strike to Injure, Strike to Stun, Wit Trappings: Trappings: The same as in previous career Career Career Entr y: Judicial Champion, Mercenary, Mercenary Sergeant/Captain, Mercenary Veteran, Mountaineer Trooper/Officer (Dwarfs Only), Pit Fighter, Pit Fighter Champion, Soldier, Soldier – Sergeant/Captain, Tunnel Fighter (Dwarfs Only), Veteran Warrior (Dwarven) (Dwarfs Only), Warrior (Dwarven) (Dwarfs Only) Career Career Exits: Exits : Judicial Champion, Knight, Mercenary Sergeant/Captain, Soldier – Sergeant/Captain, Templar
Beastfriend (Wood Elves Only) The variety of animals befriended befriended by these Elves is reflected in the diversity between Beastfriends. The different advances and skills associated with the main types of animals animals are given below. However, all Beastfriends have access to the following following common core set of skills: Skills: Skills: Animal Care, Animal Training, Call Animal (Beastfriend animal Only), Charm Animal (Beastfriend animal Only), Follow Trail (Beastfriend animal Only), Orientation, Sixth Sense Trappings: Trappings: There are no particular trappings associated with the Beastfriend career, although many choose to arm and dress themselves in styles reminiscent of their friend species. Thus, the Caraidh Much favour curving, tusk-like daggers, whilst the Caraidh Bruinn and Caraidh Cadhmorr use clawed knuckle-dusters. Career Career Entr y: Forestrunner (Wood Elves Only), Gamekeeper, Glade Rider (Wood Elves Only), Herdsman, Initiate (Karnos) (Wood Elves Only), Woodsman Career Career Exits: Exits : Glade Rider (Wood Elves Elves Only), Initiate (Karnos) (Wood Elves Only), Wardancer (Wood Elves Elves Only), Waywatcher (Wood Elves Only), Windrider (Wood Elves Only) Caraidh Bruinn (Beastfriend of the Bear) Advan Ad vance ce Sch eme M WS BS S T W I A + 10 +2 +2 +2 Skills: Skills: Specialist Weapon – Fist, Street Fighter, Strike Mighty Blow
Dex
Ld
Int
Cl + 10
WP
Fel
Caraidh Much (Beastfriend of th e Boar) Advan Ad vance ce Sch eme M WS BS S T W I + 10 +1 +1 +2 + 10 Skills: Skills: Frenzied Attack, Street Fighter, Strike to Injure
A
Dex
Ld
Int
Cl + 10
WP + 10
Fel
Caraidh Iolair (Beastfri (Beastfri end of the Hawk) Advan Ad vance ce Sch eme M WS BS S T W +1 + 10 + 10 +1 Skills: Skills: Dodge Blow, Flee!, Strike to Injure
I + 20
A
Dex
Ld + 10
Int + 10
Cl
WP
Fel
I
A
Dex
Ld
Int + 10
Cl + 10
WP
Fel
A
Dex
Ld + 10
Int + 10
Cl + 10
WP
Fel
Ld
Int + 10
Cl
WP + 10
Fel
Caraidh Aech (Beastfriend of th e Horse) Advan Ad vance ce Sch eme M WS BS S T W +1 +1 +2 +2 Skills: Skills: Acute Hearing, Flee!, Ride – Horse
Caraidh Cu (Beastfri (Beastfri end of the Hound ) Advan Ad vance ce Sch eme M WS BS S T W I +1 + 10 +2 + 10 Skills: Skills: Acute Hearing, Frenzied Attack, Street Fighter
Caraidh Cadhmorr (Beastfriend o f the Cat) Advan Ad vance ce Sch eme M WS BS S T W I A Dex +1 + 10 +1 +1 + 20 Skills: Skills: Concealment – Rural, Silent Move – Rural, Specialist Weapon – Fist
Butler A Butler's primary job is of caring for a wealthy man's cellar, usually a noble's, and is in charge of large butts and little butts (bottles) of wine and beer. Under him is typically a staff of brewers, tapsters, cellarers, dispensers, cupbearers and dapifer. Butlers are not mere servants and their status in the house lends them a certain amount of respect in the community. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 +1 +3 + 10 + 20 + 20 + 20 + 10 + 10 + 20 Skills: Skills: Brewing, Charm, Consume Alcohol, Etiquette, Heraldry, Wit Trappings: Trappings: Good Quality Clothes, Silver Tray, 1D6 Servants Career Career Entr y: Servant – Usher, Servant – Valet Career Career Exits: Exits : Steward Cat Burglar In most Old World nations, only the eldest son of noble inherits inherits the family fortune. Many younger sons follow a military career so as to experience the thrilling, and bloody, pursuit of war. Others Others seek a celebrated status more suited to their class. So they undertake the task of becoming skilled in the art of burglary, while developing the flair and style which will give them the notoriety they crave. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +1 +2 +4 + 30 + 30 + 10 + 20 + 30 + 20 + 30 Skills: Skills: Blather, Bribery, Charm, Concealment – Urban, Dance, Etiquette, Evaluate, Gamble, Heraldry, Luck, Numismatics, Palm Object, Pick Lock, Pick Pocket, Read/Write, Ride, Scale Sheer Surface, Secret Language – Thieves’ Tongue, Secret Signs – Thieves’ Signs, Seduction, Sense Magic Alarm, Silent Move – Urban, Specialist Weapon – Fencing Sword, Spot Trap, Wit Trappings: Trappings: Black-Hooded Tunic, Expensive Clothes, Ordinary Clothes, Hand Weapon, Rope – 10 Yards, Grappling Hook, Lockpicking Tools, Townhouse, 6D6 Gold Crowns Career Career Entr y: Burglar, Charlatan, Duellist, Freeman / Freewoman, Master Thief, Noble Career Career Exits: Exits : Assassin, Highwayman, Spy Cavalier The famous Altdorf press puts out an endless stream of low-class romantic adventure novels. These books tell tales of great daring and true love, and they have a most unhealthy effect on many young nobles and such. These slightly disturbed young men are called cavaliers (and by many other names behind their back) and they regard themselves as dashing, romantic figures. They chase beautiful young noblewomen, challenge each other to duels and make a general nuisance of themselves. Always ready to join adventurous group, their bravery and skill with sword (If you survive as a cavalier c avalier for any length of time, you’re bound to have learned something about swordplay) makes them valuable members of such parties, if other members can put up with their antics. Notes: Notes: A cavalier has a lot of potential for role-playing, as they are not part of the regular army like musketeers or Templars, and thus have more freedom as adventurers. They do not have to follow any strict code of honour like duelist either, so they are more useful in espionage-style adventures. They should, however be played as true romantics: falling in love all the time, defying the authorities and so on. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 20 +2 +2 +4 + 30 +2 + 10 + 10 + 10 + 30 + 20 + 30 Skills: Skills: Art, Charm, Disarm, Dodge Blow, Read/Write, Scale Sheer Surface, Seduction, Specialist Weapon – Fencing Sword, Specialist Weapon – Parrying Weapon Trappings: Trappings: Rapier, D2 Lovers, Expensive Clothes, D10 Gold Crowns, D6 Love Letters, D6 Romantic Novels Career Career Entr y: Duelist, Freeman / Freewoman, Highwayman, Noble, Pistolier Trooper/Officer, Raconteur, Student Career Career Exits: Exits : Beggar, Duelist, Freelance, Pistolier Trooper/Officer Chamberlain Chamberlains have a role similar to Stewards in that they are responsible for the administration of the household and privates estates of nobles or maybe even a castle. However, their masters are high ranking nobles, such as Counts, Dukes and Electors, and Chamberlains control their access. A Chamberlain will often be a friend or close confidant of his master and will be privy to many political secrets as a result. Chamberlains are themselves influential individuals and they maybe masters of their own manors, usually given to them by their masters as reward for years of hard work and service. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 +1 +4 + 20 + 20 + 30 + 30 + 30 + 20 + 30 Skills: Skills: Blather, Charm, Court Intrigue, Dynastic Knowledge, Etiquette, Evaluate, Heraldry, Influence, Intimidate, Read/Write, Stewardship, Super Numerate Trappings: Trappings: Good Quality Clothes, 1D3 Scribes, 1D3 Clerks, 1 Bailiff Career Career Entr y: Steward Career Career Exits: Exits : Diplomat, Lawyer, Merchant, Noble – Rank Rank 2 (if requirements of nobility met), Scholar, Spy
Charlatan The Charlatan is a trickster; a cunning liar with the ability to convince people of almost anything. People who really ought to know better can find themselves believing that bottles contain a new wonder-medicine that will cure all their ills or that, for a small fee, their homes will be free of rats and bugs for good. Needless to say, the Charlatan relies upon a glib tongue and natural charm, but the ability to size up an audience - to assess their credulity and anticipate what they will want to hear - is a Charlatan's most vital skill. Charlatans frequently rely on a disguise - not to conceal their true appearance, but to present the kind of 'front' an audience will find acceptable. Thus, a Charlatan might don the robes of a Physician to sell miracle cures or present the appearance of an Artisan, Alchemist, or Wizard Wizard in order to lend dubious merchandise merchandise an air of authenticity. authenticity. While many Charlatans make a living working audiences and selling large quantities of fairly low-cost items, some specialise in selling bridges and other monuments. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 +1 +4 + 20 + 20 + 20 + 20 + 20 + 20 + 30 Skills: Skills: Blather, Charm, Disguise, Evaluate, Mimic, Palm Object, Public Speaking, Seduction, Wit Trappings: Trappings: Hand Weapon, 1D6 Hats (assorted), Ordinary Clothes, Quality Clothes, University Reference (forged), War Medals (fake), 1D6 Bottles of various colored water, 1D4 Bottles of various colored powder Career Career Entr y: Agitator, Alchemist’s Apprentice, Clerk, Entertainer – Bunko Bunko Artist, Artist, Entertainer Entertainer – Fortune Fortune Teller, Gambler, HedgeWizards' Apprentice, Hypnotist, Jester, Librarian, Minstrel, Pharmacist, Physician’s Student, Playwright, Raconteur, Seer, Thief, Wizard’s Apprentice Career Career Exits: Exits : Cat Burglar, Demagogue, Spy Chef Almost every merchant or noble house have a cook. Many times this is a Halfling. Most of the Halflings working as cooks belong to the Cooks' Guild, a public association of Halfling with the purpose to provide reliable cooks (i.e. cooks which will not poison the food). The few Halflings passing special cookery test are allowed to enter in the highly respected ranks of the Chef, cooks able and reliable enough to enter in the service of the highest nobility and the most powerful merchants. Their Guild, the so called 'Cake Fellowship', has the secret purpose to help those Halflings in troubles. Indeed, this can happen very often, when you're only 3 or 4 feet tall, you aren't not as strong as a dwarf and most of the humans thought you're only good to cook. Because of this role, this secret association often has contact with the clerics of Ranald. Often Ranald clerics become a Chef (Esmerelda says nothing about stealing), gaining the possibility to enter the richest houses with little or no effort. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 +1 +1 +3 + 10 + 20 + 10 + 20 + 20 + 20 Skills: Skills: Cook, Detect Poison, Etiquette, Herb Lore, Identify Plants, Secret Language – Thieves Tongue Trappings: Trappings: White Chef's Hat, White Apron, Cooking Utensils, Set of 6 Sharp Cooking Knives (Never Used For Other Than Cooking!), Pots and Pans, 1D6 Cookery Books Career Career Entr y: Cook Career Career Exits: Exits : Innkeeper Cleric See Magic See Magic Careers Careers Li st for st for details Counterfeiter Counterfeiters are more adept criminals than the lowly clipper. Instead of merely tampering with the coinage they actually make their own, melting down coins and reminting them with a little less gold or silver and perhaps a little lead to make up the weight. Counterfeiters can make their own coin dies, either from scratch or by using original coins. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 +1 +3 + 20 + 20 + 10 + 10 + 10 + 10 + 10 Skills: Skills: Art – carve coin dies, Metallurgy, Numismatics, Super Numerate Trappings: Trappings: Blank Coin Die, Metalworking Tools, 3D6 Gold Coins (genuine) , 3D6 Gold Coins (counterfeit) Career Career Entr y: Alchemist’s Apprentice, Artisan – Engraver, Forger, Master Thief, Thief – Clipper Career Career Exits: Exits : Fence, Thief – General
Crime Lord Crime is well organized in the large cities of the Old World. In some places, things are organized in guild fashion with a Guildmaster at the top surrounded by trusted lieutenants. In other places, such as Tilean City-States, these organizations are like a family business with the head of the extended family ("Don", or "Padrone" in Tilean families) as "Boss" surrounded by his sons and other trusted family members. These Crime Lords usually control most of the illegal activities in their areas of control (smuggling, extortion, slavery, illegal gambling, and loan sharking). These activities are covered by legitimate ones (mostly the Family-run operations) such as trade and craft. In addition, many Crime Lords contribute to openly philanthropic causes, especially for the poorer classes. The Street or Punk Gangs are the exception to this as they deal with the world on their own violent terms. Would-be Crime Lords have to either take over a current Crime Lord's territory or carve out a piece of that territory. Either way, the would-be Crime Lord would have to initiate gang warfare. A would-be Crime Lord can become a Crime Lord in fact only by surviving such a war and gaining territory and exclusively directing criminal activity therein. Ensuing warfare can erupt at any time. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +1 +1 +4 + 20 +1 + 20 + 40 + 20 + 20 + 20 + 20 Skills: Skills: Bribery, Charm, Dance, Embezzling, Etiquette, Evaluate, Numismatics, Secret Language - Guilder, Specialist Weapon - Firearms, Spot Trap, Street Fighter, Torture Trappings: Trappings: Hand Weapon, Hidden Pistol with powder and ammunition for 10 shots, Townhouse, Warehouse(s), 10D6 Gold Crowns, 2D6 Bodyguards, 2D6 Racketeers Career Career Entr y: Assassin, Outlaw Chief, Racketeer, Slaver Career Career Exits: Exits : none Daemon Daemon Slayer (Dwarfs Only) Few Dragon Slayers survive encounters with Dragons or their kin. Those that do survive become despondent fearing no redemption of their lost honor. To these outcasts, only one last foe remains: Daemons. Although rarely encountered, Daemon Slayers are often often found on the fringe of the Chaos Wastes. They can also be found wherever wherever Daemonologists and Chaos sorcerers are known to frequent. Daemon Slayers are similar similar in appearance to Dragon Slayers, Slayers, but a little little more unhinged. Due to their new quarry, Daemon Slayers automatically receive D6 insanity points. This Advance Scheme supersedes Stone & Steel. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 50 +4 +5 + 16 + 40 +4 + 30 + 20 + 10 + 40 + 30 Skills: Skills: Daemon Lore, Immunity to Disease, Immunity to Terror, Shadowing Trappings: Trappings: Two-Handed Axe, Two-Handed Flail, Two-Handed Sword, Mail Shirt, Ritual Scarring Career Career Entr y: Dragon Slayer (Dwarfs Only) Career Career Exits: Exits : Nil Psychology: Psychology : Hates Goblins, Orcs, Hobgoblins, Trolls, Giants, Dragons and Daemons, Animosity to Elves. Insanity: Insanity : D6 Insanity Points Demagogue Demagogues are popular Agitators, characters seen as the leaders or champions of particular causes. They are highly-skilled and sophisticated characters, able to arouse a great weight of popular opinion; they are also far more likely to attract the attention of the authorities. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 10 +1 +4 + 20 +1 + 30 + 10 + 20 + 20 + 40 Skills: Skills: Blather, Public Speaking, Read/Write Trappings: Trappings: Hand Weapon, Leather Jack, Pamphlets Career Career Entr y: Agitator, Artisan – Printer, Charlatan, Cleric, Entertainer, Lawyer, Outlaw Chief, Playwright, Raconteur, Saboteur, Servant – Herald, Teller (Wood Elves Only) Career Career Exits: Exits : Mercenary, Outlaw Chief, Playwright
Diplomat Diplomats are almost invariably of the nobility and serve as ambassadors to (usually) high ranking nobles or maybe even a king or emperor. They are sent for a myriad of reasons: negotiating political deals, such as peace treaties, hostage or prisoner releases; and matters of trade, commerce and economics. A Diplomat is required to be firm, loyal and dedicated, have excellent speaking skills and a shrewd manner. Typically if a Diplomat successfully delegates a trade or commerce pact he is usually entitled to a percentage of the revenue the new deal generates, therefore Diplomats are often very wealthy. Some Diplomats are so shrewd and cunning that they garner a deal for their own ends but at the same time would also be beneficial to both factions. Aside from the obvious financial benefits of being a Diplomat there can be dangers too. More often than not they must travel through dangerous areas, sometimes even alone, and there is no guarantee that those they visit will have the best of intentions towards them. As befits someone with the title of Diplomat they often make many enemies throughout their lives and many fear assassination. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 10 +1 +1 +4 + 30 + 20 + 30 + 40 + 30 + 30 + 40 Skills: Skills: Acting, Blather, Charm, Court Intrigue, Dynastic Knowledge, Etiquette, Evaluate, Heraldry, Influence, Intimidate, Law, Linguistics, Public Speaking, Read/Write, Secret Language – Classical, Seduction, Speak Additional Language, Wit Trappings: Trappings: Expensive Clothes, Hand Weapon, 2D6 Bodyguards, Town House Career Career Entr y: Chamberlain, Lawyer, Linguist, Noble – Rank 2, Scholar Career Career Exits: Exits : Explorer, Lawyer, Noble – Rank 3 (if requirements of nobility met), Scholar, Spy Dragon Slayer (Dwarfs Only) For those unfortunate Giant Slayers who survived encounters with Giants or other dangerous foes in unequal combat, another level of creature exists to deliver unto these clanless Dwarfs the death they seek: Dragons. As in their earlier careers of Troll Slayers and Giant Slayers, Dragon Slayers retain the customary bright orange dye in their hair with animal fat fat rubbed in to make it stiff and spiky. They also retain their outrageous tastes in jewelry and tattoos. To this they add ritual scarring, usually resembling claw marks racked across the chest, face, and arms. Dragon Slayers single-mindedly search for their unusual quarry, tracking any wild rumor to find their lair. Dragon Slayers automatically receive D3 insanity points upon entering this career. This Advance Scheme supersedes Stone & Steel. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 40 +3 +4 + 12 + 30 +3 + 20 + 10 + 30 + 10 Skills: Skills: Consume Alcohol, Follow Trail, Frenzied Attack, Immunity to Fear, Immunity to Poison Trappings: Trappings: Two-Handed Axe, Two-Handed Flail, Two-Handed Sword, Mail Shirt, Ritual Scarring Career Career Entr y: Giant Slayer (Dwarfs Only) Career Career Exits: Exits : Daemon Slayer (Dwarfs Only) Psychology: Psychology : Hates Goblins, Orcs, Hobgoblins, Trolls, Giants and Dragons, Animosity to Elves. Insanity: Insanity : D3 Insanity Points Druidic Priest Priest See Magic See Magic Careers Careers Li st for st for details Duellist Duellists are famous for their fighting prowess, either with hand-to-hand weapons such as swords or with missile weapons. The Duellist's favourite weapons are the fencing sword and the duelling pistol, a primitive and unreliable gunpowder weapon, whose propensity to explode does not endear it to sane people. Duellists, however, seem to relish the added danger. They follow a very precise code of behaviour and conducting a duel in the correct manner is almost more important than actually winning it; Duellists tend to be arrogant and contemptuous of lesser mortals and are always ready to demand instant satisfaction for any slight or insult, real or imagined. Many are the younger sons of noble families, who have turned to duelling for excitement. Their activities do not endear them to the authorities, but in most parts of the Old World duels are not actually illegal and Duellists are protected by a number of archaic unrepealed laws. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 30 +1 +3 +3 + 20 +2 + 20 + 10 + 20 + 30 + 20 Skills: Skills: Disarm, Dodge Blow, Etiquette, Marksmanship, Specialist Weapon – Fencing Sword, Specialist Weapon – Pistol, Specialist Weapon – Parrying Weapon, Strike Mighty Blow, Strike to Injure, Strike to Stun, Sure Shot Trappings: Trappings: Left-Hand Dagger, Long Sword or Rapier, Pair of Duelling Pistols with powder and ammunition for 10 shots Career Career Entr y: Cavalier, Freeman / Freewoman, Highwayman, Judicial Champion, Noble, Pistolier Trooper/Officer, Protagonist, Weaponmaster Career Career Exits: Exits : Assassin, Cat Burglar, Cavalier, Freeman / Freewoman (if requirements of nobility met), Highwayman, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Soldier – Sergeant/Captain, Weaponmaster
Explorer Explorers travel wide and seek out new commodities and open up new areas for trade. Their work often takes them into wild unexplored areas and they need to be skilled fighter’s as well as skilled merchants. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +1 +2 +6 + 20 +1 + 20 + 20 + 30 + 20 + 20 + 20 Skills: Skills: Cartography, Drive Cart, Evaluate, Follow Trail, Law, Linguistics, Orientation, Read/Write, Ride Trappings: Trappings: 1D6 Maps, Horse, Saddle, Harness, Hand Weapon, Mail Shirt, Bow or Crossbow, 2D6 Arrows/Crossbow Bolts, Shield, 1D3 Muleteers each with 1D10 Pack Horses or a a Merchant Ship with Crew, 2D6 Mercenaries, 2000 Gold Crowns in coin and trade goods Career Career Entr y: Artisan – Calligrapher, Artisan – Cartographer, Diplomat, Jaeger Rifleman/Officer, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Merchant, Mountaineer Trooper/Officer (Dwarfs Only), Navigator, Pirate Mate/Captain, Scholar, Scout, Sea Mate/Captain, Soldier – Sergeant/Captain, Windrider (Wood Elves Only) Career Career Exits: Exits : Archer Sergeant/Captain, Artisan – Cartographer, Librarian, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Navigator, Noble – Rank 3 (if r equirements of nobility met), Pirate Mate/Captain (without needing to be Mate first), Sea Mate/Captain (without needing to be Mate first), Soldier – Sergeant/Captain, Spy Far Rider (Wood Elves Only) The finest of the Glade Riders are sometimes called upon to undertake particular tasks, scouting out enemy positions, carrying messages and supplies to remote settlements, or leading leading their comrades into battle. Their travels often take them deep into the barbarous lands of the Empire or Bretonnia, where only guile, cunning and a familiarity with the guttural languages spoken by the humans keep them from being hunted down and murdered as spies. These skilled individuals are known as Far Riders. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +1 +4 + 20 +1 + 10 + 10 + 10 + 10 + 10 Skills: Skills: Concealment – Rural, Disarm, Dodge Blow, Secret Signs – Waywatcher, Shadowing, Silent Move – Rural, Secret Language – Ranger, Speak Additional Language – Old Worlder (generally Breton or Reikspiel dialects), Specialist Weapon – Lance, Specialist Weapon – Two Handed Trappings: Trappings: Elven steed (with trappings and harness), Elven Bow and 2D6 arrows, Sleeved Mail Shirt, Sword or Axe, Shield, Spear Career Career Entr y: Glade Rider (Wood Elves Only) Career Career Exits: Exits : Spy, Glade Champion (Wood Elves Only), Wardancer (Wood Elves Only), Waywatcher (Wood Elves Only), Windrider (Wood Elves Only), Wood Elf Scout (Wood Elves Only) Fence Most tradesmen are open to deals that may not be completely legal. To the fence these deals are a way of life. They are experts in obtaining and disposing of stolen goods. Given time a fence can lay their hands on almost anything, even things which are prohibited by law. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 10 +1 +4 + 20 + 10 + 10 + 20 + 10 + 10 + 10 Skills: Skills: Evaluate, Magic Sense, Palm Object, Super Numerate Trappings: Trappings: Large Overcoat with numerous internal pockets, Silk Handkerchiefs, Small Pieces of Jewelry Career Career Entr y: Bawd, Counterfeiter, Footpad, Innkeeper, Master Thief, Pedlar, Racketeer, Smuggler, Thief – Burglar, Burglar, Thief Thief – Clipper, Thief – Embezzler, Thief – Fisher, Thief – Pick Pocket, Tomb Robber, Trader Career Career Exits: Exits : Thief – Any Type, Trader Forger Forgers are essentially artists. Rather than producing works of art, however, they turn their hand to reproducing items which can command a high price, such as documents, letters and seals. They can copy handwriting with complete accuracy, provided they are given a sample to work from, and are familiar with a wide variety of documents, inks, seals and writing materials. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 10 +1 +1 +3 + 10 + 40 + 10 + 20 + 20 + 20 + 20 Skills: Skills: Art – can carve seals and forge documents and handwriting, Read/Write Trappings: Trappings: Engraving Tools, Hand Weapon, Magnifying Glass, Writing Equipment Career Career Entr y: Artisan – Calligrapher, Artisan – Engraver, Artisan – Locksmith, Scribe Career Career Exits: Exits : Counterfeiter, Thief – Any Type
Free Lance Just as warriors of lower social orders can become mercenaries, squires or nobles may offer their services as a freelance. Basically they are either titled aristocrats with a taste for adventure or expert cavalrymen from lower orders that offer to put themselves in the front line. Financial considerations take precedence over the dictates of honour and chivalry, and some lacking an employer take up the role of protagonists. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 +3 +1 +4 + 20 +2 + 20 + 30 + 10 + 30 + 10 Skills: Skills: Disarm, Dodge Blow, Etiquette, Heraldry, Ride – Horse, Secret Language – Battle Tongue, Specialist Weapon – Lance, Specialist Weapon – Flail Weapons, Specialist Weapon – Parrying Weapon, Specialist Weapon – TwoHanded Weapon, Strike Mighty Blow, Strike to Injure, Strike to Stun Trappings: Trappings: Full Plate Armor, Horse, Saddle, Harness, Horesman’s Axe or Morning Star, Lance, Shield, 1D6 Gold Crowns Career Career Entr y: Cavalier, Freeman / Freewoman, Freewoman, Glade Champion (Wood Elves Elves Only), Knight, Mercenary Sergeant/Captain, Noble – Rank 1, Pistolier Trooper/Officer, Soldier – Sergeant/Captain, Squire, Templar Career Career Exits: Exits : Knight, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Noble – Rank 3 (if requirements of nobility met), Soldier – Sergeant/Captain, Templar, Weaponmaster Giant Slayer (Dwarfs Only) Becoming a Giant Slayer is a peculiarly Dwarfish business, bound up with Dwarvish psychology. An outcast Dwarf who has not found death as a Troll Slayer may go on to seek out even greater danger; Giant Slayers customarily dye their hair bright orange, rubbing in animal fat to make it stiff and spiky. Their taste in jewellery is carried over from their careers as Troll Slayers, as - of course - are their tattoos. Giant Slayers are obsessed with locating and destroying their particular quarry, although they will not turn away from any situation in which they stand a good chance of being killed. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 +2 +3 +8 + 20 +2 + 10 + 20 Skills: Skills: Dodge Blow, Secret Language – Battle Tongue, Specialist Weapon – Flail Weapons, Specialist Weapon – TwoHanded Weapon, Strike Mighty Blow Trappings: Trappings: Two-Handed Axe, Two-Handed Flail Career Career Entr y: Pit Fighter, Troll Slayer (Dwarfs Only) Career Career Exits: Exits : Dragon Slayer (Dwarfs Only) Psychology: Psychology : Hates Goblins, Orcs, Hobgoblins, Trolls and Giants, Animosity to Elves. Glade Champion Champion (Wood Elves Only) Awesome to behold in battle, a Glade Champion commands the wood elven forces in combat, representing the finest warriors in Atheloren society. Unlike the Wardancer, Champions are expert horsemen and archers, with no equal in the Warhammer World. When not at war they tend to a magnificent herd of elven steeds, leading them upon a great black roan, and train the Glade Riders. When the forest calls out in dire need, its Champions will respond. This career is mainly for NPCs; a player character Champion will need a very good reason for operating away from their settlement. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 40 +1 +2 +6 + 30 +2 + 20 + 30 + 20 + 20 + 20 Skills: Skills: Animal Training, Arcane Language – Elven, Concealment – Rural, Disarm, Dodge Blow, Secret Signs – Waywatcher, Silent Move – Rural, Secret Language – Ranger, Speak Additional Language – Old Worlder (generally Breton or Reikspiel dialects), Specialist Weapon – Lance, Specialist Weapon – Lasso, Specialist Weapon – Two Handed, Strike To Injure Trappings: Trappings: Elven steed (with trappings and harness), Saddlebags, Elven Bow and 3D6 arrows, Helmet, Mail Coif, Sleeved Mail Shirt, Mail Leggings, Sword or Axe, Shield, Lance, Herd of 6D6 Horses for Breeding Career Career Entr y: Far Rider (Wood Elves Elves Only), Glade Rider Rider (Wood Elves Only), Only), Wardancer Wardancer (Wood Elves Only), Only), Windrider Windrider (Wood Elves Only) Career Career Exits: Exits : Wardancer (Wood Elves Only), Waywatcher (Wood Elves Only), Windrider (Wood Elves Only), Wood Elf Scout (Wood Elves Only)
Gunner Gunners are military specialists skilled in the use of bombards, cannons and/or mortars. As a result of long periods of time spent using these noisy, unreliable and often dangerous weapons, many gunners tend to be a little hard of hearing and somewhat eccentric, but they can readily find employment in the armies of the Old World. A gunner is a captain who oversees the loading and firing of the guns by a crew of unskilled or semiskilled soldiers. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 20 +1 +1 +2 + 20 + 20 + 30 + 10 + 20 + 10 + 10 Skills: Skills: Drive Cart, Engineer, Specialist Weapon – Bombs, Specialist Weapon – Firearms Plus either Specialist either Specialist Weapon – Bombard, Specialist Weapon – Cannon, Specialist Weapon – Mortar Trappings: Trappings: Artillerists’ Charts and Tables Career Career Entr y: Alchemist (Dwarven) (Dwarfs (Dwarfs Only), Archer, Archer Sergeant/Captain, Artillerist, Engineer (Dwarfs Only), Master Engineer (Dwarfs Only), Marine Sergeant/Captain, Mercenary, Mercenary Sergeant/Captain, Pilot (Gyrocopter / War Balloon) (Dwarfs Only), Sapper (Dwarfs Only), Shipmaster (Dwarfs Only), Ship’s Gunner, Soldier, Soldier – Sergeant/Captain Career Career Exits: Exits : Archer Sergeant/Captain, Artillerist, Marine, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Ship’s Gunner, Soldier – Sergeant/Captain Hedge-Wizard Careers Li st for st for details See Magic See Magic Careers High Elf Mage (High Elves Only) See Magic See Magic Careers Careers Li st for st for details Highwayman Highwaymen make a living by stopping and robbing coaches as they travel the roads of the Old World. But they are more than mere robbers; as much as anything. Highwaymen are concerned with style and they are sometimes referred to as the nobility of thieves. Even when working, they never appear less than immaculately dressed and, in many areas, they vie with each other as much over the standards of apparel as over the number of coaches they rob. They affect huge cloaks over frilly white shirts (silk, naturally) and wear large three-cornered hats with at least one huge and outrageously-coloured feather. Their masks are simple but elegant, of the type worn at fashionable costume balls; the height of fashion is to have the mask and its eyeslits edged with silver or gold leaf. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +1 +1 +2 + 40 +1 + 30 + 20 + 20 + 20 + 30 Skills: Skills: Animal Care – Horse, Etiquette, Evaluate, Marksmanship, Ride – Horse, Silent Move – Rural, Silent Move – Urban, Specialist Weapon – Fencing Sword, Specialist Weapon – Pistol, Trick Riding, Wit Trappings: Trappings: Horse, Saddle, Harness, Hand Weapon, Mask, Clothing (of finest quality), Pair of Pistols with powder and ammunition for 20 shots Career Career Entr y: Cat Burglar, Coachman, Courier, Duellist, Footpad, Outlaw, Outlaw Chief, Outrider, Pistolier Trooper/Officer, Roadwarden, Roadwarden Sergeant, Toll-Keeper Career Career Exits: Exits : Cavalier, Duellist, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Outlaw Chief, Pistolier Trooper/Officer, Soldier – Sergeant/Captain Innkeeper Many are the men who have dared the surrounding lands and opened up a Coaching Inn, or even a Tavern in one of the larger cities. These people are often resourceful and competent, enjoying quite some respect in the immediate neighborhood. It's a hard job, and many Innkeepers find it useful to have some fighting experience to lean back on. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 10 +2 +1 +4 + 20 +1 + 10 + 20 + 10 + 20 Skills: Skills: Blather, Brewing, Bribery, Charm, Consume Alcohol, Cook, Disarm, Numismatics, Strike Mighty Blow, Specialist Weapon – Two Handed Weapons, Strike To Stun Trappings: Trappings: Inn Career Career Entr y: Barkeeper, Chef, Cook, Trader Career Career Exits: Exits : Fence, Merchant
Jaeger Rifleman / Officer Jaeger Rifleman The Jaegers are hardy self-reliant men, the most notable of whom are from the Barony of Hochland, and are employed by the Baron as hunters. The forests of Hochland have always hidden dangerous creatures that have crawled down from the mountains. A generation ago, the reigning Baron had a number of his men equipped with firearms, the famous Hochland Long Rifles designed by a Dwarven Engineer. These groups of men proved useful in fending off off attacks and and tracking down monsters. Over the years they gained an exceptional reputation, and are now the most famous of gunners in the Old World. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 30 +2 +4 + 20 +1 + 20 + 10 + 10 + 20 + 10 Skills: Skills: Concealment – Rural, Follow Trail, Marksmanship, Orientation, Secret Language – Ranger, Secret Signs – Scout, Silent Move – Rural, Specialist Weapon – Hochland Long Rifle, Spot Trap, Sure Shot Jaeger Officer Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 40 +1 +3 +6 + 30 +2 + 30 + 30 + 20 + 30 + 10 + 10 Skills: Skills: Disarm, Dodge Blow, Heraldry, Secret Language – Battle, Specialist Weapon – Flail Weapons, Specialist Weapon – Two-Handed Weapon, Street Fighter, Strike To Injure, Strike To Stun Trappings: Trappings: Axe, Bag of Shot, Bedroll, Durable Woodland Clothing, Hand Weapon, Hochland Long Rifle with powder and ammunition for 20 shots, Hunting Knife, Pack, Powder Horn, Waterskin, Two-Hand Weapon (Officers only) Career Career Entr y: Coachman, Farmer, Gamekeeper, Herdsman, Hunter, Outlaw Chief, Outrider, Trapper, Woodsman Career Career Exits: Exits : Archer Sergeant/Captain, Bounty Hunter, Explorer, Mercenary Sergeant/Captain, Outlaw Chief, Scout, Soldier – Sergeant/Captain Judicial Champion In some parts, trial by combat is still recognized as a legitimate legal procedure. In such trials, the accused is put against a champion. These professional fighters are good at their jobs simply because the need to be in order to survive. They are experts in most weapons, and some laws set down the type of weapon used and sometimes the defendant is allowed choose. A wealthy or noble defendant may be allowed to hire a champion to fight on his behalf, and some keep one i n permanent employ. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 40 +2 +2 +6 + 20 +2 + 10 + 10 + 10 Skills: Skills: Disarm, Dodge Blow, Specialist Weapon – Fencing Sword, Specialist Weapon – Fist Weapon, Specialist Weapon – Flail Weapons, Specialist Weapon – Lasso, Specialist Weapon – Net, Specialist Weapon – Parrying Weapon, Specialist Weapon – Two-Handed Weapon, Strike Mighty Blow Trappings: Trappings: Hand Axe, Buckler, Flail, Hook, Left-Hand Dagger, Two-Handed Sword, Net, Rapier, Rope – 10 yards, Sword Career Career Entr y: Battlemaster (Dwarfs Only), Executioner, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Mercenary Veteran, Pit Fighter, Pit Fighter Champion, Protagonist, Soldier – Sergeant/Captain, Wardancer (Wood Elves Only), Watchman, Weaponmaster Career Career Exits: Exits : Assassin, Battlemaster (Dwarfs Only), Duellist, Knight, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Noble – Rank 2 (if requirements of nobility met), Soldier Soldier – Sergeant/Captain, Sergeant/Captain, Templar, Wardancer (Wood (Wood Elves Only), Witch-Hunter Knight Not all who wear plated armour in the Old World belongs to a religious Order - there are those fighting men, and a very few women, who choose to ally themselves with a Knight’s Order instead, finding the other option either too stiff, or not to their liking for some other reason. These are the Knights, and may consist of battle-hardened warriors as well as young men eager to win glory on the field of battle. Most Orders owe allegiance to people of noble blood, a ruler of a city - such as the Knight's Panthers, while others may owe allegiance to none but the Order's Grand Master, who decides when and for what cause the Order, will march into battle. Some Orders date back to the Religious Wars in the 15th Century, having forged their traditions in those bloody wars, and won the fortunes which funds the activities of the Order. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 30 +2 +2 +8 + 30 +2 + 20 + 20 + 20 + 30 + 30 + 20 Skills: Skills: Animal Care, Disarm, Dodge Blow, Etiquette, Heraldry, Read/Write, Ride – Horse, Secret Language – Battle Tongue, Secret Language – Order, Secret Signs – Order, Specialist Weapon – Flail, Specialist Weapon – Lance, Strike Mighty Blow, Strike to Stun Trappings: Trappings: Full Plate Armor, Warhorse, Saddle, Harness, Horesman’s Axe or Flail, Lance, Shield, 3D6 Gold Crowns, Order’s Symbol Career Career Entr y: Battlemaster (Dwarfs Only), Only), Free Lance, Glade Glade Guard Guard (Wood Elves Only), Only), Judicial Champion, Noble – Rank 1, 1, Pistolier Trooper/Officer, Squire, Templar, Veteran Warrior (Dwarven) (Dwarfs Only), Witch-Hunter, Waywatcher (Wood Elves Only), Wood Elf Scout (Wood Elves Only), Weaponmaster Career Career Exits: Exits : Free Lance, Initiate, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Noble – Rank 2 (if requirements of nobility met), Soldier – Sergeant/Captain, Templar, Witch-Hunter
Lawyer Lawyers make a long study of the processes of law in the Old World and of legal systems in general. They are professionals, occupy a fairly high station in life, and are generally respected. Their most prized possession is their reputation – their o wn reputations as lawyers and the reputation of their home town and its legal system. It is this reputation, above ev erything else, that ensures the lawyer a steady stream of fees, and many lawyers will be extremely wary of taking on a c ase which they are not sure they can win. Some junior lawyers, however, may be willing to take the risk of fighting an unusual case or one which is likely to excite public interest, for winning such a case will increase their reputation and professional standing. Although legal systems differ from town to town and region to region, they have many aspects in common and a lawyer will be able to cope with an unfamiliar legal system after a little research. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +2 + 20 + 10 + 30 + 40 + 20 + 30 + 10 Skills: Skills: Etiquette, Law, Public Speaking, Read/Write, Secret Language – Classical, Secret Signs – Lawyer Trappings: Trappings: Hand Weapon, Lawyer’s Wig and Gown, 10D6 Gold Crowns Career Career Entr y: Arbiter, Chamberlain, Diplomat, Exciseman, Freeman / Freewoman, Librarian, Linguist, Master Thief, Scribe, Steward, Student Career Career Exits: Exits : Arbiter, Demagogue, Diplomat, Librarian, Linguist, Merchant, Noble – Rank 2 (if requirements of nobility met), Raconteur Librarian A librarian is responsible for the running of a library, supervising a number of clerks who shelve and repair books and manage the collection. The librarian will have developed the catalogue system and is generally the only one who knows where anything is. Scholars see them as failed teachers. Students and patrons see them as the guardians of books and the enforcers of silence. They see themselves as caretakers of the past. A book or scroll is a window to the past and must be preserved most will argue. Librarians will always seek new material, and will protect the collection as if it where their own. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 20 + 10 + 30 + 20 + 20 + 20 Skills: Skills: Evaluate, History, Linguistics, Lip Reading, Read/Write, Secret Language – Classical plus, if specialist: Geographical Librarian: Astronomy, Cartography, Navigation: Navigation: Law Librarian: Law, Super Numerate Magick Librarian: Magical Awareness, Rune Lore, Secret Language – Magick, Scroll Lore Medical Librarian: Herb Lore, Surgery Religious Librarian: Scroll Lore, Theology Trappings: Trappings: Reading Glasses, Writing Equipment, 1D4 Books on Various Topics, Book Knife (Treat as Improvised Weapon), Spool of Binding Twine, 3D6 Gold Crowns Career Career Entr y: Cleric, Clerk, Explorer, Lawyer, Scholar, Scribe, Student, Wizard Career Career Exits: Exits : Charlatan, Cleric, Lawyer, Scholar, Wizard Linguist In the Old World there is a scarcity of people versed in more than one language and those that can are highly sought after by nobles, merchants and the military. A Linguist is one such individual, skilled in several languages as well as aspects of law and composing letters. Linguists are vitally important in gatherings where parties speak different languages and, because of their importance, Linguists occupy a high ranking position in society and are paid very well; more often than not they can also be rewarded with titles and land in exchange for their services. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +3 + 30 + 40 + 20 + 30 + 30 Skills: Skills: Etiquette, Law, Linguistics, Public Speaking, Read/Write, Secret Language – Classical, Secret Signs – Lawyer, Speak Additional Language (D6 Languages) Trappings: Trappings: Hand Weapon, Expensive Clothes, D4 Foreign Dictionaries Career Career Entr y: Interpreter, Lawyer, Scholar Career Career Exits: Exits : Diplomat, Lawyer, Noble – Rank 1 (if requirements of nobility met), Scholar Lodefinder (Dwarfs (Dwarfs Only) A lodefinder is a highly skilled and experienced Dwarf miner. T heir knowledge of the rock has become instinctive, and they can locate ore and gems by the smell, taste and feel of the rock. They have a similar ability to detect weaknesses and predict cave-ins and other underground accidents. Lodefinders are the elite of the Dwarf mining community, and are often put in charge of excavations. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 10 +1 +2 +2 + 10 + 10 + 10 + 20 + 20 + 20 Skills: Skills: Animal Care – Mule, Carpentry, Cartography, Dowsing, Earth Lore, Metallurgy, Orientation, Scale Sheer Surface, Stoneworking Trappings: Trappings: Hand Weapon, Pack, Pick, Shovel, Mule Career Career Entr y: Miner, Prospector Career Career Exits: Exits : Artisan's Apprentice, Engineer (Dwarfs Only), Sapper (Dwarfs Only), Stoneshaper (Dwarfs Only)
Loremaster (Dwarfs Only) The Loremasters are a uniquely Dwarven institution and represent the highest level of Dwarven scholarship. Dedicated to the pursuit and preservation of knowledge, they are greatly respected and Dwarven leaders value them highly for their advice and wisdom. It is the dream of almost every Dwarven Academic to attain the rank of Loremaster. Every Dwarven settlement of any size will have at least one Loremaster, although - confusingly to other races - the title Loremaster is often conferred on the most able scholar of a Dwarven community regardless of whether or not he is actually a Loremaster. They perform a vital task within the community, being responsible for maintaining chronicles and traditions and using their profound knowledge to advise community leaders. Not all Loremasters shut themselves away with their books, however. The larger Dwarven communities, in particular, are able to spare some of their Loremasters from day-to-day duties and these individuals are able to pursue their own researches, often travelling far and wide in search of lost chronicles and forgotten Dwarfholds, trying to recover the records and knowledge lost during the carnage of the Elf and Goblin wars. Although few Loremasters are skilled in combat, many are powerful spellcasters and they can call on a wide range of other abilities. The Loremaster career can only be entered by Dwarves who have completed at least two of the following careers: Artisan, Scholar, Alchemist (level 4), Cleric Cleric (level 4), and Wizard (level 4). Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 10 +2 +6 + 40 + 30 + 30 + 40 + 40 + 40 Skills: Skills: Arcane Language – Dwarf, Arcane Language – Magick, Art, Astronomy, Chemistry, Cryptography, Daemon Lore, Engineer, Evaluate, Heraldry, Herb Lore, History, Identify Magical Artefact, Identify Undead, Law, Linguistics, Magic Awareness, Magic Sense, Numismatics, Orientation Orientation (underground only), Palmistry, Palmistry, Read/Write, Read/Write Read/Write – Khazalid, Rune Lore, Scholarship, Scroll Lore, Speak Additional Language, Spot Traps, Super Numerate, Theology – Dwarf pantheon Trappings: Trappings: The same as in previous career Career Career Entr y: Alchemist – Level 4, Artisan, Artisan, Cleric – Level 4, Master Artisan Artisan (Dwarfs Only), Runescribe (Dwarfs Only), Runesmith’s Apprentice (Dwarfs Only), Scholar, Stoneshaper (Dwarfs Only), Only), Wizard – Level 4 (A character must complete at least two of these careers before becoming a Loremaster) Career Career Exits: Exits : Alchemist, Artisan, Cleric, Master Artisan (Dwarfs Only), Runesmith’s Apprentice (Dwarfs Only), Scholar, Wizard Special Rules: Rules : Loremasters are held in high esteem by others of their race, thus Loremasters gain a +20 bonus bonus to Ld and Fel when dealing with Dwarfs.
Luxury Prostitute / Courtesan / Protectress Luxury Prostitute Prostitutes may become Luxury Prostitutes, and thus serve a far more wealthy audience. This particular career is, however, also open to numerous other women, and men for that matter. The Luxury Prostitute ranges from being a highly trained escort for the rich and powerful, having skills ranging from playing a musical instrument to the most exquisite secrets of lovemaking, but also functioning as a Madam and controlling a house of Prostitutes and caring for them. The price charged by the Luxury Prostitute is usually so high, that a normal family could work a whole year, and not earn the same kind of money. Those who become Luxury Prostitutes must not only be beautiful but also possess wit and presence, as the demands of this career are far wider than those encountered as a mere Prostitute. A Luxury Prostitute may become the mistress of a rich Merchant and thus have a secure future, perhaps sleep her way to becoming a Noble’s Lady in Waiting, or even enter a career of spying for a government. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 +2 +4 + 20 +1 + 30 + 20 + 20 + 20 + 20 + 30 Skills: Skills: Acting, Acute Hearing, Charm, Dance, Etiquette, Haggle, Lightning Reflexes, Lip Reading, Musicianship, Read/Write, Seduction, Sing, Wit Trappings: Trappings: A broad selection of very fine quality clothes for a variety of occasions, Town House or Room at Luxury Inn, 1D4 Garrottes, 1D4 Stilettos Blades, 1D6 Bodyguards, Lace lingerie, Some musical instruments, 6D6 Gold Crowns Courtesan / Protectress The more socially accepted courtesan is paid for providing social companionship of all kinds to the noble classes. In the Old World, they are a socially recognised group, and s ome mix freely with the ruling classes whenever they gather. Many have freedoms that are comparatively rare for women, for they are not only financially secure, but financially independent. Some are shrewd business women, organising different clients every night of the week, making more money than many well-established merchants; others are kept, passing their years in extravagant homes, with trappings fit for a queen. Most have an exemplary education, and often hold simultaneous careers as performers or artists. Indeed, many began their careers on stage, seducing audiences with the latest Sierk masterpiece, or breaking hearts with their recitals of von Stourhoff. Protectresses are a variant of the Courtesan and are, in essence, a specialized form of female bodyguard. They rely on wit and guile to carry out their duties, rather than brute force, and use their good looks and social graces to create false personas. These enable them to position themselves so that any threat to their employer will end up leaving itself open to an attack from this completely unexpected quarter. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 10 +1 +2 +6 + 30 +1 + 30 + 20 + 30 + 30 + 20 + 40 Skills: Skills: Acting, Acute Hearing, Blather, Charm, Consume Alcohol, Dance, Dynastic Knowledge, Etiquette, Evaluate, Haggle, Influence, Lightning Reflexes, Lip Reading, Musicianship, Read/Write, Ride, Seduction, Sing, Story Telling, Wit, 50% Art, 50% Heraldry, 50% History, 50% Public Speaking, Speaking, 50% Speak Additional Additional Language, 25% Specialist Weapon Weapon – Fencing Sword Addi Ad di ti on al Ski ll s : Protectress Disarm, Disguise, Dodge Blow, Street Fighter, Strike to Stun Trappings: Trappings: A broad selection of excellent quality clothes for a variety of occasions, Expensive Jewelry, Town House or Room at Luxury Inn, 2D6 Bodyguards and Servants, High quality lace lingerie, Some musical instruments, 12D6 Gold Crowns, Patron, Concealed Dagger or Stiletto Career Career Entr y: Assassin, Entertainer Entertainer – Acrobat, Acrobat, Entertainer Entertainer – Actor, Actor, Entertainer Entertainer – Singer, Singer, Entertainer Entertainer – Troubadour), Troubadour), Prostitute, Prostitute, Servant – Wench, Spy Career Career Exits: Exits : Assassin, Initiate, Freeman / Freewoman (if requirements requirements of nobility nobility met), met), Mercenary, Merchant, Noble – Rank 1 (if requirements of nobility met), Outlaw, Spy
Marine Sergeant / Captain Marine Sergeant Members of military forces - be they soldiers, mercenaries, militia, marines, or city watchmen - who show an aptitude for leadership will normally begin to use their reputation to carve out a living for themselves as leaders. A Sergeant commands the lower-ranked rank and file troops, and is under the command of, and assists, a Captain. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +1 +1 +4 + 20 +1 + 10 + 20 + 10 + 20 + 10 + 10 Skills: Skills: Boat Building, Consume Alcohol, Gamble, Secret Language – Battle Tongue, Street Fighter, Strike Mighty Blow, Strike To Stun, Swim Marine Captain Captains are often under the command of less experienced knights or nobles, a fact they resent. They often prefer the company of their troops to the society of nobility, and have more respect for experience and ability than social position. The only way into captain is through sergeant. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 30 +2 +2 +6 + 20 +2 + 10 + 40 + 20 + 30 + 10 + 20 Skills: Skills: Boat Building, Disarm, Dodge Blow, River Lore, Sailing, Specialist Weapon – Flail Weapons, Specialist Weapon – Parrying Weapon, Specialist Weapon – Two-Handed Weapon, Strike To Injure, Swim Trappings: Trappings: Full Helm, Mail Shirt, Mail Coif and Leggings, Shield, Grappling Hook and 10 yards of Rope Career Career Entr y: Artillerist, Duellist, Explorer (Straight to Captain), Freelance (Straight to Captain), Gunner, Highwayman, Judicial Champion, Knight, Marine, Mercenary, Mercenary Sergeant/Captain, Mercenary Veteran, Navigator, Outlaw Chief, Pilot, Pirate Mate/Captain, Seaman, Sea Mate/Captain, Ship’s Gunner, Slaver, Soldier, Soldier – Sergeant/Captain, Squire (Straight to Captain), Templar (Straight to Captain), Veteran Warrior (Dwarven) (Dwarfs Only), Weaponmaster Career Career Exits: Exits : Artillerist, Bounty Hunter, Explorer, Gambler, Gunner, Judicial Champion, Mercenary Veteran, Noble – Rank 4 (if (if requirements of nobility met), Navigator, Outlaw Chief, Pilot, Pirate Mate/Captain, Protagonist, Sea Mate/Captain, Ship’s Gunner, Veteran Warrior (Dwarven) (Dwarfs Only), Weaponmaster Master Artisan Most Dwarfs reach this level of expertise after much time and effort, although some especially gifted individuals can become master artisans at a comparatively young age. A Dwarf master artisan far exceeds the abilities of almost any non-Dwarf practising the same craft; their products are always of the highest quality, and command astronomical prices. Guildmasters are selected from the eldest and most talented master artisans of a particular craftguild. Special Rules: Rules : The skill of Dwarf artisans is is legendary. To reflect this, Dwarfs who reach the level of Master Artisan Artisan may purchase any skill that enhances a Dex or construct test construct test a second time at normal Experience Point cost, giving a cumulative modifier of +20 on most relevant tests. Master Artisan – Armourer (Dwarfs (Dwarfs Only) Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +1 +4 + 30 + 40 + 20 + 10 + 10 + 10 + 20 Skills: Skills: Drive Cart, Magic Sense, Metallurgy *, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Secret Signs – Master Artisan, Smithing Smithing * Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmith’s Apprentice (Dwarfs Only) Career Career Exits: Exits : Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Soldier, Warrior (Dwarven) (Dwarfs Only) Master Artisan – Blacksmith (Dwarfs Only) Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +1 +4 + 30 + 40 + 20 + 10 + 10 + 10 + 20 Skills: Skills: Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Secret Signs – Master Artisan, Smithing Smithing * Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmith’s Apprentice (Dwarfs Only) Career Career Exits: Exits : Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runescribe (Dwarfs Only) Master Artisan – Brewer (Dwarfs (Dwarfs Only) Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +1 +4 + 30 + 40 + 20 + 10 + 10 + 10 + 20 Skills: Skills: Brewing *, Drive Cart, Herb Lore, Identify Plants, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Secret Signs Signs – Master Artisan Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan Career Career Exits: Exits : Artisan, Master Artisan (Dwarfs Only)
Master Artisan – Builder (Dwarfs (Dwarfs Only) Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +1 +4 + 30 + 40 + 20 + 10 + 10 + 10 + 20 Skills: Skills: Carpentry *, Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Secret Signs – Master Artisan, Stoneworking * Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan, Master Artisan (Dwarfs Only) Career Career Exits: Exits : Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only) Master Artisan – Carpenter (Dwarfs (Dwarfs Only) Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +1 +4 + 30 + 40 + 20 + 10 + 10 + 10 + 20 Skills: Skills: Carpentry *, Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Secret Signs – Master Artisan Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only) Career Career Exits: Exits : Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only) Master Artisan – Gunsmi Gunsmi th (Dwarfs Only) Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +1 +4 + 30 + 40 + 20 + 10 + 10 + 10 + 20 Skills: Skills: Chemistry *, Drive Cart, Magic Sense, Metallurgy *, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Secret Signs – Master Artisan, Smithing * Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmith’s Apprentice (Dwarfs Only) Career Career Exits: Exits : Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Soldier, Warrior (Dwarven) (Dwarfs Only) Master Artisan – Jeweler (Dwarfs (Dwarfs Only) Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +1 +4 + 30 + 40 + 20 + 10 + 10 + 10 + 20 Skills: Skills: Drive Cart, Gem Cutting *, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Secret Signs – Master Artisan, Smithing * Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan Career Career Exits: Exits : Artisan, Master Artisan (Dwarfs Only), Merchant Master Artisan – Stonemason (Dwarfs Only) Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +1 +4 + 30 + 40 + 20 + 10 + 10 + 10 + 20 Skills: Skills: Drive Cart, Magic Sense, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Secret Signs – Master Artisan, Stoneworking * Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only) Career Career Exits: Exits : Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Stoneshaper (Dwarfs Only) Master Artisan – Weaponsmit Weaponsmit h (Dwarfs Only) Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +1 +4 + 30 + 40 + 20 + 10 + 10 + 10 + 20 Skills: Skills: Drive Cart, Magic Sense, Metallurgy *, Scroll Lore, Secret Language – Guilder, Secret Signs – Artisan, Secret Signs – Master Artisan, Smithing Smithing * Trappings: Trappings: Tools according to trade, 5D6 Gold Crowns Career Career Entr y: Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmith’s Apprentice (Dwarfs Only) Career Career Exits: Exits : Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runescribe (Dwarfs Only), Soldier, Warrior (Dwarven) (Dwarfs Only)
Master Engineer (Dwarfs (Dwarfs Only) The master engineer is a skilled Dwarf engineer of exceptional knowledge, skill, and ability. Most toil for years to achieve this level of expertise - and many toil in vain. Master engineers epitomise Dwarf technological skill and know-how. Most often the Guildmaster of a particular chapter is chosen from the eldest, wisest, and most skilled of the master engineers. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 10 +1 +2 +4 + 10 + 30 + 20 + 20 + 20 + 10 + 10 Skills: Skills: Acute Hearing, Boat Building, Chemistry, Scale Sheer Surface, Stoneworking Trappings: Trappings: Hand Weapon, Leather Jack, Tool Bag, 1D4 Hammers, 1D6 x 10 Nails, 1D4 Cold Chisels, Pick, Saw, 1D6 Iron Spikes, Tongs, D3 Pliers, D4 Wrenches, Heavy Wire – 10 yards, Hand Axe, Ring with concealed Guild symbol (unless wetback) Career Career Entr y: Engineer (Dwarfs (Dwarfs Only), Pilot (Gyrocopter / War Balloon) Balloon) (Dwarfs (Dwarfs Only), Sapper (Dwarfs (Dwarfs Only), Shipmaster (Dwarfs Only), Stoneshaper (Dwarfs Only) Career Career Exits: Exits : Artillerist, Gunner, Ship’s Gunner, Stoneshaper (Dwarfs Only) Special Rules: Dwarfs who reach the level of Master Engineer may purchase any skill that enhances a Dex or construct construct test a second time at normal Experience Point cost, giving a cumulative modifier of +20 on most relevant tests. Master Thief The Master Thief is an expert in his chosen fields, a sort of highly trained specialist in a few fields. Occasionally, a thief becomes so skilled, that their abilities become legendary and enshrouded with myth. Thieves that can sneak into anywhere, and steal the Duke's heirlooms from beneath the Duke's pillow while he is asleep. Of course, the most accomplished thieves are those so good, that none ever learn of them... Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 10 +4 + 30 + 30 + 10 + 30 + 20 + 10 + 10 Skills: Skills: Acting, Blather, Bribery, Concealment – Urban, Contortionist, Cryptography, Dance, Disguise, Escapology, Etiquette, Evaluate, Haggle, Law, Numismatics, Palm Object, Pick Lock, Read/Write, Secret Language – Thieves’ Tongue, Secret Sign – Thieves’ Tongue, Silent Move – Urban, Strike to Injure, Strike to Stun, Supernumerate, Ventriloquism, Wit Trappings: Trappings: Good Quality Clothes, Disguise Kit, Appropriate Tools Career Career Entr y: Special – Must have completed at least one advanced Rogue career, and two Thieves careers (Gambler, Outlaw and/or Smuggler may substitute Thieves career(s)) Career Career Exits: Exits : Cat Burglar, Counterfeiter, Fence, Lawyer, Merchant Mercenary Sergeant / Captain Mercenary Sergeant Members of military forces - be they soldiers, mercenaries, militia, marines, or city watchmen - who show an aptitude for leadership will normally begin to use their reputation to carve out a living for themselves as mercenary leaders. A Mercenary Sergeant in the Infantry commands the lower-ranked rank and file mercenaries in a battalion, and is under the command of, and assists, a Mercenary Captain. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +1 +1 +4 + 20 +1 + 10 + 20 + 10 + 20 + 10 + 10 Skills: Skills: Consume Alcohol, Gamble, Secret Language – Battle Tongue, Street Fighter, Strike Mighty Blow, Strike to Stun Trappings: Trappings: trappings as for unit Mercenary Captain Captains are often under the command of less experienced knights or nobles, a fact they resent. They often prefer the company of their troops to the society of nobility, and have more respect for experience and ability than social position. The only way into captain is through sergeant. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 30 +2 +2 +6 + 20 +2 + 10 + 40 + 20 + 30 + 10 + 20 Skills: Skills: Disarm, Dodge Blow, Heraldry, Ride – Horse, Specialist Weapon – Lance, Specialist Weapon – Flail Weapons, Specialist Weapon – Parrying Weapon, Specialist Weapon – Two-Handed Weapon, Strike to Injure Trappings: Trappings: Full Helm, Mail Shirt, Shield, Lance (Cavalry only), Mail Coif and Leggings (not Militia or Marines) Warhorse with Saddle and Harness (Cavalry only) Career Career Entr y: Archer, Archer Sergeant/Captain, Artillerist, Battlemaster (Dwarfs Only), Duellist, Explorer (Straight to Captain), Freelance (Straight to Captain), Glade Guard (Wood Elves Only), Gunner, Highwayman, Jaeger Rifleman/Officer, Judicial Champion, Knight, Marine, Mercenary, Mercenary Veteran, Outlaw Chief, Pistolier Trooper/Officer, Scout, Slaver, Soldier, Soldier – Sergeant/Captain, Squire (Straight to Captain), Targeteer, Templar (Straight to Captain), Veteran Warrior (Dwarven) (Dwarfs Only), Wardancer (Wood Elves Only), Warrior (Dwarven) (Dwarfs Only), Watchman, Watch Inspector, Watch Sergeant/Captain, Waywatcher (Wood Elves Only), Weaponmaster Career Career Exits: Exits : Artillerist, Battlemaster (Dwarfs Only), Bounty Hunter, Explorer, Freelance (cavalry only), Gambler, Gunner, Judicial Champion, Marine Sergeant/Captain, Mercenary Veteran, Noble – Rank 4 (if requirements of nobility met), Outlaw Chief, Protagonist, Veteran Warrior (Dwarven) (Dwarfs Only), Wardancer (Wood Elves Only), Weaponmaster
Mercenary Veteran Many Mercenaries never achieve the rank of Sergeant or Captain, but go on fighting to make a living. Those who survive become expert warriors, skilled in the art of survival on and around the battlefield. Often chosen by officers to conduct raids on enemy lines and keep the not so experienced Mercenaries in line. To become a Mercenary Veteran, one has to participate in many campaigns and often fight against overwhelming odds. But those who survive become the veterans of war, the experts even kings and generals respect. Description pending Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 30 +2 +2 +6 + 20 +2 + 10 + 30 + 10 + 30 + 10 + 20 Skills: Skills: Animal Care, Bribery, Concealment Rural, Consume Alcohol, Disarm, Dodge Blow, Drive Cart, Follow Trail, Ride, Secret Language – Battle, Silent Move Rural, Specialist Weapon – Two Handed Weapons, Specialist Weapon – Flail, Specialist Weapon – Parrying, Specialist Weapon – Fist Weapons, Street Fighter, Strike Mighty Blow, Strike To Injure, Wrestling, Sixth Sense Trappings: Trappings: Full Helm, Mail Shirt, Shield, Hand Weapon, Bow or Crossbow, 2D6 Arrows/Crossbow Bolts, Specialist Weapon Career Career Entr y: Marine, Marine Sergeant/Captain, Mercenary, Mercenary Sergeant/Captain, Soldier – Sergeant/Captain, Veteran Warrior (Dwarven) (Dwarfs Only), Warrior (Dwarven) (D warfs Only), Watch Captain Career Career Exits: Exits : Archer Sergeant/Captain, Artillerist, Battlemaster (Dwarfs Only), Bounty Hunter, Judicial Champion, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Outlaw, Soldier – Sergeant/Captain, Weaponmaster Merchant Merchants make a living by trading in goods. Unlike Traders, they do not often deal directly with the public; they are generally wholesalers rather than retailers. Dealing in anything that will show a profit, Merchants travel widely to acquire and trans port goods and attend all the great urban markets. Trading at the lesser country markets and fairs is usually left to underlings. Merchants will often be powerful and respected members of local councils and other governing bodies and the Merchants' Guild is a powerful organisation in its own right. Merchants are invariably wealthy and maintain at least one town house and several warehouses as well. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 10 +1 +1 +2 + 20 + 10 + 30 + 30 + 20 + 20 + 20 Skills: Skills: Evaluate, Haggle, Numismatics, Read/Write, Ride, Secret Language – Classical, Speak Other Language, Super Numerate Trappings: Trappings: Town House, Warehouse, 2500 Gold Crowns (for trading), 1D3 Scribes, 1D3 Muleteers each with 1D10 Pack Horses or a a 75% share in a Merchant Ship with Crew Career Career Entr y: Artisan – Jeweler, Chamberlain, Diver (Sea Elves Only), Exciseman, Innkeeper, Lawyer, Luxury Prostitute Prostitute / Courtesan / Protectress, Master Artisan (Jeweler) (Dwarfs Only), Master Thief, Scholar, Scribe, Steward, Teller (Wood Elves Only), Trader Career Career Exits: Exits : Explorer, Noble – Rank 3 (if requirements of nobility met), Vigilante (Sea Elves Only) Mountaineer Trooper / Officer (Dwarfs (Dwarfs Only) Mountaineer Trooper (Dwarfs (Dwarfs Only) With cities nestled amongst the mountains, the Dwarves train many of their soldiers to operate in mountainous and rocky areas. These Dwarves are trained in climbing, rappelling, use of grapples, and numerous other necessary skills. These Dwarves form an elite unit, working above ground, keeping mountain passes clear and hunting down predators or enemies of the dwarves. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +1 +2 +4 + 20 +1 + 20 + 10 + 10 + 20 + 10 Skills: Skills: Follow Trail, Orientation, Scale Sheer Surface, Secret Signs – Mountaineer’s, Silent Move – Rural, Ski, Specialist Weapon – Firearms, Strike Mighty Blow Mountaineer Officer Mountaineer Officer Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 30 +2 +3 +6 + 20 +2 + 30 + 20 + 20 + 30 + 10 + 10 Skills: Skills: Disarm, Dodge Blow, Specialist Weapon – Flail Weapons, Specialist Weapon – Two-Handed Weapon, Street Fighter, Strike To Injure, Strike To Stun Trappings: Trappings: Hand Weapon, Blunderbuss or Crossbow, 2D6 Shots in pouch or 2D6 Crossbow Bolts in quiver, Mail Shirt, D6 Iron Spikes, Grappling Hook and 10 yards of Rope, Shield, Skis, Two-Hand Weapon (Officers only) Career Career Entr y: Herdsman, Hunter, Runner (Dwarfs Only), Trapper, Tunnel Fighter (Dwarfs Only) Career Career Exits: Exits : Battlemaster (Dwarfs Only), Explorer, Mercenary, Scout, Soldier, Veteran Warrior (Dwarven) (Dwarfs Only), Warrior (Dwarven) (Dwarfs Only)
Navigator The Navigator is a vital member of a ship's crew, responsible for charting and setting courses and making sure that the ship is where it should be and headed in the right direction. Navigators can set a course by the stars, by the sun, or by using charts. Their navigational skills are equally useful on land and Navigators may sometimes be employed by expeditions or merchant ventures going into unknown territory. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 +1 +1 +3 + 20 + 10 + 20 + 30 + 10 + 20 + 10 Skills: Skills: Astronomy, Cartography, Orientation Trappings: Trappings: Navigator’s Instruments (compass, sextant, etc), 2D6 Maps and Charts, Hand Weapon, Mail Shirt Career Career Entr y: Artisan – Cartographer, Cartographer, Diver Diver (Sea Elves Only), Explorer, Marine Sergeant/Captain, Pilot, Pirate Mate/Captain, Sea Mate/Captain, Ship's Lookout, Student Career Career Exits: Exits : Explorer, Marine Sergeant/Captain, Pirate Mate/Captain (without needing to be Mate first), Sea Mate/Captain (without needing to be Mate first) Noble – Rank 2 (Baron/Baroness, Margrave/Margravin Margrave/Margravin e) Description pending Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 10 +3 + 10 +1 + 10 + 30 + 10 + 10 + 10 + 20 Skills: Skills: Disarm, Dodge Blow, Game Hunting, Sing, Specialist Weapon – Lance, Specialist Weapon – Parrying Weapons, Stewardship, Story Telling Trappings: Trappings: 3 Horses, Expensive Clothes and Jewelry (worth at least 1,000 GCs), Fortified Dwelling (cost at least 25,000 GCs to build and 2,000 GCs per annum to run), Marks of Office (costing at least 7,000 GCs), a few servants (Chambermaid, Herald, Bailiff, 3 Cooks, 10 Maids, 20 General Servants, 50 Men-At-Arms), 20D6 Gold Crowns immediately to hand Career Career Entr y: (if requirements requirements of nobility met) Chamberlain, Judicial Champion, Knight, Lawyer, Noble – Rank 1, Pistolier Trooper/Officer Career Career Exits: Exits : (if requirements of nobility met) Diplomat, Noble – Rank 3 Noble – Rank 3 (Count/Count ess) Description pending Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 10 +6 + 20 +1 + 10 + 40 + 20 + 20 + 10 + 30 Skills: Skills: Evaluate, Influence, Intimidate, Law, Seduction, Specialist Weapon – Two-Handed Weapons Trappings: Trappings: Elaborate Coach and 4 Horses (costing from 5,000 GCs), Expensive Clothes and Jewelry (worth at least 5,000 GCs), Small Manor (cost at least 35,000 GCs to build and 5,000 GCs per annum to run), Marks of Office (costing at least 12,000 GCs), servants (Chambermaid, Herald, Bailiff, 3 Cooks, 10 Maids, Falconer, Groom, Master of Hounds, 3 Pages, 10 Coachmen, 30 General Servants, 80 Men-At-Arms and a few Ladies-in-Waiting (you are married, are married, aren’t you?)), Falcons and Hunting Hounds (worth at least 4,000 GCs), 50D6 Gold Crowns immediately to hand Career Career Entr y: (if requirements of nobility met) Diplomat, Explorer, Free Lance, Merchant, Noble – Rank Rank 2 Career Career Exits: Exits : (if requirements of nobility met) Noble – Rank 4 Noble – Rank 4 (Duke/Duchess) Description pending Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 10 +6 + 20 +1 + 10 + 40 + 20 + 30 + 10 + 30 Skills: Skills: Cryptography, Dynastic Knowledge, Secret Language – Classical, Speak Additional Language Trappings: Trappings: A small piece of The Empire, Coaches/Barges/Boats/S Coaches/Barges/Boats/Ships/Horses hips/Horses (costing from 15,000 GCs), Expensive Clothes/Jewelry/Pets/Regalia/Mistresses/Sundry Clothes/Jewelry/Pets/Regalia /Mistresses/Sundry Hobbies (worth at least 25,000 GCs at any one time, spending at least 10,000 GCs per year), Castle with Keep/Bailey/Walls Keep/Bailey/Walls (cost at least 50,000 GCs to build and 7,500 GCs per annum to run), Marks of Office (costing at least 15,000 GCs), servants by the score (including but not limited to Chambermaids, Heralds, Bailiff, Cooks, Maids, Falconer, Grooms, Master of Hounds, Pages, Coachmen, General Servants, Scribes, Artisans, Bombardiers, Sappers, Engineers, at least 200 Men-At-Arms and a few Ladies-inare married, aren’t you?)), 100D6 Gold Crowns immediately to hand Waiting (you are married, Career Career Entr y: (if requirements requirements of nobility met) met) Archer Captain, Marine Captain, Mercenary Mercenary Captain, Noble – Rank 3, Sea Captain, Captain, Soldier Captain, Templar, Witch Hunter Career Career Exits: Exits : (if requirements of nobility met) Noble – Rank 5 (NPCs only)
Noble – Rank 5 (Elector – Grand Duke/Duchess, Grand Princ e/Princ e/Princ ess) Description pending Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 40 + 10 +6 + 30 +2 + 10 + 50 + 30 + 40 + 20 + 40 Skills: Skills: Court Intrigue, Secret Sign – Noble, Theology Trappings: Trappings: A considerable piece of real estate like a Province, Life’s little luxuries including Transportation/Entertainment/Good Transportation/Entertainment/Good Living (costing from 30,000 GCs per annum), Expensive Clothes/Jewelry/Pets/Regalia/Mistresses/Sundry Hobbies (worth at least 50,000 GCs at any one time, spending at least 20,000 GCs per year), Large Castle with Keep/Bailey/Walls (cost at least 100,000 GCs to build and 12,500 GCs per annum to run), Town House or additional Country Retreats, Marks of Office (costing at least 25,000 GCs), servants by the score (including but not limited to Chambermaids, Heralds, Bailiff, Cooks, Maids, Falconer, Grooms, Master of Hounds, Pages, Coachmen, General Servants, Scribes, Artisans, Bombardiers, Sappers, Engineers, at least 2500 Men-At-Arms, 500 Archers, 500 Cavalry), Good contacts amongst the Templar and Mercenary fraternity, 1000D6 Gold Crowns immediately to hand Career Career Entr y: (if requirements of nobility met) Noble – Rank 4 (NPCs only) Career Career Exits: Exits : none Outlaw Chief Successful outlaws can rise to the leadership of their own band and can be known as brigands or outlaw chiefs. As such they have a pick of all the equipment and spoils. With the advantages of leadership also comes responsibility. They are responsible for the welfare of the rest of the band. And if they are dissatisfied with the leader they might make a bid in a fatal manner. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 30 +1 +3 +5 + 20 +2 + 10 + 30 + 20 + 10 Skills: Skills: Fletching, Follow Trail, Identify Plants, Secret Language – Battle Tongue, Secret Language – Thieves Tongue, Rapid Fire – Bows or Crossbows, Ride – Horse, Sure Shot Trappings: Trappings: Bow or Crossbow, 2D6 Arrows/Crossbow Bolts, Mail Shirt, Horse, Saddle, Harness, 1D6 Followers (NPC Outlaws) Career Career Entr y: Archer Sergeant/Captain, Assassin, Barbarian, Bodyguard, Demagogue, Highwayman, Jaeger Rifleman/Officer, Marine Sergeant/Captain, Mercenary, Mercenary Sergeant/Captain, Outlaw, Pit Fighter, Racketeer, Scout, Slaver, Soldier – Sergeant/Captain, Targeteer, Torturer, Wardancer (Wood Elves Only), Watch Inspector, Watch Captain Career Career Exits: Exits : Archer Sergeant/Captain, Crime Lord, Demagogue, Highwayman, Jaeger Rifleman/Officer, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Scout, Soldier – Sergeant/Captain Physician Physicians are practitioners of the comparatively young science of medicine. They provide basic medical treatment and perform simple surgery in order to relieve common minor ailments such as boils, splinters, and minor wounds. They are respected members of the community and can be an invaluable aid to wounded adventurers. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +1 +3 + 10 + 30 + 20 + 30 + 20 + 20 + 10 Skills: Skills: Cure Disease, Heal Wounds, Manufacture Drugs, Prepare Poisons, Surgery Trappings: Trappings: Hand Weapon, Black Bag with Medical Instruments, 5D6 Gold Crowns Career Career Entr y: Cleric, Forest Guardian (Wood Elves Only), Hypnotist, Pharmacist, Physician’s Student Career Career Exits: Exits : Hypnotist, Alchemist’s Apprentice Pilot (Gyrocopter / War Balloon) (Dwarfs Balloon) (Dwarfs Only) The pilot is a member of the Dwarf Engineers' Guild who specializes in the construction, maintenance, and operation of aerial war machines such as the gyrocopter and the war balloon. Where most Dwarfs do not even like to spend too much time above ground, the pilots actually enjoy flying their dangerous and unreliable machines into battle or on reconnaissance patrols. Most other Dwarfs regard them as mad - even madder than Slayers, who at least were forced into the doomed lifestyle by misfortune and thwarted honour. Even the most crazed Daemon Slayer would not fly a gyrocopter. Pilots are trusted and dedicated members of the Engineers' Guild, and almost without exception, they serve their native hold. Flying machines are rare and precious, and no Dwarfhold would willingly let one out of its control. Therefore, this career is mainly for NPCs; a player character Pilot will need a very good reason for operating away from a hold. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 20 +1 +2 + 20 + 20 + 10 + 20 + 30 + 10 Skills: Skills: Air Lore, Carpentry, Engineer, Operate Machinery – Gyrocopter / War Balloon, Specialist Weapon – Bombs, Specialist Weapon – Steam Cannon Trappings: Trappings: Hand Weapon, Leather Hood, Goggles, Scarf, Cigars, Leather Jacket, Gyrocopter / War Balloon, Telescope (War Balloon Pilots only), Tool Box, 1D4 Hammers, 1D6 x 10 Nails, 1D4 Cold Chisels, Awl, Pick, Saw, 1D6 Iron Spikes, Tongs, 1D3 Pliers, 1D4 Wrenches, Heavy Wire – 10 yards, Hand Axe, 1D10 Bombs Career Career Entr y: Engineer (Dwarfs Only) Career Career Exits: Exits : Artillerist, Gunner, Master Engineer (Dwarfs Engineer (Dwarfs Only), Sapper (Dwarfs Sapper (Dwarfs Only)
Pirate Mate / Captain Mate Mates serve on ships as the second in command, answering directly to the Captain of the vessel. They are responsible for ensuring that the Captain’s orders are carried out, which can be a trying task with even the most professional of crews. Mates have to be stern but fair, earning the respect of their crew or they will swiftly find themselves the butt of many practical jokes and far worse if a mutiny should occur. Mates are always experienced sailors, often with several voyages under their belt and there are few ports they haven’t drank, fought, or caroused in. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +1 +1 +4 + 10 +1 + 20 + 20 + 10 + 20 + 10 Skills: Skills: Boat Building, Consume Alcohol, Sailing, Story Telling, Street Fighter, Swim Trappings: Trappings: Club, Cutlass, Leather Jack Pirate Captain For those who make their livelihood from the sea, their greatest fear is of piracy. For there will always be those who will prey upon the sea lanes, seeking easy comforts and vast fortunes through bloody means. Most Pirate Captains rely upon their cruelty and their ability to keep control of their crew through fear as well as the promise of loot. They rely heavily upon their own imposing demeanor and their sword fighting skills to maintain order amongst their unruly and capricious crew. As a result of this their sailing skills may actually be substandard, but as long as they can maintain some semblance of command and do away with any ambitious underlings they will continue to command the ship. In comparison to the Sea Captains, the Pirate Captain are often less knowledgeable about the seamanship, since they often hold their position based upon power rather than their sailing skills. No Pirate Captain however can wholly neglect such important skills, and usually can not assume command unless they have some previous experience from their past to ensure success in pirating. However many Pirate Captains can not navigate their ships, and when raiding ships often put all their foes to death except for the Navigator of a defeated vessel, who is then compelled to serve with the crew or suffer a similar fate as their shipmates. Of course if the Pirate Captain is the only one who knows how to navigate a ship, the threat of a mutiny is diminished dramatically. Privateers are Pirate Captains, sanctioned by a naval power to engage enemy shipping. Magritta in particular sanctions many Privateers, to engage not only other Pirate ships, but also the trading ships of Bilbali and the Tilean City States. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 30 +1 +2 +6 + 20 +2 + 30 + 30 + 20 + 30 + 20 + 10 Skills: Skills: Animal Trainer – Parrot or Monkey, Boat Building, Evaluate, Frenzied Attack, Intimidate, Numismatics, Sailing, Speak Additional Language, Specialist Specialist Weapon – Firearms, Firearms, Specialist Weapon – Whip, Whip, Street Fighter, Fighter, Strike Mighty Blow, Blow, Strike to Stun, Torture Trappings: Trappings: Leather Jack, Cutlass, Pair of Pistols with powder and ammunition for 10 shots, Telescope, Ship and Crew, Letter of Marque with Seal of Approval from local authority (if Privateer) Career Career Entr y: Explorer (Straight to Captain), Marine, Marine Sergeant/Captain, Navigator (Straight to Captain), Pilot, Pirate, Seaman, Sea Mate / Captain, Ship’s Gunner, Ship's Lookout, Slaver Career Career Exits: Exits : Explorer, Marine Sergeant/Captain, Navigator, Pilot, Sea Mate / Captain, Slaver, Weaponmaster Pistolier Trooper / Officer Pistolier Trooper Pistoliers are the elite light cavalry of the Imperial Army. They specialize in wielding firearms, specifically pistols. Pistoliers have only come into their own recently, as gunpowder weapons have been relatively unstable until now in the Old World. Because of the expense of their weapons and the constant upkeep that pistols and warhorses require, Noblemen dominate the ranks of the Pistoliers. Many young Nobles volunteer for the Pistoliers in search of glory or in the hopes of making a name. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 30 +1 +2 +4 + 20 +1 + 20 + 10 + 10 + 20 + 10 + 10 Skills: Skills: Animal Care, Disarm, Dodge Blow, Etiquette, Marksmanship, Read/Write, Ride – Horse, Secret Language – Battle Tongue, Specialist Weapon – Fencing Sword, Specialist Weapon Weapon – Pistol, Specialist Weapon – Parrying Weapon, Strike to Injure, Strike to Stun, Sure Shot Pistolier Officer Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 40 +2 +3 +6 + 30 +2 + 30 + 30 + 20 + 30 + 20 + 20 Skills: Skills: Heraldry, Specialist Weapon – Flail Weapons, Specialist Weapon – Two-Handed Weapon, Street Fighter, Strike Mighty Blow Trappings: Trappings: Full Helm, Breastplate, Full Mail Armor, Left-Hand Dagger, Long Sword or Rapier, Pair of Duelling Pistols with powder and ammunition for 20 shots, Warhorse, Saddle, Harness, 3D6 Gold Cro wns, Two-Hand Weapon (Officers only) Career Career Entr y: Cavalier, Freeman / Freewoman, Highwayman, Noble – Rank 1, Protagonist, Weaponmaster Career Career Exits: Exits : Cavalier, Duellist, Free Lance, Highwayman, Knight, Mercenary Sergeant/Captain, Noble – Rank Rank 2 (if requirements of nobility met), Soldier – Sergeant/Captain, Templar, Weaponmaster
Pit Fighter Champion The Pit Fighters that choose to remain at the arena after winning their freedom soon become what is known as Pit Fighter Champions. Those that survive, that is. Fearsome warriors and expert killers, these are the real crowd-pleasers, drawing thousands of spectators to the arena when they perform, as they choose to call it. Highly paid, this is a profession that offers more danger than rewards. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 +1 +2 +4 + 20 +1 + 20 + 10 + 10 Skills: Skills: Disarm, Dodge Blow, Specialist Weapon – Two Handed Weapons, Specialist Weapon – Flail, Specialist Weapon – Parrying Weapons, Specialist Weapon – Net, Specialist Weapon – Fist Weapons, Street Fighter, Strike Mighty Blow, Strike To Injure, Strike To Stun, Wrestling Trappings: Trappings: Hand Weapon, Mail Shirt, Full Helm, Shield, Specialist Weapon Career Career Entr y: Barbarian, Pit Fighter Career Career Exits: Exits : Battlemaster (Dwarfs Only), Judicial Champion, Mercenary, Wardancer (Wood Elves Only) Playwright As most people in the Old World cannot read or write, it is important that historical and important events are acted out in the form of plays, preserving history and giving the common people an understanding of how things were gained and achieved. The Playwright is responsible for the writing and direction of plays and good ones are hard to find; those who enjoy success are often lured by powerful nobles on a regular basis. The Playwright writes his texts in the format of scripts and then hires actors, as well as acrobats and musicians, to fill the roles. Successful Playwrights hold their plays in the prestigious theatres of the Old World whereas the others must be content with the town square or anywhere where a sizeable audience can assemble. Many Playwrights attempt controversial issues as the subject matter for their plays and maybe arrested, imprisoned or even executed as a result. Wise Playwrights choose to hover around topics that are favourable by nobles and the law and enjoy great success and high wages. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 10 +1 +3 + 20 + 30 + 30 + 20 + 20 + 30 Skills: Skills: Acting, Blather, Charm, Etiquette, Heraldry, History, Linguistics, Public Speaking, Read/Write, Secret Language – Classical, Story Telling, Wit Trappings: Trappings: Plenty of Parchment, Quills, Ink, 10D6 Gold Crowns Career Career Entr y: Artisan – Calligrapher, Artisan – Printer, Demagogue, Entertainer – Actor, Student Career Career Exits: Exits : Charlatan, Demagogue Racketeer Racketeers are expert and organized thugs, who extract money from the community around them by extortion, threats and other illegal means. They tend to work in groups and while they are not very imaginative as criminals go, they are tough and well equipped. Their main source of income is from protection rackets. But they are also involved in illegal gambling and loan sharking. Anyone who fails to pay up at the appointed time is dealt with harshly ranging from damage to property to maiming to murder. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +1 +1 +4 + 10 +1 + 20 + 10 Skills: Skills: Dodge Blow, Intimidate, Specialist Weapon – Fist Weapons, Specialist Weapon – Incendiaries, Street Fighter, Strike Mighty Blow Trappings: Trappings: Broad-Brimmed Hat, Club, Hand Weapon, Knuckledusters, 2D6 Bodyguards Career Career Entr y: Beggar, Entertainer – Strongman, Strongman, Entertainer – Wrestler, Wrestler, Footpad, Footpad, Informer, Pirate, Thief, Torturer, Watchman, Watch Sergeant Career Career Exits: Exits : Crime Lord, Fence, Outlaw Chief Riverwarden Sergeant After having spent time as a Riverwarden, some get the experience and authority to become Riverwarden Sergeants. Commanding boats of several Riverwardens, they patrol the rivers of the Empire and see to it that the laws of the Empire are upheld. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +2 +4 + 20 + 20 + 10 + 10 + 30 + 20 Skills: Skills: Dodge Blow, Follow Trail, Sail, Specialist Weapon – Firearms, Strike Mighty Blow, Sure Shot Trappings: Trappings: Pistol, 2D6 Shots of Ammunition and Powder, Mail Shirt, Boat or Barge, Hand Weapon, 2D6 Riverwardens Career Career Entr y: Riverwarden Career Career Exits: Exits : Marine, Pirate, Seaman, Ship's Lookout
Roadwarden Sergeant After having spent time as a Roadwarden, some get the experience and authority to become Roadwarden Sergeants. Commanding troops of several Roadwardens, they patrol the roads and forests of the Empire and see to it that the laws of the Empire are upheld. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +1 +1 +3 + 20 + 20 + 10 + 30 Skills: Skills: Disarm, Dodge Blow, Drive Cart, Ride, Follow Trail, Street Fighter, Strike Mighty Blow, Specialist Weapon – Firearms, Sure Shot Trappings: Trappings: Pistol, 2D6 Shots of Ammunition and Powder, Mail Shirt, Horse, Saddle, Harness, Hand Weapon, 2D10 Roadwardens Career Career Entr y: Roadwarden Career Career Exits: Exits : Highwayman, Militiaman, Outlaw Runesmith (Dwarfs Only) See Magic See Magic Careers Careers Li st for st for details Rune Master See Magic See Magic Careers Careers Li st for st for details Saboteur A Saboteur is greatly feared feared by the authorities. Saboteurs, working as agents for spies of hostile foreign foreign groups, or as political terrorists, will destroy buildings and target important individuals. Saboteurs working as spies will often infiltrate administrative buildings, blowing them up with bombs and gunpowder, or during times of war, blowing up ships at port, military barracks, fortifications, and causing severe injuries and deaths. Often hostile political groups within an area will wage a campaign of terror against the local populace or the authorities. Blowing up magistrates or nobles, various political extremist groups usually claim responsibility. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 10 +1 +4 + 20 + 20 + 10 + 20 + 30 + 20 Skills: Skills: Blather, Chemistry, Concealment Urban, Disguise, Engineering, Manufacture Bombs, Scale Sheer Surface, Silent Move Urban, Specialist Weapon – Bombs, Specialist Weapon – Incendiaries Trappings: Trappings: Black Clothing, Black Hood, D3 Bombs, Gun Powder, Bomb Making Equipment Career Career Entr y: Sapper (Dwarfs Only), Spy Career Career Exits: Exits : Assassin, Demagogue, Sapper (Dwarfs Only), Spy Sapper (Dwarfs (Dwarfs Only) Sappers are military engineers, skilled in a number of fields, such as making explosives, assembling artillery and commanding engines of war (which they do almost as well as an artillerist). Their particular area of expertise is the digging of tunnels, either to undermine walls or to gain entry to fortifications. fortifications. Dwarven sappers are widely sought after by the field armies armies of all nations and some successful dwarven mercenary units consist exclusively of sappers. sappers. Sappers who are members of a dwarven dwarven army will always be members of the the Dwarven Engineers’ Guild, while mercenary units operating in non-dwarven armies may or may not be guild members. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 10 +2 +2 +4 + 10 + 30 + 20 + 20 + 20 Skills: Skills: Carpentry, Engineer, Mining, Specialist Weapon – Bombs, Specialist Weapon – Stone Thrower Trappings: Trappings: Candles, Crowbar, Leather Jerkin, Pickaxe Career Career Entr y: Artillerist, Engineer (Dwarfs Only), Lodefinder (Dwarfs Only), Mercenary, Pilot (Gyrocopter / War Balloon) (Dwarfs Only), Saboteur, Soldier, Tunnel Fighter (Dwarfs Only), Warrior (Dwarven) (Dwarfs Only) Career Career Exits: Exits : Artillerist, Engineer (Dwarfs Only), Gunner, Master Engineer (Dwarfs Only), Mercenary, Saboteur, Ship’s Gunner, Tunnel Fighter (Dwarfs Only) Scholar Many professional academics earn a living by teaching at one of the universities of the Old World, by hiring themselves out as tutors or by writing erudite treatises on a number of subjects. In some cases, Scholars can find a patron or sponsor to finance their studies and can pursue their scholarly interests to their heart's content. Scholars are interested in knowledge for its own sake and do not confine themselves to one subject, researching anything and everything as the mood takes them and as the opportunity arises. Although they are not adventurous by nature, many Scholars will go to great lengths to acquire new or unusual information or to recover lost knowledge, and it is not unknown for a scholar to live as an adventurer in order to journey to the sorts of inaccessible places to which other academics would dare not go. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 +2 + 20 + 10 + 10 + 40 + 10 + 30 + 10 Skills: Skills: Astronomy, Cartography, History, Identify Plants, Linguistics, Magic Sense, Numismatics, Rune Lore, Scholarship, Speak Additional Language, 50% Cryptography, 50% Law, 50% Theology Trappings: Trappings: Hand Weapon, Writing Equipment, 5D6 Gold Crowns Career Career Entr y: Chamberlain, Cleric, Diplomat, Librarian, Linguist, Loremaster (Dwarfs Only), Runescribe (Dwarfs Only), Scribe, Steward, Student Career Career Exits: Exits : Artisan – Cartographer, Diplomat, Explorer, Librarian, Linguist, Loremaster (Dwarfs Only), Merchant
Scout Scouts hire out their services to the military, merchants, travellers, or anyone else who can afford their price. Their task is to move through an area in advance of their clients, spying out the land and reporting on any unexpected activity or possible sources of danger. They are expert at moving through the countryside undetected and many Scouts can get sufficiently close to an army to read the devices on their banners and shields without being spotted. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +1 +1 +6 + 10 +1 + 10 + 10 + 10 + 30 + 10 Skills: Skills: Animal Care, Concealment – Rural, Follow Trail, Orientation, Ride – Horse, Secret Language – Ranger, Secret Signs – Scout, Silent Move – Rural, Spot Trap Trappings: Trappings: Horse, Saddle, Harness, Mail Shirt, Rope – 10 yards, Shield Career Career Entr y: Coachman, Courier, Dispatch Rider, Farmer, Forager (Wood Elves Only), Forestrunner (Wood Elves Only), Gamekeeper, Herdsman, Hunter, Jaeger Rifleman/Officer, Miner, Mountaineer Trooper/Officer (Dwarfs Only), Muleskinner, Outlaw Chief, Outrider, Prospector, Runner ( Dwarfs Only), Trapper, Woodsman Career Career Exits: Exits : Archer, Archer Sergeant/Captain, Bounty Hunter, Dispatch Rider, Explorer, Mercenary Sergeant/Captain, Outlaw Chief, Soldier – Sergeant/Captain, Veteran Warrior (Dwarven) (Dwarfs Only), Wardancer (Wood Elves Only) Sea Mate Mate / Captain Mate Mates are second-in-command to Sea Captains Although this means that they have the advantage of being able to order others into the rigging in a force 9 gale rather than going themselves, the fact that they have to ensure that the captain's orders are carried out does not endear them to the rest of the crew. A Mate has to be strong to win the respect of the crew - in the event of a mutiny, unpopular Mates are second off the plank after the captain. Not surprisingly, Mates are great tellers of tall tales and always try to outdo each other with stories of the great Kraken, sea serpents, mermaids, and the like. Some of these tales may be true, but many have grown considerably in the telling and the majority are almost certainly completely fictitious. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 10 +1 +1 +4 + 10 +1 + 20 + 20 + 10 + 20 + 10 + 10 Skills: Skills: Boat Building, Consume Alcohol, Sailing, Story Telling, Street Fighter, Swim Trappings: Trappings: Club, Cutlass, Leather Jack Sea Captain There are two routes to the esteemed career of Sea Captain - either by fully completing the career of Navigator (taking all advances and skills) or by rising through the ranks of Seaman and Mate (taking all advances and skills in the latter case). It takes a special kind of personality to become a Sea Captain. Their wanderlust must be highly developed and coupled with a passionate belief in their seamanship - why else would anyone run the risk of trying to command a grog-swilling bunch of seamen, who are often only too willing to blame their captain for everything from bad weather to attacks of scurvy? Still, for those that survive mutiny, pirate attacks, and the terrible storms of the World's Oceans, the profession can be a profitable one. There is always demand for space in a cargo hold and Sea Captains usually have a good idea of which port has the most profitable markets for the whole range of Old World trade goods. Not that all Sea Captains make their money from trade - there are plenty who prefer to take goods by force from those less well equipped to defend themselves. Pirates, Buccaneers, and Corsairs - they have many names, but all are bloodthirsty murderers who attack merchant ships, steal their cargoes, and make shark food of any crew and passengers who can't be sold as slaves or press-ganged into service. Not surprisingly, the penalty for piracy in most countries is death. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 20 +1 +1 +6 + 20 +2 + 30 + 30 + 20 + 30 + 20 + 30 Skills: Skills: Animal Trainer – Parrot or Monkey, Boat Building, Numismatics, Speak Additional Language, Specialist Weapon – Fencing Sword, Strike Mighty Blow Trappings: Trappings: Leather Jack, Rapier, Telescope, Ship and Crew (25% share of Merchantman or Warship Commission) Career Career Entr y: Diver (Sea Elves Only), Only), Explorer Explorer (Straight (Straight to to Captain), Captain), Marine, Marine Sergeant/Captain, Navigator (Straight (Straight to Captain), Pilot, Pirate, Pirate Mate/Captain, Seaman, Shipmaster (Dwarfs Only), Ship’s Gunner, Ship's Lookout Career Career Exits: Exits : Explorer, Marine Sergeant/Captain, Navigator, Noble – Rank 4 (if requirements of nobility met), Pilot, Pirate Mate/Captain, Weaponmaster
Shipmaster (Dwarfs (Dwarfs Only) Shipmasters are members of the Dwarf Engineers Guild who specialize in the construction, maintenance, and operation of Dwarf gunboats, warships or submersibles. Shipmasters usually work in crews of 2 to 4, depending upon the type of vessel they operate. All shipmasters are trained for a life on water (whether sea or river) by their elders or senior Dwarf crewmen - a prospect that most Dwarfs view with horror. Shipmasters are almost exclusively attached to holds. The vast majority are based at Barak Varr, although there are a handful in Marienburg. Both they and their vessels are closely controlled by the superiors in the Engineers' Guild. Therefore, this career is better suited to NPCs than to player characters. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 20 +1 +1 +2 + 20 + 20 + 10 + 10 + 10 + 10 Skills: Skills: Astronomy, Operate Machinery – Gunboat / Warship / Nautilus, Orientation, River Lore, Row Trappings: Trappings: Hand Weapon, Bandanna (gunboat masters), Short-billed Leather Cap (Warship or Nautilus masters), Cigars, Leather Jerkin, Gunboat / Warship / Nautilus submersible and crew, Tool Box, 1D4 Hammers, 1D6 x 10 Nails, 1D4 Cold Chisels, Awl, Pick, Saw, 1D6 Iron Spikes, Tongs, 1D3 Pliers, 1D4 Wrenches, Heavy Wire – 10 yards, Hand Axe Career Career Entr y: Engineer (Dwarfs Only) Career Career Exits: Exits : Alchemist’s Apprentice, Gunner, Master Engineer (Dwarfs Engineer (Dwarfs Only), Sea Mate/Captain, Ship’s Gunner Ship’s Gunner With the emergence of smaller smaller shipboard cannon, the Ship's Gunner is beginning to play a more more pivotal role in naval warfare. Although naval cannon are relatively rare, the finest ships in the navy will be armed with these, and the Ship's Gunner is a well-respected career, if a little dangerous. The Gunner must not only deal with an unreliable weapon, but is partly blinded blinded and deafened by the noise and the gunsmoke the cannon produces. They must also aim and load the heavy weapons. A strong back, nerves of steel, and iron resolve are necessary to be a Ship's Gunner. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 20 +1 +1 +4 + 20 + 20 + 20 + 10 + 20 + 10 Skills: Skills: Engineer, Sailing, Scale Sheer Surface, Specialist Weapon – Bombs, Specialist Weapon – Firearms, Swim Plus either Specialist either Specialist Weapon – Bombard, Specialist Weapon – Cannon, Specialist Weapon – Mortar Trappings: Trappings: Artillerists’ Charts and Tables, Bandana, Cutlass, Pistol with 1D6 Shots in pouch Career Career Entr y: Artillerist, Engineer (Dwarfs Only), Gunner, Master Engineer (Dwarfs Only), Marine, Marine Sergeant/Captain, Pirate, Sapper (Dwarfs Only), Seaman, Shipmaster (Dwarfs Only) Career Career Exits: Exits : Artillerist, Gunner, Marine, Marine Sergeant/Captain, Pirate Mate/Captain, Sea Mate/Captain Slaver Slavery is the lot for millions in the Old World; it goes under the guise of service, forced labour or agricultural bondage. More obvious forms of slavery are generally illegal, but slaving still goes on unchecked in some areas. The slaver generally obtains his merchandise from foreign parts or deals in those too young or too poor to assert their rights. The greatest slave markets are in Araby and the lot of those sold there is a miserable one; in the Old World, some people are enslaved by the courts, for nonpayment of debts or similar offences, although until recently there was a thriving slave-trade in half-orcs. Slaves in the Old World are generally well-treated, often working alongside paid servants and sharing much the same condition. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +2 +4 + 20 + 20 + 10 + 20 + 10 Skills: Skills: Drive Cart, Evaluate, Intimidate, Ride, Speak Additional Language, Specialist Weapon – Net, Strike to Stun Trappings: Trappings: Hand Weapon, Horse and Cart, Horse with Saddle and Harness, 1D4 Pairs of Manacles, Rope – 10 yards Career Career Entr y: Barbarian, Bounty Hunter, Footpad, Jailer, Marine, Mercenary, Pirate, Pirate Mate/Captain, Rustler, Seaman, Soldier Career Career Exits: Exits : Crime Lord, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Outlaw Chief, Pirate, Pirate Mate/Captain, Seaman, Soldier – Sergeant/Captain
Soldier – Sergeant / Captain Soldier – Sergeant Members of military forces - be they soldiers, mercenaries, militia, marines, or city watchmen - who show an aptitude for leadership will normally begin to use their reputation to carve out a living for themselves as leaders. A Sergeant commands the lower-ranked rank and file troops in a battalion, and is under the c ommand of, and assists, a Captain. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +1 +1 +4 + 20 +1 + 10 + 20 + 10 + 20 + 10 + 10 Skills: Skills: Consume Alcohol, Gamble, Secret Language – Battle Tongue, Street Fighter, Strike Mighty Blow, Strike to Stun Trappings: Trappings: trappings as for unit Soldier – Captain Captains are often under the command of less experienced knights or nobles, a fact they resent. They often prefer the company of their troops to the society of nobility, and have more respect for experience and ability than social position. The only way into captain is through sergeant. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 30 +2 +2 +6 + 20 +2 + 10 + 40 + 20 + 30 + 10 + 20 Skills: Skills: Disarm, Dodge Blow, Heraldry, Ride – Horse, Specialist Weapon – Lance, Specialist Weapon – Flail Weapons, Specialist Weapon – Parrying Weapon, Specialist Weapon – Two-Handed Weapon, Strike to Injure Trappings: Trappings: Full Helm, Mail Shirt, Shield, Lance (Cavalry only), Mail Coif and Leggings, Livery (uniform of good quality, with army or detachment's colors and symbol, worn over mail), Warhorse with Saddle and Harness (Cavalry only), Two-Hand Weapon Career Career Entr y: Archer, Archer Sergeant/Captain, Artillerist, Battlemaster (Dwarfs Only), Duellist, Explorer (Straight to Captain), Freelance (Straight to Captain), Glade Guard (Wood Elves Only), Gunner, Highwayman, Jaeger Rifleman/Officer, Judicial Champion, Knight, Marine, Mercenary, Mercenary Veteran, Outlaw Chief, Pistolier Trooper/Officer, Scout, Slaver, Soldier, Squire (Straight to Captain), Targeteer, Templar (Straight to Captain), Veteran Warrior (Dwarven) (Dwarfs Only), Wardancer (Wood Elves Only), Warrior (Dwarven) (Dwarfs Only), Watchman, Watch Inspector, Watch Sergeant/Captain, Waywatcher (Wood Elves Only), Weaponmaster Career Career Exits: Exits : Artillerist, Battlemaster (Dwarfs Only), Bounty Hunter, Explorer, Freelance (cavalry only), Gambler, Gunner, Judicial Champion, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Mercenary Veteran, Noble – Rank 4 (if requirements of nobility met), Outlaw Chief, Protagonist, Veteran Warrior (Dwarven) (Dwarfs Only), Wardancer (Wood Elves Only) Spy Spies are used to gather and relay information secretly. They are experts at filtrating at the highest level of an organization, and may work under cover for months or years. Some prefer one off jobs, breaking into a building to steal information or to commit some form of sabotage. Every nation employees spies mostly in military intelligence gathering activities. They are also hired by great merchant houses and so on. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +1 +4 + 30 +1 + 20 + 10 + 20 + 40 + 20 Skills: Skills: Act, Bribery, Conceal – Urban, Cryptography, Disguise, Flee!, Linguistics, Pick Lock, Palm Object, Read/Write, Seduction, Shadowing, Silent Move – Urban, Sixth Sense, Wit Trappings: Trappings: Codebook, 1D4 Homing Pigeons, Disguise Kit Career Career Entr y: Cat Burglar, Burglar, Chamberlain, Chamberlain, Charlatan, Diplomat, Explorer, Far Rider (Elves Only), Only), Informer, Jester, Luxury Luxury Prostitute Prostitute / Courtesan / Protectress, Saboteur, Steward, Waywatcher (Elves Only) Career Career Exits: Exits : Assassin, Luxury Prostitute / Courtesan / Protectress, Saboteur Steward Stewards are employed by the nobility to take care of their estate and the domestic administration of their houses. The former duties involve accounting for their master's lands being cultivated by oxen or plough horse, and recording the tenants of farms together with rents, obligations and fines. If there are woods used for hunting nearby then the Steward must also take note of game taken with or without permission. Domestic administration generally involves ensuring that the chambers of the house are provided with counterpanes, cushions, pillows, bedclothes, coverings for the tables and benches. Stewards also supervise the preparation of any events to be held in the master's house, from dinner parties to lavish balls. Stewards command a good wage and have a high standing in society. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 +1 +3 + 20 + 20 + 30 + 30 + 20 + 20 + 20 Skills: Skills: Blather, Charm, Etiquette, Evaluate, Heraldry, Read/Write, Stewardship, Super Numerate Trappings: Trappings: Good Quality Clothes, 1D3 Scribes, 1D3 Clerks, 1 Bailiff Career Career Entr y: Bailiff, Butler, Servant – Herald Career Career Exits: Exits : Chamberlain, Lawyer, Merchant, Scholar, Spy
Stoneshaper (Dwarfs Only) Stoneshapers excel in the design of fortifications and exemplify the Dwarf style of architecture. Their skill at shaping rock and knowledge of the earth is without equal. Most large-scale excavations and stone constructions can only take place under their supervision. Because of their deep-rooted sense of the strengths and dangers of stone structures, their work often takes them into perilous situations, such as besieged holds or mines recently recaptured from greenskins. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 + 10 +1 +1 +4 + 10 + 30 + 20 + 30 + 20 + 20 Skills: Skills: Acute Hearing, Art – Stone Sculpting, Carpentry, Cartography, Chemistry, Dowsing, Drive Cart, Earth Lore, Engineer, Mining, Orientation, Scale Sheer Surface, Stoneworking Trappings: Trappings: Hand Weapon, Tool Box, 1D4 Hammers, 1D4 Cold Chisels, 1D4 Stone Chisels, Pick, Sledgehammer, 1D6 Iron Spikes, Tongs Career Career Entr y: Engineer (Dwarfs Only), Lodefinder (Dwarfs Only), Master Artisan (Dwarfs Only), Master Engineer (Dwarfs Only) Career Career Exits: Exits : Master Engineer (Dwarfs Only), Loremaster (Dwarfs Only) Special Rules: Stoneshapers have a limited form of sixth sense, which alerts them to any natural or engineered threat involving earth or stone structures, such as earthquakes, rockfalls, pit traps and so on. This skill is applied at the GM's discretion. Targeteer Targeteers are professionals who compete in archery tourneys. Some use various other missile weapons, such as crossbows, but the longbow is by far the most popular. Targeteers travel from tournament to tournament and fair to fair, entering every contest they find and may also work at fairs almost as entertainers, challenging locals to impromptu contests for a drink or a small stake or performing various tricks as a sideshow. A good Targeteer can make a handsome living by competing in the major tournaments. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 40 +1 +1 +4 + 20 + 30 + 10 + 10 + 30 + 10 + 20 Skills: Skills: Fletching, Marksmanship, Rapid Fire – Bows or Crossbows, Specialist Weapon – Longbow, Sure Shot Trappings: Trappings: Bow or Crossbow, 2D6 Arrows/Crossbow Bolts, Leather Jack Career Career Entr y: Archer, Archer Sergeant/Captain, Sergeant/Captain, Artisan – Bowyer, Bowyer, Artisan – Fletcher, Bounty Hunter, Gamekeeper, Outlaw Career Career Exits: Exits : Archer, Archer Sergeant/Captain, Assassin, Mercenary, Outlaw Chief, Soldier – Sergeant/Captain Templar Some fighting men ally themselves directly with one if the religious groups of the old world by joining the military order within that religion. As such they become kno w as knights templar. They may enter the service for a fixed period or for life. Sometimes one will join as a penance for an oath breaking. All military orders demand absolute obedience and a high standard of military prowess. They are under the command of the temple authority, and live within the grounds of the temple. It is their job to provide guards for the temple and important religious dignitaries, and what ever military force might be required by the head if the religion for the destruction of heresies, holy wars and the protection of the faithful from persecution and infidel attack. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 30 +1 +2 +8 + 30 +2 + 20 + 20 + 20 + 20 + 20 + 20 Skills: Skills: Disarm, Dodge Blow, Etiquette, Heraldry, Read/Write, Ride – Horse, Secret Language – Battle Tongue, Secret Signs – Templar, Specialist Weapon – Lance, Strike Mighty Blow, Strike Strike to Stun, Theology Theology Trappings: Trappings: Full Plate Armor, Warhorse, Saddle, Harness, Horesman’s Axe or Flail, Lance, Shield, 3D6 Gold Crowns, Religious Symbol Career Career Entr y: Battlemaster (Dwarfs Only), Free Lance, Glade Guard Guard (Wood Elves Only), Glade Champion (Wood Elves Elves Only), Only), Judicial Champion, Knight, Pistolier Trooper/Officer, Veteran Warrior (Dwarven) (Dwarfs Only), Witch-Hunter, Waywatcher (Wood Elves Only), Wood Elf Scout (Wood Elves Only), Weaponmaster Career Career Exits: Exits : Free Lance, Initiate, Knight, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Noble – Rank Rank 4 (if requirements of nobility met), Soldier – Sergeant/Captain, Witch-Hunter Torturer Torturers live mostly in dungeons and acquire most of the Jailers' less endearing habits. They do tend to be a little cleaner and a little less corruptible, but the difference is often slight. Torturers are expert at interrogation with the use of force and learn how to cause great pain with only little physical damage. Some highly proficient Torturers may even acquire limited medical skills, enabling them to keep their victims alive longer during questioning. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 10 +2 +4 + 10 + 20 + 10 + 10 + 30 + 20 Skills: Skills: Heal Wounds, Specialist Weapon – Flail Weapons, Torture Trappings: Trappings: 1D10 Knives / Whips / Irons Career Career Entr y: Jailer Career Career Exits: Exits : Executioner, Outlaw Chief, Racketeer, Thief
Veteran Veteran Warrio r (Dwarven) (Dwarfs (Dwarven) (Dwarfs Only) Some Dwarf clans specialize in the craft of war. From the cream of these clans, the most skilled and battle-hardened warriors are selected for the elite units of Dwarf armies: Hammerers who Hammerers who guard the person of the King Heavily armored Iron Breakers who Breakers who guard the gates to the Underway against Goblinoid or Skaven attack. Longbeards, Longbeards, the most seasoned and experienced of Dwarven troops. Thunderers, Thunderers , equipped with the best handguns the Engineer’s Guild can provide. Although these units have very different roles, their training and abilities remain similar. The most outstanding warriors from these Brotherhoods are selected by the Priests of Grungni to server as Templars of the Order of the Stone Wall. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 20 +2 +1 +4 + 20 +1 + 20 + 20 + 30 + 10 Skills: Skills: Disarm, Dodge Blow, Gamble, Secret Language – Dwarven Battle Tongue, Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun Addi Ad di ti on al Ski ll s : Hammerer: Special Weapon – Two-Handed Iron Breaker: Special Weapon – Two-Handed Longbeard: Immunity to Fear, Special Weapon – Two-Handed Thunderer: Specialist Weapon – Firearms, Sure Shot Trappings: Trappings: Hand Weapon, Helmet, Sleeved Mail Coat, Shield, Ale mug Addi Ad di ti on al Tr app in gs: gs : Hammerer: Two-Hand Hammer Iron Breaker: Two-Hand Axe or Two-Hand Sword, Gromril Armor (+2AP, 20% Enc) Longbeard: Two-Hand Axe or Two-Hand Sword Thunderer: Pistol with 2D6 Shots in pouch (only misfires on evens) Career Career Entr y: Marine, Marine Sergeant/Captain, Mercenary, Mercenary Sergeant/Captain, Militiaman, Mountaineer Trooper/Officer (Dwarfs Only), Runner (Dwarfs Only), Scout, Soldier, Soldier – Sergeant/Captain, Tunnel Fighter (Dwarfs Only), Warrior (Dwarven) (Dwarfs Only) Career Career Exits: Exits : Artillerist, Battlemaster (Dwarfs Only), Engineer (Dwarfs Only), Knight, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Mercenary Veteran, Soldier – Sergeant/Captain, Templar (Order of the Stone Wall) Wardancer (Wood (Wood Elves Only) Amongst the Wood Elves of the Old World, the most feared and respected warriors are the Wardancers. They live for the glory of battle, and dedicate themselves themselves to reaching the peak of fighting prowess. They are also masters of courtesy and dance, performing their intricate maneuvers with consummate ease and grace. Wardancers are distinguished by their graceful pride, their love of fighting and their fondness for spectacularly-dyed hair, often stiffened with tree-resin. Wardancers can be found in many of the larger Wood Elven settlements. They prefer the company of their own kind, but often live a little way apart from the main settlement, practicing their warchants and feats of arms whilst waiting for action. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel +1 + 40 + 20 +3 +3 +8 + 20 +2 + 10 + 20 + 10 Skills: Skills: Acrobatics, Ambidextrous, Dance, Distract, Dodge Blow, Marksmanship – Thrown Weapons only, Rapid Fire – Thrown, Specialist Weapon – Two-Handed Weapons, Strike Mighty Blow, Strike to Injure, Sure Shot – Thrown Weapons only, Transfix, Warchant, Whirling Death Trappings: Trappings: Hand Weapon, Shield, One additional weapon (which may be a Hand Weapon, a Spear, a Two-Handed Sword or a Two-Handed Axe) Career Career Entr y: Beastfriend (Wood Elves Only), Bounty Hunter, Far Rider (Wood Elves Only), Forestrunner (Wood Elves Only), Glade Champion (Wood Elves Only), Mercenary Sergeant/Captain, Judicial Champion, Outlaw, Pit Fighter, Scout, Soldier – Sergeant/Captain, Waywatcher (Wood Elves Only), Windrider (Wood Elves Only), Wood Elf Scout (Wood Elves Only) Career Career Exits: Exits : Initiate, Glade Champion (Wood Elves Only), Judicial Champion, Mercenary Sergeant/Captain, Outlaw Chief, Soldier – Sergeant/Captain, Windrider (Wood Elves Only)
Watch Inspector Inspectors are the Elite of the City Watch, answerable to only the Watch Captain himself. Inspectors are the investigators of crimes. The job requires great perception and a resourcefulness that is hard to find. All major cities employ several Inspectors whose primary duties are investigating crimes, of course the overwhelming majority of these crimes deal with the rich and the nobles. Very rar ely is the death of a commoner ever thought of as something worth an Inspector's time. Occasionally an Inspector will uncover a trail leading towards someone of considerable social or economic status. It is at these times that an Inspector must make hard decisions concerning his commitment to the Law and the common good and his connection to the prevailing power structure, and who he serves. Inspectors are only found in a City Watch and a Town Watch if the town has a population of 4000+ Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +1 +1 +4 + 20 +1 +10 + 30 + 20 + 30 +10 + 10 Skills: Skills: Acute Hearing, Bribery, Concealment Urban, Disarm, Disguise, Dodge Blow, Drive Cart, Excellent Vision, Fleet, Follow Trail, Heraldry, Law, Read/Write, Ride – Horse, Shadowing, Silent Move Urban, Specialist Weapon – Crossbow Pistol, Specialist Weapon – Two-Handed Weapon, Spot Trap, Strike Mighty Blow, Strike to Stun, Sure Shot Trappings: Trappings: Hand Weapon, Leather Jacket, Crossbow Pistol, 2D6 Crossbow Bolts in quiver, Plain Clothing, Badge of Office (For Appropriate City/Town Watch) Career Career Entr y: Watch Sergeant Career Career Exits: Exits : Archer Sergeant/Captain, Mercenary Sergeant/Captain, Outlaw Chief, Soldier – Sergeant/Captain, Watch Captain Watch Sergeant / Captain Watch Sergeant Leads a group of five other Watchmen. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 20 +1 +1 +4 + 20 +1 + 20 + 10 + 20 + 10 Skills: Skills: Disarm, Dodge Blow, Drive Cart, Law, Read/Write, Specialist Weapon – Two-Handed Weapon, Strike Mighty Blow, Strike to Stun Trappings: Trappings: Hand Weapon, Mail Shirt, Helmet, Crossbow, 2D6 Crossbow Bolts in quiver, D4 Sets Of Manacles, Watch Uniform With Rank Displayed Career Career Entr y: Watchman Career Career Exits: Exits : Archer Sergeant/Captain, Mercenary Sergeant/Captain, Militiaman, Racketeer, Soldier, Soldier – Sergeant/Captain, Thief – General, Watch Captain, Watch Inspector Watch Captain A Watch Captain’s responsibility responsibility varies with the size of the Watch compliment, compliment, a Captain may command command the entire Watch Watch compliment in smaller towns, or only portion of the Watch compliment in larger cities that are split into districts of jurisdiction. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 30 +2 +2 +6 + 20 +2 + 10 + 40 + 20 + 30 + 10 + 20 Skills: Skills: Disarm, Dodge Blow, Heraldry, Law, Read/Write, Ride – Horse, Specialist Weapon – Flail Weapons, Specialist Weapon – Parrying Weapon, Specialist Weapon – Two-Handed Weapon, Strike to Injure Trappings: Trappings: Hand Weapon, Full Helm, Sleeved Mail Coat, Shield, Crossbow Pistol, 2D6 Crossbow Bolts in quiver, D4 Sets Of Manacles, Watch Uniform With Rank Displayed Career Career Entr y: Watch Sergeant, Watch Inspector Career Career Exits: Exits : Archer Sergeant/Captain, Mercenary Sergeant/Captain, Mercenary Veteran, Outlaw Chief, Soldier – Sergeant/Captain Waywatcher (Wood (Wood Elves Only) When each Wood Elven settlement settlement is so small, a surprise attack would be disastrous. Waywatchers are specially selected from amongst the finest of the Wood Elf Scouts, and given the task of watching over routes leading to the dwellings. dwellings. Through their knowledge of the terrain, their traps and their stealth, they can often deter forces many times their own number from invading the Glades they defend. Waywatchers have refined stealth to an art unparalleled in the Old World, dressing in cloaks of green and brown, and working leaves and foliage into their cloaks and clothing. When so disguised, they can hide in branches or bushes mere inches away from their foes. This expertise allows them to acquire the the skills Concealment Rural and Silent Move Move Rural twice. This doubles the test modifiers associated with Silent Move Rural. Rural. When Waywatchers use dyes and paints, and entwine foliage foliage and leaves into their clothing, the second purchase of Concealment Rural increases hiding test bonuses from +20% to +40% (or from +5% to +10% if moving cautiously). Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 30 +1 +1 +3 + 30 +1 + 20 + 10 + 10 + 30 + 10 Skills: Skills: Concealment – Rural, Follow Trail, Herb Lore, Marksmanship, Orientation, Prepare Poisons, Rapid Fire – Elf Bow, Ride – Horse, Secret Signs – Waywatcher, Set traps, Silent Move – Rural, Specialist Weapon – Net, Spot Traps, Sure Shot Trappings: Trappings: Elven Bow and 2D6 arrows, Leather Jack, Rope – 20 yards, Sword or Axe, Camouflaged cloak and clothes Career Career Entr y: Beastfriend (Wood Elves Only), Far Rider (Wood Elves Only), Glade Champion (Wood Elves Only), Mercenary, Windrider (Wood Elves Only), Wood Elf Scout (Wood Elves Only) Career Career Exits: Exits : Knight, Mercenary Sergeant/Captain, Soldier – Sergeant/Captain, Spy, Templar, Wardancer (Wood Elves Only), Windrider (Wood Elves Only)
Weaponmaster To become a Weaponmaster you must be initially trained by another Weaponmaster in the daily practice and exercise regiment that will allow you to push yourself to your limits and beyond. Any Noble, Soldier, Squire, Marine, Pit Pit Fighter, Mercenary, Mercenary Captain, Duellist, Freelance and Sea Captain may petition the Cult of Myrmidia for the initial training, however only a handful are accepted every year and of those only a 1 or 2 will complete the training. PC's from one of the appropriate careers wishing to obtain the training have a base 15% chance of acceptance. The GM may modify that roll based on Fel, the PC's devotion to Myrmidia and the the number of careers already completed (the fewer the better as they PC will be more malleable malleable during training). They must spend 300 EP's to obtain the training. If they are accepted they will spend the next 3 months in training training learning the daily regimen of a Weaponmaster. When the training is complete they will have three combat skills of their choice from the list below and one Specialist Weapon skill. The remaining skills may be learned by spending the requisite EP's at a later date. Or The Weapon Master studies and teaches the martial arts. They place emphasis on speed, agility and technique, seldom wearing cumbersome armour, preferring to rely on their superior maneuverability in c ombat. The Weapon Master can be found throughout the Old World teaching the arts of combat. They are usually only specialized in one particular weapon or group of weapons, and occasionally in some unarmed fighting techniques. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 40 * +1 +4 +8 + 40 * +3* + 30 + 20 + 20 + 20 + 20 Notes: * These stats may be increased beyond these these scores at an increased EP cost. For WS and I, take your current score and multiply it by 10 rounding up, that's what it will cost you to increase your stat by 10. For example, if my WS is a 76, I multiply it by 10 to get 760 round that that up and it will cost me 800 EP to increase increase it to 86. For Attacks, take take your current A score, add one and multiply multiply it by 100. That's how many EP's itit will cost you to increase your your attacks by one. So if you have 4 attacks it will will cost you 500 EP's to to gain another one. WS and I may be increased beyond 100, however a roll of 100 is always a fumble or failure depending on what you are rolling. Skills: Skills: Combat Acrobatics *, Disarm, Dodge Blow, Lightning Reflexes, Ride, Specialist Weapon – Two-Handed Weapon, Specialist Weapon – Fencing Sword, Specialist Weapon – Parrying Weapon, Strike Mighty Blow, Strike to Injure, Strike to Stun, Wit Trappings: Trappings: The same as in previous career Career Career Entr y: Duellist, Freelance, Freeman / Freewoman, Marine, Marine Sergeant/Captain, Mercenary, Mercenary Sergeant/Captain, Mercenary Veteran, Noble, Pirate Mate/Captain, Pistolier Trooper/Officer, Pit Fighter, Sea Mate/Captain, Soldier, Squire Career Career Exits: Exits : Assassin, Duellist, Judicial Champion, Knight, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Pistolier Trooper/Officer, Templar Windrider (Wood Elves Only) It is said the best maps of the world, are made by the Wood Elves. Kings and Queens of all nations including the High Elves depend on Ariel maps created by the Windriders Windriders of the Loren Forest. These sharpshooters are also the advanced scouts of the Elven Army. Riding Riding in the sky upon the Great Eagles and Warhawks, the Windriders rain down a torrent of spears and arrows upon their enemies. A lot of work goes into being a Windrider, such as in the use of marksmanship training and studying of the Arcane Languages of Elves used to communicate with the Warhawks and Eagle. This career is mainly for NPCs; a player character Windrider will need a ve ry good reason for operating away from their settlement. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 20 + 30 +1 +2 +6 + 20 +2 + 20 + 30 + 30 + 30 + 20 Skills: Skills: Animal Care, Animal Training, Arcane Language – Elven, Art, Astronomy, Cartogra[hy, Dodge Blow, Marksmanship, Orientation, Rapid Fire – Elf Bow, Read/Write, Ride – Eagle/Warhawk, Secret Language – Ranger, Speak Additional Language – Old Worlder (generally Breton or Reikspiel dialects), Sure Shot Trappings: Trappings: Elven trained Eagle or Warhawk (with trappings and harness), Saddlebags, Elven Bow and 3D6 arrows, Helmet, Leather Jacket, Leather Leggings, Pair of Goggles, Sword, 2 Spears, 2D4 Scrolls, Quill and D3 Ink Pots, D4 Aerial Maps (Elven Made), 1 Logbook, 1 Wind Current Map Book Career Career Entr y: Beastfriend of the the Hawk (Wood Elves Elves Only), Far Rider Rider (Wood Elves Only), Only), Glade Glade Rider (Wood Elves Elves Only), Wardancer (Wood Elves Only), Waywatcher (Wood Elves Only), Wood Elf Scout (Wood Elves Only) Career Career Exits: Exits : Explorer, Glade Champion (Wood Elves Only), Wardancer (Wood Elves Only), Waywatcher (Wood Elves Only)
Witch-Hunter Witch hunters are people who have devoted their lives to hunting down and destroying chaos and its minions. Their definition of chaos is some what individualized, frequently covering anything and anyone to whom they take a dislike, and they are generally regarded with fear and distrust. They prefer to fight chaos from within society, rooting it out before it can get a foot hold. They are loners by nature and trust no one. And any deviation from their their idea of normal is grounds for suspicion. suspicion. They will act against anyone who the the think has a trace of mutation, mutation, some even extend their attentions to half-Orcs. In some areas they are tolerated and encouraged, in others they arc in secret and are even more suspicious than usual. They will kill their quarry out right but prefer to whip up hysteria. They love to conduct show trials and lynching, encouraging people to denounce their neighbors and even their own families. Advan Ad vance ce Sch eme M WS BS S T W I A Dex Ld Int Cl WP Fel + 30 + 30 +1 +1 +6 + 30 +2 + 20 + 20 + 20 + 30 + 40 Skills: Skills: Intimidate, Marksmanship, Public Speaking, Silent move – Rural, Silent Move – Urban, Sixth Sense, Specialist Weapon – Net, Specialist Weapon – Lasso, Specialist Weapon – Cr ossbow Pistol, Specialist Weapon – Throwing Weapon, Strike Mighty Blow, Sure Shot Trappings: Trappings: Full Plate Armor, Hand Weapons, Pistol Crossbow, 2D6 Crossbow Bolts, Rope – 10 yards, 1D4 Throwing Knives Career Career Entr y: Assassin, Cleric, Knight, Judicial Champion, Templar Career Career Exits: Exits : Initiate (or Cleric, if previously been an Initiate), Knight, Noble – Rank 4 (if requirements requirements of nobility met), Templar Templar Wizard See Magic See Magic Careers Careers Li st for st for details Wood Elf Mage (Wood Elves Only) See Magic See Magic Careers Careers Li st for st for details
Notes: Changes from WFRP rulebook: Numerous Career’s had Advance Schemes, Skills, Career Entries & Career Exits updated New Advanced Careers: Alchemist (Dwarven), (Dwarven), Archer Sergeant / Captain, Beastfriend, Beastfriend, Butler, Butler, Cat Burglar, Cavalier, Cavalier, Chamberlain, Chef, Crime Lord, Daemon Slayer, Diplomat, Dragon Slayer, Far Rider, Glade Champion, Hedge-Wizard, Innkeeper, Jaeger Rifleman/Officer, Knight, Librarian, Lodefinder, Loremaster, Luxury Prostitute / Courtesan / Protectress, Marine Sergeant / Captain, Master Artisan, Master Engineer, Master Thief, Mercenary Veteran, Mountaineer Trooper/Officer, Noble – Ranks 2 through 5, Pilot (Gyrocopter / War Balloon), Pirate Mate/Captain, Pistolier Trooper/Officer, Pit Fighter Champion, Playwright, Riverwarden Sergeant, Roadwarden Sergeant, Runesmith, Saboteur, Shipmaster, Ship’s Gunner, Soldier – Sergeant/Captain, Steward, Stoneshaper, Veteran Warrior (Dwarven), Wardancer, Watch Inspector, Watch Sergeant/Captain, Waywatcher, Windrider, Wood-Elf Mage Some careers were taken from official sources and combined into this document, others were created by myself, still others were found throughout the internet. Many thanks to:
The following websites for their ideas and contributions to expanding the career lists over the years I’ve played this game: Critical Hit, The Snotling Foundation, Ye Olde Den of Iniquity, Clo & Charles' personal pages Forgive me if I missed anyone, please let me k now if this is so and I’ll make note.
This document is completely unofficial and is in no way endorsed by Games Workshop Ltd., Hogshead Publishing, Black Industries or Fantasy Flight Games. Games Workshop, Hogshead Publishing, Black Industries, Fantasy Flight Games, Warhammer Fantasy Roleplay, Warhammer 40,000 and all associated trademarks and intellectual property used or referred to in this document are the property of Games Workshop Ltd., Hogshead Publishing, Black Industries or Fantasy Flight Games and are used without permission. No challenge to any such intellectual property is implied or intended.