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Fan Material for Warhammer Fantasy Roleplay : New Careers
NEW CAREERS
Colin Chapman
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Fan Material for Warhammer Fantasy Roleplay : New Careers
BASIC CAREERS
Jester cont…
Talents: Contortionist or Mimic, Etiquette, Public
Speaking.
Trappings: Bladder on a Stick, Costume (Jester's
Motley), Noble Patron.
Career Entries: Entertainer, Peasant.
Career Exits: Agitator, Entertainer, Outlaw, Rogue.
Note: If you are rolling randomly for your Starting
Career, you can substitute Jester for Entertainer
with your GM's permission.
Buyer
The purchase of goods in bulk is a concern for
many in the Old World, be they merchant houses,
taverns and restaurants, or noble households, and
to this end buyers are employed, agents
responsible for the small scale purchase of bulk
goods for their employer. These professionals are
always keen to secure a bargain, and are often
accompanied by the likes or porters, scribes, and
sometimes even bodyguards depending on the
goods they are to purchase, and the coin their
employer entrusts them with to this end.
Teamster
Trains of mules and wagons traverse the Old
World, transporting goods overland from nation to
nation, often making arduous journeys beset by
such perils as bandits, beastmen, Greenskins and
the hardships of inclement weather and difficult
terrain. Teamsters organise and drive these trains,
tending to the animals, driving the wagons,
watching for signs of danger, attempting to ensure a
swift and safe passage. Though these trains are
well guarded by necessity, these tough muleteers
must still be able to defend themselves and readily
lend a hand in fighting off any raiders.
WS BS S T AG INT WP FEL
- - - - +5 +10 +10 +10
A W SB TB M Mag IP FP
- +2 - - - - - -
Skills: Charm or Gossip, Evaluate, Haggle, Drive or
Ride, Perception or Search, Read/Write, Secret
Language (Guild Tongue), Speak Language
(Breton, Estalian, Kislevian, Reikspiel, or Tilean).
Talents: Dealmaker, Savvy or Suave, Super
Numerate.
Trappings: Abacus, Ledger, One Set of Good
Craftsmanship Clothes, Purse, 1d10 gc.
Career Entries: Burgher, Servant.
Career Exits: Fence, Merchant, Rogue, Valet.
Note: If you are rolling randomly for your Starting
Career, you can substitute Buyer for Burgher with
your GM's permission.
WS BS S T AG INT WP FEL
+5 +10 - +5 +5 - +5 +5
A W SB TB M Mag IP FP
- +2 - - - - - -
Skills: Animal Care, Common Knowledge
(Bretonnia, Estalia, Kislev, or Tilea), Drive,
Navigation, Perception, Ride, Secret Signs
(Ranger), Speak Language (Breton, Estalian,
Kislevian, or Tilean).
Talents: Hardy or Very Resilient, Orientation or
Seasoned Traveller, Specialist Weapon Group
(Entangling).
Trappings: Overcoat, Whip, Wide-Brimmed Hat,
Career Entries: Coachman, Drover, Outrider.
Career Exits: Coachman, Drover, Outrider,
Roadwarden, Smuggler, Vagabond.
Note: If you are rolling randomly for your Starting
Career, you can substitute Teamster for Coachman
with your GM's permission.
Jester
The role of jester is a long established tradition in
the many noble courts and houses of the Old
World, the fool serving to entertain and ease the
burdens and stresses of their master. Bringing
merriment with jest, physical comedy such as
pratfalling, and such music, acrobatics, contortion
or mimicry as they are able, some jesters may also
be barbed and daring with their wit, deflating egos
or mocking vanity. Such jesters must tread a thin
line though, for although their position of never
being taken seriously may give them some freedom
and leeway, not all masters are forgiving, and a
poorly considered jest at the wrong time has seen
many a jester regretting the sharpness of his
tongue. Though many jesters are possessed of
quick wit, others are employed due to their lack of
intellect, the latter making perfect scapegoats and
victims for the amusement of others.
Watercoachman
The twisting canals of Marienburg are the city's
swiftest means of passage, serviced by
watercoachmen, gondoliers and row boat operators
who ferry folk about the city's murky waterways.
Competition for customers can be aggressive, and
the job can be hazardous when darkness or heavy
rainfall makes navigating the waterways difficult.
Nonetheless, watercoachmen are a hardworking,
oftentimes personable lot, some even known to
entertain or regale passengers with jest, song, or
tall tales as much to relieve the monotony of the job
as to entice further custom.
WS BS S T AG INT WP FEL
- - - - +10 +10 +10 +10
A W SB TB M Mag IP FP
- +2 - - - - - -
Skills: Academic Knowledge (Genealogy/Heraldry)
or Common Knowledge (any one), Blather, Charm
or Gossip, Dodge Blow, Perception, Performer
(Jester), Performer (any one) or Sleight of Hand,
Speak Language (any one).
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Fan Material for Warhammer Fantasy Roleplay : New Careers
Watercoachman cont…
Longshank
Members of an ancient order fervently dedicated to
Taal and Rhya, the Longshanks travel the
wilderness of the Empire, guarding those sites
sacred to their faith, fighting a guerrilla war against
the depredations of Chaos, Greenskins, and any
others who would brutally or wantonly plunder or
ruin wild places. Recruited at an early age and
vigorously trained, Longshanks travel alone or in
small groups of two or three, oathbound never to
settle anywhere for more than a week, wary of
towns and cities, only gathering every seven years
in the woods near Talabheim, there to renew their
vows.
WS BS S T AG INT WP FEL
+5 - +10 +5 +10 - +5 +5
A W SB TB M Mag IP FP
- +2 - - - - - -
Skills: Common Knowledge (the Wasteland),
Consume Alcohol or Performer (Comedian, Singer,
or Storyteller), Gossip, Haggle, Perception, Row,
Speak Language (Eltharin, Estalian, Norse, or
Tilean), Swim.
Talents: Orientation, Street Fighting or Very
Resilient.
Trappings: Light Armour (Leather Jack), Row Boat
and Oars or Gondola and Pole, 2 Lanterns, Lamp
Oil, Flask of Poor Craftsmanship Spirits or Tea.
Career Entries: Boatman, Ferryman, Fisherman,
Seaman.
Career Exits: Boatman, Ferryman, Fisherman,
Seaman.
Note: If you are rolling randomly for your Starting
Career, you can substitute Watercoachman for
Ferryman with your GM's permission.
WS BS S T AG INT WP FEL
+20 +20 +10 +15 +15 +15 +15 -
A W SB TB M Mag IP FP
+1 +6 - - - - - -
Skills: Animal Care, Common Knowledge (the
Empire), Concealment, Dodge Blow, Follow Trail,
Heal, Navigation, Outdoor Survival, Perception,
Ride, Scale Sheer Surface, Secret Language
(Ranger), Secret Signs (Ranger), Set Trap, Silent
Move, Swim.
Talents: Mighty Shot or Strike Mighty Blow,
Orientation or Rover, Sharpshooter or Sure Shot.
Trappings: Leather Jack, Sword, Bow with 10
Arrows, Religious Symbol (Taal or Rhya).
Career Entries: Hunter (Apprentice Longshank).
Career Exits: Friar, Longshank Veteran, Outlaw
Chief, Scout, Targeteer.
Lawyer
Law in the Old World is complex, convoluted, a
morass of arcane statutes, strange edicts,
precedents and loopholes that those not versed in
legal intricacies can seldom hope to truly grasp.
Thus are lawyers employed by those wealthy
enough to hire their services. Many lawyers
struggle to make a name for themselves as
competition is fierce, and failure can mean more
than a loss of face, for not all failed clients are
forgiving. Despite this, many lawyers persevere, for
success brings with it great wealth and privilege,
courtesy of high fees, connections made, and
favours owed. All lawyers must obtain licence from
the local magistrate in order to pursue their calling,
and must possess membership in the Guild of
Legalists to apply for the licence.
Longshank Veteran
Among the most skilled outdoorsmen in existence,
veterans of the Longshanks are a force to be
reckoned with, experienced in conflict with all
manner of foes, filled with an intimate knowledge of
the Empire's wilderlands and the perils they
contain, and a wisdom born of a bond with the land.
Veterans of the order also serve as recruiters,
secretly observing prospective youngsters on
isolated farms and villages, ready to recruit and
train them to serve the faith and preserve the
sanctity of the wilderness.
WS BS S T AG INT WP FEL
+5 +5 - +5 +10 +30 +15 +20
A W SB TB M Mag IP FP
- +4 - - - - - -
Skills: Academic Knowledge (Law), Blather,
Charm, Common Knowledge (any one), Gossip,
Haggle, Perception, Read/Write, Secret Language
(Guild Tongue), Speak Language (Classical),
Speak language (any one).
Talents: Etiquette, Master Orator, Public Speaking,
Schemer, Suave.
Trappings: Licence, Powdered Wig, Black Gown,
Book of Law.
Career Entries: Bailiff, Scholar, Steward, Student.
Career Exits: Demagogue, Guild Master, Politician,
Travelling Judge.
WS BS S T AG INT WP FEL
+25 +25 +10 +20 +15 +20 +15 -
A W SB TB M Mag IP FP
+2 +6 - - - - - -
Skills: Academic Knowledge (Strategy/Tactics),
Command, Concealment, Dodge Blow, Follow Trail,
Heal, Outdoor Survival, Perception, Prepare
Poison, Secret Language (Ranger), Secret Signs
(Ranger), Set Trap, Silent Move, Trade (Herbalist).
Talents: Quick Draw, Resistance to Poison,
Seasoned Traveller.
Trappings: Leather Jack, Sword, Bow with 10
Arrows, Religious Symbol (Taal or Rhya).
Career Entries: Longshank.
Career Exits: Friar, Outlaw Chief, Scout,
Targeteer.
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Fan Material for Warhammer Fantasy Roleplay : New Careers
Playwright
The theatre is much beloved of both nobility and
commoner alike, a source of entertainment by turns
witty, bawdy, and melodramatic. Many popular
plays are performed including such favourites as
Das Vampir Genevieve and Ooh Sir, That's a Big
Sausage! The plays penned by playwrights weave
history, legend, and current events into tales of
romance, humour, tragedy, and satire, though in
this latter case many playwrights have fallen afoul
of political censors and the victims of their
lampooning. Inspired by the success of Wilhelm
Klappernlanze of Altdorf, some playwrights seek out
and gain noble sponsorship, though many more eke
out a meagre existence, barely earning monies
enough for rent and beer.
Watercoachman cont…
WS BS S T AG INT WP FEL
+5 - - +5 +10 +20 +10 +20
A W SB TB M Mag IP FP
- +4 - - - - - -
Skills: Academic Knowledge (Law), Charm,
Command, Common Knowledge (the Empire),
Gossip, Intimidate, Perception, Read/Write, Ride,
Speak Language (Classical), Speak Language
(Reikspiel).
Talents: Orientation, Seasoned Traveller
Trappings: Licence, Palanquin or Riding Horse
with Saddle and Harness, Book of Imperial Law,
Gavel and Hammer, Impressive Hat, 4 Bodyguards/
Executioners.
Career Entries: Lawyer.
Career Exits: Demagogue, Politician.
WS BS S T AG INT WP FEL
+5 - - +5 +10 +20 +10 +20
A W SB TB M Mag IP FP
- +4 - - - - - -
Village Headman
Elder in experience if not always age or name, the
village headman is a figure of great respect, a
spokesmen, leader, and arbiter for the other
members of the village community. The headman is
expected to represent the village's interests in
dealings with outsiders, noble lords, and other
officials.
Skills: Academic Knowledge (History), Blather,
Charm, Common Knowledge (Bretonnia, the
Empire, Estalia, or Tilea), Consume Alcohol,
Gossip, Gamble or Haggle, Performer (Actor),
Read/Write, Speak Language (Breton, Classical,
Estalian, Reikspiel, or Tilean), Trade (Playwright).
Talents: Etiquette, Public Speaking, Savvy, Suave.
Trappings: One set of Good Craftsmanship
Clothing, Writing Kit.
Career Entries: Agitator, Courtier, Entertainer,
Minstrel, Noble, Scholar, Scribe, Student.
Career Exits: Charlatan, Demagogue, Minstrel,
Noble, Outlaw, Spy.
Lent great credence and influence on account of
their knowledge, experience, wisdom or skill, such
village leaders also settle disputes between
community members, and organise and arrange
village events and gatherings. The heart and mind
of the community, they preserve the tales and lore
o f the village and teach respect for its customs.
Travelling Judge
Some lawyers, whether through ineptitude, poor
luck, or simple tiredness with the constant
competition of their profession, fall by the wayside,
fail, or leave the courts. Of these, a few take up the
mantle of the travelling judge. Granted licence by a
local magistrate, they obtain legal power over an
area of land, operating in the name of the local
noble or Elector Count. They wander the region,
visiting villages and other small, isolated
habitations, there to rule on disputes, hold trial, and
order such executions and punishments as are
necessary, and are regarded with a mixture of fear
and awe by many peasants.
WS BS S T AG INT WP FEL
+5 +5 +5 +10 +5 +15 +15 +15
A W SB TB M Mag IP FP
- +4 - - - - - -
Skills: Animal Care, Charm, Charm Animal or
Swim, Common Knowledge (any one), Drive or
Row, Evaluate, Gossip, Haggle, Perception,
Performer (Storyteller), Trade (any one).
Talents: Public Speaking, Savvy or Suave.
Trappings: None save the respect and confidence
of a village.
Career Entries: Charcoal-Burner, Fieldwarden,
Fisherman, Hedge Wizard, Hunter, Peasant, Rat
Catcher, Tradesman, Woodsman.
Career Exits: Artisan, Friar, Politician.
They often travel by palanquin, born aloft by four
bodyguards or executioners who serve to protect
the judge and mete out any punishments as may be
required. Though the perquisites they enjoy are
small in terms of wealth and influential connections
compared to those lawyers still presiding in court,
they have influence enough over the communities
they wander, and may claim sustenance and board
from any place in which they hold trial or judge.
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Fan Material for Warhammer Fantasy Roleplay : New Careers
Wise Woman
Steeped in tradition and superstition, the wise
woman is the local herbalist, healer, and dealer in
such philtres, charms, concoctions and other folk
remedies as peasants believe will aid them in love,
ease childbirth, ward against or banish illness or ill
luck, promote fertility, or ensure good crops.
Sometimes well regarded, but as often viewed with
a mixture of superstitious fear and respect, wise
women often find themselves living apart from their
communities, at once needed and shunned,
especially in communities devoted to more civilised
faiths. In those diminishing locales where older
faiths prevail, where devotions to Rhya, Taal, and
Ulric still hold sway, the wise woman is accorded far
more respect, is more valued, is less likely to fall
afoul of superstitious peasants seeking a scapegoat
for their misfortunes. Even then, wise women must
be cautious, for the witch hunters of Sigmar are
ever willing to see the shadows of witchcraft in the
lore they wield.
WS BS S T AG INT WP FEL
- - - +10 +5 +20 +20 +15
A W SB TB M Mag IP FP
- +4 - - - - - -
Skills: Animal Care, Animal Training, Blather,
Charm or Charm Animal, Common Knowledge (any
one), Gossip or Intimidate, Heal, Perception,
Prepare Poison, Trade (Apothecary), Trade
(Herbalist).
Talents: Coolheaded or Savvy, Resist Disease or
Resist Poison.
Trappings: Hovel, Trade Tools (Herbalist's Kit).
Career Entries: Bone Picker, Hedge Wizard,
Initiate, Outlaw, Peasant, Tradesman, Vagabond.
Career Exits: Friar, Hedge Wizard, Initiate, Outlaw,
Vagabond.
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