Warhammer Fantasy Roleplay

Chapter III: Careers

You never lose the advances you’ve already taken. If you finished a career with a Fellowship entry of +20% and entered one with a +30%, for instance, you’d retain the four advances you’d already bought. It would take you two more advances (costing 200 xp) to raise your Fellowship from +20% to +30%. Once you’ve altered your Advance Scheme your career change is complete. y our s eCond C areer When you enter your second career, you do not automatically gain all the listed skills and talents as you did in your Starting Career. In fact, from now on you must pay for all the listed skills and talents as well as finishing your Advance Scheme. When you have a choice of two skills or talents, you must buy one. If you already have a listed skill or talent, you don’t need to buy it again. In the case of skills, however, you may wish to take advantage of the rules for Skill Mastery (see Chapter 4: Skills and Talents ). These rules apply for any career you enter beyond your Starting Career. Table 3-1: Experience Point Costs summarizes the various ways you can spend your xp. s kIll and T alenT o pTIons Many Careers offer skill and talent choices. The Agitator career, for example, gives you the choice of the Coolheaded or Street Fighting talents. To start with you must take one of the two, otherwise you cannot complete the career. However, before finishing your advance scheme, you may spend xp to gain these optional skills and talents. As always, each skill or talent cost 100 xp. You don’t have to buy these skills and talents to finish the career, but you do have the option. As always, check with your GM before doing so. Some careers give you options like “any two” or “any three” for skills and talents. If you already have enough skills and talents from the list, you don’t need to buy new ones to finish the career, but you can at your option. A Master Wizard, for example, will already have two Lesser Magic talents from the Journeyman Wizard career, so spending xp on more isn’t required. However, the Master Wizard could buy two new Lesser Magic talents if desired. in a difficult campaign against Goblins. It would make a lot of sense for you to enter the Shieldbreaker career at this juncture, something your Captain friend could no doubt help you out with. You should also keep in mind that you are living the adventurer’s life. You travel quite a bit and you may not even have a permanent home. Your new career needs to work with this lifestyle. You can’t become the Steward of a castle and then simply leave for six months. You should work with your GM to determine what works for the specifics of your campaign. A Sergeant would be easy to integrate into a military-based campaign, for instance, but less so into one that centres on courtly intrigue. T he C areer I Tself Once you have an idea of what you’d like to do, you should take a good hard look at your chosen career. Start with the description. Some careers have extremely specific backgrounds. Ferryman, for instance. There’s no interpretation required for that career. If you are a Ferryman, you transport people across rivers. Easy enough. Some careers, however, and particularly the Advanced Careers, tend to be a bit more generic. This is because they are designed to represent a

T able 3-1: e XperIenCe p oInT C osTs Improvement Cost +5% Advance to Main Profile Characteristic 100 xp +1 Advance to Secondary Profile Characteristic 100 xp Buy a Talent 100 xp Buy a Skill 100 xp +10% Skill Mastery 100 xp Enter a New Career 100 xp Switch to Non-exit Basic Career 200 xp C hangIng C areers Every career description has a list of Career Exits. These represent the different ways you can progress your character. A Squire, for example, can become a Knight, because its one of the listed Career Exits. He could not become an Outlaw Chief because that is not a Career Exit option for a Squire. The first step towards changing career is to pick which one of these exit options you’d like to take. Before you can enter the new career you’ve chosen there are two things you must do. First, you must collect all the trappings of the career you wish to join. Second, you must pay 100 xp to enter the chosen career. These activities represent the initial training and procurement of equipment necessary for you to pursue your new career. Once you’ve fulfilled these two conditions, and gained your GM’s permission, you can copy down the new Advance Scheme of your chosen career. If your new career has a Characteristic entry that’s greater than that of your old career (the most common situation), erase the old value and write in the new one. Sometimes, however, your new career will have a lower Characteristic entry than your previous career. In this case, simply leave it as is, as entering a new career won’t make your Characteristic worse than it was. If you just left a career with a Will Power entry of +20%, for example, and entered one with a Will Power entry of only +10%, you’d leave the entry of your old career in place. If the situation were reversed, you’d update your character sheet to reflect the +20%. U nderstanding your Starting Career is a fairly easy process. It is what you did before you became an adventurer. But what about your subsequent careers? How do you understand your place in the Old World as both an adventurer and a part of Imperial society? What follows is some advice on making your career choices make sense. b asIC C onsIderaTIons The first place to start is with the personality of your character. When you finish a career, you have many options. You can move into any listed Career Exit for 100 xp, or pay double that to go into a Basic Career that isn’t on your list. This is a good time to reflect on your goals. Are there things you are trying to achieve? If so, what careers can help you? Let’s say you started as a Mercenary, with dreams of someday commanding your own band of sell swords. In that case Sergeant would be a good choice for you, because it’s one step up on the chain of command and leads to the Captain career. Additionally, it’s wise to consider your recent history, particularly opportunities that may have come your way. What if your Mercenary was recently in the World’s Edge Mountains aiding a Dwarf Captain

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