Warhammer Fantasy Roleplay

Chapter III: Careers

— C harCoal -b urner —

d esCrIpTIon Charcoal-Burners can be found in every village in the Empire. They burn wood to create charcoal, an important fuel for the winter months. Since their work is both dirty and potentially dangerous, they work outside their villages. The outskirts of the forest are best, as wood is easily

— Charcoal-Burner Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +5% — +5% +5% +5% +5% +5% +5% Secondary Profile A W SB TB M Mag IP FP — +2 — — — — — — Skills: Common Knowledge (the Empire) or Concealment, Drive or Gossip, Haggle, Outdoor Survival, Perception, Scale Sheer Surface, Search, Secret Signs (Ranger) Talents: Flee!, Savvy or Very Strong Trappings: 3 Torches, Tinderbox, Hand Weapon (Hatchet) Career Entries: Camp Follower, Hunter, Miner, Peasant Career Exits: Hunter, Miner, Scout, Vagabond, Woodsman

accessible. This proximity to the forest also makes charcoal-burning dangerous work, since isolated parties of such men are easy prey for the malign creatures of the wood. A Charcoal- Burner camp always has weapons handy, even if they are nothing more than clubs cut from the nearby trees.

— C oaChman —

d esCrIpTIon While the Empire is a mighty nation, its lands are far from safe. Large stretches of it have never been pacified or cultivated. A precarious system of roads connects the villages, towns, and cities, and it is here that the Coachmen earn their pay,

— Coachman Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +5% +10% — — +10% — +5% +5% Secondary Profile A W SB TB M Mag IP FP — +2 — — — — — — Skills: Animal Care, Drive, Gossip or Haggle, Heal or Ride, Navigation, Perception, Secret Signs (Ranger), Speak Language (Breton, Kislevian, or Tilean) Talents: Quick Draw or Seasoned Traveller, Specialist Weapon Group (Gunpowder) Trappings: Blunderbuss with powder/ammunition enough for 10 shots, Medium Armour (Mail Shirt and Leather Jack), Instrument (Coach Horn) Career Entries: Outrider, Messenger Career Exits: Ferryman, Highwayman, Outlaw, Roadwarden, Scout, Smuggler, Toll Keeper

working for one of the many Imperially chartered coaching companies. The

roads are frequently in ill repair or plagued by Goblins, Beastmen, and brigands. Nonetheless, the Coachmen risk life and limb to bring passengers and cargo safely through

the hazards of the Imperial roadways. Each day is a race to reach the next settlement or coaching inn before sunset. No one wants to be on the road in the dark of the night, especially when the Chaos moon is in the sky.

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