Warhammer Fantasy Roleplay

Chapter III: Careers

— e nTerTaIner —

d esCrIpTIon From acrobats to strongmen, from knife throwers to hypnotists, from dancers to ventriloquists, the Empire is full of Entertainers. Some do it for the roar of the crowd and others for the money. Many become Entertainers just to escape the hard life of the Imperial villager. Entertainers travel frequently, sometimes alone but more often in troupes that perform in villages, towns, and cities. Lucky troupes get continuous bookings, sometimes spending months in the same city. The less fortunate scrape by as they can, always looking for a more appreciative crowd (or a less suspicious watch) over the next hill. The very best Entertainers gain Noble sponsorship and earn undreamed of sums of money performing for the upper crust. d esCrIpTIon The elder members of the great Elven mercantile families are far removed from the everyday life of the Empire. To them, Humans live and die so quickly that it’s hard to keep up with current trends and politics in the Old World. When they need such knowledge, they turn to their Envoys. These young Elves are the public face of the Merchant Houses. They negotiate the contracts, make the deals, and keep the peace with the Humans of trading hubs such as Altdorf, Nuln, and Marienburg. Even Elves have a limit to their patience, so it is unsurprising that many Envoys take leave of their families for the adventurer’s life. Note: Only Elves can enter this career.

— Entertainer Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +5% +10% — — +10% — +5% +10% Secondary Profile A W SB TB M Mag IP FP — +2 — — — — — — Skills: Animal Care or Swim, Charm, Common Knowledge (the Empire), Evaluate or Gossip, Perception, Performer (any two), Speak Language (Reikspiel), Any one of: Animal Training, Blather, Charm Animal, Hypnotism, Ride, Scale Sheer Surface, Sleight of Hand, Ventriloquism Talents: A ny two of : Contortionist, Lightning Reflexes, Mimic, Public Speaking, Quick Draw, Sharpshooter, Specialist Weapon Group (Throwing), Trick Riding, Very Strong, Wrestling Trappings: Light Armour (Leather Jerkin), Any one of: Instrument (any one), Trade Tools (Performer), 3 Throwing Knives, 2 Throwing Axes, Any one of: Costume, One Set of Good Craftsmenship Clothes Career Entries: Herald, Rogue, Thief, Vagabond Career Exits: Charlatan, Minstrel, Rogue, Thief, Vagabond Main Profile WS BS S T Ag Int WP Fel +5% +5% — — +5% +10% +5% +10% Secondary Profile A W SB TB M Mag IP FP — +2 — — — — — — Skills: Charm, Common Knowledge (the Empire or the Wasteland), Evaluate, Gossip, Haggle, Perception, Read/Write, Secret Language (Guild Tongue), Swim, Trade (Merchant) Talents: Dealmaker or Seasoned Traveller Trappings: Light Armour (Leather Jack), 2 sets of Good Craftsmenship Clothes, Writing Kit Career Entries: Student, Tradesman Career Exits: Charlatan, Merchant, Rogue, Seaman, Student, Vagabond — Envoy Advance Scheme —

— e nVoy —

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