Warhammer Fantasy Roleplay

Chapter III: Careers

— f Ieldwarden —

d esCrIpTIon To outsiders the Moot looks like a safe and happy land. The extent to which that’s true is due to the Fieldwardens. These Halflings patrol the borders of the Moot, keeping away threats and unwanted outsiders. They are skilled skirmishers who use their intimate knowledge of

— Fieldwarden Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +5% +10% — +5% +10% — +10% — Secondary Profile A W SB TB M Mag IP FP — +2 — — — — — — Skills: Academic Knowledge (Necromancy) or Common Knowledge (the Empire), Concealment, Follow Trail, Outdoor Survival, Perception, Search, Silent Move Talents: Fleet Footed or Savvy, Mighty Shot or Rapid Reload, Rover or Quick Draw Trappings: Sling with Ammunition, Lantern, Lamp Oil, Spade, Pony with Saddle and Harness Career Entries: Hunter, Militiaman, Toll Keeper Career Exits: Bounty Hunter, Mercenary, Scout, Vagabond, Vampire Hunter Note: Only Halflings can enter this career.

the Moot to maximum advantage. They prefer to attack from ambush, using their superior skill with missile weapons to neutralize the size advantage

of their foes. Since the Moot shares a border with Sylvania, the Fieldwardens have

particular expertise in dealing with the living dead. More than one band of zombies has been brought down by a fusillade of slingstones from determined Fieldwardens.

— f Isherman —

d esCrIpTIon Fishermen seek the bounty of the sea. The many villages on Nordland’s coastline are home to countless Fishermen. These hearty souls brave the Sea of Claws in small craft, despite the constant threat of pirates and raiders from Norsca. There are also some fishing communities inland, by lakes and rivers, though these villages also pursue

— Fisherman Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel — +5% +10% +5% +10% +5% — — Secondary Profile A W SB TB M Mag IP FP — +2 — — — — — — Skills: Common Knowledge (the Empire or the Wasteland), Consume Alcohol or Haggle, Navigation or Trade (Merchant), Outdoor Survival, Perception, Row, Sail, Speak Language (Reikspiel or Norse), Swim Talents: Hardy or Savvy, Orientation or Street Fighting Trappings: Fish Hook and Line, Spear Career Entries: Boatman, Peasant Career Exits: Marine, Merchant, Militiaman, Navigator, Seaman

agriculture. Fishermen are an independent lot as a matter of course. They work in small crews, and when on the water every decision is their own. This spirited nature is one reason why dockside taverns are always unruly. Note: During character creation, if you take Common Knowledge (the Wasteland), your character can be from the great port of Marienburg at your option.

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