Warhammer Fantasy Roleplay

Chapter III: Careers

— h unTer —

d esCrIpTIon While the Empire has come far from the tribes that founded it 2500 years ago, some things haven’t changed at all. Although Peasants till parts of the land, huge expanses of the Empire are still covered with forest or are hostile to agriculture. These are the lands where Hunters and trappers thrive. They use the same techniques as their ancestors to take down game, be it a trap or a well- placed shot. It takes skill to stalk wild animals while avoiding the dark creatures of the woods. Hunters in their animal skin clothes and fur hats may appear uncouth to city folks, but they don’t much care what others think of them. d esCrIpTIon Religion has taken second place to money in the affections of many Old Worlders, but there are still many young men and women willing to devote their lives to the Gods. It takes great dedication and training to become a Priest. Initiates are Priests- in-training. They undergo harsh instruction under strict teachers, and until they are finished they are not allowed to preach or conduct services. Their training includes literacy and calligraphy, the study of scriptures, and the art of the sermon. They also learn the basics of weapon use so the temple can be defended in times of need.

— Hunter Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel — +15% — +5% +10% +5% — — Secondary Profile A W SB TB M Mag IP FP — +3 — — — — — — Skills: Concealment, Follow Trail, Outdoor Survival, Perception, Search or Swim, Secret Signs (Ranger), Silent Move or Set Trap Talents: Hardy or Specialist Weapon Group (Longbow), Lightning Reflexes or Very Resilient, Marksman or Rover, Rapid Reload Trappings: Longbow with 10 Arrows, 2 Animal Traps, Antitoxin Kit Career Entries: Charcoal-Burner, Kithband Warrior, Woodsman Career Exits: Bounty Hunter, Charcoal-Burner, Fieldwarden, Kithband Warrior, Miner, Scout, Soldier, Targeteer Main Profile WS BS S T Ag Int WP Fel +5% +5% — +5% — +10% +10% +10% Secondary Profile A W SB TB M Mag IP FP — +2 — — — — — — Skills: Academic Knowledge (Astronomy or History), Academic Knowledge (Theology), Charm, Heal, Perception, Read/ Write, Speak Language (Classical), Speak Language (Reikspiel) Talents: Lightning Reflexes or Very Strong, Public Speaking, Suave or Warrior Born Trappings: Religious Symbol (see Chapter 8: Religion and Belief for types), Robes Career Entries: Hedge Wizard, Knight, Scribe, Student, Vampire Hunter, Witch Hunter, Zealot Career Exits: Barber-Surgeon, Demagogue, Friar, Priest, Scribe, Zealot — Initiate Advance Scheme —

— I nITIaTe —

Note: As an Initiate you must decide who your patron God is and what church you serve. You can learn more about the faiths of the Old World in Chapter 8: Religion and Belief . Your choice gives you another skill or talent, as detailed in Church Skills and Talents entry of your God’s description.

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