Warhammer Fantasy Roleplay

Chapter III: Careers

— m IlITIaman —

d esCrIpTIon Militias are part-time local defence forces, formed largely from the rural peasantry. Members agree to spend a certain amount of time each year—usually seven days—practicing together on common land. Even this small amount of training can be the difference between life and death on the blood-soaked battlefields of the Old World. Militia Captains are either civil leaders or retired military types. Some militias must provide their own equipment, while the local nobility equips others. This means that while some militia units appear for duty in smart uniforms with well-maintained equipment, others have little more than their patchwork clothes and hunting bows.

— Militiaman Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +10% +5% +5% +5% +10% — — — Secondary Profile A W SB TB M Mag IP FP — +2 — — — — — — Skills: Animal Care, Dodge Blow, Drive or Swim, Gamble or Gossip, Outdoor Survival, Perception, Search, Trade (any one) Talents: Specialist Weapon Group (Two-handed) or Rapid Reload, Strike Mighty Blow Career Entries: Artisan, Bailiff, Burgher, Fisherman, Merchant, Peasant, Tradesman, Woodsman Trappings: Halberd or Bow with 10 Arrows, Light Armour (Leather Jack and Leather Skullcap), Uniform Career Exits: Artisan, Fieldwarden, Mercenary, Messenger, Outlaw, Sergeant, Thief

— m Iner —

d esCrIpTIon Mountains surround the Empire. To the east are the World’s Edge Mountains, to the south the Black Mountains, and to the west

— Miner Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +5% +5% +10% +5% — +5% +5% — Secondary Profile A W SB TB M Mag IP FP — +2 — — — — — — Skills: Animal Care, Concealment or Drive, Evaluate or Outdoor Survival, Navigation, Perception, Scale Sheer Surface, Trade (Miner or Prospector) Talents: Orientation, Specialist Weapon Group (Two-handed), Very Resilient or Warrior Born Trappings: Great Weapon (Two-handed Pick), Light Armour (Leather Jack), Pick, Spade, Storm Lantern, Lamp Oil Career Entries: Charcoal-Burner, Hunter Career Exits: Charcoal-Burner, Engineer, Mercenary, Scout, Shieldbreaker, Smuggler

the Grey Mountains. Dwarfs and Humans have mined these mountains from time immemorial, despite constant attacks from Goblins and other subterranean horrors. Miners brave these conditions in search of iron, silver, gold, gems, and other valuables. Others prefer to prospect on the surface, particularly

in the Middle Mountains, which straddle the provinces of Ostland and Hochland. Although these forest-shrouded mountains are

fully within the Empire’s borders, they are a haven for Trolls, Beastmen, and other foul creatures. Surviving in such an environment takes skill and toughness.

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