Warhammer Fantasy Roleplay

Chapter III: Careers

— o uTlaw —

d esCrIpTIon Imperial justice is swift and merciless. It is no wonder then that so many flee the watch and take on the life of the Outlaw. The hills and forests are full of Outlaw bands. It is a precarious existence, as they must deal not only with Roadwardens, Soldiers, and other agents of law, but also the dark denizens of the wilds. While many Outlaws are nothing more than common thieves, robbing coaches and caravans, others claim to champion the peasantry and fight for “justice not law.” As long as the Outlaws confine their attacks to the rich, the Peasants aid them with food, information, and places to hide. This support, and the rough terrain Outlaws use for their bases, makes them difficult for the state to deal with. Local Nobles often resort to the use of Bounty Hunters to end their bandit troubles.

— Outlaw Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +10% +10% — — +10% +5% — — Secondary Profile A W SB TB M Mag IP FP +1 +2 — — — — — — Skills: Animal Care or Common Knowledge (the Empire), Concealment, Dodge Blow, Drive or Ride, Gossip or Secret Signs (Thief), Perception, Scale Sheer Surface, Set Trap or Swim, Silent Move Talents: Rover or Streetwise, Sharpshooter or Strike to Stun Trappings: Bow with 10 Arrows, Light Armour (Leather Jerkin), Shield Career Entries: Agitator, Charlatan, Coachman, Hedge Wizard, Innkeeper, Marine, Mercenary, Militiaman, Peasant, Roadwarden, Rogue, Squire, Toll Keeper, Woodsman, Zealot Career Exits: Demagogue, Highwayman, Thief, Vagabond, Veteran Main Profile WS BS S T Ag Int WP Fel +5% +10% — — +10% +10% +5% — Secondary Profile A W SB TB M Mag IP FP — +2 — — — — — — Skills: Animal Care, Follow Trail, Navigation, Outdoor Survival, Perception, Ride, Search, Silent Move Trappings: Bow or Crossbow with 10 Arrows or Bolts, Net, Whip or Lasso, Light Armour (Leather Jack), Shield, 10 Yards of Rope, Riding Horse with Saddle and Harness Career Entries: Kithband Warrior, Messenger, Roadwarden, Soldier Career Exits: Coachman, Highwayman, Mercenary, Roadwarden, Scout Talents: Coolheaded or Very Strong, Orientation, Specialist Weapon Group (Entangling) — Outrider Advance Scheme —

— o uTrIder —

d esCrIpTIon Outriders are experienced outdoorsmen who reconnoitre for armies, caravans,

and other travelling parties. They are the eyes and ears, constantly on the lookout for ambushes and other hazards. Because they operate in advance of the main party, they must be self-sufficient and

level-headed. Outriders must trust their instincts and make their own decisions, because they

have no one else to turn to when they are alone in the wild. Most Outriders operate in home area and use their intimate knowledge of the locale to their advantage. A few specialize in trailblazing, riding ahead into unknown and hostile territory. These Outriders earn more money for their services, but their life expectancy is short.

47

Made with FlippingBook - professional solution for displaying marketing and sales documents online