Warhammer Fantasy Roleplay

Chapter III: Careers

— s hIeldbreaker —

d esCrIpTIon Chaos and greenskin incursions have overrun many Dwarfholds in the World’s Edge Mountains over the centuries. To protect their

— Shieldbreaker Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +10% — +5% +5% +10% — +5% — Secondary Profile A W SB TB M Mag IP FP +1 +2 — — — — — — Skills: Dodge Blow, Navigation, Perception, Scale Sheer Surface, Shadowing Talents: Acute Hearing or Coolheaded, Orientation, Strike Mighty Blow, Strike to Injure, Strike to Stun Trappings: Crossbow with 10 bolts, Medium Armour (Mail Coat, Leather Jack and Leather Leggings), Shield, Grappling Hook, 10 Yards of Rope, Water Skin Career Entries: Kislevite Kossar, Mercenary, Miner, Rat Catcher, Runebearer, Smuggler, Tomb Robber Career Exits: Pit Fighter, Runebearer, Sergeant, Smuggler, Tomb Robber, Veteran Main Profile WS BS S T Ag Int WP Fel +5% +5% — — +10% +10% — +10% Secondary Profile A W SB TB M Mag IP FP — +2 — — — — — — Skills: Drive, Evaluate, Gossip or Secret Language (Thieves’ Tongue), Haggle, Perception, Row, Search, Silent Move, Speak Language (Breton or Kislevian) or Secret Signs (Thief), Swim Talents: Dealmaker or Streetwise Trappings: Light Armour (Leather Jack), 2 Torches, Draft Horse and Cart or Rowing Boat Career Entries: Bailiff, Boatman, Bone Picker, Camp Follower, Coachman, Engineer, Ferryman, Innkeeper, Marine, Miner, Seaman, Shieldbreaker Career Exits: Boatman, Charlatan, Fence, Ferryman, Seaman, Shieldbreaker, Thief — Smuggler Advance Scheme —

remaining fortress cities, the Dwarfs have trained elite Soldiers who specialize in fighting deep underground. They

are the Shieldbreakers, doughty warriors that seek to stem the tide of evil and safeguard their people. While most Shieldbreakers are Dwarfs, members of other races join their ranks from time to time in exchange for Dwarfen gold. Young Dwarfs from the Empire often become Shieldbreakers to prove their mettle and show solidarity with their mountain kin.

Note: Only Dwarfs can have Shieldbreaker as a Starting Career.

— s muggler —

d esCrIpTIon Most of the sea and road trade of the Old World is subject to duties and taxes. Imperial tax collectors, local excisemen, petty lords, and anyone with enough muscle can place a duty on the movement of goods. Legal taxes are bad enough, but many pirates and Outlaw

Chiefs also demand a cut to allow safe passage. In large ports like Marienburg, nearly everything moving in or out is taxed in some way. Given this state of affairs, the Smugglers’ trade continues to thrive. While smuggling is, of course, illegal, most folks in the Empire don’t think much of cutting a few corners. In their minds, the taxmen and bureaucrats are the real thieves.

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