Warhammer Fantasy Roleplay

Chapter III: Careers

— s TudenT —

d esCrIpTIon The great cities of the Empire have many universities. Most, like the Imperial School of Engineers in Altdorf, are funded by the state. The first college in the Empire was established in Nuln and that city is still famous for its learning institutions (and, ironically, its Imperial Gunnery School). Students across the Empire can choose from a wide variety of courses, from history to anatomy to science. Of course, many study nothing more than the bottom of a bottle and wash out of school in less than a year. Elven Students don’t go to Imperial universities, but learn from their own loremasters instead. Halfling students are admitted to Universities on sufferance, due to an obscure

— Student Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel — — — — +10% +10% +5% +10% Secondary Profile A W SB TB M Mag IP FP — +2 — — — — — — Skills: Academic Knowledge (any one), Academic Knowledge (any one) or Gossip, Charm or Consume Alcohol, Heal or Search, Perception, Read/ Write, Speak Language (Classical), Speak Language (Reikspiel) Talents: Etiquette or Linguistics, Savvy or Suave, Seasoned Traveller or Super Numerate Trappings: Two Textbooks corresponding to Knowledge Skills, Writing Kit Career Entries: Envoy, Grave Robber, Minstrel, Noble, Valet Career Exits: Agitator, Apprentice Wizard, Barber- Surgeon, Engineer, Envoy, Initiate, Physician, Scholar Main Profile WS BS S T Ag Int WP Fel +5% +5% — — +15% +5% — +10% Secondary Profile A W SB TB M Mag IP FP — +2 — — — — — — Skills: Charm or Scale Sheer Surface, Concealment, Evaluate or Disguise, Gamble or Pick Lock, Perception, Read/Write or Sleight of Hand, Search, Secret Language (Thieves’ Tongue) or Secret Signs (Thief), Silent Move Trappings: Light Armour (Leather Jerkin), Sack, Lock picks, 10 Yards of Rope Career Entries: Entertainer, Grave Robber, Interrogator, Militiaman, Outlaw, Protagonist, Rat Catcher, Rogue, Servant, Smuggler, Toll Keeper, Tomb Robber, Vagabond Career Exits: Cat Burglar, Charlatan, Entertainer, Fence, Rogue, Tomb Robber Talents: Alley Cat or Streetwise, Super Numerate or Trapfinder — Thief Advance Scheme —

piece of Imperial Ordinance demanded by the Elder of the Moot.

— T hIef —

d esCrIpTIon The Empire is home to many honest, hard working citizens and Thieves are dedicated to taking as much of their money as possible. They tend to be jacks- of-all-trades, willing and

able to take advantage of any moneymaking opportunity that comes along. Specialist Thieves include blackmailers,

embezzlers, kidnappers, pickpockets, and cattle thieves. Towns and cities of any size have Thieves’ Guilds, which control and organize criminal activity. A few towns have more than one guild, which leads to vicious fighting until one guild eliminates its rival. The most successful Thieves’ Guilds own so many legitimate businesses that over time they turn into Merchant Guilds. It is a rare guild that leaves its larcenous ways behind, however.

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