Warhammer Fantasy Roleplay

Chapter III: Careers

— T omb r obber —

d esCrIpTIon Tomb Robbers differ from Grave Robbers in that they are interested in the valuables to be found in burial sites rather than the bodies themselves. Although very few graves in the Old World include

— Tomb Robber Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +10% — — — +10% +10% +10% +5% Secondary Profile A W SB TB M Mag IP FP — +2 — — — — — — Skills: Common Knowledge (the Empire) or Secret Signs (Thief), Concealment or Outdoor Survival, Evaluate, Perception, Pick Lock or Silent Move, Read/Write, Scale Sheer Surface, Search, Speak Language (Classical, Khazalid or Eltharin) Talents: Luck or Sixth Sense, Trapfinder or Tunnel Rat Trappings: Light Armour (Leather Jack), Crowbar, Lantern, Lamp Oil, 10 Yards of Rope, 2 Sacks Career Entries: Runebearer, Shieldbreaker, Thief Career Exits: Fence, Rat Catcher, Shieldbreaker, Thief, Vampire Hunter

valuable goods these days, there are many ancient burial sites that contain priceless treasures. Tomb Robbers are experts in locating such sites and plundering their riches. Secret tombs are usually in dangerous and inaccessible areas. Those within the Empire’s borders are revered and protected by local inhabitants, so

accessing these sites can be just as dangerous. Clever traps and deceptions protect the richest tombs and skilled Tomb Robbers must learn to disarm or bypass them. Few survive long enough to raid more than one tomb.

— T radesman —

d esCrIpTIon Tradesmen are skilled labourers and craftsmen. Although they tend to cluster together in cities, they can also be found in villages across the Empire. They provide many of the goods used by Merchants when trading abroad, and are valued as an important part of the Empire’s economy. Tradesmen include apothecaries, armourers, bowyers, brewers, calligraphers, carpenters, cartographers, gem cutters, gunsmiths, herbalists, peddlers, shipwrights, smiths, stoneworkers, tailors, and weaponsmiths. Each trade has its own guild, though not all guilds have local chapters.

— Tradesman Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel — — +5% +5% +10% +5% +10% — Secondary Profile A W SB TB M Mag IP FP — +2 — — — — — — Skills: Animal Care or Gossip, Drive, Haggle, Evaluate, Perception, Read/Write, Secret Language (Guild Tongue), Trade (any two) Talents: Dealmaker or Savvy Trappings: Light Armour (Leather Jerkin), 1d10 gc Career Entries: Barber-Surgeon, Burgher, Camp Follower, Peasant, Watchman Career Exits: Artisan, Engineer, Envoy, Merchant, Militiaman, Zealot

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