Warhammer Fantasy Roleplay

Chapter III: Careers

— T roll s layer —

d esCrIpTIon Dwarfs who have been disgraced, crossed in love, or otherwise humiliated abandon traditional society and seek the sweet release of death. They hunt the most dangerous of monsters in the hopes of finding a glorious end. Most of them die fairly quickly, but those few who survive become members of the strange cult of Troll Slayers. They exist only to die, and by doing so redeem whatever disgrace they

— Troll Slayer 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 +1 +3 — — — — — — Skills: Consume Alcohol, Dodge Blow, Intimidate Talents: Disarm or Quick Draw, Hardy, Lightning Reflexes or Very Resilient, Specialist Weapon Group (Two-handed), Street Fighter, Strike Mighty Blow Trappings: Great Weapon, Light Armour (Leather Jerkin), One Bottle of Poor Craftsmenship Spirits

suffered in the past. They seek the fiercest foes, and Trolls are considered ideal because the Dwarfs’ deaths are almost a certainty. Troll Slayers are instantly recognizable, with their spiky orange hair, outlandish tattoos, and gaudy jewellery. They spend a great deal of time boasting of their exploits and show off their many scars, and often indulge in bouts of overeating, drunkenness, and sleep deprivation.

Career Entries: Pit Fighter Career Exits: Giant Slayer

Note: Only Dwarfs can join this career. Taking the Slayer’s path is a sure route to death. Think carefully before entering this career.

— V agabond —

d esCrIpTIon Vagabonds love life on the road. The traditional Peasant or Burgher existence seems like prison to them. Who wants to wake up in the same village or city every day, doing the same thing as yesterday? Vagabonds are footloose wanderers who look on each day as a new adventure. They may take on odd jobs here and there to earn some brass, but they never stay in one place for long. The road beckons, with the promise of something better always over the next hill. While they do love to travel, they are not ignorant of the dangers of the road. Vagabonds can thus often be found in travelling companies, formed for mutual protection. The law has little love for these groups and in many places Vagabonds are viewed as common criminals.

— Vagabond Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +5% +10% — — +10% +5% — +5% Secondary Profile A W SB TB M Mag IP FP — +2 — — — — — — Skills: Common Knowledge (Bretonnia, Estalia, Kislev, or Tilea), Gossip or Secret Language (Ranger Tongue or Thieves’ Tongue), Haggle or Swim, Heal or Perception, Navigation, Outdoor Survival, Performer (Dancer, Singer, or Storyteller) or Secret Signs (Ranger or Thief), Silent Move Talents: Fleet Footed or Rover, Marksman or Orientation, Seasoned Traveller Trappings: Back Pack, Rations (1 week), Tent, Water Skin Career Entries: Barber-Surgeon, Camp Follower, Cat Burglar, Charcoal-Burner, Entertainer, Envoy, Fieldwarden, Hedge Wizard, Kithband Warrior, Outlaw, Soldier, Woodsman Career Exits: Bone Picker, Entertainer, Friar, Scout, Thief, Woodsman

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