Warhammer Fantasy Roleplay

Chapter III: Careers

— a rTIsan —

d esCrIpTIon Artisans are skilled craftsmen and masters of their trades. Most commonly found in towns and cities, Artisans are organized into a bewildering variety of guilds. The best craftsmen are

— Artisan Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel — — +10% +10% +20% +10% +10% +10% Secondary Profile A W SB TB M Mag IP FP — +3 — — — — — — Skills: Drive, Evaluate, Gossip, Haggle, Perception, Secret Language (Guild Tongue), Speak Language (Khazalid, Breton, or Tilean), Trade (any three) Talents: Artistic or Etiquette Trappings: Trade Tools (according to Trade), 15 gc Career Entries: Engineer, Militiaman, Navigator, Tradesman Career Exits: Demagogue, Engineer, Guild Master, Merchant, Militiaman

attracted to the largest cities, such as Altdorf, Marienburg and Nuln. There they can command high prices from the richest clientele, or work with Merchants who can sell their goods in more distant locales. Some Artisans are so famous that even Nobles must put their names on waiting lists, for to have the work of a renowned master is sign of status. The masterwork of an Artisan is truly something to behold.

— a ssassIn —

d esCrIpTIon Killing for money is not unusual in the Old World. Soldiers and Mercenaries do it every day. Few sell swords achieve the Assassin’s level of

— Assassin Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +25% +25% +10% +10% +30% +20% +10% +20% Secondary Profile A W SB TB M Mag IP FP +2 +4 — — — — — — Skills: Concealment, Disguise, Gossip, Perception, Prepare Poison, Scale Sheer Surface, Secret Signs (Thief), Shadowing, Silent Move Talents: Quick Draw, Lightning Parry, Sharpshooter, Specialist Weapon Group (Entangling), Specialist Weapon Group (Parrying), Specialist Weapon Group (Throwing), Street Fighting, Streetwise, Swashbuckler Trappings: Net, 4 Throwing Knives, Grappling Hook, 10 yards of Rope, 1 dose of Poison (any)

lethality, however. These hired killers are expertly trained and deadly with a variety of weapons.

Many also master the poisoner’s art. The best Assassins can dispatch their targets in a matter of seconds, leaving behind no evidence of their

presence. Their services are much sought after by political and even religious bodies. Few Assassins care where the commissions come from. They only want a challenging mission and a fat purse for their fee. While most Assassins are loners, a rare few have organized into guilds.

Career Entries: Champion, Duellist, Judicial Champion, Outlaw Chief, Spy, Targeteer Career Exits: Champion, Outlaw Chief, Rogue, Sergeant, Witch Hunter

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