Warhammer Fantasy Roleplay

Chapter III: Careers

— e Xplorer —

d esCrIpTIon Explorers are afflicted by wanderlust and travel extensively across the Old World and

— Explorer Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +20% +20% +10% +15% +15% +25% +20% +15% Secondary Profile A W SB TB M Mag IP FP +1 +6 — — — — — — Skills: Academic Knowledge (History or Law), Command, Common Knowledge (any three), Drive, Evaluate, Follow Trail, Navigation, Outdoor Survival, Perception, Read/Write, Ride, Scale Sheer Surface, Secret Language (Ranger Tongue), Secret Signs (Scout), Speak Language (any three), Swim, Trade (Cartographer) Talents: Orientation or Linguistics, Seasoned Traveller Trappings: Bow or Crossbow with 10 arrows or bolts, Hand Weapon, Medium Armour (Mail Shirt and Leather Jack), Shield, 6 Maps, 1,000 gc in coin and trade goods, Riding Horse with saddle and harness Career Entries: Captain, Engineer, Herald, Master Thief, Master Wizard, Mate, Navigator, Scholar, Scout, Sea Captain, Spy, Wizard Lord Main Profile WS BS S T Ag Int WP Fel +15% +10% +10% +5% +10% +5% +10% +10% Secondary Profile A W SB TB M Mag IP FP +1 +4 — — — — — — Skills: Evaluate, Gamble, Gossip, Haggle, Intimidate, Perception, Sleight of Hand Talents: Dealmaker or Streetwise, Strike to Stun, Super Numerate Trappings: Trade Tools (Engraver’s Kit), Writing Kit Career Entries: Bone Picker, Burgher, Cat Burglar, Grave Robber, Innkeeper, Racketeer, Smuggler, Steward, Thief, Tomb Robber Career Exits: Charlatan, Crime Lord, Master Thief, Racketeer Career Exits: Captain, Merchant, Sea Captain, Spy — Fence Advance Scheme —

beyond. They channel their great need to know what lies beyond the next horizon into finding new lands and new opportunities for trade. Explorers regularly

delve into the unknown, which either turns them into canny fighters and diplomats or makes them very short-lived. They are skilled in travelling by

both land and sea. Explorers tend to be highly capable individuals. The

variety of roles they are called upon to assume forces them to become very flexible, able to command troops or negotiate in tongues they barely understand.

— f enCe —

d esCrIpTIon The majority of Burghers and Tradesmen are willing to deal in goods of questionable legality. Such merchandise is the stock and trade of the Fence. They are experts

at liquidating stolen goods. For a percentage of the profit, they take a thief’s bounty and

move it to another town, city, or even

country where it can be more

safely disposed of. Fences are experts at evaluating the worth of any given item and therefore exactly how hot it is likely to be. The greater the risk, the greater the cut they demand.

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