Warhammer Fantasy Roleplay

Chapter III: Careers

— J ourneyman w Izard —

d esCrIpTIon Human JourneymenWizards have completed their apprenticeship and joined an Order of Wizardry. They now have access to all the spells of their chosen lore, but they must balance their newfound powers with their faltering ability to control them.

— Journeyman Wizard Advance Scheme — Main Profile WS BS S T Ag Int WP Fel +5% +5% — +5% +10% +20% +25% +10% Secondary Profile A W SB TB M Mag IP FP — +3 — — — +2 — — Skills: Academic Knowledge (Magic), Academic Knowledge (any one), Channelling, Charm or Intimidate, Common Knowledge (any two), Gossip, Magical Sense, Read/Write, Ride or Swim, Speak Arcane Language (Magick), Speak Language (any two)

The majority of Journeymen owe considerable teaching fees to their College, and must adventure to repay their debt. JourneymenWizards hire out their services, often at

their Orders’ request, for gold, knowledge and political betterment of their College. Elves, of course, are exempt from the College system, and owe nothing.

Talents: Arcane Lore (any one) or Dark Lore (any one), Aethyric Attunement or Dark Magic, Fast Hands or Very Resilient, Lesser Magic (any two), Meditation or Mighty Missile

Note: If you are human you must pay a 40 gc fee upon entry to this career to obtain your Licence. Unless you

come from a moneyed background, you must also pay one crown in every ten you earn back to your College for the duration of this career. You may attempt to avoid this, but few succeed in defrauding the Orders for long.

Trappings: Grimoire, Writing Kit Career Entries: Apprentice Wizard Career Exits: Charlatan, Master Wizard, Scholar

— J udICIal C hampIon —

d esCrIpTIon A number of Old World countries legally allow a defendant to proof his innocence via trial by combat. The accused are usually pitted against the local Judicial Champion, a

— Judicial Champion Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +35% — +15% +15% +20% +10% +15% — Secondary Profile A W SB TB M Mag IP FP +2 +6 — — — — — — Skills: Dodge Blow, Perception Talents: Lightning Parry, Specialist Weapon Group (Fencing), Specialist Weapon Group (Flail), Specialist Weapon Group (Parrying), Specialist Weapon Group (Two-handed) Trappings: Great Weapon, Flail or Morning Star, Rapier or Foil, Buckler or Main Gauche, 10 Yards of Rope Career Entries: Sergeant, Veteran Career Exits: Assassin, Champion, Sergeant, Witch Hunter, Zealot

professional fighter who specializes in defeating a single opponent swiftly and efficiently. Many of the laws that

allow such combats state that specific weapons must be used; meaning Judicial Champions are well versed with a wide variety of arms. Correspondingly, Judicial Champions are both respected and feared warriors, whose prowess often precedes them. Noble defendants and the wealthy may sometimes be capable of hiring a Judicial Champion to fight in their place.

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