Warhammer Fantasy Roleplay

Chapter III: Careers

— k nIghT —

d esCrIpTIon Knights are professional Soldiers, generally, but not always of Noble blood. They specialize in fighting in heavy armour while using large weapons, often from horseback, and comprise a general’s most elite shock troops. Many Knights have a duty to protect the lower classes, though not all of them acknowledge it. There are a large number of knightly orders hailing from both the Empire and Bretonnia, such as the Knights of the White Wolf, the Knights Panther, the Reiksgard Knights, and the Grail Knights. Religious orders of Knights are known as templars.

— Knight Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +25% — +15% +15% +15% +5% +15% +5% Secondary Profile A W SB TB M Mag IP FP +1 +4 — — — — — — Skills: Academic Knowledge (Genealogy/Heraldry or Religion), Academic Knowledge (Strategy/Tactics), Dodge Blow, Perception, Ride, Secret Language (Battle Tongue), Speak Language (any two) Talents: Specialist Weapon Group (Cavalry), Specialist Weapon Group (Flail), Specialist Weapon Group (Two-handed), Strike Mighty Blow Trappings: Flail or Morning Star, Lance, Heavy Armour (Full Plate Armour), Shield, Religious Symbol, 25 gc , Destrier with Saddle and Harness Career Entries: Noble Lord, Pistolier, Sergeant, Squire, Vampire Hunter Career Exits: Captain, Initiate, Knight of the Inner Circle, Noble Lord, Vampire Hunter — Knight of the Inner Circle Advance Scheme — Main Profile WS BS S T Ag Int WP Fel +35% +10% +20% +20% +20% +15% +25% +15% Secondary Profile A W SB TB M Mag IP FP +2 +8 — — — — — — Skills: Academic Knowledge (Genealogy/Heraldry or Religion), Academic Knowledge (Strategy/Tactics), Animal Training, Charm, Command, Common Knowledge (any three), Dodge Blow, Perception, Read/ Write, Ride, Secret Language (Battle Tongue), Secret Signs (Scout or Templar), Speak Language (Breton, Estalian, Kislevian, or Tilean) Talents: Etiquette, Lightning Parry, Seasoned Traveller, Specialist Weapon Group (Fencing), Specialist Weapon Group (Parrying), Stout-hearted, Strike to Injure, Strike to Stun Trappings: Buckler or Main Gauche, Rapier or Foil, Heavy Armour (Best Craftsmenship Full Plate Armour), Religious Symbol, 50 gc Career Entries: Knight, Witch Hunter Career Exits: Captain, Champion, Noble Lord, Witch Hunter

— k nIghT of The I nner C IrCle —

d esCrIpTIon Within each knightly order there are those who rise to the top, the best of the best. They have proven themselves valiant and loyal time and time again and for that they are brought into the inner

circle of the order. They command Knights in the field, represent the order at court, and make the important decisions. They are some of the greatest warriors the Old World has to offer and many of them

have been entrusted

with dangerous secrets about the

foundations of their group. Each one of them aspires to become the Grand Master of his order. That is the pinnacle of knighthood.

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