Warhammer Fantasy Roleplay

Chapter III: Careers

— m asTer T hIef —

d esCrIpTIon In every profession there are those who rise to the top. Master Thieves are the grand artistes of the criminal world. They are the best Thieves there are, proficient in all the skills that it takes to illegally acquire the goods of others. Master Thieves are usually a part of the local Thieves’ Guild structure, but as bravos who regularly flout the law, many of them are content to operate, ironically enough, “illegally”, e.g. without the approval of the local Crime Lord. The Empire has a long tradition of secretly admiring bold Thieves, though they will still be punished if caught.

— Master Thief Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +20% +20% +10% +10% +40% +25% +20% +25% Secondary Profile A W SB TB M Mag IP FP +1 +6 — — — — — — Skills: Charm, Concealment, Disguise, Dodge Blow, Evaluate, Gamble or Lip Reading, Gossip, Perception, Pick Lock, Read/Write, Scale Sheer Surface, Secret Language (Thieves’ Tongue), Secret Signs (Thief), Search, Silent Move, Sleight of Hand, Swim Talents: Specialist Weapon Group (Crossbow), Specialist Weapon Group (Throwing), Street Fighting or Swashbuckler, Streetwise, Trapfinder Trappings: Crossbow Pistol with 10 Bolts, 2 Throwing Axes/ Hammer or 3 Throwing Daggers/Stars, Best Craftsmenship Lock Picks, Cloak, Sack, Best Craftsmenship Rope (10 yards) Career Entries: Cat Burglar, Crime Lord, Fence, Highwayman, Racketeer, Spy Career Exits: Crime Lord, Explorer, Outlaw Chief, Targeteer Main Profile WS BS S T Ag Int WP Fel +10% +10% — +10% +15% +30% +35% +15% Secondary Profile A W SB TB M Mag IP FP — =4 — — — +3 — — Skills: Academic Knowledge (Magic), Academic Knowledge (any two), Channelling, Charm or Intimidate, Common Knowledge (any two), Gossip or Ride, Magical Sense, Read/Write, Speak Arcane Language (Magick), Speak Arcane Language (Daemonic or Arcane Elf), Speak Language (any three) Talents: Aethyric Attunement or Meditation, Dark Magic or Strong-minded, Fast Hands or Mighty Missile, Lesser Magic (any two) Trappings: Trade Tools (Apothecary), Two magic items Career Entries: Journeyman Wizard Career Exits: Explorer, Scholar, Wizard Lord — Master Wizard Advance Scheme —

— m asTer w Izard —

d esCrIpTIon A Master Wizard is one who wields magic with surety and finesse. Elf Wizards find this level of spell casting easy to attain, but for a Human, it is a life’s work. By the time they reach this level of mastery, most Wizards begin to exhibit eccentricities and physical changes wrought by close association with magic. Master Wizards usually

prefer to spend their time researching or politicking with fellow magisters.

However, their Order usually requires them to adventure in the world at large, furthering the cause of their art, and seeking out young folk to apprentice. Note: If you are Human you

must continue to pay dues to your Order for the duration of this career. Most colleges charge Master Wizards a reduced rate of one crown in every twenty. Elves do not belong to the Orders of Magic, and thus owe nothing.

76

Made with FlippingBook - professional solution for displaying marketing and sales documents online