Warhammer Fantasy Roleplay

Chapter III: Careers

— m aTe —

d esCrIpTIon Mates serve on ships as the second in command, answering directly to the Captain of the vessel. They are responsible for ensuring that the Captain’s orders are carried out, which can be a trying task with even the most professional of crews. Mates have to be stern but fair, earning the respect of their crew or they will swiftly find themselves the butt of many practical jokes and far worse if a mutiny should occur. Mates are always experienced sailors, often with several voyages under their belt and there are few ports they haven’t drank, fought, or caroused in.

— Mate Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +15% +15% +10% +15% +10% +10% +10% +10% Secondary Profile A W SB TB M Mag IP FP +1 +4 — — — — — — Skills: Command, Common Knowledge (any two), Consume Alcohol, Dodge Blow, Gamble, Gossip, Intimidate, Row, Sail, Speak Language (Breton, Kislevian, or Norse), Swim, Trade (Shipwright) Talents: Resistance to Disease, Seasoned Traveller, Street Fighting Trappings: Light Armour (Leather Jack) Career Entries: Marine, Seaman Career Exits: Explorer, Merchant, Navigator, Sea Captain

— m erChanT —

d esCrIpTIon Merchants are speculators who arrange to move large amounts of goods from city to city, seeking the market that they will make the most handsome profit in. They seldom interact with the populace as they deal in bulk, generally selling their goods to Burghers and Tradesmen. Merchant Guilds are extremely influential in the Empire and they are slowly usurping the position once held by Nobles in the Old World. Even the poorest Merchant tends to be very wealthy, indeed, many use their wealth to buy legitimacy, purchasing titles or marrying their children into Noble families.

— Merchant Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +10% +10% +5% +5% +10% +25% +20% +20% Secondary Profile A W SB TB M Mag IP FP — +4 — — — — — — Skills: Charm, Common Knowledge (any two), Drive, Evaluate, Gossip, Haggle, Read/Write, Ride, Secret Language (Guild Tongue), Speak Language (Breton, Estalian, Kislevian, or Norse), Speak Language (Reikspiel), Trade (Merchant) Talents: Dealmaker or Streetwise, Super Numerate Trappings: Town House, Warehouse, 1,000 gc in coin or trade goods Career Entries: Artisan, Burgher, Captain, Envoy, Explorer, Fisherman, Innkeeper, Mate, Scholar, Steward, Tradesman Career Exits: Guild Master, Militiaman, Politician, Racketeer, Spy

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