Warhammer Fantasy Roleplay

Chapter III: Careers

— n oble l ord —

d esCrIpTIon Noble Lords are members of the nobility with actual power and responsibility, unlike the many dilettantes who fill the courts of the Old World. Some inherit their positions, whereas others forcefully claw their way to them. All of them tend to be strong-willed, adroit public speakers, and skilled fighters. They must be adept at resolving local disputes, negotiating court politics, and leading troops in the field. Some of the most powerful Noble Lords in the Empire are the Elector Counts who choose from among their number who will be the next Emperor.

— Noble Lord Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +25% +15% +10% +10% +10% +20% +20% +30% Secondary Profile A W SB TB M Mag IP FP +1 +6 — — — — — — Skills: Academic Knowledge (History or Strategy/Tactics), Academic Knowledge (Genealogy/Heraldry), Charm, Command, Common Knowledge (the Empire), Evaluate, Gossip, Perception, Read/Write, Ride, Speak Language (Classical), Speak Language (Reikspiel) Talents: Master Orator, Public Speaking, Specialist Weapon Group (Fencing) Trappings: Best Craftsmenship Rapier or Foil, Best Craftsmenship Noble’s Garb, 500 gc , Jewellery worth 500 gc , Destrier with Saddle and Harness Career Entries: Courtier, Knight, Knight of the Inner Circle, Politician, Sea Captain Career Exits: Captain, Knight, Scholar, Sea Captain Main Profile WS BS S T Ag Int WP Fel +20% +30% +10% +20% +10% +10% +10% +20% Secondary Profile A W SB TB M Mag IP FP +2 +6 — — — — — — Skills: Academic Knowledge (Strategy/Tactics), Command, Common Knowledge (the Empire), Concealment, Follow Trail, Perception, Ride, Scale Sheer Surface, Secret Language (Battle Tongue), Secret Language (Thieves’ Tongue), Secret Signs (Scout or Thief), Silent Move Talents: Lightning Parry, Mighty Shot, Quick Draw, Rapid Reload, Sure Shot Trappings: Bow or Crossbow with 10 Arrows or Bolts, Medium Armour (Sleeved Mail Shirt and Leather Jack), Horse with Saddle and Harness, Band of Outlaws Career Entries: Crime Lord, Demagogue, Ghost Strider, Highwayman, Master Thief, Racketeer, Scout, Veteran Career Exits: Assassin, Captain, Crime Lord, Demagogue — Outlaw ChiefAdvance Scheme —

— o uTlaw C hIef —

d esCrIpTIon Every band of brigands needs a leader. An Outlaw who shows he is both cunning and bold can rise to the level of Outlaw Chief. Commanding a lawless group

of dangerous men is no easy task and the perilous forests of the Old World don’t make the job any easier. Outlaw Chiefs get their pick of the loot their band acquires, but they are also held responsible for every failure and their grasp on leadership is tenuous. Outlaw bands are notorious for not allowing any of their members to simply retire, which may make leaving the Chief’s post a difficult task.

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