Warhammer Fantasy Roleplay

Chapter III: Careers

— s CouT —

d esCrIpTIon Scouts are rare individuals who are more at home in the wild than in the teeming cities of the Old

— Scout Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +20% +20% +10% +10% +15% +20% +15% — Secondary Profile A W SB TB M Mag IP FP +1 +6 — — — — — — Skills: Animal Care, Common Knowledge (any two), Concealment, Dodge Blow, Follow Trail, Navigation, Perception, Ride, Secret Language (Ranger Tongue), Secret Signs (Scout), Silent Move, Speak Language (any two) Talents: Charm Animal, Mighty Shot or Sure Shot, Orientation, Rapid Reload, Specialist Weapon (Crossbow or Longbow) Trappings: Medium Armour (Mail Shirt and Leather Jack), Shield, 10 Yards of Rope, Horse with Saddle and Harness Career Entries: Bounty Hunter, Champion, Charcoal-Burner, Coachman, Fieldwarden, Hunter, Kithband Warrior, Messenger, Miner, Outrider, Roadwarden, Runebearer, Vagabond, Woodsman Career Exits: Explorer, Outlaw Chief, Sergeant, Vampire Hunter, Ghost Strider Main Profile WS BS S T Ag Int WP Fel +25% +20% +15% +20% +20% +20% +25% +30% Secondary Profile A W SB TB M Mag IP FP +2 +6 — — — — — — Skills: Academic Knowledge (Strategy/Tactics), Animal Training, Command, Common Knowledge (any three), Dodge Blow, Perception, Sail, Speak Language (any three), Swim, Trade (Cartographer or Shipwright) Talents: Disarm, Lightning Parry or Swashbuckler, Seasoned Traveller, Specialist Weapon Group (Fencing), Strike Mighty Blow Trappings: Rapier, Light Armour (Leather Jack), Telescope, Ship Career Entries: Explorer, Mate, Navigator, Noble Lord Career Exits: Explorer, Noble Lord, Scholar, Spy — Sea Captain Advance Scheme —

World. They roam through the wilderness, following trails

that few other eyes can discern, while keeping an eye out for dangerous beasts and unnatural occurrences. Scouts are often more

comfortable with animals than other people. They frequently hire their expertise out to armies, Merchants, and travellers who need to go far off the known roads. They usually roam ahead of their clients, seeking out ambushes and other troubles that may beset a large group on the move.

— s ea C apTaIn —

d esCrIpTIon Sea Captains roam the oceans of the Old World seeking profit and adventure over the next horizon. Strictly honourable Sea Captains are far-travelling traders who only sail in search of the most profitable markets for their goods. The most dangerous are bloodthirsty pirates, attacking other ships for plunder and leaving no survivors. Most Sea Captains fall somewhere in between. On a sea-going vessel a Captain’s word is law. Sailors, however, are a fractious lot; a Sea Captain must be clever, strong-willed and a bit ruthless to stay in command. The most famous Sea Captains come from Marienburg, Tilea, and the Elven island of Ulthuan.

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