Warhammer Fantasy Roleplay

Chapter III: Careers

— w ITCh h unTer —

d esCrIpTIon Witch Hunters are grim individuals who have dedicated their lives to eradicating the forces of Chaos, either in the service of the state or the Church of Sigmar. They prefer to seek out

— Witch Hunter Advance Scheme —

Main Profile WS BS S T Ag Int WP Fel +30% +30% +15% +15% +15% +15% +35% +20% Secondary Profile A W SB TB M Mag IP FP +2 +6 — — — — — — Skills: Academic Knowledge (Magic), Academic Knowledge (Necromancy), Academic Knowledge (Theology), Charm, Command, Common Knowledge (the Empire), Gossip, Intimidate, Perception, Ride, Search, Silent Move, Speak Language (any one) Talents: Lightning Parry, Lightning Reflexes or Marksman, Menacing, Public Speaking, Sixth Sense, Specialist Weapon Group (Crossbow), Specialist Weapon Group (Entangling), Specialist Weapon Group (Throwing), Stout-hearted, Strike Mighty Blow Trappings: Crossbow Pistol with 10 bolts, Best Craftsmenship Hand Weapon, 4 Throwing Knives/Stars, Heavy Armour (Full Plate Armour), 10 Yards of Rope Career Entries: Anointed Priest, Assassin, Champion, High Priest, Judicial Champion, Knight of the Inner Circle, Vampire Hunter Career Exits: Captain, Champion, Demagogue, Initiate, Knight of the Inner Circle Main Profile WS BS S T Ag Int WP Fel +15% +15% +5% +15% +20% +35% +40% +20% Secondary Profile A W SB TB M Mag IP FP — +5 — — — +4 — — Skills: Academic Knowledge (Magic), Academic Knowledge (any three), Channelling, Charm or Intimidate, Common Knowledge (any three), Magical Sense, Read/Write, Speak Arcane Language (Magick), Speak Arcane Language (Daemonic or Arcane Elf), Speak Language (any four) Talents: Aethyric Attunement or Mighty Missile, Dark Magic or Meditation, Fast Hands or Hardy, Lesser Magic (any two) Trappings: Three magic items, 12 Grimoires Career Entries: Master Wizard Career Exits: Explorer, Guild Master Note: Wizard Lords no longer pay dues to their Order. — Wizard Lord Advance Scheme —

Chaos cultists, Mutants, and heretics that have insidiously hidden amidst the cities of the Empire. However, they will travel far indeed if they think they can strike a meaningful blow against the forces of evil. Witch Hunters tend to be a surly and suspicious lot with no qualms about killing innocents, so long as they also manage to slay the guilty, which means their appearance is often regarded with dread by other folk.

— w Izard l ord —

d esCrIpTIon Within the Empire, the Lords of the Magical Orders are powerful individuals indeed. They no longer see the world as others do, however, having dedicated their very souls to magic. They now embody their chosen Lore in word, deed and physical form. Should an Elf attain this level of magical skill, he is considered to have completed his minor magic apprenticeship, and is ready to travel to the towers of Hoeth to become a High Mage.

They are, however, charged with preserving the purity of their order, rooting out Chaos worshippers, and ensuring the Orders receive the respect (and monies) due to them.

87

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