WFRP1 - Careers List - Revised - Basic (Unofficial)

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    asic Careers List

    Basic Careers Li sting

    Career Limitations Agitator Alchemists' Apprentice Arbiter Archer Artisans' ApprenticeBailiffBarbarian / BerserkerBarkeeperBawdBeggarBoatmanBodyguardBounty HunterClerkCoachmanCookCourierDispatch Rider

    Diver Sea Elves OnlyDruidEngineer Dwarfs/Gnomes OnlyEntertainer

    Acrobat, Actor, Animal Act, Bunko Artist, Clown,Comic, Escapologist, Fire Eater, Fortune Teller,Freak, Hypnotist, Impressionist, Jester, Juggler,Knife Thrower, Pavement Artist, Poet, Singer,Strongman, Tight Rope Walker, Troubadour,Ventriloquist, Wrestler

    ExcisemanExecutionerFarmerFishermanFootpad

    Forager Wood Elves OnlyForest Guardian Wood Elves OnlyForestrunner Wood Elves OnlyFreeman / FreewomanGamblerGamekeeper / PoacherGlade Guard Wood Elves OnlyGlade Rider Wood Elves OnlyGong FarmerGrave RobberHedge-Wizards' ApprenticeHerbalistHerdsmanHigh Elf Mages Apprentice High Elves OnlyHunterHypnotistInformerInitiateInterpreterJailerJester Gnomes OnlyLabourerMarine

    Career LimitationsMercenaryMilitiamanMinerMinstrel Elves OnlyMuleskinnerNoble Rank 1 (Knight, Lord/Lady)OutlawOutriderPedlarPharmacistPhysicians' StudentPilotPiratePit FighterProspectorProstituteProtagonistRaconteur

    Rat CatcherRiverwardenRoadwardenRunescribe Dwarfs OnlyRunesmiths Apprentice Dwarfs OnlyRunner Dwarfs OnlyRustlerScribeSeamanSeerServant Original

    General Servant, Chambermaid, Groom, Herald,Porter, Scullion, Usher, Valet, Wench

    Sewer JackShip's Lookout

    SmugglerSoldierSquireStudentTeller Wood Elves OnlyThief

    General Thief, Burglar, Clipper, Embezzler, Fisher,Pickpocket

    Toll-KeeperTomb RobberTraderTrapperTroll Slayer Dwarfs OnlyTunnel Fighter Dwarfs/Gnomes OnlyVigilante Sea Elves OnlyWarrior (Dwarven) Dwarfs OnlyWatchmanWatercoachmanWizards' ApprenticeWood Elf Mages Apprentice Wood Elves OnlyWood Elf Scout Wood Elves OnlyWoodsman

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    Basic Careers Details

    Agitator Agitators are active supporters of causes. Almost any cause will do, from the rights of common Humans (or Elves, Dwarfs or Halflings)to the state of the drains. They campaign tirelessly to enlist support, addressing meeting, distributing leaflets and bending the ear ofanyone who will listen. To an Agitator, the greatest satisfaction is to see the establishment forced to act by the weight of public opinion.Some Agitators are motivated by genuine public concern, but many more have their own interests at heart the winning side in adispute will often reward its most loyal servants handsomely. Often, the cause of civilization has been seriously damaged by meddling

    Agitators, although they can often be the cause of much good. The fact that there can be professional busy-bodies of this kind showshow complicated the Old World is.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 10 + 2 + 10 + 10 + 10

    Skills : Public Speaking, Read/WriteTrappings : Hand Weapon, Leather Jack, 2D10 Leaflets for various causesCareer Entr y : Random Entry or Entertainer, Exciseman, Freeman / Freewoman, Gong Farmer, Initiate, Seer, Servant, StudentCareer Exits : Arbiter, Charlatan, Demagogue, Outlaw, Teller (Wood Elves Only)

    Alchemists' Appr enticeThe only way to become an Alchemist is by serving an apprenticeship with an experienced Alchemist. All too frequently, however, lifeas an apprentice is all work and no learning. The apprentice is often treated as an unpaid servant, and spends too much timescrubbing floors and running errands to learn very much of the Alchemists art. Not surprisingly, therefore, few apprentices stick it outlong enough to become proficient Alchemists.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 1 + 10 + 10 + 10Skills : Brewing, Evaluate, Read/Write, 50% ChemistryTrappings : NoneCareer Entr y : Random Entry or Engineer, Entertainer Fire Eater, Hedge-Wizards' Apprentice, Pharmacist, Physician, Runescribe

    (Dwarfs Only), Shipmaster (Dwarfs Only)Career Exits : Alchemist Level 1, Alchemist (Dwarven) Level 1 (Dwarfs Only), Bawd, Charlatan, Counterfeiter, Entertainer

    Bunko Artist, Grave Robber, Prospector

    Arbi terVery often the official judgment of the law does not extend to the far off rural areas. For these rustic peasants, the arbiter is the onlymeans of settling disputes.They are paid by the village usually, and are slightly better off then your average peasant. However, sometimes arbiters are forced toleave their homes due to the wrath of people not happy with their decisions.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 1 + 10 + 10 + 10 + 10Skills : Charm, Etiquette, Law, Public Speaking, Read/Write, WitTrappings : Wooden Gavel, Fine Clothes, Writing EquipmentCareer Entr y : Agitator, Lawyer, Scribe, Seer, StudentCareer Exits : Exciseman, Lawyer, Scribe

    Archer Archers are infantry who specialize in the use of the bow, specifically the longbow, or the crossbow. Usually it is these men who aresome of the strongest of the rank and file as both the longbow and crossbow take a substantial amount of strength to use properly.Some generals prefer to shower their enemies with thousands of arrows or bolts with the sole purpose of either breaking the morale ofthe enemy or softening them up enough so that the rest of the army can charge in to finish them off.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 20 + 2 + 10 + 10 + 10

    Skills : Dodge Blow, Flee!, Secret Language Battle Tongue, Sure Shot, 75% Marksmanship, 50% Fletching, 50% VeryStrong, 25% Excellent Vision

    Addi tional Ski ll s : Crossbowman 50% Very Resilient, 10% Rapid Fire Crossbows Longbowman Marksmanship, Specialist Weapon LongbowSkirmisher Concealment Rural, Fleet Footed, Orientation, Silent Move RuralMounted Archer Animal Care, Orientation, Ride Horse, 10% Rapid Fire Bows

    Trappings : 50% Mail Shirt, Leather Jack (if no Mail Shirt), Helmet, Livery Surcoat (uniform of reasonable quality, with army ordetachment's colors and symbol, worn over mail/jack), Crossbow (if Crossbowman), Longbow (if Longbowman),Normal Bow (if Skirmisher or Mounted Archer), 3D6 Arrows/Bolts in Quiver, Dagger, Horse with Saddle and Harness(if Mounted Archer)

    Career Entr y : Random Entry or Gamekeeper, Outlaw, Scout, Soldier, Targeteer Career Exits : Archer Sergeant/Captain, Artillerist, Bounty Hunter, Footpad, Gunner, Mercenary Sergeant/Captain, Outlaw, Soldier

    Sergeant/Captain, Targeteer

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    BawdIn virtually any Old World town, there can be found a professional guide and escort to the seedier districts, someone familiar with thefull range of illegal and immoral establishments and services to be found there. The whole world over they are known as Bawds. Suchmen and they are usually male Humans know all the best drinking houses and gambling halls, as well as where to find brothels,drug dens, and establishments catering to all manner of other vices. They can gain access to such places for outsiders, and can berelied upon to know which are safe, which are under official scrutiny, and which make a practice of robbing and/or murdering clients.Their services are for hire to any reveler who appears suitably wealthy, although many Bawds are not above leading their new-foundcompanions into sucker-traps or gangs of cut-throats, in exchange for a share of the pickings.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 2 + 10 + 10Skills : Blather, Bribery, Secret Language Thieves' Tongue, Street Fighting, 25% WitTrappings : Hand Weapon, Leather Jack, 1D6 Gold CrownsCareer Entr y : Random Entry or Alchemists Apprentice, Freeman / Freewoman, Informer, Interpreter, Noble, Physicians Student,

    Servant, Student, Wizards Apprentice Career Exits : Bodyguard, Fence, Informer, Interpreter

    BeggarBeggars are societys outcasts, desperate people with no visible means of support. They are drawn to the towns and cities of the OldWorld, for the only way they can keep themselves from starving is to beg in the streets. This is a hazardous business, since most OldWorld towns allow the town watch to beat, brand and throw vagabonds into the stocks almost as they please. The Beggar acceptsthese risks as an occupational hazard, and often becomes highly skilled in the art of extracting money from passers-by; some play onpity, while others offer blessings or threaten curses in order to fill their begging-bowls. In some of the larger cities, the Beggars haveorganized themselves into a semi-legitimate Beggars Guild, which deals with the allocation of pitches, the diverting of official attentionand the suppression of amateur or non-affiliated Beggars. In many cases the Beggars Guilds work in conjunction with the local

    Thieves Guild, serving as information-gatherers and lookouts. Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 1 + 2Skills : Begging, Concealment Urban, Secret Language Thieves' Tongue, Secret Signs Thieves' Signs, 25% Consume

    AlcoholTrappings : Begging Bowl, Tattered Clothes, Heavy Stick, Bottle of Rotgut SpiritCareer Entr y : Random Entry or Cavalier, Entertainer, Gong Farmer, Hedge-Wizards' ApprenticeCareer Exits : Bodyguard, Informer, Racketeer, Rat Catcher

    BoatmanThe Old World has many coastal settlements, and inland waterways are as important as roads for trade and communications. TheBoatman has the same role on water as the Coachman (see below) has on the roads; transporting passengers and goods from place toplace and avoiding unwelcome attentions of robbers and officials. As well as being competent boat-handlers and navigators, therefore,Boatmen need to be able to look after themselves, their passengers and their cargo, as some of the trade routes go through wild anddangerous country.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 2 + 10 + 10Skills : Fish, Orientation, River Lore, Row, Swim, 50% Very Strong, 25% Consume Alcohol, 25% Boat BuildingTrappings : Hand Weapon, Leather Jack, Rowing Boat (moored on nearest water)Career Entr y : Random Entry or Riverwarden, Seaman, Ship's Lookout, WatercoachmanCareer Exits : Diver (Sea Elves Only), Interpreter, Outlaw, Riverwarden, Seaman, Ship's Lookout, Smuggler, Watercoachman

    BodyguardThe Old World is a dangerous place, especially if you happen to be outspoken, unpopular, powerful or rich. Since there are plenty ofpeople who can manage there attributes, it is hardly surprising that a class of professional minders has sprung up to keep them fromharm. Merchants and Nobles almost always maintain a group of Bodyguards to protect them from those who wish them ill and to keepBeggars and other riff-raff from getting in the way. Bodyguards can vary in nature from semi-skilled heavies to members of whatamounts to a private army; the bulk of them, though are simple thugs who enjoy being aid for beating up unsuspecting citizens.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 1 + 2 + 10 + 1Skills : Disarm, Specialist Weapon Fist Weapon, Street Fighting, Strike Mighty Blow, Strike to Stun, 50% Very StrongTrappings : Knuckledusters, Leather Jack, 50% ShieldCareer Entr y : Random Entry or Artisans Apprentice, Barbarian, Bawd, Beggar, Footpad, Grave Robber, Jailer, Labourer, Pedlar,

    Rat Catcher, Servant Herald, Servant Porter, Sewer Jack, Thief General Thief, Thief Burglar, Thief Fisher,Thief Pick Pocket, Tomb Robber, Vigilante (Sea Elves Only)

    Career Exits : Bounty Hunter, Footpad, Mercenary, Outlaw Chief, Sewer Jack, Vigilante (Sea Elves Only)

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    CourierCouriers have a perilous job delivering messages and packages from town to town. Speed is of the essence as they travel throughareas often plagued by outlaws and goblins. In all cases the couriers first recourse is to avoid trouble and flee, but that can not alwaysbe avoided. Many become addicted to danger and find it hard to settle down in a sedated life.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 1 + 2 + 10 + 10Skills : Animal Care, Dodge Blow, Orientation, Ride Horse, Trick RidingTrappings : Horse Saddle and Harness, Saddle Bags, Mail Shirt, Water Skin, Hand WeaponCareer Entr y : Random Entry or Coachman, Outrider, Road WardenCareer Exits : Dispatch Rider, Highwayman, Scout

    Dispatch RiderDispatch Riders are similar to Couriers, though whereas a Courier is generally available to anyone wholl pay him to deliver themessage, Dispatch Riders are affiliated with a Noble house or military unit and wear livery to broadcast their affiliation. Like Couriers,they have a perilous job delivering messages and packages from town to town. Speed is of the essence as they travel through areasoften plagued by outlaws and goblins.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 1 + 2 + 10 + 10Skills : Animal Care, Follow Trail, Orientation, Ride Horse, Spot TrapTrappings : Riding Horse with Sponsor's Livery, Livery Surcoat Bearing Sponsors Heraldry, Mail Shirt, 50% Chance of Shield,

    Weatherproof Coat, Weatherproof Dispatch Bag, Document Of Commission Bearing Sponsor's SealCareer Entr y : Random Entry or Coachman, Courier, Outrider, Road WardenCareer Exits : Outrider, Road Warden, Scout, Soldier

    Diver (Sea Elves Only) Used for varying tasks, sea elf Divers are trained for endurance and to carry out specialised work underwater; repairing the hull of aship, cleaning the hull of marine growths such as barnacles and diving for valuable sea goods eg. pearls and abalone. Divers are wellknown for holding their breath. They are also known to be powerful swimmers and capable of fighting underwater when attacked by seacreatures. The best Seaman will often go on the more dangerous career of Diver, with more danger often comes a greater reward. ADiver fights with no modifiers when engaged in combat in the water.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 1 + 2 + 1 + 10 + 20 + 20Skills : Diving, Sixth Sense, Swim, Very ResilientTrappings : Spear, 2 x Knives / DaggersCareer Entr y : Random Entry or Boatman, Marine, SeamanCareer Exits : Merchant, Navigator, Pilot, Sea Mate/Captain

    DruidThe Druid is a practicing member of the Old Faith, following a belief whose origin is lost in the mists of antiquity. The Old Faith isoutside the main religions of the Old World, but co-exists with them most of the time. Druids pursue a strict code of life, and strive tolive in harmony with nature. They long for the natural order of a bygone age, and have little patience with the modern world. Manychoose to live apart from it altogether, and all prefer the countryside to town life. Only Humans may become Druids.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 1 + 10 + 10 + 10 + 10Skills : Animal Care, Dowsing, Follow Trail, Identify Plants, Secret Signs DruidTrappings : Bag, Religious Token (a small of silver, Sickle Knife), Staff, Dowsing RodsCareer Entr y : Random Entry or Gamekeeper, Herbalist, Herdsman, Hunter, Trapper, Woodsman Career Exits : Druidic Priest Level 1, Gamekeeper, Hedge-Wizards' Apprentice, Hunter, Outlaw, Trapper, Woodsman

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    Engineer (Dwarfs Only) Dwarvish Engineers are greatly sought after in nearly all parts of the old World, for they alone have the skill to create the mechanicalmarvels of the age. The Dwarven Engineers Guild is a powerful but very secretive body; its structure, rules and the bizarre andsometimes distasteful rituals it employs are founded on centuries of tradition. It has a deep distrust of innovation and invention ifanything had been worthwhile, they maintain, the Guild would have tried it centuries ago. Because of this, and because of the tightcontrol which the Guild maintains over its members, it is not unusual for imaginative and inventive young Dwarfs to leave or be expelledfrom the Guild and seek employment and patronage outside it. The technical terms for these individuals, for historical reasons, iswetbacks, although it is unwise to call them this to their faces. Wetbacks can be found working for a number of wealthy patrons in theOld World, and the Guild is increasingly worried about the steady undermining of its position and authority. Guild members andwetbacks rarely treat each other with anything but hostility.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 2 + 10 + 10Skills : Carpentry, Drive Cart, Engineering, Read/Write, Secret Signs Dwarven Engineer's Guild, Set Trap, Smithing, Spot

    Traps, 50% MetallurgyTrappings : Hand Weapon, Leather Jack, Tool Bag, 1D4 Hammers, 1D6 x 10 Nails, 1D4 Cold Chisels, Pick, Saw, 1D6 Iron

    Spikes, Tongs, Pliers, Heavy Wire 10 yards, Hand Axe, Ring with concealed Guild symbol (unless wetback)Career Entr y : Random Entry (Dwarfs Only) or Alchemist (Dwarven) (Dwarfs Only), Arisan Builder, Artisan Stonemason,

    Lodefinder (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmiths Apprentice (Dwarfs Only), Sapper (DwarfsOnly), Veteran Warrior (Dwarven) (Dwarfs Only), Warrior (Dwarven) (Dwarfs Only)

    Career Exits : Alchemists' Apprentice, Artillerist, Artisan Carpenter, Artisan Stonemason, Freeman / Freewoman (if requirementsof nobility met), Gunner, Master Engineer (Dwarfs Only), Noble Rank 1 (if requirements of nobility met), Pilot(Gyrocopter / War Balloon) (Dwarfs Only), Sapper (Dwarfs Only), Shipmaster (Dwarfs Only), Ships Gunner,Stoneshaper (Dwarfs Only), Tunnel Fighter (Dwarfs Only)

    EntertainerEntertainers make their living by providing live shows in the cities, villages and palaces of the Old World. They travel widely, either insmall bands or alone, performing wherever they think there is a chance of earning some money, or even as little as a free meal or a bedfor the night. A very few become sufficiently famous to attract the patronage of the nobility, but the rest live more or less as vagabonds,performing when and where they can before being moved on by suspicious town Watchmen.

    Entertainer Acrobat Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : Acrobatics, Dodge BlowTrappings : Bright or spangled costumeCareer Entr y : Random Entry or Entertainer, Jester (Gnomes Only), Prostitute Career Exits : Entertainer, Luxury Prostitute / Courtesan / Protectress, Thief General

    Entertainer Actor Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : Acting, Charm, Public Speaking, 50% Disguise, 10% Read/WriteTrappings : Costumes and make-up, 25% Wooden Sword, Cheap copies of 1D4 plays from (Barbenoire: The Bastard Of

    Bretonnia, The Desolate Prisoner Of Karak Kadrin, History Of Sigmar, Immortal Love, The Loves Of Ottokar &Myrmidia, The Magnus The Pious Cycle volumes 1-7, The Romance Of Fair Matilda, Strange Flower)

    Career Entr y : Random Entry or Entertainer, Jester (Gnomes Only), Prostitute Career Exits : Entertainer, Luxury Prostitute / Courtesan / Protectress, Playwright, Raconteur

    Entertainer Animal Act Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 2 + 10 + 10Skills : Animal Care, Animal TrainingTrappings : Bear or Horse or 1D4 Dogs (equal chance of either)Career Entr y : Random Entry or Entertainer, Jester (Gnomes Only) Career Exits : Entertainer

    Entertainer Bunko Artist Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : Blather, Palm Object, 50% GambleTrappings : 3 Wooden Cups and 3 balls, Pack of CardsCareer Entr y : Random Entry or Alchemists Apprentice, Entertainer, Jester (Gnomes Only), Wizards Apprentice Career Exits : Charlatan, Entertainer

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    Entertainer Clown Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : Clown, Comedian, JestTrappings : Make-upCareer Entr y : Random Entry or Entertainer, Jester (Gnomes Only) Career Exits : Demagogue, Entertainer, Jester (Gnomes Only)

    Entertainer Comic Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : Comedian, WitTrappings : NoneCareer Entr y : Random Entry or Entertainer, Jester (Gnomes Only) Career Exits : Demagogue, Entertainer

    Entertainer Escapologist Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : Contortionist, EscapologyTrappings : 1D4 Yards of Chain, 1D4 LocksCareer Entr y : Random Entry or Entertainer, Jester (Gnomes Only) Career Exits : Entertainer

    Entertainer Fire Eater Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : Chemistry, Fire EatingTrappings : Alcoholic preparation, Flask of protective mouthwashCareer Entr y : Random Entry or Entertainer Career Exits : Alchemists Apprentice, Entertainer

    Entertainer Fortun e Teller Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 2 + 10 + 10Skills : Blather, Palmistry, 50% DiviningTrappings : Divination equipmentCareer Entr y : Random Entry or Entertainer Career Exits : Charlatan, Entertainer, Seer

    Entertainer Freak Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : Dodge Blow, Flee!, 50% BeggingTrappings : (Freaks may take a roll on a mutation table or develop a gimmick with the GM)Career Entr y : Random Entry or Entertainer Career Exits : Beggar, Entertainer, Outlaw

    Entertainer Hypnotist Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : Blather, Hypnotize, Public SpeakingTrappings : Silver Charm on ChainCareer Entr y : Random Entry or Entertainer, Hypnotist Career Exits : Entertainer, Hypnotist

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    Entertainer Impressionist Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : Comedian, Disguise, Mimic, Public Speaking, 50% History, 10% ActTrappings : Make-up, WigsCareer Entr y : Random Entry or Entertainer, Jester (Gnomes Only) Career Exits : Demagogue, Entertainer, Raconteur

    Entertainer Jester Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : JestTrappings : NoneCareer Entr y : Random Entry or Entertainer, Jester (Gnomes Only) Career Exits : Entertainer

    Entertainer Juggler Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 10 + 2 + 10 + 10

    Skills : Dodge Blow, JuggleTrappings : 6 Wooden BallsCareer Entr y : Random Entry or Entertainer, Jester (Gnomes Only) Career Exits : Entertainer

    Entertainer Knife Thrower Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 10 + 2 + 10 + 10

    Skills : Marksmanship, Palm Object, Specialist Weapon Throwing Knife, 75% Sure Shot, 25% Rapid Fire ThrownTrappings : 6 Throwing KnivesCareer Entr y : Random Entry or Entertainer, Jester (Gnomes Only) Career Exits : Entertainer

    Entertainer Pavement Artist Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 2 + 10 + 10Skills : Art, Concealment UrbanTrappings : 1D6 Pieces of colored ChalkCareer Entr y : Random Entry or Entertainer, Jester (Gnomes Only) Career Exits : Entertainer

    Entertainer Poet Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : Art, Public Speaking, Read/WriteTrappings : 1D4 Books from (Songs of Old Albion, The Vulgar Shepherd and other Poems, The Song of Rothkinson, The Bumper

    book of Heroic Verse, Rothniksons' Saga,La Mort de Rothkinson)Career Entr y : Random Entry or Entertainer, Interpreter, Jester (Gnomes Only) Career Exits : Demagogue, Entertainer, Raconteur, Student

    Entertainer Singer Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : Sing, 75% Charm, 75% Dance, 50% Secret Language ClassicalTrappings : NoneCareer Entr y : Random Entry or Entertainer, Jester (Gnomes Only), Prostitute Career Exits : Entertainer, Luxury Prostitute / Courtesan / Protectress, Minstrel

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    Entertainer Strongman Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : Street Fighter, Strongman, Very StrongTrappings : WeightsCareer Entr y : Random Entry or Entertainer, Jester (Gnomes Only) Career Exits : Entertainer, Racketeer

    Entertainer Tight Rope Walker Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : Acrobatics, Scale Sheer SurfaceTrappings : Rope 6 yardsCareer Entr y : Random Entry or Entertainer, Jester (Gnomes Only) Career Exits : Entertainer, Thief

    Entertainer Troubadour Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : Musicianship Lute, SingTrappings : Lute, Horn or DrumCareer Entr y : Random Entry or Entertainer, Jester (Gnomes Only), Prostitute Career Exits : Entertainer, Jester (Gnomes Only), Luxury Prostitute / Courtesan / Protectress, Minstrel

    Entertainer Ventriloquist Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 2 + 10 + 10

    Skills : Public Speaking, Ventriloquism, 50% Comedian, 50% WitTrappings : Tatty DummyCareer Entr y : Random Entry or Entertainer, Jester (Gnomes Only) Career Exits : Agitator, Entertainer

    Entertainer Wrestler Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 2 + 10 + 10Skills : Dodge Blow, Street Fighter, Strike to Stun, WrestlingTrappings : NoneCareer Entr y : Random Entry or Entertainer, Jester (Gnomes Only) Career Exits : Entertainer, Pit Fighter, Racketeer

    ExcisemanExcisemen are probably the least popular citizens of the old World. No matter how benevolent the government might be, or how manygreat public works it may undertake, the fact remains that no-one likes paying taxes, and the tax collectors bear the brunt of thisresentment. Nonetheless they are a highly necessary branch of the civil service, and no government could survive long without them.However, excisemen tend to lack job satisfaction and are seldom well paid. This means that some inevitably become corrupt, whileothers go to the other extreme in the faint hope of securing promotion.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 2 + 10 + 10 + 10Skills : Blather, Numismatics, Read/Write, Supernumerate, 50% Law, 20% EmbezzleTrappings : Hand Weapon, Leather Jack, Writing Kit, Abacus, 1D6 Gold CrownsCareer Entr y : Random Entry or Arbiter Career Exits : Agitator, Freeman / Freewoman (if requirements of nobility met), Lawyer (only if Law skill obtained), Merchant,

    Militiaman, Noble Rank 1 (if requirements of nobility met), Outlaw, Riverwarden, Roadwarden, Thief Clipper, Thief Embezzler

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    Executioner Across the Empire, magistrates travel from town to town, passing sentence on crimes that fall outside the local watch's scope. Theworst of these criminals - murderers, horse-thieves and the like - are sentenced to death. However, local officials are loath to cany outsuch tasks. The condemned are their neighbours, people they grew up with. As a result, travelling executioners are called on to do thedeed. In this way, the ill-feeling and resentment is directed at a nameless, masked figure, rather than at the Watch.Executioners live a secret life, performing a job no one else wants to do. For their own reasons they kill for money. They are loners whowander from town to town, carrying a magistrate's warrant and performing legal executions. They are expected to be able to kill in anumber of ways (beheading, hanging etc.), and are also responsible for maintaining equipment such as gallows. These are regularlysabotaged. In time, some begin to learn the laws that they serve.

    Although there are few executioners, they do occasionally meet. They have a secret handshake, but most know each other by sight.These meetings usually take place when two executioners exchange an area of operation, reasoning that it is safer not to travel thesame roads too often in case they are recognised. Some belong to a loose Guild, which is administered by members of the judiciary inNuln. On joining, they are presented with a ring, which contains a hidden noose symbol.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 1 + 1 + 3 + 20 + 10Skills : Dodge Blow, Specialist Weapon Two-Hand, Strike Mighty Blow, 75% Carpentry, 50% Street Fighting, 25% LawTrappings : Leather Mask, Manacles, Rope, Two-Hand AxeCareer Entr y : Bounty Hunter, Jailer, TorturerCareer Exits : Assassin, Judicial Champion, Protagonist, Student (if Law skill)

    Farmer Agricultural life is the standard way of life for most peasants. The farmer works the overlord's fields and gets scant reward for it,especially if bandits raid the villages to steal hard worked for food. Not only do the bandits raid the villages but keep an eye out forfarmers who travel to the town and city markets with their goods. Sometimes a harvest is poor, the crops become diseased, vermin eat

    the supplies or cattle die due sickness, such is the life of a peasant Farmer. These, and innumerable reasons, may force a Farmer intoa life of adventure and travel. Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 1 + 1 + 10 + 10

    Skills : Animal Care, Agriculture, Carpentry, Drive Cart, Herb Lore, Identify PlantsTrappings : Leather Jack, Plough, SpadeCareer Entr y : Random Entry Only Career Exits : Glade Rider (Wood Elves Only), Jaeger Rifleman/Officer, Militiaman, Scout, Soldier, Trader, Warrior (Dwarven)

    (Dwarfs Only)

    FishermanNot everyone in the Old World is an heroic adventurer. Many of those who live in coastal areas and around lakes, make their living byfishing. Being a Fisherman is not a bad life; there is plenty to eat nearly all the time even if it is always fish. But in hard times, orwhen it is so hot that the catch goes off before it can be transported to market. Fisherman often gather around the quays and in thedockside inns, where they dream of becoming adventurers, sailors, explorers and most of all, rich. Most are content to dream, but afew actually turn to adventuring in pursuit of their ambitions.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 1 + 1 + 10Skills : Fish, Sailing, Swim, 50% River Lore, 25% Boat Building, 5% CartographyTrappings : Leather Jack, 25% Boat (moored or hidden at nearest water)Career Entr y : Random Entry or Watercoachman Career Exits : Pilot, Seaman, Ship's Lookout, Smuggler, Trader, Watercoachman

    FootpadFootpads and cut-throats are a menace in towns and on the road. They act in groups, waylaying travellers or helpless passers-by. Theyprefer to avoid bloodshed unless absolutely necessary, but can fight ferociously, though they generally attack from ambush with anadvantage of at least two to one. Most will normally only seek to disable their victim through a stunning blow to the head, but there arethose known as cutthroats who actually seek to kill those they rob.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 1 + 2 + 10Skills : Shadowing, Silent Move Rural, Silent Move Urban, Strike To StunTrappings : Bow or Crossbow, 2D6 Arrows/Crossbow Bolts, Club, Hood or Mask, Leather Jack, 25% ShieldCareer Entr y : Random Entry or Archer, Artisans Apprentice, Barbarian, Bodyguard, Bounty Hunter, Labourer, Marine, Militiaman,

    Pit Fighter, Protagonist, Rat Catcher, Sewer Jack, Soldier Career Exits : Bodyguard, Fence, Highwayman, Informer, Outlaw, Racketeer, Slaver

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    Forager (Wood Elves Only) Foragers are the main food providers in an Elven community along with the hunters. They are if anything more important because theyprovide the bulk of the food the community eats. They tend to operate in pairs, and can be ingenious in the places they find food. Theyare very much at home in the wild.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 1 + 10 + 10Skills : Fish, Herb Lore, Identify Plant, Orientation, Scale Sheer SurfaceTrappings : Bag For Collecting Food, Tools For Collecting FoodCareer Entr y : Random Entry Only (Wood Elves Only) Career Exits : Forestrunner (Wood Elves Only), Gamekeeper, Scout

    Forest Guardian (Wood Elves Only) The Elves interdependence with their forest homes puts them in a delicate position: when disease or disaster strikes an area, wholekindreds are put at risk. For this reason, there will always be Elves in each settlement who tend and care for their habitat. They roamthe woods around their homes, looking for signs of sickness, and checking for unnatural damage. Their work often takes them to thescenes of battles, where the forests have been transformed into blood-churned, rust-ridden and charred travesties of their once-verdantglory. Where such extensive work is needed, Forest Guardians from nearby kindreds will usually be called upon to travel to the sceneof the battle, and begin their own struggle to help the land grow and become fertile once more.Whilst Elves rarely meet the legendary Dryads and Treemen, such creatures will always recognise Forest Guardians as healers andservants of the forest, and will treat them with respect.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 1 + 10 + 10 + 10Skills : Dowsing, Herb Lore, Identify Plant, Orientation, Plant Care

    Trappings : Dowsing Rods, Sickle, Sling BagCareer Entr y : Random Entry (Wood Elves Only) or Herbalist, Physicians StudentCareer Exits : Initiate (Isha), Physician, Seer, Teller (Wood Elves Only)

    Forestrunner (Wood Elves Only) Elven communities are spread out throughout the forests. To maintain communication, every Elven outpost and community relies upona network of messengers. Spread along the border outposts and in the communities, these Forestrunners carry messages back andforth. Warnings of danger, fire, invasion, summoning healers, and all other purposes. Their roles are similar to that of the town criers inthe cities. They typically nimble young elves play an important part in keeping Elven safety and solidarity strong.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 1 + 10 + 2 + 20 + 10 + 10 + 10Skills : Concealment Rural, Dodge Blow, Flee!, Fleet Footed, Follow Trail, Orientation, Spot Traps, Silent Move Rural,

    25% Sixth SenseTrappings : Running Shoes, Specially made loose fitting clothes, HeadbandCareer Entr y : Random Entry (Wood Elves Only) or Forager (Wood Elves Only)Career Exits : Beastfriend (Wood Elves Only), Glade Guard (Wood Elves Only), Scout, Wardancer (Wood Elves Only), Wood Elf

    Scout (Wood Elves Only)

    Freeman / FreewomanMinor noble families can pass their rank and wealth only to their eldest son. The rest of the sons and daughters of Knights and otherlesser nobles are called Freemen or Freewomen. Like other nobles they are exempt of most of the taxes, and enjoy the respect of thecommoners, but otherwise they will have to fend for themselves. Many Freemen become very successful as military leaders orcommerce patrons, but others are less fortunate, and turn to the life of adventuring in hopes of gaining the status reserved to theirparents.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 1 + 2 + 10 + 10 + 10 + 10 + 10 + 10Skills : Etiquette, Heraldry, Read/Write, Ride Horse, Specialist Weapon Fencing Sword

    Trappings : Good Clothes, Sword (Preferably Fencing Rapier), 2D6 Gold Crowns, 50% Chance Of Riding Horse With Saddle AndHarnessCareer Entr y : By Birth (Initial Generation Entry) or (if requirements of nobility met) Bailiff, Duellist, Engineer, Exciseman, Luxury

    Prostitute / Courtesan / Protectress, Outrider, Riverwarden, Roadwarden, Scribe, Soldier, Squire, Trader Career Exits : Agitator, Bawd, Cat Burglar, Cavalier, Duellist, Freelance, Gambler, Lawyer, Mercenary, Pistolier Trooper/Officer,

    Student, Weaponmaster

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    GamblerMany Old Worlders look for easy ways to make money. Gamblers seek to use their skills to make theirs at the expense of others.Sometimes things go wrong and the gambler loses large sums of money; in these cases, a swift retreat is generally indicated, beforethe creditors discover that the gambler has no means of paying. Gamblers tend to be drifters by nature, always moving on to avoid olddebts and bad losers.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 2 + 10 + 10 + 10 + 10Skills : Gamble, Luck, Palm ObjectTrappings : Hand Weapon, Leather Jack, Pack of Cards (including spare aces), Pair of Dice, Pair of loaded Dice (always rolls

    6s)Career Entr y : Random Entry or Bailiff, Freeman / Freewoman, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Noble,

    Soldier Sergeant/Captain, Wizards Apprentice Career Exits : Charlatan

    Gamekeeper / PoacherGamekeeper: Most Old Worlder landowners employ gamekeepers to look after their estates, woodlands or hunting parks.Gamekeepers look on trespassers with deep and sometimes fatal suspicion. The arch-enemy of the gamekeeper is the poacher, whoseeks to make a living by trapping or shooting animals or birds. Every gamekeeper likes to boast of his victories over these elusive anddevious opponents.Poacher: Poachers seek to make a living by trapping or shooting animals or birds on estates held by Old Worlder landowners, withouttheir permission. As such, they are the arch-enemies of the gamekeepers who look after these estates. Poachers like to brag how theyhave fooled gamekeepers.Poachers and Gamekeepers can be thought of as opposite sides of the same coin, and players with Gamekeeper characters of aNeutral, Evil or Chaotic character may choose to be Poachers instead. Gamekeepers or Poachers may take this career a second time,

    taking the opposite career, following the normal procedures for changing careers. Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 20 + 1 + 2 + 10 + 10Skills : Concealment Rural, Marksmanship, Secret Sign Poachers (Poachers only), Set Trap, Silent Move Rural, Spot

    Traps, 50% Fletching, 50% Secret Language Ranger (Gamekeepers only), 50% Sure Shot, 25% Rapid Fire Bowsor Crossbows, 10% Animal Trainer Hawk

    Trappings : Hand Weapon, Bow or Crossbow, 2D6 Arrows/Crossbow Bolts in quiver, Leather Jack, Man TrapCareer Entr y : Random Entry or Bailiff, Druid, Forager (Wood Elves Only), Outlaw, Servant Career Exits : Archer, Bailiff, Beastfriend (Wood Elves Only), Druid, Glade Rider (Wood Elves Only), Jaeger Rifleman/Officer,

    Militiaman (Gamekeeper only), Outlaw (Poacher only), Raconteur, Rustler (Poacher only), Scout, Targeteer(Gamekeeper only)

    Glade Guard (Wood Elves Only) It is hardly surprising that a race that places such great importance on defending its borders will have a standing guard dedicated to thetasks. What is surprising about the Wood Elves is the proportion of their populace involved in this. Almost every Wood Elf will serve asa Glade Guard at some time in their life, forming a front line against attacks and, when necessary, policing the affairs of the kindred. Asa result, the Wood Elf nation can, when pressed, mobilise almost in its entirety.Whenever the number of Glade Guards dwindles, members of the community will volunteer to take a turn, spending a year or so in astate of readiness for conflict, learning the skills and disciplines that have earned the Elven force such a keen reputation amongst theless civilised nations. It is a serious life, poorly suited to the wildness and impulsiveness of the Wood Elves; those who undertakeservice often become more reflective, more thoughtful as a result, and many life-long friendships are formed through the sense ofcamaraderie the work brings.

    Any established member of the kindred will be welcomed into the Guards. In game terms, this means that the career should always betreated as a career exit for Wood Elves living in a kindred.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 1 + 4 + 10 + 1 + 10Skills : Disarm, Dodge Blow, Strike Mighty Blow, Strike to StunTrappings : Sleeved Mail Shirt, Sword or Axe, 50% chance of a Shield, 50% chance of a SpearCareer Entr y : Random Entry (Wood Elves Only) or Forestrunner (Wood Elves Only), Mercenary, Militiaman, Watchman,

    WoodsmanCareer Exits : Knight, Mercenary Sergeant/Captain, Soldier Sergeant/Captain, Templar

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    Glade Rider (Wood Elves Only) Glade Riders can be found in many of the larger Wood Elven settlements, patrolling the heath, scrub and downs that form the bordersof the enclave. In Loren, the Kindred of Equos takes on this responsibility, as it gives them a perfect excuse to tend, breed and care forthe herds of Elven steeds descended from the handful that the first refugees managed to spirit away with them to the forests. On theseheaths and moors, between the scattered clumps of trees and bushes, their precious horses can graze freely.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 2 + 10 + 10 + 10Skills : Animal Care, Charm Animal (Horse), Follow Trail, Orientation, Ride Horse, Trick Riding, 50% chance of Specialist

    Weapon LanceTrappings : Elven steed (with trappings and harness), Leather Jack, Sword or Axe, Shield, SpearCareer Entr y : Random Entry (Wood Elves Only) or Farmer, Gamekeeper, Beastfriend (Wood Elves Only), Herdsman, OutriderCareer Exits : Beastfriend (Wood Elves Only), Far Rider (Wood Elves Only), Glade Champion (Wood Elves Only), Windrider (Wood

    Elves Only), Wood Elf Scout (Wood Elves Only)

    Gong FarmerThe gong farmer has the least enviable job in the Old World. In towns and other settlements without a sewer system, the gong farmergathers up all human waste and deposits it in a communal dump or cesspool outside the walls. Often permitted to work only at night,gong farmers are also known as nightsoil men. Owing to the nature of their profession, gong farmers are able to remain calm in the faceof things that would disgust and even nauseate ordinary folk. They are also well able to resist disease and poison through longexposure to the most noxious of substances. The job is not without its compensations, but they are few and unreliable. Gong farmershave access albeit at night and well supervised to the houses of the great and good and can find themselves privy (pun intended) tohousehold secrets as well as having a unique insight into their state of health. In addition, the by-laws of many communities allow gongfarmers to keep any coins, small pieces of jewellery, or other items of value that they may find in the course of their work.

    Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 2 + 2 + 10 + 10Skills : Immunity to Disease, Immunity to Poison, Very ResilientTrappings : Ragged clothing, Shovel, Wheelbarrow, LanternCareer Entr y : Random Entry Only Career Exits : Agitator, Beggar, Grave Robber, Labourer, Rat Catcher, Sewer Jack, Thief GeneralSpecial Rules : No Sense of Smell - Their olfactory sense has been completely destroyed by long exposure to foul-smelling

    substances or through some other circumstance. They automatically fail any dice roll that depends upon smell.

    Grave RobberThe medical and magical professions require many fresh ingredients from humanoids, and the difficulty of obtaining some of themlegally creates an opening for the Grave Robber. A Grave Robber typically supplies fresh corpses, and since the people who requirethem don't ask questions as to where they came from they can demand high prices. The poor graves are easier targets than those ofthe rich, as the rich can afford traps and other protection.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 2 + 10 + 10Skills : Drive Cart, Silent Move Rural, Silent Move Urban, 25% Spot TrapTrappings : Hand Weapon, Black Cloak, Large Sack, Lantern, SpadeCareer Entr y : Random Entry or Alchemists Apprentice, Gong Farmer, Physicians Student, Rat Catcher, Wizards Apprentice Career Exits : Bodyguard, Physicians' Student, Rat Catcher

    Hedge-Wizards' App renticeHedge-wizards tend to be an eccentric lot, and any child taken in by a hedge-wizard is likely to end up a little strange too. Hedge-wizards' apprentices will spend a lot of their time picking herbs at odd hours of the day and night, fetching and carrying, washing up andthe like. They will also tend to be teased, bullied or treated with suspicion by the locals. Most apprentices are taken on at about the ageof fourteen, and may spend years performing minor tasks for their master whilst slowly learning spells. Even after apprentices havegained the capability to be hedge-wizards in their own right, they will often stay with their master until the master's death, and only thentake over as the new village hedge-wizard.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel+ 5 + 1 + 10 + 5 + 5

    Skills : Animal Care, Cast Spells Petty Magic, Flee!, Identify Plants, Palm Object, 50% Silent Move RuralTrappings : NoneCareer Entr y : Druid, Physicians Student, WoodsmanCareer Exits : Random Entry or Alchemists Apprentice, Beggar, Charlatan, Hedge-Wizard Level 1, Herbalist, Pharmacist, Servant,

    Wizards ApprenticeMagic Points : Man 2D4, Elf 2D4, Dwarf 1D4, Halfling 2D4, Gnome 1D4

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    HerbalistMedicine in the Old World is primitive, unreliable and expensive, so many people rely on traditional cures and medicines handed downthrough the centuries. In fact, many people distrust scientific medicine. Herbalists, on the other hand, are respected members ofsociety, although their clientele is not generally so exclusive as that of the physicians. They gather and trade in herbs, and prepareherbal remedies for all manner of ills. In rare and severe cases they will treat the patient personally. Some do misuse their powers, asthose who have been the subject of love or charm philtres know only too well, but the profession is steeped in the folk lore of the OldWorld, and most of the common people feel the herbalist is their only friend when they fall ill.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 1 + 10 + 10Skills : Arcane Language Druidic, Brewing Cure Disease, Heal Wounds, Herb Lore, Identify Plant, Secret Language

    Classical, Secret Language Guilder, 20% Prepare Poisons, 20% Read/WriteTrappings : Pestle and Mortar, Sling Bag with dried herbsCareer Entr y : Random Entry or Cook, Hedge-Wizards' Apprentice, InitiateCareer Exits : Druid, Forest Guardian (Wood Elves Only), Initiate, Physicians Student

    HerdsmanHerdsmen are solitary individuals who spend much of their time alone, looking after domestic animals, moving them from pasture topasture and generally leading a fairly dull life. Nevertheless, they learn to look after themselves too, for they have to defend theiranimals from predators and bands of thieves and rustlers. Herdsmen have a natural affinity with animals of all kinds, even though theymay have grown up tending only a few species.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 20 + 1 + 1 + 2 + 10Skills : Animal Care, Charm Animal, Musician Wind Instruments, Specialist Weapon Sling, 50% Animal Training, 75%

    Herb Lore, 75% Very Resilient, 25% Sure ShotTrappings : Hand Weapon, Pan-pipes, Sling, 2D6 Sling Stones, StaffCareer Entr y : Random Entry Only Career Exits : Beastfriend (Wood Elves Only), Druid, Glade Rider (Wood Elves Only), Jaeger Rifleman/Officer, Militiaman,

    Mountaineer Trooper/Officer (Dwarfs Only), Outlaw, Rustler, Scout

    High Elf Mages Apprentice (High Elves Only) High Elves are the pioneers of magic in the Warhammer world. In fact, their wizards, or mages, are unrivalled in their magical ability.The prime location of magical knowledge in the world lies in the mystical land of Ulthuan in the region of Saphery. Here, in ancienttimes, the legendary Tower of Hoeth, the shrine of the God of Wisdom, was erected. The Tower is a remarkable feat of construction,rising high above the forest. The bone-white structure is almost half a mile high, a feat of engineering made possible only by powerfulmagic. This is the location for elven mages and scholars to study from the vast multitude of books, grimoires and tomes stored in thelibraries of the Tower.In order to study magic, all aspiring High Elves will travel to the Tower of Hoeth. There they have to impress the Loremasters of Hoeth,as they have the final say in who should study magic in the Tower. Those who lust for power for power's sake are never seen againwhilst those who want to study hard to gain wisdom are rewarded, in time.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 1 + 10 + 10 + 10Skills : Arcane Language Magick, Cast Spells Petty Magic, Read/Write, Speak Additional Language Malla-room-ba-

    lrin, Secret Language Classical, SingTrappings : NoneCareer Entr y : Random Entry Only (High Elves Only)Career Exits : Wizards Apprentice, High Elf Mage Level 1 (High Elves Only)Magic Points : High Elf 3D4

    HunterHunting is one of the oldest professions in the history of the Old World. Each can follow and almost sense animal trails with uncannyprecision and is expert at the kill. The habits and habitats of wild animals are a part of their lives; they share an uncommon affinity withthe creatures of the wild and their ways. The Hunter may appear sullen and uncommunicative to his fellow men, but this is the result ofhis solitary, stealthy lifestyle. Hunters stand out from the common press of Old Worlders and are often seen wearing the skins of theanimals they have killed; in colder climates this has practical as well as symbolic value.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 20 + 1 + 1 + 2 + 10 + 10Skills : Concealment Rural, Follow Trail, Game Hunting, Secret Language Ranger, Secret Signs Woodsmans', Silent

    Move Rural, 50% Fletching, 50% Sure Shot, 25% Immunity to Poisons, 25% Rapid Fire Bows or CrossbowsTrappings : Bow or Crossbow, 2D6 Arrows/Crossbow Bolts in quiver, Hand WeaponCareer Entr y : Random Entry or Druid Career Exits : Artisan Furrier, Druid, Jaeger Rifleman/Officer, Mountaineer Trooper/Officer (Dwarfs Only), Outlaw, Scout, Wood

    Elf Scout (Wood Elves Only)

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    HypnotistIn the Old World the power of hypnotism is used medicinally as well as for entertainment. Hypnotists with the exception of a fewcharlatans do not pretend to understand the mysteries of the human mind, but some to have a gift for soothing its ills. Hypnotists arecalled in to treat a wide range of nervous addictions, alcoholism and addiction to various other substances, and even some forms ofinsanity.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 1 + 10 + 10 + 10Skills : Hypnotize, Magical AwarenessTrappings : Silver Charm on chainCareer Entr y : Random Entry or Entertainer Hypnotist, Physician Career Exits : Charlatan, Entertainer Hypnotist, Physician

    Informer An Informer makes a living by selling information, often the kind that people want to keep secret. Nobody really likes an Informer, sothis career choice may be a dangerous one. There are, however, many on both side of the law who find Informers' services invaluablein tracking down anything from a stolen brooch to a long-lost relative, from a defaulting debtor to a rival's plans. Successful Informersmay have contacts in the City Watch or in the highest echelons of crime - sometimes both.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 1 + 2 + 20 + 10 + 10Skills : Acute Hearing, Concealment Urban, Secret Language Thieves' Tongue, Secret Signs Thieves' Signs,

    Shadowing, Silent Move Urban, 50% Excellent Vision, 25% Lip Reading, 25% Read/WriteTrappings : Knife / Dagger, 3D10 Silver ShillingsCareer Entr y : Bawd, Beggar, Footpad, Scribe, Thief

    Career Exits : Bawd, Racketeer, Spy

    InitiateReligion has taken second place to money in the affections of many old Worlders, but there are many young men and women whostrive to attain the position of cleric. The clerical profession requires great dedication from its members and all clerics start as initiates.Time is spent learning the scriptures and acting as a servant and assistant to other clerics. The period as an initiate is often regarded asa test of the individuals spiritual resolve.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 1 + 10 + 10 + 10 + 10 + 10Skills : Cure Disease, Read/Write, Righteous Certainty, Scroll Lore, Secret Language Classical, Specialist Weapon

    Quarterstaff, Stubborn Determination, TheologyTrappings : Robes, Religious Symbol, QuarterstaffCareer Entr y : Random Entry or Beastfriend (Wood Elves Only), Clerk, Forest Guardian (Wood Elves Only), Knight, Luxury

    Prostitute / Courtesan / Protectress, Teller (Wood Elves Only), Templar, Wardancer (Wood Elves Only), Witch Hunter Career Exits : Agitator, Beastfriend (Wood Elves Only), Cleric Level 1, Clerk, Herbalist, Pharmacist, Physicians Student, Scribe

    InterpreterThe various languages and dialects of the Old World require many merchants, military forces, and local authorities in areas such asports and major trading centers to employ interpreters. Many spend time in waterfronts and ports, acting as intermediaries betweenmerchants and the port authorities. Others accompany diplomats and other envoys to foreign lands. Many colleges and universities willalso employ them, for teaching or translating. The least fortunate find themselves trekking around the countryside with armies, acting asa liaison with the less than friendly local population.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 2 + 10 + 20 + 10 + 20Skills : Linguistics, Read/Write, Secret Language Classical, Speak Additional Language (D4 Languages)Trappings : D3 Foreign DictionariesCareer Entr y : Random Entry or Bawd, Boatman, Muleskinner, Pedlar, Student, Watercoachman

    Career Exits : Bawd, Pedlar, Entertainer Poet, Linguist, Raconteur, Trader

    JailerUsually poor, unpleasant to look at, and pale from living most of their time in the jail or dungeon which they look after. Money speaksloudly to the average jailer as they tend to be poorly paid. They develop an uncanny resistance to disease, but tend to have no sense of

    justice and are normally brutal men, desensitized to violence and usually addicted to alcohol. Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 1 + 1 + 2 + 10

    Skills : Immunity to Disease, Immunity to Poison, Palm Object, Silent Move Urban, Strike to Stun, Wrestling, 50% VeryResilient, 25% Consume Alcohol, 25% Very Strong

    Trappings : Club, Ring of Heavy Keys, Bottle of rough wine, FleasCareer Entr y : Random Entry or Rat Catcher Career Exits : Bodyguard, Executioner, Rat Catcher, Slaver, Torturer

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    Jester (Gnomes Only) Jesters have been employed by most noble families in the Empire since time immemorial. In a political system where intrigue anddouble-dealing is the quickest way to the top, the 'fool' serves the dual function of relieving the pressures of command by presentinghis/her employer in a comic light and of being a trustworthy confidante - someone without political ambitions of their own. With theirpenchant for biting put-downs and off-the-cuff wit, added to their complete disinterest in the politics of the Empire, Gnomes are ideallysuited to this role. It is true that they rarely remain in the job for too long - sooner or later they either get fed up of being isolated fromtheir own kind or get carried away and have to be dismissed for insulting some visiting dignitary. Nevertheless, those Imperial noblesunable to find a Gnomic jester have often been heard to bemoan the fact that they 'don't have a Gnome to go to...'

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 1 + 20 + 10 + 20Skills : Acrobatics, Clown, Dance, Jest, Juggle, 50% Mimic, 25% Palm Object, 25% Wit, 10% Contortionist, 10%

    VentriloquismTrappings : Jesters Stick, Quartered Clothing, 6 Wooden Balls, Rope 10 yardsCareer Entr y : Random Entry or Entertainer, Minstrel Career Exits : Charlatan, Entertainer, Minstrel, Raconteur, Spy

    LabourerThe broad mass of city-dwellers enjoy a precarious living. Most hire themselves out as labourers, usually on a temporary basis. Mostlabourers are loud, burly, brusque individuals who like nothing better than singing or whistling, climbing around insanely dangerousscaffolding, drinking prodigious amounts of herbal tea and occasionally working extremely hard. Their lives are hardly secure and theycommand a fairly low wage compared to the artisan classes, but when there is plenty of work, labourers prosper. The best jobs involvethe building of temples, fortifications, large houses and the like, because then work is guaranteed for a longer period. They are practicalmen and when they turn to adventuring, as many do in times of unemployment, they are often successful.

    Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 1 + 1 + 2Skills : Scale Sheer Surface, 75% Consume Alcohol, 75% Sing, 50% Carpentry, 50% Drive Cart, 25% Engineering, 25%

    Very Resilient, 25% Very StrongTrappings : Sling Bag containing packed lunch, Flask of Herbal Tea, Leather JackCareer Entr y : Random Entry or Barbarian, Gong FarmerCareer Exits : Artillerist (only for character with Carpentry and/or Engineering skill), Bodyguard, Footpad, Miner

    MarineThe Marine is a sea-fighter, a Warrior who sails with civilian or fighting ships to offer some assurance against Pirates. On fighting ships,the Marines also form press gangs, which are a source of fear in some coastal towns. Those unfortunates pressed into service can buytheir way out of the navy, but - more often - they are faced with a hard, dangerous five-year spell aboard a fighting ship. This side oftheir business has made the Marines a feared and loathed part of the seaboard community, even though they perform a dangerous andrigorous task. Many Sea Captains, faced with a captive Marine after taking a prize, have ordered the fellow thrown to the sharks; most,though, try to bribe the Marine into their own service.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 1 + 2 + 10 + 1 + 10Skills : Consume Alcohol, Disarm, Dodge Blow, Row, Secret Language Battle Tongue, Street Fighting, Strike Mighty Blow,

    Strike to Stun, 25% SwimTrappings : Bow or Crossbow, 2D6 Arrows/Crossbow Bolts in quiver, Grappling Hook and 10 yards of Rope, Mail Shirt, ShieldCareer Entr y : Random Entry or Artillerist, Gunner, Riverwarden, Riverwarden Sergeant, Ships Gunner, Vigilante (Sea Elves Only)Career Exits : Artillerist, Bounty Hunter, Diver (Sea Elves Only), Footpad, Marine Sergeant/Captain, Mercenary Sergeant/Captain,

    Mercenary Veteran, Pirate, Pirate Mate/Captain, Riverwarden, Sea Mate/Captain, Ships Gunner, Slaver, Soldier Sergeant/Captain, Veteran Warrior (Dwarven) (Dwarfs Only), Weaponmaster

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    MercenaryThe Mercenary fights for money, the spoils of war, and the taste of blood. All Mercenaries dream of untold riches; for most of them, thereality consists of an early death and an unmarked grave. Mercenaries roam the Old World, from one war to another - inevitablysomeone will hire their swords to settle a grievance. Rich Nobles, Merchants, and others take on Mercenaries to bring an argument to aswift conclusion; the Old World kingdoms generate enough conflict to keep many thousands of Mercenaries fully employed. Eventually,however, the wiser ones realize that there is no crock of gold for the hired fighter, and so they turn to adventuring for variety or insearch of greater rewards.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 1 + 2 + 10 + 1 + 10 + 10Skills : Disarm, Dodge Blow, Secret Language Battle Tongue, Street Fighting, Strike Mighty Blow, Strike to Stun, 75%

    Drive Cart, 50% Animal Care, 25% Ride Horse Addi tional Ski ll s : Infantryman / Militia 25% Special Weapon Two-Hand

    Spearman Special Weapon Thrown, 50% Special Weapon Two-HandHalberdier / Pikeman Special Weapon Two-Hand

    Archer / Crossbowman Marksmanship, 50% Sure Shot, 25% Rapid Fire Bows or CrossbowsCavalry man Ride Horse, Special Weapon Two-Hand, 25% Special Weapon Lance

    Trappings : Helmet, Mail Shirt or Metal Breastplate, Shield, Hand Weapon Addi tional Trappings : Infantryman / Militia Two-Hand Weapon (if skilled)

    Spearman SpearHalberdier / Pikeman Polearm

    Archer / Crossbowman Bow or Crossbow, 3D6 Arrows/Crossbow Bolts in quiverCavalry man Horsemans Axe or other Two-Hand Weapon, Lance (if skilled)

    Career Entr y : Random Entry or Assassin, Bodyguard, Bounty Hunter, Demagogue, Freeman / Freewoman, Luxury Prostitute /Courtesan / Protectress, Militiaman, Mountaineer Trooper/Officer (Dwarfs Only), Outrider, Pit Fighter Champion,

    Prostitute, Sapper (Dwarfs Only), Vigilante (Sea Elves Only), Warrior (Dwarven) (Dwarfs Only), Wood Elf Scout(Wood Elves Only)Career Exits : Archer Sergeant/Captain, Artillerist, Battlemaster (Dwarfs Only), Glade Guard (Wood Elves Only), Gunner, Marine

    Sergeant/Captain, Mercenary Sergeant/Captain, Mercenary Veteran, Outlaw Chief, Sapper (Dwarfs Only), SewerJack, Slaver, Soldier Sergeant/Captain, Tunnel Fighter (Dwarfs Only), Veteran Warrior (Dwarven) (Dwarfs Only),Waywatcher (Wood Elves Only), Weaponmaster

    MilitiamanThroughout the Old World, armies are organized on a three-fold pattern. The Nobles provide an 'elite' volunteer force, Mercenaries arehired for professional 'muscle', and the Militiamen do all the hard work. Militias are part-time local defense forces, formed from the ruralpeasantry (only rarely are city-dwellers called up, although they may serve in the Watch, which may itself form a military body in time ofwar). All forms of local government are empowered to call up all able-bodied men and women to form the militia and the Militiamen arecommitted to spend a certain amount of time each year - usually seven days - training together on common land (this elementarytraining gives them some advantage). Militia leaders are either civil leaders or retired military types. Equipment is purchased andmaintained by the local government body and so it can vary tremendously in quality from town to town. Some militias will be equipped

    almost to mercenary standards, while others may be no better off than the peasants. Advance Sch eme

    M WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 10 + 1 + 2 + 10 + 1

    Skills : Dodge Blow, Strike Mighty Blow, 50% Drive Cart, 25% Animal Care, 25% RideTrappings : Bow or Crossbow, 2D6 Arrows/Crossbow Bolts in quiver, Mail Shirt, Shield, SpearCareer Entr y : Random Entry or Exciseman, Farmer, Gamekeeper, Herdsman, Roadwarden, Roadwarden Sergeant, Toll Keeper,

    Vigilante (Sea Elves Only), Warrior (Dwarven) (Dwarfs Only), Watch SergeantCareer Exits : Footpad, Glade Guard (Wood Elves Only), Mercenary, Outlaw, Veteran Warrior (Dwarven) (Dwarfs Only), Vigilante

    (Sea Elves Only)

    MinerThe Old World countries rely heavily on the mineral resources that miners work hard to recover. Despite the sheer wealth that theymine, most miners are poor and worked hard by their overseers. In many cases, the miners are indentured workers, debt prisoners, orslaves. The conditions they work under are cramped and harsh, and the dangers are numerous. Not only is there danger from gases,cave-ins, sadistic overseers, chasms, and flooding, but from all kinds of monsters that dwell in the dark beneath the surface.It is unsurprising that those that can escape this lifestyle will resort to less dangerous careers-like adventuring!

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 1 + 2 + 10 + 10Skills : Carpentry, Metallurgy, Mining, Orientation (Underground), 25% Very Strong, 15% Very Resilient, 10% Night VisionTrappings : Pack, One-Man Tent, Pick, ShovelCareer Entr y : Random Entry or Laborer, Prospector Career Exits : Lodefinder (Dwarfs Only), Prospector, Scout, Tunnel Fighter (Dwarfs Only)

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    Minstrel (Elves Only on initial generation)Traditionally, minstrel was a term given to singers of ballads who traveled the old world making a living from their songs. However theword has a more precise meaning, many people found the talent elves have for song made them ideally suited for the role. Minstrelsenjoy the advantage of guaranteed bed, board and spending money but in return are expected to produce words and song as thepatron demands it. Though the life is far from hard some find themselves forced to the road after a minor indiscretion with members oftheir employers family.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 2 + 10 + 20 + 10 + 10 + 10Skills : Charm, Etiquette, Musicianship, Public Speaking, SingTrappings : Lute or Mandolin, Sheet Music, Colorful ClothesCareer Entr y : Random Entry (Elves Only) or Entertainer Troubadour, Jester (Gnomes Only) Career Exits : Charlatan, Jester (Gnomes Only), Teller (Wood Elves Only)

    MuleskinnerWagon or mule trains are the most common means of transporting goods overland in the Old World, and it is the muleskinners job tolook after the animals (be they mules, oxen or anything else) and ensure that they are fit and co-operative. Since everyone working ona long-distance caravan must be able to look after themselves, muleskinners often double as guards in much the same way ascoachmen.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 1 + 2 + 10Skills : Animal Care, Specialist Weapon Whip, 75% Drive Cart, 25% Animal TrainingTrappings : Waterproof Coat, Broad-brimmed Hat, Hand Weapon, WhipCareer Entr y : Random Entry Only

    Career Exits : Interpreter, Outlaw, Scout, Smuggler

    Noble Rank 1 (Knig ht, Lord /Lady)Typically the eldest son of a local Lord or other Noble. Always first in line to their father's title. The younger sons/daughters are classedas Freemen.They have either taken to a life of wandering to alleviate boredom or have been disinherited for whatever reason.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 2 + 10 + 10 + 20 + 10 + 10Skills : Blather, Charm, Etiquette, Heraldry, Intimidate, Luck, Read/Write, Ride Horse, Wit, 50% Gamble, 50% Public

    Speaking, 25% Consume Alcohol, 25% Specialist Weapon Fencing Sword, 10% MusicianshipTrappings : Horse, Expensive Clothes (worth at least 250 GCs), 2D6 Gold Crowns, 10D6 GCs worth Jewelry, 1D4 Hangers-onCareer Entr y : By Birth (Initial Generation Entry) or (if requirements of nobility met) Engineer, Exciseman, Linguist, Luxury Prostitute

    / Courtesan / Protectress, Outrider, Riverwarden, Roadwarden, Scribe, Soldier, Squire, Trader Career Exits : Bawd, Cat Burglar, Cavalier, Duellist, Freelance, Gambler, Knight, Noble Rank 2 (if requirements of nobility met),

    Pistolier Trooper/Officer, Student, Vigilante (Sea Elves Only), Weaponmaster

    OutlawOutlaws are people who are been driven from general society or who choose to live outside its laws. In practice, this can mean a greatmany people. Some Outlaw strongholds are quite powerful and can effectively become independent petty kingdoms. Outlaws tend toindentify themselves with the peasantry and the common folk upon whom they rely for support and protection, although there areOutlaw nobles and princes, disowned by their families and fighting guerilla war against their former homeland. Outlaws generallyconfine their attentions to the wealthy and the minions of the establishment; the fact that these are more likely to be worth robbing hasnever escaped them, although they will attack just about anyone in times of hardship. Outlaws prefer to work in forests or areas ofrough terrain, where there is plenty of cover. Their favorite tactic is the ambush and some make quite a specialty of leaping out of trees.Their rugged outdoor life makes them fairly tough, but it can be wearing on the constitution; many Outlaws have almost permanentcoughs and severe skin disorders and those who live to any age are invariably riddled with arthritis.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 1 + 2 + 10 + 1 + 10Skills : Concealment Rural, Disarm, Dodge Blow, Scale Sheer Surface, Secret Language Battle Tongue, Secret Language Thief, Set Trap, Silent Move Rural, Spot Trap, Strike Mighty Blow, Strike To Stun, 75% Drive Cart, 75% Ride Horse, 50% Animal Care, 25% Marksmanship, 25% Secret Signs Woodsmans'

    Trappings : Bow, 2D6 Arrows in quiver, Shield, 50% Leather JerkinCareer Entr y : Random Entry or Agitator, Archer, Bailiff, Boatman, Druid, Entertainer Freak, Exciseman, Footpad, Gamekeeper

    (Poacher), Herdsman, Hunter, Luxury Prostitute / Courtesan / Protectress, Mercenary Veteran, Militiaman,Muleskinner, Pedlar, Roadwarden, Roadwarden Sergeant, Rustler, Thief, Toll Keeper, Trapper, Vigilante (Sea ElvesOnly), Watercoachman, Woodsman

    Career Exits : Archer, Gamekeeper, Highwayman, Jaeger, Outlaw Chief, Pirate, Rustler, Targeteer, Wardancer (Wood Elves Only)

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    OutriderOutriders are experienced fighting-men, employed to reconnoitre to the front and flanks of travelling parties and armies, keeping alookout for possible attackers and other problems. Most base their skill on an intimate knowledge of the area through which they

    journey. They are expected to operate more or less independently of the party or army they serve and must be able to look afterthemselves and live off the land as they go. Occasionally they undertake long-range patrols along dangerous borders or troublesomeareas, operating in the same way as a Scout and gathering information on potential hazards, troop movements, and other activity.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 1 + 2 + 10 + 10 + 10Skills : Animal Care, Follow Trail, Orientation, Ride Horse, Silent Move Rural, Specialist Weapons Skill Lasso, 75%

    Secret Signs Scouts' or Secret Signs Woodmans'Trappings : Horse, Saddle, Harness, Bow or Crossbow, 2D6 Arrows/Crossbow Bolts in quiver, Mail Shirt, Rope 10 yards,

    ShieldCareer Entr y : Random Entry or Dispatch Rider Career Exits : Courier, Dispatch Rider, Freeman / Freewoman (if requirements of nobility met), Glade Rider (Wood Elves Only),

    Highwayman, Jaeger Rifleman/Officer, Mercenary, Noble Rank 1 (if requirements of nobility met), Scout

    PedlarFew villages have shops or regular trading-posts of their own, so all are dependent on the pedlar, a smalltime tradesman. Buyingeasily-transportable goods at markets from craftsmen or merchants, pedlars travel from village to village, selling their wares andcarrying news and gossip from the towns. A pedlars wares can be anything that is easily carried, such as pots, pans, small items ofclothing, purses, pins, knives, and so on. In more settled areas, pedlars are often licensed and they may have their own guild to protecttheir interests and discourage outsiders from poaching their trade. Most live a completely nomadic life and believe strongly in thefraternity of their profession, even though they can come from many different races and have no common culture, traditions orlanguages. They are almost universally distrusted, especially by roadwardens and watchmen.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel+ 10 + 10 + 1 + 2 + 10 + 10

    Skills : Animal Care, Blather, Drive Cart, Evaluate, Haggle, Herb Lore, Secret Signs Pedlar, Specialist Weapon FistWeapon, 10% Astronomy

    Trappings : Wagon and Horse, Mattress, 1D4 Blankets, 1D4 Sacks with (1D4 Pots and Pans, 3D6 Small Knives, 1D6 x 100 Pins,1D6 Reels of colored ribbon), Lantern, Pack Containing (Tinderbox, 4 Blankets, Rope 10 yards)

    Career Entr y : Random Entry or InterpreterCareer Exits : Bodyguard, Fence, Interpreter, Outlaw, Trader, Trapper

    PharmacistPharmacists are specialists who prepare and supply the medicines prescribed by physicians. In many ways they are the counterpart ofthe herbalist, dealing in mineral and chemical preparations rather than herbal remedies. They have a working familiarity with a widerange of rare and exotic substances, and their properties for healing and otherwise. It is a profession which demands great skill andmost pharmacists are kept in the employ of great houses to make sure the best treatments are readily available. Unfortunately, thepharmacist is often the scape-goat when the physician fails and many have been forced to leave town in disgrace, and have eitheroffered their services to outlaws and bandits or have sought adventure in the wildest lands of the Old World.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 1 + 10 + 10Skills : Brewing, Chemistry, Cure Disease, Heal Wounds, Immunity to Poison, Manufacture Drugs, Prepare Poisons,

    Read/Write, Secret Language Classical, Secret Language GuilderTrappings : Pestle and Mortar, 1D6 Small glass jars containing various powders and solutionsCareer Entr y : Random Entry or Hedge-Wizards' Apprentice, InitiateCareer Exits : Alchemists' Apprentice, Charlatan, Initiate, Physician, Prospector

    Physicians' Student After the military and the church, the most popular career for young, relatively wealthy Old Worlders is that of physician. Anyone withtalent or just a reputation can earn great wealth through the patronage of the nobility. As with most academic careers, the only wayto become a physician is to take tuition from an established practicioner. Physicians, however, do not take apprentices as such.Instead, renowned or retired individuals sometimes teach their skills to groups of students who pay them fees. Most hospitals anduniversities in large cities have teaching facilities. It takes several years and a great deal of work to become a physician and not allstudents last the course.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 1 + 10 + 10 + 10 + 10Skills : Read/Write, Scroll Lore, Secret Language Classical, 50% Cure Disease, 50% Heal Wounds, 50% Manufacture

    Drugs, 50% Prepare PoisonTrappings : Hand Weapon, Medical Instruments (battered) in case, 1D6 Leeches in pottery jarCareer Entr y : Random Entry or Grave Robber, Herbalist, Initiate Career Exits : Bawd, Charlatan, Forest Guardian (Wood Elves Only), Grave Robber, Hedge-Wizards' Apprentice, Initiate, Physician

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    PilotOne of the most important men on the seaboard is the pilot. Pilots guide large boats and ships into port through dangerous coastalareas and become the most trusted associate of all mariners. Most live onshore, normally in or near a harbour area, and work inconjunction with the harbour master and the masters of any ships coming into the harbour. Pilots are essential, because no ships crewis going to have the necessary detailed knowledge of local tides, sandbanks and hidden rocks of every port they will visit. It is the veryfact that they are so trusted that makes some fall from grace, and others become the victims of fraudsters. Many a pilot has been setup as a vessel has scuttled on the way into harbour, with the owner claiming it struck a sandbank. For these men, a new life as anadventurer is all that is left, and many others fall deeper into a life of crime.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 1 + 2 + 10 + 10 + 10Skills : Orientation, Row, Sailing, Swim, 20% Consume AlcoholTrappings : Leather Jerkin, Rope 10 yards, Rowing Boat moored on nearest water, 2 LanternsCareer Entr y : Random Entry or Diver (Sea Elves Only), Fisherman, Marine Sergeant/Captain, Pirate Mate/Captain, Sea

    Captain/Mate, Seaman, Ship's Lookout, Smuggler Career Exits : Marine Sergeant/Captain, Navigator, Pirate Mate/Captain, Raconteur, Sea Mate/Captain, Ship's Lookout, Smuggler

    PiratePirates plague the old world, in particular the south coast of Estalia, Tilea and the Border Princes. Unlike Seamen, Pirates not only mustcrew the ship, but each man must also act as part of its fighting component. Life on a pirate vessel is often dull, with many ships holdingthree times the needed crew.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 1 + 2 + 10 + 1 + 10 + 10Skills : Consume Alcohol, Disarm, Dodge Blow, Scale Sheer Surface, Speak Additional Language, Strike Mighty Blow,

    Street Fighter, SwimTrappings : Leather Jerkin, Cutlass, Bow Quiver with 2D10 Arrows, Shield, Rope 2D10 Yards, Grappling HookCareer Entr y : Random Entry or Barbarian, Boatman, Fisherman, Riverwarden Sergeant, Ship's Lookout, Slaver, Smuggler Career Exits : Boatman, Marine Sergeant/Captain, Pilot, Pirate Mate/Captain, Raconteur, Sea Mate/Captain, Ships Gunner, Slaver,

    Smuggler

    Pit FighterIn many parts of the Old World, combat to the death is still a popular form of entertainment. The cheapest form this takes is a one-on-one brawl in an enclosed ring or pit between two condemned criminals or prisoners of war. The fights can be hard and vicious, becausePit Fighters who manage to survive for any length of time pick up a lot of weapon training and, in some cases, enough money to buytheir freedom. Also, there is a growing breed of professional Pit Fighters, men who do the job for the money and the sport, who are not

    just convicts. The sport attracts large audiences and much money changes hands through betting. Those few hardy souls who survivelong enough to buy their way out nearly always end up as Outlaws, Bounty Hunters, or adventurers, where their formidable fightingskills and fearlessness makes them indispensible.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 20 + 1 + 1 + 2 + 10 + 1 + 10 + 10Skills : Disarm, Dodge Blow, Specialist Weapon Fist Weapons, Specialist Weapon Flail Weapons, Specialist Weapon

    Parry Weapons, Specialist Weapon Two Handed Weapons, Strike Mighty Blow, Strike to Injure, 50% VeryResilient, 50% Very Strong

    Trappings : Shield, Mail Shirt, Knuckledusters, Flail, 20% Two Handed SwordCareer Entr y : Random Entry or Entertainer Career Exits : Battlemaster (Dwarfs Only), Bounty Hunter, Footpad, Giant-Slayer (Dwarfs Only), Judicial Champion, Outlaw Chief,

    Pit Fighter Champion, Tunnel Fighter (Dwarfs Only), Wardancer (Wood Elves Only), Weaponmaster

    ProspectorFar from the normal trade routes, towns and farms, prospectors can be found sifting through the silt of river and stream beds in searchof gold washed down from the mountains. Most deposits in populated areas are already exhausted, so prospectors spend most of theirtime in remote and dangerous mountain and badlands areas. Their one hope is to find a large vein and to claim it or to work it beforeothers find out, but few manage to resist bragging about their find, even when they do finally strike it rich. Word spreads quickly whengold is discovered and prospectors shanty towns spring up almost overnight, only to be abandoned just as quickly once the area isworked out. The lure of gold is one of the few things that can draw a dwarf above ground, and dwarven prospectors are not anuncommon sight in gold rush areas.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 1 + 1 + 2 + 10 + 10 + 10Skills : Animal Care, Carpentry, Metallurgy, Orientation, River Lore, 50% Fish, 50% Game Hunter, 50% Luck, 20%

    CartographyTrappings : Pack, One-man tent, Pick, Shovel, Pan, 25% MuleCareer Entr y : Random Entry or Alchemists Apprentice, Miner, Pharmacist Career Exits : Lodefinder (Dwarfs Only), Miner, Scout, Soldier, Tomb Robber, Tunnel Fighter (Dwarfs Only)

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    ProstituteThe oldest profession in the world, some say, the prostitute is a person, male or female, selling sexual favors to other people. Often inthe hands of a Pimp (treat as Bawd) who functions as a sort of manager. Unfortunately, many young boys and girls end up Prostituteswhen coming to the big city searching for fame and glory. Many are ill-treated, often beat up by customers and protectors and alwaysbadly paid. The lucky ones might get to work in a brothel, where they are relatively safe and well treated.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 1 + 2 + 10 + 20 + 10 + 10 + 10Skills : Acute Hearing, Ambidextrous, Blather, Charm, Flee!, Pick Pocket, Secret Language Prostitute, Secret Signs

    Prostitute, Special Weapon Fist Weapon, 50% Seduction, 50% Immunity To DiseaseTrappings : Beauty-box, Garrotte, Revealing Clothes, Stiletto BladeCareer Entr y : Random Entry Only Career Exits : Entertainer Acrobat, Entertainer Actor, Entertainer Singer, Entertainer Troubadour, Luxury Prostitute /

    Courtesan / Protectress, Mercenary, Servant, Thief General, Thief Pick Pocket

    ProtagonistProtagonists live by their combat skills, and enjoy picking fights for people in return for small sums - even the price of a drink. In manycases they are hired to provide a beating or other damaging lesson, while hiding the fact that there is someone in the background whoprofits from or enjoys the results. Roughing up a couple of locals is cheap, while the more able opponents and more extensive injuriesare proportionally more expensive. A murder may earn the Protagonist enough to live on for a couple of months. When no employer isforthcoming, they generally wander from place to place, challenging those who they meet and robbing their victims. Needless to say,local law enforcement officials do not take kindly to Protagonists, and an error in sizing up potential opponents can be fatal.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 1 + 2 + 10 + 1 + 20

    Skills : Disarm, Dodge Blow, Intimidate, Ride Horse, Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to StunTrappings : Horse with saddle and harness, Mail Shirt or Metal Breastplate, ShieldCareer Entr y : Random Entry or Archer Sergeant/Captain, Bounty Hunter, Executioner, Marine Sergeant/Captain, Mercenary

    Sergeant/Captain, Soldier Sergeant/CaptainCareer Exits : Bounty Hunter, Duellist, Footpad, Judicial Champion, Pistolier Trooper/Officer

    RaconteurRaconteurs love to talk. For hours on end, they pontificate, rant and hurl abuse at anyone who will listen. And, strangely though it mayseem, people do stop to listen. For one thing, raconteurs are good at what they do; no matter what they say or what they are talkingabout, they always manage to be interesting, amusing or captivating. Like actors, they are masters of speech and can convince theirlisteners of just about anything. Whether standing on a box in the town square or recounting risqu anecdotes over the brandy andcigars at a society dinner, raconteurs voices are the tools of their trade. Understandably, in a world where few can read and gossip isrife, anyone who can command the attention of others through the spoken word will make name for themselves. The only risk involvedis that most raconteurs find themselves accompanying great armies or bands of adventurers, just so they can witness magnificentevents as the source of their next epic tale. The smarter ones tend just to make them up.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 1 + 10 + 10 + 10 + 10 + 10Skills : Blather, Charm, Public Speaking, Seduction, Story Telling, Wit, 25% EtiquetteTrappings : Clothes (often loud and always of fine quality), Hat (nearly always outrageous), 3D6 Gold CrownsCareer Entr y : Random Entry or Barkeeper, Entertainer, Gamekeeper, Interpreter, Jester (Gnomes Only), Lawyer, Pilot, Seaman,

    Servant Herald, Servant Usher, Servant Valet, Ship's LookoutCareer Exits : Barkeeper, Cavalier, Charlatan, Demagogue, Teller (Wood Elves Only)

    Rat CatcherThe Rat Catcher is a common sight everywhere in villages, towns, and cities, making a living by disposing of the vermin which infestsall dwellings in this unsanitary age. Rat Catchers are often travelling folk, although in a large town or city settled 'vermin soldiers' mayactually be employed by the authorities. Rats are their chief enemy, but a Rat Catcher will also be able to deal with moles, mice, andsimilar pests. It isn't a great life and many soon retire from the cellars and seek adventure in the clear air of the country... where theybecome favoured scouts among adventurers who poke around in caves and dungeons.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 1 + 10 + 10 + 10Skills : Animal Trainer Dog, Concealment Urban, Immunity to Disease, Immunity to Poison, Set Trap, Silent Move Urban,

    Specialist Weapon Sling, Spot TrapTrappings : Ratters Pole, 1D6 Dead rats on the Pole, Sling, 2D6 Sling Stones, Small but vicious dog, 1D6 Animal TrapsCareer Entr y : Random Entry or Beggar, Gong Farmer, Grave Robber, Jailer, Sewer Jack, Tomb Robber Career Exits : Bodyguard, Footpad, Grave Robber, Jailer, Sewer Jack

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    Riverwarden A clarion call across the murky waters of the Reik can only mean one thing: Riverwardens. These strong-backed lawmen are commonlyperceived by river goers as little better than thugs, as they must harass even innocent vessels when checking for smuggled goods andhave learned that politeness and trust do not pay off. The over-worked patrols, which toil through month-long shifts at a time, areresponsible for waters too large to be effectively controlled.They spend most of their time concentrating on the worst law-breakers, including pirates, murderers, and barge thieves, and allow mostpetty misdemeanours to slip by with spot-fines.They are a common sight on the rivers, and their patrols extend as far as Kislev.

    Advance Sch emeM WS BS S T W I A Dex Ld Int Cl WP Fel

    + 10 + 10 + 1 + 1 + 2 + 10 + 10 + 10 + 10Skills : Dodge Blow, Orientation, River Lore, Row, Street Fighting, Swim, 50% Sail, 25% Speak Additional Language, 30%

    Sure Shot, 25% Very ResilientTrappings : Bow or Crossbow, 2D6 Arrows/Crossbow Bolts in quiver, Row Boat, Leather Jacket, Rope 10 yards, ShieldCareer Entr y : Random Entry or Boatman, Exciseman, Marine, RoadwardenCareer Exits : Boatman, Freeman / Freewoman (if requirements of nobility met), Marine, Noble Rank 1 (if requirements of nobility

    met), Riverwarden Sergeant, Roadwarden, Seaman, Ship's Lookout, Smuggler, Toll-Keeper

    RoadwardenThe roads of the Old World are narrow and treacherous; many are little more than tracks. The few decent roads have toll gates andcharge travellers a fee. Also, needless to say, the roads are rarely safe, with bandits and the like menacing travellers and Goblin bandsdigging pits and laying traps for coaches and riders. Because of these threats, many civic bodies employ professional marshals calledRoadwardens who patrol the roads, dealing with or reporting problems as they are found. It's an enormous task. In theory, the tolls payfor the upkeep of the roads, but this is not always the case and the safety and honesty of the Toll-Keepers has to be checked upon.Skilled Roadwardens can find themselves leading militia after bandits or goblinoid warbands. Roadwardens will also occasionally ride

    with wagons or coaches with important cargo or passengers to bring their swordarm to the assistance of Coachmen and drivers.Because of who they are, Roadwardens get to hear of all kinds of treasures and adventures from captured bandits and Outlaws andsometimes the temptation proves too great and they set off as adven