WFRP 1ed New Basic Careers
WFRP 1ed New Basic Careers
WFRP 1ed New Basic Careers
Academics are the educated persons of society. They can read and write (which practically no-one else can), and they often
have lucrative jobs amongst the professions or skilled crafts. Many academics will have started out as Artisans, clerics, lawyers
or wizards.
1
ALCHEMIST’S APPRENTICE
The only way to become an Alchemist is by serving an apprenticeship with an
experienced Alchemist. All too frequently, however, life as an apprentice is all work
and no learning. The apprentice is often treated as an unpaid servant, and spends
much time scrubbing floors and running errands to learn very much of the Alchemists
art. Not surprisingly, therefore, few apprentices stick it out long enough to become
proficient alchemists.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +10 +10
2
ARTISAN’S APPRENTICE
All artisans learn their trade by taking an apprenticeship. As apprentices, they learn
the skills necessary to their profession, earning their keep in the meantime. Sadly, in
all too many cases they work long hours for little reward and are given all the
unpleasant, menial jobs to do, and they have an ill-tempered, drunken or incompetent
master. Apprentices that leave their masters before completing the apprenticeship
have no trade by which to support them, and thus become vagabonds or adventurers
for want of any other way to make a living
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +10 +10 +10
3
DRUID
The Druid is a practicing member of the old faith, following a belief whose origin is
lost in the mists of time. The old faith is outside the main religions of the old world,
but co -exists with most of them. Druids practice a strict code of life, and strive to live
in harmony with nature. They long for the natural order of a bygone age and have
little patience with the modern world. Many choose to live apart from it altogether
and all prefer the countryside to town life.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +10 +10 +10 +10
4
ENGINEER’S APPRENTICE
Only Dwarfs and Humans can be Engineers
Dwarf engineers are the most sought after in the old world. The Dwarf engineer guild
is a powerful but secret organization. Its structure, rules and the bizarre and
sometimes distasteful rituals it employs are founded on centuries of tradition. It has a
deep mistrust on innovation and invention- if anything had been worthwhile the guild
would have tried it years ago. Because of this and the tight control the guild holds
over its members, its not unusual that a young dwarf will leave or be expelled from
the guild and seek employment elsewhere. The technical term for these individuals is
“wetbacks” although it is unwise to call it to their faces. Guild members and wetbacks
rarely treat each other with anything but hostility.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +20 +10
5
EXCISEMAN
Exciseman are probably the least popular citizens in the Old World. No matter how
benevolent the government might be, or how many great public works it may
undertake, the fact remains that no-ones likes paying taxes, and the tax collectors bear
the brunt of this resentment. None the less, they are a highly necessary branch of the
civil service, and no government could survive long without them. However,
Exciseman tend to lack job satisfaction and are seldom well paid. This means that
some inevitably become corrupt, while others go to the other extreme in the faint
hope of securing promotion.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+2 +10 +10 +10 +10
6
HERBALIST
Medicine in the Old World is primitive, unreliable and expensive; so many people
rely on traditional cures handed down through the centuries. In fact many people
distrust ‘scientific’ medicine. Herbalists, on the other hand, are respected members of
society, although their clientele is not generally so exclusive as that of the Physicians.
They gather and trade herbs, and prepare herbal remedies for all manners of ills. In
rare and severe cases, they will treat the patient personally. Some do misuse their
powers, as those who have been the subject of love or charm philtres know only too
well, but the profession is steeped in the folklore of the Old World, and most of the
common people feel the Herbalist is their only friend when they fall ill.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +10
7
INITIATE
Religion has taken second place to money in the affections of many old Worlders, but
there are many young men and women who strive 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 as a test of the individual’s
spiritual resolve.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +10 +10 +10
8
PHARMACIST
Apothecary
Pharmacists are specialists who prepare and supply the medicines prescribed by
Physicians. In many ways they are the counterpart of the Herbalist, dealing in mineral
and chemical preparations rather than herbal remedies. They have a working
familiarity with a wide range of rare and exotic substances, and their properties for
healing or otherwise. It is a profession, which demands great skill, and most
Pharmacists are kept in the employ of great houses to make sure the best treatments
are readily available. Unfortunately, the Pharmacist is often the scapegoat when the
Physician fails, and many have been forced to leave town in disgrace, and have either
offered their services to Outlaws and bandits, or have sought adventure in the wildest
lands of the Old World.
Some are forced by Racketeers and other criminals to become drug dealers. Others
enter the career for that exact purpose. Most drugs are widely available and taken by
those who can afford them as though they are a fashionable. Things like snuff and
laudanum (which contains opium).
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +10
9
PHYSICIANS STUDENT
After the military and the church, the most popular career for young, relatively
wealthy Old Worlders is that of Physician. Anyone with talent – or just a reputation –
can earn great wealth through the patronage of the Nobility. As with most academic
careers, the only way to become a Physician is to take tuition from an established
practitioner. 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 and universities in large cities have teaching facilities where open
autopsies take place in front of crowds of students and ‘gentlemen’. The only bodies
allowed to be studied in this way are those of condemned criminals, those who cant
get hold of bodies this way often contact Gravediggers. It takes several years and a
great deal of work to become a Physician, and not all students last the course.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +10 +10 +10
10
SCRIBE
In a world where few people are literate, the Scribe in much demand. Virtually all the
Guilds, civil and religious bodies, the legal profession and the military require large
numbers of Scribes for their record keeping. At the other end of the scale there are the
public Scribes who make a living by reading documents or writing for the common
folk.
To run a library it takes people. From processing new items to re-shelving and
repairing books, managing funds. Clerks are more than just a scribe they are assistants
to librarians and the first person the general public meet upon entering a library.
Where a scribe simply writes and copies, a clerk assists in research or even conducts
research.
Throughout the Old World there exists organisations, primarily guilds, which need
someone to check material costs, wages, and accounts: the humble job of the Clerk.
The amount of paperwork is too much for some, together with pressures of various
deadlines, giving excuse enough to leave the job for a life of adventure.
(From Critical hit.co.uk)
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +10 +10
11
SEER
Prophet, soothsayer, clairvoyant, oracle, fortuneteller, psychic, mystic, medium
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +10 +10 +10
12
Astrologer Trappings Career entries Career exits
Skills Star charts Random Agitator
Arcane language-Magic Telescope Charlatan
Astronomy Decent light weight clothes Wizard celestial
Divination Sandals/soft shoes Exorcist
Magical sense Knife tucked in belt
Read/write Money pouch;
Rune lore 2d6 Gc’s, 2D6 SS, 3D6 d
Scroll lore
Secret language-classical
Super numerate
13
STUDENT
There are many Students receiving formal tuition at the University establishments
of the Old World. By doing so, they have the opportunity to learn many new skills,
and to progress into a variety of lucrative and respected careers. Many students,
however, tend to forego these opportunities in favour of ‘broadening their range of
social activities’ and developing their less intellectual appetites.
Some students apprentice to great artists, they get to help their master by mixing
paints from raw chemicals and painting some of the background and lesser figures
on murals.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +10 +10
14
TRADER
Grocer, Clothes, Cloth, leather, silk, furs, Fish, Food, Household goods, Tools
In larger towns and cities, there are sufficient people so that Traders can set up a
small shop or market stall. Thus, instead of the wandering life of the Pedlar,
Traders wait for their customers to come to them. Some can become quite wealthy,
with more than one shop and a social status approaching that of lesser merchants.
By and large, however, a Traders life is a dull one, enlivened only by the occasional
robbery or visit from Racketeers, and it is not unknown for Traders to turn to
adventuring in search of excitement and quicker profits.
Hawkers are strolling vendors, selling anything from hot pies to religious texts as
they wander about the markets and other bustling areas. Some Hawkers, especially
those selling herbal remedies and lucky charms, might be Charlatans in the making.
(From Critical Hit.co.uk)
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +10 +10
15
WIZARDS APPRENTICE
Wizards must serve a long and dangerous apprenticeship; by becoming an
apprentice aspiring wizards find themselves working long hours doing menial tasks
in return for lodgings and the occasional magic instruction. Many tire and take to
the road and do not complete the apprenticeship.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +10 +10
16
HEDGE WIZARD’S APPRENTICE
Witches
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +10 +10
Fortune teller
17
SHAMAN’S APPRENTICE
Kislevite and Norscan
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +1 +1 +10 +10
18
RUNESMITH’S APPRENTICE
Dwarf Only
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +1 +10 +10 +10 +10
19
WOOD ELF MAGE’S APPRENTICE
Wood Elf only
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +10 +10
20
RANGER CAREERS
Rangers are independent rural characters. Their lives may have been spent tending animals, or roaming the woodlands and
mountains. Such characters may have been Herdsmen, Gamekeepers or Trappers. They are toughened by out door life. Usually
taciturn, most likely loners, prefer the quiet country side to noisy environments
21
BOATMAN
The Old World, and the Empire in particular, has many coastal settlements
and inland waterways are as important as roads for trade and
communications. The boatman has the same role as a Coachman has on
the roads; transporting passengers and goods from place to place and
avoiding the 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 and dangerous country.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +2 +10 +10
22
BOUNTY HUNTER
Bounty Hunters live by tracking down wanted criminals, bandits or other
undesirables and bringing them to justice. By and large, to all but the criminals, this
makes them a useful part of Old World civilization. Rewards may be offered by
local rulers, guilds or councils in an effort to dispose of brigands, rampaging Goblin
bands or other troublesome creatures. Occasionally whole races or clans may be
outlawed and subject to a bounty and, for a while, and area may draw Bounty
Hunters from miles around. As well being skilled fighters, Bounty Hunters must be
able to track their quarry without being thrown off the trail, and they tend to be
single-minded, harsh and cynical. They are professional killers in every sense, and
will not hesitate to resort to means which others might consider distasteful in order
to dispatch their quarry. They are loners by nature, trusting no one and only seeking
company where it may serve their ends. Among poorer folk, Bounty Hunters are
generally regarded with fear and distrust, since they are not unknown for turning in
humble peasants where the true quarry has eluded them. The authorities consider
them a necessary evil, but never a welcome one.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +1 +2 +10 +1
23
COACHMAN
Travelling the highways of the Old World is a dangerous business, and
those who do it regularly develop important skills. The coachman – who
bravely runs the gauntlet daily – faces many hazards; the roads are
dangerous and difficult in places, with surfaces seldom adequately
maintained, and travellers can expect trouble from bandits, Highwaymen,
irate Toll keepers and inquisitive Roadwardens, to say nothing of the
occasional monster or marauding band of goblins. It is the Coachmen’s
unenviable task to convey passengers and cargo safely through all these
hazards, and to carry official messages or messengers when called upon.
Few Coachmen stay in the job long enough to benefit from the Teamsters
Guild pension scheme, and some take their skills into a life of adventuring.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +2 +10
24
FALCONER
Falconry is a popular sport among the upper classes, where much esteem is given to
the proud Falconer as he launches his bird to the delight of his noble onlookers. The
Fowler, however, is little more than a peasant who uses the same methods but for
his subsistence rather than for sport and he also sells some of the meat in markets.
A Fowler is not as highly skilled as a Falconer and often his hawks are not as well
cared for; a Fowler often catches a younger bird each spring when it is not moulting
whereas a Falconer would place the older hawk in a mew until the moulting was
done. The Fowler also places little value on hawks unlike the Falconer, and shows
little or no etiquette towards them and often releases a hawk when it is not able to
feed him. Sometimes a particular Fowler maybe so skilful with a hawk that he
might catch the eye of a nobleman and become a Falconer, but such occasions is
rare.
(From Critical hit.co.uk)
While most noblemen prefer to hunt with bow and arrow, they sometimes use
falcons to hunt small game. The falconer trains these falcons (sometimes hawks) to
hunt at the command of a human. Sometimes the noblemen compete, to see, who
has got the best falcon, and since there is a lot of prestige to win in these
competitions, an expert falconer is highly respected. A good falconer gets
invitations to upper class parties and balls, and therefore he needs to know, how to
behave in high society. Expert falconers often get permanent jobs, where they have
to breed new falcons and hawks, and make sure, the "birds" get the proper training,
while unknown falconers are hired to train a single falcon, or to help a more
experienced falconer. If the falconer is unable to get employment, he can always
travel around the Old World, entertaining people with animal shows.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +10 +10 +10
HAWK/FALCON
If A Successful Attack Causes Additional Damage (See WFRP, P122), Ignore All Damage Rolls. Instead, The Attack Causes 1
Point Of Damage To The Head And The Target Is Permitted An I Test To Avoid Losing An Eye (+10 Bonus For Wearing A
Full-Face Helmet Or Visor Of Any Kind). Hawks Fly As Swoopers, And Have The Normal Protections Against Missile Fire
(See WFRP, P129)
25
FARM-HAND
Agricultural life is the standard way of life for most peasants and it can be quite
hard, especially with the ever-present threat of bandits or beast men. A typical
Farmer in the Empire will begin his cycle of farming in Pflugzeit, which involves
the pruning of plants and trees; in Sigmarzeit begins tree planting; Sommerzeit,
picking flowers; Vorgeheim, cutting the grass; Nachgeheim, reaping the crops;
Erntezeit, corn threshing; Brauzeit, treading grapes; Kaldezeit, sowing the seed;
Ulriczeit, knocking down acorns from the trees for swine; and Vorhexen,
slaughtering the swine. 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 into a life of
adventure and travel.
Critical hit
People need food, somebody has to make it and besides from being such a person,
the farmer is also the most important food supplier, maybe except for some coastal
areas where the fisherman is more important. Farmers spend most of their time out
in the nature, close to the Old World's vast forests, busy clearing the land. They are
therefore especially exposed to the dangers, which the dark and mysterious forests
inhabit. So it is not hard to understand why farmers need to be both hard working
and brave. Farming may not be the easiest way to get rich and famous, but they
always have food on the table and the work offers many challenges and a wide
variety of tasks for those who are willing to work their way through life.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +2 +10 +10
26
FISHERMAN
Not everyone in the Old World is a heroic adventurer. Many of those who
live coastal areas and around lakes make their living by fishing. 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, or when it is so hot the catch goes off
before it can be transported to market, Fishermen often gather around quays
and I dockside inns, where they dream of becoming adventurers, sailors,
explorers – and most of all, rich. Most are content to dream, but a few
actually turn to adventuring in pursuit of their ambitions.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +1 +10 +10
27
GAMEKEEPER
Most Old World landowners employ Gamekeepers to look after their
estates, woodlands or hunting parks. Gamekeepers look on trespassers
with deep and sometimes fatal suspicion. The archenemy of the
Gamekeeper is the Poacher, who seeks a living by trapping or shooting
animals or birds. Every Gamekeeper likes to boast of his victories over
these elusive and devious opponents. Poachers and Gamekeepers can be
thought of as opposite sides of the same coin, and players with
Gamekeeper character of Neutral, Evil or Chaotic Alignment 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 scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+20 +1 +2 +10
28
HERDSMAN
Herdsman are solitary individuals, who spend much of their time alone,
looking after domestic animals, moving them from pasture to pasture, and
generally leading a fairly dull life. Nevertheless, they learn to look after
themselves too, for they have to defend their animals from predators and
bands of thieves and rustlers. Herdsmen have a natural affinity with animals
of all kinds, even though they may grow up tending only a few species.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +2 +10 +10
29
HERMIT
Although Hermits generally lead solitary lives they do have duties. Chief among
them is mending roads in their locale and providing shelter for weary travelers
should a Hermit be that way inclined, even to the extent of offering medical aid.
Most Hermits are highly regarded in their locality while some maybe seen as
miserable, lonely old souls who keep themselves to themselves. Sometimes
Hermits from rival villages can come to blows, especially when one of them steals
gravel from another's road or sabotages it in some way. It can also be a dangerous
life as bandits, highwaymen or, even Beastmen, could threaten a Hermit’s secluded
hovel.
(from Critical hit.co.uk)
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +2 +10 +10 +10
30
HUNTER
Hunting is one of the oldest professions in the history of the Old World. Each can
follow and almost sense animal trails with uncanny precision, and is expert at the
kill. The habits and habitats of wild animals are a part of their lives; they share an
uncommon affinity with the creatures of the wild and their ways. The Hunter may
appear sullen and uncommunicative to his fellow men, but this is the result of his
solitary stealthy life style. Hunters stand out from the common press of Old
Worlder’s, and are often seen wearing the skins of the animals they have killed; in
colder climates this has practical as well as symbolic value.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+20 +1 +1 +2 +10 +10
31
MESSENGER
The role of the Messenger is often dangerous but also has its merits. When news or
a response to an inquiry needs delivering to a rival ruling house it is the job of the
Messenger to undertake the duty. If the message delivered is less than favourable
then the Messenger could be the victim of any incurred wrath. In this case the
Messenger would inadvertently blamed and either imprisoned or killed. However,
this has led to legislation and laws being passed in some regions (not all) forbidding
any such treatment of a Messenger. Messengers need to be proficient horsemen as
well as having good topographical knowledge and being able to read and write.
(from Critical hit.co.uk)
As Dwarfs and Halflings don’t ride their messengers are usually runners. Wood
Elves have glade runners that deliver messages that find their way through the thick
woodland undergrowth faster than a horse rider.
The player can choose to be a rider or a runner.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +1 +2 +10 +10 +10 +10
32
MULESKINNER
Wagon or mule trains are the most common means of transporting
goods over landing in the Old World, and it is the Muleskinners job to
look after the animals (be they mules, oxen or anything else) and ensure
that they are fit and co-operative. Since everyone working on a long
distance caravan must be able to look after themselves, Muleskinners
often double as guards in much the same way as Coachmen.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +2 +10
33
OUTLAW
Outlaws are those who have been driven from general society, or who
choose to live outside its laws. In practise, this can mean a great many
people. Some outlaw strongholds are quite powerful, and can effectively
become independent petty kingdoms. Outlaws tend to identify themselves
with the peasantry and the common folk upon whom they rely for support
and protection, although there are outlaw nobles and princes, disowned by
their families and fighting guerrilla war against their former homeland.
Outlaws generally confine their attention to the wealthy and the minions of
the establishment; the fact that these are more likely to be worth robbing
has never escaped them, although they will attack just about anyone in
times of hardship. Outlaws prefer to work in forests or areas of rough
terrain, where there is plenty of cover. Their favourite tactic is the ambush,
and some make quite a speciality 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 permanent coughs and severe skin
disorders, and those who live to any age are invariably riddled with
arthritis.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +1 +2 +10 +1
34
OUTRIDER
Outriders are experienced fighting men, employed to reconnoitre the front and flanks of travelling parties and armies, keeping
a look out 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
after themselves and live off the land as they go. Occasionally they undertake long-range patrols along dangerous borders or
troublesome areas, operating in the same way as a scout and gathering information on potential hazards, troop movements and
other activity.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +1 +2 +10 +10
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +20 +1 +2 +10
35
PEDLAR
Few villages have shops or regular trading posts of their own, so all are
dependent on the Pedlar, a small time tradesman. Buying easily
transportable goods at markets from craftsmen or merchants, Pedlars
travel from village to village, selling their wares and carrying news and
gossip from the towns. A Pedlar’s wares can be anything from pots,
pans, small items of clothing, purses, pins, knives, and so on. In more
settled areas, Pedlars are often licensed, and they may have their own
guild to protect their interests and discourage outsiders from poaching
their trade. Most live a completely nomadic life, and believe strongly in
the fraternity of their profession, even though they can come from many
different races and have no common culture, traditions or languages.
Many pick up skills as Herbalist. They are almost universally distrusted,
especially by Roadwardens and Watchmen.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +2 +10 +10 +10
36
PROSPECTOR
Far from normal trade routes, towns and farms, Prospectors can be found sifting
through the silt of a river or stream in search of gold or other precious metals
washed down from the mountains. Most deposits in populated areas are already
depleted, so they are found in remote and dangerous mountain and hillside areas.
Their one hope is to find their fortune and claim it before anyone else can. When a
gold rush is sparked, shantytowns spring up almost over-night, only to disappear
almost as quickly when the area is worked out. Dwarven Prospectors are not an
uncommon sight in the more mountainous areas and their foothills.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +1 +2 +10 +10
37
DWARF RANGER
Dwarf Rangers watch over the mountain passes that snake their way through the
Dwarf realms. They keep watch for approaching danger and hunt down Goblins
and Orcs. When they spot an approaching army they will send signals to watch
posts of the stronghold, and, once their mountain home (Karak) has been warned,
they will gather together at an elected meeting place. Dwarfs are often employed as
scouts through mountains as their knowledge of the terrain is often invaluable.
(from Warhammer Armies-Dwarfs)
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +1 +2 +10 +10 +10
38
RUSTLER
In rural areas the Rustler makes a living by stealing cattle and sheep and reselling
them at distant markets. While rustling can be profitable, most convicted Rustlers
are punished by death or mutilation, so the risks are great. Unlike other rural
criminals, Rustlers are not favoured by the small farmers and villagers, since they
rarely operate from the area in which they were born or in which they have family.
They take from small farms in preference to the large where guards may be placed,
and live away from the small communities, taking the money they earn into cities to
spend.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +1 +2 +10
39
TOLLKEEPER
The tollgates on the roads of the Old World are manned and maintained by
Toll-Keepers, who live in a house by the side of the road. The tool-gate
system is supposed to be a method for maintaining the roads, and paying for
the Roadwardens; instead the gates themselves are the scenes of violence,
robbery and murder, as Outlaws rob the Toll-Keeper. Equally often, road
users themselves, with whom this form of road tax is far from popular,
decide to kill the keeper and destroy the tollgate. The Toll-Keeper must cope
with the hostility of everyone who passes his home, or take up some less
loathed form of employment. Toll-Keepers who live on rivers and collect
tolls for the use of locks are known as Lock Keepers.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +2 +10
40
TRAPPER
Trappers hunt furred animals for their pelts, a valuable commodity in the Old
World. Their skill lies in obtaining the skin without damaging it; they do not shoot
their quarry, like the Hunter, but set traps instead. Even so, Trappers learn to use
weapons; they must live in the wild, cold mountains of the Old World, and so they
must be able to protect themselves from the dangerous wild creatures-not to
mention Goblins-with whom they share that environment. Since so much of their
lives are spent in the parts of the world where adventurers look for their livelihood
anyway, it doesn’t take much for Trappers to change the nature of their work.
With the invention of black-powder weapons some Trappers have turned to using
them to bring down their quarry.
Only rich or fairly well off can afford them. They must also be looked after, kept
dry, and are prone to miss fire. If the trapper is lucky or extremely rich, he may
own a Hochland Long rifle, the most accurate black powder weapon in the Old
world.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +1 +2 +10 +10
41
WOODSMAN
Woodsmen live among the mighty forests of the Old World, looking after the trees,
which they will fell for timber. The Woodsman must also be able to recognise and
dispose of any vermin that threatens the timber. Most work on the estates of landed
Nobles, but the more enterprising set up on their own, working the fringes of the
forest, selling lumber or building new settlements. Most realise their skills might
bring them greater reward in the wilder parts of the Old World as adventurers.
Dwarfs need wood to construct buildings and war-machines. They also need to
burn wood to drive their steam machines and stoke their furnaces. Elves frown on
cutting down trees and prefer to use magic (tree singing) to make their homes.
A great many Woodsmen come from Stirland in the south, and when neighbouring
Sylvanian Vampires threatened Stirland, the Woodsmen were called up as militia.
They proved to be so good wielding their two handed axes and being able to move
through forests quickly that didn’t disband and instead formed a mercenary group
called the Stirland freeforesters, which still exists today.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +1 +2 +10
42
ROUGE CAREERS
Rogues live largely by their wits, usually in the cities where they can make a living from the mass of common and gullible
people. Typically, they will have been Thieves, Entertainers or Beggars.
43
AGITATOR
Agitators are the active supporters of causes. Almost any will do. They campaign
tirelessly to enlist support, addressing meetings, distributing leaflets and bending
the ear of anyone who will listen. To them, the greatest satisfaction is to see the
establishment forced to act by the weight of public opinion. Some are motivated
by genuine public concern, but many have their own interests at heart- the
winning side in an argument will normally reward its most loyal supporters
handsomely.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +2 +10 +10 +10
44
BARKEEP
In a world as treacherous and brutal as most Old Worlder's world is, many
turn to the comforts of alcohol and the people who serve them. A Barkeep
needs to be able to provide a drink, a smile and an attentive ear and the
advice that accompanies it. Barkeeps learn to talk to people and how to get
on their good side. Sometimes force must be used with an unruly or drunken
customer and they may become quite adept at stunning these drunks and
throwing them out. Occasionally a Barkeep will eventually own his own
Inn, but sometimes the many stories of treasure and adventure heard from his
patrons can cause a Barkeep to become an adventurer.
One of the most lucrative and profitable occupations is that of the Innkeeper,
but only if all conditions are prime and if certain circumstances are
maintained. Anyone who can afford the structure and property can embrace
the free enterprise of having an inn, however the Innkeeper is often subject
to heavy taxes and levies. Owning an inn carries a lot responsibility;
cleaning, maintaining and providing quality goods and services are primary
requirements. The majority of innkeepers own modest establishments and
seldom a week goes by without a brawl so the Innkeeper must know how to
at least handle trouble or have people on the premises that do. Some
Innkeepers can be just as dodgy as their clientele and actively involve
themselves in the criminal underworld, turning their inn into a place where
all kinds of illicit practices are carried out - the Innkeeper making sure that
he gets a cut of the profits. But other Innkeepers are quite wealthy and offer
an establishment with a wide range of facilities: bar, restaurant, cabaret,
dancers, musicians and other entertainers.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +2 +10 +10 +10
45
BAWD
In virtually any Old World town, there can be found a professional guide and escort to
the seedier districts, someone familiar with the full range of illegal and immoral
establishments and services to be found there. The whole world over they are known as
Bawds. Such men – and they usually are men – 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 vices. They can gain access to such places for outsiders, and can be
relied 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
newfound companions into ‘sucker traps’ or gangs of cutthroats, in exchange for a share
of the pickings.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +2 +10 +10
46
BEGGAR
Beggars are society’s outcasts, desperate people with no visible means of support.
They are drawn to the towns and cities of the Old World, for the only way they can
keep themselves from starving is to beg in the streets. This is a hazardous business,
since most Old World towns allow the town watch to beat, brand and throw
vagabonds into the stocks almost as they please. The beggar accepts these risks as
an occupational hazard, and often becomes highly skilled in the art of extracting
money from passers-by; some play on pity, while others offer blessings or threaten
curses in order to fill their begging bowls. In some of the larger cities, the beggars
have organized themselves into a semi-legitimate Beggar’s Guild, which deals with
the allocation of pitches, the diverting of official attention and the suppression of
amateur or nonaffiliated Beggars. In many cases the Beggars’ Guilds work in
conjunction with the local Thieves Guild, serving as information-gatherers and
lookouts.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +2 +10
47
ENTERTAINER
Entertainers make their living by providing live shows in the cities and villages and
palaces in the Old World. They travel widely, either in small 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 bed for 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.
(26 careers)
48
50% chance of wit student
Impressionist TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Mimic, D3 hats Raconteur
+1 +10 +10 +10 Wit
Clown TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Clown Coloured wig Jester
+1 +2 +10 +10 +10 Make up
Juggler TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Juggling 6 wooden balls Jester
+10 +1 +10 +10 +10
Knife thrower TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Specialist weapon 6 throwing knives, Targeteer
+20 +1 +10 +10 +10 throwing knives, blindfold with hole
Marksmanship- in it
throwing knives
Pavement artist TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Art Coloured chalks Artist-
+1 +10 +20 +10 painter
Poet TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Public speaking, D4 poetry books Agitator
+1 +10 +10 +10 +10 50% chance of Raconteur
read/write
SINGER Trappings
M WS BS S T W I A DEX LD INT CL WP FEL Sing Nice clothes Artist-
+1 +10 +10 +10 singer
STRONGMAN Trappings
M WS BS S T W I A DEX LD INT CL WP FEL Very strong Leotard Racketeer
+2 +1 +3 Very Resilient Dumbbells Bodyguard
Stage Magician TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL PALM OBJECT, Decent suit Wizards
+1 +10 +10 +10 +10 +10 BLATHER Hat, pack of cards apprentice
50% CHANCE OF D4 doves, rabbit Charlatan
PETTY MAGIC
Tight rope walker TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Scale sheer surface 10 yards of rope Thief-
+1 +1 +20 +10 +10 +10 burglar
Exotic Dancer TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL DANCE, Close cut revealing Prostitute
+1 +20 +10 +10 SEDUCTION clothes, feather fans Courtesan
Artist
dancer
Ventriloquist TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Ventriloquism, Tatty dummy
+1 +10 +10 +10 Wit
Troubadour TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Charm Sword Minstrel
+10 +2 +10 +20 +10 +10 Etiquette Lute or mandolin Artist-
Musicianship Sheet music musician
Sing Colourful clothes Jester
Wrestler TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Wrestling, Close fitting Racketeer
+10 +1 +2 +10 +10 Dodge blow, trousers Bodyguard
Street fighting,
50% chance of very
strong
Horse act TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL RIDE, TRICK Well groomed horse Servant
+10 +2 +10 +10 +10 +10 +10 RIDING Close fitting flashy (groom)
ANIMAL CARE clothes
HORSE,
ANIMAL
TRAINING
HORSE,
Contortionist TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Contortionist Close fitting clothes Thief –
+10 +2 +10 +10 +10 +10 +10 burglar
49
FOOTPAD
Footpads and cutthroats are a menace in towns and on the road. They act in
groups waylaying travellers or helpless passers by. They prefer to avoid
bloodshed unless absolutely necessary, but can fight ferociously, thought they
generally attack from ambush with an advantage of at least two to one. Most will
normally only seek to disable their victim through a stunning blow to the head,
but there are those- known as cut throats – who actually seek to kill those they
rob.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +1 +2 +10
50
GAMBLER
Many 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 ends up owing large sums of money. In these cases a quick retreat is
generally indicated, before the creditors discover that the gambler has no means to
pay. They tend to be drifters by nature, moving on to avoid bad debts and bad
losers. Every so often things turn nasty and a gambler may have to draw a weapon
in order to keep his winnings, when this happens most Gamblers prefer to use a
weapon that they can quickly draw and use, like daggers, throwing knives or even
pistols.
Dice are generally seen as the common mans game. The dice don’t always have
numbers; some have crowns, shields, swords and skulls instead of ‘pips’. Cards
cost much more as there aren’t many printers and generally have to be hand painted
so only the rich or nobility owns these. This often means that commoners don’t
how to play cards, and the rich don’t know, and wouldn’t want to play dice.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +2 +10 +20 +10 +10
51
GRAVE ROBBER
The medical and magical professions create a constant demand for fresh corpses, and
the difficulty of obtaining suitable specimens legally, means that few customers
enquire too closely into the origins of any cadavers they are offered. Grave Robbers
make a living by supplying this demand, and can often command high prices. The
practice of stealing corpses from fresh graves is regarded with universal horror, and
wealthy families often invest vast sums in constructing burial places designed to foil
the body snatcher. The poor, as always, have no such luxury. The mass graves in the
paupers’ section of many town cemeteries are open target for Grave Robbers.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +2 +10 +20
52
JAILER
Jails and dungeons are never pleasant places, and even short stays can have a
detrimental effect on people. Jailers have to live in these places, and it shows.
They are seldom pleasant to look at, and they have a good chance of carrying a
variety of diseases and parasites, although they seldom succumb to disease
themselves. Jailers generally have no sense of justice or pity, and are seldom
swayed by pleas or speeches. The thing that talks most clearly to them is
money, for theirs is seldom a well-paid profession. Jailers quickly become
inured to the suffering they see all around them, and many are brutal or even
sadistic; a great many jailers are alcoholics.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +1 +2 +10
53
JESTER
Most noble families have employed Jesters in The Empire since time
immemorial. In a political system where intrigue and double-dealing is the
quickest way to the top, the ‘fool’ serves the dual function of relieving the
pressures of command by presenting his/her employer in a comic light, and of
being a trustworthy confidante- someone without political ambitions of their
own. With their penchant for biting put-downs and off-the-cuff-wit, added to
their complete disinterest in the politics of The Empire, some Nobles search for
a non-human to employ as a Jester.
(from Apocrypha Now )
Although professional Jesters exist, making their living touring from kingdom
to kingdom, many are forced into the profession as an act of humiliation: some
people may become Jesters through the non-payment of debts or as captured
prisoners of war - particularly humiliating for any captured knights or nobles of
high rank. A Jester's life in this case, rather than one who earned a living from
it, depends on his performances and whether he is successful at entertaining a
noble's troops and/or guests. If successful, then the Jester would be hauled back
to the dungeons to live and do it another day. If the Jester does not provide
gleeful entertainment then he is typically tortured or killed. Jesters in this
category live life precariously and often their success are dependent on the
mood of their audience. Professional Jesters do not command high wages but
are often allowed a few benefits and luxuries of life inside a nobleman's manor
or castle.
(from Critical Hit.co.uk)
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +20 +10 +10
54
RACONTEUR
Raconteurs love to talk. For hours on end they will pontificate, rant and hurl
abuse at anyone who will listen. And, strange as it may seem, people to stop to
listen. For one thing, Raconteurs are good at what they do, no matter what they
say or what they are talking about, they always manage to be interesting,
amusing or captivating. Like actors, they are masters of speech, and convince
their listeners of just about anything. Whether standing on a box in the town
square or recounting anecdotes over brandy and cigars at a society dinner,
Raconteurs voices are the tolls of their trade. Understandably, in a world where
few can read and write gossip is rife, anyone who can command the attention
of others through the spoken word will make a name for himself or herself.
The only risk involved is that most raconteurs find themselves accompanying
great armies or bands of adventurers, just so they can witness magnificent
events as the source of their next epic tale. The smarter ones tend to just make
them up.
Given the Halflings love of tales, it is not surprising that a few can make a
living traveling between the various villages that make up the Moot. They also
function as bearers of news between the communities.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +10 +20
55
RAT CATCHER
The Rat Catcher is a common site everywhere in villages, towns and cities,
making a living by disposing of the vermin that infests all dwellings in this
unsanitary age. Rat Catchers are often travelling folk, although in a large town or
city settled ‘vermin soldiers’ might actually be employed by the authorities.
Rates are their chief enemy, but a Rat Catcher will also be able to deal with
moles, mice and similar 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 they become
favoured scouts among adventurers who poke around in caves and dungeons.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +1 +10 +10
56
SEAMAN
Many folk depend on the sea. Fisherman, Traders, even some kings. Seamen are the
closet to the sea of all, though their lives – be it on a Merchant, Pirate or a fighting
ship – are harsh and often brutal. As a result, Seamen tend to be rather loud and
brash, and enjoy bragging, yelling, singing and brawling, which can irate other
members of the public. They also get used to liquor; any character following this
career has a base 5% chance of being an alcoholic. As an experienced seadog, the
Seaman is used to brawling and fighting on land and sea, and sudden outbreaks of
violence on ship or in dockside taverns happen with terrible frequency.
Seamen with Orientation are pilots. One of the most important men on the seaboard
is the Pilot. Pilots guide large boats and ships into port through dangerous coastal
areas, and become the most trusted associate of all mariners. Most live onshore
normally in or near the harbour area. Pilots are essential, because no ships crew is
going to have the necessary detailed knowledge of local tides, sandbanks and
hidden rocks for every port they will visit.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +1 +2 +10 +1
5% chance of being an
alcoholic
57
SERVANT
There are advantages and disadvantages of being a domestic Servant. Though the
work is often tedious, menial and hard it is worthwhile for a Servant to be in the
employ of a kind lord or master. However, the difficult work when coupled with a
rude and abusive employer often leads to hardship throughout a Servant's life.
Usually Servants are conscripted if they possess talents and abilities there are useful
to a noble. Such things as cooking, baking, sewing or even performing music could
attract the attentions of a local lord. If these conditions are met, and the service is
satisfactory, the Servant could enjoy the mild benefit and protection of working
within a castle. There are many serving jobs and some are better than others,
offering slightly better wages and a little more respect to go with it. However, being
a Servant does not pay well and many choose a life of adventure for better rewards.
A servant usually gets bed and board.
Chambermaids are primarily women employed to clean and maintain bedrooms in hotels and inns; luckier ones (usually
prettier) may work in an exclusive hotel or a wealthy nobleman's house. It is a job that does not pay well regardless of
environment but better respect goes to those who are employed by nobles or the masters of expensive hotels.
Cooks often have a thankless and difficult task and their skills vary (Tileans and Bretonnians both claim the title of the finest
cooks in the Old World.) Better pay inevitably goes to those who are employed by nobles. However this comes with the added
pressure that meals must be served to dozens of guests and that nobles are always eager to impress their peers, and what better
way than a sumptuous feast? There are some instances when nobles are so disgusted with their cooks that they have them
imprisoned for serving a meal that was considered poor.
Grooms are responsible with the care and well being of horses. They must ensure that they are well fed and combed, as some
guests do not take kindly to their chargers being mistreated. Being a Groom isn't an especially well-paid job and those who
occupy this position tend to be young boys and they can only expect the heavy whack of a leather belt if they do not do their
job properly.
Porters take care of the doors in a household and the more senior ones usually have the job of being guardians of the main
entrance. They must also make sure that no one enters the house without permission (Porters of this kind are more commonly
known as door-wards.)
Scullions are mere dishwashers and kitchen hands. It is a very low paid, unrewarding and tedious job.
Ushers have the task of leading the denizens of the castle, house, hotel, inn etc, to their seats. They must be well spoken and
polite so as to not cause any unnecessary offence. They must also know the etiquette of the table so that the right people are
seated in the right places, as social level and status often dictates where a person is allowed to sit.
Valets are tasked with the responsibility of dressing a nobleman as well as taking care of his clothes, ensuring that they are
clean, fresh and well ironed. Valets are generally well thought of in the servant fraternity.
Wenches are invariably women who work in inns. They have many tasks from serving the drinks to acting as waitresses. It is
rarely a boring job, especially if the Wench is young and buxom. They are seldom given much respect and the denizens of
some establishments see them as mere prostitutes.
Gardeners, or grounds keepers, work for the nobility tending their lustrous gardens.
Page. A boy attendant, a youth training for knighthood, receiving education and performing services at court or in a
nobleman’s household.
(from Critical hit.co.uk)
58
There are advantages and disadvantages of being a domestic Servant. Though the
work is often tedious, menial and hard it is worthwhile for a Servant to be in the
employ of a kind lord or master. However, the difficult work when coupled with a
rude and abusive employer often leads to hardship throughout a Servant's life.
Usually Servants are conscripted if they possess talents and abilities there are useful
to a noble. Such things as cooking, baking, sewing or even performing music could
attract the attentions of a local lord. If these conditions are met, and the service is
satisfactory, the Servant could enjoy the mild benefit and protection of working
within a castle. There are many serving jobs and some are better than others,
offering slightly better wages and a little more respect to go with it. However, being
a Servant does not pay well and many choose a life of adventure for better rewards.
A servant usually gets bed and board.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +10
CAREER CAREER
SERVANT SKILLS TRAPPINGS
ENTRIES EXITS
Blather; 25% chance Club; 3D6 Silver Shillings plus: Bonnet and Random only
Bawd
Chambermaid of Etiquette; 25% apron. Suit of sturdy, if rather worn, clothing,
Thief-Burglar
chance of Heraldry. Boots or shoes, Knife tucked in belt.
Club; 3D6 Silver Shillings: White apron; Random only
Cook; 35% chance of
Cleaver and assorted knives; Pots and pans;
Herb Lore; 35% Herbalist
Cook Cooking ingredients (15% chance of rare
chance of Identify Barkeep
spices.) Suit of sturdy, if rather worn, clothing,
Plants.
Boots or shoes, Knife tucked in belt.
Club; 3D6 Silver Shillings: Brush. Suit of Random only
Animal Care; Ride - Bawd; Herald;
Groom sturdy, if rather worn, clothing, Boots or shoes,
Horse. Squire
Knife tucked in belt.
50% chance of Random only
Club; 3D6 Silver Shillings: Livery (suit of good
Heraldry; 50%
quality displaying masters heraldic colours).
Porter chance of Strike to Bodyguard
Suit of sturdy, if rather worn, clothing, Boots or
Stun; 25% chance of
shoes, Knife tucked in belt.
Etiquette.
Club; 3D6 Silver Shillings: cleaning rags. Suit Random only
Scullion Blather, gossip of sturdy, if rather worn, clothing, Boots or Bawd
shoes, Knife tucked in belt.
Club; 3D6 Silver Shillings: Livery. (Suit of Random only
Butler;
good quality displaying master’s heraldic
Usher Etiquette; Heraldry. Herald;
colours). Suit of sturdy, if rather worn, clothing,
Raconteur
Boots or shoes, Knife tucked in belt.
Club; 3D6 Silver Shillings: Clothes brush; Random only
Charm; Heraldry;
Livery. (Suit of good quality displaying Butler;
75% chance of
Valet master’s heraldic colours). Suit of sturdy, if Herald;
Etiquette; 25%
rather worn, clothing, Boots or shoes, Knife Raconteur
chance of Blather.
tucked in belt.
Club; 3D6 Silver Shillings: low-cut dress Suit of Random only Bawd;
Serving Wit; 50% chance of
sturdy, if rather worn, clothing, Boots or shoes, Barkeep
Wench Seduction.
Knife tucked in belt. Prostitute
Club, 3D6 Silver Shillings pitchfork, spade, Random only
Gardener Identify plants trowel. Suit of sturdy, if rather worn, clothing, Gamekeeper
Boots or shoes, Knife tucked in belt.
Club; 3D6 Silver Shillings: Livery. (Suit of Random only
Page good quality displaying master’s heraldic Squire
Etiquette, Heraldry
colours). Suit of sturdy, if rather worn, clothing, Herald
Boots or shoes, Knife tucked in belt.
59
PROSTITUTE
Prostitutes can be found in almost any Old Worlder’s settlement, providing
sexual services to those who will pay the price. Some are organised in brothels,
some drift around by themselves a pimp protects others. Some are pretty women,
and others ugly as sin. This is the ultimate game of supply and demand. A harsh
life, which might end very suddenly or agonisingly, slows due to some venereal
disease. The prices for a prostitute’s service vary according to their looks and
what kind of service is demanded - and of course where they are. Some cannot
stand that particular life anymore, and turn to other trades to earn a living.
(Based on Prostitute by Warhammer forever website)
It has been said that this is the world's oldest profession and apart from being the
oldest, it is also one of the most widespread. Prostitutes can be found in almost
every corner of the Old World, but the society does not always appreciate their
existence, so they often operate hidden from the public. Prostitutes are often
looked down at, so most of them are in their profession because life offers them
few possibilities to do something else. But when exits are open to pursue other
ways, they are often welcome.
Some work as ‘Doxies’ and lure men up alleyways only to be mugged by the
footpads they are in league with.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +2 +10 +10 +10
60
SMUGGLER
Since most of the waterways, roads and ports are subject to one tax or another,
there exists an opportunity for the more enterprising person to import goods while
avoiding the authorities (and therefore, the taxes). Almost any authority can place a
tax or duty on the movement of any type of goods, anywhere, and in most major
ports almost everything (except the people) moving in and out is taxed in some
form. Smugglers are quite often very respectable people, who find an opportunity
to cut a few corners. In some places they are fairly popular, as they bring goods in
at a cheaper price as a result of avoiding the taxes.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +2 +10 +10
61
THIEF-CLIPPER
Clippers are petty crooks that earn their living by tampering with coinage. Old
World coins are irregularly shaped things, whose value is determined by the
weight of metal they contain; the stamp of the issuing government on both sides
of a coin is a guarantee of its weight and consequently of its value. The Clipper
exploits this by clipping or shaving off the coin. By doing this to ten or twenty
coins, the clipper can recover enough metal to make a new coin. One trick, which
requires considerable expertise, is to saw a coin in half from edge to edge, to give
two coins that can be passed to the unwary.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+2 +10 +10 +10 +10
62
THIEF-PICKPOCKET
Pickpockets are specialised thieves whose forte are stealing valuables from
pockets and purses. The pickpocket is a regular curse in cities, and on crowded
market days there can be any number of individuals or teams operating through
the crowds. Cash, of course, is the favourite, the most common technique being
to cut the purse from the victim’s belt with a small sharp knife or razor.
Jewellery has a high value, but is too often difficult to steal unnoticed and can
be easily traceable – which makes it difficult to dispose of without the help of a
reliable Fence who will probably rob the Thief even more than the thief has
just robbed the true owner.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+2 +20 +20 +10
63
THIEF-EMBEZZLER
Embezzlers are highly skilled rouges that work, undetected, for an individual or
organisation, siphoning off money through various methods. One of the most
common methods is altering the account books by paying for goods that don’t exist
and the money goes straight into the embezzler’s pocket. They place themselves in
positions of trust, and then help themselves to the monetary wealth of their clients.
They usually take a little at a time so as not to be noticed.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+2 +10 +10 +10 +10
64
THIEF-BURGLAR
The simplest way to make money in the old world is to take it from somebody else.
Thieves are opportunists; ready to turn their hands to anything-they may even consider
legitimate employment from time to time, although many regard employment with
distaste.
Burglars specialise in entering and robbing houses, mainly at night. They are adept at
spotting the telltale signs that show a house is not occupied, and are skilled in dealing with
locks, alarms and other security devices.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +2 +10 +20
65
WARRIOR CAREERS
Warriors come from a fighting background. This is not necessarily military, but will always have involved hand-to-hand
combat skills of some kind. For example, warrior characters might have been Pit Fighters, Bodyguards or Mercenaries
66
BODYGUARD
The Old World is a dangerous place, especially if you happen to be outspoken,
unpopular, powerful or rich. Since there are plenty of people who can manage these
attributes, it is hardly surprising that a class of professional minders has sprung up to
keep them from harm. Merchants and nobles almost always maintain a group of
Bodyguards to protect them from those who wish them ill and to keep beggars and
other riff-raff from getting in the way. Bodyguards can vary from semi-skilled
heavies to members of what amounts to a private army; the bulk of them, though, are
simple thugs who enjoy being paid for beating up unsuspecting citizens.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +1 +2 +10 +1
67
BRIGAND
In peacetime military men and women find themselves unemployed, or at best,
paid poorly. It is little wonder that they turn to robbing. They differ from outlaws
in that they are ex-military and so are more dangerous in combat, but less
knowledgeable about living in the wilderness. They generally hold up wayfarers
on roads, but have fewer qualms about killing their victims.
Brigands generally confine their attention to the wealthy and the minions of the
establishment; the fact that these are more likely to be worth robbing has never
escaped them, although they will attack just about anyone in times of hardship.
Brigands prefer to work in forests or areas of rough terrain, where there is plenty
of cover. Their favourite tactic is the ambush, and some make quite a speciality
of leaping out of trees. Their rugged outdoor life makes them fairly tough, but it
can be wearing on the constitution; many Brigands have almost permanent
coughs and severe skin disorders, and those who live to any age are invariably
riddled with arthritis.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +1 +2 +10 +1 +10
68
EXECUTIONER
Across the Empire, magistrates travel from town to town, passing sentence on
crimes that fall outside the local watch’s scope. The worst of these criminals-
murderers, horse-thieves and the like- are sentenced to death. However, local
officials are loath to carry out such tasks. The condemned are their neighbours,
people they grew up with. As a result, travelling executioners are called on to do
the deed. In this way, the ill feeling and resentment is directed at a nameless,
masked figure, rather than 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 who wander from town to town,
carrying a magistrate’s warrant and performing legal executions. They are expected
to be able to kill in a number of ways (beheading, hanging, etc), and are also
responsible for maintaining equipment such as gallows. These are regularly
sabotaged. In time, some begin to learn the laws that they serve.
A growing problem among executioners is the worship of Khaine. While their
paymasters are not concerned about this, the executioners themselves are trying to
put an end to it. This is a difficult task, as the job is ideal for such people of such
persuasion.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +1 +3 +20 +10
69
LABOURER
The broad mass of city-dwellers enjoy a precarious living. Most hire themselves out
as labourers, usually on a temporary basis. Most labourers are loud, burly, brusque
individuals who like nothing better than singing or whistling, climbing around
insanely dangerous scaffolding, drinking prodigious amounts, and occasionally
working extremely hard. Their lives are hardly secure, and they command a fairly low
wage compared to the Artisan classes, but when there is plenty of work, Labourers
prosper. The best jobs involve the building of, temples, fortifications, large houses
and the like, because then work is guaranteed for a long period. They are practical
men and when they turn to adventuring, as many do in times of unemployment, they
are often successful.
The low pay and monotonous work can be very depressing so most labourers go out
to taverns and get drunk to relax; they drink too much and spend most of their pay.
Unfortunately when labourers get time off a great many turn into thugs. They wander
about the city in rowdy groups with the aim of getting drunk, starting a fight, or
generally being loud and unpleasant. They will hurl crude witticisms at anyone they
meet, and take particular delight in taunting watch patrols.
The teamsters’ guild deals with all matters connected with merchant caravans and the
transport of goods overland. The Stevedores guild deals with the manual unloading of
ships. There is considerable rivalry between the Teamsters and the Stevedores guilds,
which often leads to vicious street fighting between rank and file members. Navvies
represent the other broad mass of other labourers (slaughter house workers, builders,
ditch diggers etc).
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +1 +2
70
MARINE
The marine is a sea-fighter, a warrior who sails with civilians 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. These unfortunates presses
into service can buy their way out of the navy, but – more often than – they are
faced with a hard and dangerous five-year spell abroad a fighting ship. This side of
their business has made the marines a feared and loathed part of the seaboard
community, even though they perform a dangerous and rigorous 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.
Some of the most feared and vicious are the Norse raiders. These are a constant
threat to coastal settlements of the Empire. A great many Marines use cutlasses for
their main hand weapon.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +1 +2 +10 +1 +10 +10
71
MERCENARY
The Mercenary fights for money, the spoils of war and the taste of blood.
All Mercenaries dream of untold riches; for most of them, the reality
consists of an early death and an unmarked grave. Mercenaries roam the
Old World, from one war to another – inevitably someone will hire their
swords to settle a grievance. Rich Nobles, Merchants and others take on
Mercenaries to bring an argument to a swift conclusion; the Old World
kingdoms generate enough conflict to many thousands of Mercenaries
fully employed. Eventually, however, the wiser ones realise that there is
no crock of gold for the hired fighter, and so they turn to adventuring for
variety, or in search of greater rewards.
Dogs of war
Norse marauders
Tilean pike men
Tilean crossbow men
Estalean swordsmen
Stirland freeforesters
Advance scheme-archer
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +20 +1 +1 +2 +10 +1 +10 +10
72
MILITIAMAN
Throughout the Old World, armies are organised on a three-fold pattern. The Nobles
provide an ‘elite’ volunteer force, mercenaries are hired for professional ‘muscle’,
and the Militiamen do all the hard work. Militias are part time local defence forces,
formed from the rural peasantry (only very rarely are city dwellers called up, although
they may serve in the Watch, which may itself form a military body in time of war).
All forms of local government are empowered to call up all able-bodied men and
women to form the militia, and the Militiamen are committed to spend a certain
amount of time each year – usually seven days – training together on common land
(this elementary training gives them some advantage). Militia leaders are either civil
leaders or military types. Equipment is purchased and maintained by the local
government body, and so it can vary tremendously in quality from town to town.
Some militias will be better equipped almost to mercenary standards, while others
may be no better off than the peasants.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +1 +2 +10 +1
73
MINER
“Miners hold very dangerous jobs and often work in extremely precarious
environments. The need to mine gold and silver is paramount as most kingdoms
increase their financial reserves by depending on these resources. Miners are not
overly skilled workers but they are required to be bold and resilient to perform their
duties. Apart from the collapsing mines, deadly gasses and cave-ins, the Miner has to
endure several days at a time beneath ground. Their wages are often above the
standard rate of pay but Miners typically lead modest lives, which is why a life of
adventure can be so appealing.”
(from Critical hit.co.uk)
The Old World countries rely heavily on the mineral resources that miner’s work hard
to recover. Despite the sheer wealth that they mine, most miners are poor and worked
hard by their overseers. In Many cases, the miners are indentured workers, debt
prisoners, or slaves. 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 too less dangerous careers-like Adventuring!
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +1 +2 +10
74
NOBLEMAN
(Knight, Lord, Lady or Landgrave)
To be one of the ruling classes seems – to the ordinary citizen of the Old World – to
grant the right to live a life removed from the cares and struggles of ordinary men.
Nobles control the land, and many have had the sense to involve themselves in
matters of commerce, in competition with bankers and financiers. However, the
younger sons of noble families frequently have to fend for themselves when their
elder brothers take over the family fortune and estates, since one of the major
preoccupations of the noble class seems to be to cause untold harm to other members,
even to those from ones own family. Many disinherited nobles turn to military life or
adventuring for the excitement, certainly, but many more do so because they wouldn’t
know what else to do. Certainly none of them would lower themselves to practise a
trade, and few would tolerate the boredom of study for an academic profession. They
see war as a great and glorious, and they view getting drunk, insulting commoners
and wrecking restaurants in much the same light. Nobles tend to have a short attention
span, an irritating accent and an unfailing ability to rub lesser mortals up the wrong
way, but they nearly always manage to sail through life almost unscathed owing to a
combination of luck, charm and the deference, which their free-spending manner
tends to generate in tradesmen.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +2 +10 +1 +20 +10 +10
75
PIT FIGHTER
In many parts of the Old World, combat to the death is still a popular form of
entertainment. The cheapest form this takes is the one-on-one brawl in an enclosed
ring or pit, between two prisoners of war. The fights can be hard and vicious, because
Pit Fighters who manage to survive any length of time pick up a lot of weapons
training and, in some cases, enough money to buy their freedom. In previous decades,
it was fashionable to use Half-Orcs as Pit fighters, but they were too dangerous to
keep near Human populations, and human Pit Fighters are the norm. 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 survive long enough to
buy their way out nearly always end up as outlaws, bounty hunters or adventurers,
where their formidable fighting skills and fearlessness makes them indispensable.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+20 +1 +1 +2 +10 +1 +10
76
PROTAGONIST
Protagonists live by their combat skills, and enjoy picking fights for people in return
for small sums – even the price of a drink. In many cases they are hired to provide a
beating or other damaging lesson, while hiding the fact that there is someone in the
background who profits from or enjoys the results. Roughing up a couple of locals is
cheap, while the more able opponents and more extensive injuries are proportionally
more expensive. A murder may earn the Protagonist enough to live on for a couple of
months. When no employer is forthcoming, 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 scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +2 +10 +1 +20
77
ROADWARDEN
The roads of the Old World are narrow and treacherous; many are little more
than tracks. The few decent roads have tollgates and charge travellers a fee.
Also, needless to say, the roads are rarely safe, with bandits and the like
menacing travellers, and Goblin bands digging pits and laying traps for
coaches and riders. Because of these threats, many civic bodies employ
professional marshals called Roadwardens, who patrol the roads, dealing with
or reporting problems as they are found. It’s an enormous task. In theory, the
tolls pay for 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
war bands. Roadwardens will also occasionally ride with wagons or coaches
with important cargo or passengers, to bring their sword arm 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,
and sometimes the temptation proves too great and they set off as adventurers
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +1 +2 +10 +10
78
SEWER-JACK
The sewers of the urban centres of the Old World (those places that have them) are far
from safe places: criminals frequently use the tunnels for their illicit practices, as well
as vermin, such as giant rats (and the odd Skaven), and mutants. The sewers need to
be cleansed and the people who do this less than glamorous job are the Sewer Jacks,
who are effectively Tunnel Fighters but their tunnels are the sewers. Conditions are
often extremely poor and only those with tough constitutions ever stick the job out -
many fighters leave for want of better health.
(from Critical hit.co.uk)
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +2 +10 +1 +10 +10
79
SQUIRE
Squires act, as servants to Nobles and Knights, and it may seem to some that their
status is no better than that of a common domestic servant. The squire attends to the
maintenance of the horse, weapons and armour and the warriors other general needs.
Many untitled Nobles – younger sons of petty aristocrats – serve as Squires as part of
their training, although in some cases this only a token ‘apprenticeship’ before they
receive some recognition from a Noble of higher rank.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +2 +10 +1 +10 +10 +10
80
TROLL SLAYER
Becoming a Troll Slayer is not a career willing entered by Dwarves. The Dwarven
psyche, emphasizing honor and reputation, prohibits any Dwarf from entering this
career as a normal exit from any other career. Troll slaying is not so much a choice as
it is atonement. If a Dwarf commits an act so dishonorable that he is disgraced,
humiliated, or his clan disowns him and the only redemption is an honorable death
against overwhelming odds. Such acts might include, but would not be limited to,
failing on watch at an outpost (allowing a murderous enemy to slip through
undetected), committing a serious crime (burglary, murder, etc.) against one's own
clan, and continued cowardly acts when faced with an enemy of the clan. Shamed in
the eyes of Grungni and the clan's ancestors, dishonored Dwarves join the ancient cult
of Throrin the Slayer. They cover their bodies with ritualistic tattoos (including
Throrin's rune), dye their hair orange, spike it with animal fat, and become a Troll
Slayer. These are the Troll Slayers most familiar to Human Society. In some cases,
new Troll Slayers leave their clan to wander to embattled and besieged Dwarfholds.
There they redeem themselves by joining other Troll Slayers to form battle units for
the hold's army (such as the Troll Slayer warrior castes of Karaz-a-Karak). Most,
however, wander alone or with groups of adventurers seeking honor by hunting the
most ferocious of beasts. The prey of choice, naturally, is Trolls due to the near
certainty of death for the Dwarf. Of course, Troll Slayers would never pass up combat
with other foes, especially when the odds are greater than seven to one. As exiles
from their clan, Troll Slayers suffer from periodic bouts of severe depression. The
result is a tendency for Troll Slayers to indulge in frequent bouts of overeating,
fasting, alcohol and stimulants. They also spend a great deal of time boasting of their
exploits and showing off their numerous scars. Troll Slayers wear exotic jewelry such
as earrings and nose chains. Inquiries into their past (especially regarding the
circumstance that brought them to Slaying) usually result in an uncontrollable rage
which could erupt into a bloodlust. Dwarves, even those who live in Human
settlements instead of the mountain Dwarfholds, respect the clan less Troll Slayers'
drive to redeem their honor. In contrast, Troll Slayers avoid other Dwarves; it reminds
them too much of their clan less state, their disgrace and dishonor. Dwarven
adventurers and Troll Slayers interact with a level of deference and will travel
together so long as there are others (i.e., Humans) in the group to provide some
separation between the two types of Dwarves. After all, wherever Dwarven
adventurers or Troll Slayers travel, danger is sure to rear its head. Trollslayer’s aren’t
necessarily very skilled; this comes later when they have first faced a few monsters.
To start with they just want to die, and many do, those that don’t live life to the full,
eating, drinking and generally being obnoxious. This could be because to everyone
they care about and to themselves ‘they are already dead’.
On entering the career the character gains the Heroic Idiocy disorder
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +3 +10 +1 +20
81
TUNNEL FIGHTER
The incursions of chaos into the Worlds Edge Mountains have overrun many
Dwarfholds, and over the centuries others have had to be abandoned. Against this, the
Dwarfs have struggled to maintain their existence for centuries, and have developed
armies of highly trained warriors who specialize in combat underground. Nearly all
tunnel fighters are Dwarfs, as might be expected, as Humans only become involved as
mercenaries, seeking to be rewarded with Dwarvern treasure. In recent years, as the
Dwarfs have declined still further, even Halflings have been known to take up the life
of Tunnel fighter, for the rewards are often great.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+20 +1 +1 +2 +10 +1 +10 +10
82
WATCHMAN
Watchmen are employed by all the towns of the Old World, to act as
policemen. Their job is to patrol the streets and to be on hand in the event of
trouble. They are responsible for general law and order as well as for dealing
with any unexpected emergencies (such as detective, fire chief, customs,
basically all the services of today). The local authorities usually employ
watchmen, and their powers vary from place to place; in many towns their
powers are almost absolute, especially when they are dealing with the poor and
defenceless. It is Watchman’s curse always to be unpopular with the people of
the towns and cities; they are recruited from the dregs to combat the dregs.
Only a few are professional lawmen. Ironically, it is normally these who give
up the unequal struggle, and seek life and adventure elsewhere.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +2 +10 +1 +10 +10
83
SOLDIER-INFANTRY
Halberdiers are amongst the most common state troops in The Empire and
Elector Counts must have some kind of standing force of these troops, usually
forming a household guard in some cases. Halberd regiments are dressed in the
colours associated with their province or city state, although this is not an
absolute rule and it is quite common to see units dressed in civilian costume or in
some unusual uniform of its own invention. Troops from less prosperous areas
wear whatever armour is available, consisting have padded and studded leather
jerkins, with the occasional mail shirt or metal breastplate. Some regiments, from
very wealthy cities, might even wear plate armour consisting of breastplates and
plate leggings. Often seen as common and front line troops.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+20 +10 +1 +2 +10 +1 +10 +10
SOLDIER-ARCHER
The bow is a traditional weapon throughout The Empire and villagers not
only use it to hunt game for meat and fur but also to defend their village, and
themselves, from bandits and marauding bands of Goblinoids and Chaos
Beast men. They often decorate their hats with the tails of foxes, squirrels
and other animals, or the feathers of birds they have shot. A particularly
fortunate individual might boast a cloak made from bearskin, or the feathers
from a giant eagle. Archers from more urbanised areas may be fortunate
enough to wear chain mail and helmets.
Bowmen often have rivalry with crossbowmen and Handgunners who look
at bows as a weapon from the past. Of course the archers are quite happy to
point out that they can fire a lot more rapidly (and accurately) than their
more modern counter parts.
Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +20 +1 +2 +10 +1 +10 +10
84
Skills Trappings Career entries Career exits
Dodge blow Bow 20 arrows Prospector Brigand
Secret Language - Battle Tongue Or crossbow and 20 bolts Artisan (armourer) Mercenary
Street fighting Handgun and at least 10 shot Military sergeant
Unit fighting (if has firearms skill) Bounty hunter
Hand weapon Footpad
75% chance of Fletching Mail shirt or leather jerkin Slaver
75% chance of Bow-making 50% chance of a helmet Sapper
50% chance of Marksmanship Uniform of state and Boots Drifter
25% chance of Healing Battlefield Knife tucked in boot or belt
10% chance of Specialist weapons Money pouch;
Firearms OR Longbow 2d6 Gc’s, 2D6 SS, 3D6 d
85
NON-HUMAN SOLDIERS
Dwarf Armies
Dwarf soldiers will be clansmen. Clansmen use axes or hammers and
carry shields. They always have mailshirts.
Dwarf archers always use crossbows, and have 25% chance of
specialist weapons firearms. If they get this skill they will have a
Dwarf handgun (which are of better quality) and the unit will be
called Thunderers.
Halfling Armies
Halflings have no standing army, but do employ a small amount of
soldiers, mainly archers and some spear/pikemen .They do,however,
use a great many milita to guard their lands. A great many halflings in
military service end up as scouts or messengers.
86