WFRP 1ed New Basic Careers

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ACADEMIC 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.

The character must have an Int of at least 30 and a WP of at least 30

D100 roll by character race


Human Elf Dwarf Halfling Career
01-05 ---- 01-10 01-10 Alchemists apprentice
06-15 01-10 11-20 11-20 Artisans apprentice
16-20 ---- ---- ---- Druid
21-30 ---- 21-30 ---- Engineer’s apprentice
31-35 ---- 31-35 21-25 Excise man
36-40 11-20 ---- 26-35 Herbalist
46-50 26-35 36-45 41-50 Initiate
51-55 ---- 46-55 51-55 Pharmacist
56-60 36-45 56-65 56-65 Physicians student
61-65 45-50 66-70 66-70 Scribe
66-70 51-60 71-75 71-75 Seer
71-75 61-65 76-80 76-80 Student
76-80 66-70 81-90 81-85 Trader
81-90 71-80 ---- 86-90 Wizards apprentice
91-95 81-85 ---- 91-00 Hedge wizards apprentice
---- ---- 91-00 ---- Runesmith’s apprentice
96-00 ---- ---- ---- Shaman’s apprentice
---- 86-00 ---- ---- Wood Elf mage’s apprentice

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

Skills Trappings Career entries Career exits


Brewing Leather apron Engineer’s apprentice Alchemist level 1
Evaluate Decent light weight clothes Pharmacist Bawd
Read/write Sandals or soft shoes Physician Charlatan
Chemistry Knife tucked in belt Counterfeiter
Money pouch; Entertainer-bunko artist
2d6 Gc’s, 2D6 SS, 3D6 d Grave robber
Prospector

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

Skills Trappings Career entries Career exits


Drive cart Sword and scabbard Random only Artisan (same trade only)
25% chance of very strong Leather apron Bodyguard
25% chance of very resilient Tools appropriate to trade Footpad
25% chance of masters main skill (only if character has
Trade Skill (see advanced trade skill)
career Artisan) Decent light weight clothes
Sandals or soft shoes
Knife tucked in belt
Money pouch;
2d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Animal care Sling bag Game keeper Game keeper
Dowsing Religious token- a small, Herbalist Hunter
Follow trail silver sickle knife Herdsman Outlaw
Identify plants Wooden Staff Hunter Trapper
Secret signs druid Dowsing rods Trapper Woodsman
Specialist weapon – quarter Weather worn clothing Woodsman
staff Hooded cloak Druidic Priest
Weather sense Thick leather boots
Veterinary healing Back pack with 3 blankets,
Animal lore cutlery, tinderbox and small
cooking pot.
Flask of water
Small sheathed knife
Money pouch;
2d6 Gc’s, 2D6 SS, 3D6

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.

The Empires Engineers guild is based in Nuln.

Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +20 +10

Skills Trappings Career entries Career exits


Carpentry Hammer or axe (Dwarf) Artisan builder Architect
Drive cart Sword or axe (human) Artisan lock smith Alchemist’s apprentice
Engineering Leather apron Runesmith’s apprentice Artisan
Read/write Tool bag Bombardier
Secret signs –Engineers guild D4 hammers Engineer
(Dwarf or Human) D6x10 nails Sapper
Set trap D4 Cold chisels Tunnel fighter (Dwarf
Smithing (Dwarf only) Pick only)
Spot traps Saw
D6 iron spikes
Tongs
Pliers
Heavy wire-10 yds
Hatchet
Ring with concealed guild
symbol (Dwarf or Human)
Decent light weight clothes
Sandals
Knife tucked in belt
Money pouch;
2d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Blather Sword and scabbard Agitator
Numismatics Leather jack Lawyer (if law skill)
Read/write Writing kit Merchant
Super numerate Abacus Militiaman
50% chance of Law Suit of sturdy, if rather worn, Outlaw
20% chance of Embezzle clothing Road warden
Sandals/soft shoes Thief (clipper or
Knife tucked in boot or belt embezzler)
Money pouch;
3d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Arcane language-Druidic Pestle and mortar Random Druid
Cure disease Sling bag with dried herbs Physicians student
Heal wounds Weather worn clothing
Herb lore Tatty hat
Identify plant Hooded cloak
Read/write Thick leather boots
Secret language – Classical Back pack with 3 blankets,
Secret language - Guilder cutlery, tinderbox and small
25% chance of Prepare cooking pot.
poisons Flask of water
Small sheathed knife
Money pouch;
2d6 Gc’s, 2D6 SS, 3D6

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

Skills Trappings Career entries Career exits


Read/write Robes Random entry only Agitator
Scroll lore Religious symbol Cleric level 1
Secret language – Classical Decent light weight clothes
Theology Sandals/soft shoes
Knife tucked in belt
Money pouch;
2d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Chemistry Pestle and mortar Random entry only Alchemists apprentice
Cure disease 2D6 small glass jars Charlatan
Heal wounds containing chemicals Physician
Immunity to poison Decent light weight clothes Prospector
Manufacture drugs Sandals/soft shoes
Prepare poisons Knife tucked in belt
Secret language - Guilder Money pouch;
2d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Read/write Sword and scabbard Herbalist Bawd
Scroll lore Medical instruments (battered) in case Grave robber Charlatan
Secret language –Classical Pottery jar- containing D6 leeches Grave robber
50% chance of Cure disease 3D6 bandages Physician
50% chance of Heal Wounds Decent light weight clothes
50% chance of Manufacture Drugs Sandals/soft shoes
50% chance of Prepare Poisons Knife tucked in belt
Money pouch;
2d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Arcane language –Magick Quill, ink, sand and paper Servant Forger
Read/write Decent light weight clothes Thief Lawyer
Secret language-classical Sandals/soft shoes Merchant
50% chance of speak Knife tucked in belt Scholar
additional language Money pouch;
2d6 Gc’s, 2D6 SS, 3D6 d

11
SEER
Prophet, soothsayer, clairvoyant, oracle, fortuneteller, psychic, mystic, medium

Seers are self-appointed religious authorities, operating outside normal churches.


They can be found in the market places of any town, proclaiming their latest
revelations to anyone who will listen. In an age of religious intolerance and
competition, Seers may appear to be opportunists, poaching from genuine beliefs; in
an age where mental illness is not fully understood, the seer may be more realistically
seen as eccentric. Some of them may actually be divinely inspired; more often than
not, though, they are either Charlatans on the make or completely unhinged.

Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+1 +10 +10 +10 +10

Skills Trappings Career entries Career exits


Arcane language-Magick Divination equipment (bones, Random Agitator
Divination sand-tray, dice, etc) Charlatan
Magical sense Decent light weight clothes Exorcist
50% chance of Blather Sandals/soft shoes
50% chance of Charm animal Knife tucked in belt
50% chance of Public Money pouch;
speaking 2d6 Gc’s, 2D6 SS, 3D6 d
Read/write

Fortune Teller Trappings Career entries Career exits


Skills Divination equipment (crystal Random Agitator
Blather ball, bones,) Charlatan
Charm animal Decent light weight clothes Pedlar
Divination Sandals/soft shoes Hedge wizard apprentice
Herb lore Knife tucked in belt Exorcist
Identify plant Money pouch;
Magical sense Gold earrings
Palmistry 2d6 Gc’s, 2D6 SS, 3D6 d
Secret language-gypsy
Secret signs gypsy and Pedlar

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

Skills Trappings Career entries Career exits


Read/Write Decent light weight clothes Noble Agitator
Secret language-Classical Sandals/soft shoes Executioner (if law skill) Bawd
25% chance of consume Knife tucked in belt Lawyer
alcohol Satchel Navigator
D3+1 books on subjects Scholar
Two of the following Writing kit Thief-any
Subjects Money pouch;
1. Arcane language- 2d6 Gc’s, 2D6 SS, 3D6 d Architect
Magick Artist
2. Art Barkeep
3. Astronomy
4. Cartography
5. History
6. Identify plants
7. Law
8. Numismatics
9. Speak additional
language
10. Stone carving

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

Skills Trappings Career entries Career exits


Evaluate Goods Stall, serving tray or small Fisherman Fence
Haggle shop Peddler Merchant
Numismatics Trade goods Thief embezzler Thief-clipper
25% chance of Blather Leather jerkin Fence Charlatan
25% chance of Law Decent light weight clothes Artisan (certain careers)
Sandals/soft shoes
Knife tucked in belt
Money pouch;
5D6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Arcane language – Magick Decent light weight clothes Bawd
Cast spells Sandals/soft shoes Hedge wizards apprentice Charlatan
Read/ write Knife tucked in belt Shamans apprentice Entertainer-Bunko artist
Secret language- Classical Money pouch; Wood Elf mages apprentice Entertainer magician
50% chance of scroll lore 2D6 Gc’s, 2D6 SS, 3D6 d Entertainer magician Gambler
Grave robber
Wizard level 1

16
HEDGE WIZARD’S APPRENTICE
Witches

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

Skills Trappings Career entries Career exits


Animal care Decent light weight clothes Random Alchemists apprentice
Cast spells Sandals/soft shoes Druid Beggar
Flee Knife tucked in belt Physicians student Charlatan
Identity plants Money pouch; Woodsman Hedge wizard
Palm objects 2D6 Gc’s, 2D6 SS, 3D6 d Shamans apprentice Herbalist
50% silent move rural Pharmacist
Servant
Wizards apprentice

Fortune teller

17
SHAMAN’S APPRENTICE
Kislevite and Norscan

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 +1 +1 +10 +10

Skills Trappings Career entries Career exits


Arcane language – Magick Decent light weight clothes Random Shaman
Cast spells Sandals/soft shoes Hedge wizard
Read/ write Knife tucked in belt Hunter
Concealment rural Money pouch; Trapper
Follow trail 2D6 Gc’s, 2D6 SS, 3D6 d Wizards apprentice

18
RUNESMITH’S APPRENTICE
Dwarf Only

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 +1 +10 +10 +10 +10

Skills Trappings Career entries Career exits


Animal care Axe or hammer Artisans apprentice Artisan
Art Tools Loremaster Engineer’s apprentice
Carpentry Staff Scholar/Loremaster
Engineer Horse and cart (to carry Runesmith
Magical sense masters anvil)
Metallurgy Decent light weight clothes
Read/write Khazalid Boots
Rune lore Knife tucked in belt
Smithing Money pouch;
2d6 Gc’s, 2D6 SS, 3D6 d

19
WOOD ELF MAGE’S APPRENTICE
Wood Elf only

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

Skills Trappings Career entries Career exits


Arcane language Magick Decent light weight clothes Random only Wizards apprentice
Cast spells Sandals or soft shoes Wood elf mage
Follow trail Knife tucked in belt Woodsman
Identify plants Money pouch;
Secret language – Malla- 2d6 Gc’s, 2D6 SS, 3D6 d
roomna-larin
Sing
Silent move rural

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

The character must have at least a BS of 30

D100 roll by character race


Human Elf Dwarf Halfling Career
01-05 01-05 ---- ---- Boatman
06-10 06-10 01-10 ---- Bounty hunter
11-15 11-15 11-15 01-05 Coachman
---- ---- 16-20 ---- Dwarf ranger
16-20 16-20 21-25 06-10 Farm hand
21-25 21-25 ---- 11-20 Fisherman
26-30 26-30 26-30 21-25 Fowler
31-35 31-35 31-35 26-30 Gamekeeper
36-40 36-40 ---- 31-35 Herdsman
41-45 41-45 36-40 36-40 Hermit
46-50 46-50 41-50 41-45 Hunter
51-55 51-65 51-55 46-50 Messenger
56-60 66-70 56-60 51-55 Muleskinner
61-65 71-75 61-65 56-60 Outlaw
66-70 76-80 ---- ---- Outrider
71-75 81-85 66-70 61-70 Pedlar
76-80 ---- 71-80 ---- Prospector
81-85 86-90 81-85 71-75 Rustler
86-90 ---- 86-90 76-80 Toll keeper
91-95 91-00 91-95 80-90 Trapper
96-00 ---- 96-00 91-00 Woodsman

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

Skills Trappings Career entries Career exits


Fish Sword or axe Seaman Outlaw
Orientation Crossbow and 20 bolts Smuggler Seaman
River lore Leather jerkin Smuggler
Row Rowing boat (on nearest water) Footpad
Weather sense Weather worn clothing
50% chance of Very Strong Tatty hat
25% chance of Consume Hooded cloak
Alcohol Thick leather boots
25% chance of Boat Building Back pack with 3 blankets, cutlery,
tinderbox and small cooking pot.
Flask of water
Small sheathed knife
Money pouch;
2d6 GCs, 2D6 SS, 3D6

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

Skills Trappings Career entries Career exits


Follow trail Bow or crossbow Bodyguard Assassin
Interrogate 20 bolts/arrows Marine Footpad
Shadowing Hand weapon Pit fighter Mercenary
Silent move rural Dagger Protagonist Protagonist
Silent move urban Crossbow pistol and 20 bolts Soldier Slaver
Specialist weapon Mail shirt Watchman Targeteer
 Lasso Rope 10yds (lasso) Military sergeant/captain Drifter
 Net Net Scout
 Crossbow pistol D4 pairs of manacles
Strike mighty blow Weather worn clothing
50% chance of Strike to stun Tatty hat
50% chance of Marksmanship Hooded cloak
(Bow or crossbow or crossbow Thick leather boots
pistol) Back pack with 3 blankets, cutlery,
tinderbox and small cooking pot.
Flask of water
Small sheathed knife
Money pouch;
2d6 Gc’s, 2D6 SS, 3D6

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

Skills Trappings Career entries Career exits


Animal care horse Coach horn Labourer-teamster Highwayman
Drive cart Blunderbuss Servant Scout
Musicianship-coach horn 2D6 shots Bodyguard
Ride horse Sword and scabbard Road warden
Specialist weapons Horse Whip Labourer-teamster
 Firearms Mail shirt
 Whip Weather worn clothing
Tatty hat
Hooded cloak
Thick leather boots
Back pack with 3 blankets,
cutlery, tinderbox and small
cooking pot.
Flask of water
Small sheathed knife
Money pouch;
2d6 GCs, 2D6 SS, 3D6

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)

If the character already has etiquette he becomes a falconer. If he doesn’t have


etiquette then he is a fowler. If he starts the career then he has equal chance of
being either.

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    

Skills Trappings Career entries Career exits


Animal Care - Hawk. Leather Jerkin; Gamekeeper (fowler) Outlaw;
Animal Training - Hawk; Falcon or Hawk; Hunter (fowler) Rustler;
Concealment Rural; Bow and 20 arrows Woodsman (fowler) Scout
Game Hunting; Thick leather gauntlet; Noble (falconer) Targeteer (falconer only)
Secret Sign's - Woodsman's'; Lure on rope Elven beast-friend
Silent Move Rural; Sword or axe
Vetinary - Hawk Weather worn clothing
25% chance of Secret Hooded cloak
Language - Ranger; Thick leather boots
Back pack with 3 blankets,
cutlery, tinderbox and small
cooking pot.
Flask of water
Small sheathed knife
Money pouch;
2d6 Gc’s, 2D6 SS, 3D6

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

Skills Trappings Career entries Career exits


Animal Care; Improvised weapon (pitch Fisherman; Bawd;
Drive Cart; fork, scythe or a pick axe) Herdsman; Herdsman;
Herb Lore; Weather worn clothing Labourer Outlaw
Identify Plant; Tatty hat
25 % chance of Very Hooded cloak
Resilient; Thick leather boots
25% chance of Very Strong. Back pack with 3 blankets,
Grow Crops cutlery, tinderbox and small
Weather sense cooking pot.
Flask of water
Small sheathed knife
Money pouch;
2d6 GCs, 2D6 SS, 3D6

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

Skills Trappings Career entries Career exits


Fish Leather jerkin Random Seaman
Sailing or Rowing 25% chance of small boat Smuggler
Swim moored on nearest water Trader
50% chance of River lore Weather worn clothing
25% chance of Boat building Tatty hat
5% chance of Cartography Hooded cloak
Weather sense Thick leather boots
Back pack with 3 blankets,
cutlery, tinderbox and small
cooking pot.
Flask of water
Small sheathed knife
Money pouch;
2d6 GCs, 2D6 SS, 3D6

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

Skills Trappings Career entries Career exits


Concealment rural Bow or crossbow Druid Druid
Follow trail 20 bolts/arrows Outlaw Raconteur
Marksmanship (bow or Sword or axe Servant Militiaman
crossbow) Leather jacket Scout
Secret sign Poacher (Poachers Man trap Targeteer
only) Weather worn clothing
Set trap Tatty hat Outlaw (poacher only)
Silent move rural Hooded cloak Rustler (poacher only)
Spot traps Thick leather boots
50% Secret language Ranger Back pack with 3 blankets,
(Gamekeepers only) cutlery, tinderbox and small
10% Animal trainer Hawk cooking pot.
Weather sense Flask of water
Animal lore Small sheathed knife
Money pouch;
2d6 GCs, 2D6 SS, 3D6

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

Skills Trappings Career entries Career exits


Animal care Axe or sword Random Druid
 Swine Dog Militiaman
 Cattle Pan pipes Outlaw
 Sheep Sling and 20 shots Rustler
Animal training-dog Staff Scout
Charm animal Weather worn clothing
Musicianship wind instrument Tatty hat
Specialist weapon Hooded cloak
 Sling Thick leather boots
Weather Sense Back pack with 3 blankets, cutlery,
Veterinary Healing tinderbox and small cooking pot.
75% chance of Herb lore Flask of water
75% chance of Very resilient Small sheathed knife
50% chance of Identify plant Money pouch;
50% chance of Specialist Weapon- 2d6 GCs, 2D6 SS, 3D6
Quarter staff

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

Skills Trappings Career entries Career exits


Concealment rural Club Random only Druid
Silent move rural Dog (if animal training skill) Woodsman
Secret language ranger Heavy Staff Hunter
Herb lore Weather worn clothing
Identify plants Tatty hat
Weather sense Hooded cloak
Create rough clothing Thick leather boots
Animal lore Back pack with 3 blankets,
cutlery, tinderbox and small
50% chance of Secret signs woodsman cooking pot.
75% chance of very resilient Flask of water
50% chance of Specialist weapon Quarter staff Small sheathed knife
25% Animal training dog Money pouch;
2d6 GCs, 2D6 SS, 3D6

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

Skills Trappings Career entries Career exits


Animal lore Bow or crossbow Druid Druid
Butchery 20 arrows/bolts Outlaw
Concealment rural Axe or sword Scout
Construct Shelter/ Bivouac Weather worn clothing Huntsman
Expert fire maker Tatty hat Falconer
Find shelter Hooded cloak
Find water Thick leather boots
Follow trail Back pack with 3 blankets,
Game hunting cutlery, tinderbox and small
Marksmanship (bow or cooking pot.
crossbow) Flask of water
Preserve food Small sheathed knife
Secret language ranger Money pouch;
Secret signs woodsman 2d6 GCs, 2D6 SS, 3D6
Silent move rural
Skinning
Weather sense
25% chance of immunity to
poisons
25% chance of Elven Lore
25% chance of Story telling-
legends and lore
25% chance of Create
improvised weapons

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

Skills Trappings Career entries Career exits


Animal Care-horse Horse, saddle and harness; Outrider Highwayman;
Find shelter Bow or crossbow 20 shots; Mercenary;
Orientation; Mail shirt; Scout.
Ride – Horse Rope - 10 yards; Dwarf Ranger
Secret Sign's - Scout's; Shield. Tunnel fighter
Veterinary Healing-horses Weather worn clothing (Dwarfs only)
25% chance of Weather sense Tatty hat
10% chance of Trick Riding Hooded cloak
Thick leather boots
OR Back pack with 3 blankets,
cutlery, tinderbox and small
Flee! cooking pot.
Find shelter Flask of water
Fleet footed Small sheathed knife
Orientation Money pouch;
Secret signs - Scouts 2d6 Gc's, 2D6 SS, 3D6
Spot traps
Hiking
25% chance of Weather sense

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  

Skills Trappings Career entries Career exits


Animal Care-horses, oxen Weather proof coat Outlaw Outlaw
and mules Broad brimmed hat Smuggler Scout
Specialist weapon Sword or axe Scout Smuggler
 Whip Whip Mercenary
75% chance of Drive cart Weather worn clothing Horse trader
25% chance of Animal Thick leather boots
Training horses and mules Back pack with 3 blankets,
25% chance of Veterinary cutlery, tinderbox and small
Healing-horses cooking pot.
Flask of water
Small sheathed knife
Money pouch;
2d6 Gc's, 2D6 SS, 3D6

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

Skills Trappings Career entries Career exits


Concealment rural Bow and 20 arrows Agitator Game keeper
Dodge blow Sword or axe Boatman Highwayman
Scale sheer surface 50% chance of leather jerkin Druid Outlaw chief
Secret language thief Mask/scarf Exciseman Rustler
Set trap Shield Footpad Targeteer
Silent move rural Weather worn clothing Gamekeeper
Strike mighty blow Tatty hat Herdsman
Strike to stun Hooded cloak Hunter
50% chance of Drive cart Thick leather boots Muleskinner
50% chance of Ride horse Back pack with 3 blankets, Pedlar
50% chance of Animal care cutlery, tinderbox and small Road warden
horse cooking pot. Rustler
25% chance of Flask of water Thief
Marksmanship (Bow) Small sheathed knife Toll keeper
25% chance of Secret Signs Money pouch; Woodsman
Woodsman 2d6 GCs, 2D6 SS, 3D6 Falconer
25% chance of Specialist
Weapon-Quarter staff
Story telling-legends and lore

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

Skills Trappings Career entries Career exits


Animal care horses Horse saddle and harness Random Scout
Follow trail Bow or crossbow Highwayman
Orientation 20 bolts or arrows Mercenary
Ride horse Mail shirt, Shield
Silent move rural Rope 10 yards (lasso)
Specialist weapon Weather worn clothing
 Lasso Tatty hat
Secret signs Scout’s or Hooded cloak
Woodsman’s Thick leather boots
Back pack with 3 blankets,
Construct Shelter/ Bivouac cutlery, tinderbox and small
Expert fire maker cooking pot. Flask of water
Find shelter Small sheathed knife
Weather sense Money pouch;
2d6 GCs, 2D6 SS, 3D6

KISLEV HORSE ARCHER


The Kislev Horse Archers are said to have literally been born in the saddle, Kislev Horse archers are probably the best
Horsemen in the World. They live in the cold plains of Kislev and live a nomadic life. They go bare chested, have dropping
moustaches, shave their heads except for the crown that they grow into a ponytail, they have ruddy skin and slanted eyes. To
most Old Worlders they are savages-it is even said they drink the blood of their enemies, which may or may not be true. One
thing is for certain, however, they make the best outriders and scouts and are often employed by Empire Armies to do so, the
Horse Riders don’t mind as long as they get to share in the looting.

Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +20 +1 +2 +10

Skills Trappings Career entries Career exits


Animal care - horses Horse saddle and harness Random Scout
Follow trail Short Bow, Sword Highwayman
Marksmanship-Short bow 20 arrows and quiver Mercenary
Orientation Tattoos, topknot and Outrider
Ride horse moustache
Trick riding Weather worn clothing
Silent move rural Hooded cloak
Speak additional language- Thick leather boots
Kislevite Back pack with 3 blankets,
cutlery, tinderbox and small
Construct Shelter/ Bivouac cooking pot. Flask of water
Expert fire maker Small sheathed knife
Find shelter Money pouch;
Weather sense 2d6 GCs, 2D6 SS, 3D6

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.

A player can choose to start as a Gypsy Pedlar. Due to lack of trust,


Gypsies have –10 Fel on all gossip tests (not haggle, etc) with normal
folk, +10 Fel with fellow Gypsies. In addition, the player automatically
gets Speak additional language Estalian/Gypsy.

Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +10 +2 +10 +10 +10

Skills Trappings Career Career


Animal care horses Crossbow and 10 bolts entries exits
Blather Wagon and horse Random Fence
Drive cart Mattress and D4 blankets Outlaw
Evaluate goods D4 sacks containing: Trader
Haggle  D4+1 pots and pans Trapper
Herb lore  3D6 small knives
Secret signs-Pedlar & Gypsy  D6x100 pins
25% chance of Astronomy  D6 reels of coloured ribbon
25% chance of Speak additional language  2D6 small items of clothing
(Estalian/gypsy) Lantern, Rope 10 yards
Sword or axe,
Leather jack, Weather worn clothing
Tatty hat, Hooded cloak, Thick leather boots
Back pack with 3 blankets, cutlery, tinderbox and
small cooking pot.
Flask of water, Small sheathed knife
Money pouch; 2d6 GCs, 2D6 SS, 3D6

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

Skills Trappings Career entries Career exits


Animal care-horses Pack Alchemists apprentice Scout
Carpentry One man tent Pharmacist Soldier
Metallurgy Pick Tomb robber
Orientation Shovel Miner
River lore Pan Tunnel fighter
50% chance of fish 25% chance of mule
50% chance of game hunting Weather worn clothing
50% chance of luck Tatty hat
25% chance of cartography Hooded cloak
Thick leather boots
Back pack with 3 blankets,
cutlery, tinderbox and small
cooking pot.
Flask of water
Small sheathed knife
Money pouch;
2d6 GCs, 2D6 SS, 3D6

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

Skills Trappings Career entries Career exits


Concealment rural Hand axe Woodsman Scout
Construct Shelter/ Bivouac Two handed axe Messenger Tunnel fighter
Expert fire maker D3 Throwing axes Mercenary
Find shelter Mail shirt
Follow trail Helmet
Hiking 50% chance of shield
Mountain climbing 50% chance of crossbow and
Orientation 20 bolts
Scale sheer surface Weather worn clothing
Silent move rural Tatty hat
Weather sense Hooded cloak
Secret language ranger Thick leather boots
Specialist weapon Back pack with 3 blankets,
 Throwing axe cutlery, tinderbox and small
75% chance of Secret Signs cooking pot.
Scout Flask of water
Small sheathed knife
Money pouch;
2d6 GCs, 2D6 SS, 3D6

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

Skills Trappings Career entries Career exits


Animal care Horse and cart Poacher Outlaw
 Horses Sword or axe Herdsman Slaver
 Pigs Lantern Outlaw
 Sheep Dagger Falconer
 Cattle Rope 10 yards (or lasso)
Drive cart Weather worn clothing
Ride-horse Tatty hat
Silent move rural Hooded cloak
Specialist weapons Thick leather boots
 Lasso Back pack with 3 blankets,
50% chance of Secret cutlery, tinderbox and small
language-Ranger cooking pot.
25% chance of Veterinary Flask of water
healing Small sheathed knife
Money pouch;
2d6 GCs, 2D6 SS, 3D6

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

Skills Trappings Career entries Career exits


Evaluate Bow or crossbow Random Highwayman
Haggle 20 arrows/bolts Militiaman
20% chance of River Lore Sword or axe Outlaw
(Lock keepers only) Mail shirt Thief embezzler
20% chance of Read/write Shield
10% chance of Numismatics Lantern
10% chance of Blather Weather worn clothing
Tatty hat
Hooded cloak
Thick leather boots
Back pack with 3 blankets,
cutlery, tinderbox and small
cooking pot.
Flask of water
Small sheathed knife
Money pouch;
2d6 Gc’s, 2D6 SS, 3D6

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

Skills Trappings Career entries Career exits


Animal lore Bow or crossbow Druid Druid
Concealment rural 20 arrows and bolts Pedlar Outlaw
Construct Shelter/ Bivouac Fur hat and buckskins Scout
Expert fire maker Leather jerkin Artisans apprentice -
Find shelter Rope 10 yards Furrier
Orientation Rowing boat or canoe Huntsman
Row D4+1 animal traps
Secret language-ranger D4+2 wire snares
Secret signs-woodsman Weather worn clothing
Set trap Tatty hat
Silent move rural Hooded cloak
Skinning Thick leather boots
Spot trap Back pack with 3 blankets,
Weather sense cutlery, tinderbox and small
25% chance of Story telling- cooking pot.
legends and lore Flask of water
20% chance of Specialist Small sheathed knife
Weapon - firearms Money pouch;
2d6 Gc’s, 2D6 SS, 3D6

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

Skills Trappings Career entries Career exits


Concealment rural Two handed axe Druid Druid
Follow trail Leather jerkin Outlaw
Identify plants Weather worn clothing Scout
Secret language-Ranger Tatty hat Artisans apprentice-
Set trap Hooded cloak carpenter
Silent move rural Thick leather boots Dwarf Ranger
Specialist weapon Back pack with 3 blankets, Falconer
 Two handed axe cutlery, tinderbox and small
Spot trap cooking pot.
Secret signs-Woodsman Flask of water
Story telling-Legends and Lore Small sheathed knife
Money pouch;
25% chance of Very Strong 2d6 GCs, 2D6 SS, 3D6
50% chance of Weather sense

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.

The character must have an I of at least 30


An Elf must have an I of at least 65 (Elves, being Good, are not naturally given to exploit or manipulate people)
Dwarves must have an I at least 20.

D100 roll by character race


Human Elf Dwarf Halfling Career
01-05 01-06 ---- 01-05 Agitator
06-10 07-13 01-10 06-10 Barkeep
11-15 14-18 11-15 11-15 Bawd
16-20 ---- 16-20 16-20 Beggar
21-25 19-35 21-25 21-30 Entertainer
26-30 36-40 26-30 31-33 Footpad
31-35 41-48 31-35 34-38 Gambler
36-40 ---- ---- 39-40 Grave robber
41-45 ---- 36-45 41-42 Jailer
46-50 49-55 ---- 43-50 Jester
51-55 56-60 46-50 51-60 Raconteur
56-60 ---- 51-55 61-65 Rat catcher
61-65 61-65 56-60 ---- Seaman
66-70 66-70 61-67 66-72 Servant
71-75 71-75 68-70 73-75 Prostitute
76-80 76-80 71-80 76-80 Thief clipper
81-85 81-85 81-85 81-85 Thief embezzler
86-90 86-90 86-90 86-90 Thief pickpocket
91-95 91-95 91-95 91-95 Thief Burglar
96-00 96-100 96-100 96-00 Smuggler

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

Skills Trappings Career entries Career exits


Public speaking Hand weapon Exciseman Charlatan
Read/write Leather jack Initiate Demagogue
2D10 leaflets for various Seer Outlaw
causes Servant
Suit of sturdy, if rather worn, Student
clothing
Boots or shoes
Knife tucked in boot or belt
Money pouch;
2d6 Gcs, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Consume Alcohol D6 Bottles of Rotgut Raconteur Raconteur
Wit Apron Servant Artisans Apprentice-
50% Gamble-dice Club Bawd Brewer
25% Street Fighter Suit of sturdy, if rather worn, Student Innkeeper
25% Blather clothing
25% Acute Hearing Boots or shoes
Pewter tankard
Knife tucked in boot or belt
Money pouch;
2d6 Gcs, 4D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Bribery Hand weapon Alchemists apprentice Bodyguard
Secret language – Thieves Leather jack Noble Fence
tongue Suit of sturdy, if rather worn, Physicians student Thief - Burglar or
Street fighting clothing Student pickpocket
25% chance of Wit Boots or shoes Wizards apprentice Beggar
Knife tucked in boot or belt Footpad
Money pouch; Barkeep
2d6 Gcs, 2D6 SS, 3D6 d

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.

Becoming a beggar gives the character D6 insanity points.


Perhaps they should have a chance of diseases or injuries, which have brought them to this career.
Some could be street brats??
Beggars start with D3 of the insanities below. Roll a D20

D20 Roll Disorder


1 Alcoholism
2 Amnesia
3 Catatonia
4 Dementia
5 Depression
6 Drug addiction
7 Introversion
8 Kleptomania
9 Manic
10 Manic depressive
11 Pathological lying
12 Phobia
13 Schizophrenia
14-20 Minor disorders

Advance scheme
M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +2 +10

Skills Trappings Career entries Career exits


Begging Begging bowl Random entry only Footpad
Concealment urban Tattered smelly clothes Bawd Rat catcher
Secret language Thieves Heavy stick Thief-Burglar or
tongue Bottle of rotgut spirit pickpocket
Secret signs thieves signs Knife tucked in belt
Silent move urban 4D6 pennies secreted on
75% chance of Consume person
Alcohol 75% chance of having lice or
fleas

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)

Skills Trappings Career entries Career exits


Secret language- Pedlar & Gypsy D3 Gold earrings Entertainer Entertainer-any
Secret signs Pedlar & Gypsy Suit of sturdy, if rather worn, clothing Wizards apprentice
Boots or shoes Alchemist apprentice
Knife tucked in boot or belt Hypnotist
Money pouch;
2d6 Gc’s, 2D6 SS, 3D6 d

ACROBAT Skills TRAPPINGS career


exits
M WS BS S T W I A DEX LD INT CL WP FEL Acrobatics Tight fitting clothes Thief
+10 +1 +1 +20 +10 +10 Lightning reflexes
Actor TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Acting, Wig Artist-actor
+1 +10 +10 +10 +10 +10 Read/write Make up
20% chance of
disguise
Animal Tamer TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Animal care, Bear or D4 dogs
+10 +2 +10 +10 +10 +10 Animal training, Whip
Charm animal,
Specialist weapon
whip
Bunko artist TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Blather, 3 cups and a ball Charlatan
+10 +1 +20 +10 +10 +10 Palm object, Gambler
Lightning reflexes
Comic TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Comedian, wit Demagogu
+1 +1 +10 +10 +10 +10 e
Raconteur
Escapologist TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Escapology 5 yards of chain D4
+1 +10 +10 +10 +10 padlocks
Fire eater TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Fire eating D3 Torches
+10 +1 +2 +10 +10 +10 Flask of protective
mouthwash
Fortune teller TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Divination, Crystal ball Charlatan
+1 +20 +10 +10 +10 +10 Palmistry Seer
Hypnotist TRAPPINGS
M WS BS S T W I A DEX LD INT CL WP FEL Hypnotise, Silver charm on Charlatan
+1 +10 +10 +10 +10 +10 Magical awareness chain Physician’s

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

Sword swallower TRAPPINGS


M WS BS S T W I A DEX LD INT CL WP FEL Swallow sword???? D4+1 swords
+10 +2 +10 +10 +10 +10 +10

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

Skills Trappings Career entries Career exits


Concealment urban Bow or crossbow Artisans apprentice Bodyguard
Silent move urban 20 bolts/arrows Bodyguard Fence
Strike to stun Club Bounty hunter Highwayman
Secret language thieves Hood or mask Labourer Outlaw
tongue Leather jacket Marine Racketeer
Secret signs thieves signs 25% chance of shield Militiaman Slaver
Suit of sturdy, if rather worn, Pit fighter
clothing Protagonist
Boots or shoes Rat catcher
Knife tucked in boot or belt Soldier
Money pouch; Bawd
2d6 Gcs, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Gamble-cards Sword Courtesan Charlatan
Gamble-dice Leather jerkin Entertainer-bunko artist Highwayman
Identify motives Pack of cards Military sergeant/captain Money Lender
Luck Spare aces Noble Cat burglar
Palm object Pair of dice Wizards apprentice
25% chance of Super Pair of loaded dice (always ADV Servant-Bailiff
numerate roll 6’s)
25% chance of Specialist Fine light weight clothes
weapon -Throwing knife Soft shoes
20% chance of Specialist Knife tucked in belt
weapon –Pistol Small pistol and 10 shots or
10% chance of Numismatics throwing knife (if character
has the skill)
Money pouch;
4d6 Gcs, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Silent move rural Black hooded cloak Alchemists apprentice Physicians student
Silent move urban Hand weapon Physicians student Rat catcher
50 % chance of spot trap Lantern Rat catcher Tomb robber
25% chance of drive cart Large sack Wizards apprentice
10% chance of immunity of Spade
disease Crowbar
10%chance of night vision Suit of sturdy, if rather worn,
clothing
Boots or shoes
Knife tucked in boot or belt
Money pouch;
2d6 Gcs, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Consume alcohol (25% Club Rat catcher Bodyguard
chance of being an Alcoholic) Ring of heavy keys Rat catcher
Immunity to disease Bottle of rough wine Slaver
Immunity to poison Bottle of rotgut spirit Torturer
Palm object Knife tucked in belt Executioner
Silent move urban 75% chance of having lice or
50% chance of Very resilient fleas
25% chance of Very strong Suit of sturdy, if rather worn,
clothing
Boots or shoes
Knife tucked in boot or belt
Money pouch;
2d6 Gcs, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Acrobatics 6 Juggling balls Entertainer-troubadour Entertainer (any)
Clown Wooden horse Entertainer-clown Minstrel
Dance Brightly coloured jester suit Minstrel Raconteur
Jest with bells on Charlatan
Juggle Manikin stick
50% chance of Mime Pointed shoes with bells on
50% chance of Mimic Knife tucked in boot or belt
25% chance of palm object Money pouch;
25% chance of wit 2d6 Gcs, 2D6 SS, 3D6 d
25% chance of Contortionist
10% chance of Ventriloquism

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

Skills Trappings Career entries Career exits


Blather Outrageous hat Gamekeeper Charlatan
Charm Suit of loud, fine quality Pilot Demagogue
Public speaking clothing Seaman
Seduction Boots or shoes Lawyer
Story telling Knife tucked in boot or belt Entertainer-poet
Wit Money pouch; Entertainer-comic
25% chance of etiquette 3d6 Gcs, 2D6 SS, 3D6 d Entertainer-impressionist

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

Skills Trappings Career entries Career exits


Animal trainer dog Ratters pole with D6 dead Beggar Footpad
Concealment urban rats Grave robber Grave robber
Immunity to disease Sling and 20 shots Jailer Jailer
Immunity to poison Small but vicious dog Tomb robber
Set trap D6 animal traps Thief –Burglar
Silent move urban 50% chance of fleas
Specialist weapon sling Suit of sturdy, if rather worn,
Spot trap clothing
20% chance of night vision Boots or shoes
Knife tucked in boot or belt
Money pouch;
2d6 Gcs, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Consume alcohol Cutlass Boatman Boatman
Dodge blow Bottle of cheap rum Fisherman Raconteur
Row Gold earrings, necklace, rings Smuggler Sea captain (mate)
Sailing or teeth worth 2D6 Gcs Slaver Slaver
Scale sheer surface Suit of sturdy, if rather worn, Marine Smuggler
Speak additional language clothing Labourer (stevedore) Marine
Street fighting Boots, shoes or bare feet
Strike mighty blow (equal chance of either)
Swim Knife tucked in boot or belt
75% chance of Sing Money pouch;
25% chance of Orientation 2d6 Gcs, 2D6 SS, 3D6 d
25% chance of Weather sense
10% chance of Wrestle

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

Skills Trappings Career entries Career exits


Acute hearing Low cut dress Bawd Bawd
Ambidextrous Beauty box Servant serving wench Courtesan
Blather Knife tucked in boot or belt Entertainer-exotic dancer Entertainer-any
Charm Money pouch; Thief –pickpocket Servant
Pick pocket 2d6 Gc’s, 2D6 SS, 3D6 d Thief –Burglar Thief - pick pocket
Secret language-prostitute
Secret signs-prostitute
50% chance of Seduction
50% chance of Immunity to
disease

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

Skills Trappings Career entries Career exits


Drive cart Horse and cart Boatman Fence
Row Rowing boat Fisherman Pilot
Silent move rural Sword or axe Muleskinner Seaman
Silent move urban Leather jerkin Pilot Thief -any
50% chance of consume Suit of sturdy, if rather worn, Seaman
alcohol clothing Tunnel fighter
50% chance of secret Boots or shoes
language thieves tongue Hooded cloak
25% chance of speak Knife tucked in boot or belt
additional language Money pouch;
50% chance of bribery 2d6 Gc’s, 2D6 SS, 3D6 d
10% chance of law

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

Skills Trappings Career entries Career exits


Palm object Small clippers and files Any other thief type Counterfeiter
Secret language thieves Scales Servant Fence
tongue Suit of sturdy, if rather worn, Student Charlatan
Secret signs thieves clothing Exciseman Outlaw
20% chance of Evaluate Boots or shoes Trader Thief -any
goods Knife tucked in boot or belt
10% chance of law Money pouch;
2d6 Gcs, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Concealment Urban Sword and scabbard Any other thief type Fence
Dodge blow Small sharp knife or razor. Servant Charlatan
Flee Suit of sturdy, if rather worn, Student Outlaw
Palm object clothing Bawd Racketeer
Pickpocket Boots or shoes Beggar Thief – Burglar
Secret language thieves Knife tucked in boot or belt Streetwalker Thief -any
tongue Money pouch;
Secret signs thieves 2d6 Gcs, 2D6 SS, 3D6 d
Silent move rural
Silent move urban
25% chance of Evaluate
goods
10% chance of law
25% chance of shadowing

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

Skills Trappings Career entries Career exits


Palm object Writing equipment and paper Any other thief type Fence
Secret language thieves Abacus Servant Scribe
tongue Suit of sturdy, if rather worn, Student Trader
Secret signs thieves clothing Exciseman Charlatan
Read/write Boots or shoes Toll keeper Outlaw
Embezzling Knife tucked in boot or belt Thief –any
25% chance of super Money pouch; Money lender
numerate 2d6 Gcs, 2D6 SS, 3D6 d
25% chance of Evaluate
goods
10% chance of law

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

Skills Trappings Career entries Career exits


Concealment urban Sword Any other thief type Fence
Secret language thieves Sack Entertainer (acrobat) Charlatan
tongue Black hooded tunic Entertainer (tight rope walker) Outlaw
Secret signs thieves Lock picking tools Servant-chambermaid Racketeer
Silent move rural Rope 10 yards Student Thief –any
Silent move urban Suit of sturdy, if rather worn, Bawd Rat catcher
Evaluate goods clothing
Pick lock Boots or shoes Cat burglar
Scale sheer surface Knife tucked in boot or belt Master thief
Spot trap Money pouch; Tomb robber
10% chance of law 2d6 Gcs, 2D6 SS, 3D6 d

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

The character must have a WS of at least 30


Halflings must have a WS of 25, as they rarely become warriors.

D100 roll by character race


Human Elf Dwarf Halfling Career
01-05 01-10 01-05 01-10 1. Bodyguard
06-10 ---- 06-10 11-20 2. Brigand
11-15 ---- 11-15 ---- 3. Executioner
16-25 ---- 16-28 21-40 4. Labourer
26-30 11-20 29-30 ---- 5. Marine
31-40 21-25 31-40 ---- 6. Mercenary
41-45 26-35 41-44 41-60 7. Militiaman
46-50 ---- 45-56 61-70 8. Miner
51-55 36-40 ---- 71-80 9. Noble
56-60 ---- 57-60 ---- 10. Pit fighter
61-65 41-50 61-65 ---- 11. Protagonist
66-70 ---- ---- ---- 12. Road warden
71-75 ---- 66-70 81-90 13. Sewer jack
76-85 56-80 71-75 ---- 14. Soldier
86-90 81-90 ---- ---- 15. Squire
---- ---- 76-85 ---- 16. Troll slayer
---- ---- 86-95 ---- 17. Tunnel fighter
91-00 91-00 96-00 91-00 18. Watchman

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

Skills Trappings Career entries Career exits


Disarm Hand weapon Bawd Bounty hunter
Dodge blow Knuckle dusters Footpad Footpad
Specialist weapon Leather jack Labourer Mercenary
 Knuckle dusters 50% chance of a shield Jailer Outlaw chief
Street fighting Helmet Sewer jack Racketeer
Strike to stun Suit of sturdy, if rather worn, Thief Protagonist
Strike mighty blow clothing Tomb robber Sewer jack
Wrestling Hooded cloak and Boots Entertainer-Strongman
50% chance of Very Strong Back pack Entertainer-Wrestler
Pewter tankard, cutlery,
tinderbox and a blanket.
Knife tucked in boot or belt
Money pouch
2d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Concealment rural Hand weapon Mercenary Bounty hunter
Consume alcohol Bow or crossbow Soldier Footpad
Disarm 20 bolts/arrows Militiaman Mercenary
Dodge blow Leather jerkin Outlaw chief
Scale sheer surface Shield or chain mail shirt Protagonist
Secret language battle Helmet
Street fighting Suit of sturdy, if rather worn,
Strike to stun clothing
Strike mighty blow Hooded cloak and Boots
Back pack
Pewter tankard, cutlery,
tinderbox and a blanket.
Knife tucked in boot or belt
Money pouch
2d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Specialist weapon Executioners 2 handed axe Bounty hunter Assassin
 2 handed axe Leather mask/hood Jailer Judicial champion
Strike mighty blow Manacles Torturer Protagonist
75% chance of Carpentry Rope Student (if law skill)
25% chance of Very Strong Magistrate’s warrant Torturer
25% chance of Law Suit of sturdy, if rather worn, Drifter
clothing
Hooded cloak and Boots
Back pack
Pewter tankard, cutlery,
tinderbox and a blanket.
Knife tucked in boot or belt
Money pouch
2d6 Gc’s, 2D6 SS, 3D6 d

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

Teamster Stevedore Navvy (etc)


Skills Skills Skills
Consume alcohol Consume alcohol Consume alcohol
Drive cart 75% chance of Sing Scale sheer surface
Animal care horses 50% chance of Very Strong 75% chance of Sing
75% chance of Sing 50% chance of Street fighter 50% chance of Street fighter
50% chance of Street fighter 25% chance of Wrestling 50% chance of Carpentry
25% chance of Very Strong 25% chance of Very Resilient 25% chance of Wrestling
25% chance of Very Resilient 25% chance of Strike mighty blow 25% chance of Very Strong
25% chance of Strike mighty blow 25% chance of Very Resilient
25% chance of Strike mighty blow
25% chance of Engineering
Trappings Trappings Trappings
Club, hand weapon Club, hand weapon Club, hand weapon
Leather jerkin Leather jerkin Leather jerkin
Suit of sturdy, if rather worn, clothing Suit of sturdy, if rather worn, clothing Suit of sturdy, if rather worn, clothing
Hooded cloak and Boots Hooded cloak and Boots Hooded cloak and Boots
Back pack Back pack Back pack
Pewter tankard, cutlery, tinderbox and Pewter tankard, cutlery, tinderbox and Pewter tankard, cutlery, tinderbox and a
a blanket. a blanket. blanket.
Knife tucked in boot or belt Knife tucked in boot or belt Knife tucked in boot or belt
Money pouch Money pouch Money pouch
2d6 Gc’s, 2D6 SS, 3D6 d 2d6 Gc’s, 2D6 SS, 3D6 d 2d6 Gc’s, 2D6 SS, 3D6 d
Career entries Career entries Career entries
Random Random Random
Career exits Career exits Career exits
Bodyguard Bodyguard Bombardier
Footpad Footpad Bodyguard
Muleskinner Seaman Footpad
Miner Miner Artisan apprentice-carpenter
Sapper
Miner

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

Skills Trappings Career entries Career exits


Consume alcohol Cutlass Seaman Bombardier
Disarm Bow or crossbow Bounty hunter
Dodge blow 20 arrows or bolts Footpad
Row Mail shirt Military sergeant
Secret language-battle Grappling hook and 10 yards Sea captain
Strike mighty blow of rope Slaver
Strike to stun Shield
25% chance of Swim Helmet
25% Healing Battlefield Suit of sturdy, if rather worn,
clothing
Hooded cloak and Boots
Back pack
Pewter tankard, cutlery,
tinderbox and a blanket.
Knife tucked in boot or belt
Money pouch
2d6 Gc’s, 2D6 SS, 3D6 d

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-hand to hand


M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+20 +10 +1 +1 +2 +10 +1 +10 +10

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

Skills Trappings Career entries Career exits


Disarm Bow or Crossbow Bodyguard Bombardier
Dodge blow 20 bolts or arrows Bounty hunter Military sergeant
Healing- battlefield Mail shirt or breast plate Militiaman Outlaw chief
Secret language battle Shield Outrider Sapper
Strike mighty blow Helmet Assassin Slaver
Strike to stun Hand weapon Demagogue Tunnel fighter
Street fighting Dagger Sapper Bounty hunter
Unit fighting Suit of sturdy, if rather worn, Brigand
clothing
75% chance of Drive cart Hooded cloak and Boots Drifter
50% chance of Animal care- Back pack
horses Pewter tankard, cutlery,
25% chance of Ride tinderbox and a blanket.
Knife tucked in boot or belt
75% chance of two of the Money pouch
following: 2d6 Gc’s, 2D6 SS, 3D6 d
Specialist weapon
 Pole arms
 2 handed weapons
 Firearms
 Flail
 Lance

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

Skills Trappings Career entries Career exits


Dodge blow Bow and 20 arrows Excise man Footpad
Strike mighty blow Or Gamekeeper Mercenary
Specialist weapon Spear or pike (equal chance) Herdsman Brigand
 Pole arms Road warden Outlaw
Unit fighting Leather jerkin Toll keeper
50% chance of Drive cart Shield
50% chance of Animal Care- Pot helm
horses Hand weapon
25% chance of Ride-horse Suit of sturdy, if rather worn,
clothing
Hooded cloak and Boots
Back pack
Pewter tankard, cutlery,
tinderbox and a blanket.
Knife tucked in boot or belt
Money pouch
2d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Mining Pickaxe (two handed axe) Labourer Sapper
Metallurgy Shovel Prospector Tunnel fighter
Specialist weapon Lantern Prospector
 2 handed weapons Miners helmet (possibly with candle
75% chance of Sing on)
50% chance of Luck D6 4hr Candles
25% chance of Very Strong Tough boots
25% chance of Very Resilient Sling bag with packed lunch
25% chance of Engineering Hand weapon
25% chance of Animal care – mule Leather jack
25% chance of Drive cart Helmet
Suit of sturdy, if rather worn, clothing
Hooded cloak and Boots
Back pack
Pewter tankard, cutlery, tinderbox
and a blanket.
Knife tucked in boot or belt
Money pouch
2d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Blather Fencing sword and scabbard Random Bawd
Charm Horse saddle and harness Duellist
Etiquette Jewellery worth 10D6 Gc’s Falconer
Heraldry Expensive clothes (250 Gc's) Knight
Luck D4 servants/bodyguards (other PCs Gambler
Read/write will do) Squire
Ride Hooded cloak and Boots Student
Specialist weapon Back pack Highwayman
 Fencing sword Pewter tankard, cutlery, tinderbox Noble level 2 (Baron,
Wit and a blanket. Margrave)
75% chance of Gamble-cards Knife tucked in boot or belt
75% chance of Public speaking Money pouch
75% chance of Consume alcohol 6D6 Gc’s, 2D6 SS, 3D6 d
75% chance of Musicianship

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

Skills Trappings Career entries Career exits


Disarm Shield or buckler Random Bounty hunter
Dodge blow Flail or Morning star Footpad
Specialist weapons Hand weapon Judicial champion
 Fist weapons Helmet Outlaw
 Flails Mail shirt Pit master
 Sword breaker Suit of sturdy, if rather worn, Pit trainer/champion
 Buckler clothing Troll slayer (Dwarf only)
 Two handed Knife tucked in boot or belt Tunnel fighter
 Pole arm Money pouch
 Net 2d6 Gc’s, 2D6 SS, 3D6 d Drifter
 Paired weapons
Strike mighty blow
Strike to injure
Street fighter
50% chance of Very Resilient
50% chance of Very Strong
25% chance of Wrestling
25% chance of Healing
Battlefield

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

Skills Horse saddle and harness Career entries Career exits


Disarm Mail shirt Random Bounty hunter
Dodge blow Shield Duellist
Ride horse Hand weapon Footpad
Street fighting Dagger Judicial champion
Strike mighty blow Suit of sturdy, if rather worn,
Strike to injure clothing Drifter
Strike to stun Hooded cloak and Boots
10% chance of wrestling Back pack
Pewter tankard, cutlery,
tinderbox and a blanket.
Knife tucked in boot or belt
Money pouch
2d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Animal care horse Crossbow and 20 bolts Random entry only Highwayman
Dodge blow Horse with saddle and Militiaman
Ride horse harness Outlaw
Strike mighty blow Mail shirt, Helmet
10% chance of Secret signs Rope 10 yards (lasso) Coachman
Woodsman or Scout Shield Toll keeper
50% chance of Specialist Sword and scabbard Outrider
Weapon - Lasso Road wardens badge on chain
Suit of sturdy, if rather worn, Military sergeant
clothing
Hooded cloak and Boots
Back pack
Pewter tankard, cutlery,
tinderbox and a blanket.
Knife tucked in boot or belt
Money pouch
2d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Dodge Blow Hand weapon Bodyguard; Bodyguard
Night vision Leather jerkin Mercenary; Footpad
Orientation (underground Shield Rat Catcher; Rat Catcher
only) Torch Tunnel Fighter. Thief
Strike Mighty Blow Suit of sturdy, if rather dirty
Strike to Injure and smelly, clothing,
Strike to Stun Hooded cloak and Boots
25% chance of Immunity to Back pack
Disease Pewter tankard, cutlery,
25% chance of Tunnel tinderbox and a blanket.
fighting Knife tucked in boot or belt
Money pouch
2d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Animal care - horses Full Helmet Random Knight
Animal training - horses Sleeved mail shirt Servant-page Military sergeant
Dodge blow Breast plate Nobleman
Etiquette Lance
Heraldry Sword and scabbard
Ride horse Shield
Strike mighty blow Horse, saddle and harness
Specialist weapon Suit of sturdy, if rather worn,
 Lance clothing
Hooded cloak and Boots
Back pack
Pewter tankard, cutlery,
tinderbox and a blanket.
Knife tucked in boot or belt
Money pouch
2d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Dodge blow Tattoos Random entry only Giant slayer
Specialist weapon Orange spiked hair
 Two handed weapon Two handed axe
Street fighter Axe or hammer
Strike mighty blow Pair of sturdy, if rather worn,
leggings, boots
Back pack
Pewter tankard, cutlery,
tinderbox and a blanket.
Knife tucked in boot or belt
Money pouch
2d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Dodge blow Short sword (for stabbing) Mercenary Sapper
Orientation (underground only) Axe Pit fighter Smuggler
Secret language battle Helmet, Mail coat, Shield Prospector Tomb robber
Street fighting Grappling hook and 10 yds rope Tomb robber Iron breaker (Dwarf
Night vision Torch, D6 candles, small pick (ice pick) Sapper only)
Mining Suit of sturdy, if rather worn, clothing Miner Military Sergeant
Scale sheer surface Hooded cloak and Boots
Strike mighty blow Back pack
Strike to injure Water flask
Strike to stun Pewter tankard, cutlery, tinderbox and a
Tunnel fighting blanket.
Unit fighting Knife tucked in boot or belt
25% chance of Healing-battlefield Money pouch
2d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Disarm Club Random Bounty hunter
Dodge blow Lantern on pole Judicial champion
Strike to stun 25% chance of Mail shirt Mercenary
Strike mighty blow Leather jerkin (if no mail shirt) Racketeer
25% chance of Law 50% chance of Helmet Road warden
10% chance of Bribery Dagger Watch captain
10% chance of Specialist Sword and scabbard Investigator
Weapon-Fencing Sword 25% chance of crossbow and 20 bolts
Uniform
Suit of sturdy, if rather worn, clothing
Hooded cloak and Boots
Back pack
Pewter tankard, cutlery, tinderbox and a
blanket.
Knife tucked in boot or belt
Money pouch
2d6 Gc’s, 2D6 SS, 3D6 d

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

Skills Trappings Career entries Career exits


Disarm Halberd 0r Spear Prospector Brigand
Dodge blow Hand weapon Artisan (armourer) Mercenary
Secret Language - Battle Tongue Mail shirt or leather jerkin Military sergeant
Specialist Weapons Helmet Bounty hunter
 Pole arms Shield with states symbol Footpad
 Two handed weapons Uniform of state Slaver
Strike Mighty Blow Boots Sapper
Street fighting Knife tucked in boot or belt Drifter
25% Healing Battlefield Money pouch;
Unit fighting 2d6 Gc’s, 2D6 SS, 3D6 d

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

Wood Elf Armies


Wood Elf soldiers are Glade Guards and use spears
Wood Elf archers use elf bows and have no chance of specialist
weapons firearms.
Both units will use swords as a handweapon.

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

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