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TMA GRIM WORLD OF PERILOUS ADVENTUREWarhammer Fantasy rolepl aycontentsIntroductIona welcome to this mighty tome, an explanation of important principles, an introduction to the most Glorious empire of his majesty emperor Karl-Franz I, and an intercepted communication of curious origin.Roleplaying Games......................................... 6Using This Book ............................................. 6A Letter Concerning the Empire ................. 20character a comprehensive primer on how to create your character and adventuring party for fun and profit! Creating a Character .................................... 24Species .......................................................... 24Class and Career ........................................... 30Attributes ..................................................... 33Skills and Talents .......................................... 35Trappings ...................................................... 37Adding Detail ............................................... 37Party ............................................................. 41Bringing Your Character to Life ................... 42Advancement ................................................ 43Finished! ....................................................... 43Character Sheet Summary............................ 44class and careersthe exhilarating opportunities for employment in the old World. this marvellous chapter also informs you how to apply the experience you earn through your efforts, how your status in society affects you, and how you can attempt to improve your position.Classes .......................................................... 46Careers.......................................................... 46 Career Levels ........................................... 47 Advancing Through Your Career .............. 47 Changing Career ...................................... 48Status ............................................................ 49 Tiers and Standing ................................... 49 Determining Status .................................. 50 Changing Status....................................... 50 The Effects of Status ................................ 50 Maintaining Status .................................. 51 Earning Money with Status ..................... 51Academics .................................................... 53 Apothecary ............................................... 53 Engineer ................................................... 54 Lawyer ..................................................... 55 Nun .......................................................... 56 Physician .................................................. 57 Priest ........................................................ 58 Scholar ..................................................... 59 Wizard ..................................................... 60Burghers ....................................................... 61 Agitator .................................................... 61 Artisan ..................................................... 62 Beggar ...................................................... 63 Investigator .............................................. 64 Merchant ................................................. 65 Rat Catcher .............................................. 66 Townsman ................................................ 67 Watchman ................................................ 68Courtiers....................................................... 69 Advisor ..................................................... 69 Artist ........................................................ 70 Duellist .................................................... 71 Envoy ....................................................... 72 Noble ....................................................... 73 Servant ..................................................... 74 Spy ........................................................... 75 Warden..................................................... 76Peasants ........................................................ 77 Bailiff ....................................................... 77 Hedge Witch ........................................... 78 Herbalist .................................................. 79 Hunter ..................................................... 80 Miner ....................................................... 81 Mystic ...................................................... 82 Scout ........................................................ 83 Villager..................................................... 84Rangers ......................................................... 85 Bounty Hunter ......................................... 85 Coachman ................................................ 86 Entertainer ............................................... 87 Flagellant ................................................. 88 Messenger ................................................ 89 Pedlar ....................................................... 90 Road Warden ........................................... 91 Witch Hunter .......................................... 92Riverfolk ....................................................... 93 Boatman ................................................... 93 Huffer ...................................................... 94 Riverwarden ............................................. 95 Riverwoman ............................................. 96 Seaman ..................................................... 97 Smuggler .................................................. 98 Stevedore .................................................. 99 Wrecker .................................................. 100Rogues ........................................................ 101 Bawd ...................................................... 101 Charlatan ............................................... 102 Fence ...................................................... 103 Grave Robber ......................................... 104 Outlaw ................................................... 105 Racketeer ............................................... 106 Thief ....................................................... 107 Witch ..................................................... 108Warriors ...................................................... 109 Cavalryman ............................................ 109 Guard ..................................................... 110 Knight .................................................... 111 Pit Fighter .............................................. 112 Protagonist ............................................. 113 Slayer...................................................... 114 Soldier .................................................... 115 Warrior Priest......................................... 116sKIlls and talentsall the abilities you might choose to become adept with, complete with explanations and ways in which you can put them to good use!Skills ........................................................... 117 Determining your Skill Level ................. 117 Basic and Advanced Skills...................... 117 Grouped Skills and Specialisation .......... 118 Master Skill List .................................... 118Talents ........................................................ 132 Gaining Talents ...................................... 132 Master Talent List .................................. 132rulesThe accurate naming of this chapter defies florid exposition! The mechanisms of the game, incorporating tests – the main method of adjudicating the action – and sections covering many different situations that may arise!Tests ........................................................... 149 Simple Tests ........................................... 149 AutomaticCordelineth Brandysnap IV, Thief from AltdorfOn Wood Elves…‘Elves living in the woods? Don’t be bloody ridiculous. Elves live in white towers and pretty boats over in Altdorf-town, you idiot.’– ‘Jammy’ Mercimaus Alderflower II, Scholar from Fielbachhigh elvesHigh Elves are a relatively common sight on the rivers of Reikland. Both Altdorf and Nuln boast sizeable districts populated by High Elf merchants who ship goods down the Reik through Marienburg to the sea. These merchants are by far the most numerous of the High Elves found in Reikland, alongside diplomatic entourages and support staff. Aloof, alien, and long-lived, they are a passionate, emotional folk widely perceived in the Reikland to be the most beautiful of the species, and also the most arrogant.Tall and slender with delicately pointed ears, most Elves have long, fine hair and melodious voices. Although they might look frail, their physiology is not only surprisingly strong, but also extraordinarily agile and dextrous. There are very few noticeable gender differences between Elves, which often causes confusion among Humans who interact with them. The High Elves, who call themselves ‘Asur’, are native to Ulthuan, a magical island lying to the west of the Old World. A proud species, they boast of being amongst the oldest of the world’s civilisations. High Elves show considerable disdain for Dwarfs, with whom they have a long history of conflict. Since their abandonment of the Old World in the aftermath of the War of the Beard, the Asur have been torn apart by civil war, the ‘kinstrife’, although this isn’t something they discuss openly with 27IIcharacterWarhammer Fantasy rolepl ayoutsiders. As a result of this millennia-long struggle, Elves from the war-torn north of Ulthuan tend to be hard-bitten, practical, and ruthless. High Elven society is tightly-bound by ritual and discipline, intended to keep soaring emotions in check and provide focus for their complicated intellects. Seeming contrary to this, some Asur revel in wild adventure. The term ‘Sea Elf ’ is often used by other species to describe the dauntless High Elves who venture beyond Ulthuan’s safe shores as mariners, traders, and diplomats, and who stand in stark contrast to any grim Asur accompanying them who follow warrior lifestyles.OpinionsOn Reiklander Humans…‘They are corrupt, jealous, and rapacious in their short-lived hungers. But, when mindful of their petty needs and their fear of what we represent, they are easily shaped.’– Imryth Emberfell, Ambassador from CaledorOn Dwarfs…‘I suggest avoiding them. They are lost in the past, which blinds them to what’s coming. Nod politely, accept the abuse, and move on. There is no point arguing, they will never change their minds.’– Alathan Crestrider, Seaman from CothiqueOn Halflings…‘I find these cheerful creatures genuinely interesting. I lived amongst an extended family group for a while, and found them so open, welcoming, and nurturing it was authentically touching. But, eventually, I had to move on, the smell was simply over-powering, and they have no understanding of personal space, which soon loses its charm.’– Hoelistor Arceye, Wizard from SapheryOn Wood Elves…‘If the Asrai would bother to look beyond their dirty noses, they would see what we are all up against. Isolationist idiots that deserve everything that’s coming to them. I doubt the Eonir are any better.’– Anaw-Alina Darkstep, Scout from Nagarythewood elvesWood Elves are a rare sight in the Reikland, and for good reason. During the closing stages of the War of the Beard, most Elves retreated from the Old World, but a few remained and withdrew to the depths of the magical forests they now called home. Over three thousand years of isolation, hardship, and warfare then ensued, leaving ‘Wood Elves’ culturally very different to their High Elf cousins. Wood Elf life is entwined with nature, with a society intermixed with spirits of the forest. They are separatists who work hard to hide themselves away, with arboreal outposts cunningly concealed with powerful illusions and misleading magics. On the rare occasions they travel beyond their borders, it is usually for war, as often with their neighbours as with darker forces, leaving other peoples of the Old World deeply unsure of the fae, capricious Elves.There are two kiths of Wood Elves most commonly seen in Reikland. The ‘Asrai’ from Athel Loren across the Grey Mountains, and ‘Eonir’ of the Laurelorn Forest far to the north in Nordland.The ruthless Asrai of Athel Loren are xenophobic and secretive, and rarely venture beyond their borders. However, a decade ago, Naith the Prophetess foresaw the possible death of Athel Loren. In response, the King and Queen of the Wood, recognising the fate of their forests may lay in the hands of outsiders, sent tattooed kinbands out from Athel Loren to take action, hunting the enemies of the forest at the source. These ferocious bands are sometimes led by a spellsinger who calls upon the old, magical paths of the Worldroot to transport them between Athel Loren and the depths of other forests long lost to the Elves, but not yet consumed by civilisation or Chaos. Occasionally, these wild hunters perceive some common cause with other Old Worlders and an individual may step from the shadows to join with those fighting a greater evil.28IIBy comparison, the Queen of the Laurelorn takes a very different path to the foretellings given to her and has recently sent a sizeable delegation to make camp in the deep forest of the Amber Hills just south of Altdorf. These Elves observe Human politics concerning the Laurelorn and beyond, and occasionally intervene on matters deemed important. The camp is viewed as a ‘temporary’ solution by the Elves, but the meaning of that word is very different to the long-lived species. Because of this camp, these Wood Elves are a growing presence in Reikland as they venture from the trees and wander according to their inscrutable purposes, often as hunters or entertainers.OpinionsOn Reiklander Humans…‘I see hateful creatures with darkness in their hearts and a complete disrespect for order. But they are widespread, warlike, and, most importantly, easy to manipulate. Given winter draws near, it is time to use them.’– Algwyllmyr Twiceseen, Seer from Athel LorenOn Dwarfs…‘More stubborn than the Oak of Ages, they understand one argument only: force. So, use it swiftly and decisively, and be aware they will return for petty vengeance at a later date.’– Meridrynda Aspengate, Glade Rider from Athel LorenOn Halflings…‘I met one when travelling Middenland during the ninth year of Queen Marrisith. It talked a lot. And I do mean a lot. When we parted ways by a town it told me was named “Delberz”, I found it had somehow managed to steal several pouches of herbs from my belt. I was impressed. So, I suggest not trusting the things, but the companionship and local lore they share may be worth the cost!’– Alafael Harrowlay, Entertainer from the LaurelornOn High Elves…‘Conceited beyond any sensible measure, don’t approach the Asur. They are jaded, arrogant, and likely lost to Atharti. And if they try to look down on you in that superior manner they so prefer, just remind them their Queen in Avelorn lives a life no different to ours.’– Cynwrawn Fartrack, Hunter from the Laurelornsylvan cousInsthe Wood elves of athel loren and the laurelorn may share a common history and origin in the old World, but they are culturally different. unlike the high elves, neither of the Wood elven kiths care much for any form of conventional civilisation, seeing it as a threat to their beloved forests and way of life. however, they differ in how they choose to express this. the laurelorn Wood elves proactively engage in politics to protect themselves, mixing with others, and are not above stoking the fires of hatred betweenother groups to shift focus to their preferred targets. thus, in character, they are more like the high elves, whilst still having the skills and talents of the Wood elves. By comparison, the athel loren kinbands prefer to hide in the shadows, shunning contact with all others, instead striking deadly blows designed to cause fear and terror in the hearts of any who would look to the forest with greed.29IIcharacterWarhammer Fantasy rolepl ay2) clASS And cAReeRYour Class determines your general place in society. Your Career describes your current job and determines your Status, which also influences how much money you earn.You can simply choose your Class and Career from the options below, write them down on your Character Sheet and move on to step 3. Alternatively, if you are unsure which to choose, or just want to randomly select for bonus XP:1. Roll 1d100 on the Random Class and Career Table. If you don’t like the result, move to step 2. If you keep the result, gain +50 XP.2. Roll twice more on the table, bringing your total to 3 choices. If one of the three now suits you, select one and gain +25 XP. If not, move to Step 3.3. Choose your Class and Career, or keep rerolling on the table until you get something you like. There is no XP bonus for this.30Random Class and CaReeR TableClass Career/Species Human Dwarf Halfling High Elf Wood ElfACADEMICS Apothecary 01 01 01 01–02 –Engineer 02 02–04 02 – –Lawyer 03 05–06 03–04 03–06 –Nun 04-05 – – – –Physician 06 07 05–06 07–08 –Priest 07–11 – – – –Scholar 12–13 08–09 07–08 09–12 01Wizard 14 – – 13–16 02–05BURGHERS Agitator 15 10–11 09–10 – –Artisan 16–17 12–17 11–15 17–19 06–10Beggar 18–19 18 16–19 – –Investigator 20 19–20 20–21 20–21 –Merchant 21 21–24 22–25 22–26 –Rat Catcher 22–23 25 26–28 – –Townsman 24–26 26–31 29–31 27–28 –Watchman 27 32–34 32–33 29 –COURTIERS Advisor 28 35–36 34 30–31 11–14Artist 29 37 35–36 32 15–18Duellist 30 38 – 33–34 –Envoy 31 39–40 37 35–37 19–25Noble 32 41 – 38–40 26–31Servant 33–35 42 38–43 – –Spy 36 43 44 41–43 32–35Warden 37 44–45 45–46 44–45 –PEASANTS Bailiff 38 46–47 47 – –Hedge Witch 39 – – – –Herbalist 40 – 48–50 46–47 36–42Hunter 41–42 48–49 51–52 48–50 43–52Miner 43 50–54 53 – –Mystic 44 – – – 53–57Scout 45 55 54 51–56 58–68Villager 46–50 56 55–57 – –IIClassSummary: Choose one of the eight Classes.Your choice of Class determines from which Careers you can choose. The Careers under each Class are of a broadly equivalent social level that offer similar types of opportunities between adventures. Academics: Learned people who use their education to make a living. Often, Academics are the only characters who can read and write. They start with low Status but can secure important positions if they advance through the ranks. Career options: Apothecary, Engineer, Lawyer, Nun, Physician, Priest, Scholar, Wizard.Burghers: Generally law-abiding townsfolk who live and work in the many towns and cities of the Empire. Many Burghers are middle class and earn a decent living. Career options: Agitator, Artisan, Beggar, Investigator, Merchant, Rat Catcher, Townsman, Watchman.Courtiers: Those who rule or who provide specialist services to those who rule. Even lowly born Courtiers have higher Status than most, and all have an opportunity to secure positions of significant influence. Career options: Advisor, Artist, Duellist, Envoy, Noble, Servant, Spy, Warden.Peasants: People who live and work in the farms, villages, and countryside. Peasants are all lower class, though it’s possible to secure significant influence locally. Career options: Bailiff, Hedge Witch, Herbalist, Hunter, Miner, Mystic, Scout, Villager.Rangers: Roving folk who make a living on the open roads, travelling far beyond their home towns and villages. Most Rangers are lower class, but some can secure positions of high Status if they persevere. Career options: Bounty Hunter, Coachman, Entertainer, Flagellant, Messenger, Pedlar, Road Warden, Witch Hunter.Riverfolk: People who live and work on the rivers and waterways that wind through the Reikland and beyond. Riverfolk all begin 31IIcharacterClass Career/Species Human Dwarf Halfling High Elf Wood ElfRANGERS Bounty Hunter 51 57–60 58 57–59 69–70Coachman 52 61 59-60 – –Entertainer 53–54 62–63 61–63 60–62 71–75Flagellant 55–56 – – – –Messenger 57 64–65 64–65 63 76–78Pedlar 58 66–67 66–67 – –Road Warden 59 – 68 – –Witch Hunter 60 – – – –RIVERFOLK Boatman 61–62 68–69 69 64 –Huffer 63 70 70 – –Riverwarden 64–65 – 71 – –Riverwoman 66–68 71–72 72–74 – –Seaman 69–70 73 75 65–79 –Smuggler 71 74–75 76–79 80 –Stevedore 72–73 76–77 80–82 – –Wrecker 74 78 – – 79ROGUES Bawd 75–76 – 83–85 81–82 –Charlatan 77 – 86 83–85 –Fence 78 79 87 – –Grave Robber 79 – 88 – –Outlaw 80–83 80–82 89 86–88 80–85Racketeer 84 83 90 – –Thief 85–87 84 91–94 – –Witch 88 – – – –WARRIORS Cavalryman 89–90 – – 89–92 86–90Guard 91–92 85–87 95–96 93–94 91–92Knight 93 – – 95 93–94Pit Fighter 94 88–90 97 96–97 95–96Protagonist 95 91–93 – 98 –Soldier 96–99 94–96 98–100 99–100 97–100Slayer – 97–100 – – –Warrior Priest 100 – – – –Warhammer Fantasy rolepl ayIIwith low Status, but some have opportunities that can lead to a very comfortable life. Career options: Boatman, Huffer, Riverwarden, Riverwoman, Seaman, Smuggler, Stevedore, Wrecker.Rogues: Mostly town and city folk, these people make a living by acts considered illegal, or at least unsavoury, by most law-abiding citizens. Rogues are usually lower class, but some can make a lot of money, though they may not secure a high Status when doing so. Career options: Bawd, Charlatan, Fence, Grave Robber, Outlaw, Thief, Racketeer, Witch.Warriors: Relying on their physical prowess, these people are all trained fighters, although they are not necessarily from the military. Warriors come from many backgrounds, both high and low Status, and all can carve out a position of influence if they live long enough. Career options: Cavalryman, Guard, Knight, Pit Fighter, Protagonist, Soldier, Troll Slayer, Warrior Priest.CaReeRSummary: Choose one of your Class’s Careers, restricted by your Species. Once your Class is established, choose one of the Careers associated with it. There are 8 Careers in each Class, but some are restricted by Species. Full descriptions of each Career and their restrictions are given in Chapter 3: Class and Careers, but for a quick reference, refer to the Random Class and Career Table to see a complete list of every Career and any Species restrictions.optIons: But I Want to play a WOOD ElF FlAGEllAnT!you may have a great idea for a character excluded by the rules because normally the species in question doesn’t pursue such a career for cultural, religious, or philosophical reasons. That’s totally fine! Just take your character concept to your Gm and, if you both agree to the unique combination, you’re good to go.3) AttRibuteSSummary: Determine each of your Attributes by referring to the Attributes Table.Attributes describe your character’s innate capabilities – how fast or strong you are, how much damage you can sustain, or how well you cope with stressful situations. Attributes include Movement, ten Characteristics, Wounds, Fate, and Resilience. WAIT! THAT’S nOT FAIR!you may notice that not all characters are created equal. An Elf has significant Characteristic advantages, for example. don’t be deceived by numbers alone, there are many aspects to character generation and all the species have advantages and disadvantages at each stage, some of them not always obvious.ChaRaCTeRisTiCsYour ten Characteristics are used in Tests (see Chapter 5: Rules), to determine if you perform an action successfully. The Human average for these Attributes is 30. Those who are gifted, or well-practiced, may achieve scores of over 40; only the most dedicated and experienced will achieve scores over60. Of course, other Species have their own strengths and weaknesses, so their averages are different, sometimes significantly so.Determining CharacteristicsWhen determining your Characteristics: Step 1) Roll 2d10 for each of the ten Characteristics and make a note of the results. If you feel your Character would be improved if you swapped round some of the dice roll results between Characteristics, move to the next step. If you stick with your random results, add the die rolls to the modifier for each Characteristic from the Attribute Table, write them on your Character Sheet and gain +50 XP. Step 2) Rearrange the ten numbers rolled under step 1, assigning each to a different Characteristic (and adding its modifier). If you’re happy with this new mix, record them on your Character Sheet and gain +25 XP. If not, move to the next step.Step 3) If you’re still not happy with your results, either roll again and swap the rolls around with no XP bonus, or you could ignore the dice completely! Instead, allocate 100 points across the 10 Characteristics as you prefer, with a minimum of 4 and a maximum of 18 allocated to any single Characteristic. Add the modifiers from the Attribute Table and record them on your Character Sheet. Like rolling again, there is no XP bonus for this option.Weapon Skill (WS)Your skill at fighting hand-to-hand, your ability to land a measured blow, and effectiveness in the free-for-all of a massed melee. It is also used for unarmed combat, where your body is the weapon!33 Attributes tAbleHuman Dwarf Halfling ElfWeapon Skill 2d10+20 2d10+30 2d10+10 2d10+30Ballistic Skill 2d10+20 2d10+20 2d10+30 2d10+30Strength 2d10+20 2d10+20 2d10+10 2d10+20Toughness 2d10+20 2d10+30 2d10+20 2d10+20Initiative 2d10+20 2d10+20 2d10+20 2d10+40Agility 2d10+20 2d10+10 2d10+20 2d10+30Dexterity 2d10+20 2d10+30 2d10+30 2d10+30Intelligence 2d10+20 2d10+20 2d10+20 2d10+30Willpower 2d10+20 2d10+40 2d10+30 2d10+30Fellowship 2d10+20 2d10+10 2d10+30 2d10+20Wounds SB+(2 × TB)+WPB SB+(2 × TB)+WPB (2 × TB)+WPB SB+(2 × TB)+WPBFate 2 0 0 0Resilience 1 2 2 0Extra Points 3 2 3 2Movement 4 3 3 5IIcharacterWarhammer Fantasy rolepl ayBallistic Skill (BS)Your effectiveness at hitting with ranged weapons like bows and throwing knives, and for throwing things generally. It is also used as the basis for other ranged attacks like Trolls vomiting.Strength (S)How much damage you do in melee, how much you can lift, and how good you are at things like swimming and climbing.Toughness (T)Your physical hardiness. It helps you survive damage in combat but will also help with things like surviving harsh conditions and standing up to poison.Initiative (I)Speed of thought and reaction, especially in the heat of battle and when under pressure. It determines combat order, and helps you be the first to react to danger. It also determines your powers of intuition and perception.Agility (Ag)Physical coordination and natural athleticism, and the basis for things like running, riding, and hiding. Agility is also used for dodging blows in combat.Dexterity (Dex)Your affinity for performing fine and delicate manual tasks like playing a musical instrument or skilled manufacturing. It will also help you with things like sleight of hand and picking pockets.Intelligence (Int)Your powers of thought, analysis, and understanding. Useful for healing, evaluating, and general knowledge, and vital for the understanding and casting of magical spells.Willpower (WP)General strength of mind, and your ability to shrug off difficulty and plough on with the job in hand. It helps with resisting all sorts of influence and coercion, and guards against fear and terror.Fellowship (Fel)Your ability to get on with people and come across as generally pleasant and acceptable. It will help you when chatting to locals or commanding people in battle, charming the guards or attempting to bribe them, and, for pious characters, communicating with your deity.Characteristic BonusesThe first or ‘tens’ digit of each Characteristic is its bonus value. Characteristic Bonuses are used in a variety of different ways throughout the rules, particularly for limiting Talents and defining Spells. Example: Strength (S) 39 equates to a Strength Bonus of 3. Willpower (WP) of 51 equals a Willpower Bonus of 5.woUnds (w)Your Wounds show how much Damage you can endure based on your physical power and your force of will to shrug off injury. See Chapter 5: Rules for how Wounds are used to track Damage.Determining WoundsUnlike other Attributes, Wounds are derived from your Strength Bonus, twice your Toughness Bonus,, and Willpower Bonus (abbreviated to SB, TB, and WPB on the Attributes Table). Refer to the Attributes Table to determine the Characteristic Bonuses used to calculate your Wounds. Note: Halflings have the Small Talent automatically and start with fewer Wounds, (see page 341).faTe & foRTUne, ResilienCe & ResolveYour Fate represents your destiny, and is directly tied to your Fortune, a measure of your luck. Your Resilience is your inner strength, which is directly related to your Resolve, defining your grit. Your Resilience also comes with a Motivation, which is a single word or phrase describing what drives your character forwards. See page 170 for more on all of these.Determining Fate and ResilienceYou start with a base value for Fate and Resilience, and then have a number of Extra Points to spread between these two Attributes as you see fit. The numbers for these are shown in the Attributes Table. The more points you allocate to Fate, the luckier you are. By comparison, a higher Resilience shows you can steel through any situation.Determining Fortune and ResolveYour initial Fortune is equal to your Fate. Your initial Resolve equals your Resilience. Mark all four values on your sheet.Determining MotivationAll characters choose a Motivation. It represents your Character’s core essence, a word or phrase that sums up what you live for. In addition to the obvious roleplaying benefits for portraying your character, Motivation is used to help you regain Resolve points.When considering your Motivation, think of something that is fundamental to your character’s nature. Also try to make your Motivation something fun to roleplay, and something that will work well with the other PCs and their motivations.Example: Gustavus, a young Scholar at the University in Altdorf, has ‘Thrillseeker’ for his Motivation. He lives his life in pursuit of excitement and danger, and Gustavus may regain Resolve points when he actively seeks out risky situations; perhaps he provokes antagonism in taverns, or deliberately breaks the law by stealing the feathers from the caps of State Soldiers. Example: Clotilda, a Reiksguard Knight, has ‘Protect the weak’ as her Motivation. She is driven to stand up to bullies and braggarts, risking life and limb to save the Reikland’s citizenry. Clotilda will regain her Resolve whenever she rescues others, or puts herself in harm’s way to protect another.34IIExample: Ebba is a ‘Rebellious’ apprentice wizard studying at the Light College. She loves to break the rules of the College, flaunting her master’s authority, and poking her nose into books best left undisturbed. She regains Resolve whenever she breaks the rules set for her by superiors.Other examples of potential motivations include: a ‘Perfectionist’, who loves to plan meticulously and draws energy from flawless execution of schemes; a ‘Nurturer’, who gains strength from caring for others, or rescuing them from difficult situations; a ‘Penitent Martyr’, who revels in hardship to atone for past misdeeds; or a ‘Shining Wit’, who’s ever engaging in witty badinage and banter to lighten the mood. If you can’t think of a Motivation don’t worry. One may arise as you create more of your character, and the other players and the GM can alwayshelp. Even if you do have one, it’s possible you may change your mind later. Step 8) Bringing Your Character To Life is a good time to reconsider what your Motivation will be.Movement (M)Movement is used to determine your Walk and Run speed. Standard Human Movement is 4. If using a grid for movement this indicates how many squares you can move in a Round, or inches across the table top. Over the longer term it indicates how many miles per hour you can comfortably travel on foot. For more on Movement, see page 164Movement Walk Run3 6 124 8 165 10 20AdvAnce chArActeristicsTurn to your career in Chapter 3: Class and Careers. Look to the Advance Scheme and find the three Characteristics marked h without a brass, silver, or gold background. You can allocate a total of 5 Advances across these Characteristics as you choose, and mark them in the Advances box on your Character Sheet.CharaCteristiC advanCesCharacteristic advances show training or experience in your Characteristics. the number of advances you have in the Characteristic is added to the initial Characteristic to show your current ability. so, if you have an initial dexterity of 25, and 5 dexterity advances, your dexterity is now 30.4) SkillS and TalenTSSummary: Choose your Skills and Talents from those offered by your Species and Career.Skills represent areas of trained learning or experience, and Talents describe special abilities your Character can access. A list of all Skills and Talents is provided in Chapter 4: Skills and Talents. The Skills and Talents you have available to you at character generation are determined by your Species and Career.When you learn a Skill, note down the number of Advances you gain in the Advances box of the Skill. If you should learn this skill again, add the extra Advances to the old total to create a new number of Advances. If you learn a Talent, record it in your Talent list on your Character Sheet.Skills are classified as either Basic or Advanced. Basic Skills represent common abilities that everyone can perform — you can use these skills without any Advances in them, at a level equal to the governing characteristic. Advanced Skills require specialist knowledge, and you can only use these skills if you have taken at least one Advance in them.Note: Some Talents can be learned multiple times. If you have an opportunity to learn a Talent a second time, check the Talent entry in Chapter 4: Skills and Talents to see if it can be learned multiple times, and mark how many times you’ve learned it on your Character Sheet.35IIcharacterWarhammer Fantasy rolepl ayWhat are Skill advanceS?like characteristic advances, Skill advances show specific training in a Skill. All Skills are associated with a characteristic, and the number of advances you have in the Skill is added to that characteristic to show you how skilled you are. So, as Climb is associated with Strength, if you have a Strength of 38, and 8 Climb Advances, your Climb Skill is 46. This is explained in full in Chapter 4: Skills and Talents.SpecieS SkillS and TalenTSEach Species has a variety of Skills and Talents to choose from. You may choose 3 Skills to gain 5 Advances each, and 3 Skills to gain 3 Advances each. If a Talent listing presents a choice, you select one Talent from the choices given. Any Random Talents are determined by the Random Talent table. If you roll a Talent you already have, you may reroll. Note: All Characters are assumed to be fluent in Reikspiel,, the language of the Empire, and do not need to take it as a Skill. For more on this, see page 124.Humans (Reiklander)Skills: Animal Care, Charm, Cool, Evaluate, Gossip, Haggle, Language (Bretonnian), Language (Wastelander), Leadership, Lore (Reikland), Melee (Basic), Ranged (Bow)Talents: Doomed, Savvy or Suave, 3 Random TalentsDwarfsSkills: Consume Alcohol, Cool, Endurance, Entertain (Storytelling), Evaluate, Intimidate, Language (Khazalid), Lore (Dwarfs), Lore (Geology), Lore (Metallurgy), Melee (Basic), Trade (any one)Talents: Magic Resistance, Night Vision, Read/Write or Relentless, Resolute or Strong-minded, Sturdy HalflingsSkills: Charm, Consume Alcohol, Dodge, Gamble, Haggle, Intuition, Language (Mootish), Lore (Reikland), Perception, Sleight of Hand, Stealth (Any), Trade (Cook)Talents: Acute Sense (Taste), Night Vision, Resistance (Chaos), Small, 2 Random TalentsHigh ElvesSkills: Cool, Entertain (Sing), Evaluate, Language (Eltharin), Leadership, Melee (Basic), Navigation, Perception, Play (any one), Ranged (Bow), Sail, SwimTalents: Acute Sense (Sight), Coolheaded or Savvy, Night Vision, Second Sight or Sixth Sense, Read/WriteWood ElvesSkills: Athletics, Climb, Endurance, Entertain (Sing), Intimidate, Language (Eltharin), Melee (Basic), Outdoor Survival, Perception, Ranged (Bow), Stealth (Rural), TrackTalents: Acute Sense (Sight), Hardy or Second Sight, Night Vision, Read/Write or Very Resilient, Roverrandom talentSRoll Description Roll Description01–03 Acute Sense (any one) 51–52 Noble Blood04–06 Ambidextrous 53–55 Orientation07–09 Animal Affinity 56–58 Perfect Pitch10–12 Artistic 59–62 Pure Soul13–15 Attractive 63–65 Read/Write16–18 Coolheaded 66–68 Resistance (any one)19–21 Craftsman (any one) 69–71 Savvy22–24 Flee! 72–74 Sharp25–28 Hardy 75–78 Sixth Sense29–31 Lightning Reflexes 79–81 Strong Legs32–34 Linguistics 82–84 Sturdy35–38 Luck 85–87 Suave39–41 Marksman 88–91 Super Numerate42–44 Mimic 92–94 Very Resilient45–47 Night Vision 95–97 Very Strong48–50 Nimble Fingered 98–00 Warrior Borncareer SkillS and TalenTSNow turn to your career in Chapter 3: Class and Careers. You begin at the first Career level listed in your Career Path. There are 8 Skills and 4 Talents listed with that level, and you can choose which of these you are most proficient at. Allocate 40 Advances to your eight starting Skills, with no more than 10 Advances allocated to any single Skill at this stage. This is enough for you to add 5 Advances to every Career Skill if you wish, which is one of the required steps to complete your Career if you wish to move to a new one (see Changing Career on page 48). You may also choose a single Talent to learn.Example: Lindsay is creating a Human Noble Scion, which has the following Career Skills: Bribery, Consume Alcohol, Gamble, Intimidate, Leadership, Lore (Heraldry), Melee (Fencing), Play (Any). She decides the character is well-schooled, but naive, so chooses to ignore the Bribery, Consume Alcohol, and Gamble Skills for the moment, and spreads her 40 Advances like so: Intimidate +7, Leadership +10, Lore (Heraldry) +10, Melee (Fencing) +3, and Play (Harpsichord) +10. Note: Lindsay can do this even if she has already allocated Advances to Leadership for being Human, as the limit of 10 Advances to a single Skill applies only during this allocation of 40 Advances.36II5) tRAPPingSSummary: Determine your initial Trappings from your Class and Career.Your Trappings are the equipment, clothes, weapons, and other items your character carries. You begin play with initial Trappings determined by your Class and your Career. If you want to buy more (or sell what you already have!), refer to Chapter 11: Consumers’ Guide.All your Trappings should be recorded in the relevant sections of your Character Sheet. Once you’ve done this, move on to 6) Adding Detail.Class TRappingsYour character begins play with general Trappings determined by your Class. Reference your Class in the list below and jot the Trappings into your Character Sheet, rolling dice where required.Academics: Clothing, Dagger, Pouch, Sling Bag containing Writing Kit and 1d10 sheets of ParchmentBurghers: Cloak, Clothing, Dagger, Hat, Pouch, Sling Bag containing LunchCourtiers: Dagger, Fine Clothing, Pouch containing Tweezers, Ear Pick, and a CombPeasants: Cloak, Clothing, Dagger, Pouch, Sling Bag containing Rations (1day)Rangers: Cloak, Clothing, Dagger, Pouch, Backpack containing Tinderbox, Blanket, Rations (1 day)Riverfolk: Cloak, Clothing, Dagger, Pouch, Sling Bag containing a Flask of SpiritsRogues: Clothing, Dagger, Pouch, Sling Bag containing 2 Candles, 1d10 Matches, a Hood or MaskWarriors: Clothing, Hand Weapon, Dagger, PouchCaReeR TRappingsEvery Career has a list of Trappings for each of its four levels. You begin play with all the Trappings listed in the first level of your Career Path. Find the appropriate Trappings list in Chapter 3: Class and Careers and record them on your Character Sheet. Next, find your character’s Status, which is listed beside your Career level’s name. It will be marked as either Brass, Silver or Gold, which is you Status Tier, followed by a a number, which is your Standing. Your Status Tier and Standing determine your initial wealth as shown below.Status Tier Starting WealthBrass 2d10 brass pennies per Status LevelSilver 1d10 silver shillings per Status LevelGold 1 Gold crown per Status LevelSo, if you were Brass 3, you would start with 6d10 Brass pennies; if Silver 3, you would begin with 3d10 silver shillings, and if you were Gold 3, you would have 3 gold crowns.This money can be used to purchase more Trappings or saved for spending during play. The relative worth of the coins is covered in Chapter 11: Consumers’ Guide.6) Adding detAilSummary: Choose name, age, hair and eye colour, height, Psychology, and Ambitions.The bare bones of your character are in place, so let’s add some details, fleshing your character out in your imagination, determining what you look like, how you think, and what drives you. nameWhile you can choose any name that fits the world, here are some hints and tips to help choose one that’s right for you.Human Reiklander NamesReiklanders usually have a forename and a surname. Forenames include:Examples: Adhemar, Anders, Artur, Beatrijs, Clementia, Detlev, Erika, Frauke, Frederich, Gerner, Gertraud, Haletha, Heinrich, Helga, Henryk, Irmina, Jehanne, Karl, Kruger, Lorelay, Marieke, Sebastien, Sigfreda, Talther, Talunda, Ulrich, Ulrika, Werther, Willelma, Wilryn.37IIcharacterWarhammer Fantasy rolepl ayhuman names and theIr orIGInshuman names in WFrp are often taken from the real world, making it easy to research fun names online. the reikland and much of the empire uses Germanic names, the Wasteland has Dutch and Belgian influences, and Bretonnian names are loosely medieval French.In the Reikland, Human family surnames passed on from one generation to the next are most common in cities and towns, while in villages Humans are more likely to take on an individual surname when they reach adulthood. It’s common to take a surname from where you were born, such as ‘Wilhelm of Auerswald’. The nobility often have two surnames, one is the name of their House and the other is preceded by ‘von’ to indicate where their family holds land, such as Graf Zenechar Trott von Tahme, though individual family traditions vary widely.The most common surnames are derived from your occupation, or the occupation of a parent or grandparent. Examples include: Bauer (Farmer), Fleischer (Butcher), Schmidt (Smith), and Schuster (Cobbler). If a character has a particularly noticeable physical trait, this might be used as a surname. This can often be passed down from parents to children too, which can become confusing for literal-minded Dwarfs who may not understand a short person claiming to be Lang (Tall). Some other examples include: Augenlos (one eye), Dunn (very thin), Laut (loud voice), Stark (Strong).Dwarf NamesDwarf names are comprised of a forename, a surname, and a clan name.Dwarf ForenamesDwarf names tend to be short and sturdy like the people they represent, and are most commonly given to celebrate important ancestors, although individual clan traditions vary. Another common practice is to use a birthname to describe a key trait of a newborn in Khazalid, the Dwarf native language.Examples: Alrik, Bronda, Dimzad, Fenna, Gottri, Gudrun, Snorri.Khazalid examples: Baragaz (Cannon Mouth), Durak (Hard), Galazil (Golden Haired), Gnoldok (Wise Eyes), Nazril (Shimmering), Okri (Crafter)Dwarf SurnamesDwarf surnames are based on who raised the Dwarf, with the following suffixes the most common in use: -sdottir: Daughter of…-snev: Nephew of…-sniz: Niece of…-sson: Son of…Examples: Ariksson, Grunnasdottir, Skagnev, SovrissnizIt’s common as Dwarfs age and accrue deeds to their names to adopt a nickname based on physical appearance, prowess, or deed. These are usually bestowed by clan consensus, and it’s considered dishonourable to give a name that doesn’t represent the true character of a Dwarf. If such a nickname is adopted, it usually replaces the surname completely. So, Gerka Kardadottir would become Gerka Blackhand if she took the nickname ‘Blackhand’. Sometimes a nickname is marked in Khazalid, but Dwarfs usually translate such to Reikspiel in order to better explain themselves.Examples: Axebringer, Finehand, Forkbeard, Ironbraid, Redhammer, StonefistClan NameFinally, all Dwarfs bear a Clan Name (assuming they have not abandoned Dwarf tradition, which some Dwarfs living in the Empire have, especially rogue engineers). The Clan Name is always derived from the ancestor who founded the Clan, and is often sourced in a Nickname, often expressed in Khazalid. In practice, Dwarfs rarely use their Clan Name outside Dwarf society.Common Reikland Clans: Ardrungan, Bryntok, Gazani, Gromheld, Harrazlings, UnbokiCommon Grey Mountain Clans: Dokkintroll, Ganvalgger, Kvitang, Thrungtak, Wyrgrinti, ZankonkElf NamesElves normally only admit to having names comprising of a forename and an epithet when wandering the Reikland.Elf ForenamesThe Elves use a naming system quite incomprehensible to outsiders. Eltharin (the common language of High Elves and Wood Elves, which has many dialects) is a language that relies on more than simple syllables to convey meaning. The easiest way to create an Elf name is to use the Elf Name Generator.Elf EpithetsWhen travelling foreign lands, Elves typically present themselves with a forename and an epithet rather than attempt to explain the deeper concepts of Kindreds, Kinbands, or Houses. These epithets are always translated into Reikspiel as they are much 38IIeasier for other species to pronounce and understand. Among High Elves, epithets usually describe character traits and physical appearance, but can be more obscure. Wood Elf epithets typically reference the natural world so beloved by the forest kin.High Elf examples: Emberfell, Fireborn, Foamheart, Goldenhair, Silverspray, SpellsignWood Elf examples:Fleetriver, Shadowstalker, Treeshaper, Weavewatcher, Willowlimb, WindrunnerHalfling NamesHalfling names are comprised of a given name and a clan name at a minimum, with middle names included to ensure family trees are not confused.Halfling ForenamesHalflings proudly bear grand names drawn from their long family trees, but they rarely use these outside official business. Normally, they are known by a cosy-sounding shortened form of their ancestral name. Some Halfling’s diminutives are completely unrelated to their formal names and are instead more descriptive, like Rosie or Scrumper. Halflings place great stock in their achievements and some elders will only answer to nicknames related to their job, such as Gaffer, Guv, or Nan. Halflings also have long had a habit of emulating their neighbours to the point that many grand, formerly-Human names have now become ‘traditional’ Halfling names. Examples (with diminutives): Antoniella (Anni), Esmerelda (Esme), Ferdinand (Fred), Heironymus (Hiro), Maximilian (Max), Theodosius (Theo), Thomasina (Tina)Halfling Clan NamesHalfling clan names are almost exclusively related to food and drink, geographical or natural features,or personal characteristics of the ancestor who first took the name. Halflings who have the same surname are always related and can usually tell you exactly how. Human’s tendency to have the same surname despite being unrelated causes confusion among some Halflings, who will happily pinch pies from a Schmidt on one street because a Schmidt on another street short-changed them. Common Reikland Clans: Ashfield, Brandysnap, Hayfoot, Rumster, Shortbottom, ThorncobblephysiCal deTailsWhen it comes to cosmetic physical details — those aspects of your appearance that don’t influence the game directly — you may either roll them randomly or choose from the range available to your Species. AgeAverage natural lifespans are around 60 for a Human, 120 for Halflings, and over 200 for a Dwarf, while Elves don’t appear to age at all and have been known to live for a thousand years or more. Choose your Character’s age or use the table below.Human Dwarf Elf Halfling15+d10 15+10d10 30+10d10 15+5d1039Elf NamE GENEratorIf you are finding it difficult to come up with an appropriate name for you Elf character, then roll the tables below. Some Elves only have two elements to their name some have three or more. Keep rolling until you have something you like, or simply choose the elements you think sound best.1d10 First Component Second Component High Elf Ending Wood Elf Ending1 Aes a andril arha2 Ath ath anel anhu3 Dor dia ellion dda4 Far en fin han5 Gal for il loc6 Im lor irian noc7 Lin mar mor oth8 Mal ol nil ryn9 Mor sor ric stra10 Ullia than wing wythIIcharacterWarhammer Fantasy rolepl ayEye ColourWhile most species roll once on the table below, Elves may roll twice: their innately magical natures mean they often have variegated colours, such as sapphire blue flecked with gold, or a mottled mixture of mossy green and warm chestnut.Hair ColourAll species barring Elves have hair that slowly turns grey as they move through middle age, then eventually turns white as they reach old age. By comparison, Elves seem eternally youthful, never showing any signs of age. Humans and Dwarfs may also have significant facial hair, which is usually the same colour as head hair, but not always.HeightAverage heights are: Dwarf (4’8”), Elf (6’5”), Halfling (3’6”), with Humans varying much more widely, averaging somewhere around 5’9” in the Reikland. If you want a truly random upper height for Humans, if either die rolls a 10, roll one more die and add it to the height total.Human Dwarf Elf Halfling4’9”+2d10” 4’3”+d10” 5’11”+d10” 3’1”+d10”amBiTionsAmbitions are a Character’s goals in life – what they want to achieve. All characters have both a Short-Term and Long-Term Ambition. Choosing AmbitionsConsult with your GM when choosing your Ambitions. Your GM has final say on the acceptability of an Ambition, and whether it is short-term or long-term. Should you wish to change an Ambition, you may do so between sessions. Short-term AmbitionsShort-term Ambitions represent your immediate goals. They are outcomes you wish to achieve within days and weeks, possibly 40 EyE Colour TablE2d10 Reikland Human Dwarf Halfling High Elf Wood Elf2 Free Choice Coal Light Grey Jet Ivory3 Green Lead Grey Amethyst Charcoal4 Pale Blue Steel Pale Blue Aquamarine Ivy Green5–7 Blue Blue Blue Sapphire Mossy Green8–11 Pale Grey Earth Brown Green Turquoise Chestnut12–14 Grey Dark Brown Hazel Emerald Chestnut15–17 Brown Hazel Brown Amber Dark Brown18 Hazel Green Copper Copper Tan19 Dark Brown Copper Dark Brown Citrine Sandy Brown20 Black Gold Dark Brown Gold Violet Hair Colour Table2d10 Reikland Human Dwarf Halfling High Elf Wood Elf2 White Blond White Grey Silver Birch Silver3 Golden Blond Grey Flaxen White Ash Blond4 Red Blond Pale Blond Russet Pale Blond Rose Gold5-7 Golden Brown Golden Honey Blond Honey Blond8-11 Light Brown Copper Chestnut Yellow Blond Brown12-14 Dark Brown Bronze Ginger Copper Blond Mahogany Brown15-17 Black Brown Mustard Red Blond Dark brown18 Auburn Dark Brown Almond Auburn Sienna19 Red Reddish Brown Chocolate Red Ebony20 Grey Black Liquorice Black Blue-BlackIIsooner. Under normal circumstances, a short-term Ambition should take at least two or three sessions to complete.Example short-term Ambitions include: • Ruining the reputation of a romantic rival.• Avenging a fallen comrade.• Befriending a reclusive scholar. Long-term AmbitionsLong-term Ambitions are goals you will need to work on for months or years to complete, and may never be achieved at all, perhaps taken more as a description of a primary motivation in your life than a realistic outcome.Examples of long-term Ambitions include: • Owning your own coaching inn.• Building your village into a thriving town.• Ridding the Colleges of Magic of Elven influence. optIons: neFarIous plansyou may want to keep your ambitions secret from other players in your party, especially if they are controversial or clandestine. If you want to overthrow the emperor, or legalise necromancy in the reikland, chances are your Witch hunter ally won’t approve!Achieving Your AmbitionsIf you achieve your short-term Ambition, you will receive a bonus of +50 XP, and can choose a new short-term Ambition at the end of the session. If you achieve your long-term Ambition, you may either:• Receive a bonus of +500 XP and choose a new long-term Ambition at the end of the session. • Retire your Character — who becomes an NPC under your GM’s control — and gain a bonus of half your earned XP of your current character to spend on your next character.Retired Characters will generally stay in place to take advantage of their achieved ambition. You can build them into the background of your new Character, so that they may continue to help you. If you want to reactivate a retired Character, talk to your GM about how best to bring that into the current story. Retiring Characters allows you to build a network across the Old World, and can be a great source of adventure leads. 7) PARtyNow you have almost finished making your Character, you need to consider the other players in your party. Everyone will have more fun when your Characters can engage and interact with one another; while some intra-party tension can be enjoyable, it is important you are not constantly at one another’s throats. You will also want to consider how your party know one another. Are you friends? Are you the retainers of a noble, or travelling companions on a river barge? Or is your GM going to have you meet during your first session? paRTy amBiTionsAll players in your group should also discuss what your collective goals are, and then choose a short-term and long-term party Ambition. Much like your personal Ambitions, party Ambitions can be changed between sessions.Short-term Party AmbitionsShort-term party Ambitions have the same scope as your personal short-term Ambitions but are for the whole group. Your personal Ambitions should never be the same as your party Ambitions, but there is no reason they can’t complement each other.41IIcharacterWarhammer Fantasy rolepl ayExamples of short-term party Ambitions include: • Outwitting a rival group, securing a job at their loss.• Hunting down the killer of a lost party member.• Impressing your patron by completely succeeding in an appointed task.Long-term Party Ambitions Much like short-term party Ambitions, long-term Party Ambitions work like your personal Ambitions, and can be just as wide in scope, but are for your entire group.Examples of long-term Party Ambitions include:• Eradicate an Empire-wide Chaos Cult.• Build a castle.• Become Heroes of the Empire, each earning an Imperial Cross for bravery, pinned on your chests by the Emperor himself !Achieving your Party AmbitionsIf your party achieves its short-term Ambition, each member receives +50 XP, and you can all selecta new Ambition for the party at the end of the session. If your party achieves its long-term Party Ambition:• All players receive a bonus of +500 XP, and the party chooses a new long-term Ambition at the end of the session. • As many players as wish to do so can retire their Characters — who become NPCs under the GM’s control; those who do gain a bonus of half the XP of their current Character to spend on their next Character.8) bRinging youR chARActeR to liFeFleshing out your Character’s personality and history will really help you bring them to life. Some players write detailed backstories for their Character, especially if they are very familiar with the Old World. Others prefer to just decide the basics at the start, and then improvise during the game (discuss this with the GM beforehand so you don’t derail any storylines). At the start of the Character creation process we recommended that you talk to the other players and the GM about the kind of group you want to create, and we revisited that while creating Party ambitions. This is the perfect place to complete that process, weaving your Characters’ stories together and binding them into a tight-knit group with their own reasons for sticking together.Ten QUesTionsOne useful technique for creating an interesting background for your Character is to answer a series of questions about them — here are ours! If any of these questions make you want to change something about the character you’ve created so far... do so! For instance, if you add in some detail about your childhood, you may want to revisit the choices you made in 4) Skills and Talents. Where are you from?Do you come from one of Reikland’s bustling towns, or a sleepy village? Perhaps your childhood was spent on a remote farmstead, or maybe you called the winding back alleys of Altdorf home? Do you hail from a deep mountain hold, or were your days spent threading the roads and riverways of Reikland, always on the move? See Chapter 10: Glorious Reikland for details on the geography and settlements of this corner of the Empire. What is your family like?It may take a village to raise a child, but it’s your kin who do the heavy lifting. What were your parents’ occupations? Are they still alive? Do you have any siblings? Were you close, or were you constantly at one another’s throats? Grandparents? Nephews, nieces, cousins? Children, even? Does your family approve of your career choice? Are they proud of you, or are you a stain on your family’s honour? What was your childhood like?Was your family home full of love, or was it a cold, inhospitable place? Were you coddled, or did you have to fend for yourself ? Were you educated, and if so, by whom: a tutor, a family member, a village school, or the local priest? Were you trained in the family business, or were you sent from home, fostered elsewhere or raised in an orphanage? Why did you leave home?Do you still live in your childhood home, or did you leave? If so, when? Were you drawn by the promise of excitement of life in the big city? Are you in search of riches, or renown? Are you running from something, or trying to find meaning or purpose in your life?Who are your best friends?While you cannot choose your family, your friends are another matter entirely, and you can tell a lot about someone by the friends they keep. Do you have any friends from childhood? Or friends you’ve made since leaving home? What do you do together? Drink? Gamble? Debate? Are your allies in your party your best friends? Or do you eschew civilised company in favour of a loyal pet? What is your greatest desire?What is the fire that burns in your heart? Your Ambitions may be your chief goal, but ambitions are often prosaic or banal. If you could have anything, anything at all, what would it be? What are your best and worst memories?We are the sum of our experiences; they shape and mould us, forging us anew. What are your most treasured memories? An afternoon of glorious summer sunshine? A passionate kiss, II42while huddling from rain, beneath sheltering boughs? A victory scored in a battle of wits or brawn? And what are your less fond recollections? A painful humiliation? A scheme thwarted? The end of a long-term partnership, romantic or business? The hatred, disdain, or, worse, disinterest of your peers?What are your religious beliefs?Most folk of the Empire are polytheistic; the existence, and puissance, of the gods is undeniable, and so their veneration is a matter of course. That being said, not all of the gods are favoured equally. Does your character have a fondness or affinity for one god in particular? Do you cross your fingers for luck, appealing to Ranald? Do you make the sign of the Twin Tailed Comet at your enemy, or mutter an angry prayer to Ulric before battle? See Chapter 7: Religion and Belief for details of the gods and their ways. To whom, or what, are you loyal?Will you protect your friends above all, or are the ties that bind you to your clan, kinfolk, or partner stronger than iron? Or are you a pious soul, dedicated above all to your god? Or are you loyal to your community, to Reikland, the Empire… or just to yourself ? Why are you adventuring?And this is the big one: why are you a player character, and not just another citizen of the Empire. Why are you adventuring?Have you consciously chosen a life of adventure? Are you seeking out the enemies of the Empire, or a big pay day? Or was this life thrust upon you, against your will. Are you seeking justice, or vengeance, or is your adventuring life nothing more than a fight to clear your name, or survive your enemies?Answer all of those, and you will have a fully fleshed out character, ready to go. But, before you start playing, did you gain any bonus XP during the character creation process? If so, you may wish to spend it before you begin play.OptiOns: psychOlOgyWhen you are creating your character’s story, you might feel you should have powerful emotions such as love, camaraderie, hatred etc towards family members, situations, enemies or other features of their life. if the gM agrees, you can take a psychology trait (see page 190).9) AdvAncementExperience Points (XP) are used to improve your character. The GM will give you XP after every session of play, and you may be rewarded for doing particularly well. This could include successfully resolving the ongoing adventure, roleplaying your character well or defeating important enemies. Between sessions, you spend your XP to buy new Skills and Talents, to increase Characteristics, and to change Career. The final step in creating your Character is to spend any bonus XP you earned through the Character Creation process. The tables below shows how you can spend these points. Initially, you can only spend your XP to increase the 3 Characteristics, 8 Skills, and 4 Talents available to your Career level. For more details on spending XP, see page 47.characteristic and skill iMprOveMent Xp cOstsAdvances XP Cost per AdvanceCharacteristics Skills0 to 5 25 106 to 10 30 1511 to 15 40 2016 to 20 50 3021 to 25 70 4026 to 30 90 6031 to 35 120 8036 to 40 150 11041 to 45 190 14046 to 50 230 180Other iMprOveMent cOstsImprovement XP Cost+1 Talent100 XP +100 XP per time the Talent has already been takenLeave a Complete Career 100 XPLeave an Incomplete Career 200 XPFinished!Now your character and party are created, you are ready to play!IIcharacter43Warhammer Fantasy rolepl ay44IIPersonal DetailsHere is where you fill in your Character’s personal details, such as name, Species (see page 24) and Career (see page 30), as well as aspects of their physical appearance. AttributesRecord your Attributes here. Attributes include your Characteristics (see page 33), which describe your Character’s strengths and weaknesses. As you progress through your game, your Characterwill gain Advances (see page 35), reflecting them getting stronger, tougher or better at different tasks. Your Movement (see page 35) shows how quickly you can move.Fate and Fortune (see page 170) reflect how lucky your character is, while Resilience and Resolve (see page 171) indicate your character’s pool of grit and determination to overcome certain obstacles. You will also need to record a Motivation (see page 34), which explains what keeps your Character going. Skills & TalentsYour Skills (see page 35) are abilities your character can train or develop. Basic Skills are common or innate and are known by all characters, while Advanced Skills require training. As you acquire new Skills, mark them onto your Character Sheet. As you get gain Advances, your Skills will improve, which increase your chance of succeeding in Tests (see page 149). Talents are additional abilities your character possesses. As many Talents may be taken more than once, keep a tally of how many times you have taken each one. AmbitionsYour Ambitions (see page 41) are your Character and party’s main goals in life. Short-term Ambitions can be achieved within a few days or weeks, while long-term Ambitions are those that may take years, or may never be achieved at all.ExperienceAs you play WFRP your Gamemaster will award Experience Points (see page 43). Keep a record of your current (unspent) Experience, as well as your Spent Experience and a running total. chARActeR Sheet SummARy•••••••••PartyDetails about your group goes here: the name your party is known by, and its short-term and long-term Ambitions (see pages 41-42). There’s also space to note your companions’ names as a reminder to use them and help everyone stay in character.•45IIcharacterSpells and PrayersIf your character is in a religious or magical Career, you may have access to Spells (see page 238) or Prayers (see page 217). These represent supernatural abilities, as your characters draws on the winds of magic, or calls on their favoured deity for assistance in times of need. WeaponsRecord details about your Weapons (see page 293) here. As well as the type of Weapon, you will also record its Encumbrance (how heavy it is), how much Damage it inflicts, and, if it is a Ranged Weapon, at what Range it can be used. WoundsRecord your Wounds (see page 34) here. Your Wounds are derived from your Characteristics and Talents. As you are injured in Combat (see page 156) your Wounds will go down, while Healing (see page 181) will increase them again (though never beyond your maximum). As you gain Advances in your Characteristics and Talents, your Wounds may, in turn, increase. ArmourRecord your Armour (see page 299) here. Armour is very useful at keeping your character alive, as it reduces incoming Damage, and may save you from Critical Hits (see page 159). Record the details of your Armour in the table, and also write the total Armour Points (APs) in each location on the diagram. PsychologyIf your character has any Psychology (see page 190) record it here. Psychologies include phobias, animosities and strong loyalties. Most starting characters do not begin with any Psychologies. Trappings, Encumbrance, and WealthYour Trappings (see page 37) are your belongings. These may include clothing, bags, candles, ropes, or bandages. As your character is limited in how much they can carry, you must also record each item’s Encumbrance (see page 293). Add up the total Encumbrance of your Armour, Weapons, and Trappings to see how much weight you are carrying. Your character’s Wealth is recorded in brass pennies, silver shillings, and, if you’re especially wealthy, gold crowns. Spend it wisely!••••• •••Corruption and MutationWhen you face dark horrors, Daemons, and the machinations of the Dark Gods, you may gain Corruption Points (see 182). Gathering too many of these can quickly lead to mutation (see page 183).•Warhammer Fantasy rolepl ayclass and careers‘Well, I play a character with no class at all who would sell his grandmother for career advancement; you know, exactly the type of fellow frequently encountered in my line of work.’– detlef sierck, playwright and actorYour Career is your job when not off adventuring (or having adventures done to you, as may often be the case). It describes your training, social class, and your future prospects. WFRP groups similar Careers into Classes.clASSeSA summary of each Class is found in Chapter 2: Character on page 30. Classes organise Careers into easily referenced groups. They also impact character development, provide different starting Trappings during Character Creation (see page 37), and influence how you can change Career (see Changing Career on page 48). Some Classes have access to different Endeavours — activities you can take between adventures; for more on this, see Chapter 6: Between Adventures.classesAcademics: Page 53.Burghers: Page 61.Courtiers: Page 69.Peasants: Page 77.Rangers: Page 85.Riverfolk: Page 93.Rogues: Page 101.Warriors: Page 109.cAReeRSThe summary and illustration at the top of the eight Careers in your chosen Class should give you a good idea of which is the one for you. The Careers can be considered to be as broad as possible, so you are encouraged to interpret them imaginatively as part of your Character concept.III• •Career LeveLsEvery Career has four levels, each progressively better than the last. If you take a look at Apothecary, the first Academic Career, you can see the four levels are: 1. Apprentice Apothecary2. Apothecary3. Master Apothecary4. Apothecary-GeneralWhen choosing a Career for a new character, you always start at the first level of the career — so, if you were an Apothecary, you would start as an Apprentice Apothecary. advanCing Through Your CareerYour Character’s Career affects how they will grow through experience. Every Career offers three forms of Advances: Characteristic Advances, Skill Advances, and Talent Advances — each of which are purchased with Experience Points (XP). You can also use XP to Change Career. Your Career Level determines what Characteristics, Skills, and Talents are available to you.Characteristic AdvancesEvery Career has an Advance Scheme governing its Characteristic Advances. The Advance Scheme shows your character’s 10 Characteristics, 3 marked with h, 1 marked with on a brass background, 1 marked with a on silver, and the last marked on gold.The three marked h are Characteristics you can advance in the first level of the Career. When you enter the second level of a career, the Characteristic also becomes available. When you enter the third level, the Characteristic also becomes available. And when you enter the fourth and last level of a Career, the Characteristic finally becomes available.The cost in XP of a Characteristic Advance is shown in the Characteristic and Skill Improvement XP Costs table, and depends on the number of Characteristic Advances you have already taken in that Characteristic.Each Characteristic Advance adds +1 to the associated Characteristic. So, if you had purchased 4 Agility Advances, and your Initial Agility was 27, your Current Agility would be 31. The Advances would cost 25 XP per +1 Advance, as at each point the number of Advances previously taken would be in the 0–5 range.Chapter 5: Rules explains how the Characteristics are used in the game, and Chapter 2: Character explains what each Characteristic is. There is no upper limit to the number of Characteristic Advances that can be purchased, although higher levels do become prohibitively expensive. Note: While Weapon Skill and Ballistic Skill have the word ‘Skill’ in them, this is only a historical artefact — they are characteristics and are Advanced as such.CharaCteristiC and skill improvement Xp CostsAdvances XP Cost per AdvanceCharacteristics Skills0 to 5 25 106 to 10 30 1511 to 15 40 2016 to 20 50 3021 to 25 70 4026 to 30 90 6031 to 35 120 8036 to 40 150 11041 to 45 190 14046 to 50 230 18051 to 55 280 22056 to 60 330 27061 to 65 390 32066 to 70 450 38070+ 520 440Skill AdvancesYou can advance all the Skills listed for your Career level and lower. So, if you were an Apothecary’s Apprentice (level 1), you could only access the Skills listed under Apothecary’s Apprentice (level 1). But, if you were a Master Apothecary (level 3), you could access all the Skills for Master Apothecary (level 3), Apothecary (level 2), and Apprentice Apothecary (level 1).The cost in XP of a Skill Advance is shown in the Characteristic and Skill Improvement XP Costs table, and depends on the number of Skill Advances you have already taken in that Skill.Each Skill Advance adds +1 to your Skill level. Therefore, if you had purchased 9 Advances in Stealth and your Agility was 31, your Stealth would be 40. The first 5 Advances would cost 10 XP each, and the 4 remaining Advances would cost 15 XP each.Note: One of the Skills in the first level of your Career will be marked in italics. This is the Skill you Test when Earning money (see page 51). The full rules for how to use your Skills can be found in Chapter 4: Skills and Talents. Like Characteristic Advances, there is no upper limit to the number of Skill Advances that can be purchased.IIIclass and careers47Warhammer Fantasy rolepl ayNoN-Career advaNCesCharacters will inevitably want to advance Characteristics and Skills not listed in their Careers. That’s fine, if the GM feels it’s appropriate, but it costs double. The GM might want you to find a teacher or otherwise play out this unusual education. Non-Career Characteristic and Skill Advances cost double the amount of XP listed in the Characteristic and Skill Improvement XP Costs table.Normally, non-Career Talents may not be purchased with XP, although Training and Unusual Learning Endeavours in Chapter 6: Between Adventures provide an opportunity to purchase non-Career Advances as if they were Career Advances, and give the possibility of learning non-Career Talents.Talent AdvancesTalents are only available when you are in the level of the Career that lists them. So, if you are an Apothecary-General, you can only buy Talents listed under Apothecary-General, not those listed under Apprentice Apothecary, Apothecary, or Master Apothecary.Talents Advances cost 100 XP +100 XP per Advance already taken in that Talent.The rules for every Talent can be found in Chapter 4: Skills and Talents. The first time you purchase a new Talent (for 100 XP) it grants you access to the Talent’s special rules. If you purchase a Talent multiple times (second time costs 200 XP, third 300 XP) any additional abilities bestowed are listed in the Talent description.Note: Not all Talents can be purchased multiple times. Check the Talent listing for any limitations.Changing CareerWhen you have taken all the Advances you want in your current Career, it’s time to change Career. Changing Career means one of two things: 1) Moving to a different level within your current Career (from Apothecary to Master Apothecary); or 2) Moving to an entirely new Career (from Apothecary to Scholar).OPTiONS: CUSTOMiSE YOUr TrAPPiNGSThe Trappings listed in each Career are guidelines only. Feel free to be creative with your Trappings, choosing those that fit your interpretation of your character’s Career and how it manifests. So, if you were using the Soldier Career to represent a grizzled Handgunner from reikland’s State Army, you may decide to tweak the required Trappings to include powder and shot. Trappings are how you are recognised as someone belonging to your career. if you want to go incognito, you might not want to have all your trappings with you. Similarly, if you are trying to use the authority of your Career, not having the trappings of such means people might not take you seriously.In each case, you will have to first determine if you have completed your current Career level. If you have, changing Career costs 100 XP. If you have not, it costs 200 XP.Completing a CareerCompleting a Career represents mastering your current vocation and being ready to move on to something new. To complete a Career, you must have the number of Advances listed below in all your Career level’s Characteristics and in eight of your Career level’s available Skills. You must also have at least 1 Talent from your current Career level. Skills and Talents you have gained from advancement prior to entering your current Career count towards this..Level Advances1 52 103 154 20Note: Just because you have completed a Career level does not mean you have to move to a new one. Moving Career is always entirely up to you. If you wish to stay in the first level of Pauper forever, that’s completely fine.Changing to a New LevelIf you have completed your current Career level, you can enter the next Career level, or any lower Career level, for 100 XP. So, if you completed Hunter (Hunter level 2), you could exit to Tracker III48(Hunter level 3) or Trapper (Hunter level 1) for 100 XP, but not Huntsmaster (Hunter level 4).With GM permission, you can also skip Career levels. This is normally driven by in-game events. For example: A Scion (Noble level 1) inherits a significant estate during play, so the GM offers Noble Lord (Noble level 4) as a potential change of Career. Like normal, changing to this Career level costs 100 XP if you have completed your current Career level, or 200 XP if you have not.Changing to a New CareerIf you have completed your current Career level, you can enter the first level of any Career from your Class for 100 XP, or for 200 XP if you have not completed your current Career level. If you want to enter the first level of a Career from a different Class, this cost an extra 100 XP. Note: your GM may require in-game justification for such Career changes; after all, not just anyone can enter Noble, even if you are in the Courtier Class.Further, if you have completed your current Career level, with GM permission, and solid justification, you can enter the same Career level in any Career within your Class. So, if you completed Master Apothecary (Apothecary level 3), you could move to Fellow (Scholar level 3), to show you were taking a teaching position in Altdorf University. This costs 100 XP. However, be aware there are obvious limitations here. Some Careers, such as Wizard, require the basics be learned before the more advanced lore can be understood and the Talents of earlier Career levels will not be open to you at a higher level.Lastly, between adventures, you can also change Career using the Change Career Endeavour (see page 196).TalenT and Career Change XP CosTs ImProvemenTImprovement XP Cost+1 Talent Advance100 XP + 100 XP per time the Talent is already takenLeave a Complete Career 100 XPLeave an Incomplete Career 200 XPEnter a different Class +100 XPalTernaTIve Changes In Careersometimes during play you are offered a job in the most unlikely circumstances. For example: a local Baron may employ you to be his honour guard (guard, Career level 3), or you may escape altdorf on the run from the city watch, now effectively an outlaw (outlaw, Career level 2). In such circumstances, the gm may offer a Career change that lies outside your normal Career Path. That’s not only fine, it’s recommended, as it’s always more fun to tie your Career choices into in-game events.StatuSOld World society is highly stratified — common folk are in little doubt as to their place in the society whilst the elite enjoy power and prestige that is brutally enforced and therefore largely unchallenged. Most people in between are acutely aware of their standing, and preoccupied with improving it. This is represented by Status,which can modify the interactions between people of different social classes.Tiers and sTandingStatus is expressed as a Tier — from lowest to highest: Brass, Silver, or Gold — and a Standing — which is a number, generally from 1–5, showing how respected the character is within their Tier. If you have a higher Tier than another character, you have higher Status. If you are in the same Tier as another character, then you are higher Status if you have a higher Standing.The Three TiersThe most important distinctions in Status are the three Tiers:The Gold Tier: Reserved for the rulers of society; those who directly serve them as advisors, protectors, and maintainers of the law; and the independently wealthy. To reach this position requires hard work, success, and not a little luck. All in the Gold tier are rich, respected, and of higher Status than those in the Silver and Brass tiers.The Silver Tier: Populated by well-to-do townsfolk and those following professions requiring skill and expertise. Tradesmen, craftsmen, and merchants make up most of the upper ranks of the IIIclass and careers49Warhammer Fantasy rolepl aytier, whilst the bottom is filled by those providing services. These folk lead relatively humble lives, but they are still respectable. People of the Silver Tier are of higher Status than those of the Brass Tier.The Brass Tier: Occupied by peasants and those in the poorest professions which often require no particular skills. The Brass Tier also contains many criminals, ne’er-do-wells, and those who don’t make any living at all. Determining StatuSYour Status is determined by your Career level. Beside the name of your Career level is your Status, marked as ‘Brass 3’, ‘Silver 1’, or similar. This is the Tier and Standing. Should you change Career, check the new Status by the name of your new Career Level, and mark it on your Character Sheet.Changing StatuSStatus changes for the following reasons:1. You change Career.2. You gain a Talent that modifies Status.3. The GM imposes a change in Status due to in-game events.Whatever causes a change in Status, you should take time to explain what exactly occurred, and the impact this has on your character. If you have changed to a different Career Level, say from a Student to a Scholar, what precipitated this? What subject did you study? And how does your character now feel after graduating? Taking time to explain your changing circumstances makes your character more rounded and believable.Beyond the Social normStatus provides a rough guide to how the folk of the old World behave when they fit in with acceptable norms. However, some characters will violate this, and that’s completely fine. If you wish to randomise how an NPC reacts to Social Status, roll 1d10 on the following table:1d10 Result1-2 Defies Status. The character defies conven-tion concerning Status and ignores its effects.3-8 Standard Reactions. The character follows the Status rules as normal.9-10Extreme Views. The character holds extreme views. Modify all Tests influenced by Status by a further +/–10, as appropriate.the effeCtS of StatuSStatus influences a number of situations that impact your Character. Often these involve making Tests easier or more difficult (see page 153). The GM may expand or limit these influences as they wish.CharmStatus impacts Charm significantly, with those of higher Status more easily able to get what they want, and those of lower status IIIfinding it harder to secure influence. In most circumstances, those of a higher Tier gain a bonus of +10 to Charm Tests influencing those with a lower tier. Similarly, those of lower Tier suffer a penalty of –10 to influence those of a higher Tier. The GM may also apply these modifiers to those of different Standing in the same Tier, but this is rarer.If the target of the Charm attempt is atypical, this might not work as usual however. An individual who ‘Defies Status’ would mean no modifiers apply, and one with ‘Extreme Views’ might mean that the opposite modifiers apply (–10 rather than +10, for example).optIons: BeGGInG & statusBegging is often most effective when aimed at those who are just above you in the social order. For example: most Beggars are Brass tier and therefore benefit from a +10 bonus when begging from people who are silver tier, instead of suffering a –10 penalty.EntertainStatus does not normally influence Entertain tests. However, a GM ought to consider that some entertainments are thought fitting to particular venues. A peasant playing a hurdy-gurdy is not likely to go down well at an opera house, whilst even a mediocre orchestra is likely to draw a significant audience if it starts performing on the village green.As such the GM might like to consider the sort of audience a performance is normally aimed at, and the audience that is actually available, and apply suitable modifiers.IntimidateIf you have a higher Status than the target of your Intimidate, you typically gain a bonus of +10.GossipGossip tends to be stilted between people of different classes. Any Gossip Test between individuals of different Tiers suffers a penalty of –10.LeadershipStatus plays a very important role in Leadership. Indeed, the State Army normally only grants higher ranks to those of noble birth.If you are a higher tier than the target of your Leadership Test, you gain a bonus of +10. If you are two tiers higher, the bonus increases to +20.mainTaining sTaTUsIn order to benefit (or suffer) from Status, you have to act in accordance with your role in society.It may be that you wish to pass incognito, presenting yourself anonymously. Typically, you will be counted as having a Status of Brass 3 if you do this.Example: Hans the noble wears the latest fashions and always buys the best trappings. He rides his lovingly groomed horse into a village, pausing only to let his herald announce his presence to all. He fully benefits from his Gold 2 Status. His brother Heinrich dresses in old clothes, hides all his courtly garb under the bed, and acts like a nameless wanderer. He is treated as having a Status of Brass 3.Keeping Up AppearancesCharacters need to spend a certain amount of money to maintain their lifestyle. As explained in The Cost of Living (see page 289) there are minimum expectations of expenditure for each Tier.Should a character fail to live up to these levels of expenditure they will begin to be perceived as being of lower Status, losing 1 point of Standing per week. To stop this decline, the character must resume spending the money expected of them, whereupon they regain 1 point of Standing a week until they recover the lost points.Should Standing reach 0, your tier drops by one and your Standing is set to 5. If you are already at the lowest tier, then your Status sticks at Brass 0.Example: Pietr is a Noble and has been slumming it in the East End of Altdorf for the last two weeks, letting his Standing of Gold 3 drop to Gold 1 as he eats poor food, drinks cheap beer, and hostels in flop houses. Should another week pass and Pietr does not change his ways, his Standing will drop to Gold 0, which immediately becomes Silver 5. Should this occur, Pietr’s father will almost certainly step in to curtail the family shame…eaRning money wiTh sTaTUsYour Status is directly linked to the amount of money you earn while working. The higher your Status, the more money you can earn as your good name attracts business. If the GM agrees, during play you can spend a week to work in your Career assuming you are in a place where such is feasible (it’s hard to be a Watchman in the middle of a wasteland). This is called Earning.IIIclass and careers51Warhammer Fantasy rolepl ayWhen Earning, make an Average (+20) Dramatic Test (see page 152) against the Earning Skill of your Career (the Skill marked in italics in the Career’s first level).Failure and Success ............... 150 Dramatic Tests ....................................... 152 Difficulty ................................................ 153 Assistance ............................................... 155 IIIIIIIVV2Combat ....................................................... 156 Timing ................................................... 156 Combat Summary .................................. 156 Initiative Order ...................................... 156 Surprise .................................................. 156 Taking Your Turn ................................... 157 Attacking ............................................... 158 Criticals and Fumbles ............................ 159 Ranged Combat ..................................... 160 Combat Difficulty .................................. 160 Two-Weapon Fighting ........................... 163 Unarmed Combat .................................. 163 Mounted Combat .................................. 163 Advantage .............................................. 164Moving ....................................................... 164 Moving During Combat ........................ 165 Leaping, and Falling .............................. 166 Pursuit .................................................... 166Conditions .................................................. 167 Multiple Conditions .............................. 167 Master Condition List ........................... 167Fate & Resilience ....................................... 170 Fate and Fortune .................................... 170 Resilience and Resolve ........................... 171Injury .......................................................... 172 Wounds, Critical Wounds, and Death ... 172 Broken Bones ......................................... 179 Torn Muscles ......................................... 179 Amputated Parts .................................... 180 Healing .................................................. 181 Medical Attention .................................. 181 Other Damage ....................................... 181Corruption .................................................. 182 Gaining Corruption Points .................... 182 Corrupting ............................................. 183 Losing Corruption Points ...................... 183Disease and Infection ................................. 186 The Litany of Pestilence ......................... 186 Symptoms .............................................. 188Psychology .................................................. 190 Psychology Test ...................................... 190 Psychological Traits ................................ 190 Custom Psychology ................................ 191BetWeen adventuresthose events that take place between your escapades, with a menu of options for you to pursue.Events ......................................................... 192Endeavours ................................................. 195 Money to Burn....................................... 195 Duties & Responsibilities ...................... 195 General Endeavours ............................... 196 Class Endeavours ................................... 200relIGIon and BelIeFdescriptions of the gods of the old World and their cults and worshippers. also contains the blessings and miracles undertaken by those following the divine. Be warned this chapter also touches on blasphemous knowledge best avoided!The Gods .................................................... 202 Gods of the Empire ............................... 202 Other Pantheons .................................... 202 The Chaos Gods .................................... 203The Cults .................................................... 203 Primary Cults of the Empire .................. 204 The Grand Conclave .............................. 204The Cult of Manann, God of the Sea ......... 205The Cult of Morr, God of Death ................ 206The Cult of Myrmidia, Goddess of Strategy ................................... 207The Cult of Ranald, God of Trickery .......... 208The Cult of Rhya, Goddess of Fertility ....... 209The Cult of Shallya, Goddess of Mercy ...... 210The Cult of Sigmar, God of the Empire ..... 211The Cult of Taal, God of the Wild ............. 212The Cult of Ulric, God of War ................... 213The Cult of Verena, Goddess of Wisdom ................................... 214Dwarven Ancestor Gods ............................ 215Elven Gods ................................................. 215Halfling Gods ............................................. 215Chaos Gods ................................................ 217Prayers ........................................................ 217 The Blessed ............................................ 217 Blessings and Miracles ........................... 217 Sin Points ............................................... 217 Wrath of the Gods ................................. 218Blessings ..................................................... 220 Success Levels ........................................ 220Miracles ...................................................... 222 Success Levels ........................................ 222 Miracles of Manann ............................... 222 Miracles of Morr .................................... 223 Miracles of Myrmidia ............................ 223 Miracles of Ranald ................................. 224 Miracles of Rhya .................................... 225 Miracles of Shallya ................................. 225 Miracles of Sigmar ................................. 226 Miracles of Taal ...................................... 227 Miracles of Ulric .................................... 227 Miracles of Verena ................................. 228maGIconly sinister and deluded fools will dare explore the pages of this catalogue of the arcane and profane. unless you’re a Wizard from the colleges of magic, in which case it’s required reading.The Aethyr .................................................. 229 The Winds of Magic .............................. 229 The Language of Magick ....................... 230 The Eight Lores ..................................... 230 Elven Magic ........................................... 233 Dark Magic ............................................ 233 Other Lores ........................................... 233Magic Rules ................................................ 233 Second Sight .......................................... 233 Spells ...................................................... 234 Casting Test ........................................... 234 Channelling Test .................................... 237 Repelling the Winds .............................. 237 Dispelling ............................................... 237 Using Warpstone .................................... 237Spell Lists ................................................... 238 Overcasting ............................................ 238 Petty Spells ............................................. 240 Arcane Spells ......................................... 242Colour Magic ............................................. 245 The Lore of Beasts ................................. 245 The Lore of Death ................................. 246 The Lore of Fire ..................................... 247 The Lore of Heavens .............................. 248 The Lore of Metal .................................. 248 The Lore of Life ..................................... 251 The Lore of Light .................................. 252 The Lore of Shadows ............................. 253Witch Magic .............................................. 254 The Lore of Hedgecraft ......................... 254 The Lore of Witchcraft .......................... 255Dark Magic ................................................ 256 LoreIf passed, you receive the money marked in the table below. If failed, you receive half the money. If an Astounding Failure (–6) is scored, you have a very bad week, and earn nothing (or have your money stolen, or some similar mishap). This total is not strictly speaking how much money you earn, it’s more a representation of how much money you have left at the end of the week after all your expenses are taken into account.Tier Amount Earned per StandingBrass 2d10 Brass PenniesSilver 1d10 Silver ShillingsGold 1 Gold CrownNote: This is the same amount of coin earned with an Income Endeavour (see page 198).Example: Gunther the Coachman decides he’ll work for the Four Seasons Coaching House for a week while his peers research a library for things he frankly doesn’t understand, and secretly thinks may be heretical if he did. The GM agrees to let Gunther enact some Earning, so Gunther rolls against his Drive (Coach) skill (his Earning Skill for Coachman) and passes. Given his Status is Silver 2, he can roll 2d10 and earn that much silver. Unfortunately, he only rolls a 1 and a 2 for a total of 3 silver shillings; clearly Gunther was drinking a lot after his long work shifts, and has little coin remaining…Gendered Career namesalthough some Careers have masculine or feminine names because of the limitations of language, all careers are intended for any gender; so, no matter how your character identifies, all careers are available.For example: anyone may serve any deity. although some Gods (such as Taal and Ulric, and rhya and shallya) are more likely to have servants who identify with the same gender as the God, other deities (such as Verena and sigmar), have an equal appeal to all. Career FormaTThe following is a breakdown of the information each Career presents.• Name: The name of the Career.• Limitations: a list of the different species typically using the Career.• Summary: a one-sentence introduction to the Career.• Description: a paragraph or two describing the career, and alternatives ways it may be used.• Advance Scheme: The Career’s advance scheme.• Career Path: The name, status, skills, Talents, and Trappings for each of the Career’s four levels. note: if a Talent or skill is marked ‘(any)’ it means you can choose one of the options for that Talent or skill when in that Career Level; so, Lore (any), could be Lore (Geography), Lore (Folklore), Lore (magick), or any other similar example. Likewise, if one is marked (Local), it means you can choose one of the options for the Talent or skill drawn from the local area; so, Lore (Local), could be Lore (altdorf), Lore (riverways), Lore (The Wasteland), or any other similar example.• Quotations: a few in-game quotations about the Career.• Adventuring: some hints and tips about how those in the Career might find themselves adventuring.III52APothecARyDwarf, Halfling, High Elf, HumanSkilled in chemistry and concoctions, you create and sell medicine of all kinds.Apothecaries specialise in preparing pharmaceutical medication — commonly pills, draughts, and ointments — for sale to patients and doktors alike. Their workshops are filled with a dazzling array of bubbling alembics, overflowing beakers, worn mortar and pestles, and other physic-making paraphernalia. Some Apothecaries supplement their income selling illicit substances — from stimulants for desperate students, to hallucinogenic weirdroot for bored nobles or shady commissions from even shadier groups. Supplying these is lucrative, but also dangerous. Rare ingredients are expensive, so Apothecaries frequently have cash flow problems, and journey the wilds to collect their own ingredients. Many take temporary employment with expeditions, mercenaries, or the military for extra coin. APothecARy AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Apothecary’s Apprentice — Brass 3Skills: Consume Alcohol, Heal, Language (Classical), Lore (Chemistry), Lore (Medicine), Lore (Plants), Trade (Apothecary), Trade (Poisoner)Talents: Concoct, Craftsman (Apothecary), Etiquette (Scholar), Read/WriteTrappings: Book (Blank), Healing Draught, Leather Jerkin, Pestle and Mortar Apothecary — Silver 1Skills: Charm, Haggle, Lore (Science), Gossip, Language (Guilder), PerceptionTalents: Criminal, Dealmaker, Etiquette (Guilder), PharmacistTrappings: Guild Licence, Trade Tools Master Apothecary — Silver 3Skills: Intuition, Leadership, Research, Secret Signs (Guilder)Talents: Bookish, Master Tradesman (Apothecary), Resistance (Poison), SavvyTrappings: Book (Apothecary), Apprentice, Workshop Apothecary-General — Gold 1Skills: Intimidate, Ride (Horse)Talents: Acute Sense (Taste), Coolheaded, Master Tradesman (Poisoner), Savant (Apothecary)Trappings: Commission Papers, Large Workshop‘Look for this sigil: white mortar, black pestle. Don’t ask for our order without it or you’ll be reported to the Watch. And lad, don’t ever short our Apothecary; you’ll spend the rest of your days wondering if the next drink will be your last.’ – Kathe the Unseen, Assassin‘Human chemistry? As shoddy as their architecture! And just as likely to kill you! I asked for tonic after a hard night’s drinking. Had the flux for a week!’ – Thorica Norrasdotr, Dwarf MerchantDue to Physician Guild pressure, most towns ban Apothecaries from formally practicing medicine, but during play Apothecaries can easily fill the role of a healer. Indeed, they are versatile in this role because they can also identify dangerous and unusual substances the party may encounter, and even turn some into useful medicine. IIIclass and careers - academIcs53Warhammer Fantasy rolepl ayengineeRDwarf, Halfling, HumanYou create machines and constructions both useful and bizarre, and often downright deadly.Engineers design and build mechanical devices or structures such as bridges, canals, or fortifications. Most are educated, Dwarfs at the hide-bound Dwarf Engineers Guild, Humans at forward-thinking establishments such as the Imperial Engineers’ School at Altdorf, though self-taught prodigies are not unknown. Human Engineers value innovation and discovery, whereas Dwarfs favour traditional, tried-and-tested designs passed down for generations. Mining company engineers are well-paid; less so the State Army Engineers who maintain the Imperial war machines and act as sappers and bridge-builders. Master Engineers often find themselves leading teams on ambitious construction projects. Chartered Engineers are the most trusted in the Empire, called upon to design, test, and build such prestigious Imperial Commissions like the complex Steam Wheel Locks, which have revolutionised the speed of travel in the canals of the Vorbergland.engineeR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Student Engineer — Brass 4Skills: Consume Alcohol, Cool, Endurance, Language (Classical), Lore (Engineer), Perception, Ranged (Blackpowder), Trade (Engineer)Talents: Artistic, Gunner, Read/Write, TinkerTrappings: Book (Engineer), Hammer and Spikes Engineer — Silver 2Skills: Drive, Dodge, Navigation, Ranged (Engineering), Research, Language (Guilder)Talents: Craftsman (Engineer), Etiquette (Guilder), Marksman, OrientationTrappings: Guild Licence, Trade Tools Master Engineer — Silver 4Skills: Language (Khazalid), Leadership, Ride (Horse), Secret Signs (Guilder)Talents: Etiquette (Scholar), Master Tradesman (Engineering), Sniper, Super NumerateTrappings: Workshop Chartered Engineer — Gold 2Skills: Language (Any), Lore (Any)Talents: Magnum Opus, Rapid Reload, Savant (Engineering), UnshakeableTrappings: Guild License, Library (Engineer), Quality Trade Tools (Engineer), Large Workshop (Engineer) ‘What will it do? Well, it’s supposed to pluck the chicken, Smallnose. Stand well back!’ – Wolfgang Kugelschrieber, Inventor‘Master Engineer Volker von Meinkopt found inspirationwatching students reloading at the Imperial Gunnery School. He had a revelation: more barrels = more shots = more lethality. He soon produced the first repeating handgun, ‘Von Meinkopt’s Whirling Cavalcade of Death’, and pistol, ‘Von Meinkopt’s Micro-mainspring of Multitudinous Precipitation of Pernicious Lead’. Not content to rest on those laurels, he then created the enormous nine-barrelled cannon, the Helblaster Volley Gun, which is utterly lethal to enemies and, all too often, its crew.’ – ‘Great Engineers of the Empire’, Lady Theodora Holzenauer, Engineer and JournalistSome Engineers are drawn to investigate ancient Dwarf Holds, most now abandoned, for entombed within are the secrets of the master builders of old. Those who dare their depths may find millennia-old marvels, many of which are repurposed by Goblins and Skaven for their own nefarious purposes. Equally enticing are the stone sky bridges soaring above the Holds, some stretching for many miles, true wonders of bygone engineering that once connected thriving Dwarf settlements, forts, and farmlands.III54lAWyeRDwarf, Halfling, High Elf, HumanYou navigate treacherous legal systems, defending clients and prosecuting the guilty.Lawyers give legal counsel, interpret the law, and argue on behalf of their clients before the courts. They are often specialists in the laws of the province in which they practice, or in ecclesiastical law. Most are university educated and therefore rich and well-connected, although gifted individuals of low birth are sometimes apprenticed. Cult lawyers learn from their venerable peers, with those trained by the Cults of Verena and Sigmar especially well-regarded. Some Lawyers are hired as mediators, settling informal disputes outside costly courts, a practice favoured by Halflings. Others work for criminal gangs, exploiting legal loopholes to free their always-guilty clients. At the top end of society, Barristers are the only lawyers allowed to address higher appeal courts in the city-states, charging exorbitant prices for their services.lAWyeR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Student Lawyer — Brass 4 Skills: Consume Alcohol, Endurance, Haggle, Language (Classical), Lore (Law), Lore (Theology), Perception, ResearchTalents: Blather, Etiquette (Scholar), Read/Write, SpeedreaderTrappings: Book (Law), Magnifying Glass Lawyer — Silver 3Skills: Bribery, Charm, Gossip, Intuition, Language (Guilder), Secret Signs (Guilder)Talents: Argumentative, Criminal, Etiquette (Guilder), SuaveTrappings: Court Robes, Guild Licence, Writing Kit Barrister — Gold 1Skills: Art (Writing), Entertain (Speeches), Intimidate, Lore (Any)Talents: Bookish, Cat-tongued, Impassioned Zeal, SavvyTrappings: Office, Assistant (Student or Servant) Judge— Gold 2Skills: Cool, Lore (Any)Talents: Commanding Presence, Kingpin, Savant (Law), WealthyTrappings: Gavel, Ostentatious Wig‘Sharks! No, worse! Leeches! But not the good kind that suck out bad humours, oh no. They’re leeches that drain your coffers and leave you nothing to show for it.’ – Stefan Bachler, Merchant‘It is not what the lawyer says I may do that concerns me, but what is right by reason and justice. Such matters need then be the basis of our new law.’ – Lector Agatha von Böhrn, Supreme Law Lord of the EmpireLawyers excel at getting people out of trouble, while adventurers excel at getting into it. They can use their knowledge of obscure local laws to avoid problems by suggesting unusual approaches to solve thorny dilemmas. After all, tying up a local thug in court is just as valuable, and arguably much safer, than tying one up in a basement.III55class and careers - academIcsWarhammer Fantasy rolepl aynunHumanYou are devoted to the service of your deity, having sworn vows for a life of service.Nuns are members of religious orders, normally cloistered within an abbey, convent, or monastery. Most rise before the sun for morning prayer before toiling in fields, tending to the sick, or preserving important manuscripts. Vows of pilgrimage cause some to travel the Empire, while others take oaths to serve the community, moving amongst the people, tending to their spiritual needs. Devoted hermits and tenders to shrines are also thought of as ‘Nuns’ or ‘Monks’ by the folk of the Empire. Many Nuns learn valuable trades such as vintners, brewers or calligraphers. Abbesses use these activities to attract donations and patronage from the local nobility. Leaders of particularly large or martial Orders can gather significant influence both within their own cult and with the ruling classes of a province. For more on religion and the different Orders, see Chapter 7: Religion and Belief.nun AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Novitiate — Brass 1Skills: Art (Calligraphy), Cool, Endurance, Entertain (Storyteller), Gossip, Heal, Lore (Theology), PrayTalents: Bless (Any), Stone Soup, Panhandle, Read/WriteTrappings: Religious Symbol, Robes Nun — Brass 4Skills: Charm, Melee (Any), Research, Trade (Brewer), Trade (Herbalist), Trade (Vintner)Talents: Etiquette (Cultists), Field Dressing, Holy Visions, Invoke (Any)Trappings: Book (Religion), Religious Relic, Trade Tools (Any) Abbess — Silver 2Skills: Leadership, Lore (Local), Lore (Politics), PerceptionTalents: Resistance (Any), Robust, Savant (Theology), Stout-heartedTrappings: Abbey, Library (Theology) Prioress General — Silver 5Skills: Language (Any), Lore (Any)Talents: Commanding Presence, Iron Will, Pure Soul, Strong-mindedTrappings: Religious Order ‘They came thinking it a simple task to slay a few poor, hapless Brothers and take our relics. I ask Morr not judge too harshly the seven bandits we bury today, as Brother Hild has already inflicted punishment enough.’ – Abbot Ernst Halfhauser‘Quick! Come quick! The Sisters of Faith and Chastity are about to parade through the streets. I want to see if I can get a few coppers caught in their thorns. It brings luck for the whole year!’ – Bengt, Altdorf Street RatWhen a religious order discovers terrible secrets or fragments of prophecy, its leaders may feel they must act, sending brothers and sisters abroad. Abbeys along pilgrimage routes will often also send their members abroad to guard the many pilgrims traversing the lengthy holy roads across the Empire. And there are always itinerant Friars wandering the world, risking adventure with every new land they enter.III56PhySiciAnDwarf, Halfling, High Elf, HumanWith a strong stomach and steady hand, you practice the art of medicine, striving to save lives.Physicians study patients’ symptoms and prescribe remedies and surgeries. While the healing arts are ancient, many deriving from Elven practices, the formal science of medicine is relatively new and not-entirely-trusted. Due to the Empire’s history with necromancy and the safe-guards imposed by the Cult of Morr, studying cadavers is forbidden, making learning of anatomy hard. Medicine’s reputation suffered further from swindlers selling ‘miracle cure-alls’ that do nothing or cause actual harm. Physicians learn their profession at a university or while apprenticed to a Guild Physician. Most cheap surgery is undertaken by back-street physicians known as barber-surgeons whose training is informal. Trained doctors with strong stomachs are in demand for the State Armies. The most famed Physicians almost exclusively tend to wealthy merchants and the nobility.PhySiciAn AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Physician’s Apprentice — Brass 4 Skills: Bribery, Cool, Drive, Endurance, Gossip, Heal, Perception, Sleight of HandTalents: Bookish, Field Dressing, Read/Write, Strike to StunTrappings: Bandages, Healing Draught Physician — Silver 3Skills: Charm, Haggle, Language (Guilder), Lore (Anatomy), Lore (Medicine), Trade (Barber)Talents: Coolheaded, Criminal, Etiquette (Guilder), SurgeryTrappings: Book (Medicine), Guild Licence, Trade Tools (Medicine) Doktor — Silver 5Skills: Consume Alcohol, Intimidate, Leadership, ResearchTalents: Etiquette (Scholars), Resistance (Disease), Savvy, Strike to InjureTrappings: Apprentice, Workshop (Medicine) Court Physician — Gold 1Skills: Lore (Noble), Perform (Dancing)Talents: Etiquette (Nobles), Nimble Fingered, Savant (Medicine), Strong-mindedTrappings: Courtly Attire, Letter of Appointment‘Come to Neuber for all your limb removals! I’ll ’ave your arm off in seconds! I’ll suture it a’fore you even wake up. My work’s so fine you’ll never miss it!’ – Gotthard Neuber, Barber-Surgeon‘Beware the Brass Doktor.’ – Reikland Proverb warning against cheap Physicians‘They’re bastards, all. I can’t so much as give you a proper blood-letting without their leave. “Practicing medicine without a license” my arse. I know you can’t afford them, deary. Here, luv, take this nice tea. What? Oh no, just tea is all. Just tea. And if you feel better, why, thank Shallya, eh?’ – Jana Palner, Part-time SurgeonPhysician’s Guild fees are notoriously expensive, which can cause newer Physicians without steady clientele to seek alternate sources of income. Some Physicians consistently search for more effective treatments and new medicines, which can take them far afield. Others like to expand their knowledge of anatomy by studying grievous wounds first hand, and there are few better ways to do that than by travelling with adventurers.III57class and careers - academIcsWarhammer Fantasy rolepl ayPRieStHumanYou carry the word of your god, tending to the spiritual needs of the masses.Priests tend to congregations of the faithful throughout the Old World. While many are assigned to a specific temple, others choose a wandering life to reach worshippers who cannot, or will not, attend temple. They are expected to exemplify the beliefs of their religion — which vary greatly depending on which deity they serve. High Priests are responsible for a temple and all its Cult and lay members. Alongside Lectors, they will often be called upon to advise the ruling classes, with many active in local politics. Priests have many duties connected to their God, such as Priests of Manann’s responsibility to consecrate new ships, or a Shallyan’s duty to tend to the sick and wounded, so they touch on most aspects of life in the Empire. For more on religion and the different Orders, see Chapter 7: Religion and Belief.PRieSt AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Initiate — Brass 2Skills: Athletics, Cool, Endurance, Intuition, Lore (Theology), Perception, Pray, ResearchTalents: Bless (Any), Holy Visions, Read/Write, SuaveTrappings: Religious Symbol, Robes Priest — Silver 1Skills: Charm, Entertain (Storytelling), Gossip, Heal, Intimidate, Melee (Basic)Talents: Blather, Bookish, Etiquette (Cultists), Invoke (Any)Trappings: Book (Religion), Ceremonial Robes High Priest — Gold 1Skills: Art (Writing), Entertain (Speeches), Leadership, Lore (Heraldry)Talents: Acute Sense (Any), Hatred (Any), Impassioned Zeal, Strong-mindedTrappings: Quality Robes, Religious Relic, Subordinate Priests, Temple Lector — Gold 2Skills: Language (Any), Lore (Politics)Talents: Master Orator, Pure Soul, Resistance (Any), Savant (Theology)Trappings: Library (Theology), Subordinate High Priests‘For sound advice, I seek a Priest of Verena. For everything else, I seek a Priest of Ranald.’ – Wermer Losch, Merchant‘The Shallyan, just a girl she was, stroked my little Anton’s forehead and whispered, and the screaming stopped. He smiled at me for the first time in days. I will never forget it. Oh, aye, he died not long after, but not in pain. Not in pain.’ – Sabine Schmidt, Fishmonger‘Listen, there is nothing to fear. Hexensnacht comes every year. We need only call on the Lord of Death to watch over us. So, come the midnight hour, we cry MORR! MORR! MORR!’ – Father Wilhelm Abgott, Priest of MorrSome temple-bound Priests seek distractions to justify sojourns away. Disturbing matters heard from their congregations can send them on a quest for answers. Some High Priests find their administrative duties so far removed from the life they envisaged when they joined the Cult that they take extended pilgrimages away from their temple.III58ScholARDwarf, Halfling, High Elf, Human, Wood ElfYou dedicate your life to the pursuit and study of knowledge, wherever that may take you.Scholars generally study at one of the Old World’s learning institutions, foremost amongst them the university in Altdorf. Most specialise in one or two subjects, and many learn just enough to provide a useful career, or give them something to talk about at dinner parties. Poorer Scholars act as scribes, reading and writing notes for others as most of the Empire’s citizens are illiterate. Others become tutors educating the wealthy. The most gifted Masters are invited to join a university, with renowned Professors delivering popular lectures to hundreds of Students. Dwarfs and High Elves are less likely to be employed in an Imperial institution, though they may tour the Empire in search of esoteric knowledge. ScholAR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Student — Brass 3Skills: Consume Alcohol, Entertain (Storytelling), Gamble, Gossip, Haggle, Language (Classical), Lore (Any), ResearchTalents: Carouser, Read/Write, Savvy, Super NumerateTrappings: Alcohol, Book, Opinions, Writing Kit Scholar — Silver 2Skills: Art (Writing), Intuition, Language (Any), Lore (Any), Perception, Trade (Any)Talents: Bookish, Etiquette (Scholars), Speedreader, SuaveTrappings: Access to a Library, Degree Fellow — Silver 5Skills: Entertain (Lecture), Intimidate, Language (Any), Lore (Any)Talents: Linguistics, Public Speaker, Savant (Any), Tower of MemoriesTrappings: Mortarboard, Robes Professor — Gold 1Skills: Entertain (Rhetoric), Lore (Any)Talents: Magnum Opus, Master Orator, Savant (Any), SharpTrappings: Study‘None of us thought much of her. Scrawny thing the Captain dragged out a library in Altdorf, name of Sosber. Kept to herself. Nose in a book. But when we finally faced the Corpse Render, when so-called warriors ran, she stood fast. Her quiet voice rang with steel as she called out where to strike. Not the heads as you’d think, no, but the body. Steel slew the beast that day, but knowledge made it possible.’ – Oskar Reisdorf, MercenaryPoor Scholars who cannot or will not tutor often need funds to continue their research. A few search the dark corners of the world for lost secrets and ancient tomes. Others are hired to accompany adventuring expeditions where their knowledge can be put to more practical use. Scholar is a useful Career, with access to rare Lore skills, a good way for the GM to share information with players. Played with common-sense they can counter-balance rash and martially-inclined characters’ tendencies to solve every problem with a blade. Scholars can use their knowledge to solve puzzles or come up with unusual strategies and tactics. III59class and careers - academIcsWarhammer Fantasy rolepl ayWizARdHigh Elf, Human, Wood ElfFeared and distrusted by the citizens of the Empire, you legally wield powerful and dangerous magic.Wizards channel one of the eight ‘Winds of Magic’ only spellcasters perceive, to cast potent spells. To legally cast magic in the Empire, a Human must follow the Articles of Imperial Magic and belong to one of the Eight Colleges of Magic in Altdorf — each dedicated to a specific wind, as Wizards can only safely channel one. After graduation, Apprentices become Wizards and serve the Empire. Wizards carefully study and practice their art, which, according to the Articles, they can only use outside their colleges in defenceof their own life, or against the enemies of the Empire. Many Wizards are attached to the Empire State Army, and although they are treated with cautious suspicion, none can deny their effectiveness on the battlefield.WizARd AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Wizard’s Apprentice — Brass 3Skills: Channelling (Any Colour), Dodge, Intuition, Language (Magick), Lore (Magic), Melee (Basic), Melee (Polearm), PerceptionTalents: Aethyric Attunement, Petty Magic, Read/Write, Second SightTrappings: Grimoire, Quarterstaff Wizard — Silver 3Skills: Charm, Cool, Gossip, Intimidate, Language (Battle), Language (Any)Talents: Arcane Magic (Any Arcane Lore), Detect Artefact, Fast Hands, Sixth SenseTrappings: Magical License Master Wizard — Gold 1Skills: Animal Care, Evaluate, Lore (Warfare), Ride (Horse)Talents: Dual Wielder, Instinctive Diction, Magical Sense, MenacingTrappings: Apprentice, Light Warhorse, Magical Item Wizard Lord — Gold 2Skills: Language (Any), Lore (Any)Talents: Combat Aware, Frightening, Iron Will, War WizardTrappings: Apprentice, Library (Magic), Workshop (Magic)‘I don’t care what promises they make, or what colleges they belong to, they are dangerous abominations. I am continuing to petition for their destruction in the name of Sigmar, for the good of us all.’ – Reikhardt Mair, Witch HunterMany Wizards leave the Colleges of Magic in debt for the cost of their tuition. These Wizards may be keen to find immediate employment, or seek out their fortune on land, at sea, or anywhere else they might be able to find relics, artefacts or lost tomes of magical lore. Journeying Wizards, eager to prove themselves, are actively encouraged to test their skills across the Empire by hunting down whatever dangers threaten the local populace. Wizards are excellent characters to add some firepower to a group, but it can be intimidating for new players to have to learn a whole additional set of rules for spells. Because of this the GM should be aware that they might initially need some extra support to ensure that they are using these rules effectively and to the group’s best advantage. You’ll choose the colour of magic you study when you take the Arcane Magic Talent. For more on magic see Chapter 8: Magic.III60AgitAtoRDwarf, Halfling, HumanCharismatic and articulate, you champion your cause in the face of establishment opposition. Agitators lobby for political causes using print, protest, and public speaking. They muster the down-trodden populace’s sympathy and support but must be wary of drawing the attention of Sigmarites or Dwarfs interested in maintaining established traditions. The most dangerous Agitators have destabilised the rule of nobles, towns, and even entire provinces. Pamphleteers nail signs to billboards, or distribute them in market squares, though often those they seek to reach cannot read. Religious Agitators can make a good living as street preachers, receiving donations from pious devotees and attracting flagellants and zealots as followers. Agitators who survive long enough to become Demagogues are often supported by powerful, hidden allies pursuing change for their own motives.AgitAtoR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Pamphleteer — Brass 1Skills: Art (Writing), Bribery, Charm, Consume Alcohol, Gossip, Haggle, Lore (Politics), Trade (Printing)Talents: Blather, Gregarious, Panhandle, Read/WriteTrappings: Writing Kit, Hammer and Nails, Pile of Leaflets Agitator — Brass 2Skills: Cool, Dodge, Entertain (Storytelling), Gamble, Intuition, LeadershipTalents: Alley Cat, Argumentative, Impassioned Zeal, Public SpeakerTrappings: Leather Jack Rabble Rouser — Brass 3Skills: Athletics, Intimidate, Melee (Brawling), PerceptionTalents: Cat-tongued, Dirty Fighting, Flee!, Step AsideTrappings: Hand Weapon, Pamphleteer Demagogue — Brass 5Skills: Lore (Heraldry), Ride (Horse)Talents: Etiquette (Any), Master Orator, Schemer, SuaveTrappings: 3 Pamphleteers, Patron, Printing Press, Impressive Hat ‘ALTDORF FOR ALTDORFERS! MIDDENLANDERS OUT!’ – Pamphlet, Street of a Hundred Taverns, Altdorf‘Mark my words, if you’re looking to root out the agents of the Spinner of Fate, follow the clamouring in the streets. They can’t resist it. They’ll surface, sooner or later.’ – Adrian Hoven, Cleric-Captain, Knights of the Fiery HeartAgitators often move around, in search of larger crowds or fleeing the authorities. They may become leaders of motley groups of the restless and disaffected, exhorting — or even extorting — them to fight for a greater cause.Altdorf has a legendary reputation for deep fogs and riots. Perhaps this happens because Altdorf is the Imperial Capital, or maybe its because the Grey College draws swathes of treacherous Ulgu, the Grey Wind of Magic, to the city. Whatever the case, it seems that whenever the fog draws in from the Altdorf Flats, mobs rise in the streets, and woe betide any watchmen who try to silence their right to be heard. 61IIIclass and careers - BurGhersWarhammer Fantasy rolepl ayARtiSAnDwarf, Halfling, High Elf, Human, Wood ElfA skilled craftsperson, you take pride in your work, creating products for sale and commission. Artisans produce goods, ranging from everyday necessities sold by Bakers and Chandlers, to weapons and riverboats crafted by Smiths and Shipwrights. The Empire’s larger towns and cities have guilds to protect local Artisans from fraudsters, as an Artisan’s entire livelihood can be jeopardised by unskilled competitors hawking cheap low-quality merchandise. Guild Artisans observe strict quality standards, with those failing to meet them blackballed and forbidden to trade locally. Artisans work at all levels of society not just producing goods, but also repairing them. They are employed by navies to maintain vessels, by armies to manage war machines and siegeworks, and by merchant houses of all sizes to transform raw materials into sellable goods.ARtiSAn AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Apprentice Artisan — Brass 2Skills: Athletics, Cool, Consume Alcohol, Dodge, Endurance, Evaluate, Stealth (Urban), Trade (Any)Talents: Artistic, Craftsman (any), Strong Back, Very StrongTrappings: Chalk, Leather Jerkin, d10 rags Artisan — Silver 1Skills: Charm, Haggle, Lore (Local), Gossip, Language (Guilder), PerceptionTalents: Dealmaker, Etiquette (Guilder), Nimble Fingered, SturdyTrappings: Guild Licence, Trade Tools Master Artisan — Silver 3Skills: Intuition, Leadership, Research, Secret Signs (Guilder)Talents: Acute Sense (Taste or Touch), Master Tradesman (Any), Read/Write, TinkerTrappings: Apprentice, Workshop Guildmaster — Gold 1Skills: Bribery, IntimidateTalents: Briber, Magnum Opus, Public Speaker, SchemerTrappings: Guild, Quality Clothing ‘Sorry, mistress, all the shoes are gone! I forgot to put the milk out last night. The Spite must have taken them.’ – Wiebke, Cobbler’s Apprentice and Thief‘You must understand, my boy, that Wurtbad’s wine has a reputation. This bottle looks like it was blown through a Hochland long rifle. Simply unacceptable.’ – Frau Glasmeister, Glassblowers’ GuildmasterArtisans in training can be sent to practice under other masters. The constant pressure to achieve perfection is so stifling that young Artisans sometimes take a break to pursue more liberating enterprises, sometimes supporting the army or navy.Dwarf Guilds don’t usually admit Humans, and Dwarfs are traditionally allowed to practice their trade in Imperial cities without joining a local Guild. This can cause conflict as the Guilds are rarely pleased with skilled competition. Halflings are not so particular, and most will happily join Human Guilds (if admitted) and allow Humans to join their Guilds. Elves do not have Artisan’s Guilds, and though they could join one it is unlikely they wouldlower themselves to do so. III62beggARDwarf, Halfling, HumanStreet-smart, you make a living from the charity of others using persuasion and charm.The countryside rumour that Altdorf ’s streets are lined with gold is a cruel taunt to its Beggars. They rely upon the generosity of strangers and scraps scavenged from the mud and detritus of city life, though posturing dandies will happily dispose of a few pfennigs to make them go away. The law affords them little protection and the watch has no sympathy for loiterers.Paupers often land on the streets as orphans and have been in and out of Mercy Houses all their lives. Once the basic skills of scrounging and panhandling are learned, Beggars can advance their techniques using disguises and sympathy ploys. Other Paupers are not destitute but simply employed in some of the worst occupations, on the lowest rung of the social ladder, like Gong Farmers, Bone Pickers, and Rag and Bone Men. beggAR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Pauper — Brass 0Skills: Athletics, Charm, Consume Alcohol, Cool, Dodge, Endurance, Intuition, Stealth (Urban)Talents: Panhandle, Resistance (Disease), Stone Soup, Very ResilientTrappings: Poor Quality Blanket, Cup Beggar — Brass 2Skills: Entertain (Acting), Entertain (Any), Gossip, Haggle, Perception, Sleight of HandTalents: Alley Cat, Beneath Notice, Criminal, Etiquette (Criminals)Trappings: Crutch, Bowl Master Beggar — Brass 4Skills: Charm Animal, Leadership, Lore (Local), Secret Signs (Vagabond)Talents: Blather, Dirty Fighting, Hardy, Step AsideTrappings: Disguise Kit, Hiding Place, Pauper Follower Beggar King — Silver 2Skills: Bribery, IntimidateTalents: Cat-tongued, Fearless (Watchmen), Kingpin, SuaveTrappings: Lair, Large Group of Beggar Followers‘Please, frau, I beg humbly for enough coppers to buy bread tonight. Even a pfennig would do — Gutbäcker is selling day-olds.’ – Elsie, Halfling Panhandler‘I lost my leg in the Battle of Bögenwasser. Both hands were eaten by a Squig when Goblins ambushed our patrol near Bögenauer. All to protect the Reikland and our Emperor.’ – Klaas, Veteran Soldier‘You can have Königplatz next week — I need you loud and dirty on Luitpoldstrasse today. For why? Best not ask, all you need to know is the Cutters want the Watch distracted. I make it my business not to offend the Cutters, and if you want a prosperous career you’ll follow my example.’ – ‘The Kaiser’, Altdorf Beggar-KingThe only direction from rock-bottom is upward. Some Beggars will eagerly leave the gutter behind for adventuring opportunities, so long as they aren’t being exploited as battle-fodder. Those unable to afford a porter might hire a Beggar instead, and a Beggar’s savvy is useful when penniless and hungry. And, if it all goes wrong, it’s easy to return to the begging life.III63class and careers - BurGhersWarhammer Fantasy rolepl ayinveStigAtoRDwarf, Halfling, High Elf, HumanPerceptive and suspicious, you probe deep into the heart of any crime, and find answers.Most Investigators pursue cases involving stolen property, missing persons, or murders, although some research stories for the emerging newssheets, or even blackmail crime suspects for ‘hush money’. Investigative techniques include footprint tracking, cross-examination, deductive reasoning and — if necessary — breaking and entry. Where secular investigators operate on the edge of the law or for an institution like the watch of a Merchant House, religious investigators — most commonly serving Sigmar and Verena — follow stricter ethical codes. Some experienced Investigators cultivate matter-of-fact airs of sophistication to improve their credibility. While Master Investigators often sell themselves as ‘observation specialists’ possessing skills they claim cannot be learned. Considerable self-promotion is required to become one of the famous Detectives who receive job offers from across the Old World. inveStigAtoR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Sleuth — Silver 1Skills: Charm, Climb, Cool, Gossip, Intuition, Perception, Stealth (Urban), TrackTalents: Alley Cat, Beneath Notice, Read/Write, SharpTrappings: Lantern, Lamp Oil, Journal, Quill and Ink Investigator — Silver 2Skills: Consume Alcohol, Dodge, Lore (Law), Melee (Brawling), Pick Lock, Sleight of HandTalents: Etiquette (Any), Savvy, Shadow, TenaciousTrappings: Leather Jack, Hand Weapon, Magnifying Glass, Lockpick Master Investigator — Silver 3Skills: Bribery, Evaluate, Leadership, Lore (Any)Talents: Bookish, Break and Enter, Sixth Sense, SuaveTrappings: Assistant, Office Detective — Silver 5Skills: Intimidate, Lore (any)Talents: Acute Sense (Any), Savant (Any), Speedreader, Tower of MemoriesTrappings: Network of Informants, Spyglass‘I regret to inform you that your husband is buried in Frau Kohl’s vegetable garden, beneath the turnips. That will be 6 shillings and 4 pence, please.’ – Hemlock Surelight, Elven Sleuth‘We can deduce from this splintered door the thief exited with assistance from a very large creature. But said creature couldn’t have descended the narrow stairwell. This leaves only two possible conclusions. Either it materialised from thin air, or else our thief is a shape-changer...’ – Zavant Konniger, ‘Sage-Detective’ ‘As I am sure you know, I am the world’s greatest detective. You ’ave ’eard of Alphonse, no?’ – Alphonse Hercules de Gascoigne, Diminutive Bretonnian DetectiveInvestigators are sometimes hired to solve mysteries far too dangerous to tackle alone, which can be the informal creation of an adventuring party. Of course, the very nature of mysteries can result in each solved case leading to yet another mystery. Investigators may therefore enjoy steady employment, provided they’re able to identify willing customers for every new mystery they uncover. III64meRchAntDwarf, Halfling, High Elf, HumanShrewd and numerate, you buy low to sell high, making more money than most will ever see.Most Merchants trade in simple goods such as alcohol, textiles, woodcraft, and pottery. For the ambitious, rare exotic goods such as Dwarf gromril or Eastern spices command higher profits, but risk longer transport routes and require strong foreign contacts. Merchants cannot sell in most towns without approval from (and payments to) a Merchants’ Guild, powerful institutions rivalling the noble courts in political influence. Local commerce is managed by Traders who ship goods between backwater villages and nearby towns. Traders can join guilds by apprenticing under Master Merchants as junior business partners. Powerful Merchant Princes owning warehouses and sales offices in multiple cities enjoy the same status as minor nobles. In addition to trading, some Merchants also branch out into banking, moneylending, and investing.meRchAnt AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Trader — Silver 2Skills: Animal Care, Bribery, Charm, Consume Alcohol, Drive, Gamble, Gossip, HaggleTalents: Blather, Dealmaker, Read/Write, SuaveTrappings: Abacus, Mule and Cart, Canvas Tarpaulin, 3d10 Silver Shillings Merchant — Silver 5Skills: Evaluate, Intuition, Language (Any), Language (Guilder), Lore (Local), PerceptionTalents: Briber, Embezzle, Etiquette (Guilder), SavvyTrappings: Riverboat or 2 Wagons, Guild License, 20 GC Master Merchant — Gold 1Skills: Cool, Language (Classical), Navigation, Secret Signs (Guilder)Talents: Cat-tongued, Etiquette (Any), Numismatics, SharpTrappings: Town House with Servants, Warehouse, 100 GC Merchant Prince — Gold 3Skills: Lore (Any), IntimidateTalents: Iron Will, Luck, Schemer, WealthyTrappings: 2 Riverboats or 4 Wagons, Large Town Estate, 2 Warehouses, 1000 GC, Quality Clothing‘If Nuln wants trade wars, so be it, I’ll see their river blockaded and raise taxes on guns. After all, the Emperor owesme a few favours...’ – Leo van Haagen, Marienburg Merchant Prince‘How did I become a millionaire? Well, when I was a girl with only a pfennig to my name, I went to the local farmer and bought an apple. Then I walked to the market and sold the apple for two pfennigs. The next day I bought two apples from the farmer and walked to the market again and sold the apples for four pfennigs. And so it went on, every day; I walked to the farm bought some apples, and then walked to the market to sell them at a profit. And by the time I was twenty-five years old, my grandfather died and left me a million crowns.’ – Johanna Sainzburg, Fresh Fruit MagnateMerchants share a certain kinship with adventurers, often hiring them over professional caravan guards. Adventurers are adaptable and enterprising by nature, making them ideal candidates for partnership in a trading company, bringing Merchants into contact with all manner of colourful characters.III65class and careers - BurGhersWarhammer Fantasy rolepl ayRAt cAtcheRDwarf, Halfling, HumanYou spare civilisation from being overrun by vermin with help from your trusty, canine companion.Rat Catchers patrol every town and city, and for good reason. The Empire’s streets are clogged with food scraps and foulness, perfect breeding grounds for vermin. Rat Catchers earn their crusts by killing these rats, clearing their nests from cellars, and by delving the Empire’s hopelessly infested sewer systems… provided they’re brave enough to face the other things down there. When apprenticed, Rat Catchers usually adopt a stray puppy that they train for ratting. The toughest Rat Catchers are hired by towns as Sewer Jacks to hunt giant rats and other subterranean nasties. On rare occasions, entire towns are overrun and later reclaimed with the aid of Exterminators.RAt cAtcheR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Rat Hunter — Brass 3Skills: Athletics, Animal Training (Dog), Charm Animal, Consume Alcohol, Endurance, Melee (Basic), Ranged (Sling), Stealth (Underground or Urban)Talents: Night Vision, Resistance (Disease), Strike Mighty Blow, Strike to StunTrappings: Sling with Ammunition, Sack, Small but Vicious Dog Rat Catcher — Silver 1Skills: Animal Care, Gossip, Haggle, Lore (Poison), Perception, Set TrapTalents: Enclosed Fighter, Etiquette (Guilder), Fearless (Rats), Very ResilientTrappings: Animal Traps, Pole for Dead Rats Sewer Jack — Silver 2Skills: Climb, Cool, Dodge, Ranged (Crossbow Pistol) Talents: Hardy, Stout-hearted, Strong Legs, Tunnel RatTrappings: Davrich Lantern, Hand Weapon, Leather Jack Exterminator — Silver 3Skills: Leadership, TrackTalents: Fearless (Skaven), Menacing, Robust, Strong-mindedTrappings: Assistant, Large and Vicious Dog, Sack of Poisoned Bait (10 doses of Heartkill)‘See there by the midden-heap, Otmar? There’s a big one! Make sure it’s dead before you pick it up. It’ll bite yer hand with its poisonous teeth.’ – Annaliese Rattenfänger, Sewer Jack‘Sorry, mate. The rest of the guild deal with the rats. Me and me mates deal with the bigger ones in the sewers. Tide of them down there, there is...’– Mårten Stormdal, Ubersreik ExterminatorRat Catchers move to new towns when the rats become ‘too big’ or ‘too clever’, or when competition becomes fierce. When journeying, they may befriend those who welcome help from a streetwise slinger, and Rat Catchers are willing to venture into places normal people won’t.If you want to play a character who may be aware of the ‘too big’ and ‘too clever’ Skaven (see page 336), Rat Catcher is for you. However, the Skaven frequently assassinate any who spread rumours of their existence. Because of this, wise Ratcatchers are unlikely to admit what they know, some even using their professional opinion to actively discredit ‘tall tales’ of ‘rat men’. III66toWnSmAnDwarf, Halfling, High Elf, HumanAmbitious and socially mobile, you are the hardworking glue that holds urban society together. Townsmen meet these thriving centres of trade and commerce’s demand for workers. They fill various roles for private artisans or municipal councils: Bankers, Clerks, Hawkers, Innkeepers, Newspaper Vendors, Ostlers, Shopkeepers, Toll-keepers, Washers, and many more. Pay rates vary; some can haggle for extra commission, whereas civil employees such as lamplighters and toll-keepers are paid fixed salaries. There is little opportunity for promotion, but those with determination, savvy, and luck might eventually own property or a business. The most successful Townsmen often join local councils overseeing civic matters, with Burgomeisters — the most important municipal leaders — often enjoying the same social status as Merchant Princes and Guildmasters.toWnSmAn AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Clerk — Silver 1Skills: Charm, Climb, Consume Alcohol, Drive, Dodge, Gamble, Gossip, HaggleTalents: Alley Cat, Beneath Notice, Etiquette (Servants), SturdyTrappings: Lodgings, Sturdy Boots Townsman — Silver 2Skills: Bribery, Evaluate, Intuition, Lore (Local), Melee (Brawling), Play (Any)Talents: Dealmaker, Embezzle, Etiquette (Any), GregariousTrappings: Modest Townhouse, Servant, Quill and Ink Town Councillor — Silver 5Skills: Cool, Lore (Law), Perception, ResearchTalents: Briber, Public Speaker, Read/Write, SupportiveTrappings: Coach and Driver, Townhouse Burgomeister — Gold 1Skills: Lore (Politics), IntimidateTalents: Commanding Presence, Master Orator, Schemer, SuaveTrappings: Chains of Office, Coach and Footman, Quality Clothing, Large Townhouse with Gardens and Servants‘I’m afraid you’ll have to remove your backpacks in this shop and leave polearms at the door. The owner deducts broken ceramics from me wage.’ – Frida, Part-time ShopkeeperTownsmen are part of a growing class of citizen with both time and money at their disposal. Many take one or two days off a week and can easily fit in a life of adventure between shifts or after closing time. Some may wish to go even further afield, and if the Townsman has some money put aside, it should be simple to negotiate some time off with an employer. It’s very common for citizens of the Empire to go on pilgrimages for weeks or months at a time. Skilled workers are always in demand, and there will likely be a role waiting when they come home. III67class and careers - BurGhersWarhammer Fantasy rolepl ayWAtchmAnDwarf, Halfling, High Elf, HumanYou maintain the peace and keep the rabble in line so your town doesn’t descend into anarchy.Watchmen are employed by local authorities to patrol streets throughout the Empire. Most are little more than well-meaning keepers of the peace, and few know the laws they’re supposed to enforce. Corruption is rampant, and many Watchmen enlist purely for the authority to hurt people or to support local criminal gangs. Some can earn triple their wages by turning a blind eye. Only a few towns and cities have professional Watchmen paid to understand and uphold the law; instead, the Emperor’s Peace is normally maintained by the local State Army, who man walls, guard gates, and patrol the streets according to the instructions of their superiors. WAtchmAn AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Watch Recruit — Brass 3Skills: Athletics, Climb, Consume Alcohol, Dodge, Endurance, Gamble, Melee (Any), Perception Talents: Drilled, Hardy, Strike to Stun, TenaciousTrappings: Hand Weapon, Leather Jack, Uniform Watchman — Silver 1Skills: Charm, Cool, Gossip, Intimidate, Intuition, Lore (Local)Talents: Break and Enter, Criminal, Night Vision, SprinterTrappings: Lantern and Pole, Lamp Oil, Copper Badge Watch Sergeant — Silver 3Skills: Entertain (Storytelling), Haggle, Leadership, Lore (Law)Talents: Disarm, Etiquette (Soldiers), Fearless (Criminals), Nose for TroubleTrappings: Breastplate, Helm, Symbolof Rank Watch Captain — Gold 1Skills: Lore (Politics), Ride (Horse)Talents: Public Speaker, Robust, Kingpin, SchemerTrappings: Riding Horse with Saddle and Tack, Quality Hat, Quality Hand weapon, Quality Symbol of Rank‘So I go up to Middenheim, Ulric’s own country, and what did I find? I swear more than half of their City Watch are women! I would have stayed up there for the rest of my career if I could’ve.’ – Jana Tennisohn, Chief Inspektor (retired), Nuln City Watch ‘Sorry, sir, I’ve got a Halfling killer, a Weirdroot smuggling ring, a gang war, and a noble threatening to have me arrested by my own Station. Your missing cat will have to wait until tomorrow.’ – Sergeant Harri Makkenpieser, Altdorf City WatchNot every Watchman is crooked, but those with morals are soon jaded by the corruption inherent in the system. By joining adventuring parties, principled Watchmen can champion justice on their own terms. Experience of the street makes Watchmen effective combatants in a small party, and their presence can help legitimise a wandering band of ne’er-do-wells.III68IIIAdviSoRDwarf, Halfling, High Elf, Human, Wood ElfWise and well-informed, you provide advice and guidance so your employer prospers.Advisors provide counsel to those they serve. Well-versed in the political and social conditions of their employer’s domain, they are privy to confidential and sensitive information. While many Advisors are born into their positions, others actively seek noble patronage as a path to wealth and power. Some young royals pick their university or childhood friends as their first Aide, trusting them to say what no-one else will. Long years at court or in service to a lesser noble pave the way to the loftier heights of their careers. Many Advisors do not serve the nobility at all, instead lending their extensive capabilities to criminals, warlords, merchants, cults, or guilds.AdviSoR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Aide — Silver 2Skills: Bribery, Consume Alcohol, Endurance, Gossip, Haggle, Language (Classical), Lore (Politics), PerceptionTalents: Beneath Notice, Etiquette (Any), Gregarious, Read/WriteTrappings: Writing Kit Advisor — Silver 4Skills: Charm, Cool, Evaluate, Gamble, Intuition, Lore (Local)Talents: Blather, Criminal, Schemer, SupportiveTrappings: Livery Counsellor — Gold 1Skills: Entertain (Storytelling), Leadership, Language (Any), Lore (Any)Talents: Argumentative, Briber, Carouser, Cat-tonguedTrappings: Quality Clothing, Aide Chancellor — Gold 3Skills: Lore (Heraldry), Ride (Horse)Talents: Commanding Presence, Embezzle, Kingpin, SuaveTrappings: Riding Horse with Saddle and Harness, Quality Courtly Garb, Staff of Advisors and Aides‘Sigmar votes with Reikland for three. The dead Emperor, Mootland, and Reikland will vote the same way, taking Reikland to six. As you know, you need seven votes to become emperor. Given Ar’Ulric always votes for Middenheim, it’s highly unlikely the Imperial seat will return to Nuln while the House of Third Wilhelm flourishes. Best hope for a daughter, your Grace. A marriageable one.’ – Krammond, Advisor to the Elector Count of Nuln, 2475 IC If there is something peculiar or dangerous happening within their employer’s domain, then an Advisor is well-placed to investigate. At the higher levels of the career, a Counsellor or Chancellor will have their own trusted staff they can rely on to look after matters if they take a short leave of absence. Advisors can approach different classes of people, including the most difficult to access, and they are already in a position where they are expected to ask questions on behalf of their employer.69class and careers - courtIersWarhammer Fantasy rolepl ayARtiStDwarf, Halfling, High Elf, Human, Wood ElfYou possess an artistic gift, one that transcends daily life and uplifts the souls of others.Artists use their talents — for painting, sculpting, writing and similar — to create works of fine art. Often their careers begin as Apprentices to experienced Master Artists, though some are simply prodigies. The best can attract a patron, and some end up teaching, forming their own schools of art and attracting the wealthiest of benefactors to their fashionable salons. Sadly, most Artists spend their lives in a vain attempt to prove their value to a society that rarely appreciates them. Some make ends meet through different means: satirising nobles and politicians in cartoons for the Altdorf broadsheets, sketching suspects for watch captains, writing social commentary, or even forging the work of more renowned artists. ARtiSt AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Apprentice Artist — Silver 1Skills: Art (Any), Cool, Consume Alcohol, Evaluate, Endurance, Gossip, Perception, Stealth (Urban)Talents: Artistic, Sharp, Strong Back, TenaciousTrappings: Brush or Chisel or Quill Pen Artist — Silver 3Skills: Climb, Gamble, Haggle, Intuition, Language (Classical), Trade (Art Supplies)Talents: Carouser, Criminal, Gregarious, Nimble FingeredTrappings: Sling Bag containing Trade Tools (Artist) Master Artist — Silver 5Skills: Charm, Leadership, Lore (Art), Lore (Heraldry)Talents: Acute Sense (Any), Dealmaker, Etiquette (any), Nose for TroubleTrappings: Apprentice, Patron, Workshop (Artist) Maestro — Gold 2Skills: Research, Ride (Horse)Talents: Ambidextrous, Kingpin, Magnum Opus, Read/WriteTrappings: Large Workshop (Artist), Library (Art), 3 Apprentices ‘Please remain still, my lord. It is rather difficult to capture the majesty of your countenance if you continue to scratch yourself so. Perfect! Now hold that pose for just a few seconds more if you please. And there you’ve gone and done it again. Might I suggest you pay a visit to the apothecary? He may have several effective remedies for lice, especially if you find your incessant squirming as bothersome as I do...’ – Gottlieb Toman, Painter, prior to his executionAttracting suitable patrons is not always a simple matter, so Artists of all stripes find themselves traveling abroad in search of one. Even those who have the means to support themselves take to the road in search of new sights to paint, sculpt, or inspire them. Holy frescos and reliefs dedicated to the gods are often commissioned in faraway temples, churches, and abbeys. III70duelliStDwarf, High Elf, HumanYour blade is an instrument of justice, bound by long tradition and employed with deadly precision.Duellists fight on behalf of others — settling matters of honour between organisations or individuals — or as surrogates for the law, representing the accused or the accuser in trials by combat. For some Duellists the act of fighting is reward enough for the considerable risks they face. Training is dangerous, leaving some apprentices crippled or scarred for life. Those who live long enough to learn from their mistakes can aspire to the fame of a Blademaster, teaching their techniques to eager students. Judicial Champions duel on behalf of governments and nobles, and their blades can determine the fates of nations. Some modern Duellists, especially hot-headed Altdorf students, favour pistols. This is regarded by the older generation as dishonourable and foolhardy. duelliSt AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Fencer — Silver 3Skills: Athletics, Dodge, Endurance, Heal, Intuition, Language (Classical), Melee (Any), PerceptionTalents: Beat Blade, Distract, Feint, Step AsideTrappings: Hand Weapon or Rapier, Sling Bag containing Clothing and 1d10 Bandages Duellist — Silver 5Skills: Charm, Cool, Gamble, Melee (Parry), Ranged (Blackpowder), Trade (Gunsmith)Talents: Combat Reflexes, Etiquette (Any), Fast Shot, ReversalTrappings: Main Gauche or Sword-breaker, Pistol with Gunpowder and Ammunition Duelmaster — Gold 1Skills: Intimidate, Leadership, Melee (Basic),Perform (Acrobatics)Talents: Ambidextrous, Disarm, Dual Wielder, RiposteTrappings: Quality Rapier, Hand Weapon, Trusty Second, 2 Wooden Training Swords Judicial Champion — Gold 3Skills: Lore (Law), Melee (Any)Talents: Combat Master, Menacing, Reaction Strike, Strike to InjureTrappings: 2 Quality Weapons ‘First blood, ye fool! First blood! And here ye’ve gone ’n run ’im through!’ - Ortolf Ehardt, Burgher‘In my defence, sir, he was the first to do any sort of bleeding.’ - Rosabel Viernau, Duellist‘Always make sure you have Doktor Schuller on site. Deniability? Good question. Pay her in advance, treat her with civility, and she’ll turn around. Then she sees nothing until the duel is over, one way or another.’ - Blademaster Aleksandr Amblestadt’s advice to his students. Both inexperienced and esteemed Duellists alike travel the Empire in search of opponents with which to bolster their reputations. For others, the hunt for a veteran instructor drives them to explore the furthest flung of the Old World’s locales. Masters of foreign techniques are also sought by Duellists who wish to add unique styles of fighting to their repertoires. As skilled combatants, Duellists often augment their livelihood with mercenary work, even acting as guards for caravans and riverboats in a pinch. Although Dwarfs have no interest in fencing with flimsy swords and the frippery of the duelling scene, they have long traditions of using combat to resolve bitter disputes, and will travel far to enhance their skills. III71class and careers - courtIersWarhammer Fantasy rolepl ayenvoyDwarf, Halfling, High Elf, Human, Wood ElfAn articulate emissary, you travel far and wide, negotiating favourable pacts and treaties.Experts in negotiation and social interaction, Envoys act as agents serving the interests of the Empire, a regional estate, a foreign entity, or a merchant house. Intrigue abounds in courtly circles, and such a career choice is a risky proposition that only grows more perilous at the highest levels of government. Even when granted some manner of immunity against foreign laws or customs, Ambassadors must tread carefully. Envoys must first prove their abilities in a lesser capacity as a Herald, assisting Diplomats in hammering out the tedious minutiae of deals, or representing merchants, guilds, or cults, building their reputations with each pact they establish. Some Envoys find employ with Mercenary Companies; the best of these can secure a profit for their employers without shedding a drop of blood. envoy AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Herald — Silver 2Skills: Athletics, Charm, Drive, Dodge, Endurance, Intuition, Ride (Horse), RowTalents: Blather, Etiquette (Nobles), Read/Write, SuaveTrappings: Leather Jack, Livery, Scroll Case Envoy — Silver 4Skills: Art (Writing), Bribery, Cool, Gossip, Haggle, Lore (Politics)Talents: Attractive, Cat-tongued, Etiquette (any), Seasoned TravellerTrappings: Quill and Ink, 10 sheets of parchment Diplomat — Gold 2Skills: Intimidate, Language (Any), Leadership, NavigationTalents: Carouser, Dealmaker, Gregarious, SchemerTrappings: Aide, Quality Clothes, Map Ambassador — Gold 5Skills: Language (Any), Lore (Any)Talents: Briber, Commanding Presence, Noble Blood, SavvyTrappings: Aide, Best Quality Courtly Clothes, Staff of Diplomats, Herald‘Watch that one. She’s got a tongue like a snake and nary a scruple. Still, she’s got a weakness for Elven wine and handsome young footmen. I’m sure you can arrange something... scandalous.’ – Odmar Horst, Guild Envoy‘ My advice to his Imperial Majesty to ensure we maintain our vital trade link with Karak Ziflin: grow a beard and keep your promises.’ – Letter to the High Lord of the Chair, from Ambassador Willemijna von KotzdamEnvoys travel a great deal, meeting countless individuals from all walks of life, cultivating contacts across the Old World. They are sometimes expected to get their hands dirty to ensure their master’s wishes are fulfilled. If failure doesn’t lead to their immediate death, they might find themselves on the run from their own employers.III72nobleDwarf, High Elf, Human, Wood ElfAs the scion of a noble bloodline, you stand proudly from the common rabble.The blood of highborn ancestors courses through the veins of the nobility, granting Nobles the power to rule, make laws, and dispense justice. Nobles often inherit vast wealth and holdings, although only those with a direct line of succession can expect to wield any genuine power. Many spend their lives consolidating this wealth and power through business, politics, and conquest. Those without substantial inheritance must make their own way in the world, joining the State Army or navy as a commissioned officer, or commit to service of one of the gods. It is common to find Nobles working for more powerful noble houses, such as sending their daughters to serve as hand maidens to royalty.noble AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Scion — Gold 1Skills: Bribery, Consume Alcohol, Gamble, Intimidate, Leadership, Lore (Heraldry), Melee (Fencing), Play (Any)Talents: Etiquette (Nobles), Luck, Noble Blood, Read/WriteTrappings: Courtly Garb, Foil or Hand Mirror, Jewellery worth 3d10 GC, Personal Servant Noble — Gold 3Skills: Charm, Gossip, Language (Classical), Lore (Local), Ride (Horse), Melee (Parry)Talents: Attractive, Briber, Carouser, SuaveTrappings: 4 Household Servants, Quality Courtly Garb, Courtly Garb, Riding Horse with Saddle and Harness or Coach, Main Gauche or Quality Cloak, Jewellery worth 50 GC Magnate — Gold 5Skills: Language (Any), Intuition, Lore (Politics), PerceptionTalents: Coolheaded, Dealmaker, Public Speaker, SchemerTrappings: 2 sets of Quality Courtly Garb, 200 GC, Fiefdom, Jewellery worth 200 GC, Signet Ring Noble Lord — Gold 7Skills: Lore (Any), TrackTalents: Commanding Presence, Iron Will, Warleader, WealthyTrappings: 4 sets of Best Quality Courtly Garb, Quality Foil or Hand Mirror, 500 GC, Jewellery worth 500 GC, Province‘Everyone thinks that Nobles have it easy, but it’s a treacherous life and you’re always standing in someone’s way. I’d rather take my chances out here with you lot than risk assassins back home. Give me a herd of Beastmen any day.’ – ‘Lugner’ Rodziner, Tenth of his LineMany Nobles serve their families abroad in the hopes they can advance their station and earn acclaim amongst their peers. Others, bored by pampered living, search for excitement as adventurers and would-be heroes. Scions with few prospects sometimes seek their fortunes far from courtly intrigue and betrayal, taking up other occupations to expand their options. The GM should consider carefully whether to allow players to choose the Noble career. It comes with a lot of trappings and temporal power, especially at the higher levels of the career. III73class and careers - courtIersWarhammer Fantasy rolepl aySeRvAntDwarf, Halfling, HumanYou serve the great and the good, performing tasks in support of your employer.Most who serve the nobility come from peasant stock, grateful to escape the beleaguered masses tending the fields. Servants are taught comportment along with the skills necessary to cook, clean, buttle, and groom on behalf of their betters. They are provided with room, board, and a wage, but the quality of a Servant’s life depends on how well treated they are. Some Servants dress their employer, cook or serve meals, manage stores of wine and other consumables, or tend to the grounds. Experienced Servants can aspire to the role of personal Attendant, or even Steward, managing the domestic affairs of their employer and overseeing other Servants. Those directly serving royalty are often drawn from noble stock rather than the peasantry.SeRvAnt AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThhMenial — Silver 1Skills: Athletics, Climb, Drive, Dodge, Endurance, Intuition, Perception, Stealth (Any)Talents: Beneath Notice, Strong Back, Strong-minded, SturdyTrappings: Floor Brush Servant — Silver 3Skills: Animal Care, Consume Alcohol, Evaluate, Gamble, Gossip, HaggleTalents: Etiquette (Servants), Shadow, Tenacious, Well-preparedTrappings: Livery Attendant — Silver 5Skills: Charm, Cool, Intimidate, Lore (Local)Talents: Embezzle, Resistance (Poison), Suave, SupportiveTrappings: Quality Livery, Storm Lantern, Tinderbox, Lamp Oil Steward — Gold 1Skills: Leadership, Melee (Basic)Talents: Etiquette (any), Numismatics, Read/Write, SavvyTrappings: Hand Weapon, Fine Clothes, Servant‘Only a fool mistreats those entrusted to cook food and pour wine. Believe me, there’s no end of damage a spiteful servant can wreak upon the unwise.’ – Baron Gerber Jochutzmann‘Why she insists on takin’ that blasted cat with her is beyond me. Between her wardrobes, her travelling library, and her damned butterfly collection, I’m at my wit’s end! And when it gets lost — oh, it will, believe me — she’ll expect me to find her a new one. Sigmar! Where does one find a leopard kitten in Ubersreik?’ – Reynald, Lady Kirstin Gottlieb’s PorterA Servant may be required to accompany their employer, travelling from winter to summer domains, or visiting the great cities. This can provide opportunities for adventures around the Empire. Bored heirs, closeted by over-protective parents, might treat their young Servants more like friends, providing them with encouragement and funds to seek out adventures, living vicariously through them when they report back with tales of derring-do. Favoured Servants are, on occasion, entrusted with duties that take them beyond their familiar surroundings, or even loaned to other family members or peers.III74SPyDwarf, Halfling, High Elf, Human, Wood ElfYou are the eyes and ears of another, exposing secrets and spreading lies.Spies are brave (or foolhardy) individuals who secretly gather information for their clients. A well-placed Spy is an asset to anyone desiring knowledge of an opponent’s activities. Many take months, even years, cultivating an unremarkable identity with ties to one or more groups or individuals. Their actions are risky. If caught, Spies are rarely executed quickly and often tortured at length. Many Informers are forced into spying via blackmail or other threats. A skilled Spy will earn well, but extrication from such activities can be more perilous than the activities themselves. Given Spies avoid undue attention, they aren’t typically known by their reputations unless those reputations are as anonymous as they are.SPy AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Informer — Brass 3Skills: Bribery, Charm, Cool, Gamble, Gossip, Haggle, Perception, Stealth (Any)Talents: Blather, Carouser, Gregarious, ShadowTrappings: Charcoal stick, Sling Bag containing 2 different sets of clothing and Hooded Cloak Spy — Silver 3Skills: Climb, Entertain (Act), Intuition, Melee (Basic), Secret Signs (Any), Sleight of HandTalents: Etiquette (Any), Lip Reading, Read/Write, Secret IdentityTrappings: Informer, Hand Weapon, Disguise Kit, Ring of Informers, Telescope Agent — Gold 1Skills: Animal Care, Animal Training (Pigeon), Language (Any), LeadershipTalents: Attractive, Cat-tongued, Master of Disguise, MimicTrappings: Book (Cryptography), Ring of Spies and Informers, Loft of Homing Pigeons, Quill and Ink Spymaster — Gold 4Skills: Lore (Any), ResearchTalents: Briber, Schemer, Suave, Tower of MemoriesTrappings: Office and Staff, Large Spy Ring of Agents, Spies, and Informers‘Treason? That’s it? For the love of... why didn’t I qualify for high treason? I’ve done plenty of other terrible things. Should I list them off for you? What’s that? It’s not personal? Well, it is now, you prig-powdered gaff ’– Sieben Dietmund, Accused of Treason and ContemptSpies are found throughout the Old World and in service to many prominent organisations. During their investigations, Spies are easily embroiled in plots both sinister and benign. They are often forced to flee when their identities or allegiances are exposed. These individuals use their abilities to disguise their true nature and avoid capture. Joining a group of unwitting heroes under false pretences as part of an escape attempt has led more than one Spy to an adventuring career.III75class and careers - courtIersWarhammer Fantasy rolepl ayWARdenDwarf, Halfling, High Elf, HumanYou oversee another’s territory, ensuring it is properly maintained and, if necessary, protected.Wardens see to the care and stewardship of their employer’s holdings. Failure to improve — or, at the very least, maintain — an employer’s lands or provisions is often met with disfavour. In some instances, multiple wardens work together to keep their employer’s estate in correct order. A Warden’s oversight can cover a variety of duties: ensuring the upkeep of a grand estate, overseeing a lord’s hunting grounds, or caring for a rarely-visited holidaying home. Wardens might keep watch over forested or agricultural lands, or see to the maintenance of lakes, rivers, or ponds. Those in the employ of the richest and most powerful can rise to immensely powerful positions themselves. WARden AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Custodian — Silver 1Skills: Athletics, Charm Animal, Consume Alcohol, Cool, Endurance, Intuition, Lore (Local), PerceptionTalents: Menacing, Night Vision, Sharp, Strike to StunTrappings: Keys, Lantern, Lamp Oil, Livery Warden — Silver 3Skills: Animal Care, Melee (Basic), Outdoor Survival, Ranged (Bow), Ride (Horse), SwimTalents: Animal Affinity, Etiquette (Servants), Strider (any), RoverTrappings: Hand Weapon or Bow with 10 arrows, Riding Horse with Saddle and Harness, Leather Jack Seneschal— Gold 1Skills: Bribery, Charm, Gossip, LeadershipTalents: Embezzle, Numismatics, Read/Write, SupportiveTrappings: Breastplate, Ceremonial Staff of Office, Staff of Wardens and Custodians Governor — Gold 3Skills: Evaluate, Language (Any)Talents: Commanding Presence, Etiquette (any), Savant (local), SuaveTrappings: Aide, Governor’s Residence, Servant ‘Yes, m’lord, the duke has been a-bed this last decade. And, yes, m’lord, I am running his estate. No, m’lord, I don’t see that changing any time soon. After all, in Penzkirchen, my word is now law… Arrest him!’ – W. Edvart Kurtz, Governor of PenzkirchenWardens rarely travel unless their duties call for it. That said, even those assigned to oversee an estate’s lands or hunting grounds must make regular patrols to assess the property’s condition and to discourage poachers. When between jobs, Wardens often find work as guides or hunters, and such activities can lead to much excitement or terror. Wardens with a grudge against former masters might even be inclined to provide enemies with confidential information regarding their old estates.III76IIIbAiliFFDwarf, Halfling, HumanYou are an official trusted by local rulers to administer their lands efficiently and firmly.Nobles entrust Bailiffs to gather dues from their lands. Some Bailiffs are respected and upstanding, attending throng at the temple of Sigmar every week. Others are bullies, happy to enforce their lord’s rights over property and possessions with threats and violence. Long-serving bailiffs often become trusted servants of the local noble family and enjoy considerable perks. Reeves have a broader reach and greater responsibility. They keep order and maintain the borders of the lord’s lands, resolving disputes with neighbouring estates. Some magistrates are lay-members of the cult of Verena, seeking guidance and wisdom from blind Justice on any difficult cases they judge. However, most provincial magistrates simply find themselvesarbitrating a series of petty disputes over livestock and farmland borders.bAiliFF AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Tax Collector — Silver 1Skills: Cool, Dodge, Endurance, Gossip, Haggle, Intimidate, Melee (Basic), PerceptionTalents: Embezzle, Numismatics, Strong Back, TenaciousTrappings: Hand weapon, small lock box Bailiff — Silver 5Skills: Bribery, Charm, Evaluate, Intuition, Leadership, Lore (Local)Talents: Break and Enter, Criminal, Public Speaking, Strike to StunTrappings: Leather Jack, 3 Tax Collectors Reeve — Gold 1Skills: Animal Care, Lore (Heraldry), Navigation, Ride (Horse)Talents: Kingpin, Menacing, Nose for Trouble, Read/WriteTrappings: Horse with Saddle and Tack, Breastplate, Bailiff Magistrate — Gold 3Skills: Language (Classical), Lore (Law)Talents: Commanding Presence, Iron Will, Savvy, SchemerTrappings: Library (Law), Quality Robes, Seal of Office ‘Aye, it’s been a poor harvest, but dues are dues. I’ll take half now and half on Marktag. How’s that? It’s the best I can offer, can’t say fairer than that.’ – Lena Sauer, Bailiff‘I’ll go up and have a look at the grazing land in question myself. Until then, I want no trouble from any of your boisterous offspring, do I make myself clear, Bauer, Meier? And you will pay equal shares for the damage to the inn, or you will forfeit any claim you might, or might not have, on the land.’ – Lorenz Schulte, Reeve of Elster ValeMost Bailiffs have a degree of autonomy, granting them ample opportunity to turn their attention to private matters, or to hire others to do so on their behalf. As many also have broad authority in the areas they influence, they are frequently sent by their employers to resolve problems, which can often lead to unexpected places.77class and careers - peasantsWarhammer Fantasy rolepl ayhedge WitchHumanWise and secretive, you guide your community using ancient magic handed down for generations.Witch Hunters use the term ‘Hedge Witch’ for any illegal spellcaster, but this was not always so. Once Hedge Witches were respected members of rural communities, practising magics older than the forests. But decades of persecution since the founding of the Colleges of Magic have left the few surviving Hedge Witches disparate and broken. They hide in the quietest corners of the Old World, their smoky huts and creaking hovels standing astride the boundary between civilisation and the trackless wilds. Most Hedge Witches are solitary to protect themselves from prying strangers, but their talents are often known to locals. Their knowledge of warding evil is usually secret, but their herbalism, midwifery, and healing arts are quickly sought in times of need.hedge Witch AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Hedge Apprentice — Brass 1Skills: Channelling, Endurance, Intuition, Language (Magick), Lore (Folklore), Lore (Herbs), Outdoor Survival, PerceptionTalents: Fast Hands, Petty Magic, Rover, Strider (Woodlands)Trappings: 1d10 Lucky Charms, Quarterstaff, Backpack Hedge Witch — Brass 2Skills: Cool, Gossip, Heal, Lore (Local), Trade (Charms), Trade (Herbalist)Talents: Aethyric Attunement, Animal Affinity, Arcane Magic (Hedgecraft), Sixth SenseTrappings: Antitoxin Kit, Healing Poultice, Trade Tools (Herbalist) Hedge Master — Brass 3Skills: Haggle, Lore (Genealogy), Lore (Magic), Lore (Spirits)Talents: Craftsman (Herbalist), Magical Sense, Pure Soul, Resistance (Disease)Trappings: Isolated Hut, Apprentice Hedgewise — Brass 5Skills: Intimidate, PrayTalents: Acute Sense (Any), Master Craftsman (Herbalist), Night Vision, Strong-mindedTrappings: Assortment of Animal Skulls, Ceremonial Cloak and Garland ‘We tell the folk that the offering o’ fish is for Grandfather Reik, ‘cause it makes them feel safer than having to explain the river is home to an ‘ungry spirit. It keeps the spirit safe, too.’ – Alt Zaunreiter, HedgewiseA Hedge Witch is often the first to notice supernatural foul play. The subsequent investigations often lead to all sorts of dangers and adventure. When Witch Hunters come to town, Hedge Witches often take a leave of absence, lying low or travelling elsewhere until danger is passed.The Hedgefolk are known by many names across the Empire, but have one thing in common: the goal of preserving their ancient traditions from destruction. Hedge Witches have little love for the Colleges of Magic, knowing any child taken by them will likely never return to serve their community, instead pressed into service in some far-off war. Whenever possible they hide children they consider ‘blessed’ from passing wizards, although occasionally one will be sent to the Colleges — as a sacrifice or a spy, who can say?III78heRbAliStHalfling, High Elf, Human, Wood ElfSkilled botanists who use Rhya’s bounty to create cures for many ailments.Medicines from apothecaries are expensive and rarely available in the Reikland’s hinterlands, so peasants rely on the healing power of plants gathered, doctored, and administered by Herbalists. Most Herbalists’ lore is verbally passed down from master to apprentice, so names for illnesses and treatments often vary from village to village. The most experienced Herbwises are sent for in cases of mysterious or stubborn sicknesses. Herbalists dedicate time to visiting the sick, diagnosing their ailments and searching for herbs to treat them with. Some Herbalists ply a darker trade, sought out by those who can pay a high price for the illicit substances they offer. Although an untrue stereotype, it’s a standing joke in the trade that Halfling Herbalists are only interested in pipeweed and wyrdroot.heRbAliSt AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Herb Gatherer — Brass 2Skills: Charm Animal, Climb, Endurance, Lore (Herbs), Outdoor Survival, Perception, Swim, Trade (Herbalist)Talents: Acute Sense (Taste), Orientation, Rover, Strider (any)Trappings: Boots, Cloak, Sling Bag containing Assortment of Herbs Herbalist — Brass 4Skills: Consume Alcohol, Cool, Gossip, Haggle, Heal, Lore (Local)Talents: Dealmaker, Nimble Fingered, Sharp, SturdyTrappings: Hand Weapon (Sickle), Healing Poultice, Trade Tools (Herbalist) Herb Master — Silver 1Skills: Intuition, Leadership, Lore (Medicine), Trade (Poisons)Talents: Craftsman (Herbalist), Field Dressing, Hardy, SavvyTrappings: Herb Gatherer, 3 Healing Poultices, Healing Draught, Workshop (Herbalist) Herbwise — Silver 3Skills: Drive, NavigationTalents: Concoct, Master Tradesman (Herbalist), Resistance (Poison), Savant (Herbs)Trappings: Pony and Cart‘This is beyond my skill to heal. The wound’s been infected and it’s tainting his blood; he needs a doctor, or Shallya’s aid. I can give you something to make sure he’s comfortable on the journey to town. And something for you, too, to calm your nerves.’ – Kurtis Schwarz, HerbalistWith knowledge of poultices and potions, Herbalists can easily find a place with a band of travellers or mercenaries. When particularly virulent diseases take hold, Herbwises often send their apprentices to far off places in search of rarer herbs, and some find themselves in all manner of unexpected trouble. The Wood Elves’ knowledge of plants and herbs is legendary. In the Grey Mountains it is said that The Goddess Shallya wandered Athel Loren to learn their lore when Ranald was dying of an affliction she could not cure. High Elves who study the art of herbalism follow Lileath the Maiden’s teachings, and it’s rumoured there is an ancient elven library in Marienburg which records the medicinal use of every plant in the Old World, although no Human has yet been granted access. III79class and careers - peasantsWarhammer Fantasy rolepl ayhunteRDwarf, Halfling, High Elf, Human, Wood ElfTough, independent killers who make a living off the fur and flesh of wild creatures.‘Taal’sof Daemonology ............................ 256 Lore of Necromancy .............................. 256Chaos Magic .............................................. 257 Lore of Nurgle ....................................... 257 Lore of Slaanesh .................................... 257 Lore of Tzeentch .................................... 257VIVIIVIIIWarhammer Fantasy rolepl ay3Warhammer Fantasy rolepl aythe GamemasterAdvice for those who find themselves in charge of an unruly mob. this section also gives advice on travel in the empire and rewarding those who perform well in the face of inevitable misfortune.General Advice ........................................... 259Character Creation ..................................... 259At the Table ................................................ 260Travel .......................................................... 261After the Game .......................................... 264GlorIous reIKlandall hail the heartland of the empire – the Glorious reikland. sprawling cities, deep dark forests, and awe-inspiring mountains, the reikland is yours to explore.The Lie of the Land .................................... 267 The Mountains, Foothills, and Vorbergland ..................................... 267 The Grim, Dark Forests ......................... 268 The Rivers, Canals, and Lakes ................ 269 The Cursed and Fetid Marshlands ......... 271Timeline of the Reikland ........................... 272Politics ........................................................ 276 Reikland Council ................................... 276 The Reikland Diet .................................. 277 The Reikland Estates.............................. 277Settlements ................................................. 278 Altdorf and the Manifold Towns ........... 278 The Bastions and Fortresses ................... 283 The Villages, Hamlets, and Holy Places . 285The Ancient Sites and Terrible Ruins ......... 286the consumers’ GuIdemoney, weapons, armour, goods, and services, all presented for your consideration and purchase, should you be able to afford such luxuries!Money ........................................................ 288 The Cost of Living ................................. 289 Criminal Coinage .................................. 289Going to Market ........................................ 290 Availability ............................................. 290 Bargaining and Trading.......................... 291 Selling .................................................... 291 Bartering ................................................ 291Craftsmanship ............................................ 291 Item Qualities ........................................ 292 Item Flaws ............................................. 292Encumbrance.............................................. 293 Small items ............................................ 293 Over-sized Items.................................... 293 Beasts of Burden .................................... 293 Armour and Clothes .............................. 293 Overburdened ........................................ 293Weapons ..................................................... 293 Weapon Damage .................................... 296 Melee Weapon Groups .......................... 296 Weapon Length ..................................... 297 Ranged Weapon Groups ........................ 297 Weapon Range ....................................... 297 Weapon Qualities .................................. 297 Weapon Flaws ........................................ 299Armour ....................................................... 299 Armour Damage .................................... 299 Armour Qualities ................................... 300Packs and Containers ................................. 301Clothing and Accessories ........................... 302Food, Drink, and Lodging .......................... 302Tools and Kits ............................................ 303Books and Documents ............................... 304Trade Tools and Workshops ....................... 305Animals and Vehicles ................................. 306Drugs and Poisons ...................................... 306Herbs and Draughts ................................... 307Prosthetics .................................................. 308Miscellaneous Trappings ............................ 308Hirelings ..................................................... 309 Henchmen ............................................. 309BestIaryall manner of vile creatures you might encounter on your adventures, and details of their capabilities.Creature Hit Locations .............................. 310The Peoples of the Reikland ....................... 311 Ogres ...................................................... 312 Black Bella — Human Brigand ............. 313 Pol Dankels — Human Witch .............. 313The Beasts of the Reikland ......................... 314 Bears ...................................................... 314 Boars ...................................................... 314 Dogs ....................................................... 315 Giant Rats .............................................. 315 Giant Spiders ......................................... 315 Horses .................................................... 316 Pigeons ................................................... 316 Snakes .................................................... 316 Wolves.................................................... 317The Monstrous Beasts of the Reikland ....... 317 Basilisks .................................................. 317 Bog Octopuses ....................................... 318 Cave Squigs ............................................ 318 Demigryphs ........................................... 318 Dragons.................................................. 319 Fenbeasts ................................................ 319 Fimir ...................................................... 320 Giants .................................................... 320 Griffons .................................................. 321 Hippogryphs .......................................... 321 Hydra ..................................................... 322 Jabberslythes .......................................... 322 Manticores ............................................. 323 Pegasi ..................................................... 323 Trolls ...................................................... 324 Wyverns ................................................. 325The Greenskin Hordes ............................... 325 Orcs........................................................ 325 Goblins .................................................. 326 Snotlings ................................................ 326The Restless Dead ...................................... 327 Skeletons ................................................ 327 Zombies ................................................. 328 Dire Wolves ........................................... 328 Crypt Ghouls ......................................... 329 Varghulfs ................................................ 329 Cairn Wraiths ........................................ 329 Tomb Banshees ...................................... 330 Vampires ................................................ 330 Ghosts .................................................... 331Slaves to Darkness ...................................... 331 Beastmen, The Children of Chaos .......... 331 Gors ....................................................... 331 Ungors ................................................... 332 Minotaurs .............................................. 332 Bray-Shaman ......................................... 332 Cultists, The Lost and the Damned ....... 333 Mutants ..................................................Bounty’ is a common greeting in Hochland, where locals proclaim a proud hunting heritage that goes back to the time of Sigmar. Most in the Empire hunt, either as a hobby, a profession, or a necessity, and many Hunters turn to poaching when times are lean. Particularly skilled Hunters might be engaged as a noble’s Huntsmaster, granting access to fine weapons, horses, and falcons. Elves and Dwarfs have little care for the boundaries of men and will occasionally venture deep into Human territory tracking a challenging prize. Stories of the Wood Elves’ Wild Hunt petrify children of the Grey Mountains, and not without cause, for if any intruder strays too close to Elven lands, then the hunters quickly become the hunted.hunteR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Trapper — Brass 2Skills: Charm Animal, Climb, Endurance, Lore (Beasts), Outdoor Survival, Perception, Ranged (Sling), Set TrapTalents: Hardy, Rover, Strider (any), TrapperTrappings: Selection of Animal Traps, Hand Weapon, Sling with 10 Stone Bullets, Sturdy Boots and Cloak Hunter — Brass 4Skills: Cool, Intuition, Melee (Basic), Ranged (Bow), Secret Signs (Hunter), Stealth (Rural)Talents: Accurate Shot, Fast Shot, Hunter’s Eye, MarksmanTrappings: Bow with 10 arrows Tracker — Silver 1Skills: Navigation, Ride (Horse), Swim, TrackTalents: Acute Sense (any), Deadeye Shot, Fearless (Animals), SharpshooterTrappings: Backpack, Bedroll, Tent Huntsmaster — Silver 3Skills: Animal Care, Animal Training (Any)Talents: Fearless (Monsters), Robust, Sniper, Sure ShotTrappings: Riding Horse with Saddle and Tack, Kennel of Hunting Dogs‘My lord, those tracks… we’re not following a stag. There are Turnskins in these woods.’ – Gundred Maynir, Huntsmaster‘Are you trying to tell me hunting’s not a sport because both sides don’t know they’re playing? Might I suggest you’d been hunting the wrong game.’ – Graf Bernard Leutze von HolthausenA common punishment for hunter caught poaching is to lose two fingers. Faced with being unable to draw a bow, many will cut and run before the punishment can be administered, preferring to take a chance in the forests. Around the fertile villages of the Suden Vorbergland, Hunters are losing ground to farmers as the trees are cut back and nobles reserve what hunting is left for sport. The Imperial Army is always on the lookout for reliable, local hunters to support their army as they march, acting as support archers or scouts. A life of adventure awaits any Hunter willing to take the Emperor’s Shilling.III80mineRDwarf, Halfling, HumanA hewer of stone, you pursue back-breaking work in the darkest depths of the world.Many prospectors are tempted by stories of gold in the Skaag Hills, but real mining is hard work down dark, dangerous tunnels. Adept at constructing supports and assessing mineral ores for their value, Miners are alert to unexpected dangers from explosive gas to tunnelling Greenskins, and are notoriously tough, both physically and mentally. Prospectors usually work on commission, with a license to prospect in return for sharing finds with the local lord. Some noble houses’ fortunes are built on the rich mines in their lands, and often Miners in these pits will be criminals or debtors pressed into service. Quarrymen hewing open-face stone ostensibly have a safer job than those underground, but accidents are common and Beastman attack from the forest is an ever-present danger. mineR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Prospector — Brass 2Skills: Cool, Endurance, Intuition, Lore (Local), Melee (Two-handed), Outdoor Survival, Perception, SwimTalents: Rover, Strider (Rocky), Sturdy, TenaciousTrappings: Charcoal Stick, Crude Map, Pan, Spade Miner — Brass 4Skills: Climb, Consume Alcohol, Evaluate, Melee (Basic), Secret Signs (Miner), Trade (Explosives)Talents: Night Vision, Strike Mighty Blow, Strong Back, Very StrongTrappings: Davrich Lamp, Hand Weapon (Pick), Lamp Oil, Leather Jack Master Miner — Brass 5Skills: Gossip, Lore (Geology), Stealth (Underground), Trade (Engineer)Talents: Careful Strike, Craftsman (Explosives), Tinker, Tunnel RatTrappings: Great Weapon (Two-handed Pick), Helmet, Trade Tools (Engineer) Mine Foreman — Silver 4Skills: Charm, LeadershipTalents: Argumentative, Strong-minded, Embezzle, Read/WriteTrappings: Crew of Miners, Writing Kit ‘After your supplies from the store are deducted, and your load of sixteen tons added, you made…let me see… no, you actually owe us two for today. Another day older and deeper in debt, boy.’ – Frederika, Victualler of the Delfgruber Minehead.Many independent Miners find themselves thrust into peril when set upon by Goblins or other subterranean horrors. Some find the rewards of this life more lucrative, if not less dangerous, than slaving away for a mine owner for a pittance. Prospectors have many opportunities for adventure and can easily pull together a band of like-minded folk eager for riches and glory.To Dwarfs, mining is not an occupation limited to commoners. Rather, they are considered artisans of great skill and are well-respected amongst the Dawi. Possessed of a keen sense for stone, Dwarfs are drawn to valuable seams and seemingly have a sixth-sense for when to shore up passages. Some Dwarf clans hold such pride in their mining ability that they march to war armed with picks rather than axes.III81class and careers - peasantsWarhammer Fantasy rolepl aymySticHuman, Wood ElfYou have a talent for divining the future, or for convincing others you can…Searching for meaning in a dangerous world, people turn to Mystics for a glimpse of their future. Wandering caravans of Strigany are a common sight in Reikland, and locals scrape together coin to hear their fortune, and buy charms and love potions. Most Mystics are perceptive and intuitive, able to divine their customers’ hopes and fears and give readings just specific enough to be believable. Mystics must be careful, and walk a fine line between accusations of trickery and heretical witchery. Mystics demonstrate their talent in a wide variety of ways: palmists and card readers are common amongst the Strigany, while a Wood Elf is more likely to interpret the signs and symbols to be found around them in nature, or to be inspired by dreams and visions. Many cults also have their own Seers and Sages, each prophesising the future through the paradigm of their beliefs.myStic AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Fortune Teller — Brass 1Skills: Charm, Entertain (Fortune Telling), Dodge, Gossip, Haggle, Intuition, Perception, Sleight of HandTalents: Attractive, Luck, Second Sight, SuaveTrappings: Deck of Cards or Dice, Cheap Jewellery Mystic — Brass 2Skills: Bribery, Cool, Entertain (Prophecy), Evaluate, Intimidate, Lore (Astrology)Talents: Detect Artefact, Holy Visions, Sixth Sense, Well-preparedTrappings: Selection of Amulets Sage — Brass 3Skills: Art (Writing), Charm Animal, Entertain (Storytelling), Language (Any)Talents: Nose for Trouble, Petty Magic, Read/Write, Witch!Trappings: Trade Tools (Writing) Seer — Brass 4Skills: Lore (Prophecy), Channelling (Azyr)Talents: Arcane Magic (Celestial), Magical Sense, Menacing, Strong-mindedTrappings: Trade Tools (Astrology)‘I’ll tell you for why we have wheels on our houses: it’s because no-one likes to hear the cold truth of Morr a-coming, and if there’s one thing for sure, Morr is always a-coming. So, it ain’t because we’re cheaters, but because we are honest folk!’ – Honest Chupra, Strigany Pedlar‘I never met a Priest who could tell me what the future holds. Well, unless you count the Priest of Morr who Doomed me for thruppence, but don’t they say that death and taxes are the only things we can be certain of?’ – Sylvestr Jutzenbach, Ostermarker NobleMystics might seek a life of adventure iftheir insights draw the attention of priests and witch hunters. Dreams and visions also provide an incentive to join a band of adventurers: perhaps the Mystic foresees a terrible future ahead if action is not taken? No matter their motivation, once on the road, Mystics can easily ply their trade wherever they should travel.III82ScoutDwarf, Halfling, High Elf, Human, Wood ElfIntrepid and resourceful, you guide others through the dangerous wilds of the Old World.Among an illiterate populace where maps are rare, local knowledge can mean the difference between life and death for travellers. Scouts are experts at finding safe paths through the backwoods and muddy roads of the Empire. Local guides will accompany their clients, warning of upcoming dangers, sharing village gossip or showing the best places to forage. Experienced Scouts will barely be seen by their employers as they explore the trails ahead and keep a watchful eye out for hidden dangers. While most Scouts keep to familiar territory, some specialise in safely navigating unmapped terrain. Explorers might venture even further into treacherous and hostile territory, filling in the blank spaces on their maps. Most Scouts do not tackle dangers themselves, preferring to slip away quietly to warn their companions and enable their employers to avoid potential hazards completely. Scout AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Guide — Brass 3Skills: Charm Animal, Climb, Endurance, Gossip, Lore (Local), Melee (Basic), Outdoor Survival, PerceptionTalents: Orientation, Rover, Sharp, Strider (any)Trappings: Hand Weapon, Leather Jack, Sturdy Boots and Cloak, Rope Scout — Brass 5Skills: Athletics, Navigation, Ranged (Bow), Ride (Horse), Stealth (Rural), TrackTalents: Combat Aware, Night Vision, Nose for Trouble, Seasoned TravellerTrappings: Bow and 10 Arrows, Mail Shirt Pathfinder — Silver 1Skills: Animal Care, Haggle, Secret Signs (Hunter), SwimTalents: Acute Sense (Sight), Sixth Sense, Strong Legs, Very ResilientTrappings: Map, Riding Horse with Saddle and Tack, Saddlebags with 2 weeks’ Rations, Tent Explorer — Silver 5Skills: Language (any), Trade (Cartographer)Talents: Hardy, Linguistics, Savant (Local), TenaciousTrappings: Selection of Maps, Trade Tools (Cartographer) ‘You don’t want to be going off the road down by the bluff without a guide.There’s man-traps in them woods what the reeve put down to catch poachers. Almost ’ad old Billi’s leg off last week it did.’ – Gwyn, ScoutScouts can be invaluable to a group of adventurers, especially those venturing out from a city for the first time to find their fortune. Reliable and knowledgeable Guides may find themselves asked to stay on and act as Scouts, although many still act the loner, slipping in and out of the woods to protect the group from ambush or warn of enemies ahead.III83class and careers - peasantsWarhammer Fantasy rolepl ayvillAgeRDwarf, Halfling, Human You are the beating heart of rural life, working the countryside to feed civilisation. Sigmar’s bountiful Empire provides an abundant harvest of crops, livestock, and other marketable goods, so there is always plenty of work to be found in the countryside. Villagers make up most of the Empire’s population and perform a variety of valuable roles, including Farmers, Charcoal Burners, Woodsmen, Millers, Herders, and many more. Most villages fall under the domain of a noble family, where day-to-day administration of the estate is overseen by a bailiff. Village affairs are usually managed by a village council of local tradesmen and farmers led by an Elder. A village Councillor or Elder can hold significant local influence overseeing many decisions concerning the surrounding land. villAgeR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Peasant — Brass 2Skills: Animal Care, Athletics, Consume Alcohol, Endurance, Gossip, Melee (Brawling), Lore (Local), Outdoor SurvivalTalents: Rover, Strong Back, Strong-minded, Stone SoupTrappings: None Villager — Brass 3Skills: Dodge, Drive, , Entertain (Storytelling), Haggle, Melee (Basic), Trade (Any)Talents: Animal Affinity, Hardy, Tenacious, Very StrongTrappings: Leather Jerkin, Hand Weapon (Axe), Trade Tools (as Trade) Councillor — Brass 4Skills: Bribery, Charm, Intimidate, LeadershipTalents: Craftsman (Any), Dealmaker, Stout-hearted, Very ResilientTrappings: Mule and Cart, Village Home and Workshop Village Elder — Silver 2Skills: Intuition, Lore (History)Talents: Master Tradesman (Any), Nimble Fingered, Public Speaker, Savant (Local)Trappings: The Respect of the Village‘It’s a hard life, for sure, but it’s a good one. Every year the lady from the manor sends out her guard to clear out the forest and drive off the beastmen and the like. The family keep us safe, we keep their flocks. It’s a fair trade most of the time.’ – Gunni Ackermann, Shepherdess‘Look, you can sneer at me all you want, but Konrad the Hero his-bloomin’-self was from a village just like mine, so don’t you be talking us down, you hear! Us villagers are good folk!’ – Erika Bauer, FarmerThe pastoral safety of a sheltered village is an unspeakable bore for some young Villagers who listen avidly to the tales of faraway lands. Of course, the stories they hear from wandering Pedlars and Strigany, all fuelling schemes to escape, bear little relation to the harsh reality of Empire life. During winter, when food is short, and the fields do not need tending, young folk venturing to nearby towns and cities for work often never return, soon caught in the net of civilisation’s excitement and adventure.III84IIIbounty hunteRDwarf, Halfling, High Elf, Human, Wood ElfRuthless and determined, you pursue your quarry to the bitter end: for justice, or for money. Bounty Hunters track down fugitives and outlaws for coin. Most are legally appointed by provincial courts and receive warrant papers granting licence to seize or sometimes kill the target. While some are motivated by Verena’s justice, most are more concerned by the rewards, often finding the ‘dead’ in ‘dead or alive’ to be the most convenient route to their fortune. Many Bounty Hunters start as Thief-Takers, those hired by crime victims to retrieve stolen goods. Over time, those with an established reputation may find permanent work from a merchant or noble house, guild, or cult, or may build a company of Bounty Hunters, working as a group to collect the largest rewards. bounty hunteR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Thief-taker — Silver 1Skills: Bribery, Charm, Gossip, Haggle, Intuition, Melee (Basic), Outdoor Survival, PerceptionTalents: Break and Enter, Shadow, Strike to Stun, SuaveTrappings: Hand Weapon, Leather Jerkin, Rope Bounty Hunter — Silver 3Skills: Athletics, Endurance, Intimidate, Ranged (Crossbow), Ranged (Entangling), TrackTalents: Marksman, Relentless, Seasoned Traveller, Strong BackTrappings: Crossbow and 10 bolts, Leather Skullcap, Manacles, Net, Warrant Papers Master Bounty Hunter — Silver 5Skills: Animal Care, Climb, Ride (Horse), SwimTalents: Accurate Shot, Careful Strike, Dual Wielder, SprinterTrappings: Mail Shirt, Riding Horse and Saddle Bounty Hunter General — Gold 1Skills: Drive, Lore (Law)Talents: Deadeye Shot, Fearless (Bounties), Hardy, Sure ShotTrappings: Draught Horse and Cart, Mail Shirt, 4 Pairs of Manacles‘It’s amazing just how many boys will wrap themselves in manacles if you smile sweetly enough. And if that doesn’t work, it’s out with the knives!’ – Anke Dorflinger, Bounty HunterIn their pursuit of wanted criminals, Bounty Hunters often stumble into unplanned adventures. As independent operatives, Bounty Hunters are perfectly suited to dropping their day job to pursue whatever business is afoot. Further, given their broad base of skills are always in demand, it is notuncommon to see Bounty Hunters turning their hand to adventuring full-time, hiring their skills out in return for payments. Bounty Hunters are a perfect starting career as they present a solid mixture of social and combat skills allowing you to contribute no matter the circumstances. 85class and careers - ranGersWarhammer Fantasy rolepl aycoAchmAnDwarf, Halfling, HumanDetermined and rugged, you deliver passengers safely by coach despite the daily dangers you face.For many, the coach is the only way to get from one town to the next. The wild places between teem with Beastmen, Bandits, and worse, but with just a team of fresh horses and a blunderbuss, brave and hardworking Coachmen make travel possible. To help evade danger, most coaching companies relentlessly pursue speed, and their employees have a reputation for ruthlessness towards other travellers on the roads, never trusting anyone. Coachmen often start as Postilions, riding the lead horse of the team through wind and rain. Instead of transporting passengers, some Coachmen deliver mail, work as chauffeurs for nobles, drive cabs or goods wagons, or the big omnibuses of the great cities, or even become a getaway driver.coAchmAn AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Postilion — Silver 1Skills: Animal Care, Charm Animal, Climb, Drive, Endurance, Perception, Ranged (Entangling), Ride (Horse)Talents: Animal Affinity, Seasoned Traveller, Trick-Riding, TenaciousTrappings: Warm Coat and Gloves, Whip Coachman — Silver 2Skills: Consume Alcohol, Gossip, Intuition, Lore (Local), Navigation, Ranged (Blackpowder)Talents: Coolheaded, Crack the Whip, Gunner, Strong-mindedTrappings: Blunderbuss with 10 Shots, Coach Horn, Leather Jack, Hat Coach Master — Silver 3Skills: Animal Training (Horse), Intimidation, Language (any), Lore (Routes)Talents: Accurate Shot, Dealmaker, Fearless (Outlaws), Nose for TroubleTrappings: Mail Shirt, Pistol, Quality Cloak Route Master — Silver 5Skills: Charm, LeadershipTalents: Fearless (Beastmen), Marksman, Orientation, Rapid ReloadTrappings: Fleet of Coaches and Horses, Maps‘Get ‘em fed in a quarter bell. No second portions. We ain’t paid for that. Coach Mistress eats last but save ‘er the best. One minute longer than the quarter and I take a pfennig off you, the Mistress takes a shilling off me, and Castle Rock Coaches will be in here as quick as silver.’ – Bettina Hoch, Innkeeper ‘Three days I was stuck in Weissbruck during the storms. Not a single thing came in and out. Then just when I thought I’d miss my appointment in Bogenhafen there appeared three coaches coming up the frozen track, all together. Bloody typical! You wait days for a coach, and then three come along at once.’ – Stelle Grabbe, MerchantGood Coachmen are always in demand for unusual, dangerous or illegal jobs. A Coachman looking for a change may find winter is a good time to take a break, as cross-country services are greatly reduced. Coaching companies are always ready to snap up experienced coachmen, so returning to work is usually simple.III86enteRtAineRDwarf, Halfling, High Elf, Human, Wood ElfWhether high-born or low-brow, you distract people from the harsh realities of life.Entertainers crop up all over the Old World, and many wander the Reikland’s roads, earning their crust. Some stay put at a single theatre, some work as individuals, some as part of a troupe. The worst are little more than itinerant beggars, the best lauded in the company of counts and princes. It is not an easy life and the people will not tolerate poor acts, running them out of town pelted with rotten vegetables. The most common Entertainers are the perennial crowd-pleasers like jesters, singers, actors, musicians, acrobats, dancers, and jugglers, but the Old World is also home to more obscure and bizarre acts. enteRtAineR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Busker — Brass 3Skills: Athletics, Charm, Entertain (Any), Gossip, Haggle, Perform (Any), Play (any), Sleight of HandTalents: Attractive, Mimic, Public-Speaking, SuaveTrappings: Bowl, Instrument Entertainer — Brass 5Skills: Entertain (Any), Ride (Any), Melee (Basic), Perform (Any), Play (Any) Ranged (Throwing)Talents: Contortionist, Jump Up, Sharpshooter, Trick RidingTrappings: Costume, Instrument, Selection of Scripts (that you can’t yet read), Throwing Weapons Troubadour — Silver 3Skills: Animal Care, Animal Training (Any), Art (Writing), Language (Any)Talents: Blather, Master of Disguise, Perfect Pitch, Read/WriteTrappings: Trained Animal, Writing Kit Troupe Leader — Gold 1Skills: Drive, LeadershipTalents: Dealmaker, Etiquette (Any), Seasoned Traveller, SharpTrappings: Draught Horses and Wagon (Stage), Wardrobe of Costumes and Props, Troupe of EntertainersA wandering minstrel I, A thing of shreds and patches, Of ballads, songs, and snatches, And dreamy lullaby!– Libretto from The Emperor of Nippon, by Guillibert and Solomon‘How do you get to the Luitpold Theatre? Practise!’– Well known Altdorf joke‘Musician and prodigy, Vladimira Tchaikofiev, toured the courts of the Empire performing her compositions for the great and good. On her triumphant return to her native Kislev, during the reign of Bloody Katerin, she premiered her first opera, “The Vampire Counts of Stirland” based on her travels in Sylvania. Unconventionally, she always chose to conduct with a silver baton.’– ‘A Defence Against Necromancy’, Patriarch Felip Iyrtu, 2415IC, from the 1st year required reading list, Amethyst CollegeThe open road, a new village every night, the smell of greasepaint and the roar of the crowd — life itself can be an adventure for the Entertainer as they bring excitement to the humdrum, everyday reality of those they captivate. Given their existence on the edge of respectable society, curious Entertainers all-too-often find real adventures of their own. III87class and careers - ranGersWarhammer Fantasy rolepl ayFlAgellAntHumanJust when you abandoned all hope, your suffering and the righteousness of Sigmar saved you!Forgiveness does not come easily, only through struggle, pain, and doing Sigmar’s will. Flagellants travel the Empire, flogging themselves in penance for their sins, and the sins of others. They are determined to serve Sigmar until the end of the world, something they believe is imminent. All good folk are expected to welcome, help, and feed them, and to pray with them. Most Flagellants wander in large groups, guided by a Prophet of Doom who interprets Sigmar’s will. Some follow armies, whipping themselves into a frenzy as battle is joined and fighting without any thought for their own safety. Others wander by themselves, believing they best serve Sigmar by righting the wrongs he guides them towards.FlAgellAnt AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Zealot — Brass 0Skills: Dodge, Endurance, Heal, Intimidate, Intuition, Lore (Sigmar), Melee (Flail), Outdoor SurvivalTalents: Berserk Charge, Frenzy, Read/Write, Stone SoupTrappings: Flail, Tattered Robes Flagellant — Brass 0Skills: Art (Icons), Athletics, Cool, Language (Classical), Lore (The Empire), Ranged (Sling)Talents: Hardy, Hatred (Heretics), Flagellant, ImplacableTrappings: Placard, Religious Symbol, Sling Penitent — Brass 0Skills: Charm, Language (any), Lore (Theology), PerceptionTalents: Field Dressing, Furious Assault, Menacing, Seasoned TravellerTrappings: Religious Relic Prophet of Doom — Brass 0Skills: Entertain (Speeches), LeadershipTalents: Battle Rage, Fearless (Heretics), Frightening, Impassioned ZealTrappings: Book (Religion), Followers (including Penitents, Flagellants, and Zealots)‘We strike this flesh and spill this blood, for his Empire, in the name of Sigmar!’ – Viktorina Schwefel, Flagellant‘We had some flagellants going through the village a coupleof months back. Terrible they were: the agony, the pain, the suffering, and that was just watching them. We knew what to do. We knew we had to open our doors and feed them and pray with them. But in the end, we just hid in the cellar until they’d gone. Scary folk.’ – Wulfrum Barth, villager‘The Ende is Nigh!’ – Common placard carried by FlagellantsIt’s not hard for Flagellants to stumble upon an adventure, especially involving recognised foes of Sigmar. Flagellants can continue their lifestyle as they adventure, relying on the honest folk of the Empire to offer them food, drink and shelter as they trudge ever onwards to the end of all things.III88meSSengeRDwarf, Halfling, High Elf, Human, Wood ElfSwift and sure-footed, nothing stops you delivering your messages on time.When the postal service is unsecure or too slow, people send a Messenger. Several courier companies provide express services, competing to show they are the fastest and safest. Most Messengers take their duties very seriously, guarding their packages with their lives. Some courier companies have arrangements with coaching houses allowing their Messengers to swap tired horses for fresh ones, for top-speed delivery.Runners are employed to carry urgent messages in cities. Many larger settlements host competitions to celebrate the fastest, with the winners taking prizes and lucrative job contracts. Messengers can also be found working for the military, noble houses, large merchant houses, and for criminal gangs seeking to maintain their privacy.meSSengeR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Runner — Brass 3Skills: Athletics, Climb, Dodge, Endurance, Gossip, Navigation, Perception, Melee (Brawling)Talents: Flee!, Fleet Footed, Sprinter, Step AsideTrappings: Scroll Case Messenger — Silver 1Skills: Animal Care, Charm, Cool, Lore (Local), Melee (Basic), Ride (Horse)Talents: Crack the Whip, Criminal, Orientation, Seasoned TravellerTrappings: Hand Weapon, Leather Jack, Riding Horse with Saddle and Tack Courier — Silver 3Skills: Charm Animal, Bribery, Consume Alcohol, Outdoor SurvivalTalents: Nose for Trouble, Relentless, Tenacious, Trick RiderTrappings: Backpack, Saddlebags, Shield Courier-Captain — Silver 5Skills: Intimidate, LeadershipTalents: Dealmaker, Hatred (Outlaws), Kingpin, Very ResilientTrappings: Couriers, Mail Shirt, Writing Kit‘Are you Herr Schmidt of Hochplatz, Kemperbad? Erm, do you know a Herr Schmidt of Hochplatz, Kemperbad? Erm, do you know a Hochplatz? Kemperbad?’ – Willi Winkle, Messenger on his first day‘It looked like an interesting package, if you know what I mean. I thought I’d just have a quick peek. Thought it was to his girlfriend. Thought it might be a bit, you know, juicy. How was I to know it was all that boring spying stuff. Where’s Bretonnia, anyway?’ – Rufus Drucht, Messenger who single-handedly busted the Bloody Bretonnian spy ring, then lost his job.Messages can contain all sorts of information, and some lead to adventure should they be intercepted. The easiest way for any villain (or innocent party) to get hold of such information will be to waylay a Messenger. If this happens, it will be the Messenger’s duty to follow things through until the message is recovered. As Messengers are usually freelance, paid per package delivered, it is simple enough to drop everything then pick-up work when they return.III89class and careers - ranGersWarhammer Fantasy rolepl ayPedlARDwarf, Halfling, HumanWorldly-wise and free of interference, you wander the Empire selling your wares where you will.Pedlars traipse from village to hamlet, selling goods and services such as knife sharpening, mending, and tinkering. Most carry cheap stock readily available in larger towns, including small luxuries such as ribbons and hair pins. Pedlars are always welcome as even suspicious folk like to treat themselves to baubles and knickknacks.Some Pedlars also take on messenger work; others act as de facto town criers, bringing news and gossip to the quietest corners of the Empire in exchange for bed-and-board. Given the dangers on the road, some Pedlars prefer to keep a stall at a regular town marketplace. It is also common to find them on pilgrim routes making a living selling relics to the devout. PedlAR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Vagabond — Brass 1Skills: Charm, Endurance, Entertain (Storytelling), Gossip, Haggle, Intuition, Outdoor Survival, Stealth (Rural or Urban)Talents: Fisherman, Flee!, Rover, TinkerTrappings: Backpack, Bedroll, Goods worth 2d10 Brass, Tent Pedlar — Brass 4Skills: Animal Care, Charm Animal, Consume Alcohol, Evaluate, Ride (Horse), Trade (Tinker)Talents: Dealmaker, Orientation, Seasoned Traveller, Strong BackTrappings: Mule and Saddlebags, Goods worth 2d10 Silver, Selection of Pots and Pans, Trade Tools (Tinker) Master Pedlar — Silver 1Skills: Drive, Intimidate, Language (any), PerceptionTalents: Numismatics, Sturdy, Well-prepared, Very ResilientTrappings: Cart, Goods worth at least 2d10 Gold Wandering Trader — Silver 3Skills: Lore (Local), Lore (Geography)Talents: Cat-tongued, Strong-minded, Suave, TenaciousTrappings: Draught Horse and Wagon, Goods worth at least 5d10 Gold, 50 Silver in Coin‘This here is an absolutely unique, one-of-a-kind, only-one-in-existence, work of art. If you want more, don’t worry, I’ve got another couple of dozen on the back of the cart.’ – Delberz Trötte, TraderHearing of profits to be made in far-off lands and listening to the stories of well-travelled merchants is always going to whet the appetite of an ambitious Pedlar. Being self-reliant, they can follow up on any adventure, making a decent profit along the way. They can also gain access to strongholds and settlements without awkward questions.III90RoAd WARdenHalfling, HumanWith a wary eye and ready weapon, you tour the highways of the Empire enforcing the law.Road Wardens protect travellers from the bandits, Greenskins, Beastmen and other dangers that threaten the Empire’s highways. The Wardens are supported by a system of tolls, taxes they often collect personally. Successful Road Wardens are well-received and respected, and often have bunks in each inn along their route. Most main-road Road Wardens are part of the State Army, patrolling primary thoroughfares during peace time, so are well-trained and resplendent in neat uniforms. Less-travelled roads make do with local equivalents, some of whom take advantage of their position and lack of supervision for their own gain. Some Wardens prefer sitting in their safe, fortified toll stations to clearing the roads, but travellers often balk at handing over coin when the roads are dangerous and in disrepair. RoAd WARden AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Toll Keeper — Brass 5Skills: Bribery, Consume Alcohol, Gamble, Gossip, Haggle, Melee (Basic), Perception, Ranged (Crossbow)Talents: Coolheaded, Embezzle, Marksman, NumismaticsTrappings: Crossbow with 10 Bolts, Leather Jack Road Warden — Silver 2Skills: Animal Care, Endurance, Intimidate, Intuition, Outdoor Survival, Ride (Horse)Talents: Crack the Whip, Criminal, Roughrider, Seasoned TravellerTrappings: Hand Weapon, Mail Shirt, Riding Horse with Saddle and Harness, Rope Road Sergeant — Silver 4Skills: Athletics, Charm, Leadership, Ranged (Blackpowder)Talents: Etiquette (Soldiers), Fearless (Outlaws), Hatred (any), Nose for TroubleTrappings: Squad of Road Wardens, Pistol with 10 Shots, Shield, Symbol of Rank Road Captain — Gold 1Skills: Lore (Empire), NavigationTalents: Combat Aware, Commanding Presence, Kingpin, Public SpeakerTrappings: Light Warhorse, Pistol with 10 Shots, Quality Hat and Cloak, Unit of Road Wardens‘What can I say, it’s a pfennig a leg. Them’s the rules. Nothing I can do about it. Perhaps you should tryto find a different route to get your bees to Grünburg.’ – Andreas Muller, jobsworth Toll Keeper‘So, I was stopped by a road warden t’other day. She said I should beware an unscrupulous character out patrolling the roads and charging hapless travellers a thruppence to let them pass. I thanked the warden for the valuable advice. “Taal guide you,” she said, “that will be thruppence.”’ – Ullrich the PedlarRoad Wardens frequently find adventure. Anything untoward happening in the countryside is often close to a well-patrolled roadside. When trouble occurs, Road Wardens are summoned to resolve any problems. If they follow up and become involved in an investigation, they are simply doing their job, and might even secure extra pay for their time, even if the resulting adventure takes them far from their regular beat.III91class and careers - ranGersWarhammer Fantasy rolepl ayWitch hunteRHumanYou hunt the illegal witches plaguing the Empire by any and all means necessary. There are few so feared and respected as the Witch Hunter, and they are given extraordinary leeway in performing their duties. Typically armed with silvered blades and a brace of pistols — for lead is not so easily dispelled — they stalk all corners of the Old World ready to dispense judgement on any witch they find, or any who would harbour them. Most Witch Hunters in the Empire are attached to the Cult of Sigmar. Secular Witch Hunters are sometimes employed by provincial government, though these are little more than specialist bounty hunters. The Colleges of Magic also have Witch Hunters called Wizards Vigilant who pursue rogue wizards, necromancers, and daemonologists — they believe it is wisest to set a witch to catch a witch.Witch hunteR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Interrogator — Silver 1Skills: Charm, Consume Alcohol, Heal, Intimidate, Intuition, Lore (Torture), Melee (Brawling), PerceptionTalents: Coolheaded, Menacing, Read/Write, ResoluteTrappings: Hand Weapon, Instruments of Torture Witch Hunter — Silver 3Skills: Cool, Gossip, Melee (Basic), Lore (Witches), Ranged (Any), Ride (Horse)Talents: Dual Wielder, Marksman, Seasoned Traveller, ShadowTrappings: Crossbow Pistol or Pistol, Hat (Henin), Leather Jack, Riding Horse with Saddle and Tack, Rope, Silvered Sword Inquisitor — Silver 5Skills: Endurance, Leadership, Lore (Law), Lore (Local)Talents: Fearless (Witches), Nose for Trouble, Relentless, Strong-mindedTrappings: Quality Clothing, Subordinate Interrogators Witchfinder General — Gold 1Skills: Lore (Chaos), Lore (Politics)Talents: Frightening, Iron Will, Magical Sense, Pure SoulTrappings: Best Quality Courtly Garb, Subordinate Witch Hunters‘I ain’t met a witch yet that won’t catch fire.’ – Father Linken Donatus, Priest of Sigmar, murdered by a rogue pyromancer‘If you’re not a witch, you have nothing to fear.’ – Walter Keller, Witch Hunter Captain, said the night before the burning of AlmshofA Witch Hunter’s existence is one of constant adventure, often ranging the length and breadth of the grand provinces. They are called upon whenever the foul influence of unsanctioned magic emerges, and are expected to hunt it down. The bigger the reputation a Witch Hunter earns, the more dangerous the foes assigned, and the greater the adventures that follow. If you play a Witch Hunter, it is worth while making sure others aren’t playing a Hedge Witch or Witch as this may immediately bring the party into conflict.III92boAtmAnDwarf, Halfling, High Elf, HumanYou ply the dangerous waters of the Old World, transporting people, goods, and the latest news.Boats and barges travel the Empire’s waterways, bringing goods from the remotest corners of the provinces to the greatest cities. These shallow-drafted vessels can travel much further upriver than larger ships, and a comprehensive network of canals adds to their reach. Barge Masters are expert river sailors and have an exhaustive knowledge of their rivers. A Boat-hand is the dogsbody, but will learn the ropes swiftly. Boatmen crew merchant barges carrying cargo to and from markets, either working for themselves or for a larger Merchant House. Many Boatmen are also ferrymen, taking passengers across rivers, or to and from towns. In large towns, some also crew rivertaxis, sail pleasure vessels, or otherwise pilot boats on the behalf of others.boAtmAn AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Boat-hand — Silver 1Skills: Consume Alcohol, Dodge, Endurance, Gossip, Melee (Brawling), Row, Sail, SwimTalents: Dirty Fighting, Fisherman, Strong Back, Strong SwimmerTrappings: Hand Weapon (Boat Hook), Leather Jack, Pole Boatman — Silver 2Skills: Athletics, Entertain (Storytelling), Haggle, Intuition, Lore (Riverways), PerceptionTalents: Etiquette (Guilder), Seasoned Traveller, Very Strong, WatermanTrappings: Rope, Rowboat Bargeswain — Silver 3Skills: Climb, Entertain (Singing), Heal, Trade (Boatbuilding)Talents: Dealmaker, Embezzle, Nose for Trouble, Strike Mighty BlowTrappings: Backpack, Trade Tools (Carpenter) Barge Master — Silver 5Skills: Leadership, NavigationTalents: Menacing, Orientation, Pilot, Public SpeakerTrappings: Hat, Riverboat and Crew‘Someday a real rain will come. So, don’t forget your hat, madam.’ – Travis Binckel, Rivertaxi‘Beware of forking. I say this as an experienced bargeswain. If you approach a dangerous rock or other river hazard be sure to go astarboard and stay astarboard while laying astarboard, or go alarboard and stay alarboard while laying alarboard. Or you will fork, and you might sink. And no-one wants to sink their forking barge.’ – Jacob Walles, Bargeswain who sank his forking bargeA boatman will not need to seek out adventure, for more than likely adventure will come to them. Boats are useful to nearly everyone, and therefore useful to almost any adventure plot; they also make an excellent base of operations. Boatmen will not need to worry about following investigation and adventure if the plot stays on or close to the river. Even if the plot leaves the river, they could still easily allow a talented Boathand to look after their business while they take a break from river life.III93class and careers - r IverFolKWarhammer Fantasy rolepl ayhuFFeRDwarf, Halfling, HumanYou pilot ships and boats through the most treacherous waters of the Old World.Huffers are specialist river guides with expert knowledge of local river systems. They are a common sight near the most dangerous stretches of the Empire’s rivers and can command significant wages for what many view as easy work. Others view it as cheap compared to the potential cost of lost cargo. Many Huffers specialise in a single, notorious stretch of water, while others make their money at certain times of the year when the waters are at their worst. Other Huffers have broader knowledge and will guide vessels for their entire journey, effectively acting as navigators. This is especially true of merchant ships with particularly valuable cargo at difficult times of the year.huFFeR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Riverguide — Brass 4Skills: Consume Alcohol, Gossip, Intuition, Lore (Local), Lore (Riverways), Perception, Row, SwimTalents: Fisherman, Night Vision, Orientation, WatermanTrappings: Hand Weapon (Boat Hook), Storm Lantern and Oil Huffer — Silver 1Skills: Charm, Cool, Entertain (Storytelling), Language (Any), Melee (Basic), NavigationTalents: Dealmaker, Etiquette (Guilder), Nose for Trouble, River GuideTrappings: Leather Jerkin, Rope, Row Boat Pilot — Silver 3Skills: Haggle, Intimidate, Lore (Local), Lore (Wrecks)Talents: Acute Sense (Sight), Pilot, Sea Legs, Very StrongTrappings: Pole, Storm Lantern and Oil Master Pilot — Silver 5Skills: Leadership, SailTalents: Sixth Sense, Sharp, Strong Swimmer, TenaciousTrappings: Boathand, Small Riverboat‘A great big ship came in from Marienburg, low in the water and packed to the gunwales. I said that it would cost them a crown to take them through the Furdienst. Steep, yes, but it was a big ship. The arrogant Wastelander scoffed, said he’d do it himself. But sure enough, they drifted right into the shallows and were holed. They lost a good part of their cargo and it took them a week to repair the damage. Reckon it cost them a bit more than a crown.’ – Ilsa Dasche, HufferAs an expert for hire, Huffers are often hired by wealthy patrons, frequently brought in as specialists on journeys of discovery. Even when travelling into the unknown, Huffers are useful for their broad range of knowledge concerning river conditions and piloting. Because of the regional and seasonal nature of the work, many Huffers are ready to drop everything and travel to where they’re needed. This freedom transfers well to the adventuring lifestyle, and also suits those seeking to return to Huffing should adventuring not supply their needs.III94III95class and careers - r IverFolKRiveRWARdenHalfling, HumanStrong-backed and sure, you patrol the riverways in pursuit of lawbreakers and troublemakers.A clarion call across the waterways heralds the arrival of the Imperial River Patrol, a river-borne police force known as much for its harassing thugs as for its good work. Most riverside villages and inns set aside moorings for them as, without them, worse criminals would rule the waters. The overworked patrols concentrate on egregious crimes, resolving petty misdemeanours with spot fines. On major trade-routes, the patrols have larger vessels manned by ‘Shipswords’ trained to tackle larger threats like Greenskins or Trolls.Some Riverwardens rarely see the water, instead manning remote outposts overlooking strategically important waters. Others crew fast riverboats charged to intercept smugglers in the night. The largest Riverwarden vessels are effectively sea-worthy warships, bristling with cannon and mortars, ready for almost any eventuality.RiveRWARden AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh River Recruit — Silver 1Skills: Athletics, Dodge, Endurance, Melee (Basic), Perception, Row, Sail, SwimTalents: Strong Swimmer, Strong Back, Very Strong, WatermanTrappings: Hand Weapon (Sword), Leather Jack, Uniform Riverwarden — Silver 2Skills: Bribery, Charm, Intimidate, Gossip, Lore (Riverways), Ranged (Blackpowder)Talents: Criminal, Gunner, Fisherman, Seasoned TravellerTrappings: Lantern and Oil, Pistol with 10 shot, Shield Shipsword — Silver 4Skills: Climb, Cool, Intuition, LeadershipTalents: Fearless (Wreckers), Hatred (Any), Pilot, Sea LegsTrappings: Grappling Hook, Helmet, Mail Shirt Shipsword Master — Gold 1Skills: Lore (Law), NavigationTalents: Commanding Presence, Kingpin, Menacing, OrientationTrappings: Patrol Boats and Crew, Symbol of Rank ‘So back in the day, when I was a riverwarden, Big Willi came round to tell me I had to leave a certain shipment alone. He said I should just let it through and everything would be alright. Of course, I was young, wasn’t I? I told the ship’s Master all about it. And was I rewarded for my honesty? Nah, Big Willi came round and beat me up, and the next day I was drummed out of the river patrol. They were all in it together, weren’t they?’– Nikki Schnelling, ex-riverwardenA diligent Riverwarden, searching vessels and following up leads, might stumble across any sort of nefarious plot or sinister cargo. Riverwardens typically work month-long shifts, but this means they also have months off. This structure is ideal for adventuring: as a Riverwarden need not desert their post to pursue private matters, or even have to persuade their Sergeant that it is their duty to follow up crimes. They can head off, investigate, and be back long before their next cycle begins. Warhammer Fantasy rolepl ayIII96RiveRWomAnDwarf, Halfling, HumanRivers carry most of the Old World’s traffic, and you stand in the heart of that excitement.The fertile banks of the great rivers of the Empire are densely populated, and the folk working day-in, day-out in the nearby waters and marshes provide much of the fresh fish, eels, and crustaceans feeding the towns and cities. Unlike the inland villages, those on the great rivers frequently receive outsiders who trade and restock, meaning Riverwomen are somewhat more open and diverse, and often the first with news from distant lands. There are any number of diverse jobs supported by the river. Many harvest the Reik’s bounty: fisherfolk (using rod, spear, or net), eelers (using traps or pots), or diggers for shellfish. Many live in riverside villages labouring, dredging, or lugging, and maintaining the Reik’s many thousands of vessels. RiveRWomAn AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Greenfish — Brass 2Skills: Athletics, Consume Alcohol, Dodge, Endurance, Gossip, Outdoor Survival, Row, SwimTalents: Fisherman, Gregarious, Strider (Marshes), Strong SwimmerTrappings: Bucket, Fishing Rod and Bait, Leather Leggings Riverwoman — Brass 3Skills: Gamble, Lore (Local), Lore (Riverways), Ranged (Entangling), Ranged (Throwing), Set TrapTalents: Craftsman (Boatbuilder), Rover, Strong Back, WatermanTrappings: Eel Trap, Leather Jerkin, Net, Spear Riverwise — Brass 5Skills: Charm, Intuition, Melee (Polearm), PerceptionTalents: Savant (Riverways), Stout-hearted, Tenacious, Very StrongTrappings: Row Boat, Storm Lantern and Oil River Elder — Silver 2Skills: Entertain (Storytelling), Lore (Folklore)Talents: Master Craftsman (Boatbuilder), Public Speaker, Sharp, Strong-mindedTrappings: Hut or Riverboat‘If I drop this branch in the water now, it will eventually get to Marienburg. Unless it sticks in the mud, of course.’ – Jemima the Greenfish‘They say the whole Empire will eventually float by if you sit by the Reik long enough. Well, I’ve sat here, rod in hand, for twenty years, watching the flow downriver. The things I could tell you. I’ve seen war and I’ve seen peace. I’ve seen good times and bad. I’ve seen happiness and sorrow. And in all that time, I can honestly say, I’ve not caught a single bloody fish.’ – Thys Lange, the Reikland’s worst FishermanA Riverwoman will feel at home on any stretch of water, and their skills ensure they can drop everything, confident that they will be able to find work elsewhere should they need to. A Riverwoman is well-placed to get the lowdown on the more iniquitous side of river life and may have contacts among the river’s lowlifes. With their knowledge and experience they can make all the difference to a water-based expedition or investigation.SeAmAnDwarf, Halfling, High Elf, HumanA life on the ocean waves calls to you, though many Reiklander Seamen never see the sea…Seamen sail the high seas in the Imperial Navy or for one of the Merchant houses. The Reikland may have no coast, but the River Reik from the Wasteland to Altdorf is miles wide and full of ocean-going vessels. The Imperial First Fleet that patrols these waters rarely sees the open sea, because the taxes to pass warships through Marienburg are exorbitantly high. Seamen can always find work, whether as cabin staff on an Imperial battleship or on the crew of a small trading sloop. Some Seamen travel the world by working to pay their passage. The Reik also houses many ‘Missions’, buildings provided by the Imperial Navy for their staff, many of which employ Seamen.SeAmAn AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Landsman — Silver 1Skills: Climb, Consume Alcohol, Gamble, Gossip, Row, Melee (Brawling), Sail, SwimTalents: Fisherman, Strider (Coastal), Strong Back, Strong SwimmerTrappings: Bucket, Brush, Mop Seaman — Silver 3Skills: Athletics, Dodge, Endurance, Entertain (Singing), Language (any),Melee (Basic)Talents: Catfall, Sea Legs, Seasoned Traveller, Strong LegsTrappings: Hand Weapon (Boat Hook), Leather Jerkin Boatswain — Silver 5Skills: Cool, Leadership, Perception, Trade (Carpenter)Talents: Old Salt, Strike Mighty Blow, Tenacious, Very StrongTrappings: Trade Tools (Carpenter) Ship’s Master — Gold 2Skills: Charm, NavigationTalents: Orientation, Pilot, Public Speaking, SavvyTrappings: Shipping Charts, Sailing Ship and Crew, Sextant, Spyglass ‘I can see the Sea!’ – Marian Zelman, Optimistic Reiklander Sailor‘Yeah, I’ve sailed through Marienburg. Bloody Wastelanders made it as difficult as possible for us to get out to sea. I swear the huffer took us three times round the islands just for fun before we even smelled salt water. And they taxed us twice for everything. Even the ship’s cat got taxed. Glad to be home, to be honest.’ – Thom Wesserbrug, BoatswainBeyond Marienburg, the whole world awaits a Seaman: the perilous Sea of Claws, the unfathomable Great Ocean, the exotic Thousand Islands, the Southern Sea, the Black Gulf. And at home, a Seaman can spend a whole life plying the Reik’s waters and never have the same day twice. III97class and careers - r IverFolKWarhammer Fantasy rolepl aySmuggleRDwarf, Halfling, High Elf, HumanYou smuggle cargo, avoiding taxes and risking riverwarden inspections to secure maximum profit.Most trade is legally taxed by local lords, as well as illegally taxed by bandits and protection rackets. Smugglers see themselves as charitable helpers: merchants make more profit, customers pay less coin, morally flexible Riverwardens take a cut, outlaws are avoided, and more besides. It takes experience and ingenuity to circumvent all the bailiffs, custom officials, excisemen, and busy bodies keen to stop them, but Smugglers dare the risks to support themselves and their families. Smugglers come in many forms, perhaps transporting tiny, high-value goods for nobles, or large cargoes for shady merchants. Some Smugglers also deal in illicit goods, a crime that will incur significantly more repercussions than a burned finger or smugglers’ brand.SmuggleR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh River Runner — Brass 2Skills: Athletics, Bribery, Cool, Consume Alcohol, Row, Sail, Stealth (Rural or Urban), SwimTalents: Criminal, Fisherman, Strider (Marshes), Strong BackTrappings: Large Sack, Mask or Scarves, Tinderbox, Storm Lantern and Oil Smuggler — Brass 3Skills: Haggle, Gossip, Lore (Local), Melee (Basic), Perception, Secret Signs (Smuggler)Talents: Dealmaker, Etiquette (Criminals), Waterman, Very StrongTrappings: 2 Barrels, Hand Weapon, Leather Jack, Row Boat Master Smuggler — Brass 5Skills: Evaluate, Intimidate, Intuition, Lore (Riverways)Talents: Briber, Fearless (Riverwardens), Pilot, Strong SwimmerTrappings: River Runner, Speedy Riverboat Smuggler King — Silver 2Skills: Language (Any), LeadershipTalents: Kingpin, Savvy, Strider (Coastal), Sea LegsTrappings: Disguise Kit, Small Fleet of Riverboats‘See, this is where the bottle of best Bordeleaux goes. The river wardens will search behind here, and find it, and confiscate it. That’s what we want because it means they don’t find the twelve bottles we have hidden under here. And if they find those, all is not lost, because they will be so pleased with themselves they won’t even bother searching over there where there’s twenty-four bottles.’ – Hansel Solomon, SmugglerSmugglers find adventure, even though they usually want things to stay quiet and uneventful. Any number of things can go wrong on a smuggling mission, and even if things go right, there will always be the lure of the next job, likely bigger and better than the last. Whole adventures can be played out solely on smuggling missions. Similarly, it will be easy for a smuggler to find gainful employment away from their usual work. Someone with a trick up their sleeve, an eye for detail, and a cool head when things get hot is always going to be a desirable companion on dangerous expeditions and adventures.III98StevedoReDwarf, Halfling, HumanYou may officially load cargo for coin, but everyone knows the Stevedores rule the docklands.With their sole right to load and unload vessels, Stevedore Guilds can slow or even stop trade. This grants power, with many docksides effectively ruled by the guilds. In larger towns, several gangs might violently compete for supremacy. Scowling Foremen deal with guild matters and blow their whistles to summon their gangs from riverside inns, either for fresh work or to defend their territory. A Stevedore might work alone in a riverside village, or in a large gang on a busy, chaotic city dockside. Sometimes they might be part of a criminal gang that just moves a bit of cargo on the side to cover their tracks. Some Stevedores are enforcers, making sure everyone else is working hard.StevedoRe AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Dockhand — Brass 3Skills: Athletics, Climb, Consume Alcohol, Dodge, Endurance, Gossip, Melee (Basic), SwimTalents: Dirty Fighting, Strong Back, Sturdy, Very StrongTrappings: Hand Weapon (Boat Hook), Leather Gloves Stevedore — Silver 1Skills: Bribery, Entertain (Storytelling), Gamble, Intimidate, Perception, Stealth (Urban)Talents: Criminal, Etiquette (Guilders), Strong Legs, TenaciousTrappings: Guild Licence, Leather Jerkin, Pipe and Tobacco, Porter Cap Foreman — Silver 3Skills: Cool, Evaluate, Intuition, LeadershipTalents: Dealmaker, Embezzle, Etiquette (Criminals), Public SpeakingTrappings: Gang of Stevedores, Whistle Dock Master — Silver 5Skills: Charm, Lore (Taxes)Talents: Kingpin, Menacing, Numismatics, Read/WriteTrappings: Office and Staff, Writing Kit‘Look, I know we specialise in coal, but don’t fence us in, we’ll port anything if the coin’s good. So, let’s do it afore the deal porters arrive; anything goes here, mate.’ – Albert Pförtner, Coal Porter‘Listen, boy. Don’t think them dockers have it easy. It’s dangerous, claustrophobic work, with heavy goods and high stacks, and if it’s done wrong, the cargo may overbalance, perhaps even capsizing the boat. What I’m saying is, pay the Stevedores right — and if you want a boat to sink, pay them extra.’ – Aleida Fuchs, MerchantAmid the humdrum and repetition of the dockside there are good opportunities for adventure as a Stevedore. Stevedore gangs are virtually a law unto themselves, and they fight for every foot of riverside that they command. Stevedores are useful characters to have around, able to handle themselves, and deal with lowlifes. III99class and careers - r IverFolKWarhammer Fantasy rolepl ayWReckeRDwarf, Human, Wood ElfYou lure vessels to a watery doom and make off with their cargo.Sometimes the gods send riverfolk an unexpected windfall as goods wash up from an ill-fated vessel. Sometimes the gods need a helping hand: that’s where Wreckers come in. Laying devious traps and sending disorienting signals, Wreckers lure unwary river traffic onto sand banks and rocks, then loot the wreck, no matter how any surviving crew may protest.Some Wreckers pride themselves on their clever traps, making any wreck seem like an accident, and keeping a plausible distance from the actual looters. Some board ships by force and throw its crew overboard, expert at spotting under-armed boats with valuable cargo. These River Pirates are hunted by road and riverwardens, constantly moving to evade the authorities.WReckeR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Cargo Scavenger — Brass 2Skills: Climb, Consume Alcohol, Dodge, Endurance, Row, Melee (Basic), Outdoor Survival, SwimTalents: Break and Enter, Criminal, Fisherman, Strong BackTrappings: Crowbar, Large Sack, Leather Gloves Wrecker — Brass 3Skills: Bribery, Cool, Intuition, Navigation, Perception, Set TrapsTalents:Flee!, Rover, Strong Swimmer, TrapperTrappings: Hand Weapon (Boat Hook), Leather Jack, Storm Lantern and Oil River Pirate — Brass 5Skills: Gossip, Intimidate, Ranged (Crossbow), Stealth (Rural)Talents: Dirty Fighting, Etiquette (Criminals), Menacing, WatermanTrappings: Crossbow with 10 Bolts, Grappling Hook and Rope, Riverboat Wrecker Captain — Silver 2Skills: Leadership, Lore (Riverways)Talents: Furious Assault, In-fighter, Pilot, Warrior BornTrappings: Fleet of Riverboats and Wrecker Crew, Keg of Ale, Manacles‘We spied this juicy ripe sloop on its way to Carroburg just as night was falling, and lit some fires on the left bank to make them think the village was a few hundred yards closer. They tacked to starboard just like we planned and hit the sand bank dead on. Sweet as. How were we to know the boat was transporting a company of pistoliers?’ – Greta Lachsmann, shortly before her hanging‘Look, if we let the crew live, they’ll tell the wardens where we operate, so the only sensible thing is to kill ’em all.’ – Mandel Stein, Pragmatic River PirateA well-planned and executed wrecking is an adventure in itself: avoiding the authorities, disposing of the goods, keeping people’s mouths shut, and spending the ill-gotten gains all present their own opportunities and dangers. And who knows what cargo they will find, and who may come pursuing those who stole it. Wreckers who come across such adventure will have no trouble leaving their old lives behind or returning to them again when times are lean.III100bAWdHalfling, High Elf, HumanStreet-wise and mercenary, you make a living selling illicit goods in the seedier side of town.Bawds guide folk to establishments offering a variety of illegal and immoral services. Though many Humans and Dwarfs have objections to such activities, most Halflings and High Elves are quite matter-of-fact about drug-dens, brothels, or other houses of vice. Bawds include drug-dealers, dancers, hustlers and artists’ models. Many famous masterpieces of the modern era have been posed for by Bawds plucked from the street. Traveling armies are followed by camp followers, with Bawds among them looking to make coin in any way they can. Ringleaders, proprietors of establishments where Bawds gather, can accrue significant empires providing services to all types of rogues, from fences who need discreet access to rich clients, to providing safe bolt-holes for gang bosses and crime lords.bAWd AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Hustler — Brass 1Skills: Bribery, Charm, Consume Alcohol, Entertain (Any), Gamble, Gossip, Haggle, IntimidateTalents: Attractive, Alley Cat, Blather, GregariousTrappings: Flask of Spirits Bawd — Brass 3Skills: Dodge, Endurance, Intuition, Lore (Local), Melee (Basic), PerceptionTalents: Ambidextrous, Carouser, Criminal, Resistant (Disease)Trappings: Dose of Weirdroot, Quality Clothing Procurer — Silver 1Skills: Cool, Evaluate, Language (any), Lore (Law)Talents: Dealmaker, Embezzle, Etiquette (Any), SuaveTrappings: A Ring of Hustlers Ringleader — Silver 3Skills: Leadership, Lore (Heraldry)Talents: Briber, Kingpin, Numismatics, SavvyTrappings: Townhouse with Discreet Back Entrance, a Ring of Bawds‘Come to the Hammer and Bucket, home of the best music and entertainment in old Altdorf town! You will not be disappointed!’ – Raynald Schmid, Bawd‘Scoff all you like, but those clothes cost money. For a lad born ’neath the dung heap, he lives a life of luxury.’ – Hertel Netzhoch, InnkeepBawds living in urban areas sometimes travel to flee plagues and religious persecutions, the latter of which crop up all-to-frequently in areas dominated by Sigmar worship. Others, such as those who rove with entertainers, consider travel as part and parcel of their occupation. Those who secure a patron might have significant lengths of time left to their own devices.III101class and careers - roGuesWarhammer Fantasy rolepl aychARlAtAnHalfling, High Elf, HumanUnscrupulous and charming, you separate fools from their money; thankfully, there is no shortage of fools…A Charlatan traffics in trust, yet profits from treachery. By preying on emotions and psychological weaknesses, Charlatans offer their ‘mark’ a prize that is too good to be true. Social privilege provides no protection, and even the loftiest citizens can fall victim to a skilled Charlatan. In addition to a knack for lying, a lack of conscience is also of benefit to Charlatans.Charlatans include Swindlers, Con Artists, Gamblers, and other Scoundrels seeking to prey on the gullible. Halflings often operate distraction cons in small family groups. Young High Elves, slumming it with Humans, treat their cons as one big game, not motivated by profit, but to prove their superiority. Some experienced Charlatans work with artists, who forge documentation for a cut of any profits.chARlAtAn AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Swindler — Brass 3Skills: Bribery, Consume Alcohol, Charm, Entertain (Storytelling), Gamble, Gossip, Haggle, Sleight of HandTalents: Cardsharp, Diceman, Etiquette (Any), LuckTrappings: Backpack, 2 Sets of Clothing, Deck of Cards, Dice Charlatan — Brass 5Skills: Cool, Dodge, Entertain (Acting), Evaluate, Intuition, PerceptionTalents: Blather, Criminal, Fast Hands, Secret IdentityTrappings: 1 Forged Document, 2 Sets of Quality Clothing, Selection of Coloured Powders and Water, Selection of Trinkets and Charms Con Artist — Silver 2Skills: Language (Thief ), Lore (Heraldry), Pick Lock, Secret Signs (Thief )Talents: Attractive, Cat-tongued, Dealmaker, Read/WriteTrappings: Disguise Kit, Lock Picks, Multiple Forged Documents Scoundrel — Silver 4Skills: Lore (Genealogy), ResearchTalents: Gregarious, Master of Disguise, Nose for Trouble, SuaveTrappings: Forged Seal, Writing Kit‘I’ve carried this across countless leagues from the highest towers of the Elves. See how it sparkles in the moonlight? Only magic can cause this inner light! Unbelievable as it may be, I must grudgingly part with it. For such power, any price is but a trifle!’– Wolmar Rotte, Con Man‘The last living heir of Lord Schwalb, you say? Hogwash! You’re the fifth ‘heir’ to call this afternoon! How much did you pay for that scrap of paper? Better yet, who’s the swindler what sold it to you?’– Gerold Behn, Irritated ButlerTo avoid rousing suspicion, Charlatans rarely stay in one area for long. Few Swindlers openly admit to their calling, preferring instead to masquerade as anyone other than themselves. Because of this, there is little stopping Charlatans from pursuing side-matters of interests; equally, afterwards, they can return to grafting anywhere with rich fools willing to part with coin on naught but a promise.III102FenceDwarf, Halfling, HumanA shrewd assessor of valuables, you’ll buy anything, legal or not, and turn it around for a tidy profit.A Fence buys thieves’ spoils and sells it on for profit, often to those unaware the goods are stolen. Successful Fences sometimes operate as pawn brokers, importers, or other merchants. Others prefer to remain mobile, trafficking only in portable items. Though the average Fence deals in goods and valuables, there are also well-informed specialists who focus on information and forbidden knowledge. Some Fences move stolen items across the Empire. A painting stolen in Altdorf is easier to sell in Talabheim to an audience unaware of the theft. When high profile items vanish, Fences are also the first individuals to be consulted by those looking to acquire them. Some Fences even take commissions from clients, connecting them with those who can steal to order.Fence AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Broker — Silver 1Skills: Charm, Consume Alcohol, Dodge, Evaluate, Gamble, Gossip, Haggle, Melee (Basic)Talents: Alley Cat, Cardsharp,Dealmaker, GregariousTrappings: Hand Weapon, Stolen Goods worth 3d10 Shillings Fence — Silver 2Skills: Cool, Intimidate, Intuition, Perception, Secret Signs (Thief ), Trade (Engraver)Talents: Criminal, Etiquette (Criminals), Numismatics, SavvyTrappings: Eye-glass, Trade Tools (Engraver), Writing Kit Master Fence — Silver 3Skills: Bribery, Entertain (Storytelling), Lore (Art), Lore (Local)Talents: Kingpin, Strike to Stun, Suave, Super NumerateTrappings: Pawnbroker’s Shop Black Marketeer — Silver 4Skills: Lore (Heraldry), ResearchTalents: Dirty Fighting, Iron Will, Menacing, BriberTrappings: Hired Muscle, Network of Informants, Warehouse‘I know it’s stolen. You know it’s stolen. Even old Sigmar knows it’s stolen. So when I ask you if it’s stolen, don’t insult me by telling me it isn’t stolen. Lucky for you, I deal in stolen, so stop panicking.’ – Elene Weslach, Mover‘Why am I called a Fence? Well, it’s because I provide you with some de-fence from being caught, innit. So, you go thief, and I’ll make sure you don’t have to worry about how to shift the merchandise. Think of me like your partner-in-crime.’ – ‘Boil’ Vakram, FenceThe search for buyers and sellers, or the need to escape a terrible situation, can take a Fence anywhere. They can be found across the Empire and in many regions beyond its borders. Up-and-coming Brokers transport illicit goods between Old World cities in search of buyers. Others, looking to make a name for themselves elsewhere, attempt to make their own niches in existing city underworlds. Given that their interests often collide, Fences and merchants make occasional bedfellows, as well. With all of this criminal activity and movement, trouble often follows.III103class and careers - roGuesWarhammer Fantasy rolepl aygRAve RobbeRHalfling, HumanYou brave the threat of necromancy, stealing from the dead to line your own pockets.Trafficking in bodies and body parts is lucrative, with high demand from universities and physicians for fresh cadavers. As well as the scholarly market, corpses sometimes interred with all manner of valuables can be found beneath the ravenstones in the tombs of Morr’s Gardens. Because their labours are obvious, illegal, and sacrilegious, Grave Robbers usually work under cover of darkness. Body Snatchers have been known to cut out the middle man and take beggars or other unfortunates straight off the streets. Tomb Robbers avoid the legal dangers of looting the recently dead, and instead journey to ancient ruins and barrows, risking the restless dead and brigands alike. Peculiarly, some successful Treasure Hunters find themselves celebrated as heroes, their treasures sold to, and displayed by, the aristocracy. It’s even rumoured that the great wealth of one of the Knightly Orders came from a group of their members plundering a foreign tomb.gRAve RobbeR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Body Snatcher — Brass 2Skills: Climb, Cool, Dodge, Endurance, Gossip, Intuition, Perception, Stealth (Any)Talents: Alley Cat, Criminal, Flee!, Strong BackTrappings: Crowbar, Handcart, Hooded Cloak, Tarpaulin Grave Robber — Brass 3Skills: Bribery, Drive, Evaluate, Haggle, Lore (Medicine), Melee (Basic)Talents: Break and Enter, Night Vision, Resistance (Disease), Very StrongTrappings: Backpack, Hand Weapon, Spade, Storm Lantern and Oil Tomb Robber — Silver 1Skills: Lore (History), Pick Lock, Research, Set TrapTalents: Read/Write, Strike Mighty Blow, Tenacious, Tunnel RatTrappings: Hand Weapon (Pick), Horse and Cart, Leather Jack, Rope, Trade Tools (Thief ) Treasure Hunter — Silver 5Skills: Navigation, Trade (Engineer)Talents: Fearless (Undead), Sixth Sense, Strong-minded, TrapperTrappings: Bedroll, Maps, Tent, Trade Tools (Engineer), Writing Kit ‘You can’t take it with you... but I can certainly take it with me.’ – Symon Schreiber, Grave Robber‘It’s not just the jewels, Herbert. Look at all the bones! There’s professors in Altdorf who’d pay good money for these!’ – Tyle ‘the Ghoul’ Grubsch, Body Snatcher‘The nightmares of Khemri still haunt me. The curses cast by those long-dead tyrants have sealed my fate. I only hope Morr can put a stop to the necromancy that rots my bones and blackens my heart.’ – Lady Estelle Hauptleiter, Treasure Hunter (deceased)Grave Robbers easily take to the adventuring life, especially if their nocturnal sojourns are discovered by unsympathetic authorities. They may also be sought out by antiquarians who wish to engage their expert services in the excavation of a tomb, or perhaps they will feel compelled to track down a suspected necromancer who is using corpses for nefarious purposes. III104outlAWDwarf, Halfling, High Elf, Human, Wood ElfYou prey upon travellers, extracting a toll from the vulnerable and the unsuspecting.Outlaws ply the roads of the Old World in search of vulnerable travellers and merchant caravans. They lead dangerous and often hardscrabble lives. Many do not see themselves as criminals, but as oppressed groups trying to live their lives free from outside constraints. Many Wood Elf outlaws fit this description, pushing back against the Humans proliferating at the edge of the forests, willing to take more drastic action than others of their kind. Particularly savvy and brutal Outlaws may form bands of their own, sometimes even uniting several bands under a single banner. Such Bandit Kings are feared and reviled by noble and peasant alike. Though few Outlaws discriminate in choosing their prey, some claim to protect the common man. These do-gooders focus their larceny on greedy nobles and, in return, locals may provide them with food, information, and safe harbour. outlAW AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Brigand — Brass 1Skills: Athletics, Consume Alcohol, Cool, Endurance, Gamble, Intimidate, Melee (Basic), Outdoor SurvivalTalents: Combat Aware, Criminal, Rover, Flee!Trappings: Bedroll, Hand Weapon, Leather Jerkin, Tinderbox Outlaw — Brass 2Skills: Dodge, Heal, Lore (Local), Perception, Ranged (Bow), Stealth (Rural)Talents: Dirty Fighting, Marksman, Strike to Stun, TrapperTrappings: Bow with 10 Arrows, Shield, Tent Outlaw Chief — Brass 4Skills: Gossip, Intuition, Leadership, Ride (Horse)Talents: Rapid Reload, Roughrider, Menacing, Very ResilientTrappings: Helmet, Riding Horse with Saddle and Tack, Sleeved Mail Shirt, Band of Outlaws Bandit King — Silver 2Skills: Charm, Lore (Empire)Talents: Deadeye Shot, Fearless (Road Wardens), Iron Will, RobustTrappings: ‘Fiefdom’ of Outlaw Chiefs, Lair‘They were children, not brigands. Starving, filthy, sickly. They held us under the sight of their arrows and we stood fast… my son’s age, they were. Children. Killed six of us…’ – Valentin Behr, Road Warden‘...and he says, “Titus, why d’you carry them shears?” And I says, “These?” And he says, “Aye, those’re the only shears I see.” So I laughed and answered: “Sometimes they don’t want to take off their rings like I ask ’em to. When I show ’em the shears, most of ’ em change their tune right quick. And if they don’t…’’. Hehehe.’ – Titus Widmann, OutlawOutlaw bands are not all wild mobs, so many can be reasoned with if approached correctly. An Outlaw might be asked to accompany a group of adventurers as a guide or to protect them, especially if the group are trying to stop unholy activity in a Bandit King’s domain. Individual Outlaws may find it simple to join an adventuring band, although they may need to disguise themselves if they go anywhere the Outlaw is wanted. III105class and careers - roGuesWarhammer Fantasy rolepl ayRAcketeeRDwarf, Halfling, HumanYou are part of an organised criminal gang, collecting debts and extorting money from the weak.Racketeers extort money from law-abiding citizens and merchants, providing ‘protection’ or some similar fraudulent ‘service’.If the ‘fees’ are not paid on time, the victims, their families, and their livelihoods are at considerable risk. Large gangs bribe or intimidate local authorities to ignore their activities; their Thugs are always willing to kill — or worse — to keep business running smoothly. Thugs are employed to collect debts of all kind, especially those incurred through gambling losses or high-interest-rate loans. In a world brimming with poverty, the promise of easy wealth is an allure countless fools are unable to ignore. The more organised the graft, the larger and more complex the organisations running them become. While the smallest rackets are run by small gangs with limited territory beyond a building or two, the largest can span cities or even entire provinces, and the Crime Lords who run them can wield extraordinary power. RAcketeeR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Thug — Brass 3Skills: Consume Alcohol, Cool, Dodge, Endurance, Intimidate, Lore (Local), Melee (Brawling), Stealth (Urban)Talents: Criminal, Etiquette (Criminals), Menacing, Strike Mighty BlowTrappings: Knuckledusters, Leather Jack Racketeer — Brass 5Skills: Bribery, Charm, Evaluate, Gossip, Language (Estalian or Tilean), Melee (Basic)Talents: Dirty Fighting, Embezzle, Strike to Stun, Warrior BornTrappings: Hand Weapon, Hat, Mail Shirt Gang Boss — Silver 3Skills: Intuition, Leadership, Perception, Ranged (Crossbow)Talents: Fearless (Watchmen), Iron Will, Resistance (Poison), RobustTrappings: Crossbow Pistol with 10 Bolts, Gang of Thugs and Racketeers, Lair Crime Lord — Silver 5Skills: Lore (Law), Lore (Politics)Talents: Commanding Presence, Kingpin, Frightening, WealthyTrappings: Network of Informers, Quality Clothing and Hat, Subordinate Gang Bosses ‘I hope you have Hazelmann’s money because I really hate the sound of breaking fingers.’ – Claus Betelhof, Well-Mannered Racketeer‘IF YOU CAN’T PAE THE DEBT, DON’T MAKE THE BET.’ – Sign in Bosco’s Bones (Altdorf gambling house)‘or bosco wil brake ya legs’ – Bosco’s Bones Sign Addendum scrawled in chalkThugs and Racketeers are always willing to resort to threats and violence, making them valuable members of any party that expects to face aggressive opposition. Gang Bosses might even take their business on the road, looking to expand their territory or explore new opportunities for intrigue and profit. Given the competitive nature of such rackets, even the most powerful Crime Lords might find themselves deposed by opponents or treachery. Forced to hide or flee, such experienced crooks can seek to use a group of experienced adventurers to their advantage.III106thieFDwarf, Halfling, HumanYou steal from others in order to line your own pockets, and you’re rather good at it.Thieves steal all manner of wealth and goods from their fellow man. From the lowliest footpad to the wiliest burglar, the thought of an honest day’s work in return for a respectable wage is little more than a bad joke. Thieves often organize themselves into gangs alongside charlatans, racketeers, and fences to further their mutual wealth. Bitter feuds between such illicit organisations have been known to last for years or even decades. The lowliest Thieves target individuals, picking pockets or waylaying victims in rat-infested alleyways. Burglars avoid confrontation by breaking into businesses and residences, carrying off portable valuables. More ambitious thieves scope out their targets for days or weeks, even going so far as to infiltrate their target locations to get a more precise lay of the land. Working with other professional burglars, such experts can organise heists of which their lesser peers can only dream.thieF AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Prowler — Brass 1Skills: Athletics, Climb, Cool, Dodge, Endurance, Intuition, Perception, Stealth (Urban)Talents: Alley Cat, Criminal, Flee!, Strike to StunTrappings: Crowbar, Leather Jerkin, Sack Thief — Brass 3Skills: Evaluate, Gossip, Lore (Local), Pick Lock, Secret Signs (Thief ), Sleight of HandTalents: Break and Enter, Etiquette (Criminals), Fast Hands, ShadowTrappings: Trade Tools (Thief ), Rope Master Thief — Brass 5Skills: Bribery, Gamble, Intimidate, Ranged (Crossbow)Talents: Night Vision, Nimble Fingered, Step Aside, TrapperTrappings: Crossbow Pistol with 10 Bolts Cat Burglar — Silver 3Skills: Charm, Set TrapTalents: Catfall, Scale Sheer Surface, Strong Legs, WealthyTrappings: Dark Clothing, Grappling Hook, Mask or Scarves‘One creaky floorboard in the whole place and I’m the one to find it…’ – Alette Zimmermann, Thief, Jailed‘What the...? Those aren’t dogs... they’re bears!’ – Marx the Mauled, Unlucky Thief‘No, the list of charges does not include, “Stealing the magistrate’s heart away.” You must have me confused with a magistrate who has a heart.’ – Leonora Nithardt, MagistrateThieves who run afoul of the law are obliged to hide or flee from justice, putting many would-be inmates on the run. Sometimes the very items stolen by Thieves are of such exorbitant value or supernatural quality they seem to attract trouble like a mouldering corpse draws flies, which can lead them into all sorts of unexpected adventures. Of course, a Burglar’s talents are always valuable to adventurers, and reliable examples can expect to be well-compensated for their skills.III107class and careers - roGuesWarhammer Fantasy rolepl ayWitchHumanWilful and ambitious, you strive to master magic without an officially sanctioned licence to operate.Any with the rare talent to wield magic must, by law, be trained by wizards of the College of Magic. Not everyone accepts such a fate; some hide their powers or go on the run. Such folk are called Witches. They risk insanity and damnation as magic burns through them without correct tutelage, and rarely understand the nature of the forces in which they dabble. Others embrace their burgeoning powers wholeheartedly, accepting the risks. Witches come in all varieties, with the talent to wield magic playing no favourites. Some are benign figures simply seeking freedom. Others are nobles refusing to accept they are Witches, for to do so is to be disinherited. Yet others are terrified of what they may become, so run away. Whatever the case, few will admit what they are, as all risk burning by over-zealous Sigmarites. Witch AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Hexer — Brass 1Skills: Channelling, Cool, Endurance, Gossip, Intimidate, Language (Magick), Sleight of Hand, Stealth (Rural)Talents: Criminal, Instinctive Diction, Menacing, Petty MagicTrappings: Candles, Chalk, Doll, Pins Witch — Brass 2Skills: Charm Animal, Dodge, Intuition, Melee (Polearm), Perception, Trade (Herbalist)Talents: Arcane Magic (Witchery), Attractive, Second Sight, Witch!Trappings: Quarterstaff, Sack, Selection of Herbs, Trade Tools (Herbalist) Wyrd — Brass 3Skills: Bribery, Charm, Haggle, Lore (Dark Magic)Talents: Animal Affinity, Fast Hands, Frightening, Magical SenseTrappings: Backpack, Cloak with Several Pockets, Lucky Charm Warlock — Brass 5Skills: Lore (Daemonology), Lore (Magic)Talents: Aethyric Attunement, Luck, Strong-minded, Very ResilientTrappings: Robes, Skull‘Do you think only wizards can wield magic? Think again! I, too, have such understanding, and I refuse to become a slave to the so-called Colleges.’ – Apprentice Franz Zimmel of the Gold Order, 3 months before being captured by a Witch Hunter Witches lead dangerous lives. Though some pose as wizards, such deceptions are easily discerned by anyone with any knowledge of magic. Nevertheless, bands of adventurers — especially those without unwavering faith or moral qualms — rarely care for the specifics of a Witch’s education so long as the methods used are effective and have no truck with the Dark Gods. Although unsanctioned333 Cultists ................................................... 333 Chaos Warriors ...................................... 334 Daemons, The Gibbering Hosts ............. 335 Bloodletters of Khorne ........................... 335 Daemonettes of Slaanesh ....................... 335 Daemon Princes ..................................... 336 The Loathsome Ratmen ......................... 336 Clanrats .................................................. 337 Stormvermin .......................................... 337 Rat Ogres ............................................... 337Creature Traits ............................................ 338Character Sheet .......................................... 344Index........................................................... 3464XIXIIIXXDesign and Development: Dominic McDowall and Andy LawWriting: Dave Allen, Gary Astleford, Graeme Davis, Jude Hornborg,Andy Law, Lindsay Law, Andrew Leask, TS Luikart, Dominic McDowall, Clive OldfieldEditing: Andy Law, Lindsay Law, Andrew LeaskArt Direction: Jon HodgsonCover: Ralph HorsleyIllustration: Dave Allsop, Michael Franchina, Andrew Hepworth, Jon Hodgson,Ralph Horsley, Pat Loboyko, Sam Manley, Scott PurdyGraphic Design and Layout: Paul BourneMaps: Andy LawProofreading: Jacob RodgersSpecial thanks to Jon Gillard, Christian Dunn, Michael Knight, Tom O’Neill and the rest of the GW team.Further thanks to all the fans who took time to contact us by email, by Facebook, and on Discord during the preview period. Without all of you, this book would not be the same.Published by Cubicle 7 Entertainment Ltd,Suite D3, Unit 4, Gemini House, Hargreaves Road, Groundwell Industrial Estate,Swindon, SN25 5AZ, UKNo part of this publication may be reproduced, stored in a retrieval system, or transmitted in anyform by any means, electronic, mechanical, photocopying, recording or otherwise without theprior permission of the publishers.Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2018. Warhammer Fantasy Roleplay 4th Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The Game of Fantasy Battles, the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All rights reserved.credIts5Warhammer Fantasy rolepl ayWarhammer Fantasy rolepl ayIntroductIon•Welcome to Warhammer Fantasy Roleplay. Marvellous things await you. One of your group will control an entire world, while the rest of you will live in and explore it, uncovering glittering wonders, vile darkness, and everything in between. You’ll meet glorious heroes who grimace disdainfully as they step over the suffering poor, and corrupt villains who set down the wrong path in the service of a more laudable cause. Feared but respected wizards master their arts in the high towers of the Colleges of Magic, while outside those safe halls magic users are feared and reviled — and often with good cause, as many dark sorcerers would gladly sell their souls for power. Virtuous priests strive endlessly to improve the lives of the downtrodden, whilst agents of Chaos Gods work to undermine this good work and bring ruination.Prepare yourself for the struggle of the gutter, to fight for your survival, and to face corruption on all sides. Prepare yourself for danger, as it is everywhere, and you can’t face it alone. And, most of all, prepare yourself for the grim and perilous adventure of Warhammer Fantasy Roleplay!Roleplaying gamesWarhammer Fantasy Roleplay (WFRP) is a tabletop roleplaying game (RPG). You might be more familiar with computer or console RPGs, in which case you’ll be right at home. One of your group will take the role of Gamemaster (GM) — who describes the world and what is happening — and everyone else will be a Player — one of the game’s protagonists, interacting with the world the GM presents. Players tell the GM what their I•‘so, what are you here for? Adventure? maybe. Gold? probably. Justice? Ha, that’s a flexible term! What’s that I see in your eye, that pious gleam? Oh, you want to do the right thing. So long as it’s well enough paid, entertaining, and fits with your political views. eh, close enough, you’ll do, come inside and I’ll tell you about the job.’6Games of WFRP use ten-sided dice whenever a random result is required. ten-sided dice are typically marked from 0–9, where a roll of 0 counts as a result of 10. these dice are called d10s in the rules, and the number you need to roll will always be marked as follows: 1d10 for 1 die, 2d10 for two dice, 3d10 for three dice, and so on. If you are requested to roll multiple dice like this, the results are always added together. so, if the rules ask you to roll 2d10, you roll two ten-sided dice and add the result of each together; for example: a roll of 0 and 3 would be a result of 13 (10+3=13).Sometimes, a die roll will be modified by adding or subtracting a number. so, a roll of 1d10+4 means roll one ten-sided die and add four to the result, and a roll of 2d10−3 indicates you should roll 2 ten-sided dice and subtract 3 from the totalled result.the rules also use a roll of two ten-sided dice to score a number from 1 to 100 (marked as 1d100). to do this, one ten-sided die is designated as a ‘tens’ die, and the other as the ‘units’ die. now roll the two dice, and read the result as a two-digit number. so a roll of 1 on the tens die and 4 on the units die provides a result of 14, or a roll of 4 and 2 results with 42. If both dice roll 0, the result is 100.throWInG BonesCharacters are doing, and the GM interprets the outcomes of those actions, using the game’s rules where necessary. The game proceeds in that fashion, with the Players pursuing the plot the GM has prepared for the game, or perhaps going off at wild tangents as the poor GM improvises like crazy. It’s all good.This book is the rulebook and includes all the information and options for running your games of WFRP. If you’ve never played an RPG before, we’d recommend you try the Warhammer Fantasy Roleplay Starter Set — which is designed to teach you how to play — or take a look at the ‘What is an RPG?’ section of our website: www.cubicle7.co.uk.Using This BookRoughly speaking, the Player-focused parts of this book are to the front. New players should start by browsing the double-page spreads and letter that introduce the Empire as this is where the initial adventures that Cubicle 7 publishes will be set. Players should then use the next few chapters to learn about their Characters and abilities. Chapter 5, the Rules, are for everyone. Players whose characters have a religious or magical background will want to be familiar with the respective sections later in the book. The GM can communicate to the Players as much or as little of the Reikland and Bestiary chapters as they should appropriately know, but remember not to give away too many spoilers.Game TextTo help keep the rules clear, this book adopts some standard ways of presenting information:Game Terms: All game terms are capitalised, so you can tell events from Events, and know when a test should be simple and when you should make a Simple Test.Individual Items: Some game terms encompass many individual items. For example: the game term Spells includes many individual spells a wizard can cast. Each individual item will be italicised. Example: a Banking Endeavour; a Bleeding Condition; the Curse Spell.Tests: When you are asked to make a Test (see page 149), it will be bolded so you can find it easily during play. Example: make anwitchery is illegal — carrying the death penalty — most wizards have a brief experience as a Witch before entering the Colleges of Magic. This is acknowledged by both the Colleges and the cults, so a Witch, if discovered, should submit to the authorities. Training in the Colleges could be covered as time between adventures, meaning the Witch can return at a later date in the Wizard career, or it could become the focus of a new adventure.III108cAvAlRymAn High Elf, Human, Wood Elf A dashing and fearless rider, you bring speed, versatility, and skill-at-arms to the battlefield.Whether it’s units of Pistoliers, Outriders, Demilancers, Horse Archers, or similar, Cavalrymen are deployed for maximum strategic advantage. On campaign, that means scouting, raiding, harassing the enemy lines, or defending foragers. On the battlefield, they are also particularly versatile, able to strike quickly and melt away. For speed of movement, scouting, versatility, and sheer élan, Cavalrymen cannot be rivalled. Swift, lightly-armoured cavalry is employed by most armies, including forces of the cults and less formal armed bands including mercenaries or private armies. Bretonnian armies make use of mounted men at arms, while Wood Elf Gladeriders are some of the most feared light cavalry in the Old World. cAvAlRymAn AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Horseman — Silver 2Skills: Animal Care, Charm Animal, Endurance, Language (Battle), Melee (Basic), Outdoor Survival, Perception, Ride (Horse)Talents: Combat Aware, Crack the Whip, Lightning Reflexes, RoughriderTrappings: Leather Jack, Riding Horse with Saddle and Tack Cavalryman — Silver 4Skills: Charm, Consume Alcohol, Cool, Gossip, Melee (Cavalry), Ranged (Blackpowder)Talents: Etiquette (Soldiers), Gunner, Seasoned Traveller, Trick RidingTrappings: Breastplate, Helmet, Light Warhorse with Saddle and Tack, Pistol with 10 Shots, Shield Cavalry Sergeant — Gold 1Skills: Intimidate, Intuition, Leadership, Lore (Warfare)Talents: Combat Reflexes, Fast Shot, Hatred (Any), WarleaderTrappings: Sash Cavalry Officer — Gold 2Skills: Gamble, Lore (Heraldry)Talents: Accurate Shot, Inspiring, Reaction Strike, RobustTrappings: Deck of Cards, Quality Clothing‘Any pistolier not dead by thirty is a scoundrel.’ –General Lasaal, Reikland’s 5th Regiment of Cavalry‘An outrider came by yesterday, checking to see if we were safe. Gosh, he was so handsome and dashing, who wouldn’t want to go outriding with him? He grabbed my buns and was off like the wind. Never paid for them, mind.’ –Lena Fluffe, Walfenburg bakerA cavalryman currently in the State Army is not just going to drop everything on a whim. Should they have something they wish to personally pursue, they will require permission from senior officers, perhaps buy out their commission if they have one, or go absent without leave. As an alternative, they could be ordered to investigate matters of importance by their superiors? Mercenary cavalrymen have more flexibility to strike out adventuring, being little more than hired swords. III109class and careers - Warr IorsWarhammer Fantasy rolepl ayguARdDwarf, Halfling, High Elf, Human, Wood ElfYour job is simple: keep undesirables out.The best way to keep something safe is to post a guard. Guarding looks easy enough, it’s usually standing around doing very little. Guards live and die, quite literally, by how they behave during that one moment when they are required to spring into action. The best can command high wages and are entrusted with the lives of the Empire’s finest personages and most valuable items. Guards are everywhere, from the Imperial palace down to bouncers who stand outside taverns all night, ready to throw drunkards into the street. They also include grave wardens — those who defend Morr’s Gardens in the dead of night, watchful for grave robbers — and temple guards who defend holy sites and important priests. Merchants often employ many Guards to defend their valuable stock. Some claim bodyguards have it best because they stay close to their esteemed employers, and often partake of a life far beyond that which their station would normally allow.guARd AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Sentry — Silver 1Skills: Consume Alcohol, Endurance, Entertain (Storytelling), Gamble, Gossip, Intuition, Melee (Basic), PerceptionTalents: Diceman, Etiquette (Servants), Strike to Stun, TenaciousTrappings: Buckler, Leather Jerkin, Storm Lantern with Oil Guard — Silver 2Skills: Athletics, Cool, Dodge, Intimidate, Melee (Polearm), Ranged (Bow)Talents: Relentless, Reversal, Shieldsman, Strike Mighty BlowTrappings: Bow with 10 Arrows, Sleeved Mail Shirt, Shield, Spear Honour Guard — Silver 3Skills: Heal, Language (Battle), Lore (Etiquette), Melee (Two-handed)Talents: Fearless (Intruders), Jump Up, Stout-hearted, UnshakeableTrappings: Great Weapon or Halberd, Helmet, Uniform Guard Officer — Silver 5Skills: Leadership, Lore (Warfare)Talents: Combat Master, Furious Assault, Iron Will, RobustTrappings: Breastplate‘I stood outside the shrine for thirty days and thirty nights, without fail. No-one got in and no-one got out. Of course, it turned out I was stood outside the wrong door.’ – Ernst Bluchard, Ex-Temple Guard of Manann‘If you’re not on the list, you’re not coming in!’ – Anonymous Altdorf guard to the Grand Theogonist at the coronation of Karl-Franz I, apocryphalGuards can find adventure when their guardianship is compromised. Any guard worth his salt would wish to follow up and investigate those who have thwarted them, and get whatever they were guarding back to its true owner. This could easily turn into an exciting adventure. Many of those going on expeditions will require guards to accompany them, to adventure, profit or an untimely demise.III110knightHigh Elf, Human, Wood Elf Thundering into battle on a heavy charger, you dominate the field, spreading fear in your wake.Many believe heavy cavalry are the pre-eminent warriors of the Old World. A massed charge is an awesome sight, but even alone a Knight can stand as a one-person army. There are many Knightly Orders in the Empire, the most famous including the Reiksguard, the White Wolves, the Knights Panther, and the Knights Griffon, each of which have their own gloried history and mighty heroes. Most Empire Knights belong to secular knightly orders, partly because training heavy lancers is too prohibitively expensive for most nobles. The templar orders, those dedicated to the service of a single deity are just as common but are somewhat more independent. Alongside these are an uncounted number of free-lances, mercenary knights, and disgraced knights, most of whom sell their lance to the highest bidder. knight AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Squire — Silver 3Skills: Athletics, Animal Care, Charm Animal, Heal, Lore (Heraldry), Melee (Cavalry), Ride (Horse), Trade (Farrier)Talents: Etiquette (any), Roughrider, Sturdy, Warrior BornTrappings: Leather Jack, Mail Shirt, Riding Horse with Saddle and Tack, Shield, Trade Tools (Farrier) Knight — Silver 5Skills: Cool, Dodge, Endurance, Intimidate, Language (Battle), Melee (Any)Talents: Menacing, Seasoned Traveller, Shieldsman, Strike Mighty BlowTrappings: Destrier with Saddle and Tack, Melee Weapon (Any), Lance, Plate Armour and Helm First Knight — Gold 2Skills: Charm, Consume Alcohol, Leadership, Lore (Warfare)Talents: Fearless (Any), Stout-hearted, Unshakeable, WarleaderTrappings: Barding, Small Unit of Knights Knight of the Inner Circle — Gold 4Skills: Lore (Any), Secret Signs (Knightly Order)Talents: Disarm, Inspiring, Iron Will, Strike to InjureTrappings: Plumed Great Helm, Squire, Large Unit of Knights or Several Small Units of Knights‘The knight demanded I get out of his way. “Why?” I asked.“I am in the service of the people,” he replied. “Well, I’m the people,” I said, “so I don’t have to get out of your way.” He didn’t have an answer to that, of course. So he punched me in the face!’ – Holger Kass, 1st Bögenhafen Halberdiers‘Lady Myrmaelia Jaeke is the finest knight in the Order of the Blazing Sun. How can I be so sure? Well, I used to hold that title, and she bested me.’ – Birgitte van der Hoogenband, Abbess-General of the Monastery of the Black Maiden, former Knight of the Blazing Sun. Knights might be asked to venture out to fulfil a duty on behalf of their Order or be sought out by nobles and employed to accompany a restless heir around the Empire. Similarly, templars will have responsibility to do their god’s will. All of these provide perfect opportunities for Knights looking to adventure. By comparison, a free-lance is just that, and a life of adventure is what they follow by default.III111class and careers - Warr IorsWarhammer Fantasy rolepl ayPit FighteRDwarf, Halfling, High Elf, Human, Wood Elf You fight for money, for glory, and for the entertainment of the masses.Watching fights is a popular pastime. In the cities, organised fights take place every night. There is money to be made charging spectators, and even more in gambling on the result. Winners earn coin and are celebrated as local heroes. Losers are hurt or killed. Because pit fighting is officially frowned upon, the fights are often controlled by criminal gangs, but the rich love to slum it on occasion, especially if it involves a little bloodshed. The gladiators of Tilea are the most renowned pit fighters, though the chain-fighters of Marienburg and bear-wrestlers of Kislev draw a crowd. Pugilists and wrestlers might work a travelling fair, challenging the public to survive three minutes in the ring with them, or they might fight a celebrated opponent in front of cheering crowds. Knives, clubs, chains, boxing, wrestling, there is an almost endless variation of styles and codes a Pit Fighter might adopt.Pit FighteR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Pugilist — Brass 4Skills: Athletics, Cool, Dodge, Endurance, Gamble, Intimidate, Melee (Any), Melee (Brawling)Talents: Dirty Fighting, In-fighter, Iron Jaw, ReversalTrappings: Bandages, Knuckledusters, Leather Jack Pit Fighter — Silver 2Skills: Haggle, Intuition, Melee (Basic), Melee (Flail or Two-handed), Perception, Ranged (Entangling)Talents: Ambidextrous, Combat Reflexes, Dual Wielder, ShieldsmanTrappings: Flail or Great Weapon, Hand Weapon, Net or Whip, Shield or Buckler Pit Champion — Silver 5Skills: Consume Alcohol, Gossip, Lore (Anatomy), Perform (Fight)Talents: Combat Master, Disarm, Menacing, RobustTrappings: Breast Plate, Helmet Pit Legend — Gold 2Skills: Charm, Ranged (Any)Talents: Frightening, Furious Assault, Implacable, Reaction StrikeTrappings: Quality Helmet‘It was my big chance. The biggest fight of my life. Then the Hooks came and told me to go down in the fourth or they’d chop off my hand. Well, you know me, of course I went and won anyway. And I’ve no regrets. After all, there are lots of things you can do with one hand.’ – Sigurda the Bull, Arm Wrestler‘Roll up! Roll up! Dare you face the might of Gosser Papa? Could you last three minutes with Resige Heuhaufer!’ – Raimund Heenan, Ring AnnouncerMany Pit Fighters fall into their sport because they have the talent and they simply need the money. Some would jump at the chance to leave their seedy world behind and put their talents to a slightly better use. Fortunately, Pit fighters are generally free to use their time as they will, provided they turn up on time for the next big fight, and even if they don’t, there is always another pit…III112PRotAgoniStDwarf, High Elf, Human A strong-arm for hire, you bully, fight, and maybe even kill for coin.Protagonists live by their wits and their muscles and are not generally fussy about the sort of work they take on. A merchant might want to frighten their business rival. An employer might decide his workers need a bit of encouragement to get a job done quicker. A noble might want his daughter’s no-good suitor to be frightened off. Protagonists are the ones they turn to, and those with the worst reputation get the best jobs. A Protagonist could be the brute in the local bar everyone knows will bully for coin, or with the reputation for unflinching violence. Some Protagonists have their own code of what they will or won’t do; others care for nothing but the coin. Some are simple bullies who resort to picking arguments and fights with likely looking targets to see if they can score any money from the situation. PRotAgoniSt AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Braggart — Brass 2Skills: Athletics, Dodge, Endurance, Entertain (Taunt), Gossip, Haggle, Intimidate, Melee (Any)Talents: In-fighter, Dirty Fighting, Menacing, Warrior BornTrappings: Hood or Mask, Knuckledusters, Leather Jack Protagonist — Silver 1Skills: Bribery, Charm, Intuition, Melee (Basic), Perception, Ride (Horse)Talents: Combat Reflexes, Criminal, Reversal, Strike to StunTrappings: Hand Weapon, Mail Shirt, Riding Horse with Saddle and Tack, Shield Hitman — Silver 4Skills: Climb, Cool, Navigation, Ranged (Thrown)Talents: Careful Strike, Disarm, Marksman, RelentlessTrappings: Cloak, Garotte, Poison, Throwing Knives Assassin — Gold 1Skills: Entertain (Acting), Ranged (Crossbow)Talents: Accurate Shot, Ambidextrous, Furious Assault, Strike to InjureTrappings: Crossbow with 10 shots, Disguise Kit‘Remember Thommy Two Knives? I’m not saying he crossed me. I’m just saying you don’t see him walking round town no more, do you?’ – Gilly Three Knives, Protagonist‘Yeah, Big Yuri came round and destroyed all my merchandise. Said this town was only big enough for one lotus dealer, and that was that. I completely agreed, so I doubled his pay and sent him back to White Tiger’s den. And that was the end of that.’ – Toni Miragliano, Lotus DealerOn the face of it, Protagonists are always up for an adventure because they’re always up for a fight. But they will usually expect to get paid for services rendered. Whether they will join others without a guarantee of payment is a question they will need to ask themselves. Could a hardened protagonist find a cause they will voluntarily pursue? Perhaps they could even turn over a new leaf ?III113class and careers - Warr IorsWarhammer Fantasy rolepl aySlAyeRDwarfYou are rage and shame incarnate, seeking a worthy death to reclaim your lost honour.When Dwarfs suffer an unacceptable shame and lose their honour, they take the Slayer’s Oath and walk the path of Grimnir, their ancestral god of warriors. Covering their bodies in tattoos, shaving the sides of their head, dying their remaining hair a brilliant orange, and spiking it with animal grease, they set off into the world, axe in hand, seeking a glorious death.Slayers wander the Old World hunting deadly beasts, such as Trolls, Giants, or Dragons. Because of the shame they carry, many suffer from bouts of depression, glutting themselves on food, alcohol, or stronger stimulants. The more foes Slayers face and survive, the more dangerous and crazed they become, hunting progressively deadlier creatures in the hopes of finding something that can kill them. SlAyeR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Troll Slayer — Brass 2Skills: Consume Alcohol, Cool, Dodge, Endurance, Gamble, Heal, Lore (Trolls), Melee (Basic)Talents: Dual Wielder, Fearless (Everything), Frenzy, SlayerTrappings: Axe, Flask of Spirits, Shame, Tattoos Giant Slayer — Brass 2Skills: Evaluate, Intimidate, Language (Battle), Lore (Giants), Melee (Two-handed), Outdoor SurvivalTalents: Hardy, Implacable, Menacing, ReversalTrappings: Great Axe, Jewellery, Troll’s Head DragonSlayer — Brass 2Skills: Entertain (Storytelling), Lore (Dragons), Perception, Ranged (Thrown)Talents: Ambidextrous, Furious Assault, Relentless, RobustTrappings: Giant’s Head, Throwing Axes Daemon Slayer — Brass 2Skills: Intuition, Lore (Chaos)Talents: Combat Master, Frightening, Strike Mighty Blow, Very StrongTrappings: Dragon’s Head‘We avoid them, if given the choice. They are outcasts and have no honour, only the hope of reclaiming such. Still, we’ll feed them, and give them a place to rest. They are Grimnir’s Chosen, now…’ – Dimrond Zindrisson, Miner‘Herwig didn’t mean nothing by it, honest. He just asked why the Dwarf had them strange tattoos. It happened so fast, I didn’t even see the Dwarf move, just Herwig hitting the floor.’ – Regimius, Stevedore‘We’re all going to die, manling. It’s the manner of our going that counts.’ – Gotrek Gurnisson, SlayerTill they fall in battle, a Slayer’s life is one of adventure — they seek out opportunities to face powerful foes in battle. Slayers will occasionally take other odd jobs, for drinking money or to finance their travels, but will seek death along the way. All Slayers previously had a life and a career, so there is more to them than simply being a warrior with a deathwish.Playing a Slayer is a unique experience because your character wants to die. Embrace this. Seek a mighty doom. Reclaim your honour. Die well. III114SoldieRDwarf, Halfling, High Elf, Human, Wood ElfYou are paid to train, be disciplined, and, when the need comes, go to war.By the command of Emperor Magnus the Pious after the Great War Against Chaos, all provinces of the Empire had to maintain a standing State Army. Soldiers are the mainstay of these armies, trained to fight as part of a larger group with individual skill supplemented by strength in numbers. Rarely encouraged to think for themselves, Soldiers are famous for their stoic fatalism as they are ordered from pillar to post in the service of their betters. Soldiers could be archers, crossbowmen, halberdiers, handgunners, swordsmen, or spearmen, and that’s just in a typical State regiment. Dwarfs employ soldiers like Hammerers and Thunderers, while Elven rank and file are usually archers and spearmen. There are many other Soldiers, such as Mercenaries, local Militias (which are rarely better than Recruits), private armies, cult forces, and more. SoldieR AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Recruit — Silver 1Skills: Athletics, Climb, Cool, Dodge, Endurance, Language (Battle), Melee (Basic), Play (Drum or Fife)Talents: Diceman, Marksman, Strong Back, Warrior BornTrappings: Dagger, Leather Breastplate, Uniform Soldier — Silver 3Skills: Consume Alcohol, Gamble, Gossip, Melee (Any), Ranged (Any), Outdoor SurvivalTalents: Drilled, Etiquette (Soldiers), Rapid Reload, ShieldsmanTrappings: Breastplate, Helmet, Weapon (Any) Sergeant — Silver 5Skills: Heal, Intuition, Leadership, PerceptionTalents: Combat Aware, Enclosed Fighter, Unshakeable, WarleaderTrappings: Symbol of Rank, Unit of Troops Officer — Gold 1Skills: Lore (Warfare), NavigationTalents: Inspiring, Public Speaking, Seasoned Traveller, Stout-heartedTrappings: Letter of Commission, Light Warhorse with Saddle and Tack, Map, Orders, Unit of Soldiers, Quality Uniform, Symbol of Rank‘Go down to the bottom of the hill, the captain told us. So we did, and the general told us to go up to the top of the hill and await further orders. Then the captain told us we were wanted at the bottom.’ – Holger Kass, 1st Bögenhafen Halberdiers‘Though Lords and Ladies come and go,A soldier’s life is all I know,Karl-Franz commands, and we obey,O’er the hills and far away.’ – Marching Song, Reikland 118th Regiment of Foot, ‘The Greenbacks’Soldiers have little free time, but they still have adventuring opportunities. Outside campaigning season, many receive extended periods of leave. Officers of the State Armies can also command small bands of Soldiers to investigate unusual happenings in their regiment’s ‘territory’ and some officers view this kind of adventuring as excellent training to keep their Soldiers sharp. Non-human Soldiers will often be on missions in the Empire that are adventures by their very nature.III115class and careers - Warr IorsWarhammer Fantasy rolepl ayWARRioR PRieStHumanYou bring divinity to the thick of battle, slaying the enemies of the Empire with righteous fury.Some cults of the Empire have clerics trained for war. In the Reikland, the Warrior Priests of Sigmar are the most common example of this, and most armies of the Empire are accompanied by hammer-bearing priests encouraging the soldiers in the name of Sigmar. But other cults, especially those of Myrmidia, Ulric, Taal, and Morr, have Warrior Priests of their own, each with their unique views as to how war should be conducted. Away from the battlefield, Warrior Priests are also expected to administer to soldiers’ spiritual wellbeing, as well as making sure morale stays high and discipline is ordered. Some orders of Warrior Priests swear oaths to roam the Empire, seeking heresy wherever it lies, helping where they can. Others prefer not to join armies, but lead them…WARRioR PRieSt AdvAnce SchemeWS bS S t i Agi dex int WP Felh h hCaReeR paThh Novitiate — Brass 2Skills: Cool, Dodge, Endurance, Heal, Leadership, Lore (Theology), Melee (Any), PrayTalents: Bless (Any), Etiquette (Cultists), Read/Write, Strong-mindedTrappings: Book (Religion), Leather Jerkin, Religious Symbol, Robes, Weapon (Any Melee) Warrior Priest — Silver 2Skills: Charm, Entertain (Speeches), Intimidate, Language (battle), Melee (Any), Ranged (Any)Talents: Dual Wielder, Inspiring, Invoke (Any), Seasoned TravellerTrappings: Breastplate, Weapon (Any) Priest Sergeant — Silver 3Skills: Animal Care, Intuition, Perception, Ride (Horse)Talents: Combat Aware, Holy Visions, Pure Soul, Stout-heartedTrappings: Light Warhorse with Saddle and Tack Priest Captain — Silver 4Skills: Consume Alcohol, Lore (Warfare)Talents: Fearless (Any), Furious Assault, Holy Hatred, WarleaderTrappings: Religious Relic‘Surrounded, we were, Greenskins on all sides. They knew we were done. Then the priest raises his hammer towards the sky and bellows his prayer. And as the words echoed to silence, the lightning struck. And we were all unharmed, I swear to Sigmar. But the Goblins? All dead.’ – Holger Kass, 1st Bögenhafen HalberdiersWhile many Warrior Priests stay with the army, some serve their cult in missionary work, and others wander the Empire as they will. As such, Warrior Priests can be natural adventurers. Of course, to pursue leads to the ends of the Empire they might require the permission of their cult, and perhaps their commanders.III116117sKIlls and talents‘sure, playing scarlet empress is 90% luck and 10% skill. But try playing without that 10%, and you’ll lose every time.’– hermann Graumann, Gambler, raconteur and liarDuring the game, you’ll find yourself in all sorts of situations where the outcome your Character’s action is uncertain. Will you jump the ravine or plunge to your death? Will you charm the officious courtier, or will the guards be summoned to deal with you? How well you perform these actions is determined by your Skills and Talents. In general, Skills describe the capabilities of your Character, and Talents are special abilities or tricks you’ve learned. If you want to know how they all work in practice, refer to Chapter 5: Rules.SkillSWhere Characteristics represent the raw potential of your body and mind, Skills represent specific areas of training, knowledge, experience. Each Advance you take in a Skill improves the odds of succeeding with appropriate tasks — Characters who are well trained or experienced may be able to best opponents who are more naturally gifted.deTeRmining yoUR skill levelAll Skillsare associated with a single Characteristic, noted in the Skill’s description. A Skill’s rating is determined by taking its associated Characteristic and adding the number of Advances taken in the Skill. Space for recording your Advances for each Skill is provided on your Character Sheet.Example: Sigrid has a Fellowship of 41 and has taken 5 Advances in Charm, so her Charm is 46 (41+5=46).BasiC and advanCed skillsSkills are classified as either Basic or Advanced.Basic Skills represent innate or common abilities that you might practice in day-to-day life. Basic Skills can be Tested even if you have taken no Advances in them. To do this, simply attempt a Test using the Characteristic associated with the Skill as described in Chapter 5: Rules.Example: Sigrid has no Advances in Athletics. However, as Athletics is a Basic Skill, she can still Test Athletics using the Characteristic associated with it: Agility.• •sKIlls and talents IVWarhammer Fantasy rolepl ayAdvanced Skills require specialist knowledge, training, or first-hand experience to even attempt to use. You may only Test an Advanced Skill if you have taken at least one Advance in it. If you have not, you cannot attempt to Test the Skill. So, no matter how intelligent you are, you will not understand the finer points of law without the Lore (Law) Skill.Example: Adhemar has an Intelligence of 36 and no Advances in either the Basic Gamble Skill or the Advanced Heal Skill, both based on Intelligence. He can Test the Gamble Skill at 36% as it is Basic, and anyone can Test Basic Skills. The Heal Skill is an Advanced Skill, so Adhemar has no idea how to patch up wounds beyond screaming loudly for a doctor!gRoUped skills and speCialisaTionSome Skills are classified as Grouped. This means the Skill is an array of related Skills under one heading. Each related Skill is called a Specialisation. When a Specialisation is mentioned in the rules, it is marked in brackets.Example: Language is a Grouped Skill, thus represents many related Language Skills under a single Skill heading. Examples of the different Specialisations of Language are: Language (Bretonnian), Language (Magick), or Language (Mootish).When you gain an Advance in a Grouped Skill, you must allocate the Advance to an appropriate Specialisation. Sometimes the Specialisation options will be marked clearly in your Career, so you simply select one of the options on offer. In other cases — such as when a Specialisation is marked as ‘Any’, meaning you can choose one Specialisation — you will need to select a Specialisation yourself; should this be required, either refer to the relevant Skill description and choose from the sample Specialisations found there, or, with GM permission, create a unique Specialisation that fits the Skill and best suits your character. Example: Theodora has a choice of Lore (Any) in her career. When she allocates an Advance to that option, she has to decide which Lore Specialisation to take. After some deliberation, she chooses to advance her Lore (Theology), showing she has learned something of the Gods.Other than that, Grouped Skills are handled in exactly the same way as normal Skills, with each Specialisation handled like a unique Skill.Example: Sigrid has 8 Advances in the Basic Skill, Entertain (Singing), but nothing in Entertain (Acting). This means she Tests her Fellowship of 41 when attempting to act, and Tests 49 when singing (41+8=49). By comparison, Theodora has a single Advance in the Advanced Skill Animal Training (Pigeons), but no Advances in Animal Training (Horses). This means she can use the Skill to train her pigeons to drop bombs on unsuspecting enemies, but she cannot train her horse to do the same, as she has no idea how to train horses.complete sKIll lIstBasIc sKIllsArt, Athletics, Bribery, Charm, Charm Animal, Climb, Cool, Consume Alcohol, Dodge, Drive, Endurance, Entertain, Gamble, Gossip, Haggle, Intimidate, Intuition, Leadership, Melee, Navigation, Outdoor Survival, Perception, Ride, Row, Stealthadvanced sKIllsAnimal Care, Animal Training, Channelling, Evaluate, Heal, Language, Lore, Perform, Pick Lock, Play, Pray, Ranged, Research, Sail, Secret Signs, Set Trap, Sleight of Hand, Swim, Track, TradecomBatmany skills might also have some application in combat; suggestions for how to do this are marked in each relevant skill entry. these are not intended to be exhaustive, and if you have some inspired improvisation in mind, talk it through with your Gm. masTeR skill lisTAnimal Care (Int) advancedThe Animal Care Skill lets you tend and care for animals, and heal them should they fall sick or become wounded.Having a single Advance in Animal Care means you can keep animals healthy without needing to Test. You can also enact an Animal Care Test to identify and resolve problems with animals, such as: • Spotting an illness.• Understanding reasons for fractiousness or discomfort.• Determining the quality of the animal.• Heal Intelligence Bonus + SL Wounds (Note: an animal can only benefit from one healing roll after each encounter).• Staunching a Bleeding condition.• Preparing the animal for display.In combat, you may appraise an enemy animal with an Animal Care Test. If successful, you and all you inform gain +10 to hit IV118when attacking that animal — or anyone using it as a mount — until the end of your next turn, as you point out loose tack, a limp from a niggling wound, or highlight some other weakness or vulnerability. Animal Care may only provide a maximum of +10 to hit per animal, no matter how many Tests are made to spot weaknesses.anImalsWhether a creature does, or does not come under the auspices of animal care and animal training is up to your Gm. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…Animal Training (Int) advanced, groupedAnimal Training represents your understanding of a particular type of animal, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by an animal belonging to your Specialisation (see page 118). The Animal Training Skill also allows you to undertake the Animal Training Endeavour between adventures (see page 196). In combat, a successful Opposed Animal Training/Willpower Test allows you to intimidate a single animal belonging to your Specialisation; you cause Fear in the animal targeted until the end of your next turn (see page 190). When causing Fear in this way, you may subsequently use your Animal Training Skill instead of Melee when defending against your target; with your GM’s approval you may also use Animal Training to attack your target, issuing specific commands.Example: Facing a slavering war-hound, Ilse passes an Opposed Animal Training (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Animal Training Skill, beating the dog’s defence. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs.Specialisations: Demigryph, Dog, Horse, Pegasus, PigeonArt (Dex) basic, groupedCreate works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvellous improvised weapons.Example: Irina has been commissioned to paint a portrait of a local noble, whose favour her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. Specialisations: Cartography, Engraving, Mosaics, Painting,Sculpture, Tattoo, WeavingAthletics (Ag) basicYour ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving (see page 164) for details on using Athletics in combat movement.sKIlls and talents IVWarhammer Fantasy rolepl ayBribery (Fel) basicYour ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it.A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings (see page 52), increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?Channelling (WP) advanced, groupedThe Channelling Skill measures your ability to call upon and control the various Winds of Magic, and is solely used by the magic rules. Channelling is a special skill in that it is both Grouped, allowing for Specialisations, and also ungrouped, for those not properly trained to channel magic. See Chapter 8: Magic for details concerning this.Specialisations: Aqshy, Azyr, Chamon, Dhar, Ghur, Ghyran,Hysh, Shyish, Ulgu (each is a different Wind of Magic, see Chapter 8: Magic for more on this).Charm (Fel) basicCharm makes people think favourably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behaviour of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested. Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)! If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.puBlIc speaKInGthe charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + sl targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). a failure shows the crowd is unconvinced.the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire…BeGGInGthe charm skill can be used to beg on the streets. a successful test will scrounge Fellowship Bonus × sl brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no sl, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with other, local beggars, or suffer some other significant set-back.note: characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career.IV120Charm Animal (WP) basicYour aptitude for befriending, quickly calming, or subjugating animals.Passing a Charm Animal Test allows you to influence the behaviour of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower. In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence. Climb (S) basicThe ability to ascend steep or vertical surfaces. If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height. For any other climbing, refer to page 165, which also handles Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable. Consume Alcohol (T) basicYour ability to handle alcohol without letting it cloud your judgment or render you senseless.After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:1d10 Stinking Drunk1-2 ‘Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.3-4 ‘You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities (see page 190).5-6 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both (see page 157).7-8 ‘I’ll Take Yer All On!’: Gain Animosity (Everybody!) (see page 190).9-10 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition (see page 169).After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round (see page 171).Cool (WP) basicCool allows you to remain calm under stress,resist fear when faced with horror, and stick to your convictions. Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology (see page 190).sKIlls and talents IV121Warhammer Fantasy rolepl ayDodge (Ag) basicDodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Chapter 5: Rules for more on this.Drive (Ag) basicDrive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic manoeuvres. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:1d10 Result1-2 Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.3-5 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.6-8 Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.9-10 Broken Axle: The vehicle goes out of control and Crashes.Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armour Points unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test.In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them (see page 165).Endurance (T) basicThe Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds. Refer to Chapter 5: Rules for more on this.Entertain (Fel) basic, groupedAllows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done. In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents. Specialisations: Acting, Comedy, Singing, StorytellingEvaluate (Int) advancedLets you determine the value of rare artefacts, unusual trade goods, and works of art. Everybody is assumed to know the relative worth of general items, but a successful use of the Evaluate allows you to identify the value of curious and unique items. A successful Evaluate Test may also alert you if the goods (or coins) you are studying are counterfeit — this Test will usually be Opposed by the forger’s SL on their Art or Trade Test. Your GM may apply modifiers based on just how rare or obscure the item is, or on your character’s particular expertise or background.Gamble (Int) basicAllows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance. To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.If you wish to influence the game through less honest mechanics, see Sleight of Hand.OptiOnssome players prefer to use immersive mini-games at the table, playing real card or dice games to aid the roleplaying experience. if you do this, a successful Gamble test will allow you to influence the game once — by drawing an extra card, or rerolling a die for example — as the GM dictates. Each SL affords you another opportunity to influence the game. IV122Gossip (Fel) basicYou can quickly ferret out interesting and useful news, and spread rumours of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumour to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM. It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…halF-heard WhIspersWhile it may be expedient for Gms to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. Haggle (Fel) basicHaggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.Heal (Int) advancedYou’ve been trained to deal with injuries and diseases. A successful Heal Test allows you to do one of the following:• Diagnose an illness, infection, or disease.• Treat a disease (see page 188).• Heal wounds equal to your Intelligence Bonus + SL (Note: a patient can only benefit from one Heal roll after each encounter). If sterile liquids or appropriate poultices and dressings are used, no Infection will develop from the injury (see page 181).• Staunch a Bleeding Condition, with each SL removing an extra Bleeding Condition.A Failed Heal Test can potentially cause Wounds if your Intelligence Bonus + SL totals less than 0. On an Astounding Failure, your patient will also contract a Minor Infection (see page 187).If administering to someone who has a disease, a successful Heal Test ensures that you do not contract the disease for that day. Each SL also prevents one other character encountering the patient that day from catching the disease. For each full day the patient spends resting under your care, the duration of the disease is reduced by one, to a minimum of one. For more information see Disease and Infection in Chapter 5: Rules.Certain injuries require Surgery; see the Surgery Talent for details. For more information on healing wounds, refer to Injury in Chapter 5: Rules. Your GM may apply modifiers to Heal Tests to reflect the virulence of the disease, the suitability of conditions and materials, or the stress of your circumstances. If healing during combat, Tests will likely be Challenging (+0) at the very least.Intimidate (S) basicAllows you to coerce or frighten sentient creatures.The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.In combat, you cause Fear (see page 190) in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already. Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realise they outnumber her, and are armed…sKIlls and talents IV123Warhammer Fantasy rolepl ayoptIons: alternatIve characterIstIcs For IntImIdateWhile strength is the default stat for Intimidate tests, the Gm may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance.Intuition (I) basicThe Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner. Language (Int) advanced, groupedThe Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language. If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed. Note: Language (Magick) is used to cast spells and may occasionally be Tested, with… unpleasant consequences if failed. Refer to Chapter 8: Magic, for more on this.Specialisations: Battle Tongue, Bretonnian, Classical, Guilder, Khazalid, Magick, Thief, TileanoptIons: Battle tonGueBattle tongue represents a series of simple commands and gestures that may be made in the heat of combat. players with language (Battle Tongue) may communicate briefly with one another during combat without penalty. those without the skill cannot quickly coordinate their attacks or discuss strategy once combat begins.IV124sKIlls and talents IVLanguage Spoken by…Albion …the folk of Albion, who hail from a far-off mist-shrouded island-realm and are rarely encountered.Battle Tongue …warriors of the Old World. It is very common amongst soldiers and mercenaries and is used for giving orders swiftly during battle. It was supposedly developed by the goddess Myrmidia when she walked the Old World as a mortal.Bretonnian …the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.Classical …Human academics of all kinds. It is the first recorded Human language of the Old World — over 3,000 years old — used in most scholarly texts of the Empire including wizard grimoires and many holy books.Elthárin …the folk of Athel Loren, the Laurelorn, and visiting merchants from Ulthuan. Elthárin is the language of the Elves. The tonal language has many dialects, and is notoriously difficult for non-Elves to learn.Estalian …the folk of Estalia, people of the hot, southern-western kingdoms known for their bitter politics and worship of the goddess Myrmidia.Gospodarinyi …the folk of Kislev, a hardy people from the frozen oblasts to the east of the Empire. The language is often called ‘Kislevarin’ or ‘Kislevite’ by outsiders.Grumbarth …Ogres; few others learn this simple tongue, though some mercenary commanders find it useful for communicating with any Ogres they may hire.Khazalid …the folk of Karaz Ankor, the Dwarf kingdoms in the mountains. This language is also wide-spread through the Cult of Sigmar, which venerates the strong relationship Sigmar had with the Dwarfs when he was mortal.Magick …wizards; a tonal language used to shape the Winds of Magic into material effects. The academic form of the language taught by the Colleges of Magic is called the Lingua Praestantia, which is quite different to the debased form of the language used by witches and the untrained. It is not a language used for communication.Mootish …the folk of the Mootland; i.e.: the Halfling grand province in the Empire. This language is little known outside the Moot.Norse …the folk of Norsca. Norse is commonly spoken across the north of the Empire in Nordland and Ostland, and is well-known in the Wasteland and Kislev, too. Reikspiel …the folk of the Empire. Reikspiel is the primary language used in most WFRP games. It manifests in uncounted discrete dialects from across the Empire, most of which are mutually intelligible. It is the modern version of the tongue once spoken by the God-King Sigmar when he still walked as a mortal over two thousand five hundred years ago.Queekish …the folk of the Under-Empire. Used by the Skaven and their many slaves. Few admit to speaking it, or even being aware of its existence.Tilean …the folk of Tilea, who are most commonly encountered in the Empire as traders or mercenaries. The Tilean Princedoms to the south are notorious for their deadly politics and their veneration of Myrmidia.Thieves Tongue…street folk of the Old World. Expressions of this language are highly localised and individual to each realm; e.g. Tileans sport a completely different ‘Thieves Tongue’ to folk of the Empire.Wastelander ...the rural folk of the Wasteland, a windsweptterritory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.lanGuaGes oF the old Worldhere is a list of the primary languages of the old World, and who most commonly speaks them. there are an enormous number of other tongues spoken, but these are the most commonly encountered in the reikland.125Warhammer Fantasy rolepl ayLeadership (Fel) basicA measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool. In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings.Who’s the Boss?Gms should be aware that having players issue orders to other players may cause friction within the party. If you have players who are of differing social class, or military ranks, be sure to discuss how this will be reflected in your intraparty dynamics to ensure a smooth and enjoyable game for everyone. Lore (Int) advanced, groupedHaving a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialisation and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall. In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.Specialisations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, TheologyMelee (WS) basic, groupedThe Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialisation indicates training in using a specific class of weapon. If you don’t have the correct Specialisation for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer.See Chapter 5: Rules for more detail about combat and using the Melee Skill.Specialisations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-HandedNavigation (I) basicNavigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap. If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey.Outdoor Survival (Int) basicThe Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travellers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates IV126you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.OptiOns: GatherinG FOOd and herbsGathering food or herbs normally takes around 2 hours. hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.• Foraging: A success grants enough food for one character. Every SL yields sufficient extra food for one more person.• Hunting and Fishing: if you have appropriate bows, spears, fishing rods, or nets, a successful Test feeds two people, and an extra two people per SL.• Trapping:Use the Set Trap Skill to place Animal traps (see page 303). Feeds the same number of people as hunting and Fishing.• Lore (Herbs): if you are instead gathering herbs using Lore (Herbs), a success gathers enough for a dose of the sought herb (see page 307), with each SL adding an extra dose. Gathering tests are modified by herb Availability: Common (0), Scarce (–10), Rare (–20), or Exotic (–30).Perception (I) basicYour ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth.Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM.Perform (Ag) advanced, groupedYou’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you havedone.In combat, certain physical Perform specialisations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!Specialisations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope WalkingPick Lock (Dex) advancedYou know the mechanisms of locks and how to open them without their proper keys. Picking a lock is often an Extended Test, with the number of SL required to open the lock dependent on the complexity of the lock.LOcks and LOck picksLock Difficulty ratings assume the use of lock picks. Improvised picks such as hairpins and nails can be used at –10 penalty. Each Test normally takes a Round to complete, though the GM may determine some locks are particularity stiff or rusted, and take longer. If the GM deems a lock is sufficiently simple, unskilled characters can attempt a single VeryHard(–30)Dexterity Test to pick the lock. The following provides some standard difficulties for locks typically encountered in the Old World.Lock Type Difficulty SLLatch Average (+20) 0Normal Door Challenging (+0) 2Secure Door Difficult (–10) 2Treasure Chest Hard (–20) 5Vault Door Very Hard (–30) 10sKIlls and talents IV127Warhammer Fantasy rolepl ayPlay (Dex) advanced, groupedYour ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played.Specialties: Bagpipe, Lute, Harpsichord, Horn, Violinthe old World’s a staGe…While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories. Perform is an advanced skill using agility. perform specialisations require training to attempt, and rely on physical speed and coordination. Play is also an advanced skill, this time using dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.you should choose carefully when determining whether your chosen specialisation belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…Pray (Fel) advancedYour ability to invoke, or otherwise commune with, a deity. For more information on using the Pray Skill to seek divine intervention, see Chapter 7: Religion & Belief. In combat, if your GM deems it appropriate considering your circumstances and faith, you may use Pray to meditate and focus your mind. Each round you spend praying in combat — and making a successful Pray Test — gives you +1 Advantage. You can gain additional Advantage this way, up to a maximum of your Fellowship Bonus.Further, if your enemies understand your language and recognise (and fear) your deity, the GM may allow you to use Pray in lieu of the Intimidate Skill. Ranged (BS) advanced, groupedWhilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols.Each Ranged Specialisation is specific to a group of ranged weapons. If you don’t have the Ranged Specialisation for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.Specialisations: Blackpowder, Bow, Crossbow, Engineering, Entangling, Explosives, Sling, ThrowingResearch (Int) advancedHow adept you are at pulling useful and frequently obscure knowledge from libraries and other such storehouses of information. Research requires you have the Read/Write Talent (see page142).Simply possessing the Research Skill indicates you can find straightforward information from a clearly indexed library without a Test given enough time. If you are seeking specific, IVless well-known information, or you are in a rush, you will be required to make an Extended Research Test, with the Difficulty modified by the library size, and the target SL depending upon the obscurity of the topic.Research has no use in combat beyond perhaps finding you a useful manual on sword-fighting techniques.research and lIBrarIeslibraries of the old World vary from small personal libraries of a few dozen books to vast archives found in the universities and temples of the towns and cities.Using a Research Test in a small library, perhaps to find a specific book, only takes about 5 minutes. By comparison, research tests in large libraries can easily takes an hour or more per Test, but are far more likely to find esoteric lore.Ride (Ag) basic, groupedHow proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary.The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.Specialisations: Demigryph, Great Wolf, Griffon, Horse, PegasusRow (S) basicYour prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic manoeuvres.Sail (Ag) advanced, groupedYour ability to operate and manoeuvre a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Sail Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Sail. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots.As sailing one ship is not so different to sailing another, having any Sail Speciality makes all other Sail Specialities Basic Skills for you.Specialisations: Barge, Caravel, Cog, Frigate, WolfshipSecret Signs (Int) advanced, groupedYou’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’slair nearby.This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.Specialisations: Grey Order, Guild (any one), Ranger, Scout, Thief, VagabondsKIlls and talents IV129Warhammer Fantasy rolepl ayI Saw The SIgn…This is a list of the primary secret signs of the Old world, and those who use them. This is only a tiny sample of those most commonly used in the Reikland; there are many more than this short list suggests, and you are encouraged to create those best fitting your game.Secret Signs Used by…Grey Order…Grey Wizards. The secretive Greys use a complex array of signs, many only perceptible to wizards. They mark the land for their wandering wizards, highlighting safe houses, places of danger, areas where wizards are unwelcome, and much more besides.Guilder …guilders. Many of the larger guilds, from masons to stevedores, have an array of marks and signs used to identify matters of importance to their members.Ranger …woodsmen and other rural folk. Ranger signs are mostly used to mark territory, point out areas of importance or danger, and indicate safe paths.Scout …scouts, particularly those employed by armies and mercenary companies. The signs are mostly used to point out foraging areas, routes for supply trains, and significant dangers ahead.Thief …thieves and rogues. The various gangs and criminal outfits of the towns and cities use a variety of marks to point out bolt holes, easy marks, well-patrolled areas, and more.Vagabond …wandering vagabonds and pedlars. Vagabond signs are mostly used to identify safe places to sleep, villages to avoid, and sources of food and water.Set Trap (Dex) advancedFrom a simple snare, or bear-trap, to more spectacular devices like Von Grizzel’s Thief-Render, players are unlikely to venture far in the Old World without encountering traps. The Set Trap Skill measures your ability to set and disarm traps of all varieties. Anyone with the skill is automatically assumed to be able to activate and disarm traps given enough time. A Test is normally only required if attempting to use the Skill swiftly or if otherwise under pressure, or if the trap is especially complex. A selection of simple traps can be found in Chapter 11: Consumers’ Guide.Setting or disarming most traps requires an Average (+20%) Set Trap Test, but more complex devices may require an extended Test, needing several SL over multiple rounds to set. Sleight of Hand (Dex) advancedLets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.Stealth (Ag) basic, groupedAllows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modified by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. See Chapter 5: Rules for the implications of this. Of course, you can also use the Skill to escape a conflict unseen…Specialisations: Rural, Underground, UrbanOpTIOnS: ShadOwIngShadowing is following someone secretly. To do this requires a Combined perception and Stealth Test (see page 155). If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill. If you pass the perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed. IV130Swim (S) advancedYour ability to swim in water without drowning. If you have the Swim Skill, you are automatically presumed to be able to swim freely without a Test. But if you find yourself in difficult currents, racing, or fleeing from an oversized shark sent by Stromfels, the God of Drowning, a Test will be required. This may be modified by the condition of the water, or how encumbered you are by clothes, armour, and other trappings. Swim is only used in combat if you happen to be fighting in the water, where it replaces Skills like Athletics to govern Movement. If exact speeds are required, you swim at half your Movement rate, using the normal rules for moving found on page 164.Track (I) advancedYour ability to follow subtle trails left by others. Track is used to follow difficult trails across the wilderness. This is not a skill for following a set of footprints in the snow — a simple Perception test covers that — Track involves deeper knowledge and awareness used to recognise the subtle signs of a quarry’s passage. You can also attempt to hide your trail, in which case use your Track skill to oppose your pursuer’s Track Test. Often an Extended Track Test is required to follow a trail, with the Difficulty modified by how fresh the tracks are, and how suitable the ground is: damp earth betrays passage better than stony ground. The GM may also use the Pursuit rules to determine if you manage to track down a fleeing quarry (see page 166).Trade (Dex) advanced, groupedMost folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade. Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringentAverage (+20) Perception Test.Acronyms: The rulebook avoids them as much as possible, but it’s important in roleplaying games (RPGs) like Warhammer Fantasy Roleplay (WFRP — we pronounce it WuffRupp) to explain your acronyms the first time the word is used. The Gamemaster (GM) who runs the game can usually clear up any confusion.Advice: Our Characters are on hand in box-outs throughout the book to offer advice and options. Each discusses different elements of the game. If you want to know more about the Characters, refer to the WFRP Starter Set.Your WarhammerWarhammer Fantasy Roleplay and the Old World is a phenomenon over 30 years in the making, and we all have our own take on this rich and vibrant setting. That’s something we really want to celebrate, and we want your adventures to take place in your version of Warhammer. Throughout the book we present as many options as we can so that you can tailor the game to your vision, many of which are marked clearly with ‘Options:’. If anything contradicts how you want to play your game, please feel free to change it.What’s Next?In addition to this rulebook and the WFRP Starter Set, there will be regularly published supplements, sourcebooks, and adventures to support the game and expand its scope. Visit www.cubicle7.co.uk for more information, free resources for the game (including a free adventure), and to sign up to our newsletter.IIntroductIonthe borders of the Glorious empire of his Imperial majesty emperor Karl-Franz I are the impenetrable plate armour he has erected to protect his people. the empire extends to the seas, or until the land ceases to be of worth, such as the wasteland stubbornly clung to by those fools in marienburg. the Bountiful empire of his Imperial majesty emperor Karl-Franz I is of course the envy of all those who survey it, turning all eyes to covetousness. But fear not, for his Imperial majesty emperor Karl-Franz I is resolute in our defence, with unbreachable fortresses full of indefatigable soldiers at every mountain pass, river bridge, and other such strategic locations. The Empire is beset by enemies to all sides, and the defence of its borders is often compromised by the politicking nobles, from lowly barons to the Elector Counts who rule them. Fortunately, mountain ranges and coastlines form a natural barrier along much of the Empire’s borders, all of which provide natural lines of defence. Guard duty overlooking a potential invasion route is often a lonely, mind-numbingly dull affair; and, when it’s not, chances are the garrison will be overrun long before the alarm is raised. many claim the court of his Imperial majesty emperor Karl-Franz I is the heart of the empire. the emperor himself would strike such lickspittles and point out with wisdom and deep humility that it is instead the countless villages of his mighty empire that supply his limitless strength. For it is there his people nobly toil to provide food for all, to produce goods and raw materials for trade, and raise doughty warriors for the glorious state armies that protect us. It is a simple life, satisfyingly full of blessed toil, which is its own reward. In many ways, we desk-bound scholars, while unswerving in our duty to his Imperial majesty emperor Karl-Franz I, are truly envious of life in this rural paradise.Far from the courts, peasants tirelessly work the land, much as they have for longer than any can remember. The village boundary is, for most, the end of their world. Some might travel to neighbouring settlements, but such journeys are viewed with trepidation. This can lead to xenophobia, which is often acutely felt towards nearby settlements, probably due to historic conf lict over local resources; so, while a visitor from Altdorf may be treated with suspicion, villagers reserve their real hatred for that wretch from the hamlet a few miles yonder who stole their grandfather’s chicken. By the light of day, villagers may scoff at old tales of monsters, beasts, and daemons, believing in the power of their lords and gods to protect them. But as the sun sets over the forest and fields, all lock their doors securely and, in f lickering candlelight, exchange nervous glances at any unexpected sound.It is said the mighty rivers bear the lifeblood of the resplendent empire of his Imperial majesty emperor Karl-Franz I, flowing from the mineral-laden mountains to bring wealth and prosperity for all. The masters of robust riverboats and barges keep a lucrative flow of goods moving from the furthest reaches of the Empire of His Imperial Majesty Emperor Karl-Franz I to the bustling cities and ports, bringing riches beyond compare. this is all made possible by the eternal vigilance and unstinting protection offered by his Imperial majesty emperor Karl-Franz I’s Imperial navy and Imperial River Patrol, who efficiently guard all of His river-borne citizens allowing them to concentrate on their admirable hard work without pause for fear or doubt.If the rivers bear the Empire’s lifeblood, the arteries and veins they f low through are in dangerously poor condition. The Imperial Navy patrols the wide f lows of the primary rivers, and Riverwardens theoretically keep watch everywhere else, but minor waterways can go months without seeing a hint of the Emperor’s protection. As a result, wreckers and pirates can be found anywhere outside the immediate scrutiny of the authorities, and as the rivers wind through the forest depths, who knows what cruel or unnatural creatures wait to ambush passing vessels. When travelling lesser trafficked stretches, wise folk should be obviously armed and clearly ready for a fight in the hope of persuading those with ill intent to allow them to pass in favour of easier pickings. the docks of His Imperial Majesty Emperor Karl-Franz I’s ports are engineering marvels established to profit from His shrewd trade policies and diplomatic brilliance. Dealing firmly and authoritatively with lesser realms, yet always with magnanimity, his Imperial majesty emperor Karl-Franz I has ensured our extraordinary prosperity through lucrative treaties with a range of diverse peoples including the fading power of the elves from across the sea, the barbaric Kislevites to the east, and the short-sighted Wastelanders who cannot survive without the food we generously provide. But these fade into inconsequentiality when compared to the profound alliance his Imperial majesty emperor Karl-Franz I unstintingly maintains with the redoubtable dwarfs of the mountains, a wise accord that has stood since it was initiated by holy sigmar Himself, First Emperor and God-King of us all!The docks are indeed a major centre of the Empire’s power and prosperity, although the reliance on the trade they bring is often downplayed in courtly circles. While this is certainly due in part to the nobility’s disdain for commerce, it also goes against an instinct for stubborn self-reliance and a belief in their ongoing ascendency. In reality, other realms extend their power into the Empire’s ports, and none more so than the Wasteland. Marienburg merchant houses have significantly more inf luence over trade than any Reiklander will admit, and heavily armed Wastelander vessels often accompany their goods barges into the Empire. This is ostensibly to protect against piracy, but in practice it guards against an ‘accidental ’ attack by the Imperial Navy, and also openly demonstrates the growing confidence and military might of the Wasteland. the powerful and awe-inspiring towns and cities of the prosperous empire are the crown jewels of his Imperial majesty emperor Karl-Franz I’s realm. rich, cultured, pious, educated, and thriving, their extraordinary planning and awe-inspiring architecture are the envy of all, and bring wide-eyed travellers from across the world to witness their magnificence. under the nurturing rule of his Imperial majesty emperor Karl-Franz I, eachchemicals to hurl at your foes.The Trade Skill is also used for enacting a Crafting Endeavour (see page 197).Specialisations: Apothecary, Calligrapher, Chandler, Carpenter, Cook, Embalmer, Smith, TannersKIlls and talents IVWarhammer Fantasy rolepl aytAlentSWhere Characteristics represent your raw potential, and Skills are your training and experience, Talents represent all the tricks, quirks, and special abilities you have learned throughout life.gaining TalenTsDuring character creation you will automatically receive a selection of Talents (see Chapter 2: Character). After this, you can use Experience Points (XP) to purchase new Talents, or take existing ones multiple times, if allowed, from the advance scheme of your Career (see page 48).If you can take a Talent multiple times, it may have a special rule for what this means written into its description. Further, it may have an associated Skill marked under ‘Tests’ (see Talent Format): if so, for each time you have the Talent, you gain +1 SL on any successful use of a Skill tied to the Talent.talent Formatthe following explains how each talent is presented.• talent name (situation): the name of the talent. If there are parentheses, the word within describes a situation the Talent influences.• max: the maximum number of times the talent may be taken, which is normally 1 or an associated characteristic Bonus.• tests: If the talent is tied to one or more tests your character can make, the affected tests are listed here. talents tied to a test come with an extra rule: For each time you have taken the talent, you gain +1 sl on any successful use of the skill tied to the talent.• description (not titled): a description of what the talent does. masTeR TalenT lisTAccurate ShotMax: Ballistic Skill BonusYou are an exceptional shot and know where to shoot an enemy in order to inflict maximum damage. You deal your Accurate Shot level in extra Damage with all ranged weapons. Acute Sense (Sense)Max: Initiative BonusTest: Perception (Sense)One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else’s eyeshot, smelling an almost odourless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.Aethyric AttunementMax: Initiative BonusTest: Channelling (Any)Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.Alley CatMax: Initiative BonusTest: Stealth (Urban)You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.AmbidextrousMax: 2You can use your off-hand far better than most folk, either by training or innate talent. You only suffer a penalty of –10 to Tests relying solely on your secondary hand, not –20. If you have this Talent twice, you suffer no penalty at all.IV132Animal AffinityMax: Willpower BonusTests: Charm AnimalWild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young.Arcane Magic (Lore)Max: 1You either study one of the 8 Arcane Lores of Magic — Beasts, Death, Fire, Heavens, Metal, Shadow, Light, or Life — or practice a lesser known Lore, such as Hedgecraft or Necromancy. You may now memorise spells from your chosen Lore for the following cost in XP.Number of Spells Currently Known XP Cost for a new spell Up to Intelligence Bonus × 1 100 XP Up to Intelligence Bonus × 2 200 XP Up to Intelligence Bonus × 3 300 XP Up to Intelligence Bonus × 4 400 XP...and so on.So, if your Intelligence Bonus is 4, it will cost you 100 XP for the first spell, and the next 4, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in Chapter 8: Magic. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the Bless or Invoke Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.ArgumentativeMax: Fellowship BonusTests: Charm Tests when arguing and debatingYou are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL.ArtisticMax: Dexterity BonusTests: Art (Any)You have a natural talent for art, able to produce precise sketches with nothing but time and appropriate media. This ability has several in-game uses, ranging from creating Wanted Posters to sketching accurate journals, and has spot benefits as determined by the GM. Further to this, add Art (Any) to any Career you enter; if it is already in Career, you may instead purchase the Skill for 5 XP fewer per Advance.AttractiveMax: Fellowship BonusTests: Charm Tests to influence those attracted to youWhether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.Battle RageMax: Willpower BonusTests: Melee Tests when FrenziedYou are better able to control your Frenzy in combat. You can end your Frenzy with a successful Cool Test at the end of the round.Beat BladeMax: Weapon Skill BonusTests: Melee for a Beat BladeYou are trained to make sharp controlled blows to your opponent’s weapon, creating an opening for an attack or simply impeding an incoming attack. For your Action, you can choose to Beat Blade before rolling. Perform a Melee Test; if successful, your opponent loses –1 Advantage, and loses a further –1 per SL you score. This Test is not Opposed. This Talent is of no use if your opponent has no weapon, or has a larger Size than you (see page 341).Beneath NoticeMax: Fellowship BonusTests: Stealth when in plain sightThe high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.Berserk ChargeMax: Strength BonusTests: Melee on a Round when you ChargeYou hurl yourself at your enemies with reckless abandon, using the force of your charge to add weight to your strikes. When you Charge, you gain +1 Damage to all Melee attacks per level in this Talent.BlatherMax: Fellowship BonusTests: Charm to BlatherCalled ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further,of his multitudinous subjects have opportunities to better themselves and rise to lofty new stations. even the simple folk of the empire, despite their lowly and often distasteful appearance, are industrious and optimistic, always seeking new opportunities for the betterment of all.The major settlements of the Empire may feature some of the most impressive architecture, glorious palaces, and inspirational temples, but these are all surrounded by disgusting filth and squalor, staggering inequality, and incredible levels of crime and disorder. The upper classes are frequently drunk on the power they wield, or corrupted by something much worse, and so the possibility of positive change and improvement in conditions is negligible. This leads to social disorder, agitators brewing discontent, and all-too-many desperate people with little to lose.the simple, yet glorious inns of his Imperial majesty emperor Karl-Franz I’s empire are part of what binds his loyal people together. his Imperial majesty emperor Karl-Franz I himself is said to frequent them in cunning disguises in order to share in the jolly camaraderie and simple pleasures of the thankful common folk, whilst graciously not over-awing these good, honest people with His astonishing Imperial Magnificence. The Empire’s finest fare can be found in these palaces of the people, and your humble scribe heartily recommends pickled trotter as a digestive aid.Inns and taverns are a distraction from the misery of existence for many citizens of the Empire, and an entertaining diversion for many more. They can often be places where political agitators do their work to whip up sentiment against the authorities, or where witch hunters prowl for rumours of the unnatural. Con artists and robbers also ply their trade amongst the inebriated unwary, although there is also some honest respite to be had, and the scribe is right about the pickled trotter. c/o Colonel Reikhardt Mathis Sievers of the Imperial OstlandersWolfenburg’s 2nd Regiment of FootStationed in KhyprisThe Border Princes32nd Sigmarz eit, 2511 I CMy Lord Konrad von Siert, Baron of Siert and Castellan of Ostergrootsch,Greetings and salutations,Herein find a summons and general information concerning the Empire, your homeland.I am instructed to inform you that your lord and father, Duke Ottokar von Siert, officially recognises your claim to inherit his land and titles within the Reikland, and orders you to his side. Your exile in the Border Princes is at an end, and you must make immediate preparations for departure. In his wisdom, your father has employed an armed escort to assist. I am in command, and, Sigmar willing, will arrive sometime near Sonnestill. You will leave with us for the Imperial capital the following morning. Surely, such news will fill your young heart with joy, for you will finally witness the splendour of the greatest city in the Old World: Altdorf the magnificent, seat of Emperor Karl-Franz I and the Grand Theogonist of Sigmar, and current residence of House Siert, where your father holds court not far from the Imperial Zoo on Goellner Hill.I shall also take your education in hand. Those advising your father believe the present tuition you receive from Colonel Sievers, whilst certainly admirable, is too focussed on southern matters as epitomised by Holy Myrmidia - a goddess without reproach when it comes to the military, I’m sure, but hardly an expert concerning Reiklander rulership. It was decided by your father’s advisors that a true devotee of Sigmar - the Empire’s patron deity - should promptly take charge of your education. Your father, of course, agreed, for the Cult of Sigmar should always be heeded.Sadly, I must report poor Sister Bartalin, the nun assigned to this important duty, passed through Morr’s Portal when our party was but five days from Altdorf. She was the victim of a most unfortunate accident involving a bedpan, a wilted stick of celery, and a nasty fall. Thus, I humbly take her stead. For, no matter my feelings on the subject, your schooling is imperative; you have yet to set foot in the Empire, and you will be lost without proper instruction.Before we begin, let us turn to introductions: I am Guardian Alanna Graumann of the Grey Order - and let me pre-empt your assumptions: yes, I am a witch; and, yes, my name is a pseudonym. I have been in the service of your father for over fifteen years, acting as an aide, military advisor, and bodyguard, amongst other things, and am now charged to ensure you, his newly declared heir, reach Altdorf alive. To guarantee this I will, as mentioned, attend to your education, which will start immediately. Forget What You KnowThere are several matters I would have you consider before I arrive in Khypris. You likely think life in the Empire will be much the same as the sunny lifestyle you currently enjoy in the Border Princes - after all, there are the same eight days in the week, the same sun and moons, and the same gods. I regret to inform you such presumptions are incorrect: the Empire is not like the Border Princes, and you are ill-prepared for the threats it hides. Put plainly: you are not safe, and most of what you think you know will lead you to danger.~~~~~~~ ~~~~~~~~~~The GodsAs you know, throughout the Old World folk freely worship many different gods, most commonly those directly impacting their daily lives. So, if someone is hurt, one prays to Shallya, Goddess of Healing and Mercy; when a hunt fails, one prays to Taal, God of Animals and Wild Places; and if crops should wither, one turns to Rhya, Goddess of Life and Fertility. But in your homeland, one god rises head and shoulders above the others: Sigmar, who founded the Empire when mortal, and now stands as its patron deity. In the grand province where your lands lie, the Reikland, the Cult of Sigmar dominates: every village has a temple, every town has several, and the capital, Altdorf, has more holy sites dedicated to Sigmar than any bother to count. Each Festag (what the locals call the last day of the week - the one you call ‘Holiday’), all are expected to attend ‘throng’ at a local temple, where Sigmar’s priests preach lessons concerning the founder of the Empire, he who wielded the Warhammer. Further, many temples require all able-bodied folk to train at arms weekly with the local priests or their representatives, forming the core of local militias to support the State Armies. In larger towns and cities, it is only the faithful and the lost that attend these weekly duties, but in rural areas, any not attending are viewed with deep suspicion. Trust me, my lord, this is a cult you will need to understand, for most folk of the Reikland are ingrained with its customs, and you must appear to be, also. You may think you understand Sigmar because there is a shrine in Khypris. You do not.WitchesOne cannot talk of Sigmar without also discussing witches - those able to use magic. Obviously, it’s a subject close to my heart, although I prefer to be called a Magister, as I am trained by the Colleges of Magic. The folk of the Empire, like all peoples of the Old World, are solid and practical, and quick to remove dangerous elements from their communities. Given the Cult of Sigmar preaches that Sigmar was tempted and betrayed by evil witches, it will come as no surprise that in areas of strong Sigmar worship, witches are not just viewed with suspicion, they are vilified. Fortunately, the talent for witchery is very rare, but for those born with it any unexpected manifestation of their arcane powers may see them burned at the stake, even if Imperial Law states they should be taken to the Colleges of Magic.The Colleges of MagicThere is no formal centre of magical learning in the Border Princes. Those able to do magic either work it out independently, accidentally kill themselves, are hunted down, or find a master to teach them. Most such masterspractice ancient forms of magic that are certainly dangerous, ranging from supposedly benign hedge witches and seers to those who risk their very souls, including power-blinded fools like necromancers and daemonologists. In the Empire, it’s very different. To practice any magic you must have a licence, and the only way to secure one is to be a graduated Wizard of the Colleges of Magic in Altdorf, or be an Elf - they receive special dispensation for their part in founding the Colleges - assuming they register with the Colleges, of course. If you have no licence and cast magic, you are breaking the law and should be either taken to the Colleges for proper training or tried as a criminal. Most commonly, illegal witches are tried by mob and lynched. Which, to be c lear, is also illegal, although few are punished for this crime as most would prefer to see a witch dead, regardless of the legality. While murdering suspected witches may sound extreme to your ears, there are good reasons for caution: all witches channel the Winds of Magic, invisible f lows of power that course across the world, and many claim these Winds originate from the Ruinous Powers.The Ruinous PowersThe less I speak of this the better, and might I suggest you never speak of it. There is always something listening. At its simplest, whatever your current tutors pretend, the dark gods do exist. They whisper of the ruination of all things, and too many fools listen. But do the Winds of Magic blow from the Ruinous Powers, turning good folk into witches, and twisting minds and f lesh in their wake ? That’s not a question I think I can answer. What I can say is that the dark gods’ inf luence is felt at all levels of society, and those drawing too close are always changed by what they encounter. This is why folk are terrified of mutation: they believe it is a mark of damnation, a sign the dark gods now hold your soul. Even talking in the most general terms about such subjects may well bring you to the attention of the witch hunters, so remain wary for signs of this dark corruption but do not betray that you are even aware of its existence.~~~~~~~~ ~~~~~~~The Powers That Be‘In the Borderlands, all may come to power, and all may come to rule! In the Empire, we willingly wrap ourselves in chains!’Those were the ardent words of a young, idealistic agitator I met in Wissenburg. Consider what she says, for you will soon encounter those who believe it true. In the Empire, you are born to a station, and no amount of cleverness or capability will change what the gods plan, or so those in power repeatedly claim. If you are born noble, you are forever noble; born farming, forever farming. And so it remains. But as you personally know, my lord, the chance offerings of birth can be changed and manipulated by forces far from divine. And even in the Empire, new freedoms are being bought every day.The Cities and TownsFor all the stratified layers of society are supposedly immutable, the f lourishing towns and cities of the Empire, safely wrapped with high walls of stone and patrolled by liveried State Soldiers, have allowed a new class of rich merchants and burghers to rise. The Reikland, as the richest of all the Empire’s grand provinces, has a growing ‘middle’ class of such enormity it frequently rises to prominence, with rich individuals buying their way to freedom and power. An example of this are towns called ‘Freiburgs’ or ‘free towns’, meaning they self-govern without significant interference from the nobility in return for services, military support, or, most commonly, large quantities of coin. Although the concept of a Freiburg is old, never have so many been seen in such a small area as increasingly more towns are buying their freedom; although all this seemingly changes nothing for those toiling in the fields.Rural LifeWhere the towns and cities are becoming freer, it could be argued the opposite is the case for many rural communities. Over two hundred years ago, Emperor Magnus the Pious famously enshrined the rights of all to be paid for their labour, but many noble houses did not agree with this attack on their rights and continue to resist to this day. Enlightened provinces such as the lands ruled by your father, where farmers work land they lease, selling any produce they harvest at local markets for personal profit, paying taxes as determined by the local authorities, are widespread. But in some isolated regions the peasantry are forced to slave on farms they do not own, turning over almost all produce to their lieges, living in total ignorance of the freedoms the Imperial Law grants them. Many folk will put up with a lot so long as horns echo across the land each campaign season as noble lords send the State Army to rid the encroaching forest of whatever foulness has gathered.And it is there one of the greatest differences between your current home in Khypris and Sigmar’s Holy Empire lies: the endless forests. The Empire is blanketed in dense woodlands, and few dare venture into their depths, for their twisted branches hide far worse than simple bandits, beastmen, and forest goblins.TravelBisecting the Border Princes, the Khyprian Road is famous for its relative safety. Its entire six-hundred mile length is cleared on both sides for many miles, ensuring would-be bandits have few places to hide. The opposite circumstances apply in the Empire. Almost all the major roads cut through thick forests with uncounted ambush points, leaving travel by foot extraordinarily dangerous. Thus, wealthy folk travel by river as most major towns are connected by river or canal, and the major waterways of the Empire are often so wide you can barely see the opposite banks - let alone any potential wreckers hiding in the rushes - making them significantly safer than tree-lined highways where bandits lurk around every corner.Of course, sometimes a road journey is the only option, especially when one is travelling to one of the many highland fortifications or mining towns. In such circumstances, I recommend you travel by coach. These not only provide comfortable travelling conditions between all major destinations, but their routes are patrolled by road wardens, making them relatively safe. The Empire is also significantly more civilised than the Border Princes, so boasts many reliable coaching houses.~~~~~~~~~~~~~ ~~~~~~~PatrolsRecognising the threat posed by highway pillagers, all the major roads of the Reikland are patrolled by mounted squads of road wardens. Most are peacetime State Army cavalrymen put to use by local nobles, but some are privately hired, often by merchant or coaching houses, to better maintain the peace and protect expensive assets. When travelling away from the primary trade routes, the roads are not so well maintained, and some are lucky to ever see a road warden, so I suggest avoiding these dark corners of the Empire, for the local folk are often all-too-quick to take offense, all your trappings, and perhaps even your life.The rivers are similarly patrolled, but by strong-backed riverwardens in a variety of different vessels ranging from small patrol boats to small warships called Shipswords. These wardens are supported by the Imperial Navy, which is, against all the expectations of outsiders, based in the Reiksport at Altdorf, hundreds of miles upriver from the sea. The navy’s large warships patrol the waters to Marienburg, where the river Reik is often many miles wide, and very deep.The LawThe powers granted to wardens patrolling the rivers and roads, and to the watch patrolling the streets of the Empire’s towns and cities, vary significantly from province to province. Small infractions of the law normally result in stern words and spot fines, most of which never leave the pocket of the lawman concerned. In larger towns and cities, it is also common to find petty courts run by watch captainswho judge cases brought before them, handing out fines of a shilling or two for most misdeeds, with serious crimes referred to a higher authority. For such crimes, the accused is taken before a local court, most commonly officiated by a judge, noble, magistrate, or a cleric of the Goddess of Justice, Verena. These trials are rarely fair, so it is wise to never let matters proceed so far.As a lord of the Reikland, you cannot be tried by a normal court, so should you ever find yourself accused, do not be afraid to make your birthright known. Should I not be with you, send word to the Grey College and ask for me by name. I will come. To be sure you understand, only your father, as your lord, has the right to judge you. However, another noble may appeal against your father’s judgement; should this occur, only the High Lord Steward of the Reikland has the right to overrule your father in matters of criminal law.But such almost never happens. The High Lord Steward has not held court for over fifty years, for most nobles are too powerful to bring to task. Instead, deals are made, charges are dropped, and the problems disappear.Be CarefulSo, given the many risks, I hope you can understand why your father sends an escort to ensure your safety. Your inexperience with the folk of the Empire could easily lead to disaster. For all you may think a local watchman is there to help you, or a riverwarden seems a helpful fellow, they may be as corrupt as the folk they are tasked to detain. This is why I come. Let my experience be your teacher, so you need not learn from your own errors, which could prove fatal. There is a reason I use a pseudonym, and why I feel it is important not to say aught openly.There is, after all, hidden motivations behind all matters. Even this letter.I look forward to seeing you when you understand. Be careful.With faith,A GraumannGrey Guardian Alanna GraumannYour servant and guardian.~~~~~~~~Warhammer Fantasy rolepl aycharacter• •Players explore the Old World through the eyes of their Character. This chapter shows you how to make your own Character from scratch. Most begin the game as unremarkable inhabitants of the Empire — possibly destined for greatness, but no-one would guess it. That’s not to say you can’t rise from humble origins, just that you’ve got a long journey ahead, and that you’ll probably need a better pair of boots. All the information describing your Character’s abilities is recorded on a Character Sheet (see page 344). We provide ready-made Characters and sheets in the WFRP Starter Set, and online at cubicle7.co.uk. Using ready-made Characters is a great way to start playing and find out how the game works, but sooner or later you’ll want to create your own from the ground up. If you are choosing a ready-made Character, it’s still worth looking through this chapter, as it will explain what the different parts of the Character Sheet mean (especially the summary on page 44).When deciding what your Character will be like, discuss the kind of group you want to create with the other players. This makes sure that the group’s Characters complement each other and that together you will have a broad and versatile range of abilities. Your GM may also have a particular kind of game in mind, and you’ll need to make sure you have the right mix of Characters. Perhaps the GM plans for you to join a group of apprentice wizards who know one another at the Colleges of Magic? Maybe you are part of a unit of soldiers who have all deserted? Or maybe you are one of a disparate band of Reiklanders press-ganged into service by a powerful noble? Knowing this is important to help you build a suitable character which will be more fun to play.CReaTing a ChaRaCTeRThe first thing you’ll need is a blank Character Sheet (see page 344 or the downloads section of cubicle7.co.uk), or a scrap sheet of paper. Once you have that, you’ll follow nine steps to create your character. As you move through the nine steps, you’ll record the information about your character as you go. In some sections, you can either choose an option or accept the result of a dice roll to make the choice for you. You may receive bonus Experience Points (XP) for choosing to accept random outcomes, as if the Dark Gods of Chaos themselves applaud your acceptance of random chance. XP represent learning from experience and are the principal way to improve your abilities — you will be able to spend these points to enhance your character’s abilities. XP are covered in more detail in Advancement on page 43. character creatIon summary1) Species: Page 242) Class and Career: Page 303) Attributes: Page 334) Skills and Talents: Page 355) Trappings: Page 376) Adding Detail: Page 377) Party : Page 418) Bringing Your Character To Life: Page 429) Advancement: Page 431) SPecieSSummary: Choose one of the five Species.Your Character will be a Human, Dwarf, Halfling, High Elf, or Wood Elf. They are described below to help you choose, where you will also find some typical opinions each species has of the others. Alternatively, you can roll 1d100, consult the Random Species Table, and gain +20 XP if you accept the result.random specIes taBle 1d100 Species 01–90 Human 91–94 Halfling 95–98 Dwarf 99 High Elf 00 Wood Elf II24hUmans (ReiklandeR)Humans are the most numerous and widespread of the civilised species of the Old World. From the plains of the Estalian Kingdoms to the frozen oblasts of Imperial Kislev, Humans occupy every corner of the continent, and they thrive. The largest, most powerful Human realm is the Empire, a patchwork of powerful provinces blanketed in seemingly endless forests. Standing proud at the heart of this Empire, the Reikland is its richest, most cosmopolitan region.Many Reiklanders see it as their divine right to rule, for the patron god of the Empire, Sigmar, was himself a Reiklander before he ascended to godhood many centuries ago. Temples and shrines to the god are found everywhere, and the majority of Reiklanders are devout believers in Sigmar’s message of Empire and unity. Because of this, they are significantly more friendly, open, and optimistic than other folk, since what could possibly go wrong for a land that birthed a god? By comparison, outsiders often see them as arrogant, over-bearing meddlers who stick their unwanted noses into any affair.Beyond their affluent lifestyles and pushy personalities, Reiklanders are largely the same as other Humans. They may be shorter-lived than other species, but Humans possess more vigour, versatility, and ambition. They also have a seemingly inextricable relationship with the insidious horrors of the Ruinous Powers, with more Humans falling to corruption than any other species. Perhaps it’s no surprise the declining elder species grow increasingly concerned the meteoric rise of Humanity could result in cataclysm. OpinionsOn Dwarfs…‘They’ve been our allies since Sigmar walked this very city; fought with them meself back in ’05. Sure, they’re a bit stubborn, seriously vindictive and pretty blunt, but I won’t hear a word said against them.’– Reikäger Jungling, State Soldier from AltdorfOn Halflings…‘If I gets meself the sort wot eats and smokes all day, then I’m happy as Ranald in catnip. It’s when I get them without proper manners nicking me crockery or knives and forks: that I just can’t abide! They’re all smiles and shrugs when the watch come to pick ’em up, like they don’t understand what they done wrong.’– Stefan Krause, Innkeeper from StirgauOn High Elves…‘Yes, I do trade with them. And, no, don’t be ridiculous, I’ve never been turned to a pillar of salt just by looking at them. Truly, I find them graceful and urbane. Proper civilised, I’d say. But, ’tween you and me, if Verena were to ask, I might also say I find them just… odd. So very intense. Like every deal we make reallymatters.’– Dorothea Taalenstein, Merchant from KemperbadOn Wood Elves…‘Elves of the forest you say? Ain’t none of ’em around here, mate. You want to be goin’ south to Bretonnia. I hear they gots loads of them, and that they’re completely horrible!’– Siggina Gerster, Bawd from UbersreikdwaRfsDwarfs — or ‘Dawi’ as they call themselves — are legendarily gruff and stubborn. While the majority reside in vast mountainside fortresses known as Holds, most larger towns and the capital of the Reikland also have Dwarf populations. Given their clannish nature, they tend to band together, forming enclaves or districts wherever they settle. Many of the Dwarfs living in Reikland are the descendants of those driven from Fallen Holds many centuries ago, but most still consider themselves as Dwarfs of the Grey Mountains, although some have never seen a hill, let alone a mountain.Dwarf culture respects skill in crafting — chiefly stonework, smithing and engineering — and Dwarf Holds are resplendent with impressive feats of artifice. They also covet gold and jewels, mining deep beneath the mountains in the pursuit of precious metals and gemstones. However, more than these material possessions, Dwarfs venerate their elders and ancestors, and have entire religions focussing upon important progenitors. Dwarfs cannot cast spells, although their runesmiths carve artefacts with intricate runes to harness magical power. IIcharacter25Warhammer Fantasy rolepl ayHowever, their prowess as engineers is so impressive that some of their more ingenious clockwork or steam-powered devices are mistaken for magic by simpler folk. Dwarfs are squat with thick, muscular limbs and stout, broad torsos. Their features are heavy and their hair is thick. Length of hair is a mark of pride and status amongst Dwarfs, with elaborate braids and adornments demonstrating rank: to shave a Dwarf causes terrible shame. Indeed, honour is a fundamental aspect of their character. Given their long memories and proud natures, they bear grudges against those who have slighted or dishonoured them, gripping tight to their grievances for many years, even taking on the grudges borne by their ancestors, knowing their forebears will be watching over them, nursing their bitterness long after death. Whilst it might be hard for others to win a Dwarf ’s friendship, once given it is absolute. While not as ageless as the near-immortal Elves, Dwarfs can live for many centuries. Indeed, some say that as long as a Dwarf has a purpose, they will not die unless struck down in battle, such is the strength of their conviction.OpinionsOn Reiklander Humans…‘Like my father and my father afore me, I’ve been living in Reikland all me life. As folk go, they know not to mess with my business, and show the respect I deserve, as is right. Yes, they’re unreliable, and as changeable as the wind, but they’re also resourceful and shrewd, so I’d recommend them as risky business partners, as they see solutions I’d not even consider.’– Garral Herraksson, Jeweller from EilhartOn Halflings…‘They’re just not my kind of folk. Always smiling. Always fidgeting. Always talking. Always moving in big groups that just won’t shut up! When they come in my store, I like to shoo them off with a broom. Really, what have they got to be so happy about? I just don’t trust them.’– Helgi Galannasniz, Burgher from SchrabwaldOn High Elves…‘Don’t talk to me about those bloody bastards! Alrug Skycaster, my ultimate granduncle, was bloody betrayed in the bloody War of bloody Vengeance by those… those… ARGH! It’s our clan’s oldest grudge! Stood for thousands of bloody years! When I find the descendants of bloody Galanthiel Whisperthorn, by Grungni! I’m going to teach them all — every single last one of them — a lesson in manners with my axe!’– Snorrt Leivvusson, Diplomat from Karak ZiflinOn Wood Elves…‘My great grandfather thought logging forests on t’other side of the Grey Mountains would be lucrative. Ignored all the warnings, he was sure he was onto a winner. What could a bunch of skinny Elves do to him and his lads, after all? A lot, as it turned out. Only my grandfather survived, left alive to spread the message: “Keep away.” So, me and my lads are preparing a party to take revenge.’– Merig Ranvigsdottir, Villager from Azorn-KalakioptIons: anImosIty (elves)Given the long memories of dwarfs and their tendency to bear grudges, many harbour a deep resentment towards elves for their part in the War of vengeance. as such, many dwarfs have the Animosity (elves) Psychology trait (see page 190). Given some WFRP parties contain both elves and dwarfs, this may lead to unhelpful tensions. so, you may prefer to ignore this talent between party members..halflingsHalflings are ubiquitous across the Reikland, found working in service industries in all towns, with an entire district of Reikland’s capital of Altdorf, known as Haffenstadt, packed tight with hundreds of extended Halfling families supporting restaurants, taverns, pipeweed stores, and an enormous number of street-food hawkers. Halflings are also a common sight in many of Reikland’s villages, where it is not uncommon to find them employed to staff an inn or run a farm. They are communal creatures, preferring to live in close-knit family groups, sharing houses, rooms,and even beds with dozens of 26IIfriends and relatives; everyone contributes and everyone shares. This interdependent lifestyle leaves many Halflings struggling with the concept of private ownership and space.Halflings are notoriously interested in recording their lineage, and many Halfling clans can trace their ancestry back many centuries to the very founding of the Mootland (their self-governed Grand Province in the Empire). The Elder of the Moot — currently Hisme Stoutheart — is the custodian of the Haffenlyver, an ancient embroidered scroll detailing the chief bloodlines of their primary clans, said to be the greatest treasure of the Halflings. Another peculiar detail is the Halflings’ strange affinity for Ogres. Despite their ravenous appetites, and penchant for eating whatever is at hand, Ogres tend to respect Halflings. Indeed, gangs of Ogre labourers are often overseen by Halfling gaffers, and most Ogre mercenary bands have a Halfling cook on staff.Halflings are short, apple-cheeked and beardless, resembling big-eyed, round-faced (and round bodied) Human children, and their sunny dispositions and curly locks only reinforce this impression. They are known for their enormous appetites in all things and their lack of concern for personal space (they’re huggers), social boundaries (‘Well me’ great aunt’s just shacked up with me best mate, and you should hear what they’ve been up to!’), and property rights (‘It’s not like he’s using it!’); this last has landed more than one Halfling in jail for thievery. OpinionsOn Reiklander Humans…‘Stiff-necked and pious, warlike and jealous… I could go on, but good manners halts me, and, besides, I like them, and they like me pies. As long as you keep away from their temples and the hard-liners, they’re an open and pretty welcoming bunch. Good folk, and good for business.’– ‘Tubs’ Samworth Rumster XVI, Pie-seller from KaleganOn Dwarfs…‘My aunt Bessi was the greediest, as were six of her sons. But Bessi has nothing on them Dwarfs. Eyes grow as big as Mannslieb at even a scratch of gold. But, if you tell them that, they’ll growl at you like you’ve taken the last honeycake, and start scribbling notes in one of their damned books about insulting their family honour or whatnot.’– ‘Lilly’ Joseppinalina Hayfoot, Pedlar in the ReiklandOn High Elves…‘I’ve seen them on the rivers in their white ships. How do they keep them so clean? And their hair… oh, their hair… it’s like sunshine, it is. Snuck on a boat once to see what they do. Same as the rest of us, it seems, just more... earnestly.’– ‘Dainty’
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