Professional Documents
Culture Documents
Career
Limitation
Luxury Prostitute / Courtesan / Protectress
Marine Sergeant / Captain
Master Artisan
Dwarfs Only
Armourer, Blacksmith, Brewer, Builder, Carpenter,
Gunsmith, Jeweler, Stonemason, Weaponsmith
Master Engineer
Dwarfs Only
Master Thief
Mercenary Sergeant / Captain
Mercenary Veteran
Merchant
Mountaineer Trooper / Officer
Dwarfs Only
Navigator
Noble Rank 2 (Baron/Baroness, Margrave/Margravine)
Noble Rank 3 (Count/Countess)
Noble Rank 4 (Duke/Duchess)
Noble Rank 5 (Elector Grand Duke/Duchess)
Outlaw Chief
Physician
Pilot (Gyrocopter / War Balloon)
Dwarfs only
Pirate Mate / Captain
Pistolier Trooper / Officer
Pit Fighter Champion
Playwright
Racketeer
Riverwarden Sergeant
Roadwarden Sergeant
Runesmith
Dwarfs Only
Rune Master
Saboteur
Sapper
Dwarfs Only
Scholar
Scout
Sea Mate / Captain
Shipmaster
Dwarfs only
Ships Gunner
Slaver
Soldier Sergeant / Captain
Spy
Steward
Stoneshaper
Dwarfs only
Targeteer
Templar
Torturer
Veteran Warrior (Dwarven)
Dwarfs Only
Wardancer
Wood Elves Only
Watch Inspector
Watch Sergeant / Captain
Waywatcher
Wood Elves Only
Weaponmaster
Windrider
Wood Elves Only
Witch-Hunter
Wizard
Wood Elf Mage
Wood Elves Only
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+2
+ 10
+ 10
+ 10
Arcane Language Dwarf, Chemistry, Metallurgy, Secret Signs Dwarf Alchemy, Secret Signs Dwarf Engineers
Guild
Ld
+ 20
Int
+ 20
Cl
+ 20
WP
+ 20
Fel
Fel
Fel
Artisan Baker
Advance Scheme
M
WS
Skills:
Trappings:
Career Entry:
Career Exits:
BS
S
T
W
I
A
Dex
Ld
Int
Cl
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
Cook, Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan
Artisan
WP
+ 10
Fel
+ 10
Artisan Blacksmith
A blacksmith is a metalsmith who creates objects from wrought iron or steel by forging the metal, using tools to hammer, bend, and cut.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
+ 10
+ 10
Skills:
Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan, Smithing
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisans Apprentice, Artisan, Barkeeper, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmiths
Apprentice (Dwarfs Only)
Career Exits:
Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only)
Artisan Bowyer
A bowyer is a person who makes bows.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+1
+2
+ 20
+ 20
+ 10
+ 10
+ 10
+ 10
+ 10
Skills:
Carpentry, Drive Cart, Fletching, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan,
Specialist Weapon Longbow, Sure Shot
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisans Apprentice, Artisan
Career Exits:
Artisan, Targeteer
Artisan Brewer
Advance Scheme
M
WS
Skills:
Trappings:
Career Entry:
Career Exits:
S
T
W
I
A
Dex
Ld
Int
Cl
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
Brewing, Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan
Artisan, Master Artisan (Dwarfs Only)
WP
+ 10
Fel
+ 10
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
+ 10
Carpentry, Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan, Master Artisan (Dwarfs Only)
Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only)
Fel
+ 10
Artisan Builder
Advance Scheme
M
WS
Skills:
Trappings:
Career Entry:
Career Exits:
BS
BS
Artisan Calligrapher
Advance Scheme
M
WS
BS
Skills:
Trappings:
Career Entry:
Career Exits:
S
T
W
I
A
Dex
Ld
Int
Cl
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
Art, Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan, Loremaster (Dwarfs Only), Runesmiths Apprentice (Dwarfs Only)
Artisan, Explorer, Forger, Loremaster (Dwarfs Only), Playwright
WP
+ 10
Fel
+ 10
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
+ 10
Carpentry, Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only)
Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only)
Fel
+ 10
Artisan Carpenter
Advance Scheme
M
WS
BS
Skills:
Trappings:
Career Entry:
Career Exits:
Artisan Cartographer
Advance Scheme
M
WS
BS
Skills:
Trappings:
Career Entry:
Career Exits:
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
+ 10
+ 10
Art, Cartography, Drive Cart, Magic Sense, Read/Write, Scroll Lore, Secret Language Classical, Secret Language
Guilder, Secret Signs Artisan, Super Numerate
Tools according to trade, Parchment, Quill, Ink, 5D6 Gold Crowns
Artisans Apprentice, Artisan, Explorer, Scholar
Artisan, Explorer, Navigator
Artisan Cartwright
Advance Scheme
M
WS
BS
Skills:
Trappings:
Career Entry:
Career Exits:
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
+ 10
Carpentry, Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan
Artisan
Artisan Chandler
A chandler is a person who works with wax and makes candles.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
Skills:
Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisans Apprentice, Artisan
Career Exits:
Artisan
Cl
+ 10
Artisan Cobbler
A cobbler is a person who makes and repairs shoes.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
Skills:
Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan, Tailor
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisans Apprentice, Artisan
Career Exits:
Artisan
Fel
+ 10
WP
+ 10
Fel
+ 10
WP
+ 10
Fel
+ 10
Artisan Cooper
A cooper is a person who makes barrels and other staved vessels.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
+ 10
+ 10
Skills:
Carpentry, Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan, Smithing
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisans Apprentice, Artisan
Career Exits:
Artisan
Artisan Engraver
Advance Scheme
M
WS
BS
Skills:
Trappings:
Career Entry:
Career Exits:
S
T
W
I
A
Dex
Ld
Int
Cl
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
Art, Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan, Loremaster (Dwarfs Only), Runesmiths Apprentice (Dwarfs Only)
Artisan, Counterfeiter, Forger, Loremaster (Dwarfs Only)
WP
+ 10
Fel
+ 10
Artisan Fletcher
A fletcher is a person who fletches arrows.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+1
+2
+ 20
+ 20
+ 10
+ 10
+ 10
+ 10
+ 10
Skills:
Drive Cart, Fletching, Magic Sense, Marksmanship, Scroll Lore, Secret Language Guilder, Secret Signs Artisan,
Specialist Weapon Longbow, Sure Shot
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisans Apprentice, Artisan
Career Exits:
Artisan, Targeteer
Artisan Furrier
A furrier is a person who makes fur products as fur garments, fur blankets etc. and repairs, alters, cleans, or otherwise deals in furs of
animals.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
+ 10
+ 10
Skills:
Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan, Tailor
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisans Apprentice, Artisan, Hunter, Trapper, Woodsman
Career Exits:
Artisan
Artisan Glass Maker
Advance Scheme
M
WS
BS
Skills:
Trappings:
Career Entry:
Career Exits:
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
+ 10
Chemistry, Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan
Artisan
Fel
+ 10
Artisan Gunsmith
A gunsmith is a person who repairs, modifies, designs, or builds firearms.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
+ 10
+ 10
Skills:
Chemistry, Drive Cart, Magic Sense, Metallurgy, Scroll Lore, Secret Language Guilder, Secret Signs Artisan,
Smithing
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisans Apprentice, Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmiths Apprentice
(Dwarfs Only)
Career Exits:
Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Soldier
Artisan Jeweler
Advance Scheme
M
WS
Skills:
Trappings:
Career Entry:
Career Exits:
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
+ 10
Drive Cart, Gem Cutting, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan
Artisan, Master Artisan (Dwarfs Only), Merchant
Artisan Leatherworker
A leatherworker is a person who works with tanned leather to create garments and products.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
Skills:
Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisans Apprentice, Artisan
Career Exits:
Artisan
Artisan Locksmith
Advance Scheme
M
WS
BS
Skills:
Trappings:
Career Entry:
Career Exits:
Cl
+ 10
WP
+ 10
Fel
+ 10
Fel
+ 10
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
+ 10
+ 10
Drive Cart, Magic Sense, Metallurgy, Pick Lock, Scroll Lore, Secret Language Guilder, Secret Signs Artisan,
Smithing
Tools according to trade, Lockpicking Tools, 5D6 Gold Crowns
Artisans Apprentice, Artisan, Thief Burglar
Artisan, Forger, Thief Burglar
Artisan Potter
Advance Scheme
M
WS
Skills:
Trappings:
Career Entry:
Career Exits:
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
+ 10
Art, Chemistry, Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan
Artisan
Artisan Printer
Advance Scheme
M
WS
Skills:
Trappings:
Career Entry:
Career Exits:
BS
BS
S
T
W
I
A
Dex
Ld
Int
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan
Artisan, Demagogue, Playwright
Cl
+ 10
WP
+ 10
Fel
+ 10
Cl
+ 10
WP
+ 10
Fel
+ 10
S
T
W
I
A
Dex
Ld
Int
Cl
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan, Tailor
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan
Artisan
WP
+ 10
Fel
+ 10
Artisan Ropemaker
Advance Scheme
M
WS
BS
Skills:
Trappings:
Career Entry:
Career Exits:
S
T
W
I
A
Dex
Ld
Int
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan
Artisan
Artisan Sailmaker
Advance Scheme
M
WS
BS
Skills:
Trappings:
Career Entry:
Career Exits:
Fel
+ 10
Artisan Shipwright
Advance Scheme
M
WS
BS
Skills:
Trappings:
Career Entry:
Career Exits:
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
+ 10
+ 10
Boat Building, Carpentry, Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan
Artisan
Artisan Stonemason
Advance Scheme
M
WS
BS
Skills:
Trappings:
Career Entry:
Career Exits:
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
+ 10
+ 10
Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan, Stoneworking
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only)
Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only)
Artisan Tailor
Advance Scheme
M
WS
Skills:
Trappings:
Career Entry:
Career Exits:
BS
S
T
W
I
A
Dex
Ld
Int
Cl
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan, Tailor
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan
Artisan
WP
+ 10
Fel
+ 10
Artisan Tanner
A tanner is a person who tans leather and hides.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
+ 10
Skills:
Chemistry, Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisans Apprentice, Artisan
Career Exits:
Artisan
Fel
+ 10
Artisan Weaponsmith
Advance Scheme
M
WS
BS
Skills:
Trappings:
Career Entry:
Career Exits:
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+2
+ 20
+ 30
+ 10
+ 10
+ 10
+ 10
+ 10
Drive Cart, Magic Sense, Metallurgy, Scroll Lore, Secret Language Guilder, Secret Signs Artisan, Smithing
Tools according to trade, 5D6 Gold Crowns
Artisans Apprentice, Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmiths Apprentice
(Dwarfs Only)
Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Soldier
Assassin
Assassins are hired killers, thorough professionals who are expert fighters. They are expert in the use of a wide variety of weapons and
are trained to a far higher level than most Warriors, Footpads, and other petty killers. They are also skilled in the use of poisons and the
construction of traps. These skills are for hire to the highest bidder and it is not unknown for Assassins to be employed by two warring
factions to assassinate the leaders of both sides. In the Old World, the Assassin is one of the most potent tools in the armouries of
warring families, governments, and religious bodies.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 30
+1
+1
+6
+ 30
+2
+ 30
+ 20
+ 20
+ 20
+ 20
+ 20
Skills:
Conceal Rural, Conceal Urban, Disguise, Marksmanship, Prepare Poisons, Scale Sheer Surface, Shadowing,
Silent Move Rural, Silent Move Urban, Specialist Weapon Blowpipe, Specialist Weapon Fist Weapon,
Specialist Weapon Flail Weapons, Specialist Weapon Lasso, Specialist Weapon Parrying Weapon, Specialist
Weapon Throwing Knife, Specialist Weapon Two-Handed Weapon, Sure Shot
Trappings:
Garotte, Grappling Hook, Rope 10 yards, Hand Weapon, Mail Shirt, Net, Shield, 4 Throwing Knives
Career Entry:
Bounty Hunter, Cat Burglar, Duellist, Executioner, Judicial Champion, Luxury Prostitute / Courtesan / Protectress,
Pirate, Saboteur, Spy, Targeteer, Weaponmaster
Career Exits:
Crime Lord, Luxury Prostitute / Courtesan / Protectress, Mercenary, Outlaw Chief, Witch-Hunter
Battlemaster (Dwarfs Only)
Description pending
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 40 *
+ 30
+3
+4
+ 10
+ 40 *
+3*
+ 30
+ 20
+ 20
+ 20
+ 20
Notes:
* These stats may be increased beyond these scores at an increased EP cost. For WS and I, take your current score
and multiply it by 10 rounding up, that's what it will cost you to increase your stat by 10. For example, if my WS is a
76, I multiply it by 10 to get 760 round that up and it will cost me 800 EP to increase it to 86. For Attacks, take your
current A score, add one and multiply it by 100. That's how many EP's it will cost you to increase your attacks by
one. So if you have 4 attacks it will cost you 500 EP's to gain another one. WS and I may be increased beyond 100,
however a roll of 100 is always a fumble or failure depending on what you are rolling.
Skills:
Combat Acrobatics *, Daemon Lore, Disarm, Dodge Blow, Follow Trail, Frenzied Attack, Immunity to Disease,
Immunity to Fear, Immunity to Poison, Immunity to Terror, Lightning Reflexes, Ride, Shadowing, Specialist Weapon
Two-Handed Weapon, Specialist Weapon Fencing Sword, Specialist Weapon Parrying Weapon, Strike Mighty
Blow, Strike to Injure, Strike to Stun, Wit
Trappings:
The same as in previous career
Career Entry:
Judicial Champion, Mercenary, Mercenary Sergeant/Captain, Mercenary Veteran, Mountaineer Trooper/Officer
(Dwarfs Only), Pit Fighter, Pit Fighter Champion, Soldier, Soldier Sergeant/Captain, Tunnel Fighter (Dwarfs Only),
Veteran Warrior (Dwarven) (Dwarfs Only), Warrior (Dwarven) (Dwarfs Only)
Career Exits:
Judicial Champion, Knight, Mercenary Sergeant/Captain, Soldier Sergeant/Captain, Templar
Dex
Ld
Int
Cl
+ 10
WP
Fel
Dex
Ld
Int
Cl
+ 10
WP
+ 10
Fel
I
+ 20
Dex
Ld
+ 10
Int
+ 10
Cl
WP
Fel
Dex
Ld
Int
+ 10
Cl
+ 10
WP
Fel
Dex
Ld
+ 10
Int
+ 10
Cl
+ 10
WP
Fel
Ld
Int
+ 10
Cl
WP
+ 10
Fel
Butler
A Butler's primary job is of caring for a wealthy man's cellar, usually a noble's, and is in charge of large butts and little butts (bottles) of
wine and beer. Under him is typically a staff of brewers, tapsters, cellarers, dispensers, cupbearers and dapifer. Butlers are not mere
servants and their status in the house lends them a certain amount of respect in the community.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+3
+ 10
+ 20
+ 20
+ 20
+ 10
+ 10
+ 20
Skills:
Brewing, Charm, Consume Alcohol, Etiquette, Heraldry, Wit
Trappings:
Good Quality Clothes, Silver Tray, 1D6 Servants
Career Entry:
Servant Usher, Servant Valet
Career Exits:
Steward
Cat Burglar
In most Old World nations, only the eldest son of noble inherits the family fortune. Many younger sons follow a military career so as to
experience the thrilling, and bloody, pursuit of war. Others seek a celebrated status more suited to their class. So they undertake the
task of becoming skilled in the art of burglary, while developing the flair and style which will give them the notoriety they crave.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+1
+2
+4
+ 30
+ 30
+ 10
+ 20
+ 30
+ 20
+ 30
Skills:
Blather, Bribery, Charm, Concealment Urban, Dance, Etiquette, Evaluate, Gamble, Heraldry, Luck, Numismatics,
Palm Object, Pick Lock, Pick Pocket, Read/Write, Ride, Scale Sheer Surface, Secret Language Thieves Tongue,
Secret Signs Thieves Signs, Seduction, Sense Magic Alarm, Silent Move Urban, Specialist Weapon Fencing
Sword, Spot Trap, Wit
Trappings:
Black-Hooded Tunic, Expensive Clothes, Ordinary Clothes, Hand Weapon, Rope 10 Yards, Grappling Hook,
Lockpicking Tools, Townhouse, 6D6 Gold Crowns
Career Entry:
Burglar, Charlatan, Duellist, Freeman / Freewoman, Master Thief, Noble
Career Exits:
Assassin, Highwayman, Spy
Cavalier
The famous Altdorf press puts out an endless stream of low-class romantic adventure novels. These books tell tales of great daring and
true love, and they have a most unhealthy effect on many young nobles and such. These slightly disturbed young men are called
cavaliers (and by many other names behind their back) and they regard themselves as dashing, romantic figures. They chase beautiful
young noblewomen, challenge each other to duels and make a general nuisance of themselves.
Always ready to join adventurous group, their bravery and skill with sword (If you survive as a cavalier for any length of time, youre
bound to have learned something about swordplay) makes them valuable members of such parties, if other members can put up with
their antics.
Notes:
A cavalier has a lot of potential for role-playing, as they are not part of the regular army like musketeers or Templars, and thus have
more freedom as adventurers. They do not have to follow any strict code of honour like duelist either, so they are more useful in
espionage-style adventures. They should, however be played as true romantics: falling in love all the time, defying the authorities and
so on.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 20
+2
+2
+4
+ 30
+2
+ 10
+ 10
+ 10
+ 30
+ 20
+ 30
Skills:
Art, Charm, Disarm, Dodge Blow, Read/Write, Scale Sheer Surface, Seduction, Specialist Weapon Fencing Sword,
Specialist Weapon Parrying Weapon
Trappings:
Rapier, D2 Lovers, Expensive Clothes, D10 Gold Crowns, D6 Love Letters, D6 Romantic Novels
Career Entry:
Duelist, Freeman / Freewoman, Highwayman, Noble, Pistolier Trooper/Officer, Raconteur, Student
Career Exits:
Beggar, Duelist, Freelance, Pistolier Trooper/Officer
Chamberlain
Chamberlains have a role similar to Stewards in that they are responsible for the administration of the household and privates estates
of nobles or maybe even a castle. However, their masters are high ranking nobles, such as Counts, Dukes and Electors, and
Chamberlains control their access. A Chamberlain will often be a friend or close confidant of his master and will be privy to many
political secrets as a result. Chamberlains are themselves influential individuals and they maybe masters of their own manors, usually
given to them by their masters as reward for years of hard work and service.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+4
+ 20
+ 20
+ 30
+ 30
+ 30
+ 20
+ 30
Skills:
Blather, Charm, Court Intrigue, Dynastic Knowledge, Etiquette, Evaluate, Heraldry, Influence, Intimidate, Read/Write,
Stewardship, Super Numerate
Trappings:
Good Quality Clothes, 1D3 Scribes, 1D3 Clerks, 1 Bailiff
Career Entry:
Steward
Career Exits:
Diplomat, Lawyer, Merchant, Noble Rank 2 (if requirements of nobility met), Scholar, Spy
Charlatan
The Charlatan is a trickster; a cunning liar with the ability to convince people of almost anything. People who really ought to know better
can find themselves believing that bottles contain a new wonder-medicine that will cure all their ills or that, for a small fee, their homes
will be free of rats and bugs for good.
Needless to say, the Charlatan relies upon a glib tongue and natural charm, but the ability to size up an audience - to assess their
credulity and anticipate what they will want to hear - is a Charlatan's most vital skill.
Charlatans frequently rely on a disguise - not to conceal their true appearance, but to present the kind of 'front' an audience will find
acceptable. Thus, a Charlatan might don the robes of a Physician to sell miracle cures or present the appearance of an Artisan,
Alchemist, or Wizard in order to lend dubious merchandise an air of authenticity.
While many Charlatans make a living working audiences and selling large quantities of fairly low-cost items, some specialise in selling
bridges and other monuments.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+4
+ 20
+ 20
+ 20
+ 20
+ 20
+ 20
+ 30
Skills:
Blather, Charm, Disguise, Evaluate, Mimic, Palm Object, Public Speaking, Seduction, Wit
Trappings:
Hand Weapon, 1D6 Hats (assorted), Ordinary Clothes, Quality Clothes, University Reference (forged), War Medals
(fake), 1D6 Bottles of various colored water, 1D4 Bottles of various colored powder
Career Entry:
Agitator, Alchemists Apprentice, Clerk, Entertainer Bunko Artist, Entertainer Fortune Teller, Gambler, HedgeWizards' Apprentice, Hypnotist, Jester, Librarian, Minstrel, Pharmacist, Physicians Student, Playwright, Raconteur,
Seer, Thief, Wizards Apprentice
Career Exits:
Cat Burglar, Demagogue, Spy
Chef
Almost every merchant or noble house have a cook. Many times this is a Halfling. Most of the Halflings working as cooks belong to the
Cooks' Guild, a public association of Halfling with the purpose to provide reliable cooks (i.e. cooks which will not poison the food).
The few Halflings passing special cookery test are allowed to enter in the highly respected ranks of the Chef, cooks able and reliable
enough to enter in the service of the highest nobility and the most powerful merchants.
Their Guild, the so called 'Cake Fellowship', has the secret purpose to help those Halflings in troubles. Indeed, this can happen very
often, when you're only 3 or 4 feet tall, you aren't not as strong as a dwarf and most of the humans thought you're only good to cook.
Because of this role, this secret association often has contact with the clerics of Ranald. Often Ranald clerics become a Chef
(Esmerelda says nothing about stealing), gaining the possibility to enter the richest houses with little or no effort.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+1
+3
+ 10
+ 20
+ 10
+ 20
+ 20
+ 20
Skills:
Cook, Detect Poison, Etiquette, Herb Lore, Identify Plants, Secret Language Thieves Tongue
Trappings:
White Chef's Hat, White Apron, Cooking Utensils, Set of 6 Sharp Cooking Knives (Never Used For Other Than
Cooking!), Pots and Pans, 1D6 Cookery Books
Career Entry:
Cook
Career Exits:
Innkeeper
Cleric
See Magic Careers List for details
Counterfeiter
Counterfeiters are more adept criminals than the lowly clipper. Instead of merely tampering with the coinage they actually make their
own, melting down coins and reminting them with a little less gold or silver and perhaps a little lead to make up the weight.
Counterfeiters can make their own coin dies, either from scratch or by using original coins.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+3
+ 20
+ 20
+ 10
+ 10
+ 10
+ 10
+ 10
Skills:
Art carve coin dies, Metallurgy, Numismatics, Super Numerate
Trappings:
Blank Coin Die, Metalworking Tools, 3D6 Gold Coins (genuine) , 3D6 Gold Coins (counterfeit)
Career Entry:
Alchemists Apprentice, Artisan Engraver, Forger, Master Thief, Thief Clipper
Career Exits:
Fence, Thief General
Crime Lord
Crime is well organized in the large cities of the Old World. In some places, things are organized in guild fashion with a Guildmaster at
the top surrounded by trusted lieutenants. In other places, such as Tilean City-States, these organizations are like a family business
with the head of the extended family ("Don", or "Padrone" in Tilean families) as "Boss" surrounded by his sons and other trusted family
members. These Crime Lords usually control most of the illegal activities in their areas of control (smuggling, extortion, slavery, illegal
gambling, and loan sharking).
These activities are covered by legitimate ones (mostly the Family-run operations) such as trade and craft. In addition, many Crime
Lords contribute to openly philanthropic causes, especially for the poorer classes. The Street or Punk Gangs are the exception to this
as they deal with the world on their own violent terms.
Would-be Crime Lords have to either take over a current Crime Lord's territory or carve out a piece of that territory. Either way, the
would-be Crime Lord would have to initiate gang warfare. A would-be Crime Lord can become a Crime Lord in fact only by surviving
such a war and gaining territory and exclusively directing criminal activity therein. Ensuing warfare can erupt at any time.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+1
+1
+4
+ 20
+1
+ 20
+ 40
+ 20
+ 20
+ 20
+ 20
Skills:
Bribery, Charm, Dance, Embezzling, Etiquette, Evaluate, Numismatics, Secret Language - Guilder, Specialist
Weapon - Firearms, Spot Trap, Street Fighter, Torture
Trappings:
Hand Weapon, Hidden Pistol with powder and ammunition for 10 shots, Townhouse, Warehouse(s), 10D6 Gold
Crowns, 2D6 Bodyguards, 2D6 Racketeers
Career Entry:
Assassin, Outlaw Chief, Racketeer, Slaver
Career Exits:
none
Daemon Slayer (Dwarfs Only)
Few Dragon Slayers survive encounters with Dragons or their kin. Those that do survive become despondent fearing no redemption of
their lost honor. To these outcasts, only one last foe remains: Daemons. Although rarely encountered, Daemon Slayers are often
found on the fringe of the Chaos Wastes. They can also be found wherever Daemonologists and Chaos sorcerers are known to
frequent. Daemon Slayers are similar in appearance to Dragon Slayers, but a little more unhinged. Due to their new quarry, Daemon
Slayers automatically receive D6 insanity points.
This Advance Scheme supersedes Stone & Steel.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 50
+4
+5
+ 16
+ 40
+4
+ 30
+ 20
+ 10
+ 40
+ 30
Skills:
Daemon Lore, Immunity to Disease, Immunity to Terror, Shadowing
Trappings:
Two-Handed Axe, Two-Handed Flail, Two-Handed Sword, Mail Shirt, Ritual Scarring
Career Entry:
Dragon Slayer (Dwarfs Only)
Career Exits:
Nil
Psychology:
Hates Goblins, Orcs, Hobgoblins, Trolls, Giants, Dragons and Daemons, Animosity to Elves.
Insanity:
D6 Insanity Points
Demagogue
Demagogues are popular Agitators, characters seen as the leaders or champions of particular causes. They are highly-skilled and
sophisticated characters, able to arouse a great weight of popular opinion; they are also far more likely to attract the attention of the
authorities.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+4
+ 20
+1
+ 30
+ 10
+ 20
+ 20
+ 40
Skills:
Blather, Public Speaking, Read/Write
Trappings:
Hand Weapon, Leather Jack, Pamphlets
Career Entry:
Agitator, Artisan Printer, Charlatan, Cleric, Entertainer, Lawyer, Outlaw Chief, Playwright, Raconteur, Saboteur,
Servant Herald, Teller (Wood Elves Only)
Career Exits:
Mercenary, Outlaw Chief, Playwright
Diplomat
Diplomats are almost invariably of the nobility and serve as ambassadors to (usually) high ranking nobles or maybe even a king or
emperor. They are sent for a myriad of reasons: negotiating political deals, such as peace treaties, hostage or prisoner releases; and
matters of trade, commerce and economics. A Diplomat is required to be firm, loyal and dedicated, have excellent speaking skills and a
shrewd manner. Typically if a Diplomat successfully delegates a trade or commerce pact he is usually entitled to a percentage of the
revenue the new deal generates, therefore Diplomats are often very wealthy. Some Diplomats are so shrewd and cunning that they
garner a deal for their own ends but at the same time would also be beneficial to both factions. Aside from the obvious financial benefits
of being a Diplomat there can be dangers too. More often than not they must travel through dangerous areas, sometimes even alone,
and there is no guarantee that those they visit will have the best of intentions towards them. As befits someone with the title of Diplomat
they often make many enemies throughout their lives and many fear assassination.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+4
+ 30
+ 20
+ 30
+ 40
+ 30
+ 30
+ 40
Skills:
Acting, Blather, Charm, Court Intrigue, Dynastic Knowledge, Etiquette, Evaluate, Heraldry, Influence, Intimidate, Law,
Linguistics, Public Speaking, Read/Write, Secret Language Classical, Seduction, Speak Additional Language, Wit
Trappings:
Expensive Clothes, Hand Weapon, 2D6 Bodyguards, Town House
Career Entry:
Chamberlain, Lawyer, Linguist, Noble Rank 2, Scholar
Career Exits:
Explorer, Lawyer, Noble Rank 3 (if requirements of nobility met), Scholar, Spy
Dragon Slayer (Dwarfs Only)
For those unfortunate Giant Slayers who survived encounters with Giants or other dangerous foes in unequal combat, another level of
creature exists to deliver unto these clanless Dwarfs the death they seek: Dragons. As in their earlier careers of Troll Slayers and Giant
Slayers, Dragon Slayers retain the customary bright orange dye in their hair with animal fat rubbed in to make it stiff and spiky. They
also retain their outrageous tastes in jewelry and tattoos. To this they add ritual scarring, usually resembling claw marks racked across
the chest, face, and arms. Dragon Slayers single-mindedly search for their unusual quarry, tracking any wild rumor to find their lair.
Dragon Slayers automatically receive D3 insanity points upon entering this career.
This Advance Scheme supersedes Stone & Steel.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 40
+3
+4
+ 12
+ 30
+3
+ 20
+ 10
+ 30
+ 10
Skills:
Consume Alcohol, Follow Trail, Frenzied Attack, Immunity to Fear, Immunity to Poison
Trappings:
Two-Handed Axe, Two-Handed Flail, Two-Handed Sword, Mail Shirt, Ritual Scarring
Career Entry:
Giant Slayer (Dwarfs Only)
Career Exits:
Daemon Slayer (Dwarfs Only)
Psychology:
Hates Goblins, Orcs, Hobgoblins, Trolls, Giants and Dragons, Animosity to Elves.
Insanity:
D3 Insanity Points
Druidic Priest
See Magic Careers List for details
Duellist
Duellists are famous for their fighting prowess, either with hand-to-hand weapons such as swords or with missile weapons. The
Duellist's favourite weapons are the fencing sword and the duelling pistol, a primitive and unreliable gunpowder weapon, whose
propensity to explode does not endear it to sane people. Duellists, however, seem to relish the added danger. They follow a very
precise code of behaviour and conducting a duel in the correct manner is almost more important than actually winning it; Duellists tend
to be arrogant and contemptuous of lesser mortals and are always ready to demand instant satisfaction for any slight or insult, real or
imagined. Many are the younger sons of noble families, who have turned to duelling for excitement. Their activities do not endear them
to the authorities, but in most parts of the Old World duels are not actually illegal and Duellists are protected by a number of archaic
unrepealed laws.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 30
+1
+3
+3
+ 20
+2
+ 20
+ 10
+ 20
+ 30
+ 20
Skills:
Disarm, Dodge Blow, Etiquette, Marksmanship, Specialist Weapon Fencing Sword, Specialist Weapon Pistol,
Specialist Weapon Parrying Weapon, Strike Mighty Blow, Strike to Injure, Strike to Stun, Sure Shot
Trappings:
Left-Hand Dagger, Long Sword or Rapier, Pair of Duelling Pistols with powder and ammunition for 10 shots
Career Entry:
Cavalier, Freeman / Freewoman, Highwayman, Judicial Champion, Noble, Pistolier Trooper/Officer, Protagonist,
Weaponmaster
Career Exits:
Assassin, Cat Burglar, Cavalier, Freeman / Freewoman (if requirements of nobility met), Highwayman, Marine
Sergeant/Captain, Mercenary Sergeant/Captain, Soldier Sergeant/Captain, Weaponmaster
Explorer
Explorers travel wide and seek out new commodities and open up new areas for trade. Their work often takes them into wild
unexplored areas and they need to be skilled fighters as well as skilled merchants.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+1
+2
+6
+ 20
+1
+ 20
+ 20
+ 30
+ 20
+ 20
+ 20
Skills:
Cartography, Drive Cart, Evaluate, Follow Trail, Law, Linguistics, Orientation, Read/Write, Ride
Trappings:
1D6 Maps, Horse, Saddle, Harness, Hand Weapon, Mail Shirt, Bow or Crossbow, 2D6 Arrows/Crossbow Bolts,
Shield, 1D3 Muleteers each with 1D10 Pack Horses or a Merchant Ship with Crew, 2D6 Mercenaries, 2000 Gold
Crowns in coin and trade goods
Career Entry:
Artisan Calligrapher, Artisan Cartographer, Diplomat, Jaeger Rifleman/Officer, Marine Sergeant/Captain,
Mercenary Sergeant/Captain, Merchant, Mountaineer Trooper/Officer (Dwarfs Only), Navigator, Pirate Mate/Captain,
Scholar, Scout, Sea Mate/Captain, Soldier Sergeant/Captain, Windrider (Wood Elves Only)
Career Exits:
Archer Sergeant/Captain, Artisan Cartographer, Librarian, Marine Sergeant/Captain, Mercenary Sergeant/Captain,
Navigator, Noble Rank 3 (if requirements of nobility met), Pirate Mate/Captain (without needing to be Mate first),
Sea Mate/Captain (without needing to be Mate first), Soldier Sergeant/Captain, Spy
Far Rider (Wood Elves Only)
The finest of the Glade Riders are sometimes called upon to undertake particular tasks, scouting out enemy positions, carrying
messages and supplies to remote settlements, or leading their comrades into battle. Their travels often take them deep into the
barbarous lands of the Empire or Bretonnia, where only guile, cunning and a familiarity with the guttural languages spoken by the
humans keep them from being hunted down and murdered as spies. These skilled individuals are known as Far Riders.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+1
+4
+ 20
+1
+ 10
+ 10
+ 10
+ 10
+ 10
Skills:
Concealment Rural, Disarm, Dodge Blow, Secret Signs Waywatcher, Shadowing, Silent Move Rural, Secret
Language Ranger, Speak Additional Language Old Worlder (generally Breton or Reikspiel dialects), Specialist
Weapon Lance, Specialist Weapon Two Handed
Trappings:
Elven steed (with trappings and harness), Elven Bow and 2D6 arrows, Sleeved Mail Shirt, Sword or Axe, Shield,
Spear
Career Entry:
Glade Rider (Wood Elves Only)
Career Exits:
Spy, Glade Champion (Wood Elves Only), Wardancer (Wood Elves Only), Waywatcher (Wood Elves Only), Windrider
(Wood Elves Only), Wood Elf Scout (Wood Elves Only)
Fence
Most tradesmen are open to deals that may not be completely legal. To the fence these deals are a way of life. They are experts in
obtaining and disposing of stolen goods. Given time a fence can lay their hands on almost anything, even things which are prohibited
by law.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+4
+ 20
+ 10
+ 10
+ 20
+ 10
+ 10
+ 10
Skills:
Evaluate, Magic Sense, Palm Object, Super Numerate
Trappings:
Large Overcoat with numerous internal pockets, Silk Handkerchiefs, Small Pieces of Jewelry
Career Entry:
Bawd, Counterfeiter, Footpad, Innkeeper, Master Thief, Pedlar, Racketeer, Smuggler, Thief Burglar, Thief
Clipper, Thief Embezzler, Thief Fisher, Thief Pick Pocket, Tomb Robber, Trader
Career Exits:
Thief Any Type, Trader
Forger
Forgers are essentially artists. Rather than producing works of art, however, they turn their hand to reproducing items which can
command a high price, such as documents, letters and seals. They can copy handwriting with complete accuracy, provided they are
given a sample to work from, and are familiar with a wide variety of documents, inks, seals and writing materials.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+3
+ 10
+ 40
+ 10
+ 20
+ 20
+ 20
+ 20
Skills:
Art can carve seals and forge documents and handwriting, Read/Write
Trappings:
Engraving Tools, Hand Weapon, Magnifying Glass, Writing Equipment
Career Entry:
Artisan Calligrapher, Artisan Engraver, Artisan Locksmith, Scribe
Career Exits:
Counterfeiter, Thief Any Type
Free Lance
Just as warriors of lower social orders can become mercenaries, squires or nobles may offer their services as a freelance. Basically
they are either titled aristocrats with a taste for adventure or expert cavalrymen from lower orders that offer to put themselves in the
front line. Financial considerations take precedence over the dictates of honour and chivalry, and some lacking an employer take up the
role of protagonists.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+3
+1
+4
+ 20
+2
+ 20
+ 30
+ 10
+ 30
+ 10
Skills:
Disarm, Dodge Blow, Etiquette, Heraldry, Ride Horse, Secret Language Battle Tongue, Specialist Weapon
Lance, Specialist Weapon Flail Weapons, Specialist Weapon Parrying Weapon, Specialist Weapon TwoHanded Weapon, Strike Mighty Blow, Strike to Injure, Strike to Stun
Trappings:
Full Plate Armor, Horse, Saddle, Harness, Horesmans Axe or Morning Star, Lance, Shield, 1D6 Gold Crowns
Career Entry:
Cavalier, Freeman / Freewoman, Glade Champion (Wood Elves Only), Knight, Mercenary Sergeant/Captain, Noble
Rank 1, Pistolier Trooper/Officer, Soldier Sergeant/Captain, Squire, Templar
Career Exits:
Knight, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Noble Rank 3 (if requirements of nobility met),
Soldier Sergeant/Captain, Templar, Weaponmaster
Giant Slayer (Dwarfs Only)
Becoming a Giant Slayer is a peculiarly Dwarfish business, bound up with Dwarvish psychology. An outcast Dwarf who has not found
death as a Troll Slayer may go on to seek out even greater danger; Giant Slayers customarily dye their hair bright orange, rubbing in
animal fat to make it stiff and spiky. Their taste in jewellery is carried over from their careers as Troll Slayers, as - of course - are their
tattoos. Giant Slayers are obsessed with locating and destroying their particular quarry, although they will not turn away from any
situation in which they stand a good chance of being killed.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+2
+3
+8
+ 20
+2
+ 10
+ 20
Skills:
Dodge Blow, Secret Language Battle Tongue, Specialist Weapon Flail Weapons, Specialist Weapon TwoHanded Weapon, Strike Mighty Blow
Trappings:
Two-Handed Axe, Two-Handed Flail
Career Entry:
Pit Fighter, Troll Slayer (Dwarfs Only)
Career Exits:
Dragon Slayer (Dwarfs Only)
Psychology:
Hates Goblins, Orcs, Hobgoblins, Trolls and Giants, Animosity to Elves.
Glade Champion (Wood Elves Only)
Awesome to behold in battle, a Glade Champion commands the wood elven forces in combat, representing the finest warriors in
Atheloren society. Unlike the Wardancer, Champions are expert horsemen and archers, with no equal in the Warhammer World. When
not at war they tend to a magnificent herd of elven steeds, leading them upon a great black roan, and train the Glade Riders. When the
forest calls out in dire need, its Champions will respond.
This career is mainly for NPCs; a player character Champion will need a very good reason for operating away from their settlement.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 40
+1
+2
+6
+ 30
+2
+ 20
+ 30
+ 20
+ 20
+ 20
Skills:
Animal Training, Arcane Language Elven, Concealment Rural, Disarm, Dodge Blow, Secret Signs Waywatcher,
Silent Move Rural, Secret Language Ranger, Speak Additional Language Old Worlder (generally Breton or
Reikspiel dialects), Specialist Weapon Lance, Specialist Weapon Lasso, Specialist Weapon Two Handed,
Strike To Injure
Trappings:
Elven steed (with trappings and harness), Saddlebags, Elven Bow and 3D6 arrows, Helmet, Mail Coif, Sleeved Mail
Shirt, Mail Leggings, Sword or Axe, Shield, Lance, Herd of 6D6 Horses for Breeding
Career Entry:
Far Rider (Wood Elves Only), Glade Rider (Wood Elves Only), Wardancer (Wood Elves Only), Windrider (Wood
Elves Only)
Career Exits:
Wardancer (Wood Elves Only), Waywatcher (Wood Elves Only), Windrider (Wood Elves Only), Wood Elf Scout
(Wood Elves Only)
Gunner
Gunners are military specialists skilled in the use of bombards, cannons and/or mortars. As a result of long periods of time spent using
these noisy, unreliable and often dangerous weapons, many gunners tend to be a little hard of hearing and somewhat eccentric, but
they can readily find employment in the armies of the Old World. A gunner is a captain who oversees the loading and firing of the guns
by a crew of unskilled or semiskilled soldiers.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 20
+1
+1
+2
+ 20
+ 20
+ 30
+ 10
+ 20
+ 10
+ 10
Skills:
Drive Cart, Engineer, Specialist Weapon Bombs, Specialist Weapon Firearms
Plus either Specialist Weapon Bombard, Specialist Weapon Cannon, Specialist Weapon Mortar
Trappings:
Artillerists Charts and Tables
Career Entry:
Alchemist (Dwarven) (Dwarfs Only), Archer, Archer Sergeant/Captain, Artillerist, Engineer (Dwarfs Only), Master
Engineer (Dwarfs Only), Marine Sergeant/Captain, Mercenary, Mercenary Sergeant/Captain, Pilot (Gyrocopter / War
Balloon) (Dwarfs Only), Sapper (Dwarfs Only), Shipmaster (Dwarfs Only), Ships Gunner, Soldier, Soldier
Sergeant/Captain
Career Exits:
Archer Sergeant/Captain, Artillerist, Marine, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Ships Gunner,
Soldier Sergeant/Captain
Hedge-Wizard
See Magic Careers List for details
High Elf Mage (High Elves Only)
See Magic Careers List for details
Highwayman
Highwaymen make a living by stopping and robbing coaches as they travel the roads of the Old World. But they are more than mere
robbers; as much as anything. Highwaymen are concerned with style and they are sometimes referred to as the nobility of thieves.
Even when working, they never appear less than immaculately dressed and, in many areas, they vie with each other as much over the
standards of apparel as over the number of coaches they rob. They affect huge cloaks over frilly white shirts (silk, naturally) and wear
large three-cornered hats with at least one huge and outrageously-coloured feather. Their masks are simple but elegant, of the type
worn at fashionable costume balls; the height of fashion is to have the mask and its eyeslits edged with silver or gold leaf.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+1
+1
+2
+ 40
+1
+ 30
+ 20
+ 20
+ 20
+ 30
Skills:
Animal Care Horse, Etiquette, Evaluate, Marksmanship, Ride Horse, Silent Move Rural, Silent Move Urban,
Specialist Weapon Fencing Sword, Specialist Weapon Pistol, Trick Riding, Wit
Trappings:
Horse, Saddle, Harness, Hand Weapon, Mask, Clothing (of finest quality), Pair of Pistols with powder and
ammunition for 20 shots
Career Entry:
Cat Burglar, Coachman, Courier, Duellist, Footpad, Outlaw, Outlaw Chief, Outrider, Pistolier Trooper/Officer,
Roadwarden, Roadwarden Sergeant, Toll-Keeper
Career Exits:
Cavalier, Duellist, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Outlaw Chief, Pistolier Trooper/Officer,
Soldier Sergeant/Captain
Innkeeper
Many are the men who have dared the surrounding lands and opened up a Coaching Inn, or even a Tavern in one of the larger cities.
These people are often resourceful and competent, enjoying quite some respect in the immediate neighborhood. It's a hard job, and
many Innkeepers find it useful to have some fighting experience to lean back on.
Advance Scheme
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I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 10
+2
+1
+4
+ 20
+1
+ 10
+ 20
+ 10
+ 20
Skills:
Blather, Brewing, Bribery, Charm, Consume Alcohol, Cook, Disarm, Numismatics, Strike Mighty Blow, Specialist
Weapon Two Handed Weapons, Strike To Stun
Trappings:
Inn
Career Entry:
Barkeeper, Chef, Cook, Trader
Career Exits:
Fence, Merchant
Lawyer
Lawyers make a long study of the processes of law in the Old World and of legal systems in general. They are professionals, occupy a
fairly high station in life, and are generally respected. Their most prized possession is their reputation their own reputations as lawyers
and the reputation of their home town and its legal system. It is this reputation, above everything else, that ensures the lawyer a steady
stream of fees, and many lawyers will be extremely wary of taking on a case which they are not sure they can win. Some junior lawyers,
however, may be willing to take the risk of fighting an unusual case or one which is likely to excite public interest, for winning such a
case will increase their reputation and professional standing. Although legal systems differ from town to town and region to region, they
have many aspects in common and a lawyer will be able to cope with an unfamiliar legal system after a little research.
Advance Scheme
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WS
BS
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I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+2
+ 20
+ 10
+ 30
+ 40
+ 20
+ 30
+ 10
Skills:
Etiquette, Law, Public Speaking, Read/Write, Secret Language Classical, Secret Signs Lawyer
Trappings:
Hand Weapon, Lawyers Wig and Gown, 10D6 Gold Crowns
Career Entry:
Arbiter, Chamberlain, Diplomat, Exciseman, Freeman / Freewoman, Librarian, Linguist, Master Thief, Scribe,
Steward, Student
Career Exits:
Arbiter, Demagogue, Diplomat, Librarian, Linguist, Merchant, Noble Rank 2 (if requirements of nobility met),
Raconteur
Librarian
A librarian is responsible for the running of a library, supervising a number of clerks who shelve and repair books and manage the
collection. The librarian will have developed the catalogue system and is generally the only one who knows where anything is. Scholars
see them as failed teachers. Students and patrons see them as the guardians of books and the enforcers of silence. They see
themselves as caretakers of the past. A book or scroll is a window to the past and must be preserved most will argue. Librarians will
always seek new material, and will protect the collection as if it where their own.
Advance Scheme
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WS
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W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 20
+ 10
+ 30
+ 20
+ 20
+ 20
Skills:
Evaluate, History, Linguistics, Lip Reading, Read/Write, Secret Language Classical
plus, if specialist:
Geographical Librarian:
Astronomy, Cartography, Navigation:
Law Librarian:
Law, Super Numerate
Magick Librarian:
Magical Awareness, Rune Lore, Secret Language Magick, Scroll Lore
Medical Librarian:
Herb Lore, Surgery
Religious Librarian:
Scroll Lore, Theology
Trappings:
Reading Glasses, Writing Equipment, 1D4 Books on Various Topics, Book Knife (Treat as Improvised Weapon),
Spool of Binding Twine, 3D6 Gold Crowns
Career Entry:
Cleric, Clerk, Explorer, Lawyer, Scholar, Scribe, Student, Wizard
Career Exits:
Charlatan, Cleric, Lawyer, Scholar, Wizard
Linguist
In the Old World there is a scarcity of people versed in more than one language and those that can are highly sought after by nobles,
merchants and the military. A Linguist is one such individual, skilled in several languages as well as aspects of law and composing
letters. Linguists are vitally important in gatherings where parties speak different languages and, because of their importance, Linguists
occupy a high ranking position in society and are paid very well; more often than not they can also be rewarded with titles and land in
exchange for their services.
Advance Scheme
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WS
BS
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T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+3
+ 30
+ 40
+ 20
+ 30
+ 30
Skills:
Etiquette, Law, Linguistics, Public Speaking, Read/Write, Secret Language Classical, Secret Signs Lawyer,
Speak Additional Language (D6 Languages)
Trappings:
Hand Weapon, Expensive Clothes, D4 Foreign Dictionaries
Career Entry:
Interpreter, Lawyer, Scholar
Career Exits:
Diplomat, Lawyer, Noble Rank 1 (if requirements of nobility met), Scholar
Lodefinder (Dwarfs Only)
A lodefinder is a highly skilled and experienced Dwarf miner. Their knowledge of the rock has become instinctive, and they can locate
ore and gems by the smell, taste and feel of the rock. They have a similar ability to detect weaknesses and predict cave-ins and other
underground accidents. Lodefinders are the elite of the Dwarf mining community, and are often put in charge of excavations.
Advance Scheme
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WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+2
+ 10
+ 10
+ 10
+ 20
+ 20
+ 20
Skills:
Animal Care Mule, Carpentry, Cartography, Dowsing, Earth Lore, Metallurgy, Orientation, Scale Sheer Surface,
Stoneworking
Trappings:
Hand Weapon, Pack, Pick, Shovel, Mule
Career Entry:
Miner, Prospector
Career Exits:
Artisan's Apprentice, Engineer (Dwarfs Only), Sapper (Dwarfs Only), Stoneshaper (Dwarfs Only)
Mercenary Veteran
Many Mercenaries never achieve the rank of Sergeant or Captain, but go on fighting to make a living. Those who survive become
expert warriors, skilled in the art of survival on and around the battlefield. Often chosen by officers to conduct raids on enemy lines and
keep the not so experienced Mercenaries in line. To become a Mercenary Veteran, one has to participate in many campaigns and often
fight against overwhelming odds. But those who survive become the veterans of war, the experts even kings and generals respect.
Description pending
Advance Scheme
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BS
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T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 30
+2
+2
+6
+ 20
+2
+ 10
+ 30
+ 10
+ 30
+ 10
+ 20
Skills:
Animal Care, Bribery, Concealment Rural, Consume Alcohol, Disarm, Dodge Blow, Drive Cart, Follow Trail, Ride,
Secret Language Battle, Silent Move Rural, Specialist Weapon Two Handed Weapons, Specialist Weapon Flail,
Specialist Weapon Parrying, Specialist Weapon Fist Weapons, Street Fighter, Strike Mighty Blow, Strike To
Injure, Wrestling, Sixth Sense
Trappings:
Full Helm, Mail Shirt, Shield, Hand Weapon, Bow or Crossbow, 2D6 Arrows/Crossbow Bolts, Specialist Weapon
Career Entry:
Marine, Marine Sergeant/Captain, Mercenary, Mercenary Sergeant/Captain, Soldier Sergeant/Captain, Veteran
Warrior (Dwarven) (Dwarfs Only), Warrior (Dwarven) (Dwarfs Only), Watch Captain
Career Exits:
Archer Sergeant/Captain, Artillerist, Battlemaster (Dwarfs Only), Bounty Hunter, Judicial Champion, Marine
Sergeant/Captain, Mercenary Sergeant/Captain, Outlaw, Soldier Sergeant/Captain, Weaponmaster
Merchant
Merchants make a living by trading in goods. Unlike Traders, they do not often deal directly with the public; they are generally
wholesalers rather than retailers. Dealing in anything that will show a profit, Merchants travel widely to acquire and transport goods and
attend all the great urban markets. Trading at the lesser country markets and fairs is usually left to underlings. Merchants will often be
powerful and respected members of local councils and other governing bodies and the Merchants' Guild is a powerful organisation in its
own right. Merchants are invariably wealthy and maintain at least one town house and several warehouses as well.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+2
+ 20
+ 10
+ 30
+ 30
+ 20
+ 20
+ 20
Skills:
Evaluate, Haggle, Numismatics, Read/Write, Ride, Secret Language Classical, Speak Other Language, Super
Numerate
Trappings:
Town House, Warehouse, 2500 Gold Crowns (for trading), 1D3 Scribes, 1D3 Muleteers each with 1D10 Pack Horses
or a 75% share in a Merchant Ship with Crew
Career Entry:
Artisan Jeweler, Chamberlain, Diver (Sea Elves Only), Exciseman, Innkeeper, Lawyer, Luxury Prostitute /
Courtesan / Protectress, Master Artisan (Jeweler) (Dwarfs Only), Master Thief, Scholar, Scribe, Steward, Teller
(Wood Elves Only), Trader
Career Exits:
Explorer, Noble Rank 3 (if requirements of nobility met), Vigilante (Sea Elves Only)
Mountaineer Trooper / Officer (Dwarfs Only)
Mountaineer Trooper (Dwarfs Only)
With cities nestled amongst the mountains, the Dwarves train many of their soldiers to operate in mountainous and rocky areas. These
Dwarves are trained in climbing, rappelling, use of grapples, and numerous other necessary skills. These Dwarves form an elite unit,
working above ground, keeping mountain passes clear and hunting down predators or enemies of the dwarves.
Advance Scheme
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WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+1
+2
+4
+ 20
+1
+ 20
+ 10
+ 10
+ 20
+ 10
Skills:
Follow Trail, Orientation, Scale Sheer Surface, Secret Signs Mountaineers, Silent Move Rural, Ski, Specialist
Weapon Firearms, Strike Mighty Blow
Mountaineer Officer
Advance Scheme
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BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 30
+2
+3
+6
+ 20
+2
+ 30
+ 20
+ 20
+ 30
+ 10
+ 10
Skills:
Disarm, Dodge Blow, Specialist Weapon Flail Weapons, Specialist Weapon Two-Handed Weapon, Street Fighter,
Strike To Injure, Strike To Stun
Trappings:
Hand Weapon, Blunderbuss or Crossbow, 2D6 Shots in pouch or 2D6 Crossbow Bolts in quiver, Mail Shirt, D6 Iron
Spikes, Grappling Hook and 10 yards of Rope, Shield, Skis, Two-Hand Weapon (Officers only)
Career Entry:
Herdsman, Hunter, Runner (Dwarfs Only), Trapper, Tunnel Fighter (Dwarfs Only)
Career Exits:
Battlemaster (Dwarfs Only), Explorer, Mercenary, Scout, Soldier, Veteran Warrior (Dwarven) (Dwarfs Only), Warrior
(Dwarven) (Dwarfs Only)
Navigator
The Navigator is a vital member of a ship's crew, responsible for charting and setting courses and making sure that the ship is where it
should be and headed in the right direction. Navigators can set a course by the stars, by the sun, or by using charts. Their navigational
skills are equally useful on land and Navigators may sometimes be employed by expeditions or merchant ventures going into unknown
territory.
Advance Scheme
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WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+1
+3
+ 20
+ 10
+ 20
+ 30
+ 10
+ 20
+ 10
Skills:
Astronomy, Cartography, Orientation
Trappings:
Navigators Instruments (compass, sextant, etc), 2D6 Maps and Charts, Hand Weapon, Mail Shirt
Career Entry:
Artisan Cartographer, Diver (Sea Elves Only), Explorer, Marine Sergeant/Captain, Pilot, Pirate Mate/Captain, Sea
Mate/Captain, Ship's Lookout, Student
Career Exits:
Explorer, Marine Sergeant/Captain, Pirate Mate/Captain (without needing to be Mate first), Sea Mate/Captain (without
needing to be Mate first)
Noble Rank 2 (Baron/Baroness, Margrave/Margravine)
Description pending
Advance Scheme
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WS
BS
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T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 10
+3
+ 10
+1
+ 10
+ 30
+ 10
+ 10
+ 10
+ 20
Skills:
Disarm, Dodge Blow, Game Hunting, Sing, Specialist Weapon Lance, Specialist Weapon Parrying Weapons,
Stewardship, Story Telling
Trappings:
3 Horses, Expensive Clothes and Jewelry (worth at least 1,000 GCs), Fortified Dwelling (cost at least 25,000 GCs to
build and 2,000 GCs per annum to run), Marks of Office (costing at least 7,000 GCs), a few servants (Chambermaid,
Herald, Bailiff, 3 Cooks, 10 Maids, 20 General Servants, 50 Men-At-Arms), 20D6 Gold Crowns immediately to hand
Career Entry:
(if requirements of nobility met) Chamberlain, Judicial Champion, Knight, Lawyer, Noble Rank 1, Pistolier
Trooper/Officer
Career Exits:
(if requirements of nobility met) Diplomat, Noble Rank 3
Noble Rank 3 (Count/Countess)
Description pending
Advance Scheme
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WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 10
+6
+ 20
+1
+ 10
+ 40
+ 20
+ 20
+ 10
+ 30
Skills:
Evaluate, Influence, Intimidate, Law, Seduction, Specialist Weapon Two-Handed Weapons
Trappings:
Elaborate Coach and 4 Horses (costing from 5,000 GCs), Expensive Clothes and Jewelry (worth at least 5,000 GCs),
Small Manor (cost at least 35,000 GCs to build and 5,000 GCs per annum to run), Marks of Office (costing at least
12,000 GCs), servants (Chambermaid, Herald, Bailiff, 3 Cooks, 10 Maids, Falconer, Groom, Master of Hounds, 3
Pages, 10 Coachmen, 30 General Servants, 80 Men-At-Arms and a few Ladies-in-Waiting (you are married, arent
you?)), Falcons and Hunting Hounds (worth at least 4,000 GCs), 50D6 Gold Crowns immediately to hand
Career Entry:
(if requirements of nobility met) Diplomat, Explorer, Free Lance, Merchant, Noble Rank 2
Career Exits:
(if requirements of nobility met) Noble Rank 4
Noble Rank 4 (Duke/Duchess)
Description pending
Advance Scheme
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WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 10
+6
+ 20
+1
+ 10
+ 40
+ 20
+ 30
+ 10
+ 30
Skills:
Cryptography, Dynastic Knowledge, Secret Language Classical, Speak Additional Language
Trappings:
A small piece of The Empire, Coaches/Barges/Boats/Ships/Horses (costing from 15,000 GCs), Expensive
Clothes/Jewelry/Pets/Regalia/Mistresses/Sundry Hobbies (worth at least 25,000 GCs at any one time, spending at
least 10,000 GCs per year), Castle with Keep/Bailey/Walls (cost at least 50,000 GCs to build and 7,500 GCs per
annum to run), Marks of Office (costing at least 15,000 GCs), servants by the score (including but not limited to
Chambermaids, Heralds, Bailiff, Cooks, Maids, Falconer, Grooms, Master of Hounds, Pages, Coachmen, General
Servants, Scribes, Artisans, Bombardiers, Sappers, Engineers, at least 200 Men-At-Arms and a few Ladies-inWaiting (you are married, arent you?)), 100D6 Gold Crowns immediately to hand
Career Entry:
(if requirements of nobility met) Archer Captain, Marine Captain, Mercenary Captain, Noble Rank 3, Sea Captain,
Soldier Captain, Templar, Witch Hunter
Career Exits:
(if requirements of nobility met) Noble Rank 5 (NPCs only)
Roadwarden Sergeant
After having spent time as a Roadwarden, some get the experience and authority to become Roadwarden Sergeants. Commanding
troops of several Roadwardens, they patrol the roads and forests of the Empire and see to it that the laws of the Empire are upheld.
Advance Scheme
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WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+1
+1
+3
+ 20
+ 20
+ 10
+ 30
Skills:
Disarm, Dodge Blow, Drive Cart, Ride, Follow Trail, Street Fighter, Strike Mighty Blow, Specialist Weapon
Firearms, Sure Shot
Trappings:
Pistol, 2D6 Shots of Ammunition and Powder, Mail Shirt, Horse, Saddle, Harness, Hand Weapon, 2D10
Roadwardens
Career Entry:
Roadwarden
Career Exits:
Highwayman, Militiaman, Outlaw
Runesmith (Dwarfs Only)
See Magic Careers List for details
Rune Master
See Magic Careers List for details
Saboteur
A Saboteur is greatly feared by the authorities. Saboteurs, working as agents for spies of hostile foreign groups, or as political terrorists,
will destroy buildings and target important individuals. Saboteurs working as spies will often infiltrate administrative buildings, blowing
them up with bombs and gunpowder, or during times of war, blowing up ships at port, military barracks, fortifications, and causing
severe injuries and deaths.
Often hostile political groups within an area will wage a campaign of terror against the local populace or the authorities. Blowing up
magistrates or nobles, various political extremist groups usually claim responsibility.
Advance Scheme
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WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+4
+ 20
+ 20
+ 10
+ 20
+ 30
+ 20
Skills:
Blather, Chemistry, Concealment Urban, Disguise, Engineering, Manufacture Bombs, Scale Sheer Surface, Silent
Move Urban, Specialist Weapon Bombs, Specialist Weapon Incendiaries
Trappings:
Black Clothing, Black Hood, D3 Bombs, Gun Powder, Bomb Making Equipment
Career Entry:
Sapper (Dwarfs Only), Spy
Career Exits:
Assassin, Demagogue, Sapper (Dwarfs Only), Spy
Sapper (Dwarfs Only)
Sappers are military engineers, skilled in a number of fields, such as making explosives, assembling artillery and commanding engines
of war (which they do almost as well as an artillerist). Their particular area of expertise is the digging of tunnels, either to undermine
walls or to gain entry to fortifications. Dwarven sappers are widely sought after by the field armies of all nations and some successful
dwarven mercenary units consist exclusively of sappers. Sappers who are members of a dwarven army will always be members of the
Dwarven Engineers Guild, while mercenary units operating in non-dwarven armies may or may not be guild members.
Advance Scheme
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WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+2
+4
+ 10
+ 30
+ 20
+ 20
+ 20
Skills:
Carpentry, Engineer, Mining, Specialist Weapon Bombs, Specialist Weapon Stone Thrower
Trappings:
Candles, Crowbar, Leather Jerkin, Pickaxe
Career Entry:
Artillerist, Engineer (Dwarfs Only), Lodefinder (Dwarfs Only), Mercenary, Pilot (Gyrocopter / War Balloon) (Dwarfs
Only), Saboteur, Soldier, Tunnel Fighter (Dwarfs Only), Warrior (Dwarven) (Dwarfs Only)
Career Exits:
Artillerist, Engineer (Dwarfs Only), Gunner, Master Engineer (Dwarfs Only), Mercenary, Saboteur, Ships Gunner,
Tunnel Fighter (Dwarfs Only)
Scholar
Many professional academics earn a living by teaching at one of the universities of the Old World, by hiring themselves out as tutors or
by writing erudite treatises on a number of subjects. In some cases, Scholars can find a patron or sponsor to finance their studies and
can pursue their scholarly interests to their heart's content. Scholars are interested in knowledge for its own sake and do not confine
themselves to one subject, researching anything and everything as the mood takes them and as the opportunity arises. Although they
are not adventurous by nature, many Scholars will go to great lengths to acquire new or unusual information or to recover lost
knowledge, and it is not unknown for a scholar to live as an adventurer in order to journey to the sorts of inaccessible places to which
other academics would dare not go.
Advance Scheme
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WS
BS
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W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 20
+ 10
+ 10
+ 40
+ 10
+ 30
+ 10
Skills:
Astronomy, Cartography, History, Identify Plants, Linguistics, Magic Sense, Numismatics, Rune Lore, Scholarship,
Speak Additional Language, 50% Cryptography, 50% Law, 50% Theology
Trappings:
Hand Weapon, Writing Equipment, 5D6 Gold Crowns
Career Entry:
Chamberlain, Cleric, Diplomat, Librarian, Linguist, Loremaster (Dwarfs Only), Runescribe (Dwarfs Only), Scribe,
Steward, Student
Career Exits:
Artisan Cartographer, Diplomat, Explorer, Librarian, Linguist, Loremaster (Dwarfs Only), Merchant
Scout
Scouts hire out their services to the military, merchants, travellers, or anyone else who can afford their price. Their task is to move
through an area in advance of their clients, spying out the land and reporting on any unexpected activity or possible sources of danger.
They are expert at moving through the countryside undetected and many Scouts can get sufficiently close to an army to read the
devices on their banners and shields without being spotted.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+1
+1
+6
+ 10
+1
+ 10
+ 10
+ 10
+ 30
+ 10
Skills:
Animal Care, Concealment Rural, Follow Trail, Orientation, Ride Horse, Secret Language Ranger, Secret Signs
Scout, Silent Move Rural, Spot Trap
Trappings:
Horse, Saddle, Harness, Mail Shirt, Rope 10 yards, Shield
Career Entry:
Coachman, Courier, Dispatch Rider, Farmer, Forager (Wood Elves Only), Forestrunner (Wood Elves Only),
Gamekeeper, Herdsman, Hunter, Jaeger Rifleman/Officer, Miner, Mountaineer Trooper/Officer (Dwarfs Only),
Muleskinner, Outlaw Chief, Outrider, Prospector, Runner (Dwarfs Only), Trapper, Woodsman
Career Exits:
Archer, Archer Sergeant/Captain, Bounty Hunter, Dispatch Rider, Explorer, Mercenary Sergeant/Captain, Outlaw
Chief, Soldier Sergeant/Captain, Veteran Warrior (Dwarven) (Dwarfs Only), Wardancer (Wood Elves Only)
Sea Mate / Captain
Mate
Mates are second-in-command to Sea Captains Although this means that they have the advantage of being able to order others into
the rigging in a force 9 gale rather than going themselves, the fact that they have to ensure that the captain's orders are carried out
does not endear them to the rest of the crew. A Mate has to be strong to win the respect of the crew - in the event of a mutiny,
unpopular Mates are second off the plank after the captain.
Not surprisingly, Mates are great tellers of tall tales and always try to outdo each other with stories of the great Kraken, sea serpents,
mermaids, and the like. Some of these tales may be true, but many have grown considerably in the telling and the majority are almost
certainly completely fictitious.
Advance Scheme
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BS
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T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 10
+1
+1
+4
+ 10
+1
+ 20
+ 20
+ 10
+ 20
+ 10
+ 10
Skills:
Boat Building, Consume Alcohol, Sailing, Story Telling, Street Fighter, Swim
Trappings:
Club, Cutlass, Leather Jack
Sea Captain
There are two routes to the esteemed career of Sea Captain - either by fully completing the career of Navigator (taking all advances
and skills) or by rising through the ranks of Seaman and Mate (taking all advances and skills in the latter case).
It takes a special kind of personality to become a Sea Captain. Their wanderlust must be highly developed and coupled with a
passionate belief in their seamanship - why else would anyone run the risk of trying to command a grog-swilling bunch of seamen, who
are often only too willing to blame their captain for everything from bad weather to attacks of scurvy?
Still, for those that survive mutiny, pirate attacks, and the terrible storms of the World's Oceans, the profession can be a profitable one.
There is always demand for space in a cargo hold and Sea Captains usually have a good idea of which port has the most profitable
markets for the whole range of Old World trade goods.
Not that all Sea Captains make their money from trade - there are plenty who prefer to take goods by force from those less well
equipped to defend themselves.
Pirates, Buccaneers, and Corsairs - they have many names, but all are bloodthirsty murderers who attack merchant ships, steal their
cargoes, and make shark food of any crew and passengers who can't be sold as slaves or press-ganged into service. Not surprisingly,
the penalty for piracy in most countries is death.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 20
+1
+1
+6
+ 20
+2
+ 30
+ 30
+ 20
+ 30
+ 20
+ 30
Skills:
Animal Trainer Parrot or Monkey, Boat Building, Numismatics, Speak Additional Language, Specialist Weapon
Fencing Sword, Strike Mighty Blow
Trappings:
Leather Jack, Rapier, Telescope, Ship and Crew (25% share of Merchantman or Warship Commission)
Career Entry:
Diver (Sea Elves Only), Explorer (Straight to Captain), Marine, Marine Sergeant/Captain, Navigator (Straight to
Captain), Pilot, Pirate, Pirate Mate/Captain, Seaman, Shipmaster (Dwarfs Only), Ships Gunner, Ship's Lookout
Career Exits:
Explorer, Marine Sergeant/Captain, Navigator, Noble Rank 4 (if requirements of nobility met), Pilot, Pirate
Mate/Captain, Weaponmaster
Watch Inspector
Inspectors are the Elite of the City Watch, answerable to only the Watch Captain himself. Inspectors are the investigators of crimes.
The job requires great perception and a resourcefulness that is hard to find. All major cities employ several Inspectors whose primary
duties are investigating crimes, of course the overwhelming majority of these crimes deal with the rich and the nobles. Very rarely is the
death of a commoner ever thought of as something worth an Inspector's time. Occasionally an Inspector will uncover a trail leading
towards someone of considerable social or economic status. It is at these times that an Inspector must make hard decisions concerning
his commitment to the Law and the common good and his connection to the prevailing power structure, and who he serves. Inspectors
are only found in a City Watch and a Town Watch if the town has a population of 4000+
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+1
+1
+4
+ 20
+1
+10
+ 30
+ 20
+ 30
+10
+ 10
Skills:
Acute Hearing, Bribery, Concealment Urban, Disarm, Disguise, Dodge Blow, Drive Cart, Excellent Vision, Fleet,
Follow Trail, Heraldry, Law, Read/Write, Ride Horse, Shadowing, Silent Move Urban, Specialist Weapon
Crossbow Pistol, Specialist Weapon Two-Handed Weapon, Spot Trap, Strike Mighty Blow, Strike to Stun, Sure
Shot
Trappings:
Hand Weapon, Leather Jacket, Crossbow Pistol, 2D6 Crossbow Bolts in quiver, Plain Clothing, Badge of Office (For
Appropriate City/Town Watch)
Career Entry:
Watch Sergeant
Career Exits:
Archer Sergeant/Captain, Mercenary Sergeant/Captain, Outlaw Chief, Soldier Sergeant/Captain, Watch Captain
Watch Sergeant / Captain
Watch Sergeant
Leads a group of five other Watchmen.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+1
+1
+4
+ 20
+1
+ 20
+ 10
+ 20
+ 10
Skills:
Disarm, Dodge Blow, Drive Cart, Law, Read/Write, Specialist Weapon Two-Handed Weapon, Strike Mighty Blow,
Strike to Stun
Trappings:
Hand Weapon, Mail Shirt, Helmet, Crossbow, 2D6 Crossbow Bolts in quiver, D4 Sets Of Manacles, Watch Uniform
With Rank Displayed
Career Entry:
Watchman
Career Exits:
Archer Sergeant/Captain, Mercenary Sergeant/Captain, Militiaman, Racketeer, Soldier, Soldier Sergeant/Captain,
Thief General, Watch Captain, Watch Inspector
Watch Captain
A Watch Captains responsibility varies with the size of the Watch compliment, a Captain may command the entire Watch compliment in
smaller towns, or only portion of the Watch compliment in larger cities that are split into districts of jurisdiction.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 30
+2
+2
+6
+ 20
+2
+ 10
+ 40
+ 20
+ 30
+ 10
+ 20
Skills:
Disarm, Dodge Blow, Heraldry, Law, Read/Write, Ride Horse, Specialist Weapon Flail Weapons, Specialist
Weapon Parrying Weapon, Specialist Weapon Two-Handed Weapon, Strike to Injure
Trappings:
Hand Weapon, Full Helm, Sleeved Mail Coat, Shield, Crossbow Pistol, 2D6 Crossbow Bolts in quiver, D4 Sets Of
Manacles, Watch Uniform With Rank Displayed
Career Entry:
Watch Sergeant, Watch Inspector
Career Exits:
Archer Sergeant/Captain, Mercenary Sergeant/Captain, Mercenary Veteran, Outlaw Chief, Soldier
Sergeant/Captain
Waywatcher (Wood Elves Only)
When each Wood Elven settlement is so small, a surprise attack would be disastrous. Waywatchers are specially selected from
amongst the finest of the Wood Elf Scouts, and given the task of watching over routes leading to the dwellings. Through their
knowledge of the terrain, their traps and their stealth, they can often deter forces many times their own number from invading the
Glades they defend.
Waywatchers have refined stealth to an art unparalleled in the Old World, dressing in cloaks of green and brown, and working leaves
and foliage into their cloaks and clothing. When so disguised, they can hide in branches or bushes mere inches away from their foes.
This expertise allows them to acquire the skills Concealment Rural and Silent Move Rural twice. This doubles the test modifiers
associated with Silent Move Rural. When Waywatchers use dyes and paints, and entwine foliage and leaves into their clothing, the
second purchase of Concealment Rural increases hiding test bonuses from +20% to +40% (or from +5% to +10% if moving cautiously).
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 30
+1
+1
+3
+ 30
+1
+ 20
+ 10
+ 10
+ 30
+ 10
Skills:
Concealment Rural, Follow Trail, Herb Lore, Marksmanship, Orientation, Prepare Poisons, Rapid Fire Elf Bow,
Ride Horse, Secret Signs Waywatcher, Set traps, Silent Move Rural, Specialist Weapon Net, Spot Traps,
Sure Shot
Trappings:
Elven Bow and 2D6 arrows, Leather Jack, Rope 20 yards, Sword or Axe, Camouflaged cloak and clothes
Career Entry:
Beastfriend (Wood Elves Only), Far Rider (Wood Elves Only), Glade Champion (Wood Elves Only), Mercenary,
Windrider (Wood Elves Only), Wood Elf Scout (Wood Elves Only)
Career Exits:
Knight, Mercenary Sergeant/Captain, Soldier Sergeant/Captain, Spy, Templar, Wardancer (Wood Elves Only),
Windrider (Wood Elves Only)
Weaponmaster
To become a Weaponmaster you must be initially trained by another Weaponmaster in the daily practice and exercise regiment that will
allow you to push yourself to your limits and beyond. Any Noble, Soldier, Squire, Marine, Pit Fighter, Mercenary, Mercenary Captain,
Duellist, Freelance and Sea Captain may petition the Cult of Myrmidia for the initial training, however only a handful are accepted every
year and of those only a 1 or 2 will complete the training. PC's from one of the appropriate careers wishing to obtain the training have a
base 15% chance of acceptance. The GM may modify that roll based on Fel, the PC's devotion to Myrmidia and the number of careers
already completed (the fewer the better as they PC will be more malleable during training). They must spend 300 EP's to obtain the
training. If they are accepted they will spend the next 3 months in training learning the daily regimen of a Weaponmaster. When the
training is complete they will have three combat skills of their choice from the list below and one Specialist Weapon skill. The remaining
skills may be learned by spending the requisite EP's at a later date.
Or
The Weapon Master studies and teaches the martial arts. They place emphasis on speed, agility and technique, seldom wearing
cumbersome armour, preferring to rely on their superior maneuverability in combat.
The Weapon Master can be found throughout the Old World teaching the arts of combat. They are usually only specialized in one
particular weapon or group of weapons, and occasionally in some unarmed fighting techniques.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 40 *
+1
+4
+8
+ 40 *
+3*
+ 30
+ 20
+ 20
+ 20
+ 20
Notes:
* These stats may be increased beyond these scores at an increased EP cost. For WS and I, take your current score
and multiply it by 10 rounding up, that's what it will cost you to increase your stat by 10. For example, if my WS is a
76, I multiply it by 10 to get 760 round that up and it will cost me 800 EP to increase it to 86. For Attacks, take your
current A score, add one and multiply it by 100. That's how many EP's it will cost you to increase your attacks by
one. So if you have 4 attacks it will cost you 500 EP's to gain another one. WS and I may be increased beyond 100,
however a roll of 100 is always a fumble or failure depending on what you are rolling.
Skills:
Combat Acrobatics *, Disarm, Dodge Blow, Lightning Reflexes, Ride, Specialist Weapon Two-Handed Weapon,
Specialist Weapon Fencing Sword, Specialist Weapon Parrying Weapon, Strike Mighty Blow, Strike to Injure,
Strike to Stun, Wit
Trappings:
The same as in previous career
Career Entry:
Duellist, Freelance, Freeman / Freewoman, Marine, Marine Sergeant/Captain, Mercenary, Mercenary
Sergeant/Captain, Mercenary Veteran, Noble, Pirate Mate/Captain, Pistolier Trooper/Officer, Pit Fighter, Sea
Mate/Captain, Soldier, Squire
Career Exits:
Assassin, Duellist, Judicial Champion, Knight, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Pistolier
Trooper/Officer, Templar
Windrider (Wood Elves Only)
It is said the best maps of the world, are made by the Wood Elves. Kings and Queens of all nations including the High Elves depend on
Ariel maps created by the Windriders of the Loren Forest. These sharpshooters are also the advanced scouts of the Elven Army. Riding
in the sky upon the Great Eagles and Warhawks, the Windriders rain down a torrent of spears and arrows upon their enemies. A lot of
work goes into being a Windrider, such as in the use of marksmanship training and studying of the Arcane Languages of Elves used to
communicate with the Warhawks and Eagle.
This career is mainly for NPCs; a player character Windrider will need a very good reason for operating away from their settlement.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 30
+1
+2
+6
+ 20
+2
+ 20
+ 30
+ 30
+ 30
+ 20
Skills:
Animal Care, Animal Training, Arcane Language Elven, Art, Astronomy, Cartogra[hy, Dodge Blow, Marksmanship,
Orientation, Rapid Fire Elf Bow, Read/Write, Ride Eagle/Warhawk, Secret Language Ranger, Speak Additional
Language Old Worlder (generally Breton or Reikspiel dialects), Sure Shot
Trappings:
Elven trained Eagle or Warhawk (with trappings and harness), Saddlebags, Elven Bow and 3D6 arrows, Helmet,
Leather Jacket, Leather Leggings, Pair of Goggles, Sword, 2 Spears, 2D4 Scrolls, Quill and D3 Ink Pots, D4 Aerial
Maps (Elven Made), 1 Logbook, 1 Wind Current Map Book
Career Entry:
Beastfriend of the Hawk (Wood Elves Only), Far Rider (Wood Elves Only), Glade Rider (Wood Elves Only),
Wardancer (Wood Elves Only), Waywatcher (Wood Elves Only), Wood Elf Scout (Wood Elves Only)
Career Exits:
Explorer, Glade Champion (Wood Elves Only), Wardancer (Wood Elves Only), Waywatcher (Wood Elves Only)
Witch-Hunter
Witch hunters are people who have devoted their lives to hunting down and destroying chaos and its minions. Their definition of chaos
is some what individualized, frequently covering anything and anyone to whom they take a dislike, and they are generally regarded with
fear and distrust.
They prefer to fight chaos from within society, rooting it out before it can get a foot hold. They are loners by nature and trust no one.
And any deviation from their idea of normal is grounds for suspicion. They will act against anyone who the think has a trace of mutation,
some even extend their attentions to half-Orcs. In some areas they are tolerated and encouraged, in others they arc in secret and are
even more suspicious than usual. They will kill their quarry out right but prefer to whip up hysteria. They love to conduct show trials and
lynching, encouraging people to denounce their neighbors and even their own families.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 30
+1
+1
+6
+ 30
+2
+ 20
+ 20
+ 20
+ 30
+ 40
Skills:
Intimidate, Marksmanship, Public Speaking, Silent move Rural, Silent Move Urban, Sixth Sense, Specialist
Weapon Net, Specialist Weapon Lasso, Specialist Weapon Crossbow Pistol, Specialist Weapon Throwing
Weapon, Strike Mighty Blow, Sure Shot
Trappings:
Full Plate Armor, Hand Weapons, Pistol Crossbow, 2D6 Crossbow Bolts, Rope 10 yards, 1D4 Throwing Knives
Career Entry:
Assassin, Cleric, Knight, Judicial Champion, Templar
Career Exits:
Initiate (or Cleric, if previously been an Initiate), Knight, Noble Rank 4 (if requirements of nobility met), Templar
Wizard
See Magic Careers List for details
Wood Elf Mage (Wood Elves Only)
See Magic Careers List for details
The following websites for their ideas and contributions to expanding the career lists over the years
Ive played this game: Critical Hit, The Snotling Foundation, Ye Olde Den of Iniquity, Clo & Charles'
personal pages
Forgive me if I missed anyone, please let me know if this is so and Ill make note.
This document is completely unofficial and is in no way endorsed by Games Workshop Ltd., Hogshead Publishing, Black Industries or
Fantasy Flight Games.
Games Workshop, Hogshead Publishing, Black Industries, Fantasy Flight Games, Warhammer Fantasy Roleplay, Warhammer 40,000
and all associated trademarks and intellectual property used or referred to in this document are the property of Games Workshop Ltd.,
Hogshead Publishing, Black Industries or Fantasy Flight Games and are used without permission.
No challenge to any such intellectual property is implied or intended.