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Advanced Careers List

Advanced Careers Listing


Career
Limitation
Alchemist
Alchemist (Dwarven) Level 1
Dwarfs Only
Alchemist (Dwarven) Level 2
Dwarfs Only
Alchemist (Dwarven) Level 3
Dwarfs Only
Alchemist (Dwarven) Level 4
Dwarfs Only
Archer Sergeant / Captain
Artillerist
Artisan
Armourer, Baker, Blacksmith, Bowyer, Brewer,
Builder, Calligrapher, Carpenter, Cartographer,
Cartwright, Chandler, Cobbler, Cooper, Engraver,
Fletcher, Furrier, Glass Maker, Gunsmith, Jeweler,
Leatherworker, Potter, Printer, Ropemaker,
Sailmaker, Shipwright, Stonemason, Tailor, Tanner,
Weaponsmith
Assassin
Battlemaster
Dwarfs Only
Beastfriend
Wood Elves Only
Butler
Cat Burglar
Cavalier
Chamberlain
Charlatan
Chef
Cleric
Counterfeiter
Crime Lord
Daemon Slayer
Dwarfs Only
Demagogue
Diplomat
Dragon Slayer
Dwarfs Only
Druidic Priest
Humans Only
Duellist
Explorer
Far Rider
Wood Elves Only
Fence
Forger
Free Lance
Giant Slayer
Dwarfs Only
Glade Champion
Wood Elves Only
Gunner
Hedge-Wizard
High Elf Mage
High Elves Only
Highwayman
Innkeeper
Jaeger Rifleman / Officer
Judicial Champion
Knight
Lawyer
Librarian
Linguist
Lodefinder
Dwarfs Only
Loremaster
Dwarfs Only

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

Advanced Careers Details


Alchemist
See Magic Careers List for details
Alchemist (Dwarven) (Dwarfs Only)
Long before humans began delving into the mysteries of alchemy, Dwarf alchemists were hard at work within the Engineers' Guild
developing gunpowder and other chemicals. However, the alchemy practised by the Dwarfs was not magical in nature, but a scientific
process of study and experimentation.
Therefore Dwarf alchemists differ from their human counterparts in very specific ways. While the career advance scheme for the
Alchemist remains unchanged, a Dwarf alchemist does not gain any magic point, and cannot cast spells. In addition, the Dwarf
alchemist's skills, trappings and career exit are changed as noted.
It should be noted that these changes represent an alchemist trined in the Dwarf tradition; among the Expatriate Dwarf population, there
are a small number of alchemists who have studied under human masters, and there follow the Alchemist career as given in the Magic
careers list.
Trappings:
Hand Weapon, Staff, 6D6 Gold Crowns, Travelling alchemical kit
Career Entry:
Alchemists Apprentice, Loremaster (Dwarfs Only)
Career Exits:
Alchemist (Dwarven) (Dwarfs Only) Of next level up, Engineer (Dwarfs Only), Gunner, Loremaster (Dwarfs Only)
Magic Points:
None
Alchemist (Dwarven) Level 1
Advance Scheme
M
WS
BS
S
Skills:

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

Alchemist (Dwarven) Level 2


Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
+ 10
+ 10
+1
+1
+3
+ 20
+ 20
Skills:
Herb Lore, Prepare Poison, Scroll Lore, Secret Language Classical

Ld
+ 20

Int
+ 20

Cl
+ 20

WP
+ 20

Fel

Alchemist (Dwarven) Level 3


Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+ 10
+ 10
+1
+1
+4
+ 30
+ 30
+ 30
+ 30
+ 30
+ 30
Skills:
Magic Sense, Manufacture Drugs, Manufacture (non-magical) Potions, Rune Lore, Super Numerate

Fel

Alchemist (Dwarven) Level 4


Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+ 10
+ 10
+1
+1
+4
+ 40
+ 40
+ 30
+ 30
+ 30
+ 30
Skills:
Cast Arcane Language Arcane Runic, Identify Magical Artifact, Immunity to Poisons, Magical Awareness

Fel

Archer Sergeant / Captain


Archer Sergeant
Members of military forces - be they soldiers, mercenaries, militia, marines, or city watchmen - who show an aptitude for leadership will
normally begin to use their reputation to carve out a living for themselves as leaders. A Sergeant commands the lower-ranked rank and
file troops in a battalion, and is under the command of, and assists, a Captain.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 30
+1
+4
+ 20
+1
+ 10
+ 20
+ 10
+ 20
+ 10
+ 10
Skills:
Consume Alcohol, Fletching, Gamble, Rapid Fire Bows or Crossbows, Secret Language Battle Tongue, Specialist
Weapon Longbow, Street Fighter, Strike to Stun, Sure Shot
Trappings:
trappings as for unit
Archer Captain
Captains are often under the command of less experienced knights or nobles, a fact they resent. They often prefer the company of their
troops to the society of nobility, and have more respect for experience and ability than social position. The only way into captain is
through sergeant.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 40
+1
+2
+6
+ 20
+2
+ 10
+ 40
+ 20
+ 30
+ 10
+ 20
Skills:
Disarm, Dodge Blow, Fletching, Heraldry, Rapid Fire Bows or Crossbows, Specialist Weapon Parrying Weapon,
Specialist Weapon Two-Handed Weapon, Strike to Injure, Sure Shot
Trappings:
Full Helm, Sleeved Mail Shirt, Shield, Mail Coif and Leggings, Livery (uniform of good quality, with army or
detachment's colors and symbol, worn over mail), Crossbow, Longbow or Normal Bow (dependent on primary
weapon of their unit), 2D6 Arrows/Bolts in Quiver
Career Entry:
Archer, Artillerist, Explorer (Straight to Captain), Gunner, Jaeger Rifleman/Officer, Mercenary, Mercenary Veteran,
Outlaw Chief, Scout, Soldier, Targeteer, Watchman, Watch Inspector, Watch Sergeant/Captain
Career Exits:
Artillerist, Bounty Hunter, Gunner, Mercenary Sergeant/Captain, Noble Rank 4 (if requirements of nobility met),
Outlaw Chief, Protagonist, Soldier Sergeant/Captain, Targeteer
Artillerist
The artillerist is a military specialist who deals with the construction, transportation and use of catapults. Both bolt throwers and stone
throwers are covered by this career, but cannon and bombards are not see Gunner. The artillerist will be the captain of a catapult
crew, directing the crewmen (who will be ordinary soldiers or militia) as they load and fire the machine.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 20
+1
+1
+2
+ 20
+ 10
+ 10
+ 20
+ 10
+ 10
Skills:
Carpentry, Engineer, Specialist Weapon Bolt Thrower, Specialist Weapon Stone Thrower
Trappings:
Artillerists Charts and Tables
Career Entry:
Archer, Archer Sergeant/Captain, Engineer (Dwarfs Only), Gunner, Laborer, Marine, Marine Sergeant/Captain,
Master Engineer (Dwarfs Only), Mercenary, Mercenary Sergeant/Captain, Mercenary Veteran, Pilot (Gyrocopter /
War Balloon) (Dwarfs Only), Sapper (Dwarfs Only), Ships Gunner, Soldier, Soldier Sergeant/Captain, Veteran
Warrior (Dwarven) (Dwarfs Only)
Career Exits:
Archer Sergeant/Captain, Gunner, Mercenary Sergeant/Captain, Marine, Marine Sergeant/Captain, Sapper (Dwarfs
Only), Ships Gunner, Soldier Sergeant/Captain
Artisan
The Artisan is a skilled craftsman, manufacturing some of the countless requirements of civilised life. The chart below lists some of the
more common types of Artisans, but is not exhaustive. Some towns or regions may specialise in a particular craft, while others may
have a type of Artisan on a variety of a craft which is unique and not found elsewhere. In the Old World, the Artisan must serve a long
apprenticeship before becoming fully skilled at his craft and the services of a skilled craftsman are respected and valued. The bulk of
Artisans are found in towns, where there is a sufficient demand to keep them in full-time work. Artisans are always members of the
Guild appropriate to their trade.
Artisan Armourer
An armourer is a person who makes and maintains personal armour, especially plate or mail armour.
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, 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 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

Beastfriend (Wood Elves Only)


The variety of animals befriended by these Elves is reflected in the diversity between Beastfriends. The different advances and skills
associated with the main types of animals are given below. However, all Beastfriends have access to the following common core set of
skills:
Skills:
Animal Care, Animal Training, Call Animal (Beastfriend animal Only), Charm Animal (Beastfriend animal Only),
Follow Trail (Beastfriend animal Only), Orientation, Sixth Sense
Trappings:
There are no particular trappings associated with the Beastfriend career, although many choose to arm and dress
themselves in styles reminiscent of their friend species. Thus, the Caraidh Much favour curving, tusk-like daggers,
whilst the Caraidh Bruinn and Caraidh Cadhmorr use clawed knuckle-dusters.
Career Entry:
Forestrunner (Wood Elves Only), Gamekeeper, Glade Rider (Wood Elves Only), Herdsman, Initiate (Karnos) (Wood
Elves Only), Woodsman
Career Exits:
Glade Rider (Wood Elves Only), Initiate (Karnos) (Wood Elves Only), Wardancer (Wood Elves Only), Waywatcher
(Wood Elves Only), Windrider (Wood Elves Only)
Caraidh Bruinn (Beastfriend of the Bear)
Advance Scheme
M
WS
BS
S
T
W
I
A
+ 10
+2
+2
+2
Skills:
Specialist Weapon Fist, Street Fighter, Strike Mighty Blow

Dex

Ld

Int

Cl
+ 10

WP

Fel

Caraidh Much (Beastfriend of the Boar)


Advance Scheme
M
WS
BS
S
T
W
I
+ 10
+1
+1
+2
+ 10
Skills:
Frenzied Attack, Street Fighter, Strike to Injure

Dex

Ld

Int

Cl
+ 10

WP
+ 10

Fel

Caraidh Iolair (Beastfriend of the Hawk)


Advance Scheme
M
WS
BS
S
T
W
+1
+ 10
+ 10
+1
Skills:
Dodge Blow, Flee!, Strike to Injure

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

Caraidh Aech (Beastfriend of the Horse)


Advance Scheme
M
WS
BS
S
T
W
+1
+1
+2
+2
Skills:
Acute Hearing, Flee!, Ride Horse

Caraidh Cu (Beastfriend of the Hound)


Advance Scheme
M
WS
BS
S
T
W
I
+1
+ 10
+2
+ 10
Skills:
Acute Hearing, Frenzied Attack, Street Fighter

Caraidh Cadhmorr (Beastfriend of the Cat)


Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
+1
+ 10
+1
+1
+ 20
Skills:
Concealment Rural, Silent Move Rural, Specialist Weapon Fist

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
M
WS
BS
S
T
W
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

Jaeger Rifleman / Officer


Jaeger Rifleman
The Jaegers are hardy self-reliant men, the most notable of whom are from the Barony of Hochland, and are employed by the Baron as
hunters. The forests of Hochland have always hidden dangerous creatures that have crawled down from the mountains. A generation
ago, the reigning Baron had a number of his men equipped with firearms, the famous Hochland Long Rifles designed by a Dwarven
Engineer. These groups of men proved useful in fending off attacks and tracking down monsters. Over the years they gained an
exceptional reputation, and are now the most famous of gunners in the Old World.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 30
+2
+4
+ 20
+1
+ 20
+ 10
+ 10
+ 20
+ 10
Skills:
Concealment Rural, Follow Trail, Marksmanship, Orientation, Secret Language Ranger, Secret Signs Scout,
Silent Move Rural, Specialist Weapon Hochland Long Rifle, Spot Trap, Sure Shot
Jaeger Officer
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 40
+1
+3
+6
+ 30
+2
+ 30
+ 30
+ 20
+ 30
+ 10
+ 10
Skills:
Disarm, Dodge Blow, Heraldry, Secret Language Battle, Specialist Weapon Flail Weapons, Specialist Weapon
Two-Handed Weapon, Street Fighter, Strike To Injure, Strike To Stun
Trappings:
Axe, Bag of Shot, Bedroll, Durable Woodland Clothing, Hand Weapon, Hochland Long Rifle with powder and
ammunition for 20 shots, Hunting Knife, Pack, Powder Horn, Waterskin, Two-Hand Weapon (Officers only)
Career Entry:
Coachman, Farmer, Gamekeeper, Herdsman, Hunter, Outlaw Chief, Outrider, Trapper, Woodsman
Career Exits:
Archer Sergeant/Captain, Bounty Hunter, Explorer, Mercenary Sergeant/Captain, Outlaw Chief, Scout, Soldier
Sergeant/Captain
Judicial Champion
In some parts, trial by combat is still recognized as a legitimate legal procedure. In such trials, the accused is put against a champion.
These professional fighters are good at their jobs simply because the need to be in order to survive. They are experts in most weapons,
and some laws set down the type of weapon used and sometimes the defendant is allowed choose. A wealthy or noble defendant may
be allowed to hire a champion to fight on his behalf, and some keep one in permanent employ.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 40
+2
+2
+6
+ 20
+2
+ 10
+ 10
+ 10
Skills:
Disarm, Dodge Blow, Specialist Weapon Fencing Sword, Specialist Weapon Fist Weapon, Specialist Weapon
Flail Weapons, Specialist Weapon Lasso, Specialist Weapon Net, Specialist Weapon Parrying Weapon,
Specialist Weapon Two-Handed Weapon, Strike Mighty Blow
Trappings:
Hand Axe, Buckler, Flail, Hook, Left-Hand Dagger, Two-Handed Sword, Net, Rapier, Rope 10 yards, Sword
Career Entry:
Battlemaster (Dwarfs Only), Executioner, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Mercenary
Veteran, Pit Fighter, Pit Fighter Champion, Protagonist, Soldier Sergeant/Captain, Wardancer (Wood Elves Only),
Watchman, Weaponmaster
Career Exits:
Assassin, Battlemaster (Dwarfs Only), Duellist, Knight, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Noble
Rank 2 (if requirements of nobility met), Soldier Sergeant/Captain, Templar, Wardancer (Wood Elves Only),
Witch-Hunter
Knight
Not all who wear plated armour in the Old World belongs to a religious Order - there are those fighting men, and a very few women,
who choose to ally themselves with a Knights Order instead, finding the other option either too stiff, or not to their liking for some other
reason. These are the Knights, and may consist of battle-hardened warriors as well as young men eager to win glory on the field of
battle. Most Orders owe allegiance to people of noble blood, a ruler of a city - such as the Knight's Panthers, while others may owe
allegiance to none but the Order's Grand Master, who decides when and for what cause the Order, will march into battle. Some Orders
date back to the Religious Wars in the 15th Century, having forged their traditions in those bloody wars, and won the fortunes which
funds the activities of the Order.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 30
+2
+2
+8
+ 30
+2
+ 20
+ 20
+ 20
+ 30
+ 30
+ 20
Skills:
Animal Care, Disarm, Dodge Blow, Etiquette, Heraldry, Read/Write, Ride Horse, Secret Language Battle Tongue,
Secret Language Order, Secret Signs Order, Specialist Weapon Flail, Specialist Weapon Lance, Strike Mighty
Blow, Strike to Stun
Trappings:
Full Plate Armor, Warhorse, Saddle, Harness, Horesmans Axe or Flail, Lance, Shield, 3D6 Gold Crowns, Orders
Symbol
Career Entry:
Battlemaster (Dwarfs Only), Free Lance, Glade Guard (Wood Elves Only), Judicial Champion, Noble Rank 1,
Pistolier Trooper/Officer, Squire, Templar, Veteran Warrior (Dwarven) (Dwarfs Only), Witch-Hunter, Waywatcher
(Wood Elves Only), Wood Elf Scout (Wood Elves Only), Weaponmaster
Career Exits:
Free Lance, Initiate, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Noble Rank 2 (if requirements of
nobility met), Soldier Sergeant/Captain, Templar, Witch-Hunter

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
M
WS
BS
S
T
W
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
M
WS
BS
S
T
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
M
WS
BS
S
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
M
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)

Loremaster (Dwarfs Only)


The Loremasters are a uniquely Dwarven institution and represent the highest level of Dwarven scholarship. Dedicated to the pursuit
and preservation of knowledge, they are greatly respected and Dwarven leaders value them highly for their advice and wisdom. It is the
dream of almost every Dwarven Academic to attain the rank of Loremaster.
Every Dwarven settlement of any size will have at least one Loremaster, although - confusingly to other races - the title Loremaster is
often conferred on the most able scholar of a Dwarven community regardless of whether or not he is actually a Loremaster. They
perform a vital task within the community, being responsible for maintaining chronicles and traditions and using their profound
knowledge to advise community leaders.
Not all Loremasters shut themselves away with their books, however. The larger Dwarven communities, in particular, are able to spare
some of their Loremasters from day-to-day duties and these individuals are able to pursue their own researches, often travelling far and
wide in search of lost chronicles and forgotten Dwarfholds, trying to recover the records and knowledge lost during the carnage of the
Elf and Goblin wars. Although few Loremasters are skilled in combat, many are powerful spellcasters and they can call on a wide range
of other abilities.
The Loremaster career can only be entered by Dwarves who have completed at least two of the following careers: Artisan, Scholar,
Alchemist (level 4), Cleric (level 4), and Wizard (level 4).
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+6
+ 40
+ 30
+ 30
+ 40
+ 40
+ 40
Skills:
Arcane Language Dwarf, Arcane Language Magick, Art, Astronomy, Chemistry, Cryptography, Daemon Lore,
Engineer, Evaluate, Heraldry, Herb Lore, History, Identify Magical Artefact, Identify Undead, Law, Linguistics, Magic
Awareness, Magic Sense, Numismatics, Orientation (underground only), Palmistry, Read/Write, Read/Write
Khazalid, Rune Lore, Scholarship, Scroll Lore, Speak Additional Language, Spot Traps, Super Numerate, Theology
Dwarf pantheon
Trappings:
The same as in previous career
Career Entry:
Alchemist Level 4, Artisan, Cleric Level 4, Master Artisan (Dwarfs Only), Runescribe (Dwarfs Only), Runesmiths
Apprentice (Dwarfs Only), Scholar, Stoneshaper (Dwarfs Only), Wizard Level 4
(A character must complete at least two of these careers before becoming a Loremaster)
Career Exits:
Alchemist, Artisan, Cleric, Master Artisan (Dwarfs Only), Runesmiths Apprentice (Dwarfs Only), Scholar, Wizard
Special Rules: Loremasters are held in high esteem by others of their race, thus Loremasters gain a +20 bonus to Ld and Fel when
dealing with Dwarfs.

Luxury Prostitute / Courtesan / Protectress


Luxury Prostitute
Prostitutes may become Luxury Prostitutes, and thus serve a far more wealthy audience. This particular career is, however, also open
to numerous other women, and men for that matter. The Luxury Prostitute ranges from being a highly trained escort for the rich and
powerful, having skills ranging from playing a musical instrument to the most exquisite secrets of lovemaking, but also functioning as a
Madam and controlling a house of Prostitutes and caring for them. The price charged by the Luxury Prostitute is usually so high, that a
normal family could work a whole year, and not earn the same kind of money. Those who become Luxury Prostitutes must not only be
beautiful but also possess wit and presence, as the demands of this career are far wider than those encountered as a mere Prostitute.
A Luxury Prostitute may become the mistress of a rich Merchant and thus have a secure future, perhaps sleep her way to becoming a
Nobles Lady in Waiting, or even enter a career of spying for a government.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+2
+4
+ 20
+1
+ 30
+ 20
+ 20
+ 20
+ 20
+ 30
Skills:
Acting, Acute Hearing, Charm, Dance, Etiquette, Haggle, Lightning Reflexes, Lip Reading, Musicianship, Read/Write,
Seduction, Sing, Wit
Trappings:
A broad selection of very fine quality clothes for a variety of occasions, Town House or Room at Luxury Inn, 1D4
Garrottes, 1D4 Stilettos Blades, 1D6 Bodyguards, Lace lingerie, Some musical instruments, 6D6 Gold Crowns
Courtesan / Protectress
The more socially accepted courtesan is paid for providing social companionship of all kinds to the noble classes. In the Old World, they
are a socially recognised group, and some mix freely with the ruling classes whenever they gather.
Many have freedoms that are comparatively rare for women, for they are not only financially secure, but financially independent. Some
are shrewd business women, organising different clients every night of the week, making more money than many well-established
merchants; others are kept, passing their years in extravagant homes, with trappings fit for a queen. Most have an exemplary
education, and often hold simultaneous careers as performers or artists. Indeed, many began their careers on stage, seducing
audiences with the latest Sierk masterpiece, or breaking hearts with their recitals of von Stourhoff.
Protectresses are a variant of the Courtesan and are, in essence, a specialized form of female bodyguard. They rely on wit and guile to
carry out their duties, rather than brute force, and use their good looks and social graces to create false personas. These enable them
to position themselves so that any threat to their employer will end up leaving itself open to an attack from this completely unexpected
quarter.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 10
+1
+2
+6
+ 30
+1
+ 30
+ 20
+ 30
+ 30
+ 20
+ 40
Skills:
Acting, Acute Hearing, Blather, Charm, Consume Alcohol, Dance, Dynastic Knowledge, Etiquette, Evaluate, Haggle,
Influence, Lightning Reflexes, Lip Reading, Musicianship, Read/Write, Ride, Seduction, Sing, Story Telling, Wit, 50%
Art, 50% Heraldry, 50% History, 50% Public Speaking, 50% Speak Additional Language, 25% Specialist Weapon
Fencing Sword
Additional Skills:
Protectress
Disarm, Disguise, Dodge Blow, Street Fighter, Strike to Stun
Trappings:
A broad selection of excellent quality clothes for a variety of occasions, Expensive Jewelry, Town House or Room at
Luxury Inn, 2D6 Bodyguards and Servants, High quality lace lingerie, Some musical instruments, 12D6 Gold Crowns,
Patron, Concealed Dagger or Stiletto
Career Entry:
Assassin, Entertainer Acrobat, Entertainer Actor, Entertainer Singer, Entertainer Troubadour), Prostitute,
Servant Wench, Spy
Career Exits:
Assassin, Initiate, Freeman / Freewoman (if requirements of nobility met), Mercenary, Merchant, Noble Rank 1 (if
requirements of nobility met), Outlaw, Spy

Marine Sergeant / Captain


Marine Sergeant
Members of military forces - be they soldiers, mercenaries, militia, marines, or city watchmen - who show an aptitude for leadership will
normally begin to use their reputation to carve out a living for themselves as leaders. A Sergeant commands the lower-ranked rank and
file troops, and is under the command of, and assists, a Captain.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+1
+1
+4
+ 20
+1
+ 10
+ 20
+ 10
+ 20
+ 10
+ 10
Skills:
Boat Building, Consume Alcohol, Gamble, Secret Language Battle Tongue, Street Fighter, Strike Mighty Blow,
Strike To Stun, Swim
Marine Captain
Captains are often under the command of less experienced knights or nobles, a fact they resent. They often prefer the company of their
troops to the society of nobility, and have more respect for experience and ability than social position. The only way into captain is
through sergeant.
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:
Boat Building, Disarm, Dodge Blow, River Lore, Sailing, Specialist Weapon Flail Weapons, Specialist Weapon
Parrying Weapon, Specialist Weapon Two-Handed Weapon, Strike To Injure, Swim
Trappings:
Full Helm, Mail Shirt, Mail Coif and Leggings, Shield, Grappling Hook and 10 yards of Rope
Career Entry:
Artillerist, Duellist, Explorer (Straight to Captain), Freelance (Straight to Captain), Gunner, Highwayman, Judicial
Champion, Knight, Marine, Mercenary, Mercenary Sergeant/Captain, Mercenary Veteran, Navigator, Outlaw Chief,
Pilot, Pirate Mate/Captain, Seaman, Sea Mate/Captain, Ships Gunner, Slaver, Soldier, Soldier Sergeant/Captain,
Squire (Straight to Captain), Templar (Straight to Captain), Veteran Warrior (Dwarven) (Dwarfs Only), Weaponmaster
Career Exits:
Artillerist, Bounty Hunter, Explorer, Gambler, Gunner, Judicial Champion, Mercenary Veteran, Noble Rank 4 (if
requirements of nobility met), Navigator, Outlaw Chief, Pilot, Pirate Mate/Captain, Protagonist, Sea Mate/Captain,
Ships Gunner, Veteran Warrior (Dwarven) (Dwarfs Only), Weaponmaster
Master Artisan
Most Dwarfs reach this level of expertise after much time and effort, although some especially gifted individuals can become master
artisans at a comparatively young age. A Dwarf master artisan far exceeds the abilities of almost any non-Dwarf practising the same
craft; their products are always of the highest quality, and command astronomical prices.
Guildmasters are selected from the eldest and most talented master artisans of a particular craftguild.
Special Rules: The skill of Dwarf artisans is legendary. To reflect this, Dwarfs who reach the level of Master Artisan may purchase
any skill that enhances a Dex or construct test a second time at normal Experience Point cost, giving a cumulative
modifier of +20 on most relevant tests.
Master Artisan Armourer (Dwarfs Only)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+4
+ 30
+ 40
+ 20
+ 10
+ 10
+ 10
+ 20
Skills:
Drive Cart, Magic Sense, Metallurgy *, Scroll Lore, Secret Language Guilder, Secret Signs Artisan, Secret Signs
Master Artisan, Smithing *
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmiths Apprentice (Dwarfs Only)
Career Exits:
Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Soldier, Warrior (Dwarven)
(Dwarfs Only)
Master Artisan Blacksmith (Dwarfs Only)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+4
+ 30
+ 40
+ 20
+ 10
+ 10
+ 10
+ 20
Skills:
Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan, Secret Signs Master
Artisan, Smithing *
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmiths Apprentice (Dwarfs Only)
Career Exits:
Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runescribe (Dwarfs Only)
Master Artisan Brewer (Dwarfs Only)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+4
+ 30
+ 40
+ 20
+ 10
+ 10
+ 10
+ 20
Skills:
Brewing *, Drive Cart, Herb Lore, Identify Plants, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs
Artisan, Secret Signs Master Artisan
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisan
Career Exits:
Artisan, Master Artisan (Dwarfs Only)

Master Artisan Builder (Dwarfs Only)


Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+4
+ 30
+ 40
+ 20
+ 10
+ 10
+ 10
+ 20
Skills:
Carpentry *, Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan, Secret Signs
Master Artisan, Stoneworking *
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisan, Master Artisan (Dwarfs Only)
Career Exits:
Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only)
Master Artisan Carpenter (Dwarfs Only)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+4
+ 30
+ 40
+ 20
+ 10
+ 10
+ 10
+ 20
Skills:
Carpentry *, Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan, Secret Signs
Master Artisan
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only)
Career Exits:
Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only)
Master Artisan Gunsmith (Dwarfs Only)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+4
+ 30
+ 40
+ 20
+ 10
+ 10
+ 10
+ 20
Skills:
Chemistry *, Drive Cart, Magic Sense, Metallurgy *, Scroll Lore, Secret Language Guilder, Secret Signs Artisan,
Secret Signs Master Artisan, Smithing *
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmiths Apprentice (Dwarfs Only)
Career Exits:
Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Soldier, Warrior (Dwarven)
(Dwarfs Only)
Master Artisan Jeweler (Dwarfs Only)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+4
+ 30
+ 40
+ 20
+ 10
+ 10
+ 10
+ 20
Skills:
Drive Cart, Gem Cutting *, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan, Secret
Signs Master Artisan, Smithing *
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisan
Career Exits:
Artisan, Master Artisan (Dwarfs Only), Merchant
Master Artisan Stonemason (Dwarfs Only)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+4
+ 30
+ 40
+ 20
+ 10
+ 10
+ 10
+ 20
Skills:
Drive Cart, Magic Sense, Scroll Lore, Secret Language Guilder, Secret Signs Artisan, Secret Signs Master
Artisan, Stoneworking *
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only)
Career Exits:
Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Stoneshaper (Dwarfs
Only)
Master Artisan Weaponsmith (Dwarfs Only)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+4
+ 30
+ 40
+ 20
+ 10
+ 10
+ 10
+ 20
Skills:
Drive Cart, Magic Sense, Metallurgy *, Scroll Lore, Secret Language Guilder, Secret Signs Artisan, Secret Signs
Master Artisan, Smithing *
Trappings:
Tools according to trade, 5D6 Gold Crowns
Career Entry:
Artisan, Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmiths Apprentice (Dwarfs Only)
Career Exits:
Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Master Artisan (Dwarfs Only), Runescribe (Dwarfs Only),
Soldier, Warrior (Dwarven) (Dwarfs Only)

Master Engineer (Dwarfs Only)


The master engineer is a skilled Dwarf engineer of exceptional knowledge, skill, and ability. Most toil for years to achieve this level of
expertise - and many toil in vain.
Master engineers epitomise Dwarf technological skill and know-how. Most often the Guildmaster of a particular chapter is chosen from
the eldest, wisest, and most skilled of the master engineers.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+4
+ 10
+ 30
+ 20
+ 20
+ 20
+ 10
+ 10
Skills:
Acute Hearing, Boat Building, Chemistry, Scale Sheer Surface, Stoneworking
Trappings:
Hand Weapon, Leather Jack, Tool Bag, 1D4 Hammers, 1D6 x 10 Nails, 1D4 Cold Chisels, Pick, Saw, 1D6 Iron
Spikes, Tongs, D3 Pliers, D4 Wrenches, Heavy Wire 10 yards, Hand Axe, Ring with concealed Guild symbol
(unless wetback)
Career Entry:
Engineer (Dwarfs Only), Pilot (Gyrocopter / War Balloon) (Dwarfs Only), Sapper (Dwarfs Only), Shipmaster (Dwarfs
Only), Stoneshaper (Dwarfs Only)
Career Exits:
Artillerist, Gunner, Ships Gunner, Stoneshaper (Dwarfs Only)
Special Rules: Dwarfs who reach the level of Master Engineer may purchase any skill that enhances a Dex or construct test a
second time at normal Experience Point cost, giving a cumulative modifier of +20 on most relevant tests.
Master Thief
The Master Thief is an expert in his chosen fields, a sort of highly trained specialist in a few fields. Occasionally, a thief becomes so
skilled, that their abilities become legendary and enshrouded with myth. Thieves that can sneak into anywhere, and steal the Duke's
heirlooms from beneath the Duke's pillow while he is asleep. Of course, the most accomplished thieves are those so good, that none
ever learn of them...
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+4
+ 30
+ 30
+ 10
+ 30
+ 20
+ 10
+ 10
Skills:
Acting, Blather, Bribery, Concealment Urban, Contortionist, Cryptography, Dance, Disguise, Escapology, Etiquette,
Evaluate, Haggle, Law, Numismatics, Palm Object, Pick Lock, Read/Write, Secret Language Thieves Tongue,
Secret Sign Thieves Tongue, Silent Move Urban, Strike to Injure, Strike to Stun, Supernumerate, Ventriloquism,
Wit
Trappings:
Good Quality Clothes, Disguise Kit, Appropriate Tools
Career Entry:
Special Must have completed at least one advanced Rogue career, and two Thieves careers (Gambler, Outlaw
and/or Smuggler may substitute Thieves career(s))
Career Exits:
Cat Burglar, Counterfeiter, Fence, Lawyer, Merchant
Mercenary Sergeant / Captain
Mercenary Sergeant
Members of military forces - be they soldiers, mercenaries, militia, marines, or city watchmen - who show an aptitude for leadership will
normally begin to use their reputation to carve out a living for themselves as mercenary leaders. A Mercenary Sergeant in the Infantry
commands the lower-ranked rank and file mercenaries in a battalion, and is under the command of, and assists, a Mercenary Captain.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+1
+1
+4
+ 20
+1
+ 10
+ 20
+ 10
+ 20
+ 10
+ 10
Skills:
Consume Alcohol, Gamble, Secret Language Battle Tongue, Street Fighter, Strike Mighty Blow, Strike to Stun
Trappings:
trappings as for unit
Mercenary Captain
Captains are often under the command of less experienced knights or nobles, a fact they resent. They often prefer the company of their
troops to the society of nobility, and have more respect for experience and ability than social position. The only way into captain is
through sergeant.
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, Ride Horse, Specialist Weapon Lance, Specialist Weapon Flail Weapons,
Specialist Weapon Parrying Weapon, Specialist Weapon Two-Handed Weapon, Strike to Injure
Trappings:
Full Helm, Mail Shirt, Shield, Lance (Cavalry only), Mail Coif and Leggings (not Militia or Marines) Warhorse with
Saddle and Harness (Cavalry only)
Career Entry:
Archer, Archer Sergeant/Captain, Artillerist, Battlemaster (Dwarfs Only), Duellist, Explorer (Straight to Captain),
Freelance (Straight to Captain), Glade Guard (Wood Elves Only), Gunner, Highwayman, Jaeger Rifleman/Officer,
Judicial Champion, Knight, Marine, Mercenary, Mercenary Veteran, Outlaw Chief, Pistolier Trooper/Officer, Scout,
Slaver, Soldier, Soldier Sergeant/Captain, Squire (Straight to Captain), Targeteer, Templar (Straight to Captain),
Veteran Warrior (Dwarven) (Dwarfs Only), Wardancer (Wood Elves Only), Warrior (Dwarven) (Dwarfs Only),
Watchman, Watch Inspector, Watch Sergeant/Captain, Waywatcher (Wood Elves Only), Weaponmaster
Career Exits:
Artillerist, Battlemaster (Dwarfs Only), Bounty Hunter, Explorer, Freelance (cavalry only), Gambler, Gunner, Judicial
Champion, Marine Sergeant/Captain, Mercenary Veteran, Noble Rank 4 (if requirements of nobility met), Outlaw
Chief, Protagonist, Veteran Warrior (Dwarven) (Dwarfs Only), Wardancer (Wood Elves Only), Weaponmaster

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
M
WS
BS
S
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
M
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
M
WS
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
M
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
M
WS
BS
S
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
M
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
M
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)

Noble Rank 5 (Elector Grand Duke/Duchess, Grand Prince/Princess)


Description pending
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 40
+ 10
+6
+ 30
+2
+ 10
+ 50
+ 30
+ 40
+ 20
+ 40
Skills:
Court Intrigue, Secret Sign Noble, Theology
Trappings:
A considerable piece of real estate like a Province, Lifes little luxuries including Transportation/Entertainment/Good
Living (costing from 30,000 GCs per annum), Expensive Clothes/Jewelry/Pets/Regalia/Mistresses/Sundry Hobbies
(worth at least 50,000 GCs at any one time, spending at least 20,000 GCs per year), Large Castle with
Keep/Bailey/Walls (cost at least 100,000 GCs to build and 12,500 GCs per annum to run), Town House or additional
Country Retreats, Marks of Office (costing at least 25,000 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 2500 Men-At-Arms, 500 Archers, 500
Cavalry), Good contacts amongst the Templar and Mercenary fraternity, 1000D6 Gold Crowns immediately to hand
Career Entry:
(if requirements of nobility met) Noble Rank 4 (NPCs only)
Career Exits:
none
Outlaw Chief
Successful outlaws can rise to the leadership of their own band and can be known as brigands or outlaw chiefs. As such they have a
pick of all the equipment and spoils. With the advantages of leadership also comes responsibility. They are responsible for the welfare
of the rest of the band. And if they are dissatisfied with the leader they might make a bid in a fatal manner.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 30
+1
+3
+5
+ 20
+2
+ 10
+ 30
+ 20
+ 10
Skills:
Fletching, Follow Trail, Identify Plants, Secret Language Battle Tongue, Secret Language Thieves Tongue, Rapid
Fire Bows or Crossbows, Ride Horse, Sure Shot
Trappings:
Bow or Crossbow, 2D6 Arrows/Crossbow Bolts, Mail Shirt, Horse, Saddle, Harness, 1D6 Followers (NPC Outlaws)
Career Entry:
Archer Sergeant/Captain, Assassin, Barbarian, Bodyguard, Demagogue, Highwayman, Jaeger Rifleman/Officer,
Marine Sergeant/Captain, Mercenary, Mercenary Sergeant/Captain, Outlaw, Pit Fighter, Racketeer, Scout, Slaver,
Soldier Sergeant/Captain, Targeteer, Torturer, Wardancer (Wood Elves Only), Watch Inspector, Watch Captain
Career Exits:
Archer Sergeant/Captain, Crime Lord, Demagogue, Highwayman, Jaeger Rifleman/Officer, Marine Sergeant/Captain,
Mercenary Sergeant/Captain, Scout, Soldier Sergeant/Captain
Physician
Physicians are practitioners of the comparatively young science of medicine. They provide basic medical treatment and perform simple
surgery in order to relieve common minor ailments such as boils, splinters, and minor wounds. They are respected members of the
community and can be an invaluable aid to wounded adventurers.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+3
+ 10
+ 30
+ 20
+ 30
+ 20
+ 20
+ 10
Skills:
Cure Disease, Heal Wounds, Manufacture Drugs, Prepare Poisons, Surgery
Trappings:
Hand Weapon, Black Bag with Medical Instruments, 5D6 Gold Crowns
Career Entry:
Cleric, Forest Guardian (Wood Elves Only), Hypnotist, Pharmacist, Physicians Student
Career Exits:
Hypnotist, Alchemists Apprentice
Pilot (Gyrocopter / War Balloon) (Dwarfs Only)
The pilot is a member of the Dwarf Engineers' Guild who specializes in the construction, maintenance, and operation of aerial war
machines such as the gyrocopter and the war balloon. Where most Dwarfs do not even like to spend too much time above ground, the
pilots actually enjoy flying their dangerous and unreliable machines into battle or on reconnaissance patrols.
Most other Dwarfs regard them as mad - even madder than Slayers, who at least were forced into the doomed lifestyle by misfortune
and thwarted honour. Even the most crazed Daemon Slayer would not fly a gyrocopter.
Pilots are trusted and dedicated members of the Engineers' Guild, and almost without exception, they serve their native hold. Flying
machines are rare and precious, and no Dwarfhold would willingly let one out of its control. Therefore, this career is mainly for NPCs; a
player character Pilot will need a very good reason for operating away from a hold.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 20
+1
+2
+ 20
+ 20
+ 10
+ 20
+ 30
+ 10
Skills:
Air Lore, Carpentry, Engineer, Operate Machinery Gyrocopter / War Balloon, Specialist Weapon Bombs,
Specialist Weapon Steam Cannon
Trappings:
Hand Weapon, Leather Hood, Goggles, Scarf, Cigars, Leather Jacket, Gyrocopter / War Balloon, Telescope (War
Balloon Pilots only), Tool Box, 1D4 Hammers, 1D6 x 10 Nails, 1D4 Cold Chisels, Awl, Pick, Saw, 1D6 Iron Spikes,
Tongs, 1D3 Pliers, 1D4 Wrenches, Heavy Wire 10 yards, Hand Axe, 1D10 Bombs
Career Entry:
Engineer (Dwarfs Only)
Career Exits:
Artillerist, Gunner, Master Engineer (Dwarfs Only), Sapper (Dwarfs Only)

Pirate Mate / Captain


Mate
Mates serve on ships as the second in command, answering directly to the Captain of the vessel. They are responsible for ensuring
that the Captains orders are carried out, which can be a trying task with even the most professional of crews. Mates have to be stern
but fair, earning the respect of their crew or they will swiftly find themselves the butt of many practical jokes and far worse if a mutiny
should occur. Mates are always experienced sailors, often with several voyages under their belt and there are few ports they havent
drank, fought, or caroused in.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+1
+1
+4
+ 10
+1
+ 20
+ 20
+ 10
+ 20
+ 10
Skills:
Boat Building, Consume Alcohol, Sailing, Story Telling, Street Fighter, Swim
Trappings:
Club, Cutlass, Leather Jack
Pirate Captain
For those who make their livelihood from the sea, their greatest fear is of piracy. For there will always be those who will prey upon the
sea lanes, seeking easy comforts and vast fortunes through bloody means.
Most Pirate Captains rely upon their cruelty and their ability to keep control of their crew through fear as well as the promise of loot.
They rely heavily upon their own imposing demeanor and their sword fighting skills to maintain order amongst their unruly and
capricious crew. As a result of this their sailing skills may actually be substandard, but as long as they can maintain some semblance
of command and do away with any ambitious underlings they will continue to command the ship.
In comparison to the Sea Captains, the Pirate Captain are often less knowledgeable about the seamanship, since they often hold their
position based upon power rather than their sailing skills. No Pirate Captain however can wholly neglect such important skills, and
usually can not assume command unless they have some previous experience from their past to ensure success in pirating. However
many Pirate Captains can not navigate their ships, and when raiding ships often put all their foes to death except for the Navigator of a
defeated vessel, who is then compelled to serve with the crew or suffer a similar fate as their shipmates. Of course if the Pirate Captain
is the only one who knows how to navigate a ship, the threat of a mutiny is diminished dramatically.
Privateers are Pirate Captains, sanctioned by a naval power to engage enemy shipping. Magritta in particular sanctions many
Privateers, to engage not only other Pirate ships, but also the trading ships of Bilbali and the Tilean City States.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 30
+1
+2
+6
+ 20
+2
+ 30
+ 30
+ 20
+ 30
+ 20
+ 10
Skills:
Animal Trainer Parrot or Monkey, Boat Building, Evaluate, Frenzied Attack, Intimidate, Numismatics, Sailing, Speak
Additional Language, Specialist Weapon Firearms, Specialist Weapon Whip, Street Fighter, Strike Mighty Blow,
Strike to Stun, Torture
Trappings:
Leather Jack, Cutlass, Pair of Pistols with powder and ammunition for 10 shots, Telescope, Ship and Crew, Letter of
Marque with Seal of Approval from local authority (if Privateer)
Career Entry:
Explorer (Straight to Captain), Marine, Marine Sergeant/Captain, Navigator (Straight to Captain), Pilot, Pirate,
Seaman, Sea Mate / Captain, Ships Gunner, Ship's Lookout, Slaver
Career Exits:
Explorer, Marine Sergeant/Captain, Navigator, Pilot, Sea Mate / Captain, Slaver, Weaponmaster
Pistolier Trooper / Officer
Pistolier Trooper
Pistoliers are the elite light cavalry of the Imperial Army. They specialize in wielding firearms, specifically pistols. Pistoliers have only
come into their own recently, as gunpowder weapons have been relatively unstable until now in the Old World. Because of the expense
of their weapons and the constant upkeep that pistols and warhorses require, Noblemen dominate the ranks of the Pistoliers. Many
young Nobles volunteer for the Pistoliers in search of glory or in the hopes of making a name.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 30
+1
+2
+4
+ 20
+1
+ 20
+ 10
+ 10
+ 20
+ 10
+ 10
Skills:
Animal Care, Disarm, Dodge Blow, Etiquette, Marksmanship, Read/Write, Ride Horse, Secret Language Battle
Tongue, Specialist Weapon Fencing Sword, Specialist Weapon Pistol, Specialist Weapon Parrying Weapon,
Strike to Injure, Strike to Stun, Sure Shot
Pistolier Officer
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 40
+2
+3
+6
+ 30
+2
+ 30
+ 30
+ 20
+ 30
+ 20
+ 20
Skills:
Heraldry, Specialist Weapon Flail Weapons, Specialist Weapon Two-Handed Weapon, Street Fighter, Strike
Mighty Blow
Trappings:
Full Helm, Breastplate, Full Mail Armor, Left-Hand Dagger, Long Sword or Rapier, Pair of Duelling Pistols with
powder and ammunition for 20 shots, Warhorse, Saddle, Harness, 3D6 Gold Crowns, Two-Hand Weapon (Officers
only)
Career Entry:
Cavalier, Freeman / Freewoman, Highwayman, Noble Rank 1, Protagonist, Weaponmaster
Career Exits:
Cavalier, Duellist, Free Lance, Highwayman, Knight, Mercenary Sergeant/Captain, Noble Rank 2 (if requirements of
nobility met), Soldier Sergeant/Captain, Templar, Weaponmaster

Pit Fighter Champion


The Pit Fighters that choose to remain at the arena after winning their freedom soon become what is known as Pit Fighter Champions.
Those that survive, that is. Fearsome warriors and expert killers, these are the real crowd-pleasers, drawing thousands of spectators to
the arena when they perform, as they choose to call it. Highly paid, this is a profession that offers more danger than rewards.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+1
+2
+4
+ 20
+1
+ 20
+ 10
+ 10
Skills:
Disarm, Dodge Blow, Specialist Weapon Two Handed Weapons, Specialist Weapon Flail, Specialist Weapon
Parrying Weapons, Specialist Weapon Net, Specialist Weapon Fist Weapons, Street Fighter, Strike Mighty Blow,
Strike To Injure, Strike To Stun, Wrestling
Trappings:
Hand Weapon, Mail Shirt, Full Helm, Shield, Specialist Weapon
Career Entry:
Barbarian, Pit Fighter
Career Exits:
Battlemaster (Dwarfs Only), Judicial Champion, Mercenary, Wardancer (Wood Elves Only)
Playwright
As most people in the Old World cannot read or write, it is important that historical and important events are acted out in the form of
plays, preserving history and giving the common people an understanding of how things were gained and achieved. The Playwright is
responsible for the writing and direction of plays and good ones are hard to find; those who enjoy success are often lured by powerful
nobles on a regular basis. The Playwright writes his texts in the format of scripts and then hires actors, as well as acrobats and
musicians, to fill the roles. Successful Playwrights hold their plays in the prestigious theatres of the Old World whereas the others must
be content with the town square or anywhere where a sizeable audience can assemble. Many Playwrights attempt controversial issues
as the subject matter for their plays and maybe arrested, imprisoned or even executed as a result. Wise Playwrights choose to hover
around topics that are favourable by nobles and the law and enjoy great success and high wages.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+3
+ 20
+ 30
+ 30
+ 20
+ 20
+ 30
Skills:
Acting, Blather, Charm, Etiquette, Heraldry, History, Linguistics, Public Speaking, Read/Write, Secret Language
Classical, Story Telling, Wit
Trappings:
Plenty of Parchment, Quills, Ink, 10D6 Gold Crowns
Career Entry:
Artisan Calligrapher, Artisan Printer, Demagogue, Entertainer Actor, Student
Career Exits:
Charlatan, Demagogue
Racketeer
Racketeers are expert and organized thugs, who extract money from the community around them by extortion, threats and other illegal
means. They tend to work in groups and while they are not very imaginative as criminals go, they are tough and well equipped. Their
main source of income is from protection rackets. But they are also involved in illegal gambling and loan sharking. Anyone who fails to
pay up at the appointed time is dealt with harshly ranging from damage to property to maiming to murder.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+1
+1
+4
+ 10
+1
+ 20
+ 10
Skills:
Dodge Blow, Intimidate, Specialist Weapon Fist Weapons, Specialist Weapon Incendiaries, Street Fighter, Strike
Mighty Blow
Trappings:
Broad-Brimmed Hat, Club, Hand Weapon, Knuckledusters, 2D6 Bodyguards
Career Entry:
Beggar, Entertainer Strongman, Entertainer Wrestler, Footpad, Informer, Pirate, Thief, Torturer, Watchman,
Watch Sergeant
Career Exits:
Crime Lord, Fence, Outlaw Chief
Riverwarden Sergeant
After having spent time as a Riverwarden, some get the experience and authority to become Riverwarden Sergeants. Commanding
boats of several Riverwardens, they patrol the rivers of the Empire and see to it that the laws of the Empire are upheld.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+2
+4
+ 20
+ 20
+ 10
+ 10
+ 30
+ 20
Skills:
Dodge Blow, Follow Trail, Sail, Specialist Weapon Firearms, Strike Mighty Blow, Sure Shot
Trappings:
Pistol, 2D6 Shots of Ammunition and Powder, Mail Shirt, Boat or Barge, Hand Weapon, 2D6 Riverwardens
Career Entry:
Riverwarden
Career Exits:
Marine, Pirate, Seaman, Ship's Lookout

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
M
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
M
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
M
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
M
WS
BS
S
T
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
M
WS
BS
S
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

Shipmaster (Dwarfs Only)


Shipmasters are members of the Dwarf Engineers Guild who specialize in the construction, maintenance, and operation of Dwarf
gunboats, warships or submersibles. Shipmasters usually work in crews of 2 to 4, depending upon the type of vessel they operate. All
shipmasters are trained for a life on water (whether sea or river) by their elders or senior Dwarf crewmen - a prospect that most Dwarfs
view with horror.
Shipmasters are almost exclusively attached to holds. The vast majority are based at Barak Varr, although there are a handful in
Marienburg. Both they and their vessels are closely controlled by the superiors in the Engineers' Guild. Therefore, this career is better
suited to NPCs than to player characters.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 20
+1
+1
+2
+ 20
+ 20
+ 10
+ 10
+ 10
+ 10
Skills:
Astronomy, Operate Machinery Gunboat / Warship / Nautilus, Orientation, River Lore, Row
Trappings:
Hand Weapon, Bandanna (gunboat masters), Short-billed Leather Cap (Warship or Nautilus masters), Cigars,
Leather Jerkin, Gunboat / Warship / Nautilus submersible and crew, Tool Box, 1D4 Hammers, 1D6 x 10 Nails, 1D4
Cold Chisels, Awl, Pick, Saw, 1D6 Iron Spikes, Tongs, 1D3 Pliers, 1D4 Wrenches, Heavy Wire 10 yards, Hand Axe
Career Entry:
Engineer (Dwarfs Only)
Career Exits:
Alchemists Apprentice, Gunner, Master Engineer (Dwarfs Only), Sea Mate/Captain, Ships Gunner
Ships Gunner
With the emergence of smaller shipboard cannon, the Ship's Gunner is beginning to play a more pivotal role in naval warfare. Although
naval cannon are relatively rare, the finest ships in the navy will be armed with these, and the Ship's Gunner is a well-respected career,
if a little dangerous. The Gunner must not only deal with an unreliable weapon, but is partly blinded and deafened by the noise and the
gunsmoke the cannon produces. They must also aim and load the heavy weapons. A strong back, nerves of steel, and iron resolve are
necessary to be a Ship's Gunner.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 20
+1
+1
+4
+ 20
+ 20
+ 20
+ 10
+ 20
+ 10
Skills:
Engineer, Sailing, Scale Sheer Surface, Specialist Weapon Bombs, Specialist Weapon Firearms, Swim
Plus either Specialist Weapon Bombard, Specialist Weapon Cannon, Specialist Weapon Mortar
Trappings:
Artillerists Charts and Tables, Bandana, Cutlass, Pistol with 1D6 Shots in pouch
Career Entry:
Artillerist, Engineer (Dwarfs Only), Gunner, Master Engineer (Dwarfs Only), Marine, Marine Sergeant/Captain, Pirate,
Sapper (Dwarfs Only), Seaman, Shipmaster (Dwarfs Only)
Career Exits:
Artillerist, Gunner, Marine, Marine Sergeant/Captain, Pirate Mate/Captain, Sea Mate/Captain
Slaver
Slavery is the lot for millions in the Old World; it goes under the guise of service, forced labour or agricultural bondage. More obvious
forms of slavery are generally illegal, but slaving still goes on unchecked in some areas. The slaver generally obtains his merchandise
from foreign parts or deals in those too young or too poor to assert their rights. The greatest slave markets are in Araby and the lot of
those sold there is a miserable one; in the Old World, some people are enslaved by the courts, for nonpayment of debts or similar
offences, although until recently there was a thriving slave-trade in half-orcs. Slaves in the Old World are generally well-treated, often
working alongside paid servants and sharing much the same condition.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+2
+4
+ 20
+ 20
+ 10
+ 20
+ 10
Skills:
Drive Cart, Evaluate, Intimidate, Ride, Speak Additional Language, Specialist Weapon Net, Strike to Stun
Trappings:
Hand Weapon, Horse and Cart, Horse with Saddle and Harness, 1D4 Pairs of Manacles, Rope 10 yards
Career Entry:
Barbarian, Bounty Hunter, Footpad, Jailer, Marine, Mercenary, Pirate, Pirate Mate/Captain, Rustler, Seaman, Soldier
Career Exits:
Crime Lord, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Outlaw Chief, Pirate, Pirate Mate/Captain,
Seaman, Soldier Sergeant/Captain

Soldier Sergeant / Captain


Soldier Sergeant
Members of military forces - be they soldiers, mercenaries, militia, marines, or city watchmen - who show an aptitude for leadership will
normally begin to use their reputation to carve out a living for themselves as leaders. A Sergeant commands the lower-ranked rank and
file troops in a battalion, and is under the command of, and assists, a Captain.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+1
+1
+4
+ 20
+1
+ 10
+ 20
+ 10
+ 20
+ 10
+ 10
Skills:
Consume Alcohol, Gamble, Secret Language Battle Tongue, Street Fighter, Strike Mighty Blow, Strike to Stun
Trappings:
trappings as for unit
Soldier Captain
Captains are often under the command of less experienced knights or nobles, a fact they resent. They often prefer the company of their
troops to the society of nobility, and have more respect for experience and ability than social position. The only way into captain is
through sergeant.
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, Ride Horse, Specialist Weapon Lance, Specialist Weapon Flail Weapons,
Specialist Weapon Parrying Weapon, Specialist Weapon Two-Handed Weapon, Strike to Injure
Trappings:
Full Helm, Mail Shirt, Shield, Lance (Cavalry only), Mail Coif and Leggings, Livery (uniform of good quality, with army
or detachment's colors and symbol, worn over mail), Warhorse with Saddle and Harness (Cavalry only), Two-Hand
Weapon
Career Entry:
Archer, Archer Sergeant/Captain, Artillerist, Battlemaster (Dwarfs Only), Duellist, Explorer (Straight to Captain),
Freelance (Straight to Captain), Glade Guard (Wood Elves Only), Gunner, Highwayman, Jaeger Rifleman/Officer,
Judicial Champion, Knight, Marine, Mercenary, Mercenary Veteran, Outlaw Chief, Pistolier Trooper/Officer, Scout,
Slaver, Soldier, Squire (Straight to Captain), Targeteer, Templar (Straight to Captain), Veteran Warrior (Dwarven)
(Dwarfs Only), Wardancer (Wood Elves Only), Warrior (Dwarven) (Dwarfs Only), Watchman, Watch Inspector, Watch
Sergeant/Captain, Waywatcher (Wood Elves Only), Weaponmaster
Career Exits:
Artillerist, Battlemaster (Dwarfs Only), Bounty Hunter, Explorer, Freelance (cavalry only), Gambler, Gunner, Judicial
Champion, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Mercenary Veteran, Noble Rank 4 (if
requirements of nobility met), Outlaw Chief, Protagonist, Veteran Warrior (Dwarven) (Dwarfs Only), Wardancer
(Wood Elves Only)
Spy
Spies are used to gather and relay information secretly. They are experts at filtrating at the highest level of an organization, and may
work under cover for months or years. Some prefer one off jobs, breaking into a building to steal information or to commit some form of
sabotage. Every nation employees spies mostly in military intelligence gathering activities. They are also hired by great merchant
houses and so on.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 20
+1
+4
+ 30
+1
+ 20
+ 10
+ 20
+ 40
+ 20
Skills:
Act, Bribery, Conceal Urban, Cryptography, Disguise, Flee!, Linguistics, Pick Lock, Palm Object, Read/Write,
Seduction, Shadowing, Silent Move Urban, Sixth Sense, Wit
Trappings:
Codebook, 1D4 Homing Pigeons, Disguise Kit
Career Entry:
Cat Burglar, Chamberlain, Charlatan, Diplomat, Explorer, Far Rider (Elves Only), Informer, Jester, Luxury Prostitute /
Courtesan / Protectress, Saboteur, Steward, Waywatcher (Elves Only)
Career Exits:
Assassin, Luxury Prostitute / Courtesan / Protectress, Saboteur
Steward
Stewards are employed by the nobility to take care of their estate and the domestic administration of their houses. The former duties
involve accounting for their master's lands being cultivated by oxen or plough horse, and recording the tenants of farms together with
rents, obligations and fines. If there are woods used for hunting nearby then the Steward must also take note of game taken with or
without permission. Domestic administration generally involves ensuring that the chambers of the house are provided with
counterpanes, cushions, pillows, bedclothes, coverings for the tables and benches. Stewards also supervise the preparation of any
events to be held in the master's house, from dinner parties to lavish balls. Stewards command a good wage and have a high standing
in society.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+3
+ 20
+ 20
+ 30
+ 30
+ 20
+ 20
+ 20
Skills:
Blather, Charm, Etiquette, Evaluate, Heraldry, Read/Write, Stewardship, Super Numerate
Trappings:
Good Quality Clothes, 1D3 Scribes, 1D3 Clerks, 1 Bailiff
Career Entry:
Bailiff, Butler, Servant Herald
Career Exits:
Chamberlain, Lawyer, Merchant, Scholar, Spy

Stoneshaper (Dwarfs Only)


Stoneshapers excel in the design of fortifications and exemplify the Dwarf style of architecture. Their skill at shaping rock and
knowledge of the earth is without equal. Most large-scale excavations and stone constructions can only take place under their
supervision. Because of their deep-rooted sense of the strengths and dangers of stone structures, their work often takes them into
perilous situations, such as besieged holds or mines recently recaptured from greenskins.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+4
+ 10
+ 30
+ 20
+ 30
+ 20
+ 20
Skills:
Acute Hearing, Art Stone Sculpting, Carpentry, Cartography, Chemistry, Dowsing, Drive Cart, Earth Lore, Engineer,
Mining, Orientation, Scale Sheer Surface, Stoneworking
Trappings:
Hand Weapon, Tool Box, 1D4 Hammers, 1D4 Cold Chisels, 1D4 Stone Chisels, Pick, Sledgehammer, 1D6 Iron
Spikes, Tongs
Career Entry:
Engineer (Dwarfs Only), Lodefinder (Dwarfs Only), Master Artisan (Dwarfs Only), Master Engineer (Dwarfs Only)
Career Exits:
Master Engineer (Dwarfs Only), Loremaster (Dwarfs Only)
Special Rules: Stoneshapers have a limited form of sixth sense, which alerts them to any natural or engineered threat involving earth
or stone structures, such as earthquakes, rockfalls, pit traps and so on. This skill is applied at the GM's discretion.
Targeteer
Targeteers are professionals who compete in archery tourneys. Some use various other missile weapons, such as crossbows, but the
longbow is by far the most popular. Targeteers travel from tournament to tournament and fair to fair, entering every contest they find
and may also work at fairs almost as entertainers, challenging locals to impromptu contests for a drink or a small stake or performing
various tricks as a sideshow. A good Targeteer can make a handsome living by competing in the major tournaments.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 40
+1
+1
+4
+ 20
+ 30
+ 10
+ 10
+ 30
+ 10
+ 20
Skills:
Fletching, Marksmanship, Rapid Fire Bows or Crossbows, Specialist Weapon Longbow, Sure Shot
Trappings:
Bow or Crossbow, 2D6 Arrows/Crossbow Bolts, Leather Jack
Career Entry:
Archer, Archer Sergeant/Captain, Artisan Bowyer, Artisan Fletcher, Bounty Hunter, Gamekeeper, Outlaw
Career Exits:
Archer, Archer Sergeant/Captain, Assassin, Mercenary, Outlaw Chief, Soldier Sergeant/Captain
Templar
Some fighting men ally themselves directly with one if the religious groups of the old world by joining the military order within that
religion. As such they become know as knights templar. They may enter the service for a fixed period or for life. Sometimes one will join
as a penance for an oath breaking. All military orders demand absolute obedience and a high standard of military prowess. They are
under the command of the temple authority, and live within the grounds of the temple. It is their job to provide guards for the temple and
important religious dignitaries, and what ever military force might be required by the head if the religion for the destruction of heresies,
holy wars and the protection of the faithful from persecution and infidel attack.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 30
+1
+2
+8
+ 30
+2
+ 20
+ 20
+ 20
+ 20
+ 20
+ 20
Skills:
Disarm, Dodge Blow, Etiquette, Heraldry, Read/Write, Ride Horse, Secret Language Battle Tongue, Secret Signs
Templar, Specialist Weapon Lance, Strike Mighty Blow, Strike to Stun, Theology
Trappings:
Full Plate Armor, Warhorse, Saddle, Harness, Horesmans Axe or Flail, Lance, Shield, 3D6 Gold Crowns, Religious
Symbol
Career Entry:
Battlemaster (Dwarfs Only), Free Lance, Glade Guard (Wood Elves Only), Glade Champion (Wood Elves Only),
Judicial Champion, Knight, Pistolier Trooper/Officer, Veteran Warrior (Dwarven) (Dwarfs Only), Witch-Hunter,
Waywatcher (Wood Elves Only), Wood Elf Scout (Wood Elves Only), Weaponmaster
Career Exits:
Free Lance, Initiate, Knight, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Noble Rank 4 (if requirements
of nobility met), Soldier Sergeant/Captain, Witch-Hunter
Torturer
Torturers live mostly in dungeons and acquire most of the Jailers' less endearing habits. They do tend to be a little cleaner and a little
less corruptible, but the difference is often slight. Torturers are expert at interrogation with the use of force and learn how to cause great
pain with only little physical damage. Some highly proficient Torturers may even acquire limited medical skills, enabling them to keep
their victims alive longer during questioning.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+4
+ 10
+ 20
+ 10
+ 10
+ 30
+ 20
Skills:
Heal Wounds, Specialist Weapon Flail Weapons, Torture
Trappings:
1D10 Knives / Whips / Irons
Career Entry:
Jailer
Career Exits:
Executioner, Outlaw Chief, Racketeer, Thief

Veteran Warrior (Dwarven) (Dwarfs Only)


Some Dwarf clans specialize in the craft of war. From the cream of these clans, the most skilled and battle-hardened warriors are
selected for the elite units of Dwarf armies:
Hammerers who guard the person of the King
Heavily armored Iron Breakers who guard the gates to the Underway against Goblinoid or Skaven attack.
Longbeards, the most seasoned and experienced of Dwarven troops.
Thunderers, equipped with the best handguns the Engineers Guild can provide.
Although these units have very different roles, their training and abilities remain similar. The most outstanding warriors from these
Brotherhoods are selected by the Priests of Grungni to server as Templars of the Order of the Stone Wall.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 30
+ 20
+2
+1
+4
+ 20
+1
+ 20
+ 20
+ 30
+ 10
Skills:
Disarm, Dodge Blow, Gamble, Secret Language Dwarven Battle Tongue, Street Fighting, Strike Mighty Blow, Strike
to Injure, Strike to Stun
Additional Skills:
Hammerer:
Special Weapon Two-Handed
Iron Breaker:
Special Weapon Two-Handed
Longbeard:
Immunity to Fear, Special Weapon Two-Handed
Thunderer:
Specialist Weapon Firearms, Sure Shot
Trappings:
Hand Weapon, Helmet, Sleeved Mail Coat, Shield, Ale mug
Additional Trappings:
Hammerer:
Two-Hand Hammer
Iron Breaker:
Two-Hand Axe or Two-Hand Sword, Gromril Armor (+2AP, 20% Enc)
Longbeard:
Two-Hand Axe or Two-Hand Sword
Thunderer:
Pistol with 2D6 Shots in pouch (only misfires on evens)
Career Entry:
Marine, Marine Sergeant/Captain, Mercenary, Mercenary Sergeant/Captain, Militiaman, Mountaineer Trooper/Officer
(Dwarfs Only), Runner (Dwarfs Only), Scout, Soldier, Soldier Sergeant/Captain, Tunnel Fighter (Dwarfs Only),
Warrior (Dwarven) (Dwarfs Only)
Career Exits:
Artillerist, Battlemaster (Dwarfs Only), Engineer (Dwarfs Only), Knight, Marine Sergeant/Captain, Mercenary
Sergeant/Captain, Mercenary Veteran, Soldier Sergeant/Captain, Templar (Order of the Stone Wall)
Wardancer (Wood Elves Only)
Amongst the Wood Elves of the Old World, the most feared and respected warriors are the Wardancers. They live for the glory of
battle, and dedicate themselves to reaching the peak of fighting prowess. They are also masters of courtesy and dance, performing
their intricate maneuvers with consummate ease and grace. Wardancers are distinguished by their graceful pride, their love of fighting
and their fondness for spectacularly-dyed hair, often stiffened with tree-resin.
Wardancers can be found in many of the larger Wood Elven settlements. They prefer the company of their own kind, but often live a
little way apart from the main settlement, practicing their warchants and feats of arms whilst waiting for action.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 40
+ 20
+3
+3
+8
+ 20
+2
+ 10
+ 20
+ 10
Skills:
Acrobatics, Ambidextrous, Dance, Distract, Dodge Blow, Marksmanship Thrown Weapons only, Rapid Fire
Thrown, Specialist Weapon Two-Handed Weapons, Strike Mighty Blow, Strike to Injure, Sure Shot Thrown
Weapons only, Transfix, Warchant, Whirling Death
Trappings:
Hand Weapon, Shield, One additional weapon (which may be a Hand Weapon, a Spear, a Two-Handed Sword or a
Two-Handed Axe)
Career Entry:
Beastfriend (Wood Elves Only), Bounty Hunter, Far Rider (Wood Elves Only), Forestrunner (Wood Elves Only),
Glade Champion (Wood Elves Only), Mercenary Sergeant/Captain, Judicial Champion, Outlaw, Pit Fighter, Scout,
Soldier Sergeant/Captain, Waywatcher (Wood Elves Only), Windrider (Wood Elves Only), Wood Elf Scout (Wood
Elves Only)
Career Exits:
Initiate, Glade Champion (Wood Elves Only), Judicial Champion, Mercenary Sergeant/Captain, Outlaw Chief, Soldier
Sergeant/Captain, Windrider (Wood Elves Only)

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

Notes: Changes from WFRP rulebook:


Numerous Careers had Advance Schemes, Skills, Career Entries & Career Exits updated
New Advanced Careers: Alchemist (Dwarven), Archer Sergeant / Captain, Beastfriend, Butler, Cat Burglar, Cavalier,
Chamberlain, Chef, Crime Lord, Daemon Slayer, Diplomat, Dragon Slayer, Far Rider, Glade
Champion, Hedge-Wizard, Innkeeper, Jaeger Rifleman/Officer, Knight, Librarian, Lodefinder,
Loremaster, Luxury Prostitute / Courtesan / Protectress, Marine Sergeant / Captain, Master Artisan,
Master Engineer, Master Thief, Mercenary Veteran, Mountaineer Trooper/Officer, Noble Ranks 2
through 5, Pilot (Gyrocopter / War Balloon), Pirate Mate/Captain, Pistolier Trooper/Officer, Pit
Fighter Champion, Playwright, Riverwarden Sergeant, Roadwarden Sergeant, Runesmith,
Saboteur, Shipmaster, Ships Gunner, Soldier Sergeant/Captain, Steward, Stoneshaper, Veteran
Warrior (Dwarven), Wardancer, Watch Inspector, Watch Sergeant/Captain, Waywatcher,
Windrider, Wood-Elf Mage
Some careers were taken from official sources and combined into this document, others were
created by myself, still others were found throughout the internet.
Many thanks to:

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.

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