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Basic

Academic Careers
SOCIAL CLASS: Merchant
CAREER ENTRIES: Apprentice Alchemist; Apprentice Color Wizard; Apprentice
Wizard; Barber-Surgeon; Hedge Wizard's Apprentice; Student
The Apothecary compounds medicines and herbal cures, though many will offer their own non-prescription compounds.
None would ever, ever stoop so low as to compound poisons, as such a lucrative trade would be against the law
M
WS
BS
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DEX LD
INT CL
WP FEL ML
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
ACADEMIC
CAREER: Apothecary

AK: Science
Haggle
SL: Guilder

Gossip
Read/Write
SL: Classical

Heal Wounds
1-6
/7+
Prepare Poisons
Trade: Apothecary

Etiquette
Resist Poisons

1-6
/7+

Wit
Very Resilient

1-6
/7+

CAREER EXITS: Apprentice Alchemist; Apprentice Color Wizard; Apprentice Wizard; Artisan; Barber-Surgeon;
Embalmer; Grave Robber; Merchant; Physician; Scholar
TRAPPINGS
Healing Draught

Leather Jerkin

Apothecary Trade Tools

ACADEMIC
SOCIAL CLASS: Middle
CAREER: Apprentice Alchemist
CAREER ENTRIES: Apothecary; Dyer; Engineer; Librarian; Pharmacist; Physician
The Apprentice Alchemist hopes one day to become a Journeyman. Meanwhile, he spends his days mixing compounds
and learning chemistry, and tries hard not to blow up his masters laboratory.
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BS
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DEX LD
INT CL
WP FEL ML
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Trade: Brewing

AK: Chemistry

Evaluate

Read/Write

SL - Classical

CAREER EXITS: Apothecary; Bawd; Charlatan; Counterfeiter; Dyer; Entertainer (Bunko Artist); Grave Robber;
Journeyman Alchemist; Librarian; Prospector
TRAPPINGS
None

ACADEMIC
SOCIAL CLASS: Middle
CAREER: Apprentice
CAREER ENTRIES: Apothecary; Dilettante; Hedge Wizard; Hedge Wizard's Apprentice;
Librarian; Scholar; Scribe; Student
Color Wizard
The Apprentice Color Wizard studies at one of the Color Colleges, places of learning requiring adherence to a code of
behavior and laborious study. Few can make the grade, but those who do move on to become Journeyman Color Wizards.
M
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BS
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DEX LD
INT CL
WP FEL ML
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
AK - Magic
Channeling

Magical Sense

Read/Write

Scroll Lore

AL -Magick

Arcane Lore - Petty Magic


Petty Magic - Arcane
50%
Search

Aethyric Attunement
Fast Hands

SL - Classical

1-6
/7+

Savvy
Very Resilient

1-6
/7+

SAL - Elthrin

CAREER EXITS: Apothecary; Bawd; Charlatan; Clerk; Dilettante; Entertainer-Bunko Artist; Gambler; Grave Robber; Journeyman
Color Wizard; Librarian; Scholar; Scribe; Tomb Robber
TRAPPINGS
Quarterstaff

Backpack

Printed Book

ACADEMIC
SOCIAL CLASS: Middle
CAREER: Apprentice
CAREER ENTRIES: Apothecary; Dilettante; Hedge Wizard; Hedge Wizard's Apprentice;
Librarian; Scholar; Scribe; Student
Wizard
The Apprentice Wizard studies under a Wizard who serves outside the organization of the Colleges of Magic. Somewhat
of a magical outcast, she will learn to channel all the Colors of Magic, though without the deeper understanding of each
that a Color Wizard might have. Few master such a variety of power, but those who do are a force to be reckoned with..
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DEX LD
INT CL
WP FEL ML
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
AK - Magic
Channeling

Magical Sense

Read/Write

Scroll Lore

AL -Magick

Arcane Lore - Petty Magic


Petty Magic - Battle
50%
Search

Aethyric Attunement
Fast Hands

SL - Classical

1-6
/7+

Savvy
Very Resilient

1-6
/7+

SAL - Elthrin

CAREER EXITS: Apothecary; Bawd; Charlatan; Clerk; Dilettante; Entertainer-Bunko Artist; Gambler; Grave Robber; Journeyman
Wizard; Librarian; Scholar; Scribe; Tomb Robber
TRAPPINGS
None

ACADEMIC
SOCIAL CLASS: Middle
CAREER: Artisan's
CAREER ENTRIES: Starting Career Only
Apprentice
The Artisans Apprentice struggles to learn a trade while doing the scut work that is below the worth of a master artisan.
Often abused, many leave the trade before they master more than the basics, though the ones who stick it out can become
both wealthy and well-respected members of their community.
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DEX LD
INT CL
WP FEL ML
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Drive Cart
Very Resilient
Very Strong

1 Trade from:

1-6
/7+

Builder/
Carpenter/
Cartwright/
Cooper
(Carpentry
and Joinery)
Chandler
(Candle/Soap
Making)

Printer
(Read/Write)

Armorer
(Metallurgy
and
Smithing)
Bookbinding
Calligrapher/
Engraver
(Art)
Shipwright
(Carpentry,
Boat Building)

Blacksmith
(Smithing)

Brewer
(Brewing)

Cobbler/
Tailor
(Tailor)

Jeweler (Gem
Cutting)

Glass Maker
(Chemistry)
Stonemason
(Stoneworking)

Potter (Art,
Chemistry)
Tanner
(Chemistry and
Leatherwork)
Weaponsmith

CAREER EXITS: Artisan (Same Type); Bodyguard; Bookbinder; Brewer; Camp Follower; Cartographer; Dyer; Footpad;
Smith

TRAPPINGS
Hand Weapon

Trade Tools

ACADEMIC
SOCIAL CLASS: Middle
CAREER: Burgher
CAREER ENTRIES: Innkeeper; Servant
A solid member of the middle class, Burghers are often business owners, minor functionaries, and low-level officials.
M
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BS
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DEX LD
INT CL
WP FEL ML
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Consume Alcohol
CK: Empire

Drive Cart
Dealmaker
Evaluate

01-6
/7+

Haggle
Search
Speak: Reikspiel

Gossip
1-6
Savvy
/7+
Read/Write
Wit
Speak: Breton, Kislev or Tilean

50%
50%

CAREER EXITS: Agitator; Buyer; Fence; Innkeeper; Merchant; Militiaman; Moneylender; Muleskinner;
Tradesman; Valet
TRAPPINGS
Abacus
Lantern
Good Clothing

ACADEMIC
SOCIAL CLASS: Middle
CAREER: Buyer
CAREER ENTRIES: Innkeeper; Servant
The buyer represents a merchant house or other entity interested in acquiring good, usually for resale.
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BS
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DEX LD
INT CL
WP
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Dealmaker
Haggle
Search
Super Numerate

Evaluate
Read/Write
SL Guilder

Charm
Gossip
SAL Reikspiel

CAREER EXITS: Fence; Merchant; Rogue; Valet


TRAPPINGS
Abacus
Ledger

1-6
/7+

Drive Cart
Ride
Savvy
Suave

Good Clothing

1-6
/7+
1-6
/7+

FEL
1

SAL Breton
SAL Estalian
SAL Kislevite
SAL Tilean

ML

1-3
/4-6
/7-9
/10+

Purse w/1d10 Crowns

SOCIAL CLASS: Merchant


CAREER ENTRIES: Coachman; Explorer; Messenger; Navigator; Scholar; Scout;
Scribe; Student; Tradesman
A maker of maps, the Cartographer is fairly well educated, skilled, and equipped.
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DEX LD
INT CL
WP
FEL ML
1
1
2
2
2
3
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
ACADEMIC
CAREER: Cartographer

AK - Geography
Cartography
Read/Write

Art - Drawing
Navigation
SAL - Classical

Artistic
Orientation
SAL - Any Two

Outdoor Survival
Ride - Horse

01-6
/7+

Seasoned Traveler
Super Numerate

CAREER EXITS: Artisan; Explorer; Forger; Navigator; Scholar; Scribe


TRAPPINGS
10d10 Parchment

Writing Kit

Pony w/Saddle and Harness

1d10 Map Cases

01-6
/7+

SOCIAL CLASS: Middle


CAREER ENTRIES: Apprentice Color Wizard; Apprentice Wizard; Dilettante; Initiate; Scribe;

ACADEMIC
CAREER: Clerk

Student; Trader

The Clerk scrapes by on his generally meager salary, keeping records, tracking sales, and copying figures.
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BS
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DEX LD
INT CL
WP
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS

FEL
1

ML

Blather
SL: Classical

Book Repair
Evaluate
Linguistics
25%
Read/Write
Super Numerate 25%
25%
CAREER EXITS: Charlatan; Exciseman; Initiate; Librarian; Merchant; Scholar; Scribe; Student; Apprentice Color
Wizard; Apprentice Wizard

TRAPPINGS
2 Gold Crowns

Forms and Petitions (2d12)

Spectacles

Writing Kit

ACADEMIC
SOCIAL CLASS: Working
CAREER: Coroner
CAREER ENTRIES: Barber-Surgeon; Clerk; Embalmer; Initiate (Morr); Physician's Student
The Coroner has the unenviable task of ensuring that bodies are actually dead, as well as testifying to what she believes
was the cause of that death. Note that this is a matter of opinion, unless the Coroner has previous training.
M
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BS
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DEX LD
INT CL
WP
FEL ML
2
1
2
2
ADVANCE
SCHEME
SKILLS/TALENTS
AK - Science
Read/Write

Evaluate
SL - Guilder

Keen Senses
Resistance to Disease

1-6
/7+

Search
Stout-Hearted

1-6
/7+

Surgery
Unshakeable

1-6
/7+

CAREER EXITS: Barber-Surgeon; Initiate (Morr); Scribe; Vampire Hunter


TRAPPINGS
Writing Equipment

SOCIAL CLASS: Working


CAREER ENTRIES: Forester; Gamekeeper; Hedge Wizard; Herbalist; Herdsman;
Hunter; Trapper; Woodsman
Druids are basically Initiates into the Old Faith. They keep the shrines clean, the forests tended, and the riff-raff out.
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WS
BS
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DEX LD
INT
CL WP FEL ML
1
1
2
1
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
ACADEMIC
CAREER: Druid

Animal Care
Divine Lore: Old
Faith
Outdoor Survival

Lightning Reflexes
Very Strong
AK: History
Petty Magic: Divine

1-6
/7+

Warrior Born
Very Resilient
Dowsing
Petty Magic: Druidic

1-6
/7+

CK: Empire and SAL - Reikspiel


CK: Albion and SAL - Albion
Follow Trail
Identify Plants
SS: Druid Signs
Veterinary
Healing

CAREER EXITS: Agitator; Charlatan; Druidic Priest; Gamekeeper; Hedge Wizard; Hunter; Outlaw; Scout; Trapper;
Vagabond; Woodsman
TRAPPINGS
Small Silver Sickle Knife

Staff

Dowsing Rods

Bag or Sack

1-6
/7+

ACADEMIC
SOCIAL CLASS: Middle
CAREER: Embalmer
CAREER ENTRIES: Apothecary; Barber-Surgeon; Student; Tradesman
The Embalmer prepares dead bodies for funeral services, or perhaps acts as a taxidermist to rich hunters.
M
WS
BS
S
T
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DEX LD
INT CL
WP
FEL
1
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
AK - Necromancy
Heal Wounds
Surgery

AK - Science
Read/Write
Trade - Apothecary

Evaluate
Resistance to Disease

Haggle
SAL: Classical

Dealmaker
Streetwise

ML

1-6
/7+

CAREER EXITS: Apprentice Alchemist; Apprentice Color Wizard; Apprentice Wizard; Burgher; Grave Robber;
Physician; Scholar
TRAPPINGS
Abacus
Writing Kit

Ether-Soaked Apron

Spare Hand

Trade Tools

ACADEMIC
SOCIAL CLASS: Working
CAREER: Hedge Wizard's
CAREER ENTRIES: Burryman; Druid; Entertainer - Fortune Teller; Physician's
Apprentice
Student; Wise Woman; Woodsman
Those who apprentice to a hedge Wizard take their life and soul in their hands, but this is often the only form of magical
training available to those of the lower classes who show an aptitude for magic.
M
WS
BS
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DEX LD
INT CL
WP FEL ML
1
1
1
1
1
1
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Channeling
Animal Care
Palm Object
Haggle

50%

Hedge Magic
Charm
Intimidate
Silent Move

1-6
/7+
50%

Magical Sense
Charm Animal
1-6
/7+
Trade: Apothecary
Lesser Magic: 2 of Choice

Petty Magic (Hedge)


Heal Wounds
Hypnotize

1-6
/7+

Search
Flee!
Identify Plants

CAREER EXITS: Apothecary; Apprentice Alchemist; Apprentice Color Wizard; Apprentice Wizard; Beggar; Charlatan;
Druid; Entertainer - Fortune Teller; Journeyman Hedge Wizard; Herbalist; Pharmacist; Servant; Wise Woman

TRAPPINGS
Healing Draught

Hood

ACADEMIC
SOCIAL CLASS: Lower
CAREER: Hedgecraft Apprentice CAREER ENTRIES: Apothecary; Peasant; Hedge Witch; Wise Woman
Hedgecraft Apprentices show a natural aptitude for magic that makes them targets for forces beyond their control.
Apprenticing to a Hedge Master is often the only way to learn to defend themselves.
M
WS
BS
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DEX LD
INT CL
WP
FEL
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
Channeling
Magical Sense
Prepare Poisons
Heal Wounds

1-6
/7+
1-6
/7+

Charm Animal
Concealment
Petty Magic - Hedge
Rover

1-6
/7+
1-6
/7+

Consume Alcohol
Gossip
Read/Write
AL - Magick

1-6
/7+
1-6
/7+

Coolheaded
Fast Hands
Set Traps
Silent Move

1-6
/7+
1-6
/7+

Haggle
Outdoor Survival
Trade - Apothecary
Trade - Herbalist

CAREER EXITS: Apothecary; Apprentice Alchemist; Apprentice Color Wizard; Apprentice Wizard; BarberSurgeon; Charlatan; Druid; Hedge Wizard's Apprentice; Hedge Master; Initiate (Ranald; Taal and Rhya);
Outlaw; Scribe; Wise Woman; Zealot
TRAPPINGS
Antitoxin Kit

Healing Draught

Healing Poultice

Lucky Charm

ML
1

1-6
/7+
1-6
/7+

SOCIAL CLASS: Middle


CAREER ENTRIES: Apprentice Color Wizard; Apprentice Hedge Wizard;
Apprentice Wizard; Camp Follower; Initiate; Woodsman
Herbalists treat diseases and injuries with medicinal plants and herb lore. They are often the only healer the poor can get.
M
WS
BS
S
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DEX LD
INT CL
WP FEL ML
1
1
1
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
ACADEMIC
CAREER: Herbalist

AL: Druidic
Cure Disease
Gardening
Prepare Poison

CK: Empire
Evaluate
Heal Wounds
SL: Guilder

50%

Dealmaker
Rover
Herb Lore
SL: Classical

1-6
/7+

Haggle
Outdoor Survival
Identify Plant
Trade: Herbalist

1-6
/7+

Resistance to Poison
Savvy
Read/Write

1-6
/7+

CAREER EXITS: Barber-Surgeon; Charlatan; Druid; Friar; Initiate; Physician's Student; Tradesman
TRAPPINGS
Mortar and Pestle

Sling Bag

Dried Herbs

SOCIAL CLASS: Middle


CAREER ENTRIES: Entertainer (Hypnotist); Physician

ACADEMIC
CAREER: Hypnotist

While hypnosis is often used for entertainment, the Hypnotist uses it as a form of treatment for lifes ills.
M
WS
BS
S
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DEX LD
INT CL
WP
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Hypnotize

FEL

ML

Magical Sense

CAREER EXITS: Charlatan; Entertainer (Hypnotist); Physician


TRAPPINGS
Silver Charm on Chain

SOCIAL CLASS: Working


CAREER ENTRIES: Dilettante; Flagellant; Friar; Hedge Wizard; Knight; Lay
Priest; Librarian; Scribe; Student; Templar; Vampire Hunter; Witch Hunter; Wise
Woman, Zealot
The Initiate is the lowest-level Priest that can reasonably expect his deity to answer his prayers in some visible fashion.
M
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BS
S
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DEX LD
INT CL
WP FEL ML
1
1
1
1
1
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
ACADEMIC
CAREER: Initiate

Charm
Heal Wounds
AK: Astronomy 1-6
Lightning Reflexes
1-6
Warrior Born
1-6
/7+
/7+
/7+
Read/Write
Scroll Lore
AK:: History
Very Strong
Wit
Public Speaking
SL: Classical
SAL - Reikspiel
Petty Magic - Divine
Theology
As an Initiate, you must decide who your patron deity is and what church you serve. Your choice gives you another skill or talent as detailed
in the description of the deity.

CAREER EXITS: Agitator; Barber-Surgeon; Demagogue; Friar; Lay Priest; Librarian; Novice Priest; Scribe;
Wise Woman, Zealot
TRAPPINGS
Robes

Religious Symbol

ACADEMIC
SOCIAL CLASS: Middle
CAREER: Litigant
CAREER ENTRIES: Burgher; Envoy; Exciseman; Scribe; Student; Watchman
A Litigant is a professional arguer, one who makes her living representing clients in court. She is not trained in writing
contracts, but in working a judge and jury more in the manner of an entertainer than a lawyer.
M
WS
BS
S
T
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DEX LD
INT CL
WP
FEL ML
1
1
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather
Dealmaker
Gossip
Savvy
AK - Genealogy
1-6
1-6
1-6
1-6
1-4
Charm
Etiquette
Haggle
Wit
AK - Heraldry
/7+
/7+
/7+
/7+
/5-8
AK - Law
CK - Empire
Public Speaking
Read/Write
AK - History
/9+
SL - Guilder

SAL - Reikspiel

CAREER EXITS: Agitator; Demagogue; Guild Master; Lawyer; Merchant; Politician; Scholar
TRAPPINGS
Book of Empire Law

Writing Kit

ACADEMIC
SOCIAL CLASS: Middle
CAREER: Pharmacist
CAREER ENTRIES: Starter Career Only
The Pharmacist has a basic knowledge of healing and medicines, and uses this to produce drugs and cures for many ills.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
AK: Chemistry
Resistance to Poison

Cure Disease
SL: Guilder

Heal Wounds
Trade: Pharmacist

Manufacture Drugs

Prepare Poisons

CAREER EXITS: Apprentice Alchemist; Charlatan; Physician; Prospector


TRAPPINGS
Mortar and Pestle

D6 Glass Jars of Powders and Solutions

ACADEMIC
SOCIAL CLASS: Middle
CAREER: Physician's
CAREER ENTRIES: Grave Robber
Student
Few can afford the exorbitant fees needed to attend a medical school. The Physicians Student either comes from a wellto-do family, or supplements his income through extra-curricular activities, often illegally.
M
WS
BS
S
T
W
I
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DEX LD
INT CL
WP
FEL ML
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Heal Wounds
Cure Disease

50%

Read/Write
Manufacture Drugs

Scroll Lore

SL: Classical

50%

Trade: Pharmacist
Prepare Poisons

1-6
/7+

CAREER EXITS: Bawd; Charlatan; Grave Robber; Physician


TRAPPINGS
Hand Weapon

Battered Medical Instruments

Instrument Case

Pottery Jar of 1d6 Leeches

SOCIAL CLASS: Working


CAREER ENTRIES: Apprentice Color Wizard; Apprentice Wizard; Cartographer;
Initiate; Servant; Thief (Embezzler)
Scribes write for a living, whether copying someone elses work or taking dictation.
M
WS
BS
S
T
W
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DEX LD
INT CL
WP
FEL ML
1
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
ACADEMIC
CAREER: Scribe

AK: Any One


Read/Write
SL: Guilder

AL: Magick
SAL - Breton
SAL - One of Choice

50%

Linguistics
SL - Classical
Trade: Calligrapher

CK: Empire
Gossip

SAL - Reikspiel
SAL - Tilean

1-6
/7+

1-6
/7+

CAREER EXITS: Agitator; Apprentice Color Wizard; Apprentice Wizard; Cartographer; Forger; Initiate;
Lawyer; Librarian; Merchant; Navigator; Playwright; Scholar
TRAPPINGS
Writing Kit
5 Matches

Knife
Illuminated Book

Pair of Candles

Wax

ACADEMIC
SOCIAL CLASS: Lower
CAREER: Seer
CAREER ENTRIES: Starting Career Only
Seers have visions of the future, and tend to come from a variety of backgrounds, with an odd assortment of skills.
M
WS
BS
S
T
W
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DEX LD
INT CL
WP
FEL
1
1
1
1
1
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Charm Animal
Channeling
AK: Astrology
Gossip
Trade - Seer

1-6
/7+

Lore - Hedge Magic


Keen Senses
AL: Magick
Luck

Magical Sense
Sixth Sense
Blather
Palm Object

1-6
/7+

1-6
/7+

Petty Magic - Hedge


Streetwise
Charm
Perform - Palm Reader

1-6
/7+

Super Numerate
AL - Daemonic
Divination
Public Speaking

ML

1-6
/7+

CAREER EXITS: Agitator; Astrologer; Charlatan; Maledictor; Vagabond; Vitki; Witch


TRAPPINGS
Divination Kit (by type)

Rags

Sandals

ACADEMIC
SOCIAL CLASS: Working
CAREER: Sexton
CAREER ENTRIES: Burgher; Initiate (Morr); Peasant; Servant
The Sexton takes care of the church and grounds, and is often also tasked with digging the graves of the faithful.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL
1
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Drive Cart
Haggle
Search

Evaluate
Read/Write

Gossip
Scale Sheer Surface

AK - Theology
SL - Classical

CAREER EXITS: Grave Robber; Initiate (Morr); Scribe; Tradesman


TRAPPINGS
Broom

Spade

Religious Symbol of Morr

1-6
/7+

Resistance to Disease
Strong-Minded

ML

1-6
/7+

ACADEMIC
SOCIAL CLASS: Middle
CAREER: Student
CAREER ENTRIES: Dilettante; Envoy; Grave Robber; Minstrel; Noble; Valet
Students make up the major portion of the residents of colleges in the Old World, mostly in the Empire. They study many
fields, including the new field of Medicine, Magic, Law, History, Geography, Languages, etc.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
AK: Any One
Read/Write
SAL - Reikspiel
AK: Any One

10%

AL: Magick
SL: Classical
SAL - Any One
AK: Any One

10%
10%

AK: Any One


Gossip
Heal Wounds
Search

1-6
/7+
1-6
/7+

Charm
Consume Alcohol
Savvy
Wit

1-6
/7+
1-6
/7+

Etiquette
Linguistics
Seasoned Traveler
Supernumerate

1-6
/7+
1-6
/7+

CAREER EXITS: Agitator; Apothecary; Apprentice Color Wizard; Apprentice Wizard; Barber-Surgeon; Bawd;
Cartographer; Engineer; Envoy (Elf Only); Initiate; Lawyer; Librarian; Navigator; Physician's Student;
Playwright; Scholar; Thief
TRAPPINGS
1d3 Textbooks for Each Academic Knowledge Skill

Writing Kit

Hand Weapon

SOCIAL CLASS: Working


CAREER ENTRIES: Artisan; Barber-Surgeon; Burgher; Camp Follower;
Dilettante; Peasant; Watchman; Wise Woman
Tradesmen pursue a craft or trade, generally one that does not have the protection or responsibility of a guild.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
ACADEMIC
CAREER: Tradesman

Drive
Read/Write

Haggle
SL: Guilder

Evaluate
Trade: Any Two

Animal Care
Gossip

1-6
/7+

Dealmaker
Savvy

ML

1-6
/7+

CAREER EXITS: Artisan; Cartographer; Engineer; Envoy (Elf Only); Farmer; Merchant; Militiaman; Village
Headman; Zealot
TRAPPINGS
Leather Jerkin

2d6 GC

Trade Tools

Basic Commoner Careers


COMMONER
SOCIAL CLASS: Pariah
CAREER: Abtrittanbieter
CAREER ENTRIES: Bone Picker, Rat Catcher
Abtrittanbieters keep the streets from overflowing with the waste of peoples chamber pots. While not a glamorous job,
without them, people of the Old World would be knee deep in their own waste, and disease would be a greater threat.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Alley Cat
Streetwise

CK: Empire
Very Strong

Hardy

Resistance to Disease

Search

CAREER EXITS: Camp Follower, Grave Robber, Servant, Vagabond


TRAPPINGS
2 Buckets on Chains

Padded Shoulder Bar (Improvised


Double-Handed Weapon)

Oversized Overcoat (-1 BS, +1 T, -1 I; may be worn over Leather Armor)

COMMONER
SOCIAL CLASS: Lower
CAREER: Acrobat Tumbler CAREER ENTRIES: Chimney Sweep; Entertainer - Acrobat; Thief
The Acrobat Tumbler entertains the masses through feats of skill, drawing their attention from the squalor and horror of
the Old World, and often, from the pickpockets working the crowd.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
2
2
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Charm
Perform - Acrobat
Swashbuckler

CK - Any One
Ride - Horse

Dodge Blow
Scale Sheer Surface

Gossip
SAL - Any One

Contortionist
Trick Riding

1-6
/7+

CAREER EXITS: Chimney Sweep; Entertainer; Rogue; Thief; Vagabond


TRAPPINGS
Leather Jerkin and Skull Cap

Good Clothes

COMMONER
SOCIAL CLASS: Lower
CAREER: Actor
CAREER ENTRIES: Agitator; Bard; Entertainer - Actor; Raconteur
The Actor, unsung hero of the stage, helps to entertain and distract the populous. For this invaluable service, he is both
derided and rewarded by those in power, at their whim.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
2
1
1
2
ADVANCE
SCHEME
SKILLS/TALENTS
Charm
Gossip
SAL - Any One

CK - Any One
Perform - Actor

Consume Alcohol
Public Speaking

Disguise
Read/Write

Any Two of

Comedian
Dance
Sing

CAREER EXITS: Agitator; Entertainer; Herald; Playwright; Rogue; Veteran Actor


TRAPPINGS
Costume

Instrument or Hand Weapon

Good Clothes

Trade Tools

SOCIAL CLASS: Working


CAREER ENTRIES: Bodyguard; Executioner; Gamekeeper; Jailor; Servant; Valet;

COMMONER
CAREER: Bailiff

Woodsman

As a servant of the court, the Bailiff is not the most popular guy in town. Duties include serving summonses and orders,
and executing all warrants issued out of the corresponding court. Since courts are not always concerned with legal matters,
the bailiff will often oversee the manor's lands and buildings, collect its rents, manage its accounts, and run its farms.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
2
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
1-6
Animal Care
1-6
Intimidate
1-6 Etiquette
Command
1-6
/7+
/7+
Gossip
CK: Empire /6+ Super Numerate /7+
Navigation
20%
Read/Write
Ride - Horse
Drive Cart
Identify Plants
35%
10% Trade - Steward 25%
CAREER EXITS: Chamberlain; Gambler; Gamekeeper; Lawyer; Militiaman; Outlaw; Politician; Protagonist; Racketeer;
Smuggler; Steward (If Trade Steward is gained); Toll Keeper

AK: Law
Charm
Public Speaking
Evaluate

TRAPPINGS
Leather Jack and Helm

Horse

Harness and Saddle

Good Clothing

COMMONER
SOCIAL CLASS: Merchant
CAREER: Barber-Surgeon
CAREER ENTRIES: Apothecary; Dilettante; Dreg; Initiate; Student
The Barber-Surgeon is primarily a healer for those who cannot afford a physician. Skilled with blade and leech, they care
for the poor and middle-class, and often have the benefit of practical experience often found lacking in those with a formal
education. Many also pull teeth, care for hair, and mix medicines.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
2
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Charm
Heal Wounds
Surgery

Haggle
Read/Write
Trade: Apothecary

Resistance to Disease
Savvy

1-6
/7+

Wit
Very Resilient

1-6
/7+

SAL - Breton
SAL - Reikspiel
SAL - Tilian

1-4
/5-8
/9+

CAREER EXITS: Apothecary; Headsman; Embalmer; Grave Robber; Herbalist; Interrogator; Pharmacist; Physician;
Torturer; Vagabond
TRAPPINGS
Trade Tools: Barber/Surgeon

COMMONER
SOCIAL CLASS: Pariah
CAREER: Beggar
CAREER ENTRIES: Pilgrim
Beggars rely on the guilt of those with money, or the honest charity of those who can ill-afford it. Many are wounded
veterans, outcasts, addicts, and worse, though a growing number are simply low-end con men who talk a good game.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Alley Cat

Begging

Concealment

Consume Alcohol

SL: Thieves

SS: Thieves

Silent Move

Very Resilient

Resistant to Disease
50%

CAREER EXITS: Almoner; Bodyguard; Pilgrim; Racketeer; Rat Catcher; Thug


TRAPPINGS
Begging Bowl

Bottle of Rotgut

Heavy Stick (Improvised Weapon)

Tattered Clothes

COMMONER
SOCIAL CLASS: Working
CAREER: Boatman
CAREER ENTRIES: Canal Dipper; Dredger; Ferryman; Seaman; Smuggler; Stevedore
Small-time fishermen, part-time ferrymen, and transporters of goods both legal and not, Boatmen travel the waters of the
Old World, working the rivers and docks to make their trade.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Boat Building
River Lore
Sailing

25%

Fish
Orientation
Seasoned Traveler

Row
Outdoor Survival
Swim

CK: Empire and SL - Ranger


CK: Kislev and Speak: Kislev
Very Strong 50% Consume Alcohol
Gossip

1-6
/7+
1-3
/4+

CAREER EXITS: Ferryman; Outlaw; Seaman; Smuggler; Stevedore


TRAPPINGS
Leather Jack

Rowboat (Moored Nearby)

COMMONER
SOCIAL CLASS: Pariah
CAREER: Bone Picker
CAREER ENTRIES: Dung Collector; Peasant; Rat Catcher; Vagabond
A Bone Picker collects unwanted household items and sells them to merchants. Traditionally this is a task performed on
foot, with the scavenged materials (which included rags, bones and various metals) kept in a small bag slung over the
shoulder. Some wealthier Bone Pickers use a cart, some even pulled by horse or pony.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
Drive Cart

Evaluate
Haggle

CK: Empire

Search

Charm
Gossip

01-6
/7+

Hardy
Resistant to Disease

01-6
/7+

Coolheaded
Streetwise

01-6
/7+

CAREER EXITS: Abtrittanbieter; Camp Follower; Cat Burglar; Dredger; Dung Collector; Fence; Grave Robber;
Moneylender; Peat Cutter; Smuggler
TRAPPINGS
Cart

3 Sacks

COMMONER
SOCIAL CLASS: Middle
CAREER: Bookbinder
CAREER ENTRIES: Artisan's Apprentice; Student
A respected trade that requires some training, the Bookbinder (obviously) binds pages into books, prepares and attaches
covers, and does decorative work on books and their covers. Not a glamorous job, but it pays well enough.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Bookbinding

Read/Write

Scroll Lore

CAREER EXITS: Artisan - Printer; Clerk; Forger; Scribe


TRAPPINGS
Bookbinding Tools

25%

SL: Guilder

SOCIAL CLASS: Working


CAREER ENTRIES: Apprentice Alchemist; Apprentice Artisan - Brewer; Burgher;
Innkeeper; Peasant; Servant; Smuggler; Tradesman
The brewer makes beer, wine, and/or spirits, both for sale and for personal consumption.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
COMMONER
CAREER: Brewer

Consume Alcohol
Evaluate
SL - Guilder

Drive - Cart
Resistance to Poison
Trade - Brewer

Gossip
Search
Trade - Herbalist

Haggle
Read/Write
Wine Taster

01-6
/7+

Hardy
Very Resilient

01-6
/7+

CAREER EXITS: Artisan - Brewer; Innkeeper; Merchant; Smuggler; Tradesman


TRAPPINGS
Trade Tools - Brewer
Water Skin

Tankard
Flask
Keg of Ale/Beer or Bottle of Wine

Jug
Bottle of Spirits

COMMONER
SOCIAL CLASS: Working
CAREER: Brickburner
CAREER ENTRIES: Burgher, Peat-Cutter, Miner, Peasant, Tradesman
A Brickburner loads and operates a kiln for baking bricks. It is not a skilled job, nor a glamorous one.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
CK: Empire

Dealmaker

Drive: Cart

ML

Haggle

CAREER EXITS: Artisan, Engineer, Merchant, Militiaman


TRAPPINGS
Sack

Clay

COMMONER
SOCIAL CLASS: Pariah
CAREER: Burryman
CAREER ENTRIES: Bone Picker, Peasant
The Burryman is the central figure in an annual ceremony, the Burryman's Parade, which occurs in many communities of
the Old World. Covered in burrs, he is paraded around town to drink whiskey and give his blessing to all and sundry.
During the rest of the year, he is treated like a guest at many public houses, where he tells stories for his keep.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
2
2
3
2
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather
Gossip
Seasoned Traveler

CK: Empire
Legends and Lore

Consume Alcohol
Outdoor Survival

Disguise
Perform: Storyteller

Resistant to Poison
Very Resilient

1-6
/7+

CAREER EXITS: Camp Follower, Hedge Wizard, Thief, Zealot


TRAPPINGS
Bottle of Spirits

Heavy Clothes

Walking Poles

Burdock-Seed Suit (in Season)

COMMONER
SOCIAL CLASS: Middle
CAREER: Butcher
CAREER ENTRIES: Burgher, Camp Follower, Servant
The Butcher chops meat for a living. Such men are generally not to be trifled with.
M
WS
BS
S
T
W
I
A
DEX LD
INT
1
2
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
Haggle

Butcher (Trade)
Hardy

CK: Empire
Stout-Hearted

Evaluate

CL

WP
1

FEL

Cool Headed
Dealmaker

ML

1-6
/7+

CAREER EXITS: BarberSurgeon, Innkeeper, Merchant


TRAPPINGS
Large Cleaver (Hand Weapon)

Butcher's Knife (Dagger)

Leather Apron (+1 T, -1 I)

COMMONER
SOCIAL CLASS: Pariah
CAREER: Camp Follower
CAREER ENTRIES: Abtrittanbieter; Artisan's Apprentice; Bone Picker; Servant
Camp Followers wander across the breadth of the Old World, following armies and performing odd jobs.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL
1
2
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
Drive Cart
Flee!

1-50
/51+

1 Trade Skill
from the
following:

Charm
Evaluate
Gossip

1-50
/51+

Armorer
Bowyer
Cartography

Haggle

Hardy
Wit
Search

Cook
Gunsmith
Herb Lore

Smithing
Tailor
Weaponsmith

Dealmaker
Street Fighting

1-50
/51+

1-50
/51+

Resistance to
Disease
Seasoned Traveler

ML

01-50
/51+

Palm Object

CAREER EXITS: Charcoal Burner; Charlatan; Dung Collector; Servant; Smuggler; Spy; Tradesman; Vagabond
TRAPPINGS
Trade Tools

Pouch

Tent

COMMONER
SOCIAL CLASS: Working
CAREER: Charcoal Burner CAREER ENTRIES: Camp Follower; Chimney Sweep; Hunter; Miner; Peasant
The Charcoal Burner makes charcoal by burning wood in special kilns over a long period of time. Most have experience
in the wilderness, and can handle themselves well in such conditions.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
CK: Empire
Concealment

1-50
/51+

Drive Cart
1-50
/51+
Gossip
Outdoor Survival

Savvy
1-50
/51+
Very Strong
Scale Sheer Surface

Flee!
Search

Haggle
SS - Woodsman

CAREER EXITS: Chimney Sweep; Hunter; Miner; Peat Cutter; Scout; Vagabond; Village Headman; Woodsman
TRAPPINGS
Hatchet (as Hand Weapon)

Tinderbox

3 torches

COMMONER
CAREER: Chimney Sweep

SOCIAL CLASS: Working


CAREER ENTRIES: CharcoalBurner; Miner; Peasant; Rat Catcher; Servant

The Chimney Sweep, well known for their luck, performs the vital service of getting flammable soot out of chimneys that
would otherwise start fires all across the cities of the Old World.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
CK: Empire
Gossip
P - Storyteller

Consume Alcohol
Haggle
Scale Sheer Surface

Contortionist
Hardy
Search

Alley Cat
Luck
Silent Move

1-6
/7+

Sturdy
Very Strong
Stout-Hearted

1-6
/7+

CAREER EXITS: Cat Burglar; CharcoalBurner; Mercenary; Militiaman; Miner; Protagonist; RatCatcher;
Rogue; Smuggler; Soldier; Spy; Storyteller; Thief; Vagabond
TRAPPINGS
10 Yards Rope
Ladder

Bucket
Brush

Various Scrapers (Improvised Dagger)


Grappling Hook

Small Pick (Improvised Hand Weapon)

COMMONER
SOCIAL CLASS: Working
CAREER: Cowherd
CAREER ENTRIES: Starting Career
The Cowherd herds cows, I reckon. He must be ready to defend them from predators, whether animal, human, or worse.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
2
1
2
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
- Cows

Animal
Training - Dog

50%

Charm Animal

Herb Lore
CAREER EXITS: Druid; Militiaman; Outlaw; Rustler; Scout

75%

Musician Wind

SW: Sling
Very Resilient

75%

TRAPPINGS
Sling w/10 Bullets

Staff

COMMONER
SOCIAL CLASS: Middle
CAREER: Dilettante
CAREER ENTRIES: Special: Any Career with Read/Write as a skill
The Dilettante is often the second or third child of a wealthy family, one who is unlikely to inherit. Educated, well-off,
and bored, the Dilettante wastes her life in a haze of parties, excess, and dissolution, unless she finds a useful hobby.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS *
AK: Any One
Blather
Evaluate
SL - Any One
Trade: Artist
1-6
1-6
1-4
CK: Any Two
Etiquette
Gossip
SS - Any One
Calligrapher
/7+
/7+
/5-8
Navigation
Read/Write
SAL - Any Two
Cartographer
/9+
CAREER EXITS: Apprentice Alchemist; Apprentice Color Wizard; Apprentice Wizard; Artisan's Apprentice;
Astrologer; Barber-Surgeon; Catechist; Charlatan; Clerk; Courtier; Initiate; Raconteur; Student; Tomb Robber;
Tradesman; Vernean Investigator
TRAPPINGS
3 Books

Craft Tools

Writing Kit

* May not, in this career, buy a skill which he already possesses, and thus may not gain any Skill Mastery bonuses. Will not lose any already obtained.

COMMONER
SOCIAL CLASS: Working
CAREER: Dredger
CAREER ENTRIES: Boatman, Bone Picker, Ferryman, Fisherman, Smuggler, Thief
The Dreger drags the bottom of a waterway, searching for detritus to sell.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
CK: Empire
SW: Entangle

Evaluate
Streetwise

Row
Swim

Search

Dealmaker
Resistance to Disease

1-50
/51+

CAREER EXITS: Bailiff, Barber-Surgeon, Fence, Merchant


TRAPPINGS
Net

Pole (10'; as Staff)

Rowing Boat

Sack

COMMONER
SOCIAL CLASS: Pariah
CAREER: Dreg
CAREER ENTRIES: Grave Robber, Peasant, Servant, Vagabond
Dregs act as servants to Necromancers, often obtaining supplies (including corpses), dealing with inconvenient passersby, and acting as a buffer between their master and a world that is not ready for his wisdom
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
3
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
AK: Necromancy
Flee!
Concealment
Very Resilient
SL: Classical, Strigany or Sylvanian

1-50
/51+

Evaluate
Heal Wounds
Drive

1-50
/51+

Haggle
1-50
/51+
Read/Write
Resistant to Disease

Torture
Trade - Choice

1-50
/51+

CAREER EXITS: Barber-Surgeon, Embalmer, Interrogator, Valet


TRAPPINGS
Stout Club
Archaic Threadbare Uniform

Storm Lantern
One or more Physical Deformities.

Lamp Oil

Spade

COMMONER
SOCIAL CLASS: Pariah
CAREER: Dung Collector
CAREER ENTRIES: Bone Picker; Camp Follower; Peasant; Rat Catcher; Vagabond
Dung Collectors keep the streets of the Old World clean by picking up after the horses, cows, and other animals found
there. This is a valuable, if unrecognized, service, that few would want to do, but which is vital to human survival.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
Drive Cart

CK: Empire
Haggle

Consume Alcohol
Search

Coolheaded

Fearless
Resistance to Disease

CAREER EXITS: Bone Picker; Grave Robber; Rat Catcher; Sewer Jack; Thug
TRAPPINGS
Cart

Shovel

Bag of Maggots

Dung

1-6
/7+

COMMONER
SOCIAL CLASS: Middle
CAREER: Dyer
CAREER ENTRIES: Apprentice Alchemist; Artisan's Apprentice; Herbalist
The Dyer works in a dye shop, tinting clothing, raw cloth, leather, and similar items.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Dyer (Trade)
Herb Lore

Identify
Plants

Immunity to
Poison

Prepare Poisons
(Herbal)

25%

Tailor

ML

25%

CAREER EXITS: Apprentice Alchemist; Artisan - Tailor; Charlatan; Pharmacist


TRAPPINGS
Dying Vat

Noxious Berries

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Entertainer - Other, Gambler, Rogue, Thief, Vagabond
Acrobat
The Acrobat entertains the masses through feats of skill, drawing their attention from the squalor and horror of the Old
World, and often, from the pickpockets working the crowd.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
1-6
/7+

Ambidextrous
Strong-Minded
Acrobatics
CK: Empire
SAL - Reikspiel

Cool Headed
Lightning Reflexes
Charm
Evaluate

1-6
/7+

Drive Cart
Swim
Gossip

1-6
/7+

50%

Scale Sheer Surface

1-6
Luck
Seasoned Traveler /7+
SAL - Breton and CK: Bretonnia
SAL - Wastelander and CK
Wasteland
SAL - Kislevite and CK: Kislev

1-4
/5-8
/9+

CAREER EXITS: Entertainer (Other Type); Rogue Basic Career of Choice; Vagabond
TRAPPINGS
None

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Agitator; Entertainer - Other; Gambler; Herald; Rogue; Thief;
Vagabond
Actor
The Actor, unsung hero of the stage, helps to entertain and distract the populous. For this invaluable service, he is both
derided and rewarded by those in power, at their whim.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
2
ADVANCE
SCHEME
SKILLS/TALENTS
Acting
Charm
CK: Empire
Evaluate

50%

Blather
Read/Write
Gossip
Public Speaking

1-6
/7+

Drive Cart
Swim
Mimic
Wit

1-6
/7+
1-6
/7+

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev
SAL - Reikspiel
Perform: Sing

CAREER EXITS: Charlatan; Courtier; Demagogue; Entertainer (Other Type); Rogue Basic Career of Choice; Vagabond
TRAPPINGS
Leather Jerkin

Good Clothes

1-4
/5-8
/9+
50%

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Animal Trainer; Entertainer - Other; Fowler; Gambler; Herald;
Rogue; Thief; Vagabond
Animal Act
Entertainers entertain the masses in various ways. In this case, a trained animal or animals are used.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
Animal Training
Swim

50%

Charm
Drive Cart
Gossip

50%

CK: Empire
Evaluate
SAL - Reikspiel

50%

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev

1-4
/5-8
/9+

CAREER EXITS: Animal Trainer; Charlatan; Entertainer (Other Type); Rogue Basic Career of Choice
TRAPPINGS
Bear, Horse, Trained Bird, or 1d4 Dogs

Leather Jerkin

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Apprentice Alchemist; Apprentice Color Wizard; Apprentice
Wizard; Entertainer - Other; Gambler; Herald; Rogue; Thief; Vagabond
Bunko Artist
Entertainers entertain the masses in various ways. In this case, a rigged game made possible through slight-of-hand.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather
Palm Object
Swim

50%

Charm
Drive Cart
Gossip

50%

CK: Empire
Evaluate
SAL - Reikspiel

50%

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev

1-4
/5-8
/9+

CAREER EXITS: Entertainer (Other Type); Rogue Basic Career of Choice; Charlatan; Vagabond
TRAPPINGS
3 Wooden Cups and 3
Balls

Leather Jerkin

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Entertainer - Other; Gambler; Herald; Rogue; Thief; Vagabond
Comic
Entertainers entertain the masses in various ways. In this case, an act involving humor, usually sprinkled with subversion.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Comedian
Wit
Swim

50%

Charm
Drive Cart
Gossip

50%

CK: Empire
Evaluate
SAL - Reikspiel

50%

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev

CAREER EXITS: Entertainer (Other Type); Rogue Basic Career of Choice; Demagogue
TRAPPINGS
Leather Jerkin

1-4
/5-8
/9+

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Entertainer - Any
Dancer
Entertainers entertain the masses in various ways. In this case, a Dancer uses his agility to move the audience.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL
1
1
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Ambidextrous
Strong-Minded
Charm
CK: Araby
SAL: Arabic

1-6
/7+

Cool Headed
Lightning Reflexes

1-6
/7+

Perform: Dance

Evaluate

50%

Drive Cart
Swim
Gossip
Musicianship

1-6
/7+

Luck
Seasoned Traveler

ML

1-6
/7+

SAL: Reikspiel and CK: Empire

SAL: Estalian and CK: Estalia


SAL: Tilean and CK Tilea
SAL: One of Above and CK: Border Princes

1-3
/4-6
/7-9
/10+

CAREER EXITS: Dervish; Entertainer - Any; Prostitute; Vagabond


TRAPPINGS
Diaphanous Silk Clothing and 7 Veils or Fine, Flashy Clothing and Scimitar

Castanets

Lots of Brass Bells

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Entertainer - Other; Gambler; Herald; Rogue; Thief; Vagabond
Escapologist
Entertainers entertain the masses in various ways. In this case, the Escapologist uses knowledge and skill to wow the
people with his impossible escapes from various locks, chains, manacles and situations.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Escapology
Palm Object
Pick Lock
Swim

Charm
Drive Cart
Gossip

50%

CK: Empire
Evaluate
SAL - Reikspiel

50%

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev

1-4
/5-8
/9+

50%

CAREER EXITS: Entertainer (Other Type); Rogue Basic Career of Choice; Vagabond
TRAPPINGS
D4 yards Chain

D4 locks

Leather Jerkin

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Actor; Entertainer - Other; Gambler; Herald; Rogue; Skald; Thief;
Vagabond; Zealot
Fire Eater
Entertainers entertain the masses in various ways. In this case, a Fire Eater spits and extinguishes flames with her mouth.
M
WS
BS
S
T
W
I
A DEX LD
INT CL
WP FEL ML
1
1
1
1
3
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Chemistry
Consume Alcohol
Fire Eating
Lightning Reflexes

50%

Charm
Drive Cart
Gossip
Resistance to Poison

CK - Empire
Evaluate
Heal Wounds
SAL - Any One

50%

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev
Swim
50%

CAREER EXITS: Actor; Entertainer (Other Type); Penitent; Rogue Basic Career of Choice; Sewer Jack; Vagabond
TRAPPINGS
Flask Protective Mounthwash

Bottle of Flammable Fluid

Leather Jerkin and Skull Cap

1-4
/5-8
/9+

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Entertainer - Other; Gambler; Hedge Wizard; Herald; Raconteur;
Rogue; Strigany Mystic; Thief; Vagabond
Fortune Teller
Entertainers entertain the masses in various ways. In this case, a glimpse of the future, as the Fortune Teller sees it.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather

Drive Cart
Perform: Divination
SAL - Reikspiel

Charm
Evaluate
50%
Perform: Palmistry
Swim
50%

CK - Empire
Gossip
Public Speaking

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev

1-4
/5-8
/9+

CAREER EXITS: Charlatan; Entertainer (Other Type); Fortune Teller; Hedge Wizard; Raconteur; Rogue Basic Career of Choice;
Vagabond

TRAPPINGS
Leather Jerkin
Colorful Tent

Deck or Tarot Cards, Elaborate Tea Set or Crystal Ball


Elaborate Gypsy Costume

Horse and Colorful Cart

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Entertainer - Other; Gambler; Herald; Hypnotist; Rogue; Thief;
Vagabond
Hypnotist
Entertainers entertain the masses in various ways. In this case, the Hypnotist shows off the art of subtle influence.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Hypnotize
Stout Hearted
Swim

50%

Charm
Drive Cart
Gossip

50%

CK: Empire
Evaluate
50%
SAL - Reikspiel

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev

1-4
/5-8
/9+

CAREER EXITS: Charlatan; Entertainer (Other Type); Rogue Basic Career of Choice; Hypnotist; Vagabond
TRAPPINGS
Silver Charm on Chain

Leather Jerkin

Costume

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Entertainer - Other; Gambler; Herald; Rogue; Thief; Vagabond
Impressionist
Entertainers entertain the masses in various ways. In this case, the Impressionist mocks those in power, a dangerous act.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Mimic
Disguise
Swim

50%

Charm
Drive Cart
Gossip

50%

CK: Empire
Evaluate
50%
SAL - Reikspiel

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev

CAREER EXITS: Entertainer (Other Type); Rogue Basic Career of Choice; Vagabond
TRAPPINGS
Leather Jerkin

Large Sack

Props and Hats

1-4
/5-8
/9+

COMMONER
SOCIAL CLASS: Lower
CAREER:
CAREER ENTRIES: Entertainer - Other; Gambler; Herald; Jester; Rogue; Thief;
Vagabond
Entertainer - Joker
Entertainers entertain the masses in various ways. In this case, the Joker acts the fool, while mocking his audience.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather

CK - Empire
Evaluate
Jest

50%

Charm
Drive Cart
Gossip
Palm Object
SAL - Reikspiel

Public Speaking

Contortionist
Mimic
Perform - Clown
Perform - Mime
Strong Minded

1-6
/7+
1-6
/7+

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev
Swim

1-4
/5-8
/9+

50%

CAREER EXITS: Actor; Agitator; Entertainer (Other Type); Rogue Basic Career of Choice; Jester; Vagabond
TRAPPINGS
Leather Jerkin

Jester's Motley

Jester's Stick

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Entertainer - Other; Gambler; Herald; Hunter; Joker; Rogue; Thief;
Vagabond
Juggler
Entertainers entertain the masses in various ways. In this case, a set of balls passes through the Jugglers hands, almost as
fast as the audiences money.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
2
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Ambidextrous
Coolheaded
Gossip
SAL - Reikspiel

Charm
Drive Cart
Juggle
SW - Throwing

CK: Empire
Evaluate
Palm Object
Swim

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev

1-4
/5-8
/9+

50%

CAREER EXITS: Entertainer (Other Type); Joker; Rogue Basic Career of Choice; Vagabond
TRAPPINGS
6 Wooden Balls

Leather Jerkin and Skullcap

Colorful Costume

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Entertainer - Other; Gambler; Fieldwarden; Herald; Rogue; Thief;
Vagabond
Knife Thrower
Entertainers entertain the masses in various ways. In this case, a demonstration of skill few would question.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Ambidextrous
CK: Empire
Drive Cart
Juggle
Swim

Charm
Coolheaded
Evaluate
Palm Object

Ride: Horse
Public Speaking
Gossip
Sharpshooter

1-6
/7+

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev
SAL - Reikspiel
SW - Throwing

50%

CAREER EXITS: Charlatan; Entertainer (Other Type); Rogue Basic Career of Choice; Targeteer
TRAPPINGS
4 Throwing Knives

2 Throwing Axes

Garish Costume

Leather Jerkin

1-4
/5-8
/9+

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Entertainer - Other; Gambler; Herald; Rogue; Thief; Vagabond
Pavement Artist
Entertainers entertain the masses in various ways. In this case, a bit of chalk and the Pavement Artist make masterpieces.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Trade: Artist
Artistic
Swim

50%

Charm
Drive Cart
Gossip

CK: Empire
Evaluate
50%
SAL - Reikspiel

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev

1-4
/5-8
/9+

CAREER EXITS: Charlatan; Entertainer (Other Type); Rogue Basic Career of Choice
TRAPPINGS
D6 Pieces Colored Chalk

Leather Jerkin

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Entertainer - Other; Gambler; Herald; Rogue; Thief; Vagabond
Poet
Entertainers entertain the masses in various ways. In this case, the Poet relies on sharp wit and fast tongue for his living.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Perform: Poet
Public Speaking
Read/Write
Swim

Charm
Drive Cart
Gossip

CK: Empire
Evaluate
50%
SAL - Reikspiel

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev

1-4
/5-8
/9+

50%

CAREER EXITS: Entertainer (Other Type); Rogue Basic Career of Choice


TRAPPINGS
1d4 Books of Poetry
from:
Leather Jerkin

Rothnikson's Saga
La Mort de Rothnikson
The Song of Rothnikson

The Bumper Book of Heroic


Verse
Songs of Old Albion

The Vulgar Shepherd and Other


Poems

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Actor; Entertainer - Other; Gambler; Hedge Wizard's
Prestidigitator
Apprentice; Rogue; Thief; Vagabond
Entertainers entertain the masses in various ways. In this case, the Prestidigitator makes magic with her hands.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL
1
2
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Charm
Drive Cart
Lightning Reflexes
Public Speaking

CK: Empire
Evaluate
Palm Object
SAL - Reikspiel

Contortionist
Gossip
Prestidigitation
Swim

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev
50%

CAREER EXITS: Actor; Entertainer (Other Type); Hedge Wizard's Apprentice; Rogue Basic Career of Choice
TRAPPINGS
Leather Jerkin and Skullcap

Costume

Deck of Cards

Trade Tools

ML

1-4
/5-8
/9+

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Entertainer - Other; Gambler; Herald; Rogue; Thief; Vagabond
Singer
Entertainers entertain the masses in various ways. In this case, the Singer makes magic with his voice.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Perform: Singing
Mimic
Swim

50%

Charm
Drive Cart
Gossip

CK: Empire
Evaluate
50%
SAL - Reikspiel

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev

1-4
/5-8
/9+

CAREER EXITS: Entertainer (Other Type); Rogue Basic Career of Choice; Vagabond
TRAPPINGS
Leather Jerkin

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Bodyguard; Entertainer - Other; Gambler; Herald; Mercenary;
Peasant; Pit Fighter; Rogue; Thief; Thug; Vagabond
Strongman
Entertainers entertain the masses in various ways. In this case, the Strongman shows off his physique.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Charm
Dodge Blow
Gossip
Strongman

CK: Empire
Drive Cart
SAL - Reikspiel
Strike to Stun

Consume Alcohol
Evaluate
Streetfighting
Swim

50%

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev
Wrestling
Very Strong

1-4
/5-8
/9+

CAREER EXITS: Bodyguard; Entertainer (Other Type); Judicial Champion; Martial Artist; Pit Fighter; Rogue Basic Career of
Choice; Racketeer; Stevedore; Thug; Vagabond

TRAPPINGS
Leather Jerkin and Skullcap

Knuckldusters

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Entertainer - Other; Gambler; Herald; Rogue; Thief; Vagabond
Tight Rope Walker
Entertainers entertain the masses in various ways. In this case, the Tightrope Walker defies gravity and death.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Acrobatics
Scale Sheer Surface
Swim

50%

Charm
Drive Cart
Gossip

CK: Empire
Evaluate
50%
SAL - Reikspiel

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev

CAREER EXITS: Entertainer (Other Type); Rogue Basic Career of Choice; Vagabond
TRAPPINGS
Rope (10 yards)

Leather Jerkin

1-4
/5-8
/9+

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Entertainer - Other; Gambler; Herald; Rogue; Thief; Vagabond
Troubadour
Entertainers entertain the masses in various ways. In this case, the Troubadour charms with music and song.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Musicianship
Perform: Singing
Swim

50%

Charm
Drive Cart
Gossip

CK: Empire
Evaluate
50%
SAL - Reikspiel

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev

1-4
/5-8
/9+

CAREER EXITS: Entertainer (Other Type); Rogue Basic Career of Choice; Minstrel; Vagabond
TRAPPINGS
Lute, Horn or Drum

Leather Jerkin

COMMONER
SOCIAL CLASS: Lower
CAREER: Entertainer CAREER ENTRIES: Agitator; Bard; Entertainer - Other; Gambler; Herald; Joker;
Raconteur; Rogue; Thief; Vagabond
Ventriloquist
Entertainers entertain the masses in various ways. In this case, the Ventriloquist proves that dummies speak often.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Acute Hearing
CK: Empire
Gossip
Mimic

Charm
Drive Cart
Evaluate
Public Speaking

Storytelling
Search
Lip Reading
SAL - Reikspiel

1-6
/7+

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev
Swim
50% Ventriloquism

1-4
/5-8
/9+

CAREER EXITS: Entertainer (Other Type); Rogue Basic Career of Choice; Vagabond
TRAPPINGS
Tatty Dummy

Leather Jerkin and Skullcap

Costume

COMMONER
CAREER: Entertainer -

SOCIAL CLASS: Lower


CAREER ENTRIES: Entertainer - Other; Gambler; Herald; Rogue; Thief; Vagabond

Wrestler

Entertainers entertain the masses in various ways. In this case, the Wrestler takes on all comers, and makes fools of them.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Menacing
Wrestling
Swim
Charm

Charm
Drive Cart
50% Gossip
Evaluate
50%

CK: Empire
Evaluate
50%
SAL - Reikspiel
Gossip
50%

SAL - Breton and CK: Bretonnia


SAL - Wastelander and CK Wasteland
SAL - Kislevite and CK: Kislev

CAREER EXITS: Entertainer (Other Type); Rogue Basic Career of Choice; Racketeer
TRAPPINGS
Leather Jerkin

1-4
/5-8
/9+

SOCIAL CLASS: Pariah


CAREER ENTRIES: Agitator; Grave Robber; Outlaw; Protagonist; Rogue;
Smuggler; Thief; Thug; Tomb Robber
The Ex-Convict may have been guilty, he may not have been. But his time in prison has been a learning experience.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
COMMONER
CAREER: Ex-Convict

Concealment
Palm Object

Dodge Blow
SL - Prison Cant

Flee!

Resistance to Disease
Contortionist

1-6
/7+

Street Fighter
Wrestling

1-6
/7+

CAREER EXITS: Cat Burglar; Charlatan; Fence; Grave Robber; Highwayman; Outlaw; Protagonist; Racketeer;
Thug; Vagabond
TRAPPINGS
Improvised Weapon

Bone Dice

Lice

Poor Quality Clothes

COMMONER
SOCIAL CLASS: Working
CAREER: Exciseman
CAREER ENTRIES: Messenger; Scribe
No one likes the taxman, and the Exciseman is perhaps hated only slightly less than a Chaos Marauder by most.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS

ML

AK: Law
Dealmaker
Haggle

AK: Numismatics
Blather
Charm
Savvy
Embezzle
20% Evaluate
Gossip
Wit
Schemer
Supernumerate
Read/Write
CAREER EXITS: Agitator; Lawyer; Merchant; Militiaman; Outlaw; Roadwarden; Thief (Embezzler or Clipper)

1-6
/7+

TRAPPINGS
Leather Jack
1d6 GC

Hand Weapon

Abacus

Writing Kit

SOCIAL CLASS: Working


CAREER ENTRIES: Fisherman; Innkeeper; Herdsman; Laborer; Merchant;
peasant; Tradesman; Veteran
Farmers feed the masses, supplying fruits, vegetables, meat and milk to those who need it and have the coin to pay.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
COMMONER
CAREER: Farmer

Charm
Animal Care
Animal Lore
Charm Animal
Evaluate
Haggle
Hardy
Herb Lore
SW - Flail
Intimidate
SW - Scythe
T - Carpenter
25% Very Resilient 25% Veterinary Healing
CAREER EXITS: Bawd; Herdsman; Innkeeper; Merchant; Militiaman; Outlaw; Politician; Scout; Soldier; Steward; Trader

Agriculture
Drive Cart
Identify Plant
Very Strong

TRAPPINGS
Improvised Weapon (Pick or Hay Fork)
Cart w/Horse or Ox
Sheep Dog

Worn Clothes
Spade

Leather Jack
Scythe or Threshing Flail

COMMONER
SOCIAL CLASS: Middle
CAREER: Ferryman
CAREER ENTRIES: Boatman; Coachman; Fisherman; Smuggler; Tollkeeper
When one needs to cross a body of water, the Ferryman is the person to see. They are often called upon to guard their
transportation, and are usually fair at handling ruffians.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Boat Building
Charm
CK: Empire

25%

Evaluate
SL - Ranger
Haggle

1-6
/7+

Marksman
Wit
River Lore

1-6
/7+

Street Fighting
SW: Gunpowder
Row

1-6
/7+

Gossip
Intimidate
Swim

1-6
/7+

CAREER EXITS: Boatman; Highwayman; Pilot; Roadwarden; Seaman; Smuggler


TRAPPINGS
Crossbow w/10 Bolts or Blunderbuss w/10 Shots Powder and Shot

Leather Jack

Ferryboat (25%) Moored Nearby

COMMONER
SOCIAL CLASS: Working
CAREER: Fisherman
CAREER ENTRIES: Boatman; Ferryman; Peasant
Hard-working, hard drinking, and hard fighting, the Fisherman supplies food to people across the Old World.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL
1
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS

ML

CK: Empire and SAL - Reikspiel


CK: Wasteland and SAL - Norse
Outdoor Survival
Fish
River Lore
50%
Row

1-6
/7+
5%
25%

1-6
/7+

Consume Alcohol
Haggle
Sailing
Swim

1-6
/7+

Navigation
Trade (Merchant)
Orientation
Street Fighting

1-6
/7+
1-6
/7+

Hardy
Savvy
Cartography
Boat Building

CAREER EXITS: Ferryman; Marine; Merchant; Militiaman; Navigator; Pilot; Seaman; Smuggler; Sailor; Village
Headman
TRAPPINGS
Fishhook and Line

Spear

Leather Jack

Boat (25%) Moored Nearby

COMMONER
SOCIAL CLASS: Working
CAREER: Harker
CAREER ENTRIES: Servant; Squire
When nobles travel, they need someone to announce their presence to the peasants, so that they can make way. That
person is the Harker. In addition, Harkers are often called upon to announce new laws and proclamations.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Etiquette
SL: Classical

Heraldry

Public Speaking

Read/Write

Ride: Horse

CAREER EXITS: Bodyguard; Demagogue; Freelance; Messenger; Raconteur; Steward


TRAPPINGS
Parchment

Horse, Saddle and Harness

Livery

Hand Weapon

COMMONER
SOCIAL CLASS: Working
CAREER: Hawker
CAREER ENTRIES: Starter Career Only
When most people are illiterate, word-of-mouth is often the best form of advertising. The Hawker has a big mouth, and
he knows how to use it to his advantage. Some work for themselves, but most are hired by Merchants.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather

Evaluate

Wit

Numismatics

25%

CAREER EXITS: Charlatan; Fence; Merchant; Peddler; Trader; Thief


TRAPPINGS
Purse

+2d6 GC

Tray on Neck Strap or Large Bag of Goods

COMMONER
SOCIAL CLASS: Working
CAREER: Herdsman
CAREER ENTRIES: Starter Career Only
The Herdsman is responsible for the safety of his flock, and takes his job very seriously.
M
WS
BS
S
T
W
I
A
DEX LD
INT
2
1
2
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
Very Resilient

Charm Animal

Musician - Wind

CL

SW: Sling

WP

FEL

ML

Animal Training
Herb Lore

1-6
/7+

CAREER EXITS: Druid; Militiaman; Outlaw; Rustler; Scout


TRAPPINGS
Hand Weapon

Pan Pipes

Sling and 10 Bullets

Staff

COMMONER
SOCIAL CLASS: Lower
CAREER: Horse Coper
CAREER ENTRIES: Burgher; Drover; Horse Master; Messenger; Steppes Nomad
Horse Copers are also known as Horse Traders, and they make their living buying and selling horses.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
2
1
1
1
2
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
Gossip
SAL - Any One

Charm Animal
Haggle
SW: Entangling

Evaluate
Ride
Wit

Charm
Consume Alcohol

1-6
/7+

Dealmaker
Flee!

CAREER EXITS: Burgher; Charlatan; Horse Master; Merchant; Rogue


TRAPPINGS
Good Clothing

Lasso or Whip

1d4+1 Horses

1d10 GC

1-6
/7+

COMMONER
SOCIAL CLASS: Working
CAREER: Jailor
CAREER ENTRIES: Bodyguard; Rat Catcher
The Jailors job is thankless and dangerous. He is either too harsh or too lenient. If he treats his prisoners well, he gets
taken advantage of and called soft. If he treats than poorly he is a monster, and hated by both prisoner and outsider alike.
Still, someone has to do it, and Jailors are known for being tough as nails.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
2
1
ADVANCE
SCHEME
SKILLS/TALENTS
Command
Intimidate
Silent Move

Consume Alcohol
Search
Wrestling

Dodge Blow
SW: Entangle
Very Strong

25%

Resistance to Disease
Resistance to Poison
Very Resilient
50%

Heal
Palm Object

1-6
/7+

CAREER EXITS: Almoner; Bailiff; Bodyguard; Interrogator; Journeyman Executioner; Rat Catcher; Slaver;
Torturer; Watchman
TRAPPINGS
Club
Ring of Heavy Keys

Tankard

1 of Bolo, Lasso or Net

Bottle of Common Wine

SOCIAL CLASS: Working


CAREER ENTRIES: Gnome-Only Starter Career; Beggar; Entertainer - Jester;
Entertainer - Troubadour; Minstrel; Outlaw; Peasant; Thief
Many play the fool, but none so well as the Jester, who entertains with slapstick and mockery that might get another
entertainer jailed or worse.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
2
2
1
1
1
2
ADVANCE
SCHEME
SKILLS/TALENTS
COMMONER
CAREER: Jester

Acrobatics
Blather
Dance
Dodge Blow
Jest
SAL: (Any)
Ventriloquism
10%
Contortionist or Mimic, Etiquette, Public
Speaking.

Clown
Juggle
Wit

AK: Heraldry
CK: Any
Contortionist
Mimic

1-6
/7+
1-6
/7+

Charm
Gossip
Performer (any)
Palm Object

1-6
/7+
1-6
/7+

CAREER EXITS: Agitator; Charlatan; Entertainer; Minstrel; Outlaw; Raconteur; Rogue; Spy
TRAPPINGS
Jester's Motley

Jester's Stick

2d3 Colored Balls

Bladder on a Stick

COMMONER
SOCIAL CLASS: Working
CAREER: Laborer
CAREER ENTRIES: Starter Career Only
The Laborer makes a living by the sweat of his brow. Its hard, dirty, and often dangerous work, but its honest.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Scale Sheer Surface
Engineer (AK)

25%

Very Resilient
Very Strong

1-6
/7+

Two of:

Consume Alcohol; Drive Cart


Sing; Trade - Carpenter

CAREER EXITS: Bodyguard; Footpad; Siege Engineer (with Trade - Carpenter or Engineer only); Stevedore
TRAPPINGS
Leather Jack

Flask of Herbal tea

Sling Bag with Packed Lunch

ML

COMMONER
SOCIAL CLASS: Working
CAREER: Lamplighter
CAREER ENTRIES: Charcoal-Burner; Peasant; Rat Catcher; Servant
Lamplighters travel the streets tending the lanterns and lamps of the city, lighting them at night and extinguishing them at
daybreak. Most appreciate the service, but no few thieves would rather they ply a different trade.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
2
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
CK - Empire
Haggle
Streetfighting

Flee!
Outdoor Survival

Gossip
Scale Sheer Surface

Consume Alcohol
Drive Cart

1-6
/7+

Excellent Vision
Savvy

1-6
/7+

CAREER EXITS: Agitator; Burgher; Entertainer; Initiate; Servant; Smuggler; Toll Keeper; Watchman
TRAPPINGS
Lamp Oil
8 Wax Candles

20 Matches
10' Lamplighter's Pole

Storm Lantern

Tinderbox

COMMONER
CAREER: Miner

SOCIAL CLASS: Working


CAREER ENTRIES: Charcoal Burner; Hunter; Laborer; Prospector

Miners make their living digging in the earth for treasures beyond imagining. They often die that way, as well.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL
1
1
2
1
2
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
Navigation
Orientation
Strike Mighty Blow

Metallurgy
Night Vision
Scale Sheer Surface
Trade: Prospector

10%
50%

Concealment
Drive Cart
SW: Double-Handed
Very Strong

1-6
/7+

Evaluate
Outdoor Survival
Trade: Carpenter

1-6
/7+

Very Resilient
Warrior Born
Trade: Miner

ML

1-6
/7+

25%

CAREER EXITS: Bodyguard; Charcoal Burner; Engineer; Loadfinder (Dwarf Only); Mercenary; Prospector;
Sapper (Dwarf Only); Scout; Shieldbreaker (Dwarf); Smuggler; Tunnel Fighter (Dwarf Only)
TRAPPINGS
Double-Handed Pick
Storm Lantern

Leather Jack and Helmet


Lamp Oil

Pick
Backpack

Spade
1-man Tent

COMMONER
SOCIAL CLASS: Working
CAREER: Muleskinner
CAREER ENTRIES: Burgher; Hunter; Messenger; Peasant; Teamster
Despite the name, the Muleskinner actually takes care of mules, and is a very necessary part of many caravans and
merchant trains. They are survivors, and know the wilderness like the back of their hand.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL
1
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
Gossip
Orientation
SW: Flailing

CK: Border Princes


Haggle
Outdoor Survival

Evaluate
Navigate
Seasoned Traveler

Animal Training
Drive Cart
SAL - Any Language

CAREER EXITS: Animal Trainer; Burgher; Highwayman; Merchant; Messenger; Outlaw; Scout; Smuggler;
Teamster
TRAPPINGS
Weatherproof Coat
Leather Jack

Broad-brimmed Hat
3 Mules

Hand Weapon
Bow and 10 Arrows

Whip

ML

1-6
/7+

COMMONER
SOCIAL CLASS: Lower
CAREER: Newssheet
CAREER ENTRIES: Burgher; Messenger; Peasant; Servant; Student
Vendor
With the advent of the printing press, the Newssheet Vendor has become a fixture on every major city, hawking the latest
edition hot off the presses.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Charm
Haggle
Read/Write

CK - Empire
Perform - Storyteller

Gossip
Public Speaking

Blather
Palm Object

1-6
/7+

Streetfighting
Streetwise

1-6
/7+

CAREER EXITS: Agitator; Demagogue; Entertainer; Messenger; Pamphleteer; Rogue; Scribe; Zealot
TRAPPINGS
Backpack

1d10 Newssheets

Scroll Case

COMMONER
SOCIAL CLASS: Lower
CAREER: Peasant
CAREER ENTRIES: Starter Career Only
Peasants make up the bulk of the population. Destitute, uneducated, and poorly-skilled, they have nowhere to go but up.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Concealment
Gamble
Perform: Dance
Perform: Sing
Scale Sheer Surf.
Silent Move

1-4
/5-8
/9+
1-6
/7+

Animal Care
Charm
Hardy
Rover

1-6
/7+
1-6
/7+

Animal Training
Swim
Flee!
SW: Sling

1-6
/7+
1-6
/7+

Charm Animal
Trade: Cook
Outdoor Survival
Trade: Farmer

1-6
/7+
1-6
/7+

Drive Cart
Trade: Bowyer
Row
Set Trap

1-6
/7+
1-6
/7+

CAREER EXITS: Bone Picker; Charcoal Burner; Dung Collector; Farmer; Fisherman; Jester; Militiaman; Outlaw; Peat
Cutter; Poacher; Politician; Servant; Stevedore; Tradesman; Village Headman; Wise Woman; Zealot

TRAPPINGS
Sling or Quarterstaff

Leather Flask

COMMONER
SOCIAL CLASS: Working
CAREER: Peat Cutter
CAREER ENTRIES: Bone Picker; Charcoal Burner; Hunter; Peasant
Peat Cutters live off the land, cutting peat for sale as fuel and roaming the countryside looking for a better source.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS

ML

CK: Empire
Outdoor Survival

1-6
/7+

Haggle
Rover

Hardy
Row

Orientation
Search

CAREER EXITS: Brickburner; Swamp Skimmer; Vagabond


TRAPPINGS
Spade

Sack

Waterproof Boots

Drive: Cart
Gossip

SOCIAL CLASS: Working


CAREER ENTRIES: Burgher; Bone Picker; Camp Follower; Messenger; Rogue;
vagabond
The Peddler travels the roads, selling low-end goods and bringing news and gossip to towns across the Old World.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
COMMONER
CAREER: Peddler

Animal Care
Blather

Astronomy
Drive Cart

Evaluate
Rover

Haggle
Trade: Any

50%

CK: Empire
Navigation

1-6
/7+

Herb Lore

Dealmaker
Seasoned Traveler
SW: Fist Weapon

1-6
/7+

Gossip
Outdoor Survival

1-6
/7+

SS: Peddler

CAREER EXITS: Bodyguard; Burgher; Camp Follower; Fence; Merchant; Outlaw; Smuggler; Trader;
Tradesman; Trapper
TRAPPINGS
Wagon and Horse, Mule Cart, or Wheeled Stall
Pack Containing
Tinderbox
Lantern
D4 Sacks Containing:
D4 Pots and Pans
D6x100 Small Pins

Trade Tools
4 Blankets
10 Yards Rope
3d6 Kitchen/Utility Knives
D6 Reels of Colored Ribbon

Mattress and 3 Blankets

COMMONER
SOCIAL CLASS: Pariah
CAREER: Penitent
CAREER ENTRIES: Flagellant; Initiate; Outlaw; Student; Zealot
The Penitent is a religious zealot who punishes himself for the sins of the world in hopes of redemption.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
1
1
1
3
1
ADVANCE
SCHEME
SKILLS/TALENTS
AK - Theology
Intimidate

Blather
Strike to Stun

Gossip
Torture

Hardy
Very Resilient

FEL

ML

Heal Wounds

CAREER EXITS: Cenobite; Charlatan; Flagellant; Initiate; Vagabond


TRAPPINGS
Religious Symbol

Scourge

COMMONER
SOCIAL CLASS: Lower
CAREER: Pilgrim
CAREER ENTRIES: Any (Must go on a Pilgrimage)
The Pilgrim is on a journey to visit some site of religious significance. Often, they have had an epiphany, and are led to
this journey by visions. Others are of a faith that requires such a pilgrimage, and are fulfilling their duty.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
1
3
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
AK: Astronomy
25%
Haggle
Perform - Storyteller
Very Resilient

Animal Care
Orientation
Read/Write

50%

CK - Any One
Outdoor Survival
Seasoned Traveler

AK: Theology
Consume Alcohol
SAL - Any One

Gossip
Navigation
SL: Classical

25%

CAREER EXITS: Beggar; Charlatan; Demagogue; Flagellant; Friar; Initiate; Outlaw; Seer; Thief; Vagabond; Zealot
TRAPPINGS
Robes or Leather Jack

Religious Symbol

Backpack with Bedroll

Staff

COMMONER
SOCIAL CLASS: Lower
CAREER: Prospector
CAREER ENTRIES: Apprentice Alchemist; Pharmacist
The Prospector searches for gold, silver, or other precious metals in the unclaimed wilderness. Such men are often skilled
in survival and can support themselves with a minimum of gear and preparation.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
AK: Metallurgy
Orientation
Trade: Carpenter

Animal Care
Outdoor Survival

Cartography
River Lore

20%

Game Hunting
Fish

1-6
/7+

Luck
Keen Senses

1-6
/7+

CAREER EXITS: Scout; Soldier; Tomb Robber; Tunnel Fighter (Dwarf Only)
TRAPPINGS
Pack
1-man Tent

Pan
Mule

Pick

Shovel

COMMONER
SOCIAL CLASS: Pariah
CAREER: Rat Catcher
CAREER ENTRIES: Dung Collector; Grave Robber; Jailer; Runebearer; Tomb Robber
Plague is a legitimate fear in the Old World, and so the Rat Catcher is a valuable first line of defense against the cause.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
Search
Tunnel Rat

Animal Trainer - Dog


Set Trap

Concealment
Silent Move

Resistance to Disease
SW: Sling

Resistance to Poison
Spot Trap

CAREER EXITS: Abtrittanbieter; Almoner; Animal Trainer; Bodyguard; Bone Picker; Cat Burglar; Dung
Collector; Footpad; Grave Robber; Jailer; Shieldbreaker; Thief; Village Headman
TRAPPINGS
Ratter's Pole (1d10 Dead Rats)
Small,Vicious
Dog

M
6

WS
7

BS
0

Sling and 10 Bullets


S
4

T
4

W
2

I
7

Small but Vicious Dog


A
1

Dex

Ld
4

Int
4

Cl
7

WP
7

4 Gin Traps
Fel
3

Special
SubjecttoFearoffire;FollowTrail;
KeenSenses;NaturalWeapons;Swim

COMMONER
SOCIAL CLASS: Lower
CAREER: Servant - General CAREER ENTRIES: Abtrittanbieter; Camp Follower; Peasant; Rogue
Servants work for the Upper and Middle Classes, tending their homes and caring for their families.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL
1
1
2
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS

ML

Blather
Dodge Blow
Gossip
Ride - Horse

1-6
/7+
1-6
/7+

10%

Acute Hearing
Flee!
Heraldry
Walk Unseen

1-6
/7+
25%

Animal Care
Cook
Etiquette
Hardy

1-6
/7+
1-6
/7+

Drive Cart
Search
Lightning Reflexes
Very Resilient

1-6
/7+
1-6
/7+

Evaluate
Haggle
Read/Write
Palm Object

CAREER EXITS: Agitator; Almoner; Burgher; Buyer; Camp Follower; Gamekeeper; Innkeeper; Messenger;
Scribe; Servant (Specialized); Spy; Thief; Valet
TRAPPINGS
Club
Tinderbox

3d6 Silver Shillings


Storm Lantern

Livery
Lamp Oil

Pewter Tankard

COMMONER
SOCIAL CLASS: Lower
CAREER:
CAREER ENTRIES: Servant - General
Servant - Chambermaid
The Chambermaid is a specialized Servant whose duties include cleaning bedrooms and bathrooms.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather
Ride - Horse

Dodge Blow

Gossip

Etiquette

WP
1

FEL
1

ML

Heraldry

10%

CAREER EXITS: Agitator; Almoner; Bawd; Burgher; Camp Follower; Gamekeeper; Innkeeper; Messenger;
Scribe; Servant (Specialized); Spy; Thief; Valet
TRAPPINGS
Club
Tinderbox

3d6 Silver Shillings


Storm Lantern

Livery
Lamp Oil

Pewter Tankard
Bonnet and Apron

COMMONER
SOCIAL CLASS: Lower
CAREER:
CAREER ENTRIES: Servant - General
Servant - Cook
The Cook is a specialized servant whose duty is to run the kitchen and prepare food for the household.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather
Identify Plants

35%

Dodge Blow
Preservation

Gossip
Ride - Horse

Cook

FEL
1

Herb Lore

ML

35%

10%

CAREER EXITS: Agitator; Almoner; Burgher; Camp Follower; Gamekeeper; Herbalist; Innkeeper; Messenger;
Scribe; Servant (Specialized); Spy; Thief; Valet
TRAPPINGS
Club
Tinderbox
Assorted Knives

3d6 Silver Shillings


Storm Lantern
Pots and Pans

Livery
Lamp Oil
Spices

Pewter Tankard
Cleaver (as Hand Weapon)
Rare Herbs (15%)

COMMONER
SOCIAL CLASS: Lower
CAREER:
CAREER ENTRIES: Servant - General
Servant - Groom
The Groom is a specialized servant whose duty is to care for the horses of the household.
M
WS
BS
S
T
W
I
A
DEX LD
INT
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather
Ride - Horse

Dodge Blow

Gossip

CL

WP
1

FEL
1

Animal Care

CAREER EXITS: Agitator; Almoner; Bawd; Burgher; Camp Follower; Gamekeeper; Herald; Innkeeper;
Messenger; Scribe; Servant (Specialized); Spy; Squire; Thief; Valet
TRAPPINGS
Club
Tinderbox

3d6 Silver Shillings


Storm Lantern

Livery
Lamp Oil

Pewter Tankard
Curry Brush

ML

COMMONER
SOCIAL CLASS: Lower
CAREER:
CAREER ENTRIES: Servant - General
Servant - Porter
The Porter is a specialized servant whose duty is to carry burdens and move items.
M
WS
BS
S
T
W
I
A
DEX LD
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather
Ride - Horse

10%

Dodge Blow
Etiquette

25%

Gossip
Heraldry

INT
1

CL

WP
1

FEL
1

ML

Strike to Stun
50%

CAREER EXITS: Agitator; Almoner; Bodyguard; Burgher; Camp Follower; Gamekeeper; Innkeeper; Messenger;
Scribe; Servant (Specialized); Spy; Thief; Valet
TRAPPINGS
Club
Tinderbox

3d6 Silver Shillings


Storm Lantern

Livery
Lamp Oil

Pewter Tankard
Large Key Ring

COMMONER
SOCIAL CLASS: Lower
CAREER:
CAREER ENTRIES: Servant - General
Servant - Scullion
The Scullion is a specialized servant whose duty is to perform menial kitchen tasks such as washing dishes and food prep.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
2
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather
Ride - Horse

Dodge Blow

Gossip

10%

CAREER EXITS: Agitator; Almoner; Bawd; Burgher; Camp Follower; Gamekeeper; Innkeeper; Messenger;
Scribe; Servant (Specialized); Spy; Thief; Valet
TRAPPINGS
Club
Tinderbox

3d6 Silver Shillings


Storm Lantern

Livery
Lamp Oil

Pewter Tankard
Cleaning Rags

COMMONER
SOCIAL CLASS: Lower
CAREER:
CAREER ENTRIES: Servant - General
Servant - Usher
The Usher is a specialized servant whose duty is to show people the way through an estate.
M
WS
BS
S
T
W
I
A
DEX LD
INT
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather
Ride - Horse

Dodge Blow

Gossip

Etiquette

CL

WP
1

FEL
1

Heraldry

10%

CAREER EXITS: Agitator; Almoner; Burgher; Butler; Camp Follower; Gamekeeper; Herald; Innkeeper;
Messenger; Raconteur; Scribe; Servant (Specialized); Spy; Thief; Valet
TRAPPINGS
Club
Tinderbox

3d6 Silver Shillings


Storm Lantern

Livery
Lamp Oil

Pewter Tankard

ML

COMMONER
SOCIAL CLASS: Lower
CAREER: Servant - Wench CAREER ENTRIES: Servant - General
The Wench is a specialized servant whose duty is to serve food and drink and perform minor cleaning tasks.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL
1
1
2
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather
Ride - Horse

Dodge Blow

Gossip

Seduction

ML

Wit

10%

CAREER EXITS: Agitator; Almoner; Bawd; Burgher; Camp Follower; Gamekeeper; Innkeeper; Messenger;
Scribe; Servant (Specialized); Spy; Thief; Valet
TRAPPINGS
Club
Tinderbox

3d6 Silver Shillings


Storm Lantern

Livery
Lamp Oil

Pewter Tankard
Low-Cut Dress

SOCIAL CLASS: Working


CAREER ENTRIES: Bodyguard; Dung Collector; Jailor; Militiaman; Mercenary;
Peasant; Rat Catcher; Shieldbreaker; Tunnel Fighter; Watchman
Sewers of the Old World are home to more than rats and waste. The Sewer Jack is tasked with evicting these menaces.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
COMMONER
CAREER: Sewer Jack

Concealment
Orientation
Scale Sheer Surface

Dodge Blow
Resistant to Poison
Strike Mighty Blow

25%

Follow Trail
SS - Scout
Strike to Injure

1-6
/7+

Quick Draw
Resistant to Disease
Strike to Stun

1-6
/7+

Search
Swim
Tunnel Rat

1-6
/7+

CAREER EXITS: Bodyguard; Footpad; Mercenary; Rat Catcher; Sergeant; Shieldbreaker; Smuggler; Thief;
Tunnel Fighter; Veteran; Watchman
TRAPPINGS
Mail Shirt and Leather Jack

Lantern

Lamp Oil

Crossbow w/10 Bolts

COMMONER
SOCIAL CLASS: Pariah
CAREER: Slave
CAREER ENTRIES: Any ***
Many cultures in the Old World practice slavery. Slaves are given the worst work, in the worst conditions, with no pay.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
3
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather
Search

CK - Any One *
SAL - Any One *

Concealment
Streetfighting **

Acute Hearing
Excellent Vision

1-6
/7+

Flee!
Hardy

1-6
/7+

CAREER EXITS: Any ***


TRAPPINGS
None

NOTES
* Common Knowledge and Speak Additional Language skills are specific to the group that holds the character as a slave. If the character is
enslved by Norscans, he will have CK - Norsca and SAL - Norscan; if held by Skaven, he will have SK - Skaven and SAL - Queekish.
** Skaven slaves replace Streetfighting with Natural Weapons
*** Any character can enter this career; one simply has to be enslaved. This costs no experience points. Anyone so enslaved must make a
WP test each week, or assume this career. Slaves who are not members of the species/culture that enslaved them must first find a way to
escape, then test Willpower each week thereafter to resume their previous career at no cost in Experience. Skaven slaves held by Skaven do
not need to make these tests, as they can exit the career to Clanrat or Clawleader when they have completed the career.


COMMONER
SOCIAL CLASS: Middle
CAREER: Spokesperson
CAREER ENTRIES: Agitator; Bailiff; Harker; Scribe; Servant; Student
A Spokesperson represents the interests of another in negotiations, business meetings, and similar activities. They must
be good with people, fast in thought and speech, and able to present their employers case with eloquence.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather
Public Speaking

Charm
Read/Write

CK: Empire
Streetwise

Etiquette

Gossip

CAREER EXITS: Agitator; Bailiff; Herald; Politician; Scholar; Steward


TRAPPINGS
Upper-Class Clothes

Leather Jack

Purse w/1d10 GC

COMMONER
SOCIAL CLASS: Working
CAREER: Stevedore
CAREER ENTRIES: Boatman; Laborer; Peasant
Stevedores are part of the guild of laborers that load and unload ships at the docks of the Old World. They are noted for
both their strength and their clannishness, with groups often coming to blows to defend their job sites.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Gossip
SL: Guilder
Very Strong

Perform: Sing
Swim
Search

Consume Alcohol
Gamble

1-6
/7+

Dodge Blow
Scale Sheer Surface

1-6
/7+

Lightning Reflexes
Sturdy

1-6
/7+

50%

CAREER EXITS: Boatman; Foreman; Marine; Merchant; Smuggler; Thief; Tradesman


TRAPPINGS
Leather Jack

Watch Cap in Gang Colors

10 Yards of Rope

1d10 Wooden Spikes

COMMONER
SOCIAL CLASS: Working
CAREER: Swineherd
CAREER ENTRIES: Starter Career Only
The Swineherd is responsible for protecting his herd of pigs from harm from animals, humans, monsters, and worse.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
2
1
2
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
Herb Lore

75%

Charm Animal
Very Resilient

Perform: Musician (Wind)

SW: Sling

75%

CAREER EXITS: Druid; Militiaman; Outlaw; Rustler; Scout


TRAPPINGS
Hand Weapon

Sling and 10 Bullets

Staff

Animal Training - Dog

50%

COMMONER
SOCIAL CLASS: Lower
CAREER: Teamster
CAREER ENTRIES: Coachman; Drover; Muleskinner; Outrider
Teamsters organize and run wagon trains, tending to the animals, driving the wagons, watching for signs of danger,
attempting to ensure a swift and safe passage..
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
2
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
Navigation
SS: Ranger

Drive
Ride
SW: Entangling

Hardy
Very Resilient
Orientation
Seasoned Traveler

1-6
/7+
1-6
/7+

CK:
CK:
CK:
CK:

Bretonnia and SAL: Breton


Estalia and SAL: Estalian
Kislev and SAL: Kislevite
Tilea of SAL: Tilian

1-3
/4-6
/7-9
/10+

CAREER EXITS: Coachman; Drover; Mulerskinner; Outrider


TRAPPINGS
Overcoat

Whip

Wide-Brimmed Hat

COMMONER
SOCIAL CLASS: Military
CAREER: Temple
CAREER ENTRIES: Grave Warden; Initiate; Militiaman; Watchman; Zealot
Guardian
Temple Guardians are responsible for guarding temple grounds and clergy, but are usually amateur warriors at best.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
CK - Any One
Search

Dodge Blow
Strike Mighty Blow

Gossip
Strike to Stun

Intimidate

Cool Headed
Stout Hearted

1-6
/7+

CAREER EXITS: Initiate; Mercenary; Soldier; Squire; Watchman


TRAPPINGS
Leather Jack

Robes or Uniform

COMMONER
SOCIAL CLASS: Working
CAREER: Toll Keeper
CAREER ENTRIES: Bailiff; Coachman; Roadwarden
The Toll Keeper is one of many hated occupations in the Old World. She is responsible for collecting road tolls on all
travelers, which many resent. Some skim off the top, overcharging the toll, while others are honest, but still reviled.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Evaluate
Gossip
50%
Haggle
Lightning Reflexes 1-6 SAL - Breton
1-4
Read/Write
Search
Marksman
/7+ SAL - Kislevite
/5-8
SAL - Tilean
/9+
CAREER EXITS: Ferryman; Fieldward (Halfling Only); Highwayman; Militiaman; Outlaw; Politician; Soldier;
Thief - Embezzler
TRAPPINGS
Bow and 10 Arrows or Crossbow and 10 Bolts
1d10 GC

Mail Shirt and Leather Jerkin

Shield

COMMONER
SOCIAL CLASS: Working
CAREER: Trader
CAREER ENTRIES: Fence; Fisherman; Peddler; Thief - Embezzler
Traders are the low-level shopkeepers and stall workers who sell various and sundry throughout the Old World.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL
1
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Dealmaker

Evaluate

Haggle

Numismatics

Blather
Law

ML

1-6
/7+

CAREER EXITS: Fence; Merchant; Thief - Clipper


TRAPPINGS
Leather Jerkin

2d6 GC

COMMONER
SOCIAL CLASS: Working
CAREER: Valet
CAREER ENTRIES: Burgher; Buyer; Servant
An upper level servant, the Valet takes good care of his charge, often a nobleman who could barely survive without him.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
2
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
AK: Genealogy
AK: Heraldry
Coolheaded
Gossip
1-6 Dealmaker
1-6
1-6
Blather
Etiquette
Wit
SAL - Breton
/7+ Seasoned Traveler /7+
/7-9
Evaluate
Haggle
Read/Write
Search
SAL - Reikspiel
/10+
CAREER EXITS: Herald; Rogue; Squire; Steward; Student
TRAPPINGS
Cologne

Purse

2 Sets High-Quality Clothes

Uniform

Basic Ranger Careers


RANGER
CAREER: Bounty Hunter

SOCIAL CLASS: Lower


CAREER ENTRIES: Archer; Bodyguard; Captain; Fieldwarden; Hunter; Kislevite
Kossar; Marine; Pit Fighter; Protagonist; Scout; Soldier; Watchman

Some men are foolish, and skip out on their bail. Others are recognized for their crimes, and need to be apprehended.
Still others crossed the wrong men. The Bounty Hunter cares not which they are, he just cares what they are worth.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Alley Cat
Follow Trail

Intimidate
Rover
SW: Entangle
Outdoor Survival
Shadowing
Search
Marksman
50%
Sharpshooter 50%
Silent Move
Strike to Stun
CAREER EXITS: Assassin; Footpad; Mercenary; Protagonist; Slaver; Targeteer

TRAPPINGS
Bow/Crossbow
10 Arrow/Bolts

Net
Rope

Strike Mighty
Blow
50%

1d4 Manacles
Leather Jerkin

Chain Shirt (50%)


Leather Helm

RANGER
SOCIAL CLASS: Middle
CAREER: Coachman
CAREER ENTRIES: Ferryman; Outrider; Messenger; Teamster
The Coachman travels the roads of the Old World, hauling passengers and fighting off highwaymen..
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS

FEL
1

ML

Gossip
1-6
SS: Ranger
Seasoned Traveler
/7+
Haggle
Ride-Horse
SW - Firearms
Quick Draw
Navigation
Speak: Breton, Kislev or Tilean
CAREER EXITS: Ferryman; Highwayman; Outlaw; Roadwarden; Scout; Smuggler; Teamster; Toll Keeper

1-6
/7+

Animal Care
Drive Cart
Musicianship

TRAPPINGS
Coach Horn

Blunderbuss

10rounds powder and shot

Mail Shirt and Leather Jack

RANGER
SOCIAL CLASS: Working
CAREER: Fowler
CAREER ENTRIES: Gamekeeper; Hunter; Woodsman
The Fowler specializes in hunting birds, especially ducks and geese, using birds of prey and a bow.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Training - Hawk
SL - Ranger
25%

Concealment
Animal Care - Hawk

10%

Game Hunting
Rover

50%

SS - Woodsman
Sharp Shooter 50%

WP

FEL

Silent Move

CAREER EXITS: Entertainer - Animal Act; Falconer (if Animal Care is gained); Outlaw; Rustler; Scout
TRAPPINGS
Leather Jack

Hand Weapon

Hawk

Bow and 6 Arrows (10%)

ML

RANGER
SOCIAL CLASS: Working
CAREER: Gamekeeper
CAREER ENTRIES: Hunter, Militiaman, Outlaw, Thief, Woodsman
The Gamekeeper tends the lands of an estate, handles hunts on those lands, and keeps out poachers and similar riff-raff.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
2
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Concealment
Marksman
Rover

Game Hunting
Outdoor Survival
Set Trap

Follow Trail
Search
Silent Move

1-6
/7+

SL: Ranger Tongue


Animal Trainer: Hawk

50%
50%

Sharpshooter
Trapfinder

1-6
/7+

CAREER EXITS: Archer; Bailiff; Druid; Militiaman; Fieldwarden; Outlaw; Raconteur; Rustler; Scout; Smuggler;
Targeteer
TRAPPINGS
Bow and 10 Arrows or
Crossbow and 10 Bolts

Hand Weapon
1d3 Gin Traps

Leather Jack
1d6 Snares

Man Trap

RANGER
SOCIAL CLASS: Middle
CAREER: Grave Warden
CAREER ENTRIES: Bone Picker; Rat Catcher; Peasant
The Grave Warden patrols the cemetery, protecting the dead from those who would exploit and rob them.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
1
1
1
1
2
1
ADVANCE
SCHEME
SKILLS/TALENTS
AK - Theology
Evaluate

CK - Empire
Outdoor Survival

Dodge Blow
Resistance to Disease

Drive Cart
Search

FEL

Stout-Hearted
Very Strong

ML

1-6
/7+

CAREER EXITS: Grave Robber; Initiate (Morr); Militiaman; Temple Guardian; Vampire Hunter; Watchman
TRAPPINGS
Shovel

Stench

Wheelbarrow

RANGER
SOCIAL CLASS: Working
CAREER: Hermit
CAREER ENTRIES: Druid; Herbalist; Laborer; Roadwarden
The Hermit lives alone somewhere off the beaten path, and he usually likes it that way. Disturb him at your peril.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS

ML

Build Basic Structures


Identify Plants

25%

25%
50%

Survival Crafting

50%

Forestry
Leatherwork
Trade:
Carpentry

50%
25%

Heal Wounds
Make Clothing

10%
50%

Drive Cart
Make Fire

Trade:
Stoneworking

50%

Wilderness
Cooking

50%
50%

Herb Lore
Make Improvised
Weapon
Wood Carving

CAREER EXITS: Coachman; Druid; Herbalist; Peddler; Roadwarden


TRAPPINGS
Leather Jack

Lantern

Shovel

Pick

50%

RANGER
SOCIAL CLASS: Pariah
CAREER: Horned Hunter
CAREER ENTRIES: Initiate (Taal); Scribe
Horned Hunters are often those who ascribed to the teachings of Taal, but could not make it as priests. Instead, they roam
the wilderness acting as the eyes and ears of the church, protecting the woods from those who would despoil them.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
3
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Concealment
Hardy
SS - Ranger

Elven Lore
Scale Sheer Surface
Silent Move

Frenzy
SL - Ranger
Weather Sense

Fleet Footed
Very Resilient

1-6
/7+

Follow Trail
Set Traps

1-6
/7+

CAREER EXITS: Hunter; Militiaman; Outlaw; Scout; Vagabond


TRAPPINGS
Antitoxin Kit

Double-Handed Weapon (Axe)

Leather Jack

SOCIAL CLASS: Working


CAREER ENTRIES: Animal Trainer; Charcoal Burner; Druid; Furrier; Kithband
Warrior (Elf Only); Muleskinner; Woodsman
The Hunter makes her living by tracking and killing animals, either for food or for pay.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
2
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
RANGER
CAREER: Hunter

Concealment
Game Hunting
Rapid Reload
Set Trap

50%

Elven Lore
Immunity to Poisons
SL: Ranger
Silent Move

25%

Follow Trail
Outdoor Survival
SS - Woodsman

Hardy
SW: Long Bow
Marksman
Rover

1-6
/7+
1-6
/7+

Lightning Reflexes
Very Resilient
Search
Swim

1-6
/7+
1-6
/7+

CAREER EXITS: Animal Trainer; Archer; Druid; Outlaw; Peat Cutter; Scout; Village Headman
TRAPPINGS
Long Bow and 10 Arrows or Crossbow and 10 Bolts
Antitoxin Kit

Hand Weapon

2 Gin Traps

SOCIAL CLASS: Working


CAREER ENTRIES: Harker; Militiaman; Muleskinner; Outrider; Roadwarden;
Servant
Messengers travel from place to place, bearing correspondence, official notices, and other information, often of worth.
They are seasoned survivors, and can live off the land and fight to survive if they need to.
M
WS
BS
S
T
W
I
A
DEX
LD
INT CL
WP FEL ML
1
1
1
1
2
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
RANGER
CAREER: Messenger

Animal Care
Navigation
Seasoned Traveler
Trick Riding

Etiquette
Orientation
SS: Scout

50%

Hiking
Outdoor Survival
SAL - Reikspiel

Lightning Fast Rider


Ride
Swim

CK: Empire
CK: Wasteland
Gossip

10%

CAREER EXITS: Coachman; Herald; Highwayman; Kithband Warrior (Elf only); Mercenary; Outrider;
Roadwarden; Scout; Soldier
TRAPPINGS
Riding Horse or Pony with Saddle and Harness
Bow and 10 Arrows or Crossbow and 10 Bolts

Leather Jack or Mail Shirt


Shield

Map Case
10 Yards Rope

1-4
/5-8
/9+

RANGER
SOCIAL CLASS: Military
CAREER: Outrider
CAREER ENTRIES: Kithband Warrior; Messenger; Roadwarden; Soldier
Outriders watch the flanks of an army for ambushes and sneak attacks, and often scout ahead along their path of travel to
do the same. It is a dangerous job to which they are well suited.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
Orientation
Search

Follow Trail
Outdoor Survival
Silent Move

Navigation
Ride - Horse
SW - Entangling

Cool Headed
Very Strong

1-6
/7+

SS: Scout
SS: Ranger
Neither

1-4
/5-8
/9+

CAREER EXITS: Coachman; Highwayman; Mercenary; Roadwarden; Scout


TRAPPINGS
Horse, Saddle and Harness
10 yards Rope

Bow and 10 Arrows or Crossbow and 10 Bolts


Shield
Net, Whip or Lasso

Mail Shirt and Leather Jack

SOCIAL CLASS: Working


CAREER ENTRIES: Fisherman; Mate; Riverwarden; Sea Captain; Seaman;
Smuggler
The Pilots job is to lead boats into port, or past treacherous obstacles. Most are honest, but a few lead their charges onto
shoals, or other dangers, earning money from Wreckers for their trouble.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
RANGER
CAREER: Pilot

Consume Alcohol
Whitewater Rowing

Orientation

Row

Sailing

Swim

CAREER EXITS: Navigator; Raconteur; Sea Captain; Smuggler


TRAPPINGS
Leather Jerkin

10 Yards Rope

Rowboat (moored on nearest water)

2 Lanterns

RANGER
SOCIAL CLASS: Pariah
CAREER: Poacher
CAREER ENTRIES: Druid; Furrier; Initiate (Taal); Outlaw; Peasant; Servant
The Poacher does what he must to put meat on the table, hunting illegally in lands not his own.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
2
1
2
ADVANCE
SCHEME
SKILLS/TALENTS
Concealment
SS: Poacher

Cover Trail
Set Trap

Game Hunting
Silent Move

Marksman
Trapfinder

Rover

CAREER EXITS: Archer; Outlaw; Racketeer; Rustler


TRAPPINGS
Bow with 10 Arrows or Crossbow with 10 Bolts
Man Trap
1d3 Gin Traps

Hand Weapon
1d6 Snares

Leather Jack


RANGER
SOCIAL CLASS: Working
CAREER: Riverwarden
CAREER ENTRIES: Boatman; Ferryman; Marine; Roadwarden; Pilot
The Riverwarden guards a section of river against pirates, smugglers, and other threats to law and order.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
1
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Navigation
Row
Search

CK: Empire
CK: Kislev
SS: Scout

1-6
/7+

Gossip
SAL Kislevite
SW: Gunpowder

1-6
/7+

Orientation
Very Strong

1-6
/7+

FEL

Outdoor Survival
Sail

ML

1-6
/7+

CAREER EXITS: Boatman; Marine; Roadwarden; Seaman; Sergeant; Smuggler; Toll Keeper; Verenan
Investigator; Wrecker
TRAPPINGS
Pistol
Row Boat

10 Shots Powder and Ball


Uniform

Leather Jack
10 Yards Rope

Shield

SOCIAL CLASS: Working


CAREER ENTRIES: Coachman; Exciseman; Ferryman; Messenger; Outrider;
Watchman
The Roadwarden guards a section of road against highwaymen, smugglers, and other threats to law and order.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
RANGER
CAREER: Roadwarden

Animal Care
Ride - Horse
Outdoor Survival

Drive
Navigation
Search

CK: Empire
Gossip
SW: Gunpowder

1-6
/7+

Follow Trail
SS: Scout

1-6
/7+

Quick Draw
Rapid Reload

1-6
/7+

CAREER EXITS: Highwayman; Messenger; Militiaman; Outlaw; Outrider; Scout; Sergeant; Toll Keeper
TRAPPINGS
Bow with 10 Arrows or Crossbow with 10 Bolts or Pistol with 10 Shots Powder and Ball
Light Warhorse with Saddle and Harness, or Pony for Halfling
10 Yards Rope

Mail Shirt and Leather Jack


Shield

RANGER
SOCIAL CLASS: Lower
CAREER: Trapper
CAREER ENTRIES: Druid; Initiate (Taal); Peddler
Trappers make their living from the wilderness, living off the land and selling furs and animal parts to civilized folk.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Concealment
SS - Woodsman

Orientation
Set Trap

Outdoor Survival
Silent Move

Row
Spot Trap

SL - Ranger
Trapfinder

CAREER EXITS: Druid; Furrier; Initiate (Taal); Outlaw; Scout


TRAPPINGS
Bow and 10 Arrows or Crossbow and 10 Bolts
Rowboat or Canoe on Nearest Water

Fur Hat and Buckskins


10 Yards Rope

Leather Jerkin
1d3+1 Gin Traps

RANGER
CAREER: Vagabond

SOCIAL CLASS: Pariah


CAREER ENTRIES: Abtrittanbieter; Barber-Surgeon; Camp Follower; Cartographer;
Cat Burglar; Charcoal Burner; Entertainer; Envoy; Ex-Convict; Fieldwarden; Hedge
Wizard; Kithband Warrior; Outlaw; Soldier; Woodsman; Wise Woman

Some Vagabonds make a conscious choice to wander the world, others are refugees who never found a home. All are at
home on the road and in the wilderness, and many have interesting skills.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Heal
50% Haggle
Gossip
Dance
CK: Bretonnia
1-6
1-6
1-3
1-2
Hiking
Swim
SL - Ranger
Sing
/7+
/7-9
/4-6
/3-4 CK: Estalia
/10+
/7-9
Navigation
Fleet Footed
SL:
Thieves'
Storyteller
CK:
Kislev
1-6
/5-6
/10+
Outdoor Survival
Rover
Marksman
SS:
Ranger
CK:
Tilea
/7+
1-6
/7-9
Seasoned Traveler
Weather Sense
Orientation
SS: Thief
/7+
/10+
CAREER EXITS: Bone Picker; Dung Collector; Entertainer; Friar; Rapscallion; Scout; Thief; Wise Woman; Woodsman
TRAPPINGS
Back Pack

Rations (1 Week)

Tent

Water Skin

RANGER
SOCIAL CLASS: Lower
CAREER: Watercoachman CAREER ENTRIES: Boatman, Ferryman, Fisherman, Seaman
The Watercoachman works in a city with canals as a major means of transportation. He makes his living taking
passengers from place t place in the city..
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL
1
2
1
2
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
CK: Wasteland
Haggle
Row

Gossip
Orientation

Street Fighting
Very Resiliant

1-6
/7+

Consume Alcohol
Perform - Comedian
Perform Singer
Perform - Storyteller

1-3
/4-6
/7-9
/10+

SAL: Eltharin
SAL: Estalian
SAL - Norse
SAL: Tilean

ML

1-3
/4-6
/7-9
/10+

CAREER EXITS: Boatman, Ferryman, Fisherman, Seaman


TRAPPINGS
Leather Jack
Flask of Spirits or Tea

Row Boat or Gondola

2 Lanterns

Lamp Oil

RANGER
SOCIAL CLASS: Lower
CAREER: Woodsman
CAREER ENTRIES: Charcoal Burner; Druid; Furrier; Vagabond
The Woodsman survives off the wild through a combination of skill and grit, hunting, trapping, and gathering food.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Build Basic Structure
Find Water
Leatherwork
Set Trap

Build Survival Shelter


Follow Trail
Rover
SW: Double-Handed

Concealment
Game Hunting
Scale Sheer Surface
Silent Move

Find Shelter
Identify Plants
SL: Ranger
Spot Trap

CAREER EXITS: Druid; Hunter; Militiaman; Outlaw; Scout; Vagabond; Village Headman
TRAPPINGS
Leather Jack

Two-Handed Woodsman's Axe

Antitoxin Kit

Fleet Footed
Very Resilient
SS - Woodsman
Weather Sense

1-6
/7+

SOCIAL CLASS: Pariah


CAREER ENTRIES: Boatman; Ferryman; Marine; Outlaw; Peasant; Riverwarden;
Seaman; Smuggler; Wreck Salvager
The life of the Wrecker is dangerous and illegal. The Wrecker participates in the wrecking of ships on rocks, shoals, and
reefs, so she and her compatriots can steal from the wreckage for profit.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
RANGER
CAREER: Wrecker

Row
Search
Swim

CK: Empire
CK: Kislev

1-6
/7+

Consume Alcohol
Dodge Blow
Outdoor Survival
Sailing

1-6
/7+
1-6
/7+

Gamble
Navigation
SL - Ranger
SAL - Kislevite

1-6
/7+
1-6
/7+

Orientation
Rover
Sharpshooter
Strike to stun

1-6
/7+
1-6
/7+

CAREER EXITS: Boatman; Marine; Outlaw; Thief; Veteran; Wreck Salvager


TRAPPINGS
Bow w/10 Arrows

Leather Jack

Row Boat

RANGER
SOCIAL CLASS: Working
CAREER: Wreck Salvager
CAREER ENTRIES: Bone Picker; Ferryman; Fisherman; Wrecker
Wreck Salvagers are legitimate workmen who remove valuables from shipwrecked boats, usually working for the owners
or crew of the vessel. It is often dangerous work, and not just from the threat of tide and sea beasts.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Coolheaded
Row

Evaluate
Search

Hardy
Swim

Rover

CAREER EXITS: Fence; Smuggler; Tomb Robber; Vagabond; Wrecker


TRAPPINGS
Leather Jerkin

2 Torches

Row Boat

CK: Empire
CK: Wasteland

1-6
/7+

Basic Rogue Careers


SOCIAL CLASS: Pariah
CAREER ENTRIES: Almoner; Burgher; Captain; Druid; Exciseman; Herald;

ROGUE
CAREER: Agitator

Highwayman; Initiate; Jester; Scribe; Seer; Servant; Student; Zealot

The Agitator stirs up trouble for a living, bringing to light the excesses of church, state, and the wealthy. This makes the
Agitator very unpopular with the church, the state, and the wealthy, who are sometimes all one person.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Speak: Breton
Cool Headed
Alley Cat
Concealment
CK: Empire
1-6
1-6
1-6
/7+
/7+
/7+
Speak: Tilean
Street Fighting
Charm
Gossip
AK: Law
Speak: Reikspiel

Public Speaking
Flee!
History
Read/Write
CAREER EXITS: Charlatan; Demagogue; Ex-Convict; Outlaw; Playwright; Politician; Rogue; Zealot

TRAPPINGS
Hand Weapon

2d10 Leaflets

Leather Jack

1 set Good Clothes

ROGUE
SOCIAL CLASS: Working
CAREER: Almoner
CAREER ENTRIES: Bawd; Beggar; Footpad; Jailer; Rat Catcher; Servant; Thief
The Almoner is in charge of distributing to the poor the alms collected by the church. As such, he is known to many to be
carrying sums of money while pursuing his job, and so must be able to defend himself. Usually, he can count on the local
beggars for help, as he is a major source of their income.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather
Heal Wounds

SL: Thieves
SS: Thieves
Wit
Cant
Signs
10%
CAREER EXITS: Agitator; Bawd; Bodyguard; Charlatan; Fence; Smuggler; Thief

Street
Fighting

25%

TRAPPINGS
Hand Weapon

Leather Jack

SOCIAL CLASS: Lower


CAREER ENTRIES: Agitator; Entertainer - Singer; Entertainer - Troubadour;
Raconteur; Skald
The Bard is an entertainer who uses voice and instrument to make his way in the world.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
2
1
1
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
ROGUE
CAREER: Bard

Charm
Perform - Music

Ck - Any One
Perform - Singer

Consume Alcohol
Public Speaking

Gossip
SAL - Any One

CAREER EXITS: Actor; Gambler; Entertainer; Herald; Minstrel; Raconteur


TRAPPINGS
Leather Jack and Skull Cap

Good Clothes

Instrument

Evaluate
Haggle

1-6
/7+

SOCIAL CLASS: Lower


CAREER ENTRIES: Almoner; Farmer; Apprentice Alchemist; Apprentice Color

ROGUE
CAREER: Bawd

Wizard; Apprentice Wizard; Estalian Diestro; Noble; Physician's Student; Student

The Bawd is a professional guide to the low-class sections of the city. Every flop house, ale house, whore house and
gambling house is well known to a good Bawd. Many also know the best places to stage a mugging, so beware.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Bribery
CK: Empire
Consume Alcohol
Etiquette

50%
50%

Charm
Gamble
50%
Language of Choice

SL-Thieves Tongue
SS: Thieves Signs
50%
Language of Choice

Street Fighting
Gossip
Streetwise

Wit
Haggle
Dealmaker

50%
50%

CAREER EXITS: Almoner; Bodyguard; Fence; Innkeeper; Racketeer; Rogue


TRAPPINGS
Hand Weapon

Leather Jack

+1d10 GC

ROGUE
SOCIAL CLASS: Lower
CAREER: Canal Dipper
CAREER ENTRIES: Peasant, Rat Catcher, Vagabond
The Canal Dipper specializes in retrieving goods dropped into canals and waterways. Some do not wait for the goods to
be dropped
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
ADVANCE
SCHEME
SKILLS/TALENTS
CK: Wasteland
Haggle
Search

Evaluate
Row
Swim

Charm
Gossip

Coolheaded
Streetwise

1-50
/51+

1-50
/51+

Resistance to Disease
Very Strong

1-50
/51+

CAREER EXITS: Boatman, Cat Burglar, Fence, Grave Robber, Smuggler


TRAPPINGS
Coracle and Paddle

3 Sacks, Net

Pole with Hook (Improvised Spear)

SOCIAL CLASS: Pariah


CAREER ENTRIES: Archer; Artisan's Apprentice; Bodyguard; Bounty Hunter;
Laborer; Marine; Militiaman; Pit Fighter; Protagonist; Rat Catcher; Soldier
The Footpad is a thief who makes his living mugging unsuspecting people in back alleys and dark places.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
1
2
1
ADVANCE
SCHEME
SKILLS/TALENTS
ROGUE
CAREER: Footpad

Concealment
Consume Alcohol
Intimidate

50%

Alley Cat
Rover
Menacing

1-6
/7+
50%

Lightning Reflexes
Quick Draw
Shadowing

1-6
/7+

Silent Move
Street Fighting

Strike to Stun
SL: Thieves Cant

CAREER EXITS: Almoner; Bodyguard; Fence; Highwayman; Outlaw; Racketeer; Slaver


TRAPPINGS
Bow and 10 Arrows or
Crossbow and 10 Bolts

Club
Shield (25%)

Hood or Mask

Leather Jack

SOCIAL CLASS: Upper


CAREER ENTRIES: Apprentice Wizard; Apprentice Color Wizard; Captain;
Entertainer; Noble; Rogue; Mercenary; Sergeant; Student; Thief; Vagabond
The Gambler plays games for a living. However, losing is not part of his game, so his feet need to be as fast as his hands.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
ROGUE
CAREER: Gambler

Blather
Evaluate
Gamble

Charm
Flee!
Luck

50%

Etiquette
Streetwise
Palm Object

1-6
/7+

Gossip
SL: Thieves Cant
Super Numerate

1-6
/7+

CAREER EXITS: Charlatan; Demagogue; Entertainer; Highwayman; Rapscallion; Rogue


TRAPPINGS
Hand Weapon
Leather Jack
Cards (w/Extra Aces)
Loaded Dice

Read/Write
SS: Thief Signs

1-6
/7+

Dice

SOCIAL CLASS: Pariah


CAREER ENTRIES: Abtrittanbieter; Apothecary ; Apprentice Alchemist;
Apprentice Color Wizard; Apprentice Wizard; Barber-Surgeon; Bone Picker;
Canal Dipper; Dung Collector; Ex-Convict; Physician's Student; Rat Catcher
Physicians, Necromancers, and others need corpses for their experiments. The Grave Robber is often called upon to
supply that need. If grave goods from the deceased are worth anything, thats just a bonus.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
ROGUE
CAREER: Grave Robber

Drive Cart
Scale Sheer Surface
Silent Move

Flee!
Search
Spot Trap

Resistance to Disease
SS: Thieves Signs

Gossip
Haggle

1-6
/7+

Streetwise
Strong Minded

1-6
/7+

CAREER EXITS: Bodyguard; Cat Burglar; Ex-Convict; Dreg; Fence; Physician's Student; Rat Catcher; Student;
Thief
TRAPPINGS
Black Cloak
Lantern
Large Sack
Spade
Hand Weapon

ROGUE
SOCIAL CLASS: Merchant
CAREER: Moneylender
CAREER ENTRIES: Burgher; Bone Picker; Scribe; Student
The Moneylender So many need him, so many hate him. If you need a loan, hes your man, but dont miss a payment.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
CK: Empire
Haggle

Dealmaker
Read/Write

Evaluate
Super Numerate

Gossip

CAREER EXITS: Charlatan; Fence; Guild Master; Racketeer; Rogue; Vagabond


TRAPPINGS
Writing Kit

Abacus

Debt List

Savvy
Wit

1-6
/7+

SOCIAL CLASS: Pariah


CAREER ENTRIES: Boatman; Estalien Diestro; Marine; Mercenary; Seaman;
Thug; Tilean Bravo
Outlaws of the sea, the Pirate and her crewmates prey on ships and coastal settlements, seeking treasure and adventure.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
ROGUE
CAREER: Pirate

1-6
/7+

Gamble
1 Trade from:

Consume Alcohol
Dodge Blow
Intimidate

Artist
Brewer
Cook
Menacing
Swashbuckler
Rope Mastery

Carpenter
Merchant
Cartographer
Shipwright
Gunsmith
Smithing
Mighty Shot
1-6
1-6
/7+
/7+
Streetfighting
Scale Sheer Surface

CK: Brettonia and Speak: Breton


CK: Estalia and Speak Estalian
CK: Tilia and Speak Tilean
CK: Border Princes and 1 Language of Choice
Row
SW: Gunpowder
1-6
/7+
Sail
SW: Parrying
Swim

1-3
/4-6
/7-9
/10+
1-6
/7+

CAREER EXITS: Duelist; Marine; Mate; Navigator; Seaman; Smuggler; Thug


TRAPPINGS
Leather Jerkin

Buckler or Pistol w/10 Shots Powder and 10 Balls

Bottle of Poor Quality Rum

ROGUE
SOCIAL CLASS: Pariah
CAREER: Prostitute
CAREER ENTRIES: Camp Follower; Entertainer; Peasant
Sometimes all you have to sell is your time, and the Prostitute knows the best ways to do that. Just as dangerous in the
Old World as anywhere else, they have to fear disease, angry customers, corrupt officials, and thieves.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
ADVANCE
SCHEME
SKILLS/TALENTS
Blather
Gossip

Charm
Haggle

CK: Empire
Seduction

Dealmaker

Schemer
Wit

1-6
/7+

CAREER EXITS: Camp Follower; Courtier; Racketeer; Raconteur


TRAPPINGS
Good Clothing

SOCIAL CLASS: Middle


CAREER ENTRIES: Agitator; Camp Follower; Entertainer; Gamekeeper; Lawyer; Pilot; Rogue;

ROGUE
CAREER: Raconteur

Seaman; Soldier; Student; Vagabond

The Raconteur is a professional trouble maker and muckraker who slanders people for money. When someone needs to
ruin a reputation, spread gossip, or embarrass a foe, the Raconteur is for hire.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather
Perform: Comedian
Seasoned Traveler

Charm
Perform: Storyteller
Seduction

CK: Any One


Public Speaking
SAL - Any One

Gossip
Read/Write
Wit

Etiquette
Hardy
Master Orator

CAREER EXITS: Charlatan; Courtier; Demagogue; Entertainer; Herald; Initiate; Rapscallion; Rogue
TRAPPINGS
Fine Quality Loud Clothes

Outrageous Hat

2d10 GC

1-4
/5-8
/9+

SOCIAL CLASS: Pariah


CAREER ENTRIES: Agitator; Assassin; Buyer; Duelist; Entertainer; Envoy;
Estalian Diestro; Jester; Noble; Seaman; Thief; Tilean Bravo; Valet
The Rogue is a person who makes his living through shady means. They make up the bulk of the gangs of the Old World.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
ROGUE
CAREER: Rogue

Blather
Gamble
SS: Thief
Luck
Sixth Sense

1-6
/7+
1-6
/7+

Charm
Gossip
Haggle

1-6
/7+

Evaluate
Perf: Actor
Perf: Storyteller

1-6
/7+

SAL - Reikspiel
Search
SL: Thieves Cant

1-6
/7+

Public Speaking
Flee!
Streetwise

1-6
/7+

CAREER EXITS: Charlatan; Demagogue; Entertainer; Ex-Convict; Outlaw; Servant; Thief


TRAPPINGS
Good Clothing or set of Dice or Deck of Cards

1d10 GC

ROGUE
SOCIAL CLASS: Pariah
CAREER: Rustler
CAREER ENTRIES: Herdsman; Outlaw; Poacher
The Rustler makes his living by taking other peoples livestock.
M
WS
BS
S
T
W
I
A
DEX LD
1
1
1
2
1
ADVANCE
SCHEME
SKILLS/TALENTS
Drive Cart

Rover

Silent Move

INT

CL

SW: Entangling

WP

FEL

Animal Care
SL: Ranger

ML

1-6
/7+

CAREER EXITS: Outlaw; Slaver


TRAPPINGS
Horse and Cart

Hand Weapon

Lantern

10 Yards Rope

ROGUE
CAREER: Smuggler

SOCIAL CLASS: Pariah


CAREER ENTRIES: Almoner; Bailiff; Boatman; Bone Picker; Camp Follower;
Coachman; Engineer; Ferryman; Fisherman; Innkeeper; Marine; Miner; Muleskinner;
Pilot; Seaman; Shieldbreaker; Stevedore; Tunnel Fighter

Smugglers make their living moving cargoes that are either illegal by nature, or which have not been properly taxed.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Dealmaker
Haggle
Silent Move

Drive Cart
Row
Streetwise

Evaluate
Search
Swim

Gossip
SL: Thieves Cant
Consume Alcohol

1-6
/7+
50%

SAL - Breton
SAL - Kislevite
SS: Thieves

CAREER EXITS: Boatman; Charlatan; Ex-Convict; Fence; Ferryman; Pilot; Seaman; Shieldbreaker; Thief
TRAPPINGS
Horse and Cart or Row Boat (on nearest water)

Hand Weapon

Leather Jack

2 Torches

1-3
/4-6
/7+

SOCIAL CLASS: Pariah


CAREER ENTRIES: Almoner; Counterfeiter; Ex-Convict; Fence; Forger; Grave
Robber; Interrogator; Militiaman; Outlaw; Protagonist; Rat Catcher; Rogue;
Servant; Smuggler; Tomb Robber; Torturer; Vagabond
There are a number of specialized thieves. The General Thief has not yet chosen a specialty, and can fill any number of
positions in a team of thieves. They make up the bulk of various thieves guilds in the Old World.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
ROGUE
CAREER: Thief - General

Concealment
SS: Thieves'
Search

SL: Thieves Cant


Silent Move

Alley Cat
Streetwise
Gamble
Pick Lock

1-6
/7+
1-6
/7+

Charm
Scale Sheer Surface
Read/Write
Palm Object

1-6
/7+
1-6
/7+

Evaluate
Disguise
Super Numerate
Trapfinder

1-6
/7+
1-6
/7+

CAREER EXITS: Almoner; Bodyguard; Charlatan; Outlaw; Racketeer; Thief Specialized; Tomb Robber
TRAPPINGS
Hand Weapon
10 Yards Rope

Sack

Leather Jerkin

Lock Picks

ROGUE
SOCIAL CLASS: Pariah
CAREER: Thief - Burglar
CAREER ENTRIES: Entertainer (Acrobat or Tight Rope Walker); Thief - Any
There are a number of specialized thieves. The Burglar specializes in getting into places he should not be.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Concealment
Search
SL: Thieves Cant
Silent Move

Pick Lock
Scale Sheer Surface
SS: Thieves'
Trapfinder

Alley Cat
Streetwise
Read/Write
Palm Object

1-6
/7+
1-6
/7+

Charm

Evaluate
Disguise

1-6 /7+
Super Numerate

1-6
/7+

50%

CAREER EXITS: Almoner; Bodyguard; Charlatan; Fence; Outlaw; Racketeer; Thief - Specialized
TRAPPINGS
Hand Weapon
10 Yards Rope

Sack
Black Hooded Tunic

Leather Jerkin

Lock Picks

ROGUE
SOCIAL CLASS: Pariah
CAREER: Thief - Clipper
CAREER ENTRIES: Exciseman; Thief - Any; Trader
There are a number of specialized thieves. The Clipper shaves small amounts of precious metals from coins.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Concealment
SS: Thieves'
Search

Palm Object
SL: Thieves Cant
Silent Move

Alley Cat
Streetwise
Super Numerate

1-6
/7+
50%

Charm
Scale Sheer Surface
Gamble
Pick Lock

1-6
/7+
1-6
/7+

Evaluate
Disguise
Read/Write
Trapfinder

ML

1-6
/7+
1-6
/7+

CAREER EXITS: Almoner; Bodyguard; Charlatan; Counterfeiter; Fence; Outlaw; Racketeer; Thief - Specialized
TRAPPINGS
Hand Weapon
10 Yards Rope

Sack
Small Clippers and Files

Leather Jerkin

Lock Picks

ROGUE
SOCIAL CLASS: Pariah
CAREER: Thief - Embezzler CAREER ENTRIES: Exciseman; Thief - Any; Toll Keeper
There are a number of specialized thieves. The Embezzler specializes in stealing from an employer through guile.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS

ML

Concealment
Palm Object
Search
Super Numerate

1-6
/7+
1-6
/7+

Embezzling
Read/Write
SL: Thieves Cant
Trapfinder

Alley Cat
Streetwise
SS: Thieves'

1-6
/7+

Charm
Scale Sheer Surface
Silent Move

1-6
/7+

Evaluate
Disguise
Gamble
Pick Lock

CAREER EXITS: Almoner; Bodyguard; Charlatan; Fence; Outlaw; Racketeer; Thief - Specialized
TRAPPINGS
Hand Weapon
10 Yards Rope

Sack
Ledger

Leather Jerkin
Altered Ledger

Lock Picks
Writing Kit

SOCIAL CLASS: Pariah


CAREER ENTRIES: Counterfeiter; Fence; Forger; Grave Robber; Interrogator;
Militiaman; Outlaw; Protagonist; Rat Catcher; Rogue; Servant; Smuggler; Tomb
Robber; Torturer; Vagabond
There are a number of specialized thieves. The Pickpocket works a crowd, stealing coins and small valuables.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
ROGUE
CAREER:
Thief - Pickpocket

Concealment
Palm Object
Read/Write
SS: Thieves'

Flee!
Pick Pocket
Search
Silent Move

Alley Cat
Streetwise
SL: Thieves Cant

1-6
/7+

Charm
Scale Sheer Surface
Gamble
Pick Lock

1-6
/7+
1-6
/7+

Evaluate
Disguise
Super Numerate
Trapfinder

1-6
/7+
1-6
/7+

CAREER EXITS: Almoner; Bodyguard; Charlatan; Fence; Outlaw; Racketeer; Thief - Specialized
TRAPPINGS
Hand Weapon
10 Yards Rope

Sack

Leather Jerkin

Lock Picks

SOCIAL CLASS: Pariah


CAREER ENTRIES: Apprentice Color Wizard; Apprentice Wizard; Dilettante;
Runebearer; Shieldbreaker; Thief
Tomb Robbers are not, unlike Grave Robbers, interested in the bodies of the dead, but in their grave goods and trappings.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
2
1
1
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Concealment
Evaluation
CK: Empire
Luck
SL: Classical
1-6
1-6
1-4
Pick Locks
50%
Read/Write
SS: Thieves'
Sixth Sense
SAL: Elthrin
/7+
/7+
/5-8
Scale Sheer Surface
Search
Outdoor Survival 1-6
Trapfinder
SAL: Khazalid
1-6
/9+
ROGUE
CAREER: Tomb Robber

Silent Move

Spot Trap

SL: Thieves'

/7+

Tunnel Rat

/7+

CAREER EXITS: Bodyguard; Ex-Convict; Fence; Rat Catcher; Shieldbreaker (Dwarf Only); Thief; Tunnel
Fighter; Vampire Hunter
TRAPPINGS
Crowbar
10 Yards Rope

Hand Weapon
1d3+1 Sacks

Lantern
Leather Jack

Leather Sack
Lamp Oil

Basic Warrior Careers


WARRIOR
SOCIAL CLASS: Military
CAREER: Archer
CAREER ENTRIES: Gamekeeper; Hunter; Outlaw; Poacher; Scout; Soldier; Targeteer
The Archer is a specialist with the long bow, a weapon that can take a lifetime to master. Such master can be in high
demand by the military, or those who hunt dangerous beasts.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
2
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Dodge Blow

Marksman

25%

75%

SW: Long
Bow

Very Strong

50%

CAREER EXITS: Bounty Hunter; Captain; Footpad; Siege Engineer; Targeteer


TRAPPINGS
Chainmail (25%) or Leather Jack

Dagger

Longbow

12 Arrows

WARRIOR
CAREER: Bodyguard

SOCIAL CLASS: Working


CAREER ENTRIES: Almoner; Artisan's Apprentice; Bawd; Beggar; Estalian Diestro;
Footpad; Grave Robber; Laborer; Mercenary; Miner; Jailor; Peddler; Rat Cather; Thief
(General; Burglar; Pickpocket); Thug; Tomb Robber

Employed by honest craftsmen and dishonest criminals alike, the bodyguard looks tough, scary, and brutal, and isnt
afraid to get her hands dirty in service to her employer.
M
WS BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
2
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Disarm
Dodge Blow
Intimidate
Quick Draw

SW-Fist
Weapon
SW-Parrying

SW-Throwing

Street
Fighting

Strike Mighty
Blow
Strike to Stun

Very Strong
Very Resilient
Heal Wounds

50%

50%

CAREER EXITS: Bailiff; Bounty Hunter; Interrogator; Footpad; Mercenary; Outlaw Chief
TRAPPINGS
Knuckle Dusters

Leather Jack

Buckler or Shield (1-6/7+)

2x Throwing Axes or Throwing Knives (1-6/7+)

SOCIAL CLASS: Military


CAREER ENTRIES: Estalian Diestro; Mercenary; Militiaman; Noble; Roadwarden;
Soldier; Squire; Student
The Cadet is a student of military theory attending one of the many academies found in the major cities of the Old World.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
AK: Strategy
Command
Savvy
01-6 CK - Empire and SAL - Reikspiel
1-4
Disarm
Read/Write
Warrior Born
/7+ CK - Bretonnia and SAL - Breton
/5-8
SL - Battle
SAL - Classical
SW - Fencing
CK - Tilea and SAL - Tilean
/9+
CAREER EXITS: Herald; Mercenary; Pistolier; Sergeant; Squire; Student
TRAPPINGS
WARRIOR
CAREER: Cadet

Foil or Rapier

Leather Armor

Shield

Cadet's Uniform

WARRIOR
SOCIAL CLASS: Working
CAREER: Headsman
CAREER ENTRIES: Barber-Surgeon, Jailer, Militiaman, Soldier, Watchman
The Headsman dispenses justice as assigned by the courts. A professional, most take pride in their work, some enjoy it.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
3
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
CK: Empire
Seasoned Traveler

Disguise
Torture

Heal Wounds
SW: Two-Handed

Intimidate
Strike Mighty Blow

Menacing

CAREER EXITS: Bailiff; Journeyman Executioner; Interrogator; Thug; Zealot


TRAPPINGS
Hood

Double-Handed Axe

WARRIOR
SOCIAL CLASS: Military
CAREER: Marine
CAREER ENTRIES: Boatman; Fisherman; Gunner; Seaman; Siege Engineer; Stevedore
Trained warriors who specialize in boarding and defending ships, Marines are strong combatants and rightly feared.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP FEL ML
1
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Consume Alcohol
Quick Draw
Strike to Stun

Disarm
Row
Swim

Dodge Blow
SL: Battle Tongue

Gossip
Strike Mighty Blow

50%

CK: Wasteland
Gamble

1-6
/7+

CAREER EXITS: Bounty Hunter; Footpad; Gunner; Mate; Outlaw; Sergeant; Siege Engineer; Slaver; Smuggler; Thug
TRAPPINGS
Bow and 10 Arrows or Crossbow and 10 Bolts

Grappling Hook and 10 Yards or Rope

Leather Jack or Mail Shirt w/Shield

WARRIOR
CAREER: Mercenary

SOCIAL CLASS: Working


CAREER ENTRIES: Bodyguard; Bounty Hunter; Demagogue; Field Warden; Kislevite Kossar;
Militiaman; Miner; Norse Berserker; Outrider; Pit Fighter; Soldier; Thug; Watchman

Mercenaries are professional soldiers who owe their allegiance to whoever supplies their coin.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
1
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS

WP
1

FEL

ML

Animal Care
1-6 Disarm
1-6
Drive Cart
1-6
Gossip
1-6
Rapid Reload
1-6
/7+ Quickdraw
/7+
/7+
/7+
/7+
Gamble
Ride
Haggle
Strike to Stun
Disarm
Dodge Blow
Search
Swim
Sharpshooter
1-6
/7+
SL - Battle
Strike Mighty Blow
Choose 1 place of origin and record the appropriate Skills, Talents and Trappings:
Araby
1
CK - Araby; SAL - Arabic; Trick Riding or SW - Fencing (Scimitar); Scimitar or Bow w/10 Arrows
Bretonnia
2
CK - Bretonnia; SAL - Breton; SW - Cavalry or Sharpshooter; Demilance or Bow w/10 Arrows
Border Princes 3
CK - Any One; SAL - Any One; Sharpshooter or Strike to Stun; Spear or Crossbow w/10 Bolts
Empire
4-6
CK - Empire; SAL - Reikspiel; SW - Parrying or Sharpshooter; Additional Hand Weapon or Bow w/10 Arrows
Estalia
7
CK - Estalia; SAL - Estalian; SW - Parrying or Strike to Stun; Main Gauche or Crossbow w/10 Bolts
Kislev
8
CK - Kislev; SAL - Kislevite; Sharpshooter or Strike to Stun; Spear or Crossbow w/10 Bolts
Norsca
9
CK - Norsca; SAL - Norse; Frenzy or Menacing; Additional Hand Weapon or Bow w/10 Arrows
Tilea
10
CK - Tilea; SAL - Tilean; SW - Double-Handed or Strike to Stun; Tilean Pike or Crossbow w/10 Bolts

CAREER EXITS: Body Guard; Bounty Hunter; Gunner; Outlaw; Sapper (Dwarf Only); Sergeant; Slaver; Shield Breaker; Siege
Engineer; Tunnel Fighter; Veteran
TRAPPINGS
Leather Jack

Healing Draught

Chainmail Shirt or Breastplate

Shield

SOCIAL CLASS: Working


CAREER ENTRIES: Artisan; Bailiff; Burgher; Exciseman; Farmer; Fisherman; Gamekeeper;

WARRIOR
CAREER: Militiaman

Herdsman; Merchant; Peasant; Roadwarden; Tollkeeper; Tradesman; Woodsman

Militiamen work to protect their town or city against all enemies, and are often the first to fight.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
1
1
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
Ride
Strike Mighty Blow

25%

Dodge Blow
Search
Trade (of Choice)

Drive Cart
Swim

1-6
/7+

Gamble
Gossip

1-6
/7+

WP

FEL

ML

SW: Double-Handed
Rapid Reload

1-6
/7+

CAREER EXITS: Artisan; Fieldwarden; Footpad; Journeyman Executioner; Mercenary; Messenger; Outlaw;
Sergeant; Thief
TRAPPINGS
One of: Shield and Spear, Halberd (with SW: Double-Handed),
Bow and 10 Arrows (with Rapid Reload), or Crossbow and 10 Bolts (with Rapid Reload)
Uniform and choice of: Leather Jack and Leather Helm or Mail Shirt

WARRIOR
SOCIAL CLASS: Noble
CAREER: Noble
CAREER ENTRIES: Playwright; Squire; Steward
Bored with the finer things in life, many Nobles travel the land, looking for trouble. Some are better equipped for it than
others.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Blather
Charm
CK: Empire
Read/Write

Consume Alcohol
Perform: Music
Etiquette
Ride: Horse

1-6
/7+

Gamble
Gossip
Heraldry
SAL - Reikspiel

1-6
/7+

Savvy
SW: Fencing
Luck
Wit

1-6
/7+

Schemer
SW: Parrying
Public Speaking

1-6
/7+
50%

CAREER EXITS: Bawd; Courtier; Dilettante; Duelist; Freelance; Gambler; Pistolier; Playwright; Politician;
Rogue; Squire; Student
TRAPPINGS
Foil
1d10 GC

Main Gauche
Jewelry worth 6d10 GC

Noble's Garb
1d4 Hangers-on

Riding Horse w/Harness

SOCIAL CLASS: Pariah


CAREER ENTRIES: Agitator; Apprentice Hedge Wizard; Boatman; Charlatan;
Coachman; Druid; Exciseman; Ex-Convict; Footpad; Herdsman; Hunter;
Innkeeper; Marine; Mercenary; Militiaman; Muleskinner; Peasant; Peddler;
Playwright; Poacher; Roadwarden; Rogue; Rustler; Squire; Thief; Toll Keeper;
Trapper; Wise Woman; Woodsman; Zealot
Considering how many things in the Old World are crimes, it doesnt take much to become an Outlaw. Some are simple
thieves who wish nothing more than to avoid the headsman, while other seek the overthrow of nations. All are survivors
who live outside of normal society, and most like it there.
M
WS
BS
S
T
W
I
A
DEX LD
INT
CL
WP
FEL ML
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
WARRIOR
CAREER: Outlaw

Concealment
Cover Trail
Disarm
Set Trap
Strike to Stun

Animal Care
CK: Empire
Dodge Blow
Silent Move
Marksman

1-6
/7+

25%

Drive Cart
Ride: Horse
Scale Sheer Surface
Spot Trap
SS - Woodsman

1-6
/7+

Gossip
SS: Thief

25%

Strike Mighty Blow


Sharpshooter

Rover
Streetwise
SL: Battle Tongue
SL: Thieves' Cant
50% Swim

1-6
/7+

1-6
/7+
1-6
/7+
50%

CAREER EXITS: Archer; Demagogue; Ex-Convict; Gamekeeper; Highwayman; Outlaw Chief; Rustler;
Targeteer; Thief; Vagabond; Veteran; Wise Woman
TRAPPINGS
Bow with 10 Arrows

Leather Jerkin

Shield

WARRIOR
SOCIAL CLASS: Pariah
CAREER: Pit Fighter
CAREER ENTRIES: Norse Berserker; Protagonist; Shield Breaker; Thug
Pit Fighters are professional warriors who make their living from blood sports and gladiatorial combat.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
2
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Disarm
Dodge Blow
Intimidate

SW: Fist
SW: Flail
Quick Draw

50%

SW: Parrying
SW: Two-Handed
Strong Minded
50%

Strike Mighty Blow


Strike to Injure
Wrestling
50%

FEL

Very Resilient
Very Strong

CAREER EXITS: Bounty Hunter; Footpad; Judicial Champion; Mercenary; Outlaw Chief; Protagonist; Trainer/House
Champion; Troll Slayer (Dwarf Only); Tunnel Fighter; Veteran
TRAPPINGS
Mail Shirt and Leather Jack
Flail

Knuckle Dusters

Shield or Buckler

2-handed Weapon

ML

SOCIAL CLASS: Lower


CAREER ENTRIES: Bailiff; Bodyguard; Bounty Hunter; Captain; Estalien Diestro;
Ex-Convict; Pit Fighter; Sergeant; Tilean Bravo
The Protagonist makes his living wandering the countryside challenging fools to single combat. Its a living.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
2
1
1
2
ADVANCE
SCHEME
SKILLS/TALENTS
WARRIOR
CAREER: Protagonist

Disarm
Quick Draw
50%
Strike Mighty Blow

Dodge Blow
Ride - Horse
Strike to Injure

Intimidate
Street Fighting
Strike to Stun

Gossip
Haggle

1-6
/7+

Menacing
Wit

1-6
/7+

CAREER EXITS: Bounty Hunter; Duellist; Ex-Convict; Footpad; Judicial Champion; Pit Fighter; Racketeer;
Thief; Thug
TRAPPINGS
Leather Jack

Mail Shirt or Breastplate

Shield

Horse with Saddle and Harness

SOCIAL CLASS: Working


CAREER ENTRIES: Boatman; Envoy; Ferryman; Fisherman; Norse Berserker;
Smuggler
Seamen make up the bulk of the crews of legitimate ships plying their trade on the seas of the Old World.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
2
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Dodge Blow
Row
Hardy
1-6 CK: Bretonnia and SAL - Breton
1-3
Rope Craft
Sailing
Seasoned Traveler
/7+ CK: Norsca and SAL - Norse
/4-6
Scale Sheer Surface
Street Fighting
Strike Mighty Blow
CK: Tilea and SAL - Tilean
/7-9
Swim
Consume Alcohol 75% Weather Sense
CK: Wasteland
10+
CAREER EXITS: Boatman; Marine; Mate; Navigator; Pilot; Raconteur; Rogue; Slaver; Smuggler
TRAPPINGS
WARRIOR
CAREER: Seaman

Leather Jerkin

Bottle of Cheap Rum

WARRIOR
SOCIAL CLASS: Lower
CAREER: Snotballer
CAREER ENTRIES: Laborer; Militiaman; Thug; Watchman
A game becoming more popular in the Old World, Snotballers attempt to move a Snotling (minor Goblin-kin) into their
opponents scoring area, while the opponents attempt to stop them through any means short of weapon use or magic.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
1
2
1
1
ADVANCE 1
SCHEME
SKILLS/TALENTS
Consume Alcohol
Hardy
Strike to Stun

Dodge Blow
Intimidate
Wrestling

Gamble
Streetfighting

Fleet Footed
Very Strong

1-6
/7+

Lightning Reflexes
Very Resilient

CAREER EXITS: Bodyguard; Gambler; Militiaman; Racketeer; Thug; Watchman


TRAPPINGS
Brightly-colored Leather Armor w/Team Name, Player Name, and Player Number Emblazoned on Back

Mail Coif

1-6
/7+

SOCIAL CLASS: Military


CAREER ENTRIES: Artisan (Armorer); Flagellant; Hunter; Prospector; Toll
Keeper; Watchman
War, or the threat of war, is constant in the Old World. Soldiers are professional warriors who fight those wars.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
WARRIOR
CAREER: Soldier

Disarm
Dodge Blow
Intimidate
SL: Battle
Street Fighting

Animal Care
Heal Wounds
SW: Double-Handed
SW: Gunpowder

1-6
/7+
1-6
/7+

CK: Empire
Quick Draw
Strike Mighty Blow
Sharpshooter

1-6
/7+
1-6
/7+

Drive Cart
Ride - Horse
Strike to Injure
Rapid Reload

1-6
/7+
1-6
/7+

Gamble
Gossip
Strike to Stun
Mighty Shot

1-6
/7+
1-6
/7+

CAREER EXITS: Archer; Bounty Hunter; Footpad; Gunner; Journeyman Executioner; Mercenary; Sapper
(Dwarf Only); Sergeant; Siege Engineer; Slaver; Vagabond; Veteran; Watchmen
TRAPPINGS
Bow w/10 Arrows or Crossbow w/10 Bolts or Harquebus and 10 Shots Powder and Ball or Halberd
Uniform
Shield

Mail Shirt or Leather Armor

WARRIOR
SOCIAL CLASS: Upper
CAREER: Squire
CAREER ENTRIES: Herald; Noble; Valet
A Squire serves a knight, keeping his weapons, equipment and horse in good working order, while aspiring to knighthood
himself someday. Many are second and third sons of nobility hoping to earn their own way in the world.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Animal Care
Dodge Blow
Ride - Horse

Animal Training
Etiquette
SW: Cavalry

CK: Bretonnia
Heraldry
Strike Mighty Blow

Charm
Gossip

1-6
/7+

SAL - Breton
SAL - Reikspiel

1-6
/7+

CAREER EXITS: Freelance; Knight; Noble; Outlaw; Sergeant; Veteran


TRAPPINGS
Mail Shirt, Mail Coif and Leather Jack

Pony or Horse w/Saddle and Harness

Shield

Demilance

WARRIOR
SOCIAL CLASS: Pariah
CAREER: Thug
CAREER ENTRIES: Dung Collector; Ex-Convict; Marine; Protagonist
The Thug is a brutal street fighter who often works for shady employers to keep order, collect debts, and send threats.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
Consume Alcohol
Dodge Blow
Intimidate

Disarm
Gamble
SL: Thieves

Coolheaded
Lightning Reflexes
Strike to Stun

1-6
/7+

Resistance to Poison
Quick Draw
SW: Fist Weapon

1-6
/7+

CAREER EXITS: Bodyguard; Ex-Convict; Interrogator; Mercenary; Pit Fighter; Racketeer


TRAPPINGS
Knuckle Dusters

Mail Shirt and Leather Jerkin

Strike to Injure
Wrestling

1-6
/7+

WARRIOR
SOCIAL CLASS: Working
CAREER: Watchman
CAREER ENTRIES: Jailor; Soldier
Watchmen travel the towns and cities of the Old World, keeping an eye out for criminals and other threats to public
safety. They are usually stalwart warriors with some experience, and not averse to necessary violence.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
2
1
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
AK: Law
Gossip
Strike Mighty Blow

Dodge Blow
Intimidate
Strike to Stun

Follow Trail
Search

Cool-Headed
Savvy

1-6
/7+

Disarm
Streetfighting

1-6
/7+

CAREER EXITS: Bounty Hunter; Fieldwarden (Halflings Only); Journeyman Executioner; Judicial Champion;
Mercenary; Racketeer; Roadwarden (Except Halflings); Sergeant; Soldier; Tradesman
TRAPPINGS
Club
Lamp Oil

Lantern and Pole

Leather Jack

Mail Shirt (25%)

WARRIOR
SOCIAL CLASS: Pariah
CAREER: Zealot
CAREER ENTRIES: Agitator; Initiate; Judicial Champion; Peasant; Tradesman
Zealots are found in nearly every religion. They will fight for their faith even when there is no real reason to do so.
M
WS
BS
S
T
W
I
A
DEX LD
INT CL
WP
FEL ML
1
1
1
2
1
1
1
ADVANCE
SCHEME
SKILLS/TALENTS
AK: Theology
Intimidate
SW: Flail

Charm
Public Speaking

CK: Empire
Read/Write

Coolheaded
Very Strong

CAREER EXITS: Agitator; Initiate; Flagellant; Friar; Outlaw


TRAPPINGS
Flail or Morningstar

Leather Jack

Bottle of Good Quality Spirits

1-6
/7+

Hardy
Wit

1-6
/7+

Standard Henchman
WARRIOR
CAREER: Henchman
M
WS
1
ADVANCE
SCHEME
SKILLS/TALENTS
CK: Empire
Gossip

SOCIAL CLASS: Military


CAREER ENTRIES: Starting Career Only
BS
S
T
W
I
A
DEX LD
1
2
1
1
1

Disarm
Intimidate

Dodge Blow
Ride - Horse

Drive Cart
SL: Battle

Street Fighting

CAREER EXITS: Archer; Mercenary; Sergeant


TRAPPINGS
Leather Armor

Shield

Halberd

INT

CL

WP
1

FEL

Gamble
SW: DoubleHanded

ML

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