TEXT: 1 
  Fan Material for Warhammer Fantasy Roleplay : New Careers 
  NEW CAREERS 
  Colin Chapman 
  
  2 
  Fan Material for Warhammer Fantasy Roleplay : New Careers 
  BASIC CAREERS 
   
  Buyer 
  The purchase of goods in bulk is a concern for 
  many in the Old World, be they merchant houses, 
  taverns and restaurants, or noble households, and 
  to this end buyers are employed, agents 
  responsible for the small scale purchase of bulk 
  goods for their employer. These professionals are 
  always keen to secure a bargain, and are often 
  accompanied by the likes or porters, scribes, and 
  sometimes even bodyguards depending on the 
  goods they are to purchase, and the coin their 
  employer entrusts them with to this end. 
   
   
   
   
   
     
   
  Skills: Charm or Gossip, Evaluate, Haggle, Drive or 
  Ride, Perception or Search, Read/Write, Secret 
  Language (Guild Tongue), Speak Language 
  (Breton, Estalian, Kislevian, Reikspiel, or Tilean). 
  Talents: Dealmaker, Savvy or Suave, Super 
  Numerate. 
  Trappings: Abacus, Ledger, One Set of Good 
  Craftsmanship Clothes, Purse, 1d10 gc. 
  Career Entries: Burgher, Servant. 
  Career Exits: Fence, Merchant, Rogue, Valet. 
  Note: If you are rolling randomly for your Starting 
  Career, you can substitute Buyer for Burgher with 
  your GM's permission. 
  WS    BS      S       T       AG     INT    WP     FEL 
   -        -         -        -        +5     +10    +10     +10 
    
  A       W      SB    TB      M      Mag     IP       FP 
  -        +2        -       -         -         -          -         - 
  Jester 
  The role of jester is a long established tradition in 
  the many noble courts and houses of the Old 
  World, the fool serving to entertain and ease the 
  burdens and stresses of their master. Bringing 
  merriment with jest, physical comedy such as 
  pratfalling, and such music, acrobatics, contortion 
  or mimicry as they are able, some jesters may also 
  be barbed and daring with their wit, deflating egos 
  or mocking vanity. Such jesters must tread a thin 
  line though, for although their position of never 
  being taken seriously may give them some freedom 
  and leeway, not all masters are forgiving, and a 
  poorly considered jest at the wrong time has seen 
  many a jester regretting the sharpness of his 
  tongue. Though many jesters are possessed of 
  quick wit, others are employed due to their lack of 
  intellect, the latter making perfect scapegoats and 
  victims for the amusement of others. 
   
   
   
   
   
     
   
  Skills: Academic Knowledge (Genealogy/Heraldry) 
  or Common Knowledge (any one), Blather, Charm 
  or Gossip, Dodge Blow, Perception, Performer 
  (Jester), Performer (any one) or Sleight of Hand, 
  Speak Language (any one). 
  Jester cont… 
  Talents: Contortionist or Mimic, Etiquette, Public 
  Speaking. 
  Trappings: Bladder on a Stick, Costume (Jester's 
  Motley), Noble Patron. 
  Career Entries: Entertainer, Peasant. 
  Career Exits: Agitator, Entertainer, Outlaw, Rogue. 
  Note: If you are rolling randomly for your Starting 
  Career, you can substitute Jester for Entertainer 
  with your GM's permission. 
  Teamster 
  Trains of mules and wagons traverse the Old 
  World, transporting goods overland from nation to 
  nation, often making arduous journeys beset by 
  such perils as bandits, beastmen, Greenskins and 
  the hardships of inclement weather and difficult 
  terrain. Teamsters organise and drive these trains, 
  tending to the animals, driving the wagons, 
  watching for signs of danger, attempting to ensure a 
  swift and safe passage. Though these trains are 
  well guarded by necessity, these tough muleteers 
  must still be able to defend themselves and readily 
  lend a hand in fighting off any raiders. 
   
   
   
   
   
     
   
  Skills: Animal Care, Common Knowledge 
  (Bretonnia, Estalia, Kislev, or Tilea), Drive, 
  Navigation, Perception, Ride, Secret Signs 
  (Ranger), Speak Language (Breton, Estalian, 
  Kislevian, or Tilean). 
  Talents: Hardy or Very Resilient, Orientation or 
  Seasoned Traveller, Specialist Weapon Group 
  (Entangling). 
  Trappings: Overcoat, Whip, Wide-Brimmed Hat, 
  Career Entries: Coachman, Drover, Outrider. 
  Career Exits: Coachman, Drover, Outrider, 
  Roadwarden, Smuggler, Vagabond. 
  Note: If you are rolling randomly for your Starting 
  Career, you can substitute Teamster for Coachman 
  with your GM's permission. 
  WS    BS      S       T       AG     INT    WP     FEL 
  -          -        -        -       +10    +10     +10    +10 
    
  A       W      SB    TB      M      Mag     IP       FP 
  -        +2        -       -         -         -          -         - 
  WS    BS      S       T       AG     INT    WP     FEL 
  +5     +10      -     +5        +5       -       +5       +5 
    
  A       W      SB    TB      M      Mag     IP       FP 
  -        +2        -       -         -         -          -         - 
  Watercoachman 
  The twisting canals of Marienburg are the city's 
  swiftest means of passage, serviced by 
  watercoachmen, gondoliers and row boat operators 
  who ferry folk about the city's murky waterways. 
  Competition for customers can be aggressive, and 
  the job can be hazardous when darkness or heavy 
  rainfall makes navigating the waterways difficult. 
  Nonetheless, watercoachmen are a hardworking, 
  oftentimes personable lot, some even known to 
  entertain or regale passengers with jest, song, or 
  tall tales as much to relieve the monotony of the job 
  as to entice further custom. 
  
  3 
  Fan Material for Warhammer Fantasy Roleplay : New Careers 
  Watercoachman cont… 
   
   
   
   
   
   
  Skills: Common Knowledge (the Wasteland), 
  Consume Alcohol or Performer (Comedian, Singer, 
  or Storyteller), Gossip, Haggle, Perception, Row, 
  Speak Language (Eltharin, Estalian, Norse, or 
  Tilean), Swim. 
  Talents: Orientation, Street Fighting or Very 
  Resilient. 
  Trappings: Light Armour (Leather Jack), Row Boat 
  and Oars or Gondola and Pole, 2 Lanterns, Lamp 
  Oil, Flask of Poor Craftsmanship Spirits or Tea. 
  Career Entries: Boatman, Ferryman, Fisherman, 
  Seaman. 
  Career Exits: Boatman, Ferryman, Fisherman, 
  Seaman. 
  Note: If you are rolling randomly for your Starting 
  Career, you can substitute Watercoachman for 
  Ferryman with your GM's permission. 
  WS    BS      S       T       AG     INT    WP     FEL 
  +5       -      +10    +5      +10       -       +5       +5 
    
  A       W      SB    TB      M      Mag     IP       FP 
  -        +2        -       -         -         -          -         - 
  Lawyer 
  Law in the Old World is complex, convoluted, a 
  morass of arcane statutes, strange edicts, 
  precedents and loopholes that those not versed in 
  legal intricacies can seldom hope to truly grasp. 
  Thus are lawyers employed by those wealthy 
  enough to hire their services. Many lawyers 
  struggle to make a name for themselves as 
  competition is fierce, and failure can mean more 
  than a loss of face, for not all failed clients are 
  forgiving. Despite this, many lawyers persevere, for 
  success brings with it great wealth and privilege, 
  courtesy of high fees, connections made, and 
  favours owed. All lawyers must obtain licence from 
  the local magistrate in order to pursue their calling, 
  and must possess membership in the Guild of 
  Legalists to apply for the licence. 
   
   
   
   
   
     
   
  Skills: Academic Knowledge (Law), Blather, 
  Charm, Common Knowledge (any one), Gossip, 
  Haggle, Perception, Read/Write, Secret Language 
  (Guild Tongue), Speak Language (Classical), 
  Speak language (any one). 
  Talents: Etiquette, Master Orator, Public Speaking, 
  Schemer, Suave. 
  Trappings: Licence, Powdered Wig, Black Gown, 
  Book of Law. 
  Career Entries: Bailiff, Scholar, Steward, Student. 
  Career Exits: Demagogue, Guild Master, Politician, 
  Travelling Judge. 
  WS    BS      S       T       AG     INT    WP     FEL 
  +5     +5       -      +5      +10     +30    +15     +20 
    
  A       W      SB    TB      M      Mag     IP       FP 
  -        +4        -       -         -         -          -         - 
  Longshank 
  Members of an ancient order fervently dedicated to 
  Taal and Rhya, the Longshanks travel the 
  wilderness of the Empire, guarding those sites 
  sacred to their faith, fighting a guerrilla war against 
  the depredations of Chaos, Greenskins, and any 
  others who would brutally or wantonly plunder or 
  ruin wild places. Recruited at an early age and 
  vigorously trained, Longshanks travel alone or in 
  small groups of two or three, oathbound never to 
  settle anywhere for more than a week, wary of 
  towns and cities, only gathering every seven years 
  in the woods near Talabheim, there to renew their 
  vows. 
   
   
   
   
   
     
   
  Skills: Animal Care, Common Knowledge (the 
  Empire), Concealment, Dodge Blow, Follow Trail, 
  Heal, Navigation, Outdoor Survival, Perception, 
  Ride, Scale Sheer Surface, Secret Language 
  (Ranger), Secret Signs (Ranger), Set Trap, Silent 
  Move, Swim. 
  Talents: Mighty Shot or Strike Mighty Blow, 
  Orientation or Rover, Sharpshooter or Sure Shot. 
  Trappings: Leather Jack, Sword, Bow with 10 
  Arrows, Religious Symbol (Taal or Rhya). 
  Career Entries: Hunter (Apprentice Longshank). 
  Career Exits: Friar, Longshank Veteran, Outlaw 
  Chief, Scout, Targeteer. 
  WS    BS      S       T       AG     INT    WP     FEL 
  +20   +20   +10   +15     +15    +15    +15       - 
    
  A       W      SB    TB      M      Mag     IP       FP 
  +1     +6        -       -         -         -          -         - 
  Longshank Veteran 
  Among the most skilled outdoorsmen in existence, 
  veterans of the Longshanks are a force to be 
  reckoned with, experienced in conflict with all 
  manner of foes, filled with an intimate knowledge of 
  the Empire's wilderlands and the perils they 
  contain, and a wisdom born of a bond with the land. 
  Veterans of the order also serve as recruiters, 
  secretly observing prospective youngsters on 
  isolated farms and villages, ready to recruit and 
  train them to serve the faith and preserve the 
  sanctity of the wilderness. 
   
   
   
   
   
     
   
  Skills: Academic Knowledge (Strategy/Tactics), 
  Command, Concealment, Dodge Blow, Follow Trail, 
  Heal, Outdoor Survival, Perception, Prepare 
  Poison, Secret Language (Ranger), Secret Signs 
  (Ranger), Set Trap, Silent Move, Trade (Herbalist). 
  Talents: Quick Draw, Resistance to Poison, 
  Seasoned Traveller. 
  Trappings: Leather Jack, Sword, Bow with 10 
  Arrows, Religious Symbol (Taal or Rhya). 
  Career Entries: Longshank. 
  Career Exits: Friar, Outlaw Chief, Scout, 
  Targeteer. 
  WS    BS      S       T       AG     INT    WP     FEL 
  +25   +25   +10   +20     +15    +20    +15       - 
    
  A       W      SB    TB      M      Mag     IP       FP 
  +2     +6        -       -         -         -          -         - 
  
  4 
  Fan Material for Warhammer Fantasy Roleplay : New Careers 
  Playwright 
  The theatre is much beloved of both nobility and 
  commoner alike, a source of entertainment by turns 
  witty, bawdy, and melodramatic. Many popular 
  plays are performed including such favourites as 
  Das Vampir Genevieve and Ooh Sir, That's a Big 
  Sausage! The plays penned by playwrights weave 
  history, legend, and current events into tales of 
  romance, humour, tragedy, and satire, though in 
  this latter case many playwrights have fallen afoul 
  of political censors and the victims of their 
  lampooning. Inspired by the success of Wilhelm 
  Klappernlanze of Altdorf, some playwrights seek out 
  and gain noble sponsorship, though many more eke 
  out a meagre existence, barely earning monies 
  enough for rent and beer. 
   
   
   
   
   
     
   
  Skills: Academic Knowledge (History), Blather, 
  Charm, Common Knowledge (Bretonnia, the 
  Empire, Estalia, or Tilea), Consume Alcohol, 
  Gossip, Gamble or Haggle, Performer (Actor), 
  Read/Write, Speak Language (Breton, Classical, 
  Estalian, Reikspiel, or Tilean), Trade (Playwright). 
  Talents: Etiquette, Public Speaking, Savvy, Suave. 
  Trappings: One set of Good Craftsmanship 
  Clothing, Writing Kit. 
  Career Entries: Agitator, Courtier, Entertainer, 
  Minstrel, Noble, Scholar, Scribe, Student. 
  Career Exits: Charlatan, Demagogue, Minstrel, 
  Noble, Outlaw, Spy. 
  WS    BS      S       T       AG     INT    WP     FEL 
  +5       -        -       +5     +10    +20    +10      +20 
    
  A       W      SB    TB      M      Mag     IP       FP 
  -       +4        -       -          -         -          -         - 
  Travelling Judge 
  Some lawyers, whether through ineptitude, poor 
  luck, or simple tiredness with the constant 
  competition of their profession, fall by the wayside, 
  fail, or leave the courts. Of these, a few take up the 
  mantle of the travelling judge. Granted licence by a 
  local magistrate, they obtain legal power over an 
  area of land, operating in the name of the local 
  noble or Elector Count. They wander the region, 
  visiting villages and other small, isolated 
  habitations, there to rule on disputes, hold trial, and 
  order such executions and punishments as are 
  necessary, and are regarded with a mixture of fear 
  and awe by many peasants.  
   
  They often travel by palanquin, born aloft by four 
  bodyguards or executioners who serve to protect 
  the judge and mete out any punishments as may be 
  required. Though the perquisites they enjoy are 
  small in terms of wealth and influential connections 
  compared to those lawyers still presiding in court, 
  they have influence enough over the communities 
  they wander, and may claim sustenance and board 
  from any place in which they hold trial or judge. 
  Watercoachman cont… 
   
   
   
   
   
   
  Skills: Academic Knowledge (Law), Charm, 
  Command, Common Knowledge (the Empire), 
  Gossip, Intimidate, Perception, Read/Write, Ride, 
  Speak Language (Classical), Speak Language 
  (Reikspiel). 
  Talents: Orientation, Seasoned Traveller 
  Trappings: Licence, Palanquin or Riding Horse 
  with Saddle and Harness, Book of Imperial Law, 
  Gavel and Hammer, Impressive Hat, 4 Bodyguards/
  Executioners. 
  Career Entries: Lawyer. 
  Career Exits: Demagogue, Politician. 
  WS    BS      S       T       AG     INT    WP     FEL 
  +5       -        -       +5     +10    +20    +10      +20 
    
  A       W      SB    TB      M      Mag     IP       FP 
  -       +4        -       -          -         -          -         - 
  Village Headman 
  Elder in experience if not always age or name, the 
  village headman is a figure of great respect, a 
  spokesmen, leader, and arbiter for the other 
  members of the village community. The headman is 
  expected to represent the village's interests in 
  dealings with outsiders, noble lords, and other 
  officials.  
   
  Lent great credence and influence on account of 
  their knowledge, experience, wisdom or skill, such 
  village leaders also settle disputes between 
  community members, and organise and arrange 
  village events and gatherings. The heart and mind 
  of the community, they preserve the tales and lore 
  of the village and teach respect for its customs. 
   
   
   
   
   
     
   
  Skills: Animal Care, Charm, Charm Animal or 
  Swim, Common Knowledge (any one), Drive or 
  Row, Evaluate, Gossip, Haggle, Perception, 
  Performer (Storyteller), Trade (any one). 
  Talents: Public Speaking, Savvy or Suave. 
  Trappings: None save the respect and confidence 
  of a village. 
  Career Entries: Charcoal-Burner, Fieldwarden, 
  Fisherman, Hedge Wizard, Hunter, Peasant, Rat 
  Catcher, Tradesman, Woodsman. 
  Career Exits: Artisan, Friar, Politician. 
  WS    BS      S       T       AG     INT    WP     FEL 
  +5     +5      +5    +10     +5      +15    +15     +15 
    
  A       W      SB    TB      M      Mag     IP       FP 
  -       +4        -       -          -         -          -         - 
  
  5 
  Fan Material for Warhammer Fantasy Roleplay : New Careers 
  Wise Woman 
  Steeped in tradition and superstition, the wise 
  woman is the local herbalist, healer, and dealer in 
  such philtres, charms, concoctions and other folk 
  remedies as peasants believe will aid them in love, 
  ease childbirth, ward against or banish illness or ill 
  luck, promote fertility, or ensure good crops. 
  Sometimes well regarded, but as often viewed with 
  a mixture of superstitious fear and respect, wise 
  women often find themselves living apart from their 
  communities, at once needed and shunned, 
  especially in communities devoted to more civilised 
  faiths. In those diminishing locales where older 
  faiths prevail, where devotions to Rhya, Taal, and 
  Ulric still hold sway, the wise woman is accorded far 
  more respect, is more valued, is less likely to fall 
  afoul of superstitious peasants seeking a scapegoat 
  for their misfortunes. Even then, wise women must 
  be cautious, for the witch hunters of Sigmar are 
  ever willing to see the shadows of witchcraft in the 
  lore they wield. 
   
   
   
   
   
     
   
  Skills: Animal Care, Animal Training, Blather, 
  Charm or Charm Animal, Common Knowledge (any 
  one), Gossip or Intimidate, Heal, Perception, 
  Prepare Poison, Trade (Apothecary), Trade 
  (Herbalist). 
  Talents: Coolheaded or Savvy, Resist Disease or 
  Resist Poison. 
  Trappings: Hovel, Trade Tools (Herbalist's Kit). 
  Career Entries: Bone Picker, Hedge Wizard, 
  Initiate, Outlaw, Peasant, Tradesman, Vagabond. 
  Career Exits: Friar, Hedge Wizard, Initiate, Outlaw, 
  Vagabond. 
  WS    BS      S       T       AG     INT    WP     FEL 
    -        -        -      +10     +5      +20   +20     +15 
    
  A       W      SB    TB      M      Mag     IP       FP 
  -       +4        -       -          -         -          -         - 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Careers/New careers.pdf