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Class and Career Selection Guide

The document outlines the process for selecting a Class and Career for character creation in a role-playing game, detailing various options available for different species. It includes a Random Class and Career Table, describing the characteristics and career options for each Class such as Academics, Burghers, Courtiers, Peasants, Rangers, Riverfolk, Rogues, and Warriors. Additionally, it explains how to determine character Attributes, including methods for rolling or allocating points, and provides a comparison of Attributes across different species.

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0% found this document useful (0 votes)
14 views4 pages

Class and Career Selection Guide

The document outlines the process for selecting a Class and Career for character creation in a role-playing game, detailing various options available for different species. It includes a Random Class and Career Table, describing the characteristics and career options for each Class such as Academics, Burghers, Courtiers, Peasants, Rangers, Riverfolk, Rogues, and Warriors. Additionally, it explains how to determine character Attributes, including methods for rolling or allocating points, and provides a comparison of Attributes across different species.

Uploaded by

sevvalaleyna1970
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

2) Class and Car eer

Your Class determines your general place in society. Your Career


describes your current job and determines your Status, which also
influences how much money you earn.
You can simply choose your Class and Career from the options
below, write them down on your Character Sheet and move on
to step 3. Alternatively, if you are unsure which to choose, or just
want to randomly select for bonus XP:
1. Roll 1d100 on the Random Class and Career Table. If you
don’t like the result, move to step 2. If you keep the result,
gain +50 XP.
2. Roll twice more on the table, bringing your total to 3 choices.
If one of the three now suits you, select one and gain +25 XP.
If not, move to Step 3.
3. Choose your Class and Career, or keep rerolling on the table
until you get something you like. There is no XP bonus for
this.
30
Random Class and Career Table
Class Career/Species Human Dwarf Halfling High Elf Wood Elf
ACADEMICS Apothecary 01 01 01 01–02 –
Engineer 02 02–04 02 – –
Lawyer 03 05–06 03–04 03–06 –
Nun 04-05 – – – –
Physician 06 07 05–06 07–08 –
Priest 07–11 – – – –
Scholar 12–13 08–09 07–08 09–12 01
Wizard 14 – – 13–16 02–05
BURGHERS Agitator 15 10–11 09–10 – –
Artisan 16–17 12–17 11–15 17–19 06–10
Beggar 18–19 18 16–19 – –
Investigator 20 19–20 20–21 20–21 –
Merchant 21 21–24 22–25 22–26 –
Rat Catcher 22–23 25 26–28 – –
Townsman 24–26 26–31 29–31 27–28 –
Watchman 27 32–34 32–33 29 –
COURTIERS Advisor 28 35–36 34 30–31 11–14
Artist 29 37 35–36 32 15–18
Duellist 30 38 – 33–34 –
Envoy 31 39–40 37 35–37 19–25
Noble 32 41 – 38–40 26–31
Servant 33–35 42 38–43 – –
Spy 36 43 44 41–43 32–35
Warden 37 44–45 45–46 44–45 –
PEASANTS Bailiff 38 46–47 47 – –
Hedge Witch 39 – – – –
Herbalist 40 – 48–50 46–47 36–42
Hunter 41–42 48–49 51–52 48–50 43–52
Miner 43 50–54 53 – –
Mystic 44 – – – 53–57
Scout 45 55 54 51–56 58–68
Villager 46–50 56 55–57 – –
II
Class
Summary: Choose one of the eight Classes.
Your choice of Class determines from which Careers you can
choose. The Careers under each Class are of a broadly equivalent
social level that offer similar types of opportunities between
adventures.
Academics: Learned people who use their education to make a
living. Often, Academics are the only characters who can read
and write. They start with low Status but can secure important
positions if they advance through the ranks. Career options:
Apothecary, Engineer, Lawyer, Nun, Physician, Priest, Scholar,
Wizard.
Burghers: Generally law-abiding townsfolk who live and work
in the many towns and cities of the Empire. Many Burghers are
middle class and earn a decent living. Career options: Agitator,
Artisan, Beggar, Investigator, Merchant, Rat Catcher, Townsman,
Watchman.
Courtiers: Those who rule or who provide specialist services to
those who rule. Even lowly born Courtiers have higher Status
than most, and all have an opportunity to secure positions of
significant influence. Career options: Advisor, Artist, Duellist,
Envoy, Noble, Servant, Spy, Warden.
Peasants: People who live and work in the farms, villages, and
countryside. Peasants are all lower class, though it’s possible
to secure significant influence locally. Career options: Bailiff,
Hedge Witch, Herbalist, Hunter, Miner, Mystic, Scout, Villager.
Rangers: Roving folk who make a living on the open roads,
travelling far beyond their home towns and villages. Most Rangers
are lower class, but some can secure positions of high Status if
they persevere. Career options: Bounty Hunter, Coachman,
Entertainer, Flagellant, Messenger, Pedlar, Road Warden, Witch
Hunter.
Riverfolk: People who live and work on the rivers and waterways
that wind through the Reikland and beyond. Riverfolk all begin
31
Character II
Class Career/Species Human Dwarf Halfling High Elf Wood Elf
RANGERS Bounty Hunter 51 57–60 58 57–59 69–70
Coachman 52 61 59-60 – –
Entertainer 53–54 62–63 61–63 60–62 71–75
Flagellant 55–56 – – – –
Messenger 57 64–65 64–65 63 76–78
Pedlar 58 66–67 66–67 – –
Road Warden 59 – 68 – –
Witch Hunter 60 – – – –
RIVERFOLK Boatman 61–62 68–69 69 64 –
Huffer 63 70 70 – –
Riverwarden 64–65 – 71 – –
Riverwoman 66–68 71–72 72–74 – –
Seaman 69–70 73 75 65–79 –
Smuggler 71 74–75 76–79 80 –
Stevedore 72–73 76–77 80–82 – –
Wrecker 74 78 – – 79
ROGUES Bawd 75–76 – 83–85 81–82 –
Charlatan 77 – 86 83–85 –
Fence 78 79 87 – –
Grave Robber 79 – 88 – –
Outlaw 80–83 80–82 89 86–88 80–85
Racketeer 84 83 90 – –
Thief 85–87 84 91–94 – –
Witch 88 – – – –
WARRIORS Cavalryman 89–90 – – 89–92 86–90
Guard 91–92 85–87 95–96 93–94 91–92
Knight 93 – – 95 93–94
Pit Fighter 94 88–90 97 96–97 95–96
Protagonist 95 91–93 – 98 –
Soldier 96–99 94–96 98–100 99–100 97–100
Slayer – 97–100 – – –
Warrior Priest 100 – – – –
Warhammer II Fantasy Rolepl ay
with low Status, but some have opportunities that can lead to a very
comfortable life. Career options: Boatman, Huffer, Riverwarden,
Riverwoman, Seaman, Smuggler, Stevedore, Wrecker.
Rogues: Mostly town and city folk, these people make a living by
acts considered illegal, or at least unsavoury, by most law-abiding
citizens. Rogues are usually lower class, but some can make a lot
of money, though they may not secure a high Status when doing
so. Career options: Bawd, Charlatan, Fence, Grave Robber,
Outlaw, Thief, Racketeer, Witch.
Warriors: Relying on their physical prowess, these people are
all trained fighters, although they are not necessarily from the
military. Warriors come from many backgrounds, both high and
low Status, and all can carve out a position of influence if they live
long enough. Career options: Cavalryman, Guard, Knight, Pit
Fighter, Protagonist, Soldier, Troll Slayer, Warrior Priest.
Career
Summary: Choose one of your Class’s Careers, restricted by your
Species.
Once your Class is established, choose one of the Careers
associated with it. There are 8 Careers in each Class, but some
are restricted by Species. Full descriptions of each Career and
their restrictions are given in Chapter 3: Class and Careers,
but for a quick reference, refer to the Random Class and Career
Table to see a complete list of every Career and any Species
restrictions.
Options:
But I want to play a
Wood Elf Flage llant!
You may have a great idea for a character excluded by the
rules because normally the species in question doesn’t pursue
such a career for cultural, religious, or philosophical reasons.
That’s totally fine! Just take your character concept to your
GM and, if you both agree to the unique combination, you’re
good to go.
3) Attributes
Summary: Determine each of your Attributes by referring to the
Attributes Table.
Attributes describe your character’s innate capabilities – how fast
or strong you are, how much damage you can sustain, or how well
you cope with stressful situations. Attributes include Movement,
ten Characteristics, Wounds, Fate, and Resilience.
Wait ! That ’s not fair !
You may notice that not all characters are created equal.
An Elf has significant Characteristic advantages, for example.
Don’t be deceived by numbers alone, there are many aspects
to character generation and all the Species have advantages and
disadvantages at each stage, some of them not always obvious.
Characteristics
Your ten Characteristics are used in Tests (see Chapter 5:
Rules), to determine if you perform an action successfully. The
Human average for these Attributes is 30. Those who are gifted,
or well-practiced, may achieve scores of over 40; only the most
dedicated and experienced will achieve scores over 60. Of course,
other Species have their own strengths and weaknesses, so their
averages are different, sometimes significantly so.
Determining Characteristics
When determining your Characteristics:
Step 1) Roll 2d10 for each of the ten Characteristics and
make a note of the results. If you feel your Character would be
improved if you swapped round some of the dice roll results
between Characteristics, move to the next step. If you stick with
your random results, add the die rolls to the modifier for each
Characteristic from the Attribute Table, write them on your
Character Sheet and gain +50 XP.
Step 2) Rearrange the ten numbers rolled under step 1, assigning
each to a different Characteristic (and adding its modifier). If
you’re happy with this new mix, record them on your Character
Sheet and gain +25 XP. If not, move to the next step.
Step 3) If you’re still not happy with your results, either roll again
and swap the rolls around with no XP bonus, or you could ignore
the dice completely! Instead, allocate 100 points across the 10
Characteristics as you prefer, with a minimum of 4 and a maximum
of 18 allocated to any single Characteristic. Add the modifiers from
the Attribute Table and record them on your Character Sheet. Like
rolling again, there is no XP bonus for this option.
Weapon Skill (WS)
Your skill at fighting hand-to-hand, your ability to land a
measured blow, and effectiveness in the free-for-all of a massed
melee. It is also used for unarmed combat, where your body is
the weapon!
33
Attributes Table
Human Dwarf Halfling Elf
Weapon Skill 2d10+20 2d10+30 2d10+10 2d10+30
Ballistic Skill 2d10+20 2d10+20 2d10+30 2d10+30
Strength 2d10+20 2d10+20 2d10+10 2d10+20
Toughness 2d10+20 2d10+30 2d10+20 2d10+20
Initiative 2d10+20 2d10+20 2d10+20 2d10+40
Agility 2d10+20 2d10+10 2d10+20 2d10+30
Dexterity 2d10+20 2d10+30 2d10+30 2d10+30
Intelligence 2d10+20 2d10+20 2d10+20 2d10+30
Willpower 2d10+20 2d10+40 2d10+30 2d10+30
Fellowship 2d10+20 2d10+10 2d10+30 2d10+20
Wounds SB+(2 × TB)+WPB SB+(2 × TB)+WPB (2 × TB)+WPB SB+(2 × TB)+WPB
Fate 2 0 0 0
Resilience 1 2 2 0
Extra Points 3 2 3 2
Movement 4 3 3 5
Character II
Warhammer Fa

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