Warhammer Fantasy Roleplay First Edition Wiki
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Full lists of Basic Careers and Advanced Careers are available.

Determining Career[]

Within each broad Career Class, there are a number of individual Careers, which narrow down and give additional details of the character's past and which give them some additional Trappings and Skills.

Players are not free to choose their Careers in the same way as they chose their general class, but must abide by a dice roll. Use the charts below to determine the character's career and consult the Basic Career Descriptions for details.

The selected career represents the charcter's past experiences - the character is now, of course, an adventurer. However, the player might like to consider the character to be actively engaged still in that career when not busy adventuring. This is especially true of Academic careers, where characters must continue studying in between adventures if they are going to become more powerful.


WARRIOR BASIC CAREER CHART

Human

Elf

Dwarf

Halfling

Gnome

Career

 

 

Expatriate

Mountain

Norse

 

 

 

01-10

01-10

01-10

01-10

01-10

01-15

01-07

Bodyguard

11-20

-

11-15

-

-

16-20

08-14

Labourer

21-25

11-20

-

-

11-20

-

-

Marine

26-35

21-30

16-25

-

21-35

-

15-22

Mercenary

36-40

31-35

26-35

-

-

21-30

23-29

Militiaman

41-45

36-45

-

11-15

36-40

31-35

30-34

Noble

46-55

46-50

36-40

-

-

36-40

35-42

Outlaw

56-60

-

41-45

-

-

-

43-50

Pit Fighter

-

-

-

-

-

-

51-59

Prospector

61-65

51-55

46-50

-

-

-

60-65

Protagonist

-

-

-

-

-

-

66-73

Rat Catcher

66-70

56-65

-

-

41-50

-

-

Seaman

71-80

66-70

51-55

-

-

41-55

74-80

Servant

-

-

-

-

-

-

81-88

Smuggler

81-90

71-85

56-70

16-60

51-70

56-70

-

Soldier

91-95

86-95

71-75

-

-

71-80

-

Squire

-

-

76-85

61-65

71-75

-

-

Troll Slayer

-

-

86-95

66-90

76-90

-

89-96

Tunnel Fighter

96-00

96-00

96-00

91-00

91-00

81-00

97-00

Watchman


RANGER BASIC CAREER CHART

Human

Elf

Dwarf

Halfling

Career

 

 

Expatriate

Mountain

Norse

 

 

01-05

01-10

-

-

01-05

-

Boatman

06-10

11-15

01-10

-

-

-

Bounty Hunter

11-15

16-20

11-15

-

-

01-05

Coachman

-

-

16-20

01

06-08

-

Farmer

16-20

21-30

-

-

09-10

06-10

Fisherman

21-30

31-40

21-25

-

-

11-20

Gamekeeper

31-40

41-50

-

02-11

11-20

21-30

Herdsman

41-45

51-60

26-30

12-25

21-35

31-40

Hunter

-

-

31-45

26-55

36-50

-

Miner

46-50

61-65

46-50

-

-

41-50

Muleskinner

51-55

66-70

-

-

-

-

Outrider

56-60

71-80

-

-

51-55

-

Pilot

61-65

-

51-60

56-65

56-65

-

Prospector

66-70

-

61-70

66-70

66-70

51-65

Rat Catcher

71-75

-

71-75

71-80

71-80

66-70

Roadwarden

-

-

76-85

81-90

81-90

-

Runner

76-80

-

86-90

-

-

71-75

Toll-Keeper

81-90

81-90

91-00

91-00

91-00

76-85

Trapper

91-00

91-00

-

-

-

86-00

Woodsman


ROGUE BASIC CAREER CHART

Human

Elf

Dwarf

Halfling

Gnome

Career

 

 

Expatriate

Mountain

Norse

 

 

 

01-05

01-05

01

-

-

01-05

-

Agitator

06-15

06-10

02-05

-

-

06-10

01-06

Bawd

16-25

-

06-10

-

-

11-15

07-16

Beggar

26-35

11-25

11-15

-

-

16-25

17-27

Entertainer

36-45

26-30

16-20

-

-

26-30

28-33

Footpad

46-50

31-40

21-25

-

-

31-35

34-42

Gambler

51-55

-

26-35

-

-

36-40

43-51

Grave Robber

56-60

-

36-45

-

-

41-45

52-59

Jailer

-

-

-

-

-

-

60-68

Jester

-

41-50

-

-

-

-

-

Minstrel

61-65

51-60

46-50

-

-

46-55

69-78

Pedlar

66-70

61-70

51-55

-

-

56-65

79-85

Raconteur

71-75

71-75

56-60

-

-

66-70

-

Rustler

76-80

76-85

61-70

-

-

71-80

-

Smuggler

81-95

86-00

71-90

-

-

81-95

86-94

Thief

96-00

-

91-00

-

-

96-00

95-00

Tomb Robber


ACADEMIC BASIC CAREER CHART

Human

Elf

Dwarf

Halfling

Gnome

Career

 

 

Expatriate

Mountain

Norse

 

 

 

01-10

01-10

01-09

01-05

-

01-10

01-10

Alchemist's Apprentice

11-20

11-15

10-19

06-28

01-28

11-25

11-20

Artisan’s Apprentice

21-25

-

-

-

-

-

-

Druid

-

-

20-34

29-53

29-53

-

21-30

Engineer

26-30

-

35-38

-

-

26-30

-

Exciseman

31-35

16-30

-

54-58

54-58

31-40

-

Herbalist

36-38

-

-

-

-

41-47

-

Hedge-Wizard’s Apprentice

39-42

31-35

-

-

-

-

31-35

Hypnotist

43-52

36-40

39-43

59-63

59-63

48-52

36-40

Initiate

53-57

41-45

44-53

64-73

64-73

53-62

41-49

Pharmacist

58-62

46-50

54-58

74-78

74-78

63-38

50-54

Physician’s Student

-

-

59-63

79-86

79-86

-

-

Runescribe

-

-

64-67

87-90

87-90

-

-

Runesmith’s Apprentice

63-72

51-55

68-71

-

-

69-78

55-63

Scribe

73-77

56-65

72-75

-

-

79-83

64-70

Seer

78-82

66-70

76-80

-

-

84-88

71-80

Student

83-92

71-85

81-98

91-00

91-00

89-98

81-90

Trader

93-00

86-87

99-00

-

-

99-00

91-00

Wizard’s Apprentice

-

88-00

-

-

-

-

-

Wood Elf Mage’s Apprentice

Additional Skills[]

The career description includes additional skills for the character. These are acquired immediately. Some skills require a percentage foll for them to be available to the character. If the player rolls a D100 which is equal to or less than the percentage chance given for the skill, it can be added.

It is possible that a skill gained at this stage will duplicate one that the character has already gained - as a mandatory skill of their race, for example. Most skills can only be acquired once, so a skill gained for a second time is usually ignored.

Additional Trappings[]

The description also includes additional trappings for the character. These are acquired immediately.

Magic Points[]

Some Academics have the ability to cast spells. In order to do so, they need magic points. Magic points represent the psychic energy the character draws on to cast a spell.

If the additional skills for your character's career include Cast Spells, your character will need magic points. The starting magic points will be listed with the career information.

Advance Scheme[]

Every career has an associated Advance Scheme. The scheme represents the way a character gets better at its job as time goes by and allows the player to increase certain characteristics during play.

The scheme indicates which of the character's characteristics may be increased and by how much. This is not an immediate bonus - the advances must be earned during play. Schemes are related to characters' careers and represent their potential to exploit their background by developing certain aspects of their physique and personality.

The Free Advance[]

Adventurers are a cut above the normal population of the world - that is what marks them out as heroes with a destiny. To reflect this, the first advance is 'earned' immediately and the player is allowed to advance any one characteristic by +1 for S, T, and W or by up to +10% for other characteristics.

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