Liber Fanatica I
Liber Fanatica I
Liber Fanatica I
Foreword
(this is the boring stuff – the goodies start after this)
T he Liber Fanatica were born in the WFRP2 playtest forums, where playtesters could meet, compare
notes and talk to the designers (who sometimes even talked back, but spent most of their time
designing the game). Put a hundred and sixty playtesters together in a virtual room, give them a set of
rules to talk about and you’ll be amazed by the results.
In my case it began with career classes. Careers in WFRP1 were divided in four D&D-like classes,
which determined what starting skills a character had and what career he would be following at the
beginning of the game. Twenty years after that game had been written and on the eve of WFRP2, the
WFRP community considered those classes as rather outdated. We playtesters were thus happy when
we found out that they were absent from WFRP2. However, there was nothing that came in its place,
except for a single long d100 table with all the new basic careers. I missed the grouping of careers that
the old, outdated classes had provided. On the forum I suggested a more intelligent form of classes,
which I dubbed ‘backgrounds’, and a number of other playtesters liked that idea. We were quite happy
when the designers announced that a next playtest version would have background tables – but
disappointed when that version appeared and the tables were just meant to determine your
character’s eye and hair colour and whether he had any warts. So I wrote my own background tables
and showed them to Henrik Grönberg, another playtester. He liked them a lot and we refined them
them, and starting writing more articles as well.
Meanwhile other people were posting brilliant things on the forums. Jude Hornborg for example
presented his Ten Questions, an elaboration of the Ten Questions that popped up in version 4 or such
of the playtest, with the stress not so much on who you character is, but on how to play him. Håkan
Cervin wrote a combat system that used all the elements of the one in the playtest, but organised
them in a better way than what was found in the official playtest version at that time.
And then the playtest ended. Green Ronin and Black Industries had developed the system to their
satisfaction, helped (and sometimes hindered, I suspect) by massive input from the playtesters, and
were now ready to move to the production phase. Since the playtest forums would serve no purpose
anymore, we were informed that they would be closed. Amid the sentimentality of saying goodbye to
everyone, a few of us who were creating things, got together and decided to develop things further. We
wanted to create material which provided support from us, WFRP fans, for WFRP2, and offer it for free
to the WFRP community. The idea here was that by cooperating we could make sure that the ideas
proposed in our different articles would work together. So we started the Liber Fanatica – fan books –
something that would prove more work than most of us had originally expected. The results can be
seen here. I hope that you like the result as much as I enjoyed the process of creating it.
I’d like to thank a lot of people. The playtest forums and everyone who participated there get my
thanks first – they proved to be a fertile ground for new ideas. Black Industries should be mentioned,
as we got support from them too – including opening the playtest forums especially for us so we could
mine them for research and ideas, after they had been closed for all the other playtesters. People in the
Playtesters Guild worked hard to make this product – some of them who I would like to thank
personally include Henrik, whose ideas so often were very close to mine that developing those ideas
together (even before the Guild was founded) was something natural, and James Walkerdine who
bravely stepped up to become editor for Liber Fanatica II and lay-out man for both volumes.
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Your answers to these questions are not set in 3. What Is Your Social Class?
stone. They are here to help you to roleplay your Do you look down on the lower class? Resent the
character. They are guidelines, not rules. upper class? Strive for upward class mobility?
Ignore class divisions altogether?
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Character Backgrounds
by Wim van Gruisen
Throughout these books you find a number of boxes with text like this. They contain simple ideas to make the
rules easier, or more interesting, or more fun. They come from different sources. Some were favourite
alternatives from WFRP1 and will work as well with the new edition, others were proposed during the playtest,
while still others have proven their value in other RPGs.
Have a look at them, think of how they would fit with your players’ style, discuss them with the group if you
want, and try them out. By cherrypicking the rules you and your players like you can customise Warhammer FRP
to fit your group.
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Bourgeois
You mean something in the Empire – or at least People from this background usually have
you are convinced that you are better, more elegant, good quality clothes, a hand weapon,
decent than the riff-raff that crowds the streets jewellery worth 1d10 GC and a purse with
or the countryside. Either through hard work or 2d10 GC (roll 3d10 and add the two highest
(more often) thanks to a rich daddy, you dice).
managed to get a good education and secure a
position of relative luxury in the Old World. The gods they favour include Sigmar, Handrich
and Verena.
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Mercantile
Money makes the world go round and you People with a mercantile background have
gladly help make it so. Your view on the world good clothing, a purse with 2d10 GC (roll 3d10
is pretty commercial – as long as people want and take the two highest dice), and a hand
stuff, you are happy to provide it for them, for a weapon for protection against thieves.
fee. Fortunately, people never seem to be happy
with what they want, always craving for more. Handrich is the god of trade and merchants,
and rare is the trader who doesn’t favour him.
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Military
For almost your whole life you have been in or Military characters usually have a mail shirt or
around the military, which, given the amount of shield, a pot helmet, a hand weapon, bed roll,
skirmishes and full-scale war in the Old World, water flask, a mug and cutlery, and a sling bag
was quite a common background. You have to carry it in. They carry a purse with 2d10 GC
become used to the violence and gore involved (roll 3d10 and take the two lowest).
with combat, and pray to the Gods every night
to let you live for another day. Up to now they Gods of battle are Ulric, Sigmar and Myrmidia,
have granted your request. but next to them Morr and Ranald are also
very popular.
Military
Skills Military Talents Military Careers
Roll Skill Roll Talent Roll Talent
01-07 Animal Care 01-02 Acute Hearing 01-08 Barber-Surgeon
08-15 Animal Training 03-05 Ambidextrous 09-16 Camp Follower
16-26 Command 06-11 Coolheaded 17-20 Initiate
27-30 Concealment 12-16 Disarm 21-28 Marine
31-37 Consume Alcohol 17-20 Excellent Vision 29-40 Mercenary
38-48 Dodge Blow 21-25 Fearless 41-48 Messenger
49-56 Gamble 26-29 Fleet Footed 49-56 Militiaman
57-63 Intimidate 30-33 Hardy 57-64 Outrider
64-70 Perception 34-36 Lightning Reflexes 65-76 Soldier
71-78 Ride 37-40 Luck 77-84 Squire
79-89 Secret Language 41-45 Marksman 85-88 Valet
(Battle) 46-51 Master Gunner 89-100 Watchman
90-100 Secret Signs (Battle) 52-53 Public Speaking
54-56 Quick Draw If a Halfling rolls a number
57-62 Rapid Reload divisible by 20 on the careers
63-67 Sharpshooter table, he has a career as
68-71 Sixth Sense Fieldwarden instead of the
72-73 Stout-hearted career indicated.
74-78 Strike Mighty Blow
79-84 Strike to Stun
85-87 Sturdy
88-91 Very Resilient
92-95 Very Strong
96-100 Warrior Born
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Rural
The salt of the earth, that is what you are. Characters with a rural background usually
You’ve lived on the land all your life, learning to possess sturdy clothing, a hand weapon and a
cope with both the forces of nature and the purse with 2d10 GC (roll 3d10, take the two
whims of rich land owners. lowest dice).
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Urban
The city is your home. All your life you have Someone from this background usually has
lived here and you know the cobbled streets, sturdy, but rather worn clothing, including
the dark back alleys and the best places to nick shoes. He will have a knife, a purse (tucked
an apple. You know how to deal with the people away) with 2d10 GC.
there. The city can be a harsh and brutal place,
but you know how to survive. The favoured god for a city or town dweller is
usual the patron god for that city. Next to that
one, people tend to pray to Ranald or Shallya.
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Wanderer
The travel bug has gotten to you. You do People on the road typically have sturdy
remember the place you were born and raised clothing, a waterproof mantle and boots. They
(if you were not born on the road, that is), but have a hand weapon and a knife, and carry a
most memories affirm that it was a boring place. bag with a bed roll, a few blankets and a
Curiosity got the better from you and soon you leather flask filled with water. They have a
took your stuff and went away, longing to see money belt with 2d10 GC (roll 3d10, take the
new things and meet new people. That sort of two lowest dice).
life has grown on you and nowadays, when
you have to stay in one town or village for a There being no specific god for travellers,
long time, you begin to get restless and you people from this background don’t seem to
want to go somewhere else. favour any particular deity. If any, it would be
Ranald (for everyone can use good luck) and
Taal (to whom people pray for good weather).
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Waterline
The rivers and coastal seas form the major People on the waterline have sturdy clothing
transport arteries of the Old World, and many including waterproof boots, a hand weapon
people, including you, make a living there. All and a purse with 2d10 GC.
your life you have lived near the waterside and
you depend on it either for the nourishment it People living alongside the water typically
brings you or because of the commercial favour the local river or sea gods. Next to
activities that are generated by the travellers those, Karog, the Father of Rivers and
and traffic passing by. Manann are popular. People depending on the
sea often favour Stromfells as well.
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Wilderness
Civilization has not permeated the whole Old People living in the wilderness typically have
World yet. Large tracts of forest and many sturdy clothing, a waterproof mantle and heavy
places within the mountain ranges are rarely boots. Next to a hand weapon and knife they
set foot upon by humans. Yet this is where you have a bow or crossbow and ten arrows or
live. Perhaps you stay alive on your own, bolts. They carry a bag with a bed roll, a few
perhaps you live in a small village far away blankets, a leather flask filled with water and
from the big cities. You like it here, though – you rations for a week. They don’t have much use
prefer the dangers of nature above the for money, but typically have a handful of
viciousness of your fellow Humans (or Dwarfs, shillings (2d10 – 5) tucked away somewhere.
Elves or Halflings).
Taal is the god of wild places, the lord of
beasts, forests and mountains. As such he is
the main deity for those living in the
wilderness.
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Elves
You spent your life away from human Usually only Elves can have this background.
civilization, growing up in an Elvish community Only rarely would someone from another race
deep in the forest. have this background, and when this happens,
invariantly it is accompanied by a good
background story.
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Dwarfs
You spent your life up to now in one of the This background is usually accessible only to
Dwarven communities – either in the World Dwarfs. Only rarely would a character from
Edge Mountains or under one of the mountain another race have this background – a very
ranges in the Empire that your forefathers fled good background story should be included if
to ages ago. this is the case.
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Character Motivations
by Henrik Grönberg
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Organic Approach: When you create a new Roleplaying Hints: As an anarchist is likely
character it is not always clear how you want to that you are distrustful or even outright hostile
play that character. It may take some time, a few towards authority of any kind. However, you
sessions, before you begin understanding the often put on a show of respect and obeisance
character behind all the numbers and terms. One for authorities, nobility and other protagonists
way to approach the task of creating a more of the social order, although the contempt is
complex character using this document is to start always burning behind the surface. In
with ranking a few motivations in an interesting desperate attempts to topple the current social
way. After a session or two, or as soon as you order, you may even resort to counter-
find the time and get more ideas, you could on to productive and dangerous methods like burning
grade them. Finally, you could use them in a down the estates of the wealthy or refusal to
narrative discussion like described above. obey at even the most fundamental social
norms, like paying for your meal.
Examples Of Motivations
It should be clear that this is a none-exhaustive Bloodline: Blood is thicker than water, and a
list of motivations. There are other factors that character driven by ancestry sure knows it!
drive people and it is quite likely that you will Serving, protecting, (and even enlarging!) his
think of a few more. It should be kept in mind kin’s numbers, possessions and renown is his
that - to some extent - the terms below are used chief priority in life. He wages to safeguard his
as labels on far more complex psychological family’s unity, respect and heirlooms. He is proud
phenomenon. of his family history (well, most of it – and those
other parts he labours to keep in the closet), his
“Subdrives”: Most of these drives can be further status in the community and your ancestors. But
divided into ‘subdrives’. For instance, a character it’s not only individuals of rich and noble descent
who is a drunkard may have ‘Dependancy that are driven by their of ancestry: even a
(Alcohol)’ noted on the sheet, while a player who struggling peasant can be proud of what little
wants to play a character who is a devote land he owns, land that his father worked (and
Sigmarite may jot down ’Devotion (Sigmar)’. his father before him, and so on for many
generations).
Ambition: Characters driven by ambition are
Roleplaying Hints: You can be extremely
determined to excel in their chosen profession.
controlling of other family members. For
The ambitious student wants to become a famous
instance, if your sister has an affair and voices
scholar, the initiate a revered priest and the
intentions to marry below your family’s stature,
footsoldier wants to rise in the ranks (and eyes) of
you might go to any lengths to dissuade her – or
his military unit.
her intended – in order to keep your family’s
An ambitious individual might have felt inferior status and bloodline intact. Furthermore, you’ll
and neglected as a child, so now he strives to stop at nothing to avenge real or perceived
repair his damaged self-esteem by trying to be challenges to your family’s honour you are soon
the best at what he does. Or maybe he tries to to pick up the challenge.
repent from some sin or failure committed in the
past. Bloodthirst: A bloodthirsty individual lives for
the heat of battle. According to him, there is
Roleplaying Hints: You probably know exactly nothing like the sound of the battle drum, the
what you want in life and how you’re going to feel of good armour on his back, the sight of the
get it. It’s likely that you are competitive, self- ragged banners and the rush of adrenaline as he
assured and even arrogant, especially in charges at the head of the column. Even the
situations where your professionalism is screams of the dying make him tick. This is also
questioned. You may go to extreme lengths in about honour, camaraderie and the spoils of war,
order to defend or secure your position within but first and foremost is about that indescribable
the guild, order, cult or society at large. feeling of running three feet of cold steel through
the chest of his opponent…
Anarchy: In this context, an anarchical character
longs to see the social restrictions, bonds and Roleplaying Hints: Driven by a lust for
institutions of his society overthrown – or at least bloodshed does not necessarily mean that you
completely remade. The anarchist believes that are an unbalanced berserkers who live and
he should be free to make of his life what he long for battle alone. Especially if you’re not
wants irrespective of social standing. This very sturdy or battle hardened it is more likely
rebellious spirit often comes from being brought that you resort to elaborate schemes of
up in a society in which the chances in life are entrapment to get your victims where you want
very much decided by whom your parents are; a them: helpless, anguishing and begging for
lot you refuse to accept. mercy…Even though some bloodthirsty
individuals acknowledge their brutality, you
can be one of those who honestly believe that
your brutality is merely means to an end -
“killing in the name of”.
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Dependency: A dependent character is Greed: The lust for land, possessions and gold is
physically and/or mentally addicted to some drug probably the most common driving force in the
or other. Alcohol is probably the number one Old World. The exact nature of greed to some
enslaver in the Old World, but there are other extent depends on the character’s social status
addictive drugs. ‘Addiction’ to money, food or and wealth: The wealthy noble may only be
similar falls outside the concept of this drive. satisfied with more land and taxation rights while
a lowly beggar is just as contented with a shining
Roleplaying Hints: Dependency have a silver shilling or even proper meal… The greed
psychological as well as a physiological aspect: may also motivate two persons in very different
not only will it change the way you think and ways: Some will get whatever they can get their
act, but it may very well change your looks as hands on and settle for that, while others are
well: Do your hands shake? Shabby prone to elaborate schemes, complicated
appearance? To what depths can you fall in business dealings and conspiracies to enlarge
order to get that which you crave? Under what their wealth.
circumstances can you resist that urge?
The origin of this lust for possessions can be
Devotion: Possessing a religious zeal does not several: for many Old Worlders, seeking wealth is
imply a calling as a priest. Similarly, far from all simply a question of putting as much money as
priests are driven by the love of the deity they possible between oneself and poverty and
(apparently) serve. Many among the clergy are starvation. For others, showing of fancy clothes,
motivated by other forces like a lust for the power jewellery and other possessions it about
their office brings, honour and respect from peers displaying how successful one has been in life.
and commoners and perhaps even greed since Yet others are not as interested in the wealth in
many temples are rich in terms of estates, itself but in what one can actually buy for the
artefacts and gold. In fact, a very religious money.
individual may very well resent, even loathe, the
Roleplaying Hints: You are typically stingy –
cult dedicated to his deity or deities.
and it shows. You rarely tip, always count the
When creating a religious character you should change and always make sure you get (at least)
make sure to think of which deity or deities he your part when the loot is to be divided. You’re
holds in highest esteem, for several reasons. Not the one who always try to bargain the group
only does the creed of each deity impose different into higher rewards. You are typically easier to
dos and don’ts on followers: to some extent each bribe and otherwise buy off than those who
deity implies other motivations as well. For care less about material possessions, and tend
instance, followers of Sigmar are likely to be to see all kinds of problems in terms of
driven by a love of the Empire (patriotism), while Goldcrowns…
worship of Chaos deities usually implies an
anarchical disposition. Hedonism: A hedonistic disposition leads to the
pursuit of corporeal pleasures: food, sexual
Roleplaying Hints: As a devote character it is gratification, alcohol or other drugs and the
likely that you clearly show your devotion in company of the like-minded. Hedonistic
words (solemn prayers, condemnations, characters seldom resist invitations to join others
sermons), acts and apparel (robes and in various delights and will dodge duties and
symbols). However, it may also be the case that obligations if confronted with chance of a good
you believe religion is a private matter, and time. Though it can be argued that indulging in
show little or no outwards devotion for their pleasures is perhaps the most common
deity. motivation of all, the hedonist stands out in that
he or her pursues these pleasures above all else.
Gambler: The gambler is always looking for a
chance to… well, take a chance. You’re a risk Why one behaves in this fashion can have several
taker, an adrenaline junky, and a daredevil: You reasons. Apart from the most obvious reason, a
live for the rush, whether this is to be had hedonist may believe it to be the will of ones deity
around the gambling table, on the battlefield or to indulge in pleasures (“you know of whom I
while secretly courting the noble’s daughter. This speak”) or one may believe the end of the world
is not about taking a more or less calculated risk (or barring that, ones own end!) is close. A
in order to gain something or other: For you, the hedonistic character can very well be borderline
risk is the gain. dependant on one or several pleasures.
Roleplaying Hints: Others often see you as Roleplaying Hints: To others you can seem
something of a loose cannon: unreliable unreliable and fleeting, as they rarely can
impulsive and reckless. You’ll always accept a predict how you will react if confronted with a
bet or wager, and can never keep away from a distraction that appeals to your particular
game of cards or craps; the higher the stakes appetites.
the more you come alive.
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Honour: The honourable character lives strictly to the fulfilment one may get from seeing ones
by some sort of code or set of social conventions. grand schemes at work in the provincial court.
What ‘honour’ actually means to him very much
depends on his upbringing, social background Roleplaying Hints: Though the means and
and walk of life: A thief’s honour is something methods to achieve power vary form individual
quite different from that of a noble knight. to individual, you are likely to be
However there are some unifying elements, like uncompromising, confident and self-centred. As
the will to win the respect, admiration and even you often purport to seek power in order to be
praise of your peers. Honourable characters show able satisfy some nobler end, you’re likely to
respect to those above them on whatever social have a “cover story” in which cause you
scale they rank themselves on, and in return pretend (perhaps even to yourself) to wage.
expect it from those below them. For ordinary
folks, an honourable person is also quite likely to
be an honest, virtuous and dutiful individual.
The codes of honour of these characters often
include being “loyal”, “honest”, “magnanimous”,
“courageous”, “generous”, and (of course)
“righteous”.
Roleplaying Hints: You are likely to be strict
and pompous, perhaps arrogant or even Romance: The romantic is a dreamer, idealist
borderline fanatic. You will not budge, bend or and perhaps even visionary. He sees this world as
break your code in any given situation (unless void of true virtues and thus flees into an inner
some other motivation takes overhand). realm of heroic deeds, damsels in distress and
chivalrous knights. He probably believes in grand
Patriotism: A patriot is a nationalist, who ideas like ‘Love’, ‘Adventure’ and ‘Heroism’.
believes that his homeland and its people fill a Roleplaying Hints: As romantic you often
special and god-given role in the world. Many seem aloof and otherworldly, even delusional
patriots have streaks of chauvinism, racism and and perhaps you frequently drift into a living
insularity, believing they have a right to better dream, where you are the Hero. Consequently
their nation at the cost of other peoples, nations you may come to believe that you, in fact, are
and races. There are also different ‘scales’ of the noble knight, famous author, powerful
patriotism: some worship their nation (e.g. The magician or undeniable courtier that you have
Empire), other their native province or city (e.g. always wanted to be. Which in turn of course is
Nuln) and while others are local patriots, who very likely to get you into awkward, even
love their home village, valley or woods or dangerous situations...
whatever (and, perhaps, care very little for what’s
outside). Vengeance: The vengeful character lives for
Roleplaying Hints: As a patriot you are proud avenging some real or imagined sin or fault
to be born and raised in your homeland and committed against him, his loved ones, his
take any chance to tell others this. You will country or something else he care deeply about.
almost inevitably regard strangers and This is often about more than mere contempt or
foreigners or anyone not from your village as racial prejudice: At some point the character
inferior and has no qualms about telling them decided to devote his life and probably death to
so. You frequently misunderstand and jump to revenge. The circumstances resulting in this
conclusions about the motives and intentions of hatred should be explored in the character’s
foreigners based on their dialect and clothing. history, since these are probably some of the
You keep your history and national heroes in most important events during the character’s life
highest esteem and are quite unwilling to to this date. The reason for this lust for revenge
realize that not all that is told of his great can be a single, disturbing incident (his whole
homeland is true. family murdered by marauding orcs), but it can
also be the result of a suffering from some
Power: The power-hungry individual craves lifelong injustice.
control over others above all else. For many Roleplaying Hints: Vengeance is often a
people, ‘power’ is a means to an end; to the dominating, consuming drive, which leaves little
power-hungry it is an end in itself. The notion of room for other motivations, ideals and in fact
power is also a rather nebulous one: depending anything else. Perhaps you are quite refined,
on the character pursuing it and the carefully scheming and planning your sweet
circumstances it can mean wealth, connections, vengeance for years and years. Or you may
knowledge, religious or political influence, have opted for the ‘seek and destroy’
hangers or even muscle. Consequently, ‘power’ alternative. This will depend on the object of
can mean very different things to people: from the your hatred, your disposition and skills, but
fear in the eyes of their peers as they cower by also on what opportunities that materializes
ones side, anxiously watching the clenched fist, along the road.
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role in your campaign a more thorough PC Motivations and XP: Hopefully, giving
discussion may be required. thought to a PCs motivations will contribute to
generally bringing a PC to life. Depending on
PC Motivations & Plot Hooks: The GM should what type of game you prefer and how you as a
also take into account the PCs’ different GM normally handle XP-rewards, there are a
motivations when designing and running couple of aspects that may require special
scenarios. If the reasons for accepting the task, consideration when it’s time to hand out XPs:
mission, job or whatever has nothing “in it” for a
Conflicts of interests – has there been any
PC, it is much less likely to interest him or her.
situations in which the PC was at conflict with
This may result in failure to hook the character
himself due to his motivations? Such inner
unto the scenario, and the character may simply
struggles in a PC can be interesting and make for
refuse to take the job etc. The players may also
very good role-playing and may merit additional
feel more involved if the scenario includes
XPs.
elements which will “wet the appetites” of their
characters. Changes in motivation – has there been any
situation where the character’s motivation
Example: A GM is planning to run a scenario
changed, and how was this roleplayed? Has the
where a small village is in danger of being
character revealed any new drives? If so, what
overwhelmed by a goblinoid warband. The
was the reason for this and how was the
village sends out a desperate appeal that
“introduction” of this new motivation handled by
reaches the PCs, who decide to answer the call
the player?
for help. However, they do so for quite different
reasons, which the GM took into account while
planning the scenario:
The greedy character expects some material
reward for putting his life on the limb.
The romantic character thinks it would be a
Heroic Deed to fight for the villagers, and
besides, a woman he fancies lives in the
village.
The devote character has a vision of saving
the villagers, and decides to fight the vile
greenskins in the name of the deity.
The patriotic character cannot abide having
the borders and citizens of his homeland
violated.
The revengeful character perceives an
opportunity to get back at the greenskins who
murdered his sister all those years ago.
And so on.
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Career Guidance
by Wim van Gruisen
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Psychotic Careers
by Wim van Gruisen
to go. A player wants to become a gambler? Well, technique should be used sparingly, however, as
this big card tournament will be held in players generally dislike any sign of GM
Talabheim next month … and that just happens railroading.
to be the place where the next part of the
campaign takes place. While the rulebook methods are suited to some
groups, it isn’t the only way in which this system
The GM also gets a bit more control over the PCs can be used. Taking a more realistic approach to
and the campaign. For instance, if the GM has the system involves more work for the GM, but
planned a meeting with a friendly necromancer gives careers more meaning and depth, makes
(they do exist!) later on in the campaign, he could PCs part of the world’s society and offers
have the local temple of Morr not accept any new opportunities to enrich a campaign and to
initiates for the moment, since an initiate from roleplay the character.
Morr would muck up that encounter. This
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Liber Fanatica - Volume I : The Character Compendium
Basic:
careers were collected in ‘collective’ careers. Many individual Rural Alchemist's
careers were gathered under the new ‘Peasant’ career, and ‘Rogue’ apprentice
and ‘Burgher’ likewise became new careers for a number of old Rogue Artisan's apprentice
and Academic careers. The Conversion Guide further on in this book Bawd
gives a list of old careers and the corresponding new ones. Beggar
Exciseman
This article tries to recreate the old basic careers that became lost. Footpad
Not all careers could be salvaged, however. Some of the old careers Gambler
(such as Seer) need special skills or rules that are not provided Gamekeeper
anymore in the new version, while others (like Druid) don’t fit in the Herbalist
new perception of the Warhammer World anymore. Since adding new Herdsman
rules or making big changes to the world is outside the scope of this Hypnotist
document, you won’t find them back here. Most of the lost basic Labourer
careers are mentioned, though. Their old advance schemes and skill Muleskinner
lists have been converted, and their backgrounds (see the Pedlar
Backgrounds article) have been mentioned. Pharmacist
Physician's Student
In the old book careers were rather diverse in their allocation of skills Pilot
and characteristic advances. A hypnotist had about 600 XP worth of Poacher
skills and advances, while an outlaw had close to two thousand. The Prospector
number of exit careers also varied widely, some careers having only Raconteur
two exits while others had seven. The second edition has more Rustler
uniform careers, with every career having about ten characteristic Trader
advances and about ten skills and talents, and most of them having Trapper
five exits, one or two to advanced careers and the rest to other basic
careers. The inequalities between careers in the old system reflected Advanced:
rather well that life in the Warhammer world isn’t fair. This Artillerist
document tries to retain that feeling. That means that the salvaged Counterfeiter
careers here differ more widely in the number of advances, skills and Forger
exits than those in WFRP2. Gunner
Lawyer
The descriptions of the careers have been taken from the old edition. Sapper
Copyright rests with Games Workshop, who kindly gave us Slaver
permission to use them here.
23
Liber Fanatica - Volume I : The Character Compendium
Basic Careers
Alchemist’s Apprentice
Background: Urban, Bourgeois Skills Entry Careers
The only way to become an alchemist is by serving an Trade: Brewer Engineer
apprenticeship with an experienced alchemist. All too Evaluate Pharmacist
frequently, however, life as an apprentice is all work Read/Write Physician
and no learning. The apprentice is often treated as an Academic
unpaid servant, and spends too much time scrubbing knowledge: Science Exit Careers
floors and running errands to learn very much of the Journeyman Wizard
alchemist’s art. Not surprisingly, therefore, few Talents – Chamon (Gold)
apprentices stick it out long enough to become None order
proficient alchemists. Bawd
Trappings Charlatan
WS BS S T Ag Int WP Fel None Counterfeiter
10 10 Entertainer – Bunko
artist
A W Sb Tb M Mg FP IP Grave robber
2 Prospector
Artisan’s Apprentice
Background: Urban, Bourgeois, Dwarven Skills Entry Careers
All artisans learn their trades by taking an Drive None
apprenticeship. As apprentices, they learn the skills Trade (pick one)
necessary to their profession, earning their keep in the Exit Careers
meantime. Sadly, in all too many cases they also work Talents Artisan (same trade
long hours for little reward and are given all the Very Resilient or only)
unpleasant, menial jobs to do, and they may be Very Strong Bodyguard
unlucky enough to have an ill-tempered, drunken or Footpad
incompetent master. Apprentices who leave their Trappings
masters before completing their apprenticeship have Hand weapon
no trade by which to support themselves, and many Tools appropriate to
may become vagabonds or adventurers for want of any trade skill
other way to make a living.
WS BS S T Ag Int WP Fel
10 10
A W Sb Tb M Mg FP IP
2
Bawd
Background: Urban Skills Entry Careers
In virtually any Old World town, there can be found a Charm Alchemist’s
professional guide and escort to the seedier districts, Secret Language Apprentice
someone familiar with the full range of illegal and (Thieves’ Tongue) Apprentice Wizard
immoral establishments and services to be found Noble
there. The whole world over they are known as Bawds. Talents Physician’s Student
Such men – and they are usually male humans – Street Fighting Student
know all the best drinking houses and gambling halls, Suave
as well as where to find brothels, drug dens and Exit Careers
establishments catering to all manner of other vices. Trappings Bodyguard
They can gain access to such places for outsiders, and Hand Weapon Fence
can be relied upon to know which are safe, which are Leather Jack
under official scrutiny, and which make a practice of D10 Gold Crowns
robbing and/or murdering clients. Their services are
for hire to any reveller who appears suitably wealthy,
although many bawds are not above leading their
new-found companions into ‘sucker traps’ or gangs of
cut-throats, in exchange for a share of the pickings.
WS BS S T Ag Int WP Fel
10 5 10 10
A W Sb Tb M Mg FP IP
3
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Liber Fanatica - Volume I : The Character Compendium
Beggar
Background: Urban, Wanderer Skills Trappings
Beggars are society’s outcasts, desperate people with Concealment Begging bowl
no visible means of support. They are drawn to the Secret Language – Tattered clothes
towns and cities of the Old World, for the only way Thieves’ Heavy stick
they can keep themselves from starving is to beg in Secret Signs Bottle of rotgut spirit
the streets. This is a hazardous business, since most – Thieves Entry Careers
Old World towns allow the town watch to beat, brand Silent Move None
and throw vagabonds into the stocks almost as they Consume Alcohol
please. The beggar accepts these risks as an Exit Careers
occupational hazard, and often becomes highly skilled Talents Bodyguard
in the art of extracting money from passers-by; some Alley Cat Rat Catcher
play on pity, while others offer blessings or threaten Thug
curses in order to fill their begging-bowls. In some of
the larger cities, the beggars have organised
themselves into a semi-legitimate Beggars’ Guild,
which deals with the allocation of pitches, the
diverting of official attention and the suppression of
amateur or non-affiliated beggars. In many cases the
Beggars’ Guilds work in conjunction with the local
Thieves’ Guild, serving as information gatherers and
lookouts.
WS BS S T Ag Int WP Fel
5 5 5 10 10
A W Sb Tb M Mg FP IP
2
Exciseman
Background: Urban, Rural, Mercantile Skills Trappings
Excisemen are probably the least popular citizens of Blather Leather Jack
the old World. No matter how benevolent the Read/Write Hand Weapon
government might be, or how many great public works Academic Knowledge Writing Kit
it may undertake, the fact remains that no-one likes (Law) Abacus
paying taxes, and the tax collectors bear the brunt of Academic Knowledge D10 Gold Crowns
this resentment. Nonetheless they are a highly (Numismatics)
necessary branch of the civil service, and no Entry Careers
government could survive long without them. Talents None
However, excisemen tend to lack job satisfaction and Supernumerate
are seldom well paid. This means that some inevitably Exit Careers
become corrupt, while others go to the other extreme Agitator
in the faint hope of securing promotion. Lawyer
Merchant
WS BS S T Ag Int WP Fel Militiaman
10 10 10 Outlaw
Roadwarden
A W Sb Tb M Mg FP IP Thief
3
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Liber Fanatica - Volume I : The Character Compendium
Footpad
Background: Urban, Rural Skills Entry Careers
Footpads and cut-throats are a menace in towns and Silent Move Artisan’s Apprentice
on the road. They act in groups, waylaying travellers Bodyguard
or helpless passers-by. They prefer to avoid bloodshed Talents Bounty Hunter
unless absolutely necessary, but can fight ferociously, Alley Cat or Rover Labourer
though they generally attack from ambush with an Strike to Stun Marine
advantage of at least two to one. Most will normally Militiaman
only seek to disable their victim through a stunning Trappings Pit Fighter
blow to the head, but there are those – known as cut- Bow or crossbow Protagonist
throats – who actually seek to kill those they rob. and 10 arrows or Rat Catcher
bolts Soldier
WS BS S T Ag Int WP Fel Hood or mask
10 10 5 10 Leather Jack Exit Careers
Bodyguard
A W Sb Tb M Mg FP IP Fence
3 Highwayman
Outlaw
Racketeer
Slaver
Gambler
Background: Urban, Wanderer Skills Entry Careers
Many Old Worlders look for easy ways to make money. Gamble Apprentice Wizard
Gamblers seek to use their skills to make theirs at Sleight of Hand Captain
the expense of others. Sometimes things go wrong and Noble
the gambler loses large sums of money; in these Talents Sergeant
cases, a swift retreat is generally indicated, before the Luck
creditors discover that the gambler has no means of Super Numerate Exit Careers
paying. Gamblers tend to be drifters by nature, always Charlatan
moving on to avoid old debts and bad losers. Trappings
Hand Weapon
WS BS S T Ag Int WP Fel Leather Jack
5 15 10 10 Pack of cards
(including spare
A W Sb Tb M Mg FP IP aces)
3 Pair of dice
Pair of loaded dice
(always roll 6’s)
Gamekeeper
Background: Rural, Elven Skills Trappings
Most Old Worlder landowners employ gamekeepers to Concealment Bow or crossbow
look after their estates, woodlands or hunting parks. Set Trap and 10 arrows /
Gamekeepers look on trespassers with deep and Silent Move bolts
sometimes fatal suspicion. The arch-enemy of the Secret Language – Hand Weapon
gamekeeper is the poacher, who seeks to make a Ranger or Animal Leather Jack
living by trapping or shooting animals or birds. Every Trainer - Hawk Man Trap
gamekeeper likes to boast of his victories over these
elusive opponents. Talents Entry Careers
Marksmanship Initiate – Taal
WS BS S T Ag Int WP Fel Rover Servant
20 5 10 Trapfinder
Exit Careers
A W Sb Tb M Mg FP IP Initiate – Taal
3 Militiaman
Poacher
Raconteur
Scout
Targeteer
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Liber Fanatica - Volume I : The Character Compendium
Herbalist
Background: Urban, Bourgeois, Rural, Mercantile, Elven Skills Trappings
Medicine in the Old World is primitive, unreliable and Academic Knowledge Pestle and Mortar
expensive, so many people rely on traditional cures (Herbs) Sling bag with dried
and medicines handed down through the centuries. In Heal herbs
fact, many people distrust ‘scientific’ medicine. Read/Write
Herbalists, on the other hand, are respected members Secret Language – Entry Careers
of society, although their clientele is not generally so Classical None
exclusive as that of the physicians. They gather and Secret Language –
trade in herbs, and prepare herbal remedies for all Guilder Exit Careers
manner of ills. In rare and severe cases they will treat Prepare Poison Physician’s Student
the patient personally. Some do misuse their powers,
as those who have been the subject of love or charm Talents
philtres know only too well, but the profession is None
steeped in the folk lore of the Old World, and most of
the common people feel the herbalist is their only
friend when they fall ill.
WS BS S T Ag Int WP Fel
5 10
A W Sb Tb M Mg FP IP
2
Herdsman
Background: Rural, Elven Skills Trappings
Herdsmen are solitary individuals who spend much of Animal Care Hand Weapon
their time alone, looking after domestic animals, Charm Animal Pan Pipes
moving them from pasture to pasture and generally Performer (musician Sling
leading a fairly dull life. Nevertheless, they learn to - wind Staff
look after themselves too, for they have to defend their instruments)
animals from predators and bands of thieves and Specialist Weapon Entry Careers
rustlers. Herdsmen have a natural affinity with Group (Sling) None
animals of all kinds, even though they may have Animal Training or
grown up tending only a few species. Academic Exit Careers
Knowledge (Herbs) Militiaman
WS BS S T Ag Int WP Fel Outlaw
20 10 Talents Rustler
Very Resilient Scout
A W Sb Tb M Mg FP IP
3
Hypnotist
Background: Urban, Bourgeois, Rural Skills Entry Careers
In the Old World the power of hypnotism is used Hypnotism Entertainer –
medicinally as well as for entertainment. Hypnotists – Magical Sense Hypnotist
with the exception of a few charlatans – do not Physician
pretend to understand the mysteries of the human Talents
mind, but some to have a gift for soothing its ills. None Exit Careers
Hypnotists are called in to treat a wide range of Charlatan
nervous addictions, alcoholism and addiction to Trappings Entertainer –
various other substances, and even some forms of Silver charm on Hypnotist
insanity. chain Physician
WS BS S T Ag Int WP Fel
15 10
A W Sb Tb M Mg FP IP
2
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Liber Fanatica - Volume I : The Character Compendium
Labourer
Background: Urban, Dwarven Skills Trappings
The broad mass of city-dwellers enjoy a precarious Scale Sheer Surface Sling bag with
living. Most hire themselves out as labourers, usually Two of: packed lunch
on a temporary basis. Most labourers are loud, burly, Consume Alcohol, Flask of herbal tea
brusque individuals who like nothing better than Drive Cart, Leather jack
singing or whistling, climbing around insanely Performer (sing),
dangerous scaffolding, drinking prodigious amounts of Trade (Carpenter) Entry Careers
herbal tea and occasionally working extremely hard. None
Their lives are hardly secure and they command a Talents
fairly low wage compared to the artisan classes, but Very Resilient or Exit Careers
when there is plenty of work, labourers prosper. The Very Strong Artillerist (only for
best jobs involve the building of temples, fortifications, characters with
large houses and the like, because then work is Trade – Carpenter
guaranteed for a longer period. They are practical men skill)
and when they turn to adventuring, as many do in Bodyguard
times of unemployment, they are often successful. Footpad
WS BS S T Ag Int WP Fel
10
A W Sb Tb M Mg FP IP
2
Muleskinner
Background: Rural, Wanderer Skills Entry Careers
Wagon or mule trains are the most common means of Animal Care None
transporting goods overland in the Old World, and it is Animal Training or
the muleskinner’s job to look after the animals (be Drive Cart Exit Careers
they mules, oxen or anything else) and ensure that Outlaw
they are fit and co-operative. Since everyone working Talents Scout
on a long-distance caravan must be able to look after Specialist Weapon Smuggler
themselves, muleskinners often double as guards in Group – Flail
much the same way as coachmen Weapons
28
Liber Fanatica - Volume I : The Character Compendium
Pedlar
Background: Rural, Mercantile, Wanderer Skills Trappings
Few villages have shops or regular trading-posts of Animal Care Wagon and Horse
their own, so all are dependent on the pedlar, a small- Blather Mattress and 3
time tradesman. Buying easily-transportable goods at Drive blankets
markets from craftsmen or merchants, pedlars travel Evaluate Sacks containing a
from village to village, selling their wares and carrying Haggle handful each of
news and gossip from the towns. A pedlar’s wares can Academic Knowledge pots and pans,
be anything that is easily carried, such as pots, pans, (Herbs) or small knifes, pins,
small items of clothing, purses, pins, knives, and so Astronomy reels of coloured
on. In more settled areas, pedlars are often licensed Secret Signs - Pedlar ribbon, and so on.
and they may have their own guild to protect their
interests and discourage outsiders from poaching Talents Exit Careers
their trade. Most live a completely nomadic life and None Bodyguard
believe strongly in the fraternity of their profession, Fence
even though they can come from many different races Entry Careers Outlaw
and have no common culture, traditions or languages. None Trader
They are almost universally distrusted, especially by Trapper
roadwardens and watchmen.
WS BS S T Ag Int WP Fel
10 10 10 10
A W Sb Tb M Mg FP IP
3
Pharmacist
Background: Bourgeois, Mercantile Skills Trappings
Pharmacists are specialists who prepare and supply Academic Knowledge Pestle and Mortar
the medicines prescribed by physicians. In many ways (Chemistry) A handful of small
they are the counterpart of the herbalist, dealing in Heal jars, containing
mineral and chemical preparations rather than herbal Trade (Pharmacist) various powders
remedies. They have a working familiarity with a wide Prepare Poison and solutions
range of rare and exotic substances, and their Secret Language
properties for healing and otherwise. It is a profession (Guilder) Entry Careers
which demands great skill and most pharmacists are None
kept in the employ of great houses to make sure the Talents
best treatments are readily available. Unfortunately, Resistance to Poison Exit Careers
the pharmacist is often the scape-goat when the Alchemist’s
physician fails and many have been forced to leave Apprentice
town in disgrace, and have either offered their services Charlatan
to outlaws and bandits or have sought adventure in Physician
the wildest lands of the Old World. Prospector
WS BS S T Ag Int WP Fel
10 10
A W Sb Tb M Mg FP IP
2
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Liber Fanatica - Volume I : The Character Compendium
Physician’s Student
Background: Bourgeois Skills Trappings
After the military and the church, the most popular Heal Hand Weapon
career for young, relatively wealthy Old Worlders is Read / Write Medical Instruments
that of physician. Anyone with talent – or just a Secret Language (battered) in a case
reputation – can earn great wealth through the (Classical) Pottery jar
patronage of the nobility. As with most academic Trade (Pharmacist) containing a
careers, the only way to become a physician is to take or Prepare Poison handful of leeches
tuition from an established practicioner. Physicians,
however, do not take apprentices as such. Instead, Talents Entry Careers
renowned or retired individuals sometimes teach their None Grave Robber
skills to groups of students who pay them fees. Most
hospitals and universities in large cities have teaching Exit Careers
facilities. It takes several years and a great deal of Bawd
work to become a physician and not all students last Charlatan
the course. Grave Robber
Physician
WS BS S T Ag Int WP Fel
10 10 10
A W Sb Tb M Mg FP IP
2
Pilot
Background: Waterline Skills Entry Careers
One of the most important men on the seaboard is the Row Fisherman
pilot. Pilots guide large boats and ships into port Sail Mate
through dangerous coastal areas and become the Swim Sea Captain
most trusted associate of all mariners. Most live Consume Alcohol Seaman
onshore, normally in or near a harbour area, and Smuggler
work in conjunction with the harbour master and the Talents
masters of any ships coming into the harbour. Pilots Orientation Exit Careers
are essential, because no ship’s crew is going to have Navigator
the necessary detailed knowledge of local tides, Trappings Raconteur
sandbanks and hidden rocks of every port they will Leather Jerkin Sea Captain
visit. It is the very fact that they are so trusted that Rope – 10 yards Smuggler
makes some fall from grace, and others become the Rowing Boat (moored
victims of fraudsters. Many a pilot has been ‘set up’ as on nearest water)
a vessel has scuttled on the way into harbour, with 2 lanterns
the owner claiming it struck a sandbank. For these
men, a new life as an adventurer is all that is left, and
many others fall deeper into a life of crime.
WS BS S T Ag Int WP Fel
15 10 10
A W Sb Tb M Mg FP IP
2
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Liber Fanatica - Volume I : The Character Compendium
Poacher
Background: Rural Skills Entry Careers
Poachers seek to make a living by trapping or shooting Concealment Initiate – Taal
animals or birds on estates held by Old Worlder Secret Signs – Outlaw
landowners, without their permission. As such, they Poacher
are the arch-enemies of the gamekeepers who look Set Trap Exit Careers
after these estates. Poachers like to brag how they Silent Move Initiate – Taal
have fooled gamekeepers. Gamekeeper
Talents Outlaw
WS BS S T Ag Int WP Fel Marksmanship Raconteur
20 5 10 Rover Rustler
Trapfinder Scout
A W Sb Tb M Mg FP IP
3 Trappings
Bow or crossbow
and 10 arrows /
bolts
Hand Weapon
Leather Jack
Man Trap
Prospector
Background: Wilderness, Wanderer, Dwarven Skills Trappings
Far from the normal trade routes, towns and farms, Academic Knowledge Mule
prospectors can be found sifting through the silt of (Metallurgy) One-man tent
river and stream beds in search of gold washed down Animal Care Pack
from the mountains. Most deposits in populated areas Orientation Pan
are already exhausted, so prospectors spend most of Outdoor Survival Pick
their time in remote and dangerous mountain and Trade (Carpenter) Shovel
badlands areas. Their one hope is to find a large vein
and to claim it or to work it before others find out, but Talents Entry Careers
few manage to resist bragging about their find, even Luck or Keen Senses Alchemist’s
when they do finally strike it rich. Word spreads Apprentice
quickly when gold is discovered and prospectors’ Pharmacist
shanty towns spring up almost overnight, only to be
abandoned just as quickly once the area is worked Exit Careers
out. The lure of gold is one of the few things that can Scout
draw a dwarf above ground, and dwarven prospectors Soldier
are not an uncommon sight in gold rush areas. Tomb Robber
WS BS S T Ag Int WP Fel
10 10 5 5 5 10
A W Sb Tb M Mg FP IP
3
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Liber Fanatica - Volume I : The Character Compendium
Raconteur
Background: Urban, Bourgeois, Rural, Wanderer, Elven Skills Hat (nearly always
Raconteurs love to talk. For hours on end, they Blather outrageous)
pontificate, rant and hurl abuse at anyone who will Charm 2d10 Gold Crowns
listen. And, strangely though it may seem, people do Performer
stop to listen. For one thing, raconteurs are good at (Storyteller) Entry Careers
what they do; no matter what they say or what they Gamekeeper
are talking about, they always manage to be Talents Lawyer
interesting, amusing or captivating. Like actors, they Etiquette or Master Pilot
are masters of speech and can convince their listeners Orator Seaman
of just about anything. Whether standing on a box in Public Speaking
the town square or recounting risqué anecdotes over Exit Careers
the brandy and cigars at a society dinner, raconteurs’ Trappings Charlatan
voices are the tools of their trade. Clothes (often loud) Demagogue
Understandably, in a world where few can read and of best quality
gossip is rife, anyone who can command the attention
of others through the spoken word will make name for
themselves. The only risk involved is that most
raconteurs find themselves accompanying great
armies or bands of adventurers, just so they can
witness magnificent events as the source of their next
epic tale. The smarter ones tend just to make them
up.
WS BS S T Ag Int WP Fel
10 10 10 15
A W Sb Tb M Mg FP IP
3
Rustler
Background: Rural, Wanderer Skills Trappings
In rural areas the rustler makes a living by stealing Animal Care or Horse and Cart
cattle and sheep and reselling them at distant Secret Language Hand Weapon
markets. While rustling can be profitable, most (Ranger) Lantern
convicted rustlers are punished by death or Drive Rope – 10 yards
mutilation, so the risks are great. Unlike other rural Silent move
criminals, rustlers are not favoured by the small Entry Careers
farmers and villagers, since they rarely operate from Talents Herdsman
the area in which they were born or in which they Rover Outlaw
have family. They take from small farms in preference Specialist Weapon Poacher
to the large where guards may be placed, and live Group (Entangling)
away from the small communities, taking the money Exit Careers
they earn into the cities to spend. Outlaw
Slaver
WS BS S T Ag Int WP Fel
10 10 5 10
A W Sb Tb M Mg FP IP
3
32
Liber Fanatica - Volume I : The Character Compendium
Trader
Background: Urban, Rural, Mercantile, Dwarven Skills Trappings
In larger towns and cities there are sufficient people Academic Knowledge Leather Jerkin
so that traders can set up a small shop or market (Numismatics) D10 Gold Crowns
stall. Thus, instead of the wandering life of the pedlar, Blather or Academic
traders wait for their customers to come to them. Knowledge (Law) Entry Careers
Some can become quite wealthy, with more than one Evaluate Fence
shop and a social status approaching that of lesser Haggle Fisherman
merchants. By and large, however, a trader’s life is a Pedlar
dull one, enlivened only by the occasional robbery or Talents
visit from racketeers, and it is not unknown for Dealmaker Exit Careers
traders to turn to adventuring in search of excitement Fence
and quicker profits. Merchant
WS BS S T Ag Int WP Fel
10 10 10
A W Sb Tb M Mg FP IP
2
Trapper
Background: Wilderness Skills Trappings
Trappers hunt furred animals for their pelts, a Concealment Bow or crossbow
valuable commodity in the Old World. Their skill lies Orientation and 10 arrows /
in obtaining the skin without damaging it; they do not Row bolts
shoot their quarry, like a hunter, but set traps Secret Language Fur hat and
instead. Even so, trappers learn to use weapons; they (Ranger) buckskins
must live in the wild, cold mountains of the Old Secret Signs Leather Jerkin
World, so they must be able to protect themselves (Woodsman’s) Rope – 10 yards
from the dangerous wild creatures – not to mention Set Trap Rowing boat or
goblins – with whom they share that environment. Silent Move canoe – moored on
Since so much of their lives is spent in the parts of the nearest water
world where adventurers look for their livelihood Talents 3 animal traps
anyway, it doesn’t take much for trappers to change Rover
the nature of their work. Trapfinder Entry Careers
Initiate – Taal
WS BS S T Ag Int WP Fel Pedlar
10 10 5 15
Exit Careers
A W Sb Tb M Mg FP IP Initiate – Taal
3 Outlaw
Scout
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Liber Fanatica - Volume I : The Character Compendium
Advanced Careers
Artillerist
Background: Military Skills Entry Careers
The artillerist is a military specialist who deals with Command Engineer
the construction, transportation and use of catapults. Trade (Carpentry) Gunner
Both bolt throwers and stone throwers are covered by Trade (Engineer) Labourer
this career, but cannon and bombards are not – see Sergeant
Gunner. The artillerist will be the captain of a catapult Talents Sapper
crew, directing the crewmen (who will be ordinary Specialist Weapon
soldiers or militia) as they load and fire the machine. Group (Siege Exit Careers
Engines) Captain
WS BS S T Ag Int WP Fel Gunner
10 20 10 10 20 20 15 5 Trappings Marine
Artillerists’ charts Sapper
A W Sb Tb M Mg FP IP and tables Veteran
3
Counterfeiter
Background: Mercantile, Urban Skills Trappings
Counterfeiters are more adept criminals than the Academic knowledge Blank coin die
lowly clipper. Instead of merely tampering with the (Metallurgy) Metalworking tools
coinage they actually make their own, melting down Academic knowledge 2d10 GC (genuine)
coins and reminting them with a little less gold or (Numismatics) 2d10 GC
silver and perhaps a little lead to make up the weight. Trade (Goldsmith) (counterfeit)
Counterfeiters can make their own coin dies, either
from scratch or by using original coins. Talents Entry Careers
Super Numerate Alchemist’s
WS BS S T Ag Int WP Fel Apprentice
20 20 5 25 10 15 10 Artisan (Engraver)
Forger
A W Sb Tb M Mg FP IP Thief
4
Exit Careers
Fence
Thief
Forger
Background: Mercantile, Urban Skills Entry Careers
Forgers are essentially artists. Rather than producing Read/Write Bawd
works of art, however, they turn their hand to Trade (Forger) Counterfeiter
reproducing items which can command a high price, Footpad
such as documents, letters and seals. They can copy Talents Pedlar
handwriting with complete accuracy, provided they None Racketeer
are given a sample to work from, and are familiar with Smuggler
a wide variety of documents, inks, seals and writing Trappings Thief
materials. Engraving tools Tomb Robber
Hand weapon Trader
WS BS S T Ag Int WP Fel Magnifying glass
20 20 5 5 40 30 30 20 Writing equipment Exit Careers
Counterfeiter
A W Sb Tb M Mg FP IP Thief
4
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Liber Fanatica - Volume I : The Character Compendium
Gunner
Background: Military Skills Entry Careers
Gunners are military specialists skilled in the use of Command Artillerist
bombards. As a result of long periods of time spent Drive Cart Engineer
using these noisy, unreliable and often dangerous Trade (Engineer) Mercenary
weapons, many gunners tend to be a little hard of Sapper
hearing and somewhat eccentric, but they can readily Talents Sergeant
find employment in the armies of the Old World. A Specialist Weapon Soldier
gunner is a captain who oversees the loading and Group (Engineer)
firing of the guns by a crew of unskilled or semi- Specialist Weapon Exit Careers
skilled soldiers. Group (bombards Artillerist
and cannons) Captain
WS BS S T Ag Int WP Fel Marine
10 20 10 10 25 10 25 15 Trappings Veteran
Artillerists’ charts
A W Sb Tb M Mg FP IP and tables
3
Lawyer
Background: Bourgeois Skills Trappings
Lawyers make a long study of the processes of law in Academic Knowledge Hand Weapon
the Old World and of legal systems in general. They (Law) Lawyer’s Wig and
are professionals, occupy a fairly high station in life, Public Speaking Gown
and are generally respected. Their most prized Read / Write 6d10 GC
possession is their reputation – their own reputations Secret Language
as lawyers and the reputation of their home town and (Classical) Entry Careers
its legal system. It is this reputation, above everything Secret Signs Exciseman
else, that ensures the lawyer a steady stream of fees, (Lawyer) Scribe
and many lawyers will be extremely wary of taking on Student
a case which they are not sure they can win. Some Talents
junior lawyers, however, may be willing to take the Etiquette Exit Careers
risk of fighting an unusual case or one which is likely Demagogue
to excite public interest, for winning such a case will Merchant
increase their reputation and professional standing. Raconteur
Although legal systems differ from town to town and
region to region, they have many aspects in common
and a lawyer will be able to cope with an unfamiliar
legal system after a little research.
WS BS S T Ag Int WP Fel
5 10 40 35 20
A W Sb Tb M Mg FP IP
3
Sapper
Background: Military Skills Entry Careers
Sappers are military engineers, skilled in a number of Command Artillerist
fields, such as making explosives, assembling artillery Trade (Carpentry) Engineer
and commanding engines of war (which they do Trade (Engineer) Mercenary
almost as well as an artillerist). Their particular area Soldier
of expertise is the digging of tunnels, either to Talents Shieldbreaker
undermine walls or to gain entry to fortifications. Specialist Weapon
Dwarven sappers are widely sought after by the field Group (Siege Exit Careers
armies of all nations and some successful dwarven Engines) Artillerist
mercenary units consist exclusively of sappers. Engineer
Sappers who are members of a dwarven army will Trappings Gunner
always be members of the Dwarven Engineers’ Guild, Candles Mercenary
while mercenary units operating in non-dwarven Crowbar Shieldbreaker
armies may or may not be guild members. Leather Jerkin Veteran
Pickaxe
WS BS S T Ag Int WP Fel
10 10 10 10 10 10 15 10
A W Sb Tb M Mg FP IP
3
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Liber Fanatica - Volume I : The Character Compendium
Slaver
Background: Wanderer Skills Entry Careers
Slavery is the lot for millions in the Old World; it goes Drive Cart Bounty Hunter
under the guise of service, forced labour or Ride Footpad
agricultural bondage. More obvious forms of slavery Speak Language Jailer
are generally illegal, but slaving still goes on (choose one) Marine
unchecked in some areas. The slaver generally obtains Mercenary
his merchandise from foreign parts or deals in those Talents Rustler
too young or too poor to assert their rights. The Strike to Stun Seaman
greatest slave markets are in Araby and the lot of Soldier
those sold there is a miserable one; in the Old World, Trappings
some people are enslaved by the courts, for non- Hand weapon Exit Careers
payment of debts or similar offences, although until Horse and cart Sergeant
recently there was a thriving slave-trade in half-orcs. Horse with saddle Outlaw Chief
Slaves in the Old World are generally well-treated, and harness Seaman
often working alongside paid servants and sharing 3 pairs of manacles
much the same condition. Rope – 10 yards
WS BS S T Ag Int WP Fel
20 20 15 20 30
A W Sb Tb M Mg FP IP
6
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Liber Fanatica - Volume I : The Character Compendium
Careers in italics are “container careers”, introduced in WFRP2 to collect a large number of WFRP1
careers that were not individually converted to WFRP2. These are the careers of Burgher, Peasant and
Rogue. If you use the converted WFRP1 careers, don’t use the container careers too.
Legend
D This career is only accessible to dwarves X This career cannot be switched to if not
E This career is only accessible to Elves given as a career exit
H This career is only accessible to Halflings
Bourgeois
Mercantile
Military
Rural
Urban
Wanderer
Waterline
Wilderness
Elven
Dwarven
Bourgeois
Mercantile
Military
Rural
Urban
Wanderer
Waterline
Wilderness
Elven
Dwarven
Agitator 3 Shieldbreaker D
Apprentice
3 3 Smuggler 3 3333
Wizard Soldier 3 3 3
Bailiff 3 Squire 3 3
Barber-Surgeon 333 3 Student 3 3 3 3
Boatman 3 33 Thief 33
Bodyguard 33 Thug 3
Bone Picker 3 333 Toll Keeper 3 3
Bounty Hunter 333 3 Tomb Robber 333 3
Burgher 33 Tradesman 3 3 3 3
Camp Follower 3 Troll Slayer
Charcoal-Burner 3 3 Vagabond 3 3 3
Coachman 333 Valet 3 3 3 3
Entertainer 333 3 Watchman 333 3
Envoy E E Woodsman 3 3
Estalian Diestro X Zealot
Ferryman 3
Fieldwarden H H
Fisherman 33
Grave Robber 33 The Lost Careers
Hedge Wizard 3 Alchemist's
3 3
apprentice
Hunter 3 3
Artisan's
Initiate 33333 33 3 3 3 3 3
apprentice
Jailer 33 3 Bawd 3
Kislevite Kossar X Beggar 33
Kithband Warrior E Exciseman 3 33
Marine 3 3 Footpad 33
Mercenary 333 Gambler 33
Messenger 333 3 3 Gamekeeper 3 3
Militiaman 33 Herbalist 3 3 33 3
Miner 3 3 3 Herdsman 3 3
Noble X X X Hypnotist 3 33
Norse Berserker X Labourer 3 3
Outlaw 3 3 Muleskinner 3 3
Outrider 3 3 Pedlar 3 3 3
Peasant 3 3 Pharmacist 3 3
Pit Fighter 3 Physician's
3 3
Protagonist Student
Rat Catcher 33 Pilot 3
Roadwarden 3 3 3 Poacher 3
Rogue 33 Prospector 3 3 3
Runebearer D Raconteur 3 333 3
Scribe 33 33 3 Rustler 3 3
Seaman 33 Trader 3 33 3
Servant 33 Trapper 3
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Liber Fanatica - Volume I : The Character Compendium
Basic Careers
First edition Second edition First edition Second edition
Agitator Agitator Outlaw Outlaw
Alchemist's Apprentice Wizard Outrider Outrider
Apprentice (Lore of Metal) Pedlar Bone Picker
Artisan's Apprentice Servant Pharmacist Tradesman
Bawd Bawd Physician's Student Student
Beggar Peasant Pilot Burgher
Boatman Boatman Pit Fighter Pit Fighter
Bounty Hunter Bounty Hunter Prospector Peasant
Coachman Coachman Protagonist Protagonist
Druid Initiate (Taal) Raconteur Rogue
Engineer Engineer (advanced Rat Catcher Rat Catcher
career) Roadwarden Roadwarden
Entertainer Entertainer Runner Rune Bearer
Exciseman Burgher Rustler Peasant
Fisherman Fisherman Scribe Scribe
Footpad Rogue Seaman Seaman
Gambler Rogue Seer Entertainer
Gamekeeper Peasant Servant Servant
Grave Robber Grave Robber Smuggler Smuggler
Herbalist Tradesman Soldier Soldier
Herdsman Peasant Squire Squire
Hunter Hunter Student Student
Hypnotist Burgher Thief Thief
Initiate Initiate Toll-keeper Toll Keeper
Jailer Jailer Tomb Robber Tomb Robber
Labourer Peasant Trader Burgher
Marine Marine Trapper Peasant
Mercenary Mercenary Troll-Slayer Troll Slayer
Militiaman Militiaman Tunnel Fighter Shieldbearer
Minstrel Minstrel (advanced Watchman Watchman
career) Wizard's Apprentice Apprentice Wizard
Muleskinner Peasant Woodsman Woodsman
Noble Noble
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Liber Fanatica - Volume I : The Character Compendium
Advanced Careers
First edition Second edition First edition Second edition
Alchemist level 1 Journeyman Wizard Merchant Merchant
Alchemist level 2 Journeyman Wizard Navigator Navigator
Alchemist level 3 Master Wizard Outlaw Chief Outlaw Chief
Alchemist level 4 Wizard Lord Physician Physician
Artillerist Sergeant Racketeer Racketeer
Artisan Artisan Sapper Sergeant
Assassin Assassin Scholar Scholar
Charlatan Charlatan Scout Scout
Cleric level 1 Priest Sea Captain Sea Captain
Cleric level 2 Anointed Priest Sea Captain – Mate Mate
Cleric level 3 High Priest Slaver Crime Lord
Cleric level 4 High Priest Spy Spy
Counterfeiter Master Thief Targeteer Targeteer
Demagogue Demagogue Templar Knight of the Inner
Druidic Priest level 1 Priest (Taal) Circle
Druidic Priest level 2 Anointed Priest (Taal) Torturer Interrogator
Druidic Priest level 3 High Priest (Taal) Witch-hunter Witch Hunter
Druidic Priest level 4 High Priest (Taal) Wizard level 1 Journeyman Wizard
Duellist Duellist Wizard level 2 Master Wizard
Explorer Explorer Wizard level 3 Wizard Lord
Fence Fence Wizard level 4 Wizard Lord
Forger Master Thief
Freelance Knight Wizard Specialisations
Giant Slayer Giant Slayer First edition Second edition
Gunner Sergeant Alchemist Lore of Metal
Highwayman Highwayman Demonologist Lore of Chaos
Judicial Champion Judicial Champion Elementalist Lore of Life
Lawyer Politician Illusionist Lore of Shadows
Mercenary Captain Captain Necromancer Lore of Necromancy
Mercenary Sergeant Sergeant
Switching careers
According to the rulebook switching careers costs 100 XP if you choose one of the exit careers of your current
career, or 200 XP if you switch to any basic career. However, the rulebook doesn’t take backgrounds into
account. If you grew up along the river, it is much more likely that you would become a sailor than a trapper, for
instance, and XP cost of switching should take that into account.
So a suggestion for new rules:
- Switching to a career exit costs 100 XP
- Switching to a basic career of the same background costs 150 XP
- Switching to a basic career of a different background costs 200 XP
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Liber Fanatica - Volume I : The Character Compendium
Characteristics
Characteristics have changed considerably. human, first adapt your WFRP1 skills according
Bonuses for non-human races have changed, as to the table below:
the characteristics themselves. If you play a non-
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Liber Fanatica - Volume I : The Character Compendium
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Liber Fanatica - Volume I : The Character Compendium
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