He's insane, he's mysterious, he's Joe the Mysterious man. Joe is a GM [according to him THE GM] and he seems to come up with lots of rules, so I thought I'd see what you thought. He is strange but he does believe in protecting the poor innocent harmless snow trolls. Any comments about these careers or requests for information about the MSPST (Mysterious Society for the Protection of Snow Trolls) will be forwarded to Joe by me. Post to miskin@argonet.co.uk [include [JOE] at the start of the subject By Joe the Mysterious man I reserve rights to all the material below, that may be used in scenarios and as GM aids, except for specific material that belongs to the GW company or to R.Miskin. This material may be distributed freely on the condition that the above copyright remains attached. The material below is derived from individual opinion, feel free to amend and/or comment on it. It is likely that some material will overlap or rewrite existing material, this is unintentional . Joe the Mysterious man and Miskin the Maurader present... CAREERS COMPENDIUM Basic Careers Thunderer,(Dwarves only) M WS BS S T W I A Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10 +10 Skills: Dodge blow, Marksmanship, Secret language-Battle, Specialist weapon-Hand gun, Strike mighty blow. Trappings: Mail shirt or Leather Jerkin, Helmet, Hand weapon, Hand gun, 10 shots of gunpowder, Powder horn. Entries: Alchemist's apprentice, Soldier. Exits: Apprentice, Engineer, Mercenary, Soldier. >The thunderer career was devised, after the printing of the WFB Dwarf supplement and as an extension to the limited Dwarf career options. >Class as Warrior. Miner. M WS BS S T W I A Dex Ld Int Cl WP Fel +10 +1 +2 +10 +10 +10 Skills: Dodge blow, Metallurgy, Mining, Orientation(underground only),Scale Sheer Surface, Silent move-urban, Specialist Weapon-two handed, Spot trap, Strike mighty blow. Trappings: Helmet, Sleeved mail coat, two handed Pick, Spade, Hatchet, Flask, Lantern. Entries: Random career entry. Exits: Engineer, Prospector, Soldier, Tunnel fighter. >As with the thunderer, but as possibly the most popular Dwarvish proffession it seemed necessary to include it. >Class as Warrior. Apprentice,(Dwarves only). M WS BS S T W I A Dex Ld Int CL WP Fel +1 +10 +10 +10 +10 Skills: Metallurgy, Read/write, Rune lore, Secret language-Classical, Guilder, Smithing. Trappings: Hand weapon, Leather jerkin, Tools. Entries: Engineer, Soldier, Thunderer, Guildmaster, Runesmith, Veteran. Exits: Alchemist's apprentice, Engineer, Soldier, Artisan, Runesmith. >This career is one that must be undertaken before a Dwarf can proceed into the Guildmaster or Runesmith careers described below. There are 2 different types of apprentice, Guild apprentices and Rune smith apprentices, and the pc must specify which upon entering the career. The S. lang-Guilder skill therefore changes according to the chosen area of apprenticeship. If a Runesmith character wishes to follow a Guildmaster career then s/he must go through the career, although skills do not have to be taken twice. >Class as Academic. Cultist. M WS BS S T W I A Dex Ld Int CL WP Fel +10 +2 +10 +10 +10 +10 Skills: Disguise, Dodge blow, Read/write, Secret language-Guilder(of particular cult), Shadowing, Silent move-urban. Trappings: Hand weapon, Knife, Hooded cloak, Symbol of the cult. Entries: Any Career. Exits: Wizard's apprentice, Charlatan, Spy. >The increasing nature of cult activity, calls for such a career (undoubtedly this covers previous material but this version may be appropriate). Cultists may be of any cult but bear in mind that many do not resort to such activities. >Class as Rouge. Barman/Landlord. M WS BS S T W I A Dex Ld Int Cl WP Fel +10 +1 +10 +10 Skills: Blather, Brewing, Secret language-Thieves or Ranger, Strike to Stun, Storytelling, Wit, 50%of Consume Alcohol. Trappings: Club, 20% chance of Blunderbuss, Leather jerkin, 3D6 Gold crowns. Entries: Bawd, Labourer, Servant. Exits: Gambler, Outlaw, Trader. >Perhaps the brewing skill is unecessary here, but remains due to the idea that many rural Inns do their own brewing and this might be aided by the resident Landlord. The S.lang skill changes as is appropriate to the area. >Class as Rouge. Watchman,(Renewed). M WS BS S T W I A Dex Ld Int Cl WP Fel +10 +10 +1 +2 +10 Skills: Disarm, Specialist weapon-two handed, Strike mighty blow, Strike to stun. Trappings: Hand weapon, Mail shirt or Leather Jack, Pole or Halberd or Crossbow, Lantern. Entries: Random entry only. Exits: Bodyguard, Outlaw, Roadwarden, Toll keeper, Watchman Sergeant. >The original watchman career appears to me to be too weak. Disarming potential criminals is a skill that watchmen would quickly aquire, and as they all seem to carry halberds these days S.wpn-2handed is a necessity. Shadow warrior,(High Elves only). M WS BS S T W I A Dex Ld Int Cl WP Fel +10 +10 +2 +10 +1 +10 +10 Skills: Dodge blow, Follow trail, Orientation, Silent move-rural, urban, Streetfighter, Strike mighty blow. Trappings: Helmet, Shield, Bow and arrows, Breastplate or Leather jerkin. Entries: Hunter. Exits: Soldier, >Not sure if this is worth doing considering the rarity of High Elf pcs, but there are many that have been transfered in this section from the High Elf WFP supplement. >Ranger?, Warrior? I don't know , don't really care either. Kinbad,(Wood Elves only). M WS BS S T W I A Dex Ld Int CL WP Fel +10 +10 +2 +10 +1 +10 +10 Skills: Animal care, Disarm, Dodge blow, Secret language-Ranger, Silent move-rural, Streetfighter, Strike mighty blow, 50% chance of Ride. Trappings: Leather jack, Spear, Hand weapon. Entries: Hunter, Woodsman. Exits: Beastfriend, Knight. >Very similar to the Soldier career, except for Animal care which is now fully avialiable on the account of Woodies being nice to them etc. >Warrior. Yokel. M WS BS S T W I A Dex Ld Int CL WP Fel +05 +05 +1 +05 Skills: Animal care, Drive cart, Silent move-rural, 75%chance of Secret language Ranger, 25%chance of Animal training, Charm animal and Ride. Trappings: Mule, Saddle and harness, D4 Saddle bags. Entries: Random entry only. Exits: Druid, Fisherman, Herdsman, Hunter, Outlaw, Rustler, Trapper, Woodsman. >Worthwhile? maybe not but farmers and rural types are very common. I saw a similar career where the adv scheme read +1 to S and T as well as +10 to WS and BS, this is better than most warrior basic careers and somewhat unrealistic, for the average population is not as tough as the pcs or everybody would be out chopping gobbos and stealing treasure. >Ranger. Misk's note [use 50 EPs for +05] Advanced Careers Watch Sergeant. M WS BS S T W I A Dex Ld Int CL WP Fel +20 +20 +1 +1 +4 +20 +1 +10 +20 +10 +10 +10 +10 Skills: Disarm, Dodge blow, Read/write, Secret language-Thieves or Ranger, Silent move-urban, Specialist weapon-two handed, parrying, Strike mighty blow, Strike to stun, Wit, 25% chance of Law. Trappings: Helmet, Mail shirt or Leather jack, Leather leggins, Halberd, Lantern. Entries: Watchman, Bounty hunter, Body guard. Exits: Scribe, Soldier, Mercenary Captain. >Recently observed extensions to this dividing watch into rural and urban and adding Captain to career lists - good idea, still mine's quite nice. Knight. M WS BS S T W I A Dex Ld Int CL WP Fel +30 +30 +2 +2 +7 +30 +2 +20 +30 +20 +20 +20 +10 Skills: Disarm, Dodge blow, Ettiquette, Heraldry, Ride-Horse, Specialist weapon-two handed, parrying weapons, lance, fencing sword, Strike mighty blow, Strike to injure, Strike to stun. Trappings: Helmet, Shield, Plate or Chain armour, Lance, Hand weapon, Horse and riding equipment. Entries: Squire, Kinbad, Huscarl. Exits: Noble, Judicial champion, Templar >Careers such as Freelance, Merc Captain and Templar fail to properly define the knight for any Breton campaigns this career would be very useful. Knights can apply to any race such as the Elf cavalry or Kislevite horsemen thus making it more open than the human based adv warrior careers Veteran(Dwarves only). M WS BS S T W I A Dex Ld Int CL WP Fel +30 +20 +1 +1 +6 +30 +2 +10 +30 +20 +20 +20 Skills: Disarm, Dodge blow, Heraldry, Secret language-Battle, Specialist weapon-two handed, parrying weapons, Fist, Streetfighter, Strike mighty blow, Strike to injure, Strike to stun. Trappings: Helmet, Shield, Breastplate, Sleeved mail coat, Double handed weapon, hand weapon. Entries: Soldier, Mercenary, Tunnel fighter, Guildmaster, Runesmith. Exits: Apprentice, Engineer. > Dwarf career, because not every Dwarf warrior wants to be come a Giant slayer, and because the other adv. warriors are mainly cavalry based, plus the adv scheme is more Dwarflike or maybe I'm just a raving lunatic. Guildmaster(Dwarves only). M WS BS S T W I A Dex Ld Int CL WP Fel +10 +10 +1 +4 +20 +30 +20 +30 +10 +20 Skills: Carpentry, Chemistry, Engineer, Identify magical artefact, Mechanics, Read/write, Rune lore, Scroll lore, Secret language-Guilder , Secret signs-Artisans, Guild, Specialist weapon-Gunpowder weapons. Trappings: Magnifying glass, Engineering tools. Entries: Alchemist, Engineer, Sapper. Exits: Apprentice(Runesmith),Artisan, Soldier, Sapper, Veteran. >Inspired by whatisname with the mechanical arm, Burlok something [Warhammer Armies Dwarves]. Mechanics is a new skill and will feature in forthcoming material, feel free however to create a personal version. Guildmasters are those at the head of the guild in charge of the big projects that will hopefully conclude with a cunning new invention. The gyrocopter,flame cannon and steam ships are all inventions from some of the most famous guildmasters, many often sit back idly and let apprentices do the work and then grab the profit that traditionally goes to the guild from the sucess of the best inventions. No one diputes the power that the guildmasters hold. Runesmith,(Dwarves only). M WS BS S T W I A Dex Ld Int CL WP Fel +20 +1 +2 +4 +20 +1 +20 +20 +20 +20 +20 Skills: Arcane language-Magick, Chemistry, Evaluate, Identify magical artefact, Magic sense, Metallurgy, Read/write-Khazzalid, Rune lore, Rune Mastery, Scholarship, Scroll lore, Specialist weapon-two handed. Trappings: Hammer, Metal working tools. Entries: Apprentice. Exits: Apprentice(Guild), Soldier, Alchemist, Artisan, Runelord, Veteran. >First part of two Rune smith careers, inspired again by the publication of 'the Dwarf book' Scholarship is in companion for those who have forgotten or those who have spent the last 10 years in the ice caves of the north molesting Snow trolls, by the way I think you people are disgusting and sick and should be put away for more than the average centence of 18 months. >Rune mastery should be in Runelord? well to be a runesmith you have to be able to inscribe something, Rune lords have manufacture M.Items as a higher ability to produce their own stuff. Runelord,(Dwarves only). M WS BS S T W I A Dex Ld Int CL WP Fel +30 +2 +2 +10 +20 +2 +30 +30 +30 +30 +30 Skills: Arcane language-Arcane Dwarf, Astronomy, Demon lore, Gem cutting, History, Manufacture magic items, Strike mighty blow, Theology. Trappings: As acquired. Entries: Runesmith. Exits: None. >I KNOW. +10 wounds is alot but in WFB Dwarves book, Runelords have, in translation to wfrp, a collosal wound score, their endurance is due to their age and work at the forge, such individuals are rare and tend to stay in the holds, so no-one gets to fight them much anyway. In younger years they undoubtedly fought alot for their race before becoming too valuable to be risked in batlle and so the combat benefits on the scheme are related to this fact. Huscarl,(Norse only). M WS BS S T W I A Dex Ld Int CL WP Fel +30 +20 +1 +1 +6 +30 +2 +10 +30 +10 +30 +20 Skills: Consume Alcohol, Disarm, Dodge blow, Orientation, Ride, Secret language-Battle, Shieldsmanship, Speak additional language-chose one, Specialist weapon-two handed, parrying weapons, Fist, Streetfighter, Strike mighty blow, Strike to injure, Strike to stun, Wrestling. Trappings: Mail coat, Helmet, two handed weapon, Round shield, Horse saddle and harness. Entries: Marine, Mercenary, Soldier. Exits: Knight, Sea captain. >Transformed from the Citadel Journal 6, norse army lists, these unique warriors need a mention. Sheildsmanship is another skill to be described later and deals with the warriors ability with sheids of large size and how to use them. Swordmaster,(High Elves only). M WS BS S T W I A Dex Ld Int CL WP Fel +30 +10 +1 +1 +4 +30 +1 +20 +10 +20 +20 +20 Skills: Ambidextrous, Disarm, History, Law, Read/write, Scroll lore, Secret language-Classical Eltharin, Specialist weapon-two handed(x2), Strike to injure, Strike to stun. Trappings: Helmet, Breastplate, Mail coat, Arm bracers, two handed sword. Entries: Scholar, Soldier, Phoenix Guardsman. Exits: Scholar, Phoenix Guardsman. >This useful Elvish career combines the scholar and warrior as decribed in WFB Elf book concerning the swordmasters of Hoeth. The S.wpn skill could be amended to detail the unique weapons the Elves use. No Dodge blow because you cannot dodge too well with such a sword and the I bonus would turn them into supermen. White lion,(High Elves only). M WS BS S T W I A Dex Ld Int CL WP Fel +20 +20 +2 +1 +6 +20 +1 +10 +20 +10 +20 +20 Skills: Dodge blow, Game hunting, Set Trap, Silent move-rural, Specialist weapon-two handed,   Strike mighty blow, Strike to stun. Trappings: Helmet, Shield, Mail coat, two handed axe, Lion's fur cloak. Entries: Hunter, Soldier, Woodsman. Exits: Bodyguard, Soldier, Phoenix guardsman. >More Elfy careers, the pro could be changed if you think they are harder than this or if you think they need more ranger type skills. No Concealment rural because Elves with bloody great axes and wearing Lions coats tend to stand out. Phoenix Guardsman,(High elves only). M WS BS S T W I A Dex Ld Int CL WP Fel +30 +20 +1 +1 +5 +30 +1 +20 +20 +20 +20 +20 Skills: Disarm, Mime, Read/write, Scroll lore, Secret language-Classical Eltharin, Specialist weapon-two handed, parrying weapons, Strike mighty blow, Strike to injure, Strike to stun, Theology. Trappings: Helmet, Shield, Mail coat, Gauntlets, Halberd, Long dagger, Clerical cloak. Entries: Initiate, Swordmaster, White lion, Exits: Cleric, Scholar, Swordmaster. >These guys had to be included along with the others to beef out the demi-human career options Mime is because, apparently they don't talk and it would be useful. S.wpn-parrying wpns comes from a picture I saw drawn by the holy Gibbon, in it, their alternative weapon to the halberd was a long knife so I presumed that they train to use this weapon. Wardancer,(Wood Elves only). M WS BS S T W I A Dex Ld Int CL WP Fel +30 +30 +1 +1 +6 +30 +2 +30 +20 +20 +20 +20 Skills: Acrobatics, Ambidextrous, Dance, Dodge blow, Disarm, Silent move-rural, Specialist weapon-two handed weapons, Polearm, parrying weapons, Fist, throwing weapons, Streetfighter, Strike mighty blow, Strike to injure, Strike to stun Trappings: Shield, Leather jack, two handed weapon, Bow and arrows, Mail fist, Swordbreaker. Entries: Beastfriend, Assassin, Targeteer. Exits: None. >No don't tell me this one's been done before?. This has probably been contrived many a time so don't get upset if it's not the same version. The adv scheme may seem ungenerous for such a skilled warrior but remember that these''Skilled warriors'' are more skilled in comparison to humans than they are to elves and a Elf pc who starts with a WS of (usually) 40+ will still be up to a high level as well as the combat skills on offer to him or her. Wardancers are only warriors I avoided the temptation to give them every skill remotely associated with their role or devise new ones to reflect their unique abilities. > Can anyone tell me how these wardancers avoid having spears or worse items being viciously shoved up their backsides when jumping over enemy troops? Answers along the lines''They just Do, allright?'' and ''Cunning devices than they have that they fit by shoving up.....'' , are unwelcome. Other possible carrers to add; Norse shamen lvl.1-4; Councillor,Gypsy,Falconer,Iron breaker. >Iron breakers were very tempting but I realised that if you become a Tunnel fighter and then a Veteran (see above) then you practically have all the skills associated with Iron breakers. When I discovered this I was very upset and I am now having counselling. Reasons why no-one can be as Mysterious as Joe the Mysterious man. 1-Its impossible. 2-Because I've heard that some of you, Yes you know who you are, have been convicted of molestering Snow trolls and any attempt to be more mysterious would only harm your defence. 3-Because my mate Miskin seeks out those who try to be more mysterious than is advisable and then he sits on them-I thought that would scare you. The 'holy Gibbon' in the GW artist Mark Gibbons, his piccies are ace - Misk PS - There should be more coming soon with details of any skills from here and maybe some NPCs if you ask politely PPS - Donations to MSPST to be made in used five pound notes in brown paper envelopes