************** Arabian PC's ************** Notes: 1) Armour - The arabians did not wear leather armour, so any career that notes leather armour as a trapping does not possess it. Military type careers have the arabian equivalent of chain mail. Most outdoors types who frequent Ormazd's Sea (the desert), wear a type of heavy robe called a burnoose. The burnoose acts as leather against thrusting attacks only. 2) All arabians save nobles possess the Haggle skill. Haggling is a national art form, and favoured pastime. 3) Replace Secret Language-Classical with Secret Language-Ancient, in all cases. 4) Those careers that cite Ride as a skill have the choice of Horse or Camel. The same goes for trappings. 5) There are no racial specific careers in Araby because humans are the only race. 6) All water based careers are based on the coast. There are no significant inland waterways. Extra note: followers of Ormazd do not have the Consume Alcohol skill. These are the charts for basic career generation; WARRIOR 01-10 Bodyguard 11-20 Cityguard 21-25 Dervish 26-30 Kamaluke Warrior 31-35 Labourer 36-40 Marine 41-45 Mercenary 46-50 Militiaman 51-55 Noble 56-60 Pit Fighter 61-65 Protagonist 66-70 Raider 71-75 Seaman 76-80 Servant 81-85 Slave (Domestic or Labour) 86-00 Soldier RANGER 01-05 Boatman 06-10 Bounty Hunter 11-25 Caravaneer 26-40 Caravan Guard 41-55 Desert Nomad 56-60 Fisherman 61-70 Herdsman 71-80 Outrider 81-85 Pilot 86-90 Prospector 91-00 Ratcatcher ROGUE 01-05 Agitator 06-10 Assassins App 11-20 Bawd 21-30 Beggar 31-40 Entertainer 41-45 Footpad 46-50 Gambler 51-55 Grave Robber 56-60 Jailer 61-70 Pedlar 71-75 Rustler 76-80 Slave (Entertainer or Pleasure) 81-90 Thief 91-00 Tomb Robber ACADEMIC 01-05 Alchemists App 06-20 Artisans App (Rug Maker is a new one) 21-25 Herbalist 26-30 Hypnotist 31-40 Initiate (Ormazd) 41-45 Pharmacist 46-50 Physicians App 51-55 Scribe 56-65 Seer 66-70 Tutors App 71-85 Trader 86-90 Tribute Collector 91-00 Wizards App The following is a list of the advanced careers open in Araby. Alchemist, Arabian Assassin, Artisan, Charlatan, Cleric (Ormazd), Counterfeiter, Demagogue, Explorer, Fence, Flaming Scimitar, Forger, Kamaluke Bodyguard, Mercenary capt, Merchant, Navigator, Overseer, Physician, Racketeer, Raider Chief, Sea capt, Scout, Slaver, Spy, Torturer, Trophy hunter, Tutor >Arabian Assassin The assassins guilds (or Blood Guilds as they are called in Araby) are well organised and feared. They are often employed by nobles, and merchants to dispose of rivals or enemy war leaders. The Blood Guilds are true professionals and cold blooded killers, who can appear friendly but are capable of turning their emotions off instantly. They are trained from childhood and any feelings are ruthlessly crushed. The assassin is not a great warrior and relies instead on stealth, surprise and the lethal effects of poison. However, killing is not their only forte, as they are often used for kidnap, torture or spying missions. They are not associated with Khaine or Khorne, as they believe such religious ties weaken their profession. WW+20 US+20 S+1 Wt+1 Zw+4 I+30 A+2 Zr+30 CP+10 Int+10 Op+30 SW+20 Ogd+10 Skills: Concealment Rural+Urban Silent Move Rural+Urban Disguise Marksmanship Prepare Poison Scale Sheer Surface Shadowing Strike to Injure SW-Blowpipe, Garotte, Throwing Knife Strike to Stun trappings:garotte, padded g.hook + 10yds rope, hand weapon, black burnoose, 4 throwing knives entries: Apprentice only exits:Spy, torturer >Artisan Araby is renowned for it's fabulous rugs. Add Rug Weaver as a career. >Charlatan trappings:remove University references and war medals >Demagogue(see agitator) skills: add Silent Move + Concealment Urban trappings: remove pamphlets >Duellist The arabian duellist is just an experienced protagonist as there are no duelling laws or culture in Araby.Nor are there any pistols or duelling swords. skills: Disarm Dodge Blow Marksmanship Strike Mighty Blow Strike to Injure Strike to Stun SW-Thrown trappings: burnoose, scimitar, 2 throwing knives entries: this career is not open to nobles >Explorer the arabians are involved in extensive exploration of the southlands. >Fence trappings: replace coat with baggy robes >Flaming Scimitar The flaming scimitars are warriors dedicated to Ormazd and form a religious based body similar to western templars. They are usually barracked in the temples and act as guards and bodyguards for the clerics and temple itself. They are devout and fanatical in the extreme and take their duties with a seriousness bordering on painful. They are crack warriors and the scourge of the infidel in times of war. WW+30 US+30 S+1 Wt+2 Zw+8 I+30 A+2 Zr+20 CP+20 Int+10 Op+30 SW+30 Skills: Disarm Dodge Blow Ride-Horse Strike Mighty Blow Strike to Stun Religious Doctrine(Ormazd) SW-lance Frenzied Attack trappings: helm, shield, sleeved mail shirt, lance, scimitar, religious symbol, horse, bow + ammo. entries: dervish, militiaman, soldier, initiate exits:initiate,cleric >Mercenary Capt Arabian mercenaries are no where near as zealous as the standard military, and are viewed with disdain because of this.they are often hired for conflicts between city states. skills: add 10%Frenzied Attack trappings: pot helmet, mail shirt, shield, lance, horse or camel >Racketeer skills: remove SW-Fist trappings: scarf, club, scimitar, 2-12 bodyguards >Raider Chief (outlaw chief) see raider >Torturer Many torturers come from the ranks of the Blood Guilds >Tutor see Apprentice for notes Zw+2 I+20 Zr+10 Int+30 Op+10 SW+20 Ogd+10 Skills: Art Astronomy History(Arabic) Magical Sense Musician Read/write Heraldry(Arabic) Etiquette Religious Doctrine(Ormazd) Linguistics Speak Additional Language Linguistics >Scout trappings: replace mail shirt with burnoose >Spy Most arabian spies are part of the Blood Guilds, and are already accomplished assassins. ----------------------------------------------------- The following careers have been changed slightly: ----------------------------------------------------- >Agitator Agitators in Araby face a much more dangerous task than their Imperial counterparts. The nobility deal very harshly and often finally with opposition, and punishments in Araby are much more extreme than the Empire. Arabian torture is an artform... Arabian agitators have to rely on verbal promotion as presses do not exist within Araby yet. Not surprisingly they also have to be much more covert. Skills: add Silent Move and Concealment Urban trappings: no leaflets >Bodyguard Bodyguards in Araby often have the power to kill peasants that displease (i.e fail to get out of the way in under 2 secs etc) their employer, with impunity. They are exceptionally brutal. skills: no SW-Fist trappings: no k.dusters, but add hand weapon (nasty...) >Bounty Hunter Bounty Hunters in Araby are often called upon to hunt down escaped slaves. >Caravaneer (Muleskinner) They tend to drive trains of camels much more frequently than mules. trappings: replace coat and hat with burnoose and scarf >Entertainer - Animal Act trappings: replace existing with d4 monkeys or an elephant >Entertainer - Poet trappings: replace with d4 of the following books: Glorious Araby Arabian Nights (lewd) Follies of the Infidel Infidels Death The Camel and the Wagon >Footpad trappings: remove hood/mask, add scarf >Herbalist skills: remove Arcane Lang. - Druidic >Militiaman The male civilians of Araby were often called upon to bulk out the professional military in order to fight the infidel. They are no where near as well trained or disciplined as a soldier, but were nonetheless effective. due to lack of training and experience the militia were much more fearful of conflict, and this coupled with religious zeal forced many of them into a frenzied state. WS+10 BS+10 S+1 W+2 I+10 A+1 skills: add 50% Frenzied Attack trappings: bow and ammo, spear, shield >Noble The arabian noble is a far cry from his imperial counterparts. The arabians experienced a renaissance much earlier than the Old World and their nobles reflect this. Arabian nobles were extensively trained in the arts, and refinement is highly prized. they are much more reserved, dignified, and aloof than imperial royalty and would never dream of sullying themselves by entering any common establishment or associating with the unwashed masses. They certainly don't engage in such 'uncivilised' behaviour as getting drunk, wrecking restaurants etc, after all, such actions show a lack and control, and may even lead to contact with a commoner. In addition they are often rich enough to make Imperial nobles seem like paupers in comparison. Despite their refinement, they should never be trifled with, they are no strangers to conflict and have every right to carve up a peasant of infidel (or get a large nasty band of guards to do the chore for them). WS+10 BS+10 W+2 I+10 Dex+10 Ld+20 Int+10 Cl+10 skills: Etiquette Luck Religious Doctrine-Ormazd Heraldry(Arabic) Read/Write History(Arabic) Ride-Horse choose 1 and 50% the other: Musicianship, Art 25% Public Speaking trappings: white stallion, jewellery worth 60+10d6GC, 10d6GC d6+2 hangers on(at least 2 bodyguards) >Pedlar skills: remove Drive Cart but add Ride-Camel trappings: replace horse and wagon with 2 camels and packs. >Physicians App Medical practice and drugs were more advanced in Araby than the Old World. Unfortunately only the wealthy could afford or command thier services. trappings: replace the jar of leeches with d4 small jars of medicine. >Pit Fighter Pit fightimg in Araby is much faster and lighter than in the Old World. they never used armour except a shield due to the hot climate and the spectators desire to see blood. Arabian pit fights also include much more unarmed conflict. Ungol fights were common. Spears, swords, and daggers are the arabian pit fighters style. skills: Disarm Dodge Blow Street Fighter Strike Mighty Blow Strike to Injure Strike to Stun Wrestling 50%Very Resilient 50% Very Strong trappings:curved dagger, spear, scimitar, shield >Protagonist The arabian protagonist is much more cautious than normal because there are no duelling laws to protect him, and the locals are much more likely to lynch or stone a violent bully. >Raider (outlaw) Obvously the arabian outlaw tends to operate out of the desert surrounding caravan routes. They have made quite an art form out of the camal charge. trappings:replace mail/leather armour with burnoose. >Rustler Stealing camels or horses is one of the most heinous crimes in Araby, and punished by mutilation/and or death. >Seer Seers are highly regarded in araby as they interpret the many signs from Ormazd. Many become fairly wealthy as nobles often consult them for advice. Most arabian seers are deeply religious. skills: add Religious Doctrines(Ormazd) >Soldier Religious zeal is rife among the soldiers of Araby. Their fanaticism inspires them to be fearless and many seem to relish he prospect of dying. Even so, they are no where near as fanatical as a Dervish, or as strong as a Kamaluke. Firearms are making an increasing appearence in the arabian arsenal but they are only given to the calmer troops. attributes: add +10 Cool skills: Disarm Dodge Blow Strike Mighty Blow 75%Ride-Camel 50%Ride-Horse 20%Frenzied Attack 10%SW-Jezail trappings:shield, bow + ammo, spear If they possess the Jezail skill replace the above with Jezail + ammo. >Tutors App Education is the domain of the wealthy in Araby and no universities are currently established. Tutors are paid well to educate the wealthy patrons children on a individual or family basis. The tutors apprentice is invariably his son, as the daughters would not be given such a responsible task. W+1 I+10 Int+10 Cl+10 Fel+10 skills: Read/write Secret language-Ancient 50%Etiquette 50%Musicianship 50%History (Arabic) 50%Art 50%Heraldry(Arabic) 50%religious Doctrines(Araby) 10%Astronomy 10%Speak Additional Language trappings: good clothes, several books, instrument if applicable exits: agitator, tutor >Tribute Collector (Exciseman) The tribute collector is feared and reviled in Araby. Backed up by several guards he is empowered to take tribute by force if necessary. those too poor to pay often pay in blood. The typical commoner sees little for his tribute except protection in times of war. even then the commoner may be called up to fight, making such protection pointless for men. ----------------------------------------------------------------- A little variety never hurt. Here's some careers from Araby! ----------------------------------------------------------------- *********** DERVISH - Basic Warrior Career *********** If you're using Ormazd, a Dervish is an Arabian, usually a bedouin, who is so endowed with righteous might from Ormazd, that he seeks out this career. Derivishes are Arabians full of religious zeal, who spend their time dancing and singing rituals, and fighting for the glory of Ormazd "Al Anon?" WW US S Wt Zw I A Zr Cp Int Op SW Ogd +10 - - +1 +2 +10 +1 +10 - - +10 +10 - Skills Dance Dodge Blow Frenzied Attack Muscianship Sing Strike Mighty Blow Trappings Daggers Drums Flowing black robes Religious symbol Sword Career Entries You'll have to wait 'til I post the rest. Until then, use your imagination. Career Exits See above. Sorry. ******************* KAMALUKE WARRIOR - Basic Warrior starter career only. ******************* Kamaluks are amongst the fiercest warriors of Araby. Eunuchs, they are employed by the nobles of Araby in their armies as highly loyal slave warriors. Trained from a young age, the weak die, leaving only the strongest to survive. They then are purchased by the Sultans, Viziers, and other nobles and religious leaders as the core of their army. They are savage warriors with no regard for their own safety, crashing into their enemy and hacking into their opponents, oblivious of wounds. WW US S Wt Zw I Zr Cp Int Op SW Ogd +10 - +1 +1 +4 - - +10 - +10 +10 - Skills: SW Two Handed Sword Street Fighter Strike Mighty Blow Wrestling 50% Very Resilient 50% Very Strong Trappings Helmet Mail Shirt Shield Two handed Sword Career Entries Initial Career only! Career Exits Mercenary Kamaluke Bodyguard Others when I think of them. Feel free to add your own ********************* KAMALUKE BODYGUARD - Advanced Kamaluke Career ********************* Kamaluke Warriors who have proven their loyalty to their lord, can find themselves serving their lord in a direct manner as bodyguards to the lords house (or palace), his estates, his harem, as well as the lord himself. Kamaluke Bodyguards are the best loyalty that money can buy! However, even that isn't enough. There have been a few Kamaluke rebellions in the past, and a fat sedentary Vizier is no match for a massive Kamaluke bodyguard. So now, their lords have been introducing chemicals into Kamalukes food. When Kamalukes are deprived of the chemicals, they die. Oblivious of this treatment, Kamalukes believe that to betray or kill their master leads to certain death. It very well could! However, some Kamalukes, have joined with others, and fled to Eunuch mountain, where the defeated Kamalukes of past rebellions plot against their previous masters... WW US S Wt Zw I A Zr Cp Int Op SW Ogd +30 - +3 +2 +8 +10 +2 - +30 - +30 +30 - Skills: Disarm Dodge Blow Intimidate SW Two handed SW Polearm Strike to Stun Strong Man Trappings: Two handed Sword Halberd Chain shirt Helmet Career Entries: Kamaluke Warrior Career Exits: To be written up still. I'm just letting you down today, aren't I? ************** Desert Nomad ************** Nomad tribes roam the trackless sands of the desert, eking an existence from the harsh environment and trading. They often visit the cities in large caravans, trading for items they cannot produce themselves, but in times of extreme hardship they turn to raiding merchants and other nomadic clans. They are a deeply religious people but the variations found among taboos and mode of worship between different clans is phenomenal. Wrapped in robes and scarf to protect against wind driven sand they are perhaps the toughest of the arabian people. Unsurprisingly many tire of the endless hardship and turn to adventure to give meaning to their existence. WW US Wt Zw I SW +10 +10 +2 +2 +10 +10 Skills: Animal Care Concealment Rural Dodge Blow Ride - Camel Secret Signs. Nomad Silent Move Rural Strike Mighty Blow Trappings: Camel, tent, hvy robes and scarf, hand weapon Exits: Caravan Guard, Scout, Soldier, Mercenary, Trophy Hunter *************** Caravan Guard *************** These guys guard caravans for merchants, and scout out the surrouding area for potential trouble. In addition they act as sentries when a caravan has to camp at night. WW US S Wt Zw I A CP Op +10 +10 +1 +1 +2 +10 +1 +10 +10 Skills:Animal Care Disarm Dodge Blow Ride - Camel Secret Signs - Nomad Street Fighter Strike Mighty Blow Strike to Stun Trappings:Camel, robe and scarf, shield, bow + ammo, spear Exits: Scout, Outlaw/raider, Caravaneer, Mercenary ********* Slaves ********* Slaves are broken down into 4 categories: Pleasure (concubine), Labour, Entertainer (dancers, musicians etc), Domestic (servant types) Slaves differ from servants in that they are the property of an other individual, and as such have no rights, privileges, or pay. All they receive is food and board, but they must comply with any and all of their masters wishes, or they face punishment or death. The slave trade flourishes in Araby and crime is often punished by enslavement. Needless to say, the lot of many slaves is a poor one, especially those involved in labour, who are forced to work the mines, work on construction etc. Many slave masters are exceptionally cruel and dish out lashings to slaves for the slightest error. Although the lot of other slaves is slightly better than those in labour, the fact is they have no life of their own, and a comfortable prison is still a prison. Needless to say many slaves attempt to escape, but usually only once, for if they are captured by slave hunters they will have their will broken once and for all. Pleasure Zw+1 I+10 Zr+20 Ogd+20 Skills: Charm, Dance, Dodge Blow, Etiquette, Seduction trappings: diaphanous clothing Labour WW+10 S+1 Wt+1 Zw+2 Skills: Dodge Blow, Scale Sheer Surface, 75% Very resilient, 75% Very Strong trappings: tunic, loincloth, sandles Domestic Zw+2 I+10 Zr+10 Skills: Dodge Blow, Etiquette, Animal Care, Blather, Cook trappings: tunic, loincloth, sandles Entertainer Zw+2 I+10 Zr+10 Ogd+10 Skills: Dodge Blow, Etiquette, 1 of sing, Dance, Musicianship trappings: Clothing as above, instrument if applicable ************** HORSE TRADER ************** Araby, land of mystery and nomads. Their steeds are famed across the world and the people who deal in them are held in greater esteem than their Old World equivelents. The Horse Trader deals in horses, but only the finest will he display. He buys the finest foals from the great Chieftens and then travels to great horse fairs, as far away as Middenhiem. Araby horses are considered much superior in speed and grace then the Old World breeds and fetc high prices among the nobles of the Empire and Bretonnia. An Araby horse tends to go fo 2 to 5 times it's Old World equivelent. A succesful Horse Trader must excel at bargining for his wares and taking care of them. It is rumored that no honorable trader will sell a horse to one he suspects might abuse it, so deeply do they care for their animals. The Trader must also have a good sword arm to defend his horses against bandits and Goblins through the long trek to the distant fairs, but for the brave there are great profits to be made. M WS BS S T W A Dex Ld Int Cl Fel 10 10 2 10 10 Skills: Haggling Animal Care (horses) Animal Trading (horses) Foreign Language (Araby) Appraisel (forgive my spelling) Secret Language (Horse Traders Guild) Ride Drive Cart Read/Write I have to totally disagree with the advance scheme. M WS BS S T W A Dex Ld Int Cl Fel +10 +1 +1 +10 +10 +10 As for skills... Skills: Haggling Animal Care (horses) Animal Trading (horses) Foreign Language (Araby) Appraise (forgive my spelling) Ride 50% Read/Write