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**************
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