A quick question to all readers of this blog - do you think that we need more interesting but rather useless / helpless careers? And if yes - do you have some ideas of new careers? I'm completely clueless what could be added into MFRP.
Here you are - list of all skills from the game. Skills marked with asterisk are common skills and can be tested without proper skill, but with halved stat.
First Aid (*)
Sleight of Hand
Have I missed something?
Very first version of advanced careers list. As usual, Everything May Change.
One of the most remarkable elements of the Original Game was tons of rather weak or even useless careers. Classes like Boatman, Herdsman or Servant has almost nothing to offer both skill- and stat-wise. But I don't know any other game that offer opportunity to start gaming with real "no one" and evolve into someone important. And as it was one of the most appealing elements of WFRP (at least for me), I plan to incorporate these "ideas" into Morgenstern FRP. At the beginning of work I thought about more DH-ish career paths (of course with possibility to change the path) but later I realized that multitude of not-so-awesome careers was one of the most important element of Warhammer FRP.
You should be accustomed with fact that everything I present here is preliminary version and may change in the future. Also - if you have any additional ideas - feel free to drop me a comment.
Apothecary - Apprentice, Charlatan, Physician, Student
Apprentice - Alchemist, Sorcerer, Physician, Charlatan, Craftsman
Beggar - Cutthroat, Spy, Thief, Mugger, Rat Catcher,
Boatman - Outlaw, Smuggler, Mate
Bodyguard - Mercenary, Bounty Hunter, Mugger
Bounty Hunter - Slaver, Assassin, Witch Hunter, Outlaw Leader, Brigand
Butcher - Executioner, Trader, Peddler
Coachman - Scout, Roadwarden, Outlaw
Cutthroat - Assassin, Bodyguard, Racketeer, Thief
Dustman - Militiaman, Mugger, Bodyguard
Entertainer - Thief, Spy, Troubadour, Student, Instigator
Fisherman - Outlaw, Sailor, Peddler
Gatekeeper - Watchman, Militiaman, Mugger, Soldier
Gladiator - Landsknecht, Outlaw Leader, Duelist
Gravedigger - Mugger, Laborer, Militiaman, Jailer, Grave Robber
Grave Robber - Student, Apprentice (Alchemist, Sorcerer), Cutthroat, Mugger
Guardsman - Lookout, Mercenary, Soldier, Outlaw
Herbalist - Apprentice, Apothecary, Charlatan, Instigator
Herder - Outlaw, Scout, Rustler
Huntsman - Archer, Mercenary, Scout
Instigator - Charlatan, Demagogue,
Jailer - Supervisor, Executioner, Slaver, Gravedigger, Rat Catcher
Laborer - Supervisor, Engineer, Bodyguard, Mugger
Mercenary - Soldier, Landsknecht, Mercenary Officer
Militiaman - Jailer, Cutthroat, Supervisor, Lookout, Watchman
Monk - Priest, Instigator, Herbalist
Mugger - Cutthroat, Beggar, Entertainer, Bodyguard
Noble - Squire, Accountant, Fencer, Student
Outlaw - Outlaw Leader, Slaver, Huntsman, Brigand
Pander - Fencer, Mugger, Bodyguard
Peddler - Trader, Laborer, Outlaw, Rustler
Raconteur - Charlatan, Demagogue, Pander
Rat Catcher - Dustman, Gravedigger, Grave Robber, Beggar
Roadwarden - Outlaw, Mercenary, Militiaman, Scout
Runner - Roadwarden, Militiaman, Scout
Rustler - Outlaw, Peddler, Coachman
Sailor - Mate, Smuggler, Mercenary, Soldier, Slaver
Scribe - Forger, Apprentice, Scholar, Accountant, Monk
Seer - Charlatan, Instigator, Monk
Servant - Thief, Supervisor, Coachman, Laborer, Seneschal
Smuggler - Boatman, Sailor, Trader
Soldier - Outlaw, Officer, Mercenary, Gunner, Gladiator
Squire - Knight, Raubritter, Mercenary, Brigand
Student - Apprentice, Instigator, Scholar, Accountant, Scribe
Tax Collector - Accountant, Trader, Thief, Outlaw
Thief - Charlatan, Spy, Forger
Toll-keeper - Militiaman, Lookout, Tax Collector, Outlaw, Thief
Trader - Accountant, Merchant, Thief
Trapper - Huntsman, Scout, Outlaw,
Troubadour - Minstrel, Fencer, Instigator
Watchman - Lookout, Mercenary, Officer
Woodsman - Scout, Lookout, Outlaw
Here is a list of traits related with careers. These traits are considered as "normal ones" and can be purchased with XP. Other traits (will be presented soon), such as Inhuman stats or abilities of monsters and other creatures cannot be bought.
Adept of Magic
Cavalier Training (thanks to Jonathan Black)
Clarity of Mind (thanks to Lindsay Law)
Favored by Gods
Immune to Pain
Marked by Fate
Master of Magic
Nerves of Steel
Pure Soul (thanks to Lindsay Law)
Silk Hands (thanks to Jonathan Black)
Silver Tongue (thanks to Jonathan Black)
Tenacity (thanks to Jonathan Black)
As I mentioned in one of the previous posts, I do not plan to add career classes, as I view it as absolutely unnecessary. However, lack of career classes leads to problems with determination of starting career - one huge table will lead only to confusion and almost no chance to hit a career desired by a player, even with multiple rolls.
Idea is simple - there will be several career groups, roughly divided by the nature of particular careers. No stat level requirements - any player may choose any group.
Preliminary list of the career groups:
- Academic - educated men, or pretending to be educated.
- Working Class - peasants, servants and various laborers, both from urban and rural environment.
- Military Men - professional fighters.
- Nobility - rather obvious group. Still I'm not sure if it will be included, mostly because of lack of many noble careers.
- Professional Criminals - from beggars and grave robbers to cutthroats and thieves.
- Townsfolk - various residents of towns and cities, from tradesmen to scum.
- Rangers and Woodsmen - hunters, poachers, roadwardens, toll keepers etc.
- Entertainers and Scroundels - always ready to entertain you. Or entertain themselves at your expense.
As these groups are very general and have fluent limits, some careers will appear in several groups. In example, Mugger may belong to Townsfolk and Professional Criminals groups, while Roadwarden may be picked from Rangers and Woodsmen and Military Men groups.