Chaos Warhammer Fantasy Roleplay
Chaos Never Sleeps
Evil Wanted
Chaos Warhammer Fantasy Roleplay is a different way of playing the game, in which the roles are reversed - the Player Characters are on the side of Darkness and Chaos. Humans and civilisation are the enemies, and beastmen and their kin are allies. This game is much more challenging in that the Characters are the sworn enemies of the authorities, and the deep forests and mountains are safer to them than the towns and cities of humanity. PC's may find themselves on the run from the authorities, or with various bounty hunters, templar orders and witch hunters chasing them across the land, baying for their blood(allowing recurring plotlines throughout a campaign). It also allows characters to do things that would be extremely unlikely to do in normal WFRP - attacking farmsteads, killing merchants and upstanding members of the community, and generally hindering the cause of civilisation instead of helping it. Normal adventures can still be conducted, but the PC's will have to conceal any Chaotic attributes and mutations that they have to their employers. It can also allow much more elaborate campaigns to be conducted, such as PC's becoming involved in evil plots to overthrow empires, and daring raids by beastmen and goblin tribes on towns of the old world.
Contents
Character Generation
Racial Characteristics
Starting Details
Fate Points
Chaotic Following
Mark of Chaos
Skills
Determining Career
New CareersNew Basic Careers
New Advanced CareersMortal Enemies & Pursuers
Gamesmaster's Section
New Alignments
Roleplaying
Note on Mortal Enemies and Pursuers
Scenarios for Chaotic Adventurers
GM's Discretion & advised restrictions
Chaotic Appendix
The Powers of Chaos
Path of a Warrior of Chaos
Path of a Sorcerer of Chaos
Becoming a Daemon Prince
Becoming a Chaos Spawn
Retinues
Chaos Rewards
Chaos Attributes
Chaos Magic
Chaos Weapons
ExtrasRandom Creature Table
Sample Campaign - Doom of Ruhsburg
Introduction
Episode I - The Mansion of the Accursed Dead
Episode II - Caught!
Episode III - Sowing Terror
Episode IV - No Faith in Ulric
Episode V - Fall of the Prince
Character Generation
Characteristics in Chaos WFRP are all the same as the normal game. However, there is a much greater range of creatures from the Warhammer World ready to set out on the treacherous road to Championhood. The following is a list of the more common races that would be likely to become Chaos WFRP PC's. The obviously evil races will have to hide their identity in human settlements by only moving at night or under cover of hooded cloaks.
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Human |
As Human Profile in WFRP book
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Dwarf |
As Dwarf Profile in WFRP book
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Dark Elf |
As Elf Profile in WFRP book
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Beastman |
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Goblin |
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Half-Orc |
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Hobgoblin |
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Lizardman |
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Orc |
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Skaven |
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Slann |
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Werecreature* | As Normal Creature Profile, but see below for were-form. Most Werecreatures are human. |
All these races would be able to hide their forms reasonably easily enough so as to be able to go out in public in some form of disguise(no disguise skill or roll needed), and will just be regarded as foreigners or suchlike unless their identity is revealed.(note to skaven, slann and lizardmen PC's - watch your tails)
Special Rules:
Beastman: Do not generate attributes of Mark of Chaos. Beastman PC's
start with D6 Chaos attributes, but none of these count for number of total
attributes, as they are natural mutations.
Goblin: Suffers from Animosity of other non-goblin greenskins.
Hates Dwarfs, Fears Elves. Night Vision - 10 yards
Half-Orc: Suffers from Animosity of other non-Half-Orc greenskins
and humans. Takes animosity tests at a 10% penalty to Cool.
Hobgoblin: Suffers from Animosity of other non-Hobgoblin greenskins.
Subject to Frenzy. Night Vision - 10 yards
Lizardman: Lizardmen seem to lack emotions. Immune to panic,
fear and terror. Lizardmen never gain insanity points for any reason,
and can never aquire disorders. Scaly Skin gives 1 point of armour on
all locations. Cannot wear chainmail armour. Night Vision - 30 yards.(Note:
Lizardmen should always be played with absoloutely no emotions. GM should impose
Experience Point deductions for Lizardmen PC's that show any emotions, making
then VERY hard to roleplay, to outweigh the advantages)
Orc: Suffers from Animosity of other non-Orc greenskins. Night
Vision - 10 yards
Skaven: Night Vision - 30 yards
Slann: Night Vision - 20 yards
Were: Subject to Frenzy. On becoming frenzied, a Were must make
a test aginst Willpower or change to its were-form. In non-combat situations,
a were may change to its were-form at any time it wishes. Weres' normal and
were-forms accumulate Chaos rewards and attributes seperately. The two sets
can be completely unrelated. The were can even turn into a Daemon or Chaos Spawn
in one form and the other will be unaffected. Whenever a reward is given, roll
seperately for each form. A rewarded werecreature changing can be frightening
to witness, as they change shape and sprout extra limbs or their skin ripples
as it changes into a covering of Chaos Armour. Increases in statlines due to
career advances apply to both forms, and certain skill can also be transferred.
Wounds, Intelligence, Cool and Willpower are retained from the creatures normal
form. The following are profiles for the more common were-forms:
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Werebear |
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Causes fear in creatures under 10 feet tall | |||
Wereboar |
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Werecat(tiger) |
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2Xclaw |
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Leap attack, Silent(see pg234 in WFRP book) Night Vision - 20 yards |
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Werebison |
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Thick skull gives 3 points of head armour | |||
Werewolf |
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Night Vision - 15 yards |
The following are race that would be less likely to fit in in a game of Chaos WFRP, mainly due to their size and shape which would be almost impossible to conceal from normal people. They can still be used, but would not be able to enter any towns and cities other than the most corrupt(Moussillon in Bretonnia, the Pirate City of Sartosa or Sylvania, the Cursed Land of the Vampire Counts).
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Centaur |
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Fimir:Fimm |
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Fimir:Shearl |
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Minotaur |
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Ogre |
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Special Rules:
Centaur: Night Vision - 30 yards
Fimir: Night Vision - 15 yards. Subject to stupidity if exposed
to bright sunlight for more than 15 minutes until out of exposure.
Minotaur: Causes fear in creatures under 10 feet tall. Subject
to Bloodlust(see pg 224 of WFRP book).
Ogre: Causes fear in creatures under 10 feet tall.
All PC's will be able to speak enough Old Worlder to get them by in a campaign. All races have a minimum starting age of 16, except Skaven, whose minimum starting age is 8.
Speak | Height | Mandatory Skills | Age - Skill table equivalents | Roleplay | |
Human |
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Dark Elf | |||||
Beastman | Dark Tongue | 5'4"+D10" | Follow Trail | 6D6/6D10 - Human | Temperamental and quick to anger. savage. |
Centaur | Dark Tongue | 9'+4D10" | 9D12/10D20 - Dwarf | Haughty and overbearing, but cruel | |
Fimir | Demonic | 5'6"+D10" | 10D12/10D20 - Elf | Crude and unintelligent | |
Goblin | Ghazhakh | 4'+D10" | Palm Object | 6D6/6D10 - Human | Cunning, vicious and nasty. Cruel to others weaker than them |
Half-Orc | Old Worlder | 5'4"+D10" | Flee! | 6D6/6D10 - Human | Hostile and suspicious - almost paranoid. |
Hobgoblin | Harghazhakh | 5'7"+D10" | Street Fighter | 6D6/6D10 - Human | Agressive and violent. Some code of honour. |
Lizardman | Ssissyl'k | 4'+3D10" | Orientation | 10D12/10D20 - Elf | Cold and completely emotionless. |
Minotaur | Dark Tongue | 10'+3D10" | 10D6/10D12 - Halfling | Very agressive, violent and savage. | |
Ogre | Grumbarth | 10'+3D10" | 9D12/9D20 - Dwarf | Brutal, crude, primitively humourous | |
Orc | Orrakh | 5'7"+2D10" | 6D6/6D10 - Human | Primitive, brutal | |
Skaven | Queekish | 4'+2D10" | Acute Hearing | 3D6/3D10 - Human/2 | nervous, manic, vicious |
Slann | Slann | 6'+D10" | Magical Awareness | 20D12/20D20 - ElfX2 | noble and slow to act |
All starting PC followers of Chaos recieve D3 Fate Points, except humans, who have D3+1 Fate points.
So now that you have created your character's profile, you must choose which
aspect of chaos to follow. These are War - personified as Khorne, The Blood
God;
Lust - Slaanesh, The Lord of Pleasure; Corruption - Nurgle, The Plague God;
Change - Tzeentch, the Changer of the Ways; or Chaos in all its undivided glory.
Only these five are covered here, but others can be created at your own discretion.
Certain basic profile requirements are needed to choose a following - weaklings
do not take up the path of Khorne, and fools do not tread the path of Tzeentch.
Following | Restriction |
Khorne | The character must have a WS of at least 30. |
Slaanesh | The character must have an I and Fel of at least 30 |
Nurgle | The character must have a WP of at least 30 |
Tzeentch | The character must have an Int or Fel of at least 30 |
Chaos Undivided | The character must have 2 percentage characteristics of at least 30. |
Followers of Chaos Undivided can come from any background, and are often widely diverse. A Human, Dark Elf, or Chaos Dwarf follower of Chaos Undivided can tak either the option of rolling for their career on the Chaos Undivided Careers table(in which they can get access to the new careers in this supplement), or they can choose one of the four standard career class career charts to roll on. To qualify for the career classes they still must fulfill the basic requirements for that class as on pg16 of the WFRP book(ie. characters wishing to roll on the warrior careers table must have a WS of at least 30.)
As a character takes on the path of Chaos, he will recieve a Mark that determines him as a follower of the Chaos Powers. This Mark is usually a form of mutation, but it can take the form of magical powers or strange abilities such as levitation and telekinesis. To determine the Mark of Chaos, roll a D1000 on the Chaos Attributes table in the Chaotic Appendices. Extremely disadvantageous attributes, or ones that cannot in any way be hidden from others can at this point can be rerolled at the GM's discretion. Examples include Chaos Spawn, Limb Loss, Mercreature, Mindless or Hopper. Also, extremely powerful or advantageous rewards that would unbalance the game should, at the GM's discretion, be rerolled. Examples of over-powerful attributes include Iron Hard Skin, Pseudo-Daemon or Chaos Lord.
Chaos Skills Chart | D100 roll by character Following | ||||
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Skill Title |
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Acute Hearing |
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Ambidextrous |
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Astronomy |
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Begging |
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Blather |
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Bribery |
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Charm |
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Dance |
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Disarm |
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Dodge Blow |
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Drive Cart |
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Embezzling |
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Etiquette |
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Excellent Vision |
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Flee! |
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Fleet Footed |
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Frenzied Attack |
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Lightning Reflexes |
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Luck |
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Night Vision |
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Palm Object |
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Read/Write |
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Ride |
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Scale Sheer Surface |
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Seduction |
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Silent Move Rural |
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Silent Move Urban |
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Sing |
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Sixth Sense |
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Street Fighter |
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Super Numerate |
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Very Resilient |
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Very Strong |
A characters starting skill number is determined in the usual method, by rolling a D4 and modifying by age(see above for race equivalents). The table in the starting details section determines the equivalent column to use in the WFRP starting skills table. For example - a Beastman ages and develops at roughly the same rate as a human, so use the human column. A Skaven, on the other hand, lives about half as long as a human and all the ages on the human table are halved, so a 16 year-old Skaven would have +2 skills. Slann, on the other hand, live for an extremely long time, so they use the Elf skill column with all the ages doubled.
Mandatory Skills - The mandatory skills for each race are listed above on the Starting Details Table. After these have been chosen, roll for any additional skills on the following chart, according to the Character's Following.
Trappings
A character's starting trappings are the equipment that they begin with. A starting Character begins with general trappings according to their following, as well as trappings specific to their career.
Khorne: Followers of Khorne are generally from warrior backgrounds, and carry the same starting trappings as Warriors as described on pg18 of the WFRP book.
Slaanesh: Followers of Slaanesh mainly come from Rogue backgrounds, and carry Rogue starting trappings.
Nurgle: Followers of Nurgle are generally Rogues, but 25% will be Rangers and 25% will be Academics(Roll D100 to decide, or ask player to give reasons for preference)
Tzeentch: Followers of Tzeentch are either Rogues or Academics, with an equal chance of each.
Chaos Undivided: Followers of Chaos Undivided can come from any background, and their trappings are determined after their careers. A follower of Chaos Undivided will have the trappings of the career class associated with the career they begin with.
A characters career depends on his following. Roll on the Basic Careers Chart according to the characters Following, and by character race. Chaos Dwarves and Dark Elves are Civilised. Humans can be either Primitive or Civilised(player's choice) and all other races are Primitive.Were-creatures' race is the race of their normal form.
Khorne Careers Table | ||
D100 Roll by character race | ||
Civilised | Primitive | Career Title |
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Footpad |
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Thief(General, |
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Primitive* |
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Beserker* |
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Shadow* |
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Bodyguard |
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Mercenary |
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Noble |
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Outlaw |
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Pit Fighter |
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Protagonist |
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Soldier |
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Hunter |
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Bounty Hunter |
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Militiaman |
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Clan Warrior* |
Nurgle Careers Table | ||
D100 Roll by character race | ||
Civilised | Primitive | Career Title |
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Primitive* |
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Beggar |
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Gambler |
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Grave Robber |
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Agitator |
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Cultist* |
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Smuggler |
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Jailer |
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Pedlar |
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Tomb Robber |
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Clan Warrior* |
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Exciseman |
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Noble |
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Ratcatcher |
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Toll-keeper/Roadwarden |
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Witch Doctor* |
Slaanesh Careers Table | ||
D100 Roll by character race | ||
Civilised | Primitive | Career Title |
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Primitive* |
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Heretic* |
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Entertainer |
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Raconteur |
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Hedonist* |
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Traitor* |
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Gambler |
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Student |
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Witch Doctor* |
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Bawd |
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Cultist* |
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Noble |
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Servant |
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Squire |
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Scribe |
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Clan Warrior* |
Tzeentch Careers Table | ||
D100 Roll by character race | ||
Civilised | Primitive | Career Title |
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Trickster* |
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Heretic* |
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Primitive* |
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Alchemist's Apprentice |
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Agitator |
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Bawd |
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Raconteur |
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Cultist* |
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Thief(Embezzler or Clipper) |
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Traitor* |
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Scribe |
80-86 |
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Noble |
87-92 |
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Seer |
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Witch Doctor* |
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Wizard's Apprentice |
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Clan Warrior* |
Chaos Undivided Careers Table | ||
D100 Roll by character race | ||
Civilised | Primitive | Career Title |
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Primitive* |
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Cultist* |
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Beserker* |
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Shadow* |
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Noble |
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Outlaw |
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Mercenary |
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Hedonist* |
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Heretic* |
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Trickster* |
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Traitor* |
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Witch Doctor* |
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Clan Warrior* |
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Student |
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Entertainer |
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Wizard's Apprentice |
The following is a list of new careers used in Chaos WFRP.
The only way to enter a basic career on the following list is to rollfor it either when beginning, changing from another Basic Career on this list, or changing to a new basic career as described on pg 92 of the WFRP book.
Beserker
Warrior Class Career
Advance Scheme | |||||||||||||
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Beserkers are employed in armies of Norse and other tribes. They delight in
violence and battle, and tend to drink large amounts of alcohol before battle,
when they indulge in an orgy of destruction. Many Beserkers fell the bloody
howl of Khorne, and take the path of his bloody worship.
Skills
Dodge Blow, Frenzied Attack, Consume Alcohol, Street Fighter, Strike Mighty
Blow, 50%/50% chance of Specialist Weapon - Two-Handed Weapon OR Flail Weapons,
25% chance of Very Resilient, 25% Chance of Very Strong.
Trappings
Two Handed Weapon OR Flail Weapon(corresponding to Specialist Weapon Skill)
Career Exits
Slaughterer*, Mercenary, Clan Leader*, Racketeer
Clan Warrior
Warrior Class Career
Advance Scheme | |||||||||||||
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Clan Warriors are the fighting and hunting members of the barbarian races.
Their job is as soldiers and hunters. In those clans that follow Chaos, an ambitious
Warrior may find himself striking out on his own to make a mark on the world
in the name of Chaos, and perhaps even become a Champion of his God.
Skills
Dodge Blow, Strike Mighty Blow, Game Hunting OR Fish(equal chance of either)
Concealment Rural, Silent Move Rural, 50% chance of Follow Trail.
Trappings
Bow and ammunition, Hand Weapon, Shield, Furs/Skins(Counts as Leather Jack),
Tribal Icon.
Career Exits
Mercenary, Clan Leader*, Outlaw, Racketeer, Thief, Shadow*, Pit Fighter.
Cultist
Academic Class Career
Advance Scheme | |||||||||||||
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Cults of Chaos exist throughout the civilised world. Their members lust for
power, and believe that they can obtain it through the worship of Chaos. These
cults work secretly within society, tryinging to bring down civilisation. Some
conduct evil rituals, some sway mobs against the estabishment with inciteful
rhetoric. When a cult is uncovered, the cultists that escape the wrath of the
authorities and witch hunters often flee to the Chaos Wastes to continue their
search for power.
Skills
Read/Write, Theology, Secret Signs- Cult, Secret Language - Classical, 25% chance
of Disguise, 25% chance of Silent Move Urban, 25% chance of Concealment Urban,
25% chance of Arcane Language - Magick.
Trappings
Religeous Symbol, Ornate Sacrificial Dagger
Career Exits
Cult Leader*, Agitator, Initiate(of Chaos God), Charlatan, Student, Heretic*.
Hedonist
Rogue Class Career
Advance Scheme | |||||||||||||
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Hedonists live for pleasure, in all its shapes and forms. They constantly seek
out thrills and new heights of excitement and passion. Some turn to Chaos in
the hope that it will provide the greatest thrill yet. Hedonists often become
followers of Slaanesh for this reason, as he offers the sensations that they
seek. Hedonists seek out new thrills in whatever takes their fancy, and can
have wide-ranging abilities. Hedonists also tend to accumulate enemies as a
result of their wild lifestyle, and may have a few bounty hunters on their trails.
Skills
Blather, Charm, Gamble, Seduction, Musicianship, Art, Consume Alcohol.
50% chance of each of the following - Dance, Read/Write, Sing
20% chance of each of the following - Acrobatics, Acting, Comedian, Contortionist,
Mimic
Trappings
3D6 Gold Crowns. Expensive Clothes, Jewellery worth 5D6 Gold Crowns, 1D3
additional Mortal Enemies
Career Exits
Debaucher*, Charlatan, Demagogue, Cultist*, Initiate(of Chaos God), Torturer.
Heretic
Academic Class Career
Advance Scheme | |||||||||||||
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Heretics are those who question the established religeons, point out lies,
scandals, and falsehoods, and try to bring Cults and governments down by the
weight of the easily-swayed masses. Most Heretics are ignored, and taking as
just ranting maniacs on street corners. Some can attract large groups of followers,
and may be chased out of town by the Watch or groups of Witch Hunters, Clerics
and Bounty Hunters. Those that stay are generally imprisoned or lynched.
Skills
Blather, Charm, Public Speaking, Flee!, Wit, Read/Write, Secret Signs - Cult,
50% chance of Concealment Urban.
Trappings
Religeous Icon, Hooded Robe, Hand Weapon, Anti-Society Pamphlets
Career Exits
Outlaw, Charlatan, Demagogue, Cultist*, Initiate(of Chaos God), Raconteur.
Primitive
Ranger Class Career
Advance Scheme | |||||||||||||
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Many tribes in areas surrounding the Old World are still little more than barbarians.
Some of these tribes worship the Chaos Gods, and the more ambitious among them
choose to dedicate themselves wholly to their Gods, and aspire to become Champions.
Skills
Street Fighter, Strike Mighty Blow, Concealment Rural, Follow Trail, 50% chance
of Game Hunting.
25% chance of each of the following - Herb Lore, Lightning Reflexes, Night Vision,
Orientation, Sixth Sense.
Trappings
Tribal Icon, Hand Weapon.
Shield, Bow & ammunition or double-handed weapon.
Career Exits
Outlaw, Initiate(of Chaos God), Mercenary, Clan Leader*, Racketeer, Thief,
Shadow*, Pit Fighter, Witch Doctor.
Shadow
Rogue Class Career
Advance Scheme | |||||||||||||
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Shadows are contract criminals. They handle delicate jobs for criminal gangs
and less-than-noble families. Shadows are all-purpose criminals. They murder,
steal, investigate, and cover up. Shadows are better than average thieves, and
the good ones are held in high regard in the criminal community. Shadows work
alone, and are very secretive about their lives and their work. Their dark,
solitary lives cause some Shadows to turn to the worship of the dark gods to
give them strength in the long nights.
Skills
Disguise, Silent Move Urban, Concealment Urban, Spot Trap, Pick Lock, Scale
Sheer Surface, Shadowing, Secret Language - Thieves' Tongue, Secret Signs -
Thieves' Signs, 25% chance of Luck.
Specialist Weapon - Choose one of the following - Net, Lasso, Crossbow Pistol,
Fist Weapons or Throwing Weapons.
Trappings
Long Overcoat, Wide-brimmed hat, Grappling Hook & 10 yards of rope,
Lockpicks.
Specialist Weapon according to skill; Net - Net; Lasso - Lasso or Bolas; Crossbow
Pistol - Crossbow Pistol; Fist Weapons - Garotte; Throwing Weapons - Throwing
Knives.
Career Exits
Bodyguard, Outlaw, Racketeer, Master Thief*, Assasin, Spy, Fence, Bounty
Hunter.
Traitor
Rogue Class Career
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A Traitor is a general term for a fugitive of any kind. They are desperate
individuals, as all have commited some kind of heineous crime, made dangerous
enemies, or violated some major taboo, and have been on the run ever since.
The only goal of a Traitor is to escape their pursuers, no matter what the cost
to others. Most are extremely paranoid, untrustworthy and nervous(a good oppertunity
for roleplaying) Some turn to Chaos in the hope that it will lend them some
time, and some flee to the Wastes where no sane creature would follow.
Skills
Flee!, Bribery, Disguise, Silent Move Urban & Rural, Concealment Urban &
Rural, Fleet Footed, Scale Sheer Surface, Street Fighter.
75% chance of Spot Trap, 50% chance of Shadowing, 25% chance of Lightning Reflexes,
25% chance of Orientation, 25% chance of Sixth Sense, 10% chance of Escapology,
10% chance of Luck.
Trappings
Knife or Dagger, Wide-brimmed hat, Grappling Hook & 10 yards of rope,
Garotte or Strangling Cloth, an additional D3 Mortal Enemies, an additional
D6 Pursuers, and a bounty on their heads of at least 100GCs.
Career Exits
Outlaw, Racketeer, Assasin, Spy, Fence, Protagonist, Cultist*(civilised
races only), Witch Doctor*(primitive races only), Slaver, Charlatan.
Trickster
Rogue Class Career
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A Trickster is like a petty Charlatan. They are adept at lying, cheating, and
getting what they want with only a glib tongue and quick hand. Tricksters do
not generally rely on their skills for profit, however, and prefer to get others
in troble with the authorities or taking advantage of another's weakness for
their own profit. Some turn to Chaos as it suits their lust for power and notoriety.
A Trickster that flees their normal place of operations may have taken one of
their tricks too far, and be on the run.
Skills
Blather, Disguise, Flee!, Palm Object, Public Speaking, Wit.
25% chance of Luck, 25% chance of Secret Language - Thieves Tongue.
Trappings
Ordinary Clothes, Quality Clothes, D6 items of fake jewellery, Hand Weapon,
an additional 1-2 Mortal Enemies.
Career Exits
Outlaw, Traitor, Spy, Fence, Cultist*(civilised races only), Witch Doctor*(primitive
races only), Forger, Agitator, Student, Charlatan.
Witch Doctor
Academic Class Career
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Witch Doctors are the religeous leaders of primitive tribes. They aften have
magic abilities, passed down through the generations, but mustly used to inspire
awe or fear in their people. Witch Doctors in tribes that worship the Chaos
Gods who are cast out or seek greater glory may take the long journey to the
Wastes to become Sorcerers of Chaos.
Skills
Arcane Language - Magick, Cast Spells - Petty Magic Only, Divination, Magical
Sense, Herb Lore, 50% Chance of Blather
Trappings
Tribal Icon, Decorated Staff, Divination Equipment(bones, sand-tray, dice,
etc.)
Magic Points
2D4
Career Exits
Shaman Level 1*, Outlaw, Charlatan, Demagogue.
As well as having a list career exits, the follwing advanced careers have a list of Careers Entries. This list is the list of careers that can enter this career when they are finished, so as to allow players who follow the careers in the WFRP book to enter some of these advanced careers. For example, the Master Thief Career has Thief as one of its careers Entries. This has the same effect as if Master Thief was an entry on the Thief list of career Exits in the WFRP book.
Clan Leader
Clan Leaders are the chiefs of various primitive tribes. They act as leaders in war, and as general leaders of the tribes activities - hunting, fishing, etc - in peacetime.
The only way to become a Clan Leader is to fully complete the Head Man career(taking all advances and skills), then pay 100 EP's.
Head Man Advance Scheme | |||||||||||||
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Head Man Skills
Street Fighter, Strike to Stun, Dodge Blow, Game Hunting, Concealment Rural,
Silent Move Rural, Follow Trail, Orientation
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Leader Skills
Strike to Injure, Strike Mighty Blow, Lightning Reflexes, Orientation, Sixth
Sense.
Trappings
Tribal Icon, Hand Weapon.
Career Exits
Dark Templar*, Initiate of Chaos God(or Cleric if character has previously
been an initiate), Outlaw, Hunter, Warrior of Chaos*.
Career Entries
Primative*, Clan Warrior*, Beserker*.
Cult Leader
Cult Leaders are those who have risen within the ranks, or just taken over, and become the head of their sect. They are always very charismatic individuals, capable of holding sway over a crowd, and of recruiting new members. They must keep their identity secret, however, due to the increased hazard of witch hunters and government officials. Cult Leaders often aquire limited magical powers, and some are capable of summoning demons and other creatures of chaos from the void.
The only way to become a Cult Leader is to fully complete the Deacon career(taking all advances and skills), then pay 100 EP's.
Deacon Advance Scheme | |||||||||||||
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Deacon Skills
Read/Write, Secret Signs - Cult, Blather, Charm, Silent Move Urban, Arcane
Language - Magick, Magic Sense, Cast Spells - Petty Magic.
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Leader Skills
Theology, Secret Language - Classical, Disguise, Concealment Urban, Public Speaking,
Arcane Language - Demonic, Cast Spells - Demonic Battle Magic Level 1, Demon
Lore.
Trappings
Religeous Symbol, Ornate Sacrificial Dagger
Career Exits
Cult Leader*, Agitator, Initiate(of Chaos God), Charlatan, Student, Heretic*.
Career Exits
Demagogue, Dark Templar*, Initiate of Chaos God(or Cleric if character has
previously been an initiate), Sorcerer of Chaos*, Outlaw Chief., Witch Hunter,
Wizard - Level 1.
Career Entries
Cultist*, Demagogue, Debaucher*, Dark Templar*, Scholar, Witch Hunter, Cleric(of
Chaos God)
Dark Templar
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Dark Templars are the counterpart of the Templar Orders of the normal pantheon
of gods, and ofter lead armies of beastmen or mutants to war, to slay in the
holy name of Chaos. They are the Marshals of Chaos, and call the Dark Legions
to war. When the Armies of Chaos are not on the move, they take on the role
of demagogues, swaying the populace against the establishment, or just stealing
from whoever they can. Dark Templars are the epitomy of evil, and are often
granted gifts by the Chaos Gods. These gifts can take the form of mutations
or may take other forms. Dark Templars often find themselves immune to sickness
and poisons, able to see in the dark, resist fire, cold, or magic, able to go
without sleep, and possessing stamina unequalled by mere mortals.
Skills
Disarm, Dodge Blow, Ride - Horse, Secret Language - Battle Tongue, Strike Mighty
Blow, Strike to Injure, Demon Lore, Public Speaking, Any 2 Specialist Weapon
Skills(player's choice).
Dark Templar Powers(Pay for as for skills in normal manner(100EPs). Only
apply while PC is actively a Dark Templar, Champion of Chaos or Cleric of Chaos,
powers dissapear on career change(but automatically return if character returns
to being a Dark Templar or Cleric of Chaos)
Immune to disease - The Dark Templar is completely immune to diseases
of any kind, and automatically passed all disease tests.
Immune to poison - No poison, delerient or venom has any effect on the
Dark Templar, with the exception of Demonbane, which has the same effect as
manbane to the Templar(no matter what their race). All poison tests are automatically
passed(except for Demonbane), and the PC will be aware of any poisons they have
taken.
Fire Resistance - All fire damage done to the character is halved.
Cold Resistance - All damage done from cold-based sources(NOT "cold
steel" - ie. weapons) to the character is halved.
Night Vision - The character's night vision is extended by 3D6 yards.
Wakefulness - The character needs only a quarter of the sleep needed
by normal beings of their race.
Stamina - The characters speed drops only one-tenth of the normal rate
while running.
Trappings
Full Plate Armour(or Chaos Armour), 2 specialist weapons(corresponding to
specialist weapon skills), Lance, Icon of Chaos, Shield, Horse.
Career Exits
Cult Leader*, Initiate of Chaos God(or Cleric if character has previously
been an initiate), Warrior of Chaos*, Highwayman, Free Lance, Mercenary Captain.
Career Entries
Witch Hunter, Free Lance, Cult Leader*
Debaucher
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Debauchers are hedonists that have abandoned all morals or scruples in pursuit
of pleasure. They will indulge in any activity, no matter how odd or depraved,
as long as they obtain pleasure from it. Most Debauchers attain wide-ranging
experience from their many and varying excesses, and can be skilled in all manner
of activities.
Skills
Blather, Charm, Gamble, Seduction, Musicianship, Art, Consume Alcohol, Wit,
Shadowing, Dance, Read/Write, Sing, Acting, Street Fighter, Strike to Stun,
Disguise, Palm Object, Specialist Weapon - Flail Weapons.
Trappings
Whip, Hand Weapon, an additional D3 Mortal Enemies(GM - try to create scenarios
where these will be accumulated)
Career Exits
Cult Leader*, Initiate(of Chaos God), Warrior of Chaos*, Highwayman, Artisan
- Tanner.
Career Entries
Hedonist, Bawd, Minstrel, Noble. Note: No follower of Khorne can become
a Debaucher.
Master Thief
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Master Thieves are the experts of their craft. They are the most skilled thieves
in any settlement, and often occupy leading positions in the secret Thieves
Guilds which operate in many cities of the Old World. Given time and resources
and a little luck, a good Master Thief can steal almost anything, from even
the most heavily guarded fortress. They tend not to steal small items, as most
thieves would do for a living, but attempt more arduous tasks to test their
skills to the limits. They are adventurous, and the ones that survive to such
a high skill level have an aura of grace and panache unknown in most lesser
thieves.
Skills
Any two of the following Specialist Weapon skills; Net, Lasso, Crossbow Pistol,
Fist Weapons or Throwing Weapons
Acrobatics, Bribery, Disguise, Silent Move Urban, Concealment Urban, Wit, Shadowing,
Palm Object, Pick Lock, Evaluate, Spot Trap, Set Trap, Scale Sheer Surface,
Secret Signs - Thieves' Signs, Secret Language - Thieves' Tongue, Flee!, Sixth
Sense, Fleet Footed, Escapology, Luck.
Trappings
Long Cloak, Grappling Hook & 10 yards of rope, Lockpicks, Belt containing
thieving gear - long wires, caltraps, gloves, etc.
Specialist Weapon according to skill; Net - Net; Lasso - Lasso or Bolas; Crossbow
Pistol - Crossbow Pistol; Fist Weapons - Garotte; Throwing Weapons - Throwing
Knives.
A bounty of at least 100GC's, and an additional D3 Mortal Enemies(GM - try to
create scenarios where these will be accumulated)
Career Exits
Assasin, Fence, Racketeer, Scout, Spy, Warrior of Chaos*, Highwayman.
Career Entries
Shadow*, Thief, Fence, Highwayman, Spy, Tomb Robber.
Shaman
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Level |
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Level 1 |
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Level 2 |
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Level 3 |
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Level 4 |
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Shamans are more potent magic users than witch doctors, and serve as wizards for primitive tribes. They are well-versed in natural magic, as well as the powers granted to them by their Gods. Shamans can summon demons and command the earth do do their will, and have the protection of the Dark Gods in their summonings.
To become a Shaman, a character must first have completed the Witch Doctor
Career. They then must find a teacher. This is not very difficult, as most Shamans
learn their magic from those who have gone before, and they can be taught by
the previous Tribal Shaman. If however, the character is not from the same tribe,
or has bee kicked out of his tribe, he may encounter some difficulties. Training
requires 1D3+2 months of learning the ways of the tribe and the basics of magic.
At the end of this time, characters must spend 200 EPs, and are then considered
to be Level 1 Shamans, able to cast any level 1 spells taught to them. Spells
used by Shamans are covered in the Chaos Magic section.
Skills
Level 1 - Cast Spells - Shamanic Magic Level 1, Herb Lore, Identify Plants,
Magic Sense, Demon Lore.
Level 2 - Cast Spells - Shamanic Magic Level 2, Magical Awareness, Meditation,
Arcane Language - Demonic.
Level 3 - Cast Spells - Shamanic Magic Level 3, Identify Undead, Prepare Poison,
Astronomy
Level 4 - Cast Spells - Shamanic Magic Level 4, Orientation, Sixth Sense, Manufacture
Potions
Magic Points
2D8 per level
Trappings
Tribal Icon, Decorated Staff, Bag of various herbs.
Career Exits
Shaman - of next Level, Sorcerer of Chaos - Level 1, Initiate(of Chaos God)
Career Entries
Witch Doctor*,
Slaughterer
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Slaughterers have dedicated themselves to Khorne, Lord of Murder, and will
soon reach a point of frenzied rage that they will rabidly attack anything they
see.
Any Character that enters the Slaughterer career changes their Following to
Khorne if is not already.
Once a PC Slaughterer gains 6 advances(skills or characteristic gains), they
will become an NPC under the control of the GM. A PC may leave the Slaughterer
career at any time by paying 100EPs for a random career on the Khorne careers
table, or by becoming a Warrior of Chaos. The rolled career MUST be taken.
Skills
Frenzied Attack, Consume Alcohol, Immunity to Disease, Immunity to Poison, Very
Resilient, Very Strong, Specialist Weapon - 2-handed weapon, Strike Mighty Blow,
Strike to Injure.
Trappings
2-handed weapon
Career Exits
Random basic career, Warrior of Chaos*
Career Entries
Beserker*.
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See Becoming a Sorcerer of Chaos in the Chaotic Appendix for details of a Sorcerer
of Chaos.
Career Exits
none
Career Entries
Wizard(any type), Cult Leader*, Shaman*.
Warrior of Chaos
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See Becoming a Warrior of Chaos in the Chaotic Appendix for details of a Warrior
of Chaos.
Career Exits
none
Career Entries
Assassin, Clan Leader*, Dark Templar*, Debaucher*, Duellist, Judicial Champion,
Master Thief*, Mercenary Captain, Sea Captain, Slaughterer*.
Many starting Chaotic characters will have some kind or enemy, that they may have fled from to become wandering adventurers. Mortal Enemies need not be single individuals, they may be a powerful noble, a Witch Hunter, a gang of Bounty Hunters, a City Thieves' Guild or maybe even the government of a whole country! These mortal enemies may have sent people after the character, and these are known as pursuers.
All Chaotic characters will have D3-1 Mortal Enemies, with additional ones noted on their starting careers, and will have D6-3 Pursuers for each Mortal Enemy.
The GM should attempt to mould the mortal enemies and pursuers around the characters background - a thief could have stolen something from an important noble, a hedonist could have upset some government officials or noblewome who are now after their blood, and a Traitor will find themselves being chased by hordes of Bounty Hunters and oppertunists eager to claim the price on their head. Cultists could find themselves being chased by Witch Hunter or even whole Templar Orders.
Chaotic Appendix