RAT CATCHER CAREERS

Rat Catcher
WS +5 A The Basic Career that changed rpg’s forever. BS S T Ag Int WP +10 W +2 Skills: Animal Care, Animal Training, Concealment, Perception, Search, Set Trap, Silent Move. Talents: Resistance to Disease, Resistance to Poison, Specialist Weapon Group (Sling), Tunnel Rat. Trappings: Sling, 4x Animal Traps, Pole with 1d10 Dead Rats, Small But Vicious Dog. Career Entries: Chimneysweep, Dung Collector, Grave Robber, Jailer, Runebearer, Tomb Robber. Career Exits: Animal Trainer, Bone Picker, Cat Burglar, Deepwatcher, Dung Collector, Grave Robber, Grave Warden, Jailer, Lamplighter, Rat Trapper, Sewer Jack, Shieldbreaker, Thief. SB +5 TB +10 M Mag +10 IP FP Fel

Rat Trapper
The average Rat Catcher is given little respect by his fellow citizens. As a result many junior Rat Catchers are seduced away from their chosen profession by the glamour of Dung Collecting or Grave Robbing. But those hardy souls who persevere, working at the important job that nobody wants day-in day-out, become known as Rat Trappers amongst their peers. The Rat Trapper is an experienced Rat Catcher who has resisted the temptation of other forms of employment and graduated to a higher level of skill. Many Rat Trappers become increasingly comfortable underground and begin to take on attributes which reflect their lifestyle. Most Rat Trappers have a store of tall tales relating to events below the streets of the towns and cities of the Old World, tales of man sized rats that walk upright are not uncommon. Most Rat Trappers make a surprising amount of money as they have learned the tricks of routing out large numbers of rats each day. Many Rat Trappers begin to diversify into all aspects of vermin control. In urban areas this often involves dog catching, In rural areas this often extends to fox hunting. WS BS S T Ag Int WP Fel +10 A +20 W +3 Skills: Animal Care or Concealment, Animal Training or Set Trap, Follow Trail, Navigation or Swim, Perception or Search, Shadowing or Silent Move. Talents: Acute Hearing or Night Vision. Marksman or Specialist Weapon Group (Crossbow), Sixth Sense or Street Fighting, Trapfinder or Very Resilient. Trappings: Crossbow, 10x Bolts, 6x Animal Traps, Pole with 1d10 Dead Rats, Small But Vicious Dog. Career Entries: Rat Catcher. Career Exits: Elite Exterminator, Rat Hunter. +5 SB +10 TB +10 M +5 Mag +10 IP +5 FP

Rat Hunter
In the sewers it is inevitable that the Rat Catchers will come into conflict with the denizens of those dark tunnels. Rat Hunters are those brave souls that have learned the truth of the existence and the true nature of the legendary Underfolk: The Skaven. Rat Hunters still work as Rat Catchers most of the time but they will not stand idly by while dark creatures plot beneath the cities of the Old World. Rat Hunters will investigate signs of Skaven activity and attempt to sabotage their plans. Rat Hunters often have links among mercenary fraternities and some even have secret contact and support from secular and religious authorities. WS BS S T Ag Int WP Fel +15 A +1 +20 W +4 +10 SB +15 TB +20 M +10 Mag +15 IP +10 FP

Skills: Animal Care or Swim, Animal Training or Concealment, Common Knowledge (Skaven) or Follow Trail, Navigation or Set Trap, Perception or Search, Shadowing or Silent Move. Talents: Acute Hearing or Night Vision. Marksman or Sharpshooter, Rapid Reload or Orientation, Sixth Sense or Street Fighting, Trapfinder or Very Resilient, Specialist Weapon Group (Crossbow), Trappings: Crossbow, 10x Bolts, Leather Jack, 4x Animal Traps, 4x Mantraps, Pole with 1d10 Dead Rats, Small But Vicious Dog, Knowledge of the Existence of the Skaven Race. Career Entries: Rat Trapper. Career Exits: Elite Exterminator, Rat Seeker.

Elite Exterminator
Elite Exterminators are successful Rat Catchers who have diversified into general extermination of insects, rats, dogs, anything that plagues good citizens, Elite Exterminators patrol the wealthy precincts of their home town or city, earning far more for keeping the houses of the rich and powerful clean than they could ever hope to working the poorer districts. Elite Exterminators employ a number of means to defeat infestations ranging from a good old fashioned small but vicious dog, to complicated devices to deliver poisonous gases. WS BS S T Ag Int WP Fel +10 A +25 W +4 Skills: Academic Knowledge (Science), Animal Care or Swim, Animal Training or Concealment, Charm Animal, Follow Trail, Navigation or Set Trap, Perception or Search, Prepare Poison, Shadowing or Silent Move, Trade (Weapon Smith). Talents: Acute Hearing or Night Vision. Marksman or Sharpshooter, Rapid Reload or Orientation, Sixth Sense or Street Fighting, Trapfinder or Very Resilient, Specialist Weapon Group (Engineer), Sure Shot. Trappings: Repeating Crossbow, 20x Bolts, Gas-Grenades, Leather Jack, Leather Gas Mask, 2x Molotov Cocktails, 10x Doses of Rat Poison, Small But Vicious Dog. Career Entries: Rat Trapper. Career Exits: Engineer, Hunter, Targeteer. +10 SB +10 TB +15 M +15 Mag +15 IP +10 FP

Gas-Grenades
Gas-Grenades are filled with mildly poisonous gases, which if inhaled cause coughing, watery eyes, sickness and nausea. GasGrenades are used to flush vermin from an area. Each Grenade affects an area 4 yards in diameter. Any creature that requires air that is caught in the gas must leave the gas cloud or else suffer a -20% modifier to all Characteristics and unless they pass a successful Toughness Test be rendered helpless for 2 rounds while they vomit. The Gas Cloud disperses naturally after 2d10 rounds.
Name Gas-Grenades Cost 8 ENC 10 Group Engineer Damag Special Range 12/18 Reload Qualities Availability Very rare

Rat Seeker
Rat Seekers are individuals who for their own reasons have decided to devote their lives to actively seeking out Skaven burrows beneath the towns and cities of the Old World, in order to wage a silent yet bloody war of attrition in the underground sewers and waterways beneath the feet of the unsuspecting citizens. Rat Seekers often come to the attention of Vermin Guru’s and those that survive are trained in the arts of Skaven extermination. WS BS S T Ag Int WP Fel +25 A +2 +30 W +6 +15 SB +20 TB +25 M +15 Mag +25 IP +10 FP

Skills: Animal Care or Swim, Animal Training or Concealment, Command or Intimidate, Charm Animal or Prepare Poison, Common Knowledge (Skaven) or Follow Trail, Dodge Blow or Navigation, Perception or Search, Pick Lock or Set Trap, Shadowing or Silent Move. Talents: Acute Hearing or Night Vision, Ambidextrous or Rapid Reload, Flee! or Sharpshooter, Mighty Shot or Strike to Injure, Specialist Weapon Group (Throwing), Strike Mighty Blow or Street Fighting. Trappings: Duel Crossbow Pistols, Repeating Crossbow, 30x Bolts, 4x Throwing Knives, Full Reinforced Leather Armour concealed beneath sewer stained clothing, Small But Powerful Dog, Desire to Annihilate the Skaven Race. Career Entries: Rat Hunter. Career Exits: Vermin Guru.

Vermin Guru
Since the days of Emperor Mandred the First known as the “RatSlayer”, the Vermin Guru’s have taught those sensible enough to see the great threat posed by the vile Skaven ratmen and their ilk methods of defeating them. Often a Rat Hunter or Rat Seeker will suddenly find himself with a demanding teacher, far more knowledgeable than himself. The Vermin Guru’s are the ultimate servants of the forces arrayed against the Skaven threat. Vermin Guru’s use a mixture of technology, magic and brute force against their sworn enemy. Over the years the Vermin Guru’s have learned to use many of the Skaven’s weapons against them, even to the extent that several Vermin Guru’s travelled to distant Cathay to train in the deadly open-hand unarmed style of that land that is is employed to such great effect by the assassins of Clan Eshin. WS BS S T Ag Int WP Fel +35 A +2 +35 W +8 +20 SB +20 TB +25 M +20 Mag +2 +30 IP +15 FP

Skills: Academic Knowledge (History) or Swim, Animal Care or Dodge Blow, Animal Training or Channelling, Charm Animal or Concealment, Command or Hypnotism, Common Knowledge (Skaven), Follow Trail or Set Trap, Intimidate or Perception, Magic Sense, Navigation or Read/Write, Performer (Musician) or Silent Move, Pick Lock or Trade (Apothecary), Prepare Poison, Read/Write, Search or Shadowing, Speak Language (Classical, Queekish). Talents: Acute Hearing or Excellent Vision, Alley Cat or Fleet Footed, Ambidextrous or Street Fighting, Art of Silent Death or Strike Mighty Blow, Armoured Casting or Strong-Minded, Contortionist or Strike to Injure, Coolheaded or Sure Shot, Disarm or Keen Senses, Lightning Reflexes or Night Vision, Marksman or Swashbuckler, Petty Magic (Vermin), Quick Draw or Rapid Reload, Sharpshooter or Sixth Sense, Specialist Weapon Group x2, Stout-Hearted. Trappings: 12 Doses of Various Deadly Poisons, Small But Fearless Dog. Career Entries: Rat Seeker. Career Exits: Champion, Witch Hunter.

Rat Reckoner
The Dwarfs have a long list of grudges against the race of Skaven, Rat Reckoners, are Dwarfs who dedicate themselves to retribution against the black hearted Skaven. Note: Only Dwarfs may enter this Career. WS BS S T Ag Int WP Fel +25 A +1 +10 W +6 +15 SB +15 TB +15 M +5 Mag +15 IP +5 FP

Skills: Command, Common Knowledge (Skaven), Dodge Blow, Perception, Read/Write, Search. Talents: Coolheaded or Very Strong, Marksman or Warrior Born, Specialist Weapon Group x2, Strike Mighty Blow or StoutHearted, Strike to Injure or Sure Shot. Trappings: Full Mail Armour, Shield, Crossbow or Firearm, 10x Bolts or 10x Powder and Shot, List of Grudges. Career Entries: Runebearer, Shieldbreaker, Soldier. Career Exits: Mercenary, Sergeant, Shieldbreaker, Trollslayer, Veteran,

Small but vicious Careers: A man best friend.
As any child knows all Rat Catchers are assisted by small but vicious dogs. Whenever the owner of a small but vicious dog is awarded xp, his dog is awarded xp equal to 50% of the xp awarded to his owner. Note: This xp award for the dog is in addition to the owners reward.

Small But Vicious Dog Starting Profile
Characteristic Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T) Agility (Ag) Intelligence (Int) Will Power (WP) Fellowship (Fel) Attacks (A) Wounds (W) Strength Bonus (SB) Toughness Bonus (TB) Movement (M) Magic (Mag) Insanity Points (IP) Fate Points (FP) Small But Vicious Dog 15+2d10 0 10+2d10 10+2d10 20+2d10 8+1d10 20+2d10 0 1 2d10/2 First Digit of Strength Characteristic First Digit of Toughness Characteristic 6 0 0 0

Vicious Dog Career
WS +5 A W +1 Skills: Follow Trail, Perception +20%, Swim Talents: Flee!, Keen Senses, Natural Weapons, Warrior Born. Trappings: Rat Catcher, Vicious Nature. Career Entries: None. Career Exits: Hunter Dog. BS S +5 SB T +5 TB Ag +5 M Mag Int WP +5 IP FP Fel

Hunter Dog Career
Hunter dogs are sleek, fast and dangerous. The Rat Catchers best and most loyal friend. WS BS S T Ag Int WP Fel +10 A W +2 +5 SB +10 TB +10 M +1 Mag +10 IP FP

Skills: Concealment or Follow Trail, Intimidate or Search, Shadowing or Silent Move. Talents: Excellent Vision or Frenzy, Hardy or Orientation, Night Vision or Lightning Reflexes, Resistance to Disease or Resistance to Poison. Trappings: Leather Jack, Meaner Attitude. Career Entries: Vicious Dog. Career Exits: Rat Ripper.

Rat Ripper Career
Rat Rippers are fearless allies in the constant war against rat kind. A Rat Ripper has the ability and has no qualms about ripping even a Skaven’s (if they exist) throat out. WS BS S T Ag Int WP Fel +20 A +1 W +3 +10 SB +15 TB +15 M +1 Mag +15 IP FP

Skills: Concealment or Dodge Blow, Follow Trail or Silent Move, Intimidate or Search. Talents: Acute Hearing or Fleet Footed, Excellent Vision or Frenzy, Fearless or Menacing, Hardy or Orientation, Night Vision or Lightning Reflexes, Resistance to Disease or Resistance to Poison, Strike Mighty Blow or Strike to Injure. Trappings: Thirst for Rats Blood. Career Entries: Hunter Dog. Career Exits: Doggy Heaven.

Petty Magic (Vermin) Ward Vermin
Casting Number: 7 Casting Time: Full Action. Ingredient: A Cat Skin (+1). Description: With this spell the caster draws a circle of energy around himself that rats cannot enter. The circle has a radius of 5 yards and is centred on the caster. Skaven and other rat mutants must pass a successful Will Power Test in order to enter the circle. Ordinary rats may not enter the circle. This spell lasts for 1d10 rounds. The circle does not move with the caster.

Charm Vermin
Casting Number: Casting Time: Action. Ingredient: ( + ). Description:

Cleanse Wound
Casting Number: 6 Casting Time: Half Action. Ingredient: An Acorn (+1). Description: This spell allows the caster to cleanse all the wounds on a single creature of humanoid size or less. If this spell is successfully cast any infected wounds are immediately cleansed and may now heal as normal. In addition any diseases contracted via the wounds are cured.

Sense Vermin
Casting Number: 8 Casting Time: Half Action. Ingredient: A Puppies Foot (+1). Description: With this spell the caster may sense the approximate location of the nearest rat like creature to himself.

Rat Poison
Casting Number: 10 Casting Time: Full Action. Ingredient: A Pinch of Spiced Apple (+1). Description: With this spell the caster may target one food item up to the size of a side of beef and taint it with a deadly rat poison. The poison is odourless, tasteless and has no effect on any creature other than rats or rat like mutations. To the ordinary rat the poison is deadly, unless the rat passes a Toughness Test it will die within 2 rounds. Skaven and other rat like mutations ingesting the poison must pass a Toughness Test or lose 2 Wounds. The Food will retain the taint for one hour.

Scentless
Casting Number: 8 Casting Time: Half Action. Ingredient: A Cup of Fox Urine (+1). Description: With this spell the caster becomes temporarily scentless, he can still be seen and heard but no creature no matter how good it’s sense of smell can detect the caster. The spell lasts for 1d10 rounds.

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