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Arabian Careers

===============
The following notes cover the WFRP basic careers in Araby...
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.

Career Charts

-------------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

Basic Careers
=============

The following careers remain basically unchanged...

Alchemists App
Artisans App
Bawd
Beggar
Bounty Hunter
Entertainer - Acrobat, Actor, Bunko Artist, Comic, Escapologist, Fire
Eater, Fortune Teller, Hypnotist, Juggler, Knife Thrower, Singer,
Strongman, Tight Rope Walker, Troubadour, wrestler.

Gambler
Graverobber
Herdsman
Hypnotist
Jailer
Labourer
Marine
Mercenary
Pharmacist
Pilot
Rat Catcher
Seaman
Servant
Thief - all varieties
Tomb Robber
Trader
Wizards App.

Any careers not mentioned are due to oversight or being so rare as to


be unknown i.e. Woodsman, Druid, Squire, Coachman, Pavement Artist
etc. Obviously the racial careers will be heavily restricted.

Extra note: followers of Ormazd do not have the Consume Alcohol


skill.

The following notes are on basic careers that were 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 severe
than in the Empire. Arabian torture is a fine art...

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 Urban & Concealment Urban


Trappings: no leaflets.

Apprentice Assassin
------------------Assassination is highly organised in Araby and the guilds are large,
powerful, and justly feared. The apprentice is kidnapped off
the street as a child and harshly trained and disciplined as they
grow. Although they are given all of the menial work to do, they do
receive some training and gain great pride in their upcoming
profession. The apprentice is only a fully fledged assassin when he
has made his first kill and completed his training (all advances
taken). Those few who are not suited to this work are swiftly killed.
Very, very, few ever escape the guild, and those that do are tracked

down and killed lest they reveal any secrets...

M WS BS S T W
+10 +10

I A Dex Ld Int Cl
+2 +10 +1 +10

WP Fel
+20 +10

Skills:Dodge Blow
Secret Lang.Assassin
Silent Move Urban
Concealment Urban
SW - Throwing Knife
Scale Sheer Surface
Trappings: black clothing, dagger, 2 throwing knives

Exits:Arabian assassin, Outlaw, Thief (general)

Bodyguard
--------Bodyguards in Araby often have the power to kill peasants that
displease (not bow, get in the way for more than 2 secs etc)
their rich 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 caravans of camels much more frequently than
mules.

Trappings:replace hat and coat with hvy white clothes and scarf

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.

WS BS

T W

A Ld

Cl

+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

City Guard
---------The arabian city guard performs the functions of watchman and toll
keeper within the walled cities. They are stationed at all entry
points to the city, to collect tolls and oversee traffic in and out.
In addition groups of them patrol the city to act as watchmen, and
deal with disruption and crime quickly and harshly. Obviously no
infidel is trustworthy so they keep a very watchful eye on such
visitors. Of course they would never dream of arresting an arabian
noble for anything trivial (such as killing a commoner).

WS

BS

+10 +10

Ld

+1 +10 +10

Skills:Disarm
Dodge Blow
Evaluate
Street fighting
Strike Mighty blow
Strike to Stun

Trappings: Spear, Shield, Helmet, lantern, pole, club

Exits: Bounty hunter, Mercenary, Soldier

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.

WS

BS

+10

+10

+2

WP

+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

Entertainer - Animal Act


-----------------------Trappings: replace existing with d3 monkeys or an elephant

Entertainer - Belly Dancer


-------------------------The exotic belly dancer is only open to women. Because of strict
religious taboos the belly is one of the few areas of the female body
an arabian man can view openly, and belly dancers capitalise on this
exceptionally well. Many make a good living in the employ of
restaurants and the wealthy. Due to taboos the viewer can look but
not touch, but even so they have to know how to defend themselves
from the overly lustful.

WS

S T W

+10

A Dex Ld Int Cl WP Fel

+2 +10

Skills:Charm
Dance
Etiquette

+10

+10

Seduction
Trappings: Diaphanous clothing, jewellery worth 5d6 GC

Entertainer - Poet
-----------------Trappings: replace with d4 of the following books:
Glorious Araby
Infidels Death

Arabian Nights(lewd)

The Camel and the Wagon

Entertainer - Snake Charmer


--------------------------'nuff said!

W I

Follies of the Infidel

Dex

+2 +10 +10

Skills: Charm Animal - snake only


Musician - pipe
Animal trainer - snake only
Immunity to Poison
Trappings: Snake, Basket, Pipes

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 rivals. 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 was highly valued. 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 of control and may even lead
to contact with a commoner (yuck!). In addition they are often rich
enough to make imperial nobles seem like paupers by 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
or infidel (or get a large nasty band of guards to do the chore for
them).

M WS BS S T W I A Dex
+10 +10

+2 +10

Ld

Int

Cl WP Fel

+10 +20 +10 +10

Skills:Etiquette
Heraldry(Arabian)
History(Arabian)
Luck
Ride - Horse
Religious Lore(Araby)
25% Public Speaking
choose 1 and roll 50% or under for the other:
*Read/Write
*Musicianship
*Art
Trappings:Arabian white stallion
Jewellery worth 60+10d6 GC

10d6 GC
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 Student
-----------------Medical practice and drugs were more advanced in Araby than the Old
World. Unfortunately only the wealthy could afford or command their
services.

Trappings:replace the jar of leeches with d4 small jars of medicine

Pit Fighter
----------Pit Fighting in Araby is much faster and lighter than in the Old
World. They never used any armour except a shield due to the hot
climate and the spectators desire to see blood. Arabian pit fights
also include much more unarmed combat. 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, scimitar, spear, shield

Protagonist
----------The arabian protagonist is much more cautious than normal because
there are no duelling laws to protect her, and the locals are much
more likely to lynch or stone a perceived bully

Raider/Outlaw
------------Obviously the arabian outlaw tends to operate out of the desert
regions surrounding caravan routes. They have made quite an art out
of the camel charge.

Rustler
------Skills: replace Secret lang.Ranger with secret lang.Thieves
remove Drive cart
Trappings: replace horse and cart with camel

Seer
---Seers and oracles are highly prized in Araby as they interpret the
many signs from god. Many also become wealthy, as nobles often consult
seers for advice. Most arabian seers are deeply religious.

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
W+1 I+10 Dex+20 Fel+20
Skills:Charm
Dance
Dodge Blow
Etiquette
Seduction
Trappings: diaphanous clothing

Labour
WS+10 S+1 T+1 W+2
Skills:Dodge Blow
Scale Sheer Surface
75% Very resilient
75% Very Strong
Trappings: tunic, loincloth, sandles

Domestic
W+2 I+10 Dex+10
Skills:Dodge Blow
Etiquette
Animal Care

Blather
Cook
Trappings: tunic, loincloth, sandles

Entertainer
W+2 I+10 Dex+10 Fel+10
Skills:Dodge Blow
Etiquette
1 of Sing, Dance, Musicianship
Trappings: Clothing as above, instrument if applicable

Soldier
------Arabian soldiers are much more disciplined than their Old World
counterparts. Religious zeal is rife among them and keeps them in
line. Their fanaticism inspires them to be fearless and many seem to
relish the prospect of dying. Even so, they are no where near as
fanatical as a Dervish, or as strong as a Kamaluk. Firearms are
making an increasing appearence in their arsenal as well.

Attributes: add Cl+10 as well

Skills: Disarm
Dodge Blow
Strike Mighty Blow
75% Ride - Camel

25% Ride - Horse


10% SW - Firearms
10% Frenzied Attack
Trappings: Shield, Bow + ammo, Spear
If they possess the firearms skill replace the above
with Jezail + ammo.

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. Those to
poor to pay often pay in blood. The typical commoner sees little for
his tribute except protection in times of war. Even then then the
commoner may be called up to fight, making such protection pointless
for men.

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

Advanced Careers
================

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.

WS+20 BS+20 S+1 T+1 W+4 I+30 A+2 Dex+30 Ld+10 Int+10
Cl+30 WP+20 Fel+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
add 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.

WS+30 BS+30 S+1 T+2 W+8 I+30 A+2 Dex+20 Ld+20 Int+10
Cl+30 WP+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

Overseer
-------Overseer is a word spoken with fear by all slaves. The overseer works
to discipline, control, and punish labour slaves who fail to meet
demands or annoy him. The typical overseer is a cruel and sadistic
individual who wallows in in the pain and fear he can inflict in his
charges. Overseers tend to be bullies of the worst sort. The
overseers rod of rulership is the whip or scourge, and his slve
'subjects' will rarely challenge him. Even so, the overseer has many
restless nights for he knows the pain and misery he inflicts will be returned
a hundredfold, should the slaves revolt en masse.

WS BS S T W I

Ld

Cl WP

+10 +10 +2 +1 +4 +10 +20 +20 +10

Skills:SW Scourge
SW Whip
Strike to Stun
Wrestling
Trappings:Club, Whip, Scourge

d4 pairs of manacles

Entered from: Slaver, Torturer


Exits: Slaver, Torturer

Racketeer
--------Skills: remove SW-Fist
Trappings: scarf, club, scimitar, 2-12 bodyguards

Raider Chief (outlaw chief)


--------------------------See raider

Scout
----Trappings: replace mail shirt with burnoose

Spy
--Most arabian spies are part of the Blood Guilds, and are already
accomplished assassins.

Trophy Hunter
------------The trophy hunter works exclusively for wealthy arabians. They lead

them in large hunting expeditions for exotic beasts such as lions,


griffons etc and are expected to track a beast in order for the
client to kill or capture it. Usually the prey is cornered, worn
down, exhausted, and beaten near to death by servants allowing the
client to slay the beast at little risk, or capture it for live
display.

WS

BS

Dex

+10 +30 +1 +4 +30 +1

Ld

Int

Cl

WP

+10 +20 +10 +20 +10

Skills:Concealment Rural
Silent Move Rural
Follow trail
Marksmanship
Set Trap
Spot Trap
Orientation
Ride - Horse
Ride - Camel
Animal Care
Secret Signs.Nomad
Trappings: Bow + ammo, 10yds rope, g.hook, d3 large animal traps
camel or horse

Entries: Hunter, Nomad


Exits: Scout

Torturer
-------Many torturers come from the ranks of the Blood Guilds

Tutor
----See Apprentice for notes

W+2 I+20 Dex+10 Int+30 Cl+10 WP+20 Fel+10

Skills:Art
Astronomy
History(Arabic)
Magical Sense
Musician
Read/write
Heraldry(Arabic)
Etiquette
Religious Doctrine(Ormazd)
Linguistics
Speak Additional Language
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?"

WS BS S T W
+10

A Dex Ld Int Cl WP Fel

- - +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.

From: "G.G.Lepper" <ZZA95GGL@sheffield.ac.uk>


Subject: WFRP: More Careers

A little variety never hurt. Here's some careers from Araby!

Kamaluk 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.

WS BS S T W
+10

I Dex Ld Int Cl WP Fel

- +1 +1 +4 -

Skills
SW Two Handed Sword
Street Fighter
Strike Mighty Blow
Wrestling
50% Very Resilient
50% Very Strong

- +10

- +10 +10

Trappings
Helmet
Mail Shirt
Shield
Two handed Sword

Career Entries
Initial Career only!
Career Exits
Mercenary
Kamaluke Bodyguard
Kamaluke Bodyguard-Advanced Kamaluke Career
Kamluke 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...

WS BS S T W
+30

I A Dex Ld Int

- +3 +2 +8 +10 +2

Cl WP Fel

- +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?

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