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Chapter III: Careers

You never lose the advances you’ve already taken. If you finished
a career with a Fellowship entry of +20% and entered one with a
Table 3-1: eXperIenCe poInT CosTs +30%, for instance, you’d retain the four advances you’d already
bought. It would take you two more advances (costing 200 xp) to
Improvement Cost raise your Fellowship from +20% to +30%.
+5% Advance to Main Profile Characteristic 100 xp Once you’ve altered your Advance Scheme your career change is
+1 Advance to Secondary Profile Characteristic 100 xp complete.
Buy a Talent 100 xp


Buy a Skill
+10% Skill Mastery
100 xp
100 xp your seCond Career
Enter a New Career 100 xp
Switch to Non-exit Basic Career 200 xp When you enter your second career, you do not automatically gain
all the listed skills and talents as you did in your Starting Career. In
fact, from now on you must pay for all the listed skills and talents
as well as finishing your Advance Scheme. When you have a choice

ChangIng Careers
of two skills or talents, you must buy one. If you already have a
listed skill or talent, you don’t need to buy it again. In the case of
skills, however, you may wish to take advantage of the rules for Skill
Every career description has a list of Career Exits. These represent Mastery (see Chapter 4: Skills and Talents). These rules apply for
the different ways you can progress your character. A Squire, for any career you enter beyond your Starting Career.
example, can become a Knight, because its one of the listed Career
Table 3-1: Experience Point Costs summarizes the various ways you
Exits. He could not become an Outlaw Chief because that is not
can spend your xp.
a Career Exit option for a Squire. The first step towards changing
career is to pick which one of these exit options you’d like to take.
skIll and TalenT opTIons
Before you can enter the new career you’ve chosen there are two things
you must do. First, you must collect all the trappings of the career you Many Careers offer skill and talent choices. The Agitator career, for
wish to join. Second, you must pay 100 xp to enter the chosen career. example, gives you the choice of the Coolheaded or Street Fighting
These activities represent the initial training and procurement of talents. To start with you must take one of the two, otherwise you
equipment necessary for you to pursue your new career. cannot complete the career. However, before finishing your advance
scheme, you may spend xp to gain these optional skills and talents.
Once you’ve fulfilled these two conditions, and gained your GM’s As always, each skill or talent cost 100 xp. You don’t have to buy
permission, you can copy down the new Advance Scheme of your chosen these skills and talents to finish the career, but you do have the
career. If your new career has a Characteristic entry that’s greater than option. As always, check with your GM before doing so.
that of your old career (the most common situation), erase the old value
and write in the new one. Sometimes, however, your new career will have Some careers give you options like “any two” or “any three” for skills
a lower Characteristic entry than your previous career. In this case, simply and talents. If you already have enough skills and talents from the list,
leave it as is, as entering a new career won’t make your Characteristic you don’t need to buy new ones to finish the career, but you can at your
worse than it was. If you just left a career with a Will Power entry of option. A Master Wizard, for example, will already have two Lesser Magic
+20%, for example, and entered one with a Will Power entry of only talents from the Journeyman Wizard career, so spending xp on more isn’t
+10%, you’d leave the entry of your old career in place. If the situation required. However, the Master Wizard could buy two new Lesser Magic
were reversed, you’d update your character sheet to reflect the +20%. talents if desired.

— ChoosIng a new Career —


U nderstanding your Starting Career is a fairly easy process. It is
what you did before you became an adventurer. But what about
your subsequent careers? How do you understand your place in the
in a difficult campaign against Goblins. It would make a lot of sense
for you to enter the Shieldbreaker career at this juncture, something
your Captain friend could no doubt help you out with.
Old World as both an adventurer and a part of Imperial society? What
You should also keep in mind that you are living the adventurer’s life. You
follows is some advice on making your career choices make sense.
travel quite a bit and you may not even have a permanent home. Your

basIC ConsIderaTIons
new career needs to work with this lifestyle. You can’t become the Steward
of a castle and then simply leave for six months. You should work with
your GM to determine what works for the specifics of your campaign. A
The first place to start is with the personality of your character. Sergeant would be easy to integrate into a military-based campaign, for
When you finish a career, you have many options. You can move instance, but less so into one that centres on courtly intrigue.
into any listed Career Exit for 100 xp, or pay double that to go into
a Basic Career that isn’t on your list. This is a good time to reflect
on your goals. Are there things you are trying to achieve? If so, what The Career ITself
careers can help you? Let’s say you started as a Mercenary, with
Once you have an idea of what you’d like to do, you should take a
dreams of someday commanding your own band of sell swords. In
good hard look at your chosen career. Start with the description.
that case Sergeant would be a good choice for you, because it’s one
Some careers have extremely specific backgrounds. Ferryman, for
step up on the chain of command and leads to the Captain career.
instance. There’s no interpretation required for that career. If you are
Additionally, it’s wise to consider your recent history, particularly a Ferryman, you transport people across rivers. Easy enough. Some
opportunities that may have come your way. What if your Mercenary careers, however, and particularly the Advanced Careers, tend to be
was recently in the World’s Edge Mountains aiding a Dwarf Captain a bit more generic. This is because they are designed to represent a

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