Adventurer Career

By Fresnel2, in WFRP House Rules

Thought the most obvious career needed a card. Comments on the choice of skills, attributes, career bonus etc. welcome.

Adventurer.jpg

Kind of redundant really. All of the careers are adventurers or games would consist of all the PCs roleplaying the mundane duties of the careers.

I was imagining people tranistioning to this career - not starting with it.

It might be dull, but it gives career access to skills very useful to adventurers - helping round out less physical PCs. It's also a career 100% appropriate to a PC. No one needs to jump any mental or campaign hoops to transition to a career they are manifestly pursuing.

In some settings it's actually fitting because there was historically career adventures that well went adventuring. Though usually that was just another name for a combination merchant/messenger/misc guild. People that kinda fit into a middle ground between a more specific role. However they weren't adventures in the fantasy go off to slay the dragon sense of the word.

Fresnel said:

I was imagining people tranistioning to this career - not starting with it.

Then the first bit of feedback is easy: I suggest changing it from a Basic career to an Advanced Career. That's probably a good idea anyway, what with 6 skills. (Most of the basic careers have 5 skills, and the Slayers have only 4.)

Also, I noticed a typo. For skills, you listed "Disciple" instead of "Discipline".

It took me a couple minutes to warm up to it, but the more I think about the career ability, the more I like it. It seems perfectly appropriate for people who put their lives on the line in all sorts of crazy situations. Good job.

I wonder if the stance meter shouldn't be 1 conservative + 3 reckless? That would provide a tiny bit of extra flavor and make it less "generic".

r_b_bergstrom said:

Then the first bit of feedback is easy: I suggest changing it from a Basic career to an Advanced Career. That's probably a good idea anyway, what with 6 skills. (Most of the basic careers have 5 skills, and the Slayers have only 4.)

Intermediate rather than Advanced I'd say, but yes it makes the 2nd career bit clear. Now you point it out, 6 skills is out-of-line.

Thanks for pointing out the typo and your compliment.

r_b_bergstrom said:

I wonder if the stance meter shouldn't be 1 conservative + 3 reckless? That would provide a tiny bit of extra flavor and make it less "generic".

My thinking here was that is should be neutral to accomodate the widest probable demographic PCs. Many PCs complete their first career with a heavy bias to Red or Green.

P.S. I'll be updating the card on Friday, so the image will update.

I completely agree with the notion that we need more adventuring careers for players to advance into during a campaign. Personally I was thinking about slightly more specific careers, though. Instead of merely "Adventurer", they'd be for example a Veteran Warrior, Soldier of Fortune, Treasure Hunter, Rogue, Ranger, Travelling Scholar, perhaps. They're somewhat generic in their actual occupation, but still reasonably specific when it comes to what their skills are focused on.

Also, I think Journeyman would make an excellent basic career from which to start adventuring.

I am sure we will get Veteran Warrior, Soldier of Fortune, Treasure Hunter etc.

Itinerant would make a good starting career - but it doesn't encompass adventure very well.

P.S. I have update the card. Made it Intermediate and highly skill focused.

First, I think this is a great idea, but I would propose something slightly different.

I would go for "advanced", add a reputation slot, and change the advances to be 1 action, 1 talent, 3 skills, 2 fortune, 1 conservative, 1 reckless, 1 wound.

Don't forget you can pick another wound and another skill as generic advances, and I like the Idea of having a well-rounded adventurer that can benefit for the 3 kinds of talents slots - but you need to make it an advanced career for that to work.

I also dislike the career ability - I just don't get the flavor. I would propose something along the following line: Once per session, you can use another already used power that normally can only be used once per session, or remove all counters from an exhausted talent card.

Maybe that could be an "advanced adventurer"...

Would the skill 4 (that's for scholars and other learned people) and would instead make more actions available, probably talents also...adventurers have only the reputations, their actions speak louder than words, and the pulp noir of an adventurer is usually depicted as more Indiana Jones (some skill, tons of actions) imo.

I would interpret an Indy-type as having mad skills (especially in Athletics, Charm, Education, Folklore, Intuition, Nature Lore, Observation, and Resilience with only just enough actions to barely scrape through.

The adventurer being skill focused is how I see it.

The trouble is how to choose? The skills should be things that a PC can get 'on-the-road' and from doing. So I am afraid Education doesn't fit.

Athletics, Charm, Folklore, Intuition, Observation, and Resilience are all good fits. Problem is that most of the basic skills are good fits...

However, all the camping in the wilds an adventurer does surely needs a mention - Nature Lore, which iirc encompasses hunting/trapping, starting fires, setting up camps and finding shelters, knowing what berries, mushrooms and fruits you can eat etc. This definately needs to be in.

So then what about a career ability that allows you to add an expertise die to any non -trained skill twice per session or something like that?

This would fit my idea of an adventurer much more than resistance to critical wounds, at least… happy.gif

ozean said:

So then what about a career ability that allows you to add an expertise die to any non -trained skill twice per session or something like that?

This would fit my idea of an adventurer much more than resistance to critical wounds, at least… happy.gif

The Dilettante career ability does this but only once per day.

Do you really not see that an advanturer surviving against the odds is well established in heroic fiction?

Amani said:

I would interpret an Indy-type as having mad skills (especially in Athletics, Charm, Education, Folklore, Intuition, Nature Lore, Observation, and Resilience with only just enough actions to barely scrape through.

He just uses "Perform a Stunt" all the time.

ozean said:

So then what about a career ability that allows you to add an expertise die to any non -trained skill twice per session or something like that?

I like the idea of something jack-of-all-tradesy. How about a fortune die whenever he uses a non-trained skill?