Repeating Careers: special abilities

By Monkus, in Warhammer Fantasy Roleplay

Hi All,

From reading the forums, it seems like quite a few other people have decided to allow players to repeat a basic career, enabling them to increase specialisation in that career’s skills etc by taking another level of training/expertise etc.

However, one penalty that immediately springs to mind regarding this approach is that a player would forfeit the opportunity to take an additional career special ability card. To me, that doesn’t seem wholly in keeping with the theme of specialisation (at the cost of a broader skill/ability base) that repeating a career entails. I’ve therefore come up with a draft list of special abilities for characters taking a career for the second time.

In order to reflect the inherent specialisation of that career I have based these on the original special ability cards, the idea being that the character gains this ability in addition to the basic one as they would if taking a new career path. In each case, I’ve tried to distil what I thought the ability was saying about the career, and keep the second ability in line with that, even if this means that there is perhaps a lack of balance career versus career (which seems to be the case with the initial special abilities anyway). While some of them offer pretty beneficial effects e.g. a fortune die on all checks for a couple of skills, I like the idea of careers being a little more specialised and differentiated, particularly if someone takes the time to master that path.. which choosing it for a second time would represent.

This is just a first draft for my group and I would appreciate people’s thoughts and suggestions, especially re: balance and how well these fit into advancement more generally. I'm pretty new to WFRP so any useful pointers would be helpful. Thanks. :)

Agent
1. Once per session, you may suffer one stress and one fatigue to add <y> to any skill check.
You know from experience that when that one pivotal moment arrives, you have to call on every reserve of your mind and body to win. You can’t hold back, or all will be lost…
2. Once per session, you may suffer one stress and one fatigue to add <y><y> to any skill check.

Agitator
1. Your social initiative checks gain <w><w>.
You’d like to believe that it’s the obvious purity of the ideals you espouse that brings them round. But in your heart you know it’s the tone of your voice, the passion you inject into your speech, and your careful phrasing that ensures every word will resonate and convince.
2. Once per session, you may add <y> to any social check.

Barber-Surgeon
1. Once per session, you may add <y> to any First Aid or Medicine check
You might have started out by giving them a short back and sides, but you’ve patched up their wounds so many times now that its second nature. You don’t need fancy training, just a knack, a needle and a short length of catgut..
2. Gain <w> to all First Aid or Medicine checks. By spending a fortune point when facing an Intimidate or Ride check, you may replace two <w> with one <y>.

Boatman
1. You may remove <b> from your dice pool when attempting Athletics, Coordination, Stealth or Discipline checks while on a boat, ship or unstable surface.
A life on the water has given you a rolling walk and an innate sense of balance. You try not to laugh out loud when the landlubbers fall arse over tip at the slightest wave.
2. You may add <w> to any skill checks while on a boat, ship or unstable surface.

Burgher
1. Once per session, you may add <y> to any Charm or Leadership check.
Persuading, cajoling and controlling others is your bread and butter. How else can one make a living in this benighted world?
2. Gain <w> to all Charm or Leadership checks. By spending a fortune point when facing a Charm or Leadership check, you may replace two <w> with one <y>.

Coachman
1. Once per session, you may add <y> to a Ride check or to a Ballistic Skill check made while mounted or while on a moving vehicle
Firing a blunderbuss into an orc’s face when you’ve both feet planted on the ground is one thing, firing it from the stagecoach quite another. You think you’ve got the hang of it, but if you’re going to use it on horseback, a stone-deaf nag is a priority…
2. Gain <w> to all Ride checks and Ballistic Skill checks made while mounted or on a moving vehicle. By spending a fortune point when facing a Ride check or a Ballistic Skill check while mounted or on a moving vehicle, you may replace two <w> with one <y>.

Commoner
1. Whenever fortune refreshes, recover one fatigue.
You may not have learnt much from your lot in life, but if there’s one thing it has taught you, you need to make the most of your luck when it does come around.
2. Whenever fortune refreshes, you recover one fatigue and one stress. Once per session, when you spend a fortune point you may add two <w> rather than one to your next skill check. [Replaces Level 1]

Dilettante
1. Once per session, you may treat any one untrained basic skill as if it were trained, or you may attempt one advanced skill as if you had acquired it.
You’ll try your hand at anything once; after all, you’re so damned talented at everything, how can you fail?
2. Once per session, you may treat any one untrained basic skill as if it were trained, or you may attempt one advanced skill as if you had acquired it. You may also add an additional <y> to your dice pool for this check.

Envoy
1. Once per session, you may treat your Fellowship characteristic as if it were one point higher.
You are skilled at interacting with others, and bringing them around to your point of view; there’s a reason your kin chose you, after all.
2. Once per session, you may treat your Fellowship characteristic as if it were ont point higher, and add a <y> to the next test involving Fellowship.


Flagellant

1. Once per session, you may immediately increase your soak value by the severity of the insanity you have attached to your career sheet.
Your faith sustains you through trials of battle, and enable you to shrug off blows that would fell the impious. Now you're learning how to turn your fury against your enemies, and punish them for their transgressions.
2. Once per session, you may increase the damage of a melee attack by the severity of the insanity you have attached to your career sheet.

Gambler
1. Once per session, you may reroll the dice pool for any single check. Dice cannot be changed or added to the pool. You must accept the new result.
Your willingness to take risks often pays off in unexpected ways. Of course, if Lady Luck needs a little nudging in the right direction, only a fool would leave things entirely to chance...
2. Once per session, you may reroll the dice pool for any single check. At the cost of a fortune point, you may add one <w> to the pool. If the check is for a skill you have training in or a primary characteristic, you may instead add one <y> for the cost of a fortune point.

Hunter
1. You gain <w> to Nature Lore checks to track animals and beasts, Observation checks to notice animals and beasts, and Ballistic Skill checks to attack animals and beasts.
There isn’t a beast alive that you can’t track, corner or kill. You’ve hunted them so long that its second nature now
2. You gain <y> to Nature Lore checks to track animals and beasts, Observation checks to notice animals and beasts, and Ballistic Skill checks to attack animals and beasts. [Replaces Level 1]

Mercenary
1. Once per session, you may add <y> to any single Weapon skill check you make.
There may be better fighters, sure, but how many of them could live through what you’ve experienced? You have the one thing no military school can train, a survivor’s instinct, and you know you’ll outlive every toy soldier in the Empire because of it.
2. Gain <w> to all Weapon Skill checks. By spending a fortune point when making a Weapon Skill, you may replace two <w> with one <y>.

Messenger
1. Each time fortune refreshes, you may immediately perform a free manoeuvre.
Out on the road alone, you’ve lost count of the number of lucky escapes you’ve had. A hare starting across a road, a glimpse from the corner of your eye.. you know that the moment you sense danger, you have to act without hesitation.
2. Once per session, you may perform a free manoeuvre. If this entails any sort of skill or characteristic check, you may add <w> to your dice pool. By spending a fortune point, you may replace this <w> with <y> for this check.

Roadwarden
1. Once per session, you may add <y> to any Intimidate or Ride checks.
Your life depends on your ability to ride with skill and vigour, and you constantly need to present yourself as a threatening, capable authority figure to citizens and bandits alike.
2. Gain <w> to all Intimidate or Ride checks. By spending a fortune point when facing an Intimidate or Ride check, you may replace two <w> with one <y>.

Scout
1. Once per session, you may add <y> to any Observation or Stealth check.
You are skilled at concealing yourself from your prey and enemies, and know that the unseen blow is the easiest to land.
2. Gain <w> to all Observation or Stealth checks. By spending a fortune point when facing an Observation or Stealth check you may replace two <w> with one <y>.

Soldier
1. During each rally step in combat, recover one fatigue and one stress.
You’ve trained to fight long and hard, and can boast physical conditioning that very few civilians can match. What good is a soldier too knackered to lift his sword?
2. Once per session, you may remove either two fatigue or two stress.

Student
1. Once per session, you may add <y> to any Education or Folklore check.
Your natural curiosity and intelligence have made your conversant with a wide range of topics, but why do your friends wander off when you try to show them how much you know? Envy, no doubt…
2. Gain <w> to all Education or Folklore checks. By spending a fortune point when facing an Education or Folklore check, you may replace two <w> with one <y>.


Thief
1. Once per session, you may add <y> to any Guile or Skulduggery check.
There isn’t a mark alive that’ll see you coming. You’ve made deception and underhand dealings into an art form, and it’s time you made more people appreciate your artistic talents…
2. Gain <w> to all Guile or Skulduggery checks. By spending a fortune point when facing a Guile or Skulduggery check, you may replace two <w> with one <y>.

Thug
1. You inflict +1 damage against henchmen and against any target with a lower Strength than yours.
Life has taught you that one thing, and one thing alone really counts: strength. It’s hard not to despise those who turn away from that truth, hoping that fancy words will protect them from reality. Perhaps one last lesson will educate them ..
2. You gain <w> in a fight against henchmen and against any target with a lower Strength than yours.

Watchman
1. During a Rally Step, you may remove one recharge token from any one of your currently recharging action cards, or from an action of any character engaged with you.
You can’t be everywhere at once, not when every man and dog in this town is a thieving bastard. Experience has taught you how to pace yourself, so that when it really counts you’ll be ready, no matter what.
2. Once per session, you may remove all recharge tokens from any one of your currently recharging action cards, or from an action of any character engaged with you. That action card may be used next turn as usual.

Way watcher
1. Your combat initiative checks gain <w><w>.
They rarely see you until it’s too late, but you know you have to land that first shot, right where it counts…
2. Your first attack of the encounter gains <y>. This attack requires one less <boon> than normal to trigger critical damage.

Witch Hunter
1. You inflict +1 damage against Cultist, Chaos and Daemon targets.
While zeal and purity of heart are vital in purging Chaos and its spawn, righteous fury alone will not always prevail. To destroy the enemy, you must learn his weaknesses and foibles, the better to purge his foul stench from Sigmar’s land.
2. Gain <w> to all attacks against Cultist, Chaos or Daemonic targets. By spending a fortune point when attacking a Cultist, Chaos or Daemonic target you may replace two <w> with one <y>.

Zealot
1. Once per session, you may exhaust your insanity talent to add fortune dice to any check equal to the severity of the insanity. The insanity automatically refreshes at the start of the next turn.
You know the gods will smile on your actions, so long as you continue to serve them with every ounce of your being. When that moment of inspiration comes, you know it will be beautiful and pure, a just reward for the dedication of a faithful servant.
2. Once per session, you may exhaust your insanity talent to add fortune dice to any check equal to the severity of the insanity, plus one <y>. The insanity automatically refreshes at the start of the next turn.

Existing advanced careers:

Acolyte/Apprentice Wizard: Double up: add two <w> rather than one to existing special ability: -
Apprentice Wizard: Spellcraft checks for Rank 1 or higher spells gain <w>.
Acolyte: While you have less power than your Willpower rating, your Channelling checks gain <w>.

Initiate/Disciple: Double up: add two <w> rather than one to existing special ability:-
Initiate: Invocation checks for Rank 1 or lower blessings gain <w><w>
Disciple: When you have favour less than your WP rating your Piety checks gain <w><w>.

Troll Slayer/Giant Slayer – Slayer level up per career sufficient ?

Interesting but my take on repeating careers is that is you are staying in the same career you aren't diversifying and you don't gain a new specialty. Furthermore you don't have to pay the 100xp to keep the special ability since you get it again since it's the same career. Also you save a lot of xp on switching because of the familiarity discount. The only exception is I allow Slayers to boost their special ability by paying the 100xp and any other special ability (can't think of any others) that would naturally stack.

But that's my game and these are yours, play on. For what it's worth they seem like pretty good bonuses.