Initiates of the old world

By camelon75, in WFRP House Rules

okay I have a player who has read up on the setting and would like to play an Initiate of Myrmidia.

He has asked however that the fluff says he would be trained in warfare but the Initiate career is not tailored to each faith.

I have read the fluff too and he is quite right the Myrmidia entry says "In the Empire, every worshipper of Myrmidia is a warrior, to be a priest of Myrmidia is to be Knowledgable and schooled in the arts of war"

how have you guys house ruled the differnce between faiths, I would see no reason to drop two skills from the iniatiate and swap in two martial skills for the Myrmidian. Drop Charm and Intuition and replace with Weapon Skill and Resilience?

Just as I might consider the same for other faiths.

2nd edition used to add specific skills for the faiths to alter them, I know the faith card changes stance and give a benifit but as in the Myrmidian case its a benefit on a skill that you cannot be trained in at the start.

will this unbalance the initiate?

cheers

Funny I looked all the way throttling guide books hardback players and Gms and could not find those rules yet they are clear as day in the SoF books
I was under the impression that the guides covered everything up to and including SoF