The original footpad in WFRP 1e is a not very interesting career, except perhaps in being one of the "combat-orientated" rogues, but even so, it is pretty inferior unless you really want to have the combination of both Silent Move skills and Strike to Stun. Not the worst trio of skills but hardly worth it. The Footpad didn't appear in WFRP 2e. The Liber Fanatica fanzine felt that the Footpad had been subsumed into the Rogue container career but I think it is much more like the Thug.
FOOTPAD (Original 1e):
Skills: Silent Move - Rural, Silent Move - Urban, Strike to Stun
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+10 |
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+2 |
+10 |
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THUG (2e):
Skills: Silent Move - Rural, Silent Move - Urban, Strike to Stun
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Secondary Profile |
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Skills: Consume Alcohol, Dodge Blow, Gamble, Intimidate, Secret Language (Thieves' Tongue)
Talents: Coolheaded or Lightning Reflexes, Disarm, Resistance to Poison or Quick Draw, Strike to Injure or Wrestling, Strike to Stun
The Thug career annoys me a little, because a lot of the automatic skills are skills which can hardly be considered central to being a thug but occupy the space that could be occupied by other characters. In this sense 1e is better, by making these flavour skills into random 'possible' skills.
FOOTPAD (Modified):
Skills: Silent Move - Rural, Silent Move - Urban, Strike to Stun, 50% chance of Disarm, 25% chance of Consume Alcohol, 20% chance of Strike to Injure, 10% chance of Gamble, 10% chance of Lightning Reflexes, 10% chance of Wrestling
M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
| +10 | +1 | +1 | +2 | +10 | +1 |
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| +10 |
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The 1e Gambler wasn't great either, although at least its three skills were both niche and quite helpful which isn't always the case. I am not that keen on giving the Gambler a characteristic advance in Ballistic Skill either.
GAMBLER (Original 1e):
Skills: Gamble, Luck, Palm Object
M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
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| +2 | +10 |
| +10 |
| +10 |
| +10 |
The Gambler was omitted from 2e initially but re-appeared quite quickly in the Sigmar's Heirs sourcebook. It was a distinctly more useful character in every way really. Most of the skills seem sort of possible/reasonable although I suppose it isn't super obvious why Old World gamblers would be more likely to be able to read and write.
GAMBLER (2e):
Skills: Silent Move - Rural, Silent Move - Urban, Strike to Stun
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Skills: Blather, Charm, Evaluate, Gamble, Gossip or Secret Language (Thieves' Tongue), Perception, Sleight of Hand, Read/Write or Secret Signs (Thief)
Talents: Etiquette or Streetwise, Flee! or Luck
GAMBLER (Modified):
Skills: Gamble, Sleight of Hand, 75% chance of Luck, 50% chance of Blather, 25% chance of Charm, 25% chance of Evaluate, 25% chance of Secret Language (Thieves' Tongue), 25% chance of Secret Signs (Thief), 20% chance of Etiquette, 20% chance of Read/Write, 20% chance of Street Fighting,15% chance of Flee!
M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
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| +2 | +10 |
| +10 |
| +10 |
| +10 |
I have added a chance of Street Fighting which seems quite reasonable for a professional gambler but taken out the ballistic skill advance and the potential weapon skill advance from 2e. I think that making a lot of these skills as random options will allow quite a bit of interesting variation in the Old World professional gambling community...
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