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Advanced Careers Some of

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Advanced Careers A-M  Note: The contents of this this chapter may, at some some point in the future, future, have to be reduced from th that at which  you see present. If that that becomes the case, it will sstill till contain bas basic ic information that that could be ferreted out  out   from the same sources sources I used to compile the the Project, but not as much much gap-filler, uno unofficial fficial material as is here at present. The reason for the potentiality potentiality of removing this information is that a sourcebook that  might, just possibly, get published sometime is in development at this time, that may yet (we still don't  know quite yet) contain some as yet unofficial informatio information n broadly similar to some of that that presented  here. Due to publishing constraints, constraints, and to keep open the possibility of publishing that information, information, I  reserve the right to remove it from view here in due course. Advisor (Advanced Academic)  Desc:: Advisors of the Warboss. Usually the first to lose heads when the Warbosses cunning plan fails.  Desc The best survive many Warbosses or are eventually elevated to the post themselves, the worst die quickly.  Adv scheme: scheme: WS+10, BS+10, S+1, T+1, W+3, I+20, Dex+10, Ld+10, Int+20, Cl+20, WP+10, Fel+20. Skills:: Charm, Blather, Evaluate, Dodge Blow, R/W - GobScript. Skills GobScript. Trappings:: Hand weapon, leather jerkin. Trappings (A),  Shaman L4 (A), (A),  Mercenary Cheef  Cheef (A), (A), Priest L3 (A), (A),  Priest L4  L4 (A), Warcheef    Entries:: Shaman L3 (A),  Entries (A), Snorta Cheef (A) Cheef (A)  Exits:: Warboss  Exits Warboss  (A) (if and only if the Warcheef or  Warcheef or Snorta Snorta Cheef career Cheef career has been previously completed) Artillerist (Advanced Warrior)  Desc:: Artillerists, as might be expected, fire any war machines the Gobbo tribe happens to get hold of or   Desc the Endjineers make. Notes on war machines Goblinoids may have can be found in the Defence and War   section.  Adv scheme: scheme: WS+10, BS+20, S+1, T+1, W+3, I+20, Dex+10, Ld+10, Int+20, Cl+10, WP+10. Skills:: Engineering, Carpentry, Spec wpn - D3 types of artillery Skills of artillery taken from the Defence and War  chapter. [Rock lobber, Lead Belcher, Bolt thrower] Trappings:: Hand weapon, leather coif, leather jacket, knife. Trappings  Entries:: Endjineer  (A), Arrer Boy (B)  Entries  Exits::  Exits Assassin (Advanced Warrior)  Desc:: The highly lawless style of Goblinoid society lends itself to those who can take advantage of the  Desc

system. Where Sneakstodo this in their thievery, Assassins it in the of way theyviolence know best: killing. reaction of otherthe Gobbos the Assassinly arts varies from thedo contempt direct types (who The think a bit like followers of Ulric) to the fear, respect and awe of some Goblins. Few become Assassins,  partly due to the intense intense training, dedication dedication and danger inherent in the work, partly becaus becausee the capacity of a tribe to support multiple Assassins is limited.  Adv scheme: scheme: WS+20, BS+20, S+2, T+2, W+6, I+20, A+2, Dex+20, Ld+10, Int+20, Cl+20, WP+20, Fel+10. Skills:: Strike to Injure, Dodge Blow, Disarm, Conc. Rural, Conc. Urban, Disguise, Marksmanship, Skills Marksmanship, Shadowing, Silent Move Rural, Silent Move Urban, Spec Wpn - Throwing knife, Spec Wpn - Garrotte, Spec Wpn - 2H, Spec Wpn - Parrying wpns. Trappings:: Dark cloak, garotte, throwing knives, hand weapon. Trappings  Entries:: Mercenary  Entries Mercenary  (B), Mercenary Cheef  Cheef (A), (A),  Kaoshunter (A), Kaoshunter (A),  Arrer Boy  Boy (B),  (B), Sneak  (B), Sneakin' Git  Git  (A), Humie Slayur  (B)  Exits:: Kaoshunter  (A)  Exits

 

Boarboy Scout (Advanced Ranger) This career is almost identical to the Wulfboy Scout  Scout (A), which I refer you to for more information. (B),  Grunta (B)  Entries:: Foot Scout (B),  Entries  Exits:: Grunta  Exits Grunta  (B) Cheetin' Git (Advanced Rogue) [By N. Arne Dam]  Desc:: In any larger Orc camp you will find the Cheetin' Gits, the tribe huzzlers. Primarily being smarter   Desc than average Goblins, Hobgoblins and small Orcs, they gamble and perform bunko-artist-like tricks that impress the other boys and, hopefully, throw of a little cash. The most famous trick is the three skulls and the finger-bone ("O', yoo fink da boon is under dis skull. Lez 'ave a look..."). As well as this they are skilled (if such is the right word) in various gambling games, typically dice. Unfortunately, it's hard to make tricks and win cash in gambling without making someone look foolish. When the ones with cash are the big guys, being a Cheetin' Git can be a rather dangerous job...  Adv scheme: scheme: WS+10, BS+10, T+1, W+2, I+10, Dex+20, Int+10, Cl+10, WP+10, Fel+20. Skills:: Blather, Flee!, Gamble, Luck [I know, it's an innate one, but... Personally I wouldn't allow it in this Skills context, but feel free to allow or disallow it according to your game style - MG], Palm Object, Wit. Trappings:: Assorted collection of small teeth and bones, three skulls, set of bone dice. Trappings  Entries:: Sneak  (B),   Entries (B), Snivla  Snivla (B)  Exits:: Sneakin' Git (A) [Maybe Advisor . After all, politics and entertainment are two sides of the same  Exits coin] Dwurfie Slayur (Advanced Warrior) [By Chris Clements]  Desc: For those Humie Slayurs who, by luck or destiny, survive the life of a Humie Slayur, there is  Desc: nothing to hold them back from what is probably the summit of Goblinoid fighting prowess, the Dwurfie Slayur. These guys are as crazy as their Humie Slayur brethren, only more so, and many have a  proficiency in combat that that possibly even tthe he hardiest Dwarf wou would ld blanch at. Few offend a Dwu Dwurfie rfie Slayur and live to tell the tale. See also the Humie Slayur (B) Slayur (B) career.  Adv. scheme: scheme: WS+40, BS+20, S+2, T+2, W+8, I+30, A+2, Ld+30, Int+10, Cl+40, WP+20. Skills:: Three more Spec Wpn proficiencies, Frenzied Attack, Torture, Wrestling. Skills Trappings:: As Humie Slayur plus D3 insanity points more. Trappings  Entries:: Humie Slayur (B)  Entries Slayur (B)  Exits::  Exits Endjineer (Advanced Academic)  Desc:: Endjineers are the machine making geniuses of the Goblinoid tribe. It is these boffins who make  Desc

the war machines the Goblinoids use (and which aren't scavenged from elsewhere), which they are also fully capable of firing given a crew to command (after all, they did design them). A few have experimented in adding 'bionic bitz' to volunteers (or victims) bodies while others delight in the making and usage of devilish torture equipment.  Adv scheme: scheme: WS+10, BS+10, W+2, Dex+20, Int+20. Skills:: Carpentry, Engineering,  Skills Engineering, R/W - GobScript, GobScript, Set Trap, Spot Traps, 25% chance of Smithing, 25% chance of Metallurgy, 20% chance of Spec wpn - one type of artillery of  artillery from the Defence and War  War chapter  chapter  [Rock lobber, Lead Belcher, Bolt thrower] Trappings:: Artisans tools, D4 small torture items (thumb screws?). Trappings  Entries:: Painboy (A), Smiff  (A), Craffter (B)  Entries Craffter (B) Painboy  (A), Smiff (A) Smiff (A)  Exits:: Artillerist (A), Painboy  Exits Gang Cheef (Advanced Warrior)  Desc:: The rank and file Ganggobs are usually organised into combat and patrol units called 'gangs', and  Desc so above the rank of Ganggob comes the Gang Cheef. This is somewhat of a misnomer, as it actually

 

covers not only those who command individual gangs, but those who command a number of gangs (and who are under the command of Warcheefs of  Warcheefs themselves. More info can be found in the Defence and War   chapter.  Adv scheme: scheme: WS+20, BS+10, S+1, T+1, W+6, I+20, A+1, Ld+20, Cl+20, Fel+10. Skills:: Disarm, Dodge Blow, Strike Mighty Blow, Strike to Stun. Skills Trappings:: Hand weapon, leather coif, leather jacket, knife. Trappings  Entries:: Ganggob (B)  Entries  Exits:: Warcheef   Exits Warcheef (A) (A) Kaoshunter (Advanced Warrior)  Desc: The hand of chaos spreads even to the Badlands. The deeper tunnels of many Goblinoid holds are  Desc: not without their chaotic inhabitants and chaos routinely walks the Darklands. Some especially brave or  foolish Gobbos work to counter this, often giving up their lives or driven mad if they are not already. Most leave the tribe system and wander the Badlands or Darklands seeking out chaos and its spawn, usually dying quickly as a result. A few specialise in ridding the deeper tunnels of tribal holds of chaotic spawn, of those who venture into the more notorious tunnels few return.  Adv scheme: scheme: WS+20, BS+20, S+1, T+1, W+5, I+30, A+2, Dex+20, Ld+20, Int+10, Cl+10, WP+20, Fel+10. Skills:: Marksmanship, Silent Move Rural, Silent Move Urban, Strike Mighty Blow, Spec Wpn - Net. Skills Trappings:: Hand weapon, leather coif, leather jerkin. Trappings  Entries:: Assassin (A), Mercenary  Entries Mercenary  (B), Mercenary Cheef (A), Cheef (A),  Rat Catcher  Catcher (B) (B)

Assassin  (A), Fanatic Fanatic  (B)  Exits:: Assassin  Exits Mercenary Cheef (Advanced Warrior)  Desc:: Mercenary Cheefs are those in charge of the mercenary bands that travel the Goblinoid lands,  Desc hiring themselves to one side or other in a conflict and taking payment by way of a share of the spoils. See also the Mercenary (B) career.  Adv scheme: scheme: WS+20, BS+10, S+1, T+1, W+3, I+10, A+1, Dex+10, Ld+10, Cl+20, Fel+10. Skills:: Strike Mighty Blow, Strike to Stun, Disarm, Dodge Blow, Street Fighter. Skills Trappings:: Mail shirt, shield, leather coif, hand weapon. Trappings  Entries:: Mercenary  Entries Mercenary  (B), Humie Slayur  Slayur (B) (B) Assassin  (A), Advisor  (A), Kaoshunter  Kaoshunter (A), (A), Warcheef (A) Warcheef (A)  Exits:: Assassin  Exits

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