
Nethru |
Excellent. Ping me if you don't have the books for character creation. All the races in the main book plus Gnomes from Rough Days will be allowed. We will use the character creation rules from the book so if you wish to be wild and totally randomize your character by letting the dice choose your faith you will get bonus exp or you can pick and choose your own destiny.

Nethru |
Leaving it completely up to you. If you want to let the dice control your fate then you get bonus exp but if you have a specific type of character you want to play then pick and choose with little to no bonus starting exp.
Ex: if you plan on playing human probably OK to just roll for random race since Humans is like 01-90 while non human requires a 91+ roll and get a little bonus exp but if you REALLY want to play a dwarf safer to just pick it with no bonus exp there.

Havocprince |

1d100 ⇒ 75 Human +20exp
1d100 ⇒ 37 Warden +50exp
2d10 + 20 ⇒ (6, 3) + 20 = 29 WS 2
2d10 + 20 ⇒ (9, 9) + 20 = 38 BS 3
2d10 + 20 ⇒ (3, 3) + 20 = 26 S 2
2d10 + 20 ⇒ (3, 6) + 20 = 29 T 2
2d10 + 20 ⇒ (5, 10) + 20 = 35 I 3
2d10 + 20 ⇒ (1, 8) + 20 = 29 Ag 2
2d10 + 20 ⇒ (6, 4) + 20 = 30 Dex 3
2d10 + 20 ⇒ (5, 10) + 20 = 35 Int 3
2d10 + 20 ⇒ (2, 8) + 20 = 30 WP 3
2d10 + 20 ⇒ (9, 10) + 20 = 39 Fel 3
Wounds 9
Fate 4
Resilience 2
Fortune 4
Resolve 2
Motivation: Lush
Movement 4/8/16
+50exp
Advances
S 4 T 1 Brings both to 30
ups bonus to 3 each
Wounds now 12
Ranged(Bow) 5
Animal Care 5
Melee (Basic) 5
Language (Bretonian) 3
Language (Wasteland) 3
Lore (Reikland) 3
Doomed At the age of 10, a Priest of Morr called a Doomsayer took you
aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.
Suave Fellowship now 44 bonus now 4
1d100 ⇒ 57 Perfect Pitch You have perfect pitch, able to replicate notes perfectly and identify them without even making a Test. Further, add Entertain (Sing) to any Career you enter; if it is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.
1d100 ⇒ 62 Pure Soul Your soul is pure, quite resistant to the depredations of Chaos. You may gain extra Corruption points equal to your level of Pure Soul before having to Test to see if you become corrupt.
1d100 ⇒ 75 Sixth Sense You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test.
Athletics 5
Charm Animal 5
Consume Alcohol 5
Cool 5
Endurance 5
Intuition 5
Lore (Local) 5
Perception 5
Sharp Initiative now 40 bonus now 4
Trappings
Courtly Garb
Dagger
Pouch containing Tweezers,Ear Pick, and a Comb
Keys
Lantern
Lamp Oil
Livery
1d10 ⇒ 8 Silver shillings
Hershel Werner
age: 1d10 + 15 ⇒ (4) + 15 = 19
2d10 ⇒ (1, 9) = 10 Pale Grey eyes
2d10 ⇒ (7, 5) = 12 Dark Brown Hair
2d10 ⇒ (6, 10) = 16 6'1"
Ten Questions
Where are you from?
Hershel Werner has lived his whole life on the Reikwald hunting grounds of Dietrich Herman Herrmann von Nuln.
What is your family like?
Hershel never knew his mother, taken by the flux while he was but a lad of two. His father, Gerhard, was a stern man and strong disciplinarian. His three older brothers, Jürgen, Wilhelm, and Tim where boisterous young lads who have grown into fine you wardens in their own rights. Though they teased young Hershel often, they were never malicious.
What was your childhood like?
Dull and safe as can be in this world.
Why did you leave home?
If he has left home it is due to the lord of the land not wishing another warden so he must find new lands to care for.
Who are your best friends?
Anyone who he is drinking with at the time. Hershel makes fast but fleeting friendships.
What is your greatest desire?
To die old and happy in my bed, surrounded by grieving grandchildren.
What are your best and worst memories?
Best memory, that time he ran into the lord's daughter bathing alone under a small waterfall... he would have been strung up for that if anyone had found out. She used to sneak off with him until she got married... well after as well... maybe that boy might be his and not her husband's.
Worst memory, the time those wolves cornered him and his father in the middle of the night. The screams of their horses while they were gnawed alive where they were hobbled... it's funny though, they sounded more like rats than wolves. Funny how the memory plays tricks after all these years. Hershel has developed a severe dislike of rats since that day.
What are your religious beliefs?
"All praise to Taal, lord of the wild and master of beasts. May he guide my shot and keep the wolves and rats at bay." Raises hands as if clasping the sun.
To whom, or what, are you loyal?
To the lord of whatever land I am working first, to whomever is buying my drink second.
Why are you adventuring?
Man can not eat pride and drink dignity. I will have to find work somehow.
Advances T 4 bringing T to 34
Entertain (Sing) 2
Should be an interesting character.
If everything looks right Hershel is ready to go.

Cwethan Owner - Gator Games & Hobby |

I get that lots of characters would work, but (for example) should we assume that money/subistence adventuring will be a main motivation? Should we make characters that if presented with the foul taint of chaos will stand against it because if they don't no one will?
I'm less worried about the mechanics than making sure I create a character who's personality and drives mesh (or clash interestingly) with what's ahead. :-)

Nethru |
1 person marked this as a favorite. |
There will be a good amount of adventuring, political crap, pillaging, fighting off forces of chaos or other types of baddies. Probably even time for your group to do some bad as well.
I am going to be running the written adventures which may be a little rail roady so bear with me and the adventures at times. Will try to make adjustments as they make sense.
If i ever played a game as a player i'd make a Flagellant because I love playing psychotic fanatics. :)

Black Dow |
1 person marked this as a favorite. |

Dotting with grim Interest...
1d100 ⇒ 60 = Human (+20XP)
1d100 ⇒ 93 = Knight (+50XP)
WS 2d10 + 20 ⇒ (10, 9) + 20 = 39
BS 2d10 + 20 ⇒ (10, 10) + 20 = 40
Strength 2d10 + 20 ⇒ (9, 4) + 20 = 33
Toughness 2d10 + 20 ⇒ (5, 1) + 20 = 26
Initiative 2d10 + 20 ⇒ (10, 4) + 20 = 34
Agility 2d10 + 20 ⇒ (8, 8) + 20 = 36
Dexterity 2d10 + 20 ⇒ (5, 10) + 20 = 35
Intelligence 2d10 + 20 ⇒ (9, 10) + 20 = 39
Willpower 2d10 + 20 ⇒ (6, 7) + 20 = 33
Fellowship 2d10 + 20 ⇒ (3, 2) + 20 = 25
Only have access to a Character Gen "guide sheet" so much of the detail is lacking. Based on my lucky rolls I'll likely resurrect a Hedge Knight character I ran in a Zweihander game - Brunhard Schölhamer
Will delve into the rules more over the next day or so to get a feel for the game revision and finish up my pitch.

Cwethan Owner - Gator Games & Hobby |

Not at all worried about rails I almost always run pre-written for my first outing with a system :-).
I'll just angle to have a character interested in a wide variety of hooks then.
Species: 1d100 ⇒ 40 Human, +20XP
Class/Career: 1d100 ⇒ 30 Duellist - Keeping it! (+50 XP)
Weapon Skill: 2d10 + 20 ⇒ (9, 1) + 20 = 30
Ballistic Skill: 2d10 + 20 ⇒ (10, 3) + 20 = 33
Strength: 2d10 + 20 ⇒ (2, 1) + 20 = 23
Toughness: 2d10 + 20 ⇒ (5, 2) + 20 = 27
Initiative: 2d10 + 20 ⇒ (8, 8) + 20 = 36
Agility: 2d10 + 20 ⇒ (3, 1) + 20 = 24
Dexterity: 2d10 + 20 ⇒ (5, 4) + 20 = 29
Intelligence: 2d10 + 20 ⇒ (1, 2) + 20 = 23
Willpower: 2d10 + 20 ⇒ (9, 8) + 20 = 37
Fellowship: 2d10 + 20 ⇒ (2, 3) + 20 = 25
Rerolling and rearrangin
Weapon Skill: 2d10 + 20 ⇒ (4, 5) + 20 = 29
Ballistic Skill: 2d10 + 20 ⇒ (9, 1) + 20 = 30
Strength: 2d10 + 20 ⇒ (10, 9) + 20 = 39
Toughness: 2d10 + 20 ⇒ (9, 2) + 20 = 31
Initiative: 2d10 + 20 ⇒ (9, 7) + 20 = 36
Agility: 2d10 + 20 ⇒ (5, 5) + 20 = 30
Dexterity: 2d10 + 20 ⇒ (4, 7) + 20 = 31
Intelligence: 2d10 + 20 ⇒ (3, 8) + 20 = 31
Willpower: 2d10 + 20 ⇒ (1, 4) + 20 = 25
Fellowship: 2d10 + 20 ⇒ (7, 9) + 20 = 36
Weapon Skill: 39
Initiative: 36
Fellowship: 36
Agility: 31
Dexterity: 31
Toughness: 31
Strength: 30
Intelligence: 30
Ballistic Skill: 29
Willpower: 25
Wounds: 11
Fate 4
Resilience 2
Movement 4
Motivation: Shining Star
Melee (Basic): 5 Advances
Gossip: 5 Advances
Lore (Reikland): 5 Advances
Charm: 3 Advances
Cool: 3 Advances
Language (Bretonnian): 3 Advances
Doomed
Suave(Savvy?)
Random Talents: 1d100 ⇒ 991d100 ⇒ 251d100 ⇒ 84
Warrior Born, Hardy, Sturdy
Okay, I've got some choices to finish up, but this certainly gives me some fun stuff to work with!

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OK, I'm back from work now. On to rolling!
Species: 1d100 ⇒ 73 - Human +20 XP
Class & Career: 1d100 ⇒ 69 - Riverfolk/Seaman +50 XP
Weapon Skill: 2d10 + 20 ⇒ (4, 9) + 20 = 33
Ballistic Skill: 2d10 + 20 ⇒ (10, 5) + 20 = 35
Strength: 2d10 + 20 ⇒ (8, 3) + 20 = 31
Toughness: 2d10 + 20 ⇒ (7, 6) + 20 = 33
Initiative: 2d10 + 20 ⇒ (8, 7) + 20 = 35
Agility: 2d10 + 20 ⇒ (8, 6) + 20 = 34
Dexterity: 2d10 + 20 ⇒ (4, 2) + 20 = 26
Intelligence: 2d10 + 20 ⇒ (2, 10) + 20 = 32
Willpower: 2d10 + 20 ⇒ (4, 3) + 20 = 27
Fellowship: 2d10 + 20 ⇒ (1, 5) + 20 = 26 - I don't know what I'm doing but those look more 30s than not, so I'll keep it! +50 XP
Wounds: 11
Random Talent 1: 1d100 ⇒ 22 - Flee!
Random Talent 2: 1d100 ⇒ 51 - Noble Blood
Random Talent 3: 1d100 ⇒ 39 - Marksman
There's more to do, but it looks like most of the rest isn't determined randomly. I'll post back with more after I figure out what all of this did and make more decisions.

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Cwethan here again
Okay, possible I'll tweak name or avatar, but probably won't be too far off of this.
I'll try to have her up more fully later tonight :-)
(Also spend some time deciding what city she's from. If she doesn't have noble blood, but is pursuing life as a duelist she pretty much has to be urban...)

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Human Riverfolk/Seaman
WS: 33
Ballistic Skill: 35 (+5 from Marksman) = 40
Strength: 31
Toughness: 33
Initiative: 35
Agility: 34 (+5 XP advances) = 39
Dexterity: 26
Intelligence: 32
Willpower: 27
Fellowship: 26 (+5 from Suave +5 from species advances) = 36
Wounds: 11
Fate: 3
Resilience: 3
Talents: Flee!, Marksman, Noble Blood, Strong Swimmer
Skill Advances:
Charm: +5 species (41 total)
Climb: +5 career (36 total)
Consume Alcohol: +5 career (38 total)
Cool: +3 species (30 total)
Evaluate: +3 species (35 total)
Gamble: +5 career (41 total)
Gossip: +3 species +5 career (44 total)
Leadership: +5 species (41 total)
Melee (Brawling): +5 career (38 total)
Ranged (Bow): +5 species (45 total)
Row: +5 career (36 total)
Sail: +5 career (44 total)
Swim: +5 career (36 total)
Age: 1d10 + 15 ⇒ (6) + 15 = 21
Height: 2d10 + 57 ⇒ (10, 4) + 57 = 71 - 5'11"
Trappings: Cloak, Clothing, Dagger, Pouch, Sling Bag with Flask of Spirits, Bucket, Brush, Mop
I need to take a break from this for now but I'll work on getting him fleshed out soon. Role-wise in the party, I'm seeing this guy coming out as an archer (when he gets his hands on a bow) and he has a solid set of mostly Fellowship skills. I'll be wanting to develop Leadership in particular to go with his Noble Blood talent.

Crowfoot68 |
1 person marked this as a favorite. |

Species: 1d100 ⇒ 69 Human (+20XP)
Career2: 1d100 ⇒ 24 Grave Robber (+25XP) (After 2nd Rolls)
WeaponSkill: 2d10 + 20 ⇒ (1, 2) + 20 = 23 (+50XP)
BallisticSkill: 2d10 + 20 ⇒ (8, 1) + 20 = 29
Strength: 2d10 + 20 ⇒ (3, 9) + 20 = 32
Toughness: 2d10 + 20 ⇒ (6, 1) + 20 = 27
Initiative: 2d10 + 20 ⇒ (6, 3) + 20 = 29
Agility: 2d10 + 20 ⇒ (3, 4) + 20 = 27
Dexterity: 2d10 + 20 ⇒ (10, 3) + 20 = 33
Intelligence: 2d10 + 20 ⇒ (2, 8) + 20 = 30
Willpower: 2d10 + 20 ⇒ (2, 5) + 20 = 27
Fellowship: 2d10 + 20 ⇒ (10, 4) + 20 = 34
Talent1: 1d100 ⇒ 79 Talents: Strong Legs, Sixth Sense, Acute Sense, Doomed, Suave, Alley Cat
Talent2: 1d100 ⇒ 76
Talent3: 1d100 ⇒ 3
Age: 1d10 + 15 ⇒ (10) + 15 = 25 25
Height: 2d10 + 57 ⇒ (7, 4) + 57 = 68 68 - 5'8"
Wounds = 9
Fate = 2
Resilience = 4
Advances 1 I 2 WS 2 S
Skills:
Climb 5
Cool 5
Dodge 5
Endurance 5
Gossip 5
Intuition 5
Perception 5
Stealth (Urban) 5
Melee (Basic) 5
Charm 5
Leadership 5
Haggle 3
Lore (Reikland) 3
Cool 3
Trappings: Crowbar, Handcart, Hooded Cloak, Tarpaulin, : Clothing, Dagger, Pouch, Sling Bag containing 2 Candles, 5 Matches, and a Hood
Will return to fill out the color later

Havocprince |

Question, as this system has a habit of going through character can we build a generic warhammer avatar and just change the picture every time we lose a character? So, say my profile would be named something like "with hate all things are possible." and every time a character retires or dies I would change the attached picture and rebuild the profile. Does this sound good?

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EXTREMELY interested.
Will character gen tonight.
Seems I missed it... oh well- have fun.
Unless Black Dow has left a slot...
Race 1d100 ⇒ 5 Human... keeping +20 xp
Class 1d100 ⇒ 66... not accepted. Rolling three times... and take +25xp
1d100 ⇒ 83 Outlaw
1d100 ⇒ 43 Miner
1d100 ⇒ 25 Townsman
Will an Outlaw fit if there is a slot?
3 Random Talents...
1d100 ⇒ 52 Noble Blood
1d100 ⇒ 3 Acute Sense (Any one)
1d100 ⇒ 34 Linguistics
WS 1d20 + 20 ⇒ (16) + 20 = 36
BS 1d20 + 20 ⇒ (14) + 20 = 34
Str 1d20 + 20 ⇒ (16) + 20 = 36
Tgh 1d20 + 20 ⇒ (3) + 20 = 23
Init 1d20 + 20 ⇒ (20) + 20 = 40
Agl 1d20 + 20 ⇒ (12) + 20 = 32
Dex 1d20 + 20 ⇒ (13) + 20 = 33
Int 1d20 + 20 ⇒ (16) + 20 = 36
Wil 1d20 + 20 ⇒ (13) + 20 = 33
Fel 1d20 + 20 ⇒ (11) + 20 = 31
Swapping Intelligence and Toughness, as well as swapping WS and swapping Initative and Strength but I lose out on + 50xp
So total positive XP at this point is +45.

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Human Outlaw (Reiklander)
Alberich Nägelein
WS 36 +3 (39)
BS 34
Str 40
Tgh 36 +4 (40)
Init 36
Agl 32
Dex 33
Int 23
WP 33
Fel 31 +5 (36)
Wounds 15
Fate 2 +1
Resilience 1 +2 [Motivation: Ambition]
Extra Points 3 Resilience +2/Fate +1
Movement 4
Advance Characteristics
5pts = Tough +4, Weapons Skill +1
Spending XP +2 Weapons Skill = 50xp / 20xp remaining
Humans (Reiklander)
3 x +5, 3 x +3
Skills:
Animal Care
Charm +5
Cool +3
Evaluate
Gossip +3
Haggle
Language (Bretonnian)
Language (Wastelander)
Leadership +5
Lore (Reikland)
Melee (Basic) +5
Ranged (Bow) +3
Talents: Doomed, Suave, 3 Random Talents: Noble Blood, Acute Sense (Hearing), Linguistics
Outlaw (Brigand)
Brass 1
Skills:
Athletics +5
Consume Alcohol +5
Cool +5
Endurance +5
Gamble +5
Intimidate* +5
Melee (Basic) +5
Outdoor Survival +5
*Used when earning money
Talents: Combat Aware
Trappings: Bedroll, Sword, Leather Jerkin, Tinderbox, Clothing, Dagger, Pouch, Sling Bag containing 2 Candles, 1d10 Matches, a Leather Mask. 11 brass
Notes for Advancement
All skills advanced by 5
Toughness advanced by 4
Weapon Skill advanced by 3
Strength not advanced
Have Talent from current career level
XP on Hand +20
-Overall Skills-
Athletics [AGL 32] +5 =37
Consume Alcohol [Tough 40] +5 =45
Charm [FEL 36] +5 = 41
Cool [WP 33] +8 = 41
Endurance [Tough 40] +5 = 45
Gamble [INT 23] +5 = 28
Gossip [FEL 36] +3 = 39
Intimidate [FEL 36] +5 = 41
Leadership [FEL 36] +5 = 41
Melee (Basic) [WS 39] +10 = 49
Outdoor Survival [INT 23] +5 = 28
Ranged (Bow) [BS 34] +3 = 37
Ten Questions
Where are you from? A very small landholding and manor house outside of Bögenhafen. I have no relationship with it's people for the most part. Father was from Altdorf but was gifted title to the estate after winning his last tournament.
What is your family like?
My father was a famous knight and tournament winner, the famous Elrich "Rittenstein" Nägelein, who turned to the bottle and dissipation after his fame reached its peak. Mother was a famous beauty and daughter of the previous Baron Von Skaggerdorf. She realised that Father had become puff and wind without substance and left him, and myself. We've had no news of her since.
What was your childhood like?
While mother was with us my memories are good ones but not longer after my sixth birthday she left. After that it was dealing with increasing trouble as Father hit the bottle ever harder and continued to sell our possessions. My only bright spark was that I was spared some of the cooking and cleaning duties due to his still loyal squire, Karl, but that still left me with a lot of heavy work in having to haul stuff for Father or even having to drag his heavy carcass to bed when he was too drunk to move.
Additionally he would inconsistently have me train with him. Which involved a lot of thrashing me with a wooden training sword or having me run toting heavy objects or clad in oversized mail. Without a horse, long since sold, I never learned how to properly ride or fight from horseback.
Why did you leave home?
Father died and his squire took what coin and objects he could before the bailiffs and debt collectors descended. Turns out he was an earlier riser than I. All I managed to get was a few coins I'd secreted away and my weapons.
When the coins ran out I turned to banditry for a time before realising it was a dead end.
Who are your best friends?
I had few friends growing up but am ever grateful to my Fathers squire... even if he bolted after fathers death. One thing I have tried to cultivate is a friendly approachable personality. After all I had nothing else to give apart from a smile and being haughty got me nowhere a lot of the time.
What is your greatest desire?
To find out what happened with my mother and reconnect with her and her family but I can't do that in my current state.
What are your best and worst memories?
Best memory, The day I bested his father, I was 13 and he was sober for a change. We fought for three bouts and I won every one.
Worst memory, that same day... because I realised just how far father had fallen as a man and as a warrior when he threw down his sword and crawled into a bottle afterwards.
What are your religious beliefs?
An inconsistent worshipper of Sigmar.
To whom, or what, are you loyal?
Myself and my dream of reclaiming the life and status I should have received.
Why are you adventuring?
Banditry is going to see me dead in a ditch. I have to try to raise myself and my station.