Making the Rounds - Warhammer Fantasy

Game Master Aubster

Grim fantasy set in the great fortress city of Ubersreik


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Some info for those without access to the rules.

Careers
Your Career is your job when not off adventuring (or having adventures done to you, as may often be the case). It describes your training, social class, and your future prospects. WFRP groups similar Careers into Classes. Careers determine what skills and talents your character has. Let me know if you want info on a specific career.

Classes and Careers
Academics: Learned people who use their education to make a living. Often, Academics are the only characters who can read and write. They start with low Status but can secure important positions if they advance through the ranks. Career options: Apothecary, Engineer, Lawyer, Nun, Physician, Priest, Scholar,Wizard.

Burghers: Generally law-abiding townsfolk who live and work in the many towns and cities of the Empire. Many Burghers are middle class and earn a decent living. Career options: Agitator, Artisan, Beggar, Investigator, Merchant, Rat Catcher, Townsman, Watchman.

Courtiers: Those who rule or who provide specialist services to those who rule. Even lowly born Courtiers have higher Status than most, and all have an opportunity to secure positions of significant influence. Career options: Advisor, Artist, Duellist, Envoy, Noble, Servant, Spy, Warden.

Peasants: People who live and work in the farms, villages, and countryside. Peasants are all lower class, though it’s possible to secure significant influence locally. Career options: Bailiff, Hedge Witch, Herbalist, Hunter, Miner, Mystic, Scout, Villager.

Rangers: Roving folk who make a living on the open roads, travelling far beyond their home towns and villages. Most Rangers are lower class, but some can secure positions of high Status if they persevere. Career options: Bounty Hunter, Coachman, Entertainer, Flagellant, Messenger, Pedlar, Road Warden, Witch Hunter.

Riverfolk: People who live and work on the rivers and waterways that wind through the Reikland and beyond. Riverfolk all begin with low Status, but some have opportunities that can lead to a very comfortable life. Career options: Boatman, Huffer, Riverwarden, Riverwoman, Seaman, Smuggler, Stevedore, Wrecker.

Rogues: Mostly town and city folk, these people make a living by acts considered illegal, or at least unsavoury, by most law-abidin citizens. Rogues are usually lower class, but some can make a lot of money, though they may not secure a high Status when doing so. Career options: Bawd, Charlatan, Fence, Grave Robber, Outlaw, Thief, Racketeer, Witch.

Warriors: Relying on their physical prowess, these people are all trained fighters, although they are not necessarily from the military. Warriors come from many backgrounds, both high and low Status, and all can carve out a position of influence if they live long enough. Career options: Cavalryman, Guard, Knight, Pit Fighter, Protagonist, Soldier, Troll Slayer, Warrior Priest.


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Dwarven Prospector Damage (0) Wounds (18) Fate (3) Fortune (0/3) Resilience (2) Resolve (2/2) Movement (3) Armor Head, Legs (1) Body, Arms (2) WS: 45 BS: 24 STR: 41 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

Huge Warhammer fan. Glad to see this campaign is being run.

Goal #1: Scrape together enough money for a pick!
Goal #2: Don’t die.

I think for WFRP that is about as lofty a goal as I should aim for.


Dwarven Prospector Damage (0) Wounds (18) Fate (3) Fortune (0/3) Resilience (2) Resolve (2/2) Movement (3) Armor Head, Legs (1) Body, Arms (2) WS: 45 BS: 24 STR: 41 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

Sample Combat. Trying out the system.

Valghaz in a knife fight with a human (30 all stats). A dispute over who gets a prospecting spot goes south due to neither side having a decent Fel score.

V Initiative: 1d100 - 25 ⇒ (78) - 25 = 53 -5
H Initiative: 1d100 - 30 ⇒ (73) - 30 = 43 -4

Neither side seems willing to come to blows. But when a knife is pulled, the human proved to be faster.

Human attacks first
H WS: 1d100 - 30 ⇒ (14) - 30 = -16 1
V WS: 1d100 - 55 ⇒ (52) - 55 = -3 0

Damage is SL (1) + Dagger (2) + SB (3) - T (5) = 1 wound. 17 left

The human lunges forward, and his dagger scrapes Valghaz’s right arm.

Valghaz attacks back
V WS: 1d100 - 30 ⇒ (39) - 30 = 9 1
H WS: 1d100 - 55 ⇒ (44) - 55 = -11 0

Damage is SL (1) + Dagger (2) + SB (4) - T (3) = 5 wounds. 7 left

In return Valghaz stepped in and plunged his dagger into the human’s right leg. While certainly not enough to kill him, it was a nasty wound.

Human attacks
H WS: 1d100 - 30 ⇒ (96) - 30 = 66 -6
V WS: 1d100 - 55 ⇒ (49) - 55 = -6 1

Human misses.

Valghaz attacks.
V WS: 1d100 - 55 ⇒ (32) - 55 = -23 2
H WS: 1d100 - 30 ⇒ (40) - 30 = 10 -1

Damage is 3 (SL) + Dagger (2) + SB (4) - T (3) = 6 damage. Human is down to 1 wound.

The human slashed wildly while hobbling. Valghaz stabbed again, and the man raised his left arm in an attempt to stop the dagger from stabbing him in the face. He got stabbed in the arm instead. Bleeding heavily, the man turned and ran, leaving the claim to the dwarf.

Sadly, the spot turned out to be a bust. And for his trouble all Valghaz got was a new scar on his way to Ubersreik.

—————

Just posting this up to make sure I’m getting the rules right.


Valghaz Ironhammer wrote:

Huge Warhammer fan. Glad to see this campaign is being run.

Goal #1: Scrape together enough money for a pick!
Goal #2: Don’t die.

I think for WFRP that is about as lofty a goal as I should aim for.

A two-handed pick as a weapon for a dwarf is very cool in Warhammer. It does extra damage which is only slightly cool but has twice the chances to have a critical hit (normally criticals come from getting doubles on a d100 roll (e.g., 11, 22, 33, etc)) but a two-handed pick also gets criticals on numbers evenly divisible by 10 (e.g., 10, 20, 30, etc). Critical hits are massively important in 4e as you’ve got a chance to instantly kill something or totally disable it. To make up for the advantage they are slow weapons so you go last every round of combat no matter how good your initiative is. I picture the dwarf taking the blows of his enemies during the round just waiting for his chance to bury his pick between his foe’s eyes.


Dwarven Prospector Damage (0) Wounds (18) Fate (3) Fortune (0/3) Resilience (2) Resolve (2/2) Movement (3) Armor Head, Legs (1) Body, Arms (2) WS: 45 BS: 24 STR: 41 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

Oh. Wow. Damn. Everything about that screams “Dwarven.” Get some good WS, STR, T and armor. Grab a pick and stand your ground. The enemy will swing first, but you’re tough enough to swing last.


Valghaz Ironhammer wrote:

Sample Combat. Trying out the system.

Valghaz in a knife fight with a human (30 all stats). A dispute over who gets a prospecting spot goes south due to neither side having a decent Fel score.

[dice=V Initiative]1d100-25 -5
[dice=H Initiative]1d100-30 -4

We're going to do initiative as your Initiative score plus 1d10.

Neither side seems willing to come to blows. But when a knife is pulled, the human proved to be faster.

Human attacks first
[dice=H WS]1d100-30 1
[dice=V WS]1d100-55 0

Damage is SL (1) + Dagger (2) + SB (3) - T (5) = 1 wound. 17 left

The human lunges forward, and his dagger scrapes Valghaz’s right arm.
This looks right to a point but there's also the concept of Advantage.
Combat has a momentum to it, with success bringing greater feats of
glory. In WFRP this is called Advantage, with each each Advantage
token giving the roller a +10 bonus to all combat Actions. +1
Advantage is gained for each of the following:
• Attacking an opponent with the Surprised Condition.
• Spending your Move Charging headlong into combat.
• Defeating an important NPC.
• Winning an Opposed Test during combat.
• Causing Damage to an opponent without making an
Opposed Test.
Characters lose all accrued Advantage if they lose any Opposed Tests
or take a Wound.
Since the human won the opposed roll, he gains +1 Advantage and is +10 to his combat score...as you'll see that advantage doesn't last

For everyone else, the hit location was determined by reversing the attack roll (so 14 becomes 41 which is the right arm0
Valghaz attacks back
[dice=V WS]1d100-30 1
[dice=H WS]1d100-55 0
You swapped the weapon skills of Valghaz and the human. So Valghaz has a SL of +2 (55WS-roll of 39) and the human has a SL of 0 (30WS+10point advantage bonus-roll of 44) so Valghaz hits, gains +1 Advantage and the human loses his Advantage point

Damage is SL 2(1) + Dagger (2) + SB (4) - T (3) = 5 6 wounds. 7 6left

In return Valghaz stepped in and plunged his dagger into the human’s right leg. While certainly not enough to kill him, it was a nasty wound.
Hit location determined by reversing the attack roll (39 becomes 93 and checking the table which indicates the right leg)

Human attacks
[dice=H WS]1d100-30 -6
[dice=V WS]1d100-55 1
Valghaz actually has an SL of 2 because of his +10 to his combat roll AND wins this opposed test so now has +2 Advantage
Human misses.

Valghaz attacks.
[dice=V WS]1d100-55 2
[dice=H WS]1d100-30 -1
Valghaz has a SL of +4 because of his 2 advantage
Damage is 3 5(SL) + Dagger (2) + SB (4) - T (3) = 8 damage. Human is down to 1 -2 wound and is very dead.
Valghaz is now up to +3 Advantage for winning another combat test. He carries that Advantage with his as long as combat continues (i.e., there's another opponent
The human slashed wildly while hobbling. Valghaz stabbed again, and the man raised his left arm in an attempt to stop the dagger from stabbing him in the face. He got stabbed in the arm instead. Bleeding heavily, the man turned and ran, leaving the claim to the dwarf.
This is a good example of how deadly combat can be in Warhammer and how Advantage has a huge impact
Sadly, the spot turned out to be a bust. And for his trouble all Valghaz got was a new scar on his way to Ubersreik.

—————

Just posting this up to make sure I’m getting the rules right.


Dwarven Prospector Damage (0) Wounds (18) Fate (3) Fortune (0/3) Resilience (2) Resolve (2/2) Movement (3) Armor Head, Legs (1) Body, Arms (2) WS: 45 BS: 24 STR: 41 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

Very helpful! Wasn’t tracking advantage. I can see how it can play a huge role. Thank you


There are many exciting things you can buy in Ubersreik’s Marktplatz. Your Character Sheet shows you how much money you currently have.
The coins come in 3 denominations: Brass Pennies (d), Silver Shillings (/), and Gold Crowns (GC). Coin values are:
1 gold crown (1GC) = 20 silver shillings (20/–) = 240 brass pennies (240d)
1 silver shilling (1/–) = 12 brass pennies (12d)
This is usually abbreviated to: 1 GC = 20/– = 240d

What’s On Offer?
Whilst at the market, or at other points during play if the GM allows, you may wish to purchase some goods. The GM will tell you if you need to make a Test to find a vendor or shopkeeper selling the goods you wish to buy. When buying, you either pay full price, or you pass an Opposed Haggle Test against the shopkeeper and pay the cheaper Haggle price as marked in the Trappings Table.

Trappings Table
The following are the goods available in Ubersreik market and beyond. Strength Bonus is abbreviated to SB in any weapon rules.

Item Price Haggle Damage Special

Sword/Axe/Mace 1GC 18/– +SB+4 –

Dagger 16/– 14/4 +SB+2 –

Knuckledusters 2/6 2/3 +SB+2 –

Sling 1/– 11d +6 Range: 60 yards; Uses Stone Bullets

12 Stone Bullets 2d 2d

12 Pistol Bullets 3d

12 Blackpowder 3/– 2/9

Leather Jack 12/– 10/10 – 1 Armour Point to Body and Arms

Leather Jerkin 10/– 9/– – 1 Armour Point to Body

Waterskin 1/6 1/5 – Carries a gallon of liquid

Tattoo 4/– 3/8 – A simple tattoo

Pint of Ale 3d – – Tasty!

Rumster Pie 3d – – Comes in many flavours

Full Imperial Breakfast 8d – – Best blood sausage in Ubersreik!

Inn Meal 1/– – – Expensive, but good!

Bottle of Wine 10d 9d – A local grape

Chicken 5d – – Uncooked. Unplucked. Hungry.

Healing Draught 10/– 9/– – Drink to Heal 1d10 Wounds.

Bandage 4d – – Remove 1 Bleeding Condition

Deck of Cards 1/– – – Brush up on your Gamble Skill

Rope, 10 yards 8/4 7/6 – For tying up or climbing!


Landolf Gersun von Ubersreik | Male Reiklander Landsman | Wounds 11/11 | Initiative 35 | Dodge 40 | Fortune/Fate 2/4 | Resolve/Resilience 1/3 | Armor: Body 1 / Arms 1 | Corruption: 1

One thing I was never clear on during my last game. Weapon attacks seemed to be resistable with either Weapon Skill or Dodge. Weapon Skill is also used to attack while Dodge unsurprisingly is not.

Are there things that Dodge resists that Weapon Skill does not, making it a better defensive stat than Weapon Skill? Or is it just a bad Weapon Skill that only works half the time?


Advisor (Aide) Wounds:12/12 Resolve:3/3 Fortune:1/3 WS:38 BS:35 S:33 T:35 I:30 AG:25 DEX:31 WP:30 FEL:40

Ah...the SL thing threw me at first, but it's just a rebranding of the degress of success from previous versions...now to wrap my head around Advantage :)


Darkest Doomed wrote:

One thing I was never clear on during my last game. Weapon attacks seemed to be resistable with either Weapon Skill or Dodge. Weapon Skill is also used to attack while Dodge unsurprisingly is not.

Are there things that Dodge resists that Weapon Skill does not, making it a better defensive stat than Weapon Skill? Or is it just a bad Weapon Skill that only works half the time?

I thought that this would be an easy question to answer when I first read it...then I read the rule book...then I looked around the net...an hour later I think I have an answer ;)

Dodge is more versatile than Weapon Skill because it is useful outside of combat. Someone tries to empty a chamber pot onto your head from the second floor use Dodge to stay clean. You accidentally trigger a trap use Dodge to avoid the effects.

Also Dodge is a basic skill that uses Agility as it's basis so if you're a high agility character already you've got a high Dodge skill.

Finally if you're fighting someone bigger than you, it causes a negative modifier to your Weapon Skill but not to your Dodge skill. So, when you're fighting that giant you'll be grateful for Dodge.


Ruprecht Scheinfelder wrote:
Ah...the SL thing threw me at first, but it's just a rebranding of the degress of success from previous versions...now to wrap my head around Advantage :)

Advantage can start steam-rolling pretty quickly which is the point of it but I imagine it is no fun to be fighting someone that has 5 or 6 Advantage points already.

I read an article that pointed out that Halflings really need to stay out of melee cause of their small size but can be a great benefit using a ranged weapon because ranged attacks are not opposed so it doesn't matter if your opponent has a +5 Advantage, they don't get to make a combat roll; a hit causes at minimum 1 wound no matter Toughness or Armor; and taking a wound eliminates any Advantage something has. So a Halfling with a sling and some rocks can help slay a very tough creature by continually knocking down its Advantage. :)


Dwarven Prospector Damage (0) Wounds (18) Fate (3) Fortune (0/3) Resilience (2) Resolve (2/2) Movement (3) Armor Head, Legs (1) Body, Arms (2) WS: 45 BS: 24 STR: 41 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

Sounds realistic. If someone has a size advantage on you, fighting them will be hard. Imagine trying to block an ogre’s attack. If you had a shield it would probably break your arm. Dodging it is the only sensible solution.

And halflings being natural skirmishers suits them well too. So far I am really liking the 4e ruleset.

Edit: my one “issue” with the system though is Stats.

If someone rolls well for Stats. I miss the old Valaya’s Mercy rule, where you can turn one die roll into an average.


Our hypothetical Halfling is 1 step smaller than a human, dwarf or elf...

These are just some of the impacts of size on combat:

If larger:
• Weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
• It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
• All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.

Defending Against Big Creatures
You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!


I really like this article about playing Halflings and the impact of size

Halflings are cool


Landolf Gersun von Ubersreik | Male Reiklander Landsman | Wounds 11/11 | Initiative 35 | Dodge 40 | Fortune/Fate 2/4 | Resolve/Resilience 1/3 | Armor: Body 1 / Arms 1 | Corruption: 1

I don't claim to be an expert, but in case it helps someone, here are a few thoughts on the game that I came up with during my last attempt:

* Combat is deadly and it should be avoided if possible. The Fortune/Fate & Resolve/Resilience system gives an important caveat to the deadliness, however. Those abilities (especially Resilience) give you a few limited-use ways to get out of tight situations or even outright death.
* If you distribute your starting career skills evenly, it's often possible to end up very close to qualifying for the second tier of your starting career right away. For instance, Landolf only needs 5 dexterity advancements and he qualifies to go to Seaman. Going up a career tier might not be the right move, but it's good to note that it's possible in a short time frame.
* Similarly, if you find that your starting career isn't where you want to be, it isn't crazy hard to qualify to move to an entirely different career pretty quickly.

For the GM: are you planning to use the optional Downtime/Endeavours system when that comes up? It has always seemed cool to me.


Dwarven Prospector Damage (0) Wounds (18) Fate (3) Fortune (0/3) Resilience (2) Resolve (2/2) Movement (3) Armor Head, Legs (1) Body, Arms (2) WS: 45 BS: 24 STR: 41 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

So...how far am I from going into miner? I evenly put my skills into class skills and took +3 Str.


Landolf Gersun von Ubersreik | Male Reiklander Landsman | Wounds 11/11 | Initiative 35 | Dodge 40 | Fortune/Fate 2/4 | Resolve/Resilience 1/3 | Armor: Body 1 / Arms 1 | Corruption: 1

The career advancement rules are on page 84 of the document I have (which hopefully is the same one you guys are looking at). But basically, you need 5 advances in all of the characteristics your career provides and 5 advances in eight of the skills that the career provides. You also need at least one talent from your Career level.

For Landolf, that looks like:
* Agility: 5 advances
* Dexterity: 5 advances (he doesn't have this yet)
* Fellowship: 5 advances
* Climb: 5 advances
* Consume Alcohol: 5 advances
* Gamble: 5 advances
* Gossip: 5 advances
* Row: 5 advances
* Melee (Brawling): 5 advances
* Sail: 5 advances
* Swim: 5 advances
* Talent: Strong Back

If I'm understanding everything right, it will take Landolf 125 XP to get the 5 Dexterity advances he needs and 100 XP to move up a career tier. In theory, you can bounce out of a Career you don't like even if you don't complete it for 200 XP, but that's going to a different Career rather than advancing in the one you are in.

For a Miner, in addition to all of the skills you mentioned you have, you need 5 advances each in Strength, Toughness & Willpower. And a talent from Prospector, but it looks like you have that.

I think it doesn't matter where those advances come from at all, as long as you have them.

Note that one potential downside to advancing your career is that once you go up a level you can no longer easily acquire other talents from the earlier level. In your case, that means you want to get as much of Rover, Strider (Rocky), Sturdy and Tenacious as you want before you leave...unless you need to be Miner badly enough to take the hit.

For completeness, the requirements go up each career level. To go from the second to third tier, you need 10 advances in all the characteristics (including the characteristic that being second tier gave you), eight skills (which could be different skills) and one talent from the second tier of your career (weapon skill in your case). And so forth... Who knows if we'll even get anywhere near that far.

If you look at my profile, I decided to keep a whole spoiler listing advances information for that purpose under Progression Data.

Final note: in some previous editions you also needed to have the trappings of your next Career level in order to advance (I think). To my understanding, that requirement is gone and the trappings for career upgrades are more like what other people would expect you to have.


Landolf Gersun von Ubersreik | Male Reiklander Landsman | Wounds 11/11 | Initiative 35 | Dodge 40 | Fortune/Fate 2/4 | Resolve/Resilience 1/3 | Armor: Body 1 / Arms 1 | Corruption: 1

On a separate topic: I still need to select which Sail specialization Landolf is taking advances in. I don't think I want Barge. The remainder are:

Caravel, Cog, Frigate, Wolfship

I don't think Landolf is shooting for the biggest and most heavily-armed of ships, but he'd want to be serving on something moderately prestigious and not completely unarmed. Is that probably...Cog?


Dwarven Prospector Damage (0) Wounds (18) Fate (3) Fortune (0/3) Resilience (2) Resolve (2/2) Movement (3) Armor Head, Legs (1) Body, Arms (2) WS: 45 BS: 24 STR: 41 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

Thanks for clearing that up. I’m shooting for miner as that is just where I see him as a character. Someone with a mining pick dreaming of ore, not someone panning for gold.

——

As for ships, what exactly is a Cog?


Landolf Gersun von Ubersreik | Male Reiklander Landsman | Wounds 11/11 | Initiative 35 | Dodge 40 | Fortune/Fate 2/4 | Resolve/Resilience 1/3 | Armor: Body 1 / Arms 1 | Corruption: 1
Valghaz Ironhammer wrote:
As for ships, what exactly is a Cog?

That's sort of my question for the GM. I know that there were Cogs in real life and probably they are the same here, but I don't trust fantasy games to stick with real world terminology, so I'm looking for a little guidance on that one.

After making my big post about advances, I started wondering exactly how I got the advances I did. I had to go back to the prior thread's character creation, and it looks like I claimed 5 XP too much from the initial character creation (I stuck with all of my random choices, which gave me 120 XP, not quite enough to claim all five Agility advances). So I've reduced Landolf's Agility by 1 and given him 20 remaining XP.


A Cog...

Warhammer seems to borrow heavily from real world politics etc, so I presume A Cog here is a Cog there :)


Darkest Doomed wrote:
Valghaz Ironhammer wrote:
As for ships, what exactly is a Cog?

That's sort of my question for the GM. I know that there were Cogs in real life and probably they are the same here, but I don't trust fantasy games to stick with real world terminology, so I'm looking for a little guidance on that one.

After making my big post about advances, I started wondering exactly how I got the advances I did. I had to go back to the prior thread's character creation, and it looks like I claimed 5 XP too much from the initial character creation (I stuck with all of my random choices, which gave me 120 XP, not quite enough to claim all five Agility advances). So I've reduced Landolf's Agility by 1 and given him 20 remaining XP.

There's no information that I can find where WHFRP defines a cog but in Warhammer Fantasy in general a cog as defined as a a short wide barreled, heavily constructed ship designed to withstand the rough northern seas.

Interestingly as sailing one ship is not so different to sailing another, having any Sail Specialty makes all other Sail specialties Basic Skills for you.


Landolf Gersun von Ubersreik | Male Reiklander Landsman | Wounds 11/11 | Initiative 35 | Dodge 40 | Fortune/Fate 2/4 | Resolve/Resilience 1/3 | Armor: Body 1 / Arms 1 | Corruption: 1

Valghaz, your tagline suggests that you have 0 Fortune/Fate and 2 Resolve/Resilience. I think dwarves start with that, but have two more points to distribute to those scores (Extra Points). I think you should have more than you do?

As for the type of sail, it looks like Caravel is one step up from Cog, so I'll take that.


Dwarven Prospector Damage (0) Wounds (18) Fate (3) Fortune (0/3) Resilience (2) Resolve (2/2) Movement (3) Armor Head, Legs (1) Body, Arms (2) WS: 45 BS: 24 STR: 41 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

Thanks for catching that. 2 fate then, to save me from dying


Dwarven Prospector Damage (0) Wounds (18) Fate (3) Fortune (0/3) Resilience (2) Resolve (2/2) Movement (3) Armor Head, Legs (1) Body, Arms (2) WS: 45 BS: 24 STR: 41 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

First combat. Exciting!

Going to be an interesting PbP experience given that opposing WS rolls are needed before damage is calculated.

So, Valghaz has his fists, a dagger and a shovel. How much damage does each one do?


Valghaz Ironhammer wrote:

First combat. Exciting!

Going to be an interesting PbP experience given that opposing WS rolls are needed before damage is calculated.

So, Valghaz has his fists, a dagger and a shovel. How much damage does each one do?

Dagger does Strength Bonus +2

Fists are SB +0 and have Undamaging quality

Shovels are an Improvised Weapon so SB +1 and Undamaging. .I’m going to say a shovel also has the Pummel quality

Weapon Qualities
Pummel
Pummel weapons are especially good at battering foes into submission. If you score a Head hit with a Pummel weapon, attempt an Opposed Strength/ Endurance test against the struck opponent. If you win the test, your opponent gains a Stunned Condition.

Undamaging
Some weapons are not very good at penetrating armour. All APs are doubled against Undamaging weapons. Further, you do not automatically inflict a minimum of 1 Wound on a successful hit in combat.


Dwarven Prospector Damage (0) Wounds (18) Fate (3) Fortune (0/3) Resilience (2) Resolve (2/2) Movement (3) Armor Head, Legs (1) Body, Arms (2) WS: 45 BS: 24 STR: 41 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

Great! Its shovel time then. :D


Landolf Gersun von Ubersreik | Male Reiklander Landsman | Wounds 11/11 | Initiative 35 | Dodge 40 | Fortune/Fate 2/4 | Resolve/Resilience 1/3 | Armor: Body 1 / Arms 1 | Corruption: 1

On the surprised condition Landolf has: I assume that the primary example of an opposed check he won't be able to make is to Dodge a Melee attack. Does that equate to 0 SL on my end? It's hard to know what no check means in that context.


Darkest Doomed wrote:
On the surprised condition Landolf has: I assume that the primary example of an opposed check he won't be able to make is to Dodge a Melee attack. Does that equate to 0 SL on my end? It's hard to know what no check means in that context.

My understanding of the rules is that the attacker makes a dramatic skill test so he will roll and see if he rolls below his skill level (including the modifiers). If his test succeeds he'd determine the SL for his success and add that to damage done. So, essentially you have an SL of zero but since the test is unopposed it doesn't come into play.

Our brawlers all have an attack skill of 30 so normally would have to roll 30 or less to hit, but in case of attacking a surprised character they get a +20 to hit and a +1 advantage so for this 1 round they have an effective weapon skill of 60.


Just curious as to what's everyone's favorite Warhammer Fantasy book.

I loved Skavenslayer. Right now, I am reading the Witch Hunter omnibus.


Dwarven Prospector Damage (0) Wounds (18) Fate (3) Fortune (0/3) Resilience (2) Resolve (2/2) Movement (3) Armor Head, Legs (1) Body, Arms (2) WS: 45 BS: 24 STR: 41 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

Trollslayer. The description of Karak Eight Peaks was well done, especially the sadness that came from witnessing lost glory.

—-

If Valghaz finishes with the Burgher, can he intervene in other fights? Specifically he’d make his way over to Xavier, given that it is pretty obvious that the priest doesn’t want to fight.


Valghaz Ironhammer wrote:

Trollslayer. The description of Karak Eight Peaks was well done, especially the sadness that came from witnessing lost glory.

—-

If Valghaz finishes with the Burgher, can he intervene in other fights? Specifically he’d make his way over to Xavier, given that it is pretty obvious that the priest doesn’t want to fight.

Normally yes Valghaz could intervene but with the riot there's always another opponent ready to step in.


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Some more background information about Ubersreik.

Common Knowledge

Recently, Ubersreik’s rulers, the Jungfreuds, were controversially removed from power following a decree from Emperor Karl-Franz I. This unexpected command was enforced by troops sent from the capital, Altdorf, and compliance was mercilessly secured. This occupying force garrisons in Black Rock Castle, Ubersreik’s nigh-on impregnable inner bastion. Now armed soldiers sporting Altdorf ’s red and blue livery leave there to tour the surrounding land, enforcing the Emperor’s justice with scant regard for the traditions or the wishes of the stunned locals.

Despite the veritable litany of enemies that laid waste to Ubersreik down through the centuries — Bretonnians, Greenskins, the Skaven, the Restless Dead — one ancient foe haunts Ubersreik and its nvirons more than any other: Constant Drachenfels. Drachenfels the Great Enchanter, Daemonologist, Necromancer, and Emperor-Killer, has lurked in the Grey Mountains since before the founding of Ubersreik. His foul schemes frequently ensnared the folk of the Vorbergland. His fell legacy still lingers like a shadow over the town, his name whispered in hushed, fearful tones or hurled at wayward children as a threat or warning. Perhaps the greatest terror he unleashed was the Rift of 2203 IC. It is said that Drachenfels caused a great tear to open directly into the Realms of Chaos, unleashing terror, mutation and madness upon those living near the Grey Mountains. Chaos reigned for a week. The dark, malevolent presence of the Ruinous Powers could be felt everywhere: Daemons stalked the land the skies bled, and liquid fire burned in the air. In that week, almost all living souls from Bögenhafen to Ubersreik were annihilated. The few who survived were forever changed. Though no- one knows exactly how or why the Rift appeared and disappeared, all live in fear of the day it will return.

Ubersreik has been besieged many times, as often by Human forces from Bretonnia or neighbouring provinces as by Beastmen or Greenskins. On a number of occasions, the town has been completely reduced to rubble and ash by conquering forces. Such as when, over a thousand years ago, as Ubersreik’s population was recovering from the Black Plague, the town was overwhelmed by the Skaven. The ratmen destroyed most of the city’s buildings. When Count Mandred eventually relieved the town three years later, there was nothing but smoking ruins remaining. After the sacking of the town by skaven, Ubersreik was rebuilt with the help of the Dwarfs of Karak Azgaraz. This began a pattern which was to be repeated over the centuries: Ubersreik was threatened; it appealed to its Dwarf allies, who refused to help; the town was destroyed; then the Dwarfs rebuild Ubersreik, and charged handsomely for their efforts. This led to some resentment among Ubersreik’s patriotic inhabitants, all of whom felt they were being exploited by their so-called allies. The most recent instance of this cycle came during the Great War Against Chaos. Ubersreik’s defenders marched north, leaving the town vulnerable to a great horde of Greenskins that poured out from the Grey Mountains, occupying and then destroying the town. Once again, the Dwarfs of Karak Azgaraz were commissioned to rebuild, but Magnus, ever the astute politician, ensured this would be the last time Ubersreik fell. The Dwarfs constructed high and broad walls. The bridge was reinforced with runes to ensure it would stand for an age. To this day, Grodni Surehammer, the leader of the Dwarf construction team from Magnus’s time, advises on any major works and resides behind the stout walls he helped build. Surehammer serves as a talisman to the local population, a reassuring sign of their town’s strength and the Dwarfs’ friendship with Ubersreik.

Lore (Law):
Town Council
When the Jungfreuds ruled Ubersreik, the Town Council had little influence beyond occasionally advising the duke. However, when the Imperial Herald replaced Duke Sigismund, she declared it was the Emperor’s will that the council maintained the status quo whilst new rulership for Ubersreik was decided. So, the burgomeister suddenly found himself thrust onto a wider political stage, replete with threats and pitfalls, not to mention opportunities. In an attempt to consolidate this power, the burgomeister approached Grodni Surehammer, the de facto leader of the town’s Dwarf population. Surehammer felt the Jungfreuds were betrayed by the Emperor, and would have no truck with such underhanded business. Currently, Burgomeister Ernst Maler is head of the Town Council, a large, moustached man, fond of flamboyant hats and hearty fare. He is joined by the guildmasters of six of the town’s most prominent guilds — the Merchants, Boatmen, Boatbuilders and Chandlers, Metalworkers, Carters, and Carpenters. Of those, the burgomeister’s closest ally is Guildmaster Hans Fuhrmann of the Carters’ Guild. Fuhrmann is a large man who spends most of his time ordering others around as he revels in the new powers of the council. He has an abiding fondness for Eilhart wines, paying well over the odds to ensure he’s getting the good stuff; though, in truth, he can’t tell the difference from one wine to the next. His fondness for expensive wine and easy living has left him red-faced, fat, and gout-ridden.

Lore (Theology):
Cults The Cult of Sigmar’s is the most widespread in Ubersreik, with ten temples and chapels within the fortress-town’s walls; however, most other primary cults are also represented, with Verena’s and Shallya’s the more prominent, both with significant temples built by the town’s largest square. The town is also known for its sprawling temple to Katya and gambling den dedicated to Ranald found in the docks, and for its surprisingly large fortress-chapel dedicated to Ulric found in the walled-off Precinct district. With the withdrawal of the Jungfreuds, the Town Council have approached the leaders of the cults of Sigmar, Verena, and Shallya to help organise town affairs, but, as of yet, none have accepted this offer

Lore (Heraldry):
Nobles
Dozens of noble families call Ubersreik home, most connected to one another through labyrinthine webs of intermarriage, partnership and rivalry. Three houses stand tall above the others — Bruner,
Aschaffenberg, and the recently disgraced House Jungfreud — and most of the minor houses are their sworn vassals, acting as agents to accrue renown and favourable matches for the future. All of their fortunes changed when the Jungfreuds were chased from the fortress-town. The fabulously wealthy Bruners were best placed to make a powerplay, but they were too busy dancing with glee to care, so it turns to the ambitious Aschaffenbergs or an outside House to make the first move.

Lore (History):
As a strategically important fortress-town, Ubersreik is well served by several primary roads. The main routes into the town are the Bögenhafen Road, Auerswald Road, Nuln Road, and the Parravon Road. The Parravon Road leads through the Grey Lady Pass into the neutral territory of Frugelhorn and then into Bretonnia. Beyond the Azgaraz Trading Post, which marks the junction between the Parravon Road and the road to Karak Azgaraz, the quality of footing decreases significantly. In spring and summer, vast trains of 40 or more heavily laden wagons are a common sight rolling down from the Grey Lady Pass, bringing goods from Bretonnia and the Dwarfs of the Grey Mountains. However, no matter how busy the pass may be, of all the routes into Ubersreik, the Nuln Road is the most heavily used. Most of the trade goods entering and leaving Ubersreik do so by river. The Jungfreud duchy of Black Rock is connected to Ubersreik by the Teuful, which is navigable up to
Shluesselschlossscheucht, a deep-sided gorge. Until recently, trade shipments of valuable coal and iron ore from Black Rock were carried down the Teufel to Ubersreik by barge. However, with the recent upheaval, the Jungfreuds have chosen to ship along the Hagercyrb canal instead, which has led to a shortage of coal in Ubersreik. Downriver, the Teufel leads to the River Reik and on to Altdorf. This navigable link to the capital further strengthens Ubersreik’s importance. Recently, the Archduke of Upper Teufel helped finance a
significant canal system. Two of these canals connect to the Teufel river: the Grey Lady Canal and the Hagercryb. The Grey Lady Canal leads down to Nuln, cutting out a lengthy diversion down the Teuful and back up the Reik. The Hagercryb, connects first to the River Tahme and down through the Bögen to the Reik downriver of Altdorf. Importantly, this connects Ubersreik to Carroburg, and on to Marienburg in turn. These canals caused much consternation in the Imperial family, as they enabled the bypassing of Altdorf ’s customs and levys. In an attempt to combat this, Emperor Luitpold III tried to block the building of the canals in the Reikland Diet in 2484 IC.
When this failed, he instead tried to dredge the Teufel where it meets the Reik — the marshes in this area are treacherous and
notoriously hard to navigate. As a result of Luitpold’s repeated
failures to do this, this silty area of marshland is now known as
Luitpold’s Folly.


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Dwarven Prospector Damage (0) Wounds (18) Fate (3) Fortune (0/3) Resilience (2) Resolve (2/2) Movement (3) Armor Head, Legs (1) Body, Arms (2) WS: 45 BS: 24 STR: 41 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

I’m calling it now. We are going to fight Drachenfels!

Btw; what year is it? Is this after Storm of Chaos?


2512 IC

What's happening in Ubersreik is directly tied in to much, much bigger events that are about to shake the Empire...


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Female Human Female soldier Wounds 8/14 Fate 4 Resilience 3 Fortune 2/3 WS 47 BS 37 ST 35 TG 40 INi 34 Ag31 DEX 33 Int31 Will 36 Fel 40

(Lil"Eschie character: here's the nearly virgin sheet I'll use, if someone has suggestions or want to use it too)

Name:
Race:
Career: Soldier
Age:
Height:
Weight:
Hair:
Eyes:

Weapon Skill
Ballistic Skill
Strenght
Toughness
Initiative
Agility
Dexterity
Intelligence
Willpower
Fellowship

Wounds ( )
Fate (2)
Resilience (1)
Movement (4)

Skills (points)
-
-
-
-
-
-
-
-
-
-

Talents
-
-
-
-
-
-

Money
Brass
Silver
Gold

Trappings:

XP:

Appearance:

Background:


Dwarven Prospector Damage (0) Wounds (18) Fate (3) Fortune (0/3) Resilience (2) Resolve (2/2) Movement (3) Armor Head, Legs (1) Body, Arms (2) WS: 45 BS: 24 STR: 41 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

Starting to think that Valghaz might end up being quite a good warrior, despite being a peasant. Once he gets 25xp, and a mining pick, he will be:

WS50 SB4 TB4 W16, and +4 damage weapon that crits on 10s and doubles.

Sure, slow as hell. But from a new player’s perspective, these stats seem to be fairly good.


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Valghaz Ironhammer wrote:

Starting to think that Valghaz might end up being quite a good warrior, despite being a peasant. Once he gets 25xp, and a mining pick, he will be:

WS50 SB4 TB4 W16, and +4 damage weapon that crits on 10s and doubles.

Sure, slow as hell. But from a new player’s perspective, these stats seem to be fairly good.

It'd make sense that a Dwarf Miner should be a good fighter. There aren't really any Dwarfs that don't need to know how to fight. Any Dwarf enterprise anywhere has to be ready to be attacked at any time. Stupid Greenskins! They even destroyed Bugman's Brewery.


Landolf Gersun von Ubersreik | Male Reiklander Landsman | Wounds 11/11 | Initiative 35 | Dodge 40 | Fortune/Fate 2/4 | Resolve/Resilience 1/3 | Armor: Body 1 / Arms 1 | Corruption: 1

And on a mechanical level, any career with strength and toughness as well as Weapon Skill coming at the second tier of the career is going to be good. Your talents aren't as likely to be combat-centric, but the framework is quite nice.


Dwarven Prospector Damage (0) Wounds (18) Fate (3) Fortune (0/3) Resilience (2) Resolve (2/2) Movement (3) Armor Head, Legs (1) Body, Arms (2) WS: 45 BS: 24 STR: 41 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

On the topic of uniforms, and finding something without too much baggage.

https://warhammerfantasy.fandom.com/wiki/Graf_Steirlich_von_Bruner

She could have been a soldier in his employ, wearing either his family colors or the basic uniform of the Reikland. As a fairly neutral story, she could have been a native of the remote Hagercryb Hills, who accepted the Graf’s coin and training to keep the roads safe. And given that he wants to move into Ubersreik, he could have sent a small squad of recruits to escort merchants. To make a show of his authority.

This would make her a soldier, but to a far lesser power than either Altdorf or House Jungreud. And given the Graf’s lack of power in comparison to both, if she gets caught up with the party, it isn’t like he would have the influence or inclination to go out of his way for her. Especially as her group was sent to make him look good, not ‘cause trouble.’

Anyways. Just an idea on how to keep the soldier angle, while staying out of the politics until the party knows where we all stand.


Human Warden Damage (0) Wounds (12) Fate (3) Fortune (2/3) Resilience (4) Resolve (4/4) Movement (4) WS: 38 BS: 29 STR: 32 T: 41 Init: 31 Ag: 36 Dex: 29 Int: 33 WP: 32 Fel: 34

Hello all!

I'm thinking Talther is from a long line of undistinguished courtiers, servants of a noble house.

He wants more from life. Quite a bit more, hence why he's out and about.


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Dwarven Prospector Damage (0) Wounds (18) Fate (3) Fortune (0/3) Resilience (2) Resolve (2/2) Movement (3) Armor Head, Legs (1) Body, Arms (2) WS: 45 BS: 24 STR: 41 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

A Dwarven miner, in the Empire, covered in blood in public...what could go wrong?

Made me think of this


Landolf Gersun von Ubersreik | Male Reiklander Landsman | Wounds 11/11 | Initiative 35 | Dodge 40 | Fortune/Fate 2/4 | Resolve/Resilience 1/3 | Armor: Body 1 / Arms 1 | Corruption: 1

Found some time to stare vapidly at the rulebook. Are we using any optional rules?


Darkest Doomed wrote:
Found some time to stare vapidly at the rulebook. Are we using any optional rules?

Determining Initiative - We’re doing the roll 1d10 and add that to the initiative characteristic

Non-combat fumbles...this is a question for the group. What’s the thought on having critical successes or fumbles on non-combat rolls?

OptiOns: CritiCals & Fumbles
We introduce some extra rules for Criticals and Fumbles in Combat later in this chapter. they can also be used to add drama for all tests, creating a game that feels epic in scope as extreme results become commonplace. if that describes your group, you could use the following optional rule.
any test scoring a success that also rolls a double is called a Critical, meaning you’ve scored an astounding success from the Outcome table; and any failure including a double is a Fumble, resulting in an astounding Failure from the Outcome table. this optional rule works well with simple tests, providing a fun addition to the yes or no results offered there.


Landolf Gersun von Ubersreik | Male Reiklander Landsman | Wounds 11/11 | Initiative 35 | Dodge 40 | Fortune/Fate 2/4 | Resolve/Resilience 1/3 | Armor: Body 1 / Arms 1 | Corruption: 1

My first thought would be to go without criticals & fumbles out of combat, but if other people want to try it I don't strongly object.

Another question: playing this again has got me thinking I might want to run a game for my nieces and nephews. Are you using any published scenarios I should avoid looking at?


Darkest Doomed wrote:

My first thought would be to go without criticals & fumbles out of combat, but if other people want to try it I don't strongly object.

Another question: playing this again has got me thinking I might want to run a game for my nieces and nephews. Are you using any published scenarios I should avoid looking at?

We’re playing the scenario from the starter set. I’d love to keep this group going to do the Enemy Within campaign. It’s supposed to be great.

There’s a 5 scenario ‘On to Ubersreik’ available and the first scenario is free at Drive Thru RPG. That’s might be a good one to try with your family.


Dwarven Prospector Damage (0) Wounds (18) Fate (3) Fortune (0/3) Resilience (2) Resolve (2/2) Movement (3) Armor Head, Legs (1) Body, Arms (2) WS: 45 BS: 24 STR: 41 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

The enemy within? Hell yeah. Always wanted to play that. Ran the Doomstones Campaign for my kids. Another good campaign, but I don’t think it has aged as well as the enemy within (though I only know of it by reputation).

As for crit and fumbles on skill checks, I’d prefer not. Because take Valghaz for example. He has BS24 and Fel21. Almost all successes will be critical successes, which I don’t feel is right. Also on critical failures...failing a skill check sucks as it is. A critical failure just puts salt on the wounds.


Landolf Gersun von Ubersreik | Male Reiklander Landsman | Wounds 11/11 | Initiative 35 | Dodge 40 | Fortune/Fate 2/4 | Resolve/Resilience 1/3 | Armor: Body 1 / Arms 1 | Corruption: 1

I've only downloaded If Looks Could Kill so far.


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I hope you all are enjoying the campaign so far. I thought it might be worthwhile to go through the types of tests the game has now that you’ve all been through combat.

Simple Tests
Most tests are Simple Tests. these tell you if you succeed or fail. roll 1d100, and if the result is less than or equal to your skill or characteristic, you succeed! otherwise, you fail.

Difficulty
Some Tests are more difficult than others — climbing a sheer wall is much harder than climbing a tree. to simulate this, you can assign a Difficulty to any test. this will either add a positive bonus or a negative penalty, making the test easier or harder to pass. The following Difficulty levels may be applied as you feel is appropriate: Very Easy (+60), Easy (+40), Average (+20), Challenging (+0), Difficult (−10), Hard (−20), or Very Hard (−30).

Dramatic Tests
Determines how well a task is performed. like simple tests, roll 1d100 to determine if a test is a success or a failure. then subtract the ‘tens’ number of the 1d100 roll from the ‘tens’ number of the skill or characteristic being tested. the result is your Success Level (sl). a positive sl occurs when you succeed at a test — the higher the number, the better a test succeeds. a negative sl occurs when you fail — the lower the number, the worse it has failed.

Opposed tests
Two characters can directly compare tests to see who performs better. doing this requires an opposed test. an Opposed Test compares the results of a dramatic test from each character. the character with the higher sl on the outcomes table is declared the Winner, and the difference between the individual sls is used as the final SL for the Opposed Test.

Fighting
When characters wants to attack an opponent, they perform a Weapon Skill (WS) test (for melee attacks), or Ballistic Skill (BS) test (for ranged attacks) for their action. Melee attacks are always opposed tests, unless the defender has the unconscious or surprised condition. the defender uses their WS or dodge skill to oppose the attack. If the attacker scores more sl than the defender, it’s a successful hit. ranged attacks are dramatic but unopposed, and hit if the character passes the BS test.

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