Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
Thanks for the clarification. I'd been thinking that the plan was Etelka's mansion, then go fight Etelka in the mines. That's part of why I was leery about heading straight there without everyone being topped off. Talabecland is...not nearby.
If that's true, I think we're almost done in this region? Things I'm still interested in:
* try to sell some of our shipping cargo & get more
* if Etelka was in the mines, we'd probably be advised to check the place out as well, maybe? In one sense it might be good to know what she was up to down there. In another, that sounds like a fantastic way to gain more Corruption.
* see if we can get the axe & shield identified
* get the halfling lady back to town (but I think that's basically done already)
More medium term, we should probably tell what we've learned to the Cult of Sigmar authorities. So...heading back toward Altdorf?
Thanks for the clarification. I'd been thinking that the plan was Etelka's mansion, then go fight Etelka in the mines. That's part of why I was leery about heading straight there without everyone being topped off. Talabecland is...not nearby.
If that's true, I think we're almost done in this region? Things I'm still interested in:
* try to sell some of our shipping cargo & get more
* if Etelka was in the mines, we'd probably be advised to check the place out as well, maybe? In one sense it might be good to know what she was up to down there. In another, that sounds like a fantastic way to gain more Corruption.
* see if we can get the axe & shield identified
* get the halfling lady back to town (but I think that's basically done already)
More medium term, we should probably tell what we've learned to the Cult of Sigmar authorities. So...heading back toward Altdorf?
We also still need a Party Short Term Ambition.
Kemperbad is probably the best market town nearby and fortunately it’s where Etelka was supposedly heading.
Is our current location big enough to try to sell some of our weapons/brandy and make trading supply purchases?
If not let's mosey on back to Kemperbad. That's where we got our current trade stock though, so I doubt we can sell it there...
Grissenwald is a small settlement but luckily you can always sell some brandy at any location except poor villages. You can sell3d10 ⇒ (7, 5, 6) = 18 encumbrance points of brandy for 3 Gold Crowns per each encumbrance points. As always, you can haggle to try to get a better price.
Grissenwald is a size 2 location (bigger than a village but smaller than a town) so there’s a 20% chance of finding a buyer willing to buy your armaments. 1d100 ⇒ 75…unfortunately there’s no buyer for them.
Grissenwald has one export item (coal). You can buy as much coal as you want (being located at the Black Hills is good for something). Base price is 8 Crowns per 10 encumbrance points which can be haggled. The further north you transport the coal the more valuable it’d be to a buyer.
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
Hm...the base price for brandy back where we bought it was 3g. We got a 10% discount, but without that we'd be selling at cost. Is that supposed to be right? Maybe Grissenwold just isn't a great place to sell? Or maybe we just aren't far enough away from Kemperbad?
For now I'll have Landolf roll for Haggle on the sale. If we can get a 10% boost in price for 3g 6/- per unit it's probably still worth selling. If we can't, we maybe should just hold onto it.
Did we have to pay any docking fees in Grissenwald?
How many days of travel were between Kemperbad & Grissenwald? (For supply tracking)
Hm...the base price for brandy back where we bought it was 3g. We got a 10% discount, but without that we'd be selling at cost. Is that supposed to be right? Maybe Grissenwold just isn't a great place to sell? Or maybe we just aren't far enough away from Kemperbad?
For now I'll have Landolf roll for Haggle on the sale. If we can get a 10% boost in price for 3g 6/- per unit it's probably still worth selling. If we can't, we maybe should just hold onto it.
Did we have to pay any docking fees in Grissenwald?
How many days of travel were between Kemperbad & Grissenwald? (For supply tracking)
The margins on trading are small in smaller settlements, poorer settlements. Basically there is no profit margin unless you have success in haggling or trade in prosperous locations. In Altdorf, you’d get a 10% premium without needing to haggle and successfully haggling can push that up to 20 or 30%. If you have something that the location can’t get close by you also get a better offer. If you took your brandy to Far Cathay you’d be able to get 30 GC each as but it’d be hard trip to make. The trade charters may carry 10,000 bottles of brandy in a shipment which could make a fortune if it gets all the way to Cathay. Then you could take those 300,000 crowns and buy a cargo of jade and teas to sell back in the empire for another 10 fold profit. One successful trip like that would make someone a fortune but the odds of actually making it to Cathay and back are going to be low.
There aren’t any docking fees in Grissenwald.
It only takes a couple of days to sail back to Kemperbad as you’re going with the flow of the river.
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
Regarding 2e adventures, there's someone recruiting for a WFRP 2e game of the Carrion Crown AP right now in Recruiting. I've been avoiding it because I need to keep 3-ish roleplaying systems in my head right now and adding another that is similar to this one doesn't seem smart.
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
OK, so the total sale price for the brandy is 66s per unit * 18 = 1188s. We bought that brandy at 54s per unit for 972s, which gives us a tidy 10g 16/- profit. We'll distribute 1g 1/- from the shipping fund to the Company Fund (since we need to pay our members at some point).
Before any purchases of coal, that puts our shipping fund at 63 6/-. We weren't able to get a discount on coal, but there was a specific notation that we'd be able to get a better price for it as we go farther north so it's probably still a good product to fill up the Lucky Lady with.
I would like to keep more shipping funds on hand as we head back toward the more expensive markets, so we won't buy all the coal we can afford. If we get 70 encumbrance of coal, that would cost us 56g and leave the shipping fund with 7g 6/- remaining in the shipping fund. That should be enough for fees but probably not enough for other purchases.
Basically, it'd be selling most of our brandy stores in order to buy a whole bunch of coal.
Given the settlements we already saw on our trip south down the Reik, we probably wouldn't be able to unload anything until Altdorf, assuming a travel itinerary of Grissenwald -> Kemperbad (to look for Etelka) -> Altdorf...which might not happen but seems kind of likely.
credits
4g 19/- existing shipping fund
59g 8/- brandy sale
64g 7/- subtotal
debits
1g 1/- distribution to Company fund (10% of profits)
56g coal purchase
7g 6/- subtotal
totals
Company Fund: 73g 14/9
Shipping Fund: 7g 6/-
Cargo: 14 brandy, 55 armaments, 70 coal
Loan: 100g (2% per month interest)
Predicted Expenses: probably less than 3g for the itinerary mentioned above? Also some for food. I'm guessing we'll need to restock on that in Kemperbad.
I'll wait just a bit to post that as final in case someone has objections.
Regarding 2e adventures, there's someone recruiting for a WFRP 2e game of the Carrion Crown AP right now in Recruiting. I've been avoiding it because I need to keep 3-ish roleplaying systems in my head right now and adding another that is similar to this one doesn't seem smart.
Might work for others though.
That sounds awesome. But, like you, I don't have the current capacity to figure out a new system.
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
Thanks Adelaida.
A few notes for myself for later bookkeeping:
Brandy purchase price: 2.7g per encumbrance (base 3g)
Armaments purchase price: 1.08g per encumbrance (base 1.2g)
Coal purchase price: 0.8g per encumbrance (base 0.8g)
Total value of remaining cargo using base price:
Brandy: 14 encumbrance at 3g = 42g
Armaments: 55 encumbrance at 1.2g = 66g
Coal: 70 encumbrance at 0.8g = 56g
I'll probably move all of the bookkeeping stuff out of Landolf's profile & into Yvonne's so it doesn't get repeated ad nauseum when we're fighting greenskins or the like. That will make it slightly less accessible but if anyone has questions about how our funds are doing, they'd be able to go find Yvonne's profile in our Characters tab.
Too bad there isn't an Accountant career for her to move into. Interestingly, Noble does get access to Dealmaker at tier III, which is all about Haggling...but Nobles don't ever get Haggle.
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
I've been reading through the Realms of Sorcery book. The stuff I didn't already know rhymes well with what I knew before. Tons of little details that would be great if we still had a wizard hanging around...
The trial by combat is being lifted from the Rough Nights and Hard Days Scenario Book. If you have that book, try to forget what happens in the fight so not to spoil the surprises.
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
I did read that when I bought the book a while back. It's been a long time and I'll try the forgetting thing, but it's not like I remember nothing. So through that section I might be a bit passive as a player. Feel free to suggest things for Landolf to do.
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
For Aubster: is there enough time between the visit to the temple of Verena & dinner with Count Boorman to make a trip to the market? We have a bunch of knicknacks to sell off.
I'm seeing a 1g locket & stuff from Etelka's mansion: silverware, rings (minus the two Krizta took), earrings & perfume.
If there is time, can I get a Haggle test to roll against?
-----
For Landolf to get further investigation at the temple of Verena would cost us 3 crowns. That's a big enough expense that I want to ask before we proceed.
If we do spend that money, the question we ask would be important. I'm thinking it should be about what Etelka is after over there. Something like any legends about the area or past battles of importance nearby.
For Aubster: is there enough time between the visit to the temple of Verena & dinner with Count Boorman to make a trip to the market? We have a bunch of knicknacks to sell off.
I'm seeing a 1g locket & stuff from Etelka's mansion: silverware, rings (minus the two Krizta took), earrings & perfume.
If there is time, can I get a Haggle test to roll against?
-----
For Landolf to get further investigation at the temple of Verena would cost us 3 crowns. That's a big enough expense that I want to ask before we proceed.
If we do spend that money, the question we ask would be important. I'm thinking it should be about what Etelka is after over there. Something like any legends about the area or past battles of importance nearby.
Female Human Female Warrior Priest Wounds 15/15 Fate 5 Resilience 3 Fortune 5/5 WS 52 BS 36 ST 35 TG 45 INi 34 Ag31 DEX 33 Int31 Will 41 Fel 40
120 xp, +60 leftover so 180 Xp to spend
20 Xp to buy last two advances in Leadership (+5 total)
25 Xp to get +1 to Ballistic skill (+5 total)
and 100 XP to get to next career stage: Warrior Priest (Silver 2)
35 Xp
About money:
when you speak about "Company funds", Landolf, is it our pooled money for buying stuff individualy as needed, or the money of our nascent trading company?
I can't find back how much money I own to buy the bow&arrows
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
Aubster: the two don't necessarily go together, but if we're getting xp should we also be getting a fortune refresh? I think the last was back in Altdorf.
Also, I'm assuming that your pricing for the rings took into account the fact that Krizta took two of them for herself. If that isn't true, let me know.
Edit: in the post below, I'm assuming that Landolf's trapping needs are cumulative. That the Scion trappings don't count toward his Noble trappings and that he needs three sets of Courtly Garb rather than two. I'm not sure that's right & other Careers seem to handle it differently.
If you'd rather that Landolf's Scion trappings count toward his Noble trappings, let me know.
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
Adelaida: the two funds right now are Company (shared pool for the party) and Shipping (for our cargo venture). If it's hurting that I moved the fund amounts off Landolf's information to Yvonne's let me know.
The cost of your bow is a bit in flux right now. It looks like the price Aubster quoted you was for a longbow & the one I quoted you was for a normal bow. The price difference isn't huge and the longbow is a better weapon, but make sure you can afford the encumbrance before choosing a longbow: 3 for a ranged weapon is pretty steep. Encumbrance rules are on page 293.
----------
Players:
With the Company Fund as high as this, I'd like to ask for a big purchase for Landolf's trappings. We've never been in a position before where we could do that and not hurt our ability to help everyone else with basic gear. Even with all of this, we can't get everything but we could make a dent in it.
Landolf's Trapping needs (I am definitely not asking for all of this):
* new set of Quality Courtly Garb: 24g
* new set of Courtly Garb: 12g
* Riding Horse with Saddle or Coach: ignoring this for now due to our boat
* Main Gauche or Quality Cloak: he has a Main Gauche
* Jewellery worth 50g: he has none of this so far - his existing jewellery I'm pretending takes care of his Scion needs
If it's OK to get something here, my preference would be to take care of part of the jewellery Landolf is supposed to have first. As things stand, he can't even bling out one outfit appropriately so getting more outfits doesn't help him much. We could pay 20-30 crowns out of the Company Fund and not be hurting I think.
Additionally, it's probably a good time to hand some of the loot out to players for their personal funds. Making even distributions is probably the most fair. Something like 2-4 crowns each is very doable with the current Company Fund & is higher than anyone (except Landolf) would get for their Career income. If we don't make a trapping buy for Landolf, we could go higher.
----------
Provisional Kemperbad accounting:
Company Fund: 73g 14/9
Bow & Arrows for Adelaida: 5g 10/- or 4g 8/- plus 5/- for some arrows
Landolf donations & bribes: 3g 12/-, which assumes the Verena donation is OK (not actually decided yet)
Party loot sale: 28g * 45% = 12g 12/- (credit)
Company Fund subtotal: 76g 19/9 (assumes all the most expensive options)
* does not assume any distribution to personal funds or Landolf trapping purchase
Female Human Female Warrior Priest Wounds 15/15 Fate 5 Resilience 3 Fortune 5/5 WS 52 BS 36 ST 35 TG 45 INi 34 Ag31 DEX 33 Int31 Will 41 Fel 40
I think that helping Landolf pay for his trapping can only help the party as a whole, as we regulary meet high society people, and he is our best shot at them. So he has to look the part.
I think that helping Landolf pay for his trapping can only help the party as a whole, as we regulary meet high society people, and he is our best shot at them. So he has to look the part.
@Aubster: you have a PM
Agreed. It’s a party investment. Having a true nobleman around to speak for us is a true boon. It takes money to make money!
Also 120xp? Nice. Spending 110xp on +9 dodge, as being hit by arrows taught him a lesson. Which means that I think that technically I am almost done with the Knight career! Will probably pick up menacing and intimidate before exiting the career. Pretty excited for First Knight though. Charm, and the talents are great.
Landolf reminded me that I neglected to let you all know the XP for the signal tower...oops...
10 XP for solving the mystery of the disappearing dwarves
15 XP for defeating the Ghoul
25 XP for defeating the zombies and recovering their keys
20 XP if you had fun
Also, it is time for a Fortune reset so consider those Fortune points returned.
I did go ahead last night and buy the next installment of the campaign. It looks really interesting. It's called The Power Behind the Throne and will take the band of adventurers to a new and exciting destination ;)
Female Human Ranger Bounty Hunter (Thief-taker) | Wounds 18/18 | Fate 2/2 | Fortune 2/2 | Resilience 4/4 | Resolve 3/4 | Status: Brass 0 | WS 41 / BS 29 / Str 35 / T 45 / Ini 33 / Ag 28 / Dex 27 / Int 33 / Will 30 / Fel 26 | Movement 4 | Corruption = 1
XP spend
(from 203 total since I had some left over, was waiting for it to get over 100 (don't remember for what though... probably a talent I wanted from flagellant or something)):
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
Ok, it looks like I'm the one that missed the signal tower xp. I didn't check because it was hard to believe I missed xp, but maybe I was distracted by the Ambitions discussion going on at the same time. Sorry.
So no new 70 xp I guess. I just need to catch up on the old xp. See here.
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
Aubster, can we declare a Party Short Term Ambition for completing our mission for Count Boorman? I'll leave it to someone else to choose the wording because I know more than I should about this next bit.
We really need to remember the short term party goals. Such as “clearing the Greathammer name” or the like. Lots of xp falling away from that.
For this:
“Prove to Count Boorman that we are dependable and worth a good reputation.” We’re getting xp from this anyways, so I think the goal shouldn’t just be from following the story, right? At least with this we have to do our job without embarrassment, or doing something like burning the tavern down.
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
Happy Thanksgiving everyone! (belated)
Philosophically, I don't have any problem with the Party Ambitions matching the story. Conversely, I like the idea of the Personal Ambitions being different than the story to keep things interesting & to support development of the characters as characters.
Having the Party Ambitions be slightly off the side of the main story is possibly better though, like the one Valghaz suggested. Not just succeed, but succeed well sort of thing.
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
Still not sure what is actually going on. The spoiler Landolf got to see didn't reveal much detail. Better to overreact in defense of our charge than not, however.
I'm also very glad that my memory of this module is poor. I really don't remember this part & it helps me feel free to act.
Still not sure what is actually going on. The spoiler Landolf got to see didn't reveal much detail. Better to overreact in defense of our charge than not, however.
I'm also very glad that my memory of this module is poor. I really don't remember this part & it helps me feel free to act.
What’s happening now isn’t in the module…I’m going freestyle:)
I’m a huge Warhammer Fantasy fan (the original, not the Age of Sigmar) and have gotten my hands on the new 4e rulebook as well as the Starter Set and want to run the first adventure...Making the Rounds which is set in the great fortress city of Ubersreik. I’m looking for 3 to 6 players to step into the grim fantasy world of Warhammer which is definitely not the happiest place on earth.
I’ll post some background material on the campaign info page shortly but for right now, please just let me know if you’re interested.
I wanna play, but I don't have access to the rules.
Lil' background:
I came to know about Warhammer with the MMO, Warhammer online. Then, my friend wanted to run a game using his rulebook, which I don't know what version it was, but I liked many of the ideas and the setting. Then I read the first tome of Gotrek and Felix which included Trollslayer, Skavenslayer and Daemonslayer.
I would love to be in touch with the setting again.
I got the starter kit as a Christmas present and I loved WHRP 2e. I'm keen.
Will those rules be sufficient for my end?
Sure...the starter kit is missing character creation so feel free to use one of the 6 pre-gen characters it came with or make your own using the link from earlier in the recruitment thread
1) Calculate wounds, determine fate and resilience, and fortune and resolve.
2) Choose 3 Human Skills to gain 5 Advances each, and 3 Skills to gain 3 Advances each.
3) Now turn to your career in Chapter 3: Class and Careers. You begin at the first Career level listed in your Career Path. There are 8 Skills and 4 Talents listed with that level, and you can choose which of these you are most proficient at. Allocate 40 Advances to your eight starting Skills, with no more than 10 Advances allocated to any single Skill at this stage. This is enough for you to add 5 Advances to every Career Skill if you wish, which is one of the required steps to complete your Career if you wish to move to a new one (see Changing Career on page 48). You may also choose a single Talent to learn.
4) Record class and career trappings and starting wealth.
5) Pick a name
We'll get to motivations once we've got the entire group.
My understanding is that they're very similar with 4e supposed to correct some defects that existed in 2e.
For character creation the big difference is that you can pick your race and career and allocate points for attributes if you want instead of everything being based on random rolls. If you're willing to live with randomness then you get XP to start the game. You can mix and match between rolling and picking. If you want to play a dwarf but don't care about career but then want to decide your attributes by assigning points you can do that. You'd just get less XP to start.
Thanks. I rolled above, as a pet peeve of mine is people waiting to roll for the best stats. The rolls aren’t great, but with moving them around it should work.
And as everyone seems new to the rules, I think this will be ok. :)
Now, I may want to rearrange these. GM, can you tell me important stats for the physician? Willpower is probably more important than, maybe intelligence? IDK.
Now, I may want to rearrange these. GM, can you tell me important stats for the physician? Willpower is probably more important than, maybe intelligence? IDK.
This is so exciting XD
Skills: Bribery (Fel), Cool (WP), Drive (AG), Endurance (T), Gossip (Fel), Heal (Int), Perception (Int), Sleight of Hand (Dex)
Characteristics that can be advanced at career level 1 are Int, Dex and WP.
So I’d rate Intelligence and Willpower as the two most important for a physician.
Magic Resistance, Night Vision, Relentless, Resolute, Sturdy
Again. Seems like a dwarf miner decision.
—-
I’ll get Background up soon. But I picture him as being from a clan exiled from the fall of Ekrund, and which took refuge in Karak Norn. He’s spent his life digging away in the mineral poor Grey Mountains. Tired of poverty, he is in look for some coin to kickstart a better future.
My understanding is that they're very similar with 4e supposed to correct some defects that existed in 2e.
For character creation the big difference is that you can pick your race and career and allocate points for attributes if you want instead of everything being based on random rolls. If you're willing to live with randomness then you get XP to start the game. You can mix and match between rolling and picking. If you want to play a dwarf but don't care about career but then want to decide your attributes by assigning points you can do that. You'd just get less XP to start.
The one thing I notice is the streamlining of classes...no longer any advanced classes. And a new characteristic: Dex.
Magic Resistance, Night Vision, Relentless, Resolute, Sturdy
Again. Seems like a dwarf miner decision.
—-
I’ll get Background up soon. But I picture him as being from a clan exiled from the fall of Ekrund, and which took refuge in Karak Norn. He’s spent his life digging away in the mineral poor Grey Mountains. Tired of poverty, he is in look for some coin to kickstart a better future.
Yes, the link is correct.
Skills are based on an underlying characteristic and represent your training and experience. Skills are either basic (meaning you don't need to have taken an advance in that skill to use it) or advanced (meaning you need to be trained). For example, Consume Alcohol is a basic skill based on toughness. Even if you never take a single advance in the skill, your Consume alcohol skill will equal your toughness. But you could say take a 5 point advance in Consume Alcohol and then the skill would be your toughness plus 5. An example of an Advanced Skill is Lore (Geology is an Advanced Skill as is all the Lore Skills). So a character has to be trained (assigned Advances) in that skill to use it. If they are trained then the Lore (Geology) skill is their Intelligence characteristic plus how many advances they have in it. Since Valghaz put 5 advances into it his Lore (Geology) is his Intelligence + 5. If he hadn't put any advances in it, he'd have zero skill for it no matter how smart he is.
Talents are all the tricks, quirks and special abilities. Magic resistance and night vision are pretty much like the name, relentless helps you disengage from a foe, resolute lets you do extra damage when you charge and sturdy lets you carry twice as much weight.
My understanding is that they're very similar with 4e supposed to correct some defects that existed in 2e.
For character creation the big difference is that you can pick your race and career and allocate points for attributes if you want instead of everything being based on random rolls. If you're willing to live with randomness then you get XP to start the game. You can mix and match between rolling and picking. If you want to play a dwarf but don't care about career but then want to decide your attributes by assigning points you can do that. You'd just get less XP to start.
The one thing I notice is the streamlining of classes...no longer any advanced classes. And a new characteristic: Dex.
Interesting, I never played 2e. I did read an article proposing a home rule that blends some of 2 and some of 4...the author calls it 4.2
Having more resolve is also good...normally your resolve point max is the same as your resilience score so strong minded gives you a bump up so you have more resolve points than you'd otherwise have.
Spending Resolve
You may spend a Resolve point to draw upon your inner reserves: maybe confronting a terrifying Ogre without flinching; or ignoring the effects of even the most powerful of blows. Your choices are:
• Become immune to Psychology until the end of the next
round. See Psychology on page 190.
• Ignore all modifiers from all Critical Wounds until the
beginning of the next round.
• Remove one Condition; if you removed the Prone
Condition, regain 1 Wound as you surge to your feet.
The Ironhammer Clan is a tale of wealth, tragedy and perseverance. Originally of Ekrund, the clan trade was that of mining. Specifically, they dug out new tunnels, with their name coming from the iron hammers that hung from their belts which to create supports. That, and for their warpicks, which had a mining pick on one side of the head and a hammer on the other. For the clan, it was a name which encapsulated who they were.
When Ekrund fell, the clan was scattered. Many made their way to the Grey Mountains, where their trade was in high demand, even if the mountains were not nearly as rich as that which were lost. But still, they persevered. Many took up residence in Karak Norn, though a fair few went to Karak Azgaraz. And it was in the latter that Valghaz was born.
The mines of Karak Azgaraz have all but run dry. And while the king is eager to expand his holdings, that is a small consolation for those dwarves who struggle to make a living. Valghaz has only recently come of age. He is, in human terms, in his late teens. Barely an adult, even by generous reckoning. And he is near broke. Years digging in dry mines have left him with little hope for a future in his home. As such, he has left. And while human merchants might flock to Karak Azgaraz, lured by its wealth, he has made his way out of the mountains into the lands of men. He has heard that down in the low-lands, a man might earn a living free from orc marauders or skaven raiders. As such, owning naught but the clothes on his back, he has come to Ubersreik, hoping to find work. And maybe, hopefully, return home some day with enough coin to have made this gamble worth it.
Given that a 30 is average...these stats show that Valghaz took his militia training seriously, and is fairly adept in close combat. He is slightly stronger than a normal person, but not significantly so. That said, he is tough, stubborn of mind, and good with his hands. This is balanced out by his overall slowness. While he might be as tough as a mountain, he is just about as fast. And if you give him a crossbow, he is just as likely to shoot himself as the enemy.
Also, I have 75xp to spend. Am I right in that it is 25xp each for +5 WS, Str, Toughness?
Got my hands on a book. Which was needed for making this character. But I’m seriously confused on status. How is that determined?
“Determining Status
Your Status is determined by your Career level. Beside the name of your Career level is your Status, marked as ‘Brass 3’, ‘Silver 1’, or similar. This is the Tier and Standing. Should you change Career, check the new Status by the name of your new Career Level, and mark it on your Character Sheet.”
Does this mean that I start out as Brass 2 (prospector)? And how do I get to Brass 4 (miner)?
I'd be interested if you still have a spot. I'd be most interested if you would be willing to take on this character (details in the profile), which I created for a different 4e game (we didn't get very far at all), rolled back for the few rewards we did receive of course. Or I could roll up a new one.
Got my hands on a book. Which was needed for making this character. But I’m seriously confused on status. How is that determined?
“Determining Status
Your Status is determined by your Career level. Beside the name of your Career level is your Status, marked as ‘Brass 3’, ‘Silver 1’, or similar. This is the Tier and Standing. Should you change Career, check the new Status by the name of your new Career Level, and mark it on your Character Sheet.”
Does this mean that I start out as Brass 2 (prospector)? And how do I get to Brass 4 (miner)?
Yup, you start out on the lowest tier for your class. Then as you get xp you 'advance' all of the skills and talent and attributes for that tier and can then progress to the next tier...increasing your status along the way.
Skills: Bribery (Fel), Cool (WP), Drive (AG), Endurance (T), Gossip (Fel), Heal (Int), Perception (Int), Sleight of Hand (Dex)
Characteristics that can be advanced at career level 1 are Int, Dex and WP.
So I’d rate Intelligence and Willpower as the two most important for a physician.
Are these skills you mentioned important for the physician? Sorry, I'm slow.
I'm not sure how to continue creating this halfling.
Just for being a Halfling you have access to the following racial skills and traits
Halflings
Skills: Charm, Consume Alcohol, Dodge, Gamble, Haggle, Intuition, Language (Mootish), Lore (Reikland), Perception, Sleight of Hand, Stealth (Any), Trade (Cook)
Talents: Acute Sense (Taste), Night Vision, Resistance (Chaos), Small, 2 Random Talents
You may choose 3 Skills to gain 5 Advances each, and 3 Skills to gain 3 Advances each. If a Talent listing presents a choice, you select one Talent from the choices given. Any Random Talents are determined by the Random Talent table. If you roll a Talent you already have, you may reroll. So you get 1 halfling specific talent OR get 2 random talents
Then as a physician you begin at the first Career level listed in your Career Path. There are 8 Skills and 4 Talents listed with that level, and you can choose which of these you are most proficient at. Allocate 40 Advances to your eight starting Skills, with no more than 10 Advances allocated to any single Skill at this stage. You skills as a Physician’s Apprentice are:
Skills: Bribery, Cool, Drive, Endurance, Gossip, Heal, Perception, Sleight of Hand
Then you get to take 1 talent from your Physicians Apprentice list which consist of Talents: Bookish, Field Dressing, Read/Write, Strike to Stun
If you want to function as a healer, then you need to make sure you advance Heal and also take the Field Dressing talent.
I'd be interested if you still have a spot. I'd be most interested if you would be willing to take on this character (details in the profile), which I created for a different 4e game (we didn't get very far at all), rolled back for the few rewards we did receive of course. Or I could roll up a new one.
If you like the character you’ve already rolled then by all means feel free to bring him into the campaign. You’re correct though, you do need to remove those rewards you’ve already gotten.
By my count we now have:
Ruprecht Scheinfelder: Human Advisor
Valghaz Ironhammer: Dwarf Miner
Landolf Gersun von Ubersreik: Human Seaman
Anthorg: Halfling Physician’s Apprentice
Daniel:Human Priest
Did I miss anyone? I think we have 1 open spot.
I’ll open up the campaign tab later today to get things going. Don’t worry if you haven’t gotten your profile quite finished yet...you can do that as we get things going.
Skills: Bribery (Fel), Cool (WP), Drive (AG), Endurance (T), Gossip (Fel), Heal (Int), Perception (Int), Sleight of Hand (Dex)
Characteristics that can be advanced at career level 1 are Int, Dex and WP.
So I’d rate Intelligence and Willpower as the two most important for a physician.
Are these skills you mentioned important for the physician? Sorry, I'm slow.
I'm not sure how to continue creating this halfling.
Here is how I understand it.
Skills: Anyone can do basic skills Untrained. Advanced skills require training to attempt. That is a d100 roll on the stat. So, for example. Climbing is a strength check. If your strength is 40, you have a 40% chance of success.
(*) Every Skill Advancement you have adds +1%. So 5 advancements on climb would make it a 45% chance of success.
(*) From your race, you get to pick 3 skills with 5 advancements in it, and 3 skills with 3 advancements in it. This is the list: Charm, Consume Alcohol, Dodge, Gamble, Haggle, Intuition, Language (Mootish), Lore (Reikland), Perception, Sleight of Hand, Stealth, Trade (Cook)
(*) In addition, a physician starts with:
Skills with 1 advancement: Bribery, Cool, Drive, Endurance, Gossip, Heal, Perception, Sleight of Hand
Talents: Bookish, Field Dressing, Read/Write, Strike to Stun
Trappings: Bandages, Healing Draught
———-
Sample for you:
5 advancements: Dodge, Charm, Intuition (+5 all attempts)
4 advancements: Perception, Sleight of Hand (+4 all attempts)
3 advancements: Stealth (+3 all attempts)
1 advancement: Bribery, Cool, Drive, Endurance, Gossip, Heal (+1 all attempts)
From there, you have 95 XP. As a physician you want Heal to be high. So spend 30xp to have Heal be 4 advancements. That takes you down to 55xp. Spend 25xp on +5 WP, and 25xp on +5 Int. Brings you down to 5xp in the bank.
And with that your character would be done. Now, I’m probably not the best person to offer advice. But with this you’d at least be ready to go.
Thanks, Aubster. Fortunately it looks like I had been keeping good notes, including where all of my advances came from. The only thing I picked up was 10 silver (no XP) and I never bought anything past character creation. I'll edit the character sheet later.
Check the discussion tab for a hypothetical combat with our dwarf miner and my added comments. I think it does a good job of explaining how combat works in WHFR 4e.
I think my profile is complete? Someone more knowledgeable please take a look. Also, how do I get a mining pick?
It looks you shorted yourself on Advances to your skills for your career.
Allocate 40 Advances to your eight starting Skills, with no more than 10 Advances allocated to any single Skill at this stage. This is enough for you to add 5 Advances to every Career Skill if you wish. So, you should add 40 advances to your miner skills (Cool, Endurance, Intuition, Lore (Local), Melee (Two-handed) , Outdoor Survival, Perception, Swim) with no more than 10 added to any one of them.
But you only start with 1 talent from your dwarf talent list and 1 talent from your miner talent list.
Unfortunately, your XP doesn't buy as much as you did.
Spending XP...for each point of an advance you take of a characteristic (through the first 5 advance points) you pay 25 XP so 3 total points of advance of characteristics would cost 75XP. Skills cost 10 XP for each point (of the first 5 advance points). It makes sense that characteristic advances cost more since characteristics impact more than 1 skill.
You get a mining pick by buying one (or stealing one I guess). You'll have a chance to visit the market once the game gets going.
I've opened the Gameplay thread. As a reminder, only post in character in the Gameplay thread and use the Discussion thread for questions/comments/complaints :)