
Aubster |

Hi Everyone,
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.
Thanks

Anthorg |

I wanna play, but I don't have access to the rules.
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.

Aubster |

I wanna play, but I don't have access to the rules.
** spoiler omitted **
You’re in too...we’ll make it work without you having the rules.
Here’s a link for character creation. Character Creation

Spazmodeus |

Rolling!
Species: 1d100 ⇒ 52 Human 20xp
Class: 1d100 ⇒ 28 Advisor
Class: 1d100 ⇒ 41 Hunter
Class: 1d100 ⇒ 7 Priest 25 xp
Attribute: 2d10 + 20 ⇒ (10, 8) + 20 = 38
Attribute: 2d10 + 20 ⇒ (9, 6) + 20 = 35
Attribute: 2d10 + 20 ⇒ (6, 7) + 20 = 33
Attribute: 2d10 + 20 ⇒ (3, 7) + 20 = 30
Attribute: 2d10 + 20 ⇒ (3, 2) + 20 = 25
Attribute: 2d10 + 20 ⇒ (2, 9) + 20 = 31
Attribute: 2d10 + 20 ⇒ (3, 8) + 20 = 31
Attribute: 2d10 + 20 ⇒ (1, 9) + 20 = 30
Attribute: 2d10 + 20 ⇒ (7, 8) + 20 = 35
Attribute: 2d10 + 20 ⇒ (5, 8) + 20 = 33 50 xp
Talent: 1d100 ⇒ 92 Very Resilient
Talent: 1d100 ⇒ 75 Sixth Sense
Talent: 1d100 ⇒ 64 Read/Write
Hmm, interesting career results...

Aubster |

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

![]() |

Rolls, Rolls, Rolls!!!
Species: 1d100 ⇒ 86 Human +20xp
Class: 1d100 ⇒ 9 Priest +50xp
Attribute: 2d10 + 20 ⇒ (9, 5) + 20 = 34
Attribute: 2d10 + 20 ⇒ (7, 2) + 20 = 29
Attribute: 2d10 + 20 ⇒ (4, 7) + 20 = 31
Attribute: 2d10 + 20 ⇒ (2, 9) + 20 = 31
Attribute: 2d10 + 20 ⇒ (6, 8) + 20 = 34
Attribute: 2d10 + 20 ⇒ (8, 10) + 20 = 38
Attribute: 2d10 + 20 ⇒ (2, 10) + 20 = 32
Attribute: 2d10 + 20 ⇒ (6, 1) + 20 = 27
Attribute: 2d10 + 20 ⇒ (4, 5) + 20 = 29
Attribute: 2d10 + 20 ⇒ (2, 6) + 20 = 28 Stats as rolled +50xp
Talent: 1d100 ⇒ 34 Coolheaded
Talent: 1d100 ⇒ 31 Savvy
Talent: 1d100 ⇒ 18 Ambidextrous

Aubster |

Rolls, Rolls, Rolls!!!
Species: 1d100 Human +20xp
Class: 1d100 Priest +50xp
Excellent! Just a few things left.
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.

Grumbaki |

Putting in a dot. Just because I love Warhammer. And as good faith...
2d10 ⇒ (5, 2) = 7
2d10 ⇒ (3, 2) = 5
2d10 ⇒ (1, 3) = 4
2d10 ⇒ (6, 6) = 12
2d10 ⇒ (9, 4) = 13
2d10 ⇒ (2, 6) = 8
2d10 ⇒ (7, 5) = 12
2d10 ⇒ (9, 7) = 16
2d10 ⇒ (9, 6) = 15
2d10 ⇒ (3, 8) = 11
I’ll arrange the stats later, after I read up on some rules.
Also
Race: Dwarf
Class 1d100 ⇒ 83 Miner

Aubster |

Used to play WFB2e...is this similar?
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.

Aubster |

Putting in a dot. Just because I love Warhammer. And as good faith...
2d10
2d10
2d10
2d10
2d10
2d10
2d10
2d10
2d10
2d10I’ll arrange the stats later, after I read up on some rules.
Also
Race: Dwarf
Class 1d100 Miner
That's super! Welcome aboard. So far we have a human priest, a dwarf miner, and a human advisor/hunter/priest.

Anthorg |

All right, here are my rolls. Tomorrow I'll see about building the character further.
Species: 1d100 ⇒ 93 (Halfling)
Class&Career: 1d100 ⇒ 5 (Physician)
Looks like we have the party healer
Characteristics:
Weapon skill: 2d10 + 10 ⇒ (1, 9) + 10 = 20
Ballistic skill: 2d10 + 30 ⇒ (8, 3) + 30 = 41
Strength: 2d10 + 10 ⇒ (7, 2) + 10 = 19
Toughness: 2d10 + 20 ⇒ (4, 10) + 20 = 34
Initiative: 2d10 + 20 ⇒ (3, 6) + 20 = 29
Agility: 2d10 + 20 ⇒ (10, 10) + 20 = 40
Dexterity: 2d10 + 30 ⇒ (1, 3) + 30 = 34
Intelligence: 2d10 + 20 ⇒ (9, 10) + 20 = 39
Willpower: 2d10 + 30 ⇒ (2, 1) + 30 = 33
Fellowship: 2d10 + 30 ⇒ (3, 2) + 30 = 35
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

Aubster |

All right, here are my rolls. Tomorrow I'll see about building the character further.
[dice=Species]1d100 (Halfling)
[dice=Class&Career]1d100 (Physician)Looks like we have the party healer
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.

Valghaz Ironhammer |

Grumbaki here
Found this for basic rules. Is it accurate?
Also don’t know what the skill advances mean. 5 and 3?
5 Advances: Melee (basic) Lore (Geology), Endurance
3 Advances: Language (Khazalid), Lore (Dwarfs), Consume Alcohol
That seems pretty good for a dwarf miner.
And talents...which I don’t know what they do.
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.

Spazmodeus |

Grumbaki wrote:Used to play WFB2e...is this similar?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.

Aubster |

Grumbaki here
Found this for basic rules. Is it accurate?
Also don’t know what the skill advances mean. 5 and 3?
5 Advances: Melee (basic) Lore (Geology), Endurance
3 Advances: Language (Khazalid), Lore (Dwarfs), Consume AlcoholThat seems pretty good for a dwarf miner.
And talents...which I don’t know what they do.
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.

Aubster |

Aubster wrote:Grumbaki wrote:Used to play WFB2e...is this similar?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

Spazmodeus |

Interesting. What does strong minded do? Everything seems great so far. But just don’t know how much a dwarf will be charging.
Since I have the pdf open:
Strong Minded
You are the epitome of determination and resolve. Add your level
in Strong Minded to your maximum Resolve pool.

Aubster |

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.

Valghaz Ironhammer |

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.
———
WS: 45 BS: 24 STR: 35 T: 46 Init: 25 Ag: 18 Dex: 40 Int: 32 WP: 41 Fel: 21 W: 15
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?

Anthorg |

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.

Valghaz Ironhammer |

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)?

Darkest Doomed |

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.

Spazmodeus |

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.

Aubster |

Aubster wrote:
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
HalflingsSkills: 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.

Aubster |

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.

Aubster |

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.

Valghaz Ironhammer |

Aubster wrote:
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.

Aubster |

[dice=Brass Pennies]2d10
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.