GM Netherpongo's Warhammer Fantasy

Game Master Nathan Goodrich


851 to 900 of 1,360 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

Female Halfling (Warhammer) Physician Wds 10/10 FATE 2/2 Fort 0/2 WS 20 BS 35 STR 20 TOU 35 INI 32 Agi 40 DEX 45 INT 40 WIL 47 FEL 40 Move 3

Perception -20 ( 22): 1d100 ⇒ 48

Trade Cook (50): 1d100 ⇒ 17 SL 4; quite the tasteful meal!

Magda enjoy cooking, especially healthy meals, so she agrees


Male Human Fate 3/Resilience 3/WS 43, BS 20, ST 5, T 38, INIT 41, AGI 27, DEX 25, INT 25, WILL 38,FEL 30

Alphonso gives out a quick low warning to the others on his watch as he grabs a lantern and puts his back to the mast something coming... Something dangerous and he uses his spear to poke the closest sleeping person with the staff side of the spear hard.


1 person marked this as a favorite.
Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Y'ouch!!!


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Gods..., he mutters, sitting up, then eyes widening at Alphonso's demeanour.

What is it?, he hisses.


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard
Magda Kupferaugen wrote:

[dice=Perception -20 ( 22)]1d100

[dice=Trade Cook (50)]1d100 SL 4; quite the tasteful meal!

Magda enjoy cooking, especially healthy meals, so she agrees

Dont forget my blister :)


Warhammer Game Notes & Maps

Some of the events from earlier shifts (1-2) can still be completed normally. Shift 3 gets interesting though.

As the sailors on deck, Alphonso and Axel look nervously in the darkness, they notice movement in the darkness. Darkened shapes step into the moonlight, revealing human-shaped creatures with the snouts and hides of animals. Beastmen are upon you! Several of them line up on a ridge nearby holding bows, while the forest writhes with more of the creatures as they charge toward you rapidly.

”Beware! We're under attack!” one of the sailors cries out.

For initiative this time, we'll just have the party go, then the sailors, then the Beastmen. I started trying to get proper initiative up and it looked like it would be too much of a mess.

Setting the Scene:
* People awake on deck are: Aldo, Alphonso, Alwin II, Axel, Bodobert
* Everyone else is asleep. You can make an Easy (+40) Perception test each round to wake up. It takes one round after you wake up (on the same round you succeed on the Perception test) to gather up your weapons and be ready to run up to help. Alternately, you could shake someone awake.
* The Flatbottom is tied to a tree on the shoreline to keep it still through the night. It isn't hard right now to get onto the boat.
* There are four ungors on the ridge ready to shoot at anyone on deck. They are at Short range (+20 to hit).
* More Beastmen are rushing the Flatbottom. They are too distant to reach it on the first turn, but they will probably make it to the ship on the second round. No one awake right now can see how many—probably too many.
* There is plenty of cargo you can use on deck to take cover as your action. That will penalize enemy ranged attacks against you and reduce the chance you are shot at, but you won't be able to take other actions.

Everyone can act! (Or continue sleeping)


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Perception to wake up (95): 1d100 ⇒ 77

Zarine wakes up to someone shouting a warning outside her cabin. She puts her cloak on over her extravagantly beautiful pajamas, grabs her foil, and gets ready to go and assist.


1 person marked this as a favorite.
Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Perception: 1d100 ⇒ 6

Hans jumped to his feet, reaching for his blade as he did so. He knew that the elf would charge in recklessly and that it would be pointless to try and stop her. Rather, he steeped himself to stay by her side, to prove himself worthy of his new role.

Short term goal: prove himself to be a bodyguard! Hopefully the opportunity will arrive soon


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

The only thing to do is to get that line untied!

S*@# s@@# s@!@, he thinks panicking. Do I charge across and undo the rope?

Can I use magic dart to break the rope? Will Open Lock untie it? Charging across the deck gives them LOTS of shots at +20 to hit, and well, I've taken a shine to Axel...


Warhammer Game Notes & Maps

Axel: Dart would probably work, but Open Lock is probably more directly relevant if Axel wants to use magic here. If you want an idea that doesn't involve magic or going ashore, you could just have Axel cut the lines, though. He should have a dagger & I wouldn't require an attack to cut rope.

I wasn't clear above, but the ungor archers will be selecting their targets randomly. People not in cover will have double the chance of anyone not in cover to get shot at and also won't have cover bonuses. Axel is unlikely to be the only one taking fire regardless of what he does though.

Your post reminded me of a different roleplaying experience & I told the story here.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Waxel and Whans aren't that bad, but Wzarine is just wrong. Too bad, really, because I want one of those bows.


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard
Axel Rotendorf wrote:

The only thing to do is to get that line untied!

S$%* s~&@ s~@~, he thinks panicking. Do I charge across and undo the rope?

Can I use magic dart to break the rope? Will Open Lock untie it? Charging across the deck gives them LOTS of shots at +20 to hit, and well, I've taken a shine to Axel...

Axel starts frantically at the mooring rope while yelling Grab a pole and push us away from shore NOW.


Female Halfling (Warhammer) Physician Wds 10/10 FATE 2/2 Fort 0/2 WS 20 BS 35 STR 20 TOU 35 INI 32 Agi 40 DEX 45 INT 40 WIL 47 FEL 40 Move 3

Perception+40 (82): 1d100 ⇒ 16

Magda awakes quickly. If someone is still sleeping, she takes time to awake them

Another interrupted night. It's bad for your health, you know?

She spots the beastmen

Throught not as bad as these ones, I must confess.


1 person marked this as a favorite.
Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard
Axel Rotendorf wrote:
Axel Rotendorf wrote:

The only thing to do is to get that line untied!

S$%* s~&@ s~@~, he thinks panicking. Do I charge across and undo the rope?

Can I use magic dart to break the rope? Will Open Lock untie it? Charging across the deck gives them LOTS of shots at +20 to hit, and well, I've taken a shine to Axel...

Axel starts -cutting- frantically at the mooring rope while yelling Grab a pole and push us away from shore NOW.

That missing word is CUTTING...


Warhammer Game Notes & Maps

We don't have Alphonso's action quite yet, but let's move on. I'll assume he's helping pole the barge...it's a critical task right now.

The bargemen jump to their feet and hurry to pole the barge away from the shore as the ungors begin firing down at the crew. The ship begins slowly moving away from shore.

GM Stuff:
Random Fire Archer Key:
1-2 Axel
3-4 Alphonso
5-6 Aldo
7-8 Alwin II
9-10 Bodobert

Ungor Archer #1 Target: 1d10 ⇒ 6 - Aldo
Ungor Archer #2 Target: 1d10 ⇒ 2 - Axel
Ungor Archer #3 Target: 1d10 ⇒ 4 - Alphonso
Ungor Archer #4 Target: 1d10 ⇒ 9 - Bodobert

Ungor Archer #1 Attack Aldo 30 (+20 short range -10 moved): 1d100 ⇒ 15
Ungor Archer #2 Attack Axel 30 (+20 short range -10 moved): 1d100 ⇒ 31
Ungor Archer #3 Attack Alphonso30 (+20 short range -10 moved): 1d100 ⇒ 14
Ungor Archer #4 Attack Bodobert 30 (+20 short range -10 moved): 1d100 ⇒ 75

Frank Gotthard Perception 31 +40: 1d100 ⇒ 11

Aldo Wounds Taken: 6/12

Arrows rain down on the ship, with most finding their targets. Axel, Alphonso and Aldo all take a shot.

The ungors rolled well this time, but we're lucky and they didn't get any crits. Arrows have Impale, so they would be critting on either doubles or a 0 on the units die (that also hits). Axel takes 8 damage to the left arm, Alphonso takes 10 damage to his right arm and Aldo takes 10 damage to the body location. Remember to reduce that any damage taken by your Toughness bonus and by any armor that is protecting the relevant location. The ungors were getting +20 on their shots due to short range, but also -10 because they moved this turn. I didn't describe them that way but it was in the encounter writeup I made & I'm sticking with it.

The horde of beastmen approaching from the forest comes into view. There are more than you want to count. At least twenty. Most of them have horns sprouting from their heads.

Wake up rolls for the rest of the crew.
Per Hofbauer Perception 34 +40: 1d100 ⇒ 84
Alwin I Perception 30 +40: 1d100 ⇒ 11
Gerlach Perception 30 +40: 1d100 ⇒ 85
Gonzalo Perception 30 +40: 1d100 ⇒ 29
Rocco Perception 30 +40: 1d100 ⇒ 100
Wolfram Perception 30 +40: 1d100 ⇒ 75

So Per Hofbauer, Gerlach, Rocco & Wolfram haven't woken up yet. Frank Gotthard is in his own cabin above deck, so you don't know if he woke up or not. I'll assume Magda wakes up Per Hofbauer, so take him off the list.

Everyone can act! Remember to take penalties if you don't have Night Vision. The only probable result of that right now is -20 on Ballistic/Ranged tests. The approaching beastmen horde will be able to board the ship next turn, though if the Flatbottom continues to move away from shore, they'll need to jump.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Zarine comes out of her room and takes the situation in.

She says in a very loud, commanding voice

Get up and get us away from shore now, or every one of us is dead!

She is clearly used to being obeyed instantly, and she doesn't look like a person to cross right now.

Intentionally using every ounce of influence that I have to get people up and moving.

Then she runs, crouching and trying to stay low, over to join Axel, using her dagger to help him cut the rope, but with her foil ready in her other hand because it looks like they will have boarders soon.

Go go gadget bodyguard. Here's your chance. :)


1 person marked this as a favorite.
Warhammer Game Notes & Maps

Rope is cut already, Zarine.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Okay, slight modification then.

... she runs, crouching and trying to stay low, over to where she can defend the barge from the incoming boarders. She takes cover for now, but has her foil ready and plans to attack as soon as someone jumps across.


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Axel screams as the arrow tears through part of his arm before passing through... Now at 14 Hp

Lady Zarine, this isn't the way I wanted this to happen, he says cryptically through gritted teeth before taking cover and trying to calm his mind... knowing that he was about to attempt a spell in the thick of combat...

I don't think this counts as channeling buuuut can I glom a bonus for my first spell next round?


Male Human Fate 3/Resilience 3/WS 43, BS 20, ST 5, T 38, INIT 41, AGI 27, DEX 25, INT 25, WILL 38,FEL 30

Alphonso uses his spear pushing off with one hand and takes cover with his shield leather Jenkins, chain, and shield with 3 toughness so 5 damage to me I think taking an arrow in his spear arm with a grunt grimacing and hiding behind boxes if he can still help get them off and away.


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Staying near to his charge, Hans added his voice to the din, *demanding* that all woke up immediately.


Warhammer Game Notes & Maps

Posted in Discussion for everyone that has taken their turn already here.

Realized that if Magda uses this turn to wake people up, things will be awkward if they are all awake on their own. So I'll roll for that bit now.

Gerlach Perception 30 +40: 1d100 ⇒ 80
Rocco Perception 30 +40: 1d100 ⇒ 69
Wolfram Perception 30 +40: 1d100 ⇒ 13

So Gerlach is our only remaining lazybones. Another good option would be spending this turn lighting a lantern to take above deck next turn & help with the light situation. One of the sailors will probably do that if Magda doesn't.


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

…with his charge taking cover, Hans did the only sensible thing. He likewise took cover, and in doing so brought his bow out. Once protected he would lay down covering fire.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Zarine looks over at Axel when he mentions her name, and can see magical energy coalescing around him. Oh yes, this was a good one. She smiled and said Don't worry, I know. We can talk about it after. Then she returned to watching for people trying to make the jump from shore.


Warhammer Game Notes & Maps

GM Stuff:
Frank Gotthard Ranged(Gunpowder) vs Ungor Archer #1 61 -10 moved: 1d100 ⇒ 26
Archer Ungor #1 Cool vs Blackpowder 35 +20: 1d100 ⇒ 58

Murthac Leadership 45: 1d100 ⇒ 7
Archer Ungor #1 Cool vs Broken 35 +10 Murthac Leadership: 1d100 ⇒ 99 - lol no

Random Fire Archer Key:
1 Alphonso (in cover)
2 Axel (in cover)
3 Hans (in cover)
4 Zarine (in cover)
5-6 Captain Frank Gotthard
7-9 First Mate Per Hofbauer
10-11 Aldo
12 Alwin I (in cover)
13-14 Alwin II
15-16 Bodobert
17-18 Gonzalo

Archer Ungor #2 Target: 1d18 ⇒ 12
Archer Ungor #3 Target: 1d18 ⇒ 11
Archer Ungor #4 Target: 1d18 ⇒ 14

Archer #2 Ranged vs Alwin I 30 +20 short range -20 cover: 1d100 ⇒ 17
Archer #3 Ranged vs Aldo 30 +20 short range: 1d100 ⇒ 54
Archer #4 Ranged vs Alwin II 30 +20 short range: 1d100 ⇒ 23

Aldo Wounds Taken: 6/12
Alwin I Wounds Taken: 5/12
Alwin II Wounds Taken: 6/12
Archer Ungor #1 Wounds: 9/12 taken (Broken 1)

As more sailors come up above deck, the passengers take cover as their shipmates take over poling the barge further away from shore. The barge is still in Short range of the bows this round but will be in Medium range next round.

Per Hofbauer runs up on deck, bearing a shield that he bangs on with his axe as he stands in the middle of the deck, shouting incoherently at the Beastmen and trying to gain their attention.

The door to the captain's cabin abovedeck bursts open as Captain Gotthard comes on deck. He looks over the scene with a grim satisfaction as he sees his men seeing to their duties. He then aims his musket at the beastmen on shore pelting the barge with arrows. The gun goes off with a deafening crack and one of the ungors cries out in pain and terror. "Prepare to repel boarders!" he shouts. He seems practiced at command of his men in battle. The struck ungor panicks as it is struck by the blackpowder weapon and flees from the shoreline. Gained a Broken condition from being shot at. Blackpowder weapons do that.

Higher up on the bluff above the river a single beastmen, notably larger than the others, covered in metal armor and sporting a magnificent pair of horns stands tall as it howls into the night. The other beastmen howl in return as they continue their assault. You can't help but notice that the right arm of this beastmen howls as well as he holds it high, blazing with fire. This is a bestigor with a mutation. Leadership to give his troops a bonus to Psychology tests.

Two of the remaining beastmen archers take aim at the crewmen attempting to move the barge away from shore while one shoots at Alwin I, who took cover and is readying to repel boarders. An arrow shot at Aldo goes wide, while both Alwin I and Alwin II are struck by blackened shafts. To review: among the allied NPCs Aldo, Alwin I and Alwin II each have taken one arrow.

A wave of beastmen vault off the shore at a run, flying through the air toward the Flatbottom. Many fall short, landing in the Teufel with a great splash. Several others land on the deck and howl in fury as they prepare to slaughter those aboard. Three gors and four ungors are on the Flatbottom. Wide open sores are readily apparent in the hides of the beastmen. They used their whole turn moving. Sucks for them!

Below decks, Rocco and Wolfram wake up and begin preparing for battle. Exactly what they do depends on Magda.

We're missing a turn from Magda and she can act twice. Everyone else can act once. The Flatbottom is cluttered with cargo and the battlefield doesn't allow for charging. You can declare your target among the beastmen. Just declare which one you are attacking. Gors #1-#3 and Ungors #1-#4. Ranged attacks can reach Ungor Archers #2-#4. You could also target the Bestigor (on shore) if you want to I guess, but he doesn't have a bow. Let me know if you have questions.

Not all beastmen are goatlike. If you want to describe your enemies as something other than a standard gor/ungor, feel free to do so! Gors have horns and ungors don't. Otherwise your animal-man creativity should do fine. Just check that no one else has described the same enemy first.

Alphonso: above you described your character as using a spear. I don't see that one of those is in your standard trappings squire though. Awkward given that they give you cavalry melee skill, but there it is. If you purchased one, let me know. Otherwise you have a Hand Weapon from being in the Warrior class.

Axel: given your actions last turn, I'm expecting magics! The books assume a wide variety of effects from Petty Magic spells in particular. This could be a firebolt or whatever you like, really. Maybe witch themed? Feel free to get creative here as well.


Warhammer Game Notes & Maps

Makes sense that I'd forget something. I need to give you guys defense rolls for the various enemies. Decide what you are doing and what your target is before you look in the combat spoilers. Then you'll be able to make any needed Fortune decisions on your turn.

Enemy Defenses vs Alfonso:

Gor #1 Melee Defense vs Alfonso 45: 1d100 ⇒ 7
Gor #2 Melee Defense vs Alfonso 45: 1d100 ⇒ 37
Gor #3 Melee Defense vs Alfonso 45: 1d100 ⇒ 34
Ungor #1 Melee Defense 35: 1d100 ⇒ 44
Ungor #2 Melee Defense 35: 1d100 ⇒ 82
Ungor #3 Melee Defense 35: 1d100 ⇒ 23
Ungor #4 Melee Defense 35: 1d100 ⇒ 60

Enemy Defenses vs Axel:

Gor #1 Melee Defense vs Alfonso 45: 1d100 ⇒ 3
Gor #2 Melee Defense vs Alfonso 45: 1d100 ⇒ 28
Gor #3 Melee Defense vs Alfonso 45: 1d100 ⇒ 40
Ungor #1 Melee Defense 35: 1d100 ⇒ 59
Ungor #2 Melee Defense 35: 1d100 ⇒ 41
Ungor #3 Melee Defense 35: 1d100 ⇒ 4
Ungor #4 Melee Defense 35: 1d100 ⇒ 95

Enemy Defenses vs Hans:

Gor #1 Melee Defense vs Alfonso 45: 1d100 ⇒ 74
Gor #2 Melee Defense vs Alfonso 45: 1d100 ⇒ 49
Gor #3 Melee Defense vs Alfonso 45: 1d100 ⇒ 77
Ungor #1 Melee Defense 35: 1d100 ⇒ 52
Ungor #2 Melee Defense 35: 1d100 ⇒ 54
Ungor #3 Melee Defense 35: 1d100 ⇒ 18
Ungor #4 Melee Defense 35: 1d100 ⇒ 60

Enemy Defenses vs Zarine:

Gor #1 Melee Defense vs Alfonso 45: 1d100 ⇒ 63
Gor #2 Melee Defense vs Alfonso 45: 1d100 ⇒ 27
Gor #3 Melee Defense vs Alfonso 45: 1d100 ⇒ 94
Ungor #1 Melee Defense 35: 1d100 ⇒ 81
Ungor #2 Melee Defense 35: 1d100 ⇒ 89
Ungor #3 Melee Defense 35: 1d100 ⇒ 41
Ungor #4 Melee Defense 35: 1d100 ⇒ 86

Remember that all of these enemies have Fear 1 vs Magda for being bigger than her.

Enemy Defenses vs Magda:

Gor #1 Melee Defense vs Alfonso 45: 1d100 ⇒ 22
Gor #2 Melee Defense vs Alfonso 45: 1d100 ⇒ 52
Gor #3 Melee Defense vs Alfonso 45: 1d100 ⇒ 62
Ungor #1 Melee Defense 35: 1d100 ⇒ 11
Ungor #2 Melee Defense 35: 1d100 ⇒ 7
Ungor #3 Melee Defense 35: 1d100 ⇒ 9
Ungor #4 Melee Defense 35: 1d100 ⇒ 5


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Sigmar preserve me, he says in pain as his eyes begin to glow a weird yellow-white light. He mouths syllables taught by his grandfather as his right hand makes glowing tracery in the air before him...

With a shout he releases his power, shooting forth a white hot bolt of power

Magic Dart/Arcane Language 50: 1d100 ⇒ 84 with + 2 SL at Ungor 1d4 ⇒ 4

Oookay so my target is 50... of course I rolled well over it. So that's SL -3, +2 for Instinctive Diction totalling SL -1. It has a Dmg of 1 per SL.

On a plus, I didn't blow up...

What do I need to roll for defence? Just a bunch of d100?


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

One of the Ungors Ungor #1 who looked surprisingly human, if not for the shaggy hair, creepy open sores, and the large ram horns on his head, landed on the deck beside the box that Zarine was crouched behind. Perfect. She lunged for his heart.

Attack (Fencing 55): 1d100 ⇒ 87

Darn, so that is SL -3, plus another -1 for using an undamaging weapon (is that right?)


1 person marked this as a favorite.
Warhammer Game Notes & Maps

Axel: yes, just a missed spell, with no self-exploding going on. With magic, that's a win! With ranged attacks like Dart the simple fact of failure usually just makes it a miss/failed spell (no damage). That would be different if anyone was making an Opposed Test that could get your Success Levels up out of the negatives, but there isn't. As for defense, don't worry about it until you get attacked. My next turn resolution will call out who gets attacked & you'll be able to see the enemy rolls (so you can decide whether to spend Fortune, ect).

Zarine: better than that, but foils have a bunch of attributes so let's go through them all.

Foil Qualities and Flaws:
Fast - this impacts initiative order, allowing Zarine to go before anyone without a Fast weapon. Didn't matter here because I overrode initiative for the huge combat (but you went before the beastmen).

Impale - you didn't roll a 0 on the units die and the test wasn't successful, so this attribute also didn't do anything this time.

Precise - the attack wasn't a success (roll under Zarine's Fencing skill of 55) so this didn't trigger and she didn't get bonus SL.

Undamaging - this only has a negative effect if your target is wearing armor, and the ungors don't have any AP, so no penalties are applied. Even if the ungor had armor on, that wouldn't be a success level adjustment. You'd win & lose the combat normally: undamaging is applied when you try to deal damage to the foe.

Attack Resolution: Zarine got -3 SL on the attack but the ungor got -5 SL. So her attack was unsuccessful (as a game term) but she wins this bout of combat by +2 SL, the difference between her poor roll and the ungor's even worse result. It doesn't matter because there wasn't a critical hit and the ungor doesn't have armor on any location, but she struck the ungor's body (reverse the attack result to change 87 into 78 and use the hit location table on page 159). She deals damage equal to her Strength Bonus +3 Weapon Damage +3 Success Levels +2 ungor Toughness Bonus -3 ungor Armor (-0 x 2 for undamging) = 5 Wounds.

Final Result: the ungor takes 5 Wounds and Zarine gains +1 Advantage.

Speaking of which, I forgot to apply advantage on the archer ungor attacks. Too bad for them. For the record, archer ungors #1, #2 & #3 all got +1 Advantage on their first turn for hitting with their bows. Archer ungor #1 lost his advantage when he got shot by Captain Gotthard (it also ran away, which would have cost it Advantage if it still had any). Archer ungor #2 & #4 landed successful bow shots on turn 2 and gained +1 Advantage.

Advantage table:
Zarine: +1
Archer Ungor #2: +2
Archer Ungor #3: +1
Archer Ungor #4: +1

---

Very minor note: Zarine described ungor #1 as having horns, but ungors specifically don't have them. Some do look closer to humans than most beastmen though, so that part works.


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Clutching his sword tightly, Hans picked out the biggest beastman present. It was horrifying to think about what was happening, but the best thing that he could consider doing was breaking their morale, before they were all torn apart. With a wordless below, to give himself courage, he went to position himself between Zarine and the biggest Gor that he could reach...

Vs Gor #1

Hit 40, don't think he can charge: 1d100 ⇒ 57
Fortune!: 1d100 ⇒ 8 left leg

SL4 vs Gor, who I think is at -3 SL? If so, then that is +7 right there. Assuming SB3 vs TB4, that becomes +6. But handweapon gives +4, for a total of 10 wounds. If he can charge that goes up to 11, if the Gor has armor or an armor mutation, then it goes down. But regardless, I don't think that this would kill a Gor.

...surging forward, he buried his blade into the left thigh of the Gor. Now, Hans was no weakling, and as such the blade sunk in deep. He grinned, mostly out of anxiety, as the blade went in, but the smile vanished from his face when he saw that the creature did not go down! Cursing himself for thinking that he could take out the largest of the brutes so easily, he quickly tried to retract his blade and raise his buckler to defend himself.


Female Halfling (Warhammer) Physician Wds 10/10 FATE 2/2 Fort 0/2 WS 20 BS 35 STR 20 TOU 35 INI 32 Agi 40 DEX 45 INT 40 WIL 47 FEL 40 Move 3

Now that everyone under the deck is awake, Magda gets on the deck. She soon get afraid of the tall and bestial servants of Chaos, unleashing carnage. She try to avoid getting spotted, rushing from one hideout to the other on the boat, using the cargo to hide.

Knowing her own uselessness in a fight, she concentrate on what she can do, which means working on the sailors wounds. She quickly gets to the Alwins, noticing the arrow protuding from their flesh.

Heal 50 (Alwin 1): 1d100 ⇒ 84 SL -3

I guess moving from underdeck and trying to heal a wounded man counts for my two actions


Warhammer Game Notes & Maps

We had one last sleeping sailor, so I'll assume she woke him up as well. Magda can go on deck & start healing people this round: it just means she didn't stop to be ready for battle. Since she doesn't intend to fight, that's probably the same thing.

I was re-reading the Heal skill just yesterday and I don't think a failed Heal test does anything to heal wounds. There is a phrase about being able to hurt them on a failed attempt, but Magda's Int bonus is high enough to cover -3 SL.

Does Magda have the Field Dressing talent? It would've allowed her to reverse the dice on that roll and turn it into a +1 SL success.


Warhammer Game Notes & Maps

We had one last sleeping sailor, so I'll assume she woke him up as well. Magda can go on deck & start healing people this round: it just means she didn't stop to be ready for battle. Since she doesn't intend to fight, that's probably the same thing.

I was re-reading the Heal skill just yesterday and I don't think a failed Heal test does anything to heal wounds. There is a phrase about being able to hurt them on a failed attempt, but Magda's Int bonus is high enough to cover -3 SL.

Does Magda have the Field Dressing talent? It would've allowed her to reverse the dice on that roll and turn it into a +1 SL success.

Botting Alphonso...

Alphonso jumps into battle, moving to engage one of the ungors.

Cronk! I had this huge post written up to describe the results of allied combat on the boarding beastmen and on the LAST preview the forums ate it. The rolls are all different now so I'm cutting out all the crunch. Suffice it to say things went well. The biggest notable thing is that Aldo teamed up on Zarine's ungor to take it down. The summary below remains.

Current Advantage Table:
Alphonso: +1
Hans: +1
Zarine: +1
Captain Gotthard: +1
Per Hofbauer: +1
Aldo: +1
Rocco: +1
Archer Ungor #2: +2
Archer Ungor #3: +1
Archer Ungor #4: +1
Ungor #3: +1
Ungor #4: +1

Wounds Taken:
Alphonso: 6
Axel: 4
Aldo: 6
Alwin I: 5
Alwin II: 6
Gor #1: 9 (engaged by Hans)
Gor #2: 3 (engaged by Rocco)
Gor #3: 11 (engaged by Per Hofbauer)
Ungor #1: -5 (weapon damaged)
Ungor #2: 9 (engaged by Alphonso)
Ungor #3: 0 (engaged by Gerlach)
Ungor #4: 0 (engaged by Wolfram, weapon damaged)
Archer Ungor #1: 9 (broken)
Archer Ungor #2: 0
Archer Ungor #3: 0
Archer Ungor #4: 0
Bestigor: 0


Warhammer Game Notes & Maps

Still howling in fury, the beastmen press their attack on the crew and passengers of the Flatbottom.

Gor #1 Melee vs Hans 45: 1d100 ⇒ 43
Ungor #2 Melee vs Alphonso 35: 1d100 ⇒ 33 - potential critical hit!

GM Stuff:
Gor #2 Melee vs Rocco 45: 1d100 ⇒ 11
Rocco Dodge 40 +10 advantage: 1d100 ⇒ 49
Critical Location: 1d100 ⇒ 78
Critical Severity: 1d100 ⇒ 32 - Winded
Rocco Endurance 40 +20 vs Prone: 1d100 ⇒ 8
Wounds: +2 SL +7 Weapon +2 Critical -3 Toughness -1 armor = 7 Wounds

Gor #3 Melee vs Per 45: 1d100 ⇒ 6
Per Melee Defense 51 +10 advantage: 1d100 ⇒ 74
+5 SL -1 Defensive SL +7 weapon -4 Toughness -1 armor = 6 Wounds

Ungor #3 Melee vs Gerlach 35 +10 advantage: 1d100 ⇒ 77
Gerlach Dodge 40: 1d100 ⇒ 12
Ungor #3 Oops!: 1d100 ⇒ 57

Ungor #4 Melee vs Wolfram 35 +10 advantage: 1d100 ⇒ 75
Wolfram Dodge 40: 1d100 ⇒ 25

Captain Gotthard Reload 61: 1d100 ⇒ 100

Ungor Archer #2 Random Target (using Wounded table below): 1d15 ⇒ 8
Ungor Archer #3 Random Target (using Wounded table below): 1d15 ⇒ 14
Ungor Archer #4 Random Target (using Wounded table below): 1d15 ⇒ 7

Ungor Archer #2 Ranged vs Alwin II 30 +20 advantage: 1d100 ⇒ 1
Ungor Archer #3 Ranged vs Alwin I 30 +10 advantage: 1d100 ⇒ 49
Ungor Archer #4 Ranged vs Per 30 +10 advantage: 1d100 ⇒ 22
Per Hofbauer Melee Basic vs Ranged 51 -10 shield (+1 SL): 1d100 ⇒ 98
Alwin II Wounds: +5 SL +7 Ranged -3 Toughness -1 armor = 8 Wounds
Critical Location: 1d100 ⇒ 28
Critical Severity: 1d100 - 20 ⇒ (2) - 20 = -18

Per Critical Location: 1d100 ⇒ 2
Critical Severity: 1d100 ⇒ 41
Per Wounds: +6 SL +7 ranged +2 critical -4 Toughness -3 armor = 8 Wounds

Archer Ungor #1 Cool vs Broken: 1d100 ⇒ 88

The ungors on deck both fail to wound their opponents, but the gors land heavy blows on Per Hofbauer and Rocco. The archers continue their deadly fire, striking Alwin II in the chest. Per Hofbauer raises his shield to deflect another arrow but takes a nasty cut to his ear and head as it glances off the side and he also falls.

Current Advantage Table:
Alphonso: +1
Hans: +1
Zarine: +1
Captain Gotthard: +1
Aldo: +1
Gerlach: +1
Wolfram: +1
Archer Ungor #2: +3
Archer Ungor #3: +1
Archer Ungor #4: +2
Gor #2: +1
Gor #3: +1

Wounds Taken:
Alphonso: 6
Axel: 4
Hans: 0
Magda: 0
Zarine: 0
Aldo: 6
Alwin I: 5
Alwin II: 15/12 (Jarred Arm crit, Prone)
Bodobert: 0
Gerlach: 0
Gonzalo: 0
Rocco: 7 (Winded crit: Stunned)
Wolfram: 0
Per Hofbauer: 14/14 (Sliced Ear crit, Prone, Deafened II, Bleeding I)
Captain Gotthard: 0
Gor #1: 9 (engaged by Hans)
Gor #2: 3 (engaged by Rocco)
Gor #3: 11 (engaged by Per Hofbauer)
Ungor #1: -5 (weapon damaged)
Ungor #2: 9 (engaged by Alphonso)
Ungor #3: 0 (engaged by Gerlach, out of position -10)
Ungor #4: 0 (engaged by Wolfram, weapon damaged)
Archer Ungor #1: 9 (broken)
Archer Ungor #2: 0
Archer Ungor #3: 0
Archer Ungor #4: 0
Bestigor: 0

Everyone can act! Magda, you can make a Difficult (-10) Heal test vs the beastmen to know more about the sores on their hides if you want. Magda can make a Cool test to get over her fear of the Beastmen for last round. If she is still subject to Fear on this current round she will need to pass a Cool test to help heal anyone that is engaged with a beastman. You might want to see what happens with Alphonso's melee first, as he is under threat of taking a critical hit.

I should have done so above, but I'll resolve the rest of Alphonso's crit so he knows what he is up against. Keep in mind it might not happen if he can prevent it. See Discussion for more.
Hit Location for Ungor attack vs Alphonso: 1d100 ⇒ 64 - body - at least that's where he has the most armor
Critical Severity: 1d100 ⇒ 46 - Ragged Wound. +2 Wounds on the attack as it happens and two Bleeding conditions


Warhammer Game Notes & Maps

Defense spoiler time. I'll put in advantage, but keep in mind that Gor #1 and Ungor #2 might gain advantage as a result of their unresolved attacks.

Beastmen Defense vs Alphonso:
Gor #1 Melee 45: 1d100 ⇒ 43
Gor #2 Melee 45 +10 advantage: 1d100 ⇒ 45
Gor #3 Melee 45 +10 advantage: 1d100 ⇒ 88
Ungor #2 Melee 35: 1d100 ⇒ 59
Ungor #3 Melee 35: 1d100 ⇒ 71
Ungor #4 Melee 35: 1d100 ⇒ 17

Beastmen Defense vs Axel:
Gor #1 Melee 45: 1d100 ⇒ 28
Gor #2 Melee 45 +10 advantage: 1d100 ⇒ 23
Gor #3 Melee 45 +10 advantage: 1d100 ⇒ 51
Ungor #2 Melee 35: 1d100 ⇒ 43
Ungor #3 Melee 35: 1d100 ⇒ 88
Ungor #4 Melee 35: 1d100 ⇒ 88

Beastmen Defense vs Hans:
Gor #1 Melee 45: 1d100 ⇒ 86
Gor #2 Melee 45 +10 advantage: 1d100 ⇒ 92
Gor #3 Melee 45 +10 advantage: 1d100 ⇒ 68
Ungor #2 Melee 35: 1d100 ⇒ 47
Ungor #3 Melee 35: 1d100 ⇒ 22
Ungor #4 Melee 35: 1d100 ⇒ 29

Beastmen Defense vs Magda:
Gor #1 Melee 45: 1d100 ⇒ 54
Gor #2 Melee 45 +10 advantage: 1d100 ⇒ 71
Gor #3 Melee 45 +10 advantage: 1d100 ⇒ 47
Ungor #2 Melee 35: 1d100 ⇒ 31
Ungor #3 Melee 35: 1d100 ⇒ 74
Ungor #4 Melee 35: 1d100 ⇒ 83

Beastmen Defense vs Zarine:
Gor #1 Melee 45: 1d100 ⇒ 32
Gor #2 Melee 45 +10 advantage: 1d100 ⇒ 98
Gor #3 Melee 45 +10 advantage: 1d100 ⇒ 29
Ungor #2 Melee 35: 1d100 ⇒ 63
Ungor #3 Melee 35: 1d100 ⇒ 76
Ungor #4 Melee 35: 1d100 ⇒ 43


Female Halfling (Warhammer) Physician Wds 10/10 FATE 2/2 Fort 0/2 WS 20 BS 35 STR 20 TOU 35 INI 32 Agi 40 DEX 45 INT 40 WIL 47 FEL 40 Move 3

I thought I had Field dressings too, but bought other stats and skills with my last XP. I should have take it, it's really useful. Probably next time I have enough XP

Difficult Heal vs Gors (40): 1d100 ⇒ 55
Cool vs Gors (57): 1d100 ⇒ 2

Heal 50-target TBD: 1d100 ⇒ 97
Not sure if it's a critical miss, and if I can use a Fortune reroll; if so:
Heal 50-target TBD: 1d100 ⇒ 48

Despite the chaos around her-quite litteraly sometimes, as the beastmen pass near the halfling-Magda keeps her wits on the battlefield, focusing on who is hurt the most badly and needs help urgently.

If someone seems on the verge of dying Critically hit or 0 Wounds she springs into action

Triage: Order of Healing: Alfonso (if hit by Crit); Alwin II; Per Hafbauer


1 person marked this as a favorite.
Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Axel tries to blast the same foe again...

Magic language 50: 1d100 ⇒ 54 Fail SL 0 (+2 if Arcane diction counts)

But like some sort of amateur (which he is) his bolt of arcane energy merely serves to light up the night but do nothing else of use whatsoever... leading to the young man screaming in frustration.

But hey, at least he didn't implode, grow horns or turn the fabric of the universe inside out.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Happy to see that the beast she was fighting has gone down, Zarine turns to another Moving on to Ungor #2, hopefully to help Alphonso and finish it. and stabs at it.

Attack (Fencing 55): 1d100 ⇒ 53

Whew, just under. So, Hit the primary arm. That's +0 for the actual check, but I was at +1 already, bonus +1 for precise, nothing for impale.

His defense was -3 it looks like, so that is +2 vs -3, which is a total of a difference of 5 (maybe?) ... then for wounds it is +SB which is +3, and +3 on top of that for wounds. ... let's see. Is that 11 wounds, or am I totally off?

Does the other guy get an automatic -10 to defense from "all Melee Tests to defend against Fast weapons suffer a penalty of –10 if your opponent is using a weapon without the Fast Quality"? Not sure how that part works.


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Defense v Gor 1 40: 1d100 ⇒ 44
SL 0 vs Beastman SL 0, but Hans has a buckler and advantage, giving him SL2. He thus wins, thanks to his defensive weapon and momentum. Goes up to advantage 2

Attack Gor 1: 1d100 ⇒ 71
That is SL -3, which goes to SL -1 thanks to advantage. Pretty sure that the Gor is also -3, but I could be wrong. If I am right, then we compare WS, for which Hans is probably lower. So, burning another fortune point...

Fortune: 1d100 ⇒ 58
This means SL -1 vs the Gor's SL -3 (or something like that). So he should still manage to hit and thus build another advantage point

Hans *barely* managed to get his blade up in time to parry the Gor's blow. He glanced back to make sure that Zarine was alright, though there wasn't much he could do as he was fighting for his own life. Swinging wildly, he was fortunate in that his blade manage to hit something. It felt like flesh, but he wasn't sure. He was operating on pure adrenaline at that point.


Warhammer Game Notes & Maps

I see Gor #1 with -4 SL defending vs Hans (45 melee with roll of 86). It wouldn't have any advantage. So if that's all true you can get a solid blow in without the Fortune. I think it is: Hans 40 Melee +20 advantage with a roll of 71 for -1 SL. Vs Gor #1 defense of -4 SL for a win of +3 SL. Double check me on that.


Warhammer Game Notes & Maps

Hm...Alphonso looks like they still might be busy and I'm tempted to get a second combat post in on one day. How often do you get to do that?

Alphonso Melee (Basic) Defense vs Ungor #2 48 +10 advantage: 1d100 ⇒ 43 - +1 SL is enough to beat the attack and stop that nasty crit.

GM Stuff:
Ungor #2 Crit Location: 1d100 ⇒ 42
Ungor #2 Crit Severity: 1d100 ⇒ 72

Gor #2 Oops!: 1d100 ⇒ 92
Oops! target: Gor #2=1, Ungor #3=2, Ungor #4=3: 1d3 ⇒ 1

Seeing the sailor felled, Magda rushes to help Alwin II. +1 SL on the Heal +4 Intelligence = 5 Wounds recovered. I had to double check, but the lowest number of Wounds is zero. You never actually end up in negative Wounds. So Alwin II goes up to 7/12 Wounds. Alwin's Jarred Arm crit caused him to drop the barge pole, which I'll assume is lost to the Teufel.

Axel's magic once again fails him. Perhaps his ineptitude has been lost in the chaos of battle? Good luck next time!

Zarine clarification:
Zarine: your analysis of your attack is very close. You wrote that you were already at +1 SL from advantage though, and advantage is actually better than that. Instead of +1 SL, you get +10 to your effective skill. So Zarine was going to succeed and make use of her Precise quality on a 65 or less. The net effect is the same here, but if you'd rolled 57 perhaps the two scenarios are different.

Edit: actually, scratch that. Zarine had +20 more skill than that due to gang up bonus (2 versus 1, see page 161). Even better but more than enough either way.

As far as the question about the -10 the enemy should take from Fast, that's...a bit hard to adjudicate on the fly. What it means is that if the Ungor uses Melee to defend (instead of Dodge) and doesn't have a Fast weapon (it doesn't) then it takes a -10 on its defense test. My last GM was always forgetting to specify that the enemy dodged rather than just defended or melee'd, especially in cases where the enemy defense skill was the same between Melee & Dodge. It's probably best for the game if I can retroactively say the enemy dodged...otherwise we're relying on me remembering to go against Fast properly and it'll be a constant irritation. So for Ungors it wouldn't matter, but Gors would have minor trouble vs Zarine since their Melee is higher than their Dodge.

So to summarize, if the enemy Melee and Dodge are equal (as here) let's say they always choose to Dodge Zarine. If their Melee skill is better than Dodge, they will Melee and you'll get the benefit.

Zarine rushes up to stab the ungor fighting Alphonso, felling the creature as she stabs it. 11 Wounds calculated correctly -3 Toughness which is still more than enough.

Hans fends off the gor fighting him and lands a second solid blow in return. The creature topples to the ground, weak from its wounds. It is still alive and conscious though. +3 SL +3 Strength +4 Hand Weapon -4 Toughness -1 armor = 5 Wounds

Alphonso blocked the ungor's axe with his sword blade and held it there, resisting the urge to gag at the creature's foul breath. Zarine's blade darted in from the side, taking the creature in its right arm as they struggled and felling the beast. Seeing Per on the ground, Alphonso rushed in at the gor that felled him. Alphonso's blade knocks its axe to the side, causing the gor to hack heavily into its companion standing over Rocco. Alphonso's own strike is shallow, but the unbalanced gor topples into the Teufel.

Melee (Basic) vs Gor #3 48 +20 advantage: 1d100 ⇒ 72 - that's bad but the Gor also got -3 SL. The one's digit of Alphonso's Melee (8) is higher than the gor's (5) so he edges out a win. +0 SL +4 Strength +4 Hand Weapon -4 Toughness -1 Armor = 3 Wounds. The gor also got an Oops! and rolled badly. Alphonso knocks its blow to the side and the gor's axe bites heavily into the hide of its companion standing over Rocco. Gor #2 takes a hit of +8 SL +7 Weapon -4 Toughness -1 armor = 10 Wounds and loses its advantage.

With the beastmen on deck seriously thinned, Captain Gotthard draws his pistol and takes aim at another Beastman on shore. A second tremendous crack rings out over the river as another archer is struck by the captain's powerful weapon. The smaller beastman is nearly tossed to the ground by the blow and begins to flee from shore.

Ungor Archer target: 1d3 + 1 ⇒ (1) + 1 = 2
Ranged (Gunpowder) vs Beastman 61: 1d100 ⇒ 38
Ungor Archer #2 Cool vs Blackpowder 35 +20 difficulty: 1d100 ⇒ 71
The ungor takes +3 SL +8 pistol +1 bullet -3 toughness = 9 Wounds and is Broken.

Per Hofbauer Bleed (1-10 death): 1d100 ⇒ 72

Alwin I, Bodobert & Gerlach continue poling the barge further downriver while Alwin II crawls to the possible safety of cover behind some cargo.

Aldo joins Rocco on his attack vs the remaining gor with a brave battle cry. The hulking beastmen is obviously badly wounded by the flailing axe of the other beastman, but it smashes Aldo's boat hook aside with a feral sneer.

Aldo Melee (Basic) vs Gor #2 30 +10 advantage: 1d100 ⇒ 60
Gor #2 Melee Defend vs Aldo 45: 1d100 ⇒ 44

Gerlach and Wolfram both hold their part of the deck, fending off the ungors fighting them while cutting into the creatures with their boat hooks.

Gerlach Melee (Basic) vs Ungor #3 30 +10 advantage: 1d100 ⇒ 41
Ungor Defense vs Gerlach 35 -10 out of position: 1d100 ⇒ 82
+6 SL +7 weapon -3 Toughness = 10 wounds

Wolfram Melee (Basic) vs Ungor #4 30 +10 advantage: 1d100 ⇒ 60
Ungor Defense vs Gerlach 35: 1d100 ⇒ 85
+3 SL +7 weapon -3 toughness = 7 wounds

Winded from the gor's earlier attack, Rocco tries to shake it off and catch his breath.

Rocco Endurance 40: 1d100 ⇒ 60

Current Advantage Table:
Alphonso: +3
Hans: +3
Zarine: +2
Captain Gotthard: +1
Aldo: +0
Gerlach: +2
Wolfram: +2
Archer Ungor #2: +0
Archer Ungor #3: +1
Archer Ungor #4: +2
Gor #2: +1

Wounds Taken:
Alphonso: 6
Axel: 4
Hans: 0
Magda: 0
Zarine: 0
Aldo: 6
Alwin I: 5
Alwin II: 7/12 (Jarred Arm crit, Prone)
Bodobert: 0
Gerlach: 0
Gonzalo: 0
Rocco: 7 (Winded crit: Stunned)
Wolfram: 0
Per Hofbauer: 14/14 (Sliced Ear crit, Prone, Deafened II, Bleeding I)
Captain Gotthard: 0
Gor #1: 0 (engaged by Hans)
Gor #2: 13 (engaged by Rocco)
Gor #3: 0 (engaged by Per Hofbauer)
Ungor #1: -5 (weapon damaged)
Ungor #2: -5
Ungor #3: 10 (engaged by Gerlach)
Ungor #4: 7 (engaged by Wolfram, weapon damaged)
Archer Ungor #1: 9 (broken)
Archer Ungor #2: 9 (broken)
Archer Ungor #3: 0
Archer Ungor #4: 0
Bestigor: 0

Now the beastmen get another turn!


Warhammer Game Notes & Maps

GM Stuff:
Murthac Leadership to move Advantage 45: 1d100 ⇒ 8
Murthac Intuition to Assess (last turn) 40: 1d100 ⇒ 75
OK, boo. So Murthac's leadership is to Inspire his broken troops instead.

Archer Ungor #1 Cool vs Broken 30 +10 leadership: 1d100 ⇒ 43
Archer Ungor #2 Cool vs Broken 30 +10 leadership: 1d100 ⇒ 55
lol, he's going to kill them later...

Gor #2 activates Hatred (Mankind) with its advantage. It attacks Rocco & gains and advantage before the attack
Gor #2 Melee vs Rocco 45 +10 advantage (+1 SL hatred): 1d100 ⇒ 66
Rocco Dodge vs Gor #2 40 -10 stunned: 1d100 ⇒ 66
Gor #2 Oops!: 1d100 ⇒ 63
Rocco Oops!: 1d100 ⇒ 12
OK, that was weird. Gor #2 wins by +3 SL +7 weapon -3 toughness -1 armor = 6 wounds. Rocco goes down and takes a 'light' crit.
Rocco Critical Location: 1d100 ⇒ 3
Rocco Critical Severity: 1d100 - 20 ⇒ (84) - 20 = 64 (Major Ear Wound)
Then Rocco gets his Oops! and takes another Wound as he falls...
Rocco Critical Location: 1d100 ⇒ 55
Rocco Critical Severity: 1d100 - 20 ⇒ (5) - 20 = -15 (Tis But a Scratch)

Ungor #3 Melee vs Gerlach 35: 1d100 ⇒ 70
Gerlach Dodge vs Ungor #3 40 +20 advantage: 1d100 ⇒ 34

Ungor #4 Melee vs Wolfram 35: 1d100 ⇒ 23
Wolfram Dodge vs Ungor #4 40 +20 advantage: 1d100 ⇒ 50
Wolfram loses on a tie: +0 SL +6 weapon -3 toughness -1 armor -1 damaged weapon = 1 wound

Archer Ungor Random Target Table:
1-2 Alphonso
3-4 Axel
5-6 Hans
7-8 Magda
9-10 Zarine
11-12 Captain Gotthard
13-14 Aldo
15-16 Alwin I
17 Alwin II (cover)
18-19 Bodobert
20-21 Gerlach
22-23 Gonzalo
24-25 Wolfram

Archer Ungor #3: 1d25 ⇒ 25
Archer Ungor #4: 1d25 ⇒ 4

Archer Ungor #3 Ranged (Bow) vs Wolfram 30 +10 advantage: 1d100 ⇒ 53
Archer Ungor #4 Ranged (Bow) vs Axel 30 +20 advantage: 1d100 ⇒ 61

The bestigor on shore attempts to rally his troops again, but you don't see any sign of the fleeing ungors.

Leering over the injured boatmen, the remaining gor's fury grows even further as it attacks Rocco with its axe, striking him solidly in the chest. The boatman goes down in a heap and his head strikes a crate as he falls. Blood starts to gather on the deck of the Flatbottom beneath him. OK, this result was...interesting. BOTH of the combatants got Oops! results. Rocco has a major ear wound and a Bleeding Condition. The gor is out of position for the next round. The Gor also activated Hatred by spending advantage, which will give it +1 SL on all combat tests.

The ungors fighting Gerlach and Wolfram strike back at their opponents. Wolfram manages to fend the creature off, but Wolfram takes a light cut on his arm.

Mercifully, both of the remaining archers on shore miss their shots. Axel feels an arrow zip past his ear.

Current Advantage Table:
Alphonso: +3
Hans: +3
Zarine: +2
Captain Gotthard: +1
Aldo: +0
Gerlach: +2
Wolfram: +0
Archer Ungor #2: +0
Archer Ungor #3: +0
Archer Ungor #4: +1
Gor #2: +2 (Hatred, Out of Position -10)
Ungor #4: +1

Wounds Taken:
Alphonso: 6
Axel: 4
Hans: 0
Magda: 0
Zarine: 0
Aldo: 6
Alwin I: 5
Alwin II: 7/12 (Jarred Arm crit, Prone, cover)
Bodobert: 0
Gerlach: 0
Gonzalo: 0
Rocco: down (Stunned I, Bleeding I, Prone, Major Ear Wound)
Wolfram: 1
Per Hofbauer: down (Sliced Ear crit, Prone, Deafened II, Bleeding I)
Captain Gotthard: 0
Gor #1: 0
Gor #2: 13 (engaged by Aldo)
Gor #3: 0
Ungor #1: -5 (weapon damaged)
Ungor #2: -5
Ungor #3: 10 (engaged by Gerlach)
Ungor #4: 7 (engaged by Wolfram, weapon damaged)
Archer Ungor #1: 9 (broken)
Archer Ungor #2: 9 (broken)
Archer Ungor #3: 0
Archer Ungor #4: 0
Bestigor: 0


Warhammer Game Notes & Maps

Beastmen Defense vs Alphonso:
Gor #2 Defense 45 +20 advantage +1 SL hatred: 1d100 ⇒ 24
Ungor #3 Defense 35: 1d100 ⇒ 58
Ungor #4 Defense 35 +10 advantage: 1d100 ⇒ 23

Beastmen Defense vs Axel:
Gor #2 Defense 45 +20 advantage +1 SL hatred: 1d100 ⇒ 2
Ungor #3 Defense 35: 1d100 ⇒ 47
Ungor #4 Defense 35 +10 advantage: 1d100 ⇒ 29

Beastmen Defense vs Hans:
Gor #2 Defense 45 +20 advantage +1 SL hatred: 1d100 ⇒ 63
Ungor #3 Defense 35: 1d100 ⇒ 63
Ungor #4 Defense 35 +10 advantage: 1d100 ⇒ 1

Beastmen Defense vs Magda:
Gor #2 Defense 45 +20 advantage +1 SL hatred: 1d100 ⇒ 69
Ungor #3 Defense 35: 1d100 ⇒ 59
Ungor #4 Defense 35 +10 advantage: 1d100 ⇒ 37

Beastmen Defense vs Zarine:
Gor #2 Melee 45 +20 advantage -10 fast +1 SL hatred: 1d100 ⇒ 14
Ungor #3 Dodge 35: 1d100 ⇒ 58
Ungor #4 Dodge 35 +10 advantage: 1d100 ⇒ 8

Everyone is up!


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Last Gor: 1d100 ⇒ 59
SL-1 with adv 3 = SL2. Gor was SL-2 with adv 2 and hatred 1, for SL1: Hans wins, going up to Adv 4 and making the Gor lose adv

Steeling himself, Hans left the downed Gor and moved onto the next one. The creature was fuming with uncontrolled hatred, and Rocco‘s sorry state was evidence of how dangerous it was. He knew that it had to go down, and that this was now his job, to hold the attention of such threats. So before he could come to his senses, he charged in.


Warhammer Game Notes & Maps

Hans's strike brings down the frothing gor. Good job. It really was about to get out of hand...


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Magick 50: 1d100 ⇒ 62... fail again... the equivalent of flipping the coin and getting tails three times in a row BUT at least I didn't grow a tail.

ANOTHER useless flash of light and Axel, much deflated starts reaching for his quarterstaff.


Female Halfling (Warhammer) Physician Wds 10/10 FATE 2/2 Fort 0/2 WS 20 BS 35 STR 20 TOU 35 INI 32 Agi 40 DEX 45 INT 40 WIL 47 FEL 40 Move 3

Heal 50: 1d100 ⇒ 57

I do have some bandages in my Career's Trappings, but I'm not sure if that can give a bonus to stop the bleeding

Magda tries to stop the bleeding of Per Hofbaer

You're next, Rocco, keep up ith me!


Warhammer Game Notes & Maps

By my reading, the bandages do two things. A successful test to stop bleeding stops +1 Bleeding Condition (not needed here) and they also allow Dexterity tests to be used to stop Bleeding Conditions instead of just Heal.

Unfortunately, it doesn't seem to do anything on a failure.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Since it looked like Hans was taking care of the Gors, Zarine keeps making her way through the Ungors, going to take down the next one Ungor#3.

Attack (Fencing 95): 1d100 ⇒ 79

I think... 95 because 55 +20 for being +2 advantage and +20 for ganging up with Gerlatch? That seems like what your explanation was saying from last time, but not sure.

Anyway, so if it is actually 95, then that 79 hits the right leg. That would be +2 for the check, bonus +1 for precise (nothing for fast or impale). His defense... let's see. -2, so +3 vs -2 is 5, +3/+3 again brings us to 11 wounds again. Probably -3 for toughness like last time, undamaging doesn't matter since they are unarmored. ... I'm sure I am still missing something though. Really not sure about that 95 to begin with.


Male Human Fate 3/Resilience 3/WS 43, BS 20, ST 5, T 38, INIT 41, AGI 27, DEX 25, INT 25, WILL 38,FEL 30

two more days of grinding moving to go!

Alphonso will grab a pole from cover and use it to wack a creature in the water away from the boat as they push away!

canI use a pole like a calvary weapon?

smack a beep: 1d100 ⇒ 1

1 to 50 of 1,360 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Netherpongo's Warhammer Fantasy Gameplay All Messageboards

Want to post a reply? Sign in.
1 to 50 of 737 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Warhammer Game Notes & Maps

Greetings everyone!

As discussed in the Recruitment thread, I have some ideas for where I want to take this campaign, but those ideas are fairly flexible and could be suited to many ends. So I'd like your help in deciding what sort of campaign theme we're wanting to have.

What I mean by theme is perhaps a bit amorphous. An easy example of a similar concept can be found in the Fantasy Flight Star Wars games, however. They have different campaign 'settings' for Edge of the Empire where you play scoundrels and bounty hunters (among other things), Age of Rebellion that focuses more on the non-Force (mostly) fight against the Empire, and Force and Destiny that focuses more on Force users. All three of the systems work well enough together and they share some themes, but it is still helpful to know what sort of campaign everyone has in mind.

Similarly in Warhammer, we have careers available for Beggars and Thieves, Witch Hunters and and Rat Catchers as well as Envoys and Artists. Probably any of the Careers could work in any sort of campaign, but knowing what kind of campaign we're talking about in advance can help to guide character creation.

For instance, let's say that a player rolls up a Noble. Without any theme in mind, they might start imagining a background for their character that fits them nicely into polite society and start coming up with ideas for contacts and themes that will help them climb the social ladder. Fair enough.

But if that same player knows that the rest of the party is intending to make a group of con artists and gutter rats, with several of them taking Criminal talents, that changes things a little. Maybe the player decides to continue rolling on the Career table or to play a Charlatan instead. Or perhaps they stay with Noble, but one that has a very different background and motivation. Their character hasn't fit in well in noble society, and although they maintain the trappings of it, they have come to resent their social peers.

What if the theme is high society, but the player rolled a Beggar. The first impulse might be to reroll the career, but couldn't that be interesting as well? What happens to a Witch in a game that is focusing on supporting a campaign of religious fervor?

There are lots of ways that things can fit together, but knowing the general direction in advance can help to guide your choices.

Just looking at the career list in the Core book, I can see several possible themes that present themselves.

* High society & dealing with nobles
* Subversion of the societal order, either through crime or striving to overthrow the local governor.
* Magic on the edges of society, with Hedge Witches in the place of Wizards
* Religious campaign of many different stripes - Sigmarites could be trying to cleanse their own order or trying to rein in the excesses of Witch Hunters gone rogue come to mind easily, and only with a focus on Sigmar. Other faiths would imply a different kind of game.
* River campaign - focusing on the rivers and travelling from place to place in Reikland

I'll stop there, but I could keep coming up with lots of different ideas. Note that I explicitly don't mean that if we chose to do a religious campaign that everyone should be a Nun or a Witch Hunter or something. Only that people should choose to make their character with an idea that they could be motivated to support such an undertaking.

I will put in a special note about my thinking on the Riverfolk class. I think a lot of people overlook Riverfolk because we are used to mostly land-based campaigns. Unfortunately, even some published adventures in Reikland play into that. Rivers might be in the adventure, but they are only briefly touched on. That shouldn't be the case in Reikland: river travel is a major skill set there and if you don't have it in the party, expect to need to pay someone to do it for you sometimes (the same as if you lacked Heal or Lore (Magic) and needed it).

One final mention about theme before I open the floor. One sub-theme I've toyed with over recent times is a Port Reaver/Expedition to Lustria type of game. Most of the themes I mentioned above could fit in there, but it would definitely change the nature of the game we're looking at. For those not familiar with the idea, this is sort of like Cortez arriving on the shores of South America and carting gold and ancient relics out of the ruins he finds. Think a colonial atmosphere surrounded by jungles full of unknown dangers.

An Expedition to Lustria campaign would mean I would need to create stats for Lizardmen and possibly dinosaurs that the Core book doesn't have. There's also much less lore written for Port Reaver or other colonies in Lustria. You would still be Reiklanders since I don't have rules support to make a full Lizardman or Dark Elf campaign.

So, please share your thoughts about what kind of campaign you'd like to play in!

****

Some of you are probably eager to know about the tweaks to character creation I mentioned in the campaign thread. The only one I've settled on is changing Attribute generation to 120 point-buy instead of any rolling methods. I've never seen rolling for stats help a campaign and it can do plenty of harm, so I'm cutting it out. The XP for Attribute generation will be available to everyone. I'll still suggest not rolling up any new characters yet, but that's my plan.


Initiative 36 Wounds 15 Toughness 4 Acute Senses: Hearing Human Male Reiklander

Are you ok with the character as stands? He can fit in:

Noble campaign
Rogue/crime campaign
Subversion of social order campaign

Or even the river campaign.

I'm good with all concepts I think...

Otherwise I could go from scratch...


Warhammer Game Notes & Maps

I'd be doing 120 point-buy, so some of Alberich's stats would have to come down. It looks like you rolled quite well on him. But it wouldn't be too bad. Also, any trappings and/or xp we got from that old campaign would have to come off. I don't think we ever got xp though?

Possibly you'd want to revise the background/ten questions as well.

Also, for everyone: remember that my sample list of possible themes wasn't meant to be exhaustive. If you have an idea you'd like to pursue outside of that, just say so!

Also for everyone: if you aren't going to have book/rules access, let me know! I'll sometimes cite page numbers, but that doesn't work if you don't have the rulebooks.


Those are all interesting themes.

I like the idea of combining 2 & 3 together (Subversion of the societal order + Magic on the edges of society). I'm thinking of a village that's under the thumb of a vicious Lord and his Wizard who is kidnapping villagers to use in foul experiments.

How could the villagers protect themselves? Maybe convince the local Hedge Witch to join forces with them to fight. Call on the Mystic that lives in the woods. They could try to hire Bounty Hunters to help. Beg the village priest for help? The villagers themselves obviously could be characters.

You could even have characters that you normally wouldn't have in a rural setting. Maybe the experiments are actually Cult activities of a secret Nurgle worshiper bringing a Witch Hunter (setting up an interesting dynamic with a Hedge Witch). Or maybe one of the villagers have family in one of the cities and an urban character type comes to the village to help his cousins. Or another Noble wants the lands and is willing to work with the villagers. A wandering Trollslayer is excited about having a glorious death fighting an evil Wizard. Etc, etc, etc...

The river setting is also interesting because it could lead to playing characters that normally are not used.


Hello! I'm excited to get to play 4th edition WFRPG.

I'm interested in a Noble, Rogue/Criminal/Gang, River, or Mercenary adventure (or some combination there of). I'm not that interested in the Subversion of the social order, or magic on the edeges of society, ideas, but I'll go with it if that's what the group decides on.


First of all, thanks for the nod!

I'll throw in what I said in the recruitment: I have had an idea for a female Dwarven Trollslayer for a while now. Basically, she took the oath because she was bethrothed to someone who disgusted her, so she killed him and then took the oath so she couldn't be killed by his family.

With that frame in mind, I can make that character fit into any sort of themed game, except maybe a religious fanaticism centric one (although, to be fair, all troll slayers are technically holy warriors, since they have to swear an oath to Grimnir). I think that ideally the Port Reaver campaign idea or the mercenary one would fit her best, but if she was the daughter of a Dwarven King, or I can forgo that if it's not appropriate.


I find myself drawn to Elves (Long Time 40K Eldar Player Here), with Magic, Social, Combat, or Wilderness, focused Careers being the most interesting to me, though as I said earlier, I am willing to adapt to the needs of the game.


Warhammer Game Notes & Maps

How attached are you to the specifics of that backstory, Vrog? The way it reads in brief, you're saying your character committed premeditated murder over not liking a guy & then used the Slayer oaths as an escape hatch.

Sounds kind of psychopathic to me. I guess that could be what you want.

Grand Lodge

Let me drag out the 4th Ed character creation rules...


Warhammer Game Notes & Maps

Alright, we've had some conversation on theme but no real conclusion. It sounds like something like a river excursion might be what we're after though? Does that sound right?


GM Netherpongo wrote:
Alright, we've had some conversation on theme but no real conclusion. It sounds like something like a river excursion might be what we're after though? Does that sound right?

River excursion sounds great. Time for a river related character :)


River based Mercenaries/Criminal/"Honest Business Folk" sounds good to me.


GM Netherpongo,

Is it alright to start the Character creation process?


Warhammer Game Notes & Maps

Yeah, I think we at least have some idea of what we're up to now. Feel free to roll up.

If some of you want to determine that your characters knew each other before play starts, that doesn't hurt either.

While we're at it, what business does your character have with the peddlar Marven's Magnificent Curios?


Yay! Fun! Character Creation!

GM Netherpongo, please check these numbers when you have a chance. I tried to show where the numbers came from.

Name = Ludger Braunlich

Species 1d100 ⇒ 45 Human (20 XP)

Class 1d100 ⇒ 55 Flagellant (Yuck)
Class 1d100 ⇒ 16 Artisan (Hmmphh)
Class 1d100 ⇒ 37 Warden (Hmmphh)

I'll give up the XP to pick my own Class/Career
Class Riverfolk
Career Stevedore

Attributes (Human's are all 20 as base) - 120 Points to spend
Weapon Skill +20 = 40 + 3 (Advance Characteristic Step) = 43
Ballistics Skill +10 = 30 + 5 (Marksman Talent) = 35
Strength +20 = 40 + 5 (Stevedore Initial Talent - Very Strong) = 45
Toughness +20 = 40
Initiative +10 =30 + 2 (Advance Characteristic Step) = 32
Agility +5 =25 + 5 (Lightning Reflexes Talent) = 30
Dexterity +5 =25
Intelligence +10 =30
Willpower +10 =30
Fellowship +10 =30 + 5 (Suave Talent) = 35

Wounds = SB + (2 x TB) + WPB = 4 + (2 x 4) + 3 = 15 Wounds
Fate = 2 + 1 = 3
Fortune = 3 + 1 = 4 (Luck Talent)
Resilience = 1 + 2 = 3
Resolve = 3
Extra Points = 3 Spent as 1 on Fate and 2 on Resilence
Movement = 4

Motivation - Money, money, money - Ludger's never had money and now wants it

Advance Characteristics - Stevedore (WS, Toughness and Initiative)
3 Points to WS and 2 Points to Initiative

Humans (Reiklander)
Skills: Animal Care, Charm, Cool, Evaluate, Gossip, Haggle,
Language (Bretonnian), Language (Wastelander), Leadership,
Lore (Reikland), Melee (Basic), Ranged (Bow)

Chose 3 Skills to gain 5 Advances - Cool, Melee (Basic), Ranged (Bow)
Chose 3 Skills to gain 3 Advances - Evaluate, Gossip, Haggle

Human
Talents: Doomed, Savvy or Suave, 3 Random Talents

Doomed:
Suave: You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).
Random Talent 1 1d100 ⇒ 39 Marksman: You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).
Random Talent 2 1d100 ⇒ 29 Lightning Reflexes: You gain permanent +5 bonus to your starting Agility Characteristic (this does not count towards your Advances).
Random Talent 3 1d100 ⇒ 38 Luck: They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

Allocate 40 Advances to your eight starting Skills, with no more than 10 Advances allocated to any single Skill at this stage.
Stevedore - Starting Skills: Athletics, Climb, Consume Alcohol, Dodge, Endurance , Gossip, Melee (Basic), Swim - Putting 5 Advances in each of the starting skills

Stevedore - Talents: Dirty Fighting, Strong Back, Sturdy, Very Strong - Picking Very Strong

Skills and Talents

Basic Skills
Art - 25
Athletics - 30 + 5 (Stevedore Initial Advance) = 35
Bribery - 35
Charm - 35
Charm Animal - 30
Climb - 45 +5 (Stevedore Initial Advance) = 50
Cool - 30 + 5 (Reiklander Starting Skill) = 35
Consume Alcohol - 40 +5 (Stevedore Initial Advance) = 45
Dodge - 30 +5 (Stevedore Initial Advance) =35
Drive - 30
Endurance - 40 +5 (Stevedore Initial Advance) = 45
Entertain 35
Gamble 30
Gossip 35 +3 (Reiklander Starting Skill) + 5 (Stevedore Initial Advance) = 43
Haggle 35 +3 (Reiklander Starting Skill) = 38
Intimidate 45
Intuition 30
Leadership 35
Melee (basic) 43 +5 (Reiklander Starting Skill) +5 (Stevedore Initial Advance) = 53
Navigation 30
Outdoor Survival 30
Perception 30
Ride 30
Row 45
Stealth 30

Advanced Skills
Animal Care
Animal Training
Channelling
Evaluate 30 +3 (Reiklander Starting Skill) = 33
Heal
Language
Lore
Perform
Pick Lock
Play
Pray
Ranged (bow) 35 +5 (Reiklander Starting Skill) = 40
Research
Sail
Secret Signs
Set Trap
Sleight of Hand
Swim 45 +5 (Stevedore Initial Advance) = 50
Track
Trade

Trappings
Riverfolk: Cloak, Clothing, Dagger, Pouch, Sling Bag containing a Flask of Spirits
Stevedore: Hand Weapon (Boat Hook), Leather Gloves

Starting Wealth (Brass 3)
6d10 ⇒ (8, 7, 3, 10, 7, 3) = 38 Brass Pennies = 3 Shilling and 2 Pennies

Age 1d10 + 15 ⇒ (8) + 15 = 23
Eye Color 2d10 ⇒ (5, 2) = 7 Blue
Hair Color 2d10 ⇒ (8, 8) = 16 Black
Height 57 + 2d10 ⇒ 57 + (5, 1) = 63 63 Inches = 5 feet & 3 Inches

Ambitions
Short Term - TBD
Long Term - TBD

Ten Questions
TBD

Party Ambitions
Short Term
Long Term

While we're at it, what business does your character have with the peddlar Marven's Magnificent Curios? Sometimes 'stuff' gets misplaced when Stevedores are moving crates and boxes around. Marven is a good place to take these unowned items that Ludger 'found'


Warhammer Game Notes & Maps

Aubster, the point buy method allows for a maximum of 18 and a minimum of 4 (plus the racial bonus) for each stat. So starting stats of 40 wouldn't be allowed.

Aside from that issue altogether, here's an optional suggestion for anyone that wants to create an organic-feeling set of stats while still using the point-buy method. You can roll for the one's position of each stat and then adjust by 10s from there. Something like

WS: 1d10 ⇒ 2
BS: 1d10 ⇒ 7
S: 1d10 ⇒ 3
T: 1d10 ⇒ 5
I: 1d10 ⇒ 7
Agi: 1d10 ⇒ 5
Dex: 1d10 ⇒ 9
Int: 1d10 ⇒ 3
WP: 1d10 ⇒ 4
Fel: 1d10 ⇒ 10

Those rolls spent 55 of my 120 point buy. Now I can spend the remainder in lots of 10 first. I'll put an * next to the ones that get +10.

WS*: 12+20
BS: 7+20
S*: 13+20
T*: 15+20
I*: 17+20
Agi: 5+20
Dex: 9+20
Int*: 13+20
WP*: 14+20
Fel: 10+20

Total of points spent now is 115 so I'll spend 5 more. I'll just put them all into Agility to make things easy.

WS: 32
BS: 27
S: 33
T: 35
I: 37
Agi: 30
Dex: 29
Int: 33
WP: 34
Fel: 30

Since this is all at my option, I could trade those stats around to where I wanted them to go or just leave them alone...the point is to have stats that feel like they were rolled. As long as you stay inside the guidelines (120 points with +4 min and +18 max) then anything goes.


It wasn't premeditated, but instead she challenged him to a duel and he died. Given that her options were make the pledge to grimnir or be killed by his family, she chose the latter.


Warhammer Game Notes & Maps

That's a lot different than how I first read it.


Sorry, it was a quick post.

Race: 1d100 ⇒ 72
Career: 1d100 ⇒ 30

Weapon Skill: 2d10 + 30 ⇒ (7, 5) + 30 = 42
Ballistic Skill: 2d10 + 20 ⇒ (7, 7) + 20 = 34
Strength: 2d10 + 20 ⇒ (4, 10) + 20 = 34
Toughness: 2d10 + 30 ⇒ (8, 6) + 30 = 44
Initiative: 2d10 + 20 ⇒ (5, 10) + 20 = 35
Agility: 2d10 + 10 ⇒ (8, 4) + 10 = 22
Dexterity: 2d10 + 30 ⇒ (8, 5) + 30 = 43
Intelligence: 2d10 + 20 ⇒ (5, 1) + 20 = 26
Willpower: 2d10 + 40 ⇒ (6, 3) + 40 = 49
Fellowship: 2d10 + 10 ⇒ (9, 3) + 10 = 22

Wounds SB+(2 × TB)+WPB
Fate 0
Resilience 2
Extra Points 2
Movement 3


... We're not using rolled stats, it's 120 points on the point buy method.

Grand Lodge

Race 1d100 ⇒ 21 Human
Class/occupation 1d100 ⇒ 88 witch Pg108
XP:20

I could go wizard later! I could go legit! Pg60

Note to self... pg 46 and pg 229

Hexer — Brass 1 2d10 ⇒ (1, 9) = 10 Pennies
Skills: Channelling, Cool, Endurance, Gossip, Intimidate, Language (Magick), Sleight of Hand, Stealth (Rural)
Talents: Criminal pg 135, Instinctive Diction pg 139 Menacing pg 140 Petty Magic Pg 142 / spells pg 240
Trappings: Candles, Chalk, Doll, Pins

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*

Class Trappings
Rogues: Clothing, Dagger, Pouch, Sling Bag containing 2 Candles, 1d10 Matches, a Hood or Mask

Humans (Reiklander)Skills: Animal Care, Charm, Cool, Evaluate, Gossip, Haggle, Language (Bretonnian), Language (Wastelander), Leadership, Lore (Reikland), Melee (Basic), Ranged (Bow)

3 Skills to gain 5 Advances each, and 3 Skills to gain 3 Advances each.

Talents: Doomed, Savvy +5 Int Pg 144, 3 Random Talents

Talents
1d100 ⇒ 74 Sharp pg 144 +5 Init
1d100 ⇒ 40 Marksman pg 140 +5 BS
1d100 ⇒ 87 Suave +5 Fel pg 146 Max 1.

XP: 50

We've 120 points... min 4, max 18. Is there any XP gained for this step?

I ask because XP is a Valuable commodity for me in particular.

+++ 120 pts unspent +++

WS 20
BS 20
Str 20
Tgh 20
Init 20 +5
Agl 20
Dex 20
Int 20 +5
WP 20
Fel 20 +5

Wounds
Fate
Resilience
Extra Points
Movement 4

Humans (Reiklander)
3 x +5, 3 x +3
Skills:
Animal Care
Charm +3
Cool +5
Evaluate
Gossip +3
Haggle +3
Language (Bretonnian)
Language (Wastelander)
Leadership
Lore (Reikland) +5
Melee (Basic)
Ranged (Bow) +5

Witch - 40

Chosen Talent: Petty Magic

Channelling 10
Cool 5
Endurance 5
Gossip 2
Intimidate 5
Language (Magick) 8
Sleight of Hand 5
Stealth (Rural)


Alright, lets give this a try.

Race: 1d100 ⇒ 63 [Human] Nope - I prefer my elves.
Race: Wood Elf
XP: 0

Career 1:1d100 ⇒ 27 Noble... I can make this work.


I missed that we weren't rolling. Let me read point buy then get back.

Grand Lodge

120... min 4, max 18
[x] = Total points spent
(X) = points from Talents
* Class attributes

* WS 20 +15 [15] = 35
BS 20 (+5) +15 [30] = 40
Str 20 +10 [40] = 30
* Tgh 20 +17 [57] = 37 + 3 now 40
Init 20 (+5) +5 [62] = 30
Agl 20 +10 [72] = 30
Dex 20 +10 [82] = 30
Int 20 (+5) +15 [97] = 40
* WP 20 +18 [115] = 38 + 2 now 40
Fel 20 (+5) +5 [120] = 30

Now allocating a total of 5 Advances across these * Characteristics (pg 35)

Tgh +3 Now 40
WP +2 Now 40

Wounds 12 (Tgh x 2 + WP)
Fate 2
Resilience 1
Extra points 3 (2 to fate, 1 to Res)

So at 25xp per point of attribute increase... and I need 5 in each * Attribute, I need 375 XP to level up/change career.

If the 5 pts above count towards that? Then it's 250 XP...

It's a slow burn folks.


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Helaman here...

Let me know if I have done the process correctly

WS 20 +15 [15] = 35
BS 20 (+5) +15 [30] = 40
Str 20 +10 [40] = 30
* Tgh 20 +17 [57] = 37 + 3 now 40
Init 20 (+5) +5 [62] = 30
Agl 20 +10 [72] = 30
Dex 20 +10 [82] = 30
Int 20 (+5) +15 [97] = 40
* WP 20 +18 [115] = 38 + 2 now 40
Fel 20 (+5) +5 [120] = 30

Now allocating a total of 5 Advances across these * Characteristics (pg 35)

Tgh +3 Now 40
WP +2 Now 40

Wounds 15 (S + Tgh x 2 + WP)
Fate 2
Resilience 1
Extra points 3 (2 to fate, 1 to Res)

Skills
Charm +3 [28]
Cool +5
Gossip +3
Haggle +3 [28]
Lore (Reikland) +5 [45]
Ranged (Bow) +5 [45]

Channelling 10 [50]
Cool 5 - Now 10 [50]
Endurance 5 [45]
Gossip 2 - Now 5 [30]
Intimidate 5 [35]
Language (Magick) 8 [48]
Sleight of Hand 5 [35]
Stealth (Rural) -


Okay, here's what I have so far:

Bolka Thorfinsdottir
Race: Dwarf
Class: Warrior
Career: Troll Slayer

WS 45 (15+30)
BS 25 (5+20)
S 43 (18+20) adv: 5
T 48 (18+30)
I 36 (16+20)
Ag 20 (10+10)
Dex 35 (5+30)
Int 30 (10+20)
WP 58 (18+40)
Fel 15 (5+10)

Wounds 17 (SB: 4 + (2xTB: 4) +WPB 5)
Fate 0
Fortune 0
Resilience 4 (+2 extra points)
Resolve 5
Movement 3

Motivation A worthy death

Skills:
Consume Alcohol 53 (adv: 5)
Cool 66 (adv: 8)
Dodge 25 (adv: 5)
Endurance 58 (adv: 10)
Entertain (Storytelling) 18 (adv: 3)
Gamble 41 (adv: 5)
Heal 41 (adv: 5)
Intimidate 48 (adv: 5)
Language (Khazalid) (never need to test; adv: 3)
Lore (Trolls) 41 (adv: 5)
Melee (Basic) 55 (adv: 10)

Talents:
Fearless (Everything) 1 (avg. cool test to ignore any intimidate, fear or terror effects from any enemy)

Magic Resistance 1 (SL of any spell effecting me is reduced by 2 per talent rank. can never learn magical talents)

Night Vision 1 (assuming at least faint source of light, can see for 20 yards per talent level. can also extend illumination of light sources by 20 yards per talent level)

Read/Write 1 (gain literacy in all known languages)

Strong-minded 1 (add talent level to max resolve pool)

Sturdy 1 (encumberance points increase by talent level x2)

Trappings:
Axe
Dwarven Crest (Mohawk)
Flask of Spirits
Shame
Tattoos

Appearance:
Age: 70
Eye Color: Copper
Hair Color: Bronze

Advancement:
None (no bonus xp)


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard
Helaman wrote:


So at 25xp per point of attribute increase... and I need 5 in each * Attribute, I need 375 XP to level up/change career.

If the 5 pts above count towards that? Then it's 250 XP...

It's a slow burn folks.

I believe it would because the 40 class skill points also count towards career completion.

I need 125xp for WS 5, 50 for Tgh 2 and 75 for WP 3.

I also need 50 xp for 5 points to gossip and rural stealth - lowered language Magick to 5, increased rural stealth by 3

4 Petty Magic's Chosen

Animal Friend
Dart
Magic Flame
Open Lock

70xp in hand + whatever XP is gained from character generation from the 120pt system.

Grand Lodge

Matches 1d10 ⇒ 7


Warhammer Game Notes & Maps

At a glance, it looks like character creation is going well. I'll need to look more closely later. I slept horribly last night and my brain isn't up to it at the moment.


GM Netherpongo wrote:

Aubster, the point buy method allows for a maximum of 18 and a minimum of 4 (plus the racial bonus) for each stat. So starting stats of 40 wouldn't be allowed.

Aside from that issue altogether, here's an optional suggestion for anyone that wants to create an organic-feeling set of stats while still using the point-buy method. You can roll for the one's position of each stat and then adjust by 10s from there. Something like

[dice=WS]1d10
[dice=BS]1d10
[dice=S]1d10
[dice=T]1d10
[dice=I]1d10
[dice=Agi]1d10
[dice=Dex]1d10
[dice=Int]1d10
[dice=WP]1d10
[dice=Fel]1d10

Those rolls spent 55 of my 120 point buy. Now I can spend the remainder in lots of 10 first. I'll put an * next to the ones that get +10.

WS*: 12+20
BS: 7+20
S*: 13+20
T*: 15+20
I*: 17+20
Agi: 5+20
Dex: 9+20
Int*: 13+20
WP*: 14+20
Fel: 10+20

Total of points spent now is 115 so I'll spend 5 more. I'll just put them all into Agility to make things easy.

WS: 32
BS: 27
S: 33
T: 35
I: 37
Agi: 30
Dex: 29
Int: 33
WP: 34
Fel: 30

Since this is all at my option, I could trade those stats around to where I wanted them to go or just leave them alone...the point is to have stats that feel like they were rolled. As long as you stay inside the guidelines (120 points with +4 min and +18 max) then anything goes.

Sounds good, I'll subtract 2 points from where I had 20 and then throw those points into different attributes and make sure that the skill numbers are right with the new attribute scores.


Ludger Braunlich

Species 1d100 ⇒ 45 Human (20 XP)

Class 1d100 ⇒ 55 Flagellant (Yuck)
Class 1d100 ⇒ 16 Artisan (Hmmphh)
Class 1d100 ⇒ 37 Warden (Hmmphh)

I'll give up the XP to pick my own Class/Career
Class Riverfolk
Career Stevedore

Reduced WS, Strength and Toughness by 2 each (dropped to +18) and put those 6 points into Initiative
Attributes (Human's are all 20 as base) - 120 Points to spend
Weapon Skill +18 = 38 + 3 (Advance Characteristic Step) = 41
Ballistics Skill +10 = 30 + 5 (Marksman Talent) = 35
Strength +18 = 38 + 5 (Stevedore Initial Talent - Very Strong) = 43
Toughness +18 = 38 + 2 (Advance Characteristic Step) = 40
Initiative +16 =36
Agility +5 =25 + 5 (Lightning Reflexes Talent) = 30
Dexterity +5 =25
Intelligence +10 =30
Willpower +10 =30
Fellowship +10 =30 + 5 (Suave Talent) = 35

Wounds = SB + (2 x TB) + WPB = 4 + (2 x 4) + 3 = 15 Wounds
Fate = 2 + 1 = 3
Fortune = 3 + 1 = 4 (Luck Talent)
Resilience = 1 + 2 = 3
Resolve = 3
Extra Points = 3 Spent as 1 on Fate and 2 on Resilence
Movement = 4

Motivation - Money, money, money - Ludger's never had money and now wants it

Advance Characteristics - Stevedore (WS, Toughness and Initiative)
3 Points to WS and 2 Points to Toughness

Humans (Reiklander)
Skills: Animal Care, Charm, Cool, Evaluate, Gossip, Haggle,
Language (Bretonnian), Language (Wastelander), Leadership,
Lore (Reikland), Melee (Basic), Ranged (Bow)

Chose 3 Skills to gain 5 Advances - Cool, Melee (Basic), Ranged (Bow)
Chose 3 Skills to gain 3 Advances - Evaluate, Gossip, Haggle

Human
Talents: Doomed, Savvy or Suave, 3 Random Talents

Doomed:
Suave: You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).
Random Talent 1 1d100 ⇒ 39 Marksman: You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).
Random Talent 2 1d100 ⇒ 29 Lightning Reflexes: You gain permanent +5 bonus to your starting Agility Characteristic (this does not count towards your Advances).
Random Talent 3 1d100 ⇒ 38 Luck: They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

Allocate 40 Advances to your eight starting Skills, with no more than 10 Advances allocated to any single Skill at this stage.
Stevedore - Starting Skills: Athletics, Climb, Consume Alcohol, Dodge, Endurance , Gossip, Melee (Basic), Swim - Changing this allocation because it's most cost effective to put 10 Advances in a few skills than 5 Advances in every skill. Putting 10 Advances into Athletics, Dodge, Endurance, and Melee (Basic)

Stevedore - Talents: Dirty Fighting, Strong Back, Sturdy, Very Strong - Picking Very Strong

Skills and Talents

Basic Skills
Art - 25
Athletics - 30 + 10 (Stevedore Initial Advance) = 40
Bribery - 35
Charm - 35
Charm Animal - 30
Climb - 43
Cool - 30 + 5 (Reiklander Starting Skill) = 35
Consume Alcohol - 40
Dodge - 30 +10 (Stevedore Initial Advance) =40
Drive - 30
Endurance - 40 +10 (Stevedore Initial Advance) = 50
Entertain 35
Gamble 30
Gossip 35 +3 (Reiklander Starting Skill) = 38
Haggle 35 +3 (Reiklander Starting Skill) = 38
Intimidate 43
Intuition 36
Leadership 35
Melee (basic) 41 +5 (Reiklander Starting Skill) +10 (Stevedore Initial Advance) = 56
Navigation 30
Outdoor Survival 30
Perception 30
Ride 30
Row 45
Stealth 30

Advanced Skills
Animal Care
Animal Training
Channelling
Evaluate 30 +3 (Reiklander Starting Skill) = 33
Heal
Language
Lore
Perform
Pick Lock
Play
Pray
Ranged (bow) 35 +5 (Reiklander Starting Skill) = 40
Research
Sail
Secret Signs
Set Trap
Sleight of Hand
Swim 43 +2 (XP Spend) = 45
Track
Trade

Trappings
Riverfolk: Cloak, Clothing, Dagger, Pouch, Sling Bag containing a Flask of Spirits
Stevedore: Hand Weapon (Boat Hook), Leather Gloves

Starting Wealth (Brass 3)
6d10 ⇒ (8, 7, 3, 10, 7, 3) = 38 Brass Pennies = 3 Shilling and 2 Pennies

Age 1d10 + 15 ⇒ (8) + 15 = 23
Eye Color 2d10 ⇒ (5, 2) = 7 Blue
Hair Color 2d10 ⇒ (8, 8) = 16 Black
Height 57 + 2d10 ⇒ 57 + (5, 1) = 63 63 Inches = 5 feet & 3 Inches

Have 20 XP to spend from Character Creation - Bought 2 Advances in the Swim Skill

While we're at it, what business does your character have with the peddlar Marven's Magnificent Curios? Sometimes 'stuff' gets misplaced when Stevedores are moving crates and boxes around. Marven is a good place to take these unowned items that Ludger 'found' and exchange them for cash and assume that Marven gets them back to their rightful owner.


Ludger Braunlich

Completing Profile

Motivation - Money, money, money - Ludger's never had money and now wants it

Short Term Ambition (Subject to GM approval) - Get into fighting trim by acquiring some armor, a sword and a bow. Once he has the right gear he can start taking bigger risks to make more money.

Long Term Ambition - Own a Riverboat and be the Captain

Party Ambitions - TBD

Ten Questions

Where are you from? Ubersreik, a city on the edge of the Grey Mountains and famous for its bridge over the River Tuefel. Since I just ran a campaign set in Ubersreik, it is the Imperial city that I am most familiar with by far

What is your family like? Ludger comes from a long line of Braunlich's that earned their living on the docks of Ubersreik. His Dad runs his own Stevedore crew in Ubersreik. But his two brothers wanted something besides being a Stevedore and both are working the rivers of the Reikland instead of the docks. His older brother Hans is a Huffer on the Tuefel and his younger brother Guntar is a Boathand on the Sturgeon a river boat that makes its way all over the Reikland. Ludger has no other living relatives.

What was your childhood like? Once Braunlich boys were old enough to carry a box that were put to work on their Da's crew. No time for play, there are more boxes to be moved everyday. Their education consisted of learning how to move crates from one spot to another.

Why did you leave home? Wanderlust and a chance, even a slim chance to make a lot of money...Ludger met riverfolk from all over the old world when they would dock in Ubersreik and heard their stories about travel and adventure and riches. Ludger wants to see what is outside the docks of Ubersreik.

Who are your best friends? Besides his brothers, Ludger's best friend is Bodo Schubert who's Da is a member of the Braunlich Stevedore crew. Bodo grew to hate the river after his little sister drowned and hated hauling and carrying cargo around the docks. Wanting to do something completely different, he became a soldier.

What is your greatest desire? Captains of river boats don't have to move the crates and they get to buy the nice clothes and eat fancy meals in fancy taverns and basically don't have to take no crap from nobody. One day, Ludger will be one of those Captain's of his very own boat and then he can pay someone to carry his things for him.

What are your best and worst memories? Best memory is his friend Bodo teaching him the soldier's skills of sword and bow and now Ludger can fight as well as most of the soldiers. Worst memory is Bodo's little sister Anna drowning in the Tuefel. Most folk don't realize that dockworkers and their families normally don't know how to swim. Ludger learned to swim though so he'll never just disappear forever under the water of some river.

What are your religious beliefs? Sigmar is the boss God so you have to be respectful of him. And if you're going to be out on the rivers of the Reikland, it's always a good idea to give offering to Taal and Rhya as they can make the rivers a very dangerous place to be if you displease them. And throwing a bit of worship Ranald's way helps you find lost boxes that can be sold to friendly merchants.

To whom, or what, are you loyal? Family first, friends and crew second, Empire third, citizens of the Empire a distant fourth. Ludger is a faithful member of any crew and will fight to protect them.

Why are you adventuring? Braunlich's from long ago have worked the docks of Ubersreik. But Ludger wants something more than the docks. He wants to be his own man and be respected on the rivers of the Reikland. He wants to somehow get enough money to become the owner of his own boat and to sail it into Ubersreik one day so everyone can see what he accomplished. To get to that though will take money, a lot of money so Ludger is adventuring because that's the best way he can think of for someone like him to make the kind of money he will need. Ludger is definitely willing to take risky chances for the chance to make a lot of money.


Warhammer Game Notes & Maps

Character Creation Checklist:

1. Roll for Species (+20 xp if you keep result)
2. Roll for Career (+50/+25/+0 xp)
3. 120-point buy attributes (min 4, max 18, +50 xp)
4. Calc Wounds & distribute Extra Points to Fate & Resilience
5. Choose Motivation
6. Advance Characteristics (5 advances from tier 1 career list) **I've seen a lot of people miss this. The book does a poor job of pointing it out**
7. Species Skill Advances (three 5 advances & three 3 advances)
8. Species Talents (possibly rolling on random list)
9. Advance Characteristics from Career (40 advances, max 10 in any one skill)
10. Choose one Career Talent (tier 1)
11. Get Trappings & Starting Wealth roll
12. Add Details
13. Short-term & Long-term Personal Ambitions
14. Ten Questions & GM added question
15. Spend starting XP if wished

For those that are new to the system, here are some things that weren't obvious to me when I made my first character:

Fate & Resilience:
Pay attention to these things. They matter. They are explained pretty well by the book, but if you have any questions, let us know.

In case it isn't obvious after a first read, your Fate is your maximum Fortune. Fortune can be spent mostly for re-rolls and Fate can be spent to avoid death. Fortune comes back semi-regularly at the end of a 'session' (which is harder to define in play-by-post). Fate never comes back. It is possible to get more Fate, but don't expect it to happen much/ever.

Resilience is your maximum Resolve. Resolve can be spent mostly to avoid nasty conditions, including things like Fear, Surprise & Poison. Failing a check against Surprise & just choosing to not be Surprised is neat. Resolve replenishes when your character acts according to their Motivation, typically at a rate of one point per act. Resilience can be spent for very powerful effects, like choosing to automatically succeed on a test you have already failed. Similar to Fate, Resilience never comes back once spent and getting more is a very rare event.

Motivation:
Beyond giving you more of an idea of how to roleplay your character, the functional part of Motivation is to recover Resolve. When your character acts according to their Motivation, they can recover a Resolve. In practice, this means that if you think your character has acted according to their Motivation, you can ask the GM if you can recover a point of Resolve. My feeling on this is that if the players are claiming Motivation actions in good faith and not being silly about it, the GM should almost always agree.

Ambitions:
If Motivation is what drives a character, Ambitions are what they are driven to achieve. Real-world accomplishments that your character can work toward are great. They do need to be actual Ambitions, though. They shouldn't be things your character can just choose to do. Ambitions should require work to achieve and possibly may involve uncertainty and risk about whether they are even achievable. If an Ambition becomes unachievable, we can replace it.

From a GM's perspective, Ambitions are best if they provide hooks for the story. What does your character want to do for themselves rather than the party?

Also, there was a question above about whether Advances counted for certain things. The book isn't explicit about it, but the way I understand things, Advances are Advances for all purposes, regardless of where they came from or how you got them.

I'm definitely not requiring everyone else to do the same things I do with my characters, but if you want some ideas for how to build your character sheet, you might want to look at Landolf Gersun von Ubersreik, my character in one of Aubster's games. Linking back to lots of gameplay posts may or may not be excessive, but I do recommend keeping track of your starting Characteristics and Advances in some way. It can be a pain to backtrack if you get mixed up on that stuff and you do need to know how many Advances each Characteristic or Skill has in order to know how much it costs to increase it further.


Warhammer Game Notes & Maps

Aubster: I think the only thing you are missing is +50 xp from Characteristics. I don't know that I ever said so, but it was always my plan to give the full xp from that step to everyone since I'm taking the rolling option away.

Edit: Oh, we could use a Dooming for your character as well. We won't hold up gameplay if you don't have one yet though. Doomings are kind of hard.


Warhammer Game Notes & Maps

Helaman: here is what I saw as your remaining to-do list. Some of these can be hard, so let me know if you need help with them.

1. Motivation
2. Details - especially a name
3. Ambitions, both Short-term and Long-term
4. Ten Questions (or an equivalent background) & extra GM Question about Marven's Magnificent Curios
5. You can spend up to 120 xp (50 from the Characteristics step)

Edit: Also a Dooming


Warhammer Game Notes & Maps

Vrog: here is what I saw as your remaining to-do list. Let me know if you have trouble with any of them.

1. Motivation: not actually to-do since you chose one. I'll accept finding a worthy death as your motivation, but that will make using the mechanics of Motivation hard. You can't recover Resolve with it if you are already dead. If you have in mind actions that are in pursuit of finding a worthy death, perhaps we could say Reckless?
2. It's hard to parse out which of your advances are from Species and which are from Career. Can you separate them for me?
3. You seem to be missing your Warrior Class Trappings, although you have your Slayer ones. See page 37.
4. Ambitions, both Short-term and Long-term
5. Ten Questions (or an equivalent background) & extra GM Question about Marven's Magnificent Curios
6. You can spend up to 50 xp from the Characteristics step


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

Sorry, haven't seen these posts so far! Will create something today!


1. Motivation: not actually to-do since you chose one. I'll accept finding a worthy death as your motivation, but that will make using the mechanics of Motivation hard. You can't recover Resolve with it if you are already dead. If you have in mind actions that are in pursuit of finding a worthy death, perhaps we could say Reckless?

Let me finish the 10 questions and I'll rethink my motivation (I forgot that it replenishes resolve).

2. It's hard to parse out which of your advances are from Species and which are from Career. Can you separate them for me?

The numnbes in parenthesis is points spent plus racial bonus. I added the 5 free advancements to Str.

3. You seem to be missing your Warrior Class Trappings, although you have your Slayer ones. See page 37.

I missed that ya.

4. Ambitions, both Short-term and Long-term

I'll get those posted after writing up the 10 questions as well. Answering questions about her and nailing down her past a bit should help clarify these and what would work for my motivation in my mind.

5. Ten Questions (or an equivalent background) & extra GM Question about Marven's Magnificent Curios

Still working on it boss!

6. You can spend up to 50 xp from the Characteristics step

Ya, I didn't want to spend any XP cause I wasn't sure about it. I will do so when I post my new motivation, goals, and answers to questions.


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

race: 1d100 ⇒ 92 Halfling (funny, I wanted to try one;20Xp)

Career: 1d100 ⇒ 38 Servant
Career: 1d100 ⇒ 95 Guard
Career: 1d100 ⇒ 5 Physician (25xp)

WS 10+ 10=20
BS 30+ 5=35
STR 10+ 10=20
TOU 20+ 15=35
Ini 20+ 12=32
Agi 20+ 15=35
Dex 30+ 15=45
Int 20+ 15=35
Will 30+ 13=43
Fell 30+ 10=40
Total 120

Main characteristics: Dex, Int (+5), Will

Status Brass 4 Money, Brass: 8d10 ⇒ (3, 2, 7, 7, 5, 6, 1, 3) = 34

Wounds 6+4=10

Fate 2
Resilience 3
Movement 3

Skills advances
5 points: Trade Cook, Perception, Intuition
3 points Charm, Dodge, Langage (Moot)

Talents
Acute sense (taste)
Night vision
Resistance Chaos
Small
talent: 1d100 ⇒ 29 Lightning reflexes
talent: 1d100 ⇒ 7 Animal affinity

Career skills (40) Bribery, Cool (10), Drive, Endurance (5), Gossip(5), Heal (10), Perception (5), Sleight of hand (5)

Career Talents Bookish, Field Dressings, Read/Write, Strike to stun
Initial Talent Read/write

trappings:
Clothings
Dagger
Pouch
Sling bag
Writing kit
1d10 ⇒ 3 Parchment sheets
Bandages
Healing Draught


Female Halfling (Warhammer) Physician Wds 10/10 FATE 2/2 Fort 0/2 WS 20 BS 35 STR 20 TOU 35 INI 32 Agi 40 DEX 45 INT 40 WIL 47 FEL 40 Move 3

Her's my halfling physician details

Magda Kupferaugen

Eyes cooper
Hair Honey
Age 5d10 + 15 ⇒ (1, 7, 5, 7, 3) + 15 = 38
Height 3'1d10 + 1 ⇒ (2) + 1 = 3" (3'3")

Motivation Motherly caretaker figure watchful for temperance

Short term ambition: spending a nice, peaceful evening around friends and a good, warm, balanced meal

Long term ambition: having her own hospital/ starting a family/ Saving 10 lives medically (my mind isn't set on this but no hurry)

Where are you from? The Moot, of course

What is your family like? An extended, warm family, with many laughs and a few tragedies.

What was your childhood like? Happy years, spending some time outdoors. Madga would spend hours cajoling animals at her father's small farm. Cats are her favorite

Why did you leave home? Familial conflict, Magda was at odds with the traditionnal halfling way of life, mainly eating and drinking and smoking too much. People would spend too much money on meals, get sick, and have no more money to get remedies

Who are your best friends? She lost contacts with most of her halfling friends in the Moot, except Rupert Darauch, her beau. She meet a few students during her training, and kept an active friendship with many, exchanging letters

What is your greatest desire? Settling somewhere in the Empire, and maybe creating a family with Rupert

What are your best and worst memories? Many people in her family, including her dad, dying of various diet related diseases. Best memory is her first kiss with Rupert Darauch

What are your religious beliefs? Not much of a believer, but she consider herself an ally of Shallya

To whom, or what, are you loyal? To her childhood love, to her family, to her belief in temperance, to her friends

Why are you adventuring? to get enough money to pay her future studying and some field practice


Warhammer Game Notes & Maps

Vrog: on the hard to parse question, I meant the skills rather than characteristics (which I figured out fine). It looks like you took it the other way around.


GM Netherpongo wrote:

Aubster: I think the only thing you are missing is +50 xp from Characteristics. I don't know that I ever said so, but it was always my plan to give the full xp from that step to everyone since I'm taking the rolling option away.

Edit: Oh, we could use a Dooming for your character as well. We won't hold up gameplay if you don't have one yet though. Doomings are kind of hard.

Perfecto

I will use those 50 XP to bump up Climb by 5 points and Consume Alcohol by 5.

Dooming...I'm thinking that The Doomsayer foretold that Ludger will die of lack while surrounded by plenty


Male |Male Reikland Stevedore|Wounds 15/15|Initiative 36|Melee (Basic) 60|Dodge 40|Fortune 2/4|Fate 3/3|Resolve/Resilience 2/3|Weapon Sword SB+4 |Armor Leather Jack (1 AP Arms/Body)|Corruption 0|Funds 6 Shillings and 10 Pennies Stevedore

Hi All,

Profile is completed for Ludger except for how does Ludger know everyone. Take a look and see if these links to your character make sense.

Magda Kupferaugen - Ludger has needed a doc to stitch him up when some fights went poorly and Ludger has found Magda both competent and good at keeping things confidential.

Axel Rotendorf - Ludger is superstitious and has gone to Axel to buy charms to remove jinxes and hexes that he believes have been cast upon him. Ludger has no idea if Axel is just selling him junk but his luck has improved after every visit so he keeps going.

Bolka Thorfinsdottir - A real live Dwarf Slayer...fascinating! Ludger has taken to following Bolka around to see what trouble she'll find next. He'd be happy to help her out but he knows Slayers are touchy about stuff like that.

Sarcastic Sage Character - Another fascinating person, a real Wood Elf Noble. So far Ludger has just kept an eye on him being a bit too intimidated to actually talk to the Noble Elf.


Warhammer Game Notes & Maps
Aubster wrote:
GM Netherpongo wrote:

Aubster: I think the only thing you are missing is +50 xp from Characteristics. I don't know that I ever said so, but it was always my plan to give the full xp from that step to everyone since I'm taking the rolling option away.

Edit: Oh, we could use a Dooming for your character as well. We won't hold up gameplay if you don't have one yet though. Doomings are kind of hard.

Perfecto

I will use those 50 XP to bump up Climb by 5 points and Consume Alcohol by 5.

Dooming...I'm thinking that The Doomsayer foretold that Ludger will die of lack while surrounded by plenty

50 xp only buys you 5 advances in one of those skills.

Also, Sarcastic is working on his character off-page. It looks like he won't be a Noble.

As far as establishing connections with other characters goes, just a few points of emphasis for everyone:

* It's fine if you know all the other characters beforehand and it's fine if you don't.
* Also be sure to get the other player's buy-in before making any connection solid. I'm reading Aubster's lines as suggestions for the other player to consider. Pretty sure this is more or less what Aubster intended, but we should make it explicit.


GM Netherpongo wrote:
Aubster wrote:
GM Netherpongo wrote:

Aubster: I think the only thing you are missing is +50 xp from Characteristics. I don't know that I ever said so, but it was always my plan to give the full xp from that step to everyone since I'm taking the rolling option away.

Edit: Oh, we could use a Dooming for your character as well. We won't hold up gameplay if you don't have one yet though. Doomings are kind of hard.

Perfecto

I will use those 50 XP to bump up Climb by 5 points and Consume Alcohol by 5.

Dooming...I'm thinking that The Doomsayer foretold that Ludger will die of lack while surrounded by plenty

50 xp only buys you 5 advances in one of those skills.

Oops, brain freeze...just 5 points to Climb then.


Sorry guys, I'm just not familiar enough with the setting to feel comfortable pulling off playing a Noble of any race, let alone a Wood Elf.

Lets see what comes up on my next two rolls:
1d100 ⇒ 49 [Hunter]
1d100 ⇒ 97 [Soldier]

Both good options that I feel could benefit the group, but seeing as we already have two fairly Melee focused characters, I think I will go with the more Ranged focused Hunter.

WS 30+ 5=35
BS 30+15=45
S 20+15=35 (+5 Advancements from Character Creation = 40)
T 20+15=35 (+5 w/Very Resilient, doesn't count as Advancement = 40)
I 40+15=55
Agi 30+15=45
Dex 30+15=45
Int 30+15=45
WP 30+ 5=35
Fel 20+ 5=25

(5x3=15), (15x8=120)

Racial Skill Points: Outdoor Survival 5, Perception 5, Ranged Bow 5, Language (Eltharin) 3, Stealth (Rural) 3, Track 3
Racial Talents: Acute Sense (Sight), Hardy, Night Vision, Very Resilient, Rover

Career Skills: Outdoor Survival 10(15), Perception 10(15), Ranged Sling 10, Set Traps 10
Career Talent: Trapper

Wounds: 19

Fate: 1
Resilience: 1
Motivation: Religious Devotion

XP from Character Creation: 75
XP Spends: Lore (Beasts) 5 (50xp)
XP Remaining: 25


Warhammer Game Notes & Maps

Aubster, I'm trying to make some decisions on where this river travel adventure will be starting and going to. Do you have any materials that could give me an idea of travel times and distances in the Reikland? The map that comes with Core doesn't show a scale.


GM Netherpongo wrote:
Aubster, I'm trying to make some decisions on where this river travel adventure will be starting and going to. Do you have any materials that could give me an idea of travel times and distances in the Reikland? The map that comes with Core doesn't show a scale.

Here’s a great document with distances

Reikland Travel Distances

I can’t find anything with travel times on the river. Ballpark guess would be 40 miles per day going down river and half that speed going up river. I read somewhere that it’s slower than coach travel but generally safer and coaches can go 50-60 miles in a day.


Warhammer Game Notes & Maps

Thanks, just at a quick scan it's striking how many routes even internal to Reikland are listed at the maximum double-skull danger level.

I guess it fits with something I read elsewhere, probably in the Core book? That most villages & hamlets in Reikland are clustered near the big city. Which means lots of wide unsettled land in the areas between for wild things to lurk.


WS: 45 | BS: 25 | S: 43 | T: 48 | I: 36 | Ag: 20 | Dex: 35 | Int: 30 | WP: 58 | Fel 15 | Wounds: 17 | Fate: 0 | Fortune: 0 | Resilience 4 | Resolve: 5 | Movement: 3

So, I got my character updated, an alias made, and then answered the 10 questions and set a motivation and long and short-term goals.

1 to 50 of 737 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Netherpongo's Warhammer Fantasy Discussion All Messageboards

Want to post a reply? Sign in.