
Locmore |
You've recieved word that your friend, professor Petrus Lorrimor has died, and has invited you to his funeral at his hometown village in midland. Making haste, you arrive just in time.
I've been hankering to play some Warhammer Fantasy RPG 2e for a while now, but I think the only way I'm going to get to play is if I run it. So I'm stealing an idea I saw somewhere else and converting a pathfinder adventure path to the Warhammer Fantasy 2e setting.
Backstory wise, your characters need to be someone that Petrus would trust with a somewhat strange and sensitive job in return for promised pay, probably either former colleagues, friends or employees. You also need to be physically close enough to the area around Talabheim that you could feasibly make the journey to the funeral within a month or so; his hometown is in eastern Middenland, 10 days journey on foot from Talabheim. This doesn't mean you have to be from there, you just need to be in the area for whatever reason.
He's a fairly honourable, jovial sort, and if he has vices it is probably his willingness to court danger in pursuit of knowledge.
You may or may not know that he is also an apprentice to the Amethyst College of Magic. Many apprentices don't have the skill with magic to become journeymen wizards, and are doomed to linger at the college in perpetuity with little hope of advancement. A few who can be trusted, both to control their arcane talents and in a more political sense, are let back out into the world to serve the college in ways that full wizards are for whatever reason unable or unwilling to. If you know that Petrus is an apprentice wizard, you suspect he's one of these.
He's well past his prime, but not yet elderly; his adopted daughter has recently come of age.
The game will primarily be set in the northern parts of the Empire. We might swerve into Brettonia briefly. Characters with ties to these places might find interesting interactions, whereas people like elves and dwarves and other foreigners will spend a lot of time as strangers. That can also be interesting.
A final thing to note, just to set expectations for anyone new to warhammer fantasy, is that society is fairly stratified compared to something like Golarion. Being adventurers from all walks of life, you'll likely find that you'll be breaking some social boundaries, and be unwelcome in certain places.
Race: Pick your Race.
Career: You'll roll your first career randomly. You can roll twice, either on the core rulebook table or one of the tables from the Career Compendium book. You can pick different tables for each of the two rolls if you want, just write which table you're using before you roll.
Advancements: Apply the 1 free advancement at character creation as normal. From there, you get 2000xp to spend. As a special rule, you cannot enter advanced careers at character creation, but you can swap to any basic career you want (regardless of your first career's exit options) for only 100xp.
Gear: You start with the trappings of your two first basic careers for free. You also start with standard starting equipment (set of clothes, dagger, backpack, blanket, mug & cutlery, a hand weapon and a purse holding 2d10gc). From there, you get an additional 100gc to spend. During character creation, you can buy at full the listed price and sell stuff at half.
We're using the Distinguishing Best Craftsmanship Hand Weapons and Great Weapons variant rule from Old World Armory. (if anyone doesn't have this, ask about it and I'll explain. It just means that Best Craftsmanship hand and great weapons get some specific abilities depending on if they're swords, axes or hammers)
We generally won't bother with tracking rations when travelling.
The -20% penalty for off-hand weapons applies to the free offhand parry you get from dual wielding. Generally I find that dual-wielding is a bit too powerful, this makes the Lightning Parry & Ambidexterity talents and Parry Stance more worthwhile options, and dual-wielding less of a nobrainer.
If anyone wants to play a runesmith, you'll have to pay 250gp for materials for each permanent rune you want to craft(on top of whatever Best Craftsmanship object you're going to put it on). Temporary runes will only cost 1pence in materials. You can start out with a loan for whatever you need to afford your first permanent runic item. You'll start with the item being 1d10 days work away from completion, with the loan due in two months. You've agreed to pay back double whatever you borrowed, and if you can't pay the creditors have the right to lease your journeyman's piece for 100 years and a day at the cost of 1gc. Materials needed for the creation of runes are considered of Uncommon availability; a lot of it is gems and metals, but there's also some rarer incense involved.
Generally, when it comes to trappings I will work to make the stuff you need available, although some things may require some work on your part to get your hands on.

Edelsmirge |

I am totally great for this but I would need to find my books lol
Dwarf:
Weapon skill WS: 2d10 ⇒ (9, 6) = 15 45
Ballistic skill BS: 2d10 ⇒ (8, 7) = 15 35
STR STR: 2d10 ⇒ (1, 2) = 3 23
tough T: 2d10 ⇒ (10, 8) = 18 48
Agility Agi: 2d10 ⇒ (4, 10) = 14 24
Intelligence int: 2d10 ⇒ (4, 6) = 10 30
Willpower will: 2d10 ⇒ (1, 10) = 11 21
Fellowship Fell: 2d10 ⇒ (9, 6) = 15 25
Wounds W: 1d10 ⇒ 2
Fate F: 1d10 ⇒ 2 1 Fate pt
Reroll W W: 1d10 ⇒ 8 13
Take average on STR (11) 33
Career chart criminal career: 2d10 ⇒ (1, 5) = 6
Warrior
career: 2d10 ⇒ (1, 6) = 7

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Elf
First Career Try Appendix II Master Starting Career Table: 1d1000 ⇒ 27 Apprentice Wizard- I would pick this career.
Second Career Try Appendix II Master Starting Career Table: 1d1000 ⇒ 798 Student
WS: 20 + 2d10 ⇒ 20 + (10, 8) = 38
BS: 30 + 2d10 ⇒ 30 + (4, 6) = 40
Strength: 20 + 2d10 ⇒ 20 + (10, 8) = 38
Toughness: 20 + 2d10 ⇒ 20 + (5, 8) = 33
Agility: 30 + 2d10 ⇒ 30 + (6, 3) = 39
Intelligence: 20 + 2d10 ⇒ 20 + (1, 2) = 23
Willpower: 20 + 2d10 ⇒ 20 + (6, 9) = 35
Fellowship: 20 + 2d10 ⇒ 20 + (8, 3) = 31
Wounds: 1d10 ⇒ 8 11 Wounds
Fate Points: 1d10 ⇒ 4 1 Fate points :/

Locmore |
I am totally great for this but I would need to find my books lol
Dwarf:
Reroll W [dice=W]1d10 13
Take average on STR (11) 33
Career chart criminal [dice=career]2d10
Warrior
[Dice=career]2d10
Glad to have you! Are those last 2d10 meant to be read as 15 and 16 respectively? So Outlaw and Bodyguard?
And using Shalaya's Mercy to reroll wounds is fine.
** spoiler omitted **
Welcome around. Those would be amazing strength and weapon skill for a wizard.

Locmore |
Yeah I am not at home and couldn't remember. Very Strong adds to the current percent and stacks on top of career stat advantage, yes so my str gets +5 for body guard and +5 for very strong
Aight, that's good then. Looking through your sheet, remember that you get 1 advance for free as part of character creation, on top of the extra XP you get.
You also don't have to pay for the skills or talents of your first career (but if it says "or" between two options, you have to pick one. You can take the other too by paying xp for it).
It looks like you're paying 100xp for the entire +3 wounds and 100xp for the +10% WS. You have to pay them in increments, so 300xp for the +3 wounds and 200xp for the +10%WS (% stats are bought in increments of 5%).
Aside from those notes, you look like you're off to a good start. Do you have an idea for your second basic career?

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** spoiler omitted **
Welcome around. Those would be amazing strength and weapon skill for a wizard.
I won't be able to use magic everywhere. So being able to fight will be good. And most of the interesting Elves (from all three branches) are mixes of mage fighters. I was thinking of being an apprentice to the Loremasters.

Brainiac |

I’m tentatively interested. I played a little bit of Warhammer many, many years ago but didn’t get very far. So I may need some hand holding at the beginning until I get familiar with the rules again.
Human:
WS: 2d10 ⇒ (3, 1) = 4
BS: 2d10 ⇒ (9, 3) = 12
STR: 2d10 ⇒ (4, 6) = 10
T: 2d10 ⇒ (1, 10) = 11
Agi: 2d10 ⇒ (4, 3) = 7
int: 2d10 ⇒ (5, 7) = 12
will: 2d10 ⇒ (6, 7) = 13
Fell: 2d10 ⇒ (9, 6) = 15
W: 1d10 ⇒ 5
F: 1d10 ⇒ 9
Reroll WS 2d10 ⇒ (3, 4) = 7
Take average on Agility
Random Talents: 1d100 ⇒ 31d100 ⇒ 69
Acute Hearing, Sixth Sense
Starting Careers: 1d100 ⇒ 921d100 ⇒ 85
Vagabond or Toll Keeper
I’ll work on a full character sheet when I have time in the next day or two.
Weight: 1d100 ⇒ 20
Hair Color: 1d10 ⇒ 8
Eye Color: 1d10 ⇒ 8
Distinguishing Marks: 1d100 ⇒ 30
Siblings: 1d10 ⇒ 6
Star Sign: 1d100 ⇒ 23
Age: 1d100 ⇒ 20
Birthplace: 2d10 ⇒ (6, 7) = 13
Name: 1d100 ⇒ 43

DM Lil" Eschie |

Human female
WS: 2d10 + 20 ⇒ (8, 6) + 20 = 34
BS: 2d10 + 20 ⇒ (4, 4) + 20 = 28
Str: 2d10 + 20 ⇒ (9, 2) + 20 = 31
Tou: 2d10 + 20 ⇒ (9, 10) + 20 = 39
Agi: 2d10 + 20 ⇒ (4, 10) + 20 = 34
Int: 2d10 + 20 ⇒ (10, 7) + 20 = 37
Will: 2d10 + 20 ⇒ (1, 2) + 20 = 23 using Ranald's fortune for reroll
Fell: 2d10 + 20 ⇒ (4, 4) + 20 = 28 using Shally's mercy for 31
Will: 2d10 + 20 ⇒ (9, 4) + 20 = 33 THanks Ranald!
WoundS: 1d10 ⇒ 4 so 11 wounds
Fate: 1d10 ⇒ 6 3 Fate
Career (using Careeer Compendium) career: 1d1000 ⇒ 239 Dilletante or career: 1d1000 ⇒ 435 Initiate.
Both are very interesting careeers.
Talents:
Talent: 1d100 ⇒ 4 Acute hearing
Talent: 1d100 ⇒ 28 Lightning reflexes

Locmore |
This is Malinor. I am building the fleshed out character sheet in here.
I don't want to leave my career path, but stage two is an Advanced class. Can I just save experience for whatever point you open up access to Advanced classes?
No, you can't save it; the reason you have all that extra xp is to diversify your characters, or for people who rolled careers that they're not super into to define themselves as something they want.
That said, you won't have to leave your career path as such; you keep your old career exits when you change careers, so once you finish your next career you can go right back into journeyman wizard. The rules for this is on the grey box of page 29 of core.
The power play, if you're into that, is to find a career progression that takes exactly however many xp you have left, so that when you start playing you can spend your first 100xp to enter journeyman wizard. Or maybe get dodge blow, or optimize what you're doing with the half-action that isn't casting, assuming you don't want to channel all the time. Parrying stance is a great option if you boost your WS a bit (or even if you don't), and so is getting good at ranged combat with that longbow proficiency you have. If you can find mighty shot and rapid reload, you could cast as a half-action and make a ranged shot with your bow with your other half action each round.
You could also consider whatever Imrik has been doing that isn't studying wizardry. I imagine his teachers are pretty distant, so he must've been getting up to *something* while he's not with them.
You can also just toss whatever xp you didn't spend on advances and extra skill/talent options if you really really want to be a pure wizard.

Locmore |
Here's Brainiac's character, a vagabond/entertainer. I think I did things right. Spent all 2000 XP and primed to enter an advanced class soon. Please let me know if anything looks incorrect!
It looks great! Although I think you added +10 to gossip from vagabond on top of the one you get from being a human? That doesn't quite work, the free skills you get from your first basic career can't be used to add training to ones you already know. It is possible I counted it up wrong and you're somehow using the gossip that it's possible to take from Entertainer.
As far as I can tell you did everything right, although I notice that Entertainer is one of the basic exit careers allowed from Vagabond, and I want to make sure you've seen the house rule that you can change to *any* basic career for 100xp during character creation, not just the ones listed as exit careers.
Her name is lovely.
Career (using Careeer Compendium) [dice=career]1d1000 Dilletante or [dice=career]1d1000 Initiate.
Both are very interesting careeers.
Yes, they're both quite interesting. If you want input, since this is an undead/gothic style campaign (a bit too on the adventure side for me to feel comfortable classifying it as 'horror') an initiate of Morr could be very appropriate. But so could other stuff of course.

Grumbaki |

WS: 30 + 2d10 ⇒ 30 + (8, 10) = 48
BS: 20 + 2d10 ⇒ 20 + (8, 4) = 32
S: 20 + 2d10 ⇒ 20 + (4, 1) = 25 Shallaya's Mercy 31
T: 30 + 2d10 ⇒ 30 + (7, 4) = 41
Ag: 10 + 2d10 ⇒ 10 + (6, 8) = 24
Int: 20 + 2d10 ⇒ 20 + (9, 3) = 32
WP: 20 + 2d10 ⇒ 20 + (2, 1) = 23
Cha: 10 + 2d10 ⇒ 10 + (7, 2) = 19
Wounds: 1d10 ⇒ 7
Fate: 1d10 ⇒ 5
Ranald on WP: 20 + 2d10 ⇒ 20 + (1, 7) = 28
Career: 2d100 ⇒ (95, 82) = 177
dwarven trollslayer!
Before advances and career:
WS (48) BS (32) S (31) T (41) Ag (24) Int (32) WP (28) Cha (19)

Bolvar Gemforged |

"Advancements: Apply the 1 free advancement at character creation as normal. From there, you get 2000xp to spend. As a special rule, you cannot enter advanced careers at character creation, but you can swap to any basic career you want (regardless of your first career's exit options) for only 100xp."
Alright, well...a troll slayer only has giant slayer. So here is what I'm going to do. I rolled an 82 and a 95 for careers. 82 is thief, 95 is troll slayer. So that becomes his background!
-------------
Dwarf
Skills: Common Knowledge (Dwarfs), Speak Language (Khazalid),
Speak Language (Reikspiel), Trade (Miner, Smith, or
Stoneworker)
Talents: Dwarf-craft ,Grudge-born Fury, Night Vision, Resistance to
Magic, Stout-hearted, Sturdy
-----------
Thief
Skills: Skills: Charm, Concealment,
Evaluate, Pick Lock, Perception, Read/Write, Search, Secret Signs (Thief), Silent Move
Talents: Streetwise, Super Numerate, Trapfinder
Advances:
* +5 WS (free advance) + 5 BS (100xp) +15 AG (300xp) +5 Int (100xp) +10 Fel (200xp) +2 W (200xp) + Troll Slayer (100xp) [1000/2000 xp spent]
------------
Troll Slayer
+1 Attack (100xp), +5 WS (100xp) Very Resilient (100xp), Street Fighter (100xp) Strike Mighty Blow (100xp) +5 S (100xp) +5 T (100xp) +10 WP (100xp), dodge blow (100xp)
(all that is left in troll slayer is consume alcohol, intimidate, quick draw, hardy, +1 W and +5 WS)
----------------
Putting it all together
WS: 48 + 5 (58)
BS: 32 + 5 (37)
S: 31 + 5 (36)
T: 41 + 10 (51)
Ag: 24 + 15 (39)
Int: 32 +5 (37)
WP: 23 +10 (33)
Cha: 19 +10 (29)
W: 13 + 2 (15)
Fate: 2 (2)
WS (53) BS (37) S (36) T (51) Ag (39) Int (37) WP (33) Cha (29) A (2) W (15) Fate (2)
Skills
Common Knowledge (Dwarfs), Speak Language (Khazalid),
Speak Language (Reikspiel), Trade (Stoneworker), Charm, Concealment,
Evaluate, Pick Lock, Perception, Read/Write, Search, Secret Signs (Thief), Silent Move
Talents
Dwarf-craft (+10 stonework), Grudge-born Fury (+5 WS vs greenskins), Night Vision (30 yards), Resistance to
Magic (+10 WP vs magic), Stout-hearted (+10 WP vs fear, terror and intimidation), Sturdy, Streetwise (+10 charm/gossip with criminal underworld), Trapfinder (+10 perception and pick lock for finding and disarming traps), Street Fighter (+10 WS unarmed and +1 damage), Strike Mighty Blow (+1 damage melee), Very Resilient (+5 T)
----------
Is this right? If so, I'll move on to purchases. But, in essence, what we have here is a dwarven locksmith who was tempted to join the criminal underworld to make a living. This was done with the purpose of earning enough coin to afford a wife, which was too costly for him in both coin and prestige.
He was caught breaking into a nobleman's tomb. The punishment meted out by the law was nothing compared to the damage done to his name and reputation. As a dwarf, he had only one option: the slayer oath.
So what you end up with is a slayer who can act as the party's rogue. He can find/disarming traps, pick locks and sneak around. Unlike most dwarfs, his WP is pretty low. But that is to be expected from someone who was tempted to become a criminal to get ahead in society quickly.
Gold: 100 + 2d10 ⇒ 100 + (2, 1) = 103

Wanda Brucke |

Wanda Brucke
Dilletante
(Lil"Eschie character)
WS 34
BS 28
Str 31
Tou 39
Agi 34
Int 37
Will 33
Fell 28
Wounds 11
Fate 3
Skills Common Knowledge (Empire), Gossip, Speak Langage (Reikspiel)
Talents: Acute Hearing, Lightning Reflexes (+5 to Agility-39)
Profile advances +5 to each, +2 Wounds
Career skills: Academic Knowledge (any 1), Blather, Common Knowledge (any 2), Evaluate or Gossip, Navigation, Perception, Read/Write, Secret Language (any one) or Secret Signs (any one), Speak Language (any 2),
Trade (Artist or Calligrapher or Cartographer) (See special rule, below)
Special: A Dilettante may not, in this career, buy a skill he already possesses, and thus may not gain any Skill Mastery bonuses. He does not lose any he already has.
Career talent Etiquette
will work on this. An young self taught student , quite shy, who exchanged letters on academic subjects with the Professor.. that could do the trick.

Locmore |
Alright then. I would like to go for my second career as a bear tamer and then go to squire and knight with an idea of having been a bodyguard for a Kislev knight who rode a bear into battle and he died so I inherited the bear.
Easily the most out there concept I've ever ran into. I really want to say yes to this, but at the same time, I gotta question the practicality here.
Like, what if it eats people you don't want it to? How hard should I make it to not eat people you don't want it to? Is the party just gonna permanently not be allowed into towns? If I was a peasant I certainly wouldn't let it inside the walls. It can stay with the circus wagons outside, thank you very much. At the same time, leaving your bear tied up outside the walls seems like the start of a bad idea, too.It also looks like I'll have to do a lot of the heavy lifting for making up rules for how to control the bear, and what training can do and stuff. The skill rules for charm and training are really bare bones.
... There's guidance on how to give Brettonian knights griffon mounts, I guess that's similar on the wild animal eating stuff it shouldn't front, as well as what to do about settlements. I should go read up on that.
@Bolvar Stonefoot, as far as I can tell those mechanics look good.
@Imrik, I think I will leave this running until sunday evening. Warhammer characters are fairly mechanically simple to put together, and this will give you guys and everyone else that might want to apply time to write up some fluff.
@Escharid, look forwards to seeing the rest of her.

Gretchen Wagner |

Bolvar Gemforged |

We're using the Distinguishing Best Craftsmanship Hand Weapons and Great Weapons variant rule from Old World Armory. (if anyone doesn't have this, ask about it and I'll explain. It just means that Best Craftsmanship hand and great weapons get some specific abilities depending on if they're swords, axes or hammers)
A question. I have a best quality axe...what special ability does it have?
------------
Life was not easy in Nuln. Bolvar was a locksmith by trade. He had left home in Karak Norn seeking a better life, in the hopes that with his trade skills he could earn enough gold to make a name for himself. To get married, settle down, have children, and to pass on his craft to the next generation. Little did he know that the Capital of Wissenland was already an inundated market. The Jewel of the South was full of dwarfs such as he, for it was the home of the Imperial Gunnery School. A bright eyed young dwarf with dreams of fortune? It was nothing new. Life took a turn from bad to worse when he set up his own shop without joining a guild first. A few arguments later and he found himself on the street, his name blacklisted from all reputable employment. He found himself without even the coin needed to return home. To say that he was desperate would be an understatement.
And that was when he met Ludwig. Using the last of his coin Bolvar was drowning his woes in cheap liquor. But just as fate would have it, Ludwig knew someone who knew someone, who could use the help of a talented locksmith. It didn't feel right, but what choice did he have? Before long Bolvar had joined 'the family.' He was treated well. He was paid well. For the first time since he had walked through the gates of the Jewel of the South, he had the coin needed to live decently. Not just decently, well. All he had to do was not ask any questions. Why did he have to meet in the middle of the night and unlock a mansion's back door? Why did the lockbox brought to him not have a key? Why was a mausoleum so well locked and why did an unnamed man want in? These were questions with answers he did not want to know. All he had to do was do his job and he would be paid. Easy.
No. For the last job, it went south fast. When the Watch came, his comrades fled and Bolvar was far too slow to follow. Alone he was caught, and alone he was interrogated. Alone he was tortured. Stubbornly, he refused to give up any names, so he was given over to the dwarven community for punishment. It was worse than anything the humans could have done with him. It only took a single night, but Bolvar quietly agreed to take the Slayer Oath. His name had already been dragged through the mud due to his initial arguments with the guilds. But to be turned over by the Watch as a thief? The shame was far too great.
The dwarf who left Nuln was far different from the one who had walked in. The bright eyed beardling who came in was replaced with a broken dwarf, whose only future was a death. Preferably an honorable one, but that was far from guaranteed.
Bolvar was a dead man walking. Shamed beyond comprehension, his name worth naught. To everyone, except professor Petrus Lorrimor. As a slayer, one of the first things he has done was sign up for an expedition funded by the professor to go into the deep woods. The kind of woods that only beastmen and goblins tread, in search of a reputed elven ruin. Bolvar survived and was paid. Something that not everyone who went could say. As such, when his old employer, and in a way, friend, sent word that Bolvar was needed in his hometown, the dwarf made haste. The coin didn't really matter, for what use did the dead have for that? It was just that he knew there would be danger, and that one of the few people left in the world who treated him well needed help. Making haste, he arrived just in time.
Bolvar is a slayer, that much is clear. He has the distinctive mowhawk and dyed hair of the slayer cult. But what is clear about him is that he is young, for a dwarf. His beard is short enough that a human could grow a bigger one, even if his eyes are much older. He doesn't even yet have the tattoos that one would often see on a slayer. He has not had the chance yet.
When one sees a slayer, one usually thinks of a fairly scary individual. Bolvar is not that person. He doesn't have the huge build that many would come to expect, for he was a locksmith before his downfall, and had only worked in the mines before he was old enough for his apprenticeship. That, and he isn't a particularly violent person. Before his oath, he was downright gregarious, with a good word ready for anyone, always glad to raise a toast to a new friend or to spend time with a friendly face. As a slayer, this is less so, but this old personality hasn't completely died. If possible, he would prefer to be polite. Life hasn't crushed that part of him, yet. Life has hardened him, and continues to do so. His body, once soft from years of lack of use, now sports scars and has lost the accumulated fat from his prior years. His muscles, never developed to their full potential, have begun to fill out, due to recent use. His eyes, which once glittered with happiness and mirth, now can only be described as sad. For he truly believes that he deserves to be a slayer, and seeks out a worthy end. Preferably one witnessed by others, so that someone might remember him for more than his crime.

Wanda Brucke |

ok, here how it looks like
Wanda Brucke
Dilletante
(Lil"Eschie character)
WS 34
BS 28
Str 31
Tou 39
Agi 34
Int 37
Will 33
Fell 28
Wounds 11
Fate 3
Skills Common Knowledge (Empire), Gossip, Speak Langage (Reikspiel)
Talents: Acute Hearing, Lightning Reflexes (+5 to Agility-39)
Profile advances +5 to each, +2 Wounds
Career skills: Academic Knowledge (Arts), Blather, Common Knowledge (Bretonnia, Elfs), Evaluate, Navigation, Perception, Read/Write, Secret Language (Thieves Cant), Speak Language (Breton, Khazalid),
Trade (Calligrapher )
Special: A Dilettante may not, in this career, buy a skill he already possesses, and thus may not gain any Skill Mastery bonuses. He does not lose any he already has.
Career talent Etiquette
will work on this. An young self taught student , quite shy, who exchanged letters on academic subjects with the Professor.. that could do the trick.
Free advance +5 to Int
Xp 2000
7*100=700 for +5 to each other characteristic
10*100=1000 for 10 skills (Disguise, Ride, Gamble, Search, Heal, Acad Know-Religion, Acad Know-Engineering, Comm know-Border Prines, Comm know-Estalia, Speak Classical
3*100=300 for 3 Talents (if allowed!): Linguistics, Seasoned traveler, Surgery

Bolvar Gemforged |

I really want this concept to work too but you are all right, it's too much. I am going to go with apprentice runesmith instead and save us the headache.
For WFRP 2e, there are actual rules for that profession and system of magic. Realms of Sorcery page 209 deals with runesmith system. Here is the Runesmith Apprentice career.
The Runesmiths are effectively
a clan containing a few ancient
families who have passed down
the knowledge and skills of
Runesmithing over the
generations. Each Master
Runesmith teaches
the fundamentals
of fire and forge to
young members of
his family, selecting
the most talented to
become Apprentice
Runesmiths. While
selection is a great honour,
it means long years of study
and service to his master
in the creation of more complicated runes. Runesmiths rarely
write down the secrets of their craft and even when they do, the
knowledge is buried beneath riddles and puzzles. Apprentices must
be patient, clever, and perceptive to rise in status. During this time
Apprentice Runesmiths often leave the service of their mentor to
gather ingredients, tools, and supplies for the forging of new runes.Stats:
+5 WS / +5 S / +10 Int / +15 WP / +2 W
Skills: Academic Knowledge (Runes), Evaluate, Perception, Read/
Write, Runecraft, Speak Arcane Language (Arcane Dwarf),
Trade (Smith), Trade (Armourer or Weaponsmith)Talents: Rune (any two with an Inscription Number of 10 or less)
Trappings: Medium Armour (Leather Jack, Mail Shirt), Trade
Tools (Runesmith)Career Entries: Artisan, Runebearer, Scribe, Student
Career Exits: Journeyman Runesmith, Runebearer, Scholar,
Scribe, Shieldbreaker
So if you wanted an apprentice runesmith, then this would be the actual class for it. But without the class it wouldn't make much sense, as it is akin to playing a wizard.
Step 1: Inscription
At the start of the process, the Runesmith must inscribe the
chosen rune on the item to be enchanted. This must be done
with extreme care, as the tiniest imperfections can create a
fatal flaw. Inscription takes 2d10 minutes for temporary runes
and 1 week for permanent runes. At the end of this time, an
Inscription Roll is made. The Runesmith rolls a number of
d10s equal to his Magic Characteristic and
adds them together. If the result of
the Inscription Roll is equal to or
greater than the Inscription Number
of the rune, it is created successfully.
If the Inscription Roll is lower
than the Inscription Number of
the rune, the attempt fails, and
the time spent is wasted. Unlike
spellcasting, there is no danger of
Tzeentch’s Curse.
Step 2: Empowering
Once the rune is successfully
inscribed, it must be
empowered. This is the
lengthiest part of the process.
The Runesmith uses runic
chants and other ritualized
methods to instil the rune
with magic. Empowering
is resolved as an Extended
Runecraft Skill Test. Each
test takes 20 minutes for
a temporary rune and one
month for a permanent rune.
Each rune requires a certain
number of successes to
empower (see the individual
rune descriptions). Once the
Runesmith achieves the specified
number of successes, the item is
ready for binding.
Step 3: Binding
Once the rune is empowered, the
Runesmith needs to perform a few
final rituals to bind the magic into the rune. This final step takes 1d10 minutes for temporary runes
and 1d10 days for permanent runes. Only after the binding is
complete is the rune’s power activated and the item considered
magical.
Rune of Striking
Type: Weapon
Inscription Number: 8
Empowerment: 3
Description (Permanent): Attacks made with a weapon
inscribed with this rune gain a +10% bonus to Weapon
Skill.
Description (Temporary): As permanent, but once the rune
is activated (a free action), the benefit only lasts for 1
minute
Rune of Warding
Type: Talismanic
Inscription Number: 9
Empowerment: 3
Description (Permanent): The bearer of an item inscribed
with this rune gains a +10% bonus on Will Power Tests
to resist magic.
Description (Temporary): As permanent, but once the rune
is activated (a free action), the benefit only lasts for 1
minute.
As can be seen here, inscribing runes takes a very long time. Temporary runes can be done fairly easily as adventurers, but permanent runes? That requires a plethora of downtime, and even then might not work.

Imrik Farstrider |

ok, here how it looks like
Wanda Brucke
Free advance +5 to Int
Xp 2000
7*100=700 for +5 to each other characteristic10*100=1000 for 10 skills (Disguise, Ride, Gamble, Search, Heal, Acad Know-Religion, Acad Know-Engineering, Comm know-Border Prines, Comm know-Estalia, Speak Classical
3*100=300 for 3 Talents (if allowed!): Linguistics, Seasoned traveler, Surgery
So did you pick a second career? You do not seem to have spent 100 xp to get into the career. Once you are in you can buy (and will have to for the most part) buy any of the talents and skills from the career. Unfortunately, you cannot just buy Skills, Talents or better Characteristics if its not listed in your current Career. Which is making my Toughness very sad.

Imrik Farstrider |

Yes, but the GM has said you can go to any Basic Career as a second Career for 100 XP. So you can look at like Barber Surgeon, Scribe or Student which seem to have the Talents you are looking for, or paths to them.
Pay attention to the Career Exits. Its a good idea to have an end goal or at least a two or three step goal to help you along.

Bolvar Gemforged |

Well seems I want cool things but mechanically won't work round Three Change lol
Well, you rolled bodyguard. Why not just roll everything into it? Your PC started out his career in Kislev, working for a knight, until the man died. Then took up a career working for a runesmith, going out and gathering ingredients and items.
You could very well do this. Bodyguard (For the Kislevite) -> Bounty Hunter (For the Runesmith). And as we are doing Carrion Crown, your advanced career exit can be Vampire Hunter. I've never played this AP before, but given the name it likely has alot of undead in it. So this career path would be pretty natural.
Now, one thing that would be interesting is if your Kislevite noble wasn't a bear riding knight (who are only becoming a thing now in Total War Warhammer, before that it was only 1 special character who did it, afaik), but instead was a [url=https://warhammerfantasy.fandom.com/wiki/StreltsiStreltsi? [/url] Your dwarf could wield the man's halberd. Mechanically, halberds are amazing. They are either great weapons or spears, and you can choose each turn! And Kislevite Streltsi have unique halberds, that mechanically don't do anything but look really cool. So that would be a way of showing the dwarf's background.
And I'm just spitballing here...but as a way of explaining why he was up in Kislev and to add some more local flavor. What if his Clan was from Karak Ungor, and when the hold fell they moved to Kislev (the capital)? It would explain why he was up there. And then falling into the employ of a runesmith would explain why he would move south, going as the job demanded. And when that employment came to an end (or at the very least the runesmith decided that he had what he needed to make his multi-year long runic item), your dwarf is then employed by the Professor of this campaign.
Mechanically, it requires nothing special. But it threads together both of your previous character ideas into a coherent whole. You can then reference how your dwarf wishes he had a bear, and wishes that he could do runic magic as well. :)

Bolvar Gemforged |

Yes, but the GM has said you can go to any Basic Career as a second Career for 100 XP. So you can look at like Barber Surgeon, Scribe or Student which seem to have the Talents you are looking for, or paths to them.
Pay attention to the Career Exits. Its a good idea to have an end goal or at least a two or three step goal to help you along.
Very much this. It has been *MANY* years since I touched WFRP 2e. But I remember how important career exits are. Not paying attention to that can really ruin a character's progression.
Also, I have to say I like how Imrik is a gish. I look forward to reading his background.

Gretchen Wagner |

Starting Purse: 2d10 ⇒ (5, 8) = 13
Gretchen took on the life of a vagabond, wandering from town to town, never staying one place very long. She learned to survive in the wild, becoming a fine shot with a bow to hunt for food. She made some coin doing odd jobs or singing and dancing in taverns, but she never really had much in the way of means.
Eventually, though, she found herself in Talabheim, where she caught the eye of an older professor named Petrus Lorrimor. He took a shine to Gretchen, due in part to her natural charm and the fact that his own adopted daughter was about the same age as her. Realizing that her potential was being wasted on the road, he offered to sponsor her on a trip to Estalia to train as an entertainer with a reputable troupe of flamenco dancers.
Gretchen spent several years in Estalia before returning to the Empire. Her exotic style of dancing opened new doors for her, and she soon began to gather a reputation and admirers in many towns and cities. She is well on her way to becoming a full-fledged minstrel, hoping to increase her renown.
She received the news of Lorrimor's passing with sadness. Without his kindness, none of her success would have been possible. So she travels now to his hometown to pay her condolences and to see to the well-being of Lorrimor's daughter...
I believe Gretchen is ready to go!

Imrik Farstrider |

Here is Imrik's
Imrik Farstrider was born in the massive sea port of Lothern. As he grew up he was tested and found to have a connection to the Winds of Magic and was brought into the local temple of Hoeth, the Elven god of Magic, where he was found to definitely be in touch with the Winds of Magic. He also showed a deft hand with martial weapons. Plans to send him to study with the Loremasters in Hoeth began to be made when the Storm of Chaos struck the lands.
When the Conclave of Light met, the High Elves of Ulthwe promised to send aid to help hold back the Ruinous powers. Many of the front lines were the Sea Guard of Lothern. Imrik was called upon by the Temple of Hoeth to go with the Sea Guard and provide whatever slight magical aid the apprentice wizard could provide since he had already shown himself to be capable in a fight. Although most of the High Elves moved to stop the Dark Elves, a small contingent was sent to offer what aid they could for the Empire.
Imrik spent the next several months aiding as he could. Many in the Empire were very distrustful of any magic, so Imrik decided that focusing on aiding with his bow made the most sense. The High Elves did not have enough men to spare to allow for a whole army. And the Men of the Empire fought in different formations which made it hard to simply put Elves into their lines. In the crash of battle though, Imrik would often have to draw his blade and depend on his nimble movement to survive the encounters. During that time, he saw a great deal of suffering, but also the resilience of Men and the other allied races against Chaos.
As the war ended with Archaon’s forces broken and scattered, the allied forces of the Conclave of Light also began to separate with many returning to their homes, even though dangers from various warbands of Chaos continue to plague the Empire and the remains of Kislev. Imrik has been slow to return to his own island home as he has come to enjoy seeing the world and aiding Men and Dwarves against the forces of Chaos. Even if the religious politics of the Empire are of little interest to him.
Imrik has recently received word while along the border of Hochland that Professor Lorrimor has passed away and that he was invited to his funeral. Imrik had met the professor while aiding in the defense of Midland. The professor realized that he was using some simple magic and approached him. The two spent many nights discussing magic as apprentice wizards. The Professor was trying to persuade Imrik that the Amethyst school was the best, while Imrik argued that he was more intrigued by the Celestial or Jade schools of magic. Imrik quickly set off to reach the funeral in time.
So I have not read any of the actual books about the Storm of Chaos, but the High Elves on the Wiki are listed as being part of it and being the last or second last to make the Conclave of Light. Which makes sense, since they had to probably travel the furthest to reach it. But then the wiki says they offer to help and doesn't mention them at all again. Not even in the aftermath.
So I am assuming they were mainly focused on dealing with Malekith, but sent at least some warriors to aid the Men and Dwarves. In my head fluff that makes the most sense.
Imrik should be complete now. If there are any questions or corrections I should make, please let me know.

Bolvar Gemforged |

Regarding High Elves and Storm of Chaos:
From what I recall, the main focus was from Sea Lord Aislinn and his warriors of Lothern. They scoured the Sea of Claws, killing thousands of norscans. It was written that such was his success, that even after the war the Sea of Claws was free of longships due to Norscan fear of the High Elves.
Also, Teclis was present at Middenheim. I'm pretty sure that I remember him having a force of elves with him. So I think that a High Elf would fit perfectly well as being part of Sea Lord Aislinn's fleet in the Sea of Claws, or Teclis' guard on land.
So having Imrik be one of the elves who was at Middenheim makes sense to me.

Imrik Farstrider |

@Gretchen
I think your background works for the setting. The setting has us start right after the Storm of Chaos, but you may have been in Estalia during the war, which would not have been touched. Where we were and areas north and east of the starting point were ravaged by monsters and hordes of chaos worshipers led by a warrior named Archaon. But it didn't get anywhere close to where you put yourself.

Bolvar Gemforged |

“ FYI, I know very little about the setting or lore for Warhammer, so please let me know if something I write doesnt make sense!”
* Empire: Holy Roman Empire Germany. Sigmar is the main God (first emperor, God of duty and honor). Main setting, we are in a province known for the worship of Ulric, the god of winter and wolves. Several other lessor Gods. Sigmar is only worshiped in the Empire. Beware Witch Hunters, who are empowered by the Church and State to torture/kill anyone found (by them) to be a Heretic
* Bretonnia: Medieval France mixed with King Arthur (to the south). Worship the Lady of the Lake. They aren’t very nice to peasants.
* Kislev: Russia (to the North) First line of defense against chaos. Tough SOBs.
* Estalia (Spain) Tilea (Italy). Very minor powers. Constant civil wars.
* Dwarves: What you expect, except much more hardcore. Entire culture is centered around Grudges. They can’t forget and their language has no word for forgiveness. Lost their empire because of a generation long war against the elves. They “won” but not really. Elves and dwarves rarely get along.
* Elves: High (British Empire) Dark (Emo slavers) Wood (Murderous tree huggers. Don’t go into their forests if you want to live). All categories tend to be jerks. Most humans will never see one. High elves see themselves as being the only good guys.
* Orcs and Goblins: Literally grow from mushrooms. They live to fight, and fighting makes them release spores so more can grow. Irredeemable. Luckily they fight each other too. But at least they’re happy.
* Skaven: Ratmen. The empire says they don’t exist. More numerous than mankind, mad-scientists, irredeemable evil. Have machine guns, rockets, flame throwers and poison gas. All of which are more dangerous to themselves than the enemy. Luckily for them they outnumber everyone else to the point where it doesn’t matter. Luckily for everyone else they are usually too busy fighting each other.
* These two races are driving the dwarves to extinction.
* Chaos: All gods are made out of emotions. The more mortals feel that emotion the stronger the God gets. So it isn’t worship that feeds a God. Only some chaos worshipers (and elves) understand this. The chaos gods are the strongest Gods. Khorne (Anger) Tzeench (Hope) Nurlge (Despair) Slaanesh (Desire). If you sell your soul to them then they alter your body and mind so that you only feel that emotion, thus strengthening them. Where they go, so too goes mutation and madness. The main antagonists. PCs can literally be driven insane and be mutated. Whenever facing them be very cautious.

Imrik Farstrider |

One correction. High Elves do not see themselves as the only good guys. They just are the only good guys.
But they have high hopes for Mankind and tolerate dwarves.
There are also Beastmen. Think minotaurs, satyrs, etc. All super evil and want to eat people. I think they often roam around Midland's forest.
And we are unlikely to see them, but there are Chaos Dwarves who worship their own Chaos god. Their wizards slowly turn to stone statues when they use their magic.
And Ogres, giant mercenary race that are cursed with endless hunger. Also, may main army in the fantasy table top war game.

Bolvar Gemforged |

Ha! The dwarfs are the only good guys. And they’ll record a grudge and then kill you if you disagree. So +1 to everything you said, except the elf propaganda.
As a quick add-on. Slayers.
Dwarfs can’t get over things. Memories stay fresh for them. If angered, a dwarf will never get over it. If shamed, they can never forget. This means that their grudges go way, way too far by human standards. And if embarrassed, the only thing that will end it is suicide. This is where slayers come in. A shamed dwarf will shave his head except for a mow hawk, dye his hair and beard orange, and seek out a worthy death. The idea being that only in death can their fault be forgiven.
And for magic…magic comes from the real of chaos as a “wind” that wizards can see. There are 8 winds of magic. Elves can use all 8 winds at once, making for truly powerful spells. High elves blend the winds naturally for high magic and dark elves force the winds together, for dark magic. Humans can’t do this without exploding, so human wizards focus on a single wind. Using magic for too long will slowly change one’s appearance and personality. So a bright wizard (Fire) will have his hair slowly turn red and will have his personality become more impulsive. Necromancy is dark magic, which is why human necromancers slowly go insane/mutate. And speaking of which, all magic has the chance to miscast. This means that whenever you cast a spell there is a chance of things going very bad. From making milk go sour to having your character’s soul sucked out. The stronger the spell the bigger the risk.
Dwarfs don’t use magic like other races. Rather than having wizards they have runesmiths, so bind magic into items. If any non-dwarf learned this craft it would likely lead to an army of infuriated dwarfs genociding anyone responsible. Because they’re the good guys. :p