Warhammer Carrion Crown

Game Master Locmore


51 to 85 of 85 << first < prev | 1 | 2 | next > last >>

Thanks for the crash course! I remembered some of those things about the setting but there was a lot I didn't know! :D


Yesult Garrett wrote:
Well seems I want cool things but mechanically won't work round Three Change lol

A runesmith is absolutely playable, especially if you focus on temporary runes after you do your first permanent runic item. Just read up on the rules for runesmithing, you'll be fine.

Don't let yourself be discouraged out of that one if you want to play it, no reason you shouldn't.


I was watching the Solomon Kane movie last night. If you have not seen it, I do recommend it. It's a great witch hunter movie. It kind of makes me wish I went human and headed for Witch Hunter instead.


I get that…I’m personally trying to resist the urge to go runesmith. Just because it’s something so rare to do.

And yes, that film is great inspiration for a Witch Hunter :)


I have not really looked at the Runesmith in this game. They do some fun stuff in Warhammer Quest.


WS: 30 + 2d10 ⇒ 30 + (9, 1) = 40
BS: 20 + 2d10 ⇒ 20 + (8, 7) = 35
S: 20 + 2d10 ⇒ 20 + (3, 1) = 24 38
T: 30 + 2d10 ⇒ 30 + (9, 3) = 42
Ag: 10 + 2d10 ⇒ 10 + (9, 10) = 29
Int: 20 + 2d10 ⇒ 20 + (4, 10) = 34
WP: 20 + 2d10 ⇒ 20 + (9, 5) = 34
Cha: 10 + 2d10 ⇒ 10 + (10, 6) = 26

Wounds: 1d10 ⇒ 4
Fate: 1d10 ⇒ 5

Ranald on S: 20 + 2d10 ⇒ 20 + (9, 9) = 38

Career: 2d100 ⇒ (41, 53) = 94

Protagonist -> Runesmith Apprentice

Going to put one together and feel out the two characters…see which one speaks to me more


Ok. I made a decision. I'm going with the runesmith. Both because I don't know when else I can play a runesmith, but also because this is a horror themed game. Having a PC who is completely immune to psychology isn't right. So getting the new stuff up now...

WS (40) BS (35) S (38) T (42) AG (29) Int (34) WP (34) Cha (26) W (12) Fate (2)

Dwarf

Skills: Common Knowledge (Dwarfs), Speak Language (Khazalid),
Speak Language (Reikspiel), Trade (Smith)

Talents: Dwarf-craft ,Grudge-born Fury, Night Vision, Resistance to
Magic, Stout-hearted, Sturdy

Protagonist

Skills: Skills: Dodge Blow, Haggle, Intimidate, Ride

Talents: Quick Draw, Suave (+5 Fel), Street
Fighting, Strike Mighty Blow, Strike to Injure, Strike
to Stun

Trappings: Medium Armour (Mail Shirt and Leather Jack),
Shield, Riding Horse with Saddle and Harness

Stats: +10 WS (Free Advance 100) + 10 S (200) +10 Ag (200) +10 WP (200) +1 (A) + 2 W (200) + Career Switch (100) = 1200xp

Runesmith Apprentice

Stats: +10 Int (100), Magic (100)

Skills: Academic Knowledge Runes (100), Runecraft (100) Speak Arcane Language Arcane Dwarf (100) Read/Write (100)

Talents: 2x Runes (200)

Talents: Rune (any two with an Inscription Number of 10 or less)

Gold: 100 + 2d10 ⇒ 100 + (7, 1) = 108

-------------------

Final Result

WS (50) BS (35) S (48) T (42) AG (39) Int (44) WP (44) Cha (31) A (2) W (14) Fate (2) Magic (1)

Stats Needed: +5 WP

Skills: Common Knowledge (Dwarfs), Speak Language (Khazalid),
Speak Language (Reikspiel), Trade (Smith), Dodge Blow, Haggle, Intimidate, Ride, Academic Knowledge Runes, Runecraft, Speak Arcane Language Arcane Dwarf, Read/Write

Skills Needed: Trade (Armourer or Weaponsmith), Evaluate, Perception

Talents: Dwarf-craft ,Grudge-born Fury, Night Vision, Resistance to
Magic, Stout-hearted, Sturdy, Quick Draw, Suave (+5 Fel), Street
Fighting, Strike Mighty Blow, Strike to Injure, Strike
to Stun, Runes of Striking and Warding

Equipment: Common clothing, dagger, backpack with blanket, wooden tankard, cutlery set, hammer, 35 GC, Medium Armour (Mail Shirt and full leather), Shield (+10% parry), Riding Horse with Saddle and Harness, best quality axe (impact)

--------------------------

Question for GM: Could I trade the Ride Skill for Trade Weaponsmith, and the Horse w/ saddle for trade tools? It would feel much more dwarven than riding around on a horse.

Anyways, I hope that this is alright.


It looks like you guys may need some more time to get characters ready. I was planning to start sometime tonight, but that may not fit. I'm headed to bed fairly soon though.

@Eschie and Edelsmirge, what do you guys think is a good timeframe? Wednesday? Later?

@Grumbaki, gotta stick with ride. Trade really isn't appropriate for the protagonist career.


Ride it is then. I’ll get the profile and some background up soon


Regarding Expatriate Dwarfs

One of the discarded traditions centres on the role of Expatriate women. Unlike those of the mountain realms, Expatriate women are free to travel anywhere outside their settlement without armed escort. Additionally, Expatriate women can seek out any of the employment opportunities available to their menfolk. In fact, almost all female Dwarf adventurers are Expatriates.[2a]

Expatriate Runesmiths

Borin, "Seeker of Knowledge," grew up in the Metallschlake district of Altdorf (part of the Dwarf quarter). He was apprenticed by his father after he demonstrated a high aptitude for Runic magic. Borin was taught that his gift would be coveted by unscrupulous humans and Elves. He also learned that one of the responsibilities of a runesmith was to do whatever is necessary to keep the knowledge of Runic magic from anyone other than another Dwarf runesmith. So, like many other Expatriate runesmiths, Borin posed as a blacksmith and weaponsmith to hide his true calling.[1a]

———————-

Background

Thuris was a well known smith in Middenheim. One among many who made his trade in the bustling City of the Wolf. What few knew was that the dwarf was a Runesmith. Like most expatriate runesmiths he hid his true calling behind the facade of a mundane craft. It was his wish to have a son to pass his trade on to. Unfortunately, in his mind, he had a daughter. And not just any daughter, but Ghorza. Having never set foot in any of the mountain Holds, she was a true daughter of Middenheim, willing to drink, and fight, with any. To say that she was a poor choice for an arranged marriage would be an understatement. But still, through the years she was filial in that she learned the family “trade”, becoming a skilled weaponsmith and an integral part of the family business. It was not until she had finished her apprenticeship as a smith that her father made a fateful decision.

He was becoming advanced in years, and had recognized that his daughter had within her Thungni’s blood. Like him, she had the innate talent to bind runes, and he came to the conclusion that if he was to pass on his knowledge, it would have to be to her. For there was naught anyone else with the talent and ability needed. As such, Ghorza made an oath to her father, as binding as any other made by a dawi. That she must put aside her old identity and dedicate herself to the true craft.

Her second apprenticeship was almost over when Archaon came. Most of the war was spent crafting arms and armor for the defense of Middenland, though both she and her father were called up into the militia for the siege of Middenheim. It was a harrowing experience, to say the least, and one which left her father gravely injured.

It was only after the siege that they learned of Professor Petrus‘ death. He had been a close friend and confidant of Thuris, in that he was the only human to have learned the dwarf’s true trade. The dwarf and human, having learned each other’s secret professions, became close friends. While the two never outright talked about these secrets, they made a point of meeting whenever possible, which was not all that uncommon as Thuris had business in Talabheim.

With the funeral occurring and Thuris being far too injured to travel, his daughter rides now to take his stead. She knows him as a family friend and a person that her father trusted with their greatest secret. She has been instructed to be of any help that she can be….

————

And there we go! A reason why a Runesmith apprentice would be traveling. Decided to go with a female expatriate because it just felt right to me to have an adventuring Runesmith apprentice to be the sort of dwarf who would never be accepted by the traditional runesmiths and rune lords of the Mountain Holds.

Everything should be in order and I’m ready to go!

Also I like the idea of the party having 2 close combat “wizards.”

As a question: does Ghorza have either of her known runes inscribed when we begin? I’d assume if so as temporary runes.

And how much do Runesmith trade tools cost?


There's some houserules on the first page I use for runesmiths. On the upside, you can start with 1 permanent runic item being 1d10 days from completion at the start of the game. On the downside, I also have a houserule that permanent runic items cost 250gc worth of materials(on top of whatever best craftsmanship item you're using) to create; since you don't have the money for that, you'll have the opportunity to start out owing money to someone. Temporary runes only take 1 pence in materials. Anyway have a look at the houserules section again.

With the starting one you will be able to at least reach journeyman runesmith, and there'll be at least 1 opportunity to loot, find, seek out, buy or steal at least 1 more permanent runic item during the campaign, which would let you reach master runesmith if you can convince the party to let you keep it. No guarantees you'll be able to reach runelord, but then again it's entirely possible you won't get that much xp anyway.

You can also start the process of making a second permanent runic item as soon as you're done with the first, but of course that deprives you of the ability to create temporary runes which is where a lot of the power of a runesmith comes from. And depending on the pace of the adventure, you might not have time to complete more than one or maybe two additional permanent runes total during the whole adventure path.

I think runesmith trade tools are just a subcategory of normal trade tools, which are listed as 50gc with 50 encumberance in the core rulebook. But remember it's a trapping of apprentice runesmith, so you get it for free if it's your 2nd career (again, due to homebrew rules).


Thank you for the answers! Much obliged. I’ll start with the Rune of Striking as being nearly complete, as she has a best quality axe. Would you prefer for me to decide who she owes money to, or would you prefer to decide? I’m down for with whatever helps the story the most.

1d10 ⇒ 2 days from completion


Ok I added protagonist and spent 2000xp with the idea of going to duelist


I am bored so I am going to build a second character for fun.

I kind of think this guy would be better for the group (and go Witch Hunters). Clerical spells are a little less punishing if I mess up on casting, and I would be able to heal the party once I hit my third career, and the healing gets better with time.

I have yet to play a caster of any type in the system. So I want to try that but I am not hugely attached to which type of magic I use.

Build to Save Space:

Human

Human Trait 1: 1d100 ⇒ 76 Sturdy
Human Trait 2: 1d100 ⇒ 22 Fleet Footed

WS: 20 + 2d10 ⇒ 20 + (5, 1) = 26
BS: 20 + 2d10 ⇒ 20 + (3, 3) = 26
S: 20 + 2d10 ⇒ 20 + (8, 4) = 32
T: 20 + 2d10 ⇒ 20 + (9, 10) = 39
AG: 20 + 2d10 ⇒ 20 + (9, 5) = 34
INT: 20 + 2d10 ⇒ 20 + (9, 9) = 38
WP: 20 + 2d10 ⇒ 20 + (8, 5) = 33
Fel: 20 + 2d10 ⇒ 20 + (7, 3) = 30

W: 1d10 ⇒ 8
F: 1d10 ⇒ 9

Take 11 in BS Roll

Reroll WS WS take 2: 20 + 2d10 ⇒ 20 + (4, 8) = 32

Career 1: 1d100 ⇒ 33 Hunter
Career 2: 1d100 ⇒ 75 Soldier

Starting Gold: 2d10 ⇒ (10, 6) = 16

Soldier / Initiate of Sigmar

WS: 37 / 10 / 47
BS: 31 / 10 / 41
S: 37 / 0 / 37
T: 39 / 5 / 44
Ag: 39 / 10 / 49
Int: 38 / 10 / 38
Wp: 33 / 10 / 38
Fel: 35 / 10 / 35

A: 1 / 1 / 2
W: 12 / 2 / 14
SB: 3 / 0 / 3
TB: 3 / 0 / 3
M: 5 / 0 / 5
Mag: 0 / 0 / 0
Ip: 0 / 0 / 0
FP: 3 / 0 / 3

Skills: Academic Knowledge [Theology], Charm, Common Knowledge [Empire], Dodge Blow, Gamble, Gossip, Heal, Intimidate, Perception, Ride, Speak Language [Riekspiel]

Talents: Fleet Footed [+1 M], Lightning Reflexes [+5% Ag], Mighty Shot, Quick Draw, Public Speaking, Rapid Reload, SWG [Gunpowder], Strike Mighty Blow, Strike to Injure, Strike to Stun, Sturdy, Suave, Very Strong, Warrior Born

Trappings: Firearm w/10 shots, Shield, Light Armor [Full Leather Armor], Uniform, Religious Symbol, Robes, set of clothes, dagger, backpack, blanket, mug & cutlery, a hand weapon [Hammer], and a purse holding 116 gc

Advancements:
2x Increase Characteristic WS [Free, 100 XP]
2x Increase Characteristic BS [200 XP]
2x Increase Characteristic AG [200 XP]
1x Increase Characteristic WP [100 XP]
1x Increase Characteristic A [100 XP]
2x Increase Characteristic W [200 XP]
Buy Talent [Rapid Reload] [100 XP]
Buy Talent [Mighty Shot] [100 XP]
New Class [Initiate] [100 XP]
Buy Talent [Lightning Reflexes] [100 XP]
Buy Talent [Very Strong] [100 XP]
Buy Talent [Public Speaking] [100 XP]
Buy Talent [Suave] [100 XP]
Buy Talent [Warrior Born] [100 XP]
1x Increase Characteristic T [100 XP]
Buy Skill [Academic Knowledge: Theology] [100 XP]
Buy Skill [Charm] [100 XP]


Wesneday should be good for me


Current Submissions

Yesult Garrett: Dwarven Bodyguard -> Protagonist, plans to go duelist

Gretchen Wagner: Human Vagabond -> Entertainer

Ghorza Thurisdottir: Dwarven Protagonist -> Runesmith Apprentice

Imrik Farstrider: Elven Wizard Apprentice -> Soldier...might switch to Human Solider->Sigmarite Initiate, plans to go Witch Hunter

Almost Done

Wanda Burke: Human Dilletante


1 person marked this as a favorite.

Also, because it has been several years since I touched 2e...

Using this cheat sheet for ease of use

Running a practice combat to shake the dust off:

Ghorza v. A Black Orc
Ghorza has her axe finished for this fight

WS BS S T Ag Int WP Fel
42% 30% 44% 45% 26% 26% 40% 25%
Secondary Profile
A W SB TB M Mag IP FP
1 13 4 4 4 0 0 0

Armour Points: Head 5, Arms 3, Body 5, Legs 3

(1) Initiative
Ghorza: 39 + 1d10 ⇒ 39 + (5) = 44
Black Orc: 26 + 1d10 ⇒ 26 + (5) = 31

(2) Round 1 Ghorza Attacks. Swift attack as full action

WS 60: 1d100 ⇒ 66 Miss
WS 60: 1d100 ⇒ 47 Hit Torso
Orc Dodge 26 as it doesn't have an offhand weapon and wasn't in parry stance: 1d100 ⇒ 37 Failed

Impact Damage: 2d10 ⇒ (7, 9) = 16

Damage: 9 (axe) + 4 (Str) + 1 (SMB) - 4 (T) - 5 (Armor) = 5 wounds (8 remaining)

(3) Round 1 Orc Attacks, parrying stance

Hit: 1d100 ⇒ 1 Hit
Parry, shield gives +10%, but house rules gives -20%, so WS50: 1d100 ⇒ 35 Parried

(4) Round 2 Ghorza attacks, swift attack

WS 60: 1d100 ⇒ 41 Hit Head
WS 42 Parry: 1d100 ⇒ 66 Failed

Impact Damage: 2d10 ⇒ (3, 3) = 6

3 (axe) + 4 (Str) + 1 (SMB) - 4 (T) - 5 (A) = 0 damage

WS 60: 1d100 ⇒ 13 Hit Right Arm
Dodge 26: 1d100 ⇒ 44 Failed

Impact Damage: 2d10 ⇒ (4, 8) = 12

8 (axe) + 4 (Str) + 1 (SMB) - 4 (T) - 3 (A) = 6 wounds (2 remaining)

(5) Round 2 Black Orc attack

WS 42: 1d100 ⇒ 71 Miss

(6) Round 3 Ghorza attacks, swift attack

WS 60: 1d100 ⇒ 91 Miss
WS 60: 1d100 ⇒ 68 Miss

(7) Round 3 Black Orc attacks

WS 42: 1d100 ⇒ 79 Miss

(8) Round 4 Ghorza swift attacks

WS60: 1d100 ⇒ 27 Torso
Parry 42: 1d100 ⇒ 49 Failed

Impact: 2d10 ⇒ (1, 8) = 9

8 (axe) + 4 (Str) + 1 (SMB) - 4 (T) - 5 (A) = 4 wounds (-2 remaining)

And I just realized that I forgot grudgeborn fury. But too much work to redo it...just goes to show why practice is important!

Ghorza frowned. She was going to the professor's funeral, but to get there she had to cross a bridge. And on the bridge was a massive orc in black armor. "NONE SHALL PASS!" The orc bellowed. Ghorza got off of her horse and pulled out her axe. "What?" She asked, taken aback by an orc talking. "NONE SHALL PASS!" The orc bellowed. "I will cross." Ghorza warned. This wasn't a fight that she especially wanted. She had promised her father that she would make it to the funeral, and dying here to an orc's axe would be detrimental to upholding that promise. "THEN YOO SHALL DIE!" The orc yelled. With a shake of her head, Brunhild responded. "So be it."

The two circled, trading blows. But Ghorza's runic axe made the difference, and she was able to score a solid blow. Her axe went through the orc's left arm and into it's torso. Blood spurted from the wound.

"Stand aside." Ghorza warned. "IT'S A SCRATCH!" The black orc bellowed. "What's that then?" Ghorza said, pointing to the pool of blood. "I'VE 'AD WORSE!" came the response. "You lie!" She exclaimed, and the duel continued.

Again and again they traded blows, until the orc's right arm was lopped off as it tried to take off her head. Seeing that it was obviously disarmed, she fell to one knee. "Thungi, I thank ye lord, in-" She was interrupted by the black orc's kicking her in the back. "ARRRGH! HAVE AT YOO!" She got to her feet and replied "Yer brave orc, but the fight is mine." The orc bellowed "HAD ENOUGH, EH?" With a frown she said "Look ye stupid bastard, ye have no arms left!" The orc waved it's broken left arm at her. "YES I 'AVE! JUST A FLESH WOUND!" As it tried to kick her again. "What are ye gonna do? Bleed on me?" She asked. "THE BLACK ORC ALWAYS WINS!" It yelled. With a shake of her head she brought her axe around and to the orc's head, knocking it to the ground. It fell to the ground and she was instantly on the orc, hacking at it with her axe. Breaking through the collection of scrap metal that it called armor, she didn't stop until it was a bloody mess. Lying on the ground, bereft of arms, legs and several internal organs, the Black Orc coughed out "Okay. We'll call it a draw." With a shake of her head Ghorza remounted her horse, leaving the orc to bleed out. It yelled out after her "OI! RUNING AWAY, EH? I'LL BITE YER LEGS OFF!"

Kept the combat as simple as I could. Picked the enemy purely for the joke...sure that it would have run better for the orc if I gave it a better weapon or dived deeper into the different stances. But this was just as a warm up. Will look into the rules deeper later. But just as I remembered, when someone has multiple attacks, a swift attack is almost always the best choice.

Also, as I recall...it is always a good idea to have a shield or second weapon in your off hand, that way you can always parry, even with the house rule of -20% WS (goes down to -10% due to a shield being defensive). Here, Ghorza has an axe that gives her +10% WS, meaning that her offhand parry is done at her base WS of 50. That, and because ranged attacks can't be dodged or parried, it's nice to give the enemy a -10% chance to hit from having a shield.


I think this looks like it will be more fun and give healing. So lets go Witch Hunter!


Ghorza Thursisdottir wrote:

Current Submissions

Yesult Garrett: Dwarven Bodyguard -> Protagonist, plans to go duelist

Gretchen Wagner: Human Vagabond -> Entertainer

Ghorza Thurisdottir: Dwarven Protagonist -> Runesmith Apprentice

Uwe von Roth: Human Soldier -> Initiate of Sigmar, plans to go Witch Hunter

(Great avatar for a witch hunter!)

Almost Done

Wanda Burke: Human Dilletante


Yesult Garrett wrote:
Ok I added protagonist and spent 2000xp with the idea of going to duelist

That looks good, except it looks like you put a 33 (13+20) in your starting strength when it should be 31 (11(ranald's average)+20) instead.

Aside from that you just need to spend whatever gold you want to before the game start.

Wanda Brucke wrote:
Wesneday should be good for me

Fantastic! Do you want help with picking out a career and stuff?


Bolvar Stonefoot wrote:

“ 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...

I finally went back in the thread and looked at stuff that I didn't respond to before, this is all correct (except IIRC the mushroom greenskins, that's specific to Warhammer 40K, although it's funny enough that many people bring it over) but more importantly is to note that your characters pretty much don't know any of this.

Before you get to any of the setting particulars, it's important to understand that knowledge isn't shared super freely in warhammer fantasy. Tales of Skaven for instance has specifically been supressed by the church of Sigmar. Most people who saw a skaven would assume it's a beastman. People generally have legends about monsters and nonhumans that live near them, but that doesn't mean that they're all like "yeah, we know the difference between Strigoi and Cursed One vampires, here's the list of traits and yadda yadda.". A scholar might know a lot of stuff, but he'd also likely get tracked down by the witch hunters if he didn't have powerful friends, because they heard about a man interested in corpse who traffics in rare books and other questionable materials.

A good way to think about knowledge is in terms of mysticism in religion in the real world. There are religions where the whole of their beliefs, texts and insight is shared with anyone and everyone, and then there are religions where certain ideas and insights are only bestowed on the initiated, and which might have more tiers where moving up can mean you get access to different knowledge. You might also have to learn stuff through personal trials and revelations. Scientology is a meme example of this in the real world.

Organizations which hoard knowledge usually function a lot like this in the Warhammer fantasy world. And mobs are distrustful of people who know strange things. At best this can inspire awed respect, in the case of lawyers or anointed priests, but at worst it can garner distrust and even animosity, incentivizing the tendency to not flaunt what you know or learn.

Chaos, its relationship to gods and emotions and the source of magic especially, definitely isn't something that's well known anywhere.


Completely agreed on all of the above, and embarrassing that I got the spores confused.

For Ghorza, she would know of the Thaggoraki (Skaven) but wouldn’t know things such as Skaven clans, the council of 13, their religion, etc. Basically, I’ll be sure to keep OOC and IC knowledge separate.

(Also I do love how in WFRP being literate is a rare skill to have )


As a point of order, it seems line Orcs in fantasy originally reproduced normally, but somewhere along the line they became fungus like in 40k

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

The Greenskins are often divided up into three main species, the Orcs,[1b] the Goblins[1b] and the Squigs.[2e] These Greenskins are unique in comparison to other races as their genetic makeup is entirely different than any other creature living within the known world. Theories abound that the Greenskin race harbour genetic traits of both animal and fungal life forms, and that it is this unusual biology that gives a Greenskin his remarkable constitution. The species' green colouration could also be explained, Imperial scholars suggest, due to some form of algae or green fungus that permeates their cellular makeup. Such a substance could break down and repair damaged tissue at an incredible rate, accounting in part for the Orc's extremely durable metabolism.[4a]

Reproduction

The Greenskins are hybrids of animal and fungal lifeforms and reproduce by means of spores being continuously released from the Greenskin's body.

When these spores take root, the infant greenskin is formed underground and once fully matured, it would dig its way to the surface under the dome of a shrivelled mushroom cap.[3a]

This is the entire basis of the Greenskin ecosystem, producing first Squigs, then Snotlings who cultivate the Squigs and the fungus they feed on, then Goblins to build the Greenskin settlements, and finally the Orcs themselves. This means the Greenskins, wherever they go, will have an abundance of food, slaves and other resources, a moving ecosystem that supports them as they unleash their WAAAGH! across the known world


Well, there you go. A lot of the stuff *I* know is word-of-mouth stuff, aside from the stuff I read up on for this campaign specifically, I'm bound to get stuff wrong.


1 person marked this as a favorite.

Excellent! Then my knowing little about the setting is perfectly in character! ;)


They probably changed the Orcs to be plants again when they went to Age of Sigmar. They did a lot of changes to make their IP something they could claim and TM. So a lot of groups had changes or became whole new factions and model lines to achieve that.


Wanda is nearly ready.

She's now an Initiate of Morr, after starting as a Dilletante

I need to update her skills, and maybe get some equipment

Wanda has always been a smart, nimble fingered girl, with a keen ear for music (+5 to Int, Acute hearing, lighting reflexes), with a passion for books and a never-quenched thirst for unusual knowledges

After completing her first career (700 Xp for Characteristics, 200 Xp for Wounds), and widening her array of knowledges (500 Xp for Dilletante skills:Acad Know-Theology, Acad Know-Engineering, Comm know-Border Princes, Comm know-Estalia, Speak Classical), she found a new interest in religion, much to the relief of her family (100 Xp for changing career as Initiate). She surprised everyone, who tought she was a sure bet as a disciple of Verena, when she joined the priesthood of Moor. Her parents were mostly succesful traders, but sometimes their trade wasn't totally legal, so maybe there's that...

She has yet to display the forceful personality of a priest of the god of the dead (No Intimidate skill yet), but she first wanted to sharpen her mental skills (+10 total bonus to Int/Will/Fell, 300 Xp),and was happy to put everything she learnt in books about medicine in practise (Heal skill, 100 xp). Her shy charm blossomed slowly but surely (Suave talent)

Xp recap
700 for career characteristics
200 for wounds
500 for career skills
100 for career change
300 for career characteristics
100 for Heal skill
100 for Suave talent

2000 XP total


1 person marked this as a favorite.

(@Ghorza: giggled at the reading of the fight against the black orc)


1 person marked this as a favorite.

That's great! I'll have the IC thread up some time over the next few hours.


@Wanda: Glad you like it. :) And I like your explanations for the various advancements

Locmore wrote:
That's great! I'll have the IC thread up some time over the next few hours.

A thanksgiving gift!


Ghorza wrote:
@Wanda: Glad you like it. :) And I like your explanations for the various advancements

How couldn't I like some Monty Python related fun. ;-)

and thanks for your kind words. Advancements felt much more logical and organic when put in words


You know I didn't notice Grumbaki shifted to protagonist and left troll slayer for runesmith after. Magic user and ranger are both not represented. I think I might reroll something


The first post is up in the IC thread, feel free to start posting! With apologies for the "couple of hours" estimate.

@Yesult, feel free if you want to. Though don't feel forced, you'd still be unique as a combat specialist with your current build, especially if you did duelist -> champion.


Yeah I was looking at going duelist assassin or duelist champion


Either way, he’d end up being insanely deadly.

51 to 85 of 85 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / [WFRP 2e] Carrion Crown All Messageboards

Want to post a reply? Sign in.