Roads and streets of the Empire (Inactive)

Game Master Escharid Blackrose

A Warhammer 4th edition adventure

Konrad Wounds 14/14 Fate 3 Fort 3/3 Resil 2 Resolve 3
Brunhilde Wounds 11 / 11 Fate 3 Fort 3 /3 Resil 3 Resolve 3
Felver Wounds 15/15 Fate Fort Resil Resolve
Gottfried Wounds 12/12 Fate 3 Fort 3/3 Resil 3 Resol 3
Imrik Wounds 14/14 Fate 1 Fort 1 Resil 1 Resol 1
Udo wounds 15/15 Fate 3 Fort 3 Resil 3 Resolve 3

STA-Short Term Ambitions
Imrik:Succesfully use magic to defeat a foe or overcome a challenge

Udo: Meet the Master Mason and show your worth as apprentice (a +1 Sl on a skill roll) DONE

Gottfried:stay legit: Win money by honest work, and spend it honestly

Brunhilde: get in the good graces of someone in power (at least Silver status) (Charm SL+2)

Felver :Out perform your foe in single fight (deliver more damage than your foe-it doesn't have to be a fight to the death, a fist fight might do)

Konrad Show your skills as a duellist (defeat an opponent in a public fight)

[dice=Konrad ( )]1d100[/dice]
[dice=Udo ( )]1d100[/dice]
[dice=Felver( )]1d100[/dice]
[dice=Imrik( )]1d100[/dice]
[dice=Brunhilde( )]1d100[/dice]
[dice=Gottfried ( )]1d100[/dice]

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@Darkest Doom: a minor error maybe on your skills, you didn't took Gamble ( from Outlaw's list) , and will have to pay for it to advance careers

I suppose your skills calculate like that, please correct me if I'm wrong

+3 to Consume Alcohol, Cool, Melee (Basic)
+5 to Endurance, Lore, Trade

skills points 40
+5 to athletics, consume alcohol, Cool, Endurance, Melee (Basic), Outdoor survival (30)
+10 to Intimidate


Arrius: you character looks good, he can be a local boy! Don't forget to spend (some or all) of your 120 XP from creation


@Both: Arrius & Darkest Doom: don't forget you got 100 XP for joining the game, please note on what you spend them


Pinvendor: waiting for your character

Yeah, I remember just not taking Gamble. It looks like you have my advances taken list correct. I just need to spend the remaining 120 xp now. So I'll buy 3 more advances in Weapon Skill, 1 advance in Toughness and 2 advances in Gambling to make progress on completing his career tier. So the final advances would be:

Characteristic Advances:
+5 Weapon Skill
+5 Strength
+1 Toughness

Skill Advances from character creation
Athletics +5
Consume Alcohol +8
Cool +8
Endurance +10
Gamble +2
Intimidate +10
Lore (Metallurgy) +5
Melee (Basic) +8
Outdoor Survival +5
Trade (Gemcrafting) +5

And his profile should be up to date now: here

So our local villager
Nimble fingered

grey eyes
Dark brown hair
21 years old
6' tall. What a large boy.

Carrying a: Cloak, Clothing, Dagger, Pouch, Sling Bag containing Rations (1 day)
Advances 5: 3 to Str, 1 tg, 1 for Agi.
animal care 10, athletics 5, cool 5, consume alcohol 5, endurance 5, evaluate 8, haggle 3, gossip 5, melee (basic) 10, ranged (basic) 8, lore 5, outdoor survival 5.

I was thinking about decoding his backstory from his skills and talents.
Looking at Animal Care, he must've assisted with the local animals, either in a stableboy capacity or as a rider. Athletics, consume alcohol, endurance, melee, and strength indicate militia training and some experience, such as fighting local beastmen when a raid happened on his village. Ranged, orientation, evaluate, outdoor survival, cool, and haggle indicate his woodsman expertise, where he hunted boars, deer, and rabbits, while read/write, nimble fingered, and lore indicate he was taught at a chapel, either dedicated to Sigmar or a more local god. Living near a forest, and born in the village of Bulgenbach, Hans can do a little bit of everything, and has a clean heart fit for adventuring.

I'll put in my 220 XP in my peasant advancements. I think the starting advancements don't count towards career upgrades, but I might be wrong.

Hans, I think you said that you were taking species skills as:

+5 to Animal Care, Cool & Melee (Basic)
+3 to Evaluate, Haggle & Ranged (Bow)

Then +5 to all eight of your Villager (Peasant) Skills:
Animal Care, Athletics, Consume Alcohol, Endurance, Gossip, Melee (Brawling), Lore (Local) & Outdoor Survival

That should give you a final skill advances list (pre-xp) of:
Animal Care +10, Athletics +5, Consume Alcohol +5, Cool +5, Endurance +5, Evaluate +3, Gossip +5, Haggle +3, Melee (Basic) +5, Melee (Brawling) +5, Lore (Local) +5, Outdoor Survival +5 & Ranged (Bow) +3

The Lore (Local) skill probably equates to Lore (Reikland) in this area.

Gotcha. I'll distribute the advancements to get me through the career path ASAP and prepare the full character sheet.

Grand Lodge


Race: 1d100 ⇒ 1 Ha! As Human as Humans get!
Running Total: 20XP

Class: 1d100 ⇒ 91 Warrior: Guard
Running Total: 70XP (20+50=70)

WS: 2d10 + 20 ⇒ (2, 5) + 20 = 27
BS: 2d10 + 20 ⇒ (10, 1) + 20 = 31
Str: 2d10 + 20 ⇒ (9, 7) + 20 = 36
Ini: 2d10 + 20 ⇒ (5, 8) + 20 = 33
Agi: 2d10 + 20 ⇒ (6, 9) + 20 = 35
Int: 2d10 + 20 ⇒ (6, 10) + 20 = 36
Will: 2d10 + 20 ⇒ (8, 8) + 20 = 36
Fel: 2d10 + 20 ⇒ (9, 8) + 20 = 37

50-25=25XP: Rearrange. Very happy with these rolls.

WS: 36
BS: 31
Str: 36
Ini: 33
Agi: 35
Int: 27
Will: 37
Fel: 36

Running Total: 95XP (70+25=90)
Anyone able to provide the class/career "+" for my Guard's Attributes? PM is fine if we're avoiding copyright.

Racial skill list [Animal Care, Charm, Leadership, Cool, Evaluate, Gossip, Haggle, Language (Bretonnian), Language (Wastelander), Lore (Reikland), Melee (Basic), Ranged (Bow)]
Major: Leadership, Cool, Melee (basic)
Minor: Language (Bretonnian), Language (Wastelander) Ranged (Bow)

Anyone able to provide the class/career Guard's Skills? PM is fine if we're avoiding copyright.

Human: Doomed, Savvy
Talent 1: 1d100 ⇒ 58 = Perfect Pitch
Talent 2: 1d100 ⇒ 31 = Lightning Reflexes
Talent 3: 1d100 ⇒ 85 = Suave Ha!

Anyone able to provide the class/career Guard's Talents? PM is fine if we're avoiding copyright.

Gear: Clothing, Hand Weapon, Dagger, Pouch
Wealth: Anyone have the tier for Warrior/Guard?

Eye Colour: 2d10 ⇒ (4, 1) = 5 = Blue
Hair Colour: 2d10 ⇒ (10, 9) = 19 = Red
Age: 15 + 1d10 ⇒ 15 + (4) = 19
Height: 57 + 2d10 ⇒ 57 + (5, 4) = 66 = 5'5"

Alright, that should be almost all the basics without access to the Class specific stuff. 95XP means I almost have an XP advance.

Let me know if there's anything else I'm missing.

Guard Career Path
Sentry — Silver 1

Skills: Consume Alcohol, Endurance, Entertain
(Storytelling), Gamble, Gossip, Intuition, Melee (Basic),

Talents: Diceman, Etiquette (Servants), Strike to Stun,
Tenacious (choose 1, if you need info on what talents do I'll post here)

Trappings: Buckler, Leather Jerkin, Storm Lantern with Oil

About XP:
on top of your 95 XP, you get 100 XP for joining the game, as a thank you.
You can buy first five skills advances for 10 XP (1-5 advances) then 15 XP for the 6th to 10th advances
For characteristics advances, it costs more: 25 XP (1-5 first advances) then 30 XP

A new talent (from your talent list) cost 100 XP. Some talents have levels, it cost 100 XP+100xp/level to rise (to get a Talent from level 2 to level 3, you will pay 100 (base)+2*100 (levels)=300xp total)

leaving a complete career costs 100 XP, leaving an incomplete one twice as much (200 XP)

Are you able to provide the class/career "+" for my Guard's Attributes also, please?

Sorry, I thought I posted it

+5 max to Weapon Skill, Toughness and Agility

So if I'm not mistaken, we need to invest advancements into those attributes and spend 100 XP to exit into another career that is linked to our first career.

Race: Human
Class: Warrior - Guard

I'm not sure how I missed this, but when I copied Arrius' stats to roll from his first post, he forgot to include Toughness & Dexterity, meaning I did as well!

I will roll them now:
Toughness: 2d10 + 20 ⇒ (10, 8) + 20 = 38
Dexterity: 2d10 + 20 ⇒ (6, 2) + 20 = 28


WS: 36 | BS: 31 | S: 36 | T: 38 | I: 33 | Ag: 35 | Dex: 28 | Int: 27 | Will: 37 | Fel: 36
Wounds: ?/? | Fate: 3/3 | Res: 1 | Extra Points: 3 | Move: 4


Racial skill list:
  • Animal Care
  • Charm
  • Cool
  • Evaluate
  • Gossip
  • Haggle
  • Language (Bretonnian)
  • Language (Wastelander)
  • Leadership
  • Lore (Reikland)
  • Melee (Basic)
  • Ranged (Bow)

    Major advances:

  • Cool
  • Leadership
  • Melee (basic)

    Minor advances:

  • Language (Bretonnian)
  • Language (Wastelander)
  • Ranged (Bow)

  • Career skill list:
  • Consume Alcohol
  • Endurance
  • Entertain (Storytelling)
  • Gamble
  • Gossip
  • Intuition
  • Melee (Basic)
  • Perception
  • Talents:

  • Doomed
  • Savvy
  • Perfect Pitch
  • Lightning Reflexes
  • Suave
  • Strike to Stun
  • Starting Wealth - Silver 1: 1d10 ⇒ 9


    Career: Clothing, Hand Weapon, Dagger, Pouch
    Class: Buckler, Leather Jerkin, Storm Lantern with Oil
    Wealth: 9ss


    • Eye Colour: Blue
    • Hair Colour: Red
    • Age: 19
    • Height: 5'5"

    OK, now I have a bunch of questions:

  • Are Strength and Toughness Bonus still calculated like 1st/2nd with the 10's place digit?
  • Is it smarter to assign Racial Skill Advances to skills which do not appear in my Career Skill list since I can level the Career Skills with XP?
  • What do my Talents do? Some look familiar to similarly named Talents from 2nd, but I won't assume their mechanical effects without confirmation.
  • While I know SB & TB, what is WPB? Wounds = SB+(2xTB)+WPB
  • What is Resilience?
  • What are "Extra Points?"

  • To answer your questions:

    Are Strength and Toughness Bonus still calculated like 1st/2nd with the 10's place digit? Yes. It's the 10's digit that count for all characteristics (if you have Agi 28, and roll 20, you got a net result of 0. If you roll 34, you got a net result of -1)

    Is it smarter to assign Racial Skill Advances to skills which do not appear in my Career Skill list since I can level the Career Skills with XP? yes and no. It might be a small but useful bonus (you can have a maximum starting bonus of +10, so if you get the Melee Basic both in your Career and Racial skill list, you can use one of your +5/+3 Racial skill bonus on top of the points you will spend) or it can be useful to get a more diverse character if you have a background in mind ( a son of a farmer who gets +3 to his animal handling for example), or someone who simply have a more extended range of interests

    What do my Talents do? Some look familiar to similarly named Talents from 2nd, but I won't assume their mechanical effects without confirmation.
    I will try to send you a description of your talents in PM tonight (or tomorrow night)

    While I know SB & TB, what is WPB? Wounds = SB+(2xTB)+WPB
    WPB stands for Willpower bonus. So if you have 30 in STR, Toughness and Willpower, you get 3+(2*3)+3=12 Wounds

    What is Resilience? &What are "Extra Points?"
    Both questions are tied so here's the text:

    Fate & Fortune, Resilience & Resolve
    Your Fate represents your destiny, and is directly tied to your
    Fortune, a measure of your luck. Your Resilience is your inner
    strength, which is directly related to your Resolve, defining your
    grit. Your Resilience also comes with a Motivation, which is a
    single word or phrase describing what drives your character
    forwards. See page 170 for more on all of these.

    Determining Fate and Resilience
    You start with a base value for Fate and Resilience, and then have
    a number of Extra Points to spread between these two Attributes
    as you see fit. The numbers for these are shown in the Attributes
    Table. The more points you allocate to Fate, the luckier you are.
    By comparison, a higher Resilience shows you can steel through
    any situation.

    Determining Fortune and Resolve
    Your initial Fortune is equal to your Fate. Your initial Resolve
    equals your Resilience. Mark all four values on your sheet

    @Pin: Thanks for the heads up!

    Tough: 2d10 + 20 ⇒ (5, 5) + 20 = 30
    Dex: 2d10 + 20 ⇒ (6, 5) + 20 = 31
    Brass Pennies: 4d10 ⇒ (2, 1, 8, 2) = 13

    I also haven't chosen my Doom. Should I make up anything?

    all the new players should choose a quick Motivation too

    I don’t think I got the Talent info?

    Are Doom & Motivation another random table, or something I need to dream up on my own? If the latter what are the guidelines?

    If the former:
    Doom: 1d100 ⇒ 50
    Motivation: 1d100 ⇒ 14

    I imagine Hans to be something of a human Samwise Gamgee character--a simple man who supports greater men. With that in mind, here is his Doom and Motivation.

    Doom: Hans' doom was foretold as so:
    'You will pass a threat you do not know of, and lean on what cannot hold your weight. Only your final hour will you know if your faith was misplaced.'

    This is a pickle...
    Hans has much faith in the divines and innocent confidence in the socio-economic structure of the Empire. He is horrified of the legends of Chaos, and the legends of wicked women and children taken to the woods are transformed into beastmen, though he never faced one in combat. In the seasons where he does not have farmwork to do, he often runs minor courier duties, where his read/write and orientation can help.

    Knowing all that, his short-term motivation is to help protect the region/home front while the soldiers are fighting abroad by helping a great hero. I don't know exactly that era we're in when it comes to the narrative canonical meta of Warhammer (are we close to the End Times for example), so my motivation is going to be vaguely "Aid a hero in protecting the region by putting down one big threat."
    Preferably chaos-related, but more mundane threats such as a local bandit chief could also work.

    @Pin: Doom and Motivation are chosen by the player. Doom is a general prophecy about how you might die.
    Motivation is.. well, what motivate you to keep going, your current life goal.

    For your Talent:
    Strike to Stun
    Max: Weapon Skill Bonus
    Tests: Melee Tests when Striking to Stun
    You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality (see page 298). Further, you count all improvised weapons as having the Pummel Quality

    (A "called shot" is a combat test (Melee or Ranged) with a -20 penalty. If you hit, you hit the chosen location. With a normal combat test, if you hit you reverse your roll to know where you hit, for example you have 36 WS, you roll a 20, the hit is located on 02, which is the head)

    Do the other five Talents have any effects or just Strike to Stun?

    oh sorry, I misunderstood, I thought you wanted to know about the Talent you apparently choose, not the others.

    Max: 1
    At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play

    Lightning Reflexes
    Max: 1
    You gain a permanent +5 bonus to your starting Agility Characteristic (this does not count towards your Advances)

    Perfect Pitch
    Max: Initiative Bonus
    Tests: Entertain (Sing), Language (Tonal Languages, such as
    Elthárin, Cathayan, and Magick)
    You have perfect pitch, able to replicate notes perfectly and
    identify them without even making a Test. Further, add Entertain
    (Sing) to any Career you enter; if it is already in your Career, you
    may instead purchase the Skill for 5 XP fewer per Advance.

    Max: 1
    You gain a permanent +5 bonus to your starting Intelligence
    Characteristic (this does not count towards your Advances)

    Max: 1
    You gain a permanent +5 bonus to your starting Fellowship
    Characteristic (this does not count towards your Advances)

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