| Games Meister Black Dow |
Any chance you’ll be including any…oh…I don’t know…Apocrypha Now! stuff? Asking for a friend.
Haha. Have looked at it briefly - what's your "friend" particularly interested in?
@Albion: Worth you rolling for a couple of Warrior Careers for Astrid, see what you're looking at.
@All: Remember you get a single "free" advance on your chosen career, so for Astrid say a +1 to Strength might well be a shout, or WS.
A bodyguard for instance gives +20 WS and +1 S as part of the career advances, so would make her much more of a that scrapper your envisaging. Conversely a Labourer will boost her physically and grant a heap of % chance skills.
Worth seeing what the bones throw up and we can work from there?
| Oceanshieldwolf |
| 1 person marked this as a favorite. |
@BD - Wardance of course. I see now that it has particular career requirements to enter from...And the advance scheme looks...bonkers.
Anyway, let's roll!
Skills: 1d4 + 1 ⇒ (4) + 1 = 5 Ok, so 4 plus Musicianship.
Ranger Skill: 1d100 ⇒ 2 - Acute Hearing
Ranger Skill: 1d100 ⇒ 62 - Read/Write
Ranger Skill: 1d100 ⇒ 44 - Luck
Ranger Skill: 1d100 ⇒ 69 - Ride
Aaaaand....
Career: 1d100 ⇒ 89 - Squire
Skills:
Animal Care
Animal Training
Dodge Blow
Etiquette
Heraldry
Ride: Horse
Strike Mighty Blow
Trappings:
Mail Shirt
Pony with saddle and harness
Shield
Ranger Trappings: Blankets: 1d3 ⇒ 1
Ranger Trappings: Crowns: 2d6 ⇒ (5, 3) = 8
| Games Meister Black Dow |
If I can choose, then I would like to take Hedge-Wizard.
@Daniel: Ignore my haverings above on Hedge Wizard being a 2E career - it appears in Realms of Sorcery 1E - so aye, no problem with you picking that one :)
Hedge Wizard's Apprentice it is!
Nice rustic feel to the group thusfar...
| Albion, The Eye |
Ok, continuing down the list!
Astrid, Female Halfling Warrior!
Language: Old Worlder
Dialect: Halfling
Native to: Halflings
Movement: 4
Weapon Skill: 17
Ballistic Skill: 34
Strength: 1
Toughness: 3
Wounds: 4
Initiative: 48
Dex: 45
Leadership: 24
Intelligence: 28
Cool: 22
Willpower: 40
Fel: 39
Racial Ailities
Night Vision: 20 yards
Alignment: Neutral
Height 3'2" + D10"
1d10 ⇒ 2
So 3'4''
Psychology: No special psychology rules
Age: 10d6 ⇒ (2, 1, 2, 4, 5, 1, 5, 6, 5, 2) = 33
Fate Points: 1d4 ⇒ 3
Career: 1d100 ⇒ 91 > Watchman? (not a lot of skills :P)
(More after I take my kid to fireman training)
Daniel Stewart
|
OK...update with questions.....do I receive all the advances for Hedge-Wizard and the skills or just some of them??
Human, Male
M: 3
WS: 29
BS: 38
S: 4
T: 4
W: 5
I: 29
A: 1
Dex: 28
Ld: 29
Int: 37
Cl: 33
WP: 30
Fel: 29
Racial Abilities: Humans
Speak: Old Worlder
Night Vision: None
Alignment: Neutral
Height: 6'2"
Psychology: No special psychology rules
Fate: 4
Age: 37 (+2 Skills)
Career Class: Academic
Skills: Silent Move (Urban), Very Resilient
Trappings: a suit of decent, lightweight clothes including soft shoes. A knife is carried, tucked in the belt, alongside a purse of 10 Gold Crowns.
Career: Hedge Wizard
Advanced Scheme: +5 WS, +1 W, +10 Dex, +5 Int, +5 WP
Skills: Animal Care, Cast Spells: Petty Magic, Flee!, Identify Plants, Palm Object,
1d100 ⇒ 4350% chance of Silent Move: Rural
Magic Points: 2d4 ⇒ (1, 4) = 5 (and start with two Petty Magic spells- Sleep, Petty Healing)
| Games Meister Black Dow |
@Daniel: So you get all the skills and the percentage change of any additional - so with your successful roll on Silent Move: Rural so gain that skill also.
Regards advances - all starting characters get a Free Advance, either a +1 or +10%. Unusually Hedge Wizard's Apprentices have 3 +5 advances, I'm on the fence about allowing you to "split" your free advance... let me mull on it.
@Albion: Watchman is a cool career. The advances play to Astrid's weaker abilities, so your Free Advance will be an easy fix to boost her S to 2 or WS to 27. Her Strike Mighty Blow skill increases her Damage by +1 so bear that in mind.
@OSW: Your Elf is a Ranger right? Just checking as Squire is a Warrior Career. I'd re-roll on the Ranger list if your sticking with that...
| Albion, The Eye |
@Albion: Watchman is a cool career. The advances play to Astrid's weaker abilities, so your Free Advance will be an easy fix to boost her S to 2 or WS to 27. Her Strike Mighty Blow skill increases her Damage by +1 so bear that in mind.
Question on the Advances - we select among the possible ones for our Career, and then apply it with out free advance. Is that it?
EDIT: A thought just crossed my mind - is it possible to play an halfling brawler / martial artist? Or would such a thing be 'out of scope'? I feel like slapping them around is a good option for a Watchman? A Watchwoman? A Watchhalfling?
EDIT 2: So WFRPG is kind of a d100 system, right? So my WS of 17 means I am... Really bad in melee. Worse than Daniel's Wizard in a scuffle. Am I understanding the relative values correctly? :D
| Games Meister Black Dow |
@Albion: Yup you are correct on all fronts.
Advances: So (presuming) you wish to see your career out, you progress through the advances (100XP buys you a +1 or +10% where applicable). Where a +2 or +20 occur you can partially advance that characteristic by +1 or +10%.
So for Astrid her advancement for a Wachter (Watchman) is +10 WS, +10 BS, +1 S, +2 W, +10 I & A+1.
So aye at present she's not the greatest scrapper in the world, but once she completes the above advancements her profile will look much more "warrior" like... and there's a bunch of cool Career exits like Bounty Hunter and Judicial Champion if she so wishes.
Strike to Stun is another of her Skills that fits this brawler image perfectly. Other skills like "Street Fighter" - which would be available through the Bodyguard Career... (which as a Warrior Class Career would only cost her 100XP to move into at any time).
Key thing here is you aren't locked into your starter Career - merely its a template of where you came from and how you can develop (if you so wish).
For Astrid jumping to Bodyguard at some point would make sense (especially in the scrapper idea you are coming up with for her). Advances of +20 WS mean you could advance that characteristic further and there's a passel of Skills that career offers (Disarm/Street Fighting/Specialist Weapon - Fist/50% Very Strong) - all would benefit her slow build (as all these take XP). But absolutely she can end up being a very passable brawler :)
Edit: Will likely use the Reikspiel equivalents for Careers if your game?
Wachter = Watchman
Holzfaller = Woodsman
Lehrling zum Heckenzauberer = Apprentice Hedge-Wizard
| Oceanshieldwolf |
Ooops. Ok. A roll of 89 for Ranger should be....Trapper.
Skills
Concealment: Rural
Orientation
Row
Secret Language: Ranger
Secret Signs: Woodsman's
Set Trap
Silent Move: Rural
Spot Trap
Trappings
Bow or Crossbow and ammunition
Fur hat and buckskins
Leather Jerkin
Rope (10 yards)
Rowing boat or canoe (moored or hidden on nearest water)
Animal Traps: 1d4 ⇒ 3 animal traps
| Oceanshieldwolf |
Ok, a Trapper's advance scheme is:
+10 WS, +10 BS, +1 S, +2 W, +10 I, +10 D.
So I can take any one of them as a free advance. I guess I could take the +2 W to have a whopping 8 Wounds, but I think I need to increase my Strength so if I hit something it actually takes damage...
My question is, the others, "Advances" we get through XP?
How long do you need to stick with a Career, and when can you Exit? "Career Exits" for Trapper are Druid, Outlaw, Scout and, according to the Wiki but not the Rulebook, Mountaineer (for Dwarf) and Wise Woman.
| Games Meister Black Dow |
Happy to let you reroll OSW - given Trapper is pretty similar to our Woodsman... Want the group to have a degree of "uniqueness" also (if that makes sense).
On the Free Advance you can only take +1 of those +2 Wounds, either up to +10% or +1 as a free advance mate.
Indeed XP earns advances. Typically each "advance" of +1 or +10% will "cost" 100XP.
To exit a career into a new career listed in Career Exits or another basic career from your Class costs 100XP. To select a Career from another class altogether costs 200XP. You can do this at any time should you want to change (hence my drive to ensure you are all starting in a career that "fits" your own thinking and gives some scope for advancement.
| Games Meister Black Dow |
@OSW: No bother - just don't want anyone "bound" by a random roll. Trapper does indeed fit with Team Rural, however remember only Humans can become Druids, so that's not a Career exit option for Temenoa.
Good thing about Trappers gain Spot Trap so you do bring that "Roguish" capacity within the group.
Fallensteller it is :)
| Games Meister Black Dow |
@Albion: No bother, fully appreciate the take on Astrid. WFRP development of a character is very much a marathon than a sprint - so unless you come out of the gate with an exceptional characteristic array or a great starting career it can be a slow build to realise a PCs potential.
Regardless there are premade PCs for The Enemy Within. They are:
Harbull Furfoot - Male Halfling Academic (Herbalist)
Wanda Weltschmerz - Female Human Academic (Wizard's Apprentice)
Johann "Rowlocks" Däsboot - Male Human Ranger (Boatman)
Werner "Pickaxe" Murrmann - Male Human Warrior (Labourer)
Kirsten Krank - Female Human Rogue (Thief)
Malmir Giluviel - Male Elf Rogue (Minstrel)
Regards these - I'd prefer if you avoided Wanda as we have a Hedge Wizard's Apprentice. Have a look at the rest. If none appeal we can reroll another PC.
| Games Meister Black Dow |
Checked the rulebook and there is indeed a Dwarven Trollslayer... see below mate.
The only issue here will be the Dwarven Animosity vs Elves...
As written:
Animosity: If characters are subject to animosity towards a particular creature or group of creatures, a Cool test should be made every time they encounter the object(s) of their animosity. If the test is failed, the character will attack immediately, using weapons if necessary. If the test is made there is still a -10 % modifier to all Fellowship tests between characters and the object(s) of their animosity.
So this means OSW's Elf will be under threat of constant attack from any Dwarf in the party... Which (frankly) is ridiculous given the frequency a dwarf PC will encounter elven NPCs and potential fellow PCs. So let's bin that for starters.
Hausrule #2: Due to their barely contained dislike animosity invokes a -20% penalty to all Gossiping, Bluffing, Bargaining, Bribing, Employment, Busking, Interrogation and Loyalty tests relating to the subject(s) of their animosity, as well as to times when the characters are trying to obtain goods or services from the object(s) of their animosity.
Collective thoughts folks?
| Games Meister Black Dow |
Regarding Trollslayers - probably the most iconic career/class that came out of Warhammer Roleplay. Whilst these tattooed, orange mohawked berserks are a heap of fun, they are also tragic figures - clanless dwarves whose past has forced them to seek an honourable death against foes that could actually kill them.
While they aren't suicidal, they do have a (literal) death-wish and when I played one in the past we house ruled they could not have Fate Points as they did not want to avoid death something I'd likely apply again.
Again I'm not saying don't play one, but I'm really happy with the developing group (although I'm curious to see what the Elf Trapper's backstory will be)... You'd need to work hard to make the Trollslayer fit as most sane folk will likely give them a huge berth for the potential of being sucked into their death throe combats lol.
Guess what I'm saying is be canny and consider that while The Enemy Within has plenty of combat it is also a campaign of subterfuge, intrigue and nefarious plots...
| Games Meister Black Dow |
Further thoughts - playing a dwarf who ultimately may become a Trollslayer would be more interesting to me as a GM.
@Albion: Additionally don't feel bound by Astrid as a first attempt. Run up a couple of PCs here and see what pops. Again would rather you feel invested in the characters and we discuss the wee idiosyncrasies in the system as we go.
Worst case after a few attempts that don't "pop" you can run with a pre-gen?
| Oceanshieldwolf |
* Yes to Dwarf Houserule. My knife ears and the bearded rolypoly can trade barbs like Gimli and Legolas. I’m pretty elastic with allowing people to be what they want, so would be fine with a Trollslayer in the group.
* No to BD swapping your alias from Chaos Warrior to Burgomeister!!! Boo!!! Hisss!!! ;p
* To me, the most iconic figures are the Harlequins of WH40k. Which the wardancers are clearly a proto version of…But it looks to me, that over editions, WH40k has dropped dwarves (“squats”) altogether, and the Eldar are now called “Aeldar”?!?
Besides, I always got the feeling that WH40k *wasn’t* in the same universe as WFRPG, and that its history was more that “humans reached the stars with a badass tyrannical maniacal theocracy” and *then* encountered craftworlds, orks, daemons, tyranids, tau and chaos…
* As for becoming a Wardancer - I don’t think my bucolic, rustic background is quite wilde enough to warrant it, and it would have to be a fairly interesting departure to find and be accepted by some Wardancers, and then…to then train with them.
* The weirdest thing about WFRPG is that “Classes” are almost non-functional mechanically, and the “Career Classes”, or Careers really do all the heavy lifting. I would have renamed both.
| Games Meister Black Dow |
Hey BD, so a Dwarf Trollslayer might not be appropriate, but a Dwarf on the way to become one might be a possibility, is that it?
That's the size of it bud. Trollslayers are pretty broken individuals who are just seeking an honourable death in combat.
I'm not averse to a Trollslayer as they are combat machines - and there will be combat, however the danger when playing one (and I've been there) scrapping is the defacto solution to any problem. NPCs will typically expect the worst and react accordingly, so they are ultra-cool they can be a death-knell for face characters and diplomacy, so we need to mindful of that while keeping true to the career.
If you're set on playing one then go for it - we'll adapt lol. It won't be boring that's for sure. If you want to explore and build your dwarf before going off on the deep end then that will also add depth (and background) - have a think and we'll run with what works for you.
| Games Meister Black Dow |
* Yes to Dwarf Houserule. My knife ears and the bearded rolypoly can trade barbs like Gimli and Legolas. I’m pretty elastic with allowing people to be what they want, so would be fine with a Trollslayer in the group.
Cool. I concur.
* No to BD swapping your alias from Chaos Warrior to Burgomeister!!! Boo!!! Hisss!!! ;p
Haha. More apt on the initial chapters of TEW. Who knows might revert back to Chaos Warrior down the line ;)
* To me, the most iconic figures are the Harlequins of WH40k. Which the wardancers are clearly a proto version of…But it looks to me, that over editions, WH40k has dropped dwarves (“squats”) altogether, and the Eldar are now called “Aeldar”?!?
I'll see your Harlequins and raise 'em. Terminators were always my faves. Them and Ogryns.
Knew they had dropped Squats - yet bizarrely kept Halflings as Ratlings... Never clocked that Eldar were now Aeldar either... Shall investigate further.
Agree on the Wardancer point - still will be interesting to see where your Trapper ends up. Had a notion that your elf traps corrupted animals - fauna that have come into contact with warp stone or the filth of Chaos spread by a Daemon or servant of one of the fell powers.
| Oceanshieldwolf |
Had a notion that your elf traps corrupted animals - fauna that have come into contact with warp stone or the filth of Chaos spread by a Daemon or servant of one of the fell powers.
Well that is certainly a lot less prosaic than I had imagined. I like it. A lot.
Also, would probably raze a small village (human of course) to have access to your Imperial name generator. A random list with a 1000 options?!? Or at least needs a d1000?!!
| Games Meister Black Dow |
Burgomeister D wrote:Had a notion that your elf traps corrupted animals - fauna that have come into contact with warp stone or the filth of Chaos spread by a Daemon or servant of one of the fell powers.Well that is certainly a lot less prosaic than I had imagined. I like it. A lot.
Good to hear OSW. The notion of an Elven Trapper made sense nominally but not so much "morally" per say. Like the idea of her having to undertake this onerous task because Chaos is rife and polluting the natural world, and no-one else cares (or has the stomach for it). The pelts she bears aren't so much trophies or skins for trade but proof of the mutations and ills caused by Chaos.
Also, would probably raze a small village (human of course) to have access to your Imperial name generator. A random list with a 1000 options?!? Or at least needs a d1000?!!
Book of Imperial Names - tis a thing of beauty :)
| Albion, The Eye |
Albion, The Eye wrote:Hey BD, so a Dwarf Trollslayer might not be appropriate, but a Dwarf on the way to become one might be a possibility, is that it?That's the size of it bud. Trollslayers are pretty broken individuals who are just seeking an honourable death in combat.
I'm not averse to a Trollslayer as they are combat machines - and there will be combat, however the danger when playing one (and I've been there) scrapping is the defacto solution to any problem. NPCs will typically expect the worst and react accordingly, so they are ultra-cool they can be a death-knell for face characters and diplomacy, so we need to mindful of that while keeping true to the career.
If you're set on playing one then go for it - we'll adapt lol. It won't be boring that's for sure. If you want to explore and build your dwarf before going off on the deep end then that will also add depth (and background) - have a think and we'll run with what works for you.
All good, all good. I can play a dwarf who may one day become a Trollslayer for some reason. Do you have any such pregen? :)
| Games Meister Black Dow |
No bother - good practice for NPCs and the like. Right - let's get the basic characteristics done and dusted:
Dwarf 1
M: 1d2 + 2 ⇒ (1) + 2 = 3
WS: 2d10 + 30 ⇒ (7, 8) + 30 = 45
BS: 2d10 + 10 ⇒ (6, 3) + 10 = 19
S: 1d3 + 1 ⇒ (3) + 1 = 4
T: 1d3 + 2 ⇒ (2) + 2 = 4
W: 1d3 + 5 ⇒ (2) + 5 = 7
I: 2d10 + 10 ⇒ (7, 3) + 10 = 20
A: 1
Dex: 2d10 + 10 ⇒ (8, 2) + 10 = 20
Ld: 2d10 + 40 ⇒ (6, 7) + 40 = 53
Int: 2d10 + 20 ⇒ (6, 10) + 20 = 36
Cl: 2d10 + 40 ⇒ (7, 4) + 40 = 51
WP: 2d10 + 40 ⇒ (5, 7) + 40 = 52
Fel: 2d10 + 10 ⇒ (1, 3) + 10 = 14
Age: 9d12 ⇒ (12, 4, 5, 2, 12, 6, 1, 6, 4) = 52
Height 4'4+: 1d10 ⇒ 1
Fate Points: 1d3 ⇒ 2
Warrior (Min WS30: Y
Ranger (Min BS 30): N
Rogue (Min I 30): N
Academic (Min Int 30): Y
_____________________________________
Dwarf 2
M: 1d2 + 2 ⇒ (1) + 2 = 3
WS: 2d10 + 30 ⇒ (4, 3) + 30 = 37
BS: 2d10 + 10 ⇒ (8, 4) + 10 = 22
S: 1d3 + 1 ⇒ (2) + 1 = 3
T: 1d3 + 2 ⇒ (1) + 2 = 3
W: 1d3 + 5 ⇒ (2) + 5 = 7
I: 2d10 + 10 ⇒ (9, 7) + 10 = 26
A: 1
Dex: 2d10 + 10 ⇒ (2, 3) + 10 = 15
Ld: 2d10 + 40 ⇒ (9, 9) + 40 = 58
Int: 2d10 + 20 ⇒ (3, 6) + 20 = 29
Cl: 2d10 + 40 ⇒ (6, 9) + 40 = 55
WP: 2d10 + 40 ⇒ (3, 4) + 40 = 47
Fel: 2d10 + 10 ⇒ (10, 5) + 10 = 25
Age: 9d20 ⇒ (18, 11, 6, 18, 1, 17, 12, 1, 16) = 100
Height: 4'4 + 1d10 ⇒ 2
Fate Points: 1d3 ⇒ 3
Skills: 1d4 + 2 ⇒ (2) + 2 = 4
Warrior (Min WS30: Y
Ranger (Min BS 30):N
Rogue (Min I 30): N
Academic (Min Int 30): N
| Games Meister Black Dow |
Right continuing on...
Young Dwarf 1 - qualifies for both Warrior and Academic so I'll roll a Career in each:
Mandatory Skills: Mining & Smithing (0-50) or Metallurgy (51-100) 1d100 ⇒ 50
Basic Warrior Career: 1d100 ⇒ 68 Soldier (WS +10 | BS +10 | W +2 | A +1 | Ld +10)
Basic Academic Career; 1d100 ⇒ 95 Trader (WS +10 | W +1 | Int +10 | Fel +10)
Old(er) Dwarf - only qualifies for Warrior so I'll roll a couple of options there:
Mandatory Skills: Mining & Smithing (0-50) or Metallurgy (51-100) 1d100 ⇒ 69
Warrior Skill: 1d100 ⇒ 77 Very Resilient (+1 T)
Basic Warrior Career 1: 1d100 ⇒ 32 Militiaman (WS+10 | BS+10 | S +1 | W +2 | A +1)
Basic Warrior Career 2: 1d100 ⇒ 60 Servant (WS +10 | W +2 | I +10 | WP +10)
| Games Meister Black Dow |
Young Dwarf
Build: 1d6 ⇒ 2 Average
Base Weight: 1d100 ⇒ 53 140lbs.
Height Modifier: -2d10 ⇒ (1, 10) = 11 129lbs.
Base Hair Colour: 1d100 ⇒ 62 Light Brown
Eye Colour: 1d100 ⇒ 54 Copper
Place of Birth (0-75 Empire, 76-100 Dwarfhold): 1d100 ⇒ 14 1d100 ⇒ 23 Altdorf (Rural) 1d100 ⇒ 47 Rottefach (small village of some 88 souls, known for trade in crops, fish and wine) - I'll check the source materials to see there's anything else of note about the place.
Old(er) Dwarf
Build: 1d6 ⇒ 4 heavy (add +10 to base weight roll)
Base Weight: 1d100 + 10 ⇒ (63) + 10 = 73 150lbs.
Height Modifier: -2d10 ⇒ (5, 4) = 9 141lbs.
Base Hair Colour: 1d100 ⇒ 6 White 1d100 ⇒ 89 (was once Dark Brown)
Eye Colour: 1d100 ⇒ 88 Dark Brown
Place of Birth (0-75 Empire, 76-100 Dwarfhold): 1d100 ⇒ 94 World's Edge Mountains 1d100 ⇒ 79 Karak-Kadrin (some info on this dwarfhold)
@Albion: Still want to give you some freedom of picks - so you can decide gender, consider the career options etc.
Young Dwarf: Check out Soldier and Trader options re: Skills & Trappings.
Think both dwarves offer some interesting directions... so also consider Career Exits etc. (Soldier for instance offers access to Sapper (Dwarf) Advanced Career - essentially combat Engineers! Trader can take you toward Merchant if you wished. Servants can lead to Diviners - augurs who can reading the runes etc. Militiaman is a solid base career. Have a mull - interested to see what anyone else reckons also.
Edit: Forgot to roll for Dwarf 1's additional Skills: 1d4 + 1 ⇒ (1) + 1 = 2 (so just as written above)
Dwarf 2 should have an additional Career Skill (as they rolled 4) which I also missed! : 1d100 ⇒ 78 Very Resiliant Re-roll: 1d100 ⇒ 44 Lighting Reflexes (+10 I)
| Games Meister Black Dow |
@All: Let me know if there's any other randomising you'd like to do (re: build/weight/hair & eye colour/birthplace and we can get some more bones rolled.
Happy enough to let folk choose, but just incase you want to trust the dice lol.
There's also an option for Distinguishing Characteristics - these can be superficial (Hook Nose), to a boon (Barrel Chested +1 S) to a bane (Short Legs -1 M).
Characters have d6-2 distinguishing features (-2 to 0 means none & you're a nondescript individual... thus-far). Totally optional hence why I've not mentioned them before (and I'm conscious that losing an arm or having a stoop might well mess with the character you have in your minds-eye).
Otherwise We'll look to nail the PCs down this week and finalise details etc ahead of the campaign beginning.
| Games Meister Black Dow |
@Albion: Excellent - glad one (if not both) resonates with you. So need you to nail down gender and final Career - either Militiaman or Servant.
As a Militia member it probably means your dwarf was a member of the trades class - a Metallurgist or Miner (based on your skills) who was called up to fight against the hold's foes.
Alternatively he was part of a noble house within the clanhold, having spent enough time in loyal service something has drawn him away - ambition ("loyalty aside the time left for personal ambition and deed grows short").
@All: As the group's (mis)adventures will start in Nuln worth considering why you have journeyed to the city - Perhaps you're visiting a relative or calling upon an old friend, or seek knowledge in the city of academies... A paramour perhaps awaits, or and old score to settle... I'll leave such notions in your capable and creative hands folks - just let me know so I can (try) and factor them in :)
If any of you want to roll for place of origin let me know, if not pick somewhere within the Empire (or beyond) and we'll factor that into the backstory/plot.
| Spazmodeus |
| 1 person marked this as a favorite. |
@All: Let me know if there's any other randomising you'd like to do (re: build/weight/hair & eye colour/birthplace and we can get some more bones rolled.
Happy enough to let folk choose, but just incase you want to trust the dice lol.
There's also an option for Distinguishing Characteristics - these can be superficial (Hook Nose), to a boon (Barrel Chested +1 S) to a bane (Short Legs -1 M).
Characters have d6-2 distinguishing features (-2 to 0 means none & you're a nondescript individual... thus-far). Totally optional hence why I've not mentioned them before (and I'm conscious that losing an arm or having a stoop might well mess with the character you have in your minds-eye).
Otherwise We'll look to nail the PCs down this week and finalise details etc ahead of the campaign beginning.
I can never resist another roll....
distinguished?: 1d6 - 2 ⇒ (3) - 2 = 1 kinda....what do I roll d100?| Games Meister Black Dow |
Games Meister Black Dow wrote:@All: Let me know if there's any other randomising you'd like to do (re: build/weight/hair & eye colour/birthplace and we can get some more bones rolled.
Happy enough to let folk choose, but just incase you want to trust the dice lol.
There's also an option for Distinguishing Characteristics - these can be superficial (Hook Nose), to a boon (Barrel Chested +1 S) to a bane (Short Legs -1 M).
Characters have d6-2 distinguishing features (-2 to 0 means none & you're a nondescript individual... thus-far). Totally optional hence why I've not mentioned them before (and I'm conscious that losing an arm or having a stoop might well mess with the character you have in your minds-eye).
Otherwise We'll look to nail the PCs down this week and finalise details etc ahead of the campaign beginning.
I can never resist another roll....
[dice=distinguished?]1d6-2 kinda....what do I roll d100?
Yup - 1d100 please sir!
| Temenoa |
| 1 person marked this as a favorite. |
* Distinguishing marks/hair color etc: Not feeling distinguished at all! Going to stick to the avatar I selected for appearance...
* Reasons for visiting Nuln? I imagine Temenoa has come to Nuln in the hopes she might be able to find a sage with information relevant to the warped creatures she has been trapping (or, if that fails, is prepared to conduct the research herself).
* Point of Origin - happy for you to randomise BD! [EDIT] There is a a big forest in Middenland between Grossefurre, Middenstag Castle and Middenheim - would that be a good place to be from?? [/EDIT]
* Career Advancement: Given she's a bit of a powder puff (albeit one who can take the hits) I'll be taking the +1 to Strength...
| Albion, The Eye |
Thank you BD!
Male Dwarf
M: 3
WS: 37
BS: 22
S: 3
T: 3+1
W: 7
I: 26
A: 1
Dex: 15
Ld: 58
Int: 29
Cl: 55
WP: 47
Fel: 25
Age: 100
Height: 4'4 + 2
Fate Points: 3
Skills: 4
Warrior (Min WS30: Y
Ranger (Min BS 30):N
Rogue (Min I 30): N
Academic (Min Int 30): N
Old(er) Dwarf - only qualifies for Warrior so I'll roll a couple of options there:
Mandatory Skills: Mining & Smithing (0-50) or Metallurgy (51-100) ⇒ 69 (so Metallurgy)
Warrior Skill: 77 Very Resilient (+1 T)
Basic Warrior Career 1: 32 Militiaman (WS+10 | BS+10 | S +1 | W +2 | A +1)
Basic Warrior Career 2: 60 Servant (WS +10 | W +2 | I +10 | WP +10)
Base Weight: 150lbs.
Height Modifier: 141lbs.
Base Hair Colour: White (was once Dark Brown)
Eye Colour: Dark Brown
Place of Birth: World's Edge Mountains > Karak-Kadrin
Trappings
Bow or Crossbow and ammunition
Mail Shirt
Shield
Spear
================================
@BD:
Going with the Militiaman, I like your idea!
'As a Militia member it probably means your dwarf was a member of the trades class - a Metallurgist or Miner (based on your skills) who was called up to fight against the hold's foes.'
I am in doubt where to place my Advancement, because I do not know the relative values of the scores, whether a 37 on WS is strong enough for a level 1 character or not. I was thinking BS advancement could give me a well rounded combatant, S would really shore up my damage in combat, Wounds I think I am good with 7? And +1 Attack seems massive - is it?
About Skills, if I understand correctly - your roll came out 4 (I assume the +2 is from the age, correct?), so let me see if I understand the points expenditure:
1 point - I have Metallurgy as mandatory
1 point - I have ONE from the warrior skill chart ( Very Resilient), but can/should I have more?
1 point - If I choose Mining and Smithing, which I for sure will
1 point - (to spend?)
Or are any of the above considered bonuses?
Free (from Militiaman) - Dodge Blow
Free (from Militiaman) - Strike Mighty Blow
Free (from Militiaman) - 50% chance of Drive Cart
Free (from Militiaman) - 25% chance of Animal Care
Free (from Militiaman) - 25% chance of Ride
Background: Would it make sense to be a part of the militia in Nuln, or not really?
| Games Meister Black Dow |
@Albion: Yeah sorry mate - would have helped if I'd given some context to the advancements. When you attack you essentially roll d100 and if you get your WS or lower you hit. There are conditions that provide bonuses (such as a charge, higher ground or winning the previous rounds combat*, all of which nets +10% on attacks). So regards your advance +10 WS will mean you are more likely to hit, while OSW has the right of it: +1 A means you will attack twice - essentially being more deadly in combat (see below).
*"Winning" a combat round is doing the most damage.
Regards your skills - As a dwarf your mandatory skills are: Mining & either Smithing or Metallurgy. So for your dwarf it was Mining & Smithing (which account for 2/4 additional skills).
Very Resilient (+1 T) is 3/4
Lighting Reflexes (+10 I) is 4/4
As for the % skills in your career you need to roll them to see if you gained them over the time in the militia. Dodge Blow (allows you to negate all damage from 1 attack on a successful Initiative check - hence why your Lighting Reflexes are invaluable!) & Strike Might Blow (+1 Damage). The others you need to successfully roll for to gain (under or equal to the % chance of knowing the skill).
Nuln is more a mercenary base than militia. They tend to have standing soldiery and mercenary units to augment (see my guide to Nuln in the Campaign Tab). More likely you know a fellow dwarf whose invited you to Nuln to join a Mercenary company (which is a good career exit)...
| Games Meister Black Dow |
@Spaz: 31 is Very Long Hair - nets you no advantage or disadvantage mate... A shaggy haired woodsman isn't particularly distinguished lol (just the norm I would think! :)
@Temenoa: Middenland is good to come from for you - that big forest - the Drakwald is one of the most ancient woods in all the Known World and is notorious for being the most dangerous and untamable territory within the Empire. It has since been infested with many types of strange and terrible creatures, the most prominent of which are the lurking tribes of Beastmen. The trees of the forest are mainly dark and brooding deciuous with some conifers on the hills whilst a few lornalim trees (towering silver leafed trees sacred to elves) grow in secluded glades.
To the west of the Drakwald lies Laurelorn Forest - home of the Wood Elves, so it is likely you are from a cadre of elves who ply their skills into the fringes of the Drakwald and watch over its ancient flora and fauna.
@All: Once you settle on an avatar can you mimic Temenoa's profile re: key stats etc. Can you all also add to that FP (Fate Points) and IP (Insanity Points)...