Games Meister Black Dow |
Gameplay thread is open for business - please dot and delete when you have a PC profile.
Once we've concluded all prep business here I'll get a game-post proper up and we'll begin this tale...
Additionally in the Campaign Tab my new and improved (unashamedly Abercrombie grim(dark) and perilous themed) Guide to... Nuln has been linked :)
Games Meister Black Dow |
@Albion: There is an option to roll names:
Dwarf Forename: 1d1000 ⇒ 498 Hargin
Dwarven surnames are typically like vikings - based off parent/father. So Hargin's pappy would have been Dwarf Forename: 1d1000 ⇒ 706 Lunn
So the randomly generated name would be Hargin Lunnson
Conversely if you choose to have been an orphan then you could either carry the name Hargin Khazadson ("son of dwarf") or Hargin Lunnfind ("found by Lunn").
They also take "nick-names" such as Hargin Sootbeard, Hargin Lodehammer or whatnot, so you can go with that also if you want as an adventuring monicker and keep your surname secret.
Or you can look at some Norse names and come up with something that you like :)
Looking at your dwarf one thing stands out is his exceptionally low Dexterity of 15. As Dex is an indication of the character's ability to perform complex, intricate, or delicate manual tasks might be worth thinking about why his Dex is so low. Perhaps a forge accident or wound from a battle? Something that doesn't stop him gripping a shield or weapon but doing finer smithwork etc. Food for thought.
@Daniel: Ulrich looks great mate. Remember your Very Resilient skill grants him +1 T so that should be 5 :) Also note your FP (Fate Points) as 4 in your profile (and header) and IP (Insanity Points) as 0.
Getting quite excited by this group of characters folks! Taking me back to 1991 lol.
Temenoa |
One last thing - can we have spent our Crowns to outfit ourselves (beyond starting Trappings) as we would like for adventuring, or do you want us to do that in Nuln?
* Also forgot to Roll Fate: 1d3 - 1 ⇒ (1) - 1 = 0 (minimum 1) = 1.
Albion, The Eye |
@BD: So all my skills are selected then? They are:
Mining
Smithing
Very Resilient (+1 T)
Lighting Reflexes (+10 I)
Correct?
What about common things? Like Climbing, Swimming, Jumping, Cooking, Survival, how do they work in WFRP?
Name Hargin Lunnson > What about Tark 'Boulderbreaker' Lunnersson (Already have an alias called Tark Boulderbreaker :D)
Looking at your dwarf one thing stands out is his exceptionally low Dexterity of 15. As Dex is an indication of the character's ability to perform complex, intricate, or delicate manual tasks might be worth thinking about why his Dex is so low. Perhaps a forge accident or wound from a battle? Something that doesn't stop him gripping a shield or weapon but doing finer smithwork etc. Food for thought.
Maybe at a younger age he got frustrated with a particularly difficult piece of iron while drunk, and decided to 'hammer' it with his hands. Though... Low Dex will not prevent me from Mining or Smithing properly right? Also does low Dex impact combat?
Games Meister Black Dow |
One last thing - can we have spent our Crowns to outfit ourselves (beyond starting Trappings) as we would like for adventuring, or do you want us to do that in Nuln?
* Also forgot to [dice=Roll Fate]1d3 - 1 (minimum 1) = 1.
No bother with spending the coin ahead of time. Hopefully you'll earn some extra pennies in Nuln ;)
Temenoa |
Temenoa wrote:One last thing - can we have spent our Crowns to outfit ourselves (beyond starting Trappings) as we would like for adventuring, or do you want us to do that in Nuln?
* Also forgot to [dice=Roll Fate]1d3 - 1 (minimum 1) = 1.
No bother with spending the coin ahead of time. Hopefully you'll earn some extra pennies in Nuln ;)
Sorry, I think I might have confused you. Or me.
Can we buy extra gear beyond what we start with?
Temenoa has 8 Gold Crowns, but no weapon apart from starting gear of which weapons are merely "bow and ammunition". Say I want to start with a sword, or spear or dagger, more armor etc....Can we buy stuff to start with, or do you want us as we were created - starting gear plus Crowns?
Also, what does "nad ammunition" actually mean in terms of numbers of arrows?
Games Meister Black Dow |
@BD: So all my skills are selected then? They are:
Mining
Smithing
Very Resilient (+1 T)
Lighting Reflexes (+10 I)Correct?
That's correct mate. All good.
What about common things? Like Climbing, Swimming, Jumping, Cooking, Survival, how do they work in WFRP?
So they work as Tests using the relevant Characteristic, in conjunction with relevant Skills.
Using Climbing as an example: Characters can climb most non-sheer surfaces as half M rate, provided they do nothing else that round. Climbing always involves danger and a Risk test should be taken to see if the character slips and sustains injury. If the test is failed, the character Falls.
Sheer surfaces can only be climbed using ropes, grapples, and so on or by characters with Scale Sheer Surface skill. The GM must decide whether a surface is sheer; in published scenarios, you will be told if this is the case.
Risk: GM can apply the standard Risk test to any situation where characters are attempting something that puts them in physical danger. The Risk test is taken in the same way as other tests, but the character has a standard 50% chance of success. This can be adjusted by the GM if it is reasonable to do so, but 50% can be thought of as average.
A failed Risk test always causes D3 points of damage. No reduction is made for armour or shields. The GM can allow the effects of protective magic and skill-based modifiers to reduce damage in certain circumstances.
Name Hargin Lunnson > What about Tark 'Boulderbreaker' Lunnersson (Already have an alias called Tark Boulderbreaker :D)
Yeah no bother - he's your character so name him what you will.
Maybe at a younger age he got frustrated with a particularly difficult piece of iron while drunk, and decided to 'hammer' it with his hands. Though... Low Dex will not prevent me from Mining or Smithing properly right? Also does low Dex impact combat?
Perhaps he was mining and got frustrated at a stubborn lode and did the same. Broke the boulder but his hands also - they never quite healed right sort of thing? No impact on Combat - Dex doesn't affect that in any way.
Games Meister Black Dow |
Games Meister Black Dow wrote:Temenoa wrote:One last thing - can we have spent our Crowns to outfit ourselves (beyond starting Trappings) as we would like for adventuring, or do you want us to do that in Nuln?
* Also forgot to [dice=Roll Fate]1d3 - 1 (minimum 1) = 1.
No bother with spending the coin ahead of time. Hopefully you'll earn some extra pennies in Nuln ;)
Sorry, I think I might have confused you. Or me.
Can we buy extra gear beyond what we start with?
Temenoa has 8 Gold Crowns, but no weapon apart from starting gear of which weapons are merely "bow and ammunition". Say I want to start with a sword, or spear or dagger, more armor etc....Can we buy stuff to start with, or do you want us as we were created - starting gear plus Crowns?
Also, what does "and ammunition" actually mean in terms of numbers of arrows?
No confusion on my side - probably didn't make myself clear - apologies.
So on starting trappings as a Ranger you begin with:
Rangers wear a suit of good but weather-worn and travel-stained clothing, including a tatty hat, hooded cloak, and thick leather boots. A leather bag or backpack contains D3 blankets, cutlery, a tinderbox, and small cooking pot. A flask of water hangs over one shoulder, whilst a hand weapon hangs from the belt - this is usually a sword, although the player may choose an axe instead if he wishes. A small knife is carried in a sheath. The character has a purse or money belt containing 3D6 Gold Crowns.
Trapper gains you a Bow and ammunition, fur hat & buckskins, leather jerkin (Armour 0/1*), Rope - 10 yards, Rowing boat or canoe, d4 animal traps.
Your Hand Weapon is essentially a 1-handed sword, axe, hammer or mace. Ammo is either in batches 5 arrows or 5 bolts. A quiver can hold up to 30 arrows or bolts.
Leather Jerkin gives 0/1 AP (Armour Points) - means it reduces attacks doing up to 3 damage by 1, while over 4 damage are not reduced at all.
The 8 Gold Crowns burning a hole in your purse can be spent on anything you wish.
Tark Boulderbreaker |
Free Advance: I have taken the extra attack - lets see if I do not regret it. Does it also work with ranged weapons?
On trappings:
Warriors are equipped with:
- a suit of sturdy, practical clothing, including hooded cloak and boots.
- They carry a sling bag, backpack, or sack containing:
- a pewter tankard and cutlery,
- a tinderbox,
- and a blanket.
- Warriors carry some sort of hand weapon, usually a sword, but players may choose an axe or a mace if they prefer.
- A knife is also carried, tucked into the belt or boot.
- A helmet is worn for protection.
- The character also has a purse containing 3D6 Gold Crowns.
As a Militiaman, I get:
- Bow or Crossbow and ammunition
- Mail Shirt
- Shield
- Spear
Questions:
1. Is it different to have a bludgeoning or piercing, or slahing weapon? Asking since I have a spear, want to decide on the second weapon.
2. Bow vs Crossbow. Anything particular we should know. Am inclined to the crossbow of course, but I've seen some old school games in which the crossbow is just flat out worse than a bow. Seen houserules modifying damage or rate of fire to address this in those cases.
3. We have 10 crowns, right?
4. Should I buy a better armor? :D
And I think I am almost done with the character :O
Games Meister Black Dow |
@Tark... Alrighty then... answers to questions below:
Attacks: Number of attacks as designated by your A characteristic only applies to melee attacks. However ranged attacks go ahead of melee in the initiative order in combat. Repeating Crossbows are the exception to the rule as they can fire twice in a round.
Hand Weapons: No distinction is made between these wether they are axe, mace or sword. There's no difference on damage type unlike say Pathfinder. In the Old World it's all just damage.
Spear: Is a very, very versatile weapon... For one it grants +10 Initiative in combat (first round and on subsequent rounds when you are winning (did more damage the previous round). Against Mounted opponents this bonus increases to +20 Initiative (first round and rounds where you are winning). It also provides +10 bonus to attacks (WS) vs aerial combatants. To top it off you can also throw it as a ranged attack (BS) with your S as the damage.
Crossbow vs Bow: Normal Bow has range of Short 24 (-) | Long 48 (-10) | Extreme 250 (-20) with an EF (Effective Strength) of 3 and a load/fire time of 1 round. Crossbow has range of Short 32 (-) | Long 64 (-10) | Extreme 300 (-20) with an EF of 4 but load time of 1 round, fire of 1 round. Bows are quicker, but crossbows hit harder, further so unlike most OSG's the old crossbow is a better weapon in WFRP... unless its an Elf Bow - which mirror crossbow stats but can load and fire every round... in the hands of a Wood Elf only... (paging OSW)
Armour: Every AP of protection armour provides is essentially that value of damage absorbed against the damage of the attack against you. Your helmet provides 1 AP on your head, your Mail Shirt grants 1 AP on your Body. Shields grant 1 AP to all areas but you have to be carrying it actively (sword and board). At present your arms and legs are physically unarmored but additional armour is beyond your current financial situation. Mail Leggings would cost 20GC, but once you have the coin upping your armour is a good shout (or scavenging from those you fell in combat!) You can stack Chain and Plate armours in same location - a Chain coif and Helmet would grant 2AP to your head (3 w/ Shield).
Oceanshieldwolf |
As a lifetime fan of the spear in RPGs I'll defo be getting one of those.
And as long as WFRP keeps being the "Elf-game" I'll be trying to come across an Elf Bow. ;)
As for armor, I'll likely have Temenoa arrive in Nuln dressed as Class and Career dictate, and then outfit and equip as she sees fit depending on what the adventure entails..
You can stack Chain and Plate armours in same location - a Chain coif and Helmet would grant 2AP to your head (3 w/ Shield).
Ach yess, the ol' dwarven Shieldhelmet whereby the doughty dirty dwarrivs attach a shield direckly ti tha helmeted heid - not much passes by a shield and a helmet and a coif and a dwarven skull...also comes in handy during rockfalls and rain.
Oceanshieldwolf |
Consumer Guide for spending those crowns :)
That link had an added “l” in the http and didn’t work. Fixed now…
Tark Boulderbreaker |
@Tark... Alrighty then... answers to questions below:
Attacks: Number of attacks as designated by your A characteristic only applies to melee attacks. However ranged attacks go ahead of melee in the initiative order in combat. Repeating Crossbows are the exception to the rule as they can fire twice in a round.
Hand Weapons: No distinction is made between these wether they are axe, mace or sword. There's no difference on damage type unlike say Pathfinder. In the Old World it's all just damage.
Spear: Is a very, very versatile weapon... For one it grants +10 Initiative in combat (first round and on subsequent rounds when you are winning (did more damage the previous round). Against Mounted opponents this bonus increases to +20 Initiative (first round and rounds where you are winning). It also provides +10 bonus to attacks (WS) vs aerial combatants. To top it off you can also throw it as a ranged attack (BS) with your S as the damage.
Crossbow vs Bow: Normal Bow has range of Short 24 (-) | Long 48 (-10) | Extreme 250 (-20) with an EF (Effective Strength) of 3 and a load/fire time of 1 round. Crossbow has range of Short 32 (-) | Long 64 (-10) | Extreme 300 (-20) with an EF of 4 but load time of 1 round, fire of 1 round. Bows are quicker, but crossbows hit harder, further so unlike most OSG's the old crossbow is a better weapon in WFRP... unless its an Elf Bow - which mirror crossbow stats but can load and fire every round... in the hands of a Wood Elf only... (paging OSW)
Armour: Every AP of protection armour provides is essentially that value of damage absorbed against the damage of the attack against you. Your helmet provides 1 AP on your head, your Mail Shirt grants 1 AP on your Body. Shields grant 1 AP to all areas but you have to be carrying it actively (sword and board). At present your arms and legs are physically unarmored but additional armour is beyond your current financial situation. Mail Leggings would cost...
Thank you Sir!
That being said:
Free Advance: Extra Attack, let's go!
On trappings:
Warriors are equipped with:
- a suit of sturdy, practical clothing, including hooded cloak and boots.
- They carry a sling bag, backpack, or sack containing:
- a pewter tankard and cutlery,
- a tinderbox,
- and a blanket.
- Warriors carry some sort of hand weapon, usually a sword, but players may choose an axe or a mace if they prefer (Getting a Warhammer if that is ok?)
- A knife is also carried, tucked into the belt or boot.
- A helmet is worn for protection.
- The character also has a purse containing 3D6 Gold Crowns.
As a Militiaman, I get:
- Crossbow and ammunition
- Mail Shirt (Sticking with it for now)
- Shield
- Spear
3. We have 10 crowns, right? Now just to spend it
I would argue Tark is ready to go?
Tark Boulderbreaker |
And as long as WFRP keeps being the "Elf-game" I'll be trying to come across an Elf Bow. ;)
As a curious fact, I just recently found out that all this time I was incorrectly thinking Elves from 'older' D&D rulesets could not cast in armor. But they actually CAN! Only realized it after joining a game based on OSE/BX. Elves are definitely the teacher's pet :P
Bah!
Games Meister Black Dow |
@Tark: Hammer is absolutely fine for a hand weapon mate. Just need you to fill in the profile header with your stats and we'll be done and dusted with the crunch.
@Spaz: Looks good! Like your origin - question is was Pa felled by a tree rotted by Chaos... ;)
Right just need to finalise any purchases etc pre-kickoff (Nuln will have plenty of shopping should you want to hold off - and much more choice than wee provincial villages etc).
I'll have a look at the adventure and see what PC specific hooks I can get in there.
For those without reason to journey to Nuln (Ulrich and Tark at present) - have a think...
Games Meister Black Dow |
Arriving in Nuln:
The adventure (as written) uses a shared river boat as the vehicle to bring you together as a group of strangers.
Happy enough to go with this, but also no issue with tailoring the start of the adventure with you all coming together in Nuln and slowly making mutual connections.
Temenoa is journeying to Nuln to seek out those with knowledge of Chaos and its effects of upon the flora and fauna of her ward.
Keterlyn has journeyed to the city to close out her family affairs. If we commence on the riverboat then this is something she seeks to complete (would have the deeds of her cottage in lieu of the coin at this early stage).
Tark - as mentioned there are Dwarves in the city involved in the School of Gunnery etc. One may be an old comrade or relative? Perhaps they heard of some mercenary work you might be interested in?
Ulrich - any number of reasons you could be journeying to Nuln... Perhaps your master has sent you on an errand (for a rare component or some such)? Perhaps to become more learned in matters of the world - which in turn will make you a better hedge wizard when you serve your own community or village. Endless possibilities.
Have a think also on your preferred introduction and I'll craft some prose accordingly.
Games Meister Black Dow |
Appreciate the patience gang - Intro post is up in earnest. Given each of you a spoilered flavour also and rationale behind why you are heading to Nuln. What you choose to reveal in game is up to you :) Over to you all for intros etc.
@Temenoa: Figured your canoe or row boat had sprung a leak or found the icy river conditions too attritional so you at some point flagged down The Berebeli and continued on with Josef's aid. Your own canoe or boat could be lashed to the side of the barge or sunk. Leave the exact nature of your joining the journey up to you.
@Tark: Remember to pop your attributes into your profile header (just for quick reference for everyone)
@All: Likely you all joined the journey up the Reik to Nuln from some juncture (plenty of boat stops along the way). For reference we're essentially in second month of the year and its still bitterly cold. We're some 20 days ahead of the "official" start date of The Enemy Within, so plenty of time (and scope) for (mis)adventures :)
Games Meister Black Dow |
Hope you are all enjoying things thus far. Trying to get that balance of introducing the world, giving the crew some decent characterisation and allowing you all to find your own voices also.
Conscious I don't want to over-egg it either so we'll be floating into Nuln soon, but am enjoying the interplay. You're all surprisingly civil with each other - it's a refreshingly nice dynamic and bodes well :)
Remember in the campaign tab there are regional maps of the Empire (well the key regions for this part of the campaign) so you can cross-reference if so inclined.
Black Dow |