GM Spazmodeus |
Discussion!
Feel free to begin your character creation process.
1. Choose a Race, Human, elf, Halfling or Dwarf.
2. Roll attributes. Don't forget Shallya's mercy, you can replace one low roll with the average result
3. Roll for starting career. Roll 2d1000 and I'll consult the career compendium for you if you don't have one.
As before , PM me if you need access to the rule book.
GM Spazmodeus |
Any rolls for attributes, wounds, fate and random talents please roll here. Sorry, if I wasn't explicit about that.
If you want you can roll for the background stuff ( height, weight, hair color etc ) as well, but you don't have to.
For starting careers, you get the skills and talents and trappings listed.
The Profiles are a list of the advances you need to purchase with xp to exit the career into another ( see Career Exits )
Career 907 => Tradesman
Trade’s the lifesblood of the Empire. Think of me as a leech-man-doctor who keeps that blood running clear and clean. What you or the Empire needs, I’ve got, for a price.(Core) Tradesmen are skilled labourers and craftsmen. Although they tend to cluster together in cities, they can also be found in villages across the Empire. They provide many of the goods used by Merchants when trading abroad, and are valued as an important part of the Empire’s economy. Tradesmen include apothecaries, armourers, bowyers, brewers, calligraphers, carpenters, cartographers, gem cutters, gunsmiths, herbalists, peddlers, shipwrights, smiths,
stoneworkers, tailors, and weaponsmiths. Each trade has its own guild, though not all guilds have local chapters.
Main Profile
WS –
BS –
S +5%
T +5%
Ag +10%
Int +5%
WP +10%
Fel –
Secondary Profile
A –
W +2
SB –
TB –
M –
Mag –
IP –
FP –
Skills: Animal Care or Gossip, Drive, Haggle, Evaluate, Perception, Read/Write, Secret Language (Guild Tongue), Trade (any two)
Talents: Dealmaker or Savvy
Trappings: Light Armour (Leather Jerkin), 1d10 gc
Career Entries: Barber-Surgeon, Burgher, Camp Follower, Dilettante, Peasant, Watchman
Career Exits: Artisan, Cartographer, Engineer, Envoy, Farmer, Merchant, Militiaman,Zealot
Career 700 => Shieldbreaker
Shieldbreaker
Axes ready. Shields up. Put yer backs into it, lads. They’re not getting past us today. Chaos and greenskin incursions have overrun many Dwarfholds in the World’s Edge Mountains over the centuries. To protect their remaining fortress cities, the Dwarfs have trained elite Soldiers who specialize in fighting deep underground. They are the Shieldbreakers, doughty warriors that seek to stem the tide of evil and safeguard their people. While most Shieldbreakers are Dwarfs, members of other races join their ranks from time to time in exchange for Dwarfen gold. Young Dwarfs from the Empire often become Shieldbreakers to prove their mettle and show solidarity with their mountain kin.
Note: Only Dwarfs can have Shieldbreaker as a Starting Career.
Main Profile
WS +10%
BS -
S +5%
T +5%
Ag +10%
Int -
WP +5%
Fel -
Secondary Profile
A +1
W +2
SB –
TB –
M –
Mag –
IP –
FP –
Skills: Dodge Blow, Navigation, Perception, Scale Sheer Surface, Shadowing
Talents: Acute Hearing or Coolheaded, Orientation, Strike Mighty Blow, Strike to Injure, Strike to Stun
Trappings: Crossbow with 10 bolts, Medium Armour (Mail Coat, Leather Jack and Leather Leggings), Shield, Grappling Hook, 10 Yards of Rope,
Water Skin
Career Entries: Kislevite Kossar, Mercenary, Miner, Rat Catcher, Runebearer, Smuggler, Tomb Robber
Career Exits: Pit Fighter, Runebearer, Sergeant, Smuggler, Tomb Robber, Veteran
-Karma- |
Human
Career
Random: 2d1000 ⇒ (573, 312) = 885
573=Newssheet vendor
312=Farmer
Characteristics
WS: 2d10 + 20 ⇒ (1, 4) + 20 = 25
BS: 2d10 + 20 ⇒ (2, 2) + 20 = 24
S: 2d10 + 20 ⇒ (1, 8) + 20 = 29
T: 2d10 + 20 ⇒ (9, 6) + 20 = 35
Ag: 2d10 + 20 ⇒ (9, 6) + 20 = 35
Int: 2d10 + 20 ⇒ (4, 4) + 20 = 28
WP: 2d10 + 20 ⇒ (1, 3) + 20 = 24
Fe: 2d10 + 20 ⇒ (8, 4) + 20 = 32
Wounds: 1d10 ⇒ 8 =>12
Fate: 1d10 ⇒ 1 =>2
Random talents
talent: 1d100 ⇒ 100 => Warrior born
talent: 1d100 ⇒ 26 => Hardy
WS, BS and WP all strong contenders for Shallya's mercy. I'll have a read on the careers and talents before deciding.
-Karma- |
I feel the stats and talents would describe a burly man, so the farmer would be a more suitable choice. Shallya's mercy to weapon skill, so WS=31.
Randomizing the heck out of everything:
siblings: 1d10 ⇒ 3 =>1
Age: 1d100 ⇒ 5 =>16
Star Sign: 1d100 ⇒ 22 =>Gnuthus the Ox
Birthplace Province: 1d100 ⇒ 43 =>Ostermark
Birthplace Town: 1d100 ⇒ 55 =>Bissendorf
A young guy from Bissendorf.
I assume the adventures take place somewhere in Reikland?
GM Spazmodeus |
Do we roll down the line or are we allowed to assign?
Roll down the line, please.
yes, we are starting in Reikland....and probably staying there for a while :)
I'll be starting with the intro adventure from the core rule book, just to ease all of us into WFRP mechanics etc.
Here's an intro to the starting setting, I'll also put this in the campaign so it doesn't get lost.
I'll also summarize character creation rules there for the same reason.
Set in the aftermath of the "Storm of Chaos", a devastating invasion of the Empire led by Archaon, Lord of the End Times. The forces of Chaos have been beaten back from Middenheim and its surroundings, leaving desolarion in their wake. Survivors are trying to rebuild amid the ruins of Middenland, fighting off remnants bands of Beastmen and other perils.
The adventure begins in Untergard, a small town not far from
Middenheim.
Untergard was founded roughly 100 years ago. Villagers from
the Grimminhagen area, fed up with the oppressive taxes of
Graf Scernhauer, packed up their belongings and headed south. The
Graf was furious, but he was also certain these malcontents would be
swallowed up the Drakwald Forest, The villagers followed the river
south until they found a suitable spot for a settlement. They built a
village on the West side of the river and managed to scrabble out an
existence against all odds. More than that, the village began to grow.
The small settlement turned into a town, eventually expanding to the
eastern side of the river. With supreme effort, the people of Untergard
dragged enough stone south to build a wide bridge to connect the two
halves of town. Within two generations the village of exiles had turned
into a centre of local trade. The bridge was the only crossing south
of Grimminhagen and the town became a natural stopping point for
trade barges coming up the river.
This success had a price, however. When Archaons's forces invaded
Middenland, Untergard and its bridge became critically important.
Khazrak, the most powerful Beastman warlord of the Drakwald and
the arch nemesis of Count Todbringer, led a surprise night time attack
against Untergard. Khazrak's Beastmen assailed the walls, broke inside,
and completely overran the eastern half of town. The defenders rallied
at the bridge, however, and a nine-day battle for Untergard ensued.
Thousands of Imperial troops and Dwarf allies reinforced the town
and the bridge became a scene of unbelievable carnage. Stymied,
Khazrak destroyed the eastern half of town and took his forces north.
The focus of the campaign soon shifted to Middenheim itself and
Untergard seemed safe. Regiment after Regiment was called away from
Unrergard to strengthen Imperial forces elsewhere.
The survivors began to rebuild. The eastern half of town was so
thoroughly destroyed that it had to be temporarily abandoned.
Untergard natives, plus many refugees from even less fortunate
settlements, went to work in the ruins. The task of burying the dead
took weeks and the rotting corpses caused a contagion that further
reduced the survivors' numbers.
The population of Untergard is currently around 75 people, mostly
Peasants and Burghers . All able-bodied residents are expected to conrtibute to the towns defense, standing
guard duty on the town walls and the river-front palisade for a
few hours a day in addition to their normal activities. The town is
effectively under martial law, run by Gerhard Schiller, the Captain of
the Watch.
This then is where the adventure opens. Untergard can be the home
town of all or some of the Player Characters, or they could have come
here looking for safety during the Storm of Chaos. Characters with
military backgrounds may have been wounded during the fighting and
left behind. A sizeable contingent of Dwarfs fought here as well, so
Dwarf PCs may have come to Untergard in that way.
GM Spazmodeus |
Ah yes....sorry forgot about that option.
Yeah, in the current career you can use 200xp to transition into another non-exit basic career, such as Knight Errant.
However, this career and some others are heavily dependent on trappings and social status to move into. We'd have to manage that appropriately :)
Black Dow |
Going Human
Weapon Skill: 20 + 2d10 ⇒ 20 + (5, 7) = 32
Ballistic Skill: 20 + 2d10 ⇒ 20 + (7, 3) = 30
Strength: 20 + 2d10 ⇒ 20 + (7, 3) = 30
Toughness: 20 + 2d10 ⇒ 20 + (5, 5) = 30
Agility: 20 + 2d10 ⇒ 20 + (8, 8) = 36
Intelligence: 20 + 2d10 ⇒ 20 + (7, 1) = 28
Will Power: 20 + 2d10 ⇒ 20 + (9, 9) = 38
Fellowship: 20 + 2d10 ⇒ 20 + (10, 4) = 34
1d1000 ⇒ 405 Horned Hunter
1d1000 ⇒ 527 Mercenary
Cool, lots to work with there. Both provide plenty of options.
Reading the background on the Middenlands the sight of migratory black cranes from Tilea is commonplace, so am mulling a Tilean Mercenary - last survivor of their company that takes inspiration from these birds.
Horned Hunter is cool, but a mad, wildman of Taal who refuses to enter civilised settlements might be limiting? Beastman hunter - check, so does have potential.
Mercenary is pretty vanilla, but she sounds a better fit for this wartorn setting.
J Scot Shady |
Let's try these rolls, then I can see what I am working with. Looking to try out the magic system if possible.
Elf
WS: 2d10 + 20 ⇒ (4, 6) + 20 = 30
BS: 2d10 + 30 ⇒ (3, 2) + 30 = 35
S: 2d10 + 20 ⇒ (9, 7) + 20 = 36
T: 2d10 + 20 ⇒ (9, 5) + 20 = 34
Ag: 2d10 + 30 ⇒ (3, 10) + 30 = 43
Int: 2d10 + 20 ⇒ (3, 7) + 20 = 30
WP: 2d10 + 20 ⇒ (7, 10) + 20 = 37
Fel: 2d10 + 20 ⇒ (6, 3) + 20 = 29
W: 1d10 ⇒ 1 Ouch!
FP: 1d10 ⇒ 1 Ouch!
Starting Career 1: 1d1000 ⇒ 136 Dilettante
Starting Career 2: 1d1000 ⇒ 787 Student
Looks like an Elf Dilettante it is.
Seth86 |
Michel d'Armignac
Human Exciseman from Mousillon
WS 30+5 (Free Advance)
BS 31
S 31
T 32
Ag 39
Int 36
WP 31
Fel 35
Wounds 12
FP 3
Skills
Common Knowledge (Bretonia) (+10 for Mousillon)
Gossip
Speak Language (Breton)
Talents
Strong Minded
Excellent Vision
Exciseman
Skills: Academic Knowledge (Law), Blather, Charm, Evaluate, Gossip, Haggle, Read/Write
Talents: Dealmaker, Suave, Schemer, Super Numerate
Trappings: Abacus, Hand Weapon, Light Armour, Writing Kit,
GC: 1d10 ⇒ 10 /2 = 5Gc
Main Profile
WS: +10%
Ag: +10%
Int: +10%
WP: +5%
Fel: +5%
Secondary
W: +2
Belzakk |
scranford's Character
2d10 + 20 ⇒ (10, 9) + 20 = 39 WS 39
2d10 + 20 ⇒ (1, 3) + 20 = 24 BS 24
2d10 + 20 ⇒ (8, 5) + 20 = 33 S 33
2d10 + 20 ⇒ (2, 1) + 20 = 23 T 31 (Shallya's Mercy)
2d10 + 20 ⇒ (2, 3) + 20 = 25 Ag 25
2d10 + 20 ⇒ (6, 5) + 20 = 31 Int 31
2d10 + 20 ⇒ (3, 3) + 20 = 26 WP 26
2d10 + 20 ⇒ (4, 6) + 20 = 30 Fel 30
Attacks 1
Wounds: 1d10 ⇒ 6 11
STR Bonus: 3
TB: 3
Movement 4
Magic: 0
FP: 1d10 ⇒ 8 3
Temple Guardian
Random Talent 1 1d100 ⇒ 61 Resistance to Poison
Random Talent 2 1d100 ⇒ 78 Sturdy
More to come!!!
Critzible |
Dwarf ShieldBreaker
Weapon Skill 2d10 + 30 ⇒ (5, 7) + 30 = 42
Ballistic Skill 2d10 + 20 ⇒ (3, 3) + 20 = 26
Strength 2d10 + 20 ⇒ (10, 6) + 20 = 36
Toughness 2d10 + 30 ⇒ (3, 4) + 30 = 37
Agility 2d10 + 10 ⇒ (1, 3) + 10 = 14
Intelligence 2d20 + 20 ⇒ (8, 8) + 20 = 36
Will Power 2d10 + 20 ⇒ (4, 3) + 20 = 27
Fellowship 2d10 + 10 ⇒ (7, 1) + 10 = 18
Attack 1
Wounds 1d10 ⇒ 3 11
Strength 3
Toughness 3
Movement 3
Maguc 0
Insanity 0
Fate 1d10 ⇒ 3 1
Okay fun
Constanza Tibolino |
Wounds: 1d10 ⇒ 5 = 11
Fate Points: 1d10 ⇒ 3 = 2
Random Talent #1: 1d100 ⇒ 41 Mimic
Random Talent #2: 1d100 ⇒ 57 Resistant to Magic
Name: 1d100 ⇒ 53 = Constanza
Surname* Tilean First Element: 1d100 ⇒ 86 = Tibol
Surname* Tilean Second Element: 1d10 ⇒ 6 = ino
* Used the Tilean Place Name generator from Renegade Crowns sourcebook for her surname... seemed fitting
Height: 1d10 ⇒ 7 5'8"
Weight: 1d100 ⇒ 20 135lbs.
Constanza Tibolino of Tilea, last surviving member of the Gru Nere (Black Cranes) mercenary company.
Michel d'Armignac |
Human Exciseman from Mousillon
WS 30+5 (Free Advance)
BS 31
S 31
T 32
Ag 39
Int 36
WP 31
Fel 35
Wounds 12
FP 3
Skills
Common Knowledge (Bretonia) (+10 for Mousillon)
Gossip +10%
Speak Language (Breton)
Talents
Strong Minded
Excellent Vision
Exciseman
Skills: Academic Knowledge (Law), Blather, Charm, Evaluate, Gossip, Haggle, Read/Write
Talents: Dealmaker, Suave, Schemer, Super Numerate
Trappings: Abacus, Hand Weapon, Light Armour, Writing Kit,
GC: 1d10 ⇒ 10 /2 = 5Gc
GM Spazmodeus |
So far we have
Elf diletante (J scot shady)
Human (Moussillon) Exciseman (Seth86)
Human Temple Guardian (scranford)
Dwarf Shieldbreaker (Critzible)
Human Mercenary (Black Dow)
Human Newsheet Vendor/Farmer (Karma)
Unknown (Phillip Gastone)
A motley crew so far! And multicultural as well ! :)
I've got some more prep to do, so everyone has time to sort out fluff and crunch etc.
Constanza Tibolino |
Where are you from?: I was born in Ravola, a small town within the great city-state Miragliano. Ravola is famed for its wine, with some of the best vigna (vineyards) in all of Tilea.
What is your family like?: Big! My Mama, Papa, Nonni (grandparents), siblings (8!) and many cousins all live and work together.
What is your social class: Our familia are mostly humble vignerons (vineyard workers) and were responsible for cultivating vineyards for the Négociant (wine merchants). Some were also bottaio (coopers), making barrels for wine preservation, transportation, and removal. I say mostly because my Zio (Uncle) Grifo was a mercenary recruiter… the “Pecora nera” (black sheep) of the familia.
What did you do before you became an adventurer? I was always a bel tiro (good shot) with a crossbow growing up and loved the stories of the Classic Gods. Faced with a life of pigiatura (grape stomping) or seeing the world and earning some coin was an easy choice, so I joined up with Grifo’s company - Il Gru Nere (The Black Cranes, a company of crossbow mercenaries so named for their long-legged grace (all members were taller than average) and the glossy pitch coloured feathers in their caps and helms. I’m a good imitare (mimic), which is handy for luring stupidos into an ambush!
Why did you become an adventurer?: Warfare was my business and business was good in the Empire, so life was good in the Il Gru Nere. I had friends, my Zio Grifo as Condottiere (leader)… then we were sent to Middenland when chaos came calling. We had fought chaos before.. mutanti (mutants). Easy targets for our bolts. Count Todbringer had opened his coffers so we were deployed to town of Untergard with some stubborn Middenlander foot. Merda ($h1t), they were obnoxious lot and no decent wine either. So life was good until it wasn’t and, well everyone died… We never saw the beastmen coming until it was too late. Those Middenlanders fell like harvested wheat, and we fired volley after volley and still those creatures came - howling, braying - all bristles, scale and teeth… and we fell too. One of them used caos magia (chaos magic) on us as we made a stand. All I remember was the ground shifting and boiling and a horrid mist arose burning and stinging us all. With tears in his seared eyes Grifo gave me the company flag and ordered me to take it across the lines and I did. Lungs burning, somehow I made it past the pike and knights as the rest of the Gru Nere fell.
How Religious are you?: Like most Tileans I worship the Classic Gods and offer prayer to them when the need arises. I survived against the odds so the gods must be smiling on me.
Who are your best friends and worst enemies?: My best friends were my fellow Gru Nere; Grifo, Tall Jacabello, Pia & Vermila - the Corbo Sisters and Pagatore (paymaster) Pantaleo. Enemies? I have a few. Vathecio il Crudele (the Cruel) was a bully and thief who stole from me and the Corbo Sisters when we joined up. Old Pagatore found out and Vathecio was excommunicado. He never forgave us.
What are your prized possessions?: The bandiera di guerra (battle flag) of the Black Cranes. I am the last of our compagnia di condottieri (mercenary company) and must carry it to my last.
Who are you loyal to?: I left my familia, and my compagnia was taken from me. Now my loyalty is to those who earn or buy it.
Who do you love/hate: I love a good wine. Not the piscio acetoso (vinegary pi$$) of the Empire, I mean a fine Tilean vino. I hate caos. Not because of what they are, but what they took from me.
Daniel Stewart |
Race: Halfling
WS: 2d10 + 10 ⇒ (4, 5) + 10 = 19
BS: 2d10 + 30 ⇒ (4, 2) + 30 = 36
S: 2d10 + 10 ⇒ (1, 10) + 10 = 21
T: 2d10 + 10 ⇒ (3, 4) + 10 = 17 Shallya's Mercy: 21
Ag: 2d10 + 30 ⇒ (8, 5) + 30 = 43
Int: 2d10 + 20 ⇒ (9, 8) + 20 = 37
WP: 2d10 + 20 ⇒ (5, 6) + 20 = 31
Fel: 2d10 + 30 ⇒ (4, 10) + 30 = 44
W: 1d10 ⇒ 5 (9)
FP: 1d10 ⇒ 3 (2)
A: 1
W: 9
SB:2
TB:1 (2)
M: 4
Mag:0
IP: 0
FP: 2
Skills: Academic Knowledge (Genealogy/Heraldry), Common Knowledge (Halfling), Gossip, Speak Language (Halfling), Speak Language (Reikspiel), Trade (Farmer)
Talents: Night Vision, Resistance to Chaos, Specialist Weapon Group (Sling)
Random Talent: 1d100 ⇒ 65 Sixth Sense
Starting Career #1: 1d100 ⇒ 46 Outlaw
Starting Career #2: 1d100 ⇒ 24 Hunter
Starting Career: OUTLAW
GM Spazmodeus |
Right, so our group consists of:
Elf diletante (J scot shady)
Human (Moussillon) Exciseman (Seth86)
Human Temple Guardian (scranford)
Dwarf Shieldbreaker (Critzible)
Human Mercenary (Black Dow)
Human Newsheet Vendor/Farmer (Karma)
Halfling Outlaw ( Daniel Stewart )
So, four humans , an elf , a dwarf and a halfling walk into a bar....
GM Spazmodeus |
Everyone....see my post here
when you're deciding on background. More specifically, why are you in the small , but lately , very important town of Untagard.