@Lina: yes, you would have a writ to travel. Starting weapons are (mostly!) one handed, as 2H weapons is a separate Melee skill in which you need to spend points. Besides, they cost more. @Kardin: unfortunatly, I don't have the dwarf's special handbook. But I'm fine with grudges as described.
for Kardin:
On ideas for grudges:no problem for the Clan grudges against Greenskins. Against humans, it can be merchants from Altdorf. Against Chaos, maybe one of the merchants from Altdorf was a servant of Chaos, and sold a weapon to use against orcs, which was unholy and corrupted one of your fellow dwarf? @All: yeah, SL can be a little tricky to understand. You need to either succeed better than your opponent or at least to fail less. You should all have at least a dagger (+2 bonus to damage) or for Warrior class an hand weapon (+4 bonus to damage). For combat, you add your SL, your Strenght Bonus (SB) and the damage bonus of the weapon (usually +4), and your opponent subtract his own SL, his Endurance bonus and his armor
The orcish shouts don't seem to come closer... for now. But you know they are close enough to be dangerous, and any fight might only attract the attention of many more greenskins. And they probably have scouts around, mostly goblins, slimmer and faster, so you have to act quickly. Lina's path seems to be a reasonable choice, even if you don't know where it goes, but you have to be quick, and as discreet as you can. Options: Move as quickly as possible in the path, hoping for the best (Stealth Difficult-10, but maximum movement) OR Move inside the path slower, but with more discretion (Stealth Easy+10, your movement speed his halved) GM roll: goblins HARD perception (20-20): 1d100 ⇒ 60 SL-6
Linathallion:
You spot a possible small path, not very wide, which seems unused, amidst the trees. Maybe the orcs won't pursue you there? At least, they would be obliged to follow you in a single file, if you have to fight them. @All: will wait until everyone has posted. You have no tools (and no time) to dig. So, that idea must be ditched.^^.
The Night of Silent Ashes The rain, which has threatened you for an hour or so, is falling with near viciousness, entering your clothes to seek the warmth of your bodies and feed on it. You stop running in the forest, just for a few seconds, just to take your bearings. But it's hard to find known landmarks in an unknown forest, under an heavy rain, while the night settles. There is no light to guide you, only the pulsating beats of orc's wardrums pushing your legs another mile. Too many of these damn Greenskins to fight! Some of the people escaped the initial bloody attack, a few rushed toward the forest, just like you. Orcs have probably sent a few warriors after you. Maybe you could regroup somewhere and add to your chances of survival? have a few lines about yourself, and how you act. Make a Perception roll (Challenging,+0) and note the SL (Success Level), positive or negative)
OK, I will have to select 6 characters out of all of you.. Trawlets: Fat Max, halfling entertainer Karma: Hans Gruber, human wizard Liliyashanina: Carrot Ironaxeson, human Guard Spazmodeus: (as yet unnamed) Human Priest Seth86: Linathellion Starfire ,High Elf swordmaster Critzible: Esmerelda "Esme" Shortbottom, halfling engineer Grumbaki: Kardin Shieldshatter, dwarf pit fighter Will gave you a few hours more if you have some questions (or to correct mistakes in the list)
Doe anyone needs help with his skills, talents or career's characteristic? @Kardin: may I suggest a large scar over your eye instead of being blind in an eye? The Blinded condition gives +10 to opponents attacking you, if you are blind in one eye I'll gives them +5. Supposing your eye is already damaged (without being fully blind) you could take a -5 to perception rolls involving sight and gain 20 XP or a -10 to perception for 50 XP (or no penaly to perception roll as its only cosmetic damage) @All: (cross-post with Kardin): you are outside Aldorf (2 days of coach traveling), in the wilderness (small forest), in the beginning of the night, seeking shelter from both an incoming heavy rain and the sounds of a big (for you alone at least) orcish warband. Why you were outside the town is for you to decide, maybe you missed the last coach, maybe you were on an errand of your own.
An example, if needed, of character sheet Name
Base Talents Advances Total
Career Main characteristics:
Wounds total
Fate
Creation Skills advances
Talents Career starting skills (40) Basic skills
Advanced Skills
Non Career skils: Career Talents
Trappings: Money
Motivation Short term ambition: Long term ambition:
@All: Good job for the backstories! I'll wait for more information for our two halflings and our priest @GM West: you can create a character (see the guide here), if there is a defection you could be picked
@Spazmodeus: tomorrow (wednesday) will be good if everyone is ready. But I can wait another day if needed. @Kardin:No problem with that weapon length rule, but don't be afraid to remind me if I make a mistake in combat. (Yes, players AND GM can make mistakes!) @All: Please, give me if you can a few more informations on your character by answering a few questions:
(you can spoiler your answer for the GM)
Quote:
Thanks for the recap, Kardin! On humor and serious tone: the world of Warhammer is grim. Death and corruption can happen anytime, anywhere. My opinion is that the occasional joke can't hurt, but they can't be the rule. @Spasmodeus: do you need some information on the gods of the Empire? @All: does anyone need some information on its career or anything else?
@Seth86: sorry, no Lustria, I don't own the books, and your character will be seen as a mutant and will probably be short lived (99% of the population has no knowledge of Lustria and its strange inhabitants. Anything and anyone of unusual appearance is seen as a mutant and a threat) @Lili: no Bloodbowl either, which is a shame, maybe? @Karma: welcome! Nice rolls! @Critzible: nice, you give me your long term Ambition. .........................................................................
Ambitions: There are short and long term ambitions, your goals in life, for all characters. Your short term Ambitions are easy to reach goals, done in a few weeks (ex: seing the capital, Aldorf). Long term ambitions are done in month or years (becoming the Traders guildmaster of Altdorf) or even nearly impossible (surprising the Emperor naked in his bath and booping his nose). Short term Ambitions give 50XP , long term ambitions gives 500 XP
Some answers on a separate post: @Critzible: you're right, its an Halfling Engineer. You'll have 70 XP so far @Seth86: not too bad, some very high rolls (16 to 19) and only one low (5). You have 25 XP if you choose the order of your rolls @Grumbaki: Nice to see you again! I remember something like Shallya's mercy in an older edition (switching a low score for a 30), but not in this one. But you can roll again or simply divide 100 points between the 10 characteristics for no creation XP. @Liliyashanina: good rolls! So you're keeping a human guard as race and career?50 XP at creation for the characteristics but none for race or career. @Albion: send me a PM if you have some preferences (prefered race and Class or all random), I'll create a character for you if you want!
Things are starting to pick up... I put a few more informations in the Campaign info tab. For those who don't know the universe of Warhammer Fantasy, the Empire is a feudal world, with Emperor Karl-Franz at its head.
Money, as always, is easier to come to those who are already rich. The poor survive as they can, and some turn to crime, some to adventure (which, to the eyes of those in authority, is suspiciously most of the same..) There are mostly humans in the Empire, then some dwarves and halflings. Elves are rare, but not unknown.
Here an aid to create your characters: Character creation
@Ouachitonian: yes, it's Warhammer Fantasy, not 40000, I should have been clearer, sorry. @All: I'll check for a short, introductory adventure before the Enemy Within, and will soon put a recruitment thread. To give you an exemple of a Warhammer character, lets create a fictive Carrot Ironaxeson. 1-You choose to play an human (rolling for race gives you a few XP)
Weapon skill (WS): to fight in melee
Humans have 20+2d10 in each characteristic, other race have higher scores in some, lower scores in others Let's say we give 10 in each characteristics, and our character has 30 in every score. You calculate his Wounds as such: Strenght bonus+(2*Toughness bonus)+Willpower bonus. The bonuses are the first digit of your score (ex 3 for any Strenght score between 30 and 39, 4 for any score between 40 and 49 and so on). So our character has 3+(2*3)+3=12 Wounds each race has a native skills, and must choose 6 of them, 3 having a +5 bonus, 3 having a +3 bonus. For roleplaying sake, let's say our human adopted by dwarves can choose in the Dwarves list, which is: Consume Alcohol (not getting drunk)
Carrot will take 5 bonus on Langage Khazalid, Lore Dwarf, and Melee, and 3 bonus on Lore Geology, Cool and Endurance. (Will continue later)
Quote:
Nope, a character from Sir Terry Pratchett's Discworld series, of which I am a fan. Would you be interested in the "Enemy within" campain or should I aim for a shorter introduction story?
@Ling: back at the lodge, do you use 1 PP or pay 150 GP for the Remove disease? @Poindexter: send you an MP about a few infos @All: Chronicles will come after X-mas, I'm afraid. Enjoy the holidays with families and loved ones! Any feedback about this first time PFS mission will be appreciated, I feel I need to get better (and not only with the maps)
CeCe CHA dmg: 2d2 ⇒ (1, 2) = 3
Nabla CHA dmg: 2d2 ⇒ (2, 1) = 3
Ling CHA dmg: 4d2 ⇒ (1, 2, 2, 1) = 6
I'll of course allow Navatsyik to use the Remove disease potion on fist day. Lesser Restoration spells are 60 GP apiece, Remove disease costs 150 GP (or 1 PP) Cece and Nabla shrugs off the disease in a couple of days, while Navatsyik opts for drinking the magical potion right off, and starts to feel better soon. Ling is the most affected by the sickness, unfortunatly, even with the vials of antidote given by Laurel. But a few spells at the Lodge should help him, as he can trade his wealth for his health!
For those who are sick: you need two consecutives DC 18 Fort saves to get rid of the disease. You can: -Use one of the vials from Laurel to get two saves (as you are already infected, you don't get the +5 bonus). You have currently 24 vials. Roll here until you get two successful saves. -Buy a potion of Remove disease (750 Gp) from the chronicle (for which you will receive 607 GP, so you need "only" 143 GP of your own to buy. Of course, Pathfinder agent are expected to cooperate, so you can pool ressources if needed. (the chronicle doesn't put a limit on the number of potions that can be bought) -Wait until you are back to the lodge to either pay 150 GP or a Prestige point to get Remove disease cast on you. As the travel will take a few days ( 4 by boat), you might get sicker (and need to have Lesser restoration cast on you too.) Hope I've been complete. Will wait for your decision to send the chronicles (which might need some updates)
You go back to Falcon's Hollow, if only to deliver the cult's leader to the authorities. Fortunatly the town isn't very far, even if the guards grumble a little to have more work than expected. They will have to find out who were the cultists, but it's not your responsability anymore. You go to the local inn for some well-deserved rest, hoping for the best tomorrow Needing a Fortitude save for the following: Cece, Ling, Navatsyik, Nabla. please see the Discussion thread The following morning, you receive a message from the herborist, Laurel, with a big pack of vials Laurel's message wrote: I hope this message finds you well. But I guess it might not be the case, as the disease is stronger than we expected. I managed to work on the antidote with your timely help, and after a long night's work, I was able to concot a whole cauldron of the antidote. Here's two dozens of vials as a token of my gratitude, to use as you need if you're down with the sickness. Please excuse me as I am exhausted and need a good sleep. It was an hard day night. Laurel DC 15 Diplomacy: You hear back from the guards that the cult's leader, Vondrella, is a local. In her youth, she lost her parents from sickness, her father being a Lumber Consortium's scout, and without any money of her own she wandered the streets as an urchin and beggar. She probably wanted revenge on the Consortium and the town for not helping her in her time of need, and the Basin helped her spread the disease..
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