
DEWN MOU'TAIN |

been craving the WFRPG setting, missing out on the insane critical hits and the carnage, so i think ill send out a shout and see if anyone wants to make characters for the setting?
looking for 4-6 players.
use the dice roller code on here to roll up your character, since the book has the character building process as random dice rolls.

DEWN MOU'TAIN |

been craving the WFRPG setting, missing out on the insane critical hits and the carnage, so i think ill send out a shout and see if anyone wants to make characters for the setting?
looking for 4-6 players.
use the dice roller code on here to roll up your character, since the book has the character building process as random dice rolls.
this is WFRPG 2nd edition...
also, couple things...
show all the rolls right off the bat. for example, if rolling for a human
WS 2d10 + 20 ⇒ (1, 9) + 20 = 30
BS 2d10 + 20 ⇒ (9, 7) + 20 = 36
Toughness 2d10 + 20 ⇒ (3, 4) + 20 = 27
Strength 2d10 + 20 ⇒ (8, 4) + 20 = 32
AGility 2d10 + 20 ⇒ (6, 5) + 20 = 31
WillPower 2d10 + 20 ⇒ (1, 2) + 20 = 23
Fellowship 2d10 + 20 ⇒ (3, 4) + 20 = 27
Wounds 1d10 ⇒ 2
Fate points 1d10 ⇒ 3
and use the dice roller to determine height and weight and all other character descriptions and talents and skills. i think it makes it more fun letting fate decide for you what your character looks like.
once your done with that, then whip up a quick generic background so that way i know where your from and why are you going adventuring now? what is your motivation....
and id like to start this monday night if i get enough players....

DEWN MOU'TAIN |

Can you please take on a WFRPG newbie?
sure, not a problem, jz. for you, ill mandate that your a human, cuz humans are the easy ones to run in this world and you can have more fun with the talent pool and rolling randomly for things. just copy what ive written in my previous posting and youll be able to have the base stats for your human character. tomorrow ill be back and ill help you with the finer details of your PC and all that fun stuff...

JZ |

Thanks, Rad. Looking at the equipment list, 20 gold doesn't get you much.
I'll take :
A dagger (1 gc)
A sling (4 gc)
A sword (10 gc)
Which leaves me with 5 gc, or 100 silver shillings.
Backpack (30 s)
Water skin (8 s)
Pouch (5 s)
Which leaves me with 57 silvers.
2 torches (10 p)
5 matches (5 p)
Leaving me with 55 silvers and 9 brass pennies.

Valegrim |

do you have your six? I have a character from a pbp that apparently failed; will post him so you can see him; he might need some adjustment; as he was from the Empire but set up for a dwarf campaign; but he is fairly new; might have like two advances if that's ok; or if someone else wanted to do the wizard thing I could do something else; that is; if you have a spot still available.

DEWN MOU'TAIN |

I've had a few books for a while now, been interested in the game, but haven't had much luck finding folks to play. Do you have room for another?
valegrim, heavens agent, i still have room. JZ claimed the 1st slot, and you guys can have slots 2 and 3.
valegrim, id like you to roll up a character because everyone else is and i also like to track char progress on my spreadsheet i have here.to you both, just go ahead and look at how its shown in previous posts to see how id like to see the rolls, only make a first post showing your roll to see which race you are, then roll for stats.
hey woodraven, your more than welcome to lurk, but if you want, why dont you roll up a character. just follow what JZ did and well go from there. you can play a human as well. as for the rest of the rules and choosing careers, we can do that when you post yoru stats.

Heaven's Agent |

Sounds good. I like the randomness of using dice rolls as well; fits in with the feel of the setting. That said, I'm unable to find a chart to roll for a random race; everything I've read says simply to pick one, so that's what I'll be doing.
Secondary Profile Characteristics
Physical Features
Origins and Family
Career

Nicklaas van den Haas |

Here are my rolls, for a Human character. Once I'm home from work I can interpret them.
WS 20 + 2d10 ⇒ 20 + (9, 2) = 31
BS 20 + 2d10 ⇒ 20 + (10, 9) = 39
S 20 + 2d10 ⇒ 20 + (6, 2) = 28
T 20 + 2d10 ⇒ 20 + (1, 4) = 25
Ag 20 + 2d10 ⇒ 20 + (4, 7) = 31
Int 20 + 2d10 ⇒ 20 + (8, 8) = 36
WP 20 + 2d10 ⇒ 20 + (10, 5) = 35
Fel 20 + 2d10 ⇒ 20 + (2, 9) = 31
Wounds 1d10 ⇒ 7
Fate Points 1d10 ⇒ 3
Talents 1d100 ⇒ 45
Starting Career
Roll 1 1d100 ⇒ 33
Roll 2 1d100 ⇒ 57
Height 1d10 ⇒ 4
Weight 1d100 ⇒ 48
Hair 1d10 ⇒ 6
Eye 1d10 ⇒ 8
Marks 1d100 ⇒ 71
Siblings 1d10 ⇒ 4
Star Signs Marks 1d100 ⇒ 24
Age 1d100 ⇒ 64
Country 1d10 ⇒ 8
Town 1d10 ⇒ 6
Name 1d100 ⇒ 88

Valegrim |

will we be playing mostly in the Empire; Bretonia; various Dwarven Mountain perhaps in the World Edge Mountains; Chaos wastes <yikes> or Kislev; undead lands of the Tomb King or Vampire Counts or down with those in Nuln and the Moot. Most games I have been in took place somewhere in the Empire; but once playeda Bretonian character.
am thinking now to play something other than human; played a lot of humans; so was wondering a bit about location to help me pick a race.
Has anyone expressed an interest in career routes; as you get to pick from a few starting rolls and for a little exps; can change over to anything. I am willing to go any route to fill in the hole of the parties needs so to speak; lot of classes I havent tried, am bit tired of knights and warriors; they cool but played them a bunch; and been a long long time since I played a sneaky character. Each race has few different classes; so... what routes are you other players thinking about? hehe would be funny if you wall played beastmen; hehe I take it back...

DEWN MOU'TAIN |

we will be starting in the empire, using a pregen campaign that i bought.
so far i have
felix ungar, human smuggler
"heavens agent", dwarf (need a name)[either a scribe or tomb robber]
"niklass" human (need name) [either a hunter or pit fighter]
"valegrim"- still waiting for you to post rolls for character
&
"woodraven the lurker" more than welcome to join in. just tell me what race you want to play and ill shoot you the mods you apply to rolls. choice of race are human, halfling, dwarf, elf.
got room for one more....

Heaven's Agent |

I've been thinking about career routes for a bit, but I think I'll just let the character grow naturally. Let the events of the adventure and his experiences dictate his progression.
That said, I do want to know what choices there are and keep them in mind as we play. Do you want us to stick to the core rulebook for this game, or do you have access to other source books we can draw from as we move along?

DEWN MOU'TAIN |

I've been thinking about career routes for a bit, but I think I'll just let the character grow naturally. Let the events of the adventure and his experiences dictate his progression.
That said, I do want to know what choices there are and keep them in mind as we play. Do you want us to stick to the core rulebook for this game, or do you have access to other source books we can draw from as we move along?
well, according to your rolls, you rolled an 89, which is a tomb robber, and a 64/scribe. its up to you what you play. this isnt like DND where you choose the class and let that dictate why your adventuring.
in the warhammer fantasy world, alot of the people are just ordinary citizens that have an action acted upon them and that prompts them to take up adventuring. take a look at felix of felix and gotreks. he was a student and scribe in altdorf in college, and due to him killing a fellow student he went out to the bars and got roaring drunk. there he made his blood oath to pass on gotreks' slayer story, no matter where it happens. since then, hes had to become an incredible swordsman, navigator, negotiator, and other things in order to survive the wanderings of gotrek.so you decided to make a living as a tomb robber, delving into ancient tombs of non-dwarven origin. or you were a court scribe for the king and decided that you were sick of all the looks you were getting cuz you havent blooded your beard with goblin or greenskin gore...

Heaven's Agent |

I understand that, but I was asking as far as career progression is concerned. A scribe turned adventurer isn't expected to remain a scribe indefinitely; an adventurer is supposed to progress through multiple careers, provided he survives of course. I'll want to keep this in mind as we play through the game, which means I need to know what sources I can draw additional basic and advanced careers from.
If you only have access to the core rule book that's fine, but additional sources open up additional paths to keep in mind. For example, Realms of Sorcery contains the Runesmith career which, if it appears events are leading my character down that path, I would need to take into consideration as we progress. I hope this is making sense to you.

Valegrim |

each class gets a list of career exits; you use exps to spend to follow one of the suggested exits; or for a little more; move to any starting career you like. Every class I can remember has both starting class exits and advanced class exits.
scribe for instance; if I remember right; can become a clerk; go religious for the clergy route; or go initiate for magus route; and can go to a few more; if no one posts your answer; will try to look it up for you in about and hour and a half when I get home, I am thinking student might be one of the basic classes for career exits as well.
tomb robber has some good advance schemes like vampire hunter and maybe witch hunter and explorer; I dont remember the others; but like I said; if no one else does and I can find my book quickly; will post it for you in a bit. Both of those are really good starting classes. pretty much each starting class has some really good skills and abilities and what is called trappings or the gear you start with.
your career progression question can be fairly difficult to answer; as each class has 4 or so career exits to other careers and, if you live, you can end up with 4 or 5 classes; usually one or two starting classes then a few advance classes. The reason it is hard to answer is there are so many routes; so with your two starting classes; you have great choices; you could go magic route with scribe or warrior type or even go underworld for con games and stuff like that with the tomb robber; nice thing about the tomb robber as a light warrior type; is I think they get all kinds of resistances adventually and most classes dont get that. Magic in this game is deadly and vicious; but short range and has a lot of social stigma; I wouldnt suggest it if you dont have a book as there is a lot you need to know and understand about the laws of magic and the failure tables and like that.
hope this helps.

DEWN MOU'TAIN |

i own realms of sorcery, so if you want to go runesmith then you could pull that off.
well, there is an interesting note in the rule book. it states that you can go back to any previous career that you had and progress down another path.
i know what your saying, by trying to plan out your characters path and what you hope to accomplish with him. hell, when i first played this, i played a vagabond that wanted to be a priest to ranald, the god of thieves. well, end of the line, i was a master thief that was also a priest of ulric. yeah, i know, weird, but totally doable. (long story too).
oh, and even if i dont own the book with info about what you want to do as a character concerning advanced careers, just put the info into a post and ill read it and add it to my notes.

Valegrim |

I am up for a dwarf; thought that would be fun; looked for my book last night and couldnt find it; found my first ed book; also found a excell sheet that I got offline sometime back that is nice to keep track of your characters and advancement; does the math for you, but you need excel.
I liked Nicklaas post; so am using his format. I will need the dwarf modifications; like I think they have higher weapon skill and toughness and less something else; fate points for sure.
WS 20 2d10 ⇒ (5, 9) = 14
BS 20 + 2d10 ⇒ (8, 4) = 12
S 20 + 2d10 ⇒ (4, 9) = 13
T 20 + 2d10 ⇒ (10, 6) = 16
Ag 20 + 2d10 ⇒ (6, 7) = 13
Int 20 + 2d10 ⇒ (8, 6) = 14
WP 20 + 2d10 ⇒ (8, 8) = 16
Fel 20 + 2d10 ⇒ (4, 10) = 14
Wounds 1d10 ⇒ 10
Fate Points 1d10 roll; please apply to chart 1d10 ⇒ 3
Talents 1d100 ⇒ 33
Starting Career
Roll 1 1d100 ⇒ 92
Roll 2 1d100 ⇒ 79
Height 1d10 1d10 ⇒ 9
Weight 1d100 1d100 ⇒ 70
Hair 1d10 1d10 ⇒ 5
Eye 1d10 1d10 ⇒ 10
Marks 1d100 1d100 ⇒ 65
Siblings 1d10 1d10 ⇒ 1
Star Signs Marks 1d100 1d100 ⇒ 22
Age 1d100 1d100 ⇒ 2
Country 1d10 1d10 ⇒ 7
Town 1d10 1d10 ⇒ 1
Name 1d100 1d100 ⇒ 54 can we pick our name?

DEWN MOU'TAIN |

ok; I have not added my rolls to the base number; will need the base numbers for dwarf pls; pretty sure it is a less for fel and maybe more for ws.
looks like u have decent stats to start out with...
ws 44BS 32
S 33
T 46 (DAMN!)
Ag 26
Int 44
WP 36
Fel 24 (make a note that dwarves get a +20% fel when dealing with other dwarves)
geez, i think we found our tank...throw some chain armour on you and ill need to do at least 8 points of damage in order to do 1 pt of damage to you....

Valegrim |

wow that is nice, kinda makes me wonder at the variability of the dice roller they made <in my pbp game; 5 people rolled 1's this round, so I was really worried>; what did my starting classes roll? hehe watch me get something like minstrel or servant lol. the rolls are pretty high for class, might be a chance of soldier or tunnel runner; dont remember to many of the other high ones; sheesh 92; maybe that is watchman; I cant think of anything later in the alphabet. Well; those are my guesses; was kinda hoping for tunnel runner or charcoal burner hehe.

Heaven's Agent |

wow that is nice, kinda makes me wonder at the variability of the dice roller they made <in my pbp game; 5 people rolled 1's this round, so I was really worried>; what did my starting classes roll? hehe watch me get something like minstrel or servant lol. the rolls are pretty high for class, might be a chance of soldier or tunnel runner; dont remember to many of the other high ones; sheesh 92; maybe that is watchman; I cant think of anything later in the alphabet. Well; those are my guesses; was kinda hoping for tunnel runner or charcoal burner hehe.
You got a couple of nice choices, both very different walks of life. 79 is soldier, 92 is tradesman.

DEWN MOU'TAIN |

Quick question, Dewn Mou'tain:
May we use the regional starting skills from the Career Compendium? It's OK if not, just curious.
well, i dont have the career compendium, so if you could, shoot me a message back with the ins and outs of the rules are and what skills your character would have

Ulrich Jaeger |

Ulrich Jaeger wrote:well, i dont have the career compendium, so if you could, shoot me a message back with the ins and outs of the rules are and what skills your character would haveQuick question, Dewn Mou'tain:
May we use the regional starting skills from the Career Compendium? It's OK if not, just curious.
Here is the gist for a native of Stirland:
A Stirlander gains the following skills and talents:
Skills: Animal Care, Animal Training or Gossip, Common Knowledge (the
Empire), Speak Language (Reikspiel)
Talents: 1 random talent (I would drop the 2nd talent roll used in the Core rules)
Special Rules: You gain a +10% bonus on Common Knowledge (the Empire)
Tests that deal with your home province of Stirland.

DEWN MOU'TAIN |

DEWN MOU'TAIN wrote:Ulrich Jaeger wrote:well, i dont have the career compendium, so if you could, shoot me a message back with the ins and outs of the rules are and what skills your character would haveQuick question, Dewn Mou'tain:
May we use the regional starting skills from the Career Compendium? It's OK if not, just curious.
Here is the gist for a native of Stirland:
A Stirlander gains the following skills and talents:
Skills: Animal Care, Animal Training or Gossip, Common Knowledge (the
Empire), Speak Language (Reikspiel)Talents: 1 random talent (I would drop the 2nd talent roll used in the Core rules)
Special Rules: You gain a +10% bonus on Common Knowledge (the Empire)
Tests that deal with your home province of Stirland.
lets just stick with the core rules. im sure not all the PCs have a copy of it.

Heaven's Agent |

ok. so we got two fully complete characters. still waiting for heavens agent to pick a class, and for valegrim to do the same.
IF YOUR LURKING AND WANT TO GET YOUR KILL ON, ROLL UP A CHARACTER, GOT ROOM FOR 2 MORE....
Sorry for taking so long. You'd think that with the house to myself for almost a week now, I'd have no trouble making the time to roll a character. But I'm to the point where I'm having trouble finding the energy to do anything. In any case, I'm going to run with a scribe; the character's almost complete, and I'll try to have him finished tomorrow.
Additional Rolls (Human Birthplace)

DEWN MOU'TAIN |

Heaven's Agent here. I should be ready to play.
alright. looking at the postings and rolls, i see that ulric and kimgald are from the same province of stirland. so im going to say that both of you know each other and are adventuring, trying to track down Udo the forger, as kimgalds clansmen have named him, and have placed his name in the villages book of grievences.
ok, well, ill fire up the pbp setting and well go from there...

Valegrim |

Ok; will go the Soldier route and take +1 attack as my free advance. Sheesh, I cant find my 2nd ed stuff anywhere; just my first ed and all my tabletop miniatures stuff for warhammer.
will still keep looking; but what else do you need from me before I make an avatar and character sheet; what other rolls do I need to do if any; my trappings are probably something like crossbow; mailshirt and sheild, handweapon; for our first class; I am thinking we start with all the posted skills; then for advancements we have to purchase them all; sheesh; wish I could find my stuff; can you post me the skills and trappings pls, anyone?
and if you can; birthplace and starting talent; thanks much. Am thinking to go by the name: Borgi Stonesthrower
Valegrim wrote:wow that is nice, kinda makes me wonder at the variability of the dice roller they made <in my pbp game; 5 people rolled 1's this round, so I was really worried>; what did my starting classes roll? hehe watch me get something like minstrel or servant lol. the rolls are pretty high for class, might be a chance of soldier or tunnel runner; dont remember to many of the other high ones; sheesh 92; maybe that is watchman; I cant think of anything later in the alphabet. Well; those are my guesses; was kinda hoping for tunnel runner or charcoal burner hehe.You got a couple of nice choices, both very different walks of life. 79 is soldier, 92 is tradesman.

Heaven's Agent |

Ok; will go the Soldier route and take +1 attack as my free advance. Sheesh, I cant find my 2nd ed stuff anywhere; just my first ed and all my tabletop miniatures stuff for warhammer.
will still keep looking; but what else do you need from me before I make an avatar and character sheet; what other rolls do I need to do if any; my trappings are probably something like crossbow; mailshirt and sheild, handweapon; for our first class; I am thinking we start with all the posted skills; then for advancements we have to purchase them all; sheesh; wish I could find my stuff; can you post me the skills and trappings pls, anyone?
and if you can; birthplace and starting talent; thanks much. Am thinking to go by the name: Borgi Stonesthrower
The roll needed for dwarf birthplace is a single d100 roll, and dwarfs don't roll for racial talents.
DWARF
Skills Common Knowledge (Dwarfs), Speak Language (Khazalid), Speak Language (Reikspiel), Trade (Miner, Smith, or Stoneworker)
Talents Dwarfcraft, Grudge-born Fury, Night Vision, Resistance to Magic, Stout-hearted, Sturdy
SOLDIER
Trappings Great Weapon (Halberd) or Firearm with ammunition for 10 shots, Shield, Light Armour (Full Leather Armour), Uniform
Skills Animal Care or Heal, Common Knowledge (the Empire) or Perception, Dodge Blow, Drive or Ride, Gamble or Gossip, Intimidate
Talents Disarm or Quick Draw, Sharpshooter or Strike Mighty Blow, Specialist Weapon Group (Gunpowder or Two-handed), Strike to Injure or Rapid Reload, Strike to Stun or Mighty Shot

Valegrim |

Borgi Stonespicker
The roll needed for dwarf birthplace is a single d100 roll, and dwarfs don't roll for racial talents.
1d100 ⇒ 5Trade: Miner
Weapon: Halberd
Common Knowledge (Empire)
Drive
Gamble
Disarm
Heal
Strike Mighty Blow
Specialist group Two Handed
Strike to Injure
Strike to Stun
As we dont know much about the adventure or who I work for; will hold off on buying some equiptment; figure I need a sack, a hand weapon, and a shovel or as we called them when I was a soldier, an entrenching tool, hehe.
DWARF
Skills Common Knowledge (Dwarfs), Speak Language (Khazalid), Speak Language (Reikspiel), Trade (Miner, Smith, or Stoneworker)
Talents Dwarfcraft, Grudge-born Fury, Night Vision, Resistance to Magic, Stout-hearted, Sturdy
SOLDIER
Trappings Great Weapon (Halberd) or Firearm with ammunition for 10 shots, Shield, Light Armour (Full Leather Armour), Uniform
Skills Animal Care or Heal, Common Knowledge (the Empire) or Perception, Dodge Blow, Drive or Ride, Gamble or Gossip, Intimidate
Talents Disarm or Quick Draw, Sharpshooter or Strike Mighty Blow, Specialist Weapon Group (Gunpowder or Two-handed), Strike to Injure or Rapid Reload, Strike to Stun or Mighty Shot