
scranford |

This is basically modified Warhammer 2nd edition, but not based in the old world. Still very dark and gritty, but I'm considering running this in a world of my own creation (Drawing heavily from some published supplements, and adventures). I won't be doing anything official until the hardcover comes out (August?), but wanted to gage interest, and give people time to acquire and read the rules... On sale now... before moving forward.

Supreme Being |

@Xazil... There are indeed Dwarves in the game. There are at least two nations of Dwarves; the displaced Barrier Dwarves who man the northern wall against the incursions of chaos and daemons, and the Sand Dwarves who live in cliffside dwellings carved into the sandstone cliffs of the Wastes. Rumors are that their are also a couple of lost clans of dwarves, and every major city has at least a small enclave of Dwarves.
Keep in mind however that while you may choose your starting Race in this system, your starting career is determined randomly... so you might start out as a Grave Robber, or Rat-Catcher, and it's up to you to determine how you make it to become a Runesmith.

scranford |

I won't be starting the game until I get my physical copy of the book, but feel free to start working on your characters. Everything will be random except for I'll let you choose your race. Following are the races that exist in My World. There are subrace choices, so we can discuss in detail before beginning.
- Humans
- Dwarves
- Halflings (Hobbits no matter what the estate says)
- Elves
- Gnomes
- Ogres
95% of the world population (The good guys anyway) are Human, 3% Dwarven, and the remaining 2% the other races listed above, so the options for your culture will probably be limited unless you play a human. Not trying to lead you to human... just stating the status of the world.

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Okay, so following only able to pick race here should be a set of character rolls.
Combat...........3d10 + 25 ⇒ (10, 6, 10) + 25 = 51
Brawn............3d10 + 25 ⇒ (10, 3, 8) + 25 = 46
Agility..........3d10 + 25 ⇒ (4, 1, 9) + 25 = 39
Perception.......3d10 + 25 ⇒ (8, 6, 4) + 25 = 43
Intelligence.....3d10 + 25 ⇒ (3, 7, 1) + 25 = 36
Willpower........3d10 + 25 ⇒ (7, 8, 2) + 25 = 42
Fellowship.......3d10 + 25 ⇒ (2, 7, 2) + 25 = 36
Gender...........1d100 ⇒ 81
Race ability.....1d100 ⇒ 55
Archetype........1d100 ⇒ 90
Profession.......1d100 ⇒ 92
Season of Birth.1d100 ⇒ 64
Doom............1d100 ⇒ 7
Age Group.......1d100 ⇒ 48
Adult Mark.......1d100 ⇒ 45
Middle Aged Mark.1d100 ⇒ 71
Elderly Mark.....1d100 ⇒ 21
Build type......1d100 ⇒ 81
Height..........1d100 ⇒ 10
Hair and Eye ...1d100 ⇒ 51
Upbringing......1d100 ⇒ 87
Social Class....1d100 ⇒ 69
Alignment.......1d100 ⇒ 17
Which gives:
Gender........... Male
Race ability..... Oathkeeper
Archetype........ Warrior
Profession....... Squire
Season of Birth. Autumn Born
Doom............ Thy Skin shall darken as if soaked in ink
Age Group....... Adult
Adult Mark....... Humpbacked
Build type...... Corpulent
Height.......... 4'5" 222lbs
Hair and Eye ... Grey Hair and Light Brown eyes
Upbringing...... Reverent (Willpower)
Social Class.... Burgher
Alignment....... Compassion / Melancholy

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Ok...will try my hand at a character...Looks like an Ogre warrior!!
Combat...........3d10 + 25 ⇒ (2, 10, 8) + 25 = 45
Brawn............3d10 + 25 ⇒ (7, 1, 6) + 25 = 39
Agility..........3d10 + 25 ⇒ (7, 4, 1) + 25 = 37
Perception.......3d10 + 25 ⇒ (5, 1, 7) + 25 = 38
Intelligence.....3d10 + 25 ⇒ (4, 8, 8) + 25 = 45
Willpower........3d10 + 25 ⇒ (4, 7, 4) + 25 = 40
Fellowship.......3d10 + 25 ⇒ (5, 3, 2) + 25 = 35
Gender...........1d100 ⇒ 74 Male
Race ability.....1d100 ⇒ 50 Mighty Thews
Archetype........1d100 ⇒ 100 Warrior
Profession.......1d100 ⇒ 25 Buccaneer
Profession.......1d100 ⇒ 79 Sellsword
Season of Birth.1d100 ⇒ 64 Autumn
Doom............1d100 ⇒ 68 The Abyss also gazes back
Age Group.......1d100 ⇒ 23 Young
Adult Mark.......1d100 ⇒ 32 --
Middle Aged Mark.1d100 ⇒ 94 --
Elderly Mark.....1d100 ⇒ 21 --
Build type......1d100 ⇒ 13 Frail
Height..........1d100 ⇒ 67 8'11", 636 lbs.
Hair and Eye ...1d100 ⇒ 27 Dark brown/Light brown
Upbringing......1d100 ⇒ 54 Militant
Social Class....1d100 ⇒ 71 Burgher
Alignment.......1d100 ⇒ 11 Candor/Cruelty

scranford |

OK. Looks like a good start.
For the Dwarves there are two sub races.
The Sand Dwarves live in Sandstone cities carved out of rock in the Wastes (Think Pueblo Indians). They are dark skinned, and make heavy use of giant lizards as both war and work mounts. Their most feared forces are the elite Sky Raiders who ride giant winged lizards into battle. All Sand Dwarves get a bonus die on saves vs. heat. The wastes are crawling with devils, and other vile creatures, and vast hordes of giant insects, and insect men, that make everyday life here a challenge.
The Barrier dwarves spend their time manning The Great Divide, which is a gigantic stone wall built in the north to keep out the hordes of demons and chaos creatures that dwell there. That land was originally the home of these dwarves, but when the great comet hit, and the spawns of chaos came forth, mountains were leveled and inverted, and their home was no more. Fortunately a force of all the other races came together, and due to the evil forces having trouble trusting each other the tide was turned back. The wall was built both to provide a home for the dwarven people, and as a defensible barrier against any incursion. There are also keeps along the wall manned by other races as well, but the Barrier Dwarves are in full command. All Barrier Dwarves get a bonus die against cold effects.
all Ogre's are from steadings deep in isolated areas in most areas of the world. There are two ancient forests with multiple steadings, at least one in the vast swamps of the eastern part of the world, and rumors of both a hold out in the northern wildlands, and one deep in the desert in a secluded canyon with a water source. Each Ogre has a time in their life when they must take a "Spirit Quest" which takes them from the steading for a period of time. Sometimes they only have a vague idea presented to them in a dream of what the quest is, but it is usually revealed as they quest. The Ogres consider themselves keepers of knowledge, and usually after their quests they return to a steading, and record what they learned on giant scrolls which are guarded and preserved in the steadings. Only when they are questing do they take an active role in the rest of the world. Ogres get a bonus die on history, geography, and one other lore of their choice.

scranford |

All new players start with 1000 XP of which 100 has already been spent to enter your profession. Page 75 lists how much it costs to buy advances within your profession. Once you have bought all available advances, and acquired all trappings, you'll be able to move to the next profession.
Starting XP spending
BUY PROFESSIONAL TRAIT: You must immediately spend 100 Reward Points to enter your first Profession. Find the Professional Trait your Profession confers your Character in the pages ahead. Once purchased, go to the first page of the Character sheet and record your Professional Trait and its related benefits. If your Profession has a
Special Trait and Drawback, record these onto your Character sheet as well. Mark the oval on the front page of your Character sheet called Basic Tier.
ICONIC TRAPPING: If you are starting Character creation in Basic Tier, you also gain one ‘iconic’ trapping for your Profession (e.g. surgical tools for a Barber Surgeon; horse for an Outrider; prayer book for a Preacher; small but vicious dog for a Rat Catcher). Work with your GM to find a suitable piece of equipment, selected from Chapter 7: Trappings.
SPEND REMAINING RP IN THE BASIC TIER:
You should have 900 Reward Points remaining. Before you begin your first play session, immediately spend them however you’d like following the requirements below. Each of these Advances costs 100 Reward Points. You may purchase these in any order you desire.
Your new Profession has several Skills tied to it. You must spend Reward Points to purchase all ten of these Skills. Once purchased, you automatically gain Skill Rank: Apprentice in these Skills. This grants a +10 Base Chance to use that Skill. Mark the ovals for each
Skill Rank on the front page of your Character sheet.
Each Profession has a list of Bonus Advances tied to it. You must spend Reward Points to purchase all seven of these Bonus Advances. Each grants a cumulative +1 to one Primary Attribute Bonus. Once purchased, go to the first page of the Character sheet and mark the
oval that says Advances beside the related Primary Attribute. Adjust the related Primary Attribute Bonus.
You must purchase the three Talents listed in your new Profession’s description. Once purchased, go the first page of the Character sheet and record each Talent and its related benefits. After spending all 1,000 Reward Points, you are ready to begin game play.
Note that once you have purchased the Professional Trait, ten Skill Ranks, seven Bonus Advances and three Talents for your first Profession, you are almost ready to move into the Intermediate Tier.

Loup Blanc |

This is interesting, but I'll admit I know next to nothing of the system or its basis--I've played a couple of the Warhammer 40K RPGs, and looked over their rules, but I'm not super familiar with the Fantasy line or this game in particular. That said, I've downloaded the free Early Access book and I'm looking it over, and it seems interesting so far. Plus I'm seeing random character creation, which is a big lure... So I'll probably give it a shot, if you're willing to abide a newbie to the game.

Loup Blanc |

Alright, I could wait for the official recruitment, but I love rolling dice and I'd like to make sure I do this right, so here goes nothing...
Combat: 3d10 + 25 ⇒ (6, 1, 9) + 25 = 41 5 CB
Brawn: 3d10 + 25 ⇒ (5, 6, 8) + 25 = 44 4 CB
Agility: 3d10 + 25 ⇒ (10, 6, 6) + 25 = 47 3 AB
Perception: 3d10 + 25 ⇒ (6, 2, 8) + 25 = 41 5 PB
Intelligence: 3d10 + 25 ⇒ (10, 8, 6) + 25 = 49 5 IB
Willpower: 3d10 + 25 ⇒ (5, 8, 3) + 25 = 41 3 WB
Fellowship: 3d10 + 25 ⇒ (1, 6, 3) + 25 = 35 2 FB
Sex: 1d100 ⇒ 35 Female
Racial Trait: 1d100 ⇒ 51 Manifest Destiny
Archetype: 1d100 ⇒ 78 Socialite
Profession: 1d100 ⇒ 41 Envoy
Season of Birth: 1d100 ⇒ 7 Spring
Dooming: 1d100 ⇒ 41 Do not stare directly into the light
Age Group: 1d100 ⇒ 85 Middle Aged
Distinguishing Mark 1: 1d100 ⇒ 18 Bulging Eyes
Distinguishing Mark 2: 1d100 ⇒ 7 Ashen Complexion
Distinguishing Mark 3: 1d100 ⇒ 46 Incredibly Beautiful
Build: 1d100 ⇒ 20 Frail
Height/Weight: 1d100 ⇒ 48 5'6", 111 lb.
Hair Color: 1d100 ⇒ 35 Light Brown
Eye Color: 1d100 ⇒ 60 Grey Blue
Upbringing: 1d100 ⇒ 82 Reverent
Social Class: 1d100 ⇒ 10 Lowborn
Starting Cash: 3d10 + 3 ⇒ (4, 4, 6) + 3 = 17 bp
Drawback: 1d100 ⇒ 39 Debt-Ridden
Alignment: 1d100 ⇒ 99 Zeal/Fanaticism
...Interesting. Definitely not the sort of character I'd have in mind myself, and I'll have to think on this. My only questions are whether we're using the Mercy! option for attributes, and if I could switch one of my Distinguishing Marks--Bulging Eyes is interesting, but I think being Incredibly Beautiful despite (or because of?) an Ashen Complexion would be even more interesting.

wanderer82 |

Been playing both Warhammer and 40k for 20 years, always love roleplaying in their grim-dark reality, and figure I would give this a shot.
Combat...........: 3d10 + 25 ⇒ (7, 5, 9) + 25 = 46
Brawn............: 3d10 + 25 ⇒ (8, 6, 4) + 25 = 43
Agility..........: 3d10 + 25 ⇒ (7, 9, 4) + 25 = 45
Perception.......: 3d10 + 25 ⇒ (7, 5, 6) + 25 = 43
Intelligence.....: 3d10 + 25 ⇒ (5, 4, 5) + 25 = 39
Willpower........: 3d10 + 25 ⇒ (7, 9, 5) + 25 = 46
Fellowship.......: 3d10 + 25 ⇒ (4, 2, 3) + 25 = 34
Race: 1d100 ⇒ 11 dwarf (+1 combat, brawn, will; -1 agility, perception, fellowship)
Racial Trait: 1d100 ⇒ 28 stentorian voice (use Brawn in place of Fellowship)
Gender: 1d100 ⇒ 78 male
Archetype: 1d100 ⇒ 86 warrior
Profession: 1d100 ⇒ 51 militiaman
boots, lantern, laudanum (3), military attire, oil pot, red cap
mushrooms, rucksack, suit of leather armor, tincture (3),
wooden shield and choose one: arbalest crossbow with bolts
(9) & quiver or mortuary sword or pike.
age: 1d100 ⇒ 32 adult
distinguishing mark: 1d100 ⇒ 8 balding pate
upbringing: 1d100 ⇒ 56 militant (combat)
build: 1d100 ⇒ 59 normal
height & weight: 1d100 ⇒ 52 4'7", 125 lb
hair color: 1d100 ⇒ 51 grey
eye color: 1d100 ⇒ 24 grey
season of birth: 1d100 ⇒ 1 spring
doom of season: 1d100 ⇒ 12 Health is not always healthy.
social class: 1d100 ⇒ 93 aristocrat
starting wealth: 1d10 + 1 ⇒ (5) + 1 = 6 gold crowns
alignment: 1d100 ⇒ 44 Ferocity / Hatred
Well, I think that about does it for dice rolls. So, a balding dwarf warrior (militia), I can work with that.

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While being a squire does amuse I'll have a look at what my other option would be:
1d100 ⇒ 99
Starting SS
2d10 + 3 ⇒ (5, 6) + 3 = 14
Found the PDF character sheet at https://grimandperilous.com/play-aids/
Looks like Watchman which will fit a barrier dwarf well and gives him a lower beginning on his quest forth.

Supreme Being |

OK. It looks like we've got seven interested... which is a perfect group of castaways... So later today I'll get up the recruitment thread, and archive this one.
The Mercy! optional rule will be used, and I don't have a problem with minor adjustments... particularly in age, appearance etc. on characters
You're in.
Xazil - Dwarven Watchman
Spazmodeus - ?
Daniel Stewart - Ogre Sellsword
Morighn - ?
Loup Blanc - Human Envoy
Wander 82 - Dwarven Militia
Black Dow - ?
As this is a very "Human centric" world, I'm going to ask the remainder who haven't made characters yet to be human. Two Dwarves and an Ogre out of 4 characters is plenty of strangeness for this world.
I'll start up the official recruitment thread today, and archive this one my Sunday evening so that we can begin design of the characters. I'm still working on my original world, but have the basics mapped out, and will use the time until the physical book comes out to give out background, races, deities etc... until we're ready to play.
I've got the Realmworks package, and I think I can send you all links to the world, on there, but I have to take time to pay attention to it. If you can find some way to get me a pdf copy of your character sheets before we officially begin then that would be great as well.
Looks like a good group, and looking forward to you experiencing the warped creation of the dark and vicious world of "Wrack".

Spazmodeus |

Got the early access version....don't need no stinkin' illustrations!!!
I rolled twice for profession, but they both ended up the same.
Can i roll again to have a 2nd option ?
Also, do all of the human options have the same Race bonus/minuses ?
Just saw the official recuitment, and was going to just re-post this over there, then realized that all of the rolls would change...
Combat...........: 3d10 + 25 ⇒ (8, 6, 7) + 25 = 46
Brawn............: 3d10 + 25 ⇒ (7, 10, 1) + 25 = 43
Agility..........: 3d10 + 25 ⇒ (9, 4, 5) + 25 = 43
Perception.......: 3d10 + 25 ⇒ (4, 8, 9) + 25 = 46
Intelligence.....: 3d10 + 25 ⇒ (10, 9, 10) + 25 = 54
Willpower........: 3d10 + 25 ⇒ (2, 6, 3) + 25 = 36
Fellowship.......: 3d10 + 25 ⇒ (10, 10, 1) + 25 = 46
Race: Human +1 [CB], [IB] & [PB] -1 [AB], [FB] & [WB]
Racial Trait: 1d100 ⇒ 29 Esoteric Memory
Gender: 1d100 ⇒ 38 female
Archetype: 1d100 ⇒ 55 Ranger
Profession: 1d100 ⇒ 19 Bonepicker
age:: 1d100 ⇒ 12 Young
distinguishing mark:: 1d100 ⇒ 49 none
upbringing: 1d100 ⇒ 44 Industrious
build:: 1d100 ⇒ 7 Frail
height & weight: 1d100 ⇒ 77 5'9'' 126 lbs
hair color: 1d100 ⇒ 44 Sienna
eye color: 1d100 ⇒ 63 Grey blue
season of birth: 1d100 ⇒ 65 Autumn
doom of season: 1d100 ⇒ 30 One step forward, two steps back
social class: 1d100 ⇒ 41 Lowborn
starting wealth: 3d10 + 3 ⇒ (5, 4, 7) + 3 = 19 brass pennies
alignment: 1d100 ⇒ 68 Independence/Rebellion
Profession roll 2: 1d100 ⇒ 21 Bonepicker again...

Black Dow |

Right let's see what the ill fates have in store...
Combat: 3d10 + 25 ⇒ (8, 7, 1) + 25 = 41
Brawn: 3d10 + 25 ⇒ (9, 10, 8) + 25 = 52
Agility: 3d10 + 25 ⇒ (10, 2, 9) + 25 = 46
Perception: 3d10 + 25 ⇒ (1, 9, 9) + 25 = 44
Intelligence: 3d10 + 25 ⇒ (8, 8, 6) + 25 = 47
Willpower: 3d10 + 25 ⇒ (10, 7, 8) + 25 = 50
Fellowship: 3d10 + 25 ⇒ (2, 9, 6) + 25 = 42
Race: Human
Sex: 1d100 ⇒ 68 Male
Racial Trait: 1d100 ⇒ 70 (Mountain Among Men)
Archetype: 1d100 ⇒ 97 (Warrior)
Profession: 1d100 ⇒ 35 (Hedge Knight)
Profession: 1d100 ⇒ 89 (Squire)
Season of Birth: 1d100 ⇒ 63 (Autumn)
Dooming of Autumn: 1d100 ⇒ 91 (Do not be fooled by appearances)
Age: 1d100 ⇒ 50 (Adult)
Distinguishing Mark #1: 1d100 ⇒ 81 (Spiked Mohawk)
Distinguishing Mark #2: 1d100 ⇒ 41 (Golden Lock of Hair)
Build: Husky (see Racial Trait)
Height & Weight: 91-100 (see Racial Trait) (6ft 2 & 253lbs)
Hair Colour: 1d100 ⇒ 68 (Chestnut)
Eye Colour: 1d100 ⇒ 46 Black
Upbringing: 1d100 ⇒ 37 (Industrious)
Social Class: 1d100 ⇒ 90 (Burgher)
Drawback: Crestfallen (Hedge Knight Profession)
Alignment: 1d100 ⇒ 32 (Diplomacy/Hypocrisy)
So Human Hedge Knight it is... Plenty to work with there :)