Potential Zwiehander RPG interest


Recruitment


Pathfinder Adventure Subscriber

Zwiehander

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.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

I'd put forth some interest here. Played more familiar with WH than Zweihander although. Probably interested in something like a dwarf runesmith on journeyman quest to recover lost lore that has been pillaged in times past from fallen dwarf holds. (Assuming on race availability in a custom world)


Hey scranford,

Looks nice and Warhammer-y!!
I'll be getting this sometime this summer and looking forward whatever you comeup with in August.

Liberty's Edge

Sounds interesting....count me in!! I like dark and gritty!


@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.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

Sounds good, that can be a large part of the fun. Low beginnings with a goal to a greater path.

Liberty's Edge

Ok, picked up the .pdf and looking through the character gen section. Looks pretty neat!!!


Pathfinder Adventure Subscriber

And this is coming!!

Zwiehander SRD

Liberty's Edge

Awesome...so is this game a go? Should I look at making a character??
Sounds like an exciting game and I am looking forward to learning how to play!!


Pathfinder Adventure Subscriber

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.


I happened to pick the pdf up on sale this week even while wondering when / where I'd play it. Then I came across this! I haven't played this or warhammer, so I'll be a total newbie, but count me interested as well. :)

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

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


Pathfinder Adventure Subscriber

I forgot to mention that in a carryover from Warhammer RPG second edition, you can roll twice for starting profession, and choose the one that suits you best.

Liberty's Edge

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


Pathfinder Adventure Subscriber

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.


Pathfinder Adventure Subscriber

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

Spoiler:

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.


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.


Pathfinder Adventure Subscriber

Sure... And just noticed that I've spelled Zweihander wrong since the very beginning. I'll put up an official recruitment thread tomorrow with the correct spelling.


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...

Rolling and Thinking:
Going with a human to keep things simple.

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.


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

starting trappings:
Fire-hardened spear, heavy
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.


Dotting for interest. You know me Scran... Grim and Gritty I'm you huckleberry :)

WFRP derived... even more so!

Will have a proper looksee once I'm home from work.

Most likely roll the bones and see where it takes me.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

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.


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".


Since I'm allowing you to choose your race, here are the options for humans on this continent. You don't have to roll, you can choose.


  • 01-75 The Furgen (Basic European stock, mixed heritage)
  • 76-85 The Vosk (Think Vikings)
  • 86-95 The Nalos (Think Arabian)
  • 96-00 The Savin (Think Zulu tribesmen)


Yeah, I was planning on being human anyway :) Maybe Nalos...


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...

Rolls:

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...


Sure. You can roll the profession again... but if you get it a third time, it seems the gods have spoken :-)

All the races have the standard bonuses from the book, I just add a cultural bonus die to something.


Cool! Thanks.

Profession : 1d100 ⇒ 71

Interesting. Bonepicker or Pilgrim.


Right let's see what the ill fates have in store...

The Rolling of Bones:

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 :)


The campaign thread is up, and it's official spelling corrected title is "Adventures in Wrack (Zweihander), so feel free to go there and dot and delete, or add your character. Also, some info up in the Campaign Info tab there.


Figure Militiaman is a little simple, so I will take the Mercy option and reroll for profession.

profession option #2: 1d10 ⇒ 1 = A Dwarven Berserker or Militiaman, I think I am going to build around the Berserker.

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