Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
TychoBrahesNose
May 24, 2011


Divine Right

At one time, those who are now revered as gods walked the earth, enforcing their heavenly (or diabolical) will directly by strength of arms and spiritual fortitude. For only the gods had the power to wield True Magic -- those tricks practiced by the mortal races, while impressive to the ignorant, were just a shadow, a mere illusion of the true power of Reality.

In time, the gods chose to invest their direct descendants or most loyal followers with their divine essence -- their "Blood", in the parlance of men. Those who were most closely tied to the gods thus inherited power the likes of which mortals could scarcely dream, but they were few and far between -- at least initially. In succeeding generations, the Blood was diluted as the Chosen interbred with their mundane fellows, but for centuries it has remained perhaps a most potent force in the affairs of the civilized races. Those people whose words and actions are on everyone's lips -- the Emperor, the Grand Theogonist -- manifestly maintain an unbroken connection with the Divine. But most high-ranking officials in any organization, or important people of any stripe, will claim for themselves at least some measure of Divine sanction. Whether or not such a boast is true in any given case is, of course, a matter of great debate -- if not outright conflict between believers and scoffers.

Humans --and indeed, dwarves and elves and halflings -- are, by and large, narcissistic creatures, and when such egocentrism is coupled with enormous power, the results can be disastrous, especially for anyone pressed into service under those gripped by such (delusions of) grandeur. After all, such individuals have the Divine Right to claim all the power, wealth, and influence that they can, do they not? (Think, for a moment, of the upheaval in Europe caused by the Protestant Reformation --- and then imagine if the Pope could literally call down the fires of divine judgement upon his enemies, while Luther or Calvin could, with his mere words, so mold the minds of men that they immediately took up arms en masse and marched into battle against Rome.) Whether or not the gods intended the distribution of their power to improve the lot of mortals overall, men (and dwarves, and elves, and halflings) have charted a vastly more confrontational course by the use of those supernatural abilities granted to them by their patron deities.

Needless to say, the various powers throughout the world guard their domains with great jealously, and will fight tooth and nail (and sometimes claw, especially if one is possessed of the Blood of Ulric) against those who encroach upon their declared sphere of influence. Oh, and that is not even taking into account that, in some rare cases, divine power can be stolen by slaying those who possess it. "Bloodtheft", as it is called, has become a time-honored tradition for deposing a divinely-touched opponent -- if one can get close enough to strike him or her directly through the heart, of course.

And so those you might otherwise imagine would be allies -- followers of Sigmar and Ulric, say -- have at best an uneasy detente, since neither cult possesses the resources to completely overwhelm the other, and rightly fears coordinated reprisals should their own allies fail to marshal sufficient defensive resources. There are exceptions of course, in both religion and politics: Shallya has enough influence among her followers to restrain their overt bloodthirstiness, while in the name of profit the mechant-backed militias of Marienburg enforce religious pluralism within the walls of that city by more direct, martial means. And while unprovoked violence among the general populace is rare (would your average American assault an average Russian they met on the street, even at the height of the Cold War?), it is quite common for the laws of one municipality to heavily favor one god's followers over the other. And it is not unheard of for the more notorious followers of the "wrong" god who find themselves at the mercy of another's adherents to be branded heretics and sold off as slaves for the profit of the "true" church.

It is only on the margins of the Empire -- in norther Kislev and Troll Country, for example, where death from exposure or enemies alike is a far more regular occurrence -- that mortals do not concern themselves overmuch with which particular superstition any given individual may choose acknowledge or ignore. Despite (or perhaps because of) their "backward" ways, as a society they welcome anyone and everyone who might help to keep the ravening hordes of Chaos at bay for even a few moments more. And those who have Real power backed by the Blood of some distantly-related deity will find that they are welcomed with open arms. As long as that Blood is not Impure, of course.

For even moreso than among the civilized races, Blood is thought to play a central role in fates of the fallen sentient races. It is speculated by the overly educated that the Ruinous Powers have been far more profligate in spreading the effects of their Divine Essence, such that mutants, beastmen, and all the myriad horrible effects of Chaos are caused by nothing other than the presence of Tainted Blood running through the veins of such creatures -- and perhaps even the land itself. Indeed, it is believed that the practice of bloodtheft was innovated by a particularly cruel follower of Khorne, and subsequently spread like a violent plague through the known world.

When it comes to possessing Blood abilities and/or the capacity for Real magic, unfortunately (or fortunately, when it comes to Tzeentch and his ilk) none of the characters have been favored by the gods in this fashion. In fact, like most of the citizens of the Empire, they are almost completely ignorant (apart from the occasional hushed rumor) of the direct role that the power of the gods plays in their world. Except when they are called upon to do the dying for one self-professed immortal's cause or another, of course -- then they get to see the influence of all-powerful, all-consuming Blood up close and personal.

In this world, where enormously powerful yet rigidly fanatical followers of the gods fight and devour one another for every shred of power they can grasp, what can a hapless mortal hope to accomplish, beyond mere survival -- if even that?

And meanwhile, the Lords of Chaos sit back and cackle in glee as the gods' followers from among the so-called civilized races continue their rapacious infighting, hell-bent on doing their work of destruction for them.

Adbot
ADBOT LOVES YOU

TychoBrahesNose
May 24, 2011
The Setting

We will be using the standard WFRP 2e setting and timeline (e.g. not-Europe just after the Chaos Invasion), with a couple of homebrew elements.

The non-canon fluff is drawn from some of Stephen R. Donaldson's short stories, most specifically Daughter of Regals. In terms of crunch, Real magic as described by Donaldson is modeled well by the D&D Birthright Campaign -- specifically those rules related to the possession of Divine Bloodlines and the powers that flow from them.

Character Generation

Character generation is based on the standard Warhammer FRP 2e rules (including any of the supplements), with a few minor changes:

Race

Choose your race, or roll randomly if you prefer.

Profile Characteristics

As implied above, every character is resoundingly average, at least to begin with. That means that, instead of rolling for characteristic values, each characteristic (including Wounds and Fate Points) should simply be set equal to the character's racial average. That also means, of course, that Shallya's Mercy is not applicable to anyone. Furthermore, since the characters are not yet adventurers, they should not take their first career-based advance.

You may, if you choose, raise/lower pairs of stats by any amount up to their racial min/max on a point-for-point basis (e.g., reducing Toughness by 5 to increase Agility by 5), with two exceptions: Weapon Skill and Ballistic Skill can be reduced below the racial average, but cannot be increased above it. This reflects the fact that characters are lucky if they have ever touched a real weapon in their lives. If they had extensive experience in such matters, it is highly probably that they would have already been called upon to fight and die for whatever power holds sway over their region of the Empire.

Starting Careers

Since starting careers are generally not very powerful, they all fit in well with the principle of mediocrity already explicated above. Based on the random nature of character generation, you are highly likely to start off as just your average poopsmith or camp follower or what have you, and if you're really lucky you may actually know how to acquit yourself adequately in a fight. If you randomly get a magic-capable class, good for you! Alas, since characters start without their first advance, he or she will not actually be able to use magic yet. And on top of that, without being possessed of divine Blood, that character's spellcasting options will remain constrained throughout such career tracks.

If you absolutely cannot stomach playing the first career that you roll, let me know and we can discuss other options.

Skills and Talents

Characters possess all starting racial and career skills and talents. You're normal, not completely useless.

Other Character Elements

Elements that do not directly affect game play (e.g. hair color) can be chosen or rolled for randomly as you see fit.

Trappings

Do not worry about equipment, because, well…

How the Mediocre Have Fallen

To add another steaming helping onto the poo poo sandwich I'm feeding you: at the start of game play, your characters have all been sold into slavery, and are shackled in the hold of a vessel just departing Marienburg into the Sea of Claws. Include in your character backstory how you have come to find yourself in such a predicament: are you a sharecropper who has sold himself to pay off debts? Are you a criminal, or a prisoner of war? Are you a follower of the right god who found herself on the wrong turf at the wrong time?

And finally, the question that just might be on the mind of those who have read this far:

Why would I want to play such a suboptimal character in such a ridiculously crappy situation?

Maybe it's just me, but I find beginning at the beginning to be far more compelling than starting off with a character who's already highly effective, and knowing that he or she can handle any challenge that comes along. And I think it makes for a better Hero's Journey storyline as well… after all, even Luke Skywalker appeared to all the Galaxy to be a whiny little bitch kid stuck on an insignificant, piss-ant, backwater planet out beyond the rear end end of nowhere, right up until two droids dropped out of the sky and fell into his lap, right?

It may also help you to know that even as chargen is non-standard, so also initial character advancement will be somewhat non-standard. For example, while career tracks will still be followed, statistics (and possibly even Skills or Talents) may be increased irrespective of characters' careers as they "discover their heretofore unrealized potential" during the initial adventure. And it hopefully goes without saying that you won't be slaves forever…

chin up everything sucks
Jan 29, 2012

Alright, I'm going to be nice here.

You are taking a game known for brutally killing characters in their first career with a fair degree of regularity. And making it HARDER. Even the group that normally apps for all the WFRP2e games doesn't want to touch this one (and we discussed it). If you want people to app, you really need to have SOMETHING going -for- the players, rather than making them put time and effort into what is pretty obviously a murder simulator.

Winson_Paine
Oct 27, 2000

Wait, something is wrong.
lollin at an IRC CABAL boycott because you don't get starting trappings

Anyhoo I will make a dude for this later, why not.

IPlayVideoGames
Nov 28, 2004

I unironically like Anders as a character.
Edit: Dumb questions, NEVERMIND.

I'll make something.

IPlayVideoGames fucked around with this message at 16:20 on Feb 19, 2014

John Dyne
Jul 3, 2005

Well, fuck. Really?

FireSight posted:

Alright, I'm going to be nice here.

You are taking a game known for brutally killing characters in their first career with a fair degree of regularity. And making it HARDER. Even the group that normally apps for all the WFRP2e games doesn't want to touch this one (and we discussed it). If you want people to app, you really need to have SOMETHING going -for- the players, rather than making them put time and effort into what is pretty obviously a murder simulator.

FireSight you don't get to talk about people making boring, unfun and primarily pointless edits to a ruleset or universe; you lost that right a LOOOOONG time ago from all the talk you make about redoing every single FFG system and also that 'Dungeons the Dragoning 40,000' is a system you enjoy and ask people to run without any hint of irony.

Also, that whole 'Space Hammer' thing where WFRP is taken into space? That whole idea you proposed, with the tomb lords and Bretonnia sending poo poo back to fantasy planet? Yyyyyeah.

Gonna make me a dude for this.

e:

TychoBrahesNose posted:

The Setting
Why would I want to play such a suboptimal character in such a ridiculously crappy situation?

Maybe it's just me, but I find beginning at the beginning to be far more compelling than starting off with a character who's already highly effective, and knowing that he or she can handle any challenge that comes along. And I think it makes for a better Hero's Journey storyline as well… after all, even Luke Skywalker appeared to all the Galaxy to be a whiny little bitch kid stuck on an insignificant, piss-ant, backwater planet out beyond the rear end end of nowhere, right up until two droids dropped out of the sky and fell into his lap, right?

To be utterly fair, the system already has it out for you to begin with; starting level 1 careers WITH the free advance ALREADY have issues passing basic rolls. You typically have less than a 35% chance to succeed. Lowering it even further is just going to make the game frustrating. You're also going to have some very unvaried players; humans will all have 31 in every stat with 5 or so knocked off here and there, save for WS/BS, and that means everyone is going to be rolling to beat a 31.

Though honestly, as a fan of WFRP's magic system and the general lore around magic, changing it 'real magic' is sort of insulting. Though with us starting in a prison I'm assuming it's going to turn out a wizard is surprisingly of a divine bloodline as it is, but the whole point of the winds of magic is anyone can wield it with enough mental struggle; whether they can do it well or destroy a village trying to conjure up a bucket of water is wholly dependent on the whims of fate.

Also, Luke Skywalker still had skills with a blaster and piloting his ship. When you're in the backwater places of the universe, shooting and hitting poo poo is a pass time. :v: And in regards to Warhammer Fantasy, when a loving goat dude could just bust out of the bushes flailing his arms and gibbering, or a rat man could jump out of the sewers, or a just a normal human could drop from a roof top and demand your cash, you know a little bit about using a sword.

John Dyne fucked around with this message at 17:22 on Feb 19, 2014

frajaq
Jan 30, 2009

#acolyte GM of 2014


I will make a halfling courtesan for this murder simulator

Dagon
Apr 16, 2003


Working on a dwarf because IRC CABALS are dumb and TBN is cool

pre:
Name: 2#1d100 92 41  Last Name: 2#1d100 30 80: Vargrim Furragson

Race: Dwarf

Career: 1d100 62 Runebearer

Height: 1d10 1: 4'5"					Weight: 1d100 24: 125
Hair, Eyes: 2#1d10 7 1: Brown Hair, Pale Grey Eyes	Marks: 1d100 31: Nose Ring
Origins: 4#1d100 97 93 69 37
Siblings: 5	Star Sign: Cacklefax the Cockerel
Age: 85		Birthplace: Karak Norn

WS	BS	S	T	Ag	Int	WP	Fel
41	31	31	46	21	31	31	21
A	W	SB	TB	M	Mag	IP	FP
1	12	3	4	3	0	0	2

Skills: 
Common Knowledge (Dwarfs)	Int
Speak Language (Khazalid)	Int
Speak Language (Reikspiel)	Int
Trade (Stoneworker)		Agi
Dodge Blow			Agi
Navigation			Int
Outdoor Survival		Int
Secret Signs (Scout)		Int
Perception			Int
Swim				Str

Talents: 
Dwarfcraft		+10% on some Trade skills (Stoneworker)
Grudge-born Fury	+5% WS when attacking Orcs, Goblins, and Hobgoblins
Night Vision 		Can see 30 yds in natural darkness
Resistance to Magic 	+10% on Will Power Tests to resist magic
Stout-hearted 		+10% vs Fear, Terror, and Intimidation
Sturdy	 		No M penalty in heavy/plate armor
Flee! 			+1M for 1d10 rounds when running away.
Sixth Sense 		Will Power test to get a "bad feeling"
Orientation 		+10% on Navigation
Rapid Reload 		Reload times reduced by a half action
Very Resilient	 	+5% Toughness

Dagon fucked around with this message at 19:24 on Feb 19, 2014

Winson_Paine
Oct 27, 2000

Wait, something is wrong.
Also on a related note, FireSight I am prepared to suggest patrolling other people's recruits for conformity to protocol ain't your fuckin' job and you are welcome to not post in recruits you are not interested in playing.

John Dyne
Jul 3, 2005

Well, fuck. Really?
Erik

Born in a tribe in the more southern reaches of Norsca, far from the Chaos Wastes, Erik grew up in a harsh, unforgiving climate with only his mother and brothers. His father had journeyed south, into the Empire, to sell himself as a mercenary to aid his family, and every few months for quite some time, money would come in from his father's exploits.

After several years, the money stopped coming, and he and his family bordered on starvation; there was not much land to live off of, and the only option for survival otherwise was to risk venturing into the Empire. As the youngest, brightest, and most hale of his brothers, Erik volunteered to offer himself as a mercenary, and left his family in the search of wealth.

Or so was part of his tale; in truth, Erik dreamed of seeing the world beyond the snow and barbarianism of his people; he did not know how to put this dream or his feelings into words, but he knew the idea of seeing the lands of the Empire filled him with a strange excitement.

Erik wandered for some time, unable to find work but seeing the strange and different land he'd been warned of; few knew he was Norse, save for his blonde hair and rugged features, and when he finally found a lord to offer his services to, he found he was unwelcome, and before long found himself in prison.

Now, sitting in a cell with naught but a strip of cloth around his waist, Erik wonders where things might have gone wrong.

pre:
Race:Human

WS	BS	S	T	Ag	Int	WP	Fel
36	31	36	36	36	26	26	26
A	W	SB	TB	M	Mag	IP	FP
1	10	3	3	3	0	0	3

Skills: 
Common Knowledge (the Empire, Norsca)
Gossip
Speak Language (Reikspiel, Norse)
Consume Alcohol
Intimidate
Performer (Storyteller)
Swim

Talents: 
Ambidextrous
Warrior Born
Frenzy
Menacing
Quick Draw
Specialist Weapon Group (Two-handed)

Career: 1d1000 594 Norse Berserker
Career Exits: Mercenary, Pit Fighter, Seaman, Sergeant, Veteran

John Dyne fucked around with this message at 17:09 on Feb 19, 2014

namesake
Jun 19, 2006

"When I was a girl, around 12 or 13, I had a fantasy that I'd grow up to marry Captain Scarlet, but he'd be busy fighting the Mysterons so I'd cuckold him with the sexiest people I could think of - Nigel Mansell, Pat Sharp and Mr. Blobby."

Well I don't really know what these changes of magic are about but chances are I'll die before they matter in the slightest so I'll have a go as a Human Burgher.

Ryuujin
Sep 26, 2007
Dragon God
I don't suppose you would allow an Ogre from Andrew Law's Imperial Ogres?

In case you haven't seen it they get:
pre:
Characteristic Rating
Weapon Skill (WS)	20+2d10
Ballistic Skill (BS)	10+2d10
Strength (S)		30+2d10
Toughness (T)		30+2d10
Agility (Ag)		10+2d10
Intelligence (Int) 	10+2d10
Will Power (WP) 	20+2d10
Fellowship (Fel) 	10+2d10
Attacks (A) 		3
Wounds (W) 		18+1d10
Strength Bonus (SB) 	Equal to first Strength digit
Toughness Bonus (TB) 	Equal to first Toughness digit
Movement (M) 		6
Magic (Mag) 		0
Insanity Points (IP) 	0

Fate Points (FP) Refer to Table O2: Starting Fate
TABLE O-2: STARTING FATE
1d10 roll Starting Fate
1-7 			1
8-10 			2

Skills: Common Knowledge (Ogres), Consume Alcohol, Intimidate,
Speak Language (Grumbarth), Speak Language (Reikspiel)
Talents: Fearless, Frightening or Menacing, Specialist Weapon Group
(Two-Handed), Street Fighting or Wrestling, Very Resilient or
Very Strong
The careers available are:
01-07 Bodyguard
08-10 Bounty Hunter
11-13 Entertainer
14-15 Grave Robber
16-22 Hunter
23-27 Jailer
28-29 Marine
30-40 Mercenary
41-45 Miner
46-55 Outlaw
56-70 Pit Fighter
71-75 Protagonist
76 Seaman
77-84 Soldier
85-90 Thug
91-92 Tomb Robber
93 Tradesman
94-00 Vagabond

My career roll is 51 which would be an Outlaw.

Winson_Paine
Oct 27, 2000

Wait, something is wrong.
pre:
Race:Dwarf
Career: Rat Catcher

WS	BS	S	T	Ag	Int	WP	Fel
41	31	31	50	21	22	31	21

A	W	SB	TB	M	Mag	IP	FP
1	13	3	5	3	0	0	2

Skills
Common Knowledge (Dwarf)
Trade (Miner)
Speak Language (Reikspiel, Khazzzlid)
Animal Care
Animal Handling
Concealment
Perception
Search
Set Trap
Silent Move

Talents: 
Dwarfcraft
Grudge Born Fury
Night Vision
Stout Hearted
Sturdy
Resistance to Magic
Resistance to Disease
Resistane to Poison
Spec. Weapon (Sling)
Tunnel Rat

Lord Hypnostache
Nov 6, 2009

OATHBREAKER
WFRP2 is a game I enjoy and I'll be rolling up a character for this.

TychoBrahesNose
May 24, 2011
I'm going to assume FireSight (along with his cabal, lol) was trying to be helpful, and so will answer in that spirit:

When I ran a similar "you start with less than nothing" campaign a decade or so ago, it was with people around a table who trusted that I knew what I was doing in terms of running an enjoyable gaming experience. Now as far as you are concerned, I may be just some random goon who appears dead set on creating a murder simulator, so on some level I can appreciate the concern about how fun this game might be. Nevertheless, my reply still boils down to "trust me" -- which you are welcome to do, or not, as you see fit. But I will elaborate a bit for you in any case:

First off, if all I wanted was a TPK, I wouldn't need any of the homebrew elements; I'd just release a pack of ungors on the party right out of the gate, and maxed out stats and being loaded down with all the missing weapons and armor that you have your undies in a bunch over wouldn't make a bit of difference. Now even if for some reason you believe I'd waste your time and creative energies on such nonsense, do you have any particular reason to believe I'd waste my own?

Now it's true that in chargen there's little to nothing going for the characters, but that's because a large part of my goal is to turn things around in gameplay. For example, the non-standard advancement scheme that I mentioned is going to work (on top of standard XP) something like this:
* If you get in a fight, your WS or BS will increase by a few percent.
* If you find yourself doing a lot of dodging or sneaking, your Agility will increase by a few percent.
* If you take time to study that ancient tome filled with mystical gibberish that you uncover, your Intelligence -- or perhaps even your Magic -- will increase.

So to some extent, where your characteristics end up (when you "discover your true potential") will be molded by the choices you make in the game, and will perhaps even fit your play style better than a set of random numbers would have. And it's entirely possible that, after the initial adventure, your abilities will end up higher than they would have been otherwise, even taking into account the missing benefits of Shallya's Mercy and your free advance.

Now the fluff reason behind the limit on WS and BS specifically was given in my chargen post, but the accompanying mechanical reason may now be more obvious: some characters may or may not use Agility or Intelligence much, but I suspect just about everyone will participate in the combats. If you hang back at the fringes, then maybe your WS will not move much, but if you're in the front lines every fight, then you will likely end up much closer to your racial max (see above re: matching play styles). Similarly, as John Dyne surmises, there's no reason I'd introduce all that homebrew stuff about Blood abilities and Real magic if the characters never have a chance of acquiring them. (On a related note for JD: the Winds of Magic are still present as they are in canon, and Petty and Lesser magics are still in principle available to anyone. It's only wielding the Good Stuff that requires being someone special -- or at least, that's what those with the Blood would have you believe. And if the game progresses to the point where we are dealing with enormous powers analogous to the Birthright setting's Realm Magic, then there is a mechanism for that already in place.)

If you'd like to discuss this further, I'm usually in #badwrongfun, though I can come hang in #acolyte (or elsewhere) if that's an easier gathering place for anyone who is currently hesitant about this. If you ultimately decide that you just plain don't like the system and/or the homebrew modifications I've included -- or if, despite the evidence I've offered, you still think that I'm unlikely to run a fun game -- then by all means, do not app. But at least make that decision based on actual knowledge regarding the forethought I've put into this, and what (I'm telling you that) I'm actually like as a GM, rather than on a misplaced notion that my creative effort at collaborative storytelling is somehow wrong.

TychoBrahesNose fucked around with this message at 12:38 on Feb 20, 2014

Waci
May 30, 2011

A boy and his dog.
For starting careers, can we use the alternative table from the career compendium (which lets you pick which type of career (academic/ranger/warrior/criminal/commoner) you want, and then randomly pick a basic career that fits that archtype), or do you want it completely random? I'm busy with stuff now, but I'll make something over the weekend either way.

FireSight posted:

Even the group that normally apps for all the WFRP2e games doesn't want to touch this one (and we discussed it).

Well that's funny, of the people who have expressed interest in this there's like one person who I wouldn't consider an usual suspect for WFRP, and even then that might just be my memory being poo poo.

Waci fucked around with this message at 08:03 on Feb 20, 2014

TychoBrahesNose
May 24, 2011
Waci: Yes, you can use the career compendium method, if that's what you're into.

Ryuujin: Can your Ogre pass as civilized? I would think that Frightening/Menacing would militate against that, but if you can convince me that an ogre could function in Imperial Society without every peasant fleeing in fear, every town watchman gathering a mob to arrest him, and every knight errant trying to prove his mettle against a vicious monster, then maybe we can experiment with seeing how the Ogre goes. But on top of that, mechanically speaking, 18+ Wounds and 3 attacks seems ridiculously overpowered to me for a starting character. But again, if you can convince me that ogres (or at least your ogre in particular) are not just a product of splatbook power creep, then I'd be more willing to consider it.

Those who have already expressed interest would be enough to get the game started, but I'll keep the recruit open for at least a week to see what kind of characters I end up with. Once I want to start making decisions, I'll give everybody a few days' warning.

John Dyne
Jul 3, 2005

Well, fuck. Really?

Waci posted:

Well that's funny, of the people who have expressed interest in this there's like one person who I wouldn't consider an usual suspect for WFRP, and even then that might just be my memory being poo poo.

The vast majority of the people in the OTHER WFRP2e game, including its GM, have apped for this. :sparkles: And all of them are the apparent CABALLITES. Except Hypnostache. He's too good for the cabal.

frajaq
Jan 30, 2009

#acolyte GM of 2014


I will maybe do someone for this if I manage to understand how to do this homebrew characteristics thing works. Or if someone makes a character for me instead! :haw:

John Dyne
Jul 3, 2005

Well, fuck. Really?
Instead of rolling, add 11 to all the base stats; that's the racial average.

Then just take the median of every other roll, which would be a 5 or 6 on a d10. Take all the talents and skills and bam, done.

You can adjust by lowering one primary stat by up to 5 to raise another primary stat by up to 5.

Also, Tycho, there's civilized Imperial ogres. They're mostly used as muscle and are a pretty common sight, and have enough restraint to not just eat people; they travel and adapt pretty easily and are cheap labor. They aren't just savage monsters. Hell, there's ogre entertainers in the fluff.

opulent fountain
Aug 13, 2007

I haven't done this before but I browse the game room constantly looking for something. I really like the WFRP 2e system, despite not having played it, and am rolling up a character tonight. The setting sounds badass.

Winson_Paine
Oct 27, 2000

Wait, something is wrong.

John Dyne posted:

Hell, there's ogre entertainers in the fluff.

Just no mimes.

frajaq
Jan 30, 2009

#acolyte GM of 2014


WIP

code:
Race:Human
Career: Entertainer

WS	BS	S	T	Ag	Int	WP	Fel
31	31	31	31	31	31	31	31

A	W	SB	TB	M	Mag	IP	FP
1	11	3	3	4	0	0	3

Skills:
Common Knowledge (the Empire)
Gossip
Speak Language (Reikspiel)

Talents:
Coolheaded
Strong-Minded 
18:54 Hashutbot frajaq, race: 4 [1d4=4] HUMAN

18:55 Hashutbot frajaq, 1d1000: 269 [1d1000=269] ENTERTAINER

18:56 Hashutbot frajaq, first random talent: 10 [1d100=10] Coolheaded

18:57 Hashutbot frajaq, second random talent: 73 [1d100=73] Strong-Minded

frajaq fucked around with this message at 23:06 on Feb 20, 2014

TychoBrahesNose
May 24, 2011

John Dyne posted:

Also, Tycho, there's civilized Imperial ogres. They're mostly used as muscle and are a pretty common sight, and have enough restraint to not just eat people; they travel and adapt pretty easily and are cheap labor. They aren't just savage monsters. Hell, there's ogre entertainers in the fluff.

True. Ryuujin, is that the way you actually want to play your ogre? If so, great -- but I still have issues with the excessive Wounds and Attacks.

LLSix
Jan 20, 2010

The real power behind countless overlords

What you've done with the setting looks awesome. I'm getting a real Glen Cook vibe.

I like these sorts of games where you start out with hardly anything, and I would definitely app, but I know almost nothing about the system your using. I'll definitely be watching, so good luck!

Ryuujin
Sep 26, 2007
Dragon God
Yeah my ogre would be a big dumb brute that was mostly used as muscle by an outlaw group, before they were broken up and he was captured. He isn't much of a monster, more of a workhorse that follows orders because he is too stupid to question them.

As to the number of attacks and wounds, yeah they are high and were placed like that to better reflect ogres in general. The ogre also gets a bunch of penalties. They get a limited selection of starting careers, and advanced careers as well. They don't have an option to become a spellcaster, though that is less of a big deal in this specific game. They have fairly low Fate, with it being real hard to get even a 2nd point. Their intelligence is fairly abysmal, and my specific character is even worse. Ogres also cannot learn some skills, unless the GM decides to let them for some reason, though that is slightly counteracted by not needing to take advances for those skills to finish a career.

quote:

BIG, FAT AND STUPID!
Ogres seem completely incapable of complex, abstract thought. They are entirely illiterate, relying upon storytelling to pass on their legends and history, and they do not understand art, poetry, metaphor, simile, music, philosophy, or many, many other things. Further, as Ogres are so immense, no horse is ever capable of bearing them.

No Ogre character may take the Hypnotism, Performer (Jester, Mime, Musician), Read/Write, Ride or Trade (Calligrapher) Skills. Further, an Ogre player must always have GM permission before taking any Academic Knowledge Skill. Conversely, an Ogre does not need to purchase these skills to complete a career.

Also means Winson's desire of no Mimes works as an Ogre can't be one!

Further there are some suggested options a GM can use for an Ogre player:

quote:

OPTIONAL RULES
Different GMs run games of differing complexity. The following optional rules are presented for GMs that wish a little more depth.

Encumbrance: Ogres can carry their Strength x 40 encumbrance points. Note that all equipment designed specifically for Ogres weighs 5
times that of normal equipment, and is 5 times the cost. GMs should use their judgement in applying this rule.

Cost of Living: Ogres eat a lot! All costs for food are multiplied by 5 when judging how much food it takes to fill an Ogre.

Eating: Given time, Ogres can digest anything, be this meat, bone, metal, or even stone. The more difficult an item is to digest, the louder
the bands of muscle in the Ogre's gut work, cracking, rumbling, and booming. Obviously, this can be an impediment to stealth.

Immunity to Toxins: Raw meat carries no worry for an Ogre. Unless a food source is particularly poisonous, Ogres are considered to
automatically pass any Toughness Tests required to avoid illness brought about by ingestion. Magical poisons (e.g. those derived from
Warpstone) effect Ogres normally. A GM should use his judgement with this rule: it is fine for Ogres to eat rotten meat, but diseased or
poisoned meat should probably require a test to avoid ill-effect.

The Bigger the Strength, the Bigger the Gut!: As Ogres get older and stronger, their great muscle-filled guts grow larger and larger, which
is a source of much pride for their race. Add 4d10lbs to an Ogre's weight whenever he takes a Strength Advance.

Those are of course up to you to choose which if any you want to use in play.

John Dyne
Jul 3, 2005

Well, fuck. Really?

LLSix posted:

What you've done with the setting looks awesome. I'm getting a real Glen Cook vibe.

I like these sorts of games where you start out with hardly anything, and I would definitely app, but I know almost nothing about the system your using. I'll definitely be watching, so good luck!

It's mostly a 1d100/1d10 system. Really easy to use; all stats are a percentile, and you try to roll UNDER your stat to pass tests. Weapon Skill is melee, Ballistic Skill is ranged, wounds are HP, etc.

Go ahead and try to make a dude, WFRP 2e is a fun rear end system, and there's tons of people who can help you learn it and get used to it.

Ryuujin
Sep 26, 2007
Dragon God

Zarghurthag

Zarghurthag was an imperial ogre. He was given an imperial name, which he promptly forgot, and was raised by other imperial ogres. Luckily he was given a traditional ogre name as well, which he had better luck remembering. Somehow. He was big and strong, but even less intelligent than the average ogre. He was set to various tasks that required brute strength but not any great intelligence. He continued to do this for many years before all that changed with a bandit attack upon the village he was working in.

After the attack Zarghurthag was confused and ended up following the bandits. Confused, stupid, and easily tricked it took little for the bandits to turn this surprise to their advantage. Zarghurthag began to work for the bandits, becoming an outlaw though he did not understand that what he was doing was illegal. He worked for the bandits for a number of years, mostly as muscle. He never did learn the thief signs, or how to set a trap, and he wasn't all that great at keeping watch. But he was good as muscle, and intimidating to boot.

The bandit group he worked for as an outlaw eventually drew too much attention. Bounty Hunters and would be heroes, as well as some militia, went after the group. The outlaws were harried and hunted and eventually outnumbered and outmaneuvered. The bandits were captured, and so too was Zarghurthag. Being big, and dumb, Zarghurthag was taken by the militia of Marienburg and sold into slavery. Again he is not sure about the legality, or lack thereof, of such actions. Now locked up in the hold of a ship set for the Sea of Claws he is, well, he is hungry. And a bit confused. But he will just have to see where this takes him, and once more adapt to his changes. He is strong, if not smart, and he will adapt to anything. So long as he doesn't end up facing one of those rumored Blood.

pre:
Name:	Zarghurthag

Race: Ogre

Career: 1d100 51 Outlaw

Height: 12'					Weight: 800
Hair, Eyes: Blue Black Hair, Purple Black Eyes	Ogre Device: Fist
Siblings: 0					Age: 46

WS	BS	S	T	Ag	Int	WP	Fel
31	12	55	50	21	12	31	21
A	W	SB	TB	M	Mag	IP	FP
3	23	5	5	6	0	0	1

Skills: 
Common Knowledge (Ogres)	Int
Common Knowledge (the Empire)	Int
Speak Language (Grumbarth)	Int
Speak Language (Reikspiel)	Int
Concealment			Agi
Consume Alcohol			Tou
Dodge Blow			Agi
Drive				Str
Gossip				Fel
Intimidate			Str
Perception			Int
Scale Sheer Surfaces		Str
Swim				Str
Silent Move			Agi

Talents: 
Fearles			Immune to fear and treat terror as fear.  Immune to 
			Intimidate and the Unsettling talent.
Menacing		+10% bonus to Intimidate and Torture skill tests.
Night Vision 		Can see 30 yds in natural darkness
Rover		 	+10% to Concealment and Silent Move skill tests in 
			rural locations.
Strike to Stun 		If hit with melee attack, may attempt to stun instead
			of dealing damage.  Make a Strength test if successful
			opponent makes a Toughness test with +10% per AP on
			its head.  If it fails it is stunned for 1d10 rounds.
Specialist Weapon Group (Two Handed)
Street Fighting		+10% to WS for unarmed attacks, +1 damage on unarmed 
			damage rolls.
Very Strong	 	+5% Strength

opulent fountain
Aug 13, 2007

Edit with background:



Angran, born in Altdorf, spent much of his childhood helping out his family as he could, and the rest of it shoving his nose in traded books. It wasn’t long before he found himself in the profession of a scribe and was able to make enough for a bit of travel. He mostly served trade caravans and small institutions and wherever coin could be found. Despite most of his travel time being spent on various academia, linguistics, and general knowledge, he always fancied stories and scripts on magic and attunement. His life, regardless of how uninteresting it actually was, managed to keep him occupied enough. Small games, a good book, and a bit of alcohol would go a long way on the road.

What goes an even longer way on the road is a sharp blade, and that's something Angran found out the hard way. Crawling from an overturned, splintered caravan and stretching his hands for the river, he felt the cool touch of iron around his wrists for the first time. His slavers had no bias. There he was, lined up right along with the rest of the peasants and degenerates and any others that fell under the same shackles. Chains dragged along the floor as an extension from himself. He found it best to play dumb, to not risk causing suspicion. To the sea, they said? A long journey. Angran can wait.


pre:
Name: Angran Thelesian

Race: Elf

Career: 1d100 64 Scribe

Height	: 1d10 6: 6'0"		        Weight: 1d100 85: 150
	
Hair, Eyes: 2#1d10 4 9: Yellow, Purple	Marks: 1d100 88: Huge Nose
	
Origins: 4#1d100 47 69 44 42

Siblings: 1			        Star Sign: The Piper (Sign of the Trickster)
Age: 70				        Birthplace: Altdorf (Changed)


WS	BS	S	T	Ag	Int	WP	Fel
31	36	31	31	41	41	31	31

A	W	SB	TB	M	Mag	IP	FP
1	10	3	3	5	0	0	2


Skills: 
Common Knowledge (Elves)		Int
Speak Language (Eltharin)		Int
Speak Language (Reikspiel)		Int
Academic Knowledge (Magic)		Int
Common Knowledge (the Empire)		Int
Perception				Int
Read/Write				Int
Secret Language (Guild Tongue)		Int
Speak Language (Breton)			Int
Speak Language (Classical)		Int
Speak Language (Tilean)			Int
Trade (Calligrapher)			Ag			


Talents: 
Aethyric Attunement				+10% Channelling and Magical Sense
Savvy						+5% Intelligence
Excellent Vision				+10% on Perception tests that involve Sight / Lip Reading
Night Vision					see up to 30 yards in natural darkness
Linguistics					+10% on Read/Write and Speak Language
I'd like to eventually progress into wizardry, slowly and surprisingly, and have it be a plot point for my character.

Edited this poo poo again because it was breaking the tables for me!

Fixed my stat problem :doh:

opulent fountain fucked around with this message at 21:16 on Feb 28, 2014

IPlayVideoGames
Nov 28, 2004

I unironically like Anders as a character.
Things were hard for Johann's family. Specifically, feeding everyone in it. As one of 7 children, it was growing mighty difficult for Johann to find his fair share of whatever food they managed to scrape up, either through the meager earnings of those who could find honest work that day, pity from passerbys, or the odd-off caught rat. Sure, there was a fair bit of stealing also, but everyone had the good sense to not get caught doing it. Except for Johann, apparently.

While being hauled in to be jailed and likely worse, a fortunate high speed cart collision gave him the chance to escape. During the chaos involving 4 loose rampaging oxen, 20 kegs of beer spilling out over the street, and a large number of expensive bolts of cloth being trampled into the mud and swiped by passerbys, he ran and never looked back.

Desperate enough to join a group of equally desperate fellows, the short lived band's spree of waylaying travelers along a span of Imperial Highway came to an end when they were tracked and hauled in by bounty hunters, though instead of being given to the local authorities, the whole group was sold to slavers at the port of Marienburg.

Well, crap.



pre:
Johann, Human Outlaw

Height - 5'9, Weight - 178
Hair - Brown, Eyes - Brown
Age - 23


WS  BS  S   T   Ag  Int  WP  Fel
31  31  31  36  36  31   31  26

A   W   SB  TB  FP   M
1   11   3   3   3   4


Skills:
Knowledge (Empire) (Int), Gossip (Fel), Speak Language (Reik) (Int),
Animal Care (Int), Concealment (Ag), Dodge Blow (Ag),
Ride (Ag), Secret Signs (Thief) (Int), Perception (Int),
Scale Sheer Surface (S), Swim (S), Silent Move (Ag)

Talents: Random Talent draw
Rover - +10% silent move, conceal in rural areas
Sharpshooter - Aim for +20 BS
Saavy - +5% int
Sturdy - No mv penalty in plate

Stat trades - -5 Int for +5 Ag, -5 Fel for +5 T
Now with less table breaking!

IPlayVideoGames fucked around with this message at 02:13 on Feb 27, 2014

Waci
May 30, 2011

A boy and his dog.

For the first few years of her life, Ilsa was the daughter of a small-time rope merchant in Marienburg. Then, after an unpleasant incident that she didn't at the time understand, for a fortunately short time she was a small child living alone in a now-abandoned rope shop. Through the perceptiveness to a rope-needing priest and the mercy of Shallya, she became a ward of a temple. Having been raised by and amongst the priests, Ilsa was initiated into the the priesthood as soon as she was old enough.

A year later she was sent off to the outside world to help the sick and the miserable. She set off towards Altdorf, planning to travel slowly and work in the villages along the way. This didn't last long. A few days out of Marienburg, Ilsa learned a valuable but disastrous lesson about trusting that even the worst bandits would not harm a servant of Shallya. The merchant caravan she was travelling with on the way to the next village was ambushed, their guards easily overpowered, and the survivors captured.

The trip back to Marienburg in chains, a week in a makeshift cell in a basement, and the slave auction provided another valuable lesson, though Ilsa quickly developed the feeling that when the priests said initiates had to learn about the nature of misery, they didn't mean a lesson quite this harsh. Suddenly the life of hard work and few pleasures she'd had in the temple seemed quite comfortable. She focused on her faith. Reminding herself that forgiveness, not Verenan justice, was the answer to all crimes short of chaos worship, she tried to find it in herself to forgive her captors. The results were mixed. Some of them she could forgive easily enough. Those who had treated her and her fellow prisoners with some degree of humanity, even to the admittedly limited extent it could be expected from slavers, and those looked like they felt guilty. A few who were clearly too young to have much choice whether to participate. The worst she hadn't managed to forgive by the time she was sold and led to the docks in chains. She considered this a personal failing and a sign of spiritual immaturity. Resigned to the fact that there was little she could do to escape the hold of a sailing ship to which she was chained, she tried to make the best out of one of the worst situations she could imagine: being chained to a dark ship hold left one remarkably much time to ponder the nature of forgiveness. That attempt was not particularly successful.

pre:
Name: Ilsa
Career: Initiate of Shallya
Previous: None

Current skill profile
Main Profile
WS   BS   S   T   Ag  Int   WP   Fel
25   22   25  37  30  40    34   45 
         
Secondary Profile
A  W   SB   TB   M   Mag   IP   FP    
1  12  2    3    4   0     0    3

Career Advance scheme
Main Profile
WS   BS   S   T   Ag  Int   WP   Fel
+5   +5       +5      +10   +10  +10
         
Secondary Profile
A  W   SB   TB   M   Mag   IP   FP    
   +2

Skills:
Gossip
Common Knowledge (Empire)
Academic Knowledge (History, Theology)
Charm
Heal +10
Perception
Read/Write
Speak Language (Classical, Reikspiel)

Talents:
Hardy 
Sturdy
Lightning Reflexes
Public Speaking
Suave

Trappings:
Not much

Advances: 
None
Career: Human academic, roll 48 -> initiate.
Random talents: 24 -> Hardy, 77 -> Sturdy

Waci fucked around with this message at 04:02 on Feb 27, 2014

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer
Mathuviel Thylenin
Music

Born and raised somewhere within an elven enclave in the Reikwald Forest, Mathuviel might appear much like your average elf. If your average elf resolved to theft for a living, at least. To be fair, your average elf has not had as much experience with humans and their ilk as Mathuviel. Her first few decades of life might have been spent safely within the enclave, but an assault by chaos creatures left her home weakened. Mathuviel, with few live relatives or friends after the brutal attack, was forced to fend for herself and survive on her own. She began to stray, travelling to human villages within the forest and eventually leaving behind the lost colony for the opportunities of the wider world and going from settlement to settlement.

During the long years since then, she's had to make a few tough choices, but thieving wasn't one of them. She took to that promptly and with glee, the misdeeds offering her a sense of adventure and excitement the sheltered existence in the enclave had not afforded her. Nor did her conscience ever bother her; survival came first, and it's not as if she ever gave a drat about the sub-elven creatures she was stealing from, after all. Plus, humans are just so easy to run away from.

Mathuviel has a healthy disregard and low opinion of humans, but even more for her 'prissy, stuck-up' kindred from across the sea whose ancestors abandoned the mainland colonies after the War of the Beard. Dwarves she'll actually give a toss about, in part because she respects that they tend to keep their word (for good and ill), but mostly just in order to piss off her overseas cousins. In general, she doesn't kill unless she has to, and prefers to avoid confrontations and arguments for the unwelcome attention they bring. Unfortunately, it was her lone wolf lifestyle and disrespect for human customs that eventually got her into more trouble than she could handle. Marienburg has a very strict Thieves' Guild, and when they discovered the elf purloining wares from merchants under their 'protection', without their permit, they took swift action, overpowering her on the open streets and hauling her off to the slave traders.

To be fair, they probably would have gotten around to do it anyway. Even average elf slaves fetch a fine price on the market.



pre:
Mathuviel Thylenin, Female Elf Thief

Height - 5'6, Weight - 150
Hair - Light Brown, Eyes - Green
Age - 110, Birthplace - Reikwald Forest

WS  BS  S   T   Ag  Int  WP  Fel
31  41  31  31  41  36   31  31

A   W   SB  TB  FP   M
1   10  3   3   2    5


Career Advances
WS  BS  S   T   Ag  Int   WP   Fel
+5  +5         +15  +5        +10

A  W   SB   TB   M   Mag   IP   FP    
   +2

Skills:
Knowledge (Elves) (Int), Speak Language (Reik, Eltharin) (Int), Concealment (Ag), Disguise (Fel), Pick Lock (Agi),
Perception (Int), Scale Sheer Surface (Agi), Search (Int), Secret Signs (Thief) (Int), Silent Move (Agi), Sleight of Hand (Agi)

Talents:
Alley Cat
Excellent Vision
Night Vision
Savvy
Specialist Weapon Group (Longbow)
Trapfinder

Trappings: 

Gone.

Advances:

Nil.
Not bad, for random-rolling. Thief, if I remember correctly, is one of the better situated starting classes. Not warriors, but their skillset lends itself well to a lot of things, and as an elf I'm probably going the ranged route anyway. Soon as I can choke a bow out of some hapless guard, anyway.

Scribbleykins fucked around with this message at 23:58 on Feb 21, 2014

Lord Hypnostache
Nov 6, 2009

OATHBREAKER
Friedrich, son of Franz
That day was a terrible day. Friedrich, son of Franz, a most unnotable peasant and farmer, was supposed to be having a wedding. Friedrich wasn't really into it, but his father had made it quite clear that it was time for Friedrich to be a man and make something of himself, and the first thing to do was to get married. His father had chosen a bride, who was sort of pretty and pleasant, but Friedrich just really wasn't into it. At first, the priest was very, very drunk, and it was very hard for Friedrich to repeat what was mumbled to him. Then, it started to rain. And finally, before the ceremony was finished, a roving band of bandits attacked the village. Oh yes, bandits and marauders. You know, like the ones mothers always warn their children about. No not beastmen, that's to creepy. Besides, bandits actually exist. Now let me finish.

So, bandits attacked the village and looted everything valuable; metalwork, turnips and cattle. They even knocked some people senseless and took them with them, Friedrich included. And so, Friedrich, son of Franz, avoided the marriage he was just not into. Unfortunately he had been sold into slavery. On the upside he had never traveled so far from his home village or seen more than a hundred people at once. Things are not looking quite so bad.

pre:
Name: Friedrich
Race: Human
Career: Peasant

WS 31
BS 31
S  31
T  31
Ag 31
Int31
WP 31
Fel31

A  1
W  11
SB 3
TB 3
M  4
Mag0
IP 0
FP 3

Skills: Charm, CoKno (Empire), Concealment, Drive, Gossip, Performer (Dancer), 
SpLan (Reikspiel), Set Trap, Silent Move, Swim, Trade (Cook, Farmer),

Talents: Ambidextrous, Luck, Rover, SWG (Sling)

Lord Hypnostache fucked around with this message at 00:16 on Feb 24, 2014

TychoBrahesNose
May 24, 2011
There are a few who have expressed interest but have not yet apped, and some others who still need to provide some background for their characters. Given the number of apps I already have, I'm thinking I'll close recruiting at the end of Thursday the 27th, and make decisions sometime on Friday. Please finish your submissions by then!

Epicurius
Apr 10, 2010
College Slice
Otto Förster



Reikland Forest has a reputation for banditry. This is perhaps well deserved, for in the depth of the forests, away from honest men and the law, lurk outlaw bands. The forest is wide and dark, and in it hide many things that fear the light. The forest has therefore gotten a bad reputation, and that is perhaps unfair, because in the forest also dwell many honest men and women, trying to make their living as best they can.

One such man is Otto Förster. From a small village in the forest, Otto made his living cutting timber for the Baron who, at least nominally, held that part of the forest. Unlike the bandits deeper in the woods, Otto was an honest man (except for some minor poaching), and, while not making him rich, let him support himself and his family. Indeed, life in the forest village was difficult, but reasonably pleasant. The village was old, the families living there well established, and it was a friendly enough place, if somewhat confined. And so, Otto raised his family, reasonably content. And Otto was a man who was respected among his peers. While he was not the cleverest person, he was hard working and reasonably friendly and generous, and that counted for a lot.

But the dwellers of the forest could never be considered "good peasants" as far as the Reikland aristocracy was concerned. Life in the forest had given them a certain independence of mind. They had, as forest dwellers, a whole set of hereditary rights and privileges, and the authority of nobles weighed light in the forests. Previous Barons accepted this, content to let the forest dwellers go their own way in most things and to accept only nominal tribute, but when a new Baron took the title, young, arrogant, and greedy, he attempted to impose his authority on the forest. The villagers simply shrugged, knowing his warrant was irrelevant, and argued that old forest law did not require them to pay the new taxes that he required of them.

It was a mistake. For, while they succeeded on the merits of their case and the Baron was forced to back down, he seethed with anger at the thought of being defied by mere peasants, and forest denizens, no less (for the people of the forest had always seemed uncivilized to those in the more agricultural parts of the Empire). So, he came up with a scheme for his revenge. Deciding that he would make money from the people of the forest one way or another, he got in touch with some of the bandit groups that lived in the forest and hired them to raid the villages and sell the people into slavery, in exchange for a cut of the profits. So, Otto, through no fault of his own, finds himself chained in the hold of a slaver, not knowing what happened to his wife, his children, and his friends, but desperate to escape and find them again.

code:
Name:  Otto Förster
Race: Human
Career: Woodsman

WS	BS	S	T	Ag	Int	WP	Fel
31	31	35	36	31	27	31	31

A	W	SB	TB	M	Mag	IP	FP
1	11	3	3	4	0	0	3

Skills: Common Knowledge (The Empire), Gossip, Speak Language (Reikspiel)Concealment, Set Trap, Perception,
Scale Sheer Surface, Secret Language (Ranger Tongue), Secret Signs (Ranger), Silent Move


Talents: Excellent Vision, Resistant to Poison, Very Resilient, Rover, Specialist Weapon Group (Two Handed)

Character roll (From Career Compendium): 1d1000 986
Talents: 2d100 58, 18

TychoBrahesNose
May 24, 2011
Dump stats come in handy when you can alter your characteristics at will, and when you aren't planning on fighting (or thinking, or talking) don't they? However, you should ensure that your characteristics are not reduced below your racial minimum -- I'm looking at you, Waci and dichloroisocyanuric (though in the latter case, I think your elf scribe is just plain missing 10 points).

Waci
May 30, 2011

A boy and his dog.
Welp, sorry. I thought I'd kept that in mind, but of course the minimum of 2d10 is 2, not 0. Fixed that, and I'll post background later today. Had it figured out a couple days ago, just need to write it down.

opulent fountain
Aug 13, 2007

At the risk of sounding like an idiot, I'm not actually sure where my problem is :(

John Dyne
Jul 3, 2005

Well, fuck. Really?

dichloroisocyanuric posted:

At the risk of sounding like an idiot, I'm not actually sure where my problem is :(

Fel should be 22 minimum. :v:

It looks like you dropped 5 from BS and 10 from Fel to add 10 to Int.

Adbot
ADBOT LOVES YOU

Waci
May 30, 2011

A boy and his dog.

dichloroisocyanuric posted:

At the risk of sounding like an idiot, I'm not actually sure where my problem is :(

The same issue as I had. There's no way for a 2d10 to result in a 1.

  • Locked thread