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14:22, 18th May 2024 (GMT+0)

Character creation.

Posted by GMFor group 0
GM
GM, 4 posts
Tue 14 Nov 2023
at 20:25
  • msg #1

Character creation

1) Generate stats

 HumanDwarfElfHalfling
STR3d63d63d62d6+1
CON3d62d6+93d62d6+1
SIZ2d6+61d6+62d6+71d3+6
DEX3d62d6+32d6+73d6+3
INT2d6+63d63d63d6
POW3d63d63d6+33d6
CHA3d62d6+33d63d6+3

After rolling, you may swap the scores of any stats that are determined by the same roll (so, for example, a human could swap STR and CON but not STR and INT).


2) Attributes

Action Points - for simplicity, everyone gets 3 APs regardless of your stats

Generate all other attributes using the tables on p9-11 of the core book or p6-7 of Mythras Imperative.

Note that dwarves always determine their weight based on the Heavy build, and determine their height as if their SIZ was 2 points lower.


3) Skills

Everyone gets +40 to Customs and Native Language.
House rule - to account for how WFRP is fairly generous with languages, you also get a free +30 to one language of your choice other than your native language

Culture - distribute 100 points among the standard skills, one combat style, and up to three professional skills listed for your culture.  For each skill that gets any points at this step it must get between 5 and 15 points.  See the next post for culture-related options.

Career - distribute 100 points among the standard skills and up to three professional skills (including combat style, if applicable) listed for your career.  Max 15 points per skill, but no minimum.

Bonus - distribute these points (depending on race) among any standard skills, any professional skills that you took in the previous steps, and one combat style or professional skill that you may choose to add here.  Max 15 points per skill, but no minimum.
Human - 150 | Dwarf - 140 | Elf - 120 | Halfling - 160

Note that the maximum of 15 points per skill is separate for each step, so in total you can put up to 45 points into a given skill.


4) Passions

Select one each for Loyalty, Love, and Hate.  For Imperial citizens, it is common to be Loyal to your hometown or province, Love a family member, friend, or romantic partner, and Hate a rival or group of rivals.  However, you do not have to stick to these options if you have a different idea in mind.  For simplicity I'm ruling that all three of these passions will start at POWx2 (slightly different from what the book says but not drastically so), and then add 40 to one, 30 to another, and 20 to the last one.


5) Money and Equipment

Everyone starts with all of the weapons connected to your chosen combat style (if you've put points into more than one, choose the one you think of as your main style).  Since we're playing mercenaries, I will also give you light armor for free, covering all locations except the head - your choice of 2 armor points for each location, and a -3 penalty to initiative rolls, or 3 armor points and a -4 penalty to initiative rolls.  In the Mythras rules these are "Padded/Quilted" and "Laminated," respectively, but for Warhammer we can just reskin them as different varieties of leather armor.

You can also start with whatever other basic gear fits with your specific career.  Use whichever WFRP book you have handy as a guideline, sticking to basic careers only.

Based on the guidelines in the different rulebooks, I feel like 1sp in Mythras is close enough to 1 shilling in Warhammer that we can call it even; all of the prices in the Mythras book are listed in silver, so I don't think anything changes if we stick with Warhammer's traditional exchange rate of 1 crown = 20 shillings = 240 pennies.

And with that said, you start with 2d10 crowns in personal cash or other belongings of your choice.
This message was last edited by the GM at 01:03, Fri 12 Jan.
GM
GM, 5 posts
Fri 17 Nov 2023
at 00:20
  • msg #2

Character creation

Races and Cultures

Humans

Humans from the Empire get Reikspiel as their native language, and can purchase the following skills with their Culture points:
Standard - Conceal, Deceit, Drive, Influence, Insight, Locale, Willpower
Professional - Art (any), Commerce, Craft (any), Courtesy, Language (any), Lore (any), Musicianship, Streetwise
Combat Styles - Street Brawler (unarmed, knife, club; Batter Aside [when you attack, your weapon is considered one size larger for bypassing parries]); Town Militia (spear, shield, shortsword; Cautious Fighter [you can Change Range to withdraw from combat without rolling for it])

Movement rate: 6m

Additionally, depending on which province you hail from, you may add the following skill to your list of options:
Averland - Craft (animal husbandry)
Hochland - Survival
Middenland - Brawn
Nordland - Swim
Ostermark - Endurance
Ostland - Survival
Reikland - Oratory
Stirland - Craft (animal husbandry)
Talabecland - Track
Wissenland - Perception
The bonus skill for your province does not count toward your limit of three professional skills.


Dwarves

Dwarves get Khazalid as their native language, and can purchase the following skills with their Culture points:
Standard - Athletics, Brawn, Deceit, Endurance, Locale, Perception, Willpower
Professional - Commerce, Craft (any), Engineering, Lore (any), Mechanisms, Musicianship, Oratory, Survival
Combat Styles - Dwarf Militia (hammer, pick, shield; Batter Aside [when you attack, your weapon is considered one size larger for bypassing parries])

Dwarves also get the following:
Night Sight - treat partial darkness as full illumination, and full darkness as partial
Passion: Hate Greenskins (POWx2 +30)
Resistance to Magic - you get a +30 bonus on any resistance rolls against magical effects, whether harmful or helpful.

Movement rate: 4m


Elves

Elves get Sperethiel as their native language, and can purchase the following skills with their Culture points:
Standard - Conceal, Deceit, Influence, Insight, Locale, Perception, Willpower
Professional - Art (any), Commerce, Craft (any), Courtesy, Language (any), Lore (any), Musicianship, Folk Magic
Combat Styles - Defender of the Ways (Bow, Spear, Shield; Skirmisher [you may fire your bow while running, though not sprinting])

Elves also get the following:
Magic Sense - you are aware of magical effects within a number of yards equal to your Willpower score.  Additionally, if you touch a creature or enchanted object and make a successful Perception roll, you learn the nature of any magical effects on it (although this might risk corruption, depending on what you find).
Night Sight - treat partial darkness as full illumination, and full darkness as partial

Movement rate: 7m


Halflings

Halflings get Halfling as their native language, and can purchase the following skills with their Culture points:
Standard - Conceal, Deceit, Influence, Insight, Locale, Perception, Willpower
Professional - Art (any), Commerce, Craft (any), Courtesy, Language (any), Lore (any), Musicianship, Streetwise
Combat Styles - Mootland Militia (sling, dagger, club; Defensive Minded [if you do not attack this round, treat your weapon as one size larger when parrying])

Halflings also get the following:
Night Sight - treat partial darkness as full illumination, and full darkness as partial
Resistance to Magic - you get a +30 bonus on any resistance rolls against magical effects, whether harmful or helpful.

Movement rate: 5m
This message was last edited by the GM at 23:41, Wed 13 Dec 2023.
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