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 RPG recruitment and OOC, The Eye of Sotek
-Sentinel-
Posted: Oct 26 2009, 07:14 PM


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"Gustav is not going to make it," said Jarla in a flat, resigned tone.

Doctor Hecker cursed softly. "Are you sure?"

"Yes, doctor. Even the major arteries are turning black as coal."

"Give him something to ease his passing, and remember to burn the body when he expires. And concentrate your efforts on those who stand a chance."

With a deep sigh, the old man glanced out the window. The eastern horizon was already taking an orange hue. The thrice-damned Skink should have arrived hours ago. How were you supposed to deal with an impending crisis when bureaucracy got in your way at every turn? Doctor Hecker anxiously walked back and forth in the darkened room of the makeshift hospital, checking on his half dozen patients and encouraging his two weary assistants. If the disease got out of the building, he would be powerless to stop it. The city just did not have enough healers.

The knock at the door was the sweetest sound Doctor Hecker had ever heard.

"There you are!" he exclaimed, letting the Skink in. "We are in dire need of your advice."

"So they told me," said the Skink sullenly. "My name is Zuqini, head scout of the sixteenth northern patrol. So you have a possible epidemic, is that it?"

"See for yourself." Doctor Hecker pointed at Gustav, now halfway between sleep and death. The man had been stripped naked, revealing a network of blackened veins. "A week ago I did not even know this disease existed, until it suddenly broke out near the harbor. I named it Pitchblood. It causes the blood to turn black and thicken until it can no longer flow. The subject dies in a matter of three or four days."

"Is it contagious?" inquired Zuqini in a worried tone.

"Apparently very contagious for humans. I strongly doubt it affects non-mammals."

"Aren't you worried of contracting it?"

"No. We have found a cure, and it seems that one dose not only cures the disease but also makes you immune to it for a while. My assistants and I have already taken it."

"Then what's the matter? Just give the cure to everyone."

"Here's the matter : we're out of ingredients. We need them quickly, and for this you must help us. I understand you're familiar with Lustrian flora." He pulled out a handful of small white seeds from his pocket. "This is the key ingredient. I've sent men to look for more seeds, but they didn't find any."

"That does not surprise me," said Zuqini. "Those come from a rare plant called
huatlaq. Nowadays it can only be found on the shores of Sotek's Tear, as far as I know."

"Sotek's Tear? The crater lake?" Hecker's face fell. "That's... quite hard to reach, I'm told. But we need to send an expedition quickly. We can't contain the disease forever."

"I can lend you a few Skinks," said Zuqini half-heartedly. "I could even come in person, I know this area very well. But I cannot do much more without getting entangled in bureaucracy for days."

"We could use some Saurii, too."

"Oh, you really expect the Scar-Leader to send any of his warriors on an expedition to save New One lives? No, sorry, you will have to provide your own fighters and porters. And possibly additional scouts, too."

"Couldn't you at least tell His Reverence about the matter?"

"That is probably the least of his concerns. You seem to control the situation."

Hecker gritted his teeth. "By the time it's out of control, it'll be too late."

"I understand. That is why I am trying to help you, because the Council has other matters to attend to. Besides, it would not do to have the population panic. A small, discreet expedition can be prepared in a matter of hours, as long as you provide the bulk of it, but anything big and official will take a week and require a lot of paperwork. So you better gather a few good warmbloods and send them to me quickly. I suggest that we leave at noon."










Welcome to my new RPG.

Again, we are using the rules of Warhammer Fantasy Roleplay. I need four to six characters, be they Humans, Elves, Dwarfs or Halflings, but exceptionally I will also accept a single Skink (I made up some rules for Skink player characters, you can ask me about them). Those characters are, you guessed it, the hastily-gathered members of the expedition, most likely fighter or ranger types. They may be characters you already used in The Lost Library, in which case they will retain all their XP and abilities in addition to a free advance like everyone else. Remember that we start with basic careers (e.g., back-alley thugs or novice hunters), so don't come up with an almighty archmage or professional assassin.

Normally all classes start with specific equipment, but I am willing to bend the rules: if you want a bow instead of a crossbow, no problem (just don't ask me for a Hochland long rifle or a magical sword). Another modification: humans normally roll for two random Talents, but I will instead allocate those Talents based on what your character should logically have according to his or her fluff and career. You may also request specific Talents.

I will assume you do not have the WFRP rulebook, but anyone who has it will make things much simpler for both himself and me. Buy it if you can, it's cheap and useful.

There are two ways to create a character. One way (recommended) is to ask me to roll some stats for a specific race ("Roll me an Elf!") and then choose a career and background based on those stats. The other way is to create your character immediately and then ask me to roll the stats, in which case you must accept the possibility of finding yourself with a character not suited to his career (an archer who couldn't hit a Stegadon at thirty feet, for example).


When submitting a character, fill this up:

Name: Fairly self-explanatory, I guess.
Race: You can play Humans (preferably Imperial), Elves (preferably not Dark), Dwarfs (preferably not Chaos) or Halflings (preferably not comedic). One Skink PC will be accepted (first come, first served).
Physical appearance: What does your character looks like? Gender, age, height, weight, face, eyes, hair, distinguishing features such as scars or tattoos, clothes... I appreciate details.
Personality: Your character's attitude, behavior and tastes. This is very important, as it will determine how I portray your character when I cannot give you a choice. So no 'enigmatic strangers', please.
Background: The backstory of your character. This is perhaps the most important part: it is mainly based on this that I will decide your starting Career, unless you want to choose one yourself. This said, I don't want a day-by-day biography or an epic saga filled with dragons, magic and vampires.
Abilities: What are you good at? Swinging greatswords? Reloading your crossbow in a blink? Lying? Gambling? Tracking? Surviving against overwhelming odds? This will influence the career I choose for your character.
Equipment: Everyone starts with common clothing, a dagger, a hand weapon, a backpack (containing a blanket, a tankard and cutlery), and a purse with 2d10 gold. You can choose the rest or even replace some of the basic equipment, as long as it is reasonable and in keeping with your career.
Additional notes: Optional. If you have more tips to give me about how to portray your character, or if you wish to request a small rule change, this is the place.


Registration is open for about three weeks.

This post has been edited by -Sentinel- on Oct 26 2009, 07:17 PM


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TheGallant!
Posted: Oct 26 2009, 08:09 PM


The Truth is Tangible


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And like a sinner before the gates of hell, I'll come crawling on back to you.

Wait, somebody already used that song as a joke!

I know full well that I am not RPG material when it comes to humans, and your racial discrimination limits my other options! Orcs can be in campaigns too!*

I'll camp out for the next 18 days, and if it's not full by then I'll put something in, but otherwise I am remaining non-committal!

*Don't mention MY campaign. Ever.


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Soveder
Posted: Oct 27 2009, 12:24 AM


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Not entirly sure as to rules, so I went on a website that generated me a character. And now to flesh him out:

Name: Sunderland Drake
Gender: Male
Race: Empire (from Altdorf)
Skills: Common Knowledge (empire), Speak Language (Reikspiel),
Talents: Marksman(47) Resistant to Poison (58)
Career: Marine(88)
WS: 5 + 6 + 20 = 31
BS: 10 + 10 + 20 = 40
S: 3 + 4 + 20 = 27
T: 2 + 10 + 20 = 32
Ag: 3 + 2 + 20 = 25
Int: 10 + 8 + 20 = 38
WP: 8 + 9 + 20 = 37
Fel: 6 + 9 + 20 = 35
Attacks: 1
Wounds: 6 = 11
SB: 31 S = 3
TB: 30 T = 3
Movement: 4
Magic: 0
IP: 0
FP: 8 = 3

Tired, I'll finish him later.
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-Sentinel-
Posted: Oct 27 2009, 01:44 AM


Airship Captain


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QUOTE (Soveder @ Oct 26 2009, 07:24 PM)
Career: Marine(88)

That's if you want a randomly generated career, which in my opinion isn't always the best option from a ruleswise, RPwise and plotwise perspective. It's up to you, of course, as long as you can justify a Marine's presence in a jungle expedition.

Marines are a combat-oriented class with emphasis on both close combat and shooting. They usually come with a bow or crossbow with 10 arrows or bolts, a leather jack, a shield, a grappling hook and 10 yards of rope (in addition to the basic equipment), but as I said in my first post I leave some freedom when it comes to equipment.

Fluff-wise, Marines are ship-borne soldiers whose task is to protect their ships from pirates and raiders. They are known as tough, brutal and frequently-drunk men.

I will trust you for the stats, but normally I prefer to roll them myself.

This post has been edited by -Sentinel- on Oct 27 2009, 01:59 AM


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daelrog
Posted: Oct 27 2009, 05:45 AM


Great Taste & Smooth


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I enjoyed the last RPG, and with 5-6 people I am inclined to believe that there won't be any competition for places given the lack of activity during this time of year. Alons is getting integrated into the a storyline I'm going to start sometime in late November to mid-December, so he'll sit this out. Instead I'd prefer to see Sidaeus Cole as he fits the bill of last-minute hired muscle, and is a cahracter I have fun writing for. For enoguh money, or one of his drinking buddies catching Pitchblood would be enough to get him going.

I'll get a summary up later this week. If people who haven't gotten a shot at a RPG want to take my place, that's fine, but we'll see if that is even a problem.


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Kind? Virtuous? Compassionate? You will never hear me refer myself as such, nor should you spread such nonsense.
-Trez Sol
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Swordsalot
Posted: Oct 27 2009, 05:59 AM


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Definitely interested, but I have absolutely no knowledge of WHFRP.

Also, very uninspired about my character. Tempted to say human just as a default.

So I guess I'll do that..

Roll me a human biggrin.gif

(and tell me if his stats are any good biggrin.gif )
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NoOoDLe
Posted: Oct 27 2009, 08:33 AM


Dutchii


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Hmm... I don't like using Alexi for this one since he has too much lose ends..

I think I know what kinda character I'd like but.. It'll depend on stats. tongue.gif

Roll me an Elf plix plox! ^^

Edit: I think I might be tempted of making a Kislevite again though.. Rebuilding Alexi from scratch so to speak. But.. Not sure yet. Roll of Elf would still be appreciated methinks..


This post has been edited by NoOoDLe on Oct 27 2009, 08:50 AM
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-Sentinel-
Posted: Oct 27 2009, 02:19 PM


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QUOTE (Swordsalot @ Oct 27 2009, 12:59 AM)
Roll me a human biggrin.gif

Here we go. smile.gif

WS:31 BS:39 S:33 T:31 Ag:28 Int:36 WP:33 Fel:31
A:1 W:10 FP:3


QUOTE
(and tell me if his stats are any good biggrin.gif )

They are.

Humans range between 22 and 40 for all starting stats, with 31 being the average. So here you have a character with average Weapon Skill, Strength, Toughness, Willpower and Fellowship, slightly below-average Agility, good Intelligence and high Ballistic Skill. The Shallya's Mercy rule allows you to raise one below-average stat to the racial average for this stat; since Agility is your only stat under 31, I suppose you'll want it raised.






QUOTE (NoOoDLe)
Roll me an Elf plix plox! ^^

Edit: I think I might be tempted of making a Kislevite again though.. Rebuilding Alexi from scratch so to speak. But.. Not sure yet. Roll of Elf would still be appreciated methinks..

I will not roll both a human and an Elf, since it would give you two sets of stats to choose from. I will roll an Elf and, if in the end you want a Kislevite, my rolls can be transferred to a human profile.


WS:32 BS:41 S:37 T:35 Ag:47 Int:27 WP:24 Fel:29
A:1 W:9 FP:2


Your Elf is average in Weapon Skill and Fellowship, good in Ballistic Skill (which translates as average for an Elf), quite strong and tough, agile even by Elven standards, but rather cowardly and not the pointiest arrow in the quiver.

Shallya's Mercy would allow you to raise either your Int, your WP or your Fel to 31.

(For your human stats, just substract 10 from your BS and Ag.)

This post has been edited by -Sentinel- on Oct 27 2009, 04:11 PM


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Slann Lord Chilipepa
Posted: Oct 27 2009, 03:14 PM


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This sounds like a job for Thorgil Thorsson, gentleman-dwarf adventurer!

I don't know if any of you have seen this character before... I made him for Benedictus' non-starter RP over on Warhammer Palace, and have been trying to use him ever since. He and I went through a lot of redrafts of this character, so some of the background text is inordinately long - I promise, no vampires or dragons. I'll put the long stuff in quote blocks.




Name: Thorgil Thorsson

Race: Dwarf (Zhufbar-born)

Physical appearance: Thorsson is an old dwarf, his full, white beard and time-worn features giving him a completely unjustified air of respectability. He usually wears several layers of thick, woollen clothing and old, fleece-lined gloves, being used to working in the Empire’s mountainous borders, and rarely makes any concessions to other climates, seemingly impervious to the elements.

Personality:

QUOTE (Wall of Text One)

If he knew any Bretonnian, Thorsson would describe himself as an “entrepreneur” – as it is, he has to settle for “opportunist”, which is perhaps a more accurate description, although "rogue" and "con-man" (con-dwarf?) would also be appropriate. An experienced prospector and miner, he milks the dwarven reputation for all it’s worth, finding that wherever his skills are applicable, the services of a dwarf command a disproportionate fee from gullible humans. As well as being a rather skilled actor, he is an incorrigible teller of tall tales, exaggerating and inventing parts of his past experience with abandon – usually with the aim of either convincing someone to shore up his failing funds with some form of employment, or to finance one of his infamous ventures. The dwarven lust for gold is especially pronounced in his personality, meaning that, while for the most part sceptical and level-headed in his dealings with others, Thorsson is prone to launching himself with great enthusiasm into over-ambitious or simply pipe-dream money-making schemes whenever he has the resources to do so. His talent for persuasion has dragged many human merchants and nobles into such ventures with him, and as a result he seldom stays in any single locale for longer than a couple of years: he can be depended upon to earn the enmity of those whose money he poured away with relative speed, and is practical-minded enough to recognise when it would be better to pack his possessions and leave than to stay while his benefactors discover the full story. Between schemes, he has a tendency to earn the disfavour of the authorities in a more direct manner, through forgery, fraud and smuggling – crimes usually directed at the wealthier members of local society, and which he reasons to himself hurt no-one.

In his pride, his stubborn nature, and his literal-mindedness, he is very much a Dwarf: where his lies become tangled enough to trip him up, he usually escapes through brazen bluffing rather than outright flight, having a great deal of courage and confidence. To the few that come to know him reasonably well, however, his flaws become quietly apparent: he almost believes his own stories, and is clearly in some form of denial about his unspoken past. One might suspect that his sometimes hollow good cheer and tale-telling betrays that the seemingly happy Thorsson has taken the disgrace that cast him out of the mountains far more seriously than he lets on: he unconsciously seeks respect from humans to an almost pathological degree due to the shame of his outcast status – something that seems strange or deeply unbalanced to humans, but is well known among a race that has a cult dedicated to those who have been driven mad by their shame. While he is convinced that he irrevocably cast down into crooked ways, and that honest work was never in his blood, he looks up to those that he sees as honest and honourable above all others, and will often go out of his way to avoid swindling or harming them.

He often seems happiest when penniless and at a loose end, his equally obsessive gold-lust often driving him into extremes of stress and worry when engaged on some grand venture, although he would never admit this himself. All this, however, is very deeply buried beneath the surface, fossilised beneath layers of assumed capability and cheerful confidence.


Background:

QUOTE (Wall of Text Two - Return of the Revenge of the Son of the Wall of Text)

Thorgil hails from the Dwarfhold of Zhufbar: the son of Bran Gotriksson, a minor noble of the Makazzok clan, his full name is in fact Thorgil Bransson Makazzok. A talented and astute miner, he nevertheless lacked the dwarvish caution and reliability that is characteristic of the race: he would be left to excavate a seam, only for his clansires to come back in a week’s time and find that he had, of his own initiative, struck off down a new vein in enthusiastic pursuit of “a big strike”. After some years of jumping between clan employers as a prospector and an overseer, he became convinced that there was a rich seam of iron in the bedrock of the southern reaches of the mountain, reaching under Black Water: approaching the Thane of clan Makazzok, Donnal Agrulaz Makazzok, petitioning him for the money and the miners to go after the find which he claimed would make the clan rich. After several months of pestering, Agrulaz’s greed got the better of him, and he gave permission for Thorgil to attempt his grand project.

Recruiting a dozen of his friends from the clan Makazzok miners, and using the tight purse of money provided by Thane Agrulaz to buy the tools and timber, Thorgil set about his mining with a will: within a week, his suspicions about the seam had been justified, and the Bransson mine was turning out great quantities of some of the finest iron in Zhufbar: a quarter went to the clan, as per Thorgil’s agreement with Agrulaz, and the remaining three quarters were split between the miners themselves, with Thorgil receiving a double share as the overseer. Fuelled by gold-greed at the vast profits they were making selling the iron on to the blacksmiths in the upper levels (iron being in great demand in Zhufbar, as the Empire buys many of its weapons from the Dwarfs, and Zhufbar is the prime point of trade between the two kingdoms), the miners exploited the seam further and further under Thorgil’s supervision – as they did so, the money from the tight-fisted Agrulaz dried to a trickle, forcing them to use their own funds to pay for their ambitious expansions, their determination heightened by Thorgil’s clear enthusiasm and commitment: Bransson invested the majority of his own takings in the expansion of the mine, convinced that if he could once reach the main body of the seam, they would all be rich beyond their wildest dreams.

The problem with Thorgil was that he never knew when was enough. Driven on by gold-lust and obsessing over the motions of potential competitors who might attempt to undercut him before he could establish full mining rights, he drove his mine further and deeper, Bransson and each of his miners working double shifts as they dug down into the rock of the mountain. Two abortive shafts consumed the majority of Thorgil’s investment, and Agrulaz refused to increase his funding of the project: unable to collapse his empty shafts and retrieve their timber without endangering the stability of some of the upper mine-works, he was forced to buy in cheap human timber and to fill in the tunnels with rubble from the main mine. Finally striking on what looked like the core of the seam, he redoubled his efforts, the thirteen dwarfs staying down in the mine for weeks at a time as they hacked away at the raw bedrock: after a fortnight and a half of solid mining, there was a creaking crack from the roof of the tunnel and muddy, ice-cold water began to spray into the mine. They had dug right out under the lake itself in their haste.

Thorgil and two of the others, Gunni and Duraz Makazzok, managed to escape: they had been filling the aborted shafts further up while the others were working at the rockface of the main mine. The other ten were either drowned or trapped to suffocate as the workings began to collapse, their bodies never found. Within a week, the cheap props that Thorgil had bought rotted through and began to allow the flooded tunnels to subside, causing damaging tremors in the upper mineworks and jamming the great water-wheel of Zhufbar for a full three days as the settling mountainside crushed one side of its gigantic axle flat: the reparations that clan Makazzok had to pay came to over three times the money that Agrulaz had made from Thorgil’s venture, and publicly humiliated them before the rest of the hold.

Gunni shaved his head, having failed to rescue one of his drowning companions in the mine: Duraz, having saved the greater part of his share of the money, kept his head down and returned to his own family’s mines, refusing to speak to Thorgil after the tunnels began to subside except to suggest that he might do well to follow Gunni’s lead. Penniless from his investment in the mine and ostracised by the clan, Thorgil himself was summoned before Agrulaz in private audience.

Agrulaz gave Thorgil a simple choice: leave Zhufbar quietly, or be publicly cut off from the clan. Bran Gotriksson was a respected member of the Makazzoks, and Agrulaz would not see him shamed if he could avoid it – however, after such a debacle, the damages for which Thorgil could never possibly repay in his destitute state, Thorgil could not possibly remain at large under the Thane’s leadership. Devastated, Thorgil reluctantly agreed to leave the hold discreetly: Agrulaz provided him with passage into the Empire, and ordered him not to communicate with any members of the Makazzok clan, wherever they might be: the story of the damage to the water-wheel and the devastation wrought by the spread of the flood-waters had made the name of Bransson Makazzok infamous, and Agrulaz would not be seen to have any of his clan talk with the outcast let the tarnish on the clan name become permanent.

Still in a state of shock at his exile, Thorgil travelled through Stirland without purpose, at several points considering becoming a Slayer: when he heard that Gunni had died in northern Sylvania, however, he resolved himself against such a course of action, resolving that if he could only make back the money that Agrulaz had lost in reparations to the other merchant clans, he could buy his way back into the clan. Some measure of his old confidence and enthusiasm returning, he has since always been on the lookout for another “big find”, something that can make good the losses inflicted on him by ‘bad luck’ on his first great venture and let him retake the name that for now he hides for shame. At every opportunity, he can be found petitioning human merchants and nobles for money to fund his next grand scheme, always planned to make enough to repair his name and more, and always failing: his blindness for “boring” details and over-ambitious planning tend to ensure that his ventures end in collapse. While his long life amongst humans has taught him respect for the youngest race, he has also learnt their weak points, and though he would hate to think of himself as a trickster or a criminal, his characteristically obsessive focus on accumulating great wealth has almost begun to obscure his original aims – he is now convinced that “the big find” will make him rich enough not only to buy his way back into the clan, but also to rise to the levels of dizzying wealth he aspired to while he was still working the mine. It is a tragic obsession, and one he has grown old in the pursuit of, his goal always out of reach. The longer he has spent searching for redemption in the form of coin, the more his reasoning has drifted apart, his shame having become a nebulous, omni-present guilt at his own dishonest and dissolute life, constantly in competition with his natural enthusiasm and unashamed avarice.


Summary: [(CMOT Dibbler)+(Daniel Dravot)+(Dwarfy MacAxebeard)]/3

Clearly he's now wound up Lustria. This would be because of the GOLD, and possibly because he annoyed a few too many wealthy people back in the Old World.

Abilities:
  • Prospecting
  • Mining
  • Outdoors survival
  • Bluffing/confidence tricks
  • Storytelling
  • Smuggling
  • Evaluation/Haggling
  • Tax evasion
Equipment:
  • A dwarven pickaxe of excellent craftsmanship, probably almost as old as Thorgil.
  • A light leather jack, worn under the outer layers of his clothing.
  • A bulky pack, containing a spade, a heavy storm lantern and several flasks of oil for the light, as well as whatever maps or papers from his various plans he might be carrying at the time.
  • An old pipe & a lot of tobacco.
Additional notes: Miner would be the best fits careers-wise: I think they can choose the Prospecting skill to start with, or something along those lines.


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It was an intelligence that had already been long basted in guile and marinated in cunning by the time a group of almost-monkeys were wondering whether standing on two legs was a good career move. It wasn't an intelligence that had any truck with, or even understood, the arts of diplomacy.

It wouldn't play with you, or ask you riddles. But it understood all about arrogance and power and cruelty and if it could possibly manage it, it would burn your head off.


- Terry Pratchett
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NoOoDLe
Posted: Oct 27 2009, 03:22 PM


Dutchii


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Hmm.. Stats don't really fit what I was looking for to be honest.. Although I'm sure I can think of something interesting with them. happy.gif

Although, I was thinking (I know.. Horrible 'innit?) could you send me the details for the Skink character? I was considering Chili might've wanted dibs on it but since he didn't express his interest on said dibs I thought I could give it a try. ninja.gif
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-Sentinel-
Posted: Oct 27 2009, 03:37 PM


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QUOTE (Chili)
Name: Thorgil Thorsson

WS:43 BS:28 S:28 T:41 Ag:20 Int:35 WP:34 Fel:26
A:1 W:12 FP:3


Good stats... I recommend using Shallya's Mercy to raise your Strength to 31, in order to get a Strength Bonus of 3.


QUOTE
Additional notes: Miner would be the best fits careers-wise: I think they can choose the Prospecting skill to start with, or something along those lines.

Just be aware that it's quite hard to make a cunning liar out of a Dwarf miner: this race and career just don't get much in the way of people-oriented skills.

The Miner career does give you the choice between Trade (Miner) and Trade (Prospector), while the Dwarf race lets you select between Miner, Smith and Stoneworker. So you can start the game with both Miner and Prospector.







QUOTE (NoOoDLe)
Although, I was thinking (I know.. Horrible 'innit?) could you send me the details for the Skink character?


WS: 10 + 2D10
BS: 20 + 2D10
S: 20 + 2D10
T: 10 + 2D10
Ag: 30 + 2D10
Int: 20 + 2D10
WP: 20 + 2D10
Fel: 20 + 2D10
A: 1
M: 6
Wounds: As Halflings
Fate Points: As Humans

Skills: Common Knowledge (Lustria), Concealment, Outdoor Survival, Speak Language (Reikspiel), Speak Language (Saurian)
Talents: Rover

I hope it's balanced.

This post has been edited by -Sentinel- on Oct 27 2009, 03:49 PM


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Slann Lord Chilipepa
Posted: Oct 27 2009, 03:45 PM


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QUOTE
WS:43 BS:28 S:28 T:41 Ag:20 Int:35 WP:34 Fel:26
A:1 W:12 FP:3

Good stats... I recommend using Shallya's Mercy to raise your Strength to 31, in order to get a Strength Bonus of 3.


I shall indeed. Makes no sense to have someone swinging a pickaxe about at S2.

I'm liking the look of his Weapon Skill. Clearly he has had plenty of practice with said pickaxe... damn grobi, trying to steal his claim!

QUOTE
Just be aware that it's quite hard to make a cunning liar out of a Dwarf miner: this race and career just don't get much in the way of people-oriented skills.


I would imagine that that side of Thorgil's character would come out more in roleplaying than through stat tests. He's rolled up a higher-than-average intelligence, though, which fits.

If this were a point-buy, I would lose some serious WP to boost his Fel to bring the stats more in line with his personality, but it don't matter too much.

QUOTE
The Miner career does give you the choice between Trade (Miner) and Trade (Prospector), while the Dwarf race lets you select between Miner, Smith and Stoneworker. So you can start the game with both Miner and Prospector.


That sounds like what I'm after.


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It was an intelligence that had already been long basted in guile and marinated in cunning by the time a group of almost-monkeys were wondering whether standing on two legs was a good career move. It wasn't an intelligence that had any truck with, or even understood, the arts of diplomacy.

It wouldn't play with you, or ask you riddles. But it understood all about arrogance and power and cruelty and if it could possibly manage it, it would burn your head off.


- Terry Pratchett
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daelrog
Posted: Oct 27 2009, 05:57 PM


Great Taste & Smooth


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Go ahead and roll a human for me. If it something close to Sidaeus (high toughness, decent strength and weapon skill, but lacking in the other areas) I'll go with him. If it's something off the board for him, I'll develop something else tomorrow or Thursday.


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-Sentinel-
Posted: Oct 27 2009, 06:12 PM


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QUOTE (daelrog @ Oct 27 2009, 12:57 PM)
Go ahead and roll a human for me. If it something close to Sidaeus (high toughness, decent strength and weapon skill, but lacking in the other areas) I'll go with him.

WS:33 BS:26 S:36 T:33 Ag:28 Int:39 WP:26 Fel:35
A:1 W:11 FP:3


So what you have here is a strong, intelligent and rather charismatic character with above average WS and T (not very brave though). You can raise either your BS, your Ag or your WP to 31.


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NoOoDLe
Posted: Oct 27 2009, 08:53 PM


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Sounds fair enough to me with the skink. Could I use the results of the rolls you did for the elf? (as in the current stats with the elf bonuses subtracted and the Skink bonuses added up to them) As they fit the kind of Skink character I'm after perfectly.
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daelrog
Posted: Oct 27 2009, 10:22 PM


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That's quite an intersting character you rolled. All right, I'll go ahead an knock up the agility as I think keeping the willpower low is too interesting an aspect to pass up. I'll think up a character during my 3 hour night class, and I'll edit this post tomorrow.

EDIT: All right, I have a character. As soon as I get my work done today I'll jot it down here.

EDITEDIT: And... here we go.
Name: Isaac
Race: Uber-Vampire Daemon Troll!… erm… I mean human
Physical Appearance: Isaac at first is not a very pleasant sight. He is dressed in black clothes with a layer of grey dust makes Isaac appear as a beggar. Wild, black hair covers much of his face, just like a ruffian. Worse of all is the deep scar that runs down the left side of his face, crossing his eye that is now a dead pale green. However, the right side of his face is fine, if a bit unshaven, and his right eye is a jovial green, full of life. His smile is quite pleasant and he seems unable to hurt a fly when he speaks, calmly and softly. He stands about six-foot-two, is decently built, and his age could be anywhere from a very, very rough twenty years, to a more generous mid-thirties.
Personality: Isaac despite his appearance is a very warm person. He tends to keep to himself mostly, reading a trio of old, dusty tomes he keeps with him. However, when approached he stops whatever he’s doing (well, if he’s holding someone up or something he won’t just drop them) and listens intently. He tends to become more open the more people there are, as if the more to share a conversation, the better. Though Isaac rarely drinks, and only drinks wine if he does so, he is known to dance his heart out at a festival.
Background: If asked, he will say that he is a traveling scholar who inherited just enough from a late uncle to travel, or so he thought. Now he works odd jobs in order to pay ends meet and to get to his next destination wherever that may be. He is fairly new to Rezephua, less than a year, more than six months, but otherwise little is known. (Real background will be PMed to Sentinel).
Abilities: Empathy, literate, common knowledge (Empire), amateur herbalism (though he knows nothing of Lustrian flora)
Equipment: Three dusty old tomes with tiny writing, pair of glasses (left lenses broken), a flat shaped box that is as tall as him that he slings over his shoulder (contents unknown), a small jar of sealed water.
Additional Notes: He prefers to stay in the middle of a pack when travelling.

This post has been edited by daelrog on Oct 28 2009, 04:52 PM


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Kind? Virtuous? Compassionate? You will never hear me refer myself as such, nor should you spread such nonsense.
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-Sentinel-
Posted: Oct 27 2009, 11:08 PM


Airship Captain


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Joined: 17-February 07



QUOTE (NoOoDLe @ Oct 27 2009, 03:53 PM)
Sounds fair enough to me with the skink. Could I use the results of the rolls you did for the elf? (as in the current stats with the elf bonuses subtracted and the Skink bonuses added up to them) As they fit the kind of Skink character I'm after perfectly.

WS:22 BS:31 S:37 T:25 Ag:47 Int:27 WP:24 Fel:29
A:1 W:8 FP:3


You will notice that those stats are lower than or equal to the Elven ones, the sole exception being the additional Fate Point. Fate Points are the great equaliser between the races: Humans and Halflings usually get more than Elves or Dwarfs. A Fate Point is, in essence, another life: if something would kill you, you instead spend a Fate Point and survive.

Additionally, each Fate Point gives you a Fortune Point (i.e., the ability to re-roll a test) every in-game day.

This post has been edited by -Sentinel- on Oct 27 2009, 11:11 PM


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TheGallant!
Posted: Oct 28 2009, 02:24 AM


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Sentinel, what is your ruling on comical characters? Like, on a scale of 1 to 10, let's say Burrsa is a 9 and Lewt is a 5, what is the highest number of comical we're allowed to have? It's the only world I can exist in!


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-Sentinel-
Posted: Oct 28 2009, 03:27 AM


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QUOTE (TheGallant! @ Oct 27 2009, 09:24 PM)
Sentinel, what is your ruling on comical characters? Like, on a scale of 1 to 10, let's say Burrsa is a 9 and Lewt is a 5, what is the highest number of comical we're allowed to have? It's the only world I can exist in!

Here. That last sentence. It explains exactly why Thragka and I were reluctant to accept your characters in our respective RPGs: you seem unable to take anything seriously. You like to roleplay Orcs as funny and goofy creatures, but you tend to forget that they are most of the time blood-thirsty beasts who live only to wage war. You like to roleplay a happy-go-lucky thief, but how will said happy-go-lucky thief react if she gets caught by the local crime lord, who then breaks her thumbs for stealing in his territory without his authorization? In my last RPG you wanted a pyromaniacal wizard who sets fire everywhere, but the WFRP rulebook explicitly states that the penalty for arson is death.

The Warhammer world is an endless source of dark humor, but remember that it is not a Saturday morning cartoon.

My upper limit on your 'comical scale' is 3. Are you able to create a character who fits? If not, then this RPG is not for you.


Edit: Yeah, sorry if I sound harsh. Just felt I had to be firm.

This post has been edited by -Sentinel- on Oct 28 2009, 03:33 AM


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TheGallant!
Posted: Oct 28 2009, 03:44 AM


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QUOTE (-Sentinel- @ Oct 28 2009, 03:27 AM)
it is not a Saturday morning cartoon.

My life has no more meaning! 3 is a tad low for me, I think. Oh well!


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