Thursday, December 2, 2010

Warhammer Fantasy Roleplay, 2nd Edition

Sorry for the delay; between Thanksgiving, the imminent expansion of world of Warcraft, and finishing up schoolwork for the semester, life has been pretty crazy lately. On the upside, for anyone who reads this, I seem to have an additional copy of the Hellas RPG basic book; let me know if you want it, because it'll go to the first person who asks.

On to the game for today. Warhammer Fantasy Roleplay is, like Rogue Trader, based on a big wargaming property owned by games Workshop, though WFRP is based on their fantasy game, Warhammer Fantasy Battles. It takes place in a world that is in continuous upheaval; dark elves assault the ancient kingdom of the high elves, dwarves are under continuous siege from orcs and goblins, and the great human empire, modeled largely on the provinces of medieval Germany, must deal with many threats - undead at their borders, orcs and goblins besieging their dwarven allies, skaven (evil rat-men) under their feet, and the insidious forces of the Chaos gods all around and within. The characters in WFRP don't start out as great heroes, just people in many normal walks of life; heralds, valets, outlaws, mercenaries, rat-catchers, and many others. They fight against the forces of evil, or join them, as they see fit. It's nto high fantasy, but more grim, gritty fantasy roleplaying; there are few magic swords here, btu there is the very real possibility that you will end up dead in a ditch, or converted and mutated by Chaos. But it's all a part of survival in the Warhammer world.

For character generation, I start with race. I have four choices; I can be a human, a proud citizen of the Empire; a dwarf, an ally to the humans, in their lands for trading, fighting, or both; a wood elf, comign into human areas looking for aid against the creatures that invade the forests; or a halfling, a race much like the hobbits if they had been taken over by humans and didn't care. I think I'll go with human, as it is the standard. This gives me the skills Common Knowledge (The Empire), Gossip, and Speak Language (Reikspiel), as well as two random Talents; I get night Vision and Hardy. After that, I generate my characteristics, which are Weapon Skill, Ballistic Skill, Strength, Toughness, Agility, Intelligence, Willpower, and Fellowship; as a human, all of these are determined by a roll of 2d10+20. I end up with, in order, 28, 33, 25, 34, 30, 22, 37, and 24. I have 1 Attack, and have 11 Wounds. My Strength Bonus is 2, my Toughness Bonus is 3, my Movement is 4, and I start with 3 Fate points.

Next, I get to determine my profession. There are 60 choices, though some are only for certain races, and I can either determine this randomly, or choose one by myself. I think I'll just choose for myself, and I'll pick a Profession that is a classic in Warhammer Fantasy Roleplaying - the Rat Catcher. As a Rat Catcher, I gain the skills Animal Care, Animal Trainer, Concealment, Perception, Search, Set Trap, and Silent Move. As Talents, I gain Resistance to Disease, Resistance to Poison, Specialist Weapon Group (Sling), and Tunnel Rat. I also gain the profession's starting equipment: a Sling with ammunition, 4 Animal Traps, a Pole with 1d10 dead rats, and a Small but Vicious Dog. As my first career, I get one free advance; I'll use it to add 5 to my Agility. Also, when I finish this career track, my choices of new careers to enter are: Bone Picker, Cat Burgalr, Grave Robber, Jailer, Shieldbreaker, and Thief. It seems I am quite the low-life, but then, I do spend my days wandering in the sewers killing rats. My final character looks like:

Race: Human
Current Career: Rat Catcher
Previous Careers: None

Age: 25
Eye Color: Brown
Hair Color: Copper
Weight: 150 lbs.
Height: 5' 10"
Star sign: The Gloaming
Birthplace: Middenland

WS 28, BS 34, S 25, T 34, Ag 35, Int 22, WP 37, Fel 24

A1, W 11, SB 2, TB 3, M 4, Mag 0, IP 0, FP 3

Skills: Animal Care, Animal Training, Common Knowledge (The Empire), Concealment, Gossip, Perception, Search, Set Trap, Silent Move, Speak Language (Reikspiel)

Talents: Hardy, Night Vision, Resistance to Disease, Resistance to Poison, Specialist Weapon Group (Sling), and Tunnel Rat

Trappings: Sling with ammunition, 4 Animal Traps, Pole with 1d10 dead rats, Small but Vicious Dog

And now I am ready to go out in the world, likely to be killed horribly. Unless I fight rats, that is.

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