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Author Topic: Adventures in the old world OOC thread  (Read 19306 times)

Custom_Hobby

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Re: Adventures in the old world OOC thread
« Reply #15 on: June 26, 2008, 04:07:57 PM »

Ok what do I get with 1d100=4, 1d100=56
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Balgin Stondraeg

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Re: Adventures in the old world OOC thread
« Reply #16 on: June 26, 2008, 04:10:04 PM »

Oh heck, I think that 56's likely to be the same as the 55. It's an omen!

Okay, so a 4 for a dwarf is Bodyguard and for an elf it's a wizard's apprentice.

A 56 for an elf is still a rogue (56-60 = rogue for elves) and for a dwarf it's rat catcher again (55-58).
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Custom_Hobby

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Re: Adventures in the old world OOC thread
« Reply #17 on: June 26, 2008, 04:11:57 PM »

LOL  So tell me how the careers work. Are they what determine the secondary abilities? So what do we do next (I am assuming I have to choose my career, and then...)?

That Bodyguard and Outrider sound interesting
« Last Edit: June 26, 2008, 04:14:00 PM by Custom_Hobby »
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Balgin Stondraeg

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Re: Adventures in the old world OOC thread
« Reply #18 on: June 26, 2008, 04:22:38 PM »

Carreers basicaly determine which skills you have. Nearly all skills can be attempted untrained (but actualy having the skill makes it a lot easier). The secondary ability scores are randomly determined and change less (apart from Wounds which is likely to change rather a bit).

Attacks: How many attacks you get (starts at 1 for everybody)
Wounds: How much damage you can take. If you've got 3 or more wounds left then you're lightly wounded. If you've got less than 3 wounds left then you are heavily wounded. If you've got no wounds left then you aren't necessarily dead but you're starting to incurr serious injuries like being knocked out, permanent limb loss or worse.
Strength Bonus: Strength divided by 10 (used for dealing damage)
Toughness Bonus: Toughness divided by 10 (used for resisting damage)
Move: Movement rate, how fast you go.
Magic: A measure of magical power. Only spellcasters have a magic score so hopefuly I won't need to explain it very much yet.
Insanity Points: Everyone starts with none. Try not to get any of these.
Fate Points: The gods are kind. Think of fate points as the cat with 9 lives. You can spend a fate point to survive a lethal situation (although usualy with some long term effect like being knocked out cold for a few hours).
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Custom_Hobby

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Re: Adventures in the old world OOC thread
« Reply #19 on: June 26, 2008, 04:25:22 PM »

Ok so I gues I am going to take the Dwarf Bodyguard. Let me know what that gives me and if I have to make any other choices or rolls
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Balgin Stondraeg

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Re: Adventures in the old world OOC thread
« Reply #20 on: June 26, 2008, 04:39:08 PM »

Okay, so that gives you:

WS: 48
BS: 29
S: 37
T: 44
Ag: 21
Int: 39
WP: 32
Fel: 18

Now we'll move on to the secondary profile. Please roll me 1d10 each for Wounds and Fate Points.

As a dwarf you start with the following skills: Common Knowledge (Dwarfs), Speak Language (Khazalid), Speak Language (Reikspiel), and Trade (either Miner, Smith or Stoneworker) please pick one.

You also begin with the following talents: Dwarf craft (a bonus to the armourer, brewer, gem cutter, gunsmith, miner, smith, stoneworker and weaponsmith skills), Grudge Born Fury (bonus to hit greenskins), Night Vision (what it sounds like), Resistance to Magic, Stout Hearted (bonus against fear testes) and Sturdy (no movement penalties for wearing heavy armour).

In addition to these you'll get some skills and talents from your carreer. Apart from the set ones (listed on your character sheet) you get to chose from the following:

Disarm or Quick Draw (disarm speaks for itself, quick draw applies to all weapons and items of equipment like potions and stuff like that).

Very Strong or Very Resilient (very strong = +5 to starting strength, very resilient = +5 to starting toughness - the fact that this goes on your starting profile is a major bonus).
« Last Edit: June 26, 2008, 04:45:23 PM by Balgin Stondraeg »
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Custom_Hobby

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Re: Adventures in the old world OOC thread
« Reply #21 on: June 26, 2008, 04:45:15 PM »

Here are my rolls 1d10=9, 1d10=6 So which goes where?

Are there in game descriptions or benefits to the trades (Miner, Smith or Stoneworker)?

What skills & talents do I guet from being a bodyguard?
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Balgin Stondraeg

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Re: Adventures in the old world OOC thread
« Reply #22 on: June 26, 2008, 04:52:04 PM »

Okay so that's 13 wounds and 2 fate points. If you chose Very Strong your strength bonus would rise to 4 and if you chose very resilient then your toughness bonus will stay at 4 (but you'd then be able to push it up to 5 thanks to a little something I'll introduce later). No need to chose yet.

The trade skills are all skills for working/making things. Miners mine, smith is general blacksmith stuff (since weaponsmith and armoursmith are specialist skills a normal blacksmith wouldn't bother learning due to low demand or the lack of availability of a suitable craftsman to serve an apprenticeship under). Stonework is basicaly a mason's job.

So it's mostly the skills you've picked up over your past life (and due to the dwarfcraft bonus, you'll have some small talent for all the others too).

The fixed skills gained from bodyguard are dodge blow (dodge stuff), heal (first aid), intimidate (be scary) andperception (notice stuff). The talents are specialist weapon group -parrying, and specialist weapon group - throwing (specialist weapon "groups" are harder to use without the right talents), there is also street fighting (the art of unarmed combat) and strike to stun (knock people out instead of killing them).

You can also roll d10 for height, d100 for weight, d10 for hair & eye colour and d100 for sign of the zodiac if you like (the rest can wait for a bit, hopefuly Keeper'll wake up and start posting soon :)).
« Last Edit: June 26, 2008, 04:54:57 PM by Balgin Stondraeg »
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Custom_Hobby

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Re: Adventures in the old world OOC thread
« Reply #23 on: June 26, 2008, 05:00:29 PM »

I'll take Stonework

Ok here are my 2 d10's 1d10=7, 1d10=7

And these are my 2 d100's 1d100=68, 1d100=6
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Balgin Stondraeg

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Re: Adventures in the old world OOC thread
« Reply #24 on: June 26, 2008, 05:05:38 PM »

That puts him at 4'9" (quite tall) and weighing in at approximately 145lb (that's just over 10 stone but it's a combination of heavy bones, muscle and fat, rather than just being all fat). That also gives him brown hair (you didn't roll a d10 for eyes).

And he's born under the sign of The Big Cross (signifying clarity).
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Custom_Hobby

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Re: Adventures in the old world OOC thread
« Reply #25 on: June 26, 2008, 05:07:55 PM »

Ok well here is the eye roll just to cover all the bases 1d10=3. So I am just about done. How do we do equipment?
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Balgin Stondraeg

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Re: Adventures in the old world OOC thread
« Reply #26 on: June 26, 2008, 05:16:28 PM »

Okay so that's coppery eyes.

Equipment's really simple. All player characters start with the following : Common clothing consisting of a shirt, breaches, worn shoes or boots, a tattered cloak, a dagger, a sling bag or backpack containing a blanket, wooden tankard, wooden cutlery set, money pouch (containing 2d10 gc) and a hand weapon of your choice (sword, club, hammer etc).

Please note the lack of a comma between sling and bag. It's a sling bag, not a sling or a bag. So that's a sling bag or a backpack (your choice). In addition to that being a bodyguard means that you also have the following: buckler, knuckle dusters, a pair of throwing axes or throwing knives, leather jack (padded reinforced long sleeved leather jacket).

And that's it. Equipment done. You can gather more equipment during your first adventure (and during downtime between adventures as well). We could generate a full family tree for your character if you like (yes, there's random tables for that) but he's effectively nearly finished for now.

Now, because you're a starting character you get a free bonus called "the free advance". Advances permanently change your current profile for the better (it's how ability scores get higher). However, advances do not change your starting profile so you can't take two +5 advances for a +10. The same bonus doesn;'t stack (it'll make more sense later).

Basicaly, as a bodyguard you get to add 5 to WS, S, T or Ag. Alternatively you may chose to add 1 to A or W.

Now if you look at your character sheet you'll observe that bodyguards may actualy take +10 WS and +3 A. These are, however, taken in 5's (on the main profile) and 1's on the secondary profile. So that +10 is really two +5's. Because you only get one free advance you effectively get to take half that +10 for a total of +5. Similarly you can only take 1 of those 3 wounds (but may gain the others later).

Now, here's the good bit. Because you also have very strong or very resilient as a talent, that's a +5 bonus to your starting strength or toughness. If you were to then take your free advance on the same stat it would have gone up by +10.

So if you took very strong you'd have a starting strength of 42 (SB 4) and Toughness of 44 (SB 4). If you took very resilient you'd have a starting strength of 37 (SB 3) and Toughness of 49 (SB 4) but you could then take your starting advance in toughness for a total toughness of 54 (TB 5).

Different carreers offer different advances and skills, it's all a huge complex machine, glorious in the simplicity of it's workings yet admirably complex in design :).
« Last Edit: June 26, 2008, 05:33:42 PM by Balgin Stondraeg »
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Custom_Hobby

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Re: Adventures in the old world OOC thread
« Reply #27 on: June 26, 2008, 05:29:11 PM »

I'll take the backpack & boots. For the hand weapon I'll go with the hammer. Is it a specific type? I'll also go for the throwing axes.

So is that it?

It took 6 hours but it felt like it went very fast considering I kept walking away from the PC for long stretches.
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Balgin Stondraeg

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Re: Adventures in the old world OOC thread
« Reply #28 on: June 26, 2008, 05:35:25 PM »

There's not much difference between hand weapons rules wise (basicaly non at all really :p).

Quote
Now, because you're a starting character you get a free bonus called "the free advance". Advances permanently change your current profile for the better (it's how ability scores get higher). However, advances do not change your starting profile so you can't take two +5 advances for a +10. The same bonus doesn;'t stack (it'll make more sense later).

Basicaly, as a bodyguard you get to add 5 to WS, S, T or Ag. Alternatively you may chose to add 1 to A or W.

Now if you look at your character sheet you'll observe that bodyguards may actualy take +10 WS and +3 A. These are, however, taken in 5's (on the main profile) and 1's on the secondary profile. So that +10 is really two +5's. Because you only get one free advance you effectively get to take half that +10 for a total of +5. Similarly you can only take 1 of those 3 wounds (but may gain the others later).

Now, here's the good bit. Because you also have very strong or very resilient as a talent, that's a +5 bonus to your starting strength or toughness. If you were to then take your free advance on the same stat it would have gone up by +10.

So if you took very strong you'd have a starting strength of 42 (SB 4) and Toughness of 44 (SB 4). If you took very resilient you'd have a starting strength of 37 (SB 3) and Toughness of 49 (SB 4) but you could then take your starting advance in toughness for a total toughness of 54 (TB 5).

Different carreers offer different advances and skills, it's all a huge complex machine, glorious in the simplicity of it's workings yet admirably complex in design :).

Quote
It took 6 hours but it felt like it went very fast considering I kept walking away from the PC for long stretches.

Yeah, WFRP character creation is pretty quick when you know what you're doing :). You've still got some skill & talent choices to make 'though (disarm vs quickdraw etc) but you're basicaly done.
« Last Edit: June 26, 2008, 05:37:34 PM by Balgin Stondraeg »
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Custom_Hobby

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Re: Adventures in the old world OOC thread
« Reply #29 on: June 26, 2008, 07:37:51 PM »

Now, because you're a starting character you get a free bonus called "the free advance". Advances permanently change your current profile for the better (its how ability scores get higher). However, advances do not change your starting profile so you can't take two +5 advances for a +10. The same bonus doesn't stack (it'll make more sense later).


Um...ok I will wait for later.

Basically, as a bodyguard you get to add 5 to WS, S, T or Ag. Alternatively you may choose to add 1 to A or W.


I think I will add the +1 to Attacks. I figure early on an extra hit will be more important (at least I hope).

Now if you look at your character sheet you'll observe that bodyguards may actually take +10 WS and +3 A. These are, however, taken in 5's (on the main profile) and 1's on the secondary profile. So that +10 is really two +5's. Because you only get one free advance you effectively get to take half that +10 for a total of +5. Similarly you can only take 1 of those 3 wounds (but may gain the others later).


Id this separate from the ‘free advance’ listed above?  If I take the +1 to Attack do I lose out on the +10WS and +3A that is listed here? If I do not, when can I take it?

Now, here's the good bit. Because you also have very strong or very resilient as a talent, that's a +5 bonus to your starting strength or toughness. If you were to then take your free advance on the same stat it would have gone up by +10.


I’m going to take the Very Strong talent to get him up to a S+4 (if I am right)

Different careers offer different advances and skills it's all a huge complex machine, glorious in the simplicity of its workings yet admirably complex in design :)

Ok so what is next? What else do I get to choose?
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