Now, I was curious as to whether or not anyone would be interested in playing a game of WFRP. It -is- a game, with stats and dice rolls, but the system only uses d10's and d100's. Character creation is partially random and fun, honestly! The game is refreshingly dangerous in design.
I do not mind being the GM, and I do not mind having someone more experienced in the game GM either. I am currently looking for more participants!
Edit: I do know that my roommate has a dropbox folder that is accessible for the 2nd edition books, and that they do have the Book of the Horned Rat, allowing for evil characters of the rat-like nature to be created as well.
For those that do not have the book, I am able to give access to it. For this space, however, I will place the charts' information for rolling characters.
Note! Strength Bonus and Toughness Bonus are 10% of the character's Strength and Toughness scores respectively. These numbers are rounded down, so a character with 40 strength to 49 strength will have a Strength Bonus of 4.
Dwarf
Weapon Skill: 30+2d10
Ballistic Skill: 20+2d10
Strength: 20+2d10
Toughness: 30+2d10
Agility: 10+2d10
Intelligence: 20+2d10
Will Power: 20+2d10
Fellowship: 10+2d10
Attacks: 1
Wounds:
Strength Bonus:
Toughness Bonus:
Movement: 3
Magic: 0
Insanity Points: 0
Fate Points:
Starting Wounds:
Starting Fate Points:
Elf:
Weapon Skill: 20+2d10
Ballistic Skill: 30+2d10
Strength: 20+2d10
Toughness: 20+2d10
Agility: 30+2d10
Intelligence: 20+2d10
Will Power: 20+2d10
Fellowship: 20+2d10
Attacks: 1
Wounds:
Strength Bonus:
Toughness Bonus:
Movement: 5
Magic: 0
Insanity Points: 0
Fate Points:
Starting Wounds:
Starting Fate Points:
Halfing:
Weapon Skill:10+2d10
Ballistic Skill: 30+2d10
Strength:10+2d10
Toughness:10+2d10
Agility:30+2d10
Intelligence:20+2d10
Will Power:20+2d10
Fellowship: 30+2d10
Agility:1
Wounds:
Strength Bonus:
Toughness Bonus:
Movement: 4
Magic: 0
Insanity Points: 0
Fate Points:
Starting Wounds:
Starting Fate Points:
Human:
Weapon Skill:20+2d10
Ballistic Skill:20+2d10
Strength:20+2d10
Toughness:20+2d10
Agility:20+2d10
Intelligence:20+2d10
Will Power:20+2d10
Fellowship:20+2d10
Attacks:1
Wounds:
Strength Bonus
Toughness Bonus
Movement:4
Magic:0
Insanity Points:0
Fate Points:
Starting Wounds:
Starting Fate Points:
The starting wounds and starting fate point charts can be found here:
Wounds, a single d10 roll.
Dwarf
1-3 = 11
4-6 = 12
7-9 = 13
10 = 14
Elf
1-3 = 9
4-6 = 10
7-9 = 11
10 = 12
Halfling
1-3 = 8
4-6 = 9
7-9 = 10
10 = 11
Human:
1-3 = 10
4-6 = 11
7-9 = 12
10 = 13
The starting Fate Points can be found here, upon a single d10 roll.
Dwarf:
1-4 = 1
5-7= 2
8-10 = 3
Elf:
1-4 = 1
5-10 = 2
Halfling:
1-7 = 2
8-10 = 3
Human:
1-4 = 2
5-10 = 3
Clan Eshin.
01-05 Gain Concealment, Silent Move, Hand Weapon, 1d10/5 +1 Warpsone Tokens
Clan Moulder
06-10 Gain Animal Training, Command, Hand Weapon, Leather Jerkin, 1d10/5 Warpstone Tokens
Clan Pestilens
11-15 Gain Academic Knowledge (Theology), Dodge Blow, Hand Weapon, Maggots, 1d10/5 Warp Tokens
Skyre
16-20 Gain Scale Sheer Surface, Silent Move, Hand Weapon, 1d10+2/4 Warpstone Tokens.
Flem
21-30 Gain Concealment, Hand Weapon
Mors
31-40 Gain Command, Prepare Poison, Hand Weapon
Skab
41-50 Gain Hardy, Hand Weapon
Skaar
51-60 Gain Trade (Miner), Hand Weapon
Skaul
61-70 Gain Resistance to Poison, Hand Weapon
Sleekit
71-80 Gain Navigation, Hand Weapon
Verms
81-90 Gain Outdoor Survival, Hand Weapon
Minor Clan
91-100 Gain Hand Weapon
rolled 1d100 and got 91
Weapon Skill: 20+2d10
Ballistic Skill:20+2d10
Strength: 20+2d10
Toughness: 25+2d10
Agility: 25+2d10
Intelligence: 20+2d10
Will Power: 15+2d10
Attacks: 1
Strength Bonus:
Toughness Bonus:
Movement: 5
Magic: 0
Insanity Points: 0
Fate Points:
Starting Wounds:
Starting Fate Points:
Wounds: One 1d10 roll
1-3 = 8
4-6 = 9
7-9 = 10
10 = 11
Fate Points: One 1d10 roll
1-7 = 0
8-10 = 1
rolled 2d10 and got a natural 15. After the modifier of +20, got 35
Weapon Skill
rolled 2d10 and got a natural 15. After the modifier of +20, got 35
Ballistic Skill
rolled 2d10 and got a natural 9. After the modifier of +20, got 29
Strength
rolled 2d10 and got a natural 10. After the modifier of +25, got 35
Toughness
rolled 2d10 and got a natural 13. After the modifier of +25, got 38
Agility
rolled 2d10 and got a natural 17. After the modifier of +20, got 37
Intelligence
rolled 2d10 and got a natural 15. After the modifier of +15, got 30
Will Power
rolled 1d10 and got a natural 6. After the modifier of +10, got 16
Wounds
rolled 1d10 and got 5
Fate Points
rolled 1d100 and got 5
Occupation
rolled 1d100 and got 39
Second Occupation
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