Warhammer Fantasy Roleplay 4e – trying out character creation.

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Artur the Herb Gatherer

So, going to try out the preview PDF for WFRP4e and character creation – thought it would help me get to grips with new edition, plus see how the PC emulates those from 1e games.

Step 1 Species.

You have the option of picking a race, or rolling and getting an additional 20XP.  I’ll take the XP and roll d100.

39, Human.

Screen Shot 2018-07-29 at 12.25.27I’m good with and any roll from 01-90 will get you a human.

Character

Human

20 XP

 

 

Step 2. Class and Career

A few options here – random roll and get 50XP, roll three times and pick for 25 XP, or pick. I’ll go for middle option so can pick from a shortlist.

First roll, 71. Riverfolk Class, Smuggler Career

Second roll, 40. Peasant Class Herbalist Career

Third roll, 05. Academics Class, Nun Career

Interesting choices here…. My temptation is to go for Herbalist. Not sure how the careers link up, but may be an option to go from the this launch into wizard, witch or mystic career.

So, so far we have:

Human Peasant Herbalist, 45 XP. Screen Shot 2018-07-29 at 12.25.54

Step 3. Attributes

Again, we have three choices here.  Roll in order, and take the result for 50XP.  Roll, and arrange as you like for 25 XP, or, roll again or allocate 100 points. I think I’ll go for middle option – roll and allocate.

For my ten 2d10 rolls I get: 12, 12, 10, 12, 16, 13, 11, 16, 16, 19.

A pretty impressive set of rolls – most lying around the average mark, but several rather above. Given the PC is a Herbalist, I’ll put the highest in Intelligence, and I think because he needs to get on with his other patients and aspires to more arcane pursuits, other high scores to Fellowship and Willpower and perhaps Toughness so can resist the diseases he comes into contact with.

 

Hence:

WS   BS    S     T     Agi  Ini   Dex   Int   Wil   Fel   W   Fate  Resilience   Extra Points Move

30     32    31   36    32   33    32     39    36     36    12    2       1                   3                     4

I can spend the 3 extra points to improve Fate and Resilience – former representing luck, and latter grit and resolve.  I have a feel he may be more resilient than lucky, so will put two of the three points into resilience, and one point into fate.

WS   BS    S     T     Agi  Ini   Dex   Int   Wil   Fel   W   Fate  Resilience   Move

30     32    31   36    32   33    32     39    36     36    12    3       3                         4

Have to choose a motivation to impact on rolepaying and as a means to regain Fortune points (equal to Fate initially).  I see the young herbalist as someone curious, learning from his practical work and being an unschooled innovator.

Motivation: ‘curious and always learning’

Next, is advancing characteristics.  Can allocate 5 advances (each one equal to one point I think) to three attributes marked with a ‘+’ in the advance scheme.  These are, Toughness, Initiative and Agility.

Think I’ll add 4 to Toughness, increasing it to 40 and in turn my Toughness bonus, and +1 Agility. This will also help Wounds (increasing from 12 to 14).

WS   BS    S     T     Agi  Ini   Dex   Int   Wil   Fel   W   Fate  Resilience   Move

30     32    31   40    33   33    32     39    36     36    14    3       3                         4

Step 4.  Skills and Talents

First, species skills and talents.  As a Reiklander, I can pick, from a list, 3 skills to gain 5 Advances, and 3 skills to gain 3 Advances.

He’s a villager serving a local community so I think Animal Care, Gossip and Haggle fit well for the +5%; for the next three I’ll pick Charm, Cool, and Lore (Reikland) for the +3%.

He gets three random talents – I roll 52 (Noble Blood), 58 (Perfect Pitch), and 87 (Suave).

This is the fun of random rolls!  Something of a swerve ball in my character conception, but interesting elements to weave into his personality and backstory.

I can then pick one of Doomed, Savvy, or Suave. He’s got Suave from random roll.  Doomed seems to benefit next PC if this one dies, whereas Savvy increases Intelligence, so will go for that.

For Career Skills and Talents, I can add 40 Advances to eight skills (no more than 10 to one), and can choose a single talent.

Reviewing the first level of the Herbalist Career, Herb Gatherer, I think I’ll do the default of adding +5 to each career skill thus:

Charm Animal +5

Climb +5

Endurance +5

Lore (Herbs) +5

Outdoor Survival +5

Perception +5

Swim +5

Trade (Herbalist) +5

Screen Shot 2018-07-29 at 12.42.21

Talents – I can choose from Acute Sense (Taste), Orientation, Rover, Strider.

Of these, I like Rover, which helps sneaking around rural environments.

 

Step 5.  Trappings

These are based upon class, career and (for cash) status too.

Peasants get: Cloak, Clothing, Dagger, Pouch, Sling Bag containing Rations (1 day).

Herbalists get: Boots, Cloak, Sling Bag containing Assortment of Herbs.

Status is Brass 2 – so he gets 4d10 brass pennies, I rolled 24

 

Step 6. Adding details.

Here, get to choose name, some descriptive and psychological features.

I’ll call him Artur and will have to think about surname and how to integrate his noble blood with being a peasant herb gatherer!

Age for a human is 15+d10, I rolled a 2 so 17.

Rolling for eye colour and hair colour, I get pale grey eyes and golden brown hair for Artur.

Height is 4’9” +2d10” – I roll a 16, for 6’1”. Tall lad!

I can know choose short- and long-term ambitions.  This should be with GM input but for this practice character creation I’ll go with:

Short-term – earn the affection of the local Lord’s daughter

Long-term – become apprenticed at the College of Magic.

Step 7. Party

Probably can’t do this step at this stage.

Step 8. Bring your character to life.

10 helpful questions to generate a backstory – something to come back to when have read the setting chapter.

Screen Shot 2018-07-29 at 12.42.41

Step 9.  Advancement.

Artur has accrued 70 XP from character creation and using random tables in part.  He’s improved each of his career skills by 5 advantages and has a career talent.  To complete the herb gatherer career he also needs to increase his three career characteristics by +5 each.  He’s increased Toughness by +4, and Agility +1 so far.  70XP will get him two advances in characteristics (25 XP each) and leave 20XP.

I’ll use the two characteristic advances to increase Toughness by +1 (so he’s added a +5 in total and ‘completed’ that) and Initiative by +1.  To complete this career he needs to pick up a further four advances in Agility and in Initiative.  At that point I think Artur will consider switching to Hedge Witch…

So, finally we have:

Artur, a human herb-gatherer.  17 years of age, 6’1”.  Pale grey hair and golden brown eyes.

Status Brass 2

Characteristics (factoring in advances, savvy and suave traits)

WS    BS     S     T     Agi   Ini   Dex    Int   Wil   Fel     W   Fate  Resilience   Move

30      32    31   41    33     34     32      44    36      41    14      3          3                  4

 

Skills

Charm Animal +5

Climb +5

Endurance +5

Lore (Herbs) +5

Outdoor Survival +5

Perception +5

Swim +5

Trade (Herbalist) +5

Animal Care +5

Gossip +5

Haggle +5

Charm +3

Cool +3

Lore (Reikland) +3

 

Talents

Rover

Noble Blood

Suave

Savvy

Perfect Pitch

 

Trappings

Cloak x2, Clothing, Dagger, Pouch, Sling Bag containing Rations (1 day), Boots, Sling Bag containing Assortment of Herbs.

20 XP remaining

 

TBC: surname, background (how do I fit in noble blood? or roll again?), and party details.

 

 

 

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