Character Generation

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Darklin2
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Re: Character Generation

#21 Post by Darklin2 »

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Name: Gunter Gruber
Species: Human, Reiklander
Class: Riverfolk
Career: Stevedore
Career Level: Dockhand
Career Path:
Status:
Age: 19
Height: 5' 10"
Hair: Light Brown
Eyes: Brown

Characteristics:
Weapon Skill (WS) (2) 32
Ballistic Skill (BS) 28
Strength (S) 42
Strength Bonus (SB) 4
Toughness (T)(2) 40
Toughness Bonus (TB) 4
Initiative (I) 28
Agility (Ag) 39
Dexterity (Dex) 31
Intelligence (Int) 30
Willpower (WP) 39
Fellowship (FE) 34

Wounds: 15

Fate
Fate: 3
Fortune: 3

Resilience
Resilience : 3
Resolve: 3
Motivation: Hans is motivated by his fighting. He enjoys a good brawl and has always wanted to have an adventurous job like Soldier but being a Riverfolk has always held him back.

Experience
Current: 20
Spent: 100
Total: 100

Movement
Movement: 4
Walk: 8
Run: 12

Wealth: 38 brass pennies

BASIC SKILLS
Skills:
*Animal Care (3)- The Animal Care Skill lets you tend and care for animals, and heal them should they fall sick or become wounded.
*Athletics(5)- Your ability to run, jump and move with speed or grace, and to perform any general physical activity.
*Charm- Charm makes people think favourably of you, your opinions, and proposed actions.
*Cool- Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.
*Climb (8)- The ability to ascend steep or vertical surfaces
*Consume Alcohol(5)- Your ability to handle alcohol without letting it cloud your judgment or render you senseless.
*Dodge (10)- Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.
*Endurance(5)- The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments.
*Evaluate (3)- Lets you determine the value of rare artefacts, unusual trade goods, and works of art.
*Gossip (5)- You can quickly ferret out interesting and useful news, and spread rumours of your own.
*Haggle- Haggle allows you to secure better deals when negotiating with others.
*Language-Bretonnian
*Language- Reikspiel
*Language- Wastelander
*Leadership- A measure of your ability to lead others and command their respect.
*Lore-Reikland- Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge.
*Melee (Basic) (10)- The Melee Skill represents specific training with a single type of close combat weaponry.
*Ranged-Bow (5)- Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols.
*Swim(5)- Your ability to swim in water without drowning.

Talents:
*Dirty Fighting- You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.
*Doomed- At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming.
*Luck- They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.
*Savvy- You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).
*Strong Back- You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength
Tests, and can carry additional Encumbrance points of trappings (see page 293) equal to your level of Strong Back.
*Sturdy- You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by
your Sturdy level x 2.
*Sixth Sense- You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into
danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test
*Very Strong- You gain a permanent +5 bonus to your starting Strength Characteristic (this does not count towards your Advances).
*Very Resilient- You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances).

Trappings: Hand Weapon-Boat Hook, Leather Gloves, Cloak, Clothing, Dagger, Pouch, Sling Bag, Flask of Spirits.
Last edited by Darklin2 on Wed Jan 18, 2023 3:59 pm, edited 30 times in total.
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Sai Eranthor - Cleric / Fighter/Mage - Hedge's Greyhawk Adventures (2E)

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Re: Character Generation

#22 Post by Darklin2 »

[1d100]=63 Race Human. Are we stuck with this roll or can we chose and forgo the 20 experience?

[1d100]=72 Career H= Stevedore / Dwarf=Riverwoman
[1d100]=19 Career H=Begger / Dwarf= Investigator
[1d100]=40 Career H=Herbalist / Dwarf=Envoy


I have changed my mind. I played a Dwarf last time I played. Human Stevedore it is.


Random Talents x 3
[1d100]=83 Random Talents Sturdy
[1d100]=70 Random Talents Savvy
[1d100]=93 Random Talents Very Resilient

Already Have Sturdy and Savvy- Rerolls
[1d100]=35 Random Talents Luck
[1d100]=97 Random Talents Very Strong- Already have
[1d100]=77 Random Talents Sixth Sense
All things are possible through Magic.
Darklin Sylvanas- Fighter/Magic-User - Big Shiny Island (1E)
Sai Eranthor - Cleric / Fighter/Mage - Hedge's Greyhawk Adventures (2E)

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Re: Character Generation

#23 Post by spanningtree »

I think my sheet is pretty close as well. Can I get it inspected? I am unclear how many XP were earned for generation and how to spend. Thanks!
Anall nathrack uthos bethos doss yell yenva. -Merlin

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Re: Character Generation

#24 Post by Tamerlaine »

Rex wrote: Mon Dec 19, 2022 2:30 am Talent: Savvy
[1d100]=12 [1d100]=88 [1d100]=15
Your talents are thus far are Savvy, Artistic, Super Numerate, and Attractive (Woot! Woot!)

Savvy
Max: 1
You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances.

Artistic
Max: Dexterity Bonus Tests: Art (Any)
You have a natural talent for art, able to produce precise sketches with nothing but time and appropriate media. This ability has several in-game uses, ranging from creating Wanted Posters to sketching accurate journals, and has spot benefits as determined by the GM. Further to this, add Art (Any) to any Career you enter; if it is already in Career, you may instead purchase the Skill for 5 XP fewer per Advance.

Super Numerate
Max: Intelligence Bonus Tests: Evaluate, Gamble
You have a gift for calculation and can work out the solution to most mathematical problems with ease. You may use a simple calculator to represent what your PC is capable of mentally computing.

Attractive
Max: Fellowship Bonus Tests: Charm Tests to influence those attracted to you
Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

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Tamerlaine
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Re: Character Generation

#25 Post by Tamerlaine »

Career Skills and Talents

You begin at the first Career level listed in your Career Path. There are 8 Skills and 4 Talents listed with that level, and you can choose which of these you are most proficient at. Allocate 40 Advances
to your eight starting Skills, with no more than 10 Advances allocated to any single Skill at this stage. This is enough for you to add 5 Advances to every Career Skill if you wish, which is one of the required steps to complete your Career if you wish to move to a new one (see Changing Career on page 48). You may also
choose a single Talent to learn.

Messenger
Skills: Athletics, Climb, Dodge, Endurance, Gossip, Navigation, Perception, Melee (Brawling)
Talents: Flee!, Fleet Footed, Sprinter, Step Aside

Advancement

Experience Points (XP) are used to improve your character. The GM will give you XP after every session of play, and you may be rewarded for doing particularly well. This could include successfully resolving the ongoing adventure, roleplaying your character well or defeating important enemies. Between sessions,
you spend your XP to buy new Skills and Talents, to increase Characteristics, and to change Career. The final step in creating your Character is to spend any bonus XP you earned through the Character Creation
process. The tables below shows how you can spend these points. Initially, you can only spend your XP to increase the 3 Characteristics, 8 Skills, and 4 Talents available to your Career
level.

I see a total of 95 extra XPs to use. Can someone double check for me?

PLEASE make sure everyone has the correct number of talents.

TBC...

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Rex
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Re: Character Generation

#26 Post by Rex »

Character Sheet

Name:
Species:Human
Class: Ranger
Career: Messenger
Career Level:
Career Path:
Status:
Age:
Height:
Hair:
Eyes:

Characteristics:
Weapon Skill (WS) 34
Ballistic Skill (BS) 30
Strength (S) 31
Toughness (T) 40
Initiative (I) 38
Agility (Ag) 29
Dexterity (Dex) 35
Intelligence (Int) 30
Willpower (WP) 32
Fellowship (FE) 27

Wounds: 14

Fate
Fate:
Fortune:

Resilience
Resilience :
Resolve:
Motivation:

Experience
Current:
Spent:
Total:

Movement
Movement:
Walk:
Run:

BASIC SKILLS

BASIC Skills
Name Characteristic Adv Skill
Art Dex
Athletics Ag 5
Bribery Fel
Charm Fel
Charm Animal WP 5
Climb S 5
Cool WP 3
Consume Alcohol T
Dodge Ag 5
Drive Ag
Endurance T 5
Entertain Fel
Evaluate 3
Gamble Int
Gossip Fel 5
Haggle Fel
Intimidate S
Intuition I
Leadership Fel
Lore (Reikland) 3
Melee (Basic) WS 5
Melee (Brawling) WS 5
Melee (Ranged) BS 5
Navigation I 5
Outdoor Survival Int
Perception I 5
Ride Ag
Row S
Stealth Ag

Talents: Savvy, Artistic, Super Numerate, Attractive, and Fleet Footed
Last edited by Rex on Sat Dec 31, 2022 5:23 am, edited 1 time in total.

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Tamerlaine
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Re: Character Generation

#27 Post by Tamerlaine »

Everyone else who has already completed their characters, I gave them a cursory glance and deem them satisfactory. I don't have the time to whip the book out and double check every entry. I'm going to assume the Honor system here and if there is a discrepancy that comes up later in the game, I'll deal with in situ.

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Re: Character Generation

#28 Post by Rex »

Starting wealth [6d10]=34 brass pennies

Getting there, just found one error so far. I will post my sheet once it is done.

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Re: Character Generation

#29 Post by Rex »


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Re: Character Generation

#30 Post by spanningtree »

Sounds good. Can I get some clarity on:
spanningtree wrote: Mon Dec 19, 2022 7:24 pm I am unclear how many XP were earned for generation and how to spend. Thanks!
Anall nathrack uthos bethos doss yell yenva. -Merlin

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Rex
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Re: Character Generation

#31 Post by Rex »

I think we each have 95xp. How to spend them is posted here:

https://www.unseenservant.us/forum/view ... 31#p640731

I haven't spent mine yet as I am still working on figuring out how to level up my career.

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Re: Character Generation

#32 Post by spanningtree »

Okay, I re-posted my character after sitting down and reading the book for a bit. I think I have everything ship shape at this point. Can someone give it a once over?

@Rex, it is worth it to acquire the book imho... :)
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Re: Character Generation

#33 Post by Rex »

I have the book now. Used it to finish my character up. I sent a copy to Tamerlaine as I couldn't get the sheet I used to post here as it was to large. Not very familiar with the rules yet but I do have them at least.

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Re: Character Generation

#34 Post by Hadarai »

@spanningtree, Things are looking good from what I've seen but you may want to remove the 5's from your Toughness and Fellowship that got boosted through Talents. Since they act as a flat bonus and not actual advances, you might forget later when you try to buy advances and end up paying more xp than you need to.

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Re: Character Generation

#35 Post by spanningtree »

Hadarai wrote: Thu Jan 05, 2023 5:59 am @spanningtree, Things are looking good from what I've seen but you may want to remove the 5's from your Toughness and Fellowship that got boosted through Talents. Since they act as a flat bonus and not actual advances, you might forget later when you try to buy advances and end up paying more xp than you need to.
Thanks for all the help Hadarai! I see what your are saying, change made.
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Re: Character Generation

#36 Post by Darklin2 »

So in the book it states you can advance three skills to 3 and 3 skills to 5 what does that refer too?? I am new to 4th edition always played 1st in the past.
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Re: Character Generation

#37 Post by Hadarai »

So on page 36 you'll see the different species listed along with a set of skills and talents. You can choose three of those skills and raise them by 5 advances and then three of those skills to raise by 3 advances.

Humans for example get to choose from these:

Animal Care, Charm, Cool, Evaluate, Gossip, Haggle, Language (Bretonnian), Language (Wastelander), Leadership, Lore (Reikland), Melee (Basic), Ranged (Bow)

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Re: Character Generation

#38 Post by Darklin2 »

So raise 3 skills to by 5 and the skills to 3 advances. Can you stack and add 8 to one skill?
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Re: Character Generation

#39 Post by Hadarai »

I believe they all need to be separate skills.

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Re: Character Generation

#40 Post by Rex »

That is my reading but it isn't clearly written.

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