Warhammer Fantasy Roleplay

Chapter II: Character Creation

Wounds (W): This Characteristic represents your character’s general vitality. It indicates how much damage your character can suffer before becoming critically injured. Strength Bonus (SB): This Characteristic, derived from Strength, is used when inflicting damage in melee combat. Toughness Bonus (TB): This Characteristic, derived from Toughness, is used to resist damage. Movement (M): This Characteristic represents your character’s base land speed. For move rates in and out of combat, see Chapter 6: Combat, Damage, and Movement . Magic (Mag): This Characteristic represents your character’s magical power. Insanity Points (IP): This characteristic represents the state of your character’s sanity. PCs begin with 0 Insanity Points but can gain them during play as a result of horrific experiences and grievous wounds. Your GM can tell you more about Insanity Points. S tarting Characteristics are determined by your character’s race. To generate the Characteristics of your character’s Main Profile, you’ll need two 10-sided dice. Consult Table 2-1: Characteristic Generation and find your chosen race. The table explains how to generate each of your starting Characteristics. Depending on the Characteristic, you’ll determine its starting value in one of four ways: 1) Some entries simply list a number (Attacks, for instance). This means these entries are fixed, so just copy down the number. You’ll note that no race starts the game with Insanity Points, for example, so you’d simply write down 0 under IP on your character sheet for that Characteristic. Some entries list a base number plus a variable die roll. All the Characteristics from the Main Profile, for example, have a 10, 20, or 30, followed by +2d10. To generate these characteristics, roll the specified dice and add them to the base number given. To generate an Elf ’s Agility, for example, you’d roll 2d10, and add the result to 30. If the two dice came up 3 and 8, the Elf ’s Agility would be 30+3+8=41. 2)

Fate Points (FP): This characteristic represents luck and, to a certain extent, your character’s destiny. Fate Points can be used to avoid certain death. Your GM can tell you more about Fate Points. Character Profile Statistics for just about every character or creature in WFRP are represented by a character profile, such as the one below: S WP Fel — — — — — — — — Secondary Profile A W SB TB M Mag IP FP — — — — — — — — T Ag Int The Strength Bonus and Toughness Bonus Characteristics are different because they are derived from other Characteristics. Your Strength Bonus is equal to the first digit of your Strength Characteristic, while your Toughness Bonus is equal to the first digit of your Toughness Characteristic. For example, a Dwarf with Strength 38 would have a Strength Bonus of 3, while an Elf with a Toughness of 24 would have a Toughness Bonus of 2. Wounds and Fate Points are generated on their own charts, using a simple d10 roll. Find your race on Table 2-2: Starting Wounds , roll a d10, and then find the appropriate result. Repeat the process on Table 2-3: Starting Fate Points. Example: Nicole is going to start generating the Characteristics of a new character. She has decided to play an Elf, so she consults Table 2-1:Character Creation and looks under the Elf column. She begins with Weapon Skill, then works her way down the table until she finishes up with Fate Points. When she’s done, her Starting Profile looks like this: 4) Main Profile WS BS 3)

— g eneraTIng C haraCTerIsTICs —

T able 2-1: C haraCTerIsTIC g eneraTIon

Characteristic

Dwarf

Elf

Halfling

Human

30+2d10 20+2d10 20+2d10 30+2d10 10+2d10 20+2d10 20+2d10 10+2d10

20+2d10 30+2d10 20+2d10 20+2d10 30+2d10 20+2d10 20+2d10 20+2d10

10+2d10 30+2d10 10+2d10 10+2d10 30+2d10 20+2d10 20+2d10 30+2d10

20+2d10 20+2d10 20+2d10 20+2d10 20+2d10 20+2d10 20+2d10 20+2d10

Weapon Skill (WS) Ballistic Skill (WS)

Strength (S) Toughness (T)

Agility (Ag)

Intelligence (Int) Will Power (WP) Fellowship (Fel)

1

1

1

1

Attacks (A) Wounds (W)

—— Roll 1d10 and consult Table 2-2: Starting Wounds —— —— Equal to the first digit of your Strength —— —— Equal to the first digit of your Toughness ——

Strength Bonus (SB) Toughness Bonus (TB)

3 0 0

5 0 0

4 0 0

4 0 0

Movement (M) Magic (Mag)

Insanity Points (IP)

—— Roll 1d10 and consult Table 2-3: Starting Fate Points ——

Fate Points (FP)

18

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