Warhammer Fantasy Roleplay

Chapter II: Character Creation — s TarTIng C areer —

E ach character in WFRP has a starting career. This represents what your character did before becoming an adventurer. To determine your character’s former occupation, roll percentile dice and consult your chosen race’s column on Table 2-5: Starting Career . You may, at your option, roll on the table a second time and pick between the two rolled careers. Example: It’s time for Nicole to determine the starting career of her Elf character. She rolls percentile dice and looks under the Elf column of Table 2-5: Starting Career. Her roll is an 11, which is the Entertainer career. She’s not sure she wants to have been an Entertainer, so she opts to roll again. This time she gets a 50, which is the Outlaw career. She finds this more appealing so settles on Outlaw for her starting career. Once you’ve determined your character’s career, go to Chapter 3: Careers and look it up (they are arranged alphabetically), then copy down the listed skills and talents on your character sheet. In some instances, you may be given the choice of two different skills or talents. Pick the one you prefer in each case. Sometimes you have the opportunity to gain a skill you already have through your race. You are allowed to take such skills twice; this provides a +10% bonus when you use the skill. See the rules for Skill Mastery on page 90 for more information. Your career also includes an entry called Trappings; again, copy these onto your character sheet. The listed items are the equipment you start your adventuring career with. You also get, regardless of career, the following: • Common clothing consisting of a shirt, breeches, and worn boots, a tattered cloak, a dagger tucked in a boot or belt, a sling C hoosIng C areers and h omelands Some players, particularly experienced ones, prefer to pick their starting career, rather than roll for it. Although this isn’t as fast or easy as the standard method described here, some people find they have a very particular character in mind, before they even begin creating it. As long as you have your GM’s approval, you should feel free to use this method if it suits you. Remember, the GM’s word on this is final. Some GM’s choose not to let their players use this method, as they like the “randomness of birth” that rolling for a career creates. Fate may favour you with Noble birth, or curse you to wade through filth as a lowborn Rat Catcher—whatever the case, you have to rise above it to survive the perils and puzzles that the GM is about to throw at you! As you may have noticed, the character creation includes several careers of an origin foreign to the Empire (the Kislevite Kossar, for example). These represent the small number of outsiders that can be found adventuring in the Empire. If you don’t happen to roll or choose these careers, but would still like a foreign character, ask the GM’s permission. Any of the careers can be modified to accommodate this, simply replace Common Knowledge (the Empire) with that of your homeland and add the appropriate Speak Language skill. The rest of character creation remains the same. More information on the Empire’s neighbours can be found in Chapter 10: The Empire

bag or a backpack containing a blanket, a wooden tankard, a wooden cutlery set, a hand weapon (axe, club, sword, etc.) and a purse holding 2d10 Gold Crowns ( gc ). For more information on these items and your trappings, see Chapter 5: Equipment . You should also copy down the Advance Scheme. This represents the ways in which your character can improve with experience and shows you which Characteristics you can increase in this career. You can read more about the Advance Scheme in Chapter 3: Careers . Here is a sample Advance Scheme, from the Outlaw career: S WP Fel +10% +10% — — +10% +5% — — Secondary Profile A W SB TB M Mag IP FP +1 +2 — — — — — — Example: Nicole now knows that her character is an Elf Outlaw. She copies over the career’s Advance Scheme, trappings, skills, and talents. Amongst her skills and talents, she has three choices to make. She can choose between Drive or Ride, Set Trap or Swim, and Sharpshooter or Strike to Stun. She looks over her choices in Chapter 4: Skills and Talents and decides to choose Ride, Set Trap, and Strike to Stun. T he f ree a dVanCe Your character is not an absolute beginner. To represent previous experience, your character is allowed one free “advance”. An advance is either: 1) A 5% increase to a Characteristic on your Main Profile. 2) An increase of 1 to a Characteristic on your Secondary Profile. Note that you can only take the advance if it’s available on your scheme. In the Outlaw career, for example, you could take a +5% on your Weapon Skill or a +1 on your Attacks because those advances are built into the scheme. You could not take a +5% on your Fellowship or a +1 to your Movement because those Characteristics can’t be improved by the Outlaw’s Advance Scheme. Once you’ve chosen your free advance, put a check mark next to what you picked on the Advance Scheme. This indicates that you’ve taken an advance. As you gain more experience, you’ll take more advances. Example: Nicole looks over her Advance Scheme. There are many good choices on this Advance Scheme but she opts to increase her Attacks by 1. This will help out in combat and Nicole is sure her Outlaw is going to see a lot of that. Nicole puts a checkmark next to the +1 under Attacks on the Advance Scheme to indicate that she’s taken that advance. Now Nicole and her Elf Outlaw are ready for action! a dVenTure a waITs ! If you can’t wait to get started, your character is now ready to play WFRP . If you’d prefer to detail more about your character, carry on through the rest of this chapter. Whatever you decide, a grim world of perilous adventure soon awaits! T Ag Int Main Profile WS BS

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