Warhammer Fantasy Roleplay

Chapter II: Character Creation

o rIgIns and f amIly

T able 2-11: n umber of s IblIngs Roll Dwarf Elf Halfling Human 1 0 0 1 0 2-3 0 1 2 1 4-5 1 1 3 2 6-7 1 2 4 3 8-9 2 2 5 4 10 3 3 6 5 Note: Your siblings have a 50/50 chance of being male/female. If you like, you can roll careers for you parents and siblings on Table 2-5: Starting Careers . T able 2-12: s Tar s Ign These Star Signs have no effect on your Characteristics; they are purely of use to astrologers, witches and conmen. Most folk within the Empire are at least aware of their birth star, though not all are convinced of their relevance. Roll Star Sign Significance 01-05 Wymund the Anchorite Sign of Enduring 06-10 The Big Cross Sign of Clarity 11-15 The Limner’s Line Sign of Precision 16-25 Gnuthus the Ox Sign of Dutiful Service 26-30 Dragomas the Drake Sign of Courage 31-35 The Gloaming Sign of Illusion and Mystery 36-40 Grungni’s Baldric Sign of Martial Pursuits 41-45 Mammit the Wise Sign of Wisdom 46-50 Mummit the Fool Sign of Instinct 51-55 The Two Bullocks Sign of Fertility and Craftsmanship 56-60 The Dancer Sign of Love and Attraction 61-65 The Drummer Sign of Excess and Hedonism 66-70 The Piper Sign of the Trickster 71-75 Vobist the Faint Sign of Darkness and Uncertainty 76-80 The Broken Cart Sign of Pride 81-85 The Greased Goat Sign of Denied Passions 86-90 Rhya’s Cauldron Sign of Mercy, Death and Creation 91-95 Cackelfax the Cockerel The Witchling Star Sign of Magic The following common phrases have their origin in the Star Signs. They spill from the mouths of Peasants the Empire over. “Loyal as Gnuthus”: Someone whose devotion is unparalleled. “It weren’t the Limner’s line”: A shoddy piece of work, imprecise instructions. “Under the Drummer”: To be on a binge of some sort, particularly alcohol. “It’s as clear as the Big Cross”: It really is very obvious. “Greased Priest”: A person who has apparently forsaken worldly goods and pleasures (from “preaches like the Greased Goat”, i.e. demands the giving up of pleasures). Sign of Money and Merchants 96-98 99-00 The Bonesaw Sign of Skill and Learning

T able 2-13: a ge In y ears

Roll

Dwarf

Elf

Halfling

Human

01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00

20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95

30 35 40 45 50 55 60 65 70 75 80 85 90 95

20 22 24 26 28 30 32 34 36 38 40 42 44 46 50 52 54 56 58 60

16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35

100 105 110 115 120 125

100 105 110 115

T able 2-14: h uman b IrThplaCe Your first roll determines your home province and your second determines what type of settlement you were born in. If your roll results in something grossly inappropriate (a Noble born in a hovel, for example) either be inventive with your background or roll again.

Roll

Result

Roll

Result

1 2 3 4 5 6 7 8 9 0

Averland Hochland Middenland Nordland Ostermark

1 2 3 4 5 6 7 8 9 0

City

Prosperous Town Market Town Fortified Town Farming Village Small Settlement Pig/Cattle Farm Poor Village

Ostland Reikland Stirland

Talabecland Wissenland

Arable Farm

Hovel

T able 2-15: d warf b IrThplaCe Roll Result 01-30 Roll on Table 2-14: Human Birthplace instead. 31-40 Karak Norn (Grey Mountains) 41-50 Karak Izor (the Vaults) 51-60 Karak Hirn (Black Mountains) 61-70 Karak Kadrin (World’s Edge Mountains) 71-80 Karaz-A-Karak (World’s Edge Mountains) 81-90 Zhufbar (World’s Edge Mountains) 91-00 Barak Varr (the Black Gulf)

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