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My roommates and I have been interested in participating in a Warhammer Fantasy Role-Play setting, but do not have a lot of experience outside of Dungeons and Dragons/Pathfinder. The edition that we have is 2nd, which could be easily done upon the RPR forums.

Now, I was curious as to whether or not anyone would be interested in playing a game of WFRP. It -is- a game, with stats and dice rolls, but the system only uses d10's and d100's. Character creation is partially random and fun, honestly! The game is refreshingly dangerous in design.

I do not mind being the GM, and I do not mind having someone more experienced in the game GM either. I am currently looking for more participants!

Edit: I do know that my roommate has a dropbox folder that is accessible for the 2nd edition books, and that they do have the Book of the Horned Rat, allowing for evil characters of the rat-like nature to be created as well.
I'm inexperienced, but willing to learn and practice with you. Good luck with pulling it together!
Miss Topic Starter

Thank you so much! I will attempt to invite at least one other person, who may be interested. Zarra is a fan of dice-rolling adventures, I believe.
Miss Topic Starter

For those that are interested, in the great outside, I will use this space to discuss character creation. There are certain charts, in the Core Rulebook of Warhammer, near the beginning. These charts are to be rolled upon for the chosen race.

For those that do not have the book, I am able to give access to it. For this space, however, I will place the charts' information for rolling characters.

Note! Strength Bonus and Toughness Bonus are 10% of the character's Strength and Toughness scores respectively. These numbers are rounded down, so a character with 40 strength to 49 strength will have a Strength Bonus of 4.

Dwarf
Weapon Skill: 30+2d10
Ballistic Skill: 20+2d10
Strength: 20+2d10
Toughness: 30+2d10
Agility: 10+2d10
Intelligence: 20+2d10
Will Power: 20+2d10
Fellowship: 10+2d10
Attacks: 1
Wounds:
Strength Bonus:
Toughness Bonus:
Movement: 3
Magic: 0
Insanity Points: 0
Fate Points:

Starting Wounds:
Starting Fate Points:

Elf:
Weapon Skill: 20+2d10
Ballistic Skill: 30+2d10
Strength: 20+2d10
Toughness: 20+2d10
Agility: 30+2d10
Intelligence: 20+2d10
Will Power: 20+2d10
Fellowship: 20+2d10
Attacks: 1
Wounds:
Strength Bonus:
Toughness Bonus:
Movement: 5
Magic: 0
Insanity Points: 0
Fate Points:

Starting Wounds:
Starting Fate Points:

Halfing:
Weapon Skill:10+2d10
Ballistic Skill: 30+2d10
Strength:10+2d10
Toughness:10+2d10
Agility:30+2d10
Intelligence:20+2d10
Will Power:20+2d10
Fellowship: 30+2d10
Agility:1
Wounds:
Strength Bonus:
Toughness Bonus:
Movement: 4
Magic: 0
Insanity Points: 0
Fate Points:

Starting Wounds:
Starting Fate Points:


Human:
Weapon Skill:20+2d10
Ballistic Skill:20+2d10
Strength:20+2d10
Toughness:20+2d10
Agility:20+2d10
Intelligence:20+2d10
Will Power:20+2d10
Fellowship:20+2d10
Attacks:1
Wounds:
Strength Bonus
Toughness Bonus
Movement:4
Magic:0
Insanity Points:0
Fate Points:

Starting Wounds:
Starting Fate Points:


The starting wounds and starting fate point charts can be found here:

Wounds, a single d10 roll.
Dwarf
1-3 = 11
4-6 = 12
7-9 = 13
10 = 14

Elf
1-3 = 9
4-6 = 10
7-9 = 11
10 = 12

Halfling
1-3 = 8
4-6 = 9
7-9 = 10
10 = 11

Human:
1-3 = 10
4-6 = 11
7-9 = 12
10 = 13


The starting Fate Points can be found here, upon a single d10 roll.

Dwarf:
1-4 = 1
5-7= 2
8-10 = 3

Elf:
1-4 = 1
5-10 = 2

Halfling:
1-7 = 2
8-10 = 3

Human:
1-4 = 2
5-10 = 3
Miss Topic Starter

For Skaven Characters, a roll of a d100 will determine what clan you are in.
Clan Eshin.
01-05 Gain Concealment, Silent Move, Hand Weapon, 1d10/5 +1 Warpsone Tokens

Clan Moulder
06-10 Gain Animal Training, Command, Hand Weapon, Leather Jerkin, 1d10/5 Warpstone Tokens

Clan Pestilens
11-15 Gain Academic Knowledge (Theology), Dodge Blow, Hand Weapon, Maggots, 1d10/5 Warp Tokens

Skyre
16-20 Gain Scale Sheer Surface, Silent Move, Hand Weapon, 1d10+2/4 Warpstone Tokens.

Flem
21-30 Gain Concealment, Hand Weapon

Mors
31-40 Gain Command, Prepare Poison, Hand Weapon

Skab
41-50 Gain Hardy, Hand Weapon

Skaar
51-60 Gain Trade (Miner), Hand Weapon

Skaul
61-70 Gain Resistance to Poison, Hand Weapon

Sleekit
71-80 Gain Navigation, Hand Weapon

Verms
81-90 Gain Outdoor Survival, Hand Weapon

Minor Clan
91-100 Gain Hand Weapon
Rollin for my ratclan!

rolled 1d100 and got 91

Miss Topic Starter

The Skaven character stats, for common rats, is:

Weapon Skill: 20+2d10

Ballistic Skill:20+2d10

Strength: 20+2d10

Toughness: 25+2d10

Agility: 25+2d10

Intelligence: 20+2d10

Will Power: 15+2d10

Attacks: 1

Strength Bonus:

Toughness Bonus:

Movement: 5

Magic: 0

Insanity Points: 0

Fate Points:

Starting Wounds:
Starting Fate Points:

Wounds: One 1d10 roll
1-3 = 8
4-6 = 9
7-9 = 10
10 = 11

Fate Points: One 1d10 roll
1-7 = 0
8-10 = 1
If I call the GM pretty, will my stats roll better? Lets find out

rolled 2d10 and got a natural 15. After the modifier of +20, got 35
Weapon Skill

rolled 2d10 and got a natural 15. After the modifier of +20, got 35
Ballistic Skill

rolled 2d10 and got a natural 9. After the modifier of +20, got 29
Strength

rolled 2d10 and got a natural 10. After the modifier of +25, got 35
Toughness

rolled 2d10 and got a natural 13. After the modifier of +25, got 38
Agility

rolled 2d10 and got a natural 17. After the modifier of +20, got 37
Intelligence

rolled 2d10 and got a natural 15. After the modifier of +15, got 30
Will Power

rolled 1d10 and got a natural 6. After the modifier of +10, got 16
Wounds

rolled 1d10 and got 5
Fate Points

Calling her pretty didnt work out

rolled 1d100 and got 5
Occupation

Maybe if I tell her she smells nice

rolled 1d100 and got 39
Second Occupation

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