WFRP1 - Character Generation - Revised (Unofficial)

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    haracter Generation

    Characteristics

    All creatures are described with the same characteristics, which will allow comparisons to be made. Each characteristic defines someaspect of the creature or character - and, taken together, the characteristics will help to decide what they are good at and what they arenot so good at.

    The characteristics are Movement, Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Initiative, At tacks , DexterityLeadership , Intelligence, Cool, Will Power, and Fellowship.

    Movement(M) is a number used to determine creatures' speed in any given situation. An average Mfor Humans is 4, whichequates to 8 yards per 10 seconds moving at a cautious pace. A horse's Mis 8, by comparison. Mis never used as the basisfor a test - if the situation involves movement, use Iinstead.

    Weapon Skill(WS) determines a character's ability to fight in hand-to-hand combat, reflecting natural aggression, dispositionand training. It is expressed in 'percentage' terms; i.e., from 01 to 100%. The higher the WS, the easier it is to strike a blow inhand-to-hand combat or to parry an opponent's blow. For tests, WSreflects hand-to-hand combat ability; it might be used innon-combat situations when a character is using something like an axe or sledgehammer. Remember that a target that isn'moving counts as prone.

    Ballistic Skill(BS) dictates a character's ability to use missile weapons, to throw an object, or (in the case of some creatures

    to spit venom. Like WS, this is expressed in percentage terms of 01-100% and the higher the BS, the easier it is to hit a targetFor tests, BSreflects accuracy in shooting and throwing; it might be used to determine the accuracy of any throw in a non-combat situation, such as a game of darts.

    Strength(S) is an indication of how powerful that creature is and how much damage it can cause in combat. Characters withhigh Scause considerable damage; characters with low Srelatively little. Sis normally expressed as a number between 1 and10. For tests, S reflects the character's physical strength; it can be used whenever a character applies brute force - forexample, when lifting a very heavy object or trying to bend iron bars.

    Toughness(T) is an indication of a creature's ability to resist damage. It is very hard to damage a creature with a high Tandrelatively easy to damage one with a low T. Like S, T is normally expressed as a number between 1 and 10. For tests, Treflects the character's general constitution. It is used as the basis for saving throws against disease and poison and insituations where a character's general state of health is important.

    Wounds (W) represent the amount of damage that can be endured before serious injury or even death is caused. Some

    creatures can sustain more damage than others, either because they have more physical stamina or because they have littleregard for or feeling of pain. This is represented by the number of Wa creature has. Characters reduced to 0 Woundsare nodead - but have no capacity to absorb additional damage without suffering injury of some kind. The number of Wounds isexpressed as a number of 1 or more. Most human characters start with 6. Ware never used as the basis for a test.

    Initiative(I) reflects a character's speed of thought, whether he is quick-witted or sluggish. In close combat, Idetermines whoacts first. This is expressed as a percentage of 01-100%. I reflects speed of thought and action. It is used to test actionsrequiring mental alertness rather than physical skill, to determine whether a character spots some small or unusualcircumstance (such as a tear in a man's clothing or a dislodged picture on the wall), and in cases where the character musreact to something quickly, such as dodging a falling rock.

    At tacks (A) is the number of blows the creature can strike in a single round of combat. The more blows a creature can strikethe more deadly it will be. Most characters and most creatures have only 1 A, but some have more and there is no maximumamount.Aare never used as a basis for a test. They simply indicate how many attacks a character can make in a round ofcombat.

    Dexterity (Dex) is an indication of the character's ability to perform complex, intricate, or delicate manual tasks. It wildetermine whether the character is good at sleight-of-hand tricks, picking locks, picking pockets, or other tasks requiringpatience and manual skill. The characteristic is expressed as a percentage of 01-100%. For tests, Dex reflects skill inperforming intricate manual tasks, such as threading a needle or picking a lock. It can be combined with Iwhen dealing withactions that require physical co-ordination and balance, such as walking a very narrow ledge or balancing on a moving wagon.

    Leadership (Ld ) indicates a character's ability to lead others. A character with high Ld is naturally charismatic, inspiringconfidence and loyalty, whilst a character with a low Ld may be rather indecisive. This characteristic is expressed as apercentage of 01-100%. For tests, Ld reflects a character's ability to command respect and loyalty and, in somecircumstances, to obey orders and follow instructions given by a superior.

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    Intelligence (Int ) determines a character's ability to think and understand. It may be thought of as a sort of intelligencequotient (IQ), if you like. It is expressed as a percentage of 01-100%. For tests, Int is a direct measure of a character'sreasoning capacity and should be used in all circumstances that require judgment, common sense, and clear thinking.

    Cool(Cl) represents a creature's ability to remain calm, collected - even sane - under severe psychological stress. Some ofthe creatures that inhabit the Old World are truly frightening and may be confronted safely only by characters with a high Cvalue. Clis expressed as a percentage of 01-100%. For tests, Cldetermines a character's natural bravery and resistance toshocks, unpleasant sights, hopeless circumstances, deadly danger, etc.

    Will Power(WP) is a measure of mental and magical resistance and general magical awareness. It reflects a creature's abilityto shrug off the effects of magic, charms, and mental influence. Magic-using characters will benefit from a high WP, especially

    if they are to confront some of the hellish creatures of other worlds, which may attempt to infiltrate their minds and distort theipersonalities. WPis expressed as a percentage of 01-100%. For tests, WPis a broad measure of a character's strength ofcharacter and mental resolve. It is used in tests to determine resistance to magic, hypnotism, torture, and similar situations.

    Fellowship(Fel) reflects a character's social skills, appearance, ability to empathise, sympathise, and generally 'get on withpeople'. A character with high Felwill find it easy to make new friends and will be able to obtain information from others bycarefully steering a conversation. Characters with low Fel, however, have an amazing talent for saying just the wrong thingand are always putting their foot in it. They are impervious to hints, unreceptive to atmosphere, and completely without tactFel is expressed as a percentage of 01-100%. For tests, Fel indicates a character's ability to impress and convince othecreatures and general force of personality. It is used as the basis for any test that involves fast talking or social interaction.

    Zero Level Characteristics

    All creatures are described using this set of characteristics. In certain cases, though, a creature may have a characteristic score of 0This means it has no ability to perform tasks associated with that characteristic. A creature with no hands, for example, would probablyhave a Dex of 0.

    The Profi le

    When taken together, the characteristics are referred to as a profile. Each race or creature type had a 'typical' racial profile, whichreflects the average values for a creature of that race. Of course, different individuals may well have characteristic scores above orbelow these, but it is still useful to know the profile for an 'average' creature of each race.

    A profile is written in a horizontal line like this:

    Character ProfileM WS BS S T W I A Dex Ld Int Cl WP Fel

    N/A 100 100 10 10 N/A 100 N/A 100 100 100 100 100 100

    The players' characters have characteristics based on their racial average, but which are slightly modified to reflect individuaweaknesses and strengths. During the game, players will be given the opportunity to increase their characteristic scores. Maximumsare given above; 'N/A' means that there is no maximum.

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    The Races

    Human Humans, or Men, are the most numerous of the races of the Old World and the most successful. For this reason they areoften referred to simply as Old Worlders. Humans look pretty much like ourselves, but may be somewhat more rugged, living as theydo in a more vigorous and demanding age.

    Wood Elves Wood Elves are rare, wondrous people, living deep within the forests of the Old World, and only rarely making anappearance within human society. They look similar to Humans, but are far more comely, with perfectly proportioned faces and brighlaughing eyes. Elves tend to be of slender build, and look somewhat fragile. Their ears may be finely pointed. They live in harmonywith nature, tending the trees and protecting the woodlands from malignant creatures such as Goblins. They are fastidious, with refined

    sensibilities and a love of good music and food. They find most Humans brutish and repugnant. However, they reserve the greatespart of their contempt for Dwarfs, who they consider to be vulgar and destructive. Although Elves are peaceful, they are fine archesand fearless Warriors as their enemies can testify.

    Half-Elves Half-Elves are extremely rare as to be virtually unknown. As the product of Human and Elf, they are probably unaware ofthe fact and will, undoubtedly, be raised solely by one of these races. Physically, as hybrids of Elf and Man, Half-Elves combine thebest of both races. They are as strong as Men and as lithe and supple as an Elf with eyesight just as keen. However, unlike Elves whocan live for many centuries, Half-Elves have a decreased lifespan of a few centuries. This can lead to many problems in humanpopulations as the Half-Elf ages gradually and he may be denounced a witch or a Chaos worshipper. When this happens the bemusedHalf-Elf is often found by Elves who willingly embrace their new-found brother and take him away from his old human 'barbaricexistence. Half-Elves can be as unpredictable and emotional as Humans should they grow up amongst Men. In this environment theycan be almost Human but as they grow older they will begin to research their special lineage and ultimately live amongst Elvenkind.Half-Elves in an Elven environment can hardly be discerned from other Elves.

    Dwarfs Dwarfs are short, burly creatures, immediately recognizable by their long hair and thick beards. They have a natural affinity

    with the mountains, where they live in caverns and mines hewn from the rock. Dwarfs are expert stone-workers, and generally adept aall manner of industrial crafts, such as ironworking, the making of fine swords and manufacture of superb jewelry. Some Dwarfs liveamongst Human as metal-workers or craftsmen of some kind, and their work is highly prized. Physically they are resilient, quite strongand rather ugly. They are somewhat greedy, gruff, unfriendly, short-tempered and antisocial. They tolerate Humans because theyhave so many business dealings with them, but dislike Elves, who they find arrogant and irritating, and with whom they have little incommon. They favor axes as weapons of war, and make very sturdy Warriors. They are not very magical, however, and theidisposition tends to make them rather poor Academics.

    Gnomes Gnomes have often been described, though not to their faces, as small (or petty) Dwarfs. They are undoubtedly distanrelatives, sharing the same stocky build and long, shaggy beards, but they are about ten inches shorter on average, and are noted fotheir larger, more bulbous, noses. Gnomes are both more nimble and more dexterous than their larger cousins, and these factscoupled with their well-known antipathy for other races, has often led to them being labeled thieving stunties. But their numbers alsoinclude some highly skilled Illusionists for, unlike Dwarfs, some of them have a great natural aptitude for this kind of magic. Gnomesare also excellent smiths and craftsmen, and are fascinated not to say obsessed by all things mechanical, they love gadgets of alkinds. Few Gnomes actually live as part of Human society, but they profit greatly from trade in Gnomic artifacts. Most Gnomes are

    practical jokers, theres nothing they like better than a good laugh at someone elses expenses, however, turn the tables on a Gnome ayour peril as they have a reputation for being short-tempered and difficult to get on with. Being gregarious creatures, who invariablymake their homes in communal burrows and caverns, it is unheard of for a Gnome to spend any length of time in the wide-open spacesthat foster Rangers. Accordingly, there are no Gnome Ranger characters, and the careers listed in theRanger Basic Career Char(WFRP P18)are not normally available to them.

    Halflings Halflings are small and slight of frame but with rather rotund features and pot-bellies. They cannot grow beards and areshorter than Dwarfs, so the two races are easily told apart. Their hands and feet tend to be large and hairy, and they prefer to gobarefoot. They are not a very numerous people, living in a small secluded part of the Old World, protected by the surrounding lands oHumans. Consequently, life for a young Halfling is often very boring, and many seek adventure in the outside world. They are nimblefingered and stealthy by nature, so they make good Thieves. Halflings are extremely friendly and easy-going, they enjoy merry-makingand especially eating, and are usually the first to suggest visiting a local inn or stopping for a break.

    Sea Elves Sea Elves are hardworking souls used to physical labour and a life of toil. They endlessly guard the coastlines of Ulthuanever on the lookout for attacks from Dark Elf invaders and even attackers from the Old World and Norsca. They are fine sailors and are

    not afraid of exploration; they founded the New World colony of Arnheim as well as the sea fortresses called the Citadel of Dusk andthe Fortress of Dawn, located on the southern tip of Lustria and the Southlands respectively. From these colonies the Sea Elves keepthe sea lanes open, attacking pirates on sight, sometimes tracking them to their lairs and eventually destroying them - thanks to themthe seaways between the Old World and Lustria remain open.

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    High Elves High Elves are the oldest and most civilized race on the Known World. The island realm of Ulthuan, has a recordedhistory going back over eight thousand years, four times that of the Empire. Though the High Elf race has declined over the years, theigreat ships still dominate the sea-lanes from the Old World to Cathay. Their dominance of these lanes are assured by the Citadel ofDusk, located on the southern tip of Lustria, and the Fortress of Dawn, located on the southern tip of the Southlands. These great Elvenports ensure that the merchant lanes to Ind, Cathay and Nippon remain open and pirates are swiftly dealt with.

    Dark Elves The Dark Elves, or Druchiito give their name in Tar-Eltharin, were expelled from the Elven Kingdoms several millenniaago in a series of bloody civil wars after a few of their kind took to worshipping Slaanesh, fronted by the Cult of Pleasure. The ancestorsof today's Druchii inhabited the northwestern part of the island of Ulthuan called Nagarythe (Shadowlands) and they were also knownas the Malteeras(People of the Northern Reaches) and the Naggarothi(Folk of Nagarythe.) Much of this land now lies beneath theGreat Ocean, sunk in the cataclysm when the Lord of the Dark Elves, Malekith (the Witch King), sort to unbind the vortex of the Isle of

    the Dead, which kept the Realm of Chaos out of the world, so that the daemonic forces of Chaos could aid the Naggarothi against theHigh Elves. But the mages of the Isle countered the Witch King's magic causing a huge wave to rise from the ocean, burying Nagarythebeneath the sea. The surviving Dark Elves fled to the cold lands of the north, Naggaroth, where to this day they still nurse their hatredof the Elves of Ulthuan.

    Character Race

    In most campaigns, Human characters will find it easier to blend in socially. You may choose to play a Human rather than rolling forace.

    If you prefer to roll use the following table(s). The Demographic column should be used for playing groups that probably will becomposed of Human with a small chance of another race being present. The Adventurous column should be used for groups withgreater diversity, which is perhaps more typical of adventuring parties. The GM may choose one or other column to be used by al

    Players in a new group, or allow each player to choose which column to use.

    Notes:1. Roll on Elf Race Table2. Roll again on Elf Race Table (ignoring further results of Half Elf) to determine which Elf Race you are in part.3. High & Dark Elves are presented here for completeness, however, neither should be used unless expressly allowed by the

    GM, if not allowed High Elves should be replaced by Sea Elves, and Dark Elves should be replaced by Wood Elves.

    Character Race Table Elf Race TableDemographic Adventurous Race Demographic Adventurous Elf Race

    01 07 01 25 Dwarf 01 40 01 30 Half Elf2

    08 13 26 35 Gnome 41 80 31 60 Wood Elf14 36 45 Elf

    1 81 90 61 90 Sea Elf

    15 20 46 60 Halfling 91 95 91 95 High Elf3

    21 00 61 00 Human 96 00 96 00 Dark Elf3

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    Character Profiles and Racial Abilities (continued)

    Sea Elf Half (Sea) Elf High Elf Half (High) Elf Dark Elf Half (Dark) ElfM D3+3 D3+2 D3+2 D3+2 D3+3 D3+2

    WS 2D10+30 2D10+30 2D10+30 2D10+30 2D10+30 2D10+30BS 2D10+20 2D10+20 2D10+20 2D10+20 2D10+20 2D10+20

    S D3+1 D3+1 D3+1 D3+1 D3+1 D3+1T D3+1 D3+1 D3+1 D3+1 D3+1 D3+1

    W D3+3 D3+4 D3+3 D3+4 D3+3 D3+4

    I 2D10+50 2D10+40 2D10+50 2D10+40 2D10+50 2D10+40A 1 1 1 1 1 1

    Dex 2D10+40 2D10+30 2D10+30 2D10+30 2D10+30 2D10+30Ld 2D10+30 2D10+20 2D10+30 2D10+20 2D10+30 2D10+20Int 2D10+40 2D10+30 2D10+40 2D10+30 2D10+40 2D10+30Cl 2D10+30 2D10+30 2D10+40 2D10+30 2D10+40 2D10+30

    WP 2D10+30 2D10+20 2D10+30 2D10+20 2D10+30 2D10+20Fel 2D10+30 2D10+30 2D10+30 2D10+30 2D10+30 2D10+30

    Language(s) Tar-Elthrin(Sea Elvish),Old Worlder

    Old Worlder,Tar-Elthrin(Sea Elvish)

    Tar-Elthrin(High Elvish),Old Worlder

    Old Worlder,Tar-Elthrin(High Elvish)

    Druchii (DarkElvish),Tar-Elthrin(High Elvish),Old Worlder

    Old Worlder,Druchii (DarkElvish),Tar-Elthrin(High Elvish)

    Night Vision 20 yards 10 yards 20 yards 10 yards 30 yards 20 yards

    Al ignment Neutral or Good VariesNeutral or Good Lawful or Good VariesNeutral or Good Chaotic or Evil VariesNeutral or EvilHeight - Male 5 6 + D10 5 6 + D10 5 6 + D10 5 6 + D10 5 6 + D10 5 6 + D10

    Height - Female 5 4 + D10 5 4 + D10 5 4 + D10 5 4 + D10 5 4 + D10 5 4 + D10Psychology No special rules No special rules No special rules No special rules Subject to

    Animosityof allother races, andsubject tohatredof otherElven kindreds.

    No special rules

    Young Age 10D12 ^ 10D12 ^ 10D12 ^ 10D12 ^ 10D12 ^ 10D12 ^Mature Age 10D20 ^ 10D20 ^ 10D20 ^ 10D20 ^ 10D20 ^ 10D20 ^Fate Points 1D3-1 (min 1) 1D4-1 (min 1) 1D3-1 (min 1) 1D4-1 (min 1) 1D3-1 (min 1) 1D4-1 (min 1)

    ^ If the age roll result in an age less than 16, roll again adding the new score to the original.

    Career Classes

    Warriors Come from a fighting background. This is not necessarily the military, but will always have involved hand-to-hand combaskills of some kind. For example, Warrior characters might have been Pit Fighters, Bodyguards or Mercenaries.Character must have a WS of at least 30.

    Rangers Independent, rural characters. Their lives may have been spent tending animals, or roaming the woodlands or mountainsSuch characters might have been Herdsmen, Gamekeepers or Trappers.Character must have a BS of at least 30.

    Rogues Living largely by their wits, usually in the cities where they can make a living from the mass of common and gullible people.Typically, they will have been Thieves, Entertainers or Beggars.

    Character must have an I of at least 30. An Elf must have an I of at least 65, a Half-Elf brought up by Elves at least 55. (Elves beingnaturally Good, are not naturally given to exploit or manipulate people.)

    Academics The educated persons of society. They can read and write (which practically no-one else can), and they often havelucrative jobs amongst the professions or skilled crafts. Many Academics will have started out as Artisans, Clerics, Lawyers or WizardsCharacter must have an Int of at least 30, and a WP or at least 30.

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    Determining Skills

    Skills are specific abilities, such as riding a horse, being able to pick pockets, or read. There are a great many of these skills in thegame, and they play an important part. To determine how many skills a character has, roll a 1D4 and modify the result by thecharacters age, per the following chart:

    Age Man Wood El f Half (Wood) El f Dwarf Gnome Half ling16 20 -- -- -- -- -- --21 30 +1 -- -- -- -- --31 40 +2 -- -- -- +1 +1

    41 50 +1 +1 +1 +1 +1 +151 60 -- +1 +1 +1 +1 +161 70 -1 +1 +1 +1 +2 +171 80 -2 +1 +1 +2 +2 --81 90 1 +1 +1 +2 +2 --

    91 100 +2 +2 +2 +1 --101 110 +2 +2 +1 +1 -1111 120 +2 +2 +1 +1 -1121 130 +2 +2 +1 -- -2131 140 +2 +2 -- -- -2141 150 +3 +3 -- --151 160 +3 +3 -- -1161 170 +3 +3 -- -1171 180 +3 +3 -1 -2

    181 190 +3 +3 -1191 200 +2 +2 -2201 210 +1 +1211 - 220 -- --

    Mandatory Skills None Excellent VisionPlusDance,Musicianship orSing

    Excellent VisionPlusDance,Musicianship orSing

    MiningPlusSmithing orMetallurgy

    SmithingPlusJest, Mining orStoneworking

    CookPlusHerb Lore,Spec Wp Slingor SM Rural

    Age Sea Elf Half (Sea) Elf High El f Half (High) El f Dark Elf Half (Dark) Elf16 20 -- -- -- -- -- --21 30 -- -- -- -- -- --31 40 -- -- -- -- -- --41 50 +1 +1 +1 +1 +1 +151 60 +1 +1 +1 +1 +1 +161 70 +1 +1 +1 +1 +1 +171 80 +1 +1 +1 +1 +1 +181 90 +1 +1 +1 +1 +1 +1

    91 100 +2 +2 +2 +2 +2 +2101 110 +2 +2 +2 +2 +2 +2111 120 +2 +2 +2 +2 +2 +2121 130 +2 +2 +2 +2 +2 +2131 140 +2 +2 +2 +2 +2 +2141 150 +3 +3 +3 +3 +3 +3151 160 +3 +3 +3 +3 +3 +3161 170 +3 +3 +3 +3 +3 +3171 180 +3 +3 +3 +3 +3 +3

    181 190 +3 +3 +3 +3 +3 +3191 200 +2 +2 +2 +2 +2 +2201 210 +1 +1 +1 +1 +1 +1211 - 220 -- -- -- -- -- --

    Mandatory Skills ExcellentVision, Swim,PlusBoat Building,Dance, Fish,Orientation,Row, Sailing orSing

    ExcellentVision, Swim,PlusBoat Building,Dance, Fish,Orientation,Row, Sailing orSing

    Excellent VisionPlusEtiquette, MagicSense,Musicianship,Read/Write orSing

    Excellent VisionPlusEtiquette, MagicSense,Musicianship,Read/Write orSing

    Bribery,Frenzied Attack,Intimidate,PreparePoisons, Striketo Injure orTorture

    Bribery,Frenzied Attack,Intimidate,PreparePoisons, Striketo Injure orTorture

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    Skill Charts

    Warrior Skill ChartSkill Man Wood Elf Half (Wood) Elf Dwarf Gnome Halfling

    Acute Hearing 01 05 01 05 01 05 01 05 01 05 01 05Ambidextrous 06 10 06 10 06 10 06 10 06 10 06 10Dance 11 15 11 15 11 15 11 15 11 15 11 15Disarm 16 20 16 20 16 20 16 20 16 25 16 20Dodge Blow 21 25 21 25 21 25 21 25 26 30 21 25Drive Cart 26 30 26 30 26 30 26 30 26 30

    Excellent Vision 31 35 31 35 31 35 31 35 31 40 31 35Fish 41 45 Fleet Foot 36 40 36 40 36 40 36 40 46 50 36 40Jest 51 55 Lightning Reflexes 41 45 41 45 41 45 41 45 56 60 41 45Luck 46 50 46 50 46 50 46 50Night Vision 51 55 51 55 51 55 46 50 61 65 51 55Read/Write 56 65 56 65 56 65 51 60 66 70 56 65Ride 66 75 66 70 66 70 Scale Sheer Sur. 76 80 71 75 71 75 61 65 71 75 66 70Silent Move Rural 76 80 76 80 71 75Silent Move Urban 76 80Sing 81 85 81 90 81 85 66 70 76 80 81 85Sixth Sense 86 90 91 95 86 90 71 75 81 90 86 90

    Very Resilient 91 95 96 00 91 95 76 90 91 95 91 95Very Strong 96 00 96 00 91 00 96 00 96 00

    Skill Sea Elf Half (Sea) Elf High Elf Half (High) Elf Dark Elf Half (Dark) ElfAcute Hearing 01 05 01 05 01 05 01 05 01 05 01 05Ambidextrous 06 10 06 10 06 10 06 10 06 10 06 10Dance 11 15 11 15 11 15 11 15 11 15 11 15Disarm 16 20 16 20 16 20 16 20 16 20 16 20Dodge Blow 21 25 21 25 21 25 21 25 21 25 21 25Drive Cart 26 30 26 30 26 30 26 30 26 30 26 30Excellent Vision 31 35 31 35 31 35 31 35 31 35 31 35Fish 36 40 36 40 Fleet Foot 41 45 41 45 36 40 36 40 36 40 36 40

    Lightning Reflexes 46 50 46 50 41 45 41 45 41 45 41 45Luck 51 55 51 55 46 50 46 50 46 50 46 50Night Vision 56 60 56 60 51 55 51 55 51 55 51 55Read/Write 61 65 61 65 56 65 56 65 56 65 56 65Ride 66 70 66 70 66 70 66 70 66 70 66 70Scale Sheer Sur. 71 75 71 75 71 75 71 75 71 75 71 75Silent Move Rural 76 80 76 80 76 80 76 80Silent Move Urban 76 80 76 80 Sing 81 90 81 85 81 90 81 85 81 90 81 85Sixth Sense 91 95 86 90 91 95 86 90 91 95 86 90Very Resilient 96 00 91 95 96 00 91 95 96 00 91 95Very Strong 96 00 96 00 96 00

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    Skill Charts(continued)

    Ranger Skill ChartSkill Man Wood Elf Half (Wood) Elf Dwarf Gnome Halfling

    Acute Hearing 01 05 01 05 01 05 01 05 01 05Ambidextrous 06 10 06 10 06 10 06 10 06 10Astronomy 11 15 11 15 11 15 11 15 11 15Dance 16 20 16 20 16 20 16 20 16 20Drive Cart 21 30 21 25 21 25 21 30 21 30Excellent Vision 31 35 31 35 31 35

    Fleet Foot 36 40 26 35 26 35 36 40 36 40Lightning Reflexes 41 45 36 40 36 40 41 45 41 45Luck 46 50 41 45 41 45 46 50Night Vision 51 55 46 50 46 50 46 50 51 55Orientation 56 60 51 55 51 55 51 55 56 60Prepare Poisons 61 65 56 60 56 60 61 65Read/Write 66 70 61 65 61 65 56 60 66 70Ride 71 75 66 70 66 70 Scale Sheer Sur. 76 80 71 75 71 75 61 65 71 75Silent Move Rural 76 80 76 80 76 80Sing 81 85 81 90 81 90 66 70 81 85Sixth Sense 86 90 91 95 91 95 71 75 86 90Very Resilient 91 95 96 00 96 00 76 90 91 95Very Strong 96 00 91 00

    N/A

    96 00

    Skill Sea Elf Half (Sea) Elf High Elf Half (High) Elf Dark Elf Half (Dark) ElfAcute Hearing 01 05 01 05 01 05 01 05 01 05 01 05Ambidextrous 06 10 06 10 06 10 06 10 06 10 06 10Astronomy 11 15 11 15 11 15 11 15 11 15 11 15Dance 16 20 16 20 16 20 16 20 16 20 16 20Drive Cart 21 25 21 25 21 25 21 25 21 25 21 25Excellent Vision 26 35 26 35Fleet Foot 26 35 26 35 26 35 26 35 36 40 36 40Lightning Reflexes 36 40 36 40 36 40 36 40 41 45 41 45Luck 41 45 41 45 41 45 41 45 46 50 46 50Night Vision 46 50 46 50 46 50 46 50 51 55 51 55Orientation 51 55 51 55 51 55 51 55 56 60 56 60

    Prepare Poisons 56 60 56 60 56 60 56 60 61 65 61 65Read/Write 61 65 61 65 61 65 61 65 66 70 66 70Ride 66 70 66 70 66 70 66 70 71 75 71 75Scale Sheer Sur. 71 75 71 75 71 75 71 75 76 80 76 80Silent Move Rural 76 80 76 80 76 80 76 80 81 85 81 85Sing 81 90 81 90 81 90 81 90 86 90 86 90Sixth Sense 91 95 91 95 91 95 91 95 91 95 91 95Very Resilient 96 00 96 00 96 00 96 00 96 00 96 00

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    Skill Charts(continued)

    Rogue Skill ChartSkill Man Wood Elf Half (Wood) Elf Dwarf Gnome Halfling

    Acute Hearing 01 05 01 05 01 05 01 05 01 10 01 05Ambidextrous 06 10 06 10 06 10 06 10 11 15 06 10Blather 11 15 11 15 11 15 11 15 16 20 11 15Bribery 16 20 16 20 16 20 16 20 21 25 16 20Dance 21 25 21 25 21 25 21 25 26 30 21 25Dodge Blow 26 30 26 30 26 30 26 30 26 30

    Excellent Vision 31 35 31 35 31 35 31 35 31 35 31 35Fish 36 40 Flee! 36 40 36 40 36 40 36 40 41 50 36 40Fleet Foot 41 45 41 45 41 45 Haggle 51 55 Jest 56 65 Lightning Reflexes 46 50 46 50 46 50 41 45Luck 51 55 51 55 51 55 41 45 66 70 46 50Night Vision 56 60 56 60 56 60 46 50 71 75 51 55Ride 61 65 61 65 61 65 Scale Sheer Sur. 66 70 66 70 66 70 51 55 76 85 56 60Silent Move Rural 71 75 71 75 71 75 61 65Silent Move Urban 76 80 76 80 76 80 66 70Sing 81 85 81 85 56 60 86 90 71 75

    Sixth Sense 86 90 86 90 81 85 61 65 91 95 76 80Street Fighting 91 95 91 95 86 90 66 70 81 85Very Resilient 96 00 91 95 71 90 96 00 86 95Very Strong 96 00 96 00 91 00 96 00

    Skill Sea Elf Half (Sea) Elf High Elf Half (High) Elf Dark Elf Half (Dark) ElfAcute Hearing 01 05 01 05 01 05 01 05 01 05 01 05Ambidextrous 06 10 06 10 06 10 06 10 06 10 06 10Blather 11 15 11 15 11 15 11 15 11 15 11 15Bribery 16 20 16 20 16 20 16 20 16 20 16 20Dance 21 25 21 25 21 25 21 25 21 25 21 25Dodge Blow 26 30 26 30 26 30 26 30 26 30 26 30Excellent Vision 31 35 31 35 31 35 31 35

    Fish 31 35 31 35 Flee! 36 40 36 40 36 40 36 40 36 40 36 40Fleet Foot 41 45 41 45 41 45 41 45 41 45 41 45Lightning Reflexes 46 50 46 50 46 50 46 50 46 50 46 50Luck 51 55 51 55 51 55 51 55 51 55 51 55Night Vision 56 60 56 60 56 60 56 60 56 60 56 60Ride 61 65 61 65 61 65 61 65 61 65 61 65Scale Sheer Sur. 66 70 66 70 66 70 66 70 66 70 66 70Silent Move Rural 71 75 71 75 71 75 71 75 71 75 71 75Silent Move Urban 76 80 76 80 76 80 76 80 76 80 76 80Sing 81 85 81 85 81 85 Sixth Sense 86 90 81 85 86 90 81 85 86 90 81 85Street Fighting 91 95 86 90 91 95 86 90 91 95 86 90Very Resilient 91 95 91 95 91 95

    Very Strong 96 00 96 00 96 00 96 00 96 00 96 00

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    Skill Charts(continued)

    Academic Ski ll Char tSkill Man Wood Elf Half (Wood) Elf Dwarf Gnome Halfling

    Acute Hearing 01 05 01 05 01 05 01 05 01 05 01 05Ambidextrous 06 10 06 10 06 10 06 10 06 10 06 10Astronomy 11 15 11 15 11 15 11 15Blather 16 20 16 20 16 20 11 15 11 15 16 20Cryptography 21 25 21 25 21 25 16 20 16 25 21 25Dance 26 30 26 30 26 30 21 25 26 30 26 30

    Drive Cart 31 35 26 30 31 35Etiquette 36 40 31 35 31 35 Excellent Vision 41 45 36 40 36 40 31 35 31 35 36 40Flee! 46 50 41 45 41 45 36 40 36 40 41 45Fleet Foot 46 50 46 50 Gem Cutting 41 45 Heraldry 51 55 51 55 51 55 41 45 46 50Haggle 46 50 Jest 51 55 Lightning Reflexes 56 60 56 60 56 60 51 55Luck 61 65 61 65 61 65 46 50 56 60 56 60Night Vision 61 65 Orientation 66 70 Read/Write 66 70 66 70 66 70 51 55 71 80 61 65

    Ride 71 75 71 75 71 75 Scale Sheer Sur. 56 60 81 85 Silent Move Rural 76 80 76 80 66 70Silent Move Urban 76 80 61 65 86 90 71 75Sing 81 85 91 95 76 80Sixth Sense 81 85 86 90 81 85 66 70 81 85Super Numerate 86 90 91 95 86 90 71 75 96 00 86 90Very Resilient 91 95 96 00 91 95 76 90 91 95Very Strong 96 00 96 00 91 00 96 00

    Skill Sea Elf Half (Sea) Elf High Elf Half (High) Elf Dark Elf Half (Dark) ElfAcute Hearing 01 05 01 05 01 05 01 05 01 05 01 05Ambidextrous 06 10 06 10 06 10 06 10 06 10 06 10

    Astronomy 11 15 11 15 11 15 11 15 11 15 11 15Blather 16 20 16 20 16 20 16 20 16 20 16 20Cryptography 21 25 21 25 21 25 21 25 21 25 21 25Dance 26 30 26 30 26 30 26 30 26 30 26 30Etiquette 31 35 31 35 31 35 31 35 31 35 31 35Excellent Vision 36 40 36 40 36 40 36 40 36 40 36 40Flee! 41 45 41 45 41 45 41 45 41 45 41 45Fleet Foot 46 50 46 50 46 50 46 50 46 50 46 50Heraldry 51 55 51 55 51 55 51 55 51 55 51 55Lightning Reflexes 56 60 56 60 56 60 56 60 56 60 56 60Luck 61 65 61 65 61 65 61 65 61 65 61 65Read/Write 66 70 66 70 66 70 66 70 66 70 66 70Ride 71 75 71 75 71 75 71 75 71 75 71 75Silent Move Rural 76 80 76 80 76 80 76 80

    Silent Move Urban 76 80 76 80 Sing 81 85 81 85 81 85 Sixth Sense 86 90 81 85 86 90 81 85 86 90 81 85Super Numerate 91 95 86 90 91 95 86 90 91 95 86 90Very Resilient 96 00 91 95 96 00 91 95 96 00 91 95Very Strong 96 00 96 00 96 00

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    Original Starting Trappings

    AcademicsDecent, Lightweight Clothing PurseSandles or Soft Shoes 3D6 Gold CrownsKnife/Dagger

    RangersWeather Worn Clothing Small Cooking PotHooded Cloak and Tatty Hat Flask of Water

    Thick Leather Boots Hand WeaponLeather Bag or Backpack Knife/Dagger1D3 Blankets PurseCutlery 3D6 Gold CrownsTinderbox

    RoguesSturdy, Worn Clothing PurseBoots or Shoes 3D6 Gold CrownsKnife/Dagger

    WarriorsSturdy, Practical Clothing BlanketHooded Cloak Hand WeaponBoots Knife/Dagger

    Sling Bag or Backpack or Sack HelmetPewter Tankard PurseCutlery 3D6 Gold CrownsTinderbox

    Al ternate Starting Trappings (Self -Purchase)

    Academics33 Gold Crowns and 12 Silver Shillings for purchase of trappings3D6 Gold Crowns Starting Money

    Rangers55 Gold Crowns and 17 Silver Shillings for purchase of trappings3D6 Gold Crowns Starting Money

    Rogues22 Gold Crowns and 2 Silver Shillings for purchase of trappings3D6 Gold Crowns Starting Money

    Warriors50 Gold Crowns and 2 Silver Shillings for purchase of trappings3D6 Gold Crowns Starting Money

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    Warriors (Laborers) or Academics (Artisans / Engineers / Trader) (Everymen)These tradesmen and laborers wear simple, functional attire, sometimes in the colors of the masters they server or their regionof origin. Shoes or boots are worn, depending on the likely working conditions. Everymen carry a sheathed knife for work, adalso a wooden club, pick or hammer (a standard hand weapon). In a small pouch or sling bag the Everyman carries a fewnecessities including a blanket, cutlery, tinderbox, a simple meal consisting of a sandwich and piece of fruit, along with apewter tankard, a few bits of charcoal or chalk for making marks and some basic trade tools. Here is also kept a small pursefor coins and possibly work permits, licenses, contracts and identifying papers. Roll two times on the Purse Contents table andthree times on the Random Trappings table.

    Sturdy, Practical Clothing Cutlery, Metal (4 enc)Boots or Sturdy Shoes Tinderbox (5 enc)

    Knife / Dagger (10 enc) Pewter Tankard (5 enc)Hand Weapon (Wooden Club, Pick, Hammer or Random)Money Pouch / Purse (1 enc) 1 Days Rations (5 enc)Sling Bag (5 enc, holds 200) Basic Tools for tradeBlanket (10 enc)

    Warriors (Mili tary / Militi a / Watchman) or Rangers (Coachman / Roadwardens / Tollkeepers) (Officials)These characters work in an official capacity for the Empire or other organization. Officials wear a uniform, along withappropriate insignia. Footwear is a choice of leather shoes or boots. A sword is carried in a sheath in plain sight, although anyhand weapon may be chosen in its place, or roll on the Hand Weapon table. A knife is carried alongside the sword, and ahelmet is worn for protection. Officials also receive a lantern with 1 pint of oil and a shield. In a leather sling bag or backpackare carried identifying papers, a blanket, cutlery, pewter tankard, tinderbox, leather flask of water, an official map of the regionpossibly written instructions or orders, a ring of keys and a simple meal. Coins are kept in a secure pouch. Roll three times onthe Purse Contents table and once on the Random Trappings table.

    Sturdy, Practical Clothing / Uniform Orders / Instructions / Map in scroll case (2 enc)Boots or Sturdy Shoes Blanket (10 enc)Knife / Dagger (10 enc) Cutlery, Metal (4 enc)Hand Weapon (Sword or Random) Pewter Tankard (5 enc)Helmet (30 enc) Tinderbox (5 enc)Shield (50 enc) Lantern (20 enc) plus 1 Pint of Oil (5 enc)Money Pouch / Purse (1 enc) 1 Days Rations (5 enc)

    Leather Flask of Water (5 enc)Sling Bag (5 enc, holds 200) or Backpack (20 enc, holds 250)

    Warriors (Typical)These characters don practical, long wearing clothes, with a hooded cloak. A warrior might wear double stitched trousers, shirand vest. (Pit Fighters may wear fur leggings, loincloth and little else, and even stranger outfits may be found.) Foot wearconsists of sturdy leather shoes or thick boots. Warriors always posses a dagger within easy reach. Two hand weapons are

    fitted to the warriors belt. One of these is usually a sword or hammer, but both may be of nearly any type of standard handweapon, or roll randomly on the Hand Weapons table. Most warriors have a helmet of some kind. Many warriors shoulder asling bag, backpack or large sack containing travelling supplies: Blanket, cutlery, pewter tankard, tinderbox. This charactealso often has a lantern with 1 pint of oil, and 1D10 days worth of dry food. A leather pouch serves as a purse. Roll three timeson the Purse Contents table and once on the Random Trappings table.

    Sturdy, Practical Clothing (double stitched trousers, shirt and vest)Hooded Cloak Blanket (10 enc)Boots or Sturdy Shoes Cutlery, Metal (4 enc)Knife / Dagger (10 enc) Pewter Tankard (5 enc)Two Hand Weapons (Sword, Hammer or Random) Tinderbox (5 enc)Helmet (30 enc) Lantern (20 enc) plus 1 Pint of Oil (5 enc)Money Pouch / Purse (1 enc) 1D10 Days Iron Rations (5 enc ea.)

    Leather Flask of Water (5 enc)Sling Bag (5 enc, holds 200) or Backpack (20 enc, holds 250) or Sack (7 enc, holds 200)

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    Purse Contents

    When a career class calls for multiple rolls on this table, combine the results to determine the characters starting currency. Some basiccareers include additional funding in their trappings lists: you might ignore the amount indicated on the careers description and rolonce on the Purse Contents table instead. This table also works well when characters are stealing or looting.

    D12 Purse1 12 pennies2 24 pennies3 5 shillings

    4 10 shillings5 15 shillings6 1 gold crown7 2 gold crowns8 3 gold crowns9 5 gold crowns

    10 8 gold crowns11 10 gold crowns12 12 gold crowns

    Al ternate Purse Contents Based Upon Standing

    Social standing classes are rated A through to D. A being the nobility, D being the labourer and criminal class.

    The A / noble class would get 5D6 (3D6 starting plus 2D6 additional) starting money.

    B class, which are generally the professional academic class, get the standard 3D6 starting cash plus the following:o If the career uses a D4 roll for social level add D10 shillings,o If the career uses a D6 then add D10+4 shillings.

    C class careers roll 3D6 shillings instead of the usual 3D6 gold plus any money noted under the career is also in shillings.

    D class careers roll 1D6 shillings + 1D10 pennies.

    Hand Weapons

    This table may be used to quickly generate a distinct hand weapon type carried. All of these weapons have the same characteristics asa basic/standard hand weapon.

    D100 Hand Weapon01 07 Hand Axe (50 enc)08 14 Battle Axe (60 enc)15 21 Bearded Axe (50 enc)22 28 Billy Club (40 enc)29 35 Broadsword (60 enc)36 42 Club (40 enc)43 50 Crowbill Pick (50 enc)51 57 Cutlass (50 enc)58 64 Longsword (50 enc)65 71 Mace (50 enc)72 78 Military Hammer (75 enc)79 85 Military Pick (60 enc)86 92 Pick (60 enc)93 00 Sword (60 enc)

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    Careers

    $ Generalized Career Creation for Dwarfs, for more detailed and expanded creation refer to Stone & Steel, or see below

    Warrior Basic Career ChartCareer Man Wood Elf Half (Wood) Elf Dwarf $ Gnome Halfling

    Barbarian 01 05 Bodyguard 06 10 01 10 01 10 01 10 01 10 01 10Freeman 11 15 11 15 11 15 11 15 11 20Glade Guard 16 55

    Labourer 16 25 16 20 11 20 21 25Marine 26 30 16 20 Mercenary 31 35 56 65 21 30 21 25 21 30 Militiaman 36 40 66 80 31 35 26 30 31 40 26 35Noble 41 45 36 40 31 35 36 40Outlaw 46 50 81 85 41 45 36 40 41 45 41 45Pirate % 51 55 46 50 Pit Fighter 56 60 41 45 Prospector * 46 55 Protagonist 61 65 51 55 46 50 56 60 Rat Catcher * 61 65 Seaman % 66 70 56 65 Servant 71 80 66 70 51 55 66 70 46 55Sewer Jack 81 85 56 60 71 75 56 65

    Smuggler ^ 76 85 Soldier 86 90 71 85 66 75Squire 91 95 86 95 61 65 76 85Troll Slayer 66 75 Tunnel Fighter 76 85 86 90 Warrior (Dwarven) 86 95 Watchman 96 00 86 00 96 00 96 00 91 00 86 00

    Career Sea Elf Half (Sea) Elf High Elf Half (High) Elf Dark Elf Half (Dark) ElfBodyguard 01 05 01 05 01 20 01 05 01 15 01 05Freeman 06 10 06 10 06 10 06 10Labourer 11 15 11 15 11 15Marine 11 20 16 20 16 20 16 30 16 20

    Mercenary 21 25 21 25 21 30 21 25 31 40 21 25Militiaman 26 35 26 35 31 50 26 35 Noble 36 45 36 45 51 70 36 45 41 50 26 35Outlaw 46 50 46 50 71 75 46 50 51 55 36 40Pirate 51 55 51 55 51 55 Pit Fighter 56 65 41 50Protagonist 56 60 56 60 56 60 66 75 51 60Seaman 61 65 61 65 61 65 Servant 66 70 66 70 76 80 66 70 61 70Soldier 71 85 71 85 81 95 71 85 76 90 71 80Squire 86 90 86 90 86 90 91 00 81 90Vigilante 91 95 91 95 91 95 Watchman 96 00 96 00 96 00 96 00 91 00

    * Actually Ranger Careers, but for Gnomes who do not follow a Ranger Class, they are presented here.^ Actually Rogue Career, but classified as a Warrior Class Career for Gnomes.% If Pirate or Seaman are rolled, the player may select to be a Ships Lookout instead.

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    Careers(continued)

    Ranger Basic Career ChartCareer Man Wood Elf Half (Wood) Elf Dwarf $ Gnome Halfling

    Archer 01 05 01 05 01 05 Boatman 06 10 06 10 06 10 Bounty Hunter 11 15 11 15 11 15 01 10 Coachman & 16 20 16 20 11 15 01 05Cook 21 23 21 25 06 15Courier 24 25

    Dispatch Rider 26 27 Farmer 28 32 16 20 16 20 16 20Fisherman 33 37 21 25 26 30 21 25Forager 26 30 31 35 Forestrunner 31 40 Gamekeeper 38 42 41 50 36 40 21 25 26 30Glade Rider 51 60 Herdsman 43 47 61 65 41 45 31 40Hunter 48 52 66 70 46 50 26 30 41 50Miner 53 55 31 40 Muleskinner 56 60 51 55 41 45 51 60Outrider 61 65 71 75 56 60 Pilot 66 70 61 65 Prospector 71 75 66 70 46 60

    Rat Catcher 76 80 61 65 61 70Roadwarden $ 81 85 71 75 66 70 71 75Runner 71 85 Toll-Keeper 86 90 76 80 86 90 76 80Trapper 91 95 76 85 81 90 91 00 81 90Wood Elf Scout 86 95 Woodsman 96 00 96 00 91 00

    N/A

    91 00

    Career Sea Elf Half (Sea) Elf High Elf Half (High) Elf Dark Elf Half (Dark) ElfArcher 01 05 01 05 01 05 01 05 01 05 01 05Boatman 06 20 06 10 06 10 06 10 06 10Bounty Hunter 21 30 11 15 11 15 06 15 11 15Coachman 31 35 16 20 16 20 16 20

    Diver 36 45 21 25 Farmer 21 25 21 25Fisherman 46 65 26 30 26 30 26 30Gamekeeper 66 70 31 35 11 20 31 35 31 35Herdsman 71 75 36 40 21 30 36 40 16 20 36 40Hunter 76 85 41 45 31 40 41 45 21 35 41 45Miner 46 50 46 50 46 50Muleskinner 51 55 41 50 51 55 36 45 51 55Outrider 56 60 51 60 56 60 46 60 56 60Pilot 86 95 61 65 61 65 61 70 61 65Prospector 66 70 61 70 66 70 71 80 66 70Rat Catcher 71 75 71 75 71 75Roadwarden 76 80 71 80 76 80 81 90 76 80Toll-Keeper 81 85 81 85 81 85

    Trapper 96 00 86 90 81 90 86 90 91 00 86 90Woodsman 91 00 91 00 91 00 91 00

    & If Coachman is rolled, the player may select to be a Watercoachman instead, though this depends greatly on the area thecharacter is from and whether a suitable waterway is present.

    $ If Roadwarden is rolled, the player may select to be a Riverwarden instead, though as with Watercoachman this dependsgreatly on the area the character is from and whether a suitable waterway is present.

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    Careers(continued)

    Rogue Basic Career ChartCareer Man Wood Elf Half (Wood) Elf Dwarf $ Gnome Halfling

    Agitator 01 05 01 05 01 05 01 05Barkeeper 06 10 06 10 01 05 01 05 06 10Bawd 11 15 11 15 06 10 06 10 11 15Beggar 16 20 11 15 11 15 16 20Entertainer 21 30 06 20 16 25 16 20 16 25 21 25Footpad 31 35 21 25 26 30 21 25 26 35 26 30

    Gambler 36 40 26 35 31 40 26 30 36 45 31 35Gong Farmer 41 45 Grave Robber 46 50 31 35 46 50 36 40Jailer 51 55 36 45 51 55 41 45Jester 56 65 Minstrel 36 50 Pedlar 56 60 51 60 41 55 46 50 66 75 46 55Prostitute 61 65 56 65 Raconteur 66 70 61 70 66 70 51 55 76 85 56 65Rustler 71 75 71 75 71 75 56 60 66 70Smuggler 76 80 76 85 76 85 61 70 (see Warrior) 71 80Thief 81 95 86 00 86 00 71 90 86 95 81 95Tomb Robber 96 00 91 00 96 00 96 00

    Career Sea Elf Half (Sea) Elf High Elf Half (High) Elf Dark Elf Half (Dark) ElfAgitator 01 05 01 05 01 10 01 05 01 05Barkeeper 06 10 06 10 06 10Bawd 06 10 11 15 11 20 11 15 01 10 11 15Beggar 11 20 16 20Entertainer 11 25 16 25 21 30 16 25 21 30 21 25Footpad 26 30 26 30 26 30 31 40 26 30Gambler 31 40 31 40 31 40 31 40 41 50 31 40Jailer 51 55 41 50Minstrel 41 50 41 75 Pedlar 51 60 41 55 41 55 51 55Prostitute 56 65 56 65 56 60 56 65Raconteur 61 70 66 70 76 90 66 70 66 70

    Rustler 71 75 71 75 61 70 71 75Smuggler 71 85 76 85 91 00 76 85 71 80 76 80Thief 86 00 86 00 86 00 81 90 81 95Tomb Robber 91 00 96 00

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    Careers(continued)

    Academic Bas ic Career ChartCareer Man Wood Elf Half (Wood) Elf Dwarf $ Gnome Halfling

    Alchemists' App. 01 10 01 05 01 10 01 10 01 10 01 10Artisans' App. 11 15 11 15 11 20 11 20 11 20Clerk 16 20 16 20 21 25 21 25 21 25Druid 21 30 Engineer 26 35 26 30 Exciseman 31 35 21 25 36 40 26 30

    Forest Guardian 06 15 Herbalist 36 40 16 30 26 30 31 40Hedge-Wiz App. 41 45 31 35 41 47Hypnotist 46 50 31 35 36 40 31 35 Initiate 51 55 36 40 41 45 41 45 36 40 48 52Interpreter 56 60 Pharmacist 61 65 41 45 46 50 46 50 41 50 53 62Physicians' Stu. 66 70 46 50 51 55 51 55 51 55 63 68Runescribe 56 60 Runesmiths App. 61 65 Scribe 71 75 56 60 66 70 56 65 69 78Seer 76 80 51 60 61 65 71 75 66 70 79 83Student 81 85 66 70 76 80 71 80 84 88Teller 61 70

    Trader 86 90 71 85 71 85 81 98 81 90 89 98Wizards' App. 91 00 86 87 86 90 99 00 91 00 99 00W.Elf Mage App. 88 00 91 00

    Career Sea Elf Half (Sea) Elf High Elf Half (High) Elf Dark Elf Half (Dark) ElfAlchemists' App. 01 10 01 10 01 10 01 10 01 05 01 10Artisans' App. 11 15 11 15 11 20 11 15 06 15 11 15Clerk 16 20 16 20 16 20 Exciseman 21 25 21 25 16 25 16 20Herbalist 21 30 26 30 21 25 26 30 26 30 21 25Hedge-Wiz App. 31 35 31 35 26 30H.Elf Mages App. 26 35 36 40 Hypnotist 31 35 36 40 41 45

    Initiate 36 40 41 45 36 45 46 50 31 40 31 40Pharmacist 41 45 46 50 46 50 51 55 41 45 41 45Physicians' Stu. 46 50 51 55 51 55 56 60 46 50 46 50Scribe 51 55 56 60 56 65 61 65 51 60 51 55Seer 56 65 61 65 66 70 66 70 61 70 56 65Student 66 70 66 70 71 85 71 75 71 80 66 70Trader 71 85 71 80 86 00 76 85 81 90 71 80Wizards' App. 86 00 81 00 86 00 91 00 81 00

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    Dwarf Careers

    Warrior Basic Career ChartCareer Expatriate Mountain Norse

    Bodyguard 01 10 01 10 01 10Freeman 11 15 11 15 11 15Labourer 16 20 Marine 16 25Mercenary 21 25 26 40Militiaman 26 30

    Noble 31 35 16 20 41 45Outlaw 36 40 Pit Fighter 41 45 Protagonist 46 50 Seaman 46 55Servant 51 55 Sewer Jack 56 60 Squire 61 65 Troll Slayer 66 75 21 25 56 60Tunnel Fighter 76 85 26 50 61 75Warrior (Dwarven) 86 95 51 90 76 90Watchman 96 00 91 00 91 00

    Ranger Basic Career ChartCareer Expatriate Mountain NorseBoatman 01 05Bounty Hunter 01 10 Coachman 11 15 Farmer 16 20 01 06 08Fisherman 09 10Gamekeeper 21 25 Herdsman 02 11 11 20Hunter 26 30 12 25 21 35Miner 31 40 26 55 36 50Muleskinner 41 45 Pilot 51 55Prospector 46 60 56 65 56 65

    Rat Catcher 61 65 66 70 66 70Roadwarden 66 70 71 80 71 80Runner 71 85 81 90 81 90Toll-Keeper 86 90 Trapper 91 00 91 00 91 00

    Rogue Basic Career ChartCareer Expatriate Mountain Norse

    Barkeeper 01 05 Bawd 06 10 Beggar 11 15 Entertainer 16 20 Footpad 21 25 Gambler 26 30 Grave Robber 31 35 Jailer 36 45 Pedlar 46 50 Raconteur 51 55 Rustler 56 60 Smuggler 61 70 Thief 71 90 Tomb Robber 91 00

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    Dwarf Careers(continued)

    Academic Bas ic Career ChartCareer Expatriate Mountain Norse

    Alchemists' App. 01 10 01 05 Artisans' App. 11 20 06 30 01 30Clerk 21 25 Engineer 26 35 31 55 31 55Exciseman 36 40 Herbalist 56 60 56 60

    Initiate 41 45 61 65 61 65Pharmacist 46 50 66 75 66 75Physicians' Stu. 51 55 76 80 76 80Runescribe 56 60 81 85 81 85Runesmiths App. 61 65 86 90 86 90Scribe 66 70 Seer 71 75 Student 76 80 Trader 81 98 91 00 91 00Wizards' App. 99 00

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    Weight

    The following tables can be used to generate a characters weight. Roll on Weight Table 1 to determine a characters build, and applyany modifiers to the roll on Weight Table 2. Consult Weight Table 3 to determine whether there are any further modifiers owing to thecharacters height. Weight Table 4 is optional; it can be used if you wish to make female characters generally lighter than males. FinallyWeight Table 5 can be used as an option, to reflect how the weight of extremely fat or thin characters affects their profiles.

    Weight Table 1: BuildD6 Man Elf Half Elf Dwarf Gnome Halfling1 Puny Puny Puny Light Light Light

    2 Light Light Light Average Average Average3 Average Light Average Average Average Average4 Average Average Average Heavy Average Heavy5 Heavy Average Average Heavy Heavy Massive6 Massive Average Heavy Massive Massive Massive

    Puny: Characters must subtract 20 from their roll on Weight Table 2, and subtract 2D10 lbs from their final weight.Light: Characters must subtract 10 from their roll on Weight Table 2.Average: Characters have no modifier.Heavy: Characters must add 10 to their roll on Weight Table 2.Massive: Characters must add 20 to their roll on Weight Table 2, and add 2D10 lbs to their final weight.

    Weight Table 2: Base WeightD100 Man Elf Half Elf Dwarf Gnome Halfling

    01 105 lbs 80 lbs 90 lbs 90 lbs 85 lbs 75 lbs

    02 03 110 lbs 85 lbs 95 lbs 95 lbs 90 lbs 75 lbs04 05 115 lbs 90 lbs 100 lbs 100 lbs 95 lbs 80 lbs06 08 120 lbs 95 lbs 105 lbs 105 lbs 100 lbs 80 lbs09 12 125 lbs 100 lbs 110 lbs 110 lbs 105 lbs 85 lbs13 17 130 lbs 100 lbs 110 lbs 115 lbs 110 lbs 85 lbs18 22 135 lbs 105 lbs 115 lbs 120 lbs 115 lbs 90 lbs23 29 140 lbs 110 lbs 120 lbs 125 lbs 120 lbs 90 lbs30 37 145 lbs 115 lbs 125 lbs 130 lbs 125 lbs 95 lbs38 49 150 lbs 120 lbs 130 lbs 135 lbs 130 lbs 100 lbs50 64 155 lbs 120 lbs 130 lbs 140 lbs 130 lbs 100 lbs65 71 160 lbs 125 lbs 135 lbs 145 lbs 135 lbs 105 lbs72 78 165 lbs 130 lbs 140 lbs 150 lbs 140 lbs 110 lbs79 83 170 lbs 135 lbs 145 lbs 155 lbs 145 lbs 115 lbs84 88 175 lbs 140 lbs 150 lbs 160 lbs 150 lbs 120 lbs

    89 92 180 lbs 140 lbs 150 lbs 165 lbs 155 lbs 125 lbs93 95 190 lbs 145 lbs 155 lbs 170 lbs 160 lbs 130 lbs96 97 200 lbs 150 lbs 160 lbs 175 lbs 165 lbs 135 lbs98 99 210 lbs 155 lbs 170 lbs 180 lbs 170 lbs 140 lbs

    00 220 lbs 160 lbs 180 lbs 185 lbs 175 lbs 145 lbs

    Weight Table 3: Height Mod ifierHeight Man Elf Half Elf Dwarf Gnome Halfling

    3ft 3in or less -D10 lbs3ft 4in 3ft 6in -D10 lbs -D6 lbs3ft 7in 4ft 0in nil nil4ft 1in 4ft 3in +D10 lbs +D6 lbs4ft 4in 4ft 6in -2D10 lbs +D10 lbs4ft 7in 4ft 8in nil

    4ft 9in 5ft 3in -2D10 lbs +2D10 lbs 5ft 4in 5ft 6in -D20 lbs -D20 lbs -D20 lbs 5ft 7in 5ft 8in -D10 lbs -D10 lbs -D10 lbs

    5ft 9in 5ft 11in nil nil nil 6ft 0in 6ft 2in +D10 lbs +D10 lbs +D10 lbs 6ft 3in 6ft 5in +D20 lbs +D20 lbs +D20 lbs 6ft 6in or more +2D10 lbs

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    Weight(continued)

    Weight Table 1 assumes a male character, for female characters, apply the following additional modifiers:

    Weight Table 4: Gender Modifi er (Optional)D6 Man Elf Half Elf Dwarf Gnome Halfling1 -2D10 lbs nil nil nil -D20 lbs -D20 lbs2 -D20 lbs nil nil -2D10 lbs -D10 lbs -D10 lbs

    3 4 -D10 lbs nil nil -D20 lbs -D6 lbs -D6 lbs5 -D6 lbs nil nil -D10 lbs nil nil

    6 nil nil nil -D6 lbs +D6 lbs +D6 lbs

    If a character is a lot heavier or lighter than average, the GM may optionally impose some modifiers to the characters profile. To findout whether a character is seriously overweight or underweight, look up the final weight on the appropriate column of Weight Table 2,and refer back to the dice roll column. A character is overweight if the final weight corresponds to a dice roll of 96 or more, andunderweight if the final weight corresponds to a dice roll of 05 or less. Thus a Human character weighing 200lbs or more is overweightand a Human character weighing 115lbs or less is underweight.Profile adjustments may be generated using the following table:

    Weight Table 5: Characteristic Modifier (Optional)D6 Overweight Underweight

    1 2 T+1 T-13 4 T+1, I-10 T-1, I+105 6 T+1, I-10, M-1 T-1, I+10, M+1

    Hair Color

    Use the following table to generate characters hair color.

    Notes:1. Dwarfs and Elves often dye their hair; this table only gives the base color.2. Not necessarily the original color. For older characters (Humans of 35+, Dwarfs of 90+, Gnomes of 80+, Elves of 100+

    Halfling of 70+), players can make two rolls. The first is the natural hair color. The second, if the result is white, shows that thehair has turned grey or white with age.

    This table is based on the normal color for characters from the Empire, the Wasteland, Bretonnia, Albion and Kislev. If the characterwas born anywhere else, some modifiers should be allowed. Norse Dwarfs and Humans, for example, could roll 3D20, while Tileans oEstalians might roll 3D10+70 and characters from Araby might roll D6+94.

    D100 Man Elf1 Half Elf

    1 Dwarf

    1 Gnome Halfling

    01 05 White2 White2 White2 White2 White2 White206 10 White2 Silver Silver White2 White2 Ash-blond11 15 Silver Silver Silver Ash-blond Ash-blond Ash-blond16 20 Silver Ash-blond Ash-blond Ash-blond Ash-blond Corn21 25 Ash-blond Ash-blond Ash-blond Corn Corn Corn26 30 Corn Corn Corn Yellow Corn Corn31 35 Corn Corn Corn Yellow Yellow Yellow36 40 Corn Yellow Yellow Red Yellow Yellow41 45 Yellow Yellow Yellow Red Copper Copper46 50 Copper Copper Copper Copper Copper Red51 55 Copper Light Brown Light Brown Copper Red Light Brown56 60 Red Light Brown Light Brown Light Brown Light Brown Light Brown

    61 65 Light Brown Medium Brown Medium Brown Light Brown Light Brown Light Brown66 70 Light Brown Medium Brown Medium Brown Medium Brown Medium Brown Medium Brown71 75 Medium Brown Dark Brown Dark Brown Medium Brown Medium Brown Medium Brown76 80 Medium Brown Dark Brown Dark Brown Medium Brown Medium Brown Medium Brown81 85 Dark Brown Sienna Sienna Dark Brown Dark Brown Dark Brown86 90 Dark Brown Blue-Black Blue-Black Dark Brown Dark Brown Dark Brown91 95 Sienna Black Black Blue-Black Blue-Black Sienna96 00 Black Black Black Jet-Black Jet-Black Jet-Black

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    Eye Color

    Use the following table to generate characters eye color.

    This table is based on the normal color for characters from the Empire, the Wasteland, Bretonnia, Albion and Kislev. If the characterwas born anywhere else, some modifiers should be allowed. Norse Dwarfs and Humans, for example, could roll 2D20 or 3D20, whileTileans or Estalians might roll 3D10+70 and characters from Araby might roll D10+90.

    Players might also wish to disallow certain hair/eye color combinations, if a bizarre mix is going to jar their sensibilities. It is probablybest to generate hair color first, and re-roll any eye color rolls that dont suit. As an option, you might allow a character a 1% chance of

    having eyes of different colors; while this will make the character interesting and instantly recognizable, it might be taken in somequarters as a mark of chaos

    D100 Man Elf Half Elf Dwarf Gnome Halfling01 05 Grey Pale Grey Pale Grey Pale Grey Pale Grey Pale Grey06 10 Pale Grey Grey-Blue Grey-Blue Pale Grey Pale Grey Blue11 15 Grey-Blue Grey-Blue Grey-Blue Blue Blue Blue16 20 Grey-Blue Blue Blue Blue Blue Hazel21 25 Blue Blue Blue Hazel Hazel Hazel26 30 Blue Green Green Light Brown Light Brown Hazel31 35 Blue Green Green Light Brown Light Brown Light Brown36 40 Green Light Brown Light Brown Light Brown Light Brown Light Brown41 45 Hazel Light Brown Light Brown Light Brown Light Brown Copper46 50 Hazel Copper Copper Copper Copper Medium Brown51 55 Light Brown Medium Brown Medium Brown Copper Copper Medium Brown56 60 Light Brown Medium Brown Medium Brown Medium Brown Medium Brown Medium Brown61 65 Light Brown Medium Brown Medium Brown Medium Brown Medium Brown Medium Brown66 70 Light Brown Medium Brown Medium Brown Medium Brown Medium Brown Medium Brown71 75 Medium Brown Dark Brown Dark Brown Medium Brown Medium Brown Medium Brown76 80 Medium Brown Dark Brown Dark Brown Medium Brown Medium Brown Medium Brown81 85 Medium Brown Silver Silver Dark Brown Dark Brown Dark Brown86 90 Dark Brown Blue-Purple Blue-Purple Dark Brown Dark Brown Dark Brown91 95 Dark Brown Silver-Green Silver-Green Blue-Purple Blue-Purple Dark Brown96 00 Purple Black Black Purple Purple Dark Brown

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    Distinguishing Characteristics

    The table below gives certain peculiarities and physical traits which can form the basis of a character description. Some of them havesuggested modifiers. GMs may use these modifiers for NPCs if desired, and may even apply them to player characters if they are sureplayers will accept bad rolls as well as good. Most characters will have D6-2 Distinguishing Characteristics (treat 0 or less as 0).

    D100 Characterist ic Effect D100 Characterist ic Effect01 02 Large nose nil 51 52 Very short -1 M (min 2); -10% Wt03 05 Flat nose nil 53 55 Very skinny -10% Weight06 07 Hook nose nil 56 57 Pale-skinned nil

    08 10 Scar on face -10 Fel 58 60 Scarred skin -10 Fel11 12 One eye BSx 61 62 Sneer -5 Fel13 15 One arm -10 Dex 63 65 Haughty expression +5 Ld ; -5 Fel16 17 Charismatic eyes +10 Fel 66 67 Broken teeth -10 Fel18 20 Attractive face +10 Fel 68 70 Very white teeth +10 Fel21 22 Huge frame +10% Weight 71 72 Lisp -10 Fel23 25 Big belly +10% Weight 73 75 Stutter -10 to comm. tests26 27 Limp -1 M(minimum 2) 76 77 Very clear voice +5 to comm. tests28 30 Bald nil 78 80 Strong accent -5 to comm. tests31 32 Very long hair nil 81 82 Loud voice +5 Ld ; -5 Fel33 35 Curly hair nil 83 85 Bushy eyebrows nil36 37 Excessively hairy nil 86 87 Big ears nil38 40 Long beard nil 88 90 Moustache nil41 42 Very short hair nil 91 92 Birthmark nil

    43 45 Stooping nil 93 95 Short legs -1 M(minimum 2)46 47 Barrel-chested +1 S 96 97 Rough hands -10 Dex48 50 Very tall +10 Ld 98 00 Long nails nil

    Handedness

    Handedness is important when fighting two-handed, and possibly in other situations. Choose whether your character is right- or left-handed, or roll on the following table.

    D10 Handedness01 02 Left03 10 Right

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    Place of Bir th

    The following list of places gives some guide as to the likely birth-places of characters beginning their adventuring careers in the Empire specifically in Altdorf, the starting-point of The Enemy Within campaign, although the table can be adjusted as required foradventurers starting in any other part of the Empire.

    It is assumed that few characters will have travelled far to get to this point, and therefore that foreigners will be rare. Player Charactersought to come from the Empire, unless the GM has a strong reason for deciding otherwise. If an NPC comes from a part of the OldWorld which has not been sufficiently detailed, the GM can be vague about his or her origins it wouldnt be anywhere the PayerCharacters would have heard of anyway. The maps in the WFRPrulebook and The Enemy Withincampaign supplements show the

    locations of the places listed on the tables.

    Humans

    Use Origins Table 1and, if necessary, Origins Table 2to determine where Human characters come from.

    Dwarfs

    By and large, Dwarf will be from the same kinds of places as Humans; the kind of Dwarf who becomes an adventurer is going to havebeen reasonably humanized anyway. To determine the origins of Dwarf characters, roll on Dwarf Origins Table 1and, if necessaryDwarf Origins Table 2.

    Elves

    Elves do not normally come from the same locations as other races. Since Player Characters should only be Wood Elves, the potentia

    locations are very limited. Also, Elves do not freely talk about their homelands, for fear that this information would be used by anenemy. Therefore, most Elves talk of their home as being The Forest; if pressed and if they trust their questioner with theinformation they might nominate the particular forest, but they will not divulge the name of the actual settlement.If an Elven place name is important, then use the tables for generating Elven names, following the pattern Prefix-PrefixSuffix, theresulting name may be hyphenated if wished. To generate the forest-homeland randomly, use the Elf Origins Table.

    Halflings

    Halflings are very well integrated into Human society, and may be found almost anywhere where Humans settle. However, theimportance of the Moot as the Halfling homeland must not be overlooked. Roll on the Halfling Origins Tableto determine the origins oa Halfling character.

    Gnomes

    Though Gnomes are very well integrated into Human society, and may be found almost anywhere where Humans settle, they prefer tolive among other Gnomes in self-contained, isolated communities. The largest Gnomic community in The Empire, Glimdwarror, is to befound beneath the hill range known as The Mirror Moors. Roll on the Gnome Origins Table to determine the origins of a Gnomiccharacter.

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    Place of Birth (continued)

    Origins Table 2 : Outside The Empire1

    stD100 2

    ndD100 Origin 1

    stD100 2

    ndD100 Origin

    01 25 Bretonnia 51 70 Kislev01 09 LAnguille 01 50 Kislev10 15 Aquitane 51 75 Erengrad16 21 Artois 76 00 Praag22 27 Bastonne 71 90 Tilea

    28 36 Bordeleaux 01 11 Luccini37 44 Brionne 12 22 Miragliano45 50 Carcassonne 23 33 Monte Castello51 58 Couronne 34 44 Pavona59 66 Gisoreux 45 55 Remas67 71 Lyonesse 56 66 Tobaro72 76 Montford 67 77 Trantio77 84 Mousillon 78 88 Verezzo85 00 Parravon 89 00 Sartosa93 00 Quenelles 91 98 Border Princes

    26 50 Estalia 99 00 Outworlder01 08 Alquezaro 01 20 Albion09 16 Astarios 21 45 Araby17 24 vila 46 70 Norsca

    25 32 Barboza 71 85 Southlands33 40 Cantonia 86 00 Steppes41 48 Gualcazar49 56 Novareno57 64 Obregon65 72 San Luis73 80 Santoyo81 88 Tigarre89 96 Zaragoz97 00 Irranan Dukedoms

    Wasteland Origins Table1

    stD100 2

    ndD100 Origin 1

    stD100 2

    ndD100 Origin

    01 18 Kalkaat 79 81 Wouduin Tollstation19 36 Leydenhoven 82 85 Fort Solace37 52 Erlach 86 90 Halsdorph53 70 Klessen 91 94 Broekwater71 73 Fort Bergbres 95 00 Other rural location74 78 Aarnau

    Dwarf Origins Table 1 Dwarf Origins Table 2 (continued)1

    stD100 2

    ndD100 Origin 1

    stD100 2

    ndD100 Origin

    01 75 Roll on Origins Table 1 31 40 Grey Mountains76 00 Roll on Dwarf Origins Table 2 01 35 Karak Norn

    36 00 Other Grey Mountain settlementsDwarf Origins Table 2 41 50 The Vaults

    1

    st

    D100 2

    nd

    D100 Origin 01 15 Karak Izor01 20 Norsca 16 00 Other Vaults settlements01 35 Kraka Dorden 51 00 Worlds Edge Mountains36 60 Kraka Drak 01 10 Karak Kadrin61 75 Kraka Ornsmotek 11 15 Karaz-a-Karak76 90 Kraka Ravnsvake 16 20 Zhufbar91 00 Numerous Human settlements 21 60 Other Northern Dwarf settlements

    21 30 Black Mountains 61 65 Karak Azul01 20 Karak Hirn 66 70 Karak Eight Peaks21 00 Other Black Mountain settlements 71 00 Other Southern Dwarf settlements

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    Place of Birth (continued)

    Elf Origins Table1

    stD100 2

    ndD100 Origin 1

    stD100 2

    ndD100 Origin

    01 10 Drak Wald Forest 76 80 The Mirror Moors11 25 The Great Forest 81 95 Athel-Loren26 35 Reikwald 96 00 Bois Delouere (Bretonnia)36 75 Laurelorn

    Halfling Origins Table1

    stD100 2

    ndD100 Origin 1

    stD100 2

    ndD100 Origin

    01 59 The Moot 60 00 Roll on Origins Table 1

    Gnome Origins Table1

    stD100 2

    ndD100 Origin 1

    stD100 2

    ndD100 Origin

    01 80 Glimdwarrow 81 00 Roll on Origins Table 1

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    Languages

    Obviously, the languages that a character is able to speak will largely be determined by where he or she comes from. To avoid makinglife difficult, the GM should allow new player characters to be fairly fluent in Reikspiel, even when they come from some far-off land.

    95% of Human characters rolled up using Origins Table 1 are going to have Reikspiel Old Worlder as their first language, andanother 4.98% are going to be from places speaking another dialect of the Old Worlder tongue. However, for those rare characters fromthe far-flung parts of the world, their first language will be completely different from that spoken by everyone around them, and GMs wieither have to be flexible and allow the character to be bilingual, or cope with having a PC who needs sub-titles.

    The following table lists the languages of the Old World and associated dialects of those languages showing where they are spokenand by what race.

    Language List By RaceRace Language Dialect Native To

    Human Old Worlder Albion AlbionBreton BretonniaEstalian EstaliaReikspiel Empire / WastelandSlavic KislevTilean Tilea

    Arabian ArabyCathayan CathayNorse NorscaNipponese NipponUngolian Ungol Nomads

    Dwarf Khazalid (Dwarven) Dwarven DwarvesOld Worlder Dwarven Dwarves

    Elf Elthrin (Elven) Tar-Elthrin High, Sea & Dark ElvesFan-Elthrin Wood Elves

    Old Worlder Wood Elven Wood ElvesGnome Khazalid (Dwarven) Gnomish GnomesHalfing Old Worlder Halfing Halfings

    Race Language Dialect Native ToBeastman Dark Tongue Beast Chaos BeastmenChaos Dark Tongue Dzhurlazid Chaos Dwarves

    Chaos Chaos WarriorsDark Elf Druchii (Dark Elven) Dark Elves

    Goblinoid Goblin Tongue Ghzhakh GoblinsHarghzhakh HobgoblinsHzhakh Half-OrcsOrrakh OrcsSnotgob Snotlings

    Lizardman Ssissylk (Lizard Tongue) Ssissylk LizardmenOgre Grumbarth (Ogrish) OgresSkaven Queekish (Skaven Tongue) SkavenTreeman Malla-room-ba-lrin (Treeman) Treemen

    Elthrin (Elvish)Old Worlder (25% chance)

    Troglodyte Ssissylk (Lizard Tongue) Sskyzzlk TroglodytesTroll Orgvar (Trollish) Trolls

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    Language ListLanguage Dialect Native To

    Arabian ArabyCathayan CathayElthrin (Elven) Tar-Elthrin High, Sea & Dark Elves

    Fan-Elthrin Wood ElvesKhazalid (Dwarven) Dwarven Dwarves

    Gnomish GnomesNorse NorscaNipponese Nippon

    Old Worlder Albion AlbionBreton BretonniaEstalian EstaliaReikspiel Empire / WastelandSlavic KislevTilean TileaDwarven DwarvesHalfing HalfingsWood Elven Wood Elves

    Ungolian Ungol Nomads

    Language Dialect Native ToDark Tongue Beast Chaos Beastmen

    Chaos Chaos Warriors

    Dzhurlazid Chaos DwarvesDruchii (Dark Elven) Dark ElvesGoblin Tongue Ghzhakh Goblins

    Harghzhakh HobgoblinsHzhakh Half-OrcsOrrakh OrcsSnotgob Snotlings

    Grumbarth (Ogrish) OgresMalla-room-ba-lrin (Treeman) TreemenOrgvar (Trollish) TrollsQueekish (Skaven Tongue) SkavenSsissylk (Lizard Tongue) Ssissylk Lizardmen

    Sskyzzlk Troglodytes

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    Birthdate

    Use the following tables to determine the characters birthdate (or to randomly generate any calendar date). First roll percentile on theMonth or Holiday table, then roll on the Intercalary Day table if needed. If the first roll results in something other than an intercalary daynote the number of days contained in the month. Roll percentile again on the Date table. If you are rolling for a date in a monthcontaining 32 days and your result is 33

    rd you should roll on the Intercalary Day table instead.

    D100 Month or Holiday D100 Intercalary Day01 Intercalary Day 01 16 Hexenstag

    02 09 1. Nachexen (32 days) 17 34 Mitterfruhl

    10 18 2. Jardrung (33 days) 35 51 Sonnstill19 26 3. Pflugzeit (33 days) 52 67 Geheimnistag27 34 4. Sigmarzeit (33 days) 68 83 Mittherbst35 42 5. Sommerzeit (33 days) 84 00 Monstille43 51 6. Vorgeheim (33 days)52 59 7. Nachgeheim (32 days)60 67 8. Erntezeit (33 days)68 75 9. Brauzeit (33 days)76 83 10. Kaldezeit (33 days)84 91 11. Ulriczeit (33 days)92 00 12. Vorhexen (33 days)

    D100 Date D100 Date D100 Date01 03 1st 34 36 12th 67 69 23rd

    04 06 2

    nd

    37 39 13

    th

    70 72 24

    th

    07 09 3rd 40 42 14th 73 75 25th10 12 4

    th 43 45 15

    th 76 78 26

    th

    13 16 5th 46 48 16

    th 79 81 27

    th

    17 19 6th 49 51 17

    th 82 84 28

    th

    20 21 7th 52 54 18

    th 85 87 29

    th

    22 14 8th 55 57 19

    th 88 90 30

    th

    25 27 9th 58 60 20

    th 91 93 31

    st

    28 30 10th 61 63 21

    st 94 96 32

    nd

    31 33 11th 64 66 22

    nd 97 00 33

    rd

    Principal Deity

    The player may roll randomly to determine the deity their character worships most devoutly. The character may worship this god simplybecause of family or regional tradition, or for very personal reasons.

    If playing a Dwarf or Elf and are directed to roll on the Special Table, there is a 50% chance the character will worship the Chaos Dwargod Hashut if playing a Dwarf, or the dark god Khaine if playing an Elf. If the player rolls Hashut or Khaine or a Chaos god as theirprincipal deity, they must worship in secret as their fellow adventurers certainly wouldnt tolerate it. Roll again for an acceptable god thathe character pretends to worship, or pretend to worship no gods devoutly.

    D100 Human D100 Elf D100 Dwarf01 05 Manann 01 07 Adamnan-na-Brionha 01 02 Gazul06 07 Morr 08 30 Asuryan 02 21 Grimnir08 10 Myrmidia 31 40 Hoeth 22 75 Grungni11 15 Ranald 41 55 Isha 76 80 Morgrim16 18 Rhya 56 60 Karnos 81 85 Smednir19 24 Shallya 61 80 Liadriel 86 90 Thungni

    25 64 Sigmar 81 85 Lileath 91 99 Valaya65 67 Taal 86 90 Mathlann 00 Special Table68 97 Ulric 91 99 Vaul D100 Gnome98 99 Verena 00 Special Table 01 33 Gandargil

    00 Special Table 34 66 Randandil67 99 Ringil

    00 Special TableD100 Special D100 Chaos D100 Halfl ing

    01 50 Agnostic 01 30 Khorne 01 85 Esmeralda51 90 Atheist 31 55 Tzeentch 86 98 Ranald91 00 Chaos Table 56 80 Nurgle 99 Chaos Table

    81 00 Slaanesh 00 Human Table

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    Family Background

    It might be important to know a characters family background; at least, it always helps characterize a PC. The information and methodsin this section are all optional, especially where PCs are concerned. As GM, you should feel free to ignore or amend any results youdont feel comfortable with.

    Brothers and SistersMan Elf Half Elf Dwarf Gnome Halfling

    No. of Siblings D6-11

    D6-1 D6-1 D4-2 D4-1 2D4-22

    Age Difference 3D4-3 3D10 3D10 2D20 2D10 2D6-2

    Notes:1. If the die roll is 6, roll again and add 4.2. If either die rolls 4, roll it again and add 3. If both dice roll 4, roll both again and add 6.

    For Humans, Elves, Gnomes and Halflings each sibling has an equal chance of being male or female, and an equal chance of beingyounger or older than the character. For Dwarfs, each sibling has a 25% chance of being female and 75% chance of being male, withan equal chance of being younger or older than the character. If all the dice roll 1s for Age Difference, there is a 5% chance for Dwarfs20% chance for other races, that the character is a twin (or triplet, or whatever). Identical twins are very rare in Dwarfs, for other racestwins, triplets and other multiple births have a 10% chance of being identical.

    Parents

    Roll a D100 and consult the following table to see if the characters parents are still living:

    D100 Parental Status01 25 Both parents living26 45 Father dead46 60 Mother dead61 00 Both parents dead

    The older a character is, the more likely it will be that the parent died. Modify the roll as follows:

    Race ModifierHuman Add 10% for each full 10 years over 20

    Elf Add 20% for each full 20 years over 160Dwarf Add 10% for each full 20 years over 120

    Gnome Add 10% for each full 20 years over 80

    Halfling Add 10% for each full 10 years over 50

    Check the following list and roll the relevant dice to determine the age of surviving parents:

    Race ModifierHuman 15+D6 years older than oldest child

    Elf 60+D20 years older than oldest childDwarf 60+2D10 years older than oldest child

    Gnome 40+2D20 years older than oldest childHalfling 30+D10 years older than oldest child

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    Spouses and Children

    Consult the following table to see if the character has a family of his or her own:

    Age Man Elf Half Elf Dwarf Gnome Half ling16 20 30% / 25% 21 30 60% / 55% 31 40 80% / 75% 20% / 15%41 50 65% / 80% 20% / 15%51 60 40% / 75% 10% / 05% 10% / 05% 10% / 05% 50% / 45%

    61 70 20% / 60% 25% / 15% 25% / 15% 05% / 02% 25% / 15% 65% / 60%71 80 10% / 40% 40% / 25% 40% / 25% 10% / 05% 40% / 25% 80% / 75%81 90 05% / 20% 60% / 35% 60% / 35% 20% / 10% 60% / 35% 80% / 75%

    91 100 70% / 40% 70% / 40% 30% / 15% 70% / 40% 80% / 80%101 110 80% / 45% 80% / 45% 40% / 20% 80% / 45% 80% / 80%111 120 85% / 50% 85% / 50% 50% / 25% 85% / 50% 75% / 80%121 130 90% / 55% 90% / 55% 60% / 30% 80% / 55% 65% / 75%131 140 90% / 60% 90% / 60% 60% / 35% 75% / 60% 55% / 70%141 150 95% / 65% 95% / 65% 50% / 30% 70% / 65% 30% / 50%151 160 95% / 70% 95% / 70% 40% / 25% 65% / 70% 05% / 25%161 170 95% / 75% 95% / 75% 30% / 20% 60% / 70% 171 180 95% / 80% 95% / 80% 20% / 15% 30% / 65% 181 190 95% / 85% 95% / 85% 10% / 10% 05% / 35% 191 200 85% / 90% 85% / 90% 05% / 05%

    201 210 55% / 95% 55% / 95% 211+ 30% / 95% 30% / 95%

    The number before the slash is the percentage chance that the character has a surviving spouse; the number after the sash is thepercentage chance that the character has surviving children.

    Generate the number of children using the Brothers and Sisters chart above. The eldest childs age can be found by following theguidelines for generating parents ages above, taking the characters age as the parents age and working backwards.

    Notes: Changes from WFRP rulebook:

    Numerous additional Careers and updatesSome careers were taken from official sources and combined into this document, others werecreated by myself, still others were found throughout the internet.

    Many thanks to: Graeme Davis, and the following websites for their ideas and contributions to expanding the careerlists over the years Ive played this game: Critical Hit, The Snotling Foundation, Ye Olde Den ofIniquity, Clo & Charles' personal pages

    Forgive me if I missed anyone, please let me know if this is so and Ill make note.

    This document is completely unofficial and is in no way endorsed by Games Workshop Ltd., Hogshead Publishing, Black Industries orFantasy Flight Games.Games Workshop, Hogshead Publishing, Black Industries, Fantasy Flight Games, Warhammer Fantasy Roleplay, Warhammer 40,000and all associated trademarks and intellectual property used or referred to in this document are the property of Games Workshop Ltd.,

    Hogshead Publishing, Black Industries or Fantasy Flight Games and are used without permission.No challenge to any such intellectual property is implied or intended.