Sie sind auf Seite 1von 34

Character Generation

Characteristics
All creatures are described with the same characteristics, which will allow comparisons to be made. Each characteristic defines some
aspect of the creature or character - and, taken together, the characteristics will help to decide what they are good at and what they are
not so good at.
The characteristics are Movement, Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Initiative, Attacks, Dexterity,
Leadership, Intelligence, Cool, Will Power, and Fellowship.
Movement (M) is a number used to determine creatures' speed in any given situation. An average M for Humans is 4, which
equates to 8 yards per 10 seconds moving at a cautious pace. A horse's M is 8, by comparison. M is never used as the basis
for a test - if the situation involves movement, use I instead.
Weapon Skill (WS) determines a character's ability to fight in hand-to-hand combat, reflecting natural aggression, disposition,
and 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 in
hand-to-hand combat or to parry an opponent's blow. For tests, WS reflects hand-to-hand combat ability; it might be used in
non-combat situations when a character is using something like an axe or sledgehammer. Remember that a target that isn't
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 target.
For tests, BS reflects accuracy in shooting and throwing; it might be used to determine the accuracy of any throw in a noncombat 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 with
high S cause considerable damage; characters with low S relatively little. S is normally expressed as a number between 1 and
10. For tests, S reflects the character's physical strength; it can be used whenever a character applies brute force - for
example, 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 T and
relatively easy to damage one with a low T. Like S, T is normally expressed as a number between 1 and 10. For tests, T
reflects the character's general constitution. It is used as the basis for saving throws against disease and poison and in
situations 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 little
regard for or feeling of pain. This is represented by the number of W a creature has. Characters reduced to 0 Wounds are not
dead - but have no capacity to absorb additional damage without suffering injury of some kind. The number of Wounds is
expressed as a number of 1 or more. Most human characters start with 6. W are 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, I determines who
acts first. This is expressed as a percentage of 01-100%. I reflects speed of thought and action. It is used to test actions
requiring mental alertness rather than physical skill, to determine whether a character spots some small or unusual
circumstance (such as a tear in a man's clothing or a dislodged picture on the wall), and in cases where the character must
react to something quickly, such as dodging a falling rock.
Attacks (A) is the number of blows the creature can strike in a single round of combat. The more blows a creature can strike,
the more deadly it will be. Most characters and most creatures have only 1 A, but some have more and there is no maximum
amount. A are never used as a basis for a test. They simply indicate how many attacks a character can make in a round of
combat.
Dexterity (Dex) is an indication of the character's ability to perform complex, intricate, or delicate manual tasks. It will
determine whether the character is good at sleight-of-hand tricks, picking locks, picking pockets, or other tasks requiring
patience and manual skill. The characteristic is expressed as a percentage of 01-100%. For tests, Dex reflects skill in
performing intricate manual tasks, such as threading a needle or picking a lock. It can be combined with I when dealing with
actions 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, inspiring
confidence and loyalty, whilst a character with a low Ld may be rather indecisive. This characteristic is expressed as a
percentage of 01-100%. For tests, Ld reflects a character's ability to command respect and loyalty and, in some
circumstances, to obey orders and follow instructions given by a superior.

Intelligence (Int) determines a character's ability to think and understand. It may be thought of as a sort of intelligence
quotient (IQ), if you like. It is expressed as a percentage of 01-100%. For tests, Int is a direct measure of a character's
reasoning 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 of
the creatures that inhabit the Old World are truly frightening and may be confronted safely only by characters with a high Cl
value. Cl is expressed as a percentage of 01-100%. For tests, Cl determines a character's natural bravery and resistance to
shocks, 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 ability
to 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 their
personalities. WP is expressed as a percentage of 01-100%. For tests, WP is a broad measure of a character's strength of
character 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 with
people'. A character with high Fel will find it easy to make new friends and will be able to obtain information from others by
carefully steering a conversation. Characters with low Fel, however, have an amazing talent for saying just the wrong thing
and are always putting their foot in it. They are impervious to hints, unreceptive to atmosphere, and completely without tact.
Fel is expressed as a percentage of 01-100%. For tests, Fel indicates a character's ability to impress and convince other
creatures 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 0.
This means it has no ability to perform tasks associated with that characteristic. A creature with no hands, for example, would probably
have a Dex of 0.

The Profile
When taken together, the characteristics are referred to as a profile. Each race or creature type had a 'typical' racial profile, which
reflects the average values for a creature of that race. Of course, different individuals may well have characteristic scores above or
below 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 Profile
M
WS
N/A
100

BS
100

S
10

T
10

W
N/A

I
100

A
N/A

Dex
100

Ld
100

Int
100

Cl
100

WP
100

Fel
100

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

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 are
often referred to simply as Old Worlders. Humans look pretty much like ourselves, but may be somewhat more rugged, living as they
do 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 an
appearance within human society. They look similar to Humans, but are far more comely, with perfectly proportioned faces and bright
laughing eyes. Elves tend to be of slender build, and look somewhat fragile. Their ears may be finely pointed. They live in harmony
with 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 greatest
part of their contempt for Dwarfs, who they consider to be vulgar and destructive. Although Elves are peaceful, they are fine arches
and 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 of
the fact and will, undoubtedly, be raised solely by one of these races. Physically, as hybrids of Elf and Man, Half-Elves combine the
best 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 who
can live for many centuries, Half-Elves have a decreased lifespan of a few centuries. This can lead to many problems in human
populations as the Half-Elf ages gradually and he may be denounced a witch or a Chaos worshipper. When this happens the bemused
Half-Elf is often found by Elves who willingly embrace their new-found brother and take him away from his old human 'barbaric'
existence. Half-Elves can be as unpredictable and emotional as Humans should they grow up amongst Men. In this environment they
can 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 at
all manner of industrial crafts, such as ironworking, the making of fine swords and manufacture of superb jewelry. Some Dwarfs live
amongst Human as metal-workers or craftsmen of some kind, and their work is highly prized. Physically they are resilient, quite strong
and rather ugly. They are somewhat greedy, gruff, unfriendly, short-tempered and antisocial. They tolerate Humans because they
have so many business dealings with them, but dislike Elves, who they find arrogant and irritating, and with whom they have little in
common. They favor axes as weapons of war, and make very sturdy Warriors. They are not very magical, however, and their
disposition 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 distant
relatives, sharing the same stocky build and long, shaggy beards, but they are about ten inches shorter on average, and are noted for
their larger, more bulbous, noses. Gnomes are both more nimble and more dexterous than their larger cousins, and these facts,
coupled with their well-known antipathy for other races, has often led to them being labeled thieving stunties. But their numbers also
include some highly skilled Illusionists for, unlike Dwarfs, some of them have a great natural aptitude for this kind of magic. Gnomes
are also excellent smiths and craftsmen, and are fascinated not to say obsessed by all things mechanical, they love gadgets of all
kinds. 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 at
your peril as they have a reputation for being short-tempered and difficult to get on with. Being gregarious creatures, who invariably
make their homes in communal burrows and caverns, it is unheard of for a Gnome to spend any length of time in the wide-open spaces
that foster Rangers. Accordingly, there are no Gnome Ranger characters, and the careers listed in the Ranger Basic Career Chart
(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 are
shorter than Dwarfs, so the two races are easily told apart. Their hands and feet tend to be large and hairy, and they prefer to go
barefoot. They are not a very numerous people, living in a small secluded part of the Old World, protected by the surrounding lands of
Humans. 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-making
and 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 Ulthuan,
ever 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 and
the Fortress of Dawn, located on the southern tip of Lustria and the Southlands respectively. From these colonies the Sea Elves keep
the sea lanes open, attacking pirates on sight, sometimes tracking them to their lairs and eventually destroying them - thanks to them
the seaways between the Old World and Lustria remain open.

High Elves High Elves are the oldest and most civilized race on the Known World. The island realm of Ulthuan, has a recorded
history going back over eight thousand years, four times that of the Empire. Though the High Elf race has declined over the years, their
great ships still dominate the sea-lanes from the Old World to Cathay. Their dominance of these lanes are assured by the Citadel of
Dusk, located on the southern tip of Lustria, and the Fortress of Dawn, located on the southern tip of the Southlands. These great Elven
ports ensure that the merchant lanes to Ind, Cathay and Nippon remain open and pirates are swiftly dealt with.
Dark Elves The Dark Elves, or Druchii to give their name in Tar-Eltharin, were expelled from the Elven Kingdoms several millennia
ago in a series of bloody civil wars after a few of their kind took to worshipping Slaanesh, fronted by the Cult of Pleasure. The ancestors
of today's Druchii inhabited the northwestern part of the island of Ulthuan called Nagarythe (Shadowlands) and they were also known
as the Malteeras (People of the Northern Reaches) and the Naggarothi (Folk of Nagarythe.) Much of this land now lies beneath the
Great 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 the
High Elves. But the mages of the Isle countered the Witch King's magic causing a huge wave to rise from the ocean, burying Nagarythe
beneath the sea. The surviving Dark Elves fled to the cold lands of the north, Naggaroth, where to this day they still nurse their hatred
of 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 for
race.
If you prefer to roll use the following table(s). The Demographic column should be used for playing groups that probably will be
composed of Human with a small chance of another race being present. The Adventurous column should be used for groups with
greater diversity, which is perhaps more typical of adventuring parties. The GM may choose one or other column to be used by all
Players in a new group, or allow each player to choose which column to use.
Notes:
1.
2.
3.

Roll on Elf Race Table


Roll again on Elf Race Table (ignoring further results of Half Elf) to determine which Elf Race you are in part.
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.

Demographic
01 07
08 13
14
15 20
21 00

Character Race Table


Adventurous
01 25
26 35
36 45
46 60
61 00

Race
Dwarf
Gnome
Elf 1
Halfling
Human

Demographic
01 40
41 80
81 90
91 95
96 00

Elf Race Table


Adventurous
01 30
31 60
61 90
91 95
96 00

Elf Race
Half Elf 2
Wood Elf
Sea Elf
High Elf 3
Dark Elf 3

Character Profiles and Racial Abilities

M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
Language(s)

Man
D3+2
2D10+20
2D10+20
D3+1
D3+1
D3+4
2D10+20
1
2D10+20
2D10+20
2D10+20
2D10+20
2D10+20
2D10+20
Old Worlder

Night Vision
Alignment

Zero
Neutral

Wood Elf
D3+2
2D10+20 *
2D10+30 *
D3+1
D3+1
D3+3
2D10+50
1
2D10+30
2D10+30
2D10+40
2D10+40
2D10+30
2D10+30
Fan-Elthrin
(Wood Elvish),
Old Worlder
30 yards
Lawful or Good

5 4 + D10
5 0 + D10
No special rules

5 6 + D10
5 4 + D10
No special rules

Half (Wood) Elf


D3+2
2D10+30
2D10+20
D3+1
D3+1
D3+4
2D10+40
1
2D10+30
2D10+20
2D10+30
2D10+30
2D10+20
2D10+30
Old Worlder,
Fan-Elthrin
(Wood Elvish)
20 yards
Varies
Neutral or Good
5 6 + D10
5 4 + D10
No special rules

6D6 ^
6D10 ^
1D3+1

10D12 ^
10D20 ^
1D3-1 (min 1)

10D12 ^
10D20 ^
1D4-1 (min 1)

Height - Male
Height - Female
Psychology

Young Age
Mature Age
Fate Points

Dwarf
D2+2
2D10+30
2D10+10
D3+1
D3+2
D3+5
2D10+15
1
2D10+20
2D10+40
2D10+20
2D10+40
2D10+40
2D10+10
Khazalid
(Dwarfish),
Old Worlder
30 yards
Neutral

Gnome
D3+2
2D10+30
2D10+10
D3+1
D3
D3+4
2D10+20
1
2D10+20
2D10+30
2D10+20
2D10+20
2D10+30
2D10+20
Khazalid
(Gnomish),
Old Worlder
30 yards
Neutral or Good

Halfling
D2+2
2D10+10
2D10+20
D3
D3
D3+3
2D10+40
1
2D10+30
2D10+10
2D10+20
2D10+10
2D10+30
2D10+30
Old Worlder

4 4 + D10
4 2 + D10
Hates Goblins,
Orcs and
Hobgoblins,
Animosity to
Elves
9D12 ^
9D20 ^
1D3

3 6 + D8
3 4 + D8
Hates Snotlings,
Goblins, Orcs
and Hobgoblins

3 4 + D10
3 2 + D10
No special rules

8D10 ^
8D20 ^
1D3

10D6 ^
10D12 ^
1D4

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

Wood Elves can switch the starting values for WS & BS depending on players wishes.

20 yards
Neutral

Character Profiles and Racial Abilities (continued)


Sea Elf
D3+3
2D10+30
2D10+20
D3+1
D3+1
D3+3
2D10+50
1
2D10+40
2D10+30
2D10+40
2D10+30
2D10+30
2D10+30
Tar-Elthrin
(Sea Elvish),
Old Worlder

Half (Sea) Elf


D3+2
2D10+30
2D10+20
D3+1
D3+1
D3+4
2D10+40
1
2D10+30
2D10+20
2D10+30
2D10+30
2D10+20
2D10+30
Old Worlder,
Tar-Elthrin
(Sea Elvish)

High Elf
D3+2
2D10+30
2D10+20
D3+1
D3+1
D3+3
2D10+50
1
2D10+30
2D10+30
2D10+40
2D10+40
2D10+30
2D10+30
Tar-Elthrin
(High Elvish),
Old Worlder

Half (High) Elf


D3+2
2D10+30
2D10+20
D3+1
D3+1
D3+4
2D10+40
1
2D10+30
2D10+20
2D10+30
2D10+30
2D10+20
2D10+30
Old Worlder,
Tar-Elthrin
(High Elvish)

Night Vision
Alignment

20 yards
Neutral or Good

20 yards
Lawful or Good

Height - Male
Height - Female
Psychology

5 6 + D10
5 4 + D10
No special rules

10 yards
Varies
Neutral or Good
5 6 + D10
5 4 + D10
No special rules

5 6 + D10
5 4 + D10
No special rules

10 yards
Varies
Neutral or Good
5 6 + D10
5 4 + D10
No special rules

10D12 ^
10D20 ^
1D3-1 (min 1)

10D12 ^
10D20 ^
1D4-1 (min 1)

10D12 ^
10D20 ^
1D3-1 (min 1)

10D12 ^
10D20 ^
1D4-1 (min 1)

M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
Language(s)

Young Age
Mature Age
Fate Points
^

Dark Elf
D3+3
2D10+30
2D10+20
D3+1
D3+1
D3+3
2D10+50
1
2D10+30
2D10+30
2D10+40
2D10+40
2D10+30
2D10+30
Druchii (Dark
Elvish),
Tar-Elthrin
(High Elvish),
Old Worlder
30 yards
Chaotic or Evil
5 6 + D10
5 4 + D10
Subject to
Animosity of all
other races, and
subject to
hatred of other
Elven kindreds.
10D12 ^
10D20 ^
1D3-1 (min 1)

Half (Dark) Elf


D3+2
2D10+30
2D10+20
D3+1
D3+1
D3+4
2D10+40
1
2D10+30
2D10+20
2D10+30
2D10+30
2D10+20
2D10+30
Old Worlder,
Druchii (Dark
Elvish),
Tar-Elthrin
(High Elvish)
20 yards
Varies
Neutral or Evil
5 6 + D10
5 4 + D10
No special rules

10D12 ^
10D20 ^
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 combat
skills 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 mountains.
Such 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 being
naturally 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 have
lucrative jobs amongst the professions or skilled crafts. Many Academics will have started out as Artisans, Clerics, Lawyers or Wizards.
Character must have an Int of at least 30, and a WP or at least 30.

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 the
game, and they play an important part. To determine how many skills a character has, roll a 1D4 and modify the result by the
characters age, per the following chart:
Age
16 20
21 30
31 40
41 50
51 60
61 70
71 80
81 90
91 100
101 110
111 120
121 130
131 140
141 150
151 160
161 170
171 180
181 190
191 200
201 210
211 - 220
Mandatory Skills

Age
16 20
21 30
31 40
41 50
51 60
61 70
71 80
81 90
91 100
101 110
111 120
121 130
131 140
141 150
151 160
161 170
171 180
181 190
191 200
201 210
211 - 220
Mandatory Skills

Man
-+1
+2
+1
--1
-2
1

None

Sea Elf
---+1
+1
+1
+1
+1
+2
+2
+2
+2
+2
+3
+3
+3
+3
+3
+2
+1
-Excellent
Vision, Swim,
Plus
Boat Building,
Dance, Fish,
Orientation,
Row, Sailing or
Sing

Wood Elf
---+1
+1
+1
+1
+1
+2
+2
+2
+2
+2
+3
+3
+3
+3
+3
+2
+1
-Excellent Vision
Plus
Dance,
Musicianship or
Sing

Half (Wood) Elf


---+1
+1
+1
+1
+1
+2
+2
+2
+2
+2
+3
+3
+3
+3
+3
+2
+1
-Excellent Vision
Plus
Dance,
Musicianship or
Sing

Half (Sea) Elf


---+1
+1
+1
+1
+1
+2
+2
+2
+2
+2
+3
+3
+3
+3
+3
+2
+1
-Excellent
Vision, Swim,
Plus
Boat Building,
Dance, Fish,
Orientation,
Row, Sailing or
Sing

High Elf
---+1
+1
+1
+1
+1
+2
+2
+2
+2
+2
+3
+3
+3
+3
+3
+2
+1
-Excellent Vision
Plus
Etiquette, Magic
Sense,
Musicianship,
Read/Write or
Sing

Dwarf
---+1
+1
+1
+2
+2
+2
+1
+1
+1
-----1
-1
-2

Gnome
--+1
+1
+1
+2
+2
+2
+1
+1
+1
----1
-1
-2

Halfling
--+1
+1
+1
+1
----1
-1
-2
-2

Mining
Plus
Smithing or
Metallurgy

Smithing
Plus
Jest, Mining or
Stoneworking

Cook
Plus
Herb Lore,
Spec Wp Sling
or SM Rural

Half (High) Elf


---+1
+1
+1
+1
+1
+2
+2
+2
+2
+2
+3
+3
+3
+3
+3
+2
+1
-Excellent Vision
Plus
Etiquette, Magic
Sense,
Musicianship,
Read/Write or
Sing

Dark Elf
---+1
+1
+1
+1
+1
+2
+2
+2
+2
+2
+3
+3
+3
+3
+3
+2
+1
-Bribery,
Frenzied Attack,
Intimidate,
Prepare
Poisons, Strike
to Injure or
Torture

Half (Dark) Elf


---+1
+1
+1
+1
+1
+2
+2
+2
+2
+2
+3
+3
+3
+3
+3
+2
+1
-Bribery,
Frenzied Attack,
Intimidate,
Prepare
Poisons, Strike
to Injure or
Torture

Skill Charts
Warrior Skill Chart
Skill
Acute Hearing
Ambidextrous
Dance
Disarm
Dodge Blow
Drive Cart
Excellent Vision
Fish
Fleet Foot
Jest
Lightning Reflexes
Luck
Night Vision
Read/Write
Ride
Scale Sheer Sur.
Silent Move Rural
Silent Move Urban
Sing
Sixth Sense
Very Resilient
Very Strong

Man
01 05
06 10
11 15
16 20
21 25
26 30
31 35

36 40

41 45
46 50
51 55
56 65
66 75
76 80

81 85
86 90
91 95
96 00

Wood Elf
01 05
06 10
11 15
16 20
21 25
26 30
31 35

36 40

41 45
46 50
51 55
56 65
66 70
71 75
76 80

81 90
91 95
96 00

Half (Wood) Elf


01 05
06 10
11 15
16 20
21 25
26 30
31 35

36 40

41 45
46 50
51 55
56 65
66 70
71 75
76 80

81 85
86 90
91 95
96 00

Dwarf
01 05
06 10
11 15
16 20
21 25
26 30
31 35

36 40

41 45

46 50
51 60

61 65

66 70
71 75
76 90
91 00

Gnome
01 05
06 10
11 15
16 25
26 30

31 40
41 45
46 50
51 55
56 60

61 65
66 70

71 75

76 80
81 90
91 95
96 00

Halfling
01 05
06 10
11 15
16 20
21 25
26 30
31 35

36 40

41 45
46 50
51 55
56 65

66 70
71 75
76 80
81 85
86 90
91 95
96 00

Skill
Acute Hearing
Ambidextrous
Dance
Disarm
Dodge Blow
Drive Cart
Excellent Vision
Fish
Fleet Foot
Lightning Reflexes
Luck
Night Vision
Read/Write
Ride
Scale Sheer Sur.
Silent Move Rural
Silent Move Urban
Sing
Sixth Sense
Very Resilient
Very Strong

Sea Elf
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 90
91 95
96 00

Half (Sea) Elf


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

High Elf
01 05
06 10
11 15
16 20
21 25
26 30
31 35

36 40
41 45
46 50
51 55
56 65
66 70
71 75

76 80
81 90
91 95
96 00

Half (High) Elf


01 05
06 10
11 15
16 20
21 25
26 30
31 35

36 40
41 45
46 50
51 55
56 65
66 70
71 75

76 80
81 85
86 90
91 95
96 00

Dark Elf
01 05
06 10
11 15
16 20
21 25
26 30
31 35

36 40
41 45
46 50
51 55
56 65
66 70
71 75
76 80

81 90
91 95
96 00

Half (Dark) Elf


01 05
06 10
11 15
16 20
21 25
26 30
31 35

36 40
41 45
46 50
51 55
56 65
66 70
71 75
76 80

81 85
86 90
91 95
96 00

Skill Charts (continued)


Ranger Skill Chart
Skill
Acute Hearing
Ambidextrous
Astronomy
Dance
Drive Cart
Excellent Vision
Fleet Foot
Lightning Reflexes
Luck
Night Vision
Orientation
Prepare Poisons
Read/Write
Ride
Scale Sheer Sur.
Silent Move Rural
Sing
Sixth Sense
Very Resilient
Very Strong

Man
01 05
06 10
11 15
16 20
21 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

Wood Elf
01 05
06 10
11 15
16 20
21 25

26 35
36 40
41 45
46 50
51 55
56 60
61 65
66 70
71 75
76 80
81 90
91 95
96 00

Half (Wood) Elf


01 05
06 10
11 15
16 20
21 25

26 35
36 40
41 45
46 50
51 55
56 60
61 65
66 70
71 75
76 80
81 90
91 95
96 00

Dwarf
01 05
06 10
11 15
16 20
21 30
31 35
36 40
41 45

46 50
51 55

56 60

61 65

66 70
71 75
76 90
91 00

Gnome

Skill
Acute Hearing
Ambidextrous
Astronomy
Dance
Drive Cart
Excellent Vision
Fleet Foot
Lightning Reflexes
Luck
Night Vision
Orientation
Prepare Poisons
Read/Write
Ride
Scale Sheer Sur.
Silent Move Rural
Sing
Sixth Sense
Very Resilient

Sea Elf
01 05
06 10
11 15
16 20
21 25

26 35
36 40
41 45
46 50
51 55
56 60
61 65
66 70
71 75
76 80
81 90
91 95
96 00

Half (Sea) Elf


01 05
06 10
11 15
16 20
21 25

26 35
36 40
41 45
46 50
51 55
56 60
61 65
66 70
71 75
76 80
81 90
91 95
96 00

High Elf
01 05
06 10
11 15
16 20
21 25

26 35
36 40
41 45
46 50
51 55
56 60
61 65
66 70
71 75
76 80
81 90
91 95
96 00

Half (High) Elf


01 05
06 10
11 15
16 20
21 25

26 35
36 40
41 45
46 50
51 55
56 60
61 65
66 70
71 75
76 80
81 90
91 95
96 00

Dark Elf
01 05
06 10
11 15
16 20
21 25
26 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

N/A

Halfling
01 05
06 10
11 15
16 20
21 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

Half (Dark) Elf


01 05
06 10
11 15
16 20
21 25
26 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

Skill Charts (continued)


Rogue Skill Chart
Skill
Acute Hearing
Ambidextrous
Blather
Bribery
Dance
Dodge Blow
Excellent Vision
Fish
Flee!
Fleet Foot
Haggle
Jest
Lightning Reflexes
Luck
Night Vision
Ride
Scale Sheer Sur.
Silent Move Rural
Silent Move Urban
Sing
Sixth Sense
Street Fighting
Very Resilient
Very Strong

Man
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

Wood Elf
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

Half (Wood) Elf


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

Dwarf
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 90
91 00

Gnome
01 10
11 15
16 20
21 25
26 30

31 35
36 40
41 50

51 55
56 65

66 70
71 75

76 85

86 90
91 95

96 00

Halfling
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 95
96 00

Skill
Acute Hearing
Ambidextrous
Blather
Bribery
Dance
Dodge Blow
Excellent Vision
Fish
Flee!
Fleet Foot
Lightning Reflexes
Luck
Night Vision
Ride
Scale Sheer Sur.
Silent Move Rural
Silent Move Urban
Sing
Sixth Sense
Street Fighting
Very Resilient
Very Strong

Sea Elf
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

Half (Sea) Elf


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

High Elf
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

Half (High) Elf


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

Dark Elf
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

Half (Dark) Elf


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

Skill Charts (continued)


Academic Skill Chart
Skill
Acute Hearing
Ambidextrous
Astronomy
Blather
Cryptography
Dance
Drive Cart
Etiquette
Excellent Vision
Flee!
Fleet Foot
Gem Cutting
Heraldry
Haggle
Jest
Lightning Reflexes
Luck
Night Vision
Orientation
Read/Write
Ride
Scale Sheer Sur.
Silent Move Rural
Silent Move Urban
Sing
Sixth Sense
Super Numerate
Very Resilient
Very Strong

Man
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

Wood Elf
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

Half (Wood) Elf


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

Dwarf
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 90
91 00

Gnome
01 05
06 10

11 15
16 25
26 30

31 35
36 40

41 45

46 50
51 55

56 60
61 65
66 70
71 80

81 85

86 90
91 95

96 00

Halfling
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

Skill
Acute Hearing
Ambidextrous
Astronomy
Blather
Cryptography
Dance
Etiquette
Excellent Vision
Flee!
Fleet Foot
Heraldry
Lightning Reflexes
Luck
Read/Write
Ride
Silent Move Rural
Silent Move Urban
Sing
Sixth Sense
Super Numerate
Very Resilient
Very Strong

Sea Elf
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

Half (Sea) Elf


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

High Elf
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

Half (High) Elf


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

Dark Elf
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

Half (Dark) Elf


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

Original Starting Trappings


Academics
Decent, Lightweight Clothing
Sandles or Soft Shoes
Knife/Dagger

Purse
3D6 Gold Crowns

Rangers
Weather Worn Clothing
Hooded Cloak and Tatty Hat
Thick Leather Boots
Leather Bag or Backpack
1D3 Blankets
Cutlery
Tinderbox

Small Cooking Pot


Flask of Water
Hand Weapon
Knife/Dagger
Purse
3D6 Gold Crowns

Sturdy, Worn Clothing


Boots or Shoes
Knife/Dagger

Purse
3D6 Gold Crowns

Rogues

Warriors
Sturdy, Practical Clothing
Hooded Cloak
Boots
Sling Bag or Backpack or Sack
Pewter Tankard
Cutlery
Tinderbox

Blanket
Hand Weapon
Knife/Dagger
Helmet
Purse
3D6 Gold Crowns

Alternate Starting Trappings (Self-Purchase)


Academics
33 Gold Crowns and 12 Silver Shillings for purchase of trappings
3D6 Gold Crowns Starting Money
Rangers
55 Gold Crowns and 17 Silver Shillings for purchase of trappings
3D6 Gold Crowns Starting Money
Rogues
22 Gold Crowns and 2 Silver Shillings for purchase of trappings
3D6 Gold Crowns Starting Money
Warriors
50 Gold Crowns and 2 Silver Shillings for purchase of trappings
3D6 Gold Crowns Starting Money

Revised Starting Trappings


Academics (Typical)
These characters are easily recognized by their higher quality clothing and tendency to wear many layers of it. A typical
academics garb might consist of loose robes or fashionable breeches, shirt, vest and overcoat. Footwear is a choice of
sandals or soft shoes. Many academics clothes feature embroidery, silk or fur linings and other niceties. For protection, a
sheathed dagger is carried, tucked into a belt. A sling bag is slung across the chest and contains a blanket, cooking pot,
cutlery, several small wooden cups, 1D10 torches or 1D10 wax candles, tinderbox and 1D10 days supply of dry rations. A
money pouch is carried in a pocket. Roll five times on the Purse Contents table and twice on the Random Trappings table.
Decent, Lightweight Clothing (fashionable breeches, shirt, vest and overcoat)
Sandals or Soft Shoes
Cutlery, Metal (4 enc)
Knife / Dagger (10 enc)
Tinderbox (5 enc)
Money Pouch / Purse (1 enc)
1D3 Small Wooden Cups (1 enc ea.)
Sling Bag (5 enc, holds 200)
1D10 Torches (5 enc ea.)
Blanket (10 enc)
1D12 Wax Candles (5 enc per 12)
Small Cooking Pot (20 enc)
1D10 Days Iron Rations (5 enc ea.)
Academics (Cleric)
These characters are identified by their heavy robes, often mud stained and threadbare. Under this is worn a simple smock.
The robes are cinched by a wide belt and simple vest, stamped to which are wax sealed prayers and ribbons. Long lasting
sandals are typical for clerics, but shoes are sometimes worn. An everyday eating knife hangs from the belt, as well as a
sheathed dagger of poor quality. Clerics often carry a banner displaying their piety, but may choose a more understated
quarterstaff for missionary work where lots of walking I expected. A holy book or arcane tome is carried in a leather pouch and
a skein of blessed spirits is close at hand. A sling bag is slung across the chest and contains a blanket, cooking pot, cutlery,
several small wooden cups, 1D10 torches or 1D10 wax candles, tinderbox and 1D10 days supply of dry rations. Coins are
tucked away in a small purse. Roll once on the Purse Contents table and twice on the Random Trappings table.
Clerical Robes (robes, smock, vest and wide belt)
Sandals or Soft Shoes
Knife / Dagger (10 enc)
Quarterstaff (50 enc)
Holy Book (50 enc)
Money Pouch / Purse (1 enc)
Sling Bag (5 enc, holds 200)
Blanket (10 enc)

Small Cooking Pot (20 enc)


Cutlery, Metal (4 enc)
Tinderbox (5 enc)
1D3 Small Wooden Cups (1 enc ea.)
1D10 Torches (5 enc ea.)
1D12 Wax Candles (5 enc per 12)
1D10 Days Iron Rations (5 enc ea.)

Rangers
These characters wear sturdy travelling clothes, over which a hooded cloak, hat and thick leather boots are worn to resist the
elements. A sheathed dagger may be fitted on a belt or stuck in the boot, more a tool than a weapon. For that, a sword or axe
is carried, but players may choose or roll a different hand weapon on the Hand Weapons table. Over one shoulder is a flask of
water or waterskin, and over the other is a sling bag, backpack or large sack containing an assortment of travellers essentials:
Several blankets, cooking pot, cutlery, pewter tankard, 1D3 torches, tinderbox and 1D10 days worth of dry food. Coins are
carried in a small leather purse. Roll twice on the Purse Contents table and twice on the Random Trappings table.
Sturdy, Weather Worn Clothing
Hooded Cloak and Tatty Hat
Thick Leather Boots
Knife / Dagger (10 enc)
Hand Weapon (Sword, Axe or Random)
Money Pouch / Purse (1 enc)
Flask of Water (5 enc) or Waterskin (1/100 enc)

1D3 Blankets (10 enc ea.)


Small Cooking Pot (20 enc)
Cutlery, Metal (4 enc)
Pewter Tankard (5 enc)
1D3 Torches (5 enc ea.)
Tinderbox (5 enc)
1D12 Wax Candles (5 enc per 12)
1D10 Days Iron Rations (5 enc ea.)
Sling Bag (5 enc, holds 200) or Backpack (20 enc, holds 250) or Sack (7 enc, holds 200)
Rogues
These characters wear common street clothes, sometimes patched and second-hand but functional. Choose soft shoes or
boots for footwear. Rogues carry a dagger on their belts, and another hidden in a boot or vest. Currency is carried in a well
hidden purse or money belt. A small trinket or identifying mark is common among rogues that run with a gang, or belong to a
guild or other association. Otherwise, roll for a lucky charm from the Random Trappings table. Choose a sword, mace or
wooden club or two additional knives. For additional trappings, roll three times on the Purse Contents table and twice on the
Random Trappings table.
Sturdy, Worn Clothing
Boots or Soft Shoes
Two Knives / Daggers (10 enc ea.)
Money Pouch / Money Belt / Purse (1 enc)
Hand Weapon (Sword, Mace, Wooden Club or 2 Additional Knives / Daggers)

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 region
of origin. Shoes or boots are worn, depending on the likely working conditions. Everymen carry a sheathed knife for work, ad
also a wooden club, pick or hammer (a standard hand weapon). In a small pouch or sling bag the Everyman carries a few
necessities including a blanket, cutlery, tinderbox, a simple meal consisting of a sandwich and piece of fruit, along with a
pewter tankard, a few bits of charcoal or chalk for making marks and some basic trade tools. Here is also kept a small purse
for coins and possibly work permits, licenses, contracts and identifying papers. Roll two times on the Purse Contents table and
three 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 trade
Blanket (10 enc)
Warriors (Military / Militia / 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 with
appropriate insignia. Footwear is a choice of leather shoes or boots. A sword is carried in a sheath in plain sight, although any
hand weapon may be chosen in its place, or roll on the Hand Weapon table. A knife is carried alongside the sword, and a
helmet is worn for protection. Officials also receive a lantern with 1 pint of oil and a shield. In a leather sling bag or backpack
are carried identifying papers, a blanket, cutlery, pewter tankard, tinderbox, leather flask of water, an official map of the region,
possibly written instructions or orders, a ring of keys and a simple meal. Coins are kept in a secure pouch. Roll three times on
the Purse Contents table and once on the Random Trappings table.
Sturdy, Practical Clothing / Uniform
Boots or Sturdy Shoes
Knife / Dagger (10 enc)
Hand Weapon (Sword or Random)
Helmet (30 enc)
Shield (50 enc)
Money Pouch / Purse (1 enc)

Orders / Instructions / Map in scroll case (2 enc)


Blanket (10 enc)
Cutlery, Metal (4 enc)
Pewter Tankard (5 enc)
Tinderbox (5 enc)
Lantern (20 enc) plus 1 Pint of Oil (5 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, shirt
and vest. (Pit Fighters may wear fur leggings, loincloth and little else, and even stranger outfits may be found.) Foot wear
consists 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 hand
weapon, or roll randomly on the Hand Weapons table. Most warriors have a helmet of some kind. Many warriors shoulder a
sling bag, backpack or large sack containing travelling supplies: Blanket, cutlery, pewter tankard, tinderbox. This character
also 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 times
on 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)

Purse Contents
When a career class calls for multiple rolls on this table, combine the results to determine the characters starting currency. Some basic
careers include additional funding in their trappings lists: you might ignore the amount indicated on the careers description and roll
once on the Purse Contents table instead. This table also works well when characters are stealing or looting.
D12
1
2
3
4
5
6
7
8
9
10
11
12

Purse
12 pennies
24 pennies
5 shillings
10 shillings
15 shillings
1 gold crown
2 gold crowns
3 gold crowns
5 gold crowns
8 gold crowns
10 gold crowns
12 gold crowns

Alternate 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 as
a basic/standard hand weapon.
D100
01 07
08 14
15 21
22 28
29 35
36 42
43 50
51 57
58 64
65 71
72 78
79 85
86 92
93 00

Hand Weapon
Hand Axe (50 enc)
Battle Axe (60 enc)
Bearded Axe (50 enc)
Billy Club (40 enc)
Broadsword (60 enc)
Club (40 enc)
Crowbill Pick (50 enc)
Cutlass (50 enc)
Longsword (50 enc)
Mace (50 enc)
Military Hammer (75 enc)
Military Pick (60 enc)
Pick (60 enc)
Sword (60 enc)

Careers
$

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

Warrior Basic Career Chart


Career
Man
Barbarian
01 05
Bodyguard
06 10
Freeman
11 15
Glade Guard

Labourer
16 25
Marine
26 30
Mercenary
31 35
Militiaman
36 40
Noble
41 45
Outlaw
46 50
Pirate %
51 55
Pit Fighter
56 60
Prospector *

Protagonist
61 65
Rat Catcher *

Seaman %
66 70
Servant
71 80
Sewer Jack
81 85
Smuggler ^

Soldier
86 90
Squire
91 95
Troll Slayer

Tunnel Fighter

Warrior (Dwarven)

Watchman
96 00

Career
Bodyguard
Freeman
Labourer
Marine
Mercenary
Militiaman
Noble
Outlaw
Pirate
Pit Fighter
Protagonist
Seaman
Servant
Soldier
Squire
Vigilante
Watchman

*
^
%

Sea Elf
01 05
06 10

11 20
21 25
26 35
36 45
46 50
51 55

56 60
61 65
66 70
71 85
86 90
91 95
96 00

Wood Elf

01 10
11 15
16 55

56 65
66 80

81 85

86 00

Half (Wood) Elf

01 10
11 15

16 20
21 30
31 35
36 40
41 45
46 50

51 55

56 65
66 70

71 85
86 95

96 00

Dwarf $

01 10
11 15

16 20

21 25
26 30
31 35
36 40

41 45

46 50

51 55
56 60

61 65
66 75
76 85
86 95
96 00

Gnome

01 10

11 20

21 30
31 40

41 45

46 55
56 60
61 65

66 70
71 75
76 85

86 90

91 00

Halfling

01 10
11 20

21 25

26 35
36 40
41 45

46 55
56 65

66 75
76 85

86 00

Half (Sea) Elf


01 05
06 10
11 15
16 20
21 25
26 35
36 45
46 50
51 55

56 60
61 65
66 70
71 85
86 90
91 95
96 00

High Elf
01 20

21 30
31 50
51 70
71 75

76 80
81 95

96 00

Half (High) Elf


01 05
06 10
11 15
16 20
21 25
26 35
36 45
46 50
51 55

56 60
61 65
66 70
71 85
86 90
91 95
96 00

Dark Elf
01 15

16 30
31 40

41 50
51 55

56 65
66 75

76 90
91 00

Half (Dark) Elf


01 05
06 10
11 15
16 20
21 25

26 35
36 40

41 50
51 60

61 70
71 80
81 90

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.

Careers (continued)
Ranger Basic Career Chart
Career
Man
Archer
01 05
Boatman
06 10
Bounty Hunter
11 15
Coachman &
16 20
Cook
21 23
Courier
24 25
Dispatch Rider
26 27
Farmer
28 32
Fisherman
33 37
Forager

Forestrunner

Gamekeeper
38 42
Glade Rider

Herdsman
43 47
Hunter
48 52
Miner
53 55
Muleskinner
56 60
Outrider
61 65
Pilot
66 70
Prospector
71 75
Rat Catcher
76 80
Roadwarden $
81 85
Runner

Toll-Keeper
86 90
Trapper
91 95
Wood Elf Scout

Woodsman
96 00

Career
Archer
Boatman
Bounty Hunter
Coachman
Diver
Farmer
Fisherman
Gamekeeper
Herdsman
Hunter
Miner
Muleskinner
Outrider
Pilot
Prospector
Rat Catcher
Roadwarden
Toll-Keeper
Trapper
Woodsman

&
$

Sea Elf
01 05
06 20
21 30
31 35
36 45

46 65
66 70
71 75
76 85

86 95

96 00

Wood Elf
01 05
06 10
11 15

16 20
21 25
26 30
31 40
41 50
51 60
61 65
66 70

71 75

76 85
86 95
96 00

Half (Wood) Elf


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 90

91 00

Dwarf $

01 10
11 15

16 20

21 25

26 30
31 40
41 45

46 60
61 65
66 70
71 85
86 90
91 00

Gnome

Half (Sea) Elf


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 00

High Elf
01 05
06 10

11 20
21 30
31 40

41 50
51 60

61 70

71 80

81 90
91 00

Half (High) Elf


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 00

Dark Elf
01 05

06 15

16 20
21 35

36 45
46 60
61 70
71 80

81 90

91 00

N/A

Halfling

01 05
06 15

16 20
21 25

26 30

31 40
41 50

51 60

61 70
71 75

76 80
81 90

91 00

Half (Dark) Elf


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 00

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

Careers (continued)
Rogue Basic Career Chart
Career
Man
Agitator
01 05
Barkeeper
06 10
Bawd
11 15
Beggar
16 20
Entertainer
21 30
Footpad
31 35
Gambler
36 40
Gong Farmer
41 45
Grave Robber
46 50
Jailer
51 55
Jester

Minstrel

Pedlar
56 60
Prostitute
61 65
Raconteur
66 70
Rustler
71 75
Smuggler
76 80
Thief
81 95
Tomb Robber
96 00

Career
Agitator
Barkeeper
Bawd
Beggar
Entertainer
Footpad
Gambler
Jailer
Minstrel
Pedlar
Prostitute
Raconteur
Rustler
Smuggler
Thief
Tomb Robber

Sea Elf
01 05

06 10

11 25
26 30
31 40

41 50
51 60

61 70

71 85
86 00

Wood Elf
01 05

06 20
21 25
26 35

36 50
51 60

61 70
71 75
76 85
86 00

Half (Wood) Elf


01 05
06 10
11 15

16 25
26 30
31 40

41 55
56 65
66 70
71 75
76 85
86 00

Dwarf $

01 05
06 10
11 15
16 20
21 25
26 30

31 35
36 45

46 50

51 55
56 60
61 70
71 90
91 00

Gnome

01 05
06 10
11 15
16 25
26 35
36 45

46 50
51 55
56 65

66 75

76 85

(see Warrior)
86 95
96 00

Halfling
01 05
06 10
11 15
16 20
21 25
26 30
31 35

36 40
41 45

46 55

56 65
66 70
71 80
81 95
96 00

Half (Sea) Elf


01 05
06 10
11 15

16 25
26 30
31 40

41 55
56 65
66 70
71 75
76 85
86 00

High Elf
01 10

11 20

21 30

31 40

41 75

76 90

91 00

Half (High) Elf


01 05
06 10
11 15

16 25
26 30
31 40

41 55
56 65
66 70
71 75
76 85
86 00

Dark Elf

01 10
11 20
21 30
31 40
41 50
51 55

56 60

61 70
71 80
81 90
91 00

Half (Dark) Elf


01 05
06 10
11 15
16 20
21 25
26 30
31 40
41 50

51 55
56 65
66 70
71 75
76 80
81 95
96 00

Careers (continued)
Academic Basic Career Chart
Career
Man
Alchemists' App.
01 10
Artisans' App.
11 15
Clerk
16 20
Druid
21 30
Engineer

Exciseman
31 35
Forest Guardian

Herbalist
36 40
Hedge-Wiz App.
41 45
Hypnotist
46 50
Initiate
51 55
Interpreter
56 60
Pharmacist
61 65
Physicians' Stu.
66 70
Runescribe

Runesmiths App.

Scribe
71 75
Seer
76 80
Student
81 85
Teller

Trader
86 90
Wizards' App.
91 00
W.Elf Mage App.

Career
Alchemists' App.
Artisans' App.
Clerk
Exciseman
Herbalist
Hedge-Wiz App.
H.Elf Mages App.
Hypnotist
Initiate
Pharmacist
Physicians' Stu.
Scribe
Seer
Student
Trader
Wizards' App.

Sea Elf
01 10
11 15
16 20

21 30

31 35
36 40
41 45
46 50
51 55
56 65
66 70
71 85
86 00

Wood Elf
01 05

06 15
16 30

31 35
36 40

41 45
46 50

51 60

61 70
71 85
86 87
88 00

Half (Wood) Elf


01 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 85
86 90
91 00

Dwarf $
01 10
11 20
21 25

26 35
36 40

41 45

46 50
51 55
56 60
61 65
66 70
71 75
76 80

81 98
99 00

Gnome
01 10
11 20
21 25

26 30

31 35
36 40

41 50
51 55

56 65
66 70
71 80

81 90
91 00

Halfling
01 10
11 20
21 25

26 30

31 40
41 47

48 52

53 62
63 68

69 78
79 83
84 88

89 98
99 00

Half (Sea) Elf


01 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 80
81 00

High Elf
01 10
11 20

21 25

26 35

36 45
46 50
51 55
56 65
66 70
71 85
86 00

Half (High) Elf


01 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 85
86 00

Dark Elf
01 05
06 15

16 25
26 30

31 40
41 45
46 50
51 60
61 70
71 80
81 90
91 00

Half (Dark) Elf


01 10
11 15

16 20
21 25
26 30

31 40
41 45
46 50
51 55
56 65
66 70
71 80
81 00

Dwarf Careers
Warrior Basic Career Chart
Career
Bodyguard
Freeman
Labourer
Marine
Mercenary
Militiaman
Noble
Outlaw
Pit Fighter
Protagonist
Seaman
Servant
Sewer Jack
Squire
Troll Slayer
Tunnel Fighter
Warrior (Dwarven)
Watchman

Expatriate
01 10
11 15
16 20

21 25
26 30
31 35
36 40
41 45
46 50

51 55
56 60
61 65
66 75
76 85
86 95
96 00

Mountain
01 10
11 15

16 20

21 25
26 50
51 90
91 00

Norse
01 10
11 15

16 25
26 40

41 45

46 55

56 60
61 75
76 90
91 00

Ranger Basic Career Chart


Career
Boatman
Bounty Hunter
Coachman
Farmer
Fisherman
Gamekeeper
Herdsman
Hunter
Miner
Muleskinner
Pilot
Prospector
Rat Catcher
Roadwarden
Runner
Toll-Keeper
Trapper

Expatriate

01 10
11 15
16 20

21 25

26 30
31 40
41 45

46 60
61 65
66 70
71 85
86 90
91 00

Mountain

01

02 11
12 25
26 55

56 65
66 70
71 80
81 90

91 00

Norse
01 05

06 08
09 10

11 20
21 35
36 50

51 55
56 65
66 70
71 80
81 90

91 00

Rogue Basic Career Chart


Career
Barkeeper
Bawd
Beggar
Entertainer
Footpad
Gambler
Grave Robber
Jailer
Pedlar
Raconteur
Rustler
Smuggler
Thief
Tomb Robber

Expatriate
01 05
06 10
11 15
16 20
21 25
26 30
31 35
36 45
46 50
51 55
56 60
61 70
71 90
91 00

Mountain

Norse

Dwarf Careers (continued)


Academic Basic Career Chart
Career
Alchemists' App.
Artisans' App.
Clerk
Engineer
Exciseman
Herbalist
Initiate
Pharmacist
Physicians' Stu.
Runescribe
Runesmiths App.
Scribe
Seer
Student
Trader
Wizards' App.

Expatriate
01 10
11 20
21 25
26 35
36 40

41 45
46 50
51 55
56 60
61 65
66 70
71 75
76 80
81 98
99 00

Mountain
01 05
06 30

31 55

56 60
61 65
66 75
76 80
81 85
86 90

91 00

Norse

01 30

31 55

56 60
61 65
66 75
76 80
81 85
86 90

91 00

Weight
The following tables can be used to generate a characters weight. Roll on Weight Table 1 to determine a characters build, and apply
any modifiers to the roll on Weight Table 2. Consult Weight Table 3 to determine whether there are any further modifiers owing to the
characters height. Weight Table 4 is optional; it can be used if you wish to make female characters generally lighter than males. Finally,
Weight 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: Build
D6
1
2
3
4
5
6
Puny:
Light:
Average:
Heavy:
Massive:

Man
Puny
Light
Average
Average
Heavy
Massive

Elf
Puny
Light
Light
Average
Average
Average

Half Elf
Puny
Light
Average
Average
Average
Heavy

Dwarf
Light
Average
Average
Heavy
Heavy
Massive

Gnome
Light
Average
Average
Average
Heavy
Massive

Halfling
Light
Average
Average
Heavy
Massive
Massive

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

Weight Table 2: Base Weight


D100
Man
01
105 lbs
02 03
110 lbs
04 05
115 lbs
06 08
120 lbs
09 12
125 lbs
13 17
130 lbs
18 22
135 lbs
23 29
140 lbs
30 37
145 lbs
38 49
150 lbs
50 64
155 lbs
65 71
160 lbs
72 78
165 lbs
79 83
170 lbs
84 88
175 lbs
89 92
180 lbs
93 95
190 lbs
96 97
200 lbs
98 99
210 lbs
00
220 lbs
Weight Table 3: Height Modifier
Height
Man
3ft 3in or less

3ft 4in 3ft 6in

3ft 7in 4ft 0in

4ft 1in 4ft 3in

4ft 4in 4ft 6in

4ft 7in 4ft 8in

4ft 9in 5ft 3in


-2D10 lbs
5ft 4in 5ft 6in
-D20 lbs
5ft 7in 5ft 8in
-D10 lbs
5ft 9in 5ft 11in
nil
6ft 0in 6ft 2in
+D10 lbs
6ft 3in 6ft 5in
+D20 lbs
6ft 6in or more
+2D10 lbs

Elf
80 lbs
85 lbs
90 lbs
95 lbs
100 lbs
100 lbs
105 lbs
110 lbs
115 lbs
120 lbs
120 lbs
125 lbs
130 lbs
135 lbs
140 lbs
140 lbs
145 lbs
150 lbs
155 lbs
160 lbs

Half Elf
90 lbs
95 lbs
100 lbs
105 lbs
110 lbs
110 lbs
115 lbs
120 lbs
125 lbs
130 lbs
130 lbs
135 lbs
140 lbs
145 lbs
150 lbs
150 lbs
155 lbs
160 lbs
170 lbs
180 lbs

Dwarf
90 lbs
95 lbs
100 lbs
105 lbs
110 lbs
115 lbs
120 lbs
125 lbs
130 lbs
135 lbs
140 lbs
145 lbs
150 lbs
155 lbs
160 lbs
165 lbs
170 lbs
175 lbs
180 lbs
185 lbs

Gnome
85 lbs
90 lbs
95 lbs
100 lbs
105 lbs
110 lbs
115 lbs
120 lbs
125 lbs
130 lbs
130 lbs
135 lbs
140 lbs
145 lbs
150 lbs
155 lbs
160 lbs
165 lbs
170 lbs
175 lbs

Halfling
75 lbs
75 lbs
80 lbs
80 lbs
85 lbs
85 lbs
90 lbs
90 lbs
95 lbs
100 lbs
100 lbs
105 lbs
110 lbs
115 lbs
120 lbs
125 lbs
130 lbs
135 lbs
140 lbs
145 lbs

Elf

-D20 lbs
-D10 lbs
nil
+D10 lbs
+D20 lbs

Half Elf

-D20 lbs
-D10 lbs
nil
+D10 lbs
+D20 lbs

Dwarf

-2D10 lbs
nil
+2D10 lbs

Gnome

-D10 lbs
nil
+D10 lbs

Halfling
-D10 lbs
-D6 lbs
nil
+D6 lbs
+D10 lbs

Weight (continued)
Weight Table 1 assumes a male character, for female characters, apply the following additional modifiers:
Weight Table 4: Gender Modifier (Optional)
D6
Man
1
-2D10 lbs
2
-D20 lbs
34
-D10 lbs
5
-D6 lbs
6
nil

Elf
nil
nil
nil
nil
nil

Half Elf
nil
nil
nil
nil
nil

Dwarf
nil
-2D10 lbs
-D20 lbs
-D10 lbs
-D6 lbs

Gnome
-D20 lbs
-D10 lbs
-D6 lbs
nil
+D6 lbs

Halfling
-D20 lbs
-D10 lbs
-D6 lbs
nil
+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 find
out 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, and
underweight if the final weight corresponds to a dice roll of 05 or less. Thus a Human character weighing 200lbs or more is overweight,
and 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
T +1
12
T +1, I -10
34
T +1, I -10, M -1
56

Underweight
T -1
T -1, I +10
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 the
hair 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 character
was born anywhere else, some modifiers should be allowed. Norse Dwarfs and Humans, for example, could roll 3D20, while Tileans or
Estalians might roll 3D10+70 and characters from Araby might roll D6+94.
D100
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

Man
White2
White2
Silver
Silver
Ash-blond
Corn
Corn
Corn
Yellow
Copper
Copper
Red
Light Brown
Light Brown
Medium Brown
Medium Brown
Dark Brown
Dark Brown
Sienna
Black

Elf1
White2
Silver
Silver
Ash-blond
Ash-blond
Corn
Corn
Yellow
Yellow
Copper
Light Brown
Light Brown
Medium Brown
Medium Brown
Dark Brown
Dark Brown
Sienna
Blue-Black
Black
Black

Half Elf1
White2
Silver
Silver
Ash-blond
Ash-blond
Corn
Corn
Yellow
Yellow
Copper
Light Brown
Light Brown
Medium Brown
Medium Brown
Dark Brown
Dark Brown
Sienna
Blue-Black
Black
Black

Dwarf1
White2
White2
Ash-blond
Ash-blond
Corn
Yellow
Yellow
Red
Red
Copper
Copper
Light Brown
Light Brown
Medium Brown
Medium Brown
Medium Brown
Dark Brown
Dark Brown
Blue-Black
Jet-Black

Gnome
White2
White2
Ash-blond
Ash-blond
Corn
Corn
Yellow
Yellow
Copper
Copper
Red
Light Brown
Light Brown
Medium Brown
Medium Brown
Medium Brown
Dark Brown
Dark Brown
Blue-Black
Jet-Black

Halfling
White2
Ash-blond
Ash-blond
Corn
Corn
Corn
Yellow
Yellow
Copper
Red
Light Brown
Light Brown
Light Brown
Medium Brown
Medium Brown
Medium Brown
Dark Brown
Dark Brown
Sienna
Jet-Black

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 character
was born anywhere else, some modifiers should be allowed. Norse Dwarfs and Humans, for example, could roll 2D20 or 3D20, while
Tileans 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 probably
best 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 some
quarters as a mark of chaos
D100
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

Man
Grey
Pale Grey
Grey-Blue
Grey-Blue
Blue
Blue
Blue
Green
Hazel
Hazel
Light Brown
Light Brown
Light Brown
Light Brown
Medium Brown
Medium Brown
Medium Brown
Dark Brown
Dark Brown
Purple

Elf
Pale Grey
Grey-Blue
Grey-Blue
Blue
Blue
Green
Green
Light Brown
Light Brown
Copper
Medium Brown
Medium Brown
Medium Brown
Medium Brown
Dark Brown
Dark Brown
Silver
Blue-Purple
Silver-Green
Black

Half Elf
Pale Grey
Grey-Blue
Grey-Blue
Blue
Blue
Green
Green
Light Brown
Light Brown
Copper
Medium Brown
Medium Brown
Medium Brown
Medium Brown
Dark Brown
Dark Brown
Silver
Blue-Purple
Silver-Green
Black

Dwarf
Pale Grey
Pale Grey
Blue
Blue
Hazel
Light Brown
Light Brown
Light Brown
Light Brown
Copper
Copper
Medium Brown
Medium Brown
Medium Brown
Medium Brown
Medium Brown
Dark Brown
Dark Brown
Blue-Purple
Purple

Gnome
Pale Grey
Pale Grey
Blue
Blue
Hazel
Light Brown
Light Brown
Light Brown
Light Brown
Copper
Copper
Medium Brown
Medium Brown
Medium Brown
Medium Brown
Medium Brown
Dark Brown
Dark Brown
Blue-Purple
Purple

Halfling
Pale Grey
Blue
Blue
Hazel
Hazel
Hazel
Light Brown
Light Brown
Copper
Medium Brown
Medium Brown
Medium Brown
Medium Brown
Medium Brown
Medium Brown
Medium Brown
Dark Brown
Dark Brown
Dark Brown
Dark Brown

Distinguishing Characteristics
The table below gives certain peculiarities and physical traits which can form the basis of a character description. Some of them have
suggested modifiers. GMs may use these modifiers for NPCs if desired, and may even apply them to player characters if they are sure
players will accept bad rolls as well as good. Most characters will have D6-2 Distinguishing Characteristics (treat 0 or less as 0).
D100
01 02
03 05
06 07
08 10
11 12
13 15
16 17
18 20
21 22
23 25
26 27
28 30
31 32
33 35
36 37
38 40
41 42
43 45
46 47
48 50

Characteristic
Large nose
Flat nose
Hook nose
Scar on face
One eye
One arm
Charismatic eyes
Attractive face
Huge frame
Big belly
Limp
Bald
Very long hair
Curly hair
Excessively hairy
Long beard
Very short hair
Stooping
Barrel-chested
Very tall

Effect
nil
nil
nil
-10 Fel
BS x
-10 Dex
+10 Fel
+10 Fel
+10% Weight
+10% Weight
-1 M (minimum 2)
nil
nil
nil
nil
nil
nil
nil
+1 S
+10 Ld

D100
51 52
53 55
56 57
58 60
61 62
63 65
66 67
68 70
71 72
73 75
76 77
78 80
81 82
83 85
86 87
88 90
91 92
93 95
96 97
98 00

Characteristic
Very short
Very skinny
Pale-skinned
Scarred skin
Sneer
Haughty expression
Broken teeth
Very white teeth
Lisp
Stutter
Very clear voice
Strong accent
Loud voice
Bushy eyebrows
Big ears
Moustache
Birthmark
Short legs
Rough hands
Long nails

Effect
-1 M (min 2); -10% Wt
-10% Weight
nil
-10 Fel
-5 Fel
+5 Ld; -5 Fel
-10 Fel
+10 Fel
-10 Fel
-10 to comm. tests
+5 to comm. tests
-5 to comm. tests
+5 Ld; -5 Fel
nil
nil
nil
nil
-1 M (minimum 2)
-10 Dex
nil

Handedness
Handedness is important when fighting two-handed, and possibly in other situations. Choose whether your character is right- or lefthanded, or roll on the following table.
D10
01 02
03 10

Handedness
Left
Right

Place of Birth
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 for
adventurers 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 Characters
ought to come from the Empire, unless the GM has a strong reason for deciding otherwise. If an NPC comes from a part of the Old
World which has not been sufficiently detailed, the GM can be vague about his or her origins it wouldnt be anywhere the Payer
Characters would have heard of anyway. The maps in the WFRP rulebook and The Enemy Within campaign supplements show the
locations of the places listed on the tables.

Humans
Use Origins Table 1 and, if necessary, Origins Table 2 to 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 have
been reasonably humanized anyway. To determine the origins of Dwarf characters, roll on Dwarf Origins Table 1 and, if necessary,
Dwarf 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 potential
locations are very limited. Also, Elves do not freely talk about their homelands, for fear that this information would be used by an
enemy. Therefore, most Elves talk of their home as being The Forest; if pressed and if they trust their questioner with the
information 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, the
resulting 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, the
importance of the Moot as the Halfling homeland must not be overlooked. Roll on the Halfling Origins Table to determine the origins of
a Halfling character.

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

Place of Birth (continued)

1st D100
01 25
26 50

2nd D100

01 06
07 11
12 17
18 23
24 29
30 35
36 41
42 47
48 53
54 59
60 65
66 71
72 77
78 83
84 89
90 95
96 00
51 54
01 50
51 62
63 70
71 85
86 00
55 59
01 50
51 60
61 70
71 80
81 90
91 00
60 63
01 55
56 70
71 85
86 00
64 67
01 58
59 65
66 72
73 78
79 85
86 92
93 00
68 70
01 50
51 60
61 70
71 80
81 90
91 00
71 72
01 50
51 60
61 70
71 80
81 90
91 00

Origin
Altdorf (urban)
Altdorf (rural)
Teufelfeuer
Rechtlich
Heiligen
Gluckshalt
Hartsklein
Schlafebild
Hochloff
Rottefach
Walfen
Furtild
Grossbad
Bundesmarkt
Braunwurt
Dorchen
Geldrecht
Kaldach
Autler
Grunburg
Grunburg
Aussen
Silberwurt
Kleindorf
Hornlach
Auerswald
Auerswald
Dresschler
Gladisch
Koch
Sprinthof
Steche
Delberz
Delberz
Mittelmund
Schwarzmarkt
Turmgever
Dunkelburg
Dunkelburg
Barfsheim
Gemusenbad
Harke
Ruhfurt
Schattental
Steindorf
Carroburg
Carroburg
Anseldorf
Dunkelbild
Punzen
Schattenlas
Weidemarkt
Volgen
Volgen
Brasthof
Esselfurt
Priestlicheim
Ripdorf
Zeder

Origins Table 1 : The Empire


1st D100
73 74
Reikland

2nd D100
01 60
61 70
71 80
81 90
91 00
01 60

Reikland

75
76
77
01 50
51 62
63 75
76 88
89 00
78 79
01 50
51 60
61 70
71 80
81 90
91 00

Reikland

80 81
01 50
51 57
58 64
65 71
72 88
89 95
96 00

Reikland

82
01 85
86 00

Middenland

Reikland

83
84
85
86
87
88
89
90
91
92
01 80
81
82
83
84
85 92
93
94
95 96
97 00

Middenland

Talabecland

93
94
95
96 00

Origin
Stimmigen
Reikland
Stimmigen
Merretheim
Misthausen
Naffdorf
Pfeiffer
Stimmigen
Blutroch
Reikland
Weissbruck
Reikland
Bogenhafen
Reikland
Bogenhafen
Finsterbad
Ardlich
Herzhald
Grubevon
Kemperbad
Reikland
Kemperbad
Berghof
Brandenburg
Jungbach
Ostwald
Stockhausen
Ubersreik
Reikland
Ubersreik
Buchedorf
Flussberg
Geissbach
Halheim
Messingen
Wurfel
Marienburg
The Wasteland
Marienburg
Wasteland Origins Table
Nuln
City-State
Averheim
Averland
Bechafen
Ostermark
Bergsburg
Hochland
Middenheim
City-State
Pfeildorf
Sudenland
Salzenmund
Nordland
Shoppendorf
Middenland
Streissen
Averland
Talabheim
City-State
Talabheim
Breitblatt
Grundach
Klarfeld
Sumpfrand
Talagraad
Vateresche
Waldfahrte
Other location inside crater
Other location outside crater
Wissenburg
Wissenland
Wolfenburg
Ostland
Wurtbad
Stirland
Foreigner - Roll on Origins Table 2

Place of Birth (continued)

1st D100
01 25

2nd D100
01 09
10 15
16 21
22 27
28 36
37 44
45 50
51 58
59 66
67 71
72 76
77 84
85 00
93 00

26 50
01 08
09 16
17 24
25 32
33 40
41 48
49 56
57 64
65 72
73 80
81 88
89 96
97 00

1st D100
01 18
19 36
37 52
53 70
71 73
74 78

1st D100
01 75
76 00
1st D100
01 20

21 30

Origins Table 2 : Outside The Empire


Origin
1st D100
2nd D100
Bretonnia
51 70
LAnguille
01 50
Aquitane
51 75
Artois
76 00
71 90
Bastonne
Bordeleaux
01 11
Brionne
12 22
Carcassonne
23 33
Couronne
34 44
Gisoreux
45 55
Lyonesse
56 66
Montford
67 77
Mousillon
78 88
Parravon
89 00
91 98
Quenelles
Estalia
99 00
Alquezaro
01 20
Astarios
21 45
vila
46 70
Barboza
71 85
Cantonia
86 00
Gualcazar
Novareno
Obregon
San Luis
Santoyo
Tigarre
Zaragoz
Irranan Dukedoms

2nd D100

Origin
Kalkaat
Leydenhoven
Erlach
Klessen
Fort Bergbres
Aarnau

Wasteland Origins Table


1st D100
79 81
82 85
86 90
91 94
95 00

Dwarf Origins Table 1


2nd D100
Origin
Roll on Origins Table 1
Roll on Dwarf Origins Table 2
Dwarf Origins Table 2
2nd D100
Origin
Norsca
01 35
Kraka Dorden
36 60
Kraka Drak
61 75
Kraka Ornsmotek
76 90
Kraka Ravnsvake
91 00
Numerous Human settlements
Black Mountains
01 20
Karak Hirn
21 00
Other Black Mountain settlements

1st D100
31 40

41 50

51 00

2nd D100

Origin
Kislev
Kislev
Erengrad
Praag
Tilea
Luccini
Miragliano
Monte Castello
Pavona
Remas
Tobaro
Trantio
Verezzo
Sartosa
Border Princes
Outworlder
Albion
Araby
Norsca
Southlands
Steppes

Origin
Wouduin Tollstation
Fort Solace
Halsdorph
Broekwater
Other rural location

Dwarf Origins Table 2 (continued)


2nd D100
Origin
Grey Mountains
01 35
Karak Norn
36 00
Other Grey Mountain settlements
The Vaults
01 15
Karak Izor
16 00
Other Vaults settlements
Worlds Edge Mountains
01 10
Karak Kadrin
11 15
Karaz-a-Karak
16 20
Zhufbar
21 60
Other Northern Dwarf settlements
61 65
Karak Azul
66 70
Karak Eight Peaks
71 00
Other Southern Dwarf settlements

Place of Birth (continued)

1st D100
01 10
11 25
26 35
36 75

2nd D100

Origin
Drak Wald Forest
The Great Forest
Reikwald
Laurelorn

1st D100
01 59

2nd D100

Origin

1st D100
01 80

2nd D100

Origin

The Moot

Glimdwarrow

Elf Origins Table


1st D100
76 80
81 95
96 00

2nd D100

Origin
The Mirror Moors
Athel-Loren
Bois Delouere (Bretonnia)

Halfling Origins Table


1st D100
60 00

2nd D100

Origin
Roll on Origins Table 1

Gnome Origins Table


1st D100
81 00

2nd D100

Origin
Roll on Origins Table 1

Languages
Obviously, the languages that a character is able to speak will largely be determined by where he or she comes from. To avoid making
life 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, and
another 4.98% are going to be from places speaking another dialect of the Old Worlder tongue. However, for those rare characters from
the far-flung parts of the world, their first language will be completely different from that spoken by everyone around them, and GMs will
either 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 spoken
and by what race.
Language List By Race
Race
Human

Language
Old Worlder

Elf

Arabian
Cathayan
Norse
Nipponese
Ungolian
Khazalid (Dwarven)
Old Worlder
Elthrin (Elven)

Gnome
Halfing

Old Worlder
Khazalid (Dwarven)
Old Worlder

Dwarf

Beastman
Chaos

Race

Language
Dark Tongue
Dark Tongue

Dark Elf
Goblinoid

Druchii (Dark Elven)


Goblin Tongue

Lizardman
Ogre
Skaven
Treeman

Ssissylk (Lizard Tongue)


Grumbarth (Ogrish)
Queekish (Skaven Tongue)
Malla-room-ba-lrin (Treeman)
Elthrin (Elvish)
Old Worlder (25% chance)
Ssissylk (Lizard Tongue)
Orgvar (Trollish)

Troglodyte
Troll

Dialect
Albion
Breton
Estalian
Reikspiel
Slavic
Tilean

Dwarven
Dwarven
Tar-Elthrin
Fan-Elthrin
Wood Elven
Gnomish
Halfing
Dialect
Beast
Dzhurlazid
Chaos
Ghzhakh
Harghzhakh
Hzhakh
Orrakh
Snotgob
Ssissylk

Sskyzzlk

Native To
Albion
Bretonnia
Estalia
Empire / Wasteland
Kislev
Tilea
Araby
Cathay
Norsca
Nippon
Ungol Nomads
Dwarves
Dwarves
High, Sea & Dark Elves
Wood Elves
Wood Elves
Gnomes
Halfings
Native To
Chaos Beastmen
Chaos Dwarves
Chaos Warriors
Dark Elves
Goblins
Hobgoblins
Half-Orcs
Orcs
Snotlings
Lizardmen
Ogres
Skaven
Treemen

Troglodytes
Trolls

Language List
Language
Arabian
Cathayan
Elthrin (Elven)
Khazalid (Dwarven)
Norse
Nipponese
Old Worlder

Dialect

Native To
Araby
Cathay
High, Sea & Dark Elves
Wood Elves
Dwarves
Gnomes
Norsca
Nippon
Albion
Bretonnia
Estalia
Empire / Wasteland
Kislev
Tilea
Dwarves
Halfings
Wood Elves
Ungol Nomads

Dialect

Native To
Chaos Beastmen
Chaos Warriors
Chaos Dwarves
Dark Elves
Goblins
Hobgoblins
Half-Orcs
Orcs
Snotlings
Ogres
Treemen
Trolls
Skaven
Lizardmen
Troglodytes

Tar-Elthrin
Fan-Elthrin
Dwarven
Gnomish

Albion
Breton
Estalian
Reikspiel
Slavic
Tilean
Dwarven
Halfing
Wood Elven

Ungolian
Language
Dark Tongue

Druchii (Dark Elven)


Goblin Tongue

Grumbarth (Ogrish)
Malla-room-ba-lrin (Treeman)
Orgvar (Trollish)
Queekish (Skaven Tongue)
Ssissylk (Lizard Tongue)

Beast
Chaos
Dzhurlazid
Ghzhakh
Harghzhakh
Hzhakh
Orrakh
Snotgob

Ssissylk
Sskyzzlk

Birthdate
Use the following tables to determine the characters birthdate (or to randomly generate any calendar date). First roll percentile on the
Month or Holiday table, then roll on the Intercalary Day table if needed. If the first roll results in something other than an intercalary day,
note the number of days contained in the month. Roll percentile again on the Date table. If you are rolling for a date in a month
containing 32 days and your result is 33rd you should roll on the Intercalary Day table instead.
D100
01
02 09
10 18
19 26
27 34
35 42
43 51
52 59
60 67
68 75
76 83
84 91
92 00
D100
01 03
04 06
07 09
10 12
13 16
17 19
20 21
22 14
25 27
28 30
31 33

Month or Holiday
Intercalary Day
1. Nachexen (32 days)
2. Jardrung (33 days)
3. Pflugzeit (33 days)
4. Sigmarzeit (33 days)
5. Sommerzeit (33 days)
6. Vorgeheim (33 days)
7. Nachgeheim (32 days)
8. Erntezeit (33 days)
9. Brauzeit (33 days)
10. Kaldezeit (33 days)
11. Ulriczeit (33 days)
12. Vorhexen (33 days)
Date
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th

D100
01 16
17 34
35 51
52 67
68 83
84 00

D100
34 36
37 39
40 42
43 45
46 48
49 51
52 54
55 57
58 60
61 63
64 66

Date
12th
13th
14th
15th
16th
17th
18th
19th
20th
21st
22nd

Intercalary Day
Hexenstag
Mitterfruhl
Sonnstill
Geheimnistag
Mittherbst
Monstille

D100
67 69
70 72
73 75
76 78
79 81
82 84
85 87
88 90
91 93
94 96
97 00

Date
23rd
24th
25th
26th
27th
28th
29th
30th
31st
32nd
33rd

Principal Deity
The player may roll randomly to determine the deity their character worships most devoutly. The character may worship this god simply
because 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 Dwarf
god 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 their
principal deity, they must worship in secret as their fellow adventurers certainly wouldnt tolerate it. Roll again for an acceptable god that
the character pretends to worship, or pretend to worship no gods devoutly.
D100
01 05
06 07
08 10
11 15
16 18
19 24
25 64
65 67
68 97
98 99
00

Human
Manann
Morr
Myrmidia
Ranald
Rhya
Shallya
Sigmar
Taal
Ulric
Verena
Special Table

D100
01 07
08 30
31 40
41 55
56 60
61 80
81 85
86 90
91 99
00

D100
01 50
51 90
91 00

Special
Agnostic
Atheist
Chaos Table

D100
01 30
31 55
56 80
81 00

Elf
Adamnan-na-Brionha

Asuryan
Hoeth
Isha
Karnos
Liadriel
Lileath
Mathlann
Vaul
Special Table

Chaos
Khorne
Tzeentch
Nurgle
Slaanesh

D100
01 02
02 21
22 75
76 80
81 85
86 90
91 99
00
D100
01 33
34 66
67 99
00
D100
01 85
86 98
99
00

Dwarf
Gazul
Grimnir
Grungni
Morgrim
Smednir
Thungni
Valaya
Special Table
Gnome
Gandargil
Randandil
Ringil
Special Table
Halfling
Esmeralda
Ranald
Chaos Table
Human Table

Family Background
It might be important to know a characters family background; at least, it always helps characterize a PC. The information and methods
in this section are all optional, especially where PCs are concerned. As GM, you should feel free to ignore or amend any results you
dont feel comfortable with.
Brothers and Sisters
No. of Siblings
Age Difference

Man
D6-1 1
3D4-3

Elf
D6-1
3D10

Half Elf
D6-1
3D10

Dwarf
D4-2
2D20

Gnome
D4-1
2D10

Halfling
2D4-2 2
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 being
younger or older than the character. For Dwarfs, each sibling has a 25% chance of being female and 75% chance of being male, with
an 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 Dwarfs,
20% chance for other races, that the character is a twin (or triplet, or whatever). Identical twins are very rare in Dwarfs, for other races
twins, 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
01 25
26 45
46 60
61 00

Parental Status
Both parents living
Father dead
Mother dead
Both parents dead

The older a character is, the more likely it will be that the parent died. Modify the roll as follows:
Race
Human
Elf
Dwarf
Gnome
Halfling

Modifier
Add 10% for each full 10 years over 20
Add 20% for each full 20 years over 160
Add 10% for each full 20 years over 120
Add 10% for each full 20 years over 80
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
Human
Elf
Dwarf
Gnome
Halfling

Modifier
15+D6 years older than oldest child
60+D20 years older than oldest child
60+2D10 years older than oldest child
40+2D20 years older than oldest child
30+D10 years older than oldest child

Spouses and Children


Consult the following table to see if the character has a family of his or her own:
Age
16 20
21 30
31 40
41 50
51 60
61 70
71 80
81 90
91 100
101 110
111 120
121 130
131 140
141 150
151 160
161 170
171 180
181 190
191 200
201 210
211+

Man
30% / 25%
60% / 55%
80% / 75%
65% / 80%
40% / 75%
20% / 60%
10% / 40%
05% / 20%

Elf

10% / 05%
25% / 15%
40% / 25%
60% / 35%
70% / 40%
80% / 45%
85% / 50%
90% / 55%
90% / 60%
95% / 65%
95% / 70%
95% / 75%
95% / 80%
95% / 85%
85% / 90%
55% / 95%
30% / 95%

Half Elf

10% / 05%
25% / 15%
40% / 25%
60% / 35%
70% / 40%
80% / 45%
85% / 50%
90% / 55%
90% / 60%
95% / 65%
95% / 70%
95% / 75%
95% / 80%
95% / 85%
85% / 90%
55% / 95%
30% / 95%

Dwarf

05% / 02%
10% / 05%
20% / 10%
30% / 15%
40% / 20%
50% / 25%
60% / 30%
60% / 35%
50% / 30%
40% / 25%
30% / 20%
20% / 15%
10% / 10%
05% / 05%

Gnome

10% / 05%
25% / 15%
40% / 25%
60% / 35%
70% / 40%
80% / 45%
85% / 50%
80% / 55%
75% / 60%
70% / 65%
65% / 70%
60% / 70%
30% / 65%
05% / 35%

Halfling

20% / 15%
20% / 15%
50% / 45%
65% / 60%
80% / 75%
80% / 75%
80% / 80%
80% / 80%
75% / 80%
65% / 75%
55% / 70%
30% / 50%
05% / 25%

The number before the slash is the percentage chance that the character has a surviving spouse; the number after the sash is the
percentage 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 the
guidelines 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 updates
Some careers were taken from official sources and combined into this document, others were
created 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 career
lists over the years Ive played this game: Critical Hit, The Snotling Foundation, Ye Olde Den of
Iniquity, 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 or
Fantasy Flight Games.
Games Workshop, Hogshead Publishing, Black Industries, Fantasy Flight Games, Warhammer Fantasy Roleplay, Warhammer 40,000
and 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.