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Its A New Race that's based off of The Enterrans from The Shinzo Cartoon from 19, I think, years ago
and in order to do justice to the power that more then half The Enterran Race had in The Show I
believe that I must make it so that A Enterran Pc would be powerful enough to have a good chance
of soloing adventures designed for 4 to 6 regular Pcs. After all they were supposed to be both the
ultimate species and subservient to Humans
I'm thinking along the lines of rolling 2D2+8 W, 1D2+5 in both S and T, A 2 in A, 1D10+46 in both WS
and BS, A 2D2+40 in I, A 1D10+36 in all other percentage stats, they automatically get The Skills
Escapologist, Heal, Lightning Reflexes and Marksmen, they get both 2 random skills and 1 skill
chosen by The Player and a 4th chosen by The GM and the person controlling The Enterran chooses
The Enterrans career rather then rolling for it
They always start with 1D4x100+4,200 experance and if their A Wizard their Books and Scrolls get
2D4+4 Petty Spells, 2D2 Spells per level and if they acquire more then 1 Level of Wizardry for every
level other then Level 1 Wizard they add +1 Spell to every type and they will have 1 Spell of 1 level
higher then either their Wizardry Level or 1 of their Wizardry Levels
For example The Books and Scrolls of A Enterran whose A 2nd level Elementalist/1st level Wizard
would have 2D4+7 Petty Spells, 2D2+2 1st level Battle Spells, 2D2+1 1st level Element Spells and 2D2
2nd level Element Spells and they will also have 1 Scroll that holds either 1 3rd level Element Spell or
1 2nd level Battle Spell
Enterran Wizards will always have A Lot more MP then then most/normal, Wizard’s, by which I mean
when rolling for The MP of A Enterran Wizards Apprentice you reroll all rolls of 5 or less and when
rolling for The MP of A Enterran Spellcaster you reroll all rolls of 10 or less
Even if they aren't A Wizard A Enterran gets 4 Petty Spells and gets 1 Spell each of levels 1, 2 and 3
that their player, but not The GM, can choose from either Illusion, Battle or Element Spells
Enterrans can wear armor without it effecting their Spellcasting Abilities and even if they A Wizard
every 2 weeks they can cast 4 levels worth of Spells with no MP Cost and without needing to pass A
INT Test
Belongings wise they get 2 melee and 1 ranged weapons, 1 Shield, 1 tent, 1 set of clothing, 1 bedroll,
1 lantern and 10 other bits of equipment chosen by the player, 6 doses of both herbs and poison
chosen by the player, 3 weeks worth of food, 4 3-pint bottles of rum, 1,000 Gold in cash, 500 Gold in
Treasure, 1 Magic Short Sword with The Power of Warping, 1 suit of +1 full Chain, 2 random magic
items, 2 doses of magic potion chosen by The Player, 1 Heavy Mare and enough medium pack horses
to carry it
Because they were created rather then born or evolved Enterrans don’t have the normal biological
requirements of things like eating, sleeping, resting, taking it easy and going to the toilet, but even
though they don’t have to they can, they all do and they all enjoy them
What’s more they don’t suffer from things like headaches, migraines, colds, headaches, toothache,
stomach upsets and flues and they aren’t effect by plagues, illness, poisons and disease’s, not even
1’s like Nurgles Rot and Tomb Rot
What’s more because they were created rather then born or evolved Enterrans can have all the fun
of getting drunk out of their minds but not only will they not suffer the rules, effects and penalties of
being drunk and if they were real and on Earth they could drink 100 pints of alcohol and if
breathalyzed the reading would come up Zero
Enterrans will have been officially discovered roughly 80 to 100 years ago, in truth they were
discovered roughly 170 years ago, they will have discovered The Empire at least 6 centuries prior to
the modern day ago and by now most officials in most countries in the world will know enough
about Enterrans to know that its normal for Enterrans to have the kind of strange body parts that
normally only mutants have
Because of how legendary The Powers of Enterrans are within 3 weeks of becoming A Outlaw Chief
A Enterran Outlaw Chief will attract A Outlaw Band made up of 5 Outlaws, 2 Poachers, 2 Thieves, 1
Physicians Student and 1 1st level Cleric of Ranald
Also because of how legendary The Powers of Enterrans are within 7 weeks of becoming A
Mercenary Captain A Enterran Mercenary Captain will attract A Mercenary Group made up of 5
Mercenaries, 1 Mercenary Sergeant, 1 Physician Student, 1 Scout and 1 1st level Cleric of whatever
god The Enterran worships
Also because of how legendary The Powers of Enterrans are within 10 weeks of becoming A
Racketeer A Enterran Racketeer attracts A group of criminals made up of 8 Bodyguards, 3 General
Thieves, 1 Footpad, 1 Protagonist, 1 Charlatan, 1 Embezzler and 1 1st level Cleric of Ranald
I’ll also mention that its sad but true that in the case of all Enterran Pcs, but whether it applies to
Enterran Npcs its very likely but I can’t decide for certain, that for at least the 1st 3 or 4 years of
his/her career they won’t be anywhere as near as powerful as The Legends say
Age wise The Last Enterran to be created was created more then 5 centuries before the date their
records say they discovered the empire, but the date could be falsified and it very likely is
That means that The Age of A Enterran Pc is 1,100 +2D4x100 +4D12+2 +4D6+2 years +1D8 month
+1D3 weeks +2D3 days
And
I’ll also mention that every Enterran Npc in The World is guaranteed to be at least 2 decades older
then A Enterran Pc and depending on his or her career path its very likely that A Enterran Npc will be
at least 1 to 1 and a half centuries older then A Enterran Pc
Also
I’ve been very lucky enough with the rolls I made for the characters family
This means that his 2 parents, all 4 of his grandparents and 7 of his 16 great grand parents were very
smart, but only when compared with most commoners
As a result between them his 2 parents, all 4 of his grandparents and 7 of his 16 great grand parents
enough gold to buy slightly more Land and Property then most Solo Characters do, like I said only
slightly more then most Solo Characters do but mine still starts with then most Solo Characters do
but he still gets more then most Solo Characters do
The GM has decided that because most people have a lot more Gold Coins in 1st edition WFRP then
they do in 2nd edition WFRP that he’d double what the same types of Land and Property would cost
in 2nd edition WFRP +10% but they also earn him double what they’d earn him per year in 2nd
edition WFRP +10%
For example in 2nd edition WFRP 1 area of 10 Acres of Poor Quality Rural Land that has 20 Rural
Hovels on it would cost 2,250 Gold Coins and would earn the owner 120 Gold Coins per year but in
1st edition WFRP it would cost 4,950 Gold Coins and would earn the owner 276 Gold Coins per year
The GM has changed his mind, as a result rather then the price and yearly earnings both being
double +10% more then they are in 2nd edition, as a result even if they can afford to its very hard for
most commoners to be able to buy Land and Property
Further rolls show that my character also starts with slightly more herbs, poisons, cash and valuables
then A Solo Character normally would and they already start with a decent number of doses of both
herbs and poisons, loads of cash and a fairly large amount of valuables
Yet more rolls show that at some point my characters father saved a family of Pegasus consisting of
the 2 parents and 4 unhatched, at the time, eggs. Naturally those 4 unhatched, at the time, eggs
have long since hatched
And
Those rolls also show that within 3 years, by the games time, 1 of the Pegasus that’s only alive
because of the actions of my characters father will become A adult will decide to return the favor by
aiding and protecting my character
A few other bits on info on The Solo Rules that The GM I’m using made
And
To be more accurate this is accurate this is loads of other bits on info on The Solo Rules that The GM
I’m using made
To be brief but accurate these solo rules are rules that my The GM made for Solo Campaigns
involving 1 Veteran Player with 1 Veteran Pc
Naturally that means that the character starts out very powerful, by which I mean that The Solo
Character never starts with less then 3,300 initial experance, he or she will almost never start with
less then 3,900 initial experance and he or she can potentially, but its likely that no Solo Character
ever will, start with as much as 5,200 initial experance
He also starts out with lots of stuff, including a lot, by the standards of WFRP, of land and property
and even though you don’t have to invest most of the money it makes you in land and property it is
a very good to do so and I intend to do so
He gets a lot of other stuff, which includes several animals, a lot of food and drink, a massive, by the
standards of WFRP, amount of both cash and valuables, a above average number of both weapons
and armour, quite a lot of bis of equipment and several dose’s of either Herbs or Poisons or Herbs
and Poisons
In The Solo Version of 1st edition WFRP you have the option to start with several Npc Followers, I
took advantage of that and I fully intend to pay them using money that I steal and use magic to get
away with stealing it
He’s named after my personal favorite character to appear in any Fan Made Code Lyoko Story that’s
both not by The Fan Made Code Lyoko Story called Lyokowarrior97 and that also isn’t in a story that,
in my opinion, is almost completely romantic
That’s why he’s named Kai Takero Ishiyami, I choose for him to be A Academic, due to The Nature of
Solo Campaigns I’m allowed to choose his career and before I even decided that he was definitely
going to be A Academic I already had A Career in mind for him
That’s why his Base Career is Wizards Apprentice but when he starts ideally he will at the very least
he’ll be A 1st level Elementalist/1st level Wizard and hopefully he’ll be A 2nd level Elementalist/1st
level Wizard
He’s also going to employ several Npcs, most of whose career isn’t bodyguard but more then half of
those that aren’t bodyguards are good enough at fighting to at the very least survive a fight VS most
normal(?) foes
On the subject of this Pcs full name because the name sounds, to me, like a name that’s more likely
to be given to A Elven then it is to be given to A Human I’m using he’s A Elf
On the subject of my characters alignment I know that its rare for Elves to be Neutral Alignment, but
as I’m A Veteran of both GM’ing and playing 1st edition WFRP The GM’s letting my choose his
Alignment and I’m going for Neutral Alignment
And
On the subject of this Pcs middle name I know that his Grandmother on his mothers side has the 1st
name Takero so unless Yumi/Kais Mother, has another relation whose also called Takero, which their
isn’t in the show but because The Fan Made Code Lyoko Story Kai appears in doesn’t say their isn’t
means their could be, then Kai full name isn’t partially named after his/Kais grandmother
So
Now
On I go
My character
Name
Human
Gender
Male
Normally that means that my characters Social Class and Scale would only(?) be B7D4, but that
would still be very high
The GM decided, very foolishly if you ask me but because it benefits my character I’m not
complaining, that because my character starts out with A Lot of privately owned Land and Property
that my character gets another 2D3-1 more lots of 1D4, which ends up 5D4 -1D4 or 4D4 extra points
of Social Standing
Despite being, legally but not actually, A Commoner my character manages to employ 11 people,
even if they are paid with money that their boss/my characters, gets by using magic to steal it
Because that is very rare for A Commoner that’s not A Merchant The GM rules that there is A 4-in-8
chance of him having another 1D4 Social Standing and with A 1D8 roll of A 6 my character gets
another 1D4 Social Standing
And
All in all that means that my characters Social Class is B, his Social Standing is 12D4 and with those 12
1D4 rolls more coming up 4 3’s, 4 2’s, 2 4’s and 2 1’s my character characters Social Class and
Standing ends up being B30
Initial date
The 25/7/2,512
Current date
The 25/7/2,512
Age
Initial
1D3 months +1D3 weeks +2D6 days after his 26th birthday
And
It ends up being 3 months, 2 weeks and 3 days after his 26th birthday
Current
26 years, 3 months, 2 weeks and 3 days
Initial
Current
Career
Type
Academic
Actual Career
My character
Name
James Marshall
Race
Elven
Gender
Male
Alignment
Neutral
Career Type
Academic
Career Track
Stats
Initial and this includes The +10 INT that I took as my characters Free Advance
M 5, WS 45, BS 35, S 4, T 4, W 6, I 66, A 1, DEX 43, LD 43, INT 59, CL 43, WP 44 and FEL 47
Current
M 5, WS 55, BS 45, S 5, T 4, W 8, I 86, A 1, DEX 53, LD 53, INT 79, CL 53, WP 54 and FEL 47
Advances took
+10 WS, +10 BS, +1 S, +2 W, +20 I, +10 DEX, +10 LD, +20 INT, +10 CL and +10 WP
Skills
And
Arcane Language -Magic, Blather, Cast Spells -Petty, Level 1 Battle and Levels 1 and 2 Element,
Dousing, Excellent Vision, Fleet Footed, Herb Lore, Identify Plants, Identify Undead, Magic Sense,
Metallurgy, Musicianship, Read/Write, Rune Scroll, Scroll Lore, Secret Language -Classical and Sing
Fate points
Initial
Current
Belongings
And
The reason for that is because if I’m ever captured I could use the stuff I’ve got stored to ransom
myself
Weapons
1 Short-Sword
1 Dagger
1 Bomb
1 Mace
Armour
1 mail coif
1 Helmet
Equipment
2 Nets
2 metres of rope
1 Small Mug
1 purse
1 blanket
1 tent
1 pair of dice
1 box of 24 candles
1 tinderbox
1 set of Robes
1 Deck of Cards
1 Large Bucket
1 Face Mask
1 oil lamp
1 box of tobacco
1 tobacco pipe
1 small chest
1 cheaply-made tambourine
Books
3 on Human Poetry
3 of famous healers
1 on history
1 on art
1 on Elven Music
1 on Laws of Aldolf
1 on Dwarfern Poetry
1 on Halfling Music
1 on Elven Anatomy
Food
Drink
Herbs
5 doses of Valerian
2 doses of Alfunas
2 dose’s of Faxtroyll
1 dose of Salwort
1 dose of Sigmafoil
Poisons
2 doses of Manbane
2 doses of Blackroot
2 doses of Trollbane
1 dose of Lizardbane
1 dose of Graveroot
Animals
2 Messenger Pigeons
Drugs
Land, property and other money making stuff that my characters father, who is A King, arranged for
him to get
5 Shops that are all worth 400 Gold that all net me 44 Gold Coins per year
1 area of 15 Acres of Poor Quality Rural Land that has 30 Rural on it, is worth 3,375 Gold Coins and
rents for 180 Gold Coins each per year
1 House that has a decent sized Garden that’s in in Talabheim that is worth 1,540 Gold Coins that
nets me 170 Gold Coins per year
1 Stables that buys, sells, trades and Breeds Horses that is worth 660 Gold Coins that nets me 73
Gold Coins per year
1 Coffee Shop that is worth 600 Gold Coins that nets me 67 Gold Coins per year
Total value
Its worth a total of 8,175 Gold Coins and it nets me a total of 610 Gold Coins per year
Treasure
Cash
Gold Coins
890
Shillings
630
Pennies
230
Valuables
1 Very Small Locket made of Slightly Average Quality Silver worth 20 Gold Coins
Magical goodies
Weapons
1 Arrow of Accuracy
1 Mace
It has no Powers but it can harm foes that can only be harmed by magic
1 Magic Headband
Items
1 Horn of Plenty
Standard rules
1 Pouch of Plenty
It’s a Magic Item The GM made and its power is that after every adventure it gives me 6D6+2 Gold
Coins per adventure
Potions
Spell stuff
Magic points
As A Wizards Apprentice
13
Total
29
Spells known
Petty
And
Gift of Tongues, Glowing Light, Magic Alarm, Magic Flame, Magic Lock, Open, Remove Curse and
Sleep
And
And
And
Part Water
In/on her 8 Spellbooks and 2 Spellscrolls
Petty
All of them
All of them
All of them
All of them
And
I pay all of them with money that I get by using magic to steal it
2 Bodyguards
1 Scribe who is only used when reading, writing and translating a language my character can’t
1 Physician
1 Lawyer
1 2nd level Cleric of Sigmar that knows 5 Petty Spells, 3 1st Sigmar Clerical Spells and 1 2nd level
Sigmar Clerical Spells
Experance
Mine
Initial
4,200
Current
4,200