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JM Solo Campaign

Me

Doing A Solo 1st edition WFRP Campaign

And

It’ll be with A New Race I made

More info

Its A New Race that's based off of The Enterrans from The Shinzo Cartoon from just, at the time of
writing this, over 19 years 5 months ago and in order to do justice to the power that more then half
of The Members of The Enterran Race seen in The Show I believe that I must make them truly
terrifying

To make it possible for A Pc as powerful as A Enterran Pc is to lose/fail A Adventurer without making


it impossible for him/her to win the same day I had this idea I decided that these would be solo rules

The idea, okay its more like a theory, is that A Enterran Pc would be powerful enough to have a good
chance of soloing adventures designed for 4 to 6 regular Pcs, but now that I think about it is their
such a thing

And

After all in The Show it was said on several occasions that they were, but were never intended to be,
the ultimate species and prior to history being changed at the end of Season 1 The Shows true villain
had tricked them into thinking Humans had enslaved them, which is why they killed every human on
Earth bar 1

So

I’ve decided to go for the following ways of creating a character from a race that for several
centuries they were widely believed to be, but at the point in time that they were created were not
intended to be, the ultimate species

When creating A Enterran Pc or Npc either The Player or The GM roll 2D2+4 for M, 2D2+8 W, take a
automatic 6 in S and 5 in T, take a automatic 2 in A, for percentage stats 2 of them are worth
2D3+54, 2 of the other 7 are worth 1D4+36 and the other 5 are all worth 1D3+42 and they all get a
automatic 2 Fate Points

The reason that makes sense is because just like in The Old Shinzo Cartoon for several centuries they
were widely believed to be, but at the point in time that they were created were not intended to be,
the ultimate species

Normally the Career type you can choose for your character is based on your stats, but with those
stat ranges Enterrans will always be able to choose any Career Type his or her player or The GM
wants and even though most characters actual career is chosen at Random, but when playing A
Enterran you choose his/her career

Sadly even though Enterrans can be Wizards, they can never be Deamonologists or Necromancers,
because they were created rather then being born or evolved they can never be Clerics of any God
or Goddess and as their not Human they can also never be Druids or Druidic Priests
For example I wanted my Enterran to either be A Very Powerful Wizard or have the potential to be A
Very Powerful Wizard, I want him to be a good Warrior, has a fairly high level of agility, be a decent
shot, have a decent bit of Cool and have a high level of FEL, so I assign The 2 2D3+54 rolls to INT and
WP, I assign The 2 1D4+36 rolls to BS and CL and the 5 stats are all worth 1D3+42

In the end this means that my Enterran Wizard starts out with M 8, WS 44, BS 39, S 6, T 5, W 12, I 45,
A 2, DEX 44, LD 44, INT 60, CL 38, WP 58 and FEL 45 and that’s before spending loads of experance.
All in all a very powerful Enterran Pc, right guys

Skills wise they nearly always start with 7 Skills, no more and no less and those 7 Skills must be
Ambidextrous, Dodge Blow, Marksmen, Read/Write, Specialist Weapon Group -Fencing, Very
Resilient and Very Strong

On the bright side because it is almost unheard for A Enterran to start adventuring after his or her
4,102nd birthday, saying that though those Enterrans that do start adventuring even 2 day after
their 4,102nd birthday are even more super-human then other/most Enterrans and these rare types
can literally put the fear of god into his/her/their foes

That’s why A Enterran that becomes A Adventurer even 1 day after his or her 4,102nd birthday is
even stronger then normal(?) Enterran

Saying that its lucky that the time taken to train for careers other then their 1st and especially
Wizarding careers counts towards reaching their 4,102nd birthday

Because of how high their stats are when they start adds even more time to train. Thankfully any
advances from the stat boosts they get from spending experance don’t increase their age

That’s why he or she adds +2D2 to all 9 of his/her percentage stats, gets +1D3x100 extra experance,
gains 1 Tame Young Adult Pegasus and gains 1D2 extra followers that are both in their 2nd career

Because he or she has had all those years in which to learn new stuff he or she gains The Speak
Additional Language Skills -Estalian and Kislev, gains The Players choice of either The Escapologist
Skill or The Fire Eating Skill and gains The Players choice of either The Herb Lore Skill or The Prepare
Poison Skill

Because all Enterran Pcs will have lived for well over 32 Centuries and most will have lived for at
least 37 centuries any and all Enterran, meaning not just Enterran Pcs, will start with a whopping
1D4x100+4,200 experance

What’s more A Enterran that is or was any type of Wizard then their Spellbooks and Spellscrolls all
hold 2D4+4 Petty Spells and everytime they gain a level, including outside of character generation,
they gain 1 Book that holds 2D2 Spells of their new level

When it comes to Spellbooks and Spellscrolls A Enterran that is or was any type of Wizard starts with
1D2 Spellbooks more then his total number of Wizarding Careers, including Wizards Apprentice, and
also starts with +1D2 Scrolls

What’s more if they acquire more then 1 Level of Wizardry then for every level they gain, Level 1
Wizard, they add +1 Spell to every prior type and/or level of Magic they have and they will have 1
Spell of 1 level higher then either their Wizardry Level or 1 of their Wizardry Levels

For example A Enterran whose A 2nd level Elementalist/1st level Wizard would start with 1D2+4
Spellbooks and 1D2 Spellscrolls that hold 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 either 1 scroll that
holds either 1 3rd level Element Spell or 1 2nd level Battle Spell

For example my Enterran was A 2nd level Elementalist/1st level Wizard and he started with 6
Spellbooks and 2 Spellscrolls that held 7+4+2 or 13 Petty Spells, 2+2+1 or 5 1st level Battle Spells,
2+2+1 or 5 1st level Element Spells, 2+1 or 3 level Element Spells and 1 2nd level Battle Spell

Enterrans knock the 2nd digit off each of their percentage stats, divide by 5, rounded up, then for
every number or part of add 1D4 months, 1D8 weeks and 1D12 days to The Enterrans age

In the case of my Enterran that adds 9D4 months, 9D8 weeks and 9D12 days or 29 months, 68 weeks
and 103 days or 4 years, 0 months, 1 week and 4 days to his or her age

Because of how high their stats are when they start adds even more time to train. Thankfully any
advances from the stat boosts they get from spending experance don’t increase their age

Enterran Wizards will nearly 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

Regardless of if they are or aren't A Wizard Enterrans are very similar to Deamons that aren’t
Deamons of Khrone in that they get 4 Petty Spells and 1 Spell each of levels 1, 2 and 3 that their
player, meaning not The GM, can choose from either Illusion, Battle or Element type Spells

All of these spells don’t cost any MP, saying that they can each only be cast once per week per spell
and if you want to then up to 3 failed casting rolls per week can be rerolled

As I have to choose them at Character Generation for my characters Petty Spells I go for Gift of
Tongues, Magic Alarm, Open and Sleep, for The Level 1 Spell I go for The Battle Spell Cause
Animosity, for The Level 2 Spell I go for The Illusionist Spell Hallucinate for The Level 3 Spell I go for
The Element Spell Become Ethereal

If A Player whose using A Enterran wants to he can use experance to gain more Spell-like Abilities
and the only limit on how many times he/she can do this is the experance his/her player is willing to
sacrifice in order to gain more Spell-like Abilities

Everytime he or she does so he must use multiples of 400 experance, doing so nets him 1D2 Petty
Spells and regular(?) Spells with levels totaling 1D2x4 per 400 experance used and this will even
allow him or her to gain Spell Like Abilities that are identical to 4th level Spells

Training time for this is 2D6+4 months for every multiple of 400 experance you spend, 1 month for
every Petty Spell, 1D3 months for every Spell learnt that isn’t A Petty Spell and a number of months
equal to 2D3+4 per level of the highest level Spell gained

As a example using 800 experance and in doing so gaining 3 Petty Spells, gains 11 levels of Spell-like
Abilities and ends up gaining 2 3rd level, 1 4th level and 1 1st level Spells would result in The
Enterran, meaning it can happen to A Enterran Npc, training for 4D6+8 months +3 months +4D3
months +8D3+16 months

Like I say quite a lot later very scary thought indeed, but as Enterrans don’t age at all whilst the other
races of The Warhammer World do, sometimes in unusual ways, the risk of dying of old age never
has and never will bother Enterrans
Enterrans can wear armor without it effecting their Spellcasting Abilities and even if they A Wizard
every fortnight they can cast 4 levels worth of Spells with no MP Cost and without needing to pass A
INT Test

Regardless of what The Ingredients are, even things like A Giants Scalp for Strength of Combat, if A
Enterran starts The Campaign in A Wizarding Career then he or she starts with enough ingredients to
cast all Petty Spells 1D3+9 times each, all 1st level Spells 2D3 times each and, if they know any, all
2nd level Spells 1D2 times each

The Player makes 1 roll per type and/or level and the number The Player rolls is the number of times
his or character can cast each spell of that type and/or level

Because all Enterran Pcs will been wandering in search of fun and amusement for many centuries
they have all had at least 539 years in which to get stuff they have loads of stuff of use and/or or
value

Saying that though Enterrans love lives luxuries and the costs of those things do build up the stuff
they have will likely be less then 8% of what most people would expect, saying that the value of their
lands, properties, cash and valuables are still worth 11,800 Gold Coins

Weapons and armor wise they get 2 melee weapons, 2 ranged weapons that both have enough
ammo for 1D3+10 use’s, 4 suits and/or bits of Armor, 1 Helmet and 1 Shield

Belongings wise they get 1 tent, 1 set of clothing, 1 bedroll, 1 lantern, 12 yards of rope, 2 pairs of
manacles, 2 2-dose bottles of lamp fuel, 15 Books, 10 other bits of equipment chosen by the player
and 7 doses of both herbs and poison chosen by the player

Because of how much they like their food they start with loads and its all good quality. This nets
them 5 weeks worth of agricultural produce, 5 large cheese’s, 5 large hams, 3 small pheasants -same
as 1 meal, 3 large loaves of bread, 1 week worth of venison, 1 crate that holds 16 meals worth of
pumpkins, 1 box that hold 4 meals worth of sandwich’s and 1 box of 16 eggs

Because of how much they like their drink they start with loads and its all good quality. This nets
them 8 1-pint water bottles, 5 3-pint bottles each of brandy, rum and sherry, 5 1-pint flasks of water,
3 2-pint bottles of goats milk, 1 crate of 6 2-pint bottles of beer and 1 keg that holds 5 liters of port

Enterran Pcs also start with 22 ounces or 44 dose’s of Drugs chosen by the player and they also get
Land and/or property worth 9,100 Gold Coins chosen by the player

Animal wise all Enterrans start with 1 very good Quality Performing Cat that’s worth 1,000 Gold
Coins that nets them a profit of 33D6+26 Gold Coins per year, 1 Heavy Mare, 1 Hawk that’s trained
in hunting, 1 Baby Pegasus that hatched only 16 days ago and 5 medium pack horses to carry all their
stuff

They also net 1,760 in cash but if The Player wants it can be a mixture of Gold Coins, Shillings and
Pennies, 940 Gold in Treasure, 1 Magic Short Sword with The Power of Warping, 1 suit of +1 full
Chainmail Armor, 3 random magic items, 2 doses of magic potion chosen by The Player and 2 Arrows
of True Flight

They also start and 1 Enterran made version of A Bag of Holding and even though it can only hold
Spell Ingredients theirs no limit to the weight it can hold. See earlier
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 do and they 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 if they were real and on Earth they could drink 100 pints of alcohol and if breathalyzed
the reading would come up Zero

On that subject 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 5 weeks of becoming A Outlaw Chief
A Enterran Outlaw Chief will attract A 13 Strong Outlaw Band made up of 6 Outlaws, 2 Poachers, 2
Thieves, 1 Physicians Student, 1 Embezzler and 1 1st level Cleric of Ranald

Also because of how legendary The Powers of Enterrans are within 8 weeks of becoming A
Mercenary Captain A Enterran Mercenary Captain will attract A 10 Strong Mercenary Group made
up of 6 Mercenaries, 1 Mercenary Sergeant, 1 Physician, 1 Scout and 1 1st level Cleric of whatever
god The Enterran worships

Also because of how legendary The Powers of Enterrans are within 12 weeks of becoming A
Racketeer A Enterran Racketeer attracts A 16 Strong group of criminals, not all of them Bodyguards,
made up of 8 Bodyguards, 2 General Thieves, 1 Footpad, 1 Protagonist, 1 Charlatan, 1 Embezzler, 1
Burglar 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
most or even any Enterran Npcs I’ve decided that I’ll let GM’s that decide to use Enterrans decide
whether they use this, is that for at least the 1st 3 to 3 and a half decades of his/her adventuring
career he/she won’t be anywhere as near as powerful as The Legends say Enterrans are

Age wise The Last Enterran to be created was created almost 6 centuries before Sigmar founded
founding of The Empire, which means that The Last Enterran to be created is close to 3,112 years
old. Very scary thought, right guys

Enterran Records say that they learnt that The Empire existed several centuries before The Empire
learnt about The Enterrans, The Empire is 100% convinced that those records are 100% false but
they are actually 100% true

That means that The minimum Age of A Enterran Pc is 3,108 years +1D8x100 years +3D6x10 years
+5D6 years and that means that before adding in modifiers for their career, see later, A Enterran Pc
has a initial age range of between 3,243 years and 4,118 years

Because most Enterrans and all Enterran Pcs are arrogant, conceited, impatient and don’t like
learning from anyone, not even fellow Enterrans, they are very slow learners, which is why for every
career other then his or her 1st you add another 2D6+1 years and for every Wizarding Career other
then Wizards Apprentice you add 3D6+3 years and they build up
Their arrogance, conceit, impatience and unwillingness to learn from anyone, even a fellow Eterran,
is why once A Enterran Pc has started his or her adventuring Career training to enter A Class that
isn’t A Wizarding Class takes a number of years equal to his career number +2D3+1 +1D6 years

For example the training time for A Enterran Pc that’s not any type of Wizard who wants to enter his
or her 5th career would be 2D3+6 +1D6 years

Like I said a lot earlier very scary thought indeed, right guys, but as they don’t age at all whilst the
other races of The Warhammer World do, sometimes in unusual ways, the risk of dying of old age
never has and never will bother Enterrans

Its even worse, and trust me it really is, for Enterran Wizards and that’s because Their arrogance,
conceit, impatience and unwillingness to learn from anyone, even another Eterran, is even greater
then other Enterrans

That is why once A Enterran Pc who is A Wizard has started his or her adventuring Career when
training to enter A Wizarding Class the training time is 4D6+2 years +2D2+1 years for every prior
Wizarding Career

For example the training time for A Enterran Pc that’s A Wizard who wants to become A 4th level
Elementalist that at 1 point was A 2nd level Wizard would be the basic 4D6+2 years +2D4+1 years for
having once been A Wizards Apprentice +10D2+5 years for being A 3rd level Elementalist/2nd level
Wizard who wants to become A 4th level Elementalist/2nd level Wizard

Because Enterrans are picky about who they recruit, don’t trust easily and try to get whoever’s best
for The Job every Follower that A Enterran starts with ages him or her another 1D2 years and if he or
she has 12 or more followers he or she ages another 2D6 years

My Enterran Wizards Age ended up being 3,108 years +400 years, +140 years +19 years for his basic
age, because he’s in his 4th career that adds 6D6+3 or 26 years and because he’s A 2nd level
Elementalist/1st level Wizard he adds 3D6+3 or 19 years +6D6+6 or 30 years +9D6+9 or 49 years and
because he has 12 followers he ages another 12D2+2D6 or 28 years

That gives my Enterran Wizard A Initial Age of 3,108 years +400 years, +140 years +19 years +28
years +19 years +30 years +49 years +28 years or 3,821 years. Boy oh boy think of all the action this
guys seen

Add in the 4 years, 0 months, 1 week and 4 days spend training Enterrans spend to get their stats
that high gives my Enterran Pc a initial age is 3,825 years, 0 months, 1 week and 4 days

I’ll also mention that every Enterran Npc in The World is guaranteed to be at least 228 years older
then A Enterran Pc and depending on his or her career path its very likely that A Enterran Npc will be
at least 317 to 346 years older then A Enterran Pc

All Enterran Pcs will at some point try to attract followers of A Race other then their own, but any
that A Enterran Pc starts with must all be of the same race, at some point prior to the campaign
starting they will have succeeded and before they succeeded The Enterran Pc will have made sure
that he or she has enough sound investments to be able to pay them

This lets Enterran Pcs start with loads of Followers but none of their followers can be in a career
higher then their 4th and the combined number of careers their followers have can’t exceed 20
As a example my Enterran Pc has 4 Servants(1 career each or 4 so far) 4 Bodyguards(1 career each or
8 so far), 1 Physician(2 careers or 10 so far), 1 Lawyer(2 careers or 10 so far), 1 3rd level Cleric of
Verna(4 careers or 16 so far) and 1 3rd level Wizard(4 careers or 20 so far and that’s it)

Enterrans only have A 3% chance of starting The Campaign as A Enterran Noble, but on the bright
side everytime your Enterran enters a new career during character generation your character has
that 3% chance of being A Enterran Noble

On the bright side Enterran Nobles not only also get the normal 1D4 retainers they also get 2
Servants, 2 Bodyguards and 1 Cook(actual career Servant) and those 6 to 9 retainers don’t count
against their limit on Followers that they can afford to hire

All in all that means that The combined number of careers of The Followers of Enterran Noble can be
as high as 20 +2 +2 +1 +1D4 or 29

In the unlikely even that A Enterran Pc starts as A Racketeer or A Mercenary Captain or A Outlaw
Chief then the followers he gains thanks to being A Enterran in those careers are in edition to those
that all Enterrans get

Generally speaking most of The Employees and Followers that Enterrans employ are followers and
employees that The Enterran believes he or she will never need but does so for 2 reasons, 1 is as a
precaution and the other is to show off their power and influence

1 example of that is that all Enterrans that aren’t in A Academic Career are arrogant enough, good
enough at fighting and love fighting enough that they normally employ Bodyguards with the intent
that even though they truly believe they’ll never need them they employ because they are smart
enough to know that it’s a good idea to have them around just in case

In case your wondering why several paragraphs earlier I said Enterran Pcs rather then simply saying
Enterrans its because Enterran Npcs are almost guaranteed to have 1 or more followers that are a
career higher then their 4th and have Followers h whose total number of careers does exceed 20

Spell wise A Cleric employed by A Enterran, even A Enterran Wizard, Wizard will know 1D3+4 Petty
Spells and 2D2 1st level Spells, if he or she is 2nd level he or she will know 1D3 2nd level Spells and if
he or she is 3rd level he or she will know 1 3rd level Spell and he or she will also know the maximum
number of Skills that he or she can get from his Clerical Career

That’s why my Enterran Pcs 3rd level Cleric of Verna knows 6 Petty Spells, 3 1st level, 3 2nd level and
1 3rd level Spells and The Skills she’s gained for being A 3rd level Cleric of Verna are History, Identify
Undead, Law and Speak additional Language -Bretonnian

Spell wise any Wizard employed by A Wizard will know 1D3+6 Petty Spells, 2D2 1st level Spells, if he
or she is 2nd level he or she will know 1D3 2nd level Spells and if he or she is 3rd level he or she will
know 1 3rd level Spell

He or she will have A Number of Spellbooks equal to the number of Wizarding Careers he or she has
or has had +1 and 1D2 Spellscrolls that hold 2D2 Petty Spells and 1D3 Spells per level more then he
or she has and had 1 Spell of The Level of Wizardry that’s 1 level higher then his or her

And

That’s why my Enterran Pcs 3rd level Wizard knows 8 Petty Spells, 4 1st level, 2 2nd level and 1 3rd
level Battle Spells and has 5 Spellbooks and 2 Spellscrolls that hold 12 Petty Spells, 6 1st level Spells,
4 2nd level, 3 3rd level and 1 4th level Battle Spells
On Spell Ingredients that A Enterrans Followers start with

If A Enterrans, meaning not just A Enterran Pcs, followers include 1 or more of A Npc Wizards
Apprentice, or A Wizard or A Cleric then The Npc starts with enough ingredients to cast all Petty
Spells 110 times each

And

If he or she is A Wizard or A Specialist then he or she starts with enough ingredients to cast all 1st
level Spells 6 times and all 2nd Spells, if he or she has any, once each

The Stats and Skills of A Enterrans Followers

The Stats

All Enterrans, meaning not just Enterran Pcs, will always make sure their followers are fairly highly
skilled

That is represented by the following

When it comes to The 2D10 rolls for percentage stats 3 of them have a automatic 11, 2 have a
automatic 10, 1 has a automatic 15, 1 has a automatic 13, 1 has a automatic 12 and 1 of 1 has a
automatic 8 and regardless of whether they’re created by The GM or A Player the person that
generated them choose’s which stat gets which roll

When it comes to S and T Halflings take a automatic 2 in both, Elves have a automatic S 3 in both,
Dwarfs take a automatic 3 in S and 5 in T and men take a automatic 3 in both

And

Wounds wise Halflings take a automatic 3+2 or 5, Elves take a automatic 3+3 or 6, Men take a
automatic 3+4 or 7 and Dwarfs take a automatic 3+5 or 8

The Skills

All Enterrans, meaning not just Enterran Pcs, will always make sure their followers are fairly highly
fairly skilled

And

That is represented by the following

When it comes to age and skills wise Halflings are automatically 59 years old, automatically get
3+1+1 or 5 Skills and regardless of class type and/or initial career or past and present careers,
automatically get The Cook, Excellent Vision, Herb Lore, Read/Write and Silent Move -Rural Skills

When it comes to age and skills wise Elves are automatically 173 years old, automatically get 3+3+1
or 7 Skills and regardless of class type and/or initial career or past and present careers automatically
get The Excellent Vision, Musicianship, Read/Write, Sing and Super Numerate Skills

When it comes to age and skills wise Humans are automatically 34 years old, automatically get
3+2+1 or 6 Skills and regardless of class type and/or initial career or past and present careers
automatically get The Bribery, Disarm, Etiquette, Read/Write, Ride and Street Fighting Skills
When it comes to age and skills wise Dwarf are automatically 118 years old, automatically get 4+1+1
6 Skills and regardless of class type and/or initial career or past and present careers automatically
get The Drive Cart, Mining, Read/Write, Smithing and Very Strong Skills

Regardless of race, gender, religion, class or Career all initial Npc Followers of all Enterrans, meaning
not just Enterran Pc, will start out having taken half, rounded up if need be, their careers skills and
stat increase’s

And

Despite that if A Npc Follower is either A Wizards Apprentice, or A Wizard or A Cleric then he or she
only knows the number of Spells that were determined by The Roll made by The Player or GM

So

Now

On I go

My character

Name

Kai Takero Ishiyami

Race

Enterran

Gender

Male

Social Class and Standing

He’s A 2nd level Elementalist/1st level Wizard

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 as A Powerful and Wealthy Enterran with A
Lot of privately owned Land and Property that my character gets another 2D3 more lots of 1D4,
which ends up 3+2 or 5D4 extra points of Social Standing

Despite being, legally but not actually, A Commoner my character manages to employ 12 people,
even if they are paid with investments that despite being legit they are suspected of being illegit my
characters can’t prove they are legit

Because that is very rare for A Commoner that’s not A Merchant The GM rules that there is A 5-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 13D4 and with those 12
1D4 rolls more coming up 4 3’s, 4 2’s, 3 4’s and 2 1’s my character characters Social Class and
Standing ends up being B34

Date and time stuff

Initial date

The 25/7/2,512

Time The Campaign lasted

Not yet started

Current date

The 25/7/2,512

Age

Initial

3,825 years, 0 months, 1 week and 4 days

Current

3,825 years, 0 months, 1 week and 4 days

Members of The Knights Panther

Initial

The GM decided that there are 2D2+104 Men At Arms, 1D3+54 Squires and 1D3+32 Knights

And

After making those rolls The Knights Panther ended up with 108 Men At Arms, 57 Squires and 34
Knights

Current

108 Men At Arms, 57 Squires and 34 Knights

Career

Type

Academic

Actual Career

Alignment

Neutral

Career Type

Academic

Career Track
Wizards Apprentice-1st level Wizard-1st level Elementalist-2nd level Elementalist

Stats

Initial and this includes +1 S from The Very Strong Skill, +1 T from The Very Resilient Skill, +10 BS
from The Marksmen Skill and The +10 INT that I took as my characters Free Advance

M 8, WS 44, BS 49, S 7, T 6, W 12, I 45, A DEX 44, LD 43, INT 70, CL 38, WP 58 and FEL 45

Current

M 8, WS 54, BS 59, S 8, T 6, W 14, I 65, A 2, DEX 54, LD 53, INT 80, CL 48, WP 68 and FEL 45

Advances took

+10 WS, +10 BS, +1 S, +2 W, +20 I, +10 DEX, +10 LD, +20 INT, +10 CL and +10 WP

Skills

Ambidextrous, Arcane Language -Battle Magick and Element Magick, Astronomy, Cast Spells -Petty,
1st Level Battle, 1st level Element and 2nd Level Element, Dodge Blow, Dousing, Herb Lore, Identify
Plant, Magic Sense, Marksmen, Metallurgy, Read/Write, Rune Lore. Scroll Lore, Secret Language -
Classical, Specialist Weapon Group -Fencing, Very Resilient and Very Strong

Fate points

Initial

Current

Belongings

Weapons

1 Short-Sword

1 Mace

1 Longbow with 13 Arrows

1 Pistol with Powder and Lead for 13 Shots

1 Axe

1 Crossbow with 10 Bolts

Armour

2 Shields

1 mail coif

1 pair of mail leggings

1 Sleeveleed Mail Shirt


1 Leather Jack

1 Helmet

1 Metal Breastplate

Equipment

12 yards of rope

2 2-dose bottles of lamp fuel

2 pairs of manacles

1 tent

1 set of clothing

1 bedroll

1 lantern

1 Net

1 Small Mug

1 blanket

1 set of writing equipment

1 pair of dice

1 box of 24 candles

1 tinderbox

1 set of Robes

1 Deck of Cards

1 set of hunting Gear

1 very large sack

1 phial of green liquid

Holds 4 doses of antitoxins

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 famous Tilean Brewers

1 on Dwarfern Poetry

1 on Halfling Music

1 on Elven Anatomy

1 on famous Imperial Brewers

Food

Initial

And

Its all good quality

5 weeks worth of agricultural produce

5 large cheese’s

5 large hams

3 small pheasants

Same as 1 meal

3 large loaves of bread

1 week worth of venison

1 crate that holds 16 meals worth of pumpkins

1 box that hold 4 meals worth of sandwich’s

1 box of 16 eggs

Drink

Initial

And

Its all good quality

8 1-pint water bottles

5 3-pint bottles of brandy

5 3-pint bottles rum

5 3-pint bottles of sherry

5 1-pint flasks of water

3 2-pint bottles of goats milk

1 crate of 6 2-pint bottles of beer

1 keg that holds 5 liters of port


Animals

Regulars

5 medium pack horses

1 Heavy Mare

1 Hawk trained for use in hunting

1’s that are very rare and/or very special

1 very good Quality Performing Cat

It is worth 1,000 Gold Coins that nets them a profit of 33D6+26 Gold Coins per year

1 Pegasus that only hatched from its egg 16 days ago

Herbs

3 doses of Valerian

1 dose of Alfunas

1 dose of Faxtroyll

1 dose of Salwort

1 dose of Sigmafoil

Poisons

2 doses of Manbane

2 dose of Blackroot

1 dose of Trollbane

1 dose of Lizardbane

1 dose of Graveroot

Drugs

20 doses/10 ounces of Kurts

12 doses/6 ounces of Black Lotus

12 doses/6 ounces of Oxleaf

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 16 Acres of Poor Quality Rural Land that has 32 Rural on it, is worth 3,600 Gold Coins and
rents for 216 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 860 Gold Coins that nets me 95
Gold Coins per year

1 Coffee Shop that is worth 600 Gold Coins that nets me 67 Gold Coins per year

1 WFRP Version of A Fish Restaurant that is worth 500 Gold Coins that nets me 56 Gold Coins per
year

Total value

Including stuff other then his lands and properties my character has stuff worth a total of 10,100
Gold Coins that nets him a total of 883 Gold Coins per year

Treasure

Cash

Gold Coins

1,702

Shillings

1,000

Pennies

1,920

Valuables

80 tiny gemstones that are worth 2 Gold Coins each

10 Glass Eyes that are worth 10 Gold Coins each

10 Silk Handkerchiefs that are worth 4 Gold Coins each

8 very small Goblets made of poor quality crystal that are worth 5 Gold Coins each

6 Wolves Pelts that are worth 5 Gold Coins each

5 good quality Fox Pelts that are worth 12 Gold Coins each

2 Badger Pelts that are worth 10 Gold Coins each

1 Small Cup made of decent quality silver set with 2 small poor quality Rubies that is worth 180 Gold
Coins

1 Bag that holds 60 Gold Coins worth of Tobacco

1 Bag that holds 60 Gold Coins worth of The Rare Herb Saffron

1 Small Sapphire that is worth 50 Gold Coins

1 half normal sized Mantle-Piece Ornament made of very good quality Silver that is worth 40 Gold
Coins

1 slightly larger then normal sized comb made of very poor quality ivory that is worth 40 Gold Coins

1 Bag that holds 20 Gold Coins worth of Cooking Spices


1 fairly large Locket made of Slightly above Average Quality Silver that is worth 20 Gold Coins

1 very small Bracelet made of Slightly Below Average Quality Gold that is worth 20 Gold Coins

Magical goodies

Weapons

Ranged

2 Arrows of True Flight

Melee

1 Mace

It has The Power of Warping

Armour and/or defensive

1 Magical Full Chainmail Armor

Wearing this gives the wearer 1 AP on every location more then normal, which means it gives 4 AP
on every location

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 my character
6D6+2 Gold Coins

1 Multiple Spell Jewel

It holds 2 uses of The 1st Level Battle Spell Cure Light Injury

1 Enterran made version of A Bag of Holding

Even though it can only hold Spell Ingredients theirs no limit to the weight it can hold

Potions

1 1-dose bottle of potion of Healing

1 1-dose bottle of potion of Invisibility

Spell stuff

Magic points

As A Wizards Apprentice

As A 1st level Wizard

13
As A 2nd level Elementalist

Total

7+13+9 or 29

Spells known

Petty

And

He has enough ingredients to cast all 8 of these Spells 11 times each

Gift of Tongues, Glowing Light, Magic Alarm, Magic Flame, Magic Lock, Open, Remove Curse and
Sleep

1st level Battle

And

He has enough ingredients to cast all 4 of these Spells 5 times each

Cure Light Injury, Fireball, Hammerhand and Immunity To Poison

1st level Element

And

He has enough ingredients to cast all 5 of these Spells 5 times each

Assault of Stones, Breathe Underwater, Cloud of Smoke, Hand of Fire and Walk on Water

2nd level Element

And

He has enough ingredients to cast it twice

Resist Fire

In his 6 Spellbooks and on his 2 Spellscrolls

Petty

Gift of Tongues, Glowing Light, Magic Alarm, Magic Flame, Magic Lock, Produce Small Creature,
Protection From Rain, Remove Curse, Reinforce Door, Open, Sleep, Zone of Silence and Zone of
Warmth

1st level Battle

Cure Light Injury, Fireball, Hammerhand, Immunity To Poison and Steal Mind

2nd level Battle

Lightning Bolt

1st level Element


Assault of Stones, Breathe Underwater, Cloud of Smoke, Hand of Fire and Walk on Water

2nd level Element

Cause Rain, Clap of Thunder, Resist Fire and Wither Vegetation

Spell-like Abilities

Even if they aren’t A Wizard Enterrans are Similar to Deamons that aren’t Deamons of Khrone in that
they get 4 Petty Spells and 1 Spell each of levels 1, 2 and 3

And

If played by A Player these are chosen by their player, if played by The GM choose’s them, the Spells
that aren’t Petty Spells can freely be chosen from either Illusion, Battle or Element Spells, that they
can cast twice per fortnight per spell and even if The Enterran is A Wizard they don’t cost MP’s

My Enterrans Spell-like Abilities

Petty

Gift of Tongues, Magic Alarm, Open and Sleep

The Level 1 Spell

The Battle Spell Cause Animosity

The Level 2 Spell

The Illusionist Spell Hallucinate

The Level 3 Spell

The Element Spell Become Ethereal

Employees

Those that I get simply for using A Enterran Pc

Regular

4 Servants

4 Bodyguards

Greater

1 Physician

1 Lawyer

Elite

1 3rd level Cleric of Verna

She knows 6 Petty Spells, 3 1st level, 3 2nd level and 1 3rd level Spells and The 4 Skills that she has
gained for being A 3rd level Cleric of Verna are History, Identify Undead, Law and Speak Additional
Language -Bretonnian

1 3rd level Wizard


He knows 8 Petty Spells, 4 1st level, 2 2nd level and 1 3rd level Battle Spells and he has 5 Spellbooks
and 2 Spellscrolls that hold 12 Petty Spells, 6 1st level Spells, 4 2nd level, 3 3rd level and 1 4th level
Battle Spells

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