You are on page 1of 31

JM Future King in Enemy Within

Me

Doing A 1st Edition Warhammer RPG Campaign

All playing several adventures

And

Its going to be The Restless Dead then A Several Times Harder Enemy Within

Info

On my unique character

General

Rolling for Family stuff I rolled A 100 on 1D100 then A 5 on 1D100 then A 42 on 1D100 then 2 rolls
that both came up A 81 to 90 on 2 more 1D100’s

That means that my character comes from A Newly Discovered Country that controls A Continent
that’s size is triple the combined size of The Empire, Bretonnia, Tilea, The Border Princes, The 19% of
The Badlands that’s closest to The Border Princes and The 15% of Southern Half of Kislev that’s
closest to The Empire

It also means that my character is the oldest of The 5 Children of its King, which means that he will 1
day be king. Scary thought and not very bright guys

More rolls show that his father let him go to The Old World and that he is pretending to be from a
family of wealthy commoners because he believes and convinced his father that the things he would
learn, see, discover and experance whilst pretending to be a wealthy commoner would make him a
better king then he otherwise would

More rolls show that his father also arranged for him to be trained enough to get the maximum
number of Skills for his age and race, he choose’s his skills, start with max M, S, T and W and have
values of 1D8+32 in all other stats, he can choose his starting class and he automatically passes any
roll to see if he gets A Skill or not

His starting age is 2D6+15 or 24, I choose for him to be Academic, he starts with the maximum of 5
Skills that you can get on A 1D4+1 roll and I choose The Etiquette, Lightning Reflexes, Luck, Ride and
Sing Skills, he gets The 4 Skills that all Wizards Apprentices start with and automatically passes the
roll to get The Scroll Lore Skill

In order to justify him being only being 24 yet being A 2nd level Elementalist/1st level Wizard I rolled
on another Table The GM had made and this 1 shows that on his 10th birthday my character was A
Dose of Elixer of Supremacy

This super-rare yet super-powerful potion gives the drinker the equivalent of 1D4x1,000 experance
+2D6+2x100 experance but it has the side effect that he or she won’t be able to gain even 1 more
point of experance for many years

Yet more rolls show that his father had him trained to the equivalent of 3,000 experance +1,200
experance or 4,200 experance and that while he can get loot, bounties, fees and rewards that he
can’t get any more experance until the other 5 Pcs all have 4,200 experance
Yet more rolls show that he’s also got a lot of magical goodies, many dozens of useful belongings, a
kings ransom worth of cash and treasure, 1 young Pegasus of A Breed that only lets Royalty ride it as
well as A Giant Magical Crate that holds all the stuff he has and everything he’ll likely ever get

Yet more rolls show that my characters father bought him land and property worth more then
20,000 Gold Coins that’ll net him more then 2,000 Gold Coins per year

Yet more rolls that great deeds can net him more land and property from his father but he has to
give half to Shallya Orphanages and that the other 5 Pcs each get 5% of what’s left

I then roll 1D100, I get my 3rd 100 and if I hadn’t rolled it myself or hadn’t seen another roll it then
I’d have sworn that the person making the roll was cheating. Anyway that means show that my
characters has been assigned a tiny Company of Royal Guard

This force consists of 6D10+300 Medium Infantry, 74+2D12 Light Cavalry, 33+1D20 Heavy Cavalry,
up to 2D12+2 Levels of both Clerics and Spellcasters(by Levels I mean Initiates and Wizards
Apprentices don’t account), 2D6+1 Physicians that are all accompanied by 1D2 apprentices, 2D6+1
elites that can be of any Class of my choice and 1D6 Artillerists that each operate 2D2 cannons that
all have 2D2 crew

More rolls show that although they are sworn to protect my character or die trying that as my
character wants to learn things that he believes will make him a better king then he otherwise would
have been that they’ll only intervene if they feel that my character will die if they don’t

In the end my character gets A tiny Company of Royal Guard made up of 342 Medium Infantry, 91
Light Cavalry, 50 Heavy Cavalry, 15 Levels of both Clerics and Spellcasters(by Levels I mean Initiates
and Wizards Apprentices don’t account), 8 Physicians that are all accompanied by 3 Physicians
Apprentices, 8 Elites that can be of any class of my choice and 4 Artillerists that each operate 4
cannons that all have 4 crew

Ooops I almost forgot that my force has the same 1D6x10+2D6 of both Scouts and Hunters that
forage for food and that means that the force also has 50 Scouts and 50 Hunters that forage for food

For officers of classes that The GM made there are a further 34 Lieutenants, 7 Regular Army(not
Mercenary) Captains, my homelands most Senior Army(not Mercenary Captain as The Forces 2nd in
command and my homelands most junior Colonel as The Forces commander

As well as which for my 15 Levels of Spellcasters I go for 1 4th level Wizard/1st level Illusionist, 1 4th
level Elementalist/1st level Wizard and 1 4th level Illusionist/1st Level Wizard and that for my 15
Levels of Clerics I go 1 4th level Cleric of Sigmar, 1 4th level Cleric of Verna, 1 4th level Cleric of
Shallya and 1 3rd level Cleric of Ulric

As well as which for The 8 Elites that can be of any class of my choice I go for 2 Dwarfern Judicial
Champions, 2 Halfling Targeteers, 1 Human Assassin, 1 Elven Duelist, 1 Dwarfern Mercenary Captain
and 1 Human Templar

As well as which as my character started The Campaign as A 2nd level Elementalist/1st level Wizard
but can’t gain more experance until the others also have 4,200 experance that my character gets
even more soldiers

Namely another 5D6+2 Medium Infantry, 3D6+3 Light Cavalry, 3D4 Heavy Cavalry, 2D3 Levels of
both Clerics and Spellcasters(by Levels I mean Initiates and Wizards Apprentices don’t account), 2D3
Physicians that are all accompanied by 3 Physicians Apprentices, 1D4 Elites that can be of any class
of my choice and 1D4 Artillerists that each operate 4 cannons that all have 4 crew

Yet more rolls on tables The GM made show that if The Colonel(A GM Made Career) gets the chance
she will try to recruit more followers, with those that aren’t evil and/or enemies will appeal to their
greed or honor or warriors pride

As well as which The GM let my character roll to see if I could get 1 of The Magic Items she made
that can be strong as very rare, very powerful and very useful, The 1D100 roll was A 86 and The 2
1D10 rolls were both A 6

That means that its very rare, fairly powerful and fairly useful and The Random Item ended up being
A Mark 2 Bag of Resources -this Magic Item was made by The GM and its power is that it gives the
user enough ingredients to cast 2 Spells per day

As well as which when rolling for the total number of magical goodies I start with all 4 rolls of 1D66
came up A 66 and in the end I got 3 Magic Items, 2 Magic Arrows, 2 2-dose bottles of magic potion, 1
Headband of Defense, 1 Magic Weapon and The Mark 2 Bag of Resources

And

More rolls on tables The GM made show that for the likes of Bandits, Outlaws, Criminals, Evil-Doers
and some of the more civilized monsters such as Goblins, Hobgoblins and Mutants that don’t yet
worship Chaos will offer immunity to persecution that leads

Also

A few changes

I’ve changed a few things about how my guards are listed

First of all rather then being on several long paragraphs each guard type is listed separately

As well as which rather then list The Wizards Spells known and in their Books and Scrolls separately
they are listed the next paragraph after their levels are listed and I’m also listed their Magic Points,
INT and WP

It is mostly the same goes for The Clerics, the only main difference is that theirs no Books and Scrolls
to list separately they are listed the next paragraph after their levels are listed and I’m also listed
their Magic Points, INT and WP

And

As well as which I’ve changed my mind and rather then list members that join after The Campaign
starts in a separate bit I’m listing them in the same bit as those that are protecting me right from the
start of The Campaign

On things that could be a lot harder due to that having A Future King as A Pc

In The Restless Dead Campaign during The 1st adventure theirs no way The Road Wardens that
appear at the end would even a shadow of a doubt about The Pcs version of events, after all their
lead by Future King

In The Restless Dead Campaign The Players don’t have to bust The Werecat out of Jail, The Future
King just has to use his influence to get him pardoned
In The Restless Dead Campaign theirs no way The Nuln Watch will side with A Watch Sergeant when
1 of his accusers is A Future King

In The Restless Dead Campaign during The Affair of The Black Arrow The Future King has enough
military forces to put The Outlaws Base under siege and starve them out

Between the resources The Future King and his allies can muster The Future King could live like A
Future King, but instead he’s going round The Empire and slumming it out of boredom

In Mistaken Identity as 1 Pc is A Future King he could force The Coachmen to leave the other
passengers and take them for free or even make Gregor give them 6 horses

During Mistaken Identity as 1 Pc is A Future King he could easily have The 2 Nobles thrown in the
cells or as he is A Future King he could simply kill them, rather then get the blame for it, then pardon
the entire party

Throughout The Enemy Within all The Future King has to do to get The Purple Hand to leave the
groups is show the birthmark that all his family has but which the man The Purple Hand thinks he is
doesn’t have

During Shadows Over Boghafen as 1 Pc is A Future King the towns rulers will do everything they can
to look into the parties claims, meaning Marius would not get killed be Gideon and Teugen could
have his soul claimed whilst he is in A Cell

During Death on The Reik the Pc that is A Future King could easily use his guards to kill The Cultist
Group, save the farms, wipe out the goblins and assault and destroy Castle Wittgenstein with little if
any risk to The 6 Pcs

In Carrion up The Reik if they figure out The Plan of Oldenhaller and Blutcher has worked out then
they could easily turn them from enemies to allies by offering to make both of them minor nobles

In Carrion up The Reik if A Fight breaks out The Grand Theonogists guards will get massacred by a
hail of crossbows that they literally never saw coming

In Power Behind The Throne The Pc that is A Future King can easily use his influence, followers and
guards to solve all the cities problems within 2 or 3 days rather then taking the 3 or 4 days before
the carnival stars and the 8 days of the carnival

In Power Behind The Throne as some of Waisemers Followers are in it for fold or some similar
reward The Pc that is A Future King could turn some of Waisemers Followers simply be offering them
more then what Waisemers offering them

Likewise between Power Behind The Throne and Something Rotten in Kislev theirs no way Graf Boris
is going to lock up A Future King who if the guy wanted to could get access to enough weapons to
wipe the entire province off of the map

In Something Rotten in Kislev The Pc that is A Future King will likely refuse to take part in Part 1 and
if he gets chance can send word to his Father/his homelands king telling him of the situation and get
enough troops to simply massacre every foe in Part 2 and in Part 3 convince The People of to
surrender and in return they’ll tell The Tzar that was A Inhuman Monster who was so feared that the
people of lied in the hope they wouldn’t be killed

In Empire in Flames the situation maybe bad from the start but The Pc that is A Future King could
and likely will send word to his Father/his homelands king telling him of the situation and get enough
troops to win the entire war using nothing more then numbers, which means theirs no need to quest
for

And

If we do 1 or more of The 4 Doomstones Books then they’ll be even easier due to even only counting
The Guards of The Pc that is A Future King they’ll easily slaughter the undead Orcs in Part 1, The
Ogres and Goblins in Part 2, The Living Goblinoids in Part 3 and both very large Forces of Dwarfs in
Part 4

Info on my characters Magic points

As he’s A Future King The GM ruled that my character automatically gained 8 Magic Points as A
Wizards Apprentice and that at every level he rolls 4D4 3 times and takes the highest. All in all very
good indeed, right guys

And

That resulted in my character automatically getting 8 Magic Points as A Wizards Apprentice, getting
14 Magic Points as A 1st level Wizard and getting 13 Magic Points as A 2nd level Elementalist, which
means 35. All in all very good indeed, right guys

On Medical training in The Force

The 5 Clerics and 4 Spellcasters all have a basic level of medical training and they also have The Spell
Cure Light Injuries

As well as which The 2 4th level Wizards both have The Spell Cure Severe Injuries and The 4th level
Cleric of Shallya also has A Multiple Jewel that gives her 1 free casting of both Cure Light Injuries and
Cure Several Injuries per day and she also knows The 4 curing Spells that only Clerics of Shallya can
use

There are 11 professional Doctors that are all very well trained and all 8 of them 3 apprentices that
are all fairly well trained apprentices

478 of The 736 regular Soldiers have a very basic level of medical training and the other 258 Soldiers,
as well as The 12 Specialists and 7 Artillerists all have a basic level of medical training

23 of The 36 Lieutenants in the army all have a level of medical training that’s roughly the same as
Real-Life School Nurse and the other 13 all have a fairly advanced level of medical training

And

The 7 Regular Captains, The Very Senior Captain and The Very Minor Colonel are all trained to be as
good as regular doctors but aren’t as good as 8 very highly trained doctors that were assigned to the
force

Stuff relating to The Spells known by The Clerics The Spells know by and in The Books and on The
Scrolls of The Wizards in The Very Small Company of Royal Guard that guard me

On my Forces Spellcasters

Info on The Wizards

On the 2 4th level Wizards/1st level Illusionists1 4th level Elementalist/1st level Wizard
They are both A Int 88 and WP 64 Elf and they both have 60 Magic Points

Both of their Books and Scrolls hold all Petty, all 1st Level, 5 2nd level, 3 3rd level and 3 4th level
Battle Spells and 4 1st level and 1 2nd level Illusionist Spells

And

They both know 7 Petty, 4 1st level, 3 2nd level, 2 3rd level and 1 4th level Battle Spells and 3 1st
level Illusionist Spells

On The 4th level Elementalist/1st level Wizard

She is A INT 68 and WP 66 Human and she has 62 Magic Points

Her Books and Scrolls hold all Petty, all 1st Level, 5 2nd level, 3 3rd level and 3 4th level Element
Spells and 5 1st level and 1 2nd level Battle Spells

And

She knows 6 Petty, 4 1st level, 4 2nd level, 2 3rd level and 2 4th level Battle Spells and 5 1st level
Illusionist Spells

On The 1 4th level Illusionist/1st Level Wizard

He is A INT 70 and WP 62 Human and he has 58 Magic Points

His Books and Scrolls hold all Petty, all 1st Level, 5 2nd level, 3 3rd level and 3 4th level Illusionist
Spells and 5 1st level and 1 3rd level Battle Spells

And

He knows 7 Petty, 4 1st level, 3 2nd level, 3 3rd level and 2 4th level Battle Spells and 4 1st level
Battle Spells

Info on The Clerics

On The 1 4th level Cleric of Sigmar

She has A Int of 64 and A WP 69, she has 53 Magic Points and she knows 6 Petty Spells, 5 1st level, 3
2nd level, 2 3rd level and 1 4th level Clerical Spells Spell

1 4th level Cleric of Verna

He has A Int of 64 and A WP 69, she has 53 Magic Points and she knows 6 Petty Spells, 5 1st level, 3
2nd level, 2 3rd level and 1 4th level Clerical Spells Spell

On The 1 4th level Cleric of Shallya

She has A Int of 64 and A WP 69, she has 53 Magic Points and she knows 6 Petty Spells, 5 1st level, 3
2nd level, 2 3rd level and 2 4th level Clerical Spells

On The 1 4th level Cleric of Taal

He has A Int of 64 and A WP 69, he has 53 Magic Points and he knows 6 Petty Spells, 5 1st level, 3
2nd level, 2 3rd level and 1 4th level Clerical Spells Spell

On The 1 3rd level Cleric of Ulric


He has A Int of 53 and A WP 68 and he has 33 Magic Points and he knows 6 Petty Spells, 4 1st level, 3
2nd level and 2 3rd level Spells

On The 1 1st level Cleric of Myrmidia

She has A Int of 43 and A WP 47, she has 13 Magic Points and knows 4 Petty Spells and 2 1st level
Clerical Spells

General info on this campaign

Like I nearly always do in most RPG’s that I do I choose to fully detail my character but I also choose
to give very little info on the other Pcs

Even though I’m normally The GM and not A Pc this time I’m A Player not The GM

The other 5 players are using 5 of The 6 Characters that you get in The Enemy Within Campaign

As well as which to avoid us getting too fast too strong The GM’s not automatically giving us max
experance

To stop us advancing too fast we won’t all get the full amount of listed experance that we earned

Rather we will each either 1 3rd to 1 half of the listed experance rounded to the higher 10 that we’d
normally earn, depending on how we do

For example when we do Mistaken Identity if we’ve earned 225 experance we’d normally each get
225 each but with The GM’s changes to the rules we’ll each get normally get a far lower amount of
experance

In that example we would normally each get either 75 experance rounded up to 80 experance or 113
experance rounded up to 120 experance and if we do really well could get as much as 171 experance
rounded up to 180 experance

But whenever she deems it reasonable she is letting us recruit Npc Allies and Npc followers. See
below for more info

All Npc Allies and all Npc followers are paid with money obtained via means that are questionable at
best and more often then illegal

Well those 2 statements are what the group wants to happen but as my character is A Future King
they’ll likely join my Character and not the group

Based on that theory some that we hope to recruit in Death on The Reik are The Pedlar, The Wizards
Apprentice, 1 Regular Physician, 1 Thug, 1 Servant, 1 Charlatan whose A Ex Physicians Apprentice
and The Outlaw Chief who is A Ex 1st level Cleric of Taal

Also Based on that theory and on The Subject of The Outlaw Chief whose A Ex Cleric of Taal we also
hope to keep alive at least 15 current and/or new followers, sorry my mistake 21 current and/or new
followers, that are all listed in the next paragraph

Also Based on that theory and on the subject those at least 15 followers are, hopefully, 6 regular
Outlaws, 4 Outlawed Miners, 2 Outlawed Servants, 2 outlawed Thugs, 1 Outlawed Engineer, 1
outlawed Prospector, 1 outlawed Miller, 1 Outlawed Innkeeper, 1 Outlawed Beggar, 1 Outlawed
Charlatan and 1 Outlaw whose her groups 2nd in command
But saying that going by The Tables that The GM has made that in edition to those 6 Regular and 1
Greater followers and 13, sorry 21, followers of 1 of them are the most that if we only use The
Money that our crimes are guaranteed to earn us without attracting the attention of The Clergy of
Verna we can only fund only another 9 lesser and 2 Greater Followers

But that minimum of 6 lesser and 1 Greater Followers as well as 14, sorry 21, followers of 1 of our 3
Greater Followers is only those that we can fund entirely through crime, theirs always rigged
gambling, legit trading, investment and paid work

Me and the other players came to a very good deal with The GM

That deal is that in return for her letting us do The Restless Dead Campaign, The Oldenhaller
Contract as well as 1 unknown adventure that our group is fond White Dwarf before we start the
main campaign that we will let her make most of our foes at least quite a lot harder

For example of that in The Official Shadows Over Boghafen Teugen is A 2nd level Deamonologist/1st
level Wizard and Gideon is A 2nd level Deamonologist/2nd level Wizard that can cast Become
Ethereal whenever he wants to and can cast Cure Disease once per day

But in her version The GM has raised Teugen is A 2nd level Deamonologist/2nd level Wizard/1st
level Illusionist and Gideon is A 2nd level Deamonologist/2nd level Wizard/2nd level Illusionist that
can cast Become Ethereal whenever he wants to and can cast Strength of Combat, Animate Sword
and Cure Disease once per day each

As well as which she has made all Bodyguards into Bodyguards that are Ex Protagonists, 6 of The
Inner Circle into Merchants/Ex Traders/Ex Pedlars and turned Franz Steinhager into A 1st Level
Wizard/Ex Wizards Apprentice/Ex Merchant/Ex Trader/Ex Student

As well as which she has also changed the potential loot in the final battle so that if we kill Teugen,
Franz, The Deamon Gideon, The 6 Cultists, due to Marius being killed, the elite Franz Steinhager and
the 16 Bodyguards/Ex Protagonists, 9 Footpads and 3 Hired Mercenaries that protect them that we
will each get a small fortune worth of loot

The Small Fortune worth of loot amounts to 308 Silver Shillings, 114 Gold Coins, 5 Jewelled Rings
worth 20 Gold Coins each, 1 good quality Fur Coat worth 3D6+2x3 or 17x3 or 51 Gold Coins and 1
vial of that holds 25 Gold Coins worth of Gold Dust each as well as 1D3 doses of magic potion, 1D2
magic items and 1 of us gets A Magic Axe with The Power of +1 damage to share between us

All in all when you take everything into account when you consider who and what we are facing it is
likely a good thing that with my characters father being A King that my character can have all of
them locked up till after Teugens soul gets claimed then get the loot via looting

As well as which Malmir tried A FEL Test to try to get The Local Ruler to give us a reward in the form
of land. Malmirs combo of his FEL of 46 and making full use of his Etiquette Skill gives him A 56%
chance to pass, his player rolled A 5 or a pass by 51%, which means 5 degrees of success

As a result of that The GM ruled that we were all reward with 1 area of 5 Acres of Poor Quality Land
that have 10 Rural Hovels on it, is worth 1,125 Gold Coins and earns The Owners/The 6 characters 60
Gold Coins per character per year

Spell stuff including The Books and Scrolls that hold Deamonic Spells Wanda/my character steals a
total of 10 Spellbooks, 13 Spellscrolls and 4 Grimories that between them hold all Petty Spells, all 1st
level, 4 2nd level and 1 3rd level Battle Spells, all 1st level, 3 2nd level and 1 3rd level Illusionist Spells
and all 1st level, all 1 2nd level and 1 3rd level Deamonic Spells

That may seem a lot and indeed it is but we are facing 33 regular foes(?) that are still very powerful
in physical combat and 3 others that are all very powerful uses of 3 types of Magic. Very Scary
thought, right guys

The 33 regular(?) foes that are still very powerful in physical combat are 33 guards in the form of 16
Bodyguards/Ex Protagonists, 9 Lesser Footpads and 3 Lesser Mercenaries that guard them and 5 of
The 7 members of The Inner Circle that all have the career track of Merchants/Ex Traders/Ex Pedlars

As well as The GM ruled that as they only had 5 Ritually sacrificed Human Hearts that in The Final
Battle Teugen and Gideon could only summon 2D6+2 or 12 Lesser Deamons and 1 Guardian Deamon
but they still had to try to control them, scary thought, right guys

But by pure luck Gideon needed A 91 or less to control The Guardian Deamon yet rolled A 95 and
Teugen needed 59’s or higher to control his 12 Lesser Deamons but all 12 1D100 rolls came up as A
67 to 81, so he failed and as a result The 12 Lesser Deamons and 1 Guardian Deamon they’d
summoned attacked both us and Teugen

Even better was that for killing Lesser Deamons and 1 Guardian Deamon we were each further
rewarded with 200 Silver Shillings and 50 Gold Coins. All in all a reward worth of A Kings Ransom,
right guys

The 3 that are all very powerful uses of 3 types of Magic are Teugen is A 2nd level
Deamonologist/2nd level Wizard/1st level Illusionist, Gideon is A 2nd level Deamonologist/2nd level
Wizard/2nd level Illusionist that can all 3 of Strength of Combat, Animate Sword and Cure Disease
once and Franz Steinhager who is A 1st Level Wizard/Ex Wizards Apprentice/Ex Merchant/Ex
Trader/Ex Student

Less then 14 minutes after that fight The GM’s revealed that her intention wasn’t that we’d win the
fight but rather that our actions would delay the completion of The Ritual long enough for it to fail
and us win by Tzeentch claiming Teugen

Saying that though me and the rest of the group did win by defeating the entire group of Tzeentch
Cultists, but I’ll fully admit that it was only because of a very large number of very lucky dice rolls
that we were able to win by defeating the entire group of Tzeentch Cultists

As well as which due to the loot, power, experance, admiration, influence and respect that that
adventure netted all 6 Pcs The GM has decided that she’ll have to make all foes in all future
adventures even stronger. Scary, right guys

Ooops I’ve changed my mind, as a result of which I’m only listing a adventures name and am giving
no info on stuff gained, experance or anything else of relevance

Ooops I’ve changed my mind, as a result of which rather then only listing all of The adventures
name’s I’m listing all of The adventures name’s, as well as full info on stuff gained, experance
anything else of relevance

As well as which we will get at least 2 Magical Weapons during The Restless Dead Campaign we’ll be
ready for most foes or at least we hope we’ll be ready for most foes

Unlike most Warhammer RPG documents I’m listing both all foes beaten and all loot got during all
adventures
I’m also listing The Knights Panther both as they are at the start of The Campaign(The 18/7/2,512)
and at the current bit in The Campaign

On The Subject of The Knights Panther at the start of The Campaign(The 18/7/2,512) The GM has
ruled there are 2D3+106 or 104 Men At Arms, 1D3+51 or 54 Squires and 1D3+31 or 34 Knights

Even if you only count The 6 Pcs and my and it takes the absolute minimum of 17 months to get to it
then by The end of Power Behind The Throne it will be 18/2/2,514 and The Knights Panther will be
made up of no less then 107 Men At Arms, 55 Squires and 37 Knights

Also on The Subject of The Knights Panther The GM has ruled that at the start of every year they gain
2D2 Men At Arms, 1D3 Squires and 1D3 Knights

As well as which depending on how high or low they are The GM lets us boost all their stats

Other then my character who as A Future King was trained from a very young age to excel in almost
everything he does

Those boosts are raising the percentage stats of all 6 of them by either +1D6 or +1D4 or +1D2,
including my character automatically, and my character having 8 Magic Points, and raising all their S,
T and W stats but not their A or M stats by +1 each

Ooops sorry those stat boosts don’t include my character and as he’s A Future King The GM ruled
that my character automatically starts with 8 Magic Points

Naturally though The GM won’t increase S, T or W if they’re maxed out or increase S if A Character
has Very Strong or T if A Character has Very Resilient and The GM also made 1 exception to not
increasing M and raised Werners M from 3 to 4

Just for A Laugh The GM decided that she’s roll 2D10 and that we can, and not to mention definitely
will, add up to 1 5th rounded up of that to all 9 stats that all of our characters have and its gets even
funnier when she rolled A 10+9 or 19 and we get to add up to +4 to all of The Percentage stats that
all of our characters have

On the not so good side that means that any stats that are already 36 or higher won’t get the full
benefit of those bonuses. For example Wanda has A initial INT of 36, the first boost will raise it by +2
to 38 and as humans have a maximum INT of 40 the second boost will raise it by +2 to 40. Shame,
right guys

Ooops sorry wrong Campaign. By which I mean that The Female GM is not doing that, which means
that none of The Characters get +4 to every stat. Sorry about that, my mistake, right guys

The GM has also kindly decided that as The 6 Characters that you get in The Enemy Within Campaign
don’t seem to have gotten The random Skill or Skills that all characters start with that we can
generate some

On The subject of The random Skills that all characters start with they get a number equal to 1D4
that depending on The Characters Age and Race can be modified by as much as +3 or -3. Which can
mean as many as 7 and as low as 0

Ooops I’ve made a mistake. Sorry. I’d forgot that The GM then changed it so that we could each
either get 4 random Skills or we could each take 2 Skills of our choice, within reason of course. Sorry
about that, but also all in all great, right guys
Ooops sorry I’ve made another, mistake. Sorry. I’d forgot that The GM has since changed it so that
all Players each got only 1 Random Skill and that is cos they all already have a good mixture of useful
Skills. Sorry about that, but also all in all great, right guys

Naturally almost all of that info doesn’t apply to The Future King that is my character, after all he was
trained from a very young age to excel in almost everything he does

As well as which The GM changed the rules for initial so that if A Player rolls A Skill his or her
character already has then he/she rolls again and if need be keeps doing so until he or she rolls A
Skill his or her character doesn’t have

The GM has agreed that if we make it to and win Empire In Flames that we will all be given whatever
powerful positions The GM thinks make sense

As well as which The GM has also decided that all 6 Pcs start with 1D3 weeks worth of preserved
foodstuffs and 1D3 1D2-pint bottles of water, that all 6 of us roll separately and that despite that all
6 Pcs start with 2 weeks worth of preserved foodstuffs and 2 3-pint bottles of water

The player of Malmir Giluviel says that he’d like his character to be The Head of Gravin Katarina’s
Hunt and that The Player of Kirsten Krank says that he’d like his character to be The Middenheim
Watch and The Player of Werner Murrmann mentions that he’d like to be The Knight Eternal

As well as which I’ll mention that I normally play Wanda Weltschermz and that I let her be The Head
of The Wizards Guild of Middenheim, but this time I’ve generated a character that will 1 day be a
king, so theirs no point, right guys

And

As well as which my group is using The Rules from A Very Old White Dwarf for Social Class and A
Characters Standing within it and The GM has ruled that as my character is A Future King that his
Class and Standing is A3D6+70 or A84

More detailed info on my characters Actual Social Class and Standing

Initial

It varies and it varies as follows

As he/my character started The Campaign started trained to the abilities of A 2nd Level
Elementalist/1st level Wizard but were possible will pretend to be A mere(?) Wizards Apprentice and
will only show his abilities if he has to, which means only if the he and/or the others are likely to die
if he doesn’t and his Social Class and Standing are as follows

So

With most people my characters Social Class and Standing is A84 +2D4 Standing for his Class and
Level, which means his Social Class and Standing are A90

When dealing with commoners, but only outside of his Homeland and not within it, due to the fact
that he is regarded as the greatest living oppressor of The Commoners and 1 of the greatest their
ever was his Social Class and Standing drops by a massive amount

All in all it drops by 1D2 or 2 full Classes and -2D3x10+2D6 Standing, which means it drops to Social
Class and Standing C25 +2D4 Standing for his Class and Level, which means his Social Class and
Standing are C32
And

When dealing with those that buy, sell, trade in and deal in goods as a whole and Merchants in
particular commoners his Social Class and Standing go up to A90 +2D4 Standing for his Class and
Level or A98

Another also

Rolls on Tables The GM Made for determining if my character has any stuff unique to her that The
GM calls quirks, oddities, reputations, followers, underlings, starting Magic Stuff, ex slaves that want
to kill her and current slaves that will die for her

The GM decided that these would only apply to my character, who is Wanda Weltschermz

2 100’s then A 66 mean that my character has lots of things that are both Good and bad

I then roll 2 rolls of 1D10’s that both come up as 8’s followed by 2 rolls of 3D6 that both come up as
13’s

That means that my character has 13 disadvantages and 13 advantages

And

Here are The 13 disadvantages and 13 advantages that my character has

Category 1

And

It’s the Disadvantages

3 fairly powerful enemies

All 3 of them are fairly powerful and very high ranking Chaos Cultists. All 3 have Int 46, WP 54, all 3
have 22 Magic Points, all 3 of them know 5 Petty, 3 1st level and 1 2nd level Spells, all 3 are Ex
Pheasants and they consist of 1 2nd level Cleric of Tzeentch, 1 2nd level Cleric of Nurgle and 1 2nd
level Cleric of Slaanesh

2 Severe Allergies

At the sight, sound or smell of raw or cooked meats made from either Pigs or sentient beings my
character will be violently sick and unable to do anything but defend at -30 WS and -2 S for 2D6+6
rounds

2 Insanity

My characters suffers hatred towards and must automatically attack any and all wizards and
Criminals who she either knows are or suspects are of either evil and chaotic alignment

2 Blood-Oaths

They are with 2 Families that both consist of A Former girlfriend, 1D3 or 3 of her brothers and her
1D3 or 1 sister and the oath is to never reveal that their real father was burnt at the stake as a chaos
worshipper.

1 Hunted
I am being hunted by a group of 6 assorted Wizards Apprentices who were dabbling in the dark arts,
the demonologist who had corrupted them and a corrupt, but not chaotic, bounty hunter who they
have paid to kill me

1 of Obsessions

I have a major obsession towards religions whose worship is not heretical, but whose worship is at
best frowned upon

1 of a large group of Ex Slaves that want my characters entirely family dead

My homeland only abolished slavery 14 years ago and unfortunately prior to it being abolished 3
Slaves on my mothers side that were abused and nearly killed by my Family Escaped

And

They now want to kill me, have a minimum of average +2D3(36) in all percentage stats, M 5, S 4, T 4
and W 7, all 3 are now fairly major criminals and they are 1 Charlatan, 1 Racketeer and 1 Fence

1 of being regarded as A Oppressor of, for, too and towards a certain group, but thankfully that only
outside of his Homeland and not within it

This means that my character is regarded as A Oppressor of, for, too and towards The Commoners of
The World as A Whole and of my homeland in particular, but thankfully that only outside of his
Homeland and not within it

But to be 100% honest my character is regarded as the greatest living oppressor of The Commoners
and 1 of the greatest their ever was, which is nowhere near accurate and is actually a outright lie

This means that when using The Rules from White Dwarf for Social Class and Standing when dealing
with Commoners my Social Class and Standing drops by -1D2 Social Classes and by -2D3x10+2D6
more within that Social Class

And

At The Campaigns start when dealing with commoners, but only outside of his Homeland and not
within it, it drops from A84 to C24 +2D4 or to C31

Category 2

And

This 1 is The Advantages

3 Fairly Powerful Allies

My family has some very powerful allies in The Empire that don’t have a clue who my character is
and these 3 very Powerful Allies are 1 Very Respected Captain of The City Watch each in Aldolf,
Kemperbad and Middenheim

And

All 3 of them are all willing to take me in for fairly long periods, give me free good quality
Accommodation, clothes, food and clothes, grant moderate favors, give advanced legal advise and
help find fairly senior jobs

3 Close Family and/or friends


I have 3 close family members who are very close cousins of mine, were possible they will give
whatever aide they can and they are 1 26 year old Artisans Apprentice, 1 26 year old Alchemists
Apprentice and the other is A 29 year old Physician and both of them live in The Town Of Boghafen

1 Magical Goodie

I start with 1 Horn of Plenty which means the entire group will get all food and drink for free

1 Very Powerful Friend

I have A Very Powerful Friend and she is both A Fairly Senior 3rd level Cleric of Verna and A Very
Senior Judge

1 Supporting Family

As my mothers side of the family is 3rd son of a moderately powerful and highly respected upper-
middle class merchant they have chosen to support me and that provides my character with
3D6+1x15 or 210GC per year.

1 Faithful Companions

Their are 4 of them and they consist of 1 loyal best quality riding horse trained for hunting, 1 Falcon
trained for hunting and 1 pack of 1 male and 1 female hunting hounds that, like I said, are all trained
for hunting

1 of fanatically loyal Ex Slaves

1 of a large group of Ex Slaves that are willing to die for me

My homeland only abolished slavery 14 years ago and prior to it being abolished I rescued these 3
from even worse conditions then normally

They are a decent sized number of Ex Slaves that will die for me, will do anything other then die for
the other 5 Pcs and the rest of my family, they fight out of loyalty and as long as they get decent
quality food, drink, treatment, clothing and accommodation and the occasional treat reward and/or
bonus all 3 are contend

Prior to slavery being abolished they all said that due to being guaranteed to get decent quality food,
drink, treatment, clothing and accommodation and the occasional treat reward and/or bonus that
since none Slaves aren’t guaranteed any of those that they’d rather be Slaves

Naturally though all 3 of them were freed 14 years ago when slavery was abolished, they were freed
within 3 minutes of slavery being abolished, they will die for me, will do anything other then die for
the other 5 Pcs and the rest of my family

They are 2D2 or 3 Ex Slaves that are the same age as me, were rescued from Brutal Sex Slavery that
would have been followed sooner rather then later by death, are loyal to and willing to die for me,
have average +1D10+2D2 or 45 in all percentage stats, M 4, S 3, T 4, W 6 and A 1 and are 1
Physicians Student, 1 Singer and 1 Hunter

And

Those 1 Physicians Student, 1 Singer and 1 Hunter that all have 45 in all percentage stats, M 4, S 3, T
4, W 6 and A 1 can all gain experance and they can also all gain experance and advance in their
careers
1 Investment

In edition to what my father has given me my uncle by marriage who is on my mothers side and is
therefore a common born merchant has decided to get my character A Investment that will net me
at least a decent bit of cash per year

And

That investment is worth 3D2x1,000 or 5,000 Gold Coins, it earns my character a profit per year
equal to 3D3% of its market value, which means a yearly profit of between 150 Gold Coins and 450
Gold Coins

1 of being regarded as A Major ally of, for, too and towards of a certain group

Being called A Major ally of, for, too and towards those that buy, sell, trade in and deal in goods as a
whole and Merchants in particular and that also applies to those of The World as A Whole and of my
homeland in particular

This means that when using The Rules from White Dwarf for Social Class and Standing when dealing
with Merchants my Social Class and Standing goes up by +0 Social Class and by +3D2+1 Social
Standing within that Social Class

And

At The Campaigns start when dealing with those that buy, sell, trade in and deal in goods as a whole
and Merchants in particular commoners it goes up from A84 to A90

So

Now

On I go

My character

Name

James Marshall

Race

Human

Gender

Male

Social status

He’s The Crown Prince of The Worlds Biggest Country

That means he’s The Future King of The Worlds Biggest Country

He has chosen to pretend to be from a family of wealthy commoners because he believes and
convinced his father that the things he would learn, see, discover and experance whilst pretending
to be a wealthy commoner would make him a better king then he otherwise would
As well as which his father/his homelands king, has made sure that he’s got all the stuff he’s likely to
ever need and a bit more

As well as which his father/his homelands king has assigned A Small Regiment of Royal Guardsmen
that will save him if need be but will only intervene if they feel that doing so will result in his/my
characters death

As well as which his father/his homelands king has ensured that he has enough land, property and
other means of making enough that he’ll never have to worry about money

As well as which his father/his homelands king has agreed that when or if need be he will ensure
that his son/my character, and his sons 5 best friends/The other 5 Pcs, that regardless of the career
that they want as their next always get the stuff they need for their next career

And

The GM has decided that means that he has received enough training to be 1 of the greatest 25 year
old humans in world history

Actual Social Class and Standing

Initial

It varies and it varies as follows

As he/my character started The Campaign started trained to the abilities of A 2nd Level
Elementalist/1st level Wizard but were possible will pretend to be A mere(?) Wizards Apprentice and
will only show his abilities if he has to his Social Class and Standing are as follows

So

With most people my characters Social Class and Standing is A82 +2D4 Standing for his Class and
Level, which means his Social Class and Standing are A88

When dealing with commoners, but only outside of his Homeland and not within it, his Social Class
and Standing drops to C22 +2D4 Standing for his Class and Level, which means his Social Class and
Standing are C29

And

When dealing with those that buy, sell, trade in and deal in goods as a whole and Merchants in
particular commoners his Social Class and Standing go up to A90 +2D4 Standing for his Class and
Level or A98

Current

It varies and it varies as follows

As he/my character started The Campaign started trained to the abilities of A 2nd Level
Elementalist/1st level Wizard but were possible will pretend to be A mere(?) Wizards Apprentice and
will only show his abilities if he has to his Social Class and Standing are as follows

So

With most people my characters Social Class and Standing is A82 +2D4 Standing for his Class and
Level, which means his Social Class and Standing are A88
When dealing with commoners, but only outside of his Homeland and not within it, his Social Class
and Standing drops to C22 +2D4 Standing for his Class and Level, which means his Social Class and
Standing are C29

And

When dealing with those that buy, sell, trade in and deal in goods as a whole and Merchants in
particular commoners his Social Class and Standing go up to A90 +2D4 Standing for his Class and
Level or A98

Date and time stuff

Initial date

The 18/7/2,512

Time The Campaign lasted

5 days

Current date

The 23/7/2,512

Age

Initial

The day after his 25th birthday

Current

25 years, 0 months, 0 weeks and 6 days

Members of The Knights Panther

Initial

107 Men At Arms, 54 Squires and 34 Knights

Current

107 Men At Arms, 54 Squires and 34 Knights

Career

Type

Academic

Actual Career

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

Stats

Initial

M 5, WS 38, BS 37, S 4, T 4, W 7, I 48, A 1, DEX 35, LD 35, INT 40, CL 36, WP 36 and FEL 38
Current

M 5, WS 48, BS 47, S 5, T 4, W 9, I 58, A 1, DEX 45, LD 45, INT 60, CL 36, WP 56 and FEL 38

Free advance

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

Advances taken

+10 INT

Advances left

Fate points

Initial

Current

Skills

Initial

Arcane Language -Magick, Astronomy, Cast Spells -Petty, Cryptography, Etiquette, Heraldry, Lighting
Reflexes, Luck, Read/Write, Ride, Scroll Lore, Secret Language -Classical and Sing

Current

Arcane Language –Battle and Element Magicks, Astronomy, Cast Spells -Petty, Battle Level 1 and
Element Levels 1 and 2, Cryptography, Dousing, Etiquette, Herb Lore, Heraldry, Identify Plants,
Identify Undead, Lighting Reflexes, Luck, Magic Sense, Meditation, Metallurgy, Read/Write, Ride,
Rune Lore, Scroll Lore, Secret Language -Classical and Sing

Fate points

Belongings

And

Most of these are placed in The Crate of Unlimited Contents and are withdrawn when or if they are
needed

Weapons

1 best quality Sword

1 best quality Dagger

1 best quality Knive

1 best quality Mace

1 best quality Crossbow with 8 Bolts

1 best quality Longbow with 11 Arrows


1 Best Quality Club

Armour

1 best quality mail coif

1 best quality pair of mail legging

1 best quality Sleeveless Mail Shirt

1 best quality Helmet

1 best quality Shield

Equipment

1 suit of best quality light weight clothing

1 pair of best quality shoes

1 best quality backpack

1 best quality purse

1 best quality blanket

1 best quality tent

1 set of best quality writing equipment

1 pair of best quality dice

1 box of 24 best quality candles

1 best quality silver cutlery set

1 best quality tinderbox

Food

10 weeks worth of best quality foods

5 5-pint bottles best quality Brandy

3 boxes of 2-dozen best quality eggs

3 3-pound best quality legs of lamb

3 3-pound best quality blocks of cheese

2 3-pound best quality slabs of beef

Herbs

2 doses of Valerian

2 doses of Alfunas

1 dose of Faxtroyll

1 dose of Salwort
1 dose of Sigmafoil

Poisons

2 doses of Blackroot

2 doses of Trollbane

1 dose of Lizardbane

1 dose of Deamonbane

1 dose of Graveroot

1 of Manbane

Animals

4 Messenger Pigeons

4 Heavy Pack Mules

1 very heavy Riding Horse

1 Young Pegasus

Land, property and other money making stuff

8 Shops each worth 500 Gold that each net me 50 Gold Coins per year

2 Hunting Estate’s that are both worth 2,600 Gold Coins both nets me 335 Gold Coins per year from
paying Hunters

2 large Houses both with large Garden worth 2,100 Gold Coins that both nets me 231 Gold Coins per
year

2 Small Houses with very large Gardens in Talabheim that are both worth 1,150 Gold Coins that both
net me 115 Gold Coins per year

1 Investment by my character Uncle-in-law on my mothers side that is worth 5,000 Gold Coins that
nets me 3D3x50 Gold Coins per year

1 area of 2 Acres of Best Quality Rural Land that has 10 Rural Houses on it, is worth 4,500 Gold Coins
and rents for 310 Gold Coins each per year

And

Support from The Wealthy Commoners that’s my characters Mothers Family that nets me 450 Gold
Coins per year

Total value

The stuff that has a value is worth 25,200 Gold Coins and all in all my stuff nets me between 2,577
Gold Coins per year and 2,977 Gold Coins per year

But I’ve got to give at least half, rounded to the higher Gold Coin, to The Clerics of Shallya

And
The 5 other Pcs each get at least 6%, again rounded to the higher Gold Coin, of the remainder but
I’m going to very kindly giving them 10% of the remainder, again rounded to the higher Gold Coin

Treasure

Cash

1,259 Gold Coins

Valuables

50 tiny gemstones that are worth 2 Gold Coins each

3 Vials that each hold 35 Gold Coins worth of powdered Emerald

3 Large Silver Rings that are each worth 15 Gold Coins

1 decent quality Large Silver Cup set with 2 good quality Small Opals worth 220 Gold Coins

1 Bag that holds 60 Gold Coins worth of high quality spices

1 Bag that holds 60 Gold Coins worth of Tobacco

1 small good quality gold Cup worth 60 Gold Coins

1 bag that holds 6 Very Small Opals that are each worth 7 Gold Coins

Magical goodies

Weapons

2 Arrows of Accuracy

1 Mace

It has 2 Powers and they are The Powers of Warping and Freezing

Armour and/or defensive

1 Magic Headband

Wearing this gives the wearer +2 AP on head, it also gives him/her +1 AP everywhere else and it
doesn’t effect Spellcasting

Items

1 Horn of Plenty

1 Magical Crate of limitless contents

No matter what or how much you put in it this crate will hold it all and will never get heavier

1 Pouch of Plenty

No matter what expenses The Group has to pay this will produce enough Gold Coins to cover them
and it also give’s all 6 Pcs 6D6+2 Gold Coins per adventure

1 Mark 2 Bag of Resources


This Magic Item was made by The GM and its power is that it gives the user enough ingredients to
cast 2 Spells per day

Potions

1 2-dose potion of Healing

1 2-dose potion of Strength

Spell stuff

Magic points

As he’s A Future King The GM ruled that my character automatically gained 8 Magic Points as A
Wizards Apprentice and that at every level he rolls 4D4 3 times and takes the highest. All in all very
good indeed, right guys

And

That resulted in my character automatically getting 8 Magic Points as A Wizards Apprentice, getting
14 Magic Points as A 1st level Wizard and getting 13 Magic Points as A 2nd level Elementalist, which
means 35. All in all very good indeed, right guys

Spells known

Petty and with enough ingredients to cast all 8 11 times each

Gift of Tongues, Glowing Light, Magic Alarm, Magic Flame, Magic Lock, Open, Protection from Rain
and Sleep

1st level Battle and with enough ingredients to cast all 3 5 times each

Cure Light Injury, Fireball and Wind Blast

1st level Element and with enough ingredients to cast all 3 7 times each

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

2nd level Element

None

Spells in her 4 Spellbooks and on her 7 Spellscrolls

Petty

All of them

1st level Battle

Cure Light Injury, Fire-Ball, Flight, Immunity From Poisons and Wind Blast

1st level Element

Assault of Stones, Breathe Underwater, Hand of Fire, Magic Light and Walk on Water

2nd level Element

Cause Rain, Clap of Thunder and Part Water


Stuff The GM made

1st

The small Regiment of Royal Guard assigned to me by my father

Members

Initial

Regulars and this includes Sergeants

366 Medium Infantry

108 Light Cavalry

60 Heavy Cavalry

50 Scouts

50 Hunters that gather food

7 Artillerists that each operate 4 cannons that all have 4 crew

Healers and/or doctors

11 Physicians that are all accompanied by 3 Physicians Apprentices

Wizards

2 4th level Wizards/1st level Illusionists1 4th level Elementalist/1st level Wizard

They are both A Int 88 and WP 64 Elf

They both have 60 Magic Points

Both of their Books and Scrolls hold all Petty, all 1st Level, 5 2nd level, 3 3rd level and 3 4th level
Battle Spells and 4 1st level and 1 2nd level Illusionist Spells

And

They both know 7 Petty, 4 1st level, 3 2nd level, 2 3rd level and 1 4th level Battle Spells and 3 1st
level Illusionist Spells

1 4th level Elementalist/1st level Wizard

She is A INT 68 and WP 66 Human

She has 62 Magic Points

Her Books and Scrolls hold all Petty, all 1st Level, 5 2nd level, 3 3rd level and 3 4th level Element
Spells and 5 1st level and 1 2nd level Battle Spells

And

She knows 6 Petty, 4 1st level, 4 2nd level, 2 3rd level and 2 4th level Battle Spells and 5 1st level
Illusionist Spells

1 4th level Illusionist/1st Level Wizard


He is A INT 70 and WP 64 Human

He has 58 Magic Points

His Books and Scrolls hold all Petty, all 1st Level, 5 2nd level, 3 3rd level and 3 4th level Illusionist
Spells and 5 1st level and 1 3rd level Battle Spells

And

He knows 7 Petty, 4 1st level, 3 2nd level, 3 3rd level and 2 4th level Battle Spells and 4 1st level
Battle Spells

Clerics

1 4th level Cleric of Sigmar

She has A Int of 64 and A WP 69

And

She has 53 Magic Points and she knows 6 Petty Spells, 5 1st level, 3 2nd level, 2 3rd level and 1 4th
level Clerical Spells

1 4th level Cleric of Verna

He has A Int of 64 and A WP 69

And

She has 53 Magic Points and she knows 6 Petty Spells, 5 1st level, 3 2nd level, 2 3rd level and 1 4th
level Clerical Spells

1 4th level Cleric of Shallya

She has A Int of 64 and A WP 69

And

She has 53 Magic Points and she knows 6 Petty Spells, 5 1st level, 3 2nd level, 2 3rd level and 2 4th
level Clerical Spells

1 4th level Cleric of Taal

He has A Int of 64 and A WP 69

And

He has 53 Magic Points and she knows 6 Petty Spells, 5 1st level, 3 2nd level, 2 3rd level and 1 4th
level Clerical Spells

1 3rd level Cleric of Ulric

He has A Int of 53 and A WP 68

And

He has 33 Magic Points and he knows 6 Petty Spells, 4 1st level, 3 2nd level and 2 3rd level Clerical
Spells
1 1st level Cleric of Myrmidia

She has A Int of 43 and A WP 47

And

She has 13 Magic Points and knows 4 Petty Spells and 2 1st level Clerical Spells

Elites

2 Dwarfern Judicial Champions

2 Halfling Targeteers

1 Human Sea Captain

1 Human Witch Hunter

1 Elven Targeteer

1 Human Assassin

1 Elven Duelist

1 Dwarfern Mercenary Captain

1 Human Templar

Officers

35 Lieutenants

8 Regular Army Captains

M homelands most Senior Army Captain as The Forces 2nd in command

And

My homelands most junior Colonel as The Forces commander

My 3 Fanatically loyal Ex Slaves that prior to slavery being abolished I freed from very brutal Sex
Slavery that sooner rather then later would have caused their deaths and who will die for me

1 Physicians Student. She has A 45 in all of her percentage stats and her none percentage stats are
M 4, S 3, T 4, W 6 and A 1

1 Singer. She has A 45 in all of her percentage stats and her none percentage stats are M 4, S 3, T 4,
W 6 and A 1

1 Hunter. She has A 45 in all of her percentage stats and her none percentage stats are M 4, S 3, T
4, W 6 and A 1

Other stuff

Advantages and Disadvantages

My character has 13 disadvantages and 13 advantages

And
They are as follows

Category 1

And

It’s the Disadvantages Category 1

3 fairly powerful enemies

All 3 of them are fairly powerful and very high ranking Chaos Cultists. All 3 have Int 46, WP 54, all 3
have 22 Magic Points, all 3 of them know 5 Petty, 3 1st level and 1 2nd level Spells, all 3 are Ex
Pheasants and they consist of 1 2nd level Cleric of Tzeentch, 1 2nd level Cleric of Nurgle and 1 2nd
level Cleric of Slaanesh

2 Severe Allergies

At the sight, sound or smell of raw or cooked meats made from either Pigs or sentient beings my
character will be violently sick and unable to do anything but defend at -30 WS and -2 S for 2D6+6
rounds

2 Insanity

My characters suffers hatred towards and must automatically attack any and all wizards and
Criminals who she either knows are or suspects are of either evil and chaotic alignment

2 Blood-Oaths

They are with 2 Families that both consist of A Former girlfriend, 1D3 or 3 of her brothers and her
1D3 or 1 sister and the oath is to never reveal that their real father was burnt at the stake as a chaos
worshipper.

1 Hunted

I am being hunted by a group of 6 assorted Wizards Apprentices who were dabbling in the dark arts,
the demonologist who had corrupted them and a corrupt, but not chaotic, bounty hunter who they
have paid to kill me

1 of Obsessions

I have a major obsession towards religions whose worship is not heretical, but whose worship is at
best frowned upon

1 of a large group of Ex Slaves that want my characters entirely family dead

My homeland only abolished slavery 14 years ago and unfortunately prior to it being abolished 3
Slaves on my mothers side that were abused and nearly killed by my Family Escaped

And

They now want to kill me, have a minimum of average +2D3(36) in all percentage stats, M 5, S 4, T 4
and W 7, all 3 are now fairly major criminals and they are 1 Charlatan, 1 Racketeer and 1 Fence

1 of being regarded as A Oppressor of, for, too and towards a certain group, but thankfully that only
outside of his Homeland and not within it
This means that my character is regarded as A Oppressor of, for, too and towards The Commoners of
The World as A Whole and of my homeland in particular, but thankfully that only outside of his
Homeland and not within it

To be 100% honest my character is regarded as the greatest living oppressor of The Commoners and
1 of the greatest their ever was, which is nowhere near accurate and is actually a outright lie

But to be 100% honest my character is regarded as the greatest living oppressor of The Commoners
and 1 of the greatest their ever was, which is nowhere near accurate and is actually a outright lie

This means that when using The Rules from White Dwarf for Social Class and Standing when dealing
with Commoners my Social Class and Standing drops by -1D2 Social Classes and by -2D3x10+2D6
more within that Social Class

And

At The Campaigns start when dealing with commoners, but only outside of his Homeland and not
within it, it drops from A84 to C24 +2D4 or to C31

Category 2

And

This 1 is The Advantages

3 Fairly Powerful Allies

My family has some very powerful allies in The Empire that don’t have a clue who my character is
and these 3 very Powerful Allies are 1 Very Respected Captain of The City Watch each in Aldolf,
Kemperbad and Middenheim

And

All 3 of them are all willing to take me in for fairly long periods, give me free good quality
Accommodation, clothes, food and clothes, grant moderate favors, give advanced legal advise and
help find fairly senior jobs

3 Close Family and/or friends

I have 3 close family members who are very close cousins of mine, were possible they will give
whatever aide they can and they are 1 26 year old Artisans Apprentice, 1 26 year old Alchemists
Apprentice and the other is A 29 year old Physician and both of them live in The Town Of Boghafen

1 Magical Goodie

I start with 1 Horn of Plenty which means the entire group will get all food and drink for free

1 Very Powerful Friend

I have A Very Powerful Friend and she is both A Fairly Senior 3rd level Cleric of Verna and A Very
Senior Judge

1 Supporting Family

As my mothers side of the family is 3rd son of a moderately powerful and highly respected upper-
middle class merchant they have chosen to support me and that provides my character with
3D6+1x15 or 210GC per year.
1 Faithful Companions

Their are 4 of them and they consist of 1 loyal best quality riding horse trained for hunting, 1 Falcon
trained for hunting and 1 pack of 1 male and 1 female hunting hounds that, like I said, are all trained
for hunting

1 of fanatically loyal Ex Slaves

1 of a large group of Ex Slaves that are willing to die for me

My homeland only abolished slavery 14 years ago and prior to it being abolished I rescued these 3
from even worse conditions then normally

They are a decent sized number of Ex Slaves that will die for me, will do anything other then die for
the other 5 Pcs and the rest of my family, they fight out of loyalty and as long as they get decent
quality food, drink, treatment, clothing and accommodation and the occasional treat reward and/or
bonus all 3 are contend

Prior to slavery being abolished they all said that due to being guaranteed to get decent quality food,
drink, treatment, clothing and accommodation and the occasional treat reward and/or bonus that
since none Slaves aren’t guaranteed any of those that they’d rather be Slaves

Naturally though all 3 of them were freed 14 years ago when slavery was abolished, they were freed
within 3 minutes of slavery being abolished, they will die for me, will do anything other then die for
the other 5 Pcs and the rest of my family

They are 2D2 or 3 Ex Slaves that are the same age as me, were rescued from Brutal Sex Slavery that
would have been followed sooner rather then later by death, are loyal to and willing to die for me,
have average +1D10+2D2 or 45 in all percentage stats, M 4, S 3, T 4, W 6 and A 1 and are 1
Physicians Student, 1 Singer and 1 Hunter

And

Those 1 Physicians Student, 1 Singer and 1 Hunter that all have 45 in all percentage stats, M 4, S 3, T
4, W 6 and A 1 can all gain experance and they can also all gain experance and advance in their
careers

1 Investment

In edition to what my father has given me my uncle by marriage who is on my mothers side and is
therefore a common born merchant has decided to get my character A Investment that will net me
at least a decent bit of cash per year

And

That investment is worth 3D2x1,000 or 5,000 Gold Coins, it earns my character a profit per year
equal to 3D3% of its market value, which means a yearly profit of between 150 Gold Coins and 450
Gold Coins

1 of being regarded as A Major ally of, for, too and towards of a certain group

Being called A Major ally of, for, too and towards those that buy, sell, trade in and deal in goods as a
whole and Merchants in particular and that also applies to those of The World as A Whole and of my
homeland in particular
This means that when using The Rules from White Dwarf for Social Class and Standing when dealing
with Merchants my Social Class and Standing goes up by +0 Social Class and by +3D2+1 Social
Standing within that Social Class

And

At The Campaigns start when dealing with those that buy, sell, trade in and deal in goods as a whole
and Merchants in particular commoners it goes up from A84 to A90

The 6 Pcs

Mine

Name

James Marshall

And

As he is A Crown Prince and Future King he has been trained to the equivalent of 4,200 experance
but he can’t gain any more experance until the others all have at least 4,200 experance and as he
graves thrills he’s masquerading as A Wizards Apprentice

He is A Human Academic whose Career Track is Wizards Apprentice-1st level Wizard-1st level
Elementalist-2nd level Elementalist

His stats are M 5, WS 48, BS 47, S 5, T 4, W 9, I 58, A 1, DEX 45, LD 45, INT 60, CL 36, WP 56 and FEL
38

His stat advances are+10 WS, +10 BS, +1 S, +2 W, +10 I, +10 DEX, +10 LD, +20 INT and +20 WP

His skills are Arcane Language –Battle and Element Magicks, Astronomy, Cast Spells -Petty, Battle
Level 1 and Element Levels 1 and 2, Cryptography, Dousing, Etiquette, Herb Lore, Heraldry, Identify
Plants, Identify Undead, Lighting Reflexes, Luck, Magic Sense, Meditation, Metallurgy, Read/Write,
Ride, Rune Lore, Scroll Lore, Secret Language -Classical and Sing

His trappings are 1,256 Gold Coins, 1 Hand Weapon and 1 Wizards Stagg

His loot is 1,256 Gold Coins worth of cash, 692 Gold Coins worth of valuables, 4 doses of magic
potion, 4 magic items, 2 magic arrows, 1 magic weapon and 1 magic headband that increases his AP
but doesn’t effect Spellcasting

And

He has 35 Magic Points, he knows 8 Petty Spells, 3 1st level Battle Spells and 4 1st level Element
Spells and his 4 Spellbooks and 7 Spellscrolls hold all Petty, 5 1st level Battle Spells and 5 1st level
and 3 2nd level Element Spells

The other 5

1st

Name

Harbull Furfoot

He is A Halfling Academic whose Career Track is Herbalist


His stats are M 4, WS 26, BS 36, S 3, T 3, W 7, I 53, A 1, DEX 44, LD 25, INT 34, CL 25, WP 45 and FEL
43

His stat advances are +1 W

His Skills are Arcane Language -Druidic, Cook, Cure Disease, Heal Wounds, Herb Lore, Identify Plant,
Read/Write and Secret Languages -Classical and Guilder

His loot is 15 Gold Coins

His trappings are 1 Pestle and Mortar and 1 Sling Bag that’s full of dried herbs

2nd

Name

Johann Dassbolt

He is A Human Ranger whose Career Track is Boatmen

His stats are M 4, WS 35, BS 47, S 4, T 4, W 7, I 48, A 1, DEX 35, LD 33, INT 33, CL 37, WP 33 and FEL
34

His stat advances are +10 BS

His Skills are Ambidextrous, Fish, Lightning Reflexes, Orientation, River Lore, Row, Silent Move -Rural
and Very Strong

His loot is 53 Gold Coins

His trappings are 1 Hand Weapon, 1 Leather Jack and 1 Rowing Boat

3rd

Name

Werner Murrmann

He is A Human Warrior whose Career Track is Labourer

His stats are M 4, WS 38, BS 34, S 4, T 6, W 7, I 34, A 1, DEX 35, LD 38, INT 31, CL 33, WP 37 and FEL
39

His stat advances are +1 T

His Skills are Carpentry, Consume Alcohol, Disarm, Dodge Blow, Drive Cart, Scale Sheer Surface, Sing
and Very Resilient

His loot is 11 Gold Coins

His trappings are 1 Sling Bag that contains a packed lunch, 1 flask of Herbal Tea and 1 Leather Jack

4th

Name

Kirsten Krank

She is A Human Rogue whose Career Track is General Thief


Her stats are M 4, WS 44, BS 34, S 4, T 4, W 7, I 40, A 1, DEX 37, LD 31, INT 35, CL 37, WP 32 and FEL
33

Her stat advances are +10 WS

Her Skills are Acute Hearing, Bribery, Concealment -Urban, Secret Language -Thieves Tongue, Secret
Signs -Thieves, Silent Move -Rural and Urban and Sixth Sense

Her loot is 11 Gold Coins

Her trappings are 1 Hand Weapon and 1 Sack

5th

Name

Malmir Giluviel

He is A Elven Rogue whose Career Track is Minstrel

His stats are M 5, WS 44, BS 46, S 4, T 4, W 6, I 66, A 1, DEX 46, LD 41, INT 55, CL 58, WP 44 and FEL
46

His stat advances are +10 BS

His Skills are Charm, Dance, Etiquette, Excellent Vision, Fleet Footed, Musicianship, Night Vision,
Public Speaking, Scale Sheer Surface and Sing

His loot is 16 Gold Coins

His trappings are 1 Mandolin, 1 bag that holds 4 Sheets of Music and 1 set of Colourful Clothes

Experance

Mine

Initial

4,200

Current

4,200

The others

Initial

Current

You might also like