Tuesday, July 10, 2012

Salzenmund Character Creation Notes


Characters will be built per the character creation rules in WFRP, with the following differences/notes:
  • Humans only.
    • Shallaya's Mercy may be chosen once.
    • Depending on your nationality (see below), you may choose a different nation for your Common Knowledge and a different language for your Speak Language. I just hope you plan to be able to communicate with the rest of the party,
  • Careers. Roll once on the table (none of this mollycoddling "two rolls and choose" nonsense*). I'm too lazy to rewrite the career table, so if you roll one of the following "special" careers:
    • Apprentice Wizard - Make a note of it, then reroll on the Career Table.
    • Etstalian Disestro - You may reroll. If you don't, you're stuck being Spanish, Italian or French.
    • Hedge Wizard - Make a note of it, then reroll on the Career Table.
    • Kislevite Kossar - You may reroll. If you don't, you're stuck being Polish.
    • Norse Berserker - You may reroll. If you don't, you're stuck being a Lapp or Swedish or something.
  • Distinguishing Characteristics - Roll twice on a Distinguishing Characteristic table. There are two
    • WFRP 2E - Distinguishing Marks table. These have no mechanical effects.
    • WFRP 1E - Distinguishing Characteristicstable. These have mechanical effects (some positive, some negative, most no effect).
  • At any point if you see something referring to d10g/s/p, replace it with d4g/s/p.


  • Languages & regions are different, but for the most part, the mapping is fairly transparent (and, where it isn't, c'est la vie):

    WFRPLanguaage
    ReikspeilGerman
    BretonFrench
    HalflingDutch
    EstalianSpanish
    EltharinEnglish
    KislevianPolish
    KhazalidHungarian
    NorseSwedish
    TileanItalian

  • 2d4 starting gold instead of 2d10, which I currently do not think you will be able to spend before the game begins.
  • Remember: all characters start with a Hand Weapon (that's a specific weapon, btw: "Hand Weapon," not a class of weapons).
  • You may, at this point, sell any of the trappings your starting career has provided you.
  • Roll 1d6. 1-4: start with a Pike (as Spear), 5-6: start with a Musket. These may not be sold.
  • I've taken a stab at creating some nationality & religion charts. You may choose your nationality (unless you've rolled a funky career and have chosen to not reroll it) and religion, or roll on the tables below**; whatever you prefer. (Just remember the prohibition against choices/behavior catastrophically prohibitive to party unity.)

    Nationality/Faction Chart
    RollNationalityRollNationality
    Bourbon / ProtestantHabsbug / Catholic
    01-06Danish101Croatian
    07-19Dutch102-141German
    20-39French142-144Hungarian
    40-67German144-154Italian
    68-70Hungarian155-156Netherlander
    71-74Norwegian157-200Spanish
    75-76Scottish
    77-99Swedish
    100Transylvanian

    Religion Chart
    RollReligion
    01-06Lutheran
    07-09Calvinist
    10Zwinglian
    11-18Roman Catholic
    19Greek Catholic
    20Mohammedan***

  • Note that you will be accompanied by d4 fellow deserters each. These will be fellow squadmates / acquiantences / replacements. These will function as hirelings. (TBD: How they’re to be generated.)


* Really, I forgot that WFRP 2E lets you roll twice and pick when folks did character creation last week. So, we're stuck with it; only fair, right?
** Not making any claims as to the accuracy or comprehensiveness of these charts. Remember that bit about expect ahistoricity? These are broad strokes done quickly.
*** Is "Mohemmedan" offensive? I sure hope not; if it is, let me know and I'll correct it to the more modern "Islamic" or "Muslim" or something.

Monday, July 9, 2012

The Salzenmund Apophaſiſ

I never got around to posting an overview about the game I'm about to run. I probably should fix that, since I'm about to start posting particulars about it.  Here's the write-up:




The game will take place during the Thirty Year's War.  All of the characters will be deserters, ditching the conflict in the aftermath of and in response to the horrors of the Sack of Magdeburg (or a similar, ahistorical event). Whatever's happening here it sure ain't the will of God, and it's sure not something the PCs want any further part of. The world is going to Hell and, while they've bad things, they're hardly alone. More significantly, they're done. They're getting out before their souls are stained any further. It's time to find somewhere you can be safe: Switzerland.


The setting will lack fantastic elements. So, no elves, dwarves or halflings. No wizards. Initiates are valid choices, however, because they don't actually start with the Divine Lore talent (so no need to worry about magic prayers at character creation.). It will be real-world historical run by a non-student of history. Expect ahistoricity and fudging, but no dragons or wyverns.  This might change as the game progresses, mind you, but we're going to begin by selling things straight.

As I mentioned above, everyone's a human. My default assumption is that they would be Catholic Germans, but I don't really care about religious and ethnic choices: Protestant, Catholic, German, Spanish, Swedish - I don't care so long as different players' choices don't become catastrophically prohibitive to party unity. In other words, if one of the PCs is a former Bourbon supporter and another former Hapsburg supporter: that's cool, so long as things are much closer to "Boy, this sucks, let's help each other get out of this shit situation" than "BURN HERETIC BURN!"

We're using the WFRP 2E system. There will be some slight changes to char gen. Additionally, I expect to tweak rules a fair amount here and there as the game progresses.

I'm eyeballs deep in OSR blogs at the moment, so expect that mentality to inform the direction of the game: that is to say: exploration, resource management, and flexibility.

We'll try extremely hard to stick to a every-other-Friday schedule.