Character Creation - HLEP!

By Capt Whammo, in WFRP Rules Questions

I hate to say it, because I am really liking this game so far, however the rulebook seems incredibly vague to me and not well organized or presented.

Unfortunately that means I will be spamming you all with questions! happy.gif

First Question - Character Creation Example?

I have no idea what is going on here, is there a good example somewhere of character creation in its entirety? I am so confused...

Second Question - Invocation and Piety Innate Skills?

Similar to Wizards, are Invocation and Piety Innate Skills for Priests?

Third Question - Specializations 1

It states in the rules that you can not train in a skill more than once per rank. However during character generation, if you spend three creation points you are given 4 skills + 2 specializations. Would this only be for races that have an innate weapon skill, and therefore you don't technically train it in Rank 1?

Fourth Question - Specializations 2

Specializations just confuse me completely. They give some examples, however don't explain adequately how they are actually incorporated into the game. For example, specializing in block or dodge...do they apply to the action cards? What about Piety...how does conservative or reckless apply? Same thing with invocation, it states "Each diety has it's own specialization"... what does that mean?

Fifth Question - Stances

Where does it state that you can spend a stress token to move another place into a stance? I can't find it anywhere...

Sixth Question - Initiate

Can someone build me a Sigmar Initiate Priest, I just don't understand what is going on. Rules seem to contradict each other depending on what chapter you are on.

Thanks for the help guys!

We're waiting on some offical answers for some of these. I'll try to answer or give my opinions anyway.

1) What about character creation is confusing?
- Choose Race
- Select Career (using whichever method, such as draw 3 choose 1)
- Creation Points. Humans have 25 to spend, everyone else only 20.
Increase the 2x stats listed as the career's primary stats
Purchase additional stats, costing a value equal to the value of the stat. i.e. to raise a stat from 2 to 3, it costs 3 creation points. To raise a stat from 2 to 4, it costs 3+4 = 7 creation points. 5 is the maximum at creation.
Purchase Wealth, Skills, Talents, Actions based on table 3-2.
-Skills purchased may only be from the career skills
-Talents may be any
-PCs gain all applicable Basic action cards, that they have the requirements and skills for, for free.
Buying an action card of a higher rank, costs an additional "action card" choice.
-Choose/buy equipment based upon Wealth
-Set up stance meter based upon career (or order/faith)

2) There is nothing in the rules that says they do. However, creation says initiates start with basic blessing and Curry Favor actions. They can't use these actions without having the skills, and unlike the Active Defenses, it doesn't talk about meeting the requirements for them. So, my opinion is that they *do* start with them.

3) Training and specialization are different. Each time you train a skill, you get a [Y] Expertise die to roll. Specialization gives a [W] die. So, you may Train a skill, like weapon skill, and then also purchase a specialization, like Hand Weapons. A skill must be trained, however, before you can buy a specialization.

4) See #3. Specializations give the player a [W] to add to their dice pool. For example, a wizard who specializes in Spellcraft->Conservative will gain a [W] Fortune die to every Spellcraft check when he is in a Conservative stance. Wizards and Priests also can specialize in their own "order/faith" spells. Thus with Sepllcraft->Bright Order specialization, a Bright Order wizard will get a [W] added to their dice pool every time they make a Spellcraft check using a spell action that has the Bright Order trait.

5) WFRP pg 57, Beginning of Turn Phase, says that you get a free shift in stance, and then 1 stress for each additional space moved.

6) Choose Human Race
Choose Initiate
"Beginning" stats are (including career):
St 2
To 2
Ag 2
Int 2
WP 3
Fel 3
25 Creation points to spend.
3pts - Raise St to 3
3pts - raise To to 3
3pts - raise Ag to 3
3pts - raise Int to 3
4pts - Raise WP to 4
16 pts spent on stat increases, 9 points left.

1pt on Wealth, giving clothes, a hand weapon, and 50s
3pts on Skills, giving 4 skills and 2 specializations
2pts on Talents, giving 2 talents
3pts on Actions, giving 4 actions
9 points spent on Investments, 0 points left

Wealth: Buy Round Shield and Brigandine armor
Skills: (4) Train First Aid, Intuition, Invocation, Piety. Specialize (2) in Invocation->Sigmar, and Piety->Reckless
Talents: (2) Quick Wits (Focus), Jack of All Trades (Focus)
Actions: Get Basic actions, including Bacis priest actions (Curry Favor, Blessing of Health, Minor Ward, Minor Blessing). Choose (4) non-basic actions: Righteous Strength (rank 1 Sigmar blessing), Divine Assault (Rank2 Sigmar blessing, so costs 2 slots), Sword & Board (melee action).

Name PC, background, description, story, etc.
Final PC
St 3
To 3
Ag 3
Int 3
WP 4
Fel 3
Hammer & Round Shield
Brigandine Armor
Skills: First Aid(T), Intuition(T), Invocation(T), Piety(T). Specialized in Invocation->Sigmar, and Piety->Reckless
Talents: Quick Wits, Jack of All Trades
Actions: All Basic, Righteous Strength, Divine Assault, Sword & Board.

Tada!

Thanks man, really appreciate that.

I assume that Invocation and Piety are innate skills as well. It is a vastly different story at creation if not as you wouldn't be able to train or specialize in it according to the creation rules.

I guess I am reading more into specialization that there really is. However can you please confirm this rule on page 35 of the WFRB:

"Skill Training And Specialization. A single skill can only be trained once per rank...If one of those skills is already trained, the character can choose to instead spend the advance to acquire a specialization."

So if a skill is already trained, whether trained this rank or not, you can specialize in it as many times as you want per rank?

Are specialization bonuses cumilative? For example could you specialize in Two Handed Weapons and Reckless Stance under Weapon Skill, and therefore have two [W] per melee attack?

Thanks for clarification on #4, however I am still confused as to how a [W] die helps for an active defence such as Block or Dodge or Parry. The perfect example is "Parry with a Two Handed Weapon" specialization, how do I incorporate a [W] die into that action? My heads hurts...

Whammo

You don't use a white die for your parry...when you parry the opponent recieves a black misfortune die to their roll. If you are specialized in parry they would receive a second black die

That's my point limelight, your explanation makes sense but is not supported by the rulebook. Specialization adds a [W], nowhere does it specify you get impose an additional .

Whammo

Although certain things may not be spelled out perfectly clear it helps to take some time to embrace and understand the paradigm shift in third edition (I'm not suggesting that you havn't).

In essence simply remember that something "beneficial" for a character most likely adds a Fortune die or an Expertise die to his roll. That same "beneficial" thing, when used "defensively" adds Misfortune dice to an enemy's roll. That concept is all over the book and although it may not be spelled out for every little thing it's stated very clearly (to me anyway) in the chapter dealing with how to assemble a dice pool and interpret the results.

Its' on the action card for parry I believe: you get to give an extra black die to the opponent while you are parrying

RenoDM said:

Although certain things may not be spelled out perfectly clear it helps to take some time to embrace and understand the paradigm shift in third edition (I'm not suggesting that you havn't).

In essence simply remember that something "beneficial" for a character most likely adds a Fortune die or an Expertise die to his roll. That same "beneficial" thing, when used "defensively" adds Misfortune dice to an enemy's roll. That concept is all over the book and although it may not be spelled out for every little thing it's stated very clearly (to me anyway) in the chapter dealing with how to assemble a dice pool and interpret the results.

Sorry but I must protest this line of reasoning. With a paradigm shift like this, spelling things out precisely is important. I love how the new system works but it's not intuitive for a long while and so making things clear and precise is very important at this stage. They want to win as many new players on-board and not being crystal clear cannot be helping their cause.

Capt Whammo said:

That's my point limelight, your explanation makes sense but is not supported by the rulebook. Specialization adds a [W], nowhere does it specify you get impose an additional .

Whammo

Actually I found it. P58 of the main book.

Opposition has a Relevant Skill: +1 Misfortunate dice

Oppose has a Relevant Specialisation: +1 Misfortune dice

Figuring this system is like pull teeth. But slightly more rewarding...