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Author Topic: Shadows over Bogenhafen character sheets [players only please]  (Read 23375 times)

Offline rufus sparkfire

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Please post your characters here, Shadow over Bogenhafen players.

Also, see this thread for game rules and other information:

http://warhammer-empire.com/theforum/index.php?topic=49461.0


And here's a dice roller:

http://www.d20srd.org/extras/d20dicebag/
« Last Edit: September 12, 2014, 03:39:55 PM by rufus sparkfire »
Hey, I could still beat up a woman!
If I wanted to.

Offline Cannonofdoom

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Re: Shadows over Bogenhafen character sheets [players only please]
« Reply #1 on: May 24, 2012, 10:00:31 PM »
Heinrich Kanone des Untergangs
Age: 31 (my actual age)
Brown hair and eyes, short cropped beard
5'10" 195 lbs (heroic scale!)
Title: Knight of the Order of the Panther, Middenheim Chapter

Heinrich spent many years in Altdorf, the city of his birth, as a thiefcatcher before turning to the more lucrative vocation of bounty hunting. Now he travels the Empire tracking down criminals that have fled from their misdeeds, bringing Aldorf style justice to the podunk towns of the far flung reaches of the Empire. He recently tracked a heretic accused of murdering a man in Frederheim to Bogenhafen, but lost his trail on the way before meeting up with his current companions in a tiny town with no name worth remembering. He has decided to seek work in Bogenhafen to make up the funds lost in his recent failure. The failure doesn't bother him too much, because Heinrich has failed to find a bounty before, only to run into the fiend at a later date by chance.

Heinrich is dressed in simple traveling clothes: Leather breeches and sturdy boots, a simple, dark green tunic worn over a padded vest and chain shirt (so they're not visible). He wears a quiver of arrows at his left hip, with a sturdy half moon axe hanging from a loop on his belt on his right hip. The hilt of a knife peeks out of the top of his left boot. His bow is unstrung when in town, and he carries it like a walking stick, with extra strings in a small belt pouch. He carries a rucksack on his back, the single strap running diagonally across his chest. He has short dark hair and beard, which both get unruly and wild when he lets them grow long. Lines at the corner of his eyes are more from laughter than from age, though he's getting a little past his prime, and gray strands have begun to salt his hair. Quick with a joke, and very forgiving of personal slights, he nevertheless takes the law very seriously. He got into bounty hunting for the coin, and will take just about any job if the price is right but his underlying desire is to do the right thing. Heinrich truly believes (perhaps naively) that he is on the side of justice and the good of the people.

Somehow, his recent adventures in Bogenhafen have put him off bounty hunting, and he has decided to concentrate more on his archery. Perhaps it was the ill-timed miss of the crocodile demon during the desperate struggle in the warehouse that has driven him to devote himself more thoroughly to the craft. In any case, Heinrich has begun to seek archery tournaments to match his skills against others, and decided to try his hand at perhaps mastering the longbow. He still maintains his bounty hunting skills, and surely if he needs the coin he will take a few bounties here and there.

After his experiences in Middenheim Heinrich is confident in his abilities as a marksman. He has won a couple tournaments and even shot a flying elf out of the sky at range. His fights against evil mages has put the thought of witch hunting into him. He is no devotee of Sigmar by any means, but witches are unjust and unholy. He is sure Verena hates witches too. We found a witch! May we burn her?

Career Class Ranger, Career Choice Bounty Hunter Targeteer Witch Hunter.

                               Human               
Movement                   4                       
Weapon Skill               63***             
Ballistic Skill                98****  (with longbow)       
Strength                      4*                       
Toughness                  6*           
Wounds                      11****   
Initiative                     54**                 
Attacks                       3**                                                             
Dexterity                    58***             
Leadership                  45*                                       
Intelligence                 39*                                     
Cool                            60***                                     
Willpower                    59**                                 
Fellowship                   30

Social standing  C (19) (+5 in Middenheim)  (feared/distasteful job: one class higher to others with feared/distasteful jobs. Also, is intimidating)
Social standing if displaying Knight Panther insignia: A1 (noble), or A5 in Middenheim

Fate Points                  5

Insanity points           5       

Experience points  0                                         

Skills:

Ambidextrous  (may use both hands equally. No penalty for off-hand weapon use. +10% to Dex tests whenever using both hands)

Very Resilient  (+1 T, added to starting profile. Does not count as an advance)

Astronomy  (recognise and identify heavenly bodies, and navigate by the stars)

Follow trail  (Can follow any trail easily. Obscure trails require INT test. +10% to estimate tests to estimate distance to target, and to estimate number of individuals from their trail.)

Shadowing  (+10% to hide tests when following a target)

Silent move rural  (-10% to listen tests for anyone who might hear them. Applies in all rural situations)

Silent move urban  (-10% to listen tests for anyone who might hear them. Applies in all urban and most underground situations)

Specialist weapon lasso  (may use a lasso effectively as a missile weapon)

Specialist weapon net  (may use a net effectively in combat)

Strike mighty blow  (+1 to damage caused in close combat)

Strike to stun

Marksmanship   (+10 BS with all missile weapons. +20 BS with a specialist missile weapon, provided they are skilled in its use)

Specialist weapon: longbow (may use a longbow effectively)


Languages:
Old Worlder (Riekspiel dialect)


Equipment:
Clothes (outdoor stuff)
Rucksack with blankets, cooking pots, cutlery, tinderbox, water flask
Silver key to the town of Bogenhafen
Archery Trophy from tournament in Nuln (1st overall)
Archery Trophy (medal) from tournament in Middenheim (1st overall)
3500 gold crowns, 9 shillings +2500 crowns reward money
mail shirt
breastplate
sallet helmet
mail coif
plate bracers
plate greaves
longbow
arrows
axe
magical axe (powers of WS drain and demon-repelling)
Golden medallion bearing the crest of the Knights Panther
Blue cloak trimmed with panther fur

Armour points:
shield = 0
head = 2
body = 2
left arm = 1
right arm = 1
left leg = 1
right leg = 1


Career exits:
Assassin
Mercenary
Outlaw Chief

Bounty Hunter Advance scheme:
WS+10*
BS+10*
S+1*
W+2**
I+10*
Cl+10*

Targeteer Advance Scheme:
BS+40****
S+1*
T+1*
W+4****
I+20**
A+1*
Dex+30***
Ld+10*
Int+10*
Cl+30***
WP+10*
Fel+20

Witch Hunter Advance scheme:

WS+30***
BS+30***
S+1*
T+1*
W+6****
I+30**
A+2**
Dex+20**
Int+10*
Cl+10*
WP+40**
Fel+10

Skills:
Marksmanship*
Public speaking
Silent move rural*
Silent move urban*
Sixth sense
Specialist weapon: net*
Specialist weapon: lasso*
Specialist weapon: crossbow pistol
Specialist weapon: throwing weapon
Strike mighty blow*
Strike to stun*
« Last Edit: March 21, 2015, 01:09:35 AM by Cannonofdoom »
CannonofDoom spews his shit at me all the time and I haven't banned him.

Offline commandant

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Re: Shadows over Bogenhafen character sheets [players only please]
« Reply #2 on: May 24, 2012, 10:38:26 PM »
Mortus Basanduine - Human female- 17   XP 100
Title: Knight of the Order of the Panther, Middenheim Chapter

Until I buy the model and paint it up

Academic - Wizard, level two, Career exits: Wizard, level three

Mortus is a bubbly talkitive young woman.   She has striking narrow features, a boney face and long boney fingers.   She is not what you would call classically pretty but her features are striking and when she laughs she has a very engaging and merry smile.   She is dressed in a wool tunic, trousers and knee high boots.   Her clothes are faded and worn, but neatly kept and patched in places.
Her father was a merchant from Nordland.   Not a very wealthy merchant but he got by, running a route from Nordland to Aldorf.   His wagon train was attacked by bandits a few years before and destroyed.   Mortus managed to escape the slaughter, though she would not be drawn on how, with a small amount of gold and the clothes on her back.   She made her way to the nearest settlement and stayed their for a while.   After a year or so she decided to try her hand at being a merchant herself.   She is making her way to Bogenhafen to go to the fair to try and find some deals that she will be able to sell further north.
Mortus is normally happy to talk on most subjects but, despite relating her story one night around the camp fire, she is very close lipped around the subject of her family and her past.   She has a small leather bag that she keeps on her person all the time.

Her experiences in Bogenhafen seem to have effected Mortus a lot.   While she is still as bubby as before the periods that she will spend alone increased after her adventures and often she would be seen praying silently.   She seemed to make no effort to seek out a university with her new found wealth but rather seemed driven by something else.   She also seemed to harden.
                 
movement                     3                     
weapon skill                  33
ballistic skill                   25
Strength                        4                   
toughness                     5   (4+1)                     
wounds                        8***   (5 +3)           
initiative                        55** (35 + 20)                 
attacks                           1                               
dexterity                       39* (29 + 10)                 
leadership                    35*  (25 + 10)
intelligence                   53**   (33 + 20)
cool                              41*   (31 + 10)
willpower                     46*   (36 + 10)
fellowship                     26 

Social standing   B15, +5 in Middenheim
Social standing if displaying the insignia of a knight panther  A1 (noble), or A5 in Middenheim

fate points                        4
Insanity point     5

Skills:
Drive cart  (may drive a cart, wagon or chariot without difficulty)

Heraldry (recognise heraldic devices, and recall information about their owners)

Dance  (+10% busk/employment tests as entertainer, adept at formal and informal dancing)

Cryptography  (skilled at devising and breaking codes. +10% to Int test to break an unfamiliar code)

Very resilient   (+1 T, added to starting profile. Does not count as an advance)

arcane language: magic  (read and speak the language of magic, used in scrolls, spellbooks and when casting spells)

cast spells - petty magic  (may learn and cast petty magic spells)

cast spells - battle magic level 1 (may learn and cast battle magic level 1 spells)

cast spells - battle magic level 2 (may learn and cast battle magic level 2 spells)

read/write  (can read and write any language they know)

secret language: classical  (can speak Classical Reman, used in academic and religious texts)

scroll lore  (recognise magical scrolls. May read and use them, if they know the proper magical language)

magical sense  (detect magical properties in objects by touch. Detect if a person or creature has magical abilities by touch)

Identify plants (can identify common plants, and spot unusual ones. Some knowledge of uses of plants)

Rune lore  (can understand magical runes, and determine their function)

Meditation  (can restore MP by meditating. Must enter a trance state, and cannot be roused until it is complete. A meditating person will not even react if attacked. Decide how many MPs to regain before entering the trance. The trance then lasts 1d6 minutes per magic point, and cannot be ended until complete.)

magical awareness
 

Magic points: 32/32

Spells:

Petty magic:

gift of tongues (1 MP per turn, lasts one turn +1 per additional MP spent. Caster may speak and understand any language)

marsh lights (1 MP, lasts one hour, summons a number of lights within 100 yards of caster. These can be sent off to move in any direction, and will naturally follow paths and corridors. Or can be controlled by caster if they concentrate on them. The lights more at between 8 and 16 yards per round.)

sleep (2 MP, cast on single humanoid target less than 10' tall. Victim must test on WP or fall asleep for d6 turns. Requires touch: may be with hand or through a close combat weapon)


Battle Magic, level one:

Fireball (4 MP per fireball, range 48 yards. May cast one fireball per wizard level at once. Auto-hits, hits 1d3 creatures per wizard level in a group(enemies are in a group if no more than 3 yards apart), S3, d10 wounds+extra d8 wounds to flammable targets, ignores armour, victim may make I test for half damage)

Cure Light Wounds (4 MP, range = touch. Restores d6 wounds to a lightly-injured person. Does not work on heavily or critically wounded people)

Aura of Resistance (2 MP, range = caster only, duration 1 hour per level. Increases armour by 1 point. As an aura spell, is dispelled on contact by magic weapons. No character may carry more than a single aura spell at a time. Note that it does not stack with armour)

Wind Blast [4MP, range 48 yards, duration= while concentrating. Creates a blast of wind, aimed at a single target or group within 48 yards. Anyone hit by the spell is knocked off balance for 1 round, and may not act. In later rounds they may not move or shoot missile weapons, though they may make a strength test in order to move at half speed. Anyone fighting in close combat while under a wind blast causes only half damage (but of course, the spell will affect both sides in the combat). The spell continues until the caster moves, fights, casts another spell, or decides to end it.]

Steal Mind [8 MP, range = 24 yards, duration d6 rounds. Target must pass a WP test or become mindless for the duration. They count as prone, and may take no actions]


Battle Magic, level two:

Aura of Protection (4 MP, range = caster only, duration 1 hour per level. Increases armour by 2 points. As an aura spell, is dispelled on contact by magic weapons. No character may carry more than a single aura spell at a time. Note that it does not stack with armour)

Lightning bolt (6 MP per lightning bolt, range 48 yards. May cast one lightning bolt per wizard level at once. Auto-hits, hits 1d3 creatures per wizard level in a group(enemies are in a group if no more than 3 yards apart), S4, d10 wounds+extra d8 wounds to flammable targets, ignores armour, victim may make I test for half damage)


Languages:
Old Worlder (Riekspiel dialect)


Equipment:
3050 gold crowns, 0 shillings (all in coinage) I took a further 26 crowns to pay for Mortus' Middenhiem adventure, including paying off her servants, etc. +2500 crowns reward money + 138 crowns 12 shillings tax rebate
Staff (hand weapon)
Knife (hand weapon)
scroll
Good clothes X2
Very expensive clothes
Travel clothes
2 bottles of good wine
Book of petty magic spells
Book of first level spells
necklace worth 50 crowns [gift from Max]
A Gold Torc cast in the symbol of Athraigh [value at 200 crowns]
Silver key to the town of Bogenhafen
Merchants' Guild medallion [indicates Mortus is a guild member, and will pay less tax on trade deals. She is also has access to various guild benefits]
Golden medallion bearing the insignia of the Knights Panther
Blue cloak trimmed with panther fur

Large spell book, containing: Petty spells - glowing light, sounds, zone of silence, zone of cold, zone of warmth;
Level one battle magic spells - flight, immunity to poison, strength of combat;
Level two battle magic spells - aura of protection, lightning bolt, mystic mist, zone of steadfastness.

Spell book, containing: Spells unknown

Spell ring, with lightning bolt spell. [used twice, charges remaining = used] [Taken from her by Gottard Brandt]

2 servants: Simon and Helena. [paid off]

Armour points:
shield = 0
head = 0
body = 0
left arm = 0
right arm = 0
left leg = 0
right leg = 0

Career exits:
wizard, level three
specialist wizard, level one

Advance scheme:
W +3***
I +20**
Dex+10*
Ld+10*
Int +20**
Cl+10*
WP+10*


Skills that can be learned
evaluate
herb lore

Personal missions -

Go to Ubersreik and track down the remaining members of the red crown cult
Find Mr. Elbing
Get back to the real world
Discover more about the Doktor.
« Last Edit: June 20, 2016, 11:05:51 AM by rufus sparkfire »

Offline Fandir Nightshade

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Re: Shadows over Bogenhafen character sheets [players only please]
« Reply #3 on: May 25, 2012, 05:25:08 AM »
[Count]Klaus Metzger[von Sternberg]
Age: 28
Ash blonde hair and pale blue eyes
5,5" around 150 pounds
Title: Knight of the Order of the Panther, Middenheim Chapter








Appearance:
Klaus has a very average face, a bit crooked teeth. The only thing above average on him are his crystal blue eyes that are awake at almost all times and sparkle with intelligence. The fingers on both his hands are stiff due to some mishap in the past therefore his dexterity with them isn´t what it once was. His back is scarred by lashes he received because he tried to act heroic.....well and was stupid about it.

Quote
"Klaus, last night I did some research at the main university archive, about your father! I think I found what you were looking for. I was looking at records of battles at the Blackfire Pass, like you suggested. Twenty-five years ago - in 2487 - there was an orc invasion at the pass. Most of the Averland nobility were called to fight there. They defeated the orcs, but a there were a lot of casualties. Now, one of them was Count Karl von Sternberg... according to the records, he died without issue and the title was unclaimed. The estate reverted to the Elector Countess. I think Count von Sternberg was your father! The dates are right, it all makes sense. Does it sound right to you? I have all the evidence at my apartment, and I can show you after your party. So, you really are a count after all! I'm going to have to start bowing and calling you my lord!" Max says this last thing jokingly, but Klaus can tell he really means it.

Career Class: Rogue; past careers: Charlatan, Gambler; current career: Spy.

I used this programm
http://www.roll-dice-online.com/

                               human               
movement                     4                     
weapon skill                  46*             
ballistic skill                   45* (35+10(advance)               
strength                        3                       
toughness                     3*        (2+(1 advance))               
wounds                         8**        (6+(2 advances))       
initiative                        63* (33+20(advance)+10 (lightning reflexes))               
attacks                           1                                                                   
dexterity                       49** (29+20(advance))               
leadership                    45*   (25+20(advance))                                     
intelligence                   57** (37+20(advance))                                     
cool                              54*** (34+20(advance))                                         
willpower                     54 ** (34+20(advance))                                     
fellowship                   66*** (36+30(advance))                                     

Social standing:  actual = D 23, +5 in Middenheim  (socially mobile)
                           feigned = B18, + 5 in Middenheim
Social standing if displaying the insignia of the Knights Panther A1 (noble) or A5 in Middenheim

fate points                        5         

insanity points     4
experience points 0                               

Skills:

silent move urban  (-10% to listen tests for anyone who might hear them. Applies in all urban and most underground situations)

bribery  (+20% to bribe tests)

lightning reflexes   (+10 I, added to starting profile. Does not count as an advance)

street fighting  (no penalties for fighting while unarmed)

gamble  (May modify all gamble tests by half Int. May use full Int instead by cheating, but may be noticed (I test for opponents, modified if they also have the gamble skill. May always choose to lose a game.)

luck   (Can modify any dice roll they make by +-1 or +- 10% as appropriate, after rolling. Can be used d6 times a day, determined in secret by the GM)

palm object  (+15% to test to palm a small object: coin, dice, playing card, or similar - no large than clenched fist)

read/write  (can read and write any language they know)

specialist weapon: firearms  (can use pistols, blunderbusses and other such firearms safely)

disguise (very good at preparing and using disguises. Will never be noticed among unsuspecting people, and can pass casual examination by a Fel test. Can also help other people with their disguises.)

mimic (can copy accents and even other people's voices perfectly. +10 to bluff and +10 to busk!)

seduction
+10 to Fel tests with the opposite sex. Good chat-up lines!

Public speaking
able to influence crowds by making speeches. Use Fel to test, and may influence a number of people equal to Ld score

blather
able to distract people by talking total nonsense to them! Fel test to use it: success = 1 round distraction, increasing if you succeed by a lot

charm
+10 to all Fel tests when trying to be charming


Languages:
Old Worlder (Riekspiel dialect)


Equipment:
hand weapon (fancy warhammer)
2 pairs of duel pistols (pistol 8/16/50  4  2 to load, 1 to fire   misfires, intimidating noise!)
50 shot
pistol equipment
pack of cards (with spare aces)
pair of dice
pair of loaded dice (always roll 6s)
nobles silk clothes
two sets of fine made wool and linen travelling clothes
Jewelry (gold ring, two silver rings, silver necklace)
travelling boots
4 flasks of good perfume
knife
poison ingestive killing (to take if he's caught!)
caltrops small (to injure pursuers)
listening cone (to listen at walls)
lamp black (to camoflage his face)
Vial of 'Volstrung's Eradicator.' The label says you can drink it to get bad humors out of your blood."
Blessed talisman of Sigmar. [He may add 10 to his Cl when testing for fear or terror caused by demons or undead]
Silver key to the town of Bogenhafen
Letter of Recommendation to Father Anton
Letter from H.S. to Etelka Herzen
Astrology book about the meteor of the Barren Hills
Portrait of Etelka Herzen
Letter of the ownership of the Black Tower near Grissenwald
Letter of the ownership of money owed to Kastor Liebenrung
Book about Goblin anatomy and behaviour
Picture of Hildebrandt Schmidt
Etelkas Perfume
Smidts red vials
Golden medallion bearing the insignia of the Knights Panther
Blue cloak trimmed with panther fur

Owner of the former Steel Crown Tavern in Middenheim new name Stonebridge.

2800 crowns

Armour points:
shield = 0
head = 0
body = 0/1
left arm = 0/1
right arm = 0/1
left leg = 0
right leg = 0


Career exits:
assasssin

Current advance scheme: Spy
WS+20*
BS+20*
T+1*
W+4**
I+20**
A+1
Dex+20**
Ld+10*
Int+20**
Cl+40**
Fel+20**

Unlearned career skills (spy):
act [skilled at adopting other identities, as well as in stage acting. +15 to appropriate bluff tests, and +10 to busk tests]
concealment: urban [+20 to hide if still, +5 to hide if moving cautiously. Only in urban environments]
cryptography [good at making and breaking codes]
evaluate [+10 to estimate tests, error margin reduced to 5%]
flee! [+50% to speed when running away from danger]
linguistics [good at learning new languages, and able to partly understand unknown languages]
pick lock
shadowing [good at following people without being seen. +10 to hide tests to avoid being noticed]
sixth sense [knows when he's being watched]
wit [very witty! +10 to Fel tests whenever that would be helpful]


advance scheme:Charlatan [old career]
WS+10*
BS+10*
T+1*
W+4**
I+20**
Dex+20**
Ld+20**
Int+20**
Cl+20**
WP+20**
Fel+30***

Advance scheme: (Gambler completed)
BS+10*
W+2**
I+10*
Dex+10*
Int+10*
Fel+10*



Quote
Imperial currency

1 gold crown = 20 silver shillings = 240 brass pennies
1 shilling = 12 pennies

Notation: 1GC = 20/- = 240d
So
12GC 17/9 = 12 crowns, 17 shillings and 9 pence
6/- = 6 shillings only
6/4 = 6 shillings and 4 pence
5d = 5 pence only

http://www.chumley.co.uk/wfrp/wfrppricelist.pdf
                                                   
“Rich as an Averlander…” he could remember the sound of  the voice, a deep booming voice,  of the Merchant speaking to his father like it was only yesterday. He will be rich as an Averlander when he would sell all the wool they had gathered for him on the mar-ketplace of Wurtbad. This phrase, these few words changed his fate. Born in Stirland Klaus was raised in poverty, his parents peasants that tended to the flock of sheep of the local Baron and his fields of turnips.  He dreamt to become an Averlander, no more starving during a bad harvest, no freezing and sleeping in one room with the sheep and pigs during the winters.

 So one day he packed his few belongings and left his village and his family to become an Averlander, it wasn´t so far away he told himself and if they are all rich he wanted to become one of them. Reaching the Averland he found out, that the people there were not richer than the people in Stirland. Only the nobility and some Merchants lead the life he dreamed of since he was a little boy…since that one day. The peasant too starved and died of a harsh winter and had to work all their life.

But that was not for him, he made up a story, that he was the bastard of some high born Averlander, only out for adventure living on the streets of the Empire because he chose to do so, and at some point in the future when his thirst for adventure was quenched he would return to his fathers fief and claim his heritage. He had told that story so often dur-ing his travels that by now he believes it himself. Klaus Metzger from Averland son of….ahh I won´t tell you fellows as I won´t ruin the noble name of my family. He always had a quick wit and was good with numbers, so he taught himself to read and write to make the story of the wandering noble more realistic. His small frame and lack of skills with arms meant he either had to become a peasant again to earn his living…or turn to less legal means to aqcuire his money.

He always disliked violence and his first years in the criminal underhives of Averheim filled him with terror. He saw people killed and their bodies thrown into the Aver, and the people who cut those throats being hanged by the city watch. It wasn´t his trade, he turned to gambling. His swift mind and quick fingers earned him a good living, with as much food as he wanted and drinks and women too. He found out very fast that the best place to earn the money were the poor. Their desperation and the hope for earning money to give them more freedom was easy to exploit. The rich usually were too smart to even try a gamble or the few stupid nobles that went to the taverns to gamble had enough influence and arrogance to seek revenge once they felt themselves cheated. Like one day after he won several games against a young fat noble, he had his fingers broken by his hired muscles. There was no proof that he had cheated it was just a whim of the young man, and his fingers remained a bit stiff since that day. The poor on the other hand are impotent.

Every once in a while Klaus feels a pang of guilt that he exploits the ones that are al-ready the most exploited but he drowns that guilt, either in drinks or in the stories he likes to tell, about his fight with some Greenskin, or how he accidantly bedded a female Ogre. It is hard world, and one day….one day he has to return to his heritage.


Quote
Hintery Hints
On the writing desk is a book of maps, open at a page showing an area of Talabecland called the Barren Hills. A circle has been drawn around what looks like a crater, situated in the fork of two streams that converge to form the River Narn. The Narn itself joins the River Stir, which flows into the Reik at Kemperbad.

Beside the map book is a volume of Sternschau's Astronomical Records, open at the following passage:

In the year of Sigmar 2302, on Hexenstag, the Witch Moon did shine green and smiling upon the world, and so as an omen of disaster. At this time the heavens burned with a great multitude of descending bodies, some of which did smite the earth and make it shudder.

On Geheimnistag, the Witch Moon did again turn its frightful face upon us. I, being prepared, did trace the path of a mighty shooting star as it crossed the sky like the Sun's Chariot: seeing it fall, I made such calculations as to determine the place of its landing. It struck mother earth most grievously, resting in the Barren Hills in Dread Talabecland, far up the Soulless River Narn.

Also on the desk is a letter:

My dear Etelka,

I hope you are well. The volumes I have sent with this letter should be sufficient to prove to you that the thing I have long sought exists, and can be reached. It has lain there some two hundred years already - I can only pray it lies there still. If it does, well, I scarcely need tell you the wonders we will be able to achieve once we possess it! Please, come to me in Nuln as soon as you can. I am preparing an expedition to the Barren Hills, and would value your presence. I have summoned my student Heidlemann as well, and I hope he arrives in time to join us.

I await your arrival with excitement.

Your friend,
H.S.
Magnus College,
Nuln.

My dear Johannes,

Enclosed with this letter is the scroll you require for your endeavor. I hope it will prove suitable, since I found it necessary to employ extraordinary measures to obtain it! I am sure that you do not need to be reminded, but I know you will not take offense if I say this: be certain of your preparations, especially the apparatus and the dedicatory gift. Any mistake or oversight will lead to disaster.

My thoughts are with you, and my prayers also. I wonder if the inner circle know what awaits them when the task is complete! Our old mentor at Magnus College would be delighted with both of us, I am sure. Please write to me with news of your success! I enclose my address, in case you have mislaid it. I shall be leaving home on an expedition of my own in three weeks time. I dare not say more now, but a wonderful prize lies ahead of me!

Yours in love and friendship,

Etelka Hergen.

Residing at Black Peaks Tower, near the town of Grissenwald in the Electorate of Nuln
« Last Edit: September 16, 2014, 03:13:13 PM by Fandir Nightshade »

Offline Finlay

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Re: Shadows over Bogenhafen character sheets [players only please]
« Reply #4 on: May 28, 2012, 07:06:46 PM »
Dwarf!
Julian Stonebridge
Age: 60
black/grey curly hair, plaited beard
height: 4 foot 6
Title: Knight of the Order of the Panther, Middenheim Chapter
Class: Academic. First career: Engineer.
Current career: Judicial Champion [Official Champion to Graf Boris Todbringer, Elector of Middenheim]
former careers: gunner, tunnel fighter, engineer

Fighting attire

mining!


movement: 3
weapon skill: 67**
ballistic skill: 23*
strength: 4**
Toughness: 7*
wounds: 10**
initiative: 36*
attacks 3**
dexterity: 38**
leadership: 78**
intelligence: 50**
cool: 75**
willpower: 65*
fellowship:38*

Social standing  B22, +5 in Middenheim
Social standing if displaying the insignia of a Knight Panther  A1 (noble), or A5 in Middenheim

fate points: 4

insanity points: 2

Skills:
mining [Engineer upgraded version]  (May construct mines (+20% to construct tests). Can recognise all types of rocks, and find seams of metal, coal, or gemstones. +20% to find secret doors when underground)

metallurgy  (recognise the ores of important metals (iron, copper, tin, silver, lead), and extract the metal with proper equipment. Can calculate the proper proportions for the formulation of alloys)

very resilient   (+1 T, added to starting profile. Does not count as an advance)

dance  (+10% busk/employment tests as entertainer, adept at formal and informal dancing)

carpentry  (skilled in the construction of all wooden objects. +10% to construct tests involving wood. Can identify types of timber)

cartography  (Expert at reading and drawing maps. Good memory for directions and landmarks)

drive cart  (may drive a cart, wagon or chariot without difficulty)

engineering  (understands mechanical principals and methods of construction. May read and draw technical plans. +20% to all construct tests)

read/write  (can read and write any language they know)

secret signs: dwarf engineer's guild  (understand and write the secret signs used by the dwarf engineer's guild)

set trap  (may build complex traps to kill or capture. Victims are at -20 I against them. May trap small game with great success)

smithing  (can work common metals, and use a furnace to produce metal from scrap or ingots. May make and repair metal items, including
weapons and armour. +10 to construct tests)

spot trap  (+10% to avoid traps. Can find and disarm traps (may require Dex test))

night vision: 30 yards

strike mighty blow (+1 damage in combat)

dodge blow  (I test to avoid damage once per round)

strike to injure (modify location hit on enemy by +- 10%)

strike to stun  (able to stun enemies effectively)

chemistry (able to identify and use chemicals of various sorts, and can make things like gunpowder)

specialist weapon: bombs (use and manufacture of bombs)

specialist weapon: firearms (use and maintain pistols, handguns, and other firearms)

specialist weapon: cannon [Special note: can command one cannon crew for every 10 points of initiative.]

scale sheer surface (can climb without having to make a test, and can make very difficult climbs)

Languages:
Old Worlder (Riekspiel dialect)
Khazalid (dwarfish)


Equipment:
changes of clothes
knife
hand weapon
leather jacket
tool bag
hammers and nails
chisels
pick
saw
iron spikes
tongs
pliers
10 yards of heavy wire
hand axe
ring with concealed guild symbol
2007 gold crowns, 2 shillings (1000 with billy) +2500 crowns reward money + 880 crowns tax rebate
Helm
Nice shield
Fine pipe
Silver plated Hip flask
sleeved mail coat,
fancy breastplate
mail coif
Tobacco supply
Silver key to the town of Bogenhafen
Magical dwarfish shield (2 armour points)
Crossbow
20 bolts
Fine pair of boots
Fine fur lined cloak
Clockwork bird
astronomical/navigational instrument
steam engine
Dwarfish rune sword, Barrakul, 'the hope of the mountains.' The sword of Saint Siegfried von Kesselring, granted to Julian by the will of Sigmar himself! The sword ignores all armour saves, but cannot be used to harm dwarfs.
Handgun
A good supply of ammunition and powder
Bomb-making equipment
chemistry apparatus and chemicals
waterproof cloak
Pendant carrying the emblem of the Wizards' and Alchemists' School of Middenheim
Golden medallion bearing the insignia of the Knights Panther
Blue cloak trimmed with panther fur

Armour points:
shield = 2
head = 2
body = 2
left arm = 1
right arm = 1
left leg = 1
right leg = 1


Career exits:
assassin
duellist
mercenary sergeant/captain
witch hunter
templar

Judicial Champion unlearned career skills:
Specialist weapon - fencing sword
Specialist weapon - fist weapon
Specialist weapon - flail/whip
Specialist weapon - lasso
Specialist weapon - net
Specialist weapon - parrying weapon
Specialist weapon - two-handed weapon

Judicial Champion advance scheme:
WS+40**
S+2**
T+1*
W+6**
I+20*
A+2**
Dex+20**
Int+10*
Cl+10*

Gunner advance scheme:
WS+10*
BS+20*
S+1*
T+1*
W+2**
I+10*
Dex+10*
Ld+30**
Int+20**
Cl+20**
WP+10*
Fel+10*

Engineer advance scheme:
WS+10*
BS+10*
W+2**
Dex+10*
Int+10*

tunnel fighter advance scheme:
WS+10 (can't take, engineer)
S+1*
T+1
W+2 (can't take, engineer)
I+10*
A+1*
Ld+10*
Cl+10*

skills to learn:
dodge blow*
orientation
scale sheer surface*
strike mighty blow*
strike to injure*
strike to stun*

total exp [3100], spent on 5 engineer advances(one free to complete the advances), 1 to change career and 5 tunnel fighter advance, fgour skills (SMB, strike to stun, strike to injure and dodge). 100 to change to gunner, 300 to buy chemistry, bomb and firearm skills. 500 on 5 gunner advances. 100 on cannon skill. 100 on gunner Ld advance. 100 to change to Judicial Champion. 100 to learn scale sheer surface. 400 for WS, S, A, Dex.
« Last Edit: June 22, 2016, 10:20:36 PM by rufus sparkfire »
I don't care about the rules.

Pass the machete.

Offline rufus sparkfire

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Re: Shadows over Bogenhafen character sheets [players only please]
« Reply #5 on: June 10, 2012, 10:38:49 AM »
[Formerly Fandir's NPC henchman, now Rufus's vanity project]

Maximilian Frederick Breytenbach (known as Max)
Title: Knight of the Order of the Panther, Middenheim Chapter
Age 19
Ginger hair, green eyes
5'3"  100lbs



Class: Academic
Career: Lawyer (junior)
Past careers: Student

Movement                    4                     
Weapon Skill               28             
Ballistic Skill            32             
Strength                   2                     
Toughness                  3*             
Wounds                     9** 
Initiative                 35*                 
Attacks                    1 
Dexterity                  40*           
Leadership                 55**                                     
Intelligence               76****                                   
Cool                       50**                                             
Willpower                  59**                                     
Fellowship                 42*                                   

Social standing   B19, +5 in Middenheim
Social standing if displaying the insignia of the Knights Panther  A1 (noble), A5 in Middenheim

Fate Points              5

Insanity points  4

Experience points  0                                                     

Skills:
dance   (+10% busk/employment tests as entertainer, adept at formal and informal dancing)

arcane language: magic  (read and speak the language of magic, used in scrolls, spellbooks and when casting spells)

read/write   (can read and write any language they know)

secret language: classical   (can speak Classical Reman, used in academic and religious texts)

history  (considerable knowledge about local history, and good knowledge of genral history. Local here means The Empire)

identify plants  (can identify common plants, and spot unusual ones. Some knowledge of uses of plants)

numismatics  (expert knowledge of coins: recognise place of origin, metal content, value, and detect counterfeit/clipped coins)

astronomy  (recognise and identify heavenly bodies, and navigate by the stars)

cartography  (Expert at reading and drawing maps. Good memory for directions and landmarks)

speak additional language: Khazalid (dwarfish)

law (knows the law!)

etiquette (+10 Fel in high society, knows the rules of behaviour)

secret signs: lawyer  (knows the mysterious secrets of the Guild of Lawyers)

heal wounds (can perform first aid on injured people, and can speed healing times by providing care)

public speaking (able to make speeches to influence crowds)

ride (can ride a horse skillfully)

herb lore (detailed knowledge of the medical uses of plants)

cure disease (can diagnose and treat illnesses)

swim (can swim well)

animal care (knows how to look after animals)

dodge blow  (I test to avoid damage once per round)


Languages:
Old Worlder (Riekspiel dialect)
Khazalid (dwarfish)


Equipment:
Clothes (2 sets of good quality clothing, one set of excellent quality clothing. Bad weather cloak and hat)
Backpack
blanket
metal flask
tinderbox
6 candles
leather map case
map of The Empire
writing equipment
Book on the history of Averland
4 Law books
Gold ring with the Breytenbach family crest (can be used as a seal)
Silver key to the town of Bogenhafen
Axe
Bow
quiver with 30 arrows
helmet
shield with cockatrice painted on it
leather vest
Silver beer stein (gift from Klaus for passing his exams, worth 10 crowns)
Fine dagger with a golden dragon hilt with red gemstone eyes (gift from Mortus for passing his exams, worth 30 crowns)
Bachelor of Law degree from Magnus College, University of Nuln
Lawyer's robes
pendant carrying the emblem of the Guild of Lawyers
medical kit
Golden medallion bearing the insignia of the Knights Panther
Blue cloak trimmed with panther fur

Horse (named Josephine) with saddle and all that.
Camping gear

2335 gold crowns, 14 shillings and 3 pence in belt pouch  [900 lent to Klaus] +2500 crowns reward money


Armour points:
shield = 1
head = 1
body = 0/1
left arm = 0
right arm = 0
left leg = 0
right leg = 0


Career exits:
Demagogue
Merchant
Raconteur

Lawyer advance scheme:
T+1*
W+2**
I+10*
Dex+10*
Ld+30**
Int+40****
Cl+30**
WP+30**
Fel+10*



Student advance scheme (complete):
W+1*
I+10*
Int+10*
Cl+10*
Fel+10*

Unlearned career skills (can learn for 100 EXP):
consume alcohol



Max was born in Bechafen, the capital of Ostermark, into a wealthy family of weapon manufacturers and traders. The Breytenbach family, while not noble, can trace its line back at least as far as the succession war of 2146, and is greatly respected in Bechafen.

Max was born too early, and barely survived into childhood. Even then, he was always small and sickly, and a tremendous disappointment to his physically imposing father. Max dreamed of being a soldier one day, despite his father's cruel insistence that he wouldn't even be able to lift a sword, let alone fight with one.

Eventually, when it became clear that he couldn't beat Max into shape, his father decided to train Max's younger sister Dolores as heir to the family business, and sent Max to the ancient and prestigious University of Nuln to study to become a lawyer. "It's all the runt is good for," his father never tired of telling his friends.

Max found Nuln an exciting place to live, and devoted himself to his studies. Away from his horrible father, he began to enjoy himself at last. When a group of friends suggested a trip to Bogenghafen to visit the famous Schaffenfest, he jumped at the chance. He and his friends drank far too much on the first day of the festival, and Max somehow found himself volunteering (or being volunteered by his friends) to join a dangerous expedition into the town's sewers. Max thought this was his chance to be a soldier, but in his first encounter with danger he saw a man eaten alive by a hideous blob monster, and was himself badly injured and almost killed. His life was saved by the expedition leader, a brave man called Klaus, and Max is determined to repay Klaus however he can. For the moment, that means protecting him and doing his best to help Klaus on his
mission. Whatever that is.


Max is emotionally insecure, and continually dreads disappointing his father (who he hasn't even seen for four years, since he left home to go to the university). He attaches himself alarmingly quickly to anyone who shows him any kindness. Once attached, it takes a considerable amount of abuse to drive him away again. He's extremely eager to please, and will do anything he can to help his friends. He is unfailingly generous and brave.


Max is short, pale, and very thin, with thick ginger hair and bright green eyes. His ribs show alarmingly through his skin, and his arms and legs are unbelievably spindly. He has an acid scar across his chest (it looks a bit like a snake) that was caused by the pseudopod of the sewer monster, and scars on his back from a nasty flogging he received while trying to save Klaus from the same treatment (he was unsuccessful). Despite his appearance, he has an odd habit of going without a shirt unless told to put one on.  Max's small size and rather childish manner cause people to think he is much younger than he really is.

Update:

Max passed his university exams, and so is now a junior lawyer. His first two cases went well, increasing his confidence considerably.

Update:

Max encountered his father in Altdorf, and (with the help of his friends) was able to convince him that he is a good son after all. Jacob Breytenbach acknowledged his son's achievements and admitted that he is proud of him. He also made it clear that Max is still his heir.
« Last Edit: June 19, 2016, 10:39:59 AM by rufus sparkfire »
Hey, I could still beat up a woman!
If I wanted to.

Offline rufus sparkfire

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Re: Shadows over Bogenhafen character sheets [players only please]
« Reply #6 on: August 03, 2012, 04:27:41 PM »
More NPCs!


Ragni Greathammer 
[Julian's dwarf friend from Clan Greathammer, near Grissenwald]

Title: Knight of the Order of the Panther, Middenheim Chapter



Dwarf
Age 30
Blond hair, grey eyes
4'7"  120lbs

Class: warrior
Career: mercenary mercenary sergeant

Movement                               4         
Weapon Skill                            61**
Ballistic Skill                            35**
Strength                                   4*
Toughness                               6*
Wounds                                   11****     
Initiative                                 45**
Attacks                                   2*
Dexterity                                 27*
Leadership                              63*                       
Intelligence                               40*                 
Cool                                           69*                       
Willpower                                   54*               
Fellowship                                  35*       

Social standing   C9, +5 in Middenheim
Social standing if displaying the insignia of the Knights Panther  A1 (noble), A5 in Middenheim

Fate Points             2

Insanity points  3

Experience points   0                                               

Skills:
mining
night vision (30 yards)
disarm
dodge blow
secret language: battle tongue
strike mighty blow
strike to stun
street fighter
consume alcohol
gamble

Languages:
Old Worlder (Riekspiel dialect)
Khazalid (dwarfish)


Equipment:
impressive and expensive new axe!
old axe
knife
shield
breastplate and backplate
mail shirt
helmet
crossbow
20 bolts
backpack
clothes
fur-lined cloak
blanket, tinderbox, cutlery, flask
Golden medallion bearing the insignia of the Knights Panther
Blue cloak trimmed with panther fur

750 gold crowns +2500 crowns reward money + 165 crowns tax rebate

Armour points:
shield = 1
head = 1
body = 2
left arm = 0
right arm = 0
left leg = 0
right leg = 0

Career exits:
artillerist, gunner, mercenary captain, outlaw chief, explorer, bounty hunter, gambler, judicial champion, protagonist

Mercenary sergeant advance scheme:
WS+20**
BS+20**
S+1*
T+1*
W+4****
I+20**
A+1*
Dex+10*
Ld+10*
Int+10*
Cl+10*
WP+10*
Fel+10*


Mercenary advance scheme (complete):
WS+10*
BS+10*
S+1*
W+2**
I+10*
A+1*
Ld+10*
Cl+10*


Billy Harefoot
[captain of the Faithful Hound river barge]



Halfling
Age 43
greying brown hair, brown eyes
3'5"  80lbs

Class: ranger
Career: sailor (was a boatman)

Movement                                      4 
Weapon Skill                                  33*
Ballistic Skill                                    56*
Strength                                         4*
Toughness                                     3
Wounds                                          8**
Initiative                                        65*
Attacks                                            2*
Dexterity                                        47
Leadership                                      18             
Intelligence                                      32         
Cool                                                 28*           
Willpower                                        46     
Fellowship                                        35

Social standing   C2

Fate Points              2

Insanity points  0

Experience points    0                                               

Skills:
night vision (20 yards)
cook
specialist weapon: sling
excellent vision
dodge blow
scale sheer surface
fish
orientation
river lore
row
sailing
very strong (included in profile)
consume alcohol
swim
strike mighty blow
street fighter
speak additional language: Khazalid (dwarfish)

Languages:
Old Worlder (Riekspiel dialect)
Khazalid (dwarfish)

Equipment:
sword
knife
sling
30 sling bullets
backpack
good quality clothes (shirt, waistcoat, jacket, short trousers, cloak and hat for bad weather)
blanket, tinderbox, cutlery, flask, cooking pot
Fine pipe
Pouch of Old Furfoot pipeweed, from The Moot.
hip flask containing halfling whiskey
1780 gold crowns

Armour points:
shield = 0
head = 0
body = 0
left arm = 0
right arm = 0
left leg = 0
right leg = 0

Career exits: pilot, raconteur, sea captain, slaver, smuggler

Advance scheme:
WS+10*
BS+10*
S+1*
W+2**
I+10*
A+1*
« Last Edit: June 19, 2016, 10:41:30 AM by rufus sparkfire »
Hey, I could still beat up a woman!
If I wanted to.

Offline Mogsam

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Re: Shadows over Bogenhafen character sheets [players only please]
« Reply #7 on: October 05, 2012, 10:41:16 PM »
Arnst

[Arnst left the party before they entered Middenheim]

Age: 39
He has dark brown hair with streaks of white. It is clumsily tied up. His eyes are grey and dark.
He is 5'7 and painfully thin and he lacks useful teeth.

Class: Rogue
Career: Beggar Bodyguard.

Movement                    5                     
Weapon Skill               48*           
Ballistic Skill            45*             
Strength                   4*                     
Toughness                  5*         
Wounds                     9**   
Initiative                 31                 
Attacks                    2*
Dexterity                  30           
Leadership                 39                                     
Intelligence               37                                   
Cool                       30                                             
Willpower                  24                                     
Fellowship                 23                                   

Social standing   D14  (feared)

Fate Points              3

Insanity points  0
- Alcoholic
- Bi Polar

Experience points  0                                                     

Skills:

very resilient (+1T, included in profile, doesn't count as an advance)

ride (can ride a horse skillfully)

sing (can sing well, and knows a variety of songs. +10% to busk tests, +10% to employment tests as a singer)

begging (able to beg effectively - test on average of WP and Fel to gain d3 shillings per hour of begging)

concealment: urban (+20% to hide in urban areas)

dodge blow (I test to avoid damage in combat, once per round)

secret language: thieves' tongue (knows the secret thieves' language, which can be used over normal speech to convey hidden meanings)

secret signs: thieves' signs (knows the secret signs used by thieves to warn of danger, mark good places to steal, and things like that)

silent move: urban (listen tests at -10% for people who might hear them while sneaking)

consume alcohol  (only half penalties from drunkenness, but -10% to WP tests to resist further drinks)

very strong (+1S, included in profile, doesn't count as an advance)

Languages:
Old Worlder (Riekspiel dialect)

Equipment:
Good quality clothes, including a nice hat
Dull but rich clothes
heavy stick (hand weapon)
rusty knife
begging bowl
flask of cheap spirits
sword stick (hand weapon)
mail shirt (sleeved)
Decorated breastplate and backplate
mail leggings
mail coif
impressive helm in the form of a bear!
fine sword
shield with the Breytenbach family crest
'Bombastus's Thaumic Condenser,' a complicated magical device that can produce a variety of effects. It is not understood at all, and is dangerous to the user! Max's initial experiments with it caused him some minor harm. Further study is needed!

Horse! with saddle and all that.
Camping gear


356 crowns, 8 shillings and 4 pence


Armour points:
shield = 1
head = 2
body = 2
left arm = 1
right arm = 1
left leg = 1
right leg = 1


Bodyguard advance scheme:
WS+20*
S+1*
W+2**
I+10
A+1*

Unlearned career skills:
disarm
specialist weapon: first weapon (knuckledusters, garrotes, things like that)
street fighting
strike mighty blow
strike to stun
very strong


Career exits:
bounty hunter
footpad
mercenary
outlaw chief


Beggar advance scheme: [completed]
WS+10*
BS+10*
T+1*
W+2**

Background:
Arnst was once a promising young man from unlikely circumstances. His father was a man at arms for a knightly brotherhood who once performed a heroic action on the field before being killed. The knight his father saved chose to take the young Arnst on as his own and adopted the child raising him to be higher than his birthright. As he grew older he learnt many of the skills required for becoming a knight including horsemanship and swordplay.

Unfortunately Arnst went on to quickly shame his adopted father. On his fifteenth birthday he engaged coitus with a cheap whore whilst inebriated. This was on the day before his final tests to enter the order. Arriving drunk and smelling of perfume he was a laughing stock. His father struck him from the order and cast him out to fend for himself.

Quickly he found himself broke, an alcoholic and with little prospects. For as long as he can remember he has been busking using his deep and strong singing voice in the taverns of the town kept only out of trouble by his surprising skill and drunken athleticism when armed with a stave. This hasn't stopped him being brutally scarred however. As long as he is kept inebriated he does not suffer from bouts of aggressive depression and some of the issues caused by twenty years of alcoholism - his whimsical nature and mental confusion.


Update: he has become Max's bodyguard!
« Last Edit: September 12, 2014, 03:41:54 PM by rufus sparkfire »
Curse you and your ability to stay within the lines.

Offline Karl Voss of Averland

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Re: Shadows over Bogenhafen character sheets [players only please]
« Reply #8 on: February 28, 2013, 11:34:50 AM »
Admund Auerswalder
Title: Knight of the Order of the Panther, Middenheim Chapter
Career Class: Human Warrior
Career Choice: Mercenary Sergeant



Age: 25

Appearance:
He has short brown hair with grey/blue eyes. His right arm is in a sling due to a broken arm. His right palm has a pale scar roughly in the shape of an open archway of Morr. He is 6'0" tall and 165 lbs, and has a steely gaze.

Admund is currently wearing a worn shirt under a padded tunic that has tanned from sweat and dirt. All of his armor is on, and his shield slung over his shoulder.

Movement           4
Weapon skill      58  (38 +20 Adv)
Ballistic skill        56  (36 +20 Adv)
Strength              4  (3 +1 Adv)
Toughness           4  (3 +1 Adv)
Wounds               10  (6 +4 Adv) [7 Wounds. Sword arm is broken and immobilized]
Initiative            66  (36 +10 LReflex +20 Adv)
Attacks                2  (1 +1 Adv)
Dexterity            34
Leadership         41  (31 +10 Adv)
Intelligence        29
Cool                   38   (28 +10 Adv)
Willpower           36   (26 +10 Adv)
Fellowship          30

Fate points          3
Insanity Points     2

Experience Points   0

Social standing:  C13, +5 in Middenheim (feared)
Social standing if displaying the insignia of a Knight Panther  A1 (noble) or A5 if in Middenheim

Skills:
Disarm
Dodge Blow
Strike Mighty Blow
Strike to Stun
Drive Cart
Lightning Reflexes
Sixth Sense
Acute Hearing
Street Fighter

Languages:
Old Worlder (Riekspiel dialect)
Read/Write - Riekspiel
Secret Language - Battle Tongue

Weapons:
Purified Elven Sword (+1 Damage, +10 Cl)
Longsword
Knife
Concealed boot dagger
Old crossbow [4 bolts]

Armor:
Sleeved Mail Coat [Damaged, no sleeves, needs repair]
Breastplate and Backplate with tassets
Mail Coif
Visor-less Sallet Helm
Heater Shield [Cannot use with broken arm]

Equipment:
City Watch surcoat, quartered blue and white and embroidered with Middenheim's arms
Practical sturdy clothing (with 2 shirts, pants, jerkin, hooded cloak, padded gambeson, boots)
Good common clothing (black breeches, white shirt, navy blue doublet trimmed in sable)
Sling bag with tankard, cutlery, blanket, tinderbox, waterskin, lamp, and oil

Dark red leather sword belt and scabbard, with intricate leaf pattern
Playing Cards (styled with legendary beasts)
Bardin Dwinbarsson's monocle
Dust of Ibar-Helm [2 Uses Remaining]
Manacles
Golden medallion bearing the insignia of the Knights Panther
Blue cloak trimmed with panther fur
Vial of Oxleaf [3/4]
Vial of Vanera Stimulant [3/4]
Vial of Compelling Tonic [3/4]
Large Iron Key

948 Gold Crowns, 19 Schillings, 7 Pence +2500 crowns reward money


Armour points:
shield = 0 (add +1 all when used)
head = 2
body = 2
left arm = 0
right arm = 0
left leg = 1
right leg = 1


Mercenary advance scheme:(Complete)
WS+10*
BS+10*
S+1*
W+2**
I+10*
A+1*
Ld+10*
Cl+10*

Mercenary Sergeant Advance Scheme:
WS+20**
BS+20**
S+1*
T+1*
W+4****
I+20**
A+1*
Dex+10
Ld+10*
Int+10
Cl+10*
WP+10*
Fel+10


Unlearned Career Skills:
Street Fighter
Gamble
Consume Alcohol


Career exits:
Artillerist, Bounty Hunter, Explorer, Freelance, Mercenary Captain, Gambler, Judicial Champion, Outlaw Chief, Protagonist


Background:
Admund was born in Carroburg to merchant parents. His mother is a native Marienburger. After his father and mother were married, they settled in Carroburg. Admund grew up helping his father with the family mercantile shipping business, often traveling between Marienburg and Altdorf. At 19 years he grew discontent with a merchant's life, and sought employment in Marienburg as a hired sword protecting trade convoys and warehouses from bandits and raiders, and served under some petty lords in a few skirmishes. Recent employment has brought him to Middenheim, where is got into a brawl with his former employer who refused his salary after paying the extortionate taxes were levied on them. Leaving his employer bloodied, Admund took the pay that was rightfully his, but wound up jailed after being arrested by the watch for brawling. Released, he found new employ with Bardin Dwinbarsson whom used him to try to get revenge on the party. He turned on Bardin, and was shot. Changing allegiance with the promise of pay and revenge, he joined the party in dealing with Bardin and investigating the influences by the Purple Hand cult of the powers that be in Middenheim.

Personality:
Admund is fairly serious and crass in demeanor with a bit of a foul humor. He hardly wears his emotions on his sleeve, his face being cold as his gaze. His lifestyle as a sellsword and his compatriots have thrown askew his moral compass. He does desire to live a life that is "right", but only knows what's right in his own eyes. He has very little patience for those he considers wrong, and especially has little patience for liars and swindlers - especially when he is the mark. One thing he truly respects and admires are those who display martial skill, or are not afraid to get "stuck in" a fight. To him, the way you handle yourself under pressure, and in combat reveals your true values.

Notes:
(28/2/13 - Advanced WS, A, and W)
(2/4/13 - Advanced S and W)
(13/9/13 - Advanced I, Ld, and Cl)
(08/12/13 - Advanced BS, Changed Careers to Mercenary Sergeant)
(02/7/14 - Advanced WS, T, I, and learned Street Fighter)
(20/3/15- Advanced W)
(12/6/16- Advanced W and BS)
(18/10/16- Advanced WP)
« Last Edit: July 10, 2017, 02:59:43 PM by Karl Voss of Averland »
Quote
I sexually violated the cat.  When we have children I will push harder for this time honored and enjoyable tradition

Remembering what Rufas started and endures in us all

Offline Mogsam

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Re: Shadows over Bogenhafen character sheets [players only please]
« Reply #9 on: November 28, 2013, 11:00:40 PM »
Ulrun the Magnificent
Titles: Knight of the Order of the Panther, Middenheim Chapter; Chair of Intangible Studies at the Middenheim School of Wizards and Alchemists.
Age 35
Short cropped greying hair (was blond) with an elaborate handlebar moustache
5'5  Thin due to excessive torture.

Class: Academic
Career: Illusionist Wizard (L2)
Past careers: Wizard's Apprentice, Wizard L1, Illusionist L1

Movement                   5                   
Weapon Skill               47*             
Ballistic Skill            30             
Strength                   4*                       (includes Very Strong bonus)
Toughness                 5*             
Wounds                     7**     
Initiative                 54**                 
Attacks                    1 
Dexterity                  50**           
Leadership                 36                                     
Intelligence               59**                                   
Cool                       41*                                             
Willpower                  41*                                     
Fellowship                 36*                                   

Social standing   B21, +5 in Middenheim
Social standing if displaying the insignia of the Knights Panther  A1 (noble), A5 in Middenheim

Fate Points              3

Magic points   29

Insanity points  4

Experience points  100                                                     

Skills:

Cryptography (skilled at making and breaking codes of all kinds)
Very strong (+1S on profile. Not counted as an advance)
Ambidextrous (use either hand equally. +10 to relevant tests)
Read/Write  (can read and write any language they know)
Drive Cart  (can drive a cart/wgon/coach/chariot proficiently)
Arcane language: magic (read and speak the language of magic, used in scrolls, spellbooks and when casting spells)
Cast spells: petty magic  (may learn and cast petty magic spells)
Secret language: classical (can speak Classical Reman, used in academic and religious texts)
Scroll lore  (recognise magical scrolls. May read and use them, if they know the proper magical language)
Cast spells: battle magic level 1 (may learn and cast battle magic level 1 spells)
Magic sense (detect magical properties in objects by touch. Detect if a person or creature has magical abilities by touch)
Arcane language: illusionist magic (read and speak the language of illusionist magic, used in scrolls, spellbooks and when casting spells)
Cast spells: illusionist L1 (may learn and cast illusion magic level 1 spells)
Evaluate (skilled at determining the value of items)
Palm Object (+15% to test to palm a small object: coin, dice, playing card, or similar - no large than clenched fist)
Cast spells: illusionist L2 (may learn and cast illusion magic level 2 spells)
Magical awareness (by concentration, can detect nearby magic-users)
Meditation (can restore MP by meditating. Must enter a trance state, and cannot be roused until it is complete. A meditating person will not even react if attacked. Decide how many MPs to regain before entering the trance. The trance then lasts 1d6 minutes per magic point, and cannot be ended until complete.)
Hypnotise (able to perform hypnosis: if used on an unwilling subject, they may take a WP test to avoid being affected. If successful, the hypnotist may ask one question, which will be answered truthfully. If the hypnotist passes a WP test, they may ask d4 further questions of the subject)

Languages:
Old Worlder (Riekspiel dialect)

Spells:

[Note: petty spells can be cast very quickly]
Petty magic spells:
Glowing light [1MP. Causes a small object to glow brightly for an hour]
Open [5MP. Can open a lock (won't always succeed)]
Produce small creature [4MP: Produces a random small animal from a sleeve or hat!]
Zone of silence [2MP. Generates a zone that sound cannot enter or leave in a 6 yard radius of caster, lasting an hour. Ends if caster moves away.]

L1 Battle magic spells:
Cure light injury [4 MP, range = touch. Restores d6 wounds to a lightly-injured person. Does not work on heavily or critically wounded people]
Hammerhand [6MP, cast on self only. +2S and double attacks. Lasts d6 x 10 turns, or until wounded]

[Note: Illusionist spells can be cast more rapidly than other spells]
L1 Illusion spells:
Assume illusionary appearance [2MP per 5d6 minutes. Cast on self only. Assume the appearance of any living, humanoid creature no more than 10 feet tall. Can copy a particular person. May be seen through with an Int test]
Bewilder foe [3MP. Single target within 24 yards must pass WP test or be confused for 1 round. Confused individual will do nothing, and counts as being prone.]
Cloak activity [2MP per 2d6 rounds. Cast on self only. Caster may perform one action while appearing to perform another. For example, he may steal an object while appearing to innocently eat an apple. Or may stab someone while appearing to tap them on the shoulder. May be seen through with an Int test.
Clone image [3 per image per hour. Cast on self only. Creates duplicate images of the caster (no more than one per illusionist level). Images must stay in 2 yards of caster, but may otherwise act independently.]

L2 Illusion spells:
Confound foe [15MP. Cast on self only. Can only be cast after taking damage. The spell is cast instantly, even if the caster is dead - the damage never happened!]
Hallucinate [8MP. Cast on a group or individual within 48 yards. Targets may make a WP test to avoid the spell. If failed, they see a creature of the caster's choice charging them, and react accordingly.]

Equipment:

Expensive and unfashionable clothes allowing many hidden pockets rather than the traditional robes of his order in which to keep his misdirection tools.
Dagger
Pendant carrying the emblem of the Wizards' and Alchemists' School of Middenheim
Battered spell book
Moustache comb
Cards, handkerchiefs, other slight-of-hand stuff (smoke, etc)
Some minor jewelry
Fancy Kislev saber
Bow and 24 arrows
Golden medallion bearing the insignia of the Knights Panther
Blue cloak trimmed with panther fur
Jaunty Hat of Pluvial Protection: allows the wearer to remain dry during rainfall (as the petty spell 'protection from rain'). The wearer may also cause the hat to change colour at will.
The Unnameable Rod: any spell cast while holding the rod is made more impressive, by the addition of light, smoke and sound effects of the caster's choice. However, the spell will require one or more additional magic points, depending on the complexity of the effects.
The Wonderous Mnemonic: this amulet can store up to three spells at a time. To store a spell, it must be cast using a special technique that takes ten minutes, and costs an additional 10 MP. Once stored, the spell can be released at a later time by activating the amulet. This uses no magic points. The amulet currently contains a mystic mist spell: this is a L2 battle magic spell that creates a 6 yard radius area of thick mist anywhere within sight of the caster. The mist is a barrier to sight, and those within move randomly.

0 gold crowns, 0 shillings and 0 pence in belt pouch  +2500 crowns reward money

Owns a house in Middenheim at 8 Misthollow Lane, Freiburg district. His halfling apprentice/servant Petey Greenburrow lives there.

Armour points:
shield = 0
head = 0
body = 0
left arm = 0
right arm = 0
left leg = 0
right leg = 0

Career exits:
Illusionist wizard L3
Wizard L2

Illusionist L2 advance scheme (currently active):
WS+10*
BS+10
S+1*
T+1*
W+3**
I+20**
Ld+10
Int+20**
Cl+10*

Illusionist L1 advance scheme (complete):
Dex+20**
Fel+10*

Wizard L1 advance scheme (complete)
W+2**
I+10*

Wizard's Apprentice advance scheme (complete):
W+1*
Dex+10*
Int+10*
WP+10*

Misdirection, hypnotist, illusionist, reluctant evildoer. Ulrun is a member of the wizards guild in Middenheim who has been missing since an altercation after one of his many shows. Using a combination of illusion, magic and misdirection Ulrun visited parties and balls for the cities nobility doing tricks and slight of hand until an unfortunate incident at small party. After hilariously hypnotizing a powerful nobles wife into losing her inhibition he was ruined when she immediately revealed her many, many graphic affairs with the staff of her home before he could reverse the process.

After an 'incident' involving the disgruntled husbands fists and the pavement Ulrun was left in no fit state to fight off the Purple Hand when they 'acquired' his talents for their schemes.
« Last Edit: March 25, 2015, 12:32:06 PM by rufus sparkfire »
Curse you and your ability to stay within the lines.

Offline Sig

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Re: Shadows over Bogenhafen character sheets [players only please]
« Reply #10 on: May 13, 2015, 12:57:22 PM »
Johannes "Hans" Bauer
Age: 39
Dark eyes, lank hair, slim build. Looks ten years older than he is. Stubble, with greyish skin. Looks undernourished.
Height: 5'10"
Weight: 61kg
Career Class: Ranger
Career Choice: Bounty Hunter Witch Hunter

Movement                     4                       
Weapon Skill                 44*           
Ballistic Skill              60***       
Strength                     4*                     
Toughness                    4     
Wounds                       8**  (7)
Initiative                   51**               
Attacks                      2*                                                         
Dexterity                    29       
Leadership                   30                             
Intelligence                 48**                           
Cool                         51**                           
Willpower                    38*                   
Fellowship                   34

Social standing  C (14) (feared/distasteful job: one class higher to others with feared/distasteful jobs. Also, is intimidating)

Fate Points                  2

Insanity points           4       

Experience points  0                                         

Skills:

Read/write  (can read and write any language they know)

Night vision: 6 yards

Ride (can ride a horse skillfully)

Scale sheer surface (can climb without taking a risk test)

Cook (can cook well, and also 10% more likely to notice poison in food)

Follow trail  (Can follow any trail easily. Obscure trails require INT test. +10% to estimate tests to estimate distance to target, and to estimate number of individuals from their trail.)

Shadowing  (+10% to hide tests when following a target)

Silent move rural  (-10% to listen tests for anyone who might hear them. Applies in all rural situations)

Silent move urban  (-10% to listen tests for anyone who might hear them. Applies in all urban and most underground situations)

Specialist weapon: lasso  (may use a lasso effectively as a missile weapon)

Specialist weapon: net  (may use a net effectively in combat and as a missle weapon)

Strike mighty blow  (+1 to damage caused in close combat)

Strike to stun (able to stun enemies effectively)

Marksmanship   (+10 BS with all missile weapons. +20 BS with a specialist missile weapon, provided they are skilled in its use)

Identify undead (can recongise different types of undead creature, and knows how to fight them)

Specialist weapon: crossbow pistol  (can use and maintain a crossbow pistol)


Languages:
Old Worlder (Riekspiel dialect) [can read and write]

Equipment:
sturdy but worn clothes, including a hat and cloak
rucksack with blankets, cooking pots, cutlery, tinderbox, water flask
sword
dagger
mail shirt (no sleeves)
manacles
holy symbol of Morr (an iron raven)
crossbow pistol
16 (small) crossbow bolts
Lasso
Papers from Etelka's house, including journal.
Partial translation and cipher notes from Ralmoris.
Etelka's drug box: graveroot used
Ring of strength in battle
Etelka's keys

164 crowns, 4 shillings, 5 pence.


[special rules for nets: in combat, use either as a shield (+1 armour) or to entangle (if target is hit and fails an I test, they count as prone until they pass a S or Dex test). Nets are used at -10WS. Can also be thrown up to 4 yards]
[special rules for lassos: missile weapon. Range = 8 yards short, 16 long, 30 extreme. 1 round to throw, 2 to recoil. If target is hit and fails I test, they are entangled. Roll d6: 1-3, one arm pinned. 4-5, both arms pinned. 6, both arms free. Target can free themselves on subsequent rounds by passing a S or Dex test.]
[special rules for crossbow pistol: missile weapon. Range = 16 yards short, 32 long, 50 extreme. 1 round to fire, 1 round to reload. Strength 3. Can shoot one-handed.]


Armour points:
shield = 1 [net, if used as shield]
head = 0
body = 1
left arm = 0
right arm = 0
left leg = 0
right leg = 0


Career exits:
Initiate
Templar

Bounty Hunter Advance scheme: [complete]
WS+10*
BS+10*
S+1*
W+2**
I+10*
Cl+10*

Witch Hunter Advance scheme: [active]

WS+30*
BS+30***
S+1*
T+1
W+6**
I+30**
A+2*
Dex+20
Int+20**
Cl+20**
WP+40*
Fel+10

Unlearned witch hunter career skills:
Public speaking (able to make speeches to influence crowds)
Specialist weapon: throwing weapon

Johannes grew up in an Shallyan-run home for boys after being left there by his peasant mother at 3 years old. Later he was told his family had been murdered by bandits, but the truth was much more banal - his mother had too many children and her drunkard husband had left her, so she gave up her youngest to the church. "Hans" could never reconcile the lies and harsh life he endured in the boys home with the "merciful" Shallya and grew distrustful of people who claimed they were trying to help him. He resolved to help people himself, and became a bounty hunter - living and travelling alone suited him just fine.

Hans' twenties were mostly spent on the roads of the western Empire tracking down petty bandits and the occasional body snatcher or other madman. Eventually, however, one of those madmen turned out to be a Necromancer and Hans was in far deeper trouble than he bargained for. A shambling corpse he mistook for a mere stolen body tried to strangle him as he searched a barn in an abandoned farmstead, before he was able to shove it away and decapitate the thing. He found the Necromancer already dead in his lair in a secret room beneath the barn, being eaten by the corpses of the peasant family who had been the farm's owners and had been reanimated in what turned out to be an overly ambitious ritual.

Hans fled that day, hastily locking the trapdoor behind him and setting fire to the barn. The experience shook him deeply and he realised that there was a horrific world of lies and power behind what normal people could see. Surely, everyone knew about the dangers of the dead but he had naively believed that this was a problem for less civilised lands and not something that was prevalent in Sigmar's Empire. He went to the only place he thought he could get answers - the Temple of Morr. No lies here, the church had always preached about the dangers of the undead and here was proof positive of their claims.

Fortunately Hans could read and write from his Shallyan education so was able to read texts provided for him. He took jobs helping the church's priests hunt down Necromancers before falling in with the Fellowship of the Shroud and assisting Witch Hunters. He was appalled to see not only the scum of society but also the rich and powerful involved in death cults and particularly with Khainite murder cults.

Eventually after carving out a reputation for himself as an effective investigator he became a Witch Hunter himself, feeling no strong devotion to either Morr or Sigmar, but rather a burning desire to root out corruption and the hidden evils and lies hurting the weak and innocent.

His sources have led him to Marienburg, where he has heard whispers of Khainite cultists raising the dead and creating ghouls

« Last Edit: November 02, 2016, 09:06:08 PM by Sig »

Offline Mogsam

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Re: Shadows over Bogenhafen character sheets [players only please]
« Reply #11 on: August 01, 2016, 04:40:37 PM »
Wesley Tumblebarrow
Male Halfling
Age: 31
[description?]
Height: ?
Weight: ?
Career Class: warrior
Career Choice: trapper

Movement                     3                       
Weapon Skill                 40*           
Ballistic Skill              38       
Strength                     3                     
Toughness                    3     
Wounds                       4
Initiative                   58               
Attacks                      1                                                         
Dexterity                    38     
Leadership                   33                           
Intelligence                 26                         
Cool                         30                           
Willpower                    26                   
Fellowship                   54

Social standing  C (8)

Fate Points                  3

Insanity points           0       

Experience points  0   

Skills:
Night vision: 20 yards
Read/write  (can read and write any language they know)
Cook (can cook well, and has +10 to notice poison in food)
Very Resilient (+1 Toughness, included in profile)
Ambidextrous (no penalty for using the wrong hand +10% modifier for tests based on Dexterity)
Dodge Blow (May take an I test to avoid combat damage from one attack per round)
Concealment -Rural - (+20% when standing still, 5% when moving)
Orientation - (Can always find north and will not get lost easily. Int test when it is difficult.)
Row (can row a boat!)
Secret Language - Ranger
Secret Signs - Woodsman's
Silent Move Rural (-20% chance to be heard in Rural situations- doubled for 2 x same skill)
Spot Trap (+10% to avoid traps. Can disarm with a Dex test)


Languages:
Old Worlder (Riekspiela and Halfling dialects) [can read and write]

Equipment:
Backpack of Carrying (He has a backpack – containing..)
Hand Axe of Hacking (It’s just an axe he uses to hack)
Bow of Inevitable Penetration (It's just a short bow)
Hooded Cloak of Warmth (It’s just a warm cloak with a fur collar)
Boots of Storage (Because he doesn’t wear them)
Clothes of Nakedness Prevention (A less than pristine white shirt, a pair of brown worn long shorts, a waistcoat and a monogrammed hankerchief – though not his initials.)
Mr Stabby (A sharp cheese knife)
Metal hat of protection – A open faced helm
Rope (10 Yards)
1 Animal Trap
Pewter tankard and cutlery, a tinderbox and a fur blanket

Rowing boat

12 crowns, 0 shillings, 0 pence.

Armour points:
shield = 0
head = 1
body = 0
left arm = 0
right arm = 0
left leg = 0
right leg = 0


Career exits:
Druid, outlaw, scout.

Trapper advance scheme: [active]
WS +10*
BS +10
S +1
W +2
I +10
Dex +10
« Last Edit: August 10, 2016, 11:01:26 AM by rufus sparkfire »
Curse you and your ability to stay within the lines.