Link in WHFRP

Aranfan

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This world is a fine mess.

I’d be hard pressed to think of a worse one we’ve seen.

Someone should do some… Farore, what are you doing?

Farore no!

Farore YES!

-

You grasp the plank tightly for dear life. There’s only so much one can do when lightning destroys one’s ship.

The world becomes noise and sound and incomprehensible movement as a wave crashes over you. In your desperate state you are so busy being thankful you came back up to the surface that you don’t even notice the sudden but familiar weight on your back.

Another wave crashes down upon you, and you shiver and gasp for air. Holding onto your plank for dear life.

Eventually the storm passes, and you fall unconscious. Insensate to the world, you drift into an active port city.


[] Marienburg
[] Neues Emskrank
[] Barak Var
 

Aranfan

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Link

MWSBSSTIAgDexIntWPFelW
Base410010040404040405010035SB+2(TB)+WPB
Advances--0000000000--
Total41001004040404040501003522

Wounds: 22/22

Fate: 6
Fortune: 6/6

Resilience: 3
Resolve: 3/3
Motivation: Courage

Career: Chosen of Farore (Lvl 1)

Animal Care {Int} +0 (50%)
Art {Dex} +0 (40%)
Athletics{Ag} +0 (40%)
Bribery {Fel} +0 (35%)
Charm {Fel} +0 (35%)
Charm Animal {WP} +0 (100%)
Climb {S} +0 (40%)
Consume Alcohol {T} +0 (43%)
Cool {WP} +3 (103%)
Dodge {Ag} +3 (43%)
Drive {Ag} +0 (40%)
Endurance {T} +0 (40%)
Entertain {Fel} +0 (35%)
Gamble {Int} +0 (50%)
Gossip {Fel} +0 (35%)
Haggle {Fel} +0 (35%)
Intimidate {S} +0 (40%)
Intuition {I} +0 (40%)
Lore (Hyrulean Theology) {Int} +3 (53%)

Melee (Basic) {WS} +10 (110%)
Melee (Polearm) {WS} +0 (--)
Melee (Two-Handed) {WS} (--)

Navigation {I} +0 (40%)
Outdoor Survival {Int} +0 (50%)
Perception {I} +0 (40%)

Play (any) {Dex} +10 (50%)

Ranged (Bow) {BS} +10 (110%)
Ranged (Explosives) {BS} +10 (110%)

Ride (Horse) {Ag} +5 (45%)
Row {S} +0 (40%)
Sail (Barge) {Ag} +5 (45%)
Stealth {Dex} +0 (40%)
Swim {S} +5 (45%)
Pinnacle of Courage: Cannot gain the Broken Condition and does not autofail cool tests on 95-00.
Fisherman
Furious Assault
TrappingEncumberanceProperties
Armor of Farore's Chosen1-1=0Unbreakable, 2 AP: Arms, Legs, Body
NameGroupEncRange/ReachDamageQualities and Flaws
Master SwordBasic1Average+SB+8Evil's Bane*, Magic, Unbreakable
ShieldBasic1Very Short+SB+2Shield 2, Defensive, Undamaging
BowRanged (Bow)250 yards+SB+3-
Arrows (0)Ammunition0As Weapon--Impale
*Evil's Bane: Ward Saves, such as from the demonic or ward traits, do not work against this weapon. Against foes empowered by Dhar, this weapon gains the Impact and Impale Qualities.

Wealth: 0GC, 0/--
Debts:
Rudolph: Food and Shelter when you were at your most vulnerable.

Encumberance: 4/8

Availiable EXP: 3
Lifetime EXP: 3
 
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Aranfan

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MWSBSSTIAgDexIntWPFelW
Base4313529+532383637303437SB+2(TB)+WPB
Advances--0003200000--
Total43135343540363730343712

Wounds: 12/12

Fate Points: 3
Fortune Points: 3/3

Resilience: 3
Resolve Points: 3/3
Motivation:

Athletics +5
Climb +5
Consume Alcohol +5
Dodge +5
Endurance +5
Gossip +5
Melee (Basic) +5
Swim +5
Very Strong

EXP: 70
Lifetime XP: 70
 
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Aranfan

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Rules:

This game uses the Warhammer Fantasy Role Play 4e system from Cubicle 7 to resolve things that need more than GM fiat for resolution.

No characteristic may be raised to higher than 100. Skills have no ceiling.

During combat, no combatant may have more than 10 Advantage.

AdvancesXP cost to Advance CharacteristicXP cost to Advance Skill
0-52510
6-103015
11-154020
16-205030
21-257040
26-309060
31-3512080
36-40150110
41-45190140
46-50230180
51-55280220
56-60330270
61-65390320
65-70450380
70+520440
Lvl1:
Characteristics: Strength, Toughness, Initiative
Skills: Cool, Play(Any), Endurance, Melee (Basic), Melee (Polearm), Melee (Two-Handed), Ranged (Bow), Ranged (Explosive)
Talents: Combat Aware, Combat Master, Hardy, Furious Assault

Lvl2:
Characteristics: Agility
Skills: Athletics, Dodge, Lore (Hyrulean Theology), Ride (Horse), Sail (Barge), Swim
Talents: Accurate Shot, Enclosed Fighter, Implacable, Slayer

Lvl3:
Characteristics: Dexterity
Skills: Gamble, Navigation, Intuition, Track
Talents: Iron Jaw, Relentless, Sharpshooter, Strike Mighty Blow

Lvl4:
Characteristics: Intelligence
Skills: Climb, Outdoor Survival
Talents: Champion, Scale Sheer Surface, Reaction Strike, Deadeye Shot
 

Aranfan

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Not familiar with Warhammer Fantasy. What are the three options like?

Marienburg is the largest port city in the Old World. It is the only way into or out of the pretty large internal river network of the Empire from the ocean. It's also an independent city-state. It's basically a capitalist oligarchy. There is plenty of stuff for a hero to get up to in Marienburg.

Neues Emskrank is a failed attempt to set up a rival port city under the empire's control. It's basically a sleepy fishing village that still does see the occasional merchant ship due to location. You are more likely to be drawn into events within the empire with this option.

Barak Varr is the dwarf option. The only port city of the Dwarfs, it is located roughly on the border of the Badlands and the Border Princes. The Badlands are dominated by Orc tribes, basically 40k Orks, and the Border Princes are a welter of petty nobles and petty republics that are unorganized and unassociated with each other. The border princes also host greenskin tribes, although mostly goblins instead of the mostly orcs of the badlands. Dwarfs don't get along with elves in Warhammer Fantasy, so you are likely to get kicked out of the dwarf hold pretty immediately since Link looks like an Elf.
 

MagnificentLilyWitch

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Oh Hey! I remember this from way bacl when.

Barak Varr was picked last time so lets do something different this time.

[X] Marienburg
 

Aranfan

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You are being shaken.

Your eyes snap open.

“You okay Mister Elf?” A man speak, he looks like a dockworker of some sort. Tanned skin from working outside, muscles from the labor.

You sit up as you pat yourself down. You have your armor, your shield, your bow, and the Master Sword. The Red Ring, gone. The Hookshot, gone. The Gauntlets, gone. Sadly the arrows are gone too, but you still have the bow, so that’s good.

You nod in answer to the man’s question. Looking around, it seems like a busy place. Ships coming in and going, loading and unloading cargo.

“Well, that’s good. I should...”

The man is cut off by your stomach making its desires known.

“… How are you doing on money Mister Elf?”

Your hand goes to your wallet, to find it gone. You shake your head.

“Alright.” You can see the gears turning in his head. “You won’t get far in Marienburg without money, so you’ll need to fix that. You seem like a martial sort, so you’d probably be able to make some coin as a mercenary, or a rat catcher, or a guard, without any issue. That doesn’t put food in your belly or get you a place to rest your head right now though. So either you pawn one of your weapons, which I doubt you’ll like, or you try and sleep in the street, which is dangerous, or I could put you up until you find your feet.”

You quirk an eyebrow at his offer.

He shrugs, “Always good to have an elf well inclined towards you.”

[] Take this stranger up on his offer.
[] Try to make your own way in marienburg.
-[] Try to pawn your bow.
-[] Acquire food clandestinely
 

Aranfan

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[x] Take this stranger up on his offer.

You nod to him, and he nods back.

“Alright. It’s about lunchtime anyway, so let me tell my boss I’m having lunch and I’ll take you to a place with decent grub.” He gestures for you to follow, and you do.

“What’s your name anyway mister elf? I’m Rudolph.”

“Link.” You supply.

“Well met Link.”

You nod.

Shortly, Rudolph has spoken to his boss and begged off for lunch. He takes you to a hole in the wall and the two of you order. Strangely, the runes are not hylian, but you can read them anyway.
Your welcome.
After ordering you ask him about the mercenary work.

“Yeah. It’s a dangerous world out there. The merchants are always hungry for guards. I figure after how you floated in that you won’t be too into marine work. But caravans are always on edge for greenskins and beastmen, and there are fimir in the swamp. The walls can always use more guards to stop the fimir. And the War Below never ends. Even if none of that appeals, I hear there’s decent money in guarding warehouses, although it sounds too boring for me.”

You nod like you know what any of those are.

“And if you don’t feel like waiting for your enemies to come to you, there are always people hiring muscle to go out and kill the enemies of man, elf, and dwarf.”

You think as you eat. Trying to decide what appeals most to you.

[] Go look into the various expeditions that are hiring to strike out.
[] Look for work as a river merchant marine guard.
[] Inquire more about this “War Below”.
 

Aranfan

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[X] Inquire more about this “War Below”.

Rudolph nods. “We have them under Marienburg too. The rat catchers do most of the work of keeping them from raiding the surface, naturally, but most of their time is spent catching actual rats. If you want to actually get to grips with one of them, there are a number of ways.” He pauses to chew and swallow.

“The stupid way is to charge into the sewers. Even if you have a map, your basically going to die, outnumbered that badly.” He pauses for a drink.

“The smarter way is to sign up for one of the punitive expeditions into the sewers. There’s usually at least two. The Dwarfs always seem to have somebody, or multiple somebodies, willing to fund an expedition to go down there and either kill some of them or retrieve something. The others are a mix. Sometimes a mercenary group will be sent in and they’ll be recruiting people for that, sometimes a bigshot in the city decides to fund their own expedition and can’t get a real mercenary group to bite, and sometimes, rarely, the directorate will fund an expedition.”

You nod along as you eat.

“Right now. There’s a dwarf physician named Gotri Alriksnev looking to retrieve some heirloom. Some Kislev noblewoman named Orina is funding an expedition to get some sort of green rock. And … I think that’s it right now.”

You quirk your eye at how he knows so much about this.

“Hey, being a dockhand is good steady work for decent pay, but sometimes a guy thinks about a little excitement.” He says somewhat defensively.

As you finish your meal you consider.

[] Go into the sewers alone.
[] Sign on with Gotri Alriksnev.
[] Sign on with Orina.
 

MagnificentLilyWitch

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[X] Sign on with Gotri Alriksnev.

Heirlooms are always at the end of puzzle dungeons. Link likes puzzle dungeons, besides he can loot everything except the heirloom right?
 
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