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 Post subject: Character Creation (Updated 4/21/09 New Vampire rules)
PostPosted: Wed Mar 18, 2009 4:14 pm 
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These stats would be a guideline for what a character is capable and you would be able to look at that to decide if a character is capable of what they want to do.

Allow players to take up to 3 items at the beginning of the game (Weapons, Armor, etc), one of them must be a personal item (Family crest, heirloom, gift). None of these items may have magic properties (At least not that the player/character knows about. You can always give it something to add to the story with) All players are assumed to have basic supplies (Backpack, sleep roll, flint & steel, change of clothes, basic hinting gear, etc)

Dwarf Basic Stats:
M 3
WS 4
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 9

Elf Basic Stats
M 5
WS 4
BS 4
S 3
T 3
W 1
I 5
A 1
Ld 8

Goblin Basic Stats
M 4
WS 2
BS 3
S 3
T 3
W 1
I 2
A 1
Ld 6

Human Basic Stats
M 4
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7

Night Goblin Basic Stats
M 4
WS 2
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 5

Ogre Basic Stats
M 6
WS 3
BS 2
S 4
T 4
W 3
I 2
A 3
Ld 7

Orc Basic Stats
M 4
WS 3
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 7

Gnoblar base stats:
M 4
WS 2
BS 3
S 2
T 3
W 1
I 3
A 1
Ld 5

Vampire base stats:
M 6
WS 6
BS 4
S 5
T 4
W 2
I 6
A 3
Ld 7

Vampire: No matter how hard you try, people know there is something not quite right about you. You need to feed your bloodlust at least once every two days, you will be -1 to your Ld every day you are over due for a feeding. If your Ld ever reaches 0 you will loose control of your character and it becomes a Varghulf, at this point the player will loose the character and the storyteller takes over its use.


Vampire Special Rules:
Wight Blade: Any bladed weapon carried by this character does supernatural damage.

At this point, a player would have 10 points to place in any attribute they want, or even spend 0-3 of those points on "Special Rules" Note that 1point = 1 point at this point, this does not work the same way as experience points at this point. No attribute may be raised by more than 3 points, and no attribute may be raised over 10.

Players may take up to 4 items at the beginning of the game (Weapons, Armor, etc), one of them must be a personal item (Family crest, heirloom, gift). None of these items may have magic properties. All players are assumed to have basic supplies (Backpack, sleep roll, flint & steel, change of clothes, basic hunting gear, etc)


Special Rules:

(Any Race)
-Acrobatics
-Acute Hearing
-Animal Care (Taking care of/training animals
-Artillery Master (May use war machines)
-Boat Handling (Knowing how to operate a boat)
-Boxing (Fights better without weapons)
-Blacksmithing
-Brewing
-Climbing (Being able to climb faster/longer then characters without this ability
-Disguise (Being able to move among others without being recognized
-Drinking (Being able to drink someone under a table)
-Engineer (Working on machinery)
-Etiquette (Good Manners)
-Excellent Vision
-First Aid
-Fishing
-Gambling
-Herbs (Finding & mixing healing and other herbs)
-Hunting
-Intrigue: This character has a talent for manipulating others.
-Lip Reading
-Lock picking
-Loner (Fights better when no others around)
-Marksman (Fights better with ranged weapons)
-Mining
-Musician (Being able to play an instrument)
-Night Vision (Being able to see well in the dark)
-Pick Pocket
-Poisoned weapons
-Public Speaking (Being able to speak well to groups of people)
-Ride (Horse, Dragon, etc)
-Royal Blood (Gains more respect from others)
-Scouting (Following trails & finding things)
-Second Language (Being able to understand & speak a second language)
-Sixth Sense (Sometimes you just KNOW something isn't quite right)
-Stubborn: May use the group leaders Leadership value for Psychology tests
-Stealth:Highly adapt at hiding and sneaking around
-Swimming
-Torture
-Traps
-Unbreakable (May choose to flee combat, but cannot be forced to)
-Woodsman: This character suffers no penalty when moving thought woodlands.

(Britonnia)
-Blessing of the Lady: May do nothing else while praying, makes this character less likely to be hurt in battle.
-Grail Vow: Immune to Psychology.
-Impetuous: This character must attack an enemy unit if it is able, if attacking an enemy it gains "Immune to Psychology"
-Knight's Vow: Immune to Panic caused by friendly units with no Immunities.
-Living Saint: This model is able to single out enemy leaders easily during battle.
-Peasant's Duty: May use group leaders Leadership value for Psychology tests
-Questing Vow: Immune to Panic caused by friendly units

(Dark Elves)
-Controlled Frenzy (More attacks in close combat)
-Slavery (Instead of killing the last few opponents this character may take them as slaves,with the GM permission
-

(Dwarfs)
-Rune Lore (More resilient to Magic)
-Slayer (More effective against tough opponents)
-Slayers Axe(s) (Fights better with Axes)

(Empire)
-Blessings of Sigmar: Character has some magic resistance
-Master of Battle: Immune to Psychology
-Power of Sigmar: This character is less likely to be hurt in battle.
-Prayers of Sigmar: This character may heal itself when using this special rule, may not do anything else when using this ability
-Righteous Fury: This character gains Hate against all enemies
-The End if Night!: This character gains an extra attack against any model that wounds it.

(Goblins)
-Mob, this character gains +1 WS for every two other nearby characters with this rule.
-Poisoned attacks, This character can coat their weapons without risk to themselves.

(High Elves)
-Dragon Prince: For every nearby character with this rule, this character gains WS +1
-Lion Guard: This character is able to hold his ground in the face of almost any enemy.
-Loremaster: This character is especially adept at magic. Buying new lores cost one less experience points.
-Warrior Mage Combat oriented mage less powerful then other mages Does not reduce S or T when becoming a mage
-Valour of the ages higher morale against monsters
-Speed of the Asuryan allows player to strike faster

(Night Goblins)
-Nets: Tangles enemies, making it difficult for them to be effective for a few moments during combat
-Sneaky Schemes, this character has a talent for getting to places he shouldn't be able to.

(Ogres)
-Bull Charge, if more than one character with this rule is in a battle, this character is +1 S.

(Orcs)
-Black Orc, This character demands more respect from other greenskins
-Warpaint, this character is more effective in the thick of combat

(Wood Elves)
-Asrai Archery: A character with this ability has incredible skill with a longbow.
-Eternal Guard Fighting Style: When using a single weapon, attacking an enemy is treated as if the character has two hand weapons instead of one.
-Forest Walker: This character ignores any penalties caused by woodlands.
-Talismanic Tattoos: Granted blessings from the gods, this character is more resilient to both physical and magical attacks.
-Wardancer: This character may use any melee weapon as if he has been using it for years.
-Wardancer Weapons: When entering battle, they are more likely to do serious damage to their enemy in the first moments of combat.

Gnoblar Special Rules:
Entorage: Gnoblars near Ogre characters are more likely to pass leadership tests.
Largely Insignificant: Gnoblars are often overlooked by those around them.

Vampire Special Rules:
Wight Blade: Any bladed weapon carried by this character does supernatural damage.


Magic:
Few people have the talent to learn magic, and those who do often spend much of their life refining their ability to control and direct this ability. Becoming a Wizard costs 5 points. Make the following changes to your base stats at this time: S -1, T -1, I -1, Ld -2. You may choose one Lore at this time and gain the first spell in this Lore. Taking a new Lore costs 10pts (Only one Lore may be taken during character creation). A Wizards power is determined by the number of spells that character has in the first Lore they took.


Experience:
Experience can be gained several ways:
-1pt for completing a minor quest
-1pt for completing a secret objective
-1pt for taking a new player as an apprentice (Must complete 2 quests before experience is gained)
-2pts for completing a major quest


Increasing Stats:
Increasing stats would cost the new level and may not be raised more than one point at a time. In other words: Raising WS from 4 to 5 would cost 5 experience points. Raising Ld from 9 to 10 would cost 10. *Note* There would have to be a good reason to increase some skills (Storytellers discretion) Obviously its going to be hard to raise a Dwarfs Move rating. New Special Rules may be taken at the cost of 2exp if you have a teacher to learn the ability from or 5exp if you have to learn it on your own. Spells are purchased in the same way and must be bought in the order they are listed in the core book.


WEAPONS

Melee
Hand weapon/s single handed may take two
Great weapon Dual Handed
Halberd useful for offense and defence also can attack over short obstacles
Pick axe all dwarfs carry short digging pickaxes,but these are large weapons capable of piercing thick armor Dwarf only
Spear very useful against cavalry

Ranged
Crossbow long ranged
Handgun more powerful then crossbow,slightly shorter range
Pistol/brace of pistols short range,accurate
Blunderbuss short ranged and messy
Longbow further range then cross bow less powerful may not be taken by Dwarfs
Throwing knives/Stars Quick throwing lethal short ranged
Repeater Crossbow shorter ranged and less powerful then a generic cross bow what it lacks in power it makes up for in quantity of shots.


Special cost one exp per
Hand grenade
Dragon bomb Useful against trolls
Repeater handgun choice for distance shooting or rapid close firing
Bolas used for catching fleeing opponents

Free weapons
All Dwarfs carry throwing weapons.
All Wood elves carry bows
All Bretonians(SP) if on horse back have lances increased damage on the charge
All Humans carry daggers
All High elves carry shields
All Orcs Carry choppas More powerful hand weapons


PLEASE one posting you character post your race,which RPG your going to and please get GM permission before you post.

Post your character here with background and rules. http://battlereporter.freeforums.org/ch ... -t991.html

Thank you Guardian A for this great tool.

Son Of Khaine

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Last edited by Son Of Khaine on Thu Apr 30, 2009 5:37 pm, edited 17 times in total.

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PostPosted: Wed Mar 18, 2009 4:20 pm 
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Prince
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Location: Lake Preston, SD
Here is my completed character including stats & background. Looking forward to getting started!

Logan ThunderAxe

M 4 (He is a large dwarf, able to cover ground faster than many of his kind.)
WS 6
BS 3
S 4
T 4
W 2
I 2
A 3
Ld 9

Characters Gear:
Massive Slayers Axe (Great Weapon), Bracers (Armor), Mothers Necklace, Backpack, Sleep Roll, Flint & Steel, Change of Clothes, Simple fishing gear, Twine.

Special Rules:
Slayer, Slayers Axe, Unbreakable

Backstory
At a young age, Logans village was brutally attacked without warning. By the time a merchant came to the village 4 days later there was nothing left but bloated bodies, smoldering ashes, and a small child, holding an axe bigger than he was, still standing guard over his dead mother. The merchants guards started the grim task of burrying the dead while the merchant wrapped the half starved child in a blanket. Once the dead were burried, one of the guards returned to the wagon with three items. The first was the neclace Logans mother had been wearing. The second was a ornate pair of Mythral Bracers. And the third was the large Axe the boy had been holding. For the next few years the merchant raised the boy as a son.

Upon coming of age, Logan started to travel on his own, seeking out battle wherever it could be found. If no battle was to be found, he would sometimes sign on to help guard a caravan of traveling merchants. Logan ThunderAxe has become known for both his simple acts of kindness and his fearlessness on the battlefield.

Description
Logan is tall for a dwarf, standing several inches taller than most. His orange beard is carefully seperated into three simple braids, his hair on his head is cut short. His green eyes are hard. To this day he wears his mothers bracers and carries the massive axe he was found holding as a child. His mothers neclace hangs around his neck to this day, a simple rune inscribed on its surface. Being raised by a merchant for much of his childhood has turned him into something of a packrat, always looking for small items that can be sold or traded.


Last edited by Guardian_A on Wed Mar 18, 2009 5:07 pm, edited 1 time in total.

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PostPosted: Wed Mar 18, 2009 4:26 pm 
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Thrill me her what does the necklace have on it?

Son Of Khaine

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PostPosted: Wed Mar 18, 2009 4:31 pm 
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Prince
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Location: Lake Preston, SD
Son Of Khaine wrote:
Thrill me her what does the necklace have on it?

Son Of Khaine


A faded rune, so faded that no one has ever been able to read it. Its his most valued posession because it was something that his mother treasured.


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PostPosted: Wed Mar 18, 2009 4:33 pm 
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MWAHHHA I have an Idea for a plot line......

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PostPosted: Wed Mar 18, 2009 4:47 pm 
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Prince
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Son Of Khaine wrote:
MWAHHHA I have an Idea for a plot line......


LOL, should I be scared?


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PostPosted: Wed Mar 18, 2009 5:00 pm 
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Location: MT,USA
Here's Morgrim Stoneanvil

Lord Morgrim Stoneanvil

M 3
WS 4 2+
BS 3
S 3 2+
T 4 1+
W 1 1+
I 2
A 1 2+
Ld 9 1+
Royal Blood 1+ Second language(Reikspel)1+ Public speaking 1+
Heavilly Scarred causes fear 3+ I just made this one up :D


Axe,Shield,Heavy armor,Ring of the Stoneanvil's,Backpack

Last of the line of the warrior line of the Stoneanvils,Morgrim has sworn a blood oath to take back his hold,over run by a mighty drake.
Heavily armed and armored he can take on any single opponent and stand a large chance of surviving,
an inspiring leader he will greatly reward those that help him regain his hold.
Extremely stubborn he is the the classic Dwarf his long greying beard shows to all that look who has the most experience.

Son Of Khaine

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PostPosted: Sat Mar 21, 2009 3:48 am 
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General
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Location: O-Villio
Ok

Skalf Ironaxe
M 3
WS 5 (+1)
BS 4 (+1)
S 4 (+1)
T 4 (+1)
W 4 (+3)
I 2
A 2 (+1)
LD 9

Equipment
Giant Axe(great weapon), Gromril Armour, Pistol, Homemade Brew, Backpack, sleep roll, flint & steel, change of clothes, basic hunting gear.

Special Rules/Skills
Scounting (+1), Brewing(+1)


Background
Skalf once used to be one of the brave Rangers that roamed the surface world,protecting their strongholds. As a Ranger of Karaz-a-Karak he had to be on the lookout for many creatures. He and his kin won every battle until the last day of Skalf's career. That day a massive Orc army had been spotted, and when running back to report the attack they surrounded his unit and 4 others. Him and 2 others survived that day, no one else. Now, retired Skalf Ironaxe owns his own pub and makes one of the most known ales in Karaz-a-Karak, but he still remembers the old days and still want payback on those orcs that destroyed his kin, and maybe some fun along the way.

Description
Skalf is the average size of a dwarf with a long grey beard in a very tangled mess. His skills are a litttle rusty but he still has it in him. I guess he's like a Longbeard Ranger you could say. His son is a skilled Quarreller so he knows his way around a crossbow. Maybe we can have another character nudge Skalf out of retirement?


And his son

Fremnir Ironaxe
M 3
WS 5 (+1)
BS 6 (+3)
S 3
T 3
W 2 (+1)
I 3 (+1)
A 3 (+2)
LD 9

Equipment
Crossbow, Small axe and sheild(hand weapon and sheild), light armour, Homemade Brew, Backpack, sleep roll, flint & steel, change of clothes, basic hunting gear.

Special Rules/Skills
Marksmen (+1), Drinking(+1)

Background
Being that his father was a legendary Ranger Fremnir always wanted to be a Warrior to try to be like his dad. He tried on three occasions to be part of a kin of warriors he failed, but being good at a crossbow he tried for a quarreller position and succeeded. Now somewhat of a warrior he is always trying to impress his father, and always trying to become legendary himself.

Description
Fremnir is a very skinny dwarf with a small light brown beard. He doesn't have a strong appetite but as a strong drinker, he can fill up on his father's ale as well as he can shoot a crossbow. He is a little taller than his father but comes up to a man's torso in full stature.

_________________
RECORDS WLD
Lord Morgrim Grudgebelly's Throng-2093pts 8 12 3
The Orc & Night Gobbo Horde of the Toothpuller Tribe-704pts 0 3 0

O o
/¯___________________________________
| IMA FIRIN' MEH LAZAR! SHOOP DA WHOOP!
\_¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


Last edited by thepowner238 on Sat Mar 21, 2009 4:16 am, edited 4 times in total.

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PostPosted: Sat Mar 21, 2009 3:55 am 
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Field Marshall
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Nice job there thepowner238,so he's a melee fighter?
You can post his back round and rules in the chachter forum if you want,atleast PM them to me so I have them for the purpose of combat.

Son Of Khaine

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PostPosted: Sun Mar 22, 2009 9:50 am 
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Quote:
Wilfrid Wolfhammer

Stats
M 4
WS 5(+2)
BS 3
S 4(+1)
T 4(+1)
W 2(+1)
I 3
A 3(+2)
Ld 7
Gear
Wolfhammer(Great weapon), Finely crafted full plate armor, Book of Sigmar, Ariel's bracelet.
Skills
Royal Blood, Righteous Fury and Public Speaking
Story
On his eighteenth birthday, Wilfrid, who lived on the borders of Athel Loren, was drawn into the forest. He saw a beautiful young elf who beckoned him forward, and then leaned forward to kiss him... when an arrow flew past her head. Looking at him with wild eyes, she pressed her bracelet into his hand and gave him an image on Middenheim. She ran, and he was driven back by the hails of arrows coming at him. Ever since that day, Wilfrid was a new man. Already a priest of Sigmar, he set off to find Ariel. Her bracelet improved his oratory skill and bearing. He is heading towards Middenheim, to meet Ariel.[/code]


Last edited by galeac on Sun Apr 05, 2009 7:15 am, edited 1 time in total.

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PostPosted: Sun Mar 22, 2009 3:45 pm 
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Field Marshall
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Looks good,preist of Ulric I take it?
You can post his details and such in the other forum,I think its called Finished Character or something,feel free to jump into the RPG.

And if I may ask where did you see the advertisement for this forum?
Son Of Khaine

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PostPosted: Mon Mar 23, 2009 6:21 pm 
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Prince
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Location: Lake Preston, SD
I've been throwing this concept around for a couple of days now and thought it would be a lot of fun to play. I've already talked with Son of Khaine about if I can use it and he gave me the ok.

Hellen Kettlebrew

M 3
WS 3
BS 6
S 5
T 5
W 2
I 2
A 2
Ld 9

Characters Gear:
Dwarf Axe, Dwarf Long Rifle, A Large assortment of tools,VERY thick glasses, Backpack, Bedroll, Flint & Steel.

Special Rules:
Engineer, Marksman, Ride

Backstory
Hellen has a relatively happy childhood. She was always working on some little machine for fun. She married young, quickly became pregnant and bore twin sons. With two toddlers skampering about their home and a third child on its way, life was everything she ever hoped it would be. Little did she know that her husband Theodore BlackHorn had discovered a spark of Magic in himself, secretly learning the ways of magic from one a creature of Chaos in the dungeon he worked in. After several months, the creature had twisted Theodores mind enough to escape. Telling Theodore to take his twin sons and seek out the Chaos Dwarfs, they both fled the city long before anyone suspected anything. Ofter months of searching there was still no sign of where her husband and sons had gone. Heartbroken, Hellen gave birth to a sickly baby girl who she raised by herself. Over the years, Hellens heartbreak turned to furry and once her fragile daughter was married to a kindly young lord, she set out to find her husband and sons.

Several years later, during Hellens travels she came across a young bear, captured in a trap, its front paw badly mangled by the cruel device. Thinking nothing of the risks, she released the bear and tended to its wounds as best she could. She quickly realized the wounds were far beyond her ability to tend to, so she built a littler to carry the animal to a nearby town. The paw was amputated, and Hellen built a mechanical replacement while the bear healed. After releasing the bear, she resumed her search. Three days later, she woke to find the bear sleeping at her feet. That day she named him Oden.

Almost a decade later, the bear has grown into a mighty ally, faithfully standing at her side in any battle. When she visits her Daughter, her first Grandson giggles with glee when he sees Hellens approach, riding the Great Bear. Her daughter often asks her to give up her quest, but Hellen refuses to let it go, knowing in her heart that she must some day either redeem her Sons and Husband, . . . or kill them.

Description
Hellen is a plump little woman, her long black hair peppered with grey. She wears thick glasses, with several extra lenses that can slide into place to help improve her vision. Her clothes are usually dirty and tattered, stained as much from her travel as from the oils and chemicals she carries. She obsesses over any puzzle or broken thing she comes across, often stopping in the middle of a thought to repair something that dosnt seem to be working right, even if that object isnt hers. She is absent minded and often a bit too blunt when speaking with others. She is fond of saying "If I cant fix it, its not broken yet!"

Oden is a Great Bear, his brown fur is surprisingly clean considering who he travels with. He seems to understand most of what Hellen says and displays remarkable intelligence for an animal. He wears a specially made saddle/harness so Hellen can ride him. The Mechanical paw Hellen built for him needs constant maintenence, and sometimes malfunctions at very inopertune times, . . .

Oden

M 6
WS 5
BS -
S 5
T 5
W 3
I 3
A 3
Ld 7

Special Rules:
Acute Hearing, Fear, Hunting, Sixth Sense


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PostPosted: Tue Mar 24, 2009 12:37 pm 
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"Spelunker" Johann Vrieburg

m 4
ws 4
bs 4
s 4
t 4
w 2
i 5
a 2
ld 7

special:
night vision
traps

weapons:
2 short swords
brace of pistols
fire-sticks.

Backstory:
When he was a young boy Johann explored the sink holes around his parents farm. When he was older he began to explore caves. Then one day, as he explored deeper than he ever had before, the ground collapsed beneath him and he found himself captured by the rat men known as Skaven. He was forced to toil for them in underground mines for several months before he was freed during an attack by dwarfs. He fled from the tattooed, dual axe wielding madmen and eventually found his way back to the surface. But he was still fascinated by what he had seen underground. and so spent his time since exploring this land below the one most humans knew.

Description:
Johann is a short stocky man, with a full beard under a pale face. he has bright blue eyes and a piercing gaze. he is constantly alert. His time under ground, where death can be just in front of a man's face, has tuned his senses and reactions. He respects the dwarfs who delve underground and is amazed by their work. He hates the skaven but can't help but respect their underground workings as well. His clothing is dark, his blades are dull but razor sharp.

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Give your soul to me for eternity.
Release your life to begin another time with her.
End your grief with me, theres another way.
Release your life, take your place inside the fire with me.


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PostPosted: Tue Mar 24, 2009 3:17 pm 
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So he's kind of a cross between witch hunter and hate to say it but ninja?

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PostPosted: Wed Mar 25, 2009 7:55 am 
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I was thinking more like the rat catcher from the RPG.
I probably should have emphasised more that he is dirty and rugged looking but keeps his equipment (his livelihood) in good condition.

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Give your soul to me for eternity.
Release your life to begin another time with her.
End your grief with me, theres another way.
Release your life, take your place inside the fire with me.


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