Warhammer Fantasy Role-Play, 2nd Edition


Smarty Jones
CURRENT CAREER:  Mercenary
NEXT CAREER:  Sergeant
PREVIOUS CAREERS:  Troll Slayer, Mercenary

CHARACTER DESCRIPTION/IMPRESSION:  Standing 4'8" tall and 3'3" wide with every visible piece of flesh covered with tattoos...Read the rest here!
RACE:  Dwarf
AGE:  119 (born 2384)
GENDER:  Male
EYES:  Dark Ice Blue
HAIR:  Tundra Blue (Mohawk)
HEIGHT:  1.42m (4'8")
WEIGHT:  112#(50.9kg)
STAR SIGN:  Vobist the Faint (Sign of Darkness and Uncertainty)
MARK(S):  Nose Ring
MAIN WS BS S T Ag Int WP Fel
Starting 45 26 33 50 37 23 37 16
Advance +10
+10
+5
+5
+5
  +10
 
Current 55 36 38 55 42 23 47 16
YOU HAVE TAKEN THIS ADVANCE YOU HAVE NOT TAKEN THIS ADVANCE
SECONDARY A W SB TB M Mag IP FP
Starting 1 15 3 5 4 0 0 3
Advance +1
+3
           
Current 2 18 3 5 4 0 0 3
WEAPON Enc Group Damage Range Reload Qualities
2-Hand Axe (Junior II*) 200 2-Handed SB     Impact, Slow
Crossbow 120 Ordinary 4 30/60 Full None
Quarrel of Bolts:  10
Hand Axe 50 Ord SB     None
Knife 10 Ord SB-3     None
Runed Hand Axe 50 Ord SB+1     See Notes
             
SHIELD(+1 Armor vs. all attacks from 1 attacker)?: Yes/No
LOCATION Armor Wounds
Damage Maximum
Head (01 - 15)     13
Right Arm (16 - 35) Leather Jack
(Enc 50; AP 1)
  14
Left Arm (36 - 55) Leather Jack
(Enc 50; AP 1)
  14
Body (56 - 80) Mail Shirt
(Enc 60; AP 2)
Leather Jack
(Enc 50; AP 1)
  20
Right Leg (81 - 90)     16
Left Leg (91 - 00)     16
TRAUMA RECORD
 
Basic Action Type Advanced Action Type
Aim
Cast
Charge
Disengage
Move
Ready
Reload
Stand/Mount
Standard Attack
Swift Attack
Use a Skill
Half
Varies
Full
Full
Half
Half
Varies
Half
Half
Full
Varies
All Out Attack
Defensive Stance
Delay
Feint
Guarded Attack
Jump/Leap
Maneuver
Parrying Stance
Run
Full
Full
Half
Half
Full
Full
Half
Half
Full
CURRENT:  265 TOTAL:  3065
GC:  190 SS:  35
BP:  107 Other: 
Move/Disengage:  8 Charge Attack:  16 Run:  24
YOU HAVE TAKEN THIS SKILL/TALENT YOU MUST TAKE OR MAY MASTER THIS SKILL YOU HAVE NOT TAKEN THIS SKILL/TALENT
SKILL(Characteristic)
  Consume Alcohol(T)
  Gamble(Int)
  Haggle(Fel)
  Intimidate(S)
  Ride(Ag)
  Search(Int)
  Swim(S)

  Animal Care(Int)
  Charm(Fel)
  Command(Fel)
  Concealment(Ag)
  Drive(S)
  Disguise(Fel)
  Evaluate(Int)
  Gossip(Fel)
  Outdoor Survival(Int)
  Perception(Int)
  Row(S)
  Scale Sheer Surface(S)
  Silent Move(Ag)
SKILL(Characteristic)
  Com. Knowl. Dwarves(Int)
  Com. Knowl. Bretonnia(Int)
  Dodge Blow(Ag; +20%)
  Secret Lang. Battle Tongue(Int)
  Speak Lan. Khazalid(Int)
  Speak Lan. Reikspiel(Int)
  Trade Smith(Varies; +10%)
  Aca. Knowl.   (Int)
  Animal Training(Fel)
  Blather(Fel)
  Channeling(WP)
  Charm Animal(Fel)
  Follow Trail(Int)
  Heal(Int)
  Hypnotism(WP)
  Lip Reading(Int)
  Magical Sense(WP)
  Navigation(Int)
  Performer   (Fel)
  Pick Lock(Ag)
  Prepare Poison(Int)
  Read/Write(Int)
  Sail(Ag)
  Secret Signs   (Int)
  Set Trap(Ag)
  Shadowing(Ag)
  Sleight of Hand(Ag)
  Speak Arc. Lang.   (Int)
  Torture(Fel)
  Ventriloquism(Fel)
  Disarm
  Dwarfcraft
  Fleet Footed
  Grudge-born Fury
  Hardy
  Lightning Reflexes
  Night Vision
  Quick Draw
  Rapid Reload
  Resistance to Magic
  Sharpshooter
  Spec. Wpn. Grp. Two-handed
  Stout-hearted
  Street Fighting
  Strike Mighty Blow
  Strike to Stun
  Sturdy

  Acute Hearing
  Aethyric Attunement
  Alley Cat
  Ambidextrous
  Arcane Lore
  Armored Casting
  Artistic
  Contortionist
  Coolheaded
  Dark Lore
  Dark Magic
  Dealmaker
  Divine Lore
  Etiquette
  Excellent Vision
  Fast Hands
  Fearless
  Flee!
  Flier
  Frenzy
  Frightening
  Hedge Magic
  Hoverer
  Keen Senses
  Lesser Magic
  Lightning Parry
  Linguistics
  Luck
  Marksman
  Master Gunner
  Master Orator
  Meditation
  Menacing
  Mighty Missile
  Mighty Shot
  Mimic
  Natural Weapons
  Orientation
  Petty Magic
  Public Speaking
  Resistance to Chaos
  Resistance to Disease
  Resistance to Poison
  Rover
  Savvy
  Schemer
  Seasoned Traveller
  Sixth Sense
  Spec. Wpn. Grp. Cavalry
  Spec. Wpn. Grp. Crossbow
  Spec. Wpn. Grp. Engineer
  Spec. Wpn. Grp. Entangling
  Spec. Wpn. Grp. Fencing
  Spec. Wpn. Grp. Gunpowder
  Spec. Wpn. Grp. Longbow
  Spec. Wpn. Grp. Parrying
  Spec. Wpn. Grp. Sling
  Spec. Wpn. Grp. Throwing
  Streetwise
  Strike to Injure
  Strong-minded
  Suave
  Sure Shot
  Surgery
  Super Numerate
  Swashbuckler
  Terrifying
  Trap-finder
  Trick Riding
  Undead
  Unsettling
  Very Resilient
  Very Strong
  Warrior Born
  Wrestling
Thrice-Blessed Amulet of Copper:
    Suffer one less wound per hit from non-magical weapons, and gains +20% to all Resist Poison tests.

Common clothing:
    Shirt
    Breeches
    Worn Boots
    Tattered Hood Cloak

Backpack:
    Blanket
    Pewter Tankard
    Metal Cutlery Set
    Leather Jerkin
    Healing Draught
    One Bottle of Poor Spirits
    Tinderbox

MUST COLLECT FOR SERGEANT:
    Medium Armor(Full Mail Armor; already have the Mail Shirt)
Animal(s) and Familiar(s)
NAME: 
NOTES: 
Main Profile
WS BS S T Ag Int WP
             
Secondary Profile
A W SB TB M Mag IP
             
Junior II: Smarty is presently using Forgehammer's 2-Hand Axe, which does not have the same bonuses as Junior II(SB+1; Impact, Slow, Armor Piercing, Tiring(2 rounds insted of 1)

Smarty's Story: Our Dwarven friend was accused of a very heinous crime while he was working city guard -this is a story only HE can tell- and he took his dishonor and became a Troll Slayer.  In keeping with good story-telling, and with the fact there are NO rules I have concerning any idea that Troll Slayer's must remain Slayer's of any kind, Smarty found the true culprit of the crime Smarty was accused of and an Elder Dwarf took the accused, and Smarty's Axe -Junior II-, back to Smarty's home to clear his name.  Therefore, Smarty has removed himself, legitimately according to no game rules governing this -and having spent the XP-, from the life of a Slayer, and taken up other work, until Forgehammer can return from Karak Norn in the Grey Mountains with proof of Smarty's innocence.

Ring: Smarty has collected a ring from the barn outside Battle of the Hills Village.  He must have the ring identified before being able to use it, although latent magic may reveal itself before he gets the chance to identify it.

Special Axe: The axe has Khazalid writing on both sides of the blade, at the top arc of each side... the first side says...
"Grunthor Angaz-az orgont a drung Acanthis-al..."
("Grunthor Strongaxe ______ to destroy Acanthis, the") ...continued on the second side...
"venthag drengi-ha a Khazukan-a-Karaz Atandawi"
("_______ butcher of Hall of the Mountain _______.") Once completely defined and researched, this axe MAY wield more mysteries.

Strike to Stun: If you hit with a melee attack, you may choose to attempt to Strike to Stun by making a Strength test.  If successful, your opponent makes a Toughness test +10% for each AP on his head.  If he fails, he's stunned for 1d10 rounds, cannot take any actions and may not dodge.
SHOUTOUT to my good friend Niagol, without whom this site would not have been possible in the least.
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