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WARHAMMER FANTASY ROLEPLAY Pt II: How to Accidentally Create a War Criminal

WARHAMMER FANTASY ROLEPLAY Pt II: How to Accidentally Create a War Criminal

Season 5 Episode 73 Published 10 months, 1 week ago
Description

In this episode of the RPGBOT.Podcast the team learns how to build a Warhammer character that's equal parts tragic backstory, terrible life choices, and statistically improbable survival!

Want to roll dice in a Greek villa, vanquish monsters in the shadow of the Acropolis, or experience horror, myth, and mayhem online or in-person? Book your next legendary session with Dungeon Master Adamantine at www.dungeonmasteradamantine.com or find him at startplaying.games/gm/dmadamantine. You bring the characters—he'll bring the chaos.

In this episode, the hosts brave the stormy chaos of Michigan weather and minor audio goblins to dive deep into Warhammer Fantasy Roleplay character creation. From choosing your species to deciding whether your character is motivated by vengeance, coin, or the sweet smell of Middenheim sausage, the gang walks through every gritty, grimdark, and occasionally hilarious step of crafting a Warhammer persona. Whether you're rolling a rat catcher with dreams of knighthood or a noble elf who is definitely not judging the humans, this episode is your roadmap to making a character that lives, breathes, and probably dies violently in the Old World.

What We Talked About (Between Coughs and Cackles)

Michigan Weather Attacks Again: A brief detour into real-life weather horror before we get into fantasy horror.

Species Selection – AKA "So You Want to Be a Goblin?"

  • Humans get all the talents (and none of the respect).
  • Dwarves are magically allergic.
  • Species choice directly affects talents, skills, and your odds of surviving past session one.

Attributes and Talents:

  • Why it matters if your character is strong, smart, or just very good at gossip.
  • Random rolls can turn a future hero into a chaotic gremlin with a heart of gold (or just halitosis).

Skills: Basic vs. Advanced (and How to Not Die by Failing a Perception Check):

  • Not all skills are created equal, and sometimes "Swim" really matters.
  • Advancing your character's skills is key to surviving rats, cultists, and angry cows.

Careers and Equipment:

  • Your career defines your gear, your class skills, and whether you start with a sword or a dead ferret.
  • Equipment makes a big difference—especially when one character has armor and another has… hope.

Backstory, Motivation, and Ambition:

  • Motivation adds depth. Like onions. Or ogres.
  • Ambitions can be personal, professio
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