Warhammer 2 nd Edition Character Record Sheet – by Paul Emerson I worked hard to put this new character record sheet for Warhammer 2 nd Edition together to provide players with a platform that allows them to place all of the information for their character in such a way that is more easily, and quickly, accessible. I have studied, and built, character record sheets for more than two decades, now, for almost every game I’ve ever played, run, read, or wrote, which is around forty-five (45) games; I believe this makes me uniquely qualified to develop this particular sheet. Warhammer, starting with 1 st Edition, is a particularly elegant game, despite the genre or ease of the game itself and, as such, it demands a character sheet that lends to immersion for the player, looks good, and is easy to access and use. I believe that I’ve achieved that balance, here. My best friend, Shane, expressed to me, as I was seeking to develop this new sheet, that the 1 st Edition sheet is beautiful, and is one of the only record sheets he has ever really liked; since I respect his opinion a great deal, I took that, and the other ideas, he expressed he would like to see, coupled with my knowledge of the organization of all sorts of character record sheets –most of which are very poorly designed– and put together that which you’ll find in here. It’s important to take some time and explain what is within this document, and what is on the individual pages... Pages 1 – 2 are these descriptive primer pages, designed to help you enjoy this character folio to its fullest. Page three (3) is the front-outside page, and allows a GM or player to easily identify a character by name or player. This first page of the “sheet”, more like a character folio, and the last page, are designed to be “outside” pages, as the information contained on them is less important to the general game than the information contained on the “inside” pages; therefore, when printing these, they are designed for double-sided printing. Also, the borders on this folio are designed for laser printing, and may not set up on your computer printer in the same way because all different printer types have different minimum margins, and their software sets up for minimums that are outside the control of the user, the computer, and the printer. Trappings is a box designed for overflow trappings, those things that are peripheral to the character’s survival and the player’s game-play. The Ready Trappings box on the front-inside page is for those things that are important to the character. Encumbrance allows you to record your character’s Encumbrance Limit (Strength x 10), the Encumbrance by how they are carrying their items, and the Total Encumbrance carried. I have a house rule that states the total Encumbrance of items carried in a bag must not exceed the bag’s limit, but once in the bag, the total Encumbrance is cut to 1/3 rd of the total inside the bag, plus the bag itself, for determining carrying Encumbrance. Many of the rest of the blocks are self-explanatory, except that you should remember almost everything on this page, and the back-outside page, is not going to be used as often as what is on the inside pages. Career Planning is just that, what you intend to do with your character as you continue playing this game that is based on advancement through careers. Where you find the vertical word Career in each career block, you can place a number in that same block for what number career it will be for your character, if you like, or simply use the remainder of the blank vertical space above to list the career name. Pages four through twelve (4 – 12) are the front-inside page. Again, much of what is on this sheet is self-explanatory. Toward the lower- left of the page, above Weapons, is a scroll for your character portrait; it’s not as large as I would like it to be, but for the information necessary on the sheet, it is just right. In this same area, you may also draw, or record, your character’s personal heraldry, if they have any. Action Points are based on a house rule, where the actions from the 2 nd Edition game, plus some others, have been put into a chart, each action assessed a number of points their character’s Action Points are spent each round to accomplish. Action Points are calculated as Agility/5, rounded down, +5 for each additional Attack/Action (from the Character Profile block) their character has. I came up with this system because some characters my players have had rolled extremely low on Agility, but because their character was a warrior, or otherwise received more Attacks/Actions, they could still do better than their colleagues with higher Agility values; that doesn’t make sense to me. If you wish to have a copy of my Action Points system, it’s on page two of the following ( http://www.wolvesau.net/wh/2e/WFRP2_Rules_Trunc.pdf ). If you just want to continue to use the system given in the 2 nd Edition game rules, this block is easily ignored. Hit Locations, Armour, and Damage is just what it says. APs in each location block are your character’s total Armor Points by location, Max is the maximum amount of damage they may take to the location (based on the article Damage on Location from Warhammer Forever), and Dmg is the amount of damage they’ve suffered to that location through game-play. The front-inside page actually has 9 pages to it, Dwarf, Elf, Halfling, and Human Male and Female pages, with graphics in the Hit Location box for each race and sex, which are designed to be light enough for you to draw your character’s outfitting, if you like. Page 12 is a blank if you want to print a sheet without a graphic on it. Page thirteen (13), or the back-inside page, is designed to help you record and track Skills and Talents. The Skills block lists ALL skills in alphabetical order, rather than separating them as Basic and Advanced skills, like other record sheets do. This is for two reasons: 1) The skills in the Basic block on the WFRP 2 Character Sheet from the rulebook do not match what skills are listed as basic in the chapter on Skills in that same rulebook, and 2) This allows players to more easily find their more useful and important skills. The list is set into two columns, and each column is laid out as follows: Basic allows the player to see which skills are basic by following the stars and, if their character is not skilled, a player can roll below 1/2 the governing characteristic for the skill. Skilled has a diamond with a circle before each skill, and in the +10% and +20% Mastery columns, to allow players to color in the circle for skills and talents they are able to purchase and/or improve, and then when purchased the diamond is also shaded in. Govern Char. lists the characteristic that more closely controls the skill. You’ll notice there are quite a few more Variable skills listed than what is covered in the rulebook, and this is on purpose, based on 25 years of gaming experience; some skills simply do not fall under a single characteristic, and it’s up to the GM to decide which one to use.