Warhammer Fantasy With A D20
Purpose of WFW/D20                                         Step 3: Before you do anything else each player will get 22
      There had been many discussions between myself and others          Character points in which to buy Attributes, Wounds, and Fate
about the Percentile system of WFRP. While archaic and doing             points. Keep it in mind as you buy everything
its job, it could very well be simplified and streamlined to make
for a quicker play experience. This may not be for everyone, the
old school and hardcore audience out there may hate the idea of                                  Attributes
anything but percentile, but for some of us, this exists.
      So the entire point of this is to cut down on things, all of the      Each Attribute starts at a 4 by spending points you can
advancements and things that matter in WFRP are done in                  modify that attribute further. See table 1-1 for costs.
increments of 5%. This leads to the theory that all things in                      Table 1-2: Attribute Modifiers
WFRP can just be done on a D20. As each point on a D20 is 5%.                 Modifier                     Point Cost
You can see where this is going.
                                                                              +1                           1
     Also I felt that Character creation need not be random. Each
                                                                              +2                           2
player should have the option of a little bit of control over their
stats rather than the whim of lady luck. Again, this isnt for                +3                           4
everyone and the original rules work just fine as they are, though            +4                           5
for the purposes of WFW/D20 I would highly suggest this new
method as it flows a lot better. So let us get things kicked off
here, and welcome to Warhammer Fantasy With a D20.                                          Starting Wounds
                                                                              Each player starts with 10 wounds. Modify this using the
                                                                         table below.
            Revised Character Creation
                                                                                     Table 1-3: Wound Modifiers
    Where otherwise noted, use all the Attributes and Stats found              Modifier                     Point Cost
in the Core Warhammer Fantasy Role-play book.                                  +1                           2
                                                                               +2                           3
   Step 1: Character Concept: This is really important, and I cant            +3                           4
stress it enough as it helps you down the line when you wish to
choose your race, career, stats, and otherwise.
   Step 2: Choose a Race. There are Four main races in
Warhammer Fantasy. Dwarf, Elf, Halfling, and Human. See the
WFRP core book about the background to each of these races,
depending on what you chose different bonuses and penalties will
be given.
                      Racial Modifiers
                             Modifiers
   Depending on which race you chose earlier apply these
modifications to your characters statistics.
                        Table 1-1: Races
      Race                 Modifiers
      Dwarf                +2WS, +2T
                                                                                Strength, and Toughness Bonus
                           -2Ag, -2Fel                                       Your strength and toughness bonus are equal to half of your
                           +1 Wound                                      current Strength and Toughness, rounded down.
      Elf                  +2BS, +2AG                                                     Strength or         SB/TB
                           -1 Wound                                      .                 Toughness
      Halfling             -2WS, +2BS,                                                 4                  2
                           -2S, -2T                                                    5                  2
                           +2Ag, +2Fel                                                 6                  3
                           -2 Wounds                                                   7                  3
                                                                                       8                  4
                                                                                       9                  4
            Starting Fate Points
   Depending on the race you selected earlier your starting fate
points will differ. Of course the first option of each race is free
(youll start with this regardless of points spent). As in the core
book, Dwarfs have the range, Elves costly and few, Halflings have
a good start but a hefty price to get more. And Humans have the
easiest of them all.
                Table 1-4: Racial Fate Points
                             Dwarf
         Starting Fate Poins     Point Cost
         1                       0
         2                       2
         3                       3
         Starting Fate Points
                              Elf
                                 Point Cost
                                                                                      Random Talents
                                                                          Instead of rolling for random talents for Human and
         1                       0
                                                                      Halflings, youll be given the choice of a certain amount of
         2                       4
                                                                      Talents from different brackets. Humans will get three picks
                           Halfling
                                                                      (instead of the normal 2) and Halflings will still get 1.
         Starting Fate Points    Point Cost
         2                       0
         3                       4                                         Human Talents (Pick one from each Section)
                            Human                                       Coolheaded                      Suave
         Starting Fate Points    Point Cost                             Marksman                        Savvy
         2                       0                                      Fleet Footed                    Very resilient
         3                       3                                      Hardy                           Very strong
                                                                        Lightening Reflexes             Warrior born
                                                                        Ambidextrous                    Sturdy
                                                                        Sixth sense                     Night Vision
                                                                        Strong minded                   Luck
                                                                        Acute Hearing                   Resistance to Disease
                          Careers                                       Excellent Vision                Resistance to magic
      Careers are handled the same as they were before. To              Mimic                           Resistance to poison
  convert them to WFW/D20 Just divide each number on the                Super numerate
  profile by 5 so you get increments of 1. For example heres a
  revised version of the Toll Keeper
                                                                                     Halfling Talents (Pick One)
    Main Profile                                                        Coolheaded                      Sixth sense
    WS BS        S         T       Ag     Int     Wp     Fel            Marksman                        Strong minded
    +2    +1     +1        +2      +1     ----    +1     ----           Fleet Footed                    Sturdy
    Secondary Profile                                                   Hardy                           Luck
    A     W      SB        TB      M      Mag     IP     FP             Lightening Reflexes             Acute Hearing
    ---   +2     ---       ----    ----   ----    ----   ----           Suave                           Excellent Vision
                                                                        Savvy                           Mimic
      So after completing your characters attributes go                 Very resilient                  Super numerate
  through all the careers and pick one that suits your character        Very strong                     Resistance to Disease
  best. Remember to give your character one free advancement.           Warrior born                    Resistance to magic
  Advancements are handled the same as before, each +1 to an            Ambidextrous                    Resistance to poison
  attribute is 100xp.
                                                                        Step Four: Pick your career and write down your starting
                                                                      equipment as listed on pg. 20 of the Corebook. Feel free to flesh
                                                                      out the Characters background using the random tables however
                                                                      you see fit, and answer the 10 questions.
                                                                         Your character is complete! Now to put it to use.