Difference between revisions of "Talk:WHFRP Reboot Recap"

From benscondo.wiki-rpg.com
Jump to: navigation, search
m (Protected "Talk:WHFRP Reboot Recap": Spam [edit=autoconfirmed:move=autoconfirmed])
 
(71 intermediate revisions by 14 users not shown)
Line 1: Line 1:
--[[User:Dieterthebold|Dieter the Bold]] 10:54, 1 September 2007 (MST) So, I'll take complete blame for our current situation. I didn't really put a lot of thought into my responses during the interrogation, or my actions leading up to it. I don't know why I set myself up to be a law-abiding citizen when I'm the opposite, and we're all now in deep-shit because of it. So, sorry for grabbing everyone and dragging them over the rails. Still, huge opportunities here for us all to make things happen.
 
  
--[[User:Edmiao|Edmiao]] 12:06, 1 September 2007 (MST) Well, i thought playing a crazy character would be pretty appropriate to the warhammer world, and would fit into a group that was less than law abiding.  I mean, they have enitre rule sets and a stat about insanity in the rulebook.  there's crazy people in warhammer.  with the low fate points and not being all there, i figured he wouldn't last long, but i though more than one session!  Anyway, he's now on the run from the law, and since the group seems intent on staying in this town, i guess Elrin will wander into the woods to become an NPC for a while.  If you value a combat/stealth oriented character, we could try to work him back in somehow.  maybe a lot of bribes?
 
 
otherwise i'm making a new character, and i want to make something different, so likely a Charlatan or Innkeeper or Merchant.  Does the group have any pereference among these?  This may leave us with a distinct lack of combat characters.  For Charlatan I was considering Rogue --> Charlatan or, interestingly, Hedge wizard --> Charlatan.  He would have petty magic and then a lot of lying and trickery skills.  For those with the sorcery book, are there additional Petty Hedge spells?  there's six in the main book, but if i'm to devote a whole career to it with no possible magic advancement it would be nice to have a few more, cus some of the six are worthless (protection from rain?  unlucky charm that gives minus one to rolls on a d100??)
 
 
what is the group motive here?  we seem pretty goody two shoes to be a smuggling band.  now we're commissioned by the watch to solve a murder of a guy who we only knew for a few weeks?  how in the world did we go from the idea of a cutthroat smuggling band with no conscience to law abiding citizens that are afraid to cut the throat of a bandit and won't take a minute to loot bodies of fallen victims?  what good outlaw leaves perfectly healthy weapons on the ground and doesn't run down and slaughter those who attack them?  I'm wondering if i should make a smuggler/liar/cheater or a city watch/noble/law abiding citizen?
 

Latest revision as of 13:35, 20 September 2009