Difference between revisions of "Talk:Werewolf Character Guidelines"

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==General Approval==
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--[[User:Matts|Matts]] 16:39, 11 January 2008 (MST)Hey gabe can we take merits and flaws?  I took 4 points of flaws so that I could have a few dots in subterfuge.
  
--[[User:Matts|Matts]] 16:19, 28 December 2007 (MST)I'd be down for werewolfI like the themes you've sketched outOf the ideas on the table, I think this is probably the best break from the styles of games we've done in the past, in the sense that the PCs are inarguably competent.
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Gabe: Actually yeah, but see I don't have any player books, for any of the whitewolf systems so I don't know themBut yeah you can take them.  I think four points is a good amount of flaws.  I may reassign flaws though, not all, just a few.
  
But before I get long winded about it, how close are you to being able to run this game, Gabe?  Would you be able to start it up, say after a few sessions of WFRP?  Cause I'm sort of itching to play in a game that goes.
 
  
--[[User:Gdaze|Gdaze]]-- Hmm, I would need to look over the books some. I have the main, bone gnawers tribe and get of fernis books.  I could maybe even be ready by next weekIf not then, then in two weeks.
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BEN: the books usually allow up to 7 points in flaws, which would give you 22 freebies.
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I have the vampire players guide, although I don't think its here in seattleYOu can find descriptions for most of the merits/flaws in random places online.
  
--[[User:Edmiao|Edmiao]] 17:39, 28 December 2007 (MST) that all sounds interesting and different from our previous games.  so i'm interestedi know nothing about the system or setting.
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--[[User:Matts|Matts]] 18:11, 11 January 2008 (MST)I have the werewolf player's guide, first crappy editionI'll bring it tonight, and we've also got the mage player's guide at ben's house.
  
--[[User:Dieterthebold|Dieter the Bold]] 11:50, 31 December 2007 (MST) I want to play with the group, but I won't play a werewolf. I'm willing to work with Gabe to play in Werewolf, but not a werewolf in Werewolf. ............... werewolf.<br>
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--[[User:Edmiao|Edmiao]] 12:59, 13 January 2008 (MST)you left your players guide at bens, and i borrowed it.
So yeah, I'll post further specific thoughts as I have time, but work is insane right now and I'm doing a late start. So Gabe, go ahead and plan a Werewolf game with me participating, but don't plan on me being a werewolf, with a kinsfolk also being an unlikely.
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--[[User:Gdaze|Gdaze]]-- Sweet, thanks for the quick update.  Sounds good to me.  Ah, no kinsfolkI was begaining to think that would sound fun!  And alright, I'll go ahead and assume we play this then.  And no problem, just give me an update here with what you're thinking about playing, no vampires, and that'd be great.
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--[[User:Edmiao|Edmiao]] 23:14, 13 January 2008 (MST) Gabe, questions: we can take 7 points of flaws, which add 7 freebie pointsdo i remember right that you can only spend your abilities up to 3 dots with the alloted points, and to get to 4 dots you need to use freebie points?
  
--[[User:Dieterthebold|Dieter the Bold]] 15:19, 31 December 2007 (MST) No, definitely not vampires. I'm fine with some kind of support character. Depending on the characters made I'd probably be a fixer of some kind, either Faceman, B.A. or Murdoch. I'm totally fine with being a combat wuss and getting pushed around some, even if I am a combat-oriented character.
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BEN: according to the 2nd edition rules, that's correct, I think.
  
''Personalities:''
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GABE: Yup, anything above 3 dots for abilities you need to use freebie points.  One thing, if I find that you've taken too many disadvantages as to make your character too burdersome I will nix some of your disadvantages.  Just something to keep in mind!
  
>>Freedom Rogue:<< Likeable Jack-Sparrow kind of personality who just wants to get along with everyone. Doesn't consider anyone his enemy. Just groups that misunderstand his intentions. High Occult skill (but with no powers), he's quite familiar with the mystical world and very broad-minded.
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Gabe: Another quick note... Becarful about pour ALL your back-ground points into your totem. There are places your totem will not be able to go (or maybe go and be weakned) such as very heavily corrupted sites. Also I've noticed the group is weak on langauge skills, not too big a deal as Dieter and Ed still have yet to make their characters.
 
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>>Freedom Fighter:<< You can never take, MY FREEDOM!!!!!!!! New to the mystical world and therefore somewhat narrow-minded, he considers it to be "Man's Age", and all the freaks should go back to the old times they came from. That being said, there is quite a bit of cognitive dissonance between freedom for all and "relics of ancient times should stay in ancient times", so while he does have his prejudices, the Fighter is pragmatic and works to stay allied with those mystical forces he knows to be the best bet for a human future.
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>>The Crazy:<< He's got more Occult power than is good for him. No, seriously. He dabbled too much without enough precautions and now he can't forget what he's seen and still sees. Needs help to protect himself from the forces he's perturbed.
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>>The Man:<< Works for a large corporation that's surprisingly saavy to all the nasty mojo swirling around the world. And thinks it can manipulate such events to its benefit. He's identified the Pack as a possible tool to further the interests of his employer and constantly schemes on how best to spin things to their most ideal. Not out to enslave or dominate the pack, he just doesn't see why the Pack's interests can't coincide with the corp's on a frequent basis.
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--[[User:Gdaze|Gdaze]]-- Alright Dieter, plan on any of those 3 except "The Man".  I see too many potential problems with this one.
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Latest revision as of 17:38, 14 January 2008

--Matts 16:39, 11 January 2008 (MST)Hey gabe can we take merits and flaws? I took 4 points of flaws so that I could have a few dots in subterfuge.

Gabe: Actually yeah, but see I don't have any player books, for any of the whitewolf systems so I don't know them. But yeah you can take them. I think four points is a good amount of flaws. I may reassign flaws though, not all, just a few.


BEN: the books usually allow up to 7 points in flaws, which would give you 22 freebies. I have the vampire players guide, although I don't think its here in seattle. YOu can find descriptions for most of the merits/flaws in random places online.

--Matts 18:11, 11 January 2008 (MST)I have the werewolf player's guide, first crappy edition. I'll bring it tonight, and we've also got the mage player's guide at ben's house.

--Edmiao 12:59, 13 January 2008 (MST)you left your players guide at bens, and i borrowed it.

--Edmiao 23:14, 13 January 2008 (MST) Gabe, questions: we can take 7 points of flaws, which add 7 freebie points? do i remember right that you can only spend your abilities up to 3 dots with the alloted points, and to get to 4 dots you need to use freebie points?

BEN: according to the 2nd edition rules, that's correct, I think.

GABE: Yup, anything above 3 dots for abilities you need to use freebie points. One thing, if I find that you've taken too many disadvantages as to make your character too burdersome I will nix some of your disadvantages. Just something to keep in mind!

Gabe: Another quick note... Becarful about pour ALL your back-ground points into your totem. There are places your totem will not be able to go (or maybe go and be weakned) such as very heavily corrupted sites. Also I've noticed the group is weak on langauge skills, not too big a deal as Dieter and Ed still have yet to make their characters.