Difference between revisions of "Talk:Werewolf Character Guidelines"

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(General Approval)
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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.
 
>>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]]-- Sweet, those all look fairly good, cept maybe The Crazy...  The Man could work depending on what tribes are chosen by the other players, namely Glass Walkers or Bone Gnawers.  I think with the company in question it wouldn't be unformly for stoping the bad stuff going 'round.  Most likely your guy would work for a higher up who is going against others or something along those lines.  I do like the idea of both the Freedom guys, I'd say either could work out well.  So yeah, any of those should do but most likely not The Crazy... so just don't plan on that one yet... Need some time to mull over things.
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Oh and by "powers" I meant kinda like... something special.  Like spend a willpower to activate some kinda social thing your guy can just do well.  I was thinking maybe something form the pulp book. Or maybe some kind of luck field, as in takes less damage from attacks due to the way they hit.
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Again I'm rambling a lot because I've only had 2 hours of sleep but these help me a lot.
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Hmm actually you know what... I think The Crazy CAN work.  Now mind you when you say dark powers, I'm gonna give you some nasty hunters!  But yeah, I say for now really think of what you wanna play.  Magic wielding human or equipment based human, then what your attuitude is.  Again I will need some kind of loyality to the pack.  The only one I really see trouble with is The Man...
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I guess think it over and then post which one your most interested in playing, or most two...
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I think combat could be more dangerous for your guy, but if you all work well a human working with 3 werewovles can actually be very powerful.

Revision as of 16:46, 31 December 2007

General Approval

--Matts 16:19, 28 December 2007 (MST)I'd be down for werewolf. I like the themes you've sketched out. Of 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.

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.

--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 week. If not then, then in two weeks.

--Edmiao 17:39, 28 December 2007 (MST) that all sounds interesting and different from our previous games. so i'm interested. i know nothing about the system or setting.

--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.
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.

--Gdaze-- Sweet, thanks for the quick update. Sounds good to me. Ah, no kinsfolk? I 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.

--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.

Personalities:

>>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.

>>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.

>>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.

>>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.

--Gdaze-- Sweet, those all look fairly good, cept maybe The Crazy... The Man could work depending on what tribes are chosen by the other players, namely Glass Walkers or Bone Gnawers. I think with the company in question it wouldn't be unformly for stoping the bad stuff going 'round. Most likely your guy would work for a higher up who is going against others or something along those lines. I do like the idea of both the Freedom guys, I'd say either could work out well. So yeah, any of those should do but most likely not The Crazy... so just don't plan on that one yet... Need some time to mull over things.

Oh and by "powers" I meant kinda like... something special. Like spend a willpower to activate some kinda social thing your guy can just do well. I was thinking maybe something form the pulp book. Or maybe some kind of luck field, as in takes less damage from attacks due to the way they hit.

Again I'm rambling a lot because I've only had 2 hours of sleep but these help me a lot.

Hmm actually you know what... I think The Crazy CAN work. Now mind you when you say dark powers, I'm gonna give you some nasty hunters! But yeah, I say for now really think of what you wanna play. Magic wielding human or equipment based human, then what your attuitude is. Again I will need some kind of loyality to the pack. The only one I really see trouble with is The Man...

I guess think it over and then post which one your most interested in playing, or most two...

I think combat could be more dangerous for your guy, but if you all work well a human working with 3 werewovles can actually be very powerful.