Difference between revisions of "Werewolf"
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+ | Location: Washington - Starting Location for Characters | ||
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+ | '''Recent Local News''': Coming Soon | ||
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+ | '''Recent World News''': Coming Soon | ||
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+ | '''Word from the street''': Coming Soon | ||
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+ | (I'll put more up here later so no touchie this section right now!) | ||
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== Werewolf Game World == | == Werewolf Game World == | ||
Revision as of 12:43, 4 January 2008
Werewolf Quick Facts
Location: Washington - Starting Location for Characters
Recent Local News: Coming Soon
Recent World News: Coming Soon
Word from the street: Coming Soon
(I'll put more up here later so no touchie this section right now!)
Werewolf Game World
See the Werewolf article on Wikipedia
Werewolf Characters
--Matts 21:59, 2 January 2008 (MST)I'll probably play a Bone Gnawer Ahroun with a propensity for vigilante street justice.
--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-- Alright Dieter, plan on any of those 3 except "The Man". I see too many potential problems with this one.
--Gdaze-- Sounds good Matt. If Matt is going to be an Arhoun others should try to pick a differect aspect to play as. I think a Ragabash will greately help the group. And Ed... hmmm. While I can suggest what "class" to play as, I really think the tribe selection should be up to you. I would advise against Shadow Lords... in fact I may just not allow them altogether... but eh, if someone really wanted to. I guess we can go over it a bit this Friday.
--Dieter the Bold 12:58, 3 January 2008 (MST) I'm thinking either the Freedom Fighter or Jack Sparrow. I can't decide if I want to be laid back and unflappable or barely constrained racism.
--Gdaze-- Either sounds good. But as a human who isn't a werewolf you won't be as decetable as other werewolf might. The one problem I see is that if your barely constrained racism mouths off to a werewolf not in the pack, you'll be rolling up a new character in all likelyhood. Occult knowledge of any kinda will be very useful. I guess I'm saying the Jack Sparrow like guy will work well but if you want to do the other one that is fine too. I'd just perfer we don't have a repeat of cyberpunk or examplers, IE your guy has no interest in anything first adventure onward.
Also just had a funny thought, seeing a human who never is really insulted with a pack of creatures who can take the slightest offense way too personal could be great fun.
Also Dieter for your guy I'm gonna make up a list of a few "specials". Not powers per-say, but just something that sets you apart. If that is okay with you of course.
--Gdaze-- Alright, so I don't like to say what people should and should not play. But I think you'll find it useful if at least one perosn is the Wizard like class and another the Rogue like class, however, Dieter may fill that roll in. Also Ed if you really can't come up with a Tribe I'll suggest either Glass Walkers - if you don't mind being techy, or if you want to be more sneaky and spirit-like I suggest either a Uktena or Silent Strider, both as lupin bor
--Matts 18:17, 3 January 2008 (MST)What exactly does being a Metis entail? I know there's like a guaranteed deformity and social stigma, but what else? I have this thought that my character could have grown up in some Bone Gnawer abandoned subway station caern and been a local bogeyman.
--Gdaze 19:37, 3 January 2008 (MST) Well fairly bad. While Bone Gnawers would treat you okay, since they are all scum of the werewolf nation anyway, others will rarely give you respect. Also you can't soak silver in any form. Usually a werewolf in its breed form will take normal damage from silver instead of the damage being unsoakable. Metis take it no matter what form they have (their natural state is Crinos form). So just keep in mind how others will view you, it can be a nasty life.
--Edmiao 19:46, 3 January 2008 (MST) Since i'm playing a sneaky type in WFRP, I'll go with a wizardy type here, and thus of the tribes you suggest, Uktena sound most appropriate from my read of the wikipedia.
--Matts 20:21, 3 January 2008 (MST)Ok, so the flaws are pretty big, what are the benefits?
--Gdaze Well they have no limits on abilities, like humans (lupus can't take a lot of skills), they also have a higher Gnosis (mana) rating then humans. Metis have 3, humans have 1, lupus have 5. They have a lot of nasty high level gifts like the ability to wither limbs, cause people to go insane, or contact the tribe's totem directly. They also have the sense wyrm talent. I think its mostly a roleplaying thing then anything else. Oh, and they are sterile.
--Dieter the Bold 22:35, 3 January 2008 (MST) Totally aware of past character flaws, so I'm already working on motivations. I'm leaning towards the Freedom Fighter, since he's essentially a less-trained and calm Punisher kinda' character. I.e., something committed a terrible crime against him (maybe a Black Spiral Dancer or something) which makes him driven to destroy the evil, but as a newly awakened (to the occult) fighter, he has to work with those that resemble what he hates. I think it would be a fun role-playing thing to try and walk the line between hating the inhuman monsters and having to work with them against even worse inhuman monsters. Pushing the limit and learning how much he could get away with would be fun.
As for the Jack Sparrow, I'm still trying to figure out a motivation. I can't have it be just greed, 'cause then he'd naturally be looking for the other side to try and get in good with them. He'd have a higher occult background and be less likely to get into a dustup with a rival pack, but I need something that gets him to work with our pack over others. Also, I'm totally cool with a special ability or two, since in "for realz" combat I know any straight human character is so much popcorn at a monster movie.
--Gdaze 23:42, 3 January 2008 (MST) Well just what do you mean by how far you push it? I mean really, if your getting in honor bound fights every other adventure and some other character is always having to take your place for those... I'm just curious as to the "get away with" part. Like killing allied werewolves when nobody is watching? Not helping team mates when in need so they die off? Pitting Black Spiral Dancers against pack mates in order to finish both off? Cause anything like these and I'm gonna use the big ol' rejection stamp. Sorry, but I have to be very careful with this human character. I want it to add to the story as a whole and make sure that it doesn't end up de-railing it.
--Gdaze Another quick note... If your guy is going to be a constant pain in the side, why does he stay with the group, and why would the group stay with him? Another important, and very important question, for a human running with werewolves.