Talk:WHFRP Reboot Recap
--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.
--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. 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??)