I’ve been working on recreating WFRP 2e’s class list sort of like Class Warfare.

I’ve been working on recreating WFRP 2e’s class list sort of like Class Warfare.

I’ve been working on recreating WFRP 2e’s class list sort of like Class Warfare. Anyway, I’d like your feedback on these skills as the base for the Agitator.

Agitator

When you spend time giving a rousing speech to a crowd, roll+CHA: on a 10+ a small crowd joins you with 3 hold, on a 7-9 a small crowd joins you with 1 hold. Spend the hold on any of the following:

– the crowd follows your lead to a person or place

– the crowd gets violent, GM decides how, and you get +1 forward to hit your target, effect ends when the crowd disperses

– the crowd comes to your defense, GM decides how, and you get +1 forward to armor, effect ends when the crowd disperses

– the crowd gets larger by one step (small:5-10 individuals, medium 10-20 individuals, large 20 – 50 individuals

Depending on the background of the people in the crowd they will have the following stats:

noble

merchant

labourer

When you hand out leaflets at least a day in advance, gain +1 forward toward creating a crowd

When you spend time in a tavern listening for a sympathetic ear, roll+CHA: on a 10+ they will feed, shelter, and throw you a coin or two; on a 7-9 they will feed, or shelter, or throw you a coin or two.

5 thoughts on “I’ve been working on recreating WFRP 2e’s class list sort of like Class Warfare.”

  1. I’d make the triggers more generic. If you can’t find a priner for leaflets, you might still be able to hire the local faerie colony to do skywriting for you…. unless they get drunk and mess it up.

  2. I’m channeling Glen Cook’s Garret series for that specific example ( a colony of faeires is a  great ally for a private investigator), but the trigger really does need to be generic.

  3. I expanded things a bit.  What do you think now?

    When you spend time giving a rousing speech to a crowd, roll+CHA: on a 10+ a small crowd joins you with 3 hold, on a 7-9 a small crowd joins you with 1 hold.  Spend the hold on any of the following:

    -the crowd follows your lead to a person or place

    -the crowd gets violent, GM decides how, and you get +1 forward to hit your target, effect ends when the crowd disperses

    -the crowd comes to your defense, GM decides how, and you get +1 forward to armor, effect ends when the crowd disperses

    the crowd gets larger by one step (small:5-10 individuals, medium 10-20 individuals, large 20 – 50 individuals

    Depending on the background of the people in the crowd they will have the following stats:

    noble

    merchant

    labourer

    When you incite the populace at least a day in advance, gain +1 forward toward creating a crowd

    When you spend time in a tavern stirring a sympathetic ear, roll+CHA: on a 10+ they will feed, shelter, and throw you a coin or two; on a 7-9 they will feed, or shelter, or throw you a coin or two.

    Underground network: You’ve gained access to a network of dissidents who are willing to aid you in your endeavors.  You can call on only one at any point in time.  Roll 2d6+CHA.  On a 10+ there’s no conditions and the agent joins you on your mission; 7-9, the agent joins you but you’ve worn out your welcome and need to wait before asking again; 6- GM decides your fate

    saboteur

    thug

    sympathetic nobleman

    smuggler

    Undergound network 2: You’ve gained access to a larger network and can pull more agents to help you.  Underground network now allows two agents at once.

    Underground network 3: You’re now leading your own campaigns and can pull more agents to help you.  Underground network now allows three agents at once.

    Underground railroad: when you spend time preparing a suitable hiding spot you can be transported anywhere in the Empire without the authorities’ involvement.

    (I got lazy with skill titles)

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