Moving on...
Charlatan
Those motivated
by their own cunning and endowed with a certain contempt of
the public often resort to confidence games and scams to make
their living. Those that do so are often greedy or have become
disillusioned. Their previous profession of agitating often
gives them the experience and confidence to become excellent
charlatans. Many use agitation as cover for their scams, using
popular causes as a means of gaining funds.
Demagogue
Agitators seek
to represent a cause, yet those who are truly successful become
champions for their cause and sometimes icons for their movement.
Demagogues are masters of public opinion and their oratories
are capable of convincing even their sceptics. The demagogue
is truly a leader who holds his or her position by sheer force
of personality. Nearly all agitators long for the power and
authority that demagogues wield.
Outlaw
Speaking your
mind can be a dangerous proposition in the Old World. People
with opinions, or ideas, make enemies. People who speak out
publicly about these things often end up dead. Countless agitators
have been sought out by authorities or forced into exile and
end up as outlaws. In some cases they bring their idealism with
them into their new profession, for others they abandon their
idealism when confronted by the hardships of a life of banditry.
Adventure Seeds
All too often
the adventures in WFRP rarely revolve around the livelihood
of the PCs. The following are adventure seeds that involve PC
agitators.
A Stack of Pamphlets
The players
befriend a printer or possibly a popular agitator. After some
time during their friendship they are asked to deliver a stack
of handbills to an address because their friend is distracted
or incapacitated. A cursory glance at them reveals they discuss
some of the overindulgence of a powerful local family. Reading
it in more detail reveals some scandalous details and a ringing
condemnation of the family, all divulged in a very entertaining
and satirical manner.
As they near
the point to drop them off they are accosted by Watchmen. The
watchmen seem to be looking for something in particular and
quickly find the handbills. Once the handbills are discovered
the tensions increase and the watchmen become increasingly hostile.
They threaten to take the characters in for slander, sedition,
or even treason and demand to know their role in this movement.
The players can be taken into questioning and even brought to
trial depending on how badly they botch their interaction.
Have Them Silenced!
The Agitator
PC has, true to form, made some powerful or angry enemy. If
protesting about crime, the local crime lord is harbouring resentment.
If the player was protesting about politics, they have made
a political enemy. Either way their enemy has no sense of humour
and has decided to have the agitator done away with. The character
is hunted down by a hired killer and the player must uncover
who their enemy is and do find some way of defeating their foe
before they themselves fall victim to the assassin's blade.
Hunted!
The Agitator
PC has recently done something to earn the enmity of the powers
that be. The authorities aren't necessarily picky, they may
mistake the PC Agitator for another one. Regardless the Agitator
is sought out and word has it that they are wanted for an absurd
number of charges. Maybe a bomb recently went off or a shot
was fired at a person of some import. The PC agitator is sought
out as are the rest of their revolutionary party cell. The manhunt
is on and the players must escape from town and go underground
where they meet some of the town's more colourful and/or dangerous
characters.
Riot!
The PC Agitator
is busy delivering their speech when the crowd, angry about
some recent outrage that the player is unaware of, takes the
speech to heart. Before the player knows it the crowd is enthusiastically
taking up his or her cause. Unless the player takes desperate
measures the crowd begins to run riot and things get out of
control.
The Mob!
The PC agitator
is prattling on about a cause when things turn sour. Maybe the
player touches a sore nerve, or speaks on unpopular matters.
Things turn ugly and the player is in danger of being beaten
or even lynched by a mob. The player had better either rely
upon his or her feet for a quick retreat or upon their oratorical
skills to save them.
War of Words
The Agitator
is arguing for a cause when a slightly more aggressive or popular
agitator is arguing for the opposite cause. First the PC agitator
is heckled, but before long toughs are pushing the player around,
knocking pamphlets into the dirt while nearby the other agitator
is attacking the player's intelligence or character. Soon the
PC is engaged in a war of words and personalities and only one
can reign supreme.
Rev. Lepper