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The Old World from A-Z

A is for Agitator

by Rev. Garett Lepper

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The Old World from A-Z:

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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

   

 

   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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