Voted best in category in the Users' Choice awards.
@DarkLight140 I like your plan, but why are you keeping your report outside of the plan itself? QM has not indicated we should switch to 3 parallel votes (public report, solo report, and plan of actions) and until now it was a single plan which contained all 3. So I think your should as well.

[x] DarkLight140
 
Dear Gods, so many questions...

@BoneyM Shouldn't there be an entry here for paying people in Julbach, Biderhof and Tarshof?

They go straight onto your payroll, instead of taking up your discretionary budget.

Also the possible orders mix "I" and "you" in a odd way, apparently using both to refer to Mathilde at points, might want to make that consistent.

Yeah, some of them are your thoughts and some are what you'd be saying to Van Hal. I've tweaked it for consistency.

Would it be possible to destroy the Stirlandian Leauge, seize their assets, and then transition those assets into a new league that we can build from the ground up to give us information as well?

This way we can clean out a den of commercial corruption but start the framework for an organization that can give us a goldmine of information. It seems rather sketchy to rely on a network that reported to a Spymaster who left his office at a very inconvenient time and seemed to use the said network for personal profit.

You could, but it took decades and a lot of skulduggery for the Stirlandian League to grow into the monopoly it is today, and you'd have to start from square one if you tear it up root and branch. And you'd have to decide whether to crush any competition that tries to move in and spend a lot of goodwill or allow them and end up with a network inferior to the Stirlandian League.

Wouldn't this go against Ranald's principles though? His Thing is to make fools out of the State, not strengthen it.
I suppose getting the state to look away from criminals is an accomplishment in and of itself, but still.

The proposal is an alliance between Ranald the Deceiver and Ranald the Night Prowler, and is consistent with both those guises. Ranald the Liberator is a whole other story, but also not your problem since neither you nor your new friends worship that guise.

@BoneyM If it's not too presumptuous of me, would you mind if I posted some pics for new avatars regarding the Dramatic Personas? If you like the current style then that's fine, I'll drop this idea here, but I thought I should ask.

Oh, but I should mention I found a pretty good pic for Markus, since he doesn't have an official one yet.

Go ahead and propose images, if they fit better than the ones I've got (or lack thereof) I'll canonize them. I've been looking for appropriate pictures on and off for them.

I think @BoneyM means we need to supply the reason for lumber-taxes here and now.

Correct. You've got the influence with the village to make it happen, but not a good justification for it unless one is written in.

Also, it can't be to enrich ourselves, unless we want the Grey Order coming down hard. Vow of poverty.

Correct, enriching Mathilde Weber is forbidden; increasing the operational budget of the Spymaster of Stirland, however, is entirely okay. Your position gives you a ready-made excuse, should you so desire.


Reference materials, laboratories, spellcasting ingredients... you could definitely build up a bonus to research attempts when done at home.

So... getting a Cat familiar seems very appropriate for obvious reasons. Can we reasonably do that yet? If so, what would having one look like in-game? Any specific bennies?

You can either spend a ludicrous sum of money in Altdorf to buy an animal that has the nebulous quality of being a possible familiar, or you could spend time searching for an animal with those properties and trying to tame it. The benefits would be random, but likely useful.

Am I blind, or are there no options for looking over the weapons and vetting the new Martial councilors?

As others have said, you will be able to spend an action on either or both next turn, but they're not big or important enough to be your main focus for an entire half-year.

Also, I am very surprised that we don't have an identified Interrogator trait on his sheet when we just learned it from him.

It's a trait to you because it's so far outside your job description. To a Witch Hunter, not so much.

@BoneyM, with our Shadowsteed mastery, would it be possible for use to travel to Altdorf and our college instead of writing letters? We'd be able to do the advisor vetting, magicsnake research, a Letters Home equivalent and get a new spell all in the same trip.

I need to sit down with a map at some point and work out the distance between Wurtbad and Altdorf. But yes, the round trip would easily be within a fortnight so it's plausible to do a road trip instead of sending letters.

However - and I promise this isn't sinister foreshadowing or anything - if you are spending four actions in Altdorf, it means you're missing from Wurtbad for an entire season and if something big happens you won't hear about it until weeks later.

So, if I read it right, we don't go back until we're ready for the test of Magisterhood. Can't go within 50 leagues of Altdorf.

If duty requires the Spymaster of Stirland to go to Altdorf, that trumps a Journeyman Wizard being traditionally forbidden from seeking the comforts of 'home'. As long as you don't try to move back in to your old bedroom, everyone will politely look the other way.

Or we were deliberately sent out unprepared and early by those Mysterious Parties Unknown. Either-or.

Depends whether you listen to your ego or your paranoia. But yes, until that fateful morning you were entirely expecting to spend several more years preparing to go journeying.

Bonus: Ranald's creed disfavors murder, rape and other such crimes IIRC, so by expanding his influence over the criminal underground, we'd see a lot more thefts, fraud and general economic damage, but a drop in violent crime over time.

Correct. Well-established Ranald cults also have a habit of stamping out other cults that usually flourish in the shadows, simply because they don't want the sort of attention those inevitably bring.




Finally:

Please do not waifu the demon snake.
 
[X] Plan Stirland league or Castle Servants
we need to get problems off our ass, we can get rich later. Hell, our salary will pay off our student loans in 8 years- we can get legitimaterich off that, we just need to make it through.
We can't get rich. Grey Wizards will come down on us hard if we do. We won't be the sneakiest Grey Wizard around... and we're already being watched, by whoever placed us here.
 
If duty requires the Spymaster of Stirland to go to Altdorf, that trumps a Journeyman Wizard being traditionally forbidden from seeking the comforts of 'home'. As long as you don't try to move back in to your old bedroom, everyone will politely look the other way.
Correct. Well-established Ranald cults also have a habit of stamping out other cults that usually flourish in the shadows, simply because they don't want the sort of attention those inevitably bring.
Good to know, and relevant to amending our report to our boss.
 
Go ahead and propose images, if they fit better than the ones I've got (or lack thereof) I'll canonize them. I've been looking for appropriate pictures on and off for them.
Any that you like?
 
You can either spend a ludicrous sum of money in Altdorf to buy an animal that has the nebulous quality of being a possible familiar, or you could spend time searching for an animal with those properties and trying to tame it. The benefits would be random, but likely useful

Sounds like 'spend an action praying to/fuming at Ranald as we try to herd cats for examination' vs 'spend 500g, free action if in Altdorf'.

I know which one sounds funnier.
 
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Warrior Priest and Greatsword adopted.

The current Van Hal picture seemed like the least bad option at first but it's really grown on me since then, and your Master's picture is locked in because it's an obscure reference that amuses me.
 
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Sounds like 'spend an action praying to/fuming at Ranald as we try to herd cats for examination' vs 'spend 500g, free action if in Altdorf'.

I know which one sounds funnier.
funnier, funner,and also holy shit we are in debt already we cannot afford that much G! Yea, definitely got to spend actions on that one instead.

And hey, we have a shrine to renald absolutely teeming with cats already. It would be just the place to look for one that can become a familiar

... what does a familiar actually do, btw, in whf?
 
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You could, but it took decades and a lot of skulduggery for the Stirlandian League to grow into the monopoly it is today, and you'd have to start from square one if you tear it up root and branch. And you'd have to decide whether to crush any competition that tries to move in and spend a lot of goodwill or allow them and end up with a network inferior to the Stirlandian League.
So, knowing this, why exactly you guys want to dismantle a lifetime's intrigue work we could simply take over?
 
I thought you said funnier, funner,and also holy shit we are in debt already we cannot afford that much G! Yea, definitely got to spend actions on that one instead.

And hey, we have a shrine to renald absolutely teeming with cats already. It would be just the place to look for one that can become a familiar

... what does a familiar actually do, btw, in whf?

On bonding, they become a little smarter, get a random one of these, and can learn more. There are some downsides- they're a sympathetic link, they count as a magical creature, drawing the attention of others (maybe... Etheric snakes?), the Wizard can become obsessed, and it sucks if they die.

Aethyric Reservoir

The familiar can absorb any spell that specifically targets it or its master, saving it for later use. To absorb the spell, the familiar must make a Hard (–20%) Will Power Test. If it succeeds, it locks the spell away. For up to 1d10 days, the spell remains stored there. Within that period, either the master or the familiar can release that spell back into the world, designating a new target or targets, a new area of effect, and so forth. Only one spell may be stored at a time; a familiar may not attempt to soak another spell if it already has one stored.

The GM, however, secretly rolls the length of time the spell can remain stored. If the duration expires and the stored spell remains unreleased, the magical energy burns both familiar and master from the inside out. Each takes a hit with Damage equal to one-third of the spell's Casting Number, rounded down. If the familiar suffers a Critical Hit with a Critical Value of +5 or greater, it automatically explodes.

Link of Psyche

The familiar and master can communicate complex thoughts and emotions to each other instantly, without speech, and over any distance. This ability increases the ability of each to cogitate and withstand mental stresses, raising the Intelligence and Will Power of both by +10% for as long as both are conscious and cooperative.

Lucky Charm

The familiar is somehow a magnet for good luck. The familiar has a reservoir of 2 Fortune Points that either the familiar or its master can use each day.

Magic Focus

The master can use the familiar's magical nature to amplify the effects of his spellcasting much as a lens focuses light. When a spell is cast in this way, one of its quantitative effects— range, area of effect, duration, and so on—is doubled. The downside of using this ability to cast a given spell is that it is unpredictable, and makes one of the dice in the Casting Roll a Chaos die (see Times and Places of Chaos in Chapter Six: Magical Lore).

Magic Power

As long as the familiar lives and remains his familiar, the Wizard gains a bonus of +1 to his Magic Characteristic.

Master's Touch

The familiar acts as an extension of its master's touch, sight, and location for the purposes of casting Touch spells, casting spells at targets the caster must be able to see, and casting spells that affect the caster's location.

Master's Voice

The master is capable of projecting his voice through his familiar. This has two effects. First, the master can communicate to anyone who is within earshot of the familiar. Second, if the familiar is within 24 yards (12 squares) of its master, the master can project his own voice through the familiar to cast spells, which allows him to cast even if he is prevented from speaking by a gag, a magic effect, or any other force (as long as it does not also affect the familiar's ability to speak).

Voice of Reason

The familiar dampens chaotic forces. When its master makes a Casting Roll that contains doubles, triples, or quadruples, the master may elect to re-roll the dice in order to avoid Tzeentch's Curse. (Of course, if the first roll is a success in casting, the master may wish to keep it to be guaranteed of success. It's up to him.) If the master elects to re-roll, he must abide by the second result, whatever it is. This effect is cumulative with the effects of protective circles (see WFRP , page 144)
 
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So, knowing this, why exactly you guys want to dismantle a lifetime's intrigue work we could simply take over?
A network belonging to vampires will never be truly ours. We really don't have any way to make sure that its loyal to us over whatever else has it under their control. And a big issue is being able to trust your intel sources to at least not actively seek to fuck you.

Now, originally it was simple, find the spymaster, take over his network.
But when the spymaster link seems to hook into von Carsteins, that changes things about the loyalties of the network.

Better to burn it and build a new one we're at least certain wouldn't be seeking to fuck us.
 
Warrior Priest and Greatsword adopted.

The current Van Hal picture seemed like the least bad option at first but it's really grown on me since then, and your Master's picture is locked in because it's an obscure reference that amuses me.
Ah well glad you liked two of them. Suppose I'll just ignore Van Hal's pic then.

Edit: Let me know if you want pics for any other characters. I probably already have, or can find, just about anything you want.
 
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So, knowing this, why exactly you guys want to dismantle a lifetime's intrigue work we could simply take over?
Because it is absolutely awful for the economy, and is controlled by our enemy, and taking it over will not be as easy or fast as you seem to think, and even if we take it over I will always suspect the people in it.

Yes, QM confirmed it will take decades of murder and ruining the economy for us to build an equivalent network... so we won't, we will build a somewhat inferior network, but still doing our job without ruining the economy

Also, at the end of the day this is our bosses decision and you cannot brute force him to do what you want by simply "hiding" the option for him, or he will use a write in and we will do it anyways but with an opinion malus.

Rather, we could attempt to convince the boss to not dismantle it, which, as QM said, will be a hard DC check. but personally I don't even want to do that. dismantle that bitch up. We do not need this sort of destructive crutch
Lucky Charm

The familiar is somehow a magnet for good luck. The familiar has a reservoir of 2 Fortune Points that either the familiar or its master can use each day.
I imagine if we get a cat familiar we find in renald's shrine we will get this
 
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So, I say we out in a action in looking for a nice black cat next turn. Those benefits are amazing.
Hmm
Later, as you make the entrance room of your underground home liveable and barricade the doorway into the rest of the palace (just in case), it occurs to you that there's barely anything you can do to set up more of a shrine to Ranald. It's a shack that's a palace, bought from the unknowing by sanctioning their theft of tax money. In the end, all you can really do is draw some crosses on the wall and put out milk for the cats that were already lounging around the place. And you could swear that the look the black one was giving you was especially smug, even for a cat.

With the alley sealed off to all human traffic but yourself, there seems to be more cats than ever hanging about. You say a prayer of thanks to Ranald for your wonderful hidden home as you scratch one behind the ears.

You stomp through the sewers in a huff, knowing that you're being played. Every time you get to an intersection, you peer down each into the darkness and down one of them you see the glint of a cat's eyes staring back at you. Then the cat blinks and is invisible once more, only for the eyes to be watching you once more when you get to the next fetid crossroads.
I wonder where we might look~
 
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