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Three Thousand Club
Yuuuuup, I have not fixed that, have I? I've gone full circle. WlfSamurai was like 'multiple locations' and D.Rex suggested halfway between Whitewall and Fortitude and that seemed to solve redundancy - doesn't really matter what the Syndics are doing a million miles away. That caused other problems and Rykon helpfully solved those with the Marama's Fell angle, but that puts me right back where I started close to Whitewall.I agree with what I think you've said earlier that the real problem with having your original concept in a campaign that keeps touching base in Whitewall is that of thematic redundancy.
Okay, let me go back to the drawing board and take this from the top. Alternative pitch (Slightly complicated now that Jaydude has picked infiltration - welcome! - , but they're going to be, uh, different approaches to problem solving, so I don't think it will be an issue):
We have a whole lot of people who want to move fast and break people and have no fixed address. They don't need a location, they need something that solves problems that stand between them and murder. What caste
She does not care about private property or currency. If you're part of her tribe, she won't take your stuff. Otherwise, if you aren't strong enough to prevent her from taking it, it's hers, whether that's land or stuff. If brought to an urban centre she will just pick the house she likes the most in a city and live there, regardless of the objections of the current occupants. She will get arrested a lot, but is effectively an unstoppable force of nature that can't be jailed or prevented from going anywhere she wants and thinks brawling half the city is an entertaining idea. If she can't personally use something, doesn't know someone she can gift it to for favours, and doesn't know someone she can trade it to for something she wants, it has no value to her.
This, I think, much better leans into and facilitates the maximum chaos and destruction angle of the rest of the cast.
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