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Is there some strict formula? Should the initial entry of "Tree Child" have their raw skills based on a newly generated character (strict formula) or a common wind child skills when encountered (more or less arbitrary). The Elf skills that I used as a reference point seem inordinately high even for the other example races. As for character creation I was going to write a list of profession skills for Tree child (have not got to that yet) (EDIT: I just threw these in the entry). I figured that they should get an automatic bonus of 15% in Jump and Climb and possibly in some perception skills right off the bat before other skills points are distributed. This would be due to their physical differences as well as initial upbringing Quote:
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294/420 Last edited by Puck; March 31st, 2008 at 11:29. |
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I have been fiddling with the name of the Tree children a little. Should they be called "Tree children" or "treelings"? I originally called them treelings and then switched to Tree children and used treelings to denote all people who lived in the boughs. I am thinking of changing the name back to treelings and using tree children as a slang term for them.
Frelmick is of course just one tribe: the tribe who lives in harmony with the Nifara. I was thinking of detailing a slightly more wild tribe who are a little more distrustful of man, living deeper in the green. I was also thinking of adding a separate type of magic for treelings that deals with beetles (just read an article in National Geographic about beetles). This magic would be a lot like goblin totemist magic. These other tribes and magic can wait until other things are more hammered out though.
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Thanks, I really need to work out a few more things like the variety and extent of influence of outside cultures on the Green; the rivermen and coastal cities in particular. I always write up certain stuff, particularly on maps, and then think of something later that doesn't really fit. I believe that writing the Gazetteer will be a lot of fun though.
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I have been goofing around with character creation, professions and stuff. BRP 0 has a list of skills for each profession and the player chooses from them. This is pretty easy to write up, but I do not know if it is the best way to go. Would it be better to add something like backgrounds and professions a-la MRQ. I was never particularly satisfied with RQ III. (I personally liked the old traveler method both as a player and a GM. It was alway the most fun and seemed to make great characters
. I may do this as an option later). I would be happy for suggestions from more experienced gamers.I have been fooling around with a MRQ-type skill set for the Nifarite: Background: Nefarite: Climb +20%, Listen +10%, Harness +15%, Spot +10%, Stealth +10% . Pick any two +10% Spear, Axe, Bow, Sword, Staff, Shield, Dagger, Dodge. Any two of the following +10% Knowledge(Green Lore, Plant Lore, or Animal lore), Literacy (Nefarite) Any one +15% Craft (Woodworking, Leather, Resin) Professions: Trader: Many Nifara take to trading up and down the bough roads with various inhabitants of the forests and rivers. Nifara usually trade animal and tree products in return for metal implements tools and weapons. Appraise+20%, Bargain+20%, Knowledge (Animal or Plant) +10, Language(Other) +20%, Lore(Green)+10%, Literacy (Nifarite) +10%, , Spot +10%, Staff +10%. Pick one: Fast Talk, Insight, or Persuade +20%. Hunter: Climb+10%, Jump+10%, Knowledge(Animal)+20%, Devise (Trap/ Harness) +20%. Pick Two 2 +15% Listen, Spot, Tracking, Knowledge (Green). Pick one Hide+20%, Stealth+20%. Bow+10%, Spear+10%. Speaker/Healer/Craft worker: Primary Skill: First Aid +30%, Craft (Wood, Leather or Potion) +30%, or Language(Other) +30%. Pick any Three that are not Primary Skills +20%: Appraise, First Aid, Knowledge (Plant, Animal, Green), Language (other), Literacy. Staff +10%. Pick any Three +10% Listen, Animal Handling, Insight, Persuade, Craft (Wood, Leather or Potion) Spellcasting. Foragers/Gleaners/Gatherers: These Nifarites travel the the boughs and foragings. They often visit certain far flung groves to sap and search for valuable plant and tree products Axe+15%, Climb+15%, Harness +15%, Lore(Plant)+25%. Pick one: Bow or Dagger +10% Pick Four +10% First Aid, Lore(Green), Hide, Jump, Spot, Appraise, Language (other). Languages and literacy always seem to pose a particular problem in RQ based games for me. I like the idea of character's knowing more that one language, especially in worlds were many cultures are converging and among more learned classes like spell casters or merchants. Knowing more than one language, and especially literacy, always seems like a point sink though and eats up other skill possibilities.
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294/420 Last edited by Puck; April 26th, 2008 at 18:36. |
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Wow! That is fun to read! That is exactly how I hoped it would play out when I first started writing the Green... Kind of a wilderness that any setting or tech level could interact with. I've kind of fallen into the fantasy route as it is hard to get into a lot of details without falling into a particular setting and ruleset. I think it will be fun to write Sci-Fi options for the Green once I get the fantasy stuff more ironed out.
In the mean time I'd love to hear about any future expeditions into the Green your colonists from Pharos make. If that little excerpt was the pilot for a sci-fi television series or book I would definitely rush out and buy the rest.
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Thank you very much !
![]() By the way, my favourite scene of this adventure was when a scientist among the colonists attempted to get some DNA from one of the Mamprusi ("My hypothesis is that they are descendants of genetically uplifted Terran great apes, so this planet must be a Lost Colony !"). The Mamprusi in question turned out to be female, and she completely mis- understood the scientist's intentions - as did her mate, the leader of the Mamprusi group. The player's attempts to roleplay his character's explanation of what he re- ally was after by pantomime would have been worth an entrance fee ...
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