Jump to content

Puck

Member
  • Posts

    426
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Puck

  1. Good to have you back. I too have found the new rules a joy to work with. They seem to flow pretty seemlessly into any setting. Quite an accomplishment :thumb:
  2. Thanks! Are there any glaring mistakes, problems, or little preferences you would like to see changed? I am certainly open for suggestions or other ideas. Wealdling magic was designed for the Green, but may port to other settings rather simply. I went with Sorcery rather than magic because the spells seemed a little more friendly to what I had in mind. I alway kind of liked Rq II battlemagic anyway. (For some reason it seems strange to me that BRP called Sorcery "Sorcery", and Magic "Magic" and not the other way around if you get my meaning).
  3. Game store owners are very important as well...at least in my area. The gaming stores in this area host a lot of games right in the shop. Many kids flock there looking for something to do. The store owners have a huge influence on the games the kids pick up both role-playing and otherwise. As far as role-playing goes they do not like to carry non d20 games because they seem to sit on the shelf and are a bit of a gamble. If many store owners are convinced to switch to BRP you may see many new role-players make the switch as well. The other thing that I think would help immensely is great artwork. This may be expensive, but it is very powerful. Games with stunning art are very hard not to pick up just to see what is inside the cover. I think that the art of D+D is one of the reasons it has never lost its stranglehold on the industry.
  4. 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.
  5. I am still pondering this a little. In the old days, when playing Runequest, I always used pregenerated stats or arbitrarily penciled in skills for the monsters I created. I never really followed a formula. 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 After looking at this I might want to wait a little until I have time to fiddle with it. I am a bit lame and challenged when it comes to computer stuff. I like how it looks, but for now the code thing is much easier.
  6. Are you kidding? It looks way better! Did you individually place the font and size in each entry? It seems like a lot of work.
  7. I used the skills for "elf" in BRP as a reference point. They do seem rather high though. I agree. They do not work at all. They are simply the spells listed in BRP that could be construed to have woodland/tree magic effects. I will re-name these in the wealdling magic section. I very much like some of the examples you have listed and will probably pilfer them with your permission. The problem is that re-naming them may introduce confusion when people look them up in the rulebook. Would Something simple like this work? "Cloak of Green (Cloak of Night)" Cool, I meant to do this eventually. I'll look into this presently, Thanks.
  8. I just tried to throw in some stats for the tree children under the basic "the Green" entry in the wiki. I used the "code" option as that seemed to work the best at the moment. Is there another more useful or proper way to do this? Any comments on the tree children? The powers section is just a placeholder now until I write up the Wealdling magic.
  9. Nothing like real world research for writing a game world. Hope you get many ideas for your setting while hanging out by the water.
  10. I kind of figured that we were in the same boat there. When I got my hands on the book my mind started racing a bit though. I have not really looked at the Superpowers yet as there is still plenty of other stuff to sort through but a post you made on the main forum made me think that maybe they could be used as a sort of legendary ability type of thing. I do not know why the RQ 3 magic book could not be used verbatum with BRP. I have not looked over things with a fine tooth comb but I have not read anything that prevents it from being used thus far. I was shocked to not see divine magic in the book. Without divine magic it seems as if people will be running around with mighty high pow after a while(I may still have stuff to read that may clear this up though). That is what made me think of the Grove Guard. The sacrifice of perminant pow into the tatoo/armor would kind of be like divine spells in that it is something to spend Pow on. I was also thinking a little bit about legendary abilities again here. Instead of sacrificing for Spells as in RQ what about sacrificing pow for abilities, magical or otherwise. The same idea for the grove guard could be used for the trogod bestial shapechangers as well. Anyway it seems as if I have run past the shallow waters and have splashed into the deep end without pausing to learn how to swim.
  11. Phwew! Lots of new rules to ponder as I just received the BRP book. I was trying to think of how the actual BRP rules can be used with the Green. The topic of magic is a big one and I have avoided it thus far do to the lack of having any rules at hand. Magic would be taught by traditions, brotherhoods, or cults, with each teaching particular skills and spells a la cults of RQ. Some traditions would be based on magic and others on sorcery. (I do not know whether both systems should be used by the same school of magic). The first one I am thinking about is the magical traditions of the Tree children called Wealdling magic. I was thinking of using Sorcery and including variations of : Cloak of Night, Sorcerer’s Leap, Sorcerer’s Sureness, Several Characteristic and Combat spells, Unbreakable bonds, Ward, Brazier of Power, Heal and Sorcerer’s Ear and of course summon (tree) elemental. I was also thinking of having a class of special Wealdling traditionalists or maybe initiates called Grove Guard or Gnarled hosts. These would be tree children who, in a ceremony, magically tattoo their bodies in bark-like patterns. They could then cast a spell while touching wood to absorb it around themselves in a wooden bark-skin or armor and become a kind of mini ent-like thing. In the initial ceremony they would sacrifice permanent power points to create their armor. Cost would be: 1point for each +3 str and size, -1 dex. 1 pt for each +3 armor, -1 dex. 1pt for spiky boughs or thornsfists (damage bonus) or whip-like fingers. 1pt for shooty thorn or spikes. 1 point for shield boughs (thick Popeye-like forearm boughs that can be used to parry with. Possibly countermagic, poison or regenerative abilities could be bought as well. Gnarled Hosts could continue to add additions to his armor as they gain extra Pow. Grove guard must learn athletic skills, including combat skills, separately for the grove guard armor form. This means that the Grove guard would probably need a whole different entry on the character sheet. Spell: Embody tree (3) Allows a tree child to encase his body in pre-prepared Gnarled host armor. In order to activate this spell the tree child must touch a tree or other amply large form of wood. Grove Guard would begin quite weak with maybe skin showing through the bark, but as they grew in size and armor their tree form would grow and become quite huge, garled and nasty. Each Gnarled host would have distinctly shapes and bark patterns based on the tatoos and the type of tree sap used to make the tatooing ink. Would this work? Would their be a better way to have the same effect through mutations or super powers? Is +3 right for str and armor for each point of power sacrificed or should it be something different perhaps d6 or d4+1? Remember the Tree children are generally small weak and have no armor to begin with.
  12. Looks pretty smooth, although somewhat large. It really contains three separate creatures though and that stretches it out. If I were running this creature as an npc I would get a little overwelmed.... I think.. because of the skill list and the spell/powers list. That is what used to happen to me in RQ when the Npc's were loaded with skills, spells, and items though. I always had to highlight or underline one to three spells that I was sure I was going to use and then kind of forget the rest. This was especially true if the Npc had friends. Maybe if you would leave a space between each catagory: skills, sorcery, bindings, etc. Unfortunately that would make the whole thing longer, but maybe easier for the GM to read and sort through when the dice are flying. The P'Tek itself sounds very cool and unique. I absolutely love the general feel of the character as well as your names for things: umbrai, mana shard, Durghat. It makes your Chronicles campaign sound very interesting.
  13. Rats, with that statement I think I may have to loose another 50 silver pieces in the not-to-distant future.
  14. Yep! Chaosium was very quick on the draw! :thumb: I ordered monday, just the basic shipping, and the book came in Thursday. I must confess though, the storekeeper is not that bad. He is a friend of mine. It is just that he plays different games and is not up on BRP. I was very disappointed and frustrated at the time though. Wow! the more I read the more I am impressed! In my experience, most systems have parts that make me cringe and grunt a little. So far there are none of those, but bunches of cool little suprises with each section I read. Could this really be The Grail?
  15. Haloo Halay! I just recieved edition 0! Number 294. So far I am very pleased. It seems like every section I read exceeds my original expectations of the book. So nice... So simple..So adaptable.... pregnant with possibilities. :happy:
  16. Agggg! I ordered one a week ago from my local gamestore owner. He said he could order it and then kept on forgetting, I think. Yesterday I journeyed to the store all giddy with anticipation and he informed me it was not out yet and he could not get it. Arrg! I had explained the whole thing about the pre-release to him numerous times too.:mad:
  17. Puck

    Mapping

    I was a little afraid of that. That would put the Green very close to the middle of things and I was kind of hoping it would be a little out of the way, and somewhat hard to get to. Something like the west coast of Africa, India, or the America's during the age of exploration. Thanks, this would work best if possible. The back side of the skyshelf Mountains could possibly become the steppes that Soltakss refers to or a alternatively a desert. This would also leave more land closer to the center of things for future developement. By the way what is the scale of the maps? I cannot really seem to tell.
  18. Puck

    Mapping

    Congradulations! I saw that you had become one of the "numbered" elite on the other forum. Seeing that you had taken the plunge kind of inspired me. Mine should arrive in a day or two; at least my game store owner tells me. It was suppose to arrive today, but I think he forgot to order it.
  19. Puck

    Mapping

    Wow! I was kind of thinking this place should be called the ecoing cavern rather than the gamer's cavern. I just ordered the 0 edition so I thought that in accordance with my luck everyone lost intrest. I am going to try to load that map of the greater Green into the map section. I will try to load a bigger picture, if it is too big let me know. I have been working on a smaller, more detailed version of the upper Green but it may be a while as I keep erasing and re-arranging. I think it would be a bit of a problem to flip the whole thing now. What do you have in mind? Are there possible other solutions?
  20. Puck

    Mapping

    Just made a sketch of the whole Green. Hopefully it is moderately visible. I thought the western section (upper green) would be further from civilization. While the Lower green would fade in intensity and be more tamed, have bigger cities, plantations, and be closer to the rest of the developed world. The lower green would remain more open for future developement. Does this work?
  21. I for one would be very interested in anything you come up with for potions. I do not have SB5 or the BRP book yet so I will have to wait for a while before I work out anything. Potions are an intregral part of the setting I have been fiddling with for the shared world. I was thinking that I would probably have to write up a set of rules from scratch.
  22. They may produce some of the same goods, I am still trying to figure it all out. I was thinking that the Nifara could make many of the easier to produce goods that may need big vats. The resineers on the other hand could produce the more secretive and magical good that take a little more learning: poitions and the like. They each must be able to make certain goods like the rope resin, paper resin,and boat resin. The reason I switched the resineers to the rivermen was that they seemed a little redundant with the Nifara and the rivermen needed a little more variation to fill them out. In the end the Resineers may actually be a separate faction that grew out the riverpeople originally but have become more connected throught time to the nifara. To really make them viable a nice set of alchemy or potion making rules are going to be necessary. I saw some discussion on the main board and am watching closely. I can't really do anything until I get my hands on the book.
  23. This is where having a really good artist would come in handy. Picture is worth a thousand words and all that. A good illustration of a minotaur rippled with hairy sinues and slobbering all over the place as he hacks through the upraised sheilds of his enemies would do nicely.
  24. Added "Sloths" to the Bestiary and "rivermen" to the Green. I also switched the resineers from Nifara to Rivermen. I still have not really ironed them out yet.
  25. and Never really meant to say either of these would be all inclusive of the shared world. For the Guild to function in the Green the way I intended it, the Guilders would have to come in from an outside source though. The Green would just be at the tips of their fingers. Guilders could be potentially in conflict with the corsairs possibly drawing the people of the Green into their conflicts. The guild really grew up out of necessity and through role-playing in my old world and are very handy when it comes to adventure writing as they generally have gold and are in need of mercenaries or even more often simply hated by players just because they are the establishment; kind of like the Lunars. They could also be the reason that outside adventurers enter the Green (as bodyguards or mercenaries) The big problem they would offer to the shared world is their use of firearms ( in my experience some people just don't like the idea of firearms in a fantasy world and that is understandable) and their use of the gates. Are Gates controllable? How are they really used? Either of these could be left out, or the Guild altogether for that matter if it is a corny or overused idea. I am certainly open for ideas and options. As for the moon idea, I had not even planned on using it for all the beast-connected people of the Green, but thought it could be an idea where we could kind of tie strands of the shared world together without being to intrusive. More than anything I thought it might be tied into some myth and threw it out there for discussion. I too would like to see something on the Saurians. We have bounced around a lot of ideas, but nothing solid. Actually, what I would find rather interesting would be more on the steppes themselves. I am kind of intrigued with the setting and who the centaurs would interact with.
×
×
  • Create New...