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Wormwood: Rangers/Wilderness Scouts?

Posted: Wed Jan 18, 2006 9:36 pm
by Braden Campbell
Does the setting need them? If so, shall I include a version in Brave New Wormwood?

this only comes up because there is now a forest of pillars that covers 2 million square miles... and there are an unknown number of people living in there, all hidding out from the Unholy.

Posted: Thu Jan 19, 2006 4:09 am
by KLM
Even a Sea of Sand setting requires Scouts, just the methods of
prowling and camuflage differs.

But since I am not familiar with Wormwood, check out existing
OCCs first, maybe they can fill the gap.

Adios
KLM

Re: Wormwood: Rangers/Wilderness Scouts?

Posted: Thu Jan 19, 2006 11:51 am
by DBX
Braden, GMPhD wrote:Does the setting need them? If so, shall I include a version in Brave New Wormwood?

this only comes up because there is now a forest of pillars that covers 2 million square miles... and there are an unknown number of people living in there, all hidding out from the Unholy.



:ok: " forest of pillars"

if your occ is environment specific to above, then IMO it will be very good idea, wished i thought of it.

Posted: Wed Feb 08, 2006 12:01 pm
by Steve Conan Trustrum
If you don't want to make an entirely new OCC, it would be a simple matter of saying "here are the changes to the Wilderness Scout OCC for the Wormwood setting." I guess the biggest question is, because the "wilderness" of Wormwood is largely alive, would the character have developed (new?) communion powers to help him in his role?

Posted: Wed Feb 08, 2006 5:41 pm
by LunarYoma
dont create a new OCC. use the existing wilderness scout in RMB, , get/change some of the skills, & give them the powrs/spells of a priest of wormwood.

Posted: Thu Feb 09, 2006 6:48 pm
by Braden Campbell
Change that much... its easier to write it out as a new OCC.

But yes, Steve, I think that on Wormwood, learning to "live off the land" would have to involve learning some summoning prayers.