ChessyPig/WildernessTree

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I've lost the page where I did my last Wilderness Tree on, so this is basically from whole cloth.

Things a Wilderness character should be able to do:

Gather / identify herbs. A fun subgame in uptime, good in downtime.

Track. A bit ref-intensive, but generally excellent, and also a solid uptime skill.

Shoot things with a bow. Ideally I'd take Targeteer away from Warrior entirely - what's a tank doing with a ranged weapon?

Stealth. Finger-scouting is generally considered rubbish, but 'I hide in the trees and scout ahead to work out what's going on / I hide in the trees because I'm scared of the big gribbly thing and I hope it goes away' is good. Possible offshoots from stealth involve sneak attacks (although they're more a Subterfuge thing) and sniping (which needs to be carefully thought out from a balance point of view). I count 'climbing trees' under 'stealth' as it's something you generally do in order to be hard to spot or reach.

Identify gribbly things. "Oh, that's a swog, they vomit up poison. Oh, that's a bear, don't get too close or it will eat you. I'm not sure, but I think that's a lesser-spotted mongoose, let's go and hide now, those things spit acid."

Hose other people's stealth. "WIDE DETECT SNEAKY BASTARD!"

Some of the other traditional wilderness skills, such as 'perform basic outdoor survival tasks' and 'ask the refs where I am', should probably just come with the class skill (in my ongoing aim to make class skills actually something worth buying in their own right rather than just really irritating Huge Deadwood).

Because they're a non-casting class and because they traditionally did, they should probably have some kind of basic melee combat ability, like a skill to do Singles and a DAC skill or three, rubbish armour use, 'haha my rubbish armour is actually quite good', that kind of thing.

Skills:

Wilderness, Class Skill. I would make this 10XP but this is mostly because I don't like class skills (I'd also make Subterfuge 10XP). The more Wilderness you have, the more generally competent you are assumed to be (mostly in downtime) about things like wilderness survival, orienteering and local geography.

Herb Lore, which should be purchasable every level from first level. If I was integrating into my Alchemy system, I'd make this 'can find a number of levels of herbs up to Wilderness + Herb Lore with a maximum level of your Herb Lore', but that's a formula and I'm bad at numbers. It's currently 8XP, although if it's every level it might want to come down to 6XP. Should also include identifying herbs.

Potion Lore, a skill for identifying potions. This needs to integrate with the alchemy system so I can't really propose a format (if alchemy is just 'you can id anything with the first rank of the base skill', this would be one skill bought against a certain level of herb lore, probably I; if alchemy is more complicated in how you id potions, this would also become more complicated.) This is very handy if refs put out potions on dead monsters.

Track, 6XP at 2-4-6-8:

Targetteer, 4XP:

Bownmanship, 4XP at 1-3-5-7: (in the spirit of Concussive Shot)

Camoflage, 6XP:

Recognise Scent, 1XP per race (different races are different skills for double-buying purposes): I: Detect (race) at reasonably close range (1m or so) II: Wide Detect (race) What constitutes a race comes down to ref discretion. If you want to take lots of 'junk' races (like 'deer' - races not likely to occur in uptime) it might be reasonable to be able to take two or three per XP.

Weapon Competency, 5XP (splitting the 10XP skill at II into two 5XP skills, one at I, and adding D&D-style dual-wielding):

Swordsmanship, 5XP at 2-4-6-8: (This is the 'run away' skill, inspired by Hamstring)

(The strikedown durations probably need tweaking.)

Agility, 5XP, DAC skill, not usable in 3pt or greater armour, incompatable with Fortitude.

Grace, 5XP, DAC skill, incompatable with Fitness.

Fitness, 6XP Health skill.

Scout Armour, 3XP, wear 2 more points of armour.

Fur and Leather Hardening, 10XP at Wilderness III, your 1pt armour counts as 2pt armour and your 2pt armour counts as 3pt armour for purposes of protection only (not 'how much you can wear' or DAC skills).

Apply Preparation, 10XP, requires Herb Lore III, some kind of 'intracts with alchemy' skill.


I'd put Bowmanship to STRIKEDOWN 5 just due to the difficulty of hitting moving targets with LARP archery. I like its flavour, same with Swordsmanship. I don't see that those durations need tweaking. I like this tree. --Requiem

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Last edited February 7, 2007 10:27 am by RequiemAtWork (diff)
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