elgorade
02-25-2004, 01:04 PM
A long note with some lifepaths at the bottom.
A player suggested a village witch character. With some further discussion, she came up with:
<quote>
Well, I pictured her more or less as a Green Woman. Someone who understands how to do things with plants, but on a deeper level, someone who just Understands. She sees the hidden patterns in nature, and she can to some extent turn them to her own ends. She can perceive things that aren't obvious to others. The boundaries between the natural and supernatural worlds are fluid to her. She can probably predict the weather; she might be able, under certain circumstances, to influence it. She knows what soil a certain plant will grow in, but she may be able to coax it out of the ground in a place where it wouldn't normally grow. She knows the habits of animals, and in some cases she can understand them well enough to carry on a conversation with them. She can gain insights into the minds of other people and possibly even influence their thinking, or at least their emotional state--more empathic than telepathic. And she can, to a certain extent, make out the shapes of things she hasn't yet seen, or of things that haven't yet come to pass. Yet to her, there is nothing "unnatural" about any of these abilities. Quite the reverse; they all stem from an understanding of nature itself. She sees all her abilities as an extension of being able to read the signs that are already present.
</quote>
The player didn't like Summoning or Faith as the basis for those abilities, so we expect Sorcery is the way to go. Spells like The Sense, Arcane Kindness, Low Speach, etc.seem to fit pretty well even if the casting is not quite as described above. (A big pile of traits, low speech, weather sense, truthseaker, etc. and not gifted is also a possability, but some would have to come from lifepaths since no-one could get enough trait points.)
Then came the hard part. She wanted to have been a village witch. But there are no village (or peasant) witch lifepaths. Crazy witch in the outcast setting and midwife and auger in the peasant setting are about the closest, but they are all not quite right and fairly hard to get to. Having been born noble (to take young lady) or having been married are the main two ways and neither appeals to the player.
So I spend some time last night fiddling together some lifepaths. They are based on the village acolyte and priest paths, the crazy witch and thinker paths, the city apprentice sorcerer and sorcerer paths and the village midwife and auger paths. Comments are very welcome.
Healer's Helper:
Helps the healer and starts towards being a village healer.
Years: 5
Trait Points: 2
Resources: 7
Leads: Peasant, Servitude, Outcast, City
Traits: -
Stats: +1 m
Skill Points: 4
Skills: Cooking, Mending, Anatomy, Foraging
Village Healer:
Generally not a magical person, just well skilled.
Years: 7
Trait Points: 1
Resources: 12
Leads: Peasant, Outcast
Traits: Bedside Manner
Stats: +1 m
Skill Points: 5
Skills: Herbalism, Anatomy, Apothacary, Animal Husbandry
Village Witch:
Uses magic to help her village.
Years: 6
Trait Points: 2
Resources: 16
Leads: Outcast, Peasant
Traits: -
Stats: +1 m
Skill Points: 5
Skills: Sorcery, Conspicuous, Ugly Truth, Persuasion, Falsehood
Village Auger:
Tells the future. A common path for a witch or an elder.
Not necessarily Gifted.
Years: 6
Trait Points: 2
Resources: 8
Leads: Religious, Outcast, Peasant, Court
Traits: Dreamer
Stats: +1 m
Skill Points: 5
Skills: Astrology, Falsehood, Omen Training, Ugly Truth
Green Man (Green Woman):
Someone whose understanding of nature and the world is such that they can read it well and sometimes guide it as they desire.
Not necessarily Gifted, but probably has the gift or has faith (in a nature god) or has a pile of fancy traits.
Village setting, but really could be Peasant or Outcast too.
Years: 8
Trait Points: 2
Resources: 20
Leads: Outcast, Peasant
Traits: Eco-Freak (or something similar if the player doesn't like "freak")
Stats: +1 m
Skill Points: 7
Skills: Aura Reading, Observation Training, Philosophy, Persuasion, People-wise, Animal Husbandry
Druid:
Ittinerant lawgiver, mediator and sort-of priest. Outcast setting, not because he is an outcast but because he is of no fixed abode.
Years: 12
Trait Points: 2
Resources: 20
Leads: Village, Peasant, perhaps Religious
Traits: Pathless Steps, Voice of Ages
Stats: +1 m
Skill Points: 10
Skills: Law, Oratory, Philosophy, Rhetoric, Command, Singing, Instruction, Survival Training, Obscure History, Orienteering
A player suggested a village witch character. With some further discussion, she came up with:
<quote>
Well, I pictured her more or less as a Green Woman. Someone who understands how to do things with plants, but on a deeper level, someone who just Understands. She sees the hidden patterns in nature, and she can to some extent turn them to her own ends. She can perceive things that aren't obvious to others. The boundaries between the natural and supernatural worlds are fluid to her. She can probably predict the weather; she might be able, under certain circumstances, to influence it. She knows what soil a certain plant will grow in, but she may be able to coax it out of the ground in a place where it wouldn't normally grow. She knows the habits of animals, and in some cases she can understand them well enough to carry on a conversation with them. She can gain insights into the minds of other people and possibly even influence their thinking, or at least their emotional state--more empathic than telepathic. And she can, to a certain extent, make out the shapes of things she hasn't yet seen, or of things that haven't yet come to pass. Yet to her, there is nothing "unnatural" about any of these abilities. Quite the reverse; they all stem from an understanding of nature itself. She sees all her abilities as an extension of being able to read the signs that are already present.
</quote>
The player didn't like Summoning or Faith as the basis for those abilities, so we expect Sorcery is the way to go. Spells like The Sense, Arcane Kindness, Low Speach, etc.seem to fit pretty well even if the casting is not quite as described above. (A big pile of traits, low speech, weather sense, truthseaker, etc. and not gifted is also a possability, but some would have to come from lifepaths since no-one could get enough trait points.)
Then came the hard part. She wanted to have been a village witch. But there are no village (or peasant) witch lifepaths. Crazy witch in the outcast setting and midwife and auger in the peasant setting are about the closest, but they are all not quite right and fairly hard to get to. Having been born noble (to take young lady) or having been married are the main two ways and neither appeals to the player.
So I spend some time last night fiddling together some lifepaths. They are based on the village acolyte and priest paths, the crazy witch and thinker paths, the city apprentice sorcerer and sorcerer paths and the village midwife and auger paths. Comments are very welcome.
Healer's Helper:
Helps the healer and starts towards being a village healer.
Years: 5
Trait Points: 2
Resources: 7
Leads: Peasant, Servitude, Outcast, City
Traits: -
Stats: +1 m
Skill Points: 4
Skills: Cooking, Mending, Anatomy, Foraging
Village Healer:
Generally not a magical person, just well skilled.
Years: 7
Trait Points: 1
Resources: 12
Leads: Peasant, Outcast
Traits: Bedside Manner
Stats: +1 m
Skill Points: 5
Skills: Herbalism, Anatomy, Apothacary, Animal Husbandry
Village Witch:
Uses magic to help her village.
Years: 6
Trait Points: 2
Resources: 16
Leads: Outcast, Peasant
Traits: -
Stats: +1 m
Skill Points: 5
Skills: Sorcery, Conspicuous, Ugly Truth, Persuasion, Falsehood
Village Auger:
Tells the future. A common path for a witch or an elder.
Not necessarily Gifted.
Years: 6
Trait Points: 2
Resources: 8
Leads: Religious, Outcast, Peasant, Court
Traits: Dreamer
Stats: +1 m
Skill Points: 5
Skills: Astrology, Falsehood, Omen Training, Ugly Truth
Green Man (Green Woman):
Someone whose understanding of nature and the world is such that they can read it well and sometimes guide it as they desire.
Not necessarily Gifted, but probably has the gift or has faith (in a nature god) or has a pile of fancy traits.
Village setting, but really could be Peasant or Outcast too.
Years: 8
Trait Points: 2
Resources: 20
Leads: Outcast, Peasant
Traits: Eco-Freak (or something similar if the player doesn't like "freak")
Stats: +1 m
Skill Points: 7
Skills: Aura Reading, Observation Training, Philosophy, Persuasion, People-wise, Animal Husbandry
Druid:
Ittinerant lawgiver, mediator and sort-of priest. Outcast setting, not because he is an outcast but because he is of no fixed abode.
Years: 12
Trait Points: 2
Resources: 20
Leads: Village, Peasant, perhaps Religious
Traits: Pathless Steps, Voice of Ages
Stats: +1 m
Skill Points: 10
Skills: Law, Oratory, Philosophy, Rhetoric, Command, Singing, Instruction, Survival Training, Obscure History, Orienteering