Questions.   Posted by JQuacker.Group: 0
JQuacker
 GM, 4 posts
Tue 25 Mar 2014
at 17:37
Questions
RELIGION

I'd like to know a little bit more about your clan's belief system.

Some things to consider (but none of these are required):
  • If your religion has lots of gods or spirits, just tell me the names of the most important ones and some of the meanings you attach to those beings.
  • Is religion or spirituality very important for your people, or do they practice their beliefs casually, or not at all?
  • Most religions have important rituals or festivals. When do you hold them, and what do they celebrate or commemorate?
  • How do you think the world started (your cosmology)? Do you have an idea of how it will or should end?
  • Do your beliefs affect men and women in your clan differently?
  • Do your beliefs have a strong influence on your clan's morality, its sense of right and wrong?
  • Does your clan have a priesthood, shamans or other class of society dedicated to its theology and beliefs?
  • How has your religion been affected by the existence of the Marauders, your abandonment of the home islands and your time here in Sanctuary?
  • Do your people believe in an afterlife? Are there things that must be done to prepare for it? Is it a good place to spend eternity, a bad place? Are there different kinds of afterlives?



I'm sure you can think of some other things worth talking about. I really don't need a detailed description; just a summary of the most important aspects of your beliefs would be better at this point.

This message was last edited by the GM at 15:10, Thu 27 Mar 2014.

JQuacker
 GM, 5 posts
Tue 25 Mar 2014
at 17:39
Re: Questions
Looking excellent so far!


Assignment 5:
MUSIC

1. Choose 1 or 2 types of musical instruments that are the most popular among your clan. Do not choose more than 2 for now. Your choices should say something about your people, to give a sense of their attitudes and general disposition -- their "daily rhythms" if you like.

Please use common names for your instruments, unless they are truly new and exotic and require a new name. But a flute is a flute.

Does it produce a high-pitched, excited sound? A low, somber sound? It is soothing, ominous, melancholy, vibrant?

If you invent an instrument that is designed to produces two different kinds of sounds (such as a stringed lute that is often tapped as a drum), that will count as your 2 instruments.

2. Be sure to indicate the kind of material your instruments are made out of, unless they are obviously made with the body. A flute made of reeds will sound different from one made of bone, metal, wood, clay or glass.

Try to make your instruments using local materials, although it's possible that some have survived the trip from the home islands and are made of something that isn't available to you here in Sanctuary.

3. What purpose does music serve in your culture? War, peace, story, song?


I'll start by offering some suggestions and instrument types. Feel free to expand on these.

WIND INSTRUMENTS
Bag-pipe [more complex organs haven't been invented]
Bullroarer
Flute, recorder, pan flute
Horn, bugle [more complex brass horns haven't been invented]
Oboe, didgeridoo-like
Pottery flute, jug (played by blowing over a hole at the top)
Singing, whistling, chanting
Unusual form of singing or vocalization (such as yodeling)
Whistle

PERCUSSION INSTRUMENTS
Chime, bell, xylophone
Clicker, clacker
Cymbal, gong (almost certainly made of metal)
Drum (is it small and high-pitched, large and low-pitched, or bongo-like?)
Finger-snaps, hand-claps, body-claps
Rattle, shaker
Washboard-like (producing a ripping or croaking sound)

STRINGED INSTRUMENTS
Cello-like, fiddle-like (played by running a bow over the strings)
Harp-like
Lute-like
Mouth harp, jaw harp, mouth bow

This message was last edited by the GM at 14:58, Fri 04 Apr 2014.

JQuacker
 GM, 6 posts
Tue 25 Mar 2014
at 17:39
Re: Questions

Assignment 6
BODY MODS

As a way to distinguish themselves from members of other tribes, it is a common practice to permanently disfigure or mark clan members in a particular way. Body modification can also be used to set apart certain castes or groups within a clan, such as the nobility or priesthood. The pain associated with some of these modifications can be an important rite of passage, a vital way to unify your people with a common experience and show of courage. It can also express division between upper and lower classes of society, or act as a mark of possession or servitude (the lower class being "owned" by the upper).

For this assignment, please let me know the forms of body modification practiced by your clan, and some notes about their significance. Some modifications are purely decorative, and need no other significance.

As always, consider your local resources (to be determined, and you can adapt as you "land") as well as the history of your clan when it lived on the Home Islands, and how they may have adapted their old practices to their new surroundings.


Here are some examples to get you started. (I don't really care to know about any forms of genital mutilation, and I suspect you don't either.)

Skin (permanent): tattoos, scars from cuts, scars from burns (branding), stretching soft tissue of the ears or lips

Skin (temporary): Paint, mud, henna tattoos

Teeth: filing (sharpening or flattening), etching, tooth extraction, bracing, affixing gemstones, capping with metal, drilling, staining

Piercing (with or without rings or rods left in place): earlobes, lips, cheeks, eyebrows, nostrils, septum, tongue, nipples

Hair, facial hair, eyebrows: distinctive styles, dyeing, painting, shaving

Nails: painting, etching, affixing with gemstones, filing/sharpening

Implants: beads or rods of stone, clay or metal embedded under the skin

Bones, body shape: skull binding (forming the skull into an elongated egg shape or squashing/widening), neck rings (elongating the neck)

Mutilation: removal of digits (fingertips) or whole fingers/toes, splitting or removal of lips or soft ear/nose tissue, tongue division

Impairment (this is best reserved for very special members of your clan, such as shamans or seers): intentional blinding, deafness, crippling, hobbling, foot or hand binding

This message was last edited by the GM at 16:48, Fri 04 Apr 2014.

JQuacker
 GM, 7 posts
Tue 25 Mar 2014
at 17:39
Re: Questions

Assignment 7
CULTURAL

For this assignment, I'd like you to rate your culture's raw attributes.

Attributes are individually rated on a 1 to 100 scale, with 50 being statistically average. So we'll assume that the "average" human adult in this world has a rating of 50 in every attribute. Now let's tweak them for your clan.

These are the 15 attributes, or areas of raw ability:

Agility: physical balance, body coordination, speed and grace of movement
Reflexes: initiative and reaction speed; dodging fast-moving projectiles, falling rocks or sudden traps
Resilience: recovery from injury, disease, hunger, poisoning, deprivation
Strength: brawn, muscle, physical toughness

Melee: effectiveness with hand-to-hand weapons, martial arts, using shields
Missiles: precision with ranged weapons such as bows and arrows, thrown rocks, bolas and atlatls

Attention: level of focus, recalling sensory details, observation, estimation based on detailed information
Personality: charisma, leadership, persuasion, self esteem
Willpower: self discipline, control over emotions, mental toughness
Wisdom: intuition, comprehension, prediction, estimation based on limited information

Craft: manual dexterity, ability to produce material goods, picking locks or pockets, sleight of hand, use of fine tools
Education: principles of logic, mathematics and science; critical and theoretical thinking; specific areas of scholarly study
Language: literacy, linguistics, communication
Navigation: travel, vehicles, outdoor survival, area knowledge
Subterfuge: deception, stealth, disguise


Use this template:

Agility 50
Reflexes 50
Resilience 50
Strength 50

Melee 50
Missiles 50

Attention 50
Personality 50
Willpower 50
Wisdom 50

Craft 50
Education 50
Language 50
Navigation 50
Subterfuge 50


Now you can adjust those numbers up or down, in increments of 5. (Examples: +5, +10, +15, +20, -5, -10, -15, 20.)

No attribute should be rated lower than 30 or higher than 70.

If you increase any of your ratings, you must reduce some other rating(s) by an equal amount. (Examples: If you increase Reflexes to 55, you might reduce Strength to 45. If you increase Missiles to 60, you might reduce Melee to 45 and reduce Craft to 45.)

You don't have to attach any special significance to a final rating of 45 through 55. But if you have a rating of 40 or lower, or a rating of 60 or higher, you must describe that trait with a detail. (Example: A rating of Strength 65 might be explained as "we are tall and robust".)

If you like, you can end up with less than a 50 average. That is, you can end up with more penalties than bonuses. If you have points "left over," these might be used in other areas such as additional cultural skills or other traits. But we'll get to that later and deal with it as needed.

This message was last edited by the GM at 19:15, Fri 04 Apr 2014.

JQuacker
 GM, 8 posts
Tue 25 Mar 2014
at 17:40
Re: Questions

Assignment 8
SKILLS

For this assignment, choose 20 skills that are common or important among your people. This should include some mundane activities (such as Fishery, Animal Care), hobbies and crafts (Pottery, Cooking), and trades (Metalworking, Stonecutting). It might also include some weapon training and some exotic or unusual activities.

These can change over time, but consider this a starting point.

If you like, you may trade 4 culture skill choices in order to apply +5 to one culture attribute. You may do this once; this is, you may not trade 8 skill choices to get +10 to a cultural attribute.

The choices you make in this assignment will help determine which skills your characters can most easily access and advance in. Be creative, but be true to your clan as you've developed it to this point. The following list should give you some inspiration, but it is not complete. Feel free to name your own skill areas if you don't see them here. When you've picked up to 20 cultural skills, post your choices.

To help you choose your cultural attributes and skills, each attribute has a number of skills closely associated with it. While the GM can use any attribute as the basis for a skill test, the following list should be used as a guide for pairing up attributes and skills during play. Ultimately, these are just convenient categories.

Skills marked with a bullet () are usually impossible or very difficult to attempt without some initial training by an experienced instructor and practical experience. Other skills can be attempted by amateurs.


AGILITY
Athletics
Balancing
Beast Riding
Contorting
Dancing
Juggling
Rappelling
Skiing
Sprinting
Surfing
Trick Riding

REFLEXES
Dodging Melee Attacks
Dodging Missiles
Initiative
Parrying
Quick-Drawing

RESILIENCE
Breath Holding
Disease Resistance
Diving
Drinking
Fasting
Hunting
Marathon Running
Poison Resistance
Swimming

STRENGTH
Arm Wrestling
Body Building
Bucklers
Disarming
Free Climbing
Manual Labor
Shields

MELEE
Axes
Blind Fighting
Brawling
Clubs
Fist Weapons
Improvised Melee Weapons
Knives
Lances
Martial Arts
Pole Arms
Spears
Staves
Swords
Wrestling

MISSILES
Atlatls
Blowguns
Bolas
Boomerangs
Bows
Crossbows
Grappling Hooks
Improvised Missiles
Javelins
Lassos
Longbows
Siege Engines
Slings
Slingshots
Staff Slings
Throwing Axes
Throwing Clubs
Throwing Incendiaries
Throwing Knives
Whips

ATTENTION
Detecting Deception
Eavesdropping
Evaluating Quality
Foraging
Observing
Recalling Memories
Sense of Hearing
Sense of Sight
Sense of Smell
Sense of Taste
Sense of Time
Sense of Touch
Tracking

PERSONALITY
Bartending
Bartering
Begging
Carousing
Clowning
Conversation
Distracting
Etiquette
Hypnotizing
Persuading
Seducing WILLPOWER
Commanding
Interrogating
Intimidating
Meditating
Resisting Fear
Staying Awake
Taunting
Torturing

WISDOM
Ambush Strategies
Animal Care
Appraising
Arbitrating
Beast Training
Beekeeping
Divination
Dog Training
Falconry
Farming
First Aid
Fishing
Gambling
Game Playing [Type]
Herding [Animal Type]
Land Battle Strategies
Midwifery
Reasoning
Sea Battle Strategies
Security Measures
Smuggling
Stage Magic
Stewardship
Streetwise
Swamp Fishing
Trapping

CRAFT
Baking
Basket Weaving
Boat Building
Bow Making
Brewing
Butchering
Candle Making
Carpentry
Cask Making
Clock Making
Cooking
Counterfeiting
Drug Making
Dyeing
Engraving
Gardening
Gem Cutting
Glassworking
Housekeeping
Illustrating
Jewelry Making
Leather Tanning
Locksmithing
Metalworking
Mummifying
Musicianship
Painting
Picking Locks
Poison Making
Pottery
Preserving Food
Roofing
Sail Making
Sculpting
Sewing
Shoe Making
Sleight of Hand
Stoneworking
Tailoring
Taxidermy
Tool Making
Weaving
Wheel Making
Whittling
[Trade Good] Making
[Type of Armor] Making
[Type of Weapon] Making
EDUCATION
Accounting
Anatomy
Animal Medicine
Architecture
Archiving
Astronomy
Banking
Chemistry
Collecting [Type of Object]
Curing Diseases
Debating
Engineering
Folklore of [Culture or Region]
History of [Culture or Region]
Identifying Fauna
Identifying Flora
Instructing
Law of [Culture or Region]
Mathematics
Metallurgy
Mineralogy
Philosophy of [Culture or Region]
Plumbing
Politics of [Culture or Region]
Psychology
Researching
Ship Building
Surgery
Theology of [Culture or Region]
Tunneling

LANGUAGE
Acting
Calligraphy
Chanting
Cryptography
Journaling
Languages of [Culture or Region]
Lip Reading
Poetry
Semaphore
Singing
Story Writing
Storytelling

NAVIGATION
Area Knowledge of [Region]
Boat Crewing
Cart Driving
Cave Navigation
Chariot Driving
Coastline Survival
Desert Survival
Forest Survival
Jungle Survival
Land Navigation
Land Surveying
Mountain Survival
Ocean Survival
River Navigation
Sea Navigation
Ship Crewing
Sled Driving
Weather Predicting

SUBTERFUGE
Bluffing
Bribing
Camouflage
Feigning Attacks
Hiding
Impersonating
Mimicking Sounds
Prowling
Shadowing
Simulating Death
Ventriloquism
Wearing Disguises





Here's an alphabetized skill list.

Accounting (Edu)
Acting (Lan)
Ambush Strategies (Wis)
Anatomy (Edu)
Animal Care (Wis)
Animal Medicine (Edu)
Appraising (Wis)
Arbitrating (Wis)
Architecture (Edu)
Archiving (Edu)
Area Knowledge of [Region] (Nav)
Arm Wrestling (Str)
Astronomy (Edu)
Athletics (Agi)
Atlatls (Mis)
Axes (Mel)
Baking (Cra)
Balancing (Agi)
Banking (Edu)
Bartending (Per)
Bartering (Per)
Basket Weaving (Cra)
Beast Riding (Agi)
Beast Training (Wis)
Beekeeping (Wis)
Begging (Per)
Blind Fighting (Mel)
Blowguns (Mis)
Bluffing (Sub)
Boat Building (Cra)
Boat Crewing (Nav)
Body Building (Str)
Bolas (Mis)
Boomerangs (Mis)
Bow Making (Cra)
Bows (Mis)
Brawling (Mel)
Breath Holding (Res)
Brewing (Cra)
Bribing (Sub)
Bucklers (Str)
Butchering (Cra)
Calligraphy (Lan)
Camouflage (Sub)
Candle Making (Cra)
Carousing (Per)
Carpentry (Cra)
Cart Driving (Nav)
Cask Making (Cra)
Cave Navigation (Nav)
Chanting (Lan)
Chariot Driving (Nav)
Chemistry (Edu)
Clock Making (Cra)
Clowning (Per)
Clubs (Mel)
Coastline Survival (Nav)
Collecting [Type of Object] (Edu)
Commanding (Wil)
Contorting (Agi)
Conversation (Per)
Cooking (Cra)
Counterfeiting (Cra)
Crossbows (Mis)
Cryptography (Lan)
Curing Diseases (Edu)
Dancing (Agi)
Debating (Edu)
Desert Survival (Nav)
Detecting Deception (Att)
Disarming (Str)
Disease Resistance (Res)
Distracting (Per)
Divination (Wis)
Diving (Res)
Dodging Melee Attacks (Ref)
Dodging Missiles (Ref)
Dog Training (Wis)
Drinking (Res)
Drug Making (Cra)
Dyeing (Cra)
Eavesdropping (Att)
Engineering (Edu)
Engraving (Cra)
Etiquette (Per)
Evaluating Quality (Att)
Falconry (Wis)
Farming (Wis)
Fasting (Res)
Feigning Attacks (Sub)
First Aid (Wis)
Fishing (Wis)
Fist Weapons (Mel)
Folklore of [Culture or Region] (Edu)
Foraging (Att)
Forest Survival (Nav)
Free Climbing (Str)
Gambling (Wis)
Game Playing [Type] (Wis)
Gardening (Cra)
Gem Cutting (Cra)
Glassworking (Cra)
Grappling Hooks (Mis)
Herding [Animal Type] (Wis)
Hiding (Sub)
History of [Culture or Region] (Edu)
Housekeeping (Cra)
Hunting (Res)
Hypnotizing (Per)
Identifying Fauna (Edu)
Identifying Flora (Edu)
Illustrating (Cra)
Impersonating (Sub)
Improvised Melee Weapons (Mel)
Improvised Missiles (Mis)
Initiative (Ref)
Instructing (Edu)
Interrogating (Wil)
Intimidating (Wil)
Javelins (Mis)
Jewelry Making (Cra)
Journaling (Lan)
Juggling (Agi)
Jungle Survival (Nav)
Knives (Mel)
Lances (Mel)
Land Battle Strategies (Wis)
Land Navigation (Nav)
Land Surveying (Nav)
Languages of [Culture or Region] (Lan)
Lassos (Mis)
Law of [Culture or Region] (Edu)
Leather Tanning (Cra)
Lip Reading (Lan)
Locksmithing (Cra)
Longbows (Mis)
Manual Labor (Str)
Marathon Running (Res)
Martial Arts (Mel)
Mathematics (Edu)
Meditating (Wil)
Metallurgy (Edu)
Metalworking (Cra)
Midwifery (Wis)
Mimicking Sounds (Sub)
Mineralogy (Edu)
Mountain Survival (Nav)
Mummifying (Cra)
Musicianship (Cra)
Observing (Att)
Ocean Survival (Nav)
Painting (Cra)
Parrying (Ref)
Persuading (Per)
Philosophy of [Culture or Region] (Edu)
Picking Locks (Cra)
Plumbing (Edu)
Poetry (Lan)
Poison Making (Cra)
Poison Resistance (Res)
Pole Arms (Mel)
Politics of [Culture or Region] (Edu)
Pottery (Cra) Preserving Food (Cra)
Prowling (Sub)
Psychology (Edu)
Quick-Drawing (Ref)
Rappelling (Agi)
Reasoning (Wis)
Recalling Memories (Att)
Researching (Edu)
Resisting Fear (Wil)
River Navigation (Nav)
Roofing (Cra)
Sail Making (Cra)
Sculpting (Cra)
Sea Battle Strategies (Wis)
Sea Navigation (Nav)
Security Measures (Wis)
Seducing (Per)
Semaphore (Lan)
Sense of Hearing (Att)
Sense of Sight (Att)
Sense of Smell (Att)
Sense of Taste (Att)
Sense of Time (Att)
Sense of Touch (Att)
Sewing (Cra)
Shadowing (Sub)
Shields (Str)
Ship Building (Edu)
Ship Crewing (Nav)
Siege Engines (Mis)
Shoe Making (Cra)
Simulating Death (Sub)
Singing (Lan)
Skiing (Agi)
Sled Driving (Nav)
Sleight of Hand (Cra)
Slings (Mis)
Slingshots (Mis)
Smuggling (Wis)
Spears (Mel)
Sprinting (Agi)
Staff Slings (Mis)
Stage Magic (Wis)
Staves (Mel)
Staying Awake (Wil)
Stewardship (Wis)
Stoneworking (Cra)
Story Writing (Lan)
Storytelling (Lan)
Streetwise (Wis)
Surfing (Agi)
Surgery (Edu)
Swamp Fishing (Wis)
Swimming (Res)
Swords (Mel)
Tailoring (Cra)
Taunting (Wil)
Taxidermy (Cra)
Theology of [Culture or Region] (Edu)
Throwing Axes (Mis)
Throwing Clubs (Mis)
Throwing Incendiaries (Mis)
Throwing Knives (Mis)
Tool Making (Cra)
Torturing (Wil)
Tracking (Att)
Trapping (Wis)
Trick Riding (Agi)
Tunneling (Edu)
Ventriloquism (Sub)
Wearing Disguises (Sub)
Weather Predicting (Nav)
Weaving (Cra)
Wheel Making (Cra)
Whips (Mis)
Whittling (Cra)
Wrestling (Mel)
[Trade Good] Making (Cra)
[Type of Armor] Making (Cra)
[Type of Weapon] Making (Cra)

This message was last edited by the GM at 20:37, Fri 04 Apr 2014.

JQuacker
 GM, 9 posts
Tue 25 Mar 2014
at 17:40
Re: Questions

Assignment 9
PATTERN & DESIGN
Your culture should have a distinctive graphic pattern or weave. Examples: tartan, Navajo weave.

Post/link to a picture of your clan pattern, or describe it using shapes and colors so that I can look to develop something for you.

This message was last edited by the GM at 23:20, Sat 05 Apr 2014.

JQuacker
 GM, 10 posts
Tue 25 Mar 2014
at 17:41
Re: Questions
CULTURE TRAITS
  1. Physique: Would you describe your people as robust, gracile, or average build?
  2. Physique: Would you describe your people as short, tall, or average height?
  3. Gender: What roles are females expected to play in your culture?
  4. Gender: What roles are males expected to play in your culture?
  5. Complexion: In your culture, what skin colors are most common?
  6. Eyes: In your culture, what eye colors are most common?
  7. Hair: In your culture, what hair colors are most common?
  8. Hair: What are the hair styles your people like? Do the men wear beards or mustaches? Do they use dyes?
  9. Distinctive Features: In your culture, what other physical traits are common? (Examples: almond eyes, high cheekbones, long face.)
  10. Clothing Style: Choose one character type from your culture that you personally like. Describe what that kind of clothes, weapons and other gear that character would be wearing. Think about what materials your items are made out of. If you have a hat, is it made of wool or leather? If you have a knife, is it made of bone or bronze? If the kind of material matters, be sure to mention it.

This message was last edited by the GM at 11:45, Thu 27 Mar 2014.

JQuacker
 GM, 89 posts
Mon 7 Apr 2014
at 00:58
Re: Questions
As a reward for completing all your assignments, you may choose 1 of the following 4 options:

You may add 1 new named character. I will need to know their age, occupation, and a little bit about them.

You may discover 1 new kind of resource somewhere within your territory from 3 randomly-generated options. I will write this discovery into your clan's next turn. The unchosen options will vanish as though they never existed, which means you will not necessarily find them again even if you explore for them.

FLORA - Lemons
FAUNA - Swimming Snakes
MINERAL - Lapis lazuli mine

You may develop 1 simple technology or asset, subject to my approval. Some options include a new type of weapon or tool, a medium-sized ship, a stretch of road, a medium-sized building or other structure of use to your clan.

You may suggest another kind of reward, which I will work with you to determine a fair value.