Joined: 09 Nov 2005 Posts: 348 Location: UK, near London.
Posted: Wed Jan 31, 2007 9:37 am Post subject: Languages?
Hi
What would be the best way of dealing with a character who can speak several languages in a pulp setting?
The character is a well travelled archaeologist who has familiarity with several world languages ie can speak and understand them to some degree. he is certainly not fluent in all of them. Normally i would assume you would buy them as knowledge skills but this would soon soak up character points.
Regards
Renny _________________ "Believe it or not," Doc advised her, "we get some fun out of this sort of thing."
Posted: Wed Jan 31, 2007 9:59 am Post subject: Re: Languages?
Renny wrote:
What would be the best way of dealing with a character who can speak several languages in a pulp setting?
The character is a well travelled archaeologist who has familiarity with several world languages ie can speak and understand them to some degree. he is certainly not fluent in all of them. Normally i would assume you would buy them as knowledge skills but this would soon soak up character points.
Actually, languages are very much setting specific in how they are handled as can be seen in the different ways Pinnacle has handled it in their own settings or recommended handling it in Toolkits (the Pulp GM Toolkit being most appropriate here).
There are several ways to handle languages. Which one is "best" is really dependent on the setting but more importantly the individual group. Here are some options...
Knowledge Skill for each language
Common Knowledge
Additional languages based on Smarts
Knowledge Skill for linguistics as a whole (providing additional languages and translation of obscure texts)
Edge to provide additional language/languages and/or translation ability
Any of these or a combination could work depending again on the setting and what works for the group.
Hope this helps. _________________ Clint Black
Savage Worlds Core Rules Brand Manager
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