FAQ

Frequently asked questions

Are you a Christian Company?


Yes, church.




Is the Game Planet Archipelago family friendly?


Yes, there is make believe violence in both the novels and the game. The novels are written for young adults. The game is designed so that parents could game-master the adventures with their children controlling the player characters.




Are the game and novels hard or soft science fiction?


The game allows player character to inherit advanced sci-fi equipment from the first colonists from Earth, Their ancestors, and players might find ancient human or alien technology during their adventures.




Are the creatures in the game and novels magical?


No, they are just animals. Some smart some dumb. They can be courious, hungry, angry or all three. They tend to be big snd when hungry they are more than happy to eat a human player character.




Can you create non-human player characters?


Yes, However the Duarf characters generally, don't like humans, The Quillian will eat humans and are more savage, and only the Ferlie can interbreed with human to create half-ferlie/half human hybreds. The full-blood Ferlie tend to feel they are better than humans so they are not inclined to go on an adventure with them. So a band of All Duarf, all Quillian or all Ferlie is the best option for player characters of an alien race.




Are there different languages in the game?


Yes, The humans who came to this planet spoke either Queens english, or Italian some islands now speak a pidgon language with words from both of these languages. The Falcon Empire only speaks Italian and the Aruth Fallen Dome alliance speaks English. Player character may want to have a second language as a character skill or they could sail to an island and not know what was being said. In the Duarf have current Duarf and ancient Duarf. The Quillian have a language and the ferlie have their own language.





Climbing as a skill: This character skill may also be used by a game-master to rate the difficulty of a climb as well as the needed skill to make the climb safely. Climbing as a skill is common with sailors, burglars, and hunters. Generally, a climb that is made slippery by rainwater, moss, lose sand, rocks, ice, oil, or other slippery substances will be rated a minimum of one skill higher than it would be if dry. It is the game-master’s final choice how much more dangerous it is due to the slippery nature of the climb. Any character may attempt a climb and their climbing speed is one foot per strength point up to one third their strength points. Those without the skill or the proper skill level have a greater chance of failure, injury or even death.  All characters may make a single “saving” roll on their dexterity in the event of a fall due to a failure of the climbing +dexterity roll.  Those with a climbing skill level +2 or higher may make an extra dexterity roll in addition to the basic “save” dexterity roll in their effort to stop a fall and prevent injury or death.  Climbing hand over hand up a rope on a cliff face requires character strength. This means if the character is climbing up a cliff face at 3 feet per game turn a character with a strength of 10 could climb a 30-foot cliff and reach the top physically exhausted and tired but safe. A character with a strength of 8 could climb up 24 feet at which point their muscles would start to convulse and tremor with fatigue. They would be unable to climb the rest of the way and if not pulled up, they would “freeze” clinging to the rope too physically exhausted to climb any higher. They could try to descend or after a number of game turns equal to half their strength points, they would fall with muscles too exhausted to even continue their death grip on the rope. So, Strength limits how high a character can climb in a single session without a rest break. Rope stirrups or a rock ledge may provide such a break.

Skill Level                    Results of Skill Level- type of object being climbed.

+1                          Hiking a steep incline, scrambling, maybe using your hands. Climbing trees, rope ladders. Speed 2 feet per game turn                                  faster than those with no skill in climbing.

+2                         Climbing a steeper hillside, boulders, a sloped roof, fair weather ship rigging. Hands are used in climbing. If a fall

                              occurs it may be short due to extra dexterity roll over what those without a skill are allowed by game-master to catch                                   yourself. Speed 3 feet per game turn faster than those with no skill. No skill penalty +2 on dexterity roll.

+3                       Ropes recommended as safety belay, Bad weather ship rigging, cliff, or wall angles steeper than 45 degrees. If a fall                                     occurs there is an extra dexterity roll to catch yourself. Speed 4 feet per game turn faster than those with no skill. No skill                              penalty +3 on dexterity roll.

+4                      Rope required due to steepness or lack of handholds. Cliff, or wall angles steeper than 65 degrees. Speed 5 feet per                                    game turn faster than those with no skill. No skill penalty +4 on dexterity roll. Climb not advised for those with a strength                              less than 7.

+5                    Near vertical cliff or wall with few/limited handholds Speed 3 feet per game turn. No skill penalty +6 on dexterity roll.                                    Climb not advised for those with a strength less than 8.

+6                    Vertical cliff or wall with few/limited handholds Total speed 3 feet per game turn. No skill penalty +8 on dexterity roll.                                    Climb not advised for those with a strength less than 9.

+7                   Vertical cliff or wall with overhangs. Only one or two hand holds. Total speed 3 feet per game turn. No skill penalty +10 on                           dexterity roll. Climb not advised for those with a strength less than 10.

+8                  Vertical cliff or wall with overhangs and no hand or foot holds. ropes and pitons must be used to prevent failure. Maximum                           speed 2 feet per game turn. The no skill penalty +12 on the dexterity roll. Climb not advised for those with a strength less                             than 12.

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