Editing Treasure Islands
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==Characters== | ==Characters== | ||
===Ix'balam=== | ===Ix'balam=== | ||
− | The daughter of an eastern sailor and a woman of the Silver People, born and raised among her mother's people and trained from an early age in their mystic arts. Always a precocious and secretive child, her mixed heritage and strange behavior endeared her neither to the natives of the islands nor to the foreign settlers, even before she grew up and somehow learned the taboo skill of skinwalking, seemingly all on her own. She eventually left home | + | The daughter of an eastern sailor and a woman of the Silver People, born and raised among her mother's people and trained from an early age in their mystic arts. Always a precocious and secretive child, her mixed heritage and strange behavior endeared her neither to the natives of the islands nor to the foreign settlers, even before she grew up and somehow learned the taboo skill of skinwalking, seemingly all on her own. She eventually left home with the hope that it would make things easier for her mother and joined the treasure hunters, finding that the community of outcasts and ne'er-do-wells seemed the only people she wasn't unwelcome among. |
− | Though generally very calm and pleasant once you get past her creepier quirks | + | Though generally very calm and pleasant once you get past her creepier quirks - like the skeletal body paint she always wears - she can sometimes show a bit of a manic edge and carries personal grudges with downright frightening patience. |
− | Her name is pronounced ''ish-bah-lum'' and means "Jaguar Woman", which is [https://en.wikipedia.org/wiki/Jaguars_in_Mesoamerican_cultures#Jaguars_and_the_Maya fitting], though not necessarily a compliment. | + | Her name is pronounced ''ish-bah-lum'' and means "Jaguar Woman", which is [https://en.wikipedia.org/wiki/Jaguars_in_Mesoamerican_cultures#Jaguars_and_the_Maya fitting], though not necessarily a compliment... |
[[File:Ixtab_by_schwarzer_todt-d2xtqmb.png|right|400px]] | [[File:Ixtab_by_schwarzer_todt-d2xtqmb.png|right|400px]] | ||
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; Edges | ; Edges | ||
: Arcane Background (Psionics) | : Arcane Background (Psionics) | ||
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: Strong-Willed | : Strong-Willed | ||
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; Powers | ; Powers | ||
: Boost/Lower Trait | : Boost/Lower Trait | ||
− | : Shape Change | + | : Shape Change |
: Summon Ally | : Summon Ally | ||
; Possessions | ; Possessions | ||
: Fluffy shirt, baggy breeches, goat hide sandals, feathered belt | : Fluffy shirt, baggy breeches, goat hide sandals, feathered belt | ||
− | : Bunch of gold | + | : Bunch of gold jewelery and piercings |
: Bone dice | : Bone dice | ||
: Dozen pieces of eight | : Dozen pieces of eight | ||
: Cutlass (Str+d6) | : Cutlass (Str+d6) | ||
: Obsidian knife (Str+d4) | : Obsidian knife (Str+d4) | ||
− | : | + | : Pistol (2d6+1, 5/10/20) and 6 "apostles" |
; Experience | ; Experience | ||
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Kane ended up in Blue Bay with nothing other than his uniform (that had seen better days) the Sergeant's musket, Captain's hat and a few coins in his pouch. | Kane ended up in Blue Bay with nothing other than his uniform (that had seen better days) the Sergeant's musket, Captain's hat and a few coins in his pouch. | ||
− | [[File: | + | [[File:kane_dredmore.jpg|right|400px]] |
; Attributes | ; Attributes | ||
: Agility - d10 | : Agility - d10 | ||
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; Edges | ; Edges | ||
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: Musketeer (Reload in 1 round) | : Musketeer (Reload in 1 round) | ||
: Trademark Weapon (Cornish Marine Musket - "Retribution") | : Trademark Weapon (Cornish Marine Musket - "Retribution") | ||
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: Rank: Novice | : Rank: Novice | ||
: 1st Advance: +1 Shooting, +1 Fighting | : 1st Advance: +1 Shooting, +1 Fighting | ||
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===Woody=== | ===Woody=== | ||
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: Boating (Agi): d6 | : Boating (Agi): d6 | ||
: Fighting (Agi): d4 | : Fighting (Agi): d4 | ||
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: Healing (Smarts): d6 | : Healing (Smarts): d6 | ||
− | : Investigation (Smarts): | + | : Investigation (Smarts): d6 |
: Know, Cyphers (Smarts): d8 | : Know, Cyphers (Smarts): d8 | ||
: Know, History (Smarts): d8 | : Know, History (Smarts): d8 | ||
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; Hindrances | ; Hindrances | ||
+ | : Elderly (major) | ||
: Curious (major) | : Curious (major) | ||
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: Habit (minor; demands that people give his dressed monkey companion, Lord Mayberry, the proper respect befitting an officer and noble of his station deserves) | : Habit (minor; demands that people give his dressed monkey companion, Lord Mayberry, the proper respect befitting an officer and noble of his station deserves) | ||
: Quirk (minor; loves his seashells, can be very distracted with adding to his farm) | : Quirk (minor; loves his seashells, can be very distracted with adding to his farm) | ||
; Edges | ; Edges | ||
+ | : [https://wiki.rpg.net/index.php/Treasure_Islands#New_Edges Old Salt] | ||
: Beast Master | : Beast Master | ||
: Linguist | : Linguist | ||
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; Equipment | ; Equipment | ||
: Driftwood Cane (2d4) | : Driftwood Cane (2d4) | ||
− | : Rusty flintlock pistol (2d6 | + | : Rusty flintlock pistol (2d6) |
: Old stained and tattered blue and white striped short pantaloons (shorts), loose sweaty yellowish/white undershirt, and a ratty vest covered in old tarnished stolen medals | : Old stained and tattered blue and white striped short pantaloons (shorts), loose sweaty yellowish/white undershirt, and a ratty vest covered in old tarnished stolen medals | ||
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; Experience | ; Experience | ||
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: 1st Advance: gained Linguist edge | : 1st Advance: gained Linguist edge | ||
− | == | + | ==The Setting== |
− | ''' | + | [[File:7013f069696cfedf9906a42e0880de83.jpg|thumb|right|400px|L1: Blue Bay, L2: The Shacks, L3: Blake's house]] |
+ | The '''Treasure Islands''' are a jumble of jungle-clad isles that sprawl in '''the Big Brine''', the world’s central ocean. They lie somewhat closer to the western continent of '''Suncatcher''' than the eastern homeland (named '''Sunthrower''') of most of their new inhabitants. | ||
− | ''' | + | In a tiny cove, '''Blue Bay''', a bustling pirate town of ex-pirates and beachcombers seeks to prosper. Brawling, scheming, rum-soaked rascals, these sea scum don't trust each other as far as they could throw a manatee. But many there, including its leaders, observe '''Captain M''''s Twelve Point Code. They are as a result less inclined to senseless violence than the cutthroats of nearby '''Port Superb''', a larger rival pirate city ruled by the monstrous '''Mad Jake the Shark'''. |
− | '''Natural skills.''' Most skills like | + | The islands are no longer the bustling hive of piracy that they once were. Treasure ships still run westward from the '''Golden Empire''' (=not Incas), but since its Emperor signed a treaty between '''Cornwall''', '''Poitain''' and the Western Empire, far fewer and more heavily escorted fleets pass through the islands. Some of the pirates have packed up and gone home. Others, attached to the coves and jungle-clad hills, have turned to beach-combing, fishing and even (land-lubbers!) farming. A few brave souls have turned their attention to the weird, spookily empty ruins of the nearby jungles. Concealed by weird magic, guarded by ghost and monsters, defended with ingenious traps, most early treasure hunters perished in their clumsy expeditions. But now a class of delvers has emerged who are gaining some skill in broaching these places and prising treasures from their ingenious architects. |
+ | |||
+ | The world is a dangerous and even dark place but with less outright bleakness than the "real" Caribbean. The Golden Empire trades equably after a period of plunder. There are plantations, but most are farmed by settlers or impressed labour from the colonists' own countries. The pirates are cutthroats and rogues who make their prisoners walk the plank. But there has been no smallpox, slavery or genocide. | ||
+ | |||
+ | ===Peoples=== | ||
+ | '''Cornish''' or '''Castillo''' (i.e. alt. Cornish, Welsh, Breton; or alt. Spanish, Portugese). Beachcombers, ex-pirates, or runaways from some dark past in their home nation. Carry hyper-Cornish or Iberian names like Barnaby Polbarrow, Jem Disney, Pedro da Silva, etc. Dress in the Jacobean fashion of Treasure Island era folk. | ||
+ | |||
+ | '''Golden Empire''' folk. Fierce warriors, traders and priests of the Golden Empire (alt. Inca) to the west, which is now at peace with the newcomers after stemming their invasion. Few stray eastwards from their Empire, so those present in the islands tend to be mercenaries, heretics or criminals. | ||
+ | |||
+ | '''Froglins.''' These frog-like humanoids live in the deeper woods and marshes of the islands. Some tribes are friendly to outsiders, others hostile; all are naturally curious, leading to either eager trade or constant low key raids, can be quite elusive when they don't want to be disturbed, and will defend their homes with vicious guerrilla tactics when threatened. | ||
+ | : ''Small:'' Froglins are the size of goblins or halflings, up to 4' tall, so have Size -1 and thus Toughness -1. | ||
+ | : ''Amphibian:'' Can't drown, Swimming at d6 for free, swimming speed equal to Pace. | ||
+ | : ''Arboreal:'' Climbing at d6 for free, climb speed equal to Pace; jump distance equal to Pace, or half Pace from a dead stop. | ||
+ | |||
+ | '''Natives.''' Low-tech tribal types who inhabit the nearby jungles. Silent empaths who tend shrines close to the Silver People (alt. Toltec, Mayan) ruins that dot the islands. More women are born than men. Many have non-violent Psionic powers. | ||
+ | |||
+ | '''Monkeys''' and '''parrots''' are intelligent - almost humanly so - pets. | ||
+ | |||
+ | ==House Rules== | ||
+ | '''One Benny start, regular refresh.''' Bennies can be won easily though, through role-playing (esp. to hindrances) | ||
+ | |||
+ | '''Common Knowledge only.''' The RAW Common Knowledge rule that characters use their smarts, at +2 when background is relevant, will serve universally for all knowledge rolls. | ||
+ | |||
+ | '''Natural skills.''' Most skills like climbing, stealth, throw, persuade can be attempted "unskilled" at d4 (NOT the RAW d4-2), provided the character has at least a d6 in the related attribute. | ||
'''Starting gear.''' Adventurers start with their essential gear (clothes, simple weapons, etc.) and a dozen pieces of eight (silver pieces, 8 being worth one gold coin). | '''Starting gear.''' Adventurers start with their essential gear (clothes, simple weapons, etc.) and a dozen pieces of eight (silver pieces, 8 being worth one gold coin). | ||
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'''No soak roll!''' | '''No soak roll!''' | ||
− | '''Three fails rule.''' Three fails earns a | + | '''Three fails rule.''' Three fails earns a benny if at least one of these fails is portrayed amusingly. |
===New Edges=== | ===New Edges=== | ||
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'''Knows His/Her Beetles''' (Novice, Sm or Sp d6, Gambling d6) The character gets a free re-roll on gambling beetle races and fights, an important form of gambling among pirates and the local civilisations. | '''Knows His/Her Beetles''' (Novice, Sm or Sp d6, Gambling d6) The character gets a free re-roll on gambling beetle races and fights, an important form of gambling among pirates and the local civilisations. | ||
− | ''' | + | '''Old Salt''' (Novice, Sm d6, Boating d6, Survival d6; character cannot be youthful) The character has endured a hard long life on the ocean wave and become only too familiar with its reefs and islands. You get +2 for survival rolls made in sea, coastal or island environs. This roll can be used for instrument-less navigation and ropework involving devious knots. The usual +2 for Common Knowledge bonus applies regarding currents, stars, nautical howdeyedo, maritime and island fauna, plants, poisons, native cultures etc. |
'''Sea Legs''' (Novice, Sm d6, Ag d6) This person may have lost some of their sea legs (or not quite yet gained them), but knows their way round a ship. Can use their Agility at -1 die, for Boating and Climbing rigging; and their Smarts -1 die for Notice and Repair when these skills are used for on-board activities like scanning the horizon, and tying ropes. | '''Sea Legs''' (Novice, Sm d6, Ag d6) This person may have lost some of their sea legs (or not quite yet gained them), but knows their way round a ship. Can use their Agility at -1 die, for Boating and Climbing rigging; and their Smarts -1 die for Notice and Repair when these skills are used for on-board activities like scanning the horizon, and tying ropes. | ||
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'''Treasure-Fever''' (minor or major) Not quite the same as greedy. The character is essentially Reckless and Curious when doubloons, jewels or other forms of riches appear to be at stake. | '''Treasure-Fever''' (minor or major) Not quite the same as greedy. The character is essentially Reckless and Curious when doubloons, jewels or other forms of riches appear to be at stake. | ||
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