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__TOC__
 
__TOC__
  
==Setting==
+
==The Setting==
 
[[File:7013f069696cfedf9906a42e0880de83.jpg|thumb|right|400px|L1: Blue Bay, L2: The Shacks, L3: Blake's house]]
 
[[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.
 
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.
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; Edges
 
; Edges
 
: Arcane Background (Psionics)
 
: Arcane Background (Psionics)
: Lucky
 
 
: Strong-Willed
 
: Strong-Willed
  
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; Powers
 
; Powers
 
: Boost/Lower Trait
 
: Boost/Lower Trait
: Shape Change (into a coral snake, fruit bat, ocelot, octopus, quetzal, spider monkey, or tree frog)
+
: Shape Change
 
: Summon Ally
 
: Summon Ally
  
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: Cutlass (Str+d6)
 
: Cutlass (Str+d6)
 
: Obsidian knife (Str+d4)
 
: Obsidian knife (Str+d4)
: 3 Pistols (2d6+1, 5/10/20) and 6 "apostles"
+
: 2 Pistols (2d6+1, 5/10/20) and 6 "apostles"
  
 
; Experience
 
; Experience
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; Edges
 
; Edges
: Lucky (refresh with 1 extra favour)
 
 
: 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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: Jury-Rigger (McGyver)
 
: Jury-Rigger (McGyver)
 
: Digger
 
: Digger
: Lucky
 
  
 
; Hindrances
 
; Hindrances
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: Beast Master
 
: Beast Master
 
: Linguist
 
: Linguist
: Lucky
 
 
: [https://wiki.rpg.net/index.php/Treasure_Islands#New_Edges Old Salt]
 
: [https://wiki.rpg.net/index.php/Treasure_Islands#New_Edges Old Salt]
  
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: 1st Advance: gained Linguist edge
 
: 1st Advance: gained Linguist edge
  
==Rules==
+
==House Rules==
'''One <s>Benny</s> Favour start''', regular refresh. Favours can be won easily though, through role-playing (esp. to hindrances)
+
'''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.
+
'''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, Throwing, Persuasion can be attempted "unskilled" at d4 (''not'' the RAW d4-2), provided the character has at least a d6 in the related attribute.
+
'''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 favour if at least one of these fails is portrayed amusingly.
+
'''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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'''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.
 
===No Power Points===
 
Apply half the power's PP cost (rounded down) as a penalty to the arcane skill roll to activate it. If the roll fails, the Caster is Shaken. If the arcane skill die rolls 1, the caster suffers 2d6 damage.
 
 
Powers can be maintained indefinitely once successfully activated, but are automatically canceled if the caster falls asleep or unconscious or fails a casting roll. If the caster becomes Shaken by something other than a failed casting roll or takes Wounds or Fatigue, they have to roll Smarts to avoid dropping all currently maintained powers. Each power maintained inflicts a cumulative -1 penalty to the arcane skill roll to activate any further powers.
 
 
Preparing a power by concentrating for one entire round, with no movement or interruptions (roll Smarts as above if taking damage), negates up to -2 points of penalties on the casting roll.
 
 
==Treasure==
 
 
The party so far has assembled:
 
 
*Fine pistols, a brace each for Ix and Maria and an extra for Woody.
 
*Precious model pieces from the Temple Town Memory Model ; onyx, jasper and quartz pieces worth hundreds of PoE.
 
*froglin medicines : 2 doses of healing ointment; one dose of disease cure-all
 
 
==Beachcombing==
 
 
Each week committed wholly to wandering the island's beaches, make a 'beachcombing' roll (choose one of notice, tracking or survival). Success indicates that the individual has found enough food, fuel and fresh water to get by for the week. Raises indicate that better sustenance or larger stores of eggs, wood, fish etc have been amassed.
 
 
Roll 2d6 and add +1 for each success and raise on the previous beachcombing roll to determine an additional  weekly find/ event. A fail modifies by -1 !
 
 
{| class="wikitable" style="text-align: left; width: 800px; height: 200px;"
 
|+ Additional Weekly Find/Event
 
|-
 
! Roll 2d6 (with mods)
 
! Event/ Find
 
! Details of Event: Roll 2d6 again (no mods)
 
|-
 
! 2
 
| Peril  ||
 
2.  Yaaaargh! lethal tidal wave or waterspout. To survive: Agility , success and shift , or Agility success and Swimming success and shift. <br/>
 
3-4. Sea snatch. sea serpent, dragon turtle, giant squid, etc. Agility TN 6 to escape. <br/>
 
5-6. Froglins <br/>
 
7-8. Grabber crabs <br/>
 
9-10.  Jungle creature. Jaguar, large snake, giant bats, etc. <br/>
 
11-12. Natural threat. Quicksand , rising tide, cliff fall. Roll survival to escape.<br/>
 
|-
 
! 3-5
 
| Empty Beaches||
 
Few or no finds this week: adjust result of beachcombing roll for water/food/fuel by one success/ raise (e.g. plain success becomes fail)
 
|-
 
 
 
 
|-
 
! 6
 
| Folk Encounter||
 
 
2-4. killer pirates <br/>
 
5. press gang <br/>
 
6. Castaway/ wreck survivor (roll 2d6 for import) <br/>
 
7. expert beachcombers  <br/>
 
8. hunter, trader or explorer <br/>
 
9. digger <br/>
 
10. friendly natives <br/>
 
11. Local VIP <br/>
 
12. Worldwide VIP<br/>
 
|-
 
! 7
 
| Driftwood ||
 
2-6. enough  good wood to make (use 'repair') implements or furniture <br/>
 
7-8.  enough  good wood to make (use 'repair') a shack  <br/>
 
9-10.  enough  good wood to make (use 'repair') a raft or (TN6) dinghy  <br/>
 
11-12.  rare good wood <br/>
 
|-
 
! 8-9
 
| Natural bounty ||
 
2-3. abelone, sellable shells 1d6*1d6 PoE <br/>
 
4-6.  whale blubber, fine oil 2d6*1d6 PoE <br/>
 
7-9. sellable delicacies (turtles' eggs, sea urchins, etc.) 3d6*1d6 PoE<br/>
 
10-11. healing herbs, magical kelp. 'Healing' makes medicine.<br/>
 
12. site for pearl diving. Swimming *100 PoE, except fail. Fumble causes drowning.
 
|-
 
! 10
 
| Wreckage ||
 
2-4. reparable nets 1d6*1d6 PoE<br/>
 
5. buoy  <br/>
 
6-8. reparable sails 2d6*1d6 PoE<br/>
 
9. ships' bits: e.g. capstan, mast, wheel, rudder, figurehead 3d6*1d6 PoE <br/>
 
10.  dinghy <br/>
 
11. wreck, skiff or schooner, barely reparable <br/>
 
12. wreck, skiff or schooner, reparable <br/>
 
|-
 
! 11
 
| Cargo ||
 
2. bottle, beer <br/>
 
3. bottle, grog <br/>
 
4. bottle, good rum <br/>
 
5. bottle, fine liquor <br/>
 
6. barrel, good beer <br/>
 
7. barrel, good rum <br/>
 
8.  crate, useful goods<br/>
 
9. crate, fine goods<br/>
 
10. jetsam bonanza ; roll 0-2 of each above <br/>
 
11. chest , valuables 6d6 *100 PoE<br/>
 
12. chest, treasure 1d6*1000 PoE <br/>
 
 
|-
 
! 12
 
| Treasures and wonders ||
 
2-3. ambergris <br/>
 
4. message in a bottle (roll 2d6 for import) <br/>
 
5. sporting mermaids, nereids, etc <br/>
 
6. potion <br/>
 
7. genie in a bottle type business <br/>
 
8. magic staff, fiddle or such <br/>
 
9. sacred rockpool, glade, cove, etc. <br/>
 
10. sapient animal or friendly monster <br/>
 
11.  supernatural entity, minor <br/>
 
12.  supernatural entity, major
 
|-
 
 
|}
 

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