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The world of Caribdus is drowned, once-mighty empires and prosperous lands lying beneath endless fathoms of dark water. The curse of the Sea Hags, three undead sorceresses risen from their death by drowning to avenge themselves on the world that saw them executed for their dark deeds, has wreaked incalculable havoc - and even now continues to do so, as ghostly pirate ships and aquatic monstrosities emerge out of the Flotsam Sea to torment the survivors clustered on the few remaining islands of dry land.
 
The world of Caribdus is drowned, once-mighty empires and prosperous lands lying beneath endless fathoms of dark water. The curse of the Sea Hags, three undead sorceresses risen from their death by drowning to avenge themselves on the world that saw them executed for their dark deeds, has wreaked incalculable havoc - and even now continues to do so, as ghostly pirate ships and aquatic monstrosities emerge out of the Flotsam Sea to torment the survivors clustered on the few remaining islands of dry land.
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But calamity brings opportunity, and unprecedented freedom for men and women of courage and guile to make their way in the new world. Burly, grey-skinned Grael ply the new seas alongside the diverse, idiosyncratic Masaquani, seeking riches from trade or whaling or piracy. Gruff, thick-shelled Scurillians apply their sharp minds to understanding the new world and to save what can be saved of the old. Mysterious Kraken elementalists wander the ports and the distant islands, some say in search of a way to avenge their race's suffering at the hands of the Sea Hags. And sailors arriving through mysterious means from a place they call Earth bring their savvy, ambition and strange religions to bear.
 
But calamity brings opportunity, and unprecedented freedom for men and women of courage and guile to make their way in the new world. Burly, grey-skinned Grael ply the new seas alongside the diverse, idiosyncratic Masaquani, seeking riches from trade or whaling or piracy. Gruff, thick-shelled Scurillians apply their sharp minds to understanding the new world and to save what can be saved of the old. Mysterious Kraken elementalists wander the ports and the distant islands, some say in search of a way to avenge their race's suffering at the hands of the Sea Hags. And sailors arriving through mysterious means from a place they call Earth bring their savvy, ambition and strange religions to bear.
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Riches and glory awaits for those with the quickest minds... and the sharpest cutlasses. [Thanks to Baeraad for this blurb]  
 
Riches and glory awaits for those with the quickest minds... and the sharpest cutlasses. [Thanks to Baeraad for this blurb]  
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Folks will be able to play without the setting book. Mostly characters can be built using core rules. The world background, new stunts, etc are all summarized pretty nicely here
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Folks will be able to play without the setting book. Mostly characters can be built using core rules. The world background, new stunts, etc are all summarised pretty nicely here
  
 
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I'm thinking:
 
I'm thinking:
  
- Savage worlds Adventure edition. I'll take you through chargen backstage using a Conversation
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-Savage worlds Adventure edition. I'll take you through chargen backstage using a Conversation
  
- one post min per two days
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-one post min per two days
  
- Two-month (?) game; characters can be easily 'parked' if life gets busy
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-Two-month (?) game; characters can be easily 'parked' if life gets busy
  
- Start at Seasoned
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-Start at Seasoned
  
- nice mix of races and types but at least HALF, please,  human sailors from earth. 1 Elementalist.
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-nice mix of races and types but at least HALF, please,  human sailors from earth. 1 Elementalist.
  
- we try not to power game - SWADE's fixed up most loopholes but try to build competent swashbuckler all-rounders
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-we try not to power game- SWADE's fixed up most loopholes but try to build competent swashbuckler all-rounders
  
- story  taking place within the time-line of the main Plot Point campaign, but subverting the plot to keep it interesting for players familiar with the canon tale.
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-story  taking place within the time-line of the main Plot Point campaign, but subverting the plot to keep it interesting for players familiar with the canon tale.
  
- characters are pretty good guys-the young sister has sucked in plenty of bad eggs like Blackbeard to no avail-more recently she's teleported in gooder folk
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-characters are pretty good guys-the young sister has sucked in plenty of bad eggs like Blackbeard to no avail-more recently she's teleported in gooder folk
  
- you know my foibles-tendency to rush, railroad. PM me or even warn me publicly since we all know each other.
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-you know my foibles-tendency to rush, railroad. PM me or even warn me publicly since we all know each other.
  
- There'll be a hilariously-named sloop-as a co-owned vessel.
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-There'll be a hilariously-named sloop-as a co-owned vessel.
  
- Just one setting fiddle. I want to make Masaquani culture a little less generic and bland. I'm thinking they are survivors of Atlantis. Toga-clad Ancient Greeks who sail elegant classical ships and have columned palaces. With names like Aeschylus, Jason, etc. What, that's more bland?
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-Just one setting fiddle. I want to make Masaquani culture a little less generic and bland. I'm thinking they are survivors of Atlantis. Toga-clad Ancient Greeks who sail elegant classical ships and have columned palaces. With names like Aeschylus, Jason, etc. What, that's more bland?
  
 
== Characters ==
 
== Characters ==

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