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[https://forum.rpg.net/index.php?threads/50-fathoms-questors-of-the-tesoro-libre.860038/ IC thread]
 
[https://forum.rpg.net/index.php?threads/50-fathoms-questors-of-the-tesoro-libre.860038/ IC thread]
 
==The Story So Far==
 
*the Teroso Libre (TL) started in Bristo doing jobs for American Crane. Found Earth water on zombie ship.
 
*Crane saw their potential and advised them to become Questors, so visit Tressa, taking Carroway fruit as a gift
 
*En route to Maroa to buy the fruit the TL intervened to help a ship attacked by pirates
 
*They drove off the pirates but had to go into Little China to make repairs [covid happens, players disappear]
 
*Blays, Jose and OE continued to Maroa on another ship to buy the fruit, Chabas and Mattias stayed to fix the TL
 
*Chabas & Mattias discovered smugglers using a kraken sub, also uncovered an underwater octopon coven
 
*They visited a nearby island to get Kraken advice about the sub , entered an ancient holy cave , got enlightened
 
*(At Maroa the atani gave Jose the fruit for free, but asked for his help in return.)
 
*One Eye took a ship to Little China to bring the fruit, delivered Jose’s message to go on without him
 
*TL set sail to Tressa / the Teeth stopping first at Sharks Bay, foiling a human cult worshipping octopon-like deities
 
*TL sailed along southern coast of Torath Ka, saw Walking Gods, had love triangle issues, etc.
 
*TL peed all over Tressa’s tests, delivered water and fruit, got a prize.
 
 
 
==Tressa's Secrets==
 
Tressa explains what they have learned about the sea hags. Three sisters , daughters of a Ograpogan general, were drowned as a punishment for murdering their father after his return from a campaign against the Ugaks. Tied to stakes in the incoming tide, they called down a curse on Ograpog. They swore that the country’s capital city would drown under 50 fathoms of salt water. The heavens opened. Ograpog drowned as the sea rushed in. Later, the sisters rose as gargantuans who wreaked havoc on the survivors.
 
 
Tressa believes the sisters-the hags-somehow learned the black magic of the Ugaks their father conquered. It was the defeated Ugaks’ vengeance that the general’s daughters used Ugak magic to murder their conqueror and destroy most of Ograpog.
 
 
The Questors have learned this tale after patient investigation, picking through the tales of survivors, studying records that survived the deluge and learning about Ugak magic. They have learned that the sisters can be summoned by pouring out Earth water over the Devils Cross and stating their true names.
 
 
Which Tressa has now learned. She places a heavy tome on the table. It is a ledger stolen from the surviving highland city of Baltimore, Ograpog’s new capital and headquarters for the East India Company. It contains announcements of prosecutions of serious crimes committed in the months before the flood. One of the last recorded items mentions three daughters imprisoned for patricide, as well as the murder of their youngest sister. Their father, the first victim, is listed as War Archon Ajax GreenWater. The girls’ three names are listed.
 
 
“It has taken us many years of adventure to locate this record. But we now know who the hags are and how to summon them. The problem is this. The last time they were confronted with main force they destroyed a Kraken squadron of ironclads and a fleet of Ograpogan triremes carrying the country’s most powerful Arch-Elementalists. Such a force no longer exists in our world. We have some ideas as how to continue, but first, do you have questions about what you have heard so far?”
 
  
 
== Players ==
 
== Players ==
  
===Active===
+
Mitch - Mattias van der Zoort, engineer (Dutch)
  
Mitch - Mattias van der Zoort, engineer (Dutch)
+
Faubus - Gilliat de Gruchy, navigator (English)
  
 
Baeraad - Chabas, crabby doc (Scurillian)
 
Baeraad - Chabas, crabby doc (Scurillian)
 +
 +
Max - Blays, dolphinman marine (Doreen)
  
 
Stinkyfool - One-Eye Smythe, general purpose pirate (English)
 
Stinkyfool - One-Eye Smythe, general purpose pirate (English)
 
 
===Retired/missing===
 
Max - Blays, dolphinman marine (Doreen)
 
  
 
Leith Maclaine - Jose Cuervo Anglaise, captain (Spanish)
 
Leith Maclaine - Jose Cuervo Anglaise, captain (Spanish)
 
Faubus - Gilliat de Gruchy, navigator (English)
 
  
 
== Background ==
 
== Background ==
Line 89: Line 59:
 
== Characters ==
 
== Characters ==
  
 +
=== Blays ===
 +
 +
[[file:Blays.jpg|right]]
 +
; Race (Doreen)
 +
: Racial Enemy (-1): -2 Persuasion rolls when dealing with kehana.
 +
: Reserved (-1): Persuasion is not a core skill.
 +
: Sea Hunter (2): +2 Stealth and Survival rolls while in water.
 +
: Semi-Aquatic (2): Hold breath for 15 minutes, Pace equal to Athletics while in water.
 +
 +
; Attributes
 +
: Agility d8
 +
: Smarts d6
 +
: Spirit d6
 +
: Strength d8
 +
: Vigor d8
 +
 +
:: Pace 6" (8" in water)
 +
:: Parry 6 (+1 with trademark dagger)
 +
:: Toughness 6
 +
 +
; Skills
 +
: Athletics d8 (+1 with trademark dagger)
 +
: Boating d4
 +
: Common Knowledge d4
 +
: Fighting d8 (+1 with trademark dagger)
 +
: Intimidation d4
 +
: Notice d6+2
 +
: Persuasion d4
 +
: Stealth d6 (+2 in water)
 +
: Survival d6 (+2 in water)
 +
 +
; Edges
 +
: Alertness
 +
: Frenzy
 +
: Trademark Weapon (heavy dagger made from the iron shackles he dragged with him from the mines)
 +
 +
; Hindrances
 +
: Wanted (major; Coaker Mountains escapee)
 +
: Loyal (minor)
 +
: Suspicious (minor)
  
 +
[[file:Knife_blays.png|400px|right]]
 +
; Gear (21 lbs.)
 +
: Simple tan breeches with a scarlet sash for a belt
 +
: Trademark dagger in an underarm sheath (3/6/12, Str+d4, +1 Fighting/Athletics/Parry, 1 lb.)
 +
: Two harpoons in a back quiver (3/6/12, Str+d6, 6 lbs.)
 +
: Weighted net (3/6/12, entangle, 8 lbs.)
 +
: Canteen (1 lb.)
 +
: Flint and steel (1 lb.)
 +
: Spyglass (2 lbs.)
 +
: Set of utility knives (1 lb.)
 +
: Whetstone (1 lb.)
 +
: ~$80
 +
 +
; Experience 23 (Seasoned)
 +
# gained Alertness
 +
# raised Vigor
 +
# gained Trademark Weapon
 +
# gained Frenzy
 +
 +
----
  
 
=== Chabas ===
 
=== Chabas ===
Line 104: Line 134:
 
; Attributes
 
; Attributes
 
: Agility d6
 
: Agility d6
: Smarts d10
+
: Smarts d8
 
: Spirit d8
 
: Spirit d8
 
: Strength d6
 
: Strength d6
Line 115: Line 145:
 
; Skills
 
; Skills
 
: Athletics (Agility) d4
 
: Athletics (Agility) d4
: Boating d4
+
: Common Knowledge (Smarts) d6
: Common Knowledge (Smarts) d8
 
 
: Fighting (Agility) d6
 
: Fighting (Agility) d6
 
: Healing (Smarts) d8+2
 
: Healing (Smarts) d8+2
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: Persuasion (Spirit) d8-2
 
: Persuasion (Spirit) d8-2
 
: Research (Smarts) d8
 
: Research (Smarts) d8
: Science (Smarts) d10+2
+
: Science (Smarts) d8+2
 
: Shooting (Agility) d6
 
: Shooting (Agility) d6
 
: Stealth (Agility) d4
 
: Stealth (Agility) d4
: Taunt (Smarts) d8
+
: Taunt (Smarts) d6
  
 
; Edges
 
; Edges
 
: Healer (+2 to Healing rolls)
 
: Healer (+2 to Healing rolls)
: Rabble-Rouser (can make Intimidation and Taunt Tests against a group of enemies covered by a Medium Burst Template)
 
 
: Scholar (+2 to Science rolls)
 
: Scholar (+2 to Science rolls)
  
Line 136: Line 164:
 
: Curious (Major)
 
: Curious (Major)
 
: Driven (Minor)
 
: Driven (Minor)
: Phobia: Bats (Minor)
 
  
 
; Experience
 
; Experience
Line 143: Line 170:
 
# Persuasion to d8
 
# Persuasion to d8
 
# Science to d8, Fighting to d6
 
# Science to d8, Fighting to d6
# Smarts to d10
 
# ''Trial of Wisdom:'' Boating to d4, Common Knowledge to d8
 
# Science to d10, Taunt to d8
 
# Rabble-Rouser edge
 
  
; Gear (19 lbs.)
+
; Gear (22 lbs.)
 
: 2 flintlock pistols (range 5/10/20, damage 2d6+1, RoF 1, weight 3 each)
 
: 2 flintlock pistols (range 5/10/20, damage 2d6+1, RoF 1, weight 3 each)
: 13 shots and powder (weight 2)
+
: 22 shots and powder (weight 3)
 
: Lantern (weight 3)
 
: Lantern (weight 3)
 
: 5 pints of oil (weight 5)
 
: 5 pints of oil (weight 5)
 +
: 2 bottles of grog ( weight 2)
 
: Leather satchel (weight 2)
 
: Leather satchel (weight 2)
 
: Flint and steel (weight 1)
 
: Flint and steel (weight 1)
 
: $100
 
: $100
: Flask of Roc Blood
+
 
 +
----
 +
 
 +
=== Gilliat De Gruchy ===
 +
 
 +
Human, Jersey Channel Islands, circa 1815
 +
 
 +
; Attributes
 +
: Agility d8
 +
: Smarts d10
 +
: Spirit d6
 +
: Strength d6
 +
: Vigor d6
 +
 
 +
:: Pace 6"
 +
:: Parry 4
 +
:: Toughness 5
 +
 
 +
; Hindrances
 +
: Code of Honor (major)
 +
: Loyal (minor)
 +
: Quirk (minor) "I will bring the science of celestial navigation to Caribdus."
 +
 
 +
; Edges
 +
: Merchant
 +
: Musketeer
 +
: Treasure Hound
 +
: Luck
 +
 
 +
; Skills
 +
: Athletics d4
 +
: Boating d8
 +
: Common Knowledge d8
 +
: Fighting d4
 +
: Notice d4
 +
: Persuasion d8
 +
: Shooting d8
 +
: Stealth d4
 +
 
 +
----
 +
 
 +
=== Jose Cuervo Anglaise ===
 +
 
 +
; Attributes
 +
: Agility d8
 +
: Smarts d8
 +
: Spirit d8 - 1 advance
 +
: Strength d4
 +
: Vigor d4
 +
 
 +
:: Pace 6"
 +
:: Parry 2+ half fighting
 +
:: Toughness 6 (1)
 +
 
 +
; Skills
 +
: athletics - d4 free
 +
: Boating d8 - 3 creation
 +
: Fighting d6 - 2 creation
 +
: Gambling d6 -2 creation
 +
: Intimidation d4 - 1 creation
 +
: Notice d6 free - raised by 1 creation point
 +
: Persuasion d8 - free - raised by 2 (1 advance)
 +
: Shooting d4 - 1 creation
 +
: Stealth d4 - free
 +
: Streetwise d4 - 1 creation
 +
: Swimming d4 - 1 creation
 +
: Common Knowledge - d6 - free + 1 hindrance
 +
: Throwing d4 - 1 creation
 +
: Survival d4 - 1 creation
 +
: Climbing d4 - 1 creation
 +
: Masaquani d6
 +
 
 +
; Hindrance
 +
: Major - Habit Addiction, Alcohol
 +
: Major - Overconfident
 +
 
 +
; Edge
 +
: storm chaser - Free
 +
: wind sense - 2 hindrance points
 +
: Command - advance
 +
: Natural Leader - advance
 +
 
 +
; Equipment - 1 hindrance point for extra equipment
 +
: Bedroll 25
 +
: Flask 5
 +
: flint and steel 3
 +
: lantern 25
 +
: 5 pints oil 5
 +
: shovel - 5
 +
: rope 5
 +
: map of caribdus 100
 +
: spyglass 100
 +
: normal clothing 20
 +
: formal clothing 200
 +
: leather armor 50
 +
: Long sword 200
 +
: turnout pistol 250
 +
: 7 - left
  
 
----
 
----
Line 185: Line 306:
 
: Academics d6
 
: Academics d6
 
: Athletics d6
 
: Athletics d6
: Boating d4
 
 
: Common Knowledge d4
 
: Common Knowledge d4
 
: Fighting d4
 
: Fighting d4
Line 194: Line 314:
 
: Shooting d8
 
: Shooting d8
 
: Stealth d4
 
: Stealth d4
: Weird Science d4
 
  
 
; Edges
 
; Edges
Line 213: Line 332:
 
:: REQUIREMENTS: Seasoned, Agility d8+
 
:: REQUIREMENTS: Seasoned, Agility d8+
 
:: The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover, however.
 
:: The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover, however.
: Arcane Background (Weird Science)
 
„:: ARCANE SKILL: Weird Science (Smarts) „   
 
:: STARTING POWERS: 2
 
„:: POWER POINTS: 15
 
:: Weird scientists use strange and powerful inventions beyond the normal technological level of the setting.
 
:: Weird scientists must usually activate their powers through their assigned device, but they can improvise other ways if needed at a −2 penalty. This requires a decent rationale relative to the setting and the GM’s permission.
 
: Artificer
 
::  Artificers can create Arcane Devices and give them to their allies. See page 153.
 
::  Stun, Deflect
 
  
 
; Hindrances
 
; Hindrances
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; Attributes
 
; Attributes
: Agility d12
+
: Agility d10
 
: Smarts d6
 
: Smarts d6
 
: Spirit d6
 
: Spirit d6
Line 282: Line 392:
 
: Academics (Smarts)
 
: Academics (Smarts)
 
: Athletics (Agility): d6
 
: Athletics (Agility): d6
: Boating (Agility): d12 (Boon)
+
: Boating (Agility): d10
 
: Common Knowledge (Smarts): d4
 
: Common Knowledge (Smarts): d4
: Fighting (Agility): d10 (Advance)
+
: Fighting (Agility): d8
 
: Focus (Spirit): The arcane skill for Arcane Background (Gifted).
 
: Focus (Spirit): The arcane skill for Arcane Background (Gifted).
 
: Gambling (Smarts)
 
: Gambling (Smarts)
Line 292: Line 402:
 
: Notice (Smarts): d6
 
: Notice (Smarts): d6
 
: Performance (Spirit): Singing, dancing, acting, or other forms of public expression.
 
: Performance (Spirit): Singing, dancing, acting, or other forms of public expression.
: Persuasion (Spirit): d6 (Advance)
+
: Persuasion (Spirit): d4
 
: Repair (Smarts): The ability to fix mechanical and electrical gadgets.
 
: Repair (Smarts): The ability to fix mechanical and electrical gadgets.
 
: Riding (Agility)
 
: Riding (Agility)
 
: Science (Smarts): Knowledge of scientific fields such as biology, chemistry, geology, engineering, etc.
 
: Science (Smarts): Knowledge of scientific fields such as biology, chemistry, geology, engineering, etc.
: Shooting (Agility): d12 (Boon)
+
: Shooting (Agility): d10
 
: Stealth: d8
 
: Stealth: d8
 
: Survival: d4
 
: Survival: d4
Line 338: Line 448:
 
: '''Notes:''' Heavy Armour
 
: '''Notes:''' Heavy Armour
  
==Crew==
+
=== Crew ===
 
 
===Current Crew===
 
 
 
{| class="wikitable" style="width:100%"
 
! colspan="1" | Name
 
! colspan="1" | Nationality
 
! colspan="1" | Special skills
 
! colspan="1" | Role/Personality
 
! colspan="1" | Arms
 
! colspan="1" | Bond
 
 
 
|-
 
| style="width:20%;text-align:center" | Jacob van Bloem
 
| style="width:16%;text-align:center" | Dutch
 
| style="width:16%;text-align:center" | Rolls 1d8 Notice when lookout
 
| style="width:16%;text-align:center" | QUARTERMASTER. Brave
 
| style="width:16%;text-align:center" | knife, cutlass, pistol, musket
 
| style="width:16%;text-align:center" | Mattias
 
|-
 
 
 
 
 
|-
 
| style="width:20%;text-align:center" | Grace McSweeney
 
| style="width:16%;text-align:center" | Irish
 
| style="width:16%;text-align:center" | d8 Stealth roll with wild die, share bennies with Chabas
 
| style="width:16%;text-align:center" | FIRST MATE. Easily offended
 
| style="width:16%;text-align:center" | knife, cutlass, pistol, musket
 
| style="width:16%;text-align:center" | Chabas’ '''matey'''
 
|-
 
  
|-
 
| style="width:20%;text-align:center" | Xenophon of WIND/ PINK assembly
 
| style="width:16%;text-align:center" | Ograpogan
 
| style="width:16%;text-align:center" | Athletic (d8) runner and swimmer.
 
| style="width:16%;text-align:center" | SAILING MASTER. Competitive
 
| style="width:16%;text-align:center" | knife, cutlass, pistol, musket
 
| style="width:16%;text-align:center" | One Eye
 
|-
 
 
|-
 
| style="width:20%;text-align:center" | Almirante Gato
 
| style="width:16%;text-align:center" | Cat
 
| style="width:16%;text-align:center" | Gives ship 1 benny refresh
 
| style="width:16%;text-align:center" | Feline
 
| style="width:16%;text-align:center" | claws, disdain
 
| style="width:16%;text-align:center" | Ship
 
|-
 
 
|-
 
| style="width:20%;text-align:center" | Luc Guillotin
 
| style="width:16%;text-align:center" | French
 
| style="width:16%;text-align:center" | Has Acrobatics Edge, and Agility d8.
 
| style="width:16%;text-align:center" | SAILOR. Jolly
 
| style="width:16%;text-align:center" | knife, cutlass, pistol, musket
 
| style="width:16%;text-align:center" | Earth French acrobat/contortionist pressed onto the Death Grip.
 
|-
 
 
 
! colspan="6" | All except El Almirante have d6 in Boating and Athletics; d4 in Repair, Notice, Fighting and Shooting.
 
 
|}
 
 
===Crew Before Maroa===
 
 
{| class="wikitable" style="width:100%"
 
{| class="wikitable" style="width:100%"
 
! colspan="1" | Name
 
! colspan="1" | Name
Line 477: Line 525:
 
|}
 
|}
  
===Rogues' Gallery===
+
; Potential crew
 
* Jacob van Bloem - Dutch - rolls 1d8 notice when lookout. Brave.
 
* Jacob van Bloem - Dutch - rolls 1d8 notice when lookout. Brave.
 
* Luc "Merlin" Caradec - Breton - fortune teller, 1d3-1 ship bennies on tarot per adventure. Morbid.
 
* Luc "Merlin" Caradec - Breton - fortune teller, 1d3-1 ship bennies on tarot per adventure. Morbid.
Line 498: Line 546:
 
: Mister Crowsnest - Monkey - semi-intelligent. Even naughtier and more helpful
 
: Mister Crowsnest - Monkey - semi-intelligent. Even naughtier and more helpful
 
* Admiral Gato - Cat - gives ship 1 benny.
 
* Admiral Gato - Cat - gives ship 1 benny.
 
== Treasure ==
 
 
===Monies===
 
*400 poe in ship's chest
 
*1000poe of Crane's money reserved as an emergency fund
 
===Wondrous items===
 
*Krakentech minisub, the A'tuin.
 
*Lens of Daedalus. A very good telescope that increases the outcome of notice rolls by one whole shift. If more than two shifts are achieved, it can reveal details - auras, illusions , sounds of conversations, even (3+ shifts) hidden items . If there are details to be discovered of course. Targets have to be at longer (scope) range, rerolls not permitted even by another user.
 
 
  
 
== Vidz ==
 
== Vidz ==
Line 516: Line 554:
 
=== A Short History of Ships Cats ===
 
=== A Short History of Ships Cats ===
 
www.youtube.com/watch?v=M7HIY0GTEC8
 
www.youtube.com/watch?v=M7HIY0GTEC8
 
 
 
 
==Characters not in play==
 
 
=== Gilliat De Gruchy ===
 
 
Human, Jersey Channel Islands, circa 1815
 
 
; Attributes
 
: Agility d8
 
: Smarts d10
 
: Spirit d6
 
: Strength d6
 
: Vigor d6
 
 
:: Pace 6"
 
:: Parry 4
 
:: Toughness 5
 
 
; Hindrances
 
: Code of Honor (major)
 
: Loyal (minor)
 
: Quirk (minor) "I will bring the science of celestial navigation to Caribdus."
 
 
; Edges
 
: Merchant
 
: Musketeer
 
: Treasure Hound
 
: Luck
 
 
; Skills
 
: Athletics d4
 
: Boating d8
 
: Common Knowledge d8
 
: Fighting d4
 
: Notice d4
 
: Persuasion d8
 
: Shooting d8
 
: Stealth d4
 
 
----
 
=== Blays ===
 
 
[[file:Blays.jpg|right|frame|A doreen rover captured by Kieran slavers while whaling up near Kaja, Blays escaped from the Coaker Mountains prison mines shortly before joining the crew of the Tesoro Libre, some years ago. While more sociable than most doreen, he is still naturally reticent and laconic by most people's standards, and the bounty now on his head only makes him that much more wary of trusting anyone outside his shipmates.]]
 
; Race (Doreen)
 
: Racial Enemy (-1): -2 Persuasion rolls when dealing with kehana.
 
: Reserved (-1): Persuasion is not a core skill.
 
: Sea Hunter (2): +2 Stealth and Survival rolls while in water.
 
: Semi-Aquatic (2): Hold breath for 15 minutes, Pace equal to Athletics while in water.
 
 
; Attributes
 
: Agility d8
 
: Smarts d6
 
: Spirit d6
 
: Strength d8
 
: Vigor d8
 
 
:: Pace 6" (8" in water)
 
:: Parry 6 (+1 with trademark dagger)
 
:: Toughness 6
 
 
; Skills
 
: Athletics d8 (+1 with trademark dagger)
 
: Boating d4
 
: Common Knowledge d4
 
: Fighting d8 (+1 with trademark dagger)
 
: Intimidation d4
 
: Notice d6+2
 
: Persuasion d4
 
: Stealth d6 (+2 in water)
 
: Survival d6 (+2 in water)
 
 
; Edges
 
: Alertness
 
: Frenzy
 
: Trademark Weapon (heavy dagger made from the iron shackles he dragged with him from the mines)
 
 
; Hindrances
 
: Wanted (major; Coaker Mountains escapee)
 
: Loyal (minor)
 
: Suspicious (minor)
 
 
[[file:Knife_blays.png|400px|right]]
 
; Gear (21 lbs.)
 
: Simple tan breeches with a scarlet sash for a belt
 
: Trademark dagger in an underarm sheath (3/6/12, Str+d4, +1 Fighting/Athletics/Parry, 1 lb.)
 
: Two harpoons in a back quiver (3/6/12, Str+d6, 6 lbs.)
 
: Weighted net (3/6/12, entangle, 8 lbs.)
 
: Canteen (1 lb.)
 
: Flint and steel (1 lb.)
 
: Spyglass (2 lbs.)
 
: Set of utility knives (1 lb.)
 
: Whetstone (1 lb.)
 
: ~$80
 
 
; Experience 23 (Seasoned)
 
# gained Alertness
 
# raised Vigor
 
# gained Trademark Weapon
 
# gained Frenzy
 
 
----
 
 
 
=== Jose Cuervo Anglaise ===
 
 
; Attributes
 
: Agility d8
 
: Smarts d8
 
: Spirit d8 - 1 advance
 
: Strength d4
 
: Vigor d4
 
 
:: Pace 6"
 
:: Parry 2+ half fighting
 
:: Toughness 6 (1)
 
 
; Skills
 
: athletics - d4 free
 
: Boating d8 - 3 creation
 
: Fighting d6 - 2 creation
 
: Gambling d6 -2 creation
 
: Intimidation d4 - 1 creation
 
: Notice d6 free - raised by 1 creation point
 
: Persuasion d8 - free - raised by 2 (1 advance)
 
: Shooting d4 - 1 creation
 
: Stealth d4 - free
 
: Streetwise d4 - 1 creation
 
: Swimming d4 - 1 creation
 
: Common Knowledge - d6 - free + 1 hindrance
 
: Throwing d4 - 1 creation
 
: Survival d4 - 1 creation
 
: Climbing d4 - 1 creation
 
: Masaquani d6
 
 
; Hindrance
 
: Major - Habit Addiction, Alcohol
 
: Major - Overconfident
 
 
; Edge
 
: storm chaser - Free
 
: wind sense - 2 hindrance points
 
: Command - advance
 
: Natural Leader - advance
 
 
; Equipment - 1 hindrance point for extra equipment
 
: Bedroll 25
 
: Flask 5
 
: flint and steel 3
 
: lantern 25
 
: 5 pints oil 5
 
: shovel - 5
 
: rope 5
 
: map of caribdus 100
 
: spyglass 100
 
: normal clothing 20
 
: formal clothing 200
 
: leather armor 50
 
: Long sword 200
 
: turnout pistol 250
 
: 7 - left
 
 
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