Difference between revisions of "Fifty"

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(Link to Whiskey-making scene from "Mr Roberts")
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===Link to Whiskey-making scene from "Mr Roberts"===
 
===Link to Whiskey-making scene from "Mr Roberts"===
 +
www.youtube.com/watch?v=PTQLBv8sgDI

Revision as of 15:54, 1 March 2020

Players

Mitch - Engineer (Dutch) Faubus - navigator (English) Baeraad - crabby doc Max - dolphinman ninja Stinkyfool - General Pirate Me - Captain (Spanish)



Background

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.


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.


Riches and glory awaits for those with the quickest minds... and the sharpest cutlasses. [Thanks to Baeraad for this blurb]

...................................

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

........................................


I'm thinking:

-Savage worlds Adventure edition. I'll take you through chargen backstage using a Conversation

-one post min per two days

-Two-month (?) game; characters can be easily 'parked' if life gets busy

-Start at Seasoned

-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

-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

-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.

-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?


BLAYS

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 before the normal mechanics kick in, 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

Hindrances Wanted (major; Coaker Mountains escapee) Loyal (minor) Suspicious (minor)

Experience 1st Advance: gained Alertness 2nd Advance: raised Vigor 3rd Advance: gained Trademark Weapon 4th Advance: gained Frenzy

Gear (21 lbs.) Trademark dagger in an underarm sheath (Fighting/Athletics/Parry +1, 3/6/12, Str+d4, 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

CHABAS

Chabas is a crab on a mission - write the definite book on the natural history of Caribdus! He's read several of the existing ones, but they were all written by inferior soft-headed creatures and of generally shoddy scholarship. To finance his research he's unfortunately having to work as a ship sawbones, tending to the astonishingly wide variety of bumps and bruises that shell-less creatures somehow manage to get. He tries to be patient about it, but would it kill them to stop whining so much about little things like amputated limbs? Honestly, it's like they think they're not going to grow back, or something...

Race (Scurillian) Outsider (Minor; -1): -1 to Persuasion against non-Scurillians Pincers (2): Natural weapons do d4+Str damage Mean (-2): -2 to Persuasion rolls Shell (1): 3 points of natural armour Telescopic Eyes (2): +2 to Notice rolls

Attributes Agility d6 Smarts d8 Spirit d8 Strength d6 Vigor d4

Pace: 6" Parry: 5 Toughness: 7 (3)

Skills

  • Athletics (Agility) d4
  • Common Knowledge (Smarts) d6
  • Fighting (Agility) d6
  • Healing (Smarts) d8+2
  • Notice (Smarts) d6+2
  • Persuasion (Spirit) d8-2
  • Research (Smarts) d8
  • Science (Smarts) d8+2
  • Shooting (Agility) d6
  • Stealth (Agility) d4
  • Taunt (Smarts) d6

Edges Healer (+2 to Healing rolls) Scholar (+2 to Science rolls)

Hindrances Big Mouth (Minor) Curious (Major) Driven (Minor)

Experience Agility to d6 Shooting to d6, Taunt to d6 Persuasion to d8 Science to d8, Fighting to d6

Gear (22 lbs.) 2 flintlock pistols (range 5/10/20, damage 2d6+1, RoF 1, weight 3 each) 25 shots and powder (weight 3) Lantern (weight 3) 5 pints of oil (weight 5) 2 bottles of grog ( weight 2) Leather satchel (weight 2) Flint and steel (weight 1) $100

MATTIAS

Mattias “Deadeye” van der Zoort Concept: gunslinging engineer Seasoned: 4 Race • Human Gain one free Novice edge: Mr. Fix It

AGI d8 STR d6 SMA d8 SPI d6 VIG d6

Academics d6 Athletics d6 Common Knowledge d4 Fighting d4 Notice d8 Persuasion d4 Repair d8+2 (Mr. Fix It) Science d6 Shooting d8 Stealth d4

Edges:

McGyver REQUIREMENTS: Novice, Smarts d6+, Notice d8+, Repair d6+ A McGyver can improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device. Failure means the device isn’t ready. A Critical Failure means he doesn’t have the right materials and can’t create the device this encounter. Success creates a minor explosive (2d4 explosive in a Small Blast Template), a one shot projectile weapon like a “zip gun” (Range 5/10/20, Damage 2d6), rickety raft, electrical source, etc. A raise creates a larger explosive (2d6 in a Medium Blast Template or 2d4 in a Large), a better ranged weapon (five shots, 2d8 damage, Range 10/20/40), a more stable raft, a more powerful battery, etc. The quality or power of the creation is completely up to the Game Master, but creativity should be rewarded, particularly in the most dire and dramatic situations

Mr. Fix It REQUIREMENTS: Novice, Repair d8+ The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one- quarter the time with a raise.

Brave REQUIREMENTS: Novice, Spirit d6+ Those with this Edge have learned to master their fear, or have dealt with so many horrors they’ve become jaded. These valiant explorers add +2 to Fear checks and subtract 2 from Fear Table results (see page 124).

Dodge 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.

Hindrances: Curious (Major) It killed the cat, and it might kill your warrior as well. Curious characters have to check out everything and always want to know what’s behind a potential mystery or secret.

Slow (Minor): Peg Leg A disability or past injury has hindered this hero’s mobility. As a Minor Hindrance, reduce his Pace by 1 and his running die one step (if already d4, reduce to d4 − 1). Slow characters may not take the Fleet- Footed Edge. Prosthesis: A character with the Minor version of this Hindrance may have a prosthesis. If the prosthesis is lost, he suffers the effects of the Major version of Slow.

Bad Luck (Major) Your hero is a little less lucky than most. He gets one less Benny per game session than normal. A character cannot have both Bad Luck and the Luck Edge.

Seasoned Fighting d4, Notice d8 Spirit d6 Strength d6 Edge: Dodge

Gear: $1000, 40 Enc Shot (w/powder). 1/10 shots. 0.5 lbs/10 Flintlock pistol x2. Range 5/10/20. 2d6+1. 6 Enc. $300. Reload 3 (full round) Rapier. Str+d4. 2 Enc. $150. Parry +1 Dagger. Range 3/6/12. Str+d4. 1 Enc. $25. Jacket (torso, arms) +1 Armor, 8 Enc, $30 Rifle scope (Spyglass). 2 Enc. $100. Cancels 2 additional points of penalties when Aiming Tool kit. 5 Enc. $200 First aid kit. 1 Enc. $10 Backpack. 2 Enc. $50 Lantern (4 hours, 4′′ radius). 3 Enc. $25 Oil x2. 2 Enc. $4 Canteen. 1 Enc. $5 Crowbar. 2 Enc. $10 Flint & steel. 1 Enc. $3 Hammer. 1 Enc. $10 Goggles. 1 Enc. $20 / 38.5 Enc. $943


Background: When Mattias was a boy, he watched a naval battle from the shore. A stray cannonball took off his right leg at the knee. From that day onward, he wanted to be an engineer. When he was old enough, he attended the Holland Nautical Academy. He saw a big future in technology, and its maritime applications. Unfortunately, he had an accident while working on a steam engine, and lost his left eye. When he suddenly found himself in Caribdus last year, he discovered a whole new realm to explore. Whatever his destiny here may be, he hopes to find it soon; he’s running out of parts.

Appearance: Mattias has shoulder-length blond hair. His right eye is blue. Instead of a left eye, he has a black leather patch, with inlaid white crosshairs in a circle. He wears the wide-brimmed hat and neckerchief of a Dutch sailor, along with a leather jacket he picked up since his Arrival. His right leg ends in a sturdy wooden peg.


TESORO LIBRE

[1] [2]

She draws a fairly minuscule 1.6m of water with a mast height of about 26m. The deck is about 20m long and 6m wide (so more or less 10" by 3" in SW). And the tiller rod is located comfortably under the eaves of the covered poopdeck so the good captain doesn't have to stand in the sun, wind and rain all day.


Crew

Sam Barley.......................................................Barbadan ........good cook, survival d6 for food gathering. Caring 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. Tor Dahl.............................................................Norwegian.....has d8 strength and Brawny edge. Slow. Akilles of FIRE/GREEN assembly.............Ograpogan......aristocratic , gets +1 to persuade etc with locals. Haunted Xenophon of WIND/ PINK assembly....Ograpogan.....athletic (d8) runner and swimmer. Competitive Begone Satan Poldark................................Cornish.............d8 in repair and has Resourceful edge. Dishonest. Jonah Coffin............................................Nantucketan......rolls as Wild Card for non-com rolls. Unlucky (-1 to ship bennies) Ricardo Da Silva .........................................Portugese............rolls as Wild Card for non-com rolls. Fickle, can jump ship. Michel Blanc...................................................French................performs fiddle at d8. Shy. Sarah Canterbury.........................................English.................always seems to survive. Raucous. Davy Dawkins..................................................English................underlooked cabin boy. Clever. He Wong........................................................ Cantonese..........has sixth sense about impending trouble. Poor gambler "Jaws"................................................................Kehana................has standard kehana stats. Cruel by human standards. Grace McSweeny...........................................Irish......................d8 stealth. Easily offended. Manu Efi............................................................Samoan.............handsome, (+1 mod) spectacle for locals. Humble. Pedros Garcia..................................................Spanish..............d6 healing. Drinks. Rafael Martin....................................................Spanish..............d8 repair for sail-making and tailoring. Dandy. Captain Rainbow............................................Parrot...................semi-intelligent. Naughty and helpful in equal measure Mister Crowsnest.............................................Monkey.............semi-intelligent. Even naughtier and more helpful Admiral Gato.....................................................Cat........................gives ship 1 benny.


Link to Whiskey-making scene from "Mr Roberts"

www.youtube.com/watch?v=PTQLBv8sgDI