Difference between revisions of "The Voyage of the Caveat"

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(The Crew)
(The Ship)
Line 18: Line 18:
 
*10 Air Marines
 
*10 Air Marines
  
=The Ship=
+
=The Good Ship Caveat Emptor=
 
 
The ship currently has the following bought resources:
 
 
*Cabin, Standard (Captain's Cabin) (3 ARPs)
 
*Marine Quarters (5 ARPs)
 
*Sails (1 ARP)
 
*Sickbay (5 ARPs)
 
*Weapons Locker (3 ARPs)
 
*Workshop (4 ARPs)
 
 
Weapons:
 
*20 Small Cannon (20 ARPs)
 
*4 Grappling Hook Launchers (8 ARPs)
 
 
For a total of 50 ARPs
 
  
 +
Jervis & Bottingly Tigerfish Class (Modified)
 +
*'''Handling:''' 8
 +
*'''Movement:''' 100mph
 +
*'''Armour Points:''' 5
 +
*'''Crew:''' 50/40
 +
*Resource Space: 50/50
 +
*'''Range:''' 1,500 miles
 +
*'''Fixed Cargo Space:''' 50
 +
*'''Cost:''' He15,830
 +
*'''Resources:'''
 +
**Grappling Hooks (4)
 +
**Marine Quarters
 +
**Sails
 +
**Sickbay
 +
**Small Cannon (20)
 +
**Standard Cabin
 +
**Weapons Locker
 +
**Workshop
  
 +
*Weapons: Small Cannon (20) (10 per side)
 +
*Broadside Damage: 100
 +
*Health: 17 Health Dice
  
 
=Ships Charter=
 
=Ships Charter=

Revision as of 16:06, 10 December 2011

Setting

The game system is "Abney Park's Air Pirates" based off of the Victoriana core rules.

GMed by prankster_dragon

The Crew

The Ships officers include:


Crew includes:

  • 50 Able Bodied seamen
  • 10 Air Marines

The Good Ship Caveat Emptor

Jervis & Bottingly Tigerfish Class (Modified)

  • Handling: 8
  • Movement: 100mph
  • Armour Points: 5
  • Crew: 50/40
  • Resource Space: 50/50
  • Range: 1,500 miles
  • Fixed Cargo Space: 50
  • Cost: He15,830
  • Resources:
    • Grappling Hooks (4)
    • Marine Quarters
    • Sails
    • Sickbay
    • Small Cannon (20)
    • Standard Cabin
    • Weapons Locker
    • Workshop
  • Weapons: Small Cannon (20) (10 per side)
  • Broadside Damage: 100
  • Health: 17 Health Dice

Ships Charter

(Tentative)

Loot is distributed as follows

  • Captain: 2 Shares (About 2.9%)
  • The Ship: 1.5 Shares (About 2.2%)
  • First Mate: 1.5 Shares (About 2.2%)
  • Officers: 1.25 Shares (About 1.8%)
  • Crew: 1 Share (About 1.45%)

Additional payouts as follow:

  • Crew get a bonus .25 share if they are seriously injured in an engagement but fully recoverable
  • Crew can vote over what a payout would be for a permanent crippling injury or survival benefits
  • Any deceased crew who doesn't file a last will and testament with the bursar will have his belongings default to the ship upon his/her/its death.


From the Typical agreement (p189)

  • Every pirate has a vote in the running of things.
  • Every pirate has the right to food and strong liquor, unless scarcity forces a vote to forbid it.
  • Each pirate has a right to a share of the booty, as agreed. If any pirate steals the common booty they shall be marooned in a deserted place. If any pirate steals from another he shall be cut with a blade and let off at the nearest pirate port.
  • Every pirate must keep their weapons in good order.
  • Desertion in battle shall be punished by death or marooning.
  • No fighting aloft. Any quarrel between crew-mates to be settled on land with cutlass and steampistol.
  • Mutiny shall be punished by death or marooning.

Ammendments:

  • No gambling on the ship and no drinking on duty.
  • No fraternizing with your fellow shipmates on ship.

NPC's

Gameplay

We use Invisible castle for die rolls

1d6.open(6) will reroll any 6 e.g. 9d6.extra(6) → [2,2,4,4,3,4,5,2,[6, 2]] = (34)

As for Black Dice, the IC roller lets you make multiple rolls at once.