Difference between revisions of "Treasure Islands"

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! 6
 
! 6
 
| Folk Encounter||  
 
| Folk Encounter||  
2. froglins <br/>
+
 
3-4. killer pirates, murderers <br/>
+
2-4. killer pirates <br/>
 
5. press gang <br/>
 
5. press gang <br/>
 
6. Castaway/ wreck survivor (roll 2d6 for import) <br/>
 
6. Castaway/ wreck survivor (roll 2d6 for import) <br/>

Revision as of 16:50, 29 August 2017

Interest/Recruitment thread

IC/OOC thread

Setting

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.

In a tiny cove, Blue Bay, a bustling pirate town of ex-pirates and beachcombers seeks to prosper. Brawling, scheming, rum-soaked rascals, these sea scum don't trust each other as far as they could throw a manatee. But many there, including its leaders, observe Captain M's Twelve Point Code. They are as a result less inclined to senseless violence than the cutthroats of nearby Port Superb, a larger rival pirate city ruled by the monstrous Mad Jake the Shark.

The islands are no longer the bustling hive of piracy that they once were. Treasure ships still run westward from the Golden Empire (=not Incas), but since its Emperor signed a treaty between Cornwall, Castilia and the Western Empire, far fewer and more heavily escorted fleets pass through the islands. Some of the pirates have packed up and gone home. Others, attached to the coves and jungle-clad hills, have turned to beach-combing, fishing and even (land-lubbers!) farming. A few brave souls have turned their attention to the weird, spookily empty ruins of the nearby jungles. Concealed by weird magic, guarded by ghost and monsters, defended with ingenious traps, most early treasure hunters perished in their clumsy expeditions. But now a class of delvers has emerged who are gaining some skill in broaching these places and prising treasures from their ingenious architects.

The world is a dangerous and even dark place but with less outright bleakness than the "real" Caribbean. The Golden Empire trades equably after a period of plunder. There are plantations, but most are farmed by settlers or impressed labour from the colonists' own countries. The pirates are cutthroats and rogues who make their prisoners walk the plank. But there has been no smallpox, slavery or genocide.

Peoples

Cornish or Castillo (i.e. alt. Cornish, Welsh, Breton; or alt. Spanish, Portugese). Beachcombers, ex-pirates, or runaways from some dark past in their home nation. Carry hyper-Cornish or Iberian names like Barnaby Polbarrow, Jem Disney, Pedro da Silva, etc. Dress in the Jacobean fashion of Treasure Island era folk.

Froglins. These frog-like humanoids live in the deeper woods and marshes of the islands. Some tribes are friendly to outsiders, others hostile; all are naturally curious, leading to either eager trade or constant low key raids, can be quite elusive when they don't want to be disturbed, and will defend their homes with vicious guerrilla tactics when threatened.

Small: Froglins are the size of goblins or halflings, up to 4' tall, so have Size -1 and thus Toughness -1.
Amphibian: Can't drown, Swimming at d6 for free, swimming speed equal to Pace.
Arboreal: Climbing at d6 for free, climb speed equal to Pace; jump distance equal to Pace, or half Pace from a dead stop.

Golden Empire folk. Fierce warriors, traders and priests of the Golden Empire (alt. Inca) to the west, which is now at peace with the newcomers after stemming their invasion. Few stray eastwards from their Empire, so those present in the islands tend to be mercenaries, heretics or criminals.

Natives. Low-tech tribal types who inhabit the nearby jungles. Silent empaths who tend shrines close to the Silver People (alt. Toltec, Mayan) ruins that dot the islands. More women are born than men. Many have non-violent Psionic powers.

Monkeys and parrots are intelligent - almost humanly so - pets.

Characters

Ix'balam

The daughter of an eastern sailor and a woman of the Silver People, born and raised among her mother's people and trained from an early age in their mystic arts. Always a precocious and secretive child, her mixed heritage and strange behavior endeared her neither to the natives of the islands nor to the foreign settlers, even before she grew up and somehow learned the taboo skill of skinwalking, seemingly all on her own. She eventually left home to join the treasure hunters with the hope that her absence would make things easier for her mother, finding that the community of rogues and outcasts seemed the only people she wasn't particularly unwelcome among, and has since come to quite enjoy her infamy - if anything, among such peers of generally ill repute it's a badge of honor.

Though generally very calm and pleasant once you get past her creepier quirks, like the skeletal body paint she always wears, she can sometimes show a bit of a manic edge and carries personal grudges with downright frightening patience.

Her name is pronounced ish-bah-lum and means "Jaguar Woman", which is fitting, though not necessarily a compliment. The pirates tend to call her Ish for short; that part of her name is a generic feminine and/or diminutive prefix, so they're basically just calling her "Girl", but it amuses her enough that she doesn't bother correcting them.

Ixtab by schwarzer todt-d2xtqmb.png
Attributes
Agility d6
Smarts d8 (+2 for Test of Wills)
Spirit d8 (+2 for Test of Wills)
Strength d6
Vigor d6
Charisma -2 (0 among the treasure hunters)
Pace 6" (12yrds)
Parry 4
Toughness 5
Skills
Fighting d4
Healing d4
Intimidation d6+2
Notice d6
Psionics d8
Shooting d4
Stealth d6
Survival d4
Taunt d6+2
Edges
Arcane Background (Psionics)
Lucky
Strong-Willed
Hindrances
Curious (major; in it more for the fun and secrets than the treasure)
Outsider (minor; daughter of two peoples, and neither know what to think of her)
Vengeful (minor; she keeps a List and you don't want to be on it)
Powers
Boost/Lower Trait
Shape Change (into a coral snake, fruit bat, ocelot, octopus, quetzal, spider monkey, or tree frog)
Summon Ally
Possessions
Fluffy shirt, baggy breeches, goat hide sandals, feathered belt
Bunch of gold jewelry and piercings
Bone dice
Dozen pieces of eight
Cutlass (Str+d6)
Obsidian knife (Str+d4)
3 Pistols (2d6+1, 5/10/20) and 6 "apostles"
Experience
XP: 5
Rank: Novice
1st Advance: raised Spirit to d8

Kane Dredmore

Kane does not remember much of his childhood other than hunger and always fighting or running from bigger kids. His quick hands saved him on more than one encounter. Kane grew up with the street kids of a large city. Spent several stints in orphanages but always escaped or was thrown out for fighting. At the age of 13 he joined up with a gang of hoodlums that controlled the docks. He learned a lot about ships and also became an enforcer due to his natural fighting ability.

At the age of 16 Kane was pressed into the crew of a Cornish Sloop that headed to the Caribbean. Things went bad from the first day, when the ships Sergeant at Arms tried to wake Kane up. Kane knocked the Sergeant out with one punch. Things just got worse from there. It was determined that Kane would join the ships marines instead of becoming a sailor. The next 4 years was pure hell. Kane did not fit into navy life. After several floggings and uncountable disciplinary actions Kane lead the mutiny on the sloop. With his own hands he killed the Captain and took his hat. Unfortunately shortly after mutiny succeeded the ship was lost in a storm and only a few survived.

Kane ended up in Blue Bay with nothing other than his uniform (that had seen better days) the Sergeant's musket, Captain's hat and a few coins in his pouch.

Kane dredmore.jpg
Attributes
Agility - d10
Smarts - d6
Spirit - d4
Strength - d6
Vigor - d6
Charisma - 0
Pace - 6"
Parry - 7
Toughness - 5
Skills
Boating - d6
Fighting - d10
Notice - d6
Shooting - d10 (+1 with his musket)
Stealth - d6
Swimming - d6
Throwing - d4
Edges
Lucky (refresh with 1 extra favour)
Musketeer (Reload in 1 round)
Trademark Weapon (Cornish Marine Musket - "Retribution")
Hindrances
Illiterate (Minor)
Squanderous (Minor)
Wanted (Major - Cornish Navy - Murder, Mutiny, and Desertion)
Equipment
Cornish Marine Musket with Bayonet
Tattered and faded Cornish Marine Uniform
Well used Cornish Marine crossbelt and backpack
Cornish Ship Captain's Tricorn Hat with Feather Plume
Cash: 12 PoE
Experience
XP: 5
Rank: Novice
1st Advance: +1 Shooting, +1 Fighting

Maria

Maria was a promising journeyman swordsmith in a city back in Castilia, but the master of the city's blacksmith guild had it out for her... And he really had it out for her once he found out what she'd been doing with his daughter. Fleeing to the colonies first as a ship's blacksmith and now a wandering journeyman on the island, she rarely stays in one place for long, as there's always something (or someone) right down the next road. She's joined several expeditions in the past, as much to explore as to get away from it all, and is now a fairly experienced digger.

Pirate smith.jpg
Attributes
Agility d8
Smarts d8
Spirit d4
Strength d8
Vigor d6
Charisma 0
Pace 6
Parry 6 (5)
Toughness 5 (6)
Skills
Climbing d6
Fighting d8
Notice d8 (-2 for hearing only, +2 when delving)
Repair d10
*Lockpicking d8 (+2 when delving)
Shooting d6
Stealth (default d4, +2 when delving)
Edges
Jury-Rigger (McGyver)
Digger
Lucky
Hindrances
Curious (Major)
Stubborn (Minor)
Hard of Hearing (Minor)
Equipment
Leather armor (+1 toughness)
Sledgehammer (as Large Club, str+d8 damage, -1 parry)
Sling (str+d4)
Toolkit (for smithing, disabling devices, doors, etc)
Backpack
Canteen
Crowbar
Flint & steel
20' rope
Shovel
20 sling stones
2 torches
1 whetstone
$79 left for adventuring sundries
Experience
XP: 5
Rank: Novice
1st Advance: Digger

Woody

Woody doesn't even have a wooden leg but the name has stuck and no one really knows why. Lord Guv'na Mayberry, monkey companion in cobbled together tiny naval officer regalia, sits ever vigilant in his naval uniform on Woody's shoulder keeping the old man's thin grey hair lice free. He can be a cantankerous old coot unless you afford the Lord Guv'na the proper respect. Usually found at his 'farm' on the beach he often comes into the dockside village to gamble and restock his rum.

The man who would become Woody was born Clark Tarrinton V, and he had performed every job you could on a ship save for mate or captain but eventually became a navigator. He was always enamored with the tales of buried treasure and ruined temples which became his focus but he had never actually found any, despite his efforts. His quarters were laden with old scrolls, obtuse maps filled with riddle and metaphor featuring scribbled notes and coordinates in his own scrawling hand, bookcases loaded with all manner of myth, legend, and historical work.

As these things often go the ship capsized in a bad storm and he woke on this island. For reasons beyond him the island's population of monkeys took to him, especially one in particular. The monkeys cared for Clark and, already many years past his prime at the time of the shipwreck, over the following years marooned in relative solitude he slowly lost his mind.

In the intervening years before finding civilization he took up seashell farming, met the indigenous people of the island, and learned their ways and stories (which ended up restoring some of himself). More years have passed and now the man nicknamed 'Woody' by the residents of Blue Bay resides in a small hut along the shore spending his days 'farming' and chatting with monkeys. Those in the know though respect the old man for his incredible knowledge of languages, the stars, the sea, legends, and code breaking.

Woody charges in seashells and books and he's amassed quite a collection.

Known Languages: English (free), Spanish, French, Local Slang, indigenous people's common tongue, indig. people's next common dialect, Monkey, 2 more

Attributes
Agility d4
Smarts d8
Spirit d8
Strength d4
Vigor d4
Pace: 5"
Charisma: -1
Parry: 4
Toughness: 4
Skills
Boating (Agi): d6
Fighting (Agi): d4
Gambling (Smarts): d4
Healing (Smarts): d6
Investigation (Smarts): d4
Know, Cyphers (Smarts): d8
Know, History (Smarts): d8
Notice (Smarts): d8
Shooting (Agi): d4
Streetwise (Smarts): d4
Swimming (Agi): d4
Survival (Smarts): d6 (situational +2)
Hindrances
Curious (major)
Elderly (major)
Habit (minor; demands that people give his dressed monkey companion, Lord Mayberry, the proper respect befitting an officer and noble of his station deserves)
Quirk (minor; loves his seashells, can be very distracted with adding to his farm)
Edges
Beast Master
Linguist
Lucky
Old Salt
Equipment
Driftwood Cane (2d4)
Rusty flintlock pistol (2d6, Special: antique masterpiece +1 shooting, misfire on Shooting *or* Wild die natural 1)
Old stained and tattered blue and white striped short pantaloons (shorts), loose sweaty yellowish/white undershirt, and a ratty vest covered in old tarnished stolen medals
The Lord Guv'na Mayberry Thornpop III
(Extra) Climb d6+2, Notice d6, Pickpocket d6
Can follow pretty sophisticated commands as though he had the intelligence of a human child.
Experience
XP: 5
Rank: Novice
1st Advance: gained Linguist edge

Rules

One Benny Favour start, regular refresh. Favours 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.

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.

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).

Arcane background. Local (Silver Folk) natives only can have Psionic powers.

No soak roll!

Three fails rule. Three fails earns a favour if at least one of these fails is portrayed amusingly.

New Edges

Digger (Novice, Sm d6, Ag d6) The character has tried their hand at exploring Toltec ruins and knows something of their lore, traps. +2 to notice, stealth and lockpicking rolls that represent interactions with ruin puzzles, traps, locks, etc.

Knows His/Her Beetles (Novice, Sm or Sp d6, Gambling d6) The character gets a free re-roll on gambling beetle races and fights, an important form of gambling among pirates and the local civilisations.

Castaway (was Old Salt) (Novice, Sm d6, Boating d6, Survival d6; character cannot be youthful) The character has endured a hard long life on the ocean wave and become only too familiar with its reefs and islands. You get +2 for survival rolls made in sea, coastal or island environs. This roll can be used for instrument-less navigation and ropework involving devious knots. The usual +2 for Common Knowledge bonus applies regarding currents, stars, nautical howdeyedo, maritime and island fauna, plants, poisons, native cultures etc.

Sea Legs (Novice, Sm d6, Ag d6) This person may have lost some of their sea legs (or not quite yet gained them), but knows their way round a ship. Can use their Agility at -1 die, for Boating and Climbing rigging; and their Smarts -1 die for Notice and Repair when these skills are used for on-board activities like scanning the horizon, and tying ropes.

New Hindrances

Heroic, Code of Honour (major) not encouraged among pirates.

Dandy (minor) The character is obsessed by finery and spends at least a third of treasure on fine canes, hats, swords, etc. If a king’s ransom if taken, a pirate palace with liveried servants.

Pirates' Code (minor) This is not a complete moral code, rather it mitigates against the worst excesses of pirate behaviour. Share treasure fairly (a bit of sly pocketing aside), offer quarter but take full vengeance if refused, help a stranger once. Don’t shoot a fellow pirate in the back. Unless they are very annoying.

Rascal (minor or major) If major, the pirate cannot help but pickpocket, steal and betray whenever a good opportunity presents itself. As a lesser hindrance, they are more likely to refrain from most grievous forms of treachery if their regular allies are involved-but will still be unable to resist powerful temptations!

Spendthrift (minor) At least a third of monies disappears in the direction of grog, beetle racing, exotic dancers, and the like.

Superstitious (minor or major) The pirate has a superstitious fear of curses, ghost, omens and the like.

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.

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.

Add +1 for each success and raise on the same roll to determine an additional weekly find/ event.

Additional Weekly Find/Event
Roll 2d6 (with mods) Event/ Find Details of Event: Roll 2d6 again (no mods)
2 Peril

2. Yaaaargh! tidal wave or waterspout.
3-4. Sea snatch. sea serpent, dragon turtle, giant squid, etc.
5-6. Froglins
7-8. Grabber crabs
9-10. Jungle creature. Jaguar, large snake, giant bats, etc.
11-12. Natural threat. Quicksand , rising tide, cliff fall


3-5 Empty Beaches

Few or no finds: 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
5. press gang
6. Castaway/ wreck survivor (roll 2d6 for import)
7. expert beachcombers
8. hunter, trader or explorer
9. digger
10. friendly natives
11. Local VIP
12. Worldwide VIP

7 Driftwood

2-6. enough good wood to make (use 'repair') implements or furniture
7-8. enough good wood to make (use 'repair') a shack
9-10. enough good wood to make (use 'repair') a dinghy
11-12. rare good wood

8-9 Natural bounty

2-3. abelone, sellable shells 1d6*1d6 PoE
4-6. whale blubber, fine oil 2d6*1d6 PoE
7-9. sellable delicacies (turtles' eggs, sea urchins, etc.) 3d6*1d6 PoE
10-11. healing herbs, magical kelp. 'Healing' makes medicine.
12. site for pearl diving. Swimming *100 PoE, except fail. Fumble causes drowning.

10 Wreckage

2-4. reparable nets
5. buoy
6-8. reparable sails
9. wreckage item: e.g. capstan, wheel, rudder
10. mast
11. wreck, barely reparable
12. wreck, reparable

11 Cargo

2. bottle, beer
3. bottle, grog
4. bottle, good rum
5. bottle, fine liquor
6. barrel, good beer
7. barrel, good rum
8. crate, useful goods
9. crate, fine goods
10. beach full of cargo ; roll 0-2 of each above
11. chest , valuables
12. chest, treasure

12 Treasures and wonders

2-3. ambergris
4. message in a bottle (roll 2d6 for import)
5. sporting mermaids, nereids, etc
6. potion
7. genie in a bottle type business
8. magic staff, fiddle or such
9. sacred rockpool, glade, cove, etc.
10. sapient animal or friendly monster
11. supernatural entity, minor
12. supernatural entity, major