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Thread: Pirate Hero

  1. #16
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    Re: Pirate Hero

    I did consider one roughly based on Puzzle Pirates--Pirates of the Cerculean Ocean--but as I wanted it to be a community-created setting, it never really got past the planning stage.

    I still like my idea of a cursed pirate commanding his crew of weresharks in the name of Poesidon as a antagonist, though.
    <The Rose> I also have the PS: Human.
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  2. #17
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    Re: Pirate Hero

    Being new to the system, could someone tell me where to find boat combat? Or how to create one?

  3. #18
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    Re: Pirate Hero

    That'd just be standard vehicle combat, which is basically standard character combat. 6E2 is the book to read .
    "Things would be much better if more things were on fire." -- lemming

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  4. #19
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    Re: Pirate Hero

    I think the move, hit location, arms and stuff could be a bit different. A sailing ship is a significantly different beast than a car. I think it might be interesting to wrap some kind of detail around the move based on wind, combat on rough seas etc. Even the Disney's Pirates could be a good source for a cool set of adventures. They certainly have magic enough.

  5. #20
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    Re: Pirate Hero

    Wind should definitely be a factor, but generally it affects speed in certain directions. Two similarly rigged ships sailing at the same point of sail will go the same proportion of their ideal speed, so technically speaking, it can often be handwaved. Exceptions to the hand-waving being that fore-and-aft rigged ships sail into the wind better than square-rigged ships, single-masted ships sail directly downwind faster than multiple-masted ships (with more than one mast, some of the sails get obscured from the wind when moving directly downwind), and obstacles (sandbars, reefs, shorelines, etc) could make wind direction a little more important than in an open ocean battle.

    EDIT:
    Here's a little bit I came up with for rough seas combat:

    Naval Gunfire:
    Because of the action of the ocean's waves in rocking the ship, gunners on a ship suffer an additional RMod penalty equal to (the wind's Beaufort number minus 4) x2. For example, in a gentle breeze (Beaufort number 3) the penalty would be (3-4 = -1 which is less than 0) no penalty at all, but in a strong gale (Beaufort number 9) the penalty would be (9-4 = 5 x 2 =10) -10 to all RMods.
    Last edited by Captain Obvious; Mar 24th, '12 at 08:17 AM.
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  6. #21
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    Re: Pirate Hero

    What does magic look like on the high seas? Certainly some kind of island/nature based. What about Thaumaturgical? I feel a campaign coming on....

  7. #22
    Midas is offline Lord of mulish creatures Junior Member
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    Re: Pirate Hero

    Well, the guy with the right strength of wind in the right direction will get as much respect as the fireball expert. Magical Navigators will be really popular, too.

  8. #23
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    Re: Pirate Hero

    I've been marginally aware of Dino-Pirates of Ninja Island, but never paid much attention to it. For some reason I looked at their website today, and I thought these islands could be useful in nearly any pirate-themed campaign, with various tweaks to the over-the-top fantasy.
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