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Online game:Who wants to buckle some swash?


hooligan x

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Re: Online game:Who wants to buckle some swash?

 

I am thinking of running a high-seas occult game on HeroCentral.

 

High seas . . . I've never understood what the "low seas" were supposed to be. Is this anything like that "highway robbery" that doesn't seem to offer any "low way" as an alternative?

 

Any nibbles?

 

Other than the giant sea monster taking large bites out of the ship and gulping them down, I suspect not :D

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Re: Online game:Who wants to buckle some swash?

 

More concept info:

 

The game will be set in the late 17th or early 18th century, depending on characters' backgrounds. The "Golden Age of Piracy" was just about done by the 1730s, so it will be set before then.

 

Expect a light-ish tone with some horror and melodrama. There will be anacronisms, both intentional and otherwise, so history buffs be warned.

 

The PCs will eventually end up on the Black Rose, a merchant ship with an unsavory reputation. Player characters need not be sailors, as the Rose seems to collect all manner of crew and passengers.

 

Because I encourage PCs to be of wildly varied backgrounds, there are no Everyman skills. Instead player spend a free 15 point "Everyman Pool" to reflect the character's origins. Pool expenditures will need to be justified

 

PCs can be anything from sailors or pirates to voudons and priests. All nationalities and sexes are welcome. PCs will be built as Heroic characters (50+50 disads). Normal Characteristic Maxima are in effect. Minor occult powers will need my approval (a good background will help).

 

I am a fan of ret-conning blank backgrounds so, if this bothers you, have your history and disads well defined. Those who LIKE the GM's chewtoy role may end up with more character driven sub-plots.

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Re: Online game:Who wants to buckle some swash?

 

Oh, the TIME! As a play-by post game, there will be no set time. I will usually check the threads by 6pm Connecticut time and respond, barring overtime, karaoke, or barfights. You need not check in every day, as I expect you all to have real lives. If the game hold for three days at phase 8, no biggie.

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Re: Online game:Who wants to buckle some swash?

 

I am thinking of running a high-seas occult game on HeroCentral. Think BtVS set in 1715 starring Errol Flynn. With pirates. What's not to like?

 

I might take a piece of that action. I'll have to think about it...

 

 

High seas . . . I've never understood what the "low seas" were supposed to be. Is this anything like that "highway robbery" that doesn't seem to offer any "low way" as an alternative?

 

The high seas are those seas not owned by any king or country (what we would call "International waters" today). Same root word as highway, which means a road that anyone is allowed to use, regardless of their allegiance.

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Re: Online game:Who wants to buckle some swash?

 

I can see lots of potential great company, I had PMed H.X offline and am interested.

 

Basically entertaining 3 possible characters, an arcana-lorist who's sort of a combo of HP Lovecraft and Giles (of Buffy), a swordswoman who has an ancestor's avenging soul in her (and whose ancestor was some sort of Zorro or monster-hunter type), or a sort of lusty, worldly man who has sleeping prophet sort of powers. Inclining towards one of the first two.

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Re: Online game:Who wants to buckle some swash?

 

Howzabout the luckiest guy in the world? He doesn't have any particular powers or amazing skills or anything, but just about anything that can go right for him, will go right for him. Of course, he refuses to believe any of it -- if he were so lucky, why would he keep getting into the terrible scrapes he's always finding himself in? The fact that he always manages to get out of these scrapes -- with skin more-or-less intact -- doesn't sway his disbelief one bit. :help:

 

Bill.

(I'm not sure how I'll build that on 50+50, but we'll see...) :ugly:

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Re: Online game:Who wants to buckle some swash?

 

Oh' date=' the TIME! As a play-by post game, there will be no set time. I will usually check the threads by 6pm Connecticut time and respond, barring overtime, karaoke, or barfights. You need not check in every day, as I expect you all to have real lives. If the game hold for three days at phase 8, no biggie.[/quote']

 

As a rough estimate, how many posts per week do you expect to be the norm?

 

I can commit to two or three, that's it.

 

Also, can you give me some rough benchmarks? I seldom run games at this level (my heroic games are generally 100+100 (or more)).

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Re: Online game:Who wants to buckle some swash?

 

While trying to build a sample character for this thread' date=' I found myself agreived by the miserly alocation of skill points. I have now revised the starting points to be [b']75/75 [/b]+ the 15 point 'Everyman Pool".

 

Is is okay to spend less than 15 points on non-skills? :whistle:

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Re: Online game:Who wants to buckle some swash?Here's a preview. Not entirely sure this is what I want. :DBroderick "Rick" VonFenrirVal Char Cost Roll Notes25 STR 20 14- Lift 800.0kg; 5d6 [5]12 DEX 6 11- OCV: 4/DCV: 420 CON 20 13-15 BODY 10 12-10 INT 0 11- PER Roll 11-10 EGO 0 11- ECV: 318 PRE 8 13- PRE Attack: 3 1/2d614 COM 2 12-9 PD 5 Total: 9 PD (0 rPD)4 ED 0 Total: 4 ED (0 rED)3 SPD 8 Phases: 4, 8, 129 REC 040 END 040 STUN 2 Total Characteristic Cost: 81Movement: Running: 6"/12" Leaping: 5"/10" Swimming: 2"/4"Cost Powers END10 Unafraid: (Total: 30 Active Cost, 10 Real Cost) +15 Mental Defense (17 points total) (15 Active Points); Only To Resist Fear (-2) (Real Cost: 5) plus Power Defense (15 points) (15 Active Points); Only To Resist Fear (-2) (Real Cost: 5)9 Skilled Brawler : (Total: 12 Active Cost, 9 Real Cost) HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 7) plus +1 OCV with HA (Real Cost: 2) 1Skills10 +2 with HTH Combat4 Animal Handler (Canines, Elephants, Equines) 13-3 Gambling (Blackjack, Chess, Poker) 11-3 High Society 13-3 Hoist 11-3 Linguist0 1) Language: English (idiomatic) (4 Active Points)2 2) Language: French (fluent conversation; literate) (3 Active Points)4 3) Language: German (idiomatic; literate) (5 Active Points)3 4) Language: Latin (completely fluent; literate) (4 Active Points)3 Oratory 13-2 PS: Stable Boy 11-2 PS: Strongman 11-3 Riding 11-3 Scholar1 1) KS: Family History (2 Active Points) 11-1 2) KS: Heraldry (2 Active Points) 11-1 3) KS: Norse Mythology (2 Active Points) 11-1 4) KS: Strongman Tricks (2 Active Points) 11-3 Seduction 13-2 Survival (Temperate/Subtropical) 11-1 TF: Carts & Carriages, Equines3 Trading 13-4 WF: Common Melee Weapons, Flintlocks, WheellocksTotal Powers & Skill Cost: 84Total Cost: 16590+ Disadvantages5 Distinctive Features: Tattoo of family crest on his right shoulder (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)0 Normal Characteristic Maxima10 Psychological Limitation: "Worships" the Norse Pantheon (Common, Moderate) Notes: More of a spiritualist than a religious man. He tends to make oaths and swears to the norse gods. It's fun and upsets some of the more "uptight" christians. 10 Psychological Limitation: Eye for the ladies (Common, Moderate)15 Psychological Limitation: Loves To Fight (Common, Strong)20 Psychological Limitation: Personal code of honor (fair play in combat and trade; treat all women with respect) (Common, Total)5 Reputation: comes from a "common" merchant family, 8-10 Rivalry: Professional and Romantic (Leon St. Pierre (another adventurer), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of RivalryTotal Disadvantage Points: 165Background/History: The VonFenrir (or Wolfe, as they were originally known) family has a rich tradition as warriors, hunters, soldiers, and mercenaries. As the world slowly began to change the VonFenrir tradition also began to include merchants, gamblers, and occasionally, "accidentially" selling their oldest sons into slavery to cover gambling debts. Broderick was sold to a passing circus to cover his father's tab. He spent six years cleaning up after animals. As he grew, his strength became readily apparent and he was taught the tricks of the strogman trade. He had just turned eighteen when his father lucked into a small fortune. His debt was paid and Broderick was returned. Broderick was then trained in the family trades. He had a flair for business, being smart if not super quick witted. He had an engaging personality and was groomed to become his father's "herald" or top sales associate. In his brief tenure as a merchant "noble", he has met and immediately disliked a noble born merchant, the bougrois pig, Leon St. Pierre. Personality/Motivation: To put it succinctly, Broderick hates his family. However, he is something of a romantic pragmatist, and realizes that having a family name and history is important in the modern world. He's actually very good with people and can put on convincing "airs". Broderick sees himself as an honorable man and has a very chivalric styled code of conduct. He also is something of a skirt chaser. Beautiful women are his weakness.

Quote: I would not cross the family of wolves, were I you. Powers/Tactics: thouhg he is trained with weapon use, Broderick is a brawler first, second, and probably third. He has unnatural courage (his Unafraid ability) and uncanny fighting skill. His strength is nigh legendary and he's quite tough. Future exp will go towards low level "Brick Tricks". Campaign Use: Appearance: Roderick VonFenrir is a tall, powerfully built, young man. He has his family crest tattooed on his right shoulder. Though he has the family build and power, Broderick lacks the family "face". He has something of a pretty boy look about him. He is seemingly incapable of growing facial hair. He wears his hair long, braiding it in the back. His favorite colors are dark gray, black and lighter grays with silver jewelry or accents. He often wears a rimmed hat.

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Re: Online game:Who wants to buckle some swash?

 

I'm going to just riff on the 3 ideas briefly, I meant to write something up and narrow it down the other day but I didn't. Anyone is welcome to comment on which character they prefer - in fact, please do so, I'm not sure whom I want to play:

 

Character Idea 1

 

As Chester Quayle Livingston set foot in Port-au-Prince he felt a shiver despite the fetid heat and the pressing bodies around him. The gathering clouds, he knew, were no mere storm, no simple hurricane with mundane destruction in the offing, but a sign of Things To Come, of the Destructive Forces of Arcana gathering. To others, the warm breeze gave slight respite from the oppressive humidity, but it cooled Chester's profane blood intolerably. He thought to himself, "Curses upon the demonic transfusion! May my wretched soul be racked for centuries!"

 

But his purpose was upon him, so he soldiered on. An old woman, an African he supposed by her skin and mannerism, shouted something strange at him. At first he blocked his ears, fearing the voodoo of the region, but then curiousity overcame him. As he listened, the words were not African, but were Sanskrit, badly spoken, but still Sanskrit. She shriecked the dreaded vowels of the Sanctoria of Facts, and Chester's eyes widened. He pulled out of his coat a sygil and held it up, rushing against her face, hoping she would be afraid of coming into contact with it. Immediately the people about them began to scream, a couple falling on the ground in convulsions.

 

Despite her language, Chester said loudly (not screamed, he never screams except when truly out of control), "Old woman, stand down! This is not the place and you will be incinerated by the powers of the Oldest Scion!"

 

She stopped her chanting and backed off, spitting out in a barely-understandable accent, "Git t' the slaves! Git t' the slaves!"

 

He looked at her blankly. "Good woman, short uninformative commands are not effective communications. I'd sooner get myself to a nunnery than cavort with slaves. Now, do tell, there is some purpose beyond your wanting me to keep the company of those doomed to a life of toil and misery, and I demand to know it, do not play games with me, I am not to be troubled!" Still, for all his effort, his voice quavered. He had one more card up his sleeve though, as he leaned forward, putting his sygil behind him so as to allow them proximity, and whispered, "Or do you want me to shout your true name, Queen Abla? Yes, I recognize you now."

 

She tugged at his sleeves. This was hardly appropriate, he thought, but he allowed her to lead him along, feeling a tad like he was being pulled along by his nana when he was a young boy...

 

Character Idea 2 (btw, credit to Rod Currie because I got the idea based on a scenario of his I played at a con)

 

From the Diary of Maria Conzuela Alvaria (name to be changed)

 

Father treats me so unfairly! I will not be married until I am ready, and I am not ready. I enjoy the affairs of the estate, I am entitled. I will socialize as I desire. He's so 15th century!

 

Of course it would be easier if he understood that charming these men is simply a way to find which bastard has been the rapist that the women only dare whisper about. Oh, my whole hand twitches for vengeance! Grandmother, be patient, it will come, I will run him through.

 

But I can have fun at the same time! Grandma, do not try to make my heart so heavy or force my father to find me when you do not like my choices! I will speak with whom I please and will avoid the escort when I so desire, I am not your puppet!

 

But enough of this, it is time to take off the courtly dresses and to don the black outfit of the night! Time for La Gato to roam!

 

(end of diary entry)

 

"Who's there?" Maria demanded as insistent knocking shook the door.

 

No answer.

 

Maria smiled. "Good," she thought. "Please," she said through the door, "I am not proper, you must wait." And she moved into position...

 

Predictably, the door flew open. She extinguished the candle as quickly, and threw a dagger back at the door, not at the person intruding but at an angle to force the door to shut, so as to kill the light from the hallway.

 

Maria muttered, "Grandmother, watch my back!" She hoped she could sense her ancestor's guiding hand, for it was not as if she could see any better than the average person...she just had the guidance of sensing strange sounds and feelings, the direction provided by her long-dead grandmother's spirit.

 

She could hear the intruder clearly in the total darkness, and moved to his side, her sword drawn but not yet employed, and whispered, "So you come to court me? How romantic! Be wary of your jewels, though..."

 

And she raised the point of her foil to his most delicate of areas as she felt her hand guided.

 

But he was also quick, and his hand lashed out too fast for her, knocking her across the room. She knew not to scream, she wanted to finish this herself. And she mused, "What a stupid man! Better to have pulled me close!"

 

She stalked like a cat, feeling gentle strange breezes around her body, telling her where to go. She felt around her and found a small jewel box. She gently tossed it so that it landed on the other side of the room, distracting the thug.

 

As the man lunged in the direction of the sound, she took advantage of his sound and the guidance she received to move to his back, pulling her sword around to push it against his throat in front. She grabbed his hair, too, and hissed into his ear, "Is this the day you choose to die? Go ahead, move, and it will be done quickly and mercifully - a better execution than you deserve!"

 

I'll do the other one later.

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Re: Online game:Who wants to buckle some swash?

 

FELIX CHANCE

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 1/2d6; [3]

13 DEX 9 12- OCV 4 DCV 4

13 CON 6 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

14 EGO 8 12- ECV: 5

13/18 PRE 3 12-/13- PRE Attack: 2 1/2d6

14 COM 2 12-

4/7 PD 1 Total: 4/7 PD (0/3 rPD)

4/7 ED 1 Total: 4/7 ED (0/3 rED)

3 SPD 7 Phases: 4, 8, 12

6 REC 0

30 END 2

25 STUN 1 Total Characteristic Cost: 46

 

Movement: Running: 9" / 18"

Swimming: 2" / 4"

Leaping: 2 1/2"

 

Cost Powers END

30 Luckiest Guy Alive: Luck 6d6 0

8 Bad Luck For You: Change Environment 1" Radius, -2 to DCV, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); No Range (-1/2), No Conscious Control (Cannot Control Effects; -1) 0

6 Quick on his Feet: Running +3" 0

2 He's Seen Everything: +5 PRE (5 Active Points); Only to Resist PRE Attacks (-1) 0

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

20 It's Better to be Good Than Lucky: Overall Skill Levels +2

3 Breakfall 12-

3 Climbing

3 Concealment 12-

3 Conversation 12-

2 Language: French (conversant)

2 Language: Spanish (conversant)

3 Persuasion 12-

3 Shadowing 12-

3 Stealth 12-

3 Survival 12-

4 WF: Common Melee Weapons, Early Firearms

 

Everysailor Skills:

0 1) AK: The Caribbean Sea 11-

0 2) FAM: Acting 8-

0 5) FAM: Contortionist 8-

0 3) FAM: Deduction 8-

0 4) FAM: Paramedics 8-

0 7) PS: Carpenter 11-

0 6) PS: Sailor 11-

0 8) TF: Large wind-powered boats

0 9) Language: English (native)

 

Total Powers & Skill Cost: 104

Total Cost: 150

 

75+ Disadvantages

10 Distinctive Features: Aura of Enchantment (Not Concealable, Noticed & Recognized, Only Detectable by Unusual Senses)

15 Psychological Limitation: Code of Heroism (Common, Strong)

10 Psychological Limitation: Underconfident; Unsure of Self (Common, Moderate)

10 Psychological Limitation: Hates Getting Involved in Mysteries But Finds Himself Irresistibly Drawn to Them (Common, Moderate)

10 Reputation: Weirdo; Strange Things Happen When He's Around, 11-

5 Social Limitation: Commoner (Frequently, Minor, Not Limiting In Some Cultures)

15 Weirdness Magnet

0 Experience Points

Total Disadvantage Points: 150

 

Background/History: In his short 19 years on this planet, Felix has gone on more than his share of adventures. No, let me rephrase that – he's been dragged along unwittingly on more than his share of adventures.

 

Though just a common sailor and ship's carpenter by trade – a profession that should by all rights be as dull as dishwater – he has been captured by pirates (7 times!), survived a hurricane of fire, fallen off the edge of the world, helped lay the crew of a ghost-ship to rest, assisted in the rescue of the deposed King of France from kidnappers, battled against the undead, been swallowed (and regurgitated) by a giant sea serpent, and even played chess with King Neptune (won one match, lost two).

 

Poor Felix is beginning to think he's cursed or something.

 

And yet, despite everything the world has thrown against him, he's managed to survive it all. Unfortunately, he's developed a reputation as a person who attracts trouble, and wise men don't want anything to do with him. It's getting harder to find decent paying work, so that's why he's signed aboard with this mysterious captain – despite the unshakable feeling that there's something odd about this ship…

 

Personality/Motivation: Despite the horrors he's seen and the hardships he's endured, Felix is still generally happy with his life. He tries his very hardest to avoid trouble – and mundane trouble he has absolutely no trouble with at all. But trouble of the unexplainable, supernatural, or just plain weird variety… it doesn't matter what he does, he can't help but find himself drawn into it. He always feels rather overwhelmed by it all, and strange things tend to destroy his sense of confidence, but when trouble strikes is there in the thick of it. God help him.

 

Quote: "That wasn't luck – that was skill!"

 

Powers/Tactics: Felix is a passable fighter (he learned his skills through years of unwilling practice), but he's no front-line warrior. He would prefer to talk his way out of danger – in fact, he'd prefer to avoid danger altogether, but that's not always possible. That's why he's learned that it's good to make friends. Big friends, who carry large weapons, and (with any luck) you owe money to so they have a reason to keep you alive. =;)

 

Campaign Use: Felix Chance is the luckiest man alive. He seems to be just an ordinary guy; he doesn't have any particular powers or amazing skills – but just about anything that can go right for him, will go right for him.

 

Of course, he refuses to believe any of it – if he were so lucky, why would he keep getting into the terrible scrapes he's always finding himself in? The fact that he always manages to get out of these scrapes – with skin more-or-less intact – doesn't sway his disbelief one bit.

 

Apart from his amazing and inexplicable luck, he's an ordinary guy who just wants to lead an ordinary life. Though he himself is no hero, he'd make a great cleanup-hitter/support character for the hero.

 

Appearance: Felix is a good looking man of about 19, with short brown hair and bright green eyes. When he's happy, he has a winning smile and his eyes sparkle with amusement; when he's unhappy, his features take on a dark and downtrodden cast. He's a commoner without much to his name, but he dresses as well as he can, preferring darker earthtones. He frequently carries various lucky charms with him, in the (mistaken) belief that they will bring him good fortune.

 

Equipment: Leather Jacket, Rapier, Dagger, Carpentry Tools

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