4be6ce No.52836 [View All]
Seas of Blood and Glory - An Age of Sail Herobuilder/Crewbuilder
Fifty years ago, the brave explorer Saint Emmeric sailed westward in hopes of finding a passage to the Orient. What he found was an entirely new world, filled with beastmen, giants, vampires, magic, monsters and most importantly treasure. This launched an exodus by the great nations of Meridia known as the Colonial Powers, who travelled westward in search of new territories, new riches and new glory. The Castellonians were the first to arrive, seeking gold along with great and powerful artifacts from the mystical continent of Aztlan. Next came the Tortuguese, the Castellonians' neighbors and close allies, seeking to gain some treasure and territory for themselves. The Franciscans, Barthelonians and Hallandians would inevitably follow, all forming their own settlements and carving up parts of the New World for themselves. All the while, the original inhabitants of the New World struggle to cope with the onslaught of these new, powerful nations and pirates and criminals have taken advantage of the relative lawlessness of the New World and turned the seas into their hunting grounds to prey on the weak and lay claim to their treasure.
You are one of the people who has somehow ended up here in the New World, perhaps as a native of these lands or as a bright-eyed newcomer eager to make his fortune here. What role will you play in this new world? Will you be a brave native who saves his people from extermination and subjugation, or will you be the one that conquers them? Will you say "Fuck it" and rob both sides blind instead? It's all up to you.
Welcome to Seas of Blood and Glory! To begin please read the lore and rules pastebins found at the bottom of this post and then fill out this character sheet. (Note: I'm only accepting a maximum of 10 players, players who want to join after the 10 player mark has been reached will have to wait for an inactive player to be wiped before they can play)
—Fill out—
>Name:
(Please pick something meaningful, no retardation/distasteful memes allowed)
>Race:
(See lore pastebin for more info, make sure to read the lore pastebin and pick something appropriate and not dumb shit like unicorns, beholders or space aliens)
>Gender:
(Are you a boy or a girl? P.S. There are only two genders)
>Nationality:
(What nation you're from, see lore pastebin for more info, additional snowflake nations not on this list must be approved by me)
>Fluff:
(Your physical features, backstory, and whatever else makes your character special. I don't need a book but please give me enough to work with as this will determine your skills, your ships, your crew, your equipment and your heirloom item. Mary sues/minmaxers who try to fluff their character into the second coming of Jesus just to get obscene amounts of starting loot/skills will be sent to hell where they belong)
>Color:
(Pick a SOLID color, will be used to mark you on the map)
—Don't fill out—
>Health:
10/10 (if this reaches zero, yer headed to Davy Jones' Locker)
>Current Status:
Healthy (this is for any status effects you may have, e.g. poison, drunkenness, chlamydia, missing limb, etc.)
>Equipment
(Your personal worn and wielded items such as armor, fancy coats, fancy swords, etc. Determined by fluff)
>Currency:
100 Gold Doubloons (Money, spend it wisely)
>Ships:
(Given based on fluff, don't expect much to start with)
>Crew:
(Given based on fluff, see above)
>Special Crew:
(People with special talents or people who are exceptionally skilled at something. Will be acquired over the course of your journey.)
>Morale:
(The overall happiness and morale of you and your crew. A happy crew will work harder and provide bonuses while an unhappy crew will perform worse and will mutiny if it gets bad enough, potentially leading to a very dangerous situation. See the rules pastebin for more info)
>Supplies:
(Food, weapons, ammo and whatnot. Given based on fluff)
>Treasure:
(Anything valuable. Will be acquired over the course of your journey.)
>Reputation:
(Determined by your nationality and somewhat by your fluff. See rules pastebin for how this works)
>Languages:
(What languages you can speak. Given based on nationality and fluff)
>Magic:
(The magic you have access to, if any. Read the rules pastebin for more info and consult with me if you wish to have any)
>Skills:
(The skills you've acquired, given based on fluff)
>Heirloom Item:
(A rare and unique item given based on your fluff. May be a minor magical artifact or just something really useful)
—
Dice are 3d100
Rules (READ THIS): https://pastebin.com/bDvWiqaH
Lore: (READ THIS TOO): https://pastebin.com/KDKWxHaE
If there's any questions please ask on discord to avoid cluttering the thread.
67 postsand26 image repliesomitted. Click reply to view. ____________________________
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4be6ce No.53010
| Rolled 75 (1d100) |
>>53007
Round 2 vs Bungla Nohani roll
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12708c No.53011
| Rolled 28, 45, 1 = 74 (3d100) |
>>53002
>Name: Garrett the Godless
>Race: Human
>Gender: Male
>Nationality: Free City (Dead Man's Anchorage)
>Fluff: Garrett is a lean and fit young man of average height with a head of scruffy black hair and a pair of cold green eyes. His face is handsome but hard, with numerous nicks and pockmarks marring his good looks. His beard is shorn down to a permanent stubble and his clothes are all heavily patched. In battle he wears a gruesome mask fashioned from a guardsmans' skull and etched with war-oaths taken from the good book of Solarianism, hiding his features behind bleached bone as he lays men low with cutlass and shot.
>Color: Dark Grey
>Health:
10/10
>Current Status:
Healthy
>Equipment:
Brigand’s clothes, worn out cutlass (+1 ATK), old matchlock pistol (+1 ATK)
>Currency:
100 Gold Doubloons
>Ships:
<The Dripping Knife> Medium ship (15/20 HP, ATK +4, ST 9/22, CREW: 15/20)
<The Red Maiden> Medium ship (18/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 buccaneers
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
3 crates of hardtack
1 crate of regular rations
2 Crates of Fish
3 crates of Dead Man’s Rum
2 crates of old cutlasses (+1 ATK for 10 crewmembers)
3 crates of cannonballs
2 bundles of lumber
2 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Dead Man’s Anchorage - Friendly (+1)
The poor and downtrodden - Friendly (+1)
Francisca - Wary (-1)
Tarawaks - Wary (-1)
Aztlan - Wary (-1)
>Languages: Barthelonian (Fluent), Meridian (Fluent), Franciscan (Broken)
>Magic:
None
>Skills:
Pickpocketing I (+1 to rolls involving pickpocketing)
Command I (+1 to attack modifier when commanding men)
Small Arms I (+1 to attack modifier when using pistols or other guns usable with 1 hand)
Swordsmanship I (+1 to attack modifier when using swords)
Intimidation I (+1 to intimidating others, can be used in interactions with NPCs)
>Heirloom Item:
Mask of the Godless - This macabre mask is infused and enchanted with the raw emotion of malice. It infuses its wearer with the strength to hunt down and kill those who have wronged him. This mask will grant a +5 attack modifier bonus against a single foe that has wronged you in some significant way if you chant his/her full name 3 times. You can only have one person marked in this way at a time and you can’t mark another until that person is dead. It also grants the wearer a +5 bonus to rolls involving sneaking as it helps its wearer blend in with the shadows or the environment in general.
1. Continue training Command! Command II 3/4
2. Dash it all! Turn tail and head back around to Catalao– better than sailing for weeks and weeks who-knows-where.
3. Garrett trains rigorously with his crewmen, honing his skills at hand-to-hand combat and encouraging them to do the same. They have to come into combat *eventually*, after all!
Train [Swordsmanship].
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12708c No.53012
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4be6ce No.53013
>>53007
>>53010
BUNGLA NOHANI VS. PLANTATION MERCENARIES ROUND 2
BUNGLA NOHANI ROLL: 90 + 486 = 576
PLANTATION MERCENARIES ROLL: 75 + 504 = 579
RESULT: STALEMATE, BATTLE CONTINUES
Seeing an opportunity Captain Nohani decides to make a last-ditch effort to muster his remaining men to board the enemy ship, but unfortunately the enemy is wise to his plans and forms a pike formation on the ship, blocking the gangplank with a wall of sharp, pointy steel while the land forces close in. Captain Nohani fights hard however, minimizing losses on his side, but the enemy fights hard as well, and in the end Captain Nohani is unable to board. Moreover Captain Nohani is wounded fairly badly, maybe now might be the time to retreat and live to fight another day?
CAPTAIN BUNGLA NOHANI HP: 3/15
PRANCING HOBGOBLIN SHIP HP: 24/40
GIBBERING VULTURE SHIP HP: 6/40
CAPTAIN BUNGLA NOHANI CREW REMAINING: 24
PRINZ ADALBERT SHIP HP: 32/40
PLANTATION MERCENARIES TROOPS REMAINING: 32
>>53010 roll another 1d100
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eaf66b No.53014
| Rolled 94 (1d100) |
>>53013
Cheese it!
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4be6ce No.53015
| Rolled 61 (1d100) |
>>53014
Round 3 combat roll
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4be6ce No.53016
>>53014
>>53015
CAPTAIN BUNGLA NOHANI VS. PLANTATION MERCENARIES
ESCAPE ROLL:
BUNGLA NOHANI ROLL: 94
PLANTATION MERCENARIES ROLL: 61
You order everyone back on the ship and with hobgoblin haste the survivors are able to outrun the mercenaries and make it to safety. You sail off, bloodied and bruised but not yet beaten, arriving back in the port of Dead Man's Anchorage where you may plan your next move.
Cornwallis can now post his regular turn
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4be6ce No.53017
>>53016
Also reputation with Tortugal decreased to Hated (-3)
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eaf66b No.53018
| Rolled 78, 62, 15 = 155 (3d100) |
>>53016
CAPTAIN BUNGLA NOHANI
>Health:
3/15
>Current Status:
Healthy
>Equipment
Slave Rags, Old Cutlass (+1), Old Matchlock Pistol (+1)
>Currency:
315 Gold Doubloons
>Ships:
<The Prancing Hobgoblin> - Large Ship (HP 24/40 HP, ATK +6, ST 18/50, CREW: 12/50)
<The Gibbering Vulture> - Large Ship (HP 6/40 HP, ATK +6, ST 11/50, CREW: 12/50)
>Crew:
24 Freed Slaves
>Special Crew:
Babajide - [Spearmanship II] [Navigation II] [Ixtlub Translator] - Fee: 10 doubloons/turn
>Morale:
Content (+1)
>Supplies:
6 crates of slave gruel
1 crates of regular rations
3 barrels of average rum
1 crate of regular cutlasses (+2 to 10 crewmembers per crate)
2 crates of damaged cutlasses (+1 to 10 crewmembers per crate)
4 crates of cannonballs
4 bundles of lumber
3 bales of sailcloth
>Treasure:
Tiny pirate clothes.
>Reputation:
Estate of Rodrigo Velasquez - Hostile (-5)
Castellonian Empire - Wary (-1)
Tortugal - Hated (-3)
Baharuk slaves - Trusted (+2)
Dead Man’s Anchorage - Friendly (+1)
>Languages:
Baharuk Creole (Fluent), Meridian (Fluent), Castellonian (Broken)
>Magic:
None
>Skills:
Swordsmanship II (+2 to combat as long as you use a sword)
Survival I (+1 to rolls involving basic survival skills in the wild)
Carpentry I (+1 to rolls to build structures, can also be used to repair your ship)
Intimidation I (+1 to rolls to intimidate others, can be used in interactions with NPCs)
Command I (+1 ATK when leading men)
>Heirloom Item:
Bone Fetish of Nohani - A small pocket-sized bone statue of what appears to be a dancing hobgoblin. It grants a +5 bonus to your health and increased natural healing as long as it’s near you and if you’re struck by a mortal blow or are otherwise killed it will save you just once, but in doing so it will be destroyed.
—-
1.Hold a recruiting drive offering a gold Doubloon to any man who joins with us. Focus on beastmen and the sorts who have no problem working for a hobgoblin!
2. Rest up and heal my battered body.
3. Pay the dock workers to repair my ships as best as possible for 100 doubloons.
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1eb2f4 No.53019
| Rolled 65 (1d100) |
Making extra roll
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a5754d No.53020
| Rolled 84 (1d100) |
>>53008
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1eb2f4 No.53021
>>53019
We fight on. I draw my katzbalger and tell my men to use their pikes to funnel the savages my direction
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4be6ce No.53022
| Rolled 69 (1d100) |
>>53019
>>53021
Gerulf vs Tarawaks round 2 roll
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4be6ce No.53023
>>53019
>>53022
GERULF STAHLHERZ VS TARAWAK WARBAND ROUND 2
GERULF ROLL: 65 + 130 = 195
WARBAND ROLL: 69 + 108 = 177
RESULT: MINOR VICTORY (Combat continues)
The battle rages ever onward and as it does so your trusty katzbalger calls out to it, begging you to draw it. Upon doing so, your vision goes slightly red, but your mind also becomes clearer, your enemies' movements slower. Your blade guides your hand, directing it to the enemy's vitals as you rip and tear through the enemy line. The tide has turned and you are now on much more even footing, but there are still enemies here, still blood to be spilled. What will you do?
GERULF STAHLHERZ HP: 4/11
GERULF STAHLHERTZ CREW REMAINING: 12 (+5 at the ship)
WARBAND TROOPS REMAINING: 18
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1eb2f4 No.53024
| Rolled 86 (1d100) |
>>53023
There are still enemies left to kill, and my own death is not yet close enough to breathe down my neck. We continue to fight
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4be6ce No.53026
| Rolled 92 (1d100) |
>>53024
Gerulf vs Tarawaks actual round 3 roll
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4be6ce No.53027
>>53024
>>53026
GERULF STAHLHERZ VS TARAWAK WARBAND ROUND 3
GERULF ROLL: 86 + 120 = 206
WARBAND ROLL: 92 + 72 = 164
RESULT: VICTORY
You feel the bloodlust intensifying with each greenskin that you kill, and a surge of confidence grows as the number of your hated foe decreases dramatically. Soon the few orcs who remain are driven to fear and are routed as they scatter and run into the bush for their lives. It was a hard fought battle, but you stand victorious. Lord von Stossel will be pleased with the amount of heads that you acquired from this skirmish and with the fact that a good chunk of Gruks defenses now lie dead. This will do much to bolster your reputation, but first you'll have to get back in one piece..
GERULF STAHLHERZ HP: 3/11
GERULF STAHLHERZ CREW REMAINING: 11 (+5 on the ship)
WARBAND TROOPS REMAINING: 0
SPOILS:
1 basket of tribal rations
2 baskets of stone spears (+1 to combat for 10 crew per crate)
26 Tarawak heads
Add 6 to the ST of one of your ships (or split it up) to reflect this
You may now post normally
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1eb2f4 No.53028
| Rolled 10, 48, 8 = 66 (3d100) |
>>53027
GERULF STAHLHERZ
>Health:
3/11
>Current Status:
Healthy
>Equipment
Colorful clothes, worn iron cuirass (+1 HP), old iron pike (+1)
>Currency:
100 Gold Doubloons
>Ships:
Styx: Medium ship (20/20 HP, ATK +4, ST 12/20, CREW: 8/20)
Acheron: Medium ship (20/20 HP, ATK +4, ST 12/20, CREW: 8/20)
>Crew:
16 Hallandian Mercenaries
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
3 crates of regular rations
3 barrels of regular Hallandian ale
2 crates of old pikes (+1 to 10 crewmembers per crate)
4 crates of cannonballs
2 bundles of lumber
2 bundles of sailcloth
1 basket of tribal rations
2 baskets of stone spears (+1 to combat for 10 crew per crate)
26 Tarawak heads
>Treasure:
Nothing yet
>Reputation:
Hallandaine - Normal (+1)
Onondaga - Wary (-1)
Tarawak - Hated (-3)
Gruk - Hostile (-5)
Aztlan - Wary (-1)
>Languages:
Hermanic (Fluent), Meridian (Fluent), Hallandese (Broken)
>Magic:
None
>Skills:
Formations I (+1 to combat in formations such as pike squares) II Progress 1/4
Spearmanship I (+2 to combat as long as you wield a pike or spear)
Swordsmanship I (+1 to combat as long as you wield a sword)
Survival I (+1 to actions involving basic survival skills in the wild)
>Heirloom Item:
Berserker’s Katzbalger - A mystical, brutal-looking sword passed down through your family. Gives a +3 combat modifier bonus when you’re below half health and a +5 combat modifier bonus when you’re at 1 HP. Gives a +1 combat modifier normally when wielded.
1. Upon return to the ships, Gerulf opens up a barrel of ale to share with his remaining crew to celebrate their victory. He gives a toast to them, and to those with the tenacity to die fighting.
2. Afterwards, the ships and crew set sail to return to Friedrichsburg and to Stossel, to claim their reward for the slain orcs.
3. Once we arrive, we'll need time to rest and recover. We'll get our wounds treated and our bodies back to tiptop shape.
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be7263 No.53029
>>53006
EDIT:CHANGE ORGANIZATION I TO QUARTERMASTER I
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49d2e6 No.53034
| Rolled 40, 16, 72 = 128 (3d100) |
>Name:
Matías Xirau
>Race:
Human
>Gender:
Man
>Nationality:
Castellonian Empire
>Fluff:
https://pastebin.com/yNAcZ1Y7
>Color: Orange
>Health:
10/10
>Current Status:
Healthy
>Equipment
Conquistador’s garb, old rusty iron cuirass (+1 HP), old cutlass (+1 ATK)
>Currency:
200 Gold Doubloons
>Ships:
Incendio del Sol - Large Ship (HP 40/40 HP, ATK +6, ST 19/50, CREW: 50/55) (25 for Sea Serpent Hunt only)
>Crew:
15 Santisma Madre survivors, 10 escaped Ixtlub slaves, 25 Scoundrels (Temp.)
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
4 crates of regular rations
3 barrels of Tortuguese rum
2 crates of old cutlasses (+1 to 10 crewmembers per crate)
3 crates of cannonballs
1 crate of Grapeshot(+1 to Ship ATK when used)
2 bundles of sailcloth
3 bundles of lumber
>Treasure:
None yet
>Reputation:
Castellos - Friendly (+1)
Ixtlub Confederation - Friendly (+1)
Tarawaks - Wary (-1)
Aztlan - Wary (-1)
Cazca - Wary (-1)
>Languages:
Castellonian (Fluent), Meridian (Fluent), Aztlanic (Broken)
>Magic:
None
>Skills:
Swordsmanship I (+1 to ATK when using a sword)
Sailing I (+1 to sea travel rolls)
Command I (+1 to ATK when commanding men)
Quartermaster I (+5 to storage space in the ship you’re currently on)
Ship Cannonry I (+1 to ship ATK on the ship you’re on)
>Heirloom Item:
Sailcloth of the Santisma Madre - This tiny, handkerchief-sized square of tattered and beaten sailcloth is all that remains of the Santisma Madre, the ship that had once promised you fame and glory. Kept throughout all the pain endured in Aztlan at the hands of the cursed children of Camazotz, this sailcloth gives you the strength to endure whatever may come, no matter the odds. As long as this sailcloth is in your possession, you are able to maintain your resolve through any situation and thus are immune to fear or sanity-related status effects. The sailcloth also brings good luck at sea, granting +5 to sea travel rolls and +1 ship ATK to the ship you’re currently on.
1. There would be a threefold plan to kill the beast, the first dependent on the Incendio del Sol set up to open up on the entrance of the cave in a full broadside, the cannons loaded with a mix of the grapeshot procured at Dead Man's Anchorage and regular cannon shot. When the beast emerged its ugly mug in the conclusion of step 3, the Incendio del Sol would open fire and cut the beast to ribbons. Matías would supervise this step himself, and it would serve as the final barrier if the second step failed, the men on the deck were all given cutlasses in the dire case of the Serpent Latching onto the ship.
+ 1 crate of Grapeshot(+1 to Ship ATK when used)
+ Ship Cannonry I (+1 to ship ATK on the ship you’re on)
+ Sailcloth of the Santisma Madre
+ Command I (+1 to ATK when commanding men)
2. The second step would consist of A select group of the best climbers of the crew, lead by a Goatman from the Ixtlub contingent of the crew, and carrying extra powder sacks and kegs from the ship, would plant explosives above the entrance of the cave, with several kegs piled high and exposed as a initial charge in the series; the goal being to trigger a collapse of the overhang from the cave and severely wound the serpent below. A several cannons would be moved from the other side of the ship and used to ignite the stash.
3. And finally, the third step would consist of a final team of men, the best shots in the crew, who would take their pistols and muskets and head into the cave to ambush and drive out the Beast. While their rounds would most likely not harm the beast significantly, that was not the goal, merely to provoke it and gain its ire, to dry it from its lair and into the trap awaiting them. They would aim for soft parts; nostrils, eyes, open orifices, anything that would piss the monster off. After that they would run as fast as they could out of the cave, away from its opening and the coming rockfall.
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d634b8 No.53035
| Rolled 57, 33, 74 = 164 (3d100) |
>>53002
CAPTAIN OBJIMAC STROMOV
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Slavan clothing, worn elven chainmail (+1 HP), damaged Slavan shashka (+1), Fine Matchlock Pistol (+3)
>Currency:
150 Gold Doubloons
>Ships:
<Záznam> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 15/20)
<Nesrozumiteľné Bľabotanie> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 elven buccaneers
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
3 crates of hardtack
1 crates of regular rations
3 barrels of Slavan vodka
2 crates of old shashkas (+1 to combat for 10 crewmembers per crate)
4 crates of cannonballs
2 bundles of lumber
1 bundle of sailcloth
10 Orc Heads
>Treasure:
None yet
>Reputation:
Slavan elves - Friendly (+1)
Dead Man’s Anchorage - Friendly (+1)
Barthelonia - Wary (-1)
Tarawak - Wary (-1)
Castellos - Wary (-1)
>Languages:
Slavan (Fluent), Meridian (Fluent), Barthelonian (Broken)
>Magic:
None
>Skills:
Sailing II (Gives +2 on sea travel rolls)
Swordsmanship I (Gives +1 to combat modifier when wielding a sword)
Pickpocketing I (Gives +1 to pickpocketing from others)
Ship Cannonry I (Gives +1 to ship attack of the ship you’re on)
>Heirloom Item:
Slavan Sea Charm - This special sea charm passed down by your father grants good luck and protection from disasters at sea. You can use this special charm to escape a combat encounter at sea without a trace, but after it’s used you won’t be able to use it for the next two combat encounters. It also grants +5 to sea travel rolls and +1 ship ATK to the ship you’re on.
1-3. It is time for plan B boys. Grab anything that looks useful or valuable, burn anything you can't carry, and do what your fathers should have done and pull out. If any of you stupid bastards die I will personally make sure your name is mocked for generations. +1 Pick-pocketing
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4be6ce No.53080
| Rolled 98, 83 = 181 (2d100) |
Rolls for world events
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4be6ce No.53081
| Rolled 56, 38 = 94 (2d100) |
>>53004
-1 rations
>I’m buffing your Gift of Camazotz spell, change the max you can convert per turn to 10 (amount actually converted will still be based on your roll, other rules still apply). Change your Curse of Xolotl spell’s max converts per turn to 5 as well (other rules still apply).
>czeched
You practice your rituals more and more until finally you feel content with your progress. You can now do your rituals better than before, and feel as though your technique has improved enough to the point where you can even study and perform more advanced rituals. Change Rituals I to Rituals II (+2 to rolls involving rituals)
Though some of your prey manages to escape into the safety of the city proper, you still manage to capture 10 prisoners, 5 of which you turn into thralls. However, the leaders of Dzibilchaltun have received word of the disappearances and have sent patrols out to find the cause of the vanishings. Add 5 bound prisoners and 5 Vampiric Thralls (+1 ATK) to your crew.
You’re able to utilize some of your knowledge from hunting wild game to make simple yet effective traps throughout the jungles surrounding the town. You also find an exceptionally good chokepoint leading up to your camp in the form of a thin rocky ravine. If you can manage to lure them here you may be able to bombard them from rocks from above or trap some or all of them here…you feel satisfied indeed with these preparations…but time will tell if they’ll be enough.
>>53005
-1 rations
-5 doubloons (special crewmember fees)
-5 doubloons (special crewmember fees from last turn, PUT DOWN HOW MUCH THEY COST)
FIX YOUR RATIONS OR -10 PENALTY TO ALL ACTIONS NEXT TURN, THIS IS YOUR LAST WARNING
As the smart-looking orc shouts “SKRAP IN DA PIT!!!!” the orc horde surrounding you goes wild and starts shouting “SKRAP IN DA PIT!” as well, as their guttural-sounding voices become a deafening cacophany while the horde pushes and shoves you to a large hole in the ground surrounded by a crude wooden palisade. The orcs take your weapons and armor and you’re left with just your clothes. You were able to hide your bracelet from the orcs, but nothing else aside from some sand in your pocket. They roll out a rope ladder and poke and prod you until you climb down, after which they roll it up from behind you. Looking around the pit you see the skulls and bones of past challengers littering the floor, and you see that the rope ladder you came was your only way out. Another rope ladder is lowered and your opponent, the mighty Boss Skulkrakka, climbs down to face you. You see that your hapless crewmembers have been surrounded and tied up by the horde, and seeing this you are reminded that their lives hinge on your victory. Suddenly the crowd starts cheering wildly as an orcish horn is sounded, signaling the beginning of the match. Prepare to defend yourself! First roll is for your combat.
>Combined roll averaged to 45
You keep your strategy in mind as the fight begins, hopefully being faster than him will give you a much-needed advantage.
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4be6ce No.53082
>>53006
Finally the ships with dwarves eager and looking for work arrive! 20 bright-eyed young dwarves sign up to work for you directly, while the others that arrive are content to just find jobs around the town. The town seems much more dwarfly, with a distinct district for the dwarves beginning to take shape. Add 20 Camlann Dwarves to your crew.
You wander the village of Rhamestown looking for people who know of the Onondaga centaurs when you stumble across the rumor of an old anthropologist that lives in the area who is studying the Onondaga culture. It appears that he has made several breakthroughs in deciphering the Onondaga tongue and writing system and would be more than happy to translate for you if you would be so kind as to spare a few doubloons now and then for his research. In addition to his expertise in Onondaga linguistics he also has some medical experience, which may be of use to you….however he is old and getting a bit frail, so it would be wise to keep him out of combat.
A new special crewmember wishes to join you!
Doctor Albert Hobbes - [Medicine III] [Onondaga Translator] - Fee: 5 gold doubloons/turn
As a show of good faith Dr. Hobbes accompanies you to the nearby Onondaga encampment of Canandagua where he helps to mediate between the Onondaga trader and yourself. The trader has no need of your doubloons, as the Onondaga do not value such things in the same way as the “two-legs” do. However he has taken an interest in your crates of limes and other items - perhaps you can use them to strike a deal? This is what the Onondaga merchant has to offer:
1 Canandagua Dreamcatcher - a trinket made of wood, leather and string with buffalo horn and quartz ornaments dangling from it - Price: 1 box of limes
1 Canandagua Warspear - a long spear of high quality with an obsidian tip and adorned with eagle feathers (+3 ATK - requires two hands to wield) - Price: 2 boxes of limes
1 Buffalo Spirit Cloak - a finely made, warm cloak made of buffalo hide and covered with strange symbols and glyphs, Dr. Hobbes explains to you that these are Onondaga magical sigils used to provide protection and ward away evil spirits - (+2 HP + undead and evil spirits receive a small penalty when fighting against you) - Price: 2 boxes of limes + 1 rations
>Hiring Dr. Hobbes or making a purchase is a free action
Although some wood and instructions are left for the dwarves they aren’t sure what to do with it, and before long they decide to abandon the task and hit the taverns. At least they don’t leave your wood lying out to grow mold and stow it somewhere safe…you may have to go back and remind them to get their act together.
After conducting your trade deals and making a decision on whether or not to bring on Dr. Hobbes you set sail and arrive in New Guildford without any incidents.
>>53008
You carefully inspect the Gloria for any signs of damage or wear and find that everything’s in working order. Considering your ship hasn’t seen any real action yet you’re not sure why you stopped to do this but the men feel reassured nonetheless upon hearing that all is well and their ship is secure.
Change morale to Overjoyed (+4). You’re not sure if you can raise your morale further with just actions alone..
Eager to test your mettle, you go to the cannon deck and are about to fire some practice shots when you remember the local rules about how cannonfire in the harbor was disallowed…you figure that you’d better not push your luck.
You return to the local blacksmith to see that although most of his stock was indeed cleaned out, he was able to “find” some things in the back given how you’ve gained some fame for taking out that pesky bounty. This is what he has for sale at present..
1 Toreador’s Espada - This fearsome rapier was imported straight from Castellos. It’s a fine bullfighter’s blade which excels at quick and precise movements yet is strong enough to take down a mighty bull. It’s said that each toreador’s blade is forged with the blood of a freshly defeated bull. (+3 ATK, grants a bonus against animals and beasts) - Price: 150 doubloons
2 crates of regular cutlasses - Standard-issue Castellonian army cutlasses, sturdy enough but nothing remarkable about them. (+2 ATK for 10 crewmembers/crate) - Price: 30 doubloons each
1 Conquistador’s Cuirass - A standard-issue cuirass of Castellonian make. Will provide some decent protection when worn. (+2 HP) - Price: 40 doubloons
1 Conquistador’s Helm - A standard-issue morion-style helm of Castellonian make suitable for protecting the head against impacts and slashing attacks alike. (+2 HP) - Price: 30 doubloons
>Making a purchase is a free action
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4be6ce No.53083
>>53009
As you walk up to the temple you and your men are greeted by a horrific sight - the sight of a fresh sacrifice taking place. You witness three beastmen atop the profaned stone temple of Xolotl, now dedicated to the worship of the lord of darkness Camazotz - an eagleman, a frogman and an axolotlman. They cry out to you, begging you to save them, which only draws attention to you and your group. Fortunately the vampire crowd is completely enthralled in the event and fails to pay you any heed. Eventually the screaming and pleading of your fellow trapped beastmen is brought to an abrupt halt as the priest swings his macuahuitl and the heads of the poor beastmen are sent flying down the temple stairs, soon to be followed by their lifeless bodies. The crowd goes into a frenzy, guzzling all the blood from the beastmen’s corpses. At this point the scales on the back of your neck grow tense and one thought dominates your mind - you need to get out, NOW. Your fear is not unjustified either, as the vampires have finished their meal and have turned to you. Your legs run back toward your large canoe as fast as they will go as the still hungry vampire horde follows behind, and you barely escape to your boat and head out to sea before they can muster their own ghostly ships to follow you. You thank the gods that you’ve escaped alive, but perhaps the celebrations are a bit premature as a head count reveals that the vampires may have claimed some victims..to make matters worse you and the rest of the men are still reeling from the loss and the gory and horrific spectacle you just witnessed.
Morale changed to Content (+1), lose 5 crewmembers
As you sail northwards to Pasquenoc you do your best to avoid Aztlanic shores and are largely successful in doing so but as you venture northwards you nearly end up embroiled in a great battle between the furless apes like the merchant who once owned your large canoe and the vampires in their ghostly and cursed canoes. However you’re able to get away and make it safely to Pasquenoc without suffering any harm. The village of Pasquenoc is largely a fishing village, one of the few permanent settlements of the Onondaga dominated by wooden longhouses and great totem poles. Surely you may be able to befriend these people and learn of their ways, but first it might be a good idea to find someone who speaks a language you can understand.
Now that you have a moment of peace you try to meditate, but alas your mind keeps returning to the bloody carnage at Calakmul. Perhaps it would be best to try again later, once the memory is less fresh in your mind.
>>53011
In your panic to get back to civilization you find no time to be training your men, and neither do they as they find themselves busy with hoisting the main sails and whatnot. You’ll have to try again later.
However you’re finally able to make it back to Catalao, and the long-awaited sights of civilization come as a welcome sight to you and your crew. You step off and stretch your legs, eager to be setting foot on solid ground, and get to exploring the city. The town is abuzz right now with news of slave revolts in the nearby islands, with a lesser buzz coming from news of orc attacks from the nearby orc village of Ugthuk. Both could be decent as next targets, if you choose to go look.
You order your men to practice swordplay and you too join in the fray, practicing with actual blades like men and not sticks like boys. As the training heats up you find yourself really getting into it as the men stand and watch in awe at your lightning fast footwork and expert maneuvers….and then, suddenly, it happens…a great jolt of pain shoots up your arm as the sinking realization hits you that your left hand is no longer attached to your arm. Oh, the men will never let this down. You’ve gone from Garrett the Godless to Garrett the Handless in an instant. However, the greatest concern to you by far is the fact that you’re bleeding profusely and will probably die if it’s left untreated, on top of the fact that you need to get your hand reattached soon while it still can be. You remember hearing of certain solar miracles that can mend broken and severed limbs, making them like new again. Or if the church isn’t your thing, there are probably tribal witchdoctors willing to do the same thing, though their work can be a bit…questionable…either way you know that you have to act NOW.
Lose 7 HP, change your current status from Healthy to the following: [Severed Hand] (-5 to all physical activity, two-handed activities are now impossible until this status is cured) [Bleeding Out] (Losing 1 HP per turn until this status is cured). Add Garrett the Godless’s Severed Left Hand (3 turns until it can no longer be reattached) to your Treasure tab (takes up no room). Change morale to Discontent (-1).
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4be6ce No.53084
>>53018
+2 HP (supernatural healing + at rest)
-10 doubloons (special crewmember fees)
You return to see that your deeds seem to have gained some traction around these parts and as a result 20 souls, some of them fellow escaped slaves like you, some of them being some of the relatively few beastmen about and some just being the scalawags and layabouts that are Dead Man’s Anchorage’s usual comers and goers.
Add 5 escaped slaves, 5 Ixtlub beastmen and 10 scoundrels to your crew.
In the time not spent recruiting you’re able to finally get some rest and relaxation, which along with your special trinket helps greatly in healing the aches and pains that you experience. You’re able to clean yourself up a bit and get all the caked on blood off, which helps as well. Soon after your wounds are mostly closed and you feel much better, though still not quite 100%.
Gain 8 HP.
As you lie in your old master’s bed you think about getting up and getting the ships repaired, but with a hearty yawn you decide to put it off a bit longer and go back to bed…your health is more important than any ship after all.
>>53028
+1 HP (Resting)
You reach for the ale in a vain attempt to celebrate but utter fatigue overtakes you and you decide against it for now…the booze will wait until you’re more healed up and you’re ready for it.
You set sail and eventually arrive back in the familiar surroundings of Friedrichsburg and are as happy as ever to be free from the Tarawak shit huts and back in the presence of the stylish Hallandian buildings. You venture to the posh manor of Lord von Stossel with Tarawak heads in tow and his face breaks out into a grin. “Been busy, haven’t you? Well my boy, your efforts are certainly most appreciated.” The lord claps his hands and a servant appears shortly after with a bag of shining doubloons. “Your reward, as promised. Oh, do stick around though, there’s quite a bit more you can do, if you’re interested. The tactic of sending mercenaries has proven to be a great boon in fighting off those little monsters, as you’ve demonstrated. If we keep this up their little collection of hovels will be a pile of ashes before we know it. Therefore I’d like to send you back to that village - if we could just clear it out we may be able to establish a settlement there, which will become the cornerstone of future efforts on the isle. The Isle of Verites would make an excellent addition to the lands of the Hallandian crown, and you’re in an excellent position to make this happen. So please, use your money wisely and take all the time you need to prepare. If you can succeed in delivering me more of those filthy orcs’ besotted heads there will be more gold waiting for you, and even more on top of that if you manage to rout that miserable village and burn it to ashes. I expect good things from you, Mr. Stahlherz.”
Gain 260 doubloons and change reputation with Hallandaine to Trusted (+2).
You rest and relax for some time, but you find that it’s to no avail - your wounds aren’t healing. You take a look and your sores ooze pus and are covered in yellow crust - they’re most definitely infected. You’re not sure whether it’s just jungle rot or whether the orcs had been lacing their weapons with certain…substances, but either way you’ve been around the battlefield to know that it’s bad news for you if you leave it to fester. You’d best seek medical help - or a priest proficient in solar miracles - as soon as possible.
Change status to [Infected Wound] (Healing impossible until this status is cured)
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4be6ce No.53085
>>53034
-1 rations
Seeing that now is the time to strike you get the Incendio del Sol into position and send the away teams to plant the improvised explosives and lure the beast out of hiding while it’s still vulnerable respectively. You say a prayer to Sol Invictus, you’ll definitely need it…
Second roll is for your combat
It isn’t long before you see your men scrambling out of the narrow tunnel as fast as they can, with a giant, engorged serpent behind it! As you surmised, it seems much slower due to the fact that it’s still digesting that whale it ate, which will be a welcome blessing. As the dreaded serpent pulls its hulking form to the entrance of the cavern you give the signal…but nothing happens. It’s a dud! Your men frantically try relighting the fuse but it’s much too late…the beast is upon you!
>>53035
-1 rations
>Combined rolls averaged to 55
The men take heed of your threat and separate out to steal and loot what they can. While they’re able to spot the main treasure cache in a well-guarded hut in the center of the village, they don’t bother with actually trying to obtain it - security has been beefed up and the many paranoid-looking orcs prove to be too much of a deterrent. Instead what they come back with are a few baskets of salted raw meat of unknown origin and a sack of 30 gold doubloons that one of your boys pickpocketed from a lone orc. You got some orc heads and some free food and gold as well - this will have to do. You make it back to your ship to pursue your next mark.
Gain 30 gold doubloons and add 3 baskets of tribal rations to your supplies tab.
WORLD NEWS:
Hostilities have increased further between Francisca and Barthelonia due to the revelation that the Franciscan nobleman who insulted the Barthelonian crown has been detained and arrested for his crime. Furthermore the nobleman arrested is discovered to actually be of noble blood - Prince Alexandre, the 4th child of King Beauregard XVII! He was sent to prison to serve his sentence somewhere in the New World, angering the Franciscans greatly. If he isn’t released, war is inevitable once the truce ends.
The Barthelonia/Francisca truce will END in 2 turns!
The Castellonians have attacked and successfully captured the island city of Atzcapahuacan, using holy blessings and superior ships to blockade and crush the vile undead hordes guarding the isle! Though this was a relatively easy victory, assaults on the cursed mainland of Aztlan will prove to be much more difficult…however, this was a solid first victory for the Castellonians in their conquista of the unholy lands.
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4be6ce No.53086
>>53005
>>53081
CHARLES VELDEN VS. BOSS SKULKRAKKA ROUND 1
CHARLES VELDEN ROLL: 22 + 1 (Sand) x 1.2 (Strategy) = 27.6
SKULKRAKKA ROLL: 56 + 4 = 60
RESULT: DEFEAT, COMBAT CONTINUES
The crowd cheers as the fight begins. As you and Boss Skulkrakka trade blows you find that your strategy of outspeeding the green brute seems to be working out just fine - you're able to duck and weave past the most brutal of his punches, avoiding harm. Perfect, this is just the time for you to break out your secret weapon - pocket sand! You throw it in his eyes and suddenly things get much, much worse. Like an enraged bull Skulkrakka begins flailing wildly around the arena, slamming into you and pinning you against the wall, giving him the opportunity he needs to clear out his eyes as you try to get up. You think you felt something pop with that slam - not good, and to make matters worse your blows don't ceem to affect him much. Not good…you may want to start thinking of a plan B before you share the fate of the bones you're stepping on..
CHARLES VELDEN HP: 5/10
SKULKRAKKA HP: 90%
>>53034
>>53081
MATIAS XIRAU ROLL: 40 + 600 = 640
SEA SERPENT ROLL: 38 + 640 - 1.2x (Engorged) = 542
RESULT: MINOR VICTORY, COMBAT CONTINUES
Though your heart sinks at the sound of the explosives failing your resolve remains unchanged as you order all guns to unload on the serpent and blow it to smithereens. Your cannons and grapeshot works wonders against the serpent, each shot tearing off chunks of flesh and scale alike. Although the giant snake fights like a cornered rat you're able to avoid the worst of the beast's attacks through strategy and quick thinking. Still the beast remains alive, best to put it out of its misery, right?
MATIAS XIRAU HP: 10/11
MATIAS XIRAU CREW REMAINING: 45
INDENCIO DEL SOL SHIP HP: 36/40
SEA SERPENT HP: 66%
>By the way fix your HP, max HP should be 11 from armor, also for fuck's sake change your ship's storage stat to 55 and your ship's crew stat to 50
Both of you roll 1d100, don't do your regular turn until combat ends
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c9363b No.53087
| Rolled 74, 30, 63 = 167 (3d100) |
YOHUATEOTL THE SUN EATER
>Health: 16/16
>Current Status: Healthy
>Equipment:
Aztlanic high priest garb, obsidian ritual dagger (+1 ATK), battered wooden shield (+1 HP)
>Currency: 100 Gold Doubloons
>Ships:
<Akbal's Revenge> Large Ship (HP: 40/40, ATK: +4, ST: 18/50, CREW: 25/50)
>Crew: 15 diehard followers, 10 lesser vampiric thralls, 5 vampiric thralls (+1 ATK)
>Special Crew: None yet
>Morale: Optimistic (+2)
>Supplies:
3 regular rations
5 pots of blood
2 baskets of old macuahuitls (+1 ATK for 10 crewmembers)
3 crates of cannonballs
2 bundles of lumber
1 bundle of sailcloth
5 bound prisoners
>Treasure: None yet
>Reputation:
Calakmul - Friendly (+1)
Cult of Camazotz - Friendly (+1)
Aztlan - Wary (-1)
Tarawaks - Wary (-1)
Castellonians - Wary (-1)
>Languages: Aztlanic (Fluent), Ixtlub (Fluent), Castellonian (Broken)
>Magic:
Gift of Camazotz (Requires ritual sacrifice of a living sentient being, creates 1 vampiric thrall for each sacrifice, max 10 per action depending on roll. Only works if you have enough crew space on your ships)
Curse of Xolotl (Requires a freshly-ripped heart of a sentient being and any animal, creates 1 beastman thrall for each heart/animal, max 5 per action depending on roll. Only works if you have enough crew space on your ships)
>Skills:
Rituals II (+2 to rolls involving rituals)
Hunting I (+1 to rolls involving tracking and killing animals)
Command I (+1 ATK modifier when leading men)
>Heirloom Item:
Sun Eater’s Pelt - This thoroughly bloodstained jaguar pelt was once a symbol of your station, now the dark and malicious energies from the souls of lives ended prematurely infuses this cloak with a sinister aura. This cloak grants +5 to casting rolls and the cursed blood of the sacrificed accelerates natural healing and blesses you with +5 HP.
1. These slaves are rather pitiful as gifts. Farmers are not the most noble profession, but they would make excellent fodder against their once-kin. They shall serve me as my personal thralls and help capture the guards that make for proper slaves. This will also serve as an opportunity to awaken my followers. I have kept a pot of exquisite blood that truly floods the senses and brings ones instincts to their peak. During the ritual they shall partake of this blood and they shall become unstoppable stalkers of the night.
Optimistic (+2), Rituals II (+2 to rolls involving rituals)
2. It occurs to me that there is little known about this settlement. While slaves are all well and good I am sure that a report of the city would greatly interest the general who is so interested in dominating this land.
Optimistic (+2), Hunting I
3. Hah! Already they line up to the pens in the ravine. They send out multiple patrols, isolated from one another. It shall be a simple matter to herd them to the slaughter. Traps harrying them while they are forced to move and once they think they reached their prey. It will be all too apparent who was the real hunter here when rocks trap them and nets capture them.
Optimistic (+2), Hunting I
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a5754d No.53088
| Rolled 73, 40, 3 = 116 (3d100) |
>>53082
CONQUISTADOR GABRIEL ROM
>Health:
14/14
>Current Status:
Healthy
>Equipment
Conquistador’s garb, worn iron cuirass (+1 to HP), old cutlass (+1 to ATK), Toreador’s Espada (+3 ATK, grants a bonus against animals and beasts), Conquistador’s Cuirass (+2 HP), Conquistador’s Helm (+2 HP)
>Currency:
350 Gold Doubloons
-280
——
70 Gold Doubloons
>Ships:
Gloria - Large Ship (HP: 40/40, ATK: +6, ST: 19/50, CREW: 45/50)
>Crew:
45 Conquistador Recruits
>Special Crew:
None yet
>Morale:
Overjoyed (+4)
>Supplies:
5 crates of regular rations
2 barrels of Castellonian sangria
2 crates of old swords (+1 to 10 crewmembers per crate)
2 crates of regular cutlasses - Standard-issue Castellonian army cutlasses (+2 to 10 crewmembers/crate)
3 crates of cannonballs
2 blessed containers of holy water
2 bundles of sailcloth
1 bundle of lumber
>Treasure:
None yet
>Reputation:
Castellos - Trusted (+2)
Praetorian Solar Congregation - Friendly (+1)
Aztlan - Wary (+1)
Ixtlub - Wary (+1)
Tarawaks - Wary (+1)
Onondaga - Wary (+1)
>Languages:
Castellonian (Fluent), Meridian (Fluent), Holy Praetorian (Broken)
>Magic:
Saint Galadrin’s Blessing of Health (Minor) - (Requires holy water blessed in a Solarian church, restores 3 HP)
Saint Bellum’s Blessing of Turning (Minor) - (Requires 2 HP per cast, gives +3 ATK modifier against undead and demonic creatures)
Saint Ignus’s Blessing of Purifying Flame (Minor) (Requires 1 bundle of lumber and 1 HP, gives +1 to ATK for the turn it is cast - 3x more effective against particularly flammable things, also gives the burning status effect to said flammable targets if hit)
>Skills:
Swordsmanship II (+2 combat modifier when using a sword)
Command I (+1 combat modifier when leading men)
>Heirloom Item:
Solar Cross of Saint Lucia - This blessed silver holy fetish depicting the Solar Cross has safeguarded your family for generations, and it will safeguard you too. The amulet is enchanted to sense malicious intent in the hearts of others and will glow brightly if you are in danger. The amulet also puts your mind at ease and helps you focus, thus giving you a +5 bonus to casting spells when out of combat.
(Notes: Xiuhcoatl, Black Barnaby, Edwin the Treacherous)
Free Action "I'll take it all"
150+60+40+30=280
1 Set sail for the waters of Atzcapahuacan. Our countrymen have struck the first blow against Aztlan, the first of many to come. I've set a course bringing us near allied Porto Maraica, onward past Keldhampton, and by Castellonian Santa Basillas should we need to shelter along the way.
Overjoyed (+4)
2 Train Ship Cannonry I (+1 to ship ATK on the ship you’re on). The open waters and no rules save survival of the strong. Line up the starboard guns to try our range.
Overjoyed (+4)
3 Take hold of the ship's steering wheel and get a feel for it. A ship is as fast as wind and oar, but she is as nimble as the hand that guides her. If I can steer her strongly perhaps I can protect her hull.
Overjoyed (+4)
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f36354 No.53089
| Rolled 12, 67, 18 = 97 (3d100) |
>>52905
XPIYACOC
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Ixtlub outfit, old macuahuitl (+1 ATK), battered wooden shield (+1 HP)
>Currency:
60 Gold Doubloons
>Ships:
Eadrich - Large Ship (HP: 40/40, ATK: +4, ST: 29/50, CREW: 25/50)
>Crew:
20 Mictlantecuhtli cultists
>Special Crew:
None yet
>Morale:
Content (+1)
>Supplies:
5 crates of regular rations
1 baskets of regular rations
3 pots of Ixtlub pulque
2 baskets of old macuahuitls (+1 ATK for 10 crewmembers)
1 basket of hunting bows (+1 ATK for 10 crewmembers/crate, +1 to hunting rolls)
1 basket of turkey feathers
2 noose traps (+5 to hunting roll, 1 use only)
2 deer hides
2 baskets of deer meat
1 basket of turkey meat
3 crates of cannonballs
3 bundles of wood
2 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Ixtlub Confederacy - Friendly (+1)
Cult of Mictlantecuhtli - Friendly (+1)
Aztlan - Wary (-1)
Tarawaks - Wary (-1)
Tortuguese - Wary (-1)
>Languages:
Ixtlub (Fluent), Aztlanic (Fluent), Meridian (Broken)
>Magic:
None
>Skills:
Sailing I (Gives +1 on sea travel rolls)
Swordsmanship II (Gives +2 to combat modifier when wielding a sword/macuahuitl)
Bartering I (Gives +1 to rolls involving haggling/bartering)
Carpentry I (Gives +1 to rolls involving constructing buildings, can also be used for ship repairs)
Speechcraft I (+1 to rolls to influence NPCs through speech)
>Heirloom Item:
Bloody Maria’s Box of Woe - A cursed locked box made of ornate wood and brass full of hatred that makes the hairs of your neck stand up whenever it’s held. Upon opening this box with the little brass key you found and shouting someone’s name, a vicious, bloodcurdling scream will escape from the box, and those who hear it will be cursed. When opening this box roll a d100, on a roll of 10-100 the box will curse a single player with -5 to all rolls and the Curse of Bloody Maria status for 3 turns and NPCs will be stricken with terrible luck and possibly a dismal end as well. However on a roll of 9 or less YOU will be afflicted with the curse, giving you -5 to all rolls for 3 turns. 2 turn cooldown.
My care free curiosity killed those men and the vile abominations who laid claim to their bodies deserve the retribution. I never realized just how awful these monsters are, do they have no social grace no morality? it matters not. what matters is my countrymen lives are at stake and I must do what I can to save them. a way forwards is clear but this way will be covered in blood.
Plan of Action. I will learn all I can in some attempt to greater my chances against the injustice done onto my people. but first there is the matter of the lost men.
1. I shall introduce my self to the ruler of Pasquenoc, try to relay that we mean no harm and offer him some of our humble gifts.
A pot of Ixtlub pulque, 1 basket of turkey feathers, a basket of deer meat and 10 doubloons.
2. Assuming we are allowed to stay we are to gather stone, clay, obsidian, flowers and mushrooms. With this we shall build wonderful vessels for the souls of the men we have lost.
3. Perform the proper Death rituals inorder to guide our lost crewmen's souls back into a natural reincarnation circle. we shall cremate copies of the men lost, copies that are greater then their bodies so that their souls wont be fooled by the twisted deception of the Aztlan and turned into slaves for them.
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c9363b No.53090
>>53087
forgot to list the pelt underneath the first action
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c82cf9 No.53091
| Rolled 74, 16, 77 = 167 (3d100) |
>>53084
CAPTAIN BUNGLA NOHANI
>Health:
13/15
>Current Status:
Healthy
>Equipment
Slave Rags, Old Cutlass (+1), Old Matchlock Pistol (+1)
>Currency:
305 Gold Doubloons
>Ships:
<The Prancing Hobgoblin> - Large Ship (HP 24/40 HP, ATK +6, ST 18/50, CREW: 24/50)
<The Gibbering Vulture> - Large Ship (HP 6/40 HP, ATK +6, ST 11/50, CREW: 20/50)
>Crew:
29 Freed Slaves
5 Ixtlub beastmen
10 Acoundrels
>Special Crew:
Babajide - [Spearmanship II] [Navigation II] [Ixtlub Translator] - Fee: 10 doubloons/turn
>Morale:
Content (+1)
>Supplies:
6 crates of slave gruel
1 crates of regular rations
3 barrels of average rum
1 crate of regular cutlasses (+2 to 10 crewmembers per crate)
2 crates of damaged cutlasses (+1 to 10 crewmembers per crate)
4 crates of cannonballs
4 bundles of lumber
3 bales of sailcloth
>Treasure:
Tiny pirate clothes.
>Reputation:
Estate of Rodrigo Velasquez - Hostile (-5)
Castellonian Empire - Wary (-1)
Tortugal - Hated (-3)
Baharuk slaves - Trusted (+2)
Dead Man’s Anchorage - Friendly (+1)
>Languages:
Baharuk Creole (Fluent), Meridian (Fluent), Castellonian (Broken)
>Magic:
None
>Skills:
Swordsmanship II (+2 to combat as long as you use a sword)
Survival I (+1 to rolls involving basic survival skills in the wild)
Carpentry I (+1 to rolls to build structures, can also be used to repair your ship)
Intimidation I (+1 to rolls to intimidate others, can be used in interactions with NPCs)
Command I (+1 ATK when leading men)
>Heirloom Item:
Bone Fetish of Nohani - A small pocket-sized bone statue of what appears to be a dancing hobgoblin. It grants a +5 bonus to your health and increased natural healing as long as it’s near you and if you’re struck by a mortal blow or are otherwise killed it will save you just once, but in doing so it will be destroyed.
—-
1. See if I can’t purchase a new crates of weapons for my crew, something of around normal quality pistols or sabers.
2. Set out on repairing out ships, we can purchase more wood and sailcloth in the port till they are both sea and battle ready!
3. After all that set out into the territory of Tortugal and seek out the damned slave ships or any undefended merchant vessels!
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40eccd No.53102
| Rolled 98 (1d100) |
>>53086
Rollin for my boy charlie
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dcc3ad No.53103
| Rolled 22 (1d100) |
>>53086
Filii autem fornicata es Occupatus
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4be6ce No.53104
| Rolled 37, 37 = 74 (2d100) |
>>53102
>>53103
1st roll for Drow round 2
2nd roll for Scruffy round 2
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4be6ce No.53106
>>53104
>>53102
CHARLES VELDEN VS BOSS SKULKRAKKA ROUND 2:
CHARLES VELDEN ROLL: 98 + 1 = 99
BOSS SKULKRAKKA ROLL: 37 + 4 = 41
RESULT: MAJOR VICTORY, COMBAT CONTINUES
Skulkrakka continues to charge about the arena, and although your ability to dodge is much less in your battered state you manage to avoid his charges like a matador avoiding the bull's horns. However you know you can't keep this up forever…you need a plan. That's when you step on a large and sharp broken femur bone, a perfect improvised weapon! As he charges you once more you make your move, jamming the bone into his stomach and lodging it in there as the orc tries to slam into you. The giant orc screams in pain, and at this moment you know the tables have turned. All that's left to do is to finish him off, though anything can happen as both you and Skulkrakka are getting desperate..
CHARLES VELDEN HP: 4/10
BOSS SKULKRAKKA HP: 24%
>>53103
>>53104
MATIAS XIRAU VS GIANT SEA SERPENT ROUND 2
MATIAS XIRAU ROLL: 22 + 540 = 562
SEA SERPENT ROLL: 37 + 600 - 1.2x (still engorged) = 510
RESULT: MINOR VICTORY, COMBAT CONTINUES
You lure the hulking beast further out to sea, kiting it along as it lunges desperately at your ship, all the while being peppered by cannonfire, leaving more serious dents and scratches along its body and seriously damaging its front. A trail of blood now lingers in the beast's wake as it continues to desperately chase you, and you know that the battle is going in your favor. If you can just keep this up, the beast will surely perish.
MATIAS XIRAU HP: 9/11
MATIAS XIRAU CREW REMAINING: 40
INCENDIO DEL SOL SHIP HP: 32/40
SEA SERPENT HP: 33%
Both of you roll one more 1d100, next turn should end it provided you win
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dcc3ad No.53107
| Rolled 27 (1d100) |
>>53106
Hoc erit delectamentum garum
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4be6ce No.53108
| Rolled 88 (1d100) |
>>53107
Roll for Scruffy vs sea monster round 3
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4be6ce No.53109
>>53107
>>53108
MATIAS XIRAU VS GIANT SEA SERPENT ROUND 3
MATIAS XIRAU ROLL: 27 + 480 = 507
SEA SERPENT ROLL: 88 + 600 - 1.3x (still engorged + wounded) = 481
RESULT: MINOR VICTORY
Unfortunately the strategy of kiting would not last forever, as the beast gains speed as its meal digests. Eventually the serpent is able to catch up to your ship and slams its body against it, cracking wood and knocking some poor souls overboard as it does so. The men draw their cutlasses and prepare for close-ranged combat against the beast, holding it off while the cannon crew prepares their final trump card - a close-ranged blast of grapeshot straight to the beast's gut. It's highly effective, as the cannons blow open a great hole in the beast's gut from which it cannot recover. The serpent flails as its entrails fly out in a gory display and eventually it sinks below the surface before floating back to the surface like a dead goldfish. Your surviving men rejoice - you have won! They salvage what they can of the serpent's corpse - there's plenty of fresh meat here, though it smells a bit fishy, and there's several barrelfuls of the serpent's scales here, which are hard as a rock. They can either be sold or turned into something nice provided you can find a craftsman to work the stuff for you. You also heave the serpent's head on board as proof of your victory.
MATIAS XIRAU HP: 8/11
MATIAS XIRAU CREW REMAINING: 36
INCENDIO DEL SOL SHIP HP: 29/40
SEA SERPENT HP: DEAD
SPOILS:
4 barrels of serpent meat rations
2 barrels of giant sea serpent scales
1 barrel of giant sea serpent bones
1 giant sea serpent head
Change your ship's storage (ST) stat to 27/55 to reflect this
>Also change your max ST to 55 and your max CREW to 50 already
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40eccd No.53110
| Rolled 3 (1d100) |
>>53106
Lets go, time to fuck this green cunt up in the name of the emperor!
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4be6ce No.53111
| Rolled 60 (1d100) |
>>53110
Roll for Drow vs Skulkrakka round 3
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4be6ce No.53112
>>53110
>>53111
CHARLES VELDEN VS SKULKRAKKA ROUND 3
CHARLES VELDEN ROLL: 3 + 1 = 4
SKULKRAKKA ROLL: 60 + 4 - 1.1x (Wounded) = 58
RESULT: MAJOR DEFEAT
The crowd begins to cheer ever more wildly as soon the conflict would reach its bloody ending, with one side emerging victorious. You look for more bones, perhaps one more would finish off the green bastard. However, as you look, the wounded Skulkrakka winds up and hits you with an uppercut that sends you flying. As you struggle to pick yourself up, you find that everything's going black…shit, is this how it ends?
You later find yourself muddied and bloodied, but still alive, although your arms are bound and you see the smart-looking orc cackling above you with your still-bound crew. "DA BOSS SPAREZ YA TODAY, SEZ YOU GUD FIGHTA, BUT WEZ BE TAKIN' YAZ FOOD AN' SHINIES INSTEAD. 'AND 'EM OVA AND WEZ LETS YA LOT GO!"
Not seeing any other choice, you hand over all your gold doubloons and food supplies, along with some of your weapons, although you're able to stow away some of your belongings. With that the orcs untie you, laughing and cackling at you and your crew the entire time and your men take your injured body back to your ship, bloodied and bruised but still thankful to be alive.
Lose the following:
85 gold doubloons
All remaining rations
All barrels of rum
2 crates of old cutlasses
Change morale to Discontent (-1) and change HP to 1/11 as well.
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40eccd No.53113
| Rolled 80, 12, 98 = 190 (3d100) |
CHARLES VELDEN
>Health:
1/11
>Current Status:
Healthy?
>Equipment:
Pirate’s garb, old cutlass (+1 ATK), worn iron cuirass (+1 HP)
>Currency:
Lost all of it to orks
>Ships:
The Emerald Lady - Large Ship (HP 40/40 HP, ATK +6, ST 18/50, CREW: 25/50)
>Crew:
25 buccaneers
>Special Crew
Smitty Robinson:[Nav 3]
>Morale:
Discontent
>Supplies:
1 crate of fine cutlasses (+3 ATK for 10 crew)
3 crates of cannonballs
2 bundles of lumber
3 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Barthelonia - Friendly (+1)
Dead Man’s Anchorage - Friendly (+1)
Tarawaks - Wary (-1)
Onondaga - Wary (-1)
Aztlan - Wary (-1)
>Languages:
Barthelonian (Fluent), Meridian (Fluent), Tortuguese (Broken)
>Magic:
None
>Skills:
Speechcraft I (+1 to rolls to influence NPCs through speech)
Swordsmanship I (+1 to ATK when using a sword)
Command II (+2 to ATK when commanding men)
Ship Cannonry I (+1 to ship ATK of the ship you’re on)
>Heirloom Item:
Charming George’s Bracelet - A special silver bracelet adorned with sapphires that you managed to steal from a wealthy but ugly man nicknamed Charming George who still always had a woman by his side, a yes man to do his bidding and a patsy for when he needs someone to take the fall for him. This bracelet gives you unnatural charisma and confidence when it’s worn, giving +5 to rolls to rolls involving diplomacy and the like with NPCs. In addition, when recruiting crew you’ll get slighly more than average who are willing to sign on with you.
1.You know what? this is a fucking longshot, but the boss apparently thinks I'm a good fighter probably likes me. What's say I convince him and his crew to join on and we fucking raid the highseas pillaging and plundering? I'm wagerin to guess they don't get to conquer much sitting around here
2.Failing that we'll plot a course for dead mans anchorage and attempt to recomp on our losses through a few days menial labour see if we can get my boys fed via that.
3.Last but not least I need to fucking rest up and heal, I'm pretty out of it from that fight, green bastard got me good.
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1eb2f4 No.53115
| Rolled 38, 56, 99 = 193 (3d100) |
>>53084
GERULF STAHLHERZ
>Health:
4/11
>Current Status:
[Infected Wound]
>Equipment
Colorful clothes, worn iron cuirass (+1 HP), old iron pike (+1)
>Currency:
360 Gold Doubloons
>Ships:
Styx: Medium ship (20/20 HP, ATK +4, ST 12/20, CREW: 8/20)
Acheron: Medium ship (20/20 HP, ATK +4, ST 12/20, CREW: 8/20)
>Crew:
16 Hallandian Mercenaries
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
3 crates of regular rations
3 barrels of regular Hallandian ale
2 crates of old pikes (+1 to 10 crewmembers per crate)
4 crates of cannonballs
2 bundles of lumber
2 bundles of sailcloth
1 basket of tribal rations
2 baskets of stone spears (+1 to combat for 10 crew per crate)
>Treasure:
Nothing yet
>Reputation:
Hallandaine - Trusted (+2)
Onondaga - Wary (-1)
Tarawak - Hated (-3)
Gruk - Hostile (-5)
Aztlan - Wary (-1)
>Languages:
Hermanic (Fluent), Meridian (Fluent), Hallandese (Broken)
>Magic:
None
>Skills:
Formations I (+1 to combat in formations such as pike squares) II Progress 1/4
Spearmanship I (+2 to combat as long as you wield a pike or spear)
Swordsmanship I (+1 to combat as long as you wield a sword)
Survival I (+1 to actions involving basic survival skills in the wild)
>Heirloom Item:
Berserker’s Katzbalger - A mystical, brutal-looking sword passed down through your family. Gives a +3 combat modifier bonus when you’re below half health and a +5 combat modifier bonus when you’re at 1 HP. Gives a +1 combat modifier normally when wielded.
1. First thing's first, I have to look for a doctor that can fix me up. I can't do any killing in this state, and no killing means no money.
2. After that, I'll look for a solar priest. Even if the doctor worked, a priest can still do good work, blessings are always welcome.
3. After taking care of myself, I'll worry about my crew. They need better gear, and now we have plenty of cash for it. I'll go around and check out weapon shops looking for deals.
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085555 No.53127
| Rolled 65, 52, 73 = 190 (3d100) |
>>53085
CAPTAIN OBJIMAC STROMOV
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Slavan clothing, worn elven chainmail (+1 HP), damaged Slavan shashka (+1), Fine Matchlock Pistol (+3)
>Currency:
180 Gold Doubloons
>Ships:
<Záznam> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 15/20)
<Nesrozumiteľné Bľabotanie> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 elven buccaneers
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
3 Tribal rations
3 crates of hardtack
1 crates of regular rations
3 barrels of Slavan vodka
2 crates of old shashkas (+1 to combat for 10 crewmembers per crate)
4 crates of cannonballs
2 bundles of lumber
1 bundle of sailcloth
10 Orc Heads
>Treasure:
None yet
>Reputation:
Slavan elves - Friendly (+1)
Dead Man’s Anchorage - Friendly (+1)
Barthelonia - Wary (-1)
Tarawak - Wary (-1)
Castellos - Wary (-1)
>Languages:
Slavan (Fluent), Meridian (Fluent), Barthelonian (Broken)
>Magic:
None
>Skills:
Sailing II (Gives +2 on sea travel rolls)
Swordsmanship I (Gives +1 to combat modifier when wielding a sword)
Pickpocketing I (Gives +1 to pickpocketing from others)
Ship Cannonry I (Gives +1 to ship attack of the ship you’re on)
>Heirloom Item:
Slavan Sea Charm - This special sea charm passed down by your father grants good luck and protection from disasters at sea. You can use this special charm to escape a combat encounter at sea without a trace, but after it’s used you won’t be able to use it for the next two combat encounters. It also grants +5 to sea travel rolls and +1 ship ATK to the ship you’re on.
1. Sell Orc heads.
2. Buy guns.
3. Buy booze and women.
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1e7f6a No.53131
| Rolled 59, 65, 20 = 144 (3d100) |
>Health:
10/10
>Current Status:
Healthy
>Equipment
Merchant’s clothes, old Dwarven hatchet (+1 ATK), old matchlock pistol (+1 ATK)
>Currency:
100 Gold Doubloons -5/turn
>Ships:
HMS Commerce - Large Ship (HP 40/40 HP, ATK +6, ST 18/55, CREW: 25/50)
>Crew:
35 Camlann dwarves, 10 West Nopu-enlou Company workers
>Special Crew:
Doctor Albert Hobbes - [Medicine III] [Onondaga Translator] - Fee: 5 gold doubloons/turn
>Morale:
Normal
>Supplies 17/25
4 regular rations
3 barrels of Eldin Baragh stout
2 crates of old cutlasses (+1 ATK for 10 crewmembers/crate)
2 crates of cannonballs
1 bundle of lumber
3 bundles of sailcloth
2 bundles of live oak (hardwood)
Buffalo Spirit Cloak
>Treasure:
None yet
>Reputation:
Barthelonia - Friendly (+1)
Dwarves - Friendly (+1)
Tarawak - Wary (-1)
Onondaga - Neutral (+0)
>Languages:
Barthelonian (Fluent), Meridian (Fluent), Camlish (Broken)
>Magic:
None
>Skills:
Farming II (+1 to rolls involving growing plants and food)
Shipwright I (+1 to rolls involving building and repairing ships)
Organization I (+5 to storage space for the ship you’re on)
Speechcraft I (+1 to rolls to influence NPCs through speech)
>Heirloom Item
Thrifty Jack’s Lucky Coin - This special doubloon was once the lucky coin of a masterful and famous merchant known as Thrifty Jack. He was a shrewd negotiator who would never settle for a bad deal, and the source of his confidence was this blessed coin. Holding this coin will grant a +5 boost to all trade actions with NPCs. In addition, NPCs will sell goods at a slightly lower price and buy goods at a slightly higher price by default for you.
>-2 Boxes of Limes for the Buffalo Spirit Cloak and 1 of Rations
1. New Guildfordshire has a warmer climate. Let's also attempt to plant some lime seeds here and let them grow.
Farming II
2. If the lime crops fail, we should use oranges as a backup.
Farming II
3. Stock up on tradeable goods and valuables before we set sail again. Doctor Hobbes should specifically use his knowledge to try and aquire goods which will be of great trade or gift value to the centaurs.
+5
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359893 No.53132
| Rolled 78, 55, 33 = 166 (3d100) |
>Name:
Matías Xirau
>Race:
Human
>Gender:
Man
>Nationality:
Castellonian Empire
>Fluff:
https://pastebin.com/yNAcZ1Y7
>Color: Orange
>Health:
8/11
>Current Status:
Healthy
>Equipment
Conquistador’s garb, old rusty iron cuirass (+1 HP), old cutlass (+1 ATK)
>Currency:
200 Gold Doubloons
>Ships:
Incendio del Sol - Large Ship (HP 40/40 HP, ATK +6, ST 27/55, CREW: 50/50) (25 for Sea Serpent Hunt only)
>Crew:
15 Santisma Madre survivors, 10 escaped Ixtlub slaves, 11 Scoundrels (Temp.)
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
4 crates of regular rations
3 barrels of Tortuguese rum
2 crates of old cutlasses (+1 to 10 crewmembers per crate)
2 crates of cannonballs
2 bundles of sailcloth
3 bundles of lumber
4 barrels of serpent meat rations
2 barrels of giant sea serpent scales
1 barrel of giant sea serpent bones
1 giant sea serpent head
>Treasure:
None yet
>Reputation:
Castellos - Friendly (+1)
Ixtlub Confederation - Friendly (+1)
Tarawaks - Wary (-1)
Aztlan - Wary (-1)
Cazca - Wary (-1)
>Languages:
Castellonian (Fluent), Meridian (Fluent), Aztlanic (Broken)
>Magic:
None
>Skills:
Swordsmanship I (+1 to ATK when using a sword)
Sailing I (+1 to sea travel rolls)
Command I (+1 to ATK when commanding men)
Quartermaster I (+5 to storage space in the ship you’re currently on)
Ship Cannonry I (+1 to ship ATK on the ship you’re on)
>Heirloom Item:
Sailcloth of the Santisma Madre - This tiny, handkerchief-sized square of tattered and beaten sailcloth is all that remains of the Santisma Madre, the ship that had once promised you fame and glory. Kept throughout all the pain endured in Aztlan at the hands of the cursed children of Camazotz, this sailcloth gives you the strength to endure whatever may come, no matter the odds. As long as this sailcloth is in your possession, you are able to maintain your resolve through any situation and thus are immune to fear or sanity-related status effects. The sailcloth also brings good luck at sea, granting +5 to sea travel rolls and +1 ship ATK to the ship you’re currently on.
1. A job well done, but still, good men were lost in the effort to slay this venerable beast! We shall honor their memory, and those that are able to be put to rest, or rather are in enough pieces to, will be laid to rest in the same sea they died. After this, we shall plot course for Dead Man's Anchor, to claim our just reward. Each man shall be paid his share, and our recent additions shall be given the option to stay on with us.
2. Upon return and collection of payment, foremost in priority would be the restoration of the ship to its proper fighting state. Hull leaks plugged, torn and shattered boards replaced, and sails sown and cannons cleaned. I want this ship back in peak form before we set out again on the high seas. While we're procuring supplies see if any of the merchants know about anyone able to fit a figurehead.
3. After this, begin the look once more for work, something more personal then fighting a giant beast on the high seas.
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12708c No.53138
| Rolled 73, 86, 46 = 205 (3d100) |
>>53083
>Name: Garrett the Godless
>Race: Human
>Gender: Male
>Nationality: Free City (Dead Man's Anchorage)
>Fluff: Garrett is a lean and fit young man of average height with a head of scruffy black hair and a pair of cold green eyes. His face is handsome but hard, with numerous nicks and pockmarks marring his good looks. His beard is shorn down to a permanent stubble and his clothes are all heavily patched. In battle he wears a gruesome mask fashioned from a guardsmans' skull and etched with war-oaths taken from the good book of Solarianism, hiding his features behind bleached bone as he lays men low with cutlass and shot.
>Color: Dark Grey
>Health:
3/10
>Current Status:
Bleeding Out: -1 HP/Round
>Equipment:
Brigand’s clothes, worn out cutlass (+1 ATK), old matchlock pistol (+1 ATK)
>Currency:
100 Gold Doubloons
>Ships:
<The Dripping Knife> Medium ship (15/20 HP, ATK +4, ST 9/22, CREW: 15/20)
<The Red Maiden> Medium ship (18/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 buccaneers
>Special Crew:
None yet
>Morale:
Discontent (-1)
>Supplies:
3 crates of hardtack
1 crate of regular rations
2 Crates of Fish
3 crates of Dead Man’s Rum
2 crates of old cutlasses (+1 ATK for 10 crewmembers)
3 crates of cannonballs
2 bundles of lumber
2 bundles of sailcloth
>Treasure:
Garrett's Severed Left Hand
>Reputation:
Dead Man’s Anchorage - Friendly (+1)
The poor and downtrodden - Friendly (+1)
Francisca - Wary (-1)
Tarawaks - Wary (-1)
Aztlan - Wary (-1)
>Languages: Barthelonian (Fluent), Meridian (Fluent), Franciscan (Broken)
>Magic:
None
>Skills:
Pickpocketing I (+1 to rolls involving pickpocketing)
Command I (+1 to attack modifier when commanding men)
Small Arms I (+1 to attack modifier when using pistols or other guns usable with 1 hand)
Swordsmanship I (+1 to attack modifier when using swords)
Intimidation I (+1 to intimidating others, can be used in interactions with NPCs)
>Heirloom Item:
Mask of the Godless - This macabre mask is infused and enchanted with the raw emotion of malice. It infuses its wearer with the strength to hunt down and kill those who have wronged him. This mask will grant a +5 attack modifier bonus against a single foe that has wronged you in some significant way if you chant his/her full name 3 times. You can only have one person marked in this way at a time and you can’t mark another until that person is dead. It also grants the wearer a +5 bonus to rolls involving sneaking as it helps its wearer blend in with the shadows or the environment in general.
1/2. Fuck! DOUBLE fuck! We have nothing on hand to properly tie off the wound– and nothing that can actually put the hand back on!
Send men to scour Catalao for a priest, a shaman, a surgeon, a barber– anyone who can put the hand back onto the stump!
3. Even as Garrett wraps his spurting limb and kicks sawdust onto the bloodsplatter, he knows his men will not be taking this event lightly. He makes light of his new condition with his usual swagger– it's a good thing the hand's off, boys, because otherwise every scoundrel and barmaid here to Francisca would be in trouble!
Ease the crew's discontent with black humor and carefree demeanor.
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c636c7 No.53141
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