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2016-06-06, 04:45 AM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Netherlands (GMT+1)
- Gender
Outdated/Delete
Not necassary anymore
Last edited by Cilvyn; 2016-06-20 at 08:08 AM. Reason: DELETE
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2016-06-11, 07:26 AM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Netherlands (GMT+1)
- Gender
Re: 17th/18th-century pirate theme system.
The document is now linked in the thread.
The things that I am workin on now is Chapter 2: Character Creation. To list this in short I have the following (The detailed decription, as far as I got that already, is in the link to the document):
Some things:
- I thought of letting some options have a requirement, but I think it is better not to do so to not bock any creativity while creating the character. So, unlike Rogue Trader, you do not have to follow a designed chart.
- The numbers are not yet in balance, I am not sure if this is a must, but I feel the more (reasonable/realistic) options, the better.
-To get a detailed description of how the character creation works, read the Core Rulebook of Dark heresy 2nd Edition. I draw alot of inspiration from it.
Stage 2: Homeland
Metropole
Countryside
Frontier
Child of the sea
Noble Born
Born in captivity
Stage 3: Background
Merchant
Military
Court
Criminal
Church
Scholar
Craftsman
Stage 4: Lure of the seas
Fame and Fortune
New Horizons
Vengeance
Renown
Fear
Duty Bound
Drown the Past
Stage 5: Role on the ship
Captain
Quarter Master
Chirurcheon
Boatswain
Master Gunner
Carpenter
Chaplain
Clerc
If you have better names for some of them, or you feel there is missing something or just have advice, tips, hints, or constructive feedback, please drop it here!
Thank you!Last edited by Cilvyn; 2016-06-11 at 07:31 AM.
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2016-06-14, 04:11 PM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Netherlands (GMT+1)
- Gender
Re: 17th/18th-century pirate theme system.
I officially have vacation now, so I have been working quite a bit on it.
HERE you can see what I got so far. Maybe this motivates people if they see it does indeed progresses.
The thing I am struggling with at the moment are the skills:
- Is the list complete, or do I miss valuable skillsor do you think one is unnecessary?
- What knowledge skills should there be? (Remember it takes place in cental america's so all the tiny islands, caribbean and the coasts of northern South-America. These where pretty much all colonies in the hands of Spain in the golden age of piracy (1650-1730)
- What skills should the different stages of the character creation give?
List so far
Acrobatics
Athletics
Charm
Commerce
Craft
• Carpentry
• Blacksmithing
• Weaving
• Gunsmith
Common knowledge
• Trade Routes
• Piracy
• Trading Companies
• Ships
• History
• World
• Underworld
Command
Deceive
Dodge
Endurance
Insight
Intimidate
Linguistics
Medicae
Navigate
Operate
Parry
Scholistic Knowledge
• Law
Stealth
Thank you for your input!Last edited by Cilvyn; 2016-06-14 at 04:15 PM.
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2016-06-14, 05:08 PM (ISO 8601)
- Join Date
- Mar 2016
- Location
- UK
- Gender
Re: 17th/18th-century pirate theme system.
Having the skills out in such a neat list makes me think.
Common knowledge
• Piracy
• Trading Companies
• Underworld
Scholistic Knowledge
• Law
If you listed the skills underneath the characteristics they link to it would make it easier to compare the value of each characteristic.Spoiler: Homebrew Common CourtesyWhen asking for homebrew critique please respect everyone else's time by;
- Stating which edition.
- Telling us what you are trying to achieve.
- Updating your OP.
- Referencing non core content.
- Making the formatting reader friendly.
- Giving a direct link to your content.
Thank you.
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2016-06-15, 08:16 AM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Netherlands (GMT+1)
- Gender
Re: 17th/18th-century pirate theme system.
10 characters
Last edited by Cilvyn; 2016-06-20 at 08:07 AM.
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2016-06-15, 08:49 AM (ISO 8601)
- Join Date
- Mar 2016
- Location
- UK
- Gender
Re: 17th/18th-century pirate theme system.
Spoiler: DEXAcrobatics
Craft x4
Operate
Stealth
Total 7
Spoiler: STRAthletics
Intimidate
Total 2
Spoiler: CHACharm
Commerce
Command
Deceive
Total 4
Spoiler: INTCommon Knowledge x7
Linguistics
Navigate 1/2
Scholistic Knowledge x1
Insight
Medicae
Total 11.5
Spoiler: RESEndurance
Total 1
Spoiler: PERNavigate 1/2
Total 1/2
It would appear that some characteristics link to a lot more skills than others, which is a slight concern (given limited understanding of an early system).
Also I noticed that commerce is charisma. Why is this? Normally commerce would be a knowledge (INT) skill.
Also Medicae should perhaps be medicine or first aid. :)Last edited by Final Hyena; 2016-06-15 at 08:53 AM.
Spoiler: Homebrew Common CourtesyWhen asking for homebrew critique please respect everyone else's time by;
- Stating which edition.
- Telling us what you are trying to achieve.
- Updating your OP.
- Referencing non core content.
- Making the formatting reader friendly.
- Giving a direct link to your content.
Thank you.