The moon rides high in the ink black cloudless sky with only the myraid stars for company. Warm sea wind carresses your cheek as the brig cuts silently through the water towards its prey. Bare feet scuff the decks and ropes are pulled, the sails are furled in, reducing speed as Captain Shark steps out of his cabin and onto the deck. He smiles, lips stretching back across grey skinned face all the way to his neck, his teeth are rows and rows of jagged yellow daggers that you've seen bite the head off of more than one brave man. Still silent, he raises a clawed hand and twirls it twice in a clockwise circle, the ghouls harness the power of their borrowed vitae and dive into the deeps, gills claws and flippers already forming before they slice into blackend depths. In just minutes they'll be on the deck of the galleon ahead of The Sanguine Dream, shortly after that the lookouts will dead and then the real fun begins. There were riches to be had tonight, gold, jewels, silks and sugar. But also blood. Always blood. Welcome to The Sanguine Dream: Terror on the Caribbean a Vampire: The Requiem game set during the golden age of piracy (roughly the late 1600's to early 1700's). Characters, and I'll be taking only 4, will be pirates sailing with Captain Shark and Black Betty on their ships, The Sanguine Dream and The Red Tide. The game will be about about the freedom of the seas, no worrying about the Masquerade, taking what you want and living out your desires free from the false morality of those stuck on the land. The Caribbean is vast and mysterious, explore the island fortress of a necromancer cult and their skeleton army. Raid the home isle of feral beastmen to steal their priceless crystal idol. Navigate the tiresome political squabbles of the land based kindred who's ports you visit to sell your booty and resupply. The nighttime sea is home to monsters. This is more of an interest check at the moment as I'm at least 2 weeks and probably closer to a month from having an actual plot and story worked out, but don't let that slow you down. Post what you want to see from a pirate based game. I'll be designing some custom merits and switching some skills around to account for the setting not being modern day. I'm shooting for high adventure with an undertone of horror. You're bad guys, but it's by choice. You're not fated to devolve into a mindless beast unless you willingly go down that path, but without the niceties of civilization and the charade of the Masquerade, that path is wide and going downhill is always easier than climbing back up. Okay, Rules for creation are as follows: XP: +20 Blood Potency: start at 2 dot, cannot buy up with XP. This is free, but justify your power. Covenent: The Brotherhood of the Sea. A covenent in only the loosest sense, the Brotherhood consists of Captian Shark, Black Betty and other vampires like them who have thrown off the safties and intrigues of land for the danger and challenge of the open sea. Unlike other covenents, not all members are kindred. Wizards, lupines, other, stranger things, as well as knowledgeable mortals have also succumed to the lure of the tides. Benefits of membership: You may purchase dots in allies, contacts, mentor or retainer that represent another type of supernatural being. You also get one "weird" discipline dot free at creation and can purchase it at in clan costs. Weird disciplines are those from the Translation Guide or bloodline disciplines. The main and common disciplines as well as the signature disciplines of Mekhet, Ventrue, Gangral, Deava and Nosferatu cannot be selected. We will work together on converting the discipline to Blood & Smoke standards. Praestantia, Cruac or the Coils of the Dragon count as being "weird". Free Skill dots: 1 in crafts, 1 in Sailing (replaces driving), and 1 in occult. Background requirements: I need to know *why* you're a pirate. Is it by choice? Were you exiled from land? Are you searching for something? Where did you pick up your "weird" discipline and how did you come to be a member of the Brotherhood? Alternatly, why are you a member of some other covenent and still a pirate? How do you communicate, what duties do you have and how do you discharge them? How did you meet Cpt Shark? Or did you run into Black Betty first? What's your opinions of the pirates? Of unlife on the seas? Every pirate has heard of a treasure or a lost isle of wonders, what's your seaman's tale? Where is the X on your treasure map and how serious are you about pursuing it? Who's your worst enemy? Who is your closest ally? New merits: Sea Legs *-*** *: you've been on a boat, penalties for actions taken while on the sea or during a storm are reduced by 1 **: You know not to call a ship a boat, penalties for actions taken while on the sea or during a storm are reduced by 2 ***: You are at home on the sea, penalties for actions taken while on the sea or during a storm are reduced by 3 Gunner *-**** You are able to use your firearm skill to reload and fire a ship's cannons without penalty, when commanding a cannon crew instead of the crew's. Firing more than 1 cannon adds the burst fire property for 2-5 cannons, auto fire for 6-10 and autofire +9 again for 10+ cannons. For every two cannons fired, an additional die is rolled to fire. Firing a cannon is a wits+firearm roll. Reloading is an extended action needing 10 successes to purge and load the cannon. 0-2 cannons :-0 dice 3-5: -1 die 5-7: -2 dice 8-10: -3 dice 10+ cannons: -4 dice. Each roll takes one round. Navigator * or ** * you can navigate by the stars at no penalty to survival rolls. Penalties for staying on course in rough seas are reduced by 1 ** You know the sea lanes. Judging by the winds and currents, you can track ships as long as you know their heading as of 24 hours prior. Penalties for staying on course in rough seas are reduced by 2 Crow's nest * All perception checks made while high above the surface gain the 9 again property and viewing distance before penelties activate is doubled. If Auspex is activated, this increases to 8 again. Barnacle *** or **** *** You can use level 1 of protean to merge with the hull of the ship instead of earth for no cost. Merging with earth costs 1 BP ****You can merge with the ship or with the earth for no cost. NPCS: Captain Shark No one knows where the nosferatu calling himself Captain Shark came from, but for the past twenty years he has roamed the Caribbean, preying on the trade ships that seek to exploit the riches of the Americas. Horrific, even for one of his clan, Shark has the rough, grey skin of his namesake along with a mouth that can open wide enough to engulf a man's head. When making use of his protean discipline, which is often, Shark's mouth sprouts rows of seratted, triangular teeth that can bite clean through bone, leaving wounds that even vampires find difficult to heal. Captain Shark is a man of great passions, he loves his crew with all his cold, unbeating, black heart and has faced sun and flame to rescue imprisoned crew memebrs. Those that reward his love (reinforced by his vitae suffused with the rum barrels) with loyalty are protected and taken care of. Those that betray him are usually punsihed by being the main course in one of Shark's cannible feasts. Unlike most kindred, Shark loves to eat solid food. Every full moon, he trusses up a slave, prisoner or tratior after the fashion of a roast pig and eats the poor soul alive. The kindred members of the crew are all invited to this meal, but they are only provided blood, spiked with rum or opium, if they wish. The bloody writhing meat is all for the Captain. The pirate does not seem to have any over arching goal aside from securing enough mortal chattle to keep well fed and enough loot to keep his crew paid. Some whisper that his endless rambling across the waters is in search of some lost artifact, whether it be the foutnatin of youth, the lance of Longius or one of the fabled crystal skulls of the Aztecs. If there are truth to these rumors only Shark and Black Betty know for certain. What is known, is that despite having contacts in many ports and a haven (and childe) on Tortuga, Captain Shark never stays on land longer than it takes to sell his booty ot repair his ship. Black Betty A gangrel of quiet ferocity, Black Betty has been with Captain Shark the longest of his inner circle. Betty is the child of a Tlaxcalan woman and a conquistador born in the 1520's. Her embrace came at a young age, one of the last remaining Aztec vampires kidnapped and then embraced her and left her to run wild on a newly arrived camp of Spainish settlers. The waif of a girl tore through the camp killing human and animal alike in her frenzy. When the rising sun began to burn her skin, something within her found the placidity of the dawn sea comforting and the fledgling vanished into the surf. She spent years haunting the shorelines of South America, as content to feed on the cold blood of fish and sea mammals as humans befores she came across her first pirate vessel. Again there was an instant kinship felt with these men of sea, a respect they returned after she beat four of them into a bloody pulp when they fell upon what they thought was a skinny young woman hardly out of childhood. Sleeping safe, merged with the ship's hull, Betty became known as Black Betty for the blood soaked hood she had taken to wearing during raids, fighting in a controlled frenzy and tearing apart the opposing crew with her claws. Eventually, the captain of the ship began to fear Betty more than he valued her combat prowess. Having learned her weaknesses over the years of raiding, the Captain and his cronies were able to overwhelm the vampire, stake her and tossed her over the side, tide in chain for the sharks to eat as she was trawled behind. That was when Captian Shark, on the lookout for this newest terror of the seas arrived in the Sanguine Dream, boarded the other pirate ship and unstaked Betty, offering her the quartermaster position on his ship and, eventually, awarding her a ship of her own. Some say that Betty and Shark are betrothed, that both are under viniculum to each other. The trust shared by the two kindred does seem oddly solid. For her part Betty values the trust placed in her and enjoys having a partner who revels in the freedom of teh waves as much as she does. On land, Betty is quiet and surly, only showing any sort of kindness (or even interest) when she needs something from a mortal. On the sea, even on her docked ship, she is outgoing and vivacious. Eager to prove what she and her new ship can do, Betty may be even more aggressive than Shark when it comes to hunting down and attacking ships and convoys. Soonmot fucked around with this message at 17:12 on Oct 6, 2014 |
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# ¿ Sep 25, 2014 10:50 |
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# ¿ Apr 28, 2024 18:46 |
The last page or so in the general World of Darkness thread has some book suggestions. I've ordered Under the Black Flag by David Cordingly on their advice. Make sure you're looking at the Blood & Smoke version of Requiem.
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# ¿ Sep 25, 2014 11:05 |
Spoilers Below posted:Hell yes, I'm interested. Would a Barbary coast Josef bugman posted:I am definitely interested. Is it okay if I play as a reasonable vampire who still likes humans? Yes to both of these. The majority of the crew are humans, so lording your vampireness over the kine herds will probably not win you many friends. To put it in perspective, the Sanguine Dream and Red Tide are both brigs which can have a crew compliment of 120 people. Out of 240 possible crew, only 9 are vampires (Cap Shark, Black Betty and 3 NPC I am figuring out) and only about 15 ghouls (outside of any the PCs might start with). That leave 216 mortal members over two ships and mutiny is as much a problem for vampire pirates as it is for mortal pirates, they just have more tools for dealing with it. The PC's will be on Black Betty's ship, the Red Tide and, aside from her, will be the only vamps there. The two ships work in tandem to isolate and take down other ships using wolfpack tactics and communication is done with
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# ¿ Sep 25, 2014 15:57 |
Just a heads up, I'd prefer to keep bloodline based characters to a minimum. Also, don't you need Blood Potency 2 to claim bloodline membership, or was that done away with in B&S?
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# ¿ Sep 25, 2014 16:53 |
Okay, so everyone knows what I like to see in character backgrounds: -Enemies and allies: While I will have a main plot, I don't like rail roading, give me stuff to make the plot revolve around your characters. -Linked backgrounds: No one likes a special snowflake that refuses to associate with the rest of the PCs. Having a linked background, even as recent as when your characters came on board the ship helps alleviate that fear. -Specialized: Not minmaxed, but your character's stats, skills, disciplines and specialties make sense for their personality. -World building: Make something cool, an island, a ship, a pirate, a port, whatever, help build this world and you get XP from it. Things I don't like: -5s: Okay, you're one of the best in the world? Why? What is it that makes you special? You can have a five, but it better be justified. -1s in attributes: That always reeks of minmaxing to me. Why is your character so deficient in this stat? -Special Snowflakes: Oh, so you just *have* to be this totally badassed bloodline that is so rare. Justify that poo poo! Loomer I haven't read the bloodline write up yet, but from what you've said in the other thread, I'm cool with it because it seems to be in character for what you want to play. The dual social beat down disciplines on one character gives me pause, but I like everything else you've written so far. XP: Play by Post suuuuuuuuuuuucks for developing characters, so I award XPs like candy along with free poo poo based on roleplay. You'll probably each get a free custom merit based on your character backgrounds anyways. In play, each character accumulates beats as normal, but when a character cashes in their 5 beats for an XP, everyone gets an experience point. Those who have posted, let me know what type of game you want to play so I know how to tailor things.
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# ¿ Sep 25, 2014 17:18 |
EDIT:/\/\/\ DO what you feel is right for the character. If I like the character but have problems with the mechanics, I will let you know and we'll work something out. It also doesn't mean that you won't have an opportunity to learn it during play!Loomer posted:a couple of centuries prior to his unfortunate fall into torpor. This is one of the reasons I love Blood Potency so much more than Generation. We can have a vampire who's hundreds of years old without being either so much more powerful than all the other characters or immersion breakingly weak. Soonmot fucked around with this message at 17:44 on Sep 25, 2014 |
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# ¿ Sep 25, 2014 17:42 |
Don't read about bloodlines, I dislike them on starting characters. How you character took to a life at sea is important though. How he manaaged to stay out of the sun is very important. Things like this come to define your character and how they look at their requiem. This is a wonderful start of a character.
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# ¿ Sep 25, 2014 20:15 |
Nyarai posted:This sounds super-rad. Are non-Fish Malks okay? Also, how do you feel about the Vampire Translation Guide? I'm running a facebook game that's a V:tM/V:tR mashup, so I wanna keep this one strictly V:tR
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# ¿ Sep 25, 2014 21:51 |
Arashiofordo3 posted:I'm kinda struggling to know where to start with making a character. You want us to not pick bloodlines as starting characters, but are we free to plan towards joining any of them? Are the only clans the ones in the core book? Do we need a character sheet already or just a character concept? As we're almost a month away from starting. a concept is fine enough. If you have a bloodline in mind, sure, start building towards that, but the five basic clans cover the majority of concepts well enough. If you do put a sheet together, you get 15 bonus XP and a free dot in sailing (replaces drive) and crafts. While this sheet isn't set up for blood and smoke, it's easy enough to use and makes auditing sheets pretty simple for me: http://sheetgen.dalines.net/wiki/WikiStart You have to make an account first, but that takes all of 2 minutes. EDIT: If you want to start at humanity 6, take another 3 XP, no lower though!
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# ¿ Sep 26, 2014 08:46 |
Hay robo! Now that I've learned not to overplan, they can even come to a natural conclusion!
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# ¿ Sep 26, 2014 18:10 |
Robodog posted:Taking a month to write up the game doesn't count as overplanning!?! Nope! Planning what's going to happen once the PCs get their own pirate ships and progress into the modern day as elders and blah blah blah is what I'd usually do, forgetting to actually make stuff for them to do at the start. Arash: sounds good, but does it need to be a bloodline instead of just a deava?
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# ¿ Sep 27, 2014 05:26 |
Everything onyx path has put out for world of darkness has been phenomenal.
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# ¿ Sep 27, 2014 08:25 |
Cool beans. Just to clarify: I am cool with using the translation guide to purchase 1 wierd discipline if someone wants necromancy or flesh crafting or something. I'll go into that more when I'm not phone posting.
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# ¿ Sep 27, 2014 12:20 |
Loomer posted:Hnnng. Must resist urge to vicissitude. Some of them ned to be reworked for 2nd edition, but yeah.
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# ¿ Sep 27, 2014 12:54 |
For what it's worth, I award XP like candy.
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# ¿ Oct 3, 2014 14:52 |
Also: I haven't offically begun recruitment, but unless you can out vampire Loomer, Glaucus and Bloodnose, I only have 1 spot left.
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# ¿ Oct 3, 2014 14:53 |
GoatLord posted:I was going to ask if writing a novella would be a requirement for recruitment, but this makes it sound like the answer is yes. What I'm looking for is a solid read on your character. If you can do that in a few paragraphs and get across why your dude is #1: Awesome #2 Not building a power base on land and #3) can survive on the sea, then you are good. The more world building you do with your character, the more likely I am to select it because, then, that's some world building *i* don't have to do. EDIT: Alternatly, get to work on a werewolf biker for when Werewolf 2nd ed comes out, since that'll be my next game.
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# ¿ Oct 3, 2014 16:25 |
Bloodnose posted:Because seriously a vampire pirate is like the dumbest thing I've ever heard of and it makes no sense. This is truth! What sort of vampire is going to give up the ease of hunting in a city to sequester themselves on a ship with a limited food supply and no real oppertunity to grow their influence over mortal affairs? loving crazy vampires! That's who! Why are you so crazy?!
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# ¿ Oct 3, 2014 16:53 |
Okay, Rules for creation are as follows: XP: +20 Blood Potency: start at 2 dot, cannot buy up with XP. This is free, but justify your power. Covenent: The Brotherhood of the Sea. A covenent in only the loosest sense, the Brotherhood consists of Captian Shark, Black Betty and other vampires like them who have thrown off the safties and intrigues of land for the danger and challenge of the open sea. Unlike other covenents, not all members are kindred. Wizards, lupines, other, stranger things, as well as knowledgeable mortals have also succumed to the lure of the tides. Benefits of membership: You may purchase dots in allies, contacts, mentor or retainer that represent another type of supernatural being. You also get one "weird" discipline dot free at creation and can purchase it at in clan costs. Weird disciplines are those from the Translation Guide or bloodline disciplines. The main and common disciplines as well as the signature disciplines of Mekhet, Ventrue, Gangral, Deava and Nosferatu cannot be selected. We will work together on converting the discipline to Blood & Smoke standards. Free Skill dots: 1 in crafts, 1 in Sailing (replaces driving), and 1 in occult. Background requirements: I need to know *why* you're a pirate. Is it by choice? Were you exiled from land? Are you searching for something? Where did you pick up your "weird" discipline and how did you come to be a member of the Brotherhood? Alternatly, why are you a member of some other covenent and still a pirate? How do you communicate, what duties do you have and how do you discharge them? How did you meet Cpt Shark? Or did you run into Black Betty first? What's your opinions of the pirates? Of unlife on the seas? Every pirate has heard of a treasure or a lost isle of wonders, what's your seaman's tale? Where is the X on your treasure map and how serious are you about pursuing it? Who's your worst enemy? Who is your closest ally? New merits: Sea Legs *-*** *: you've been on a boat, penalties for actions taken while on the sea or during a storm are reduced by 1 **: You know not to call a ship a boat, penalties for actions taken while on the sea or during a storm are reduced by 2 ***: You are at home on the sea, penalties for actions taken while on the sea or during a storm are reduced by 3 Gunner *-**** You are able to use your firearm skill to reload and fire a ship's cannons without penalty, when commanding a cannon crew instead of the crew's. Firing more than 1 cannon adds the burst fire property for 2-5 cannons, auto fire for 6-10 and autofire +9 again for 10+ cannons. For every two cannons fired, an additional die is rolled to fire. Firing a cannon is a wits+firearm roll. Reloading is an extended action needing 10 successes to purge and load the cannon. 0-2 cannons :-0 dice 3-5: -1 die 5-7: -2 dice 8-10: -3 dice 10+ cannons: -4 dice. Each roll takes one round. Navigator * or ** * you can navigate by the stars at no penalty to survival rolls. Penalties for staying on course in rough seas are reduced by 1 ** You know the sea lanes. Judging by the winds and currents, you can track ships as long as you know their heading as of 24 hours prior. Penalties for staying on course in rough seas are reduced by 2 Crow's nest * All perception checks made while high above the surface gain the 9 again property and viewing distance before penelties activate is doubled. If Auspex is activated, this increases to 8 again. Barnacle *** or **** *** You can use level 1 of protean to merge with the hull of the ship instead of earth for no cost. Merging with earth costs 1 BP ****You can merge with the ship or with the earth for no cost. NPCS: Captain Shark No one knows where the nosferatu calling himself Captain Shark came from, but for the past twenty years he has roamed the Caribbean, preying on the trade ships that seek to exploit the riches of the Americas. Horrific, even for one of his clan, Shark has the rough, grey skin of his namesake along with a mouth that can open wide enough to engulf a man's head. When making use of his protean discipline, which is often, Shark's mouth sprouts rows of seratted, triangular teeth that can bite clean through bone, leaving wounds that even vampires find difficult to heal. Captain Shark is a man of great passions, he loves his crew with all his cold, unbeating, black heart and has faced sun and flame to rescue imprisoned crew memebrs. Those that reward his love (reinforced by his vitae suffused with the rum barrels) with loyalty are protected and taken care of. Those that betray him are usually punsihed by being the main course in one of Shark's cannible feasts. Unlike most kindred, Shark loves to eat solid food. Every full moon, he trusses up a slave, prisoner or tratior after the fashion of a roast pig and eats the poor soul alive. The kindred members of the crew are all invited to this meal, but they are only provided blood, spiked with rum or opium, if they wish. The bloody writhing meat is all for the Captain. The pirate does not seem to have any over arching goal aside from securing enough mortal chattle to keep well fed and enough loot to keep his crew paid. Some whisper that his endless rambling across the waters is in search of some lost artifact, whether it be the foutnatin of youth, the lance of Longius or one of the fabled crystal skulls of the Aztecs. If there are truth to these rumors only Shark and Black Betty know for certain. What is known, is that despite having contacts in many ports and a haven (and childe) on Tortuga, Captain Shark never stays on land longer than it takes to sell his booty ot repair his ship. Black Betty A gangrel of quiet ferocity, Black Betty has been with Captain Shark the longest of his inner circle. Betty is the child of a Tlaxcalan woman and a conquistador born in the 1520's. Her embrace came at a young age, one of the last remaining Aztec vampires kidnapped and then embraced her and left her to run wild on a newly arrived camp of Spainish settlers. The waif of a girl tore through the camp killing human and animal alike in her frenzy. When the rising sun began to burn her skin, something within her found the placidity of the dawn sea comforting and the fledgling vanished into the surf. She spent years haunting the shorelines of South America, as content to feed on the cold blood of fish and sea mammals as humans befores she came across her first pirate vessel. Again there was an instant kinship felt with these men of sea, a respect they returned after she beat four of them into a bloody pulp when they fell upon what they thought was a skinny young woman hardly out of childhood. Sleeping safe, merged with the ship's hull, Betty became known as Black Betty for the blood soaked hood she had taken to wearing during raids, fighting in a controlled frenzy and tearing apart the opposing crew with her claws. Eventually, the captain of the ship began to fear Betty more than he valued her combat prowess. Having learned her weaknesses over the years of raiding, the Captain and his cronies were able to overwhelm the vampire, stake her and tossed her over the side, tide in chain for the sharks to eat as she was trawled behind. That was when Captian Shark, on the lookout for this newest terror of the seas arrived in the Sanguine Dream, boarded the other pirate ship and unstaked Betty, offering her the quartermaster position on his ship and, eventually, awarding her a ship of her own. Some say that Betty and Shark are betrothed, that both are under viniculum to each other. The trust shared by the two kindred does seem oddly solid. For her part Betty values the trust placed in her and enjoys having a partner who revels in the freedom of teh waves as much as she does. On land, Betty is quiet and surly, only showing any sort of kindness (or even interest) when she needs something from a mortal. On the sea, even on her docked ship, she is outgoing and vivacious. Eager to prove what she and her new ship can do, Betty may be even more aggressive than Shark when it comes to hunting down and attacking ships and convoys. EDIT: Sorry for formatting and spelling. I had to type this in notepad at work, PM it to myself on facebook and then C&P'd from there to here when I got home. Soonmot fucked around with this message at 17:17 on Oct 6, 2014 |
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# ¿ Oct 6, 2014 14:39 |
GoatLord posted:Wait, so does this mean we have to take an unusual discipline that requires conversion from a previous system? If you're going to join the Brotherhood covenent. I forgot to mention that Praestantia, Cruac or the Coils of the Dragon count. But yes, you membership in this exotic order has come about because of the strangeness your character has experienced and a non-common discipline is part of that. I've already reworked Chimerstry and Vicissitude because of my current game.
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# ¿ Oct 6, 2014 17:11 |
I'm going through backgrounds now. Loomer: I'm leaving yours alone until you get a chance to compile everything together. Also, I'm having to copy these on my phone, pm them to myself on facebook and then paste that to note pad to print up on the work printer. So please include spacibg between paragraphs in your novel so I dont have a 10 page text block :p EDIT: Nevermind. SA is blocked, but on a whim I tried to go to the forums directly and that worked. Soonmot fucked around with this message at 09:51 on Oct 7, 2014 |
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# ¿ Oct 7, 2014 09:48 |
So far everyone has been submitting really intersting backgrounds that would make for good characters. So I'm going to focus on if the questions I need answered are taken care of, instead. Again, those questions are: Why are you a Pirate? Why are in: the Brotherhood and how did you get that "weird" discipline /Covenent X and how do you maintain your membership? How did you meet Captian Shark or Black Betty? What is your opinion on Piracy/ Life on the sea? What is your mysterious treasure? Who is your enemy? Who is your ally? Let me know if I'm correct and address these in your backgrounds if they're missing Glaucus atlanticus: Why Pirate: Knows nothing else B/C: ? CapShark/Betty: ? Pirates/Sea: ? Treasure: ? Enemy: Hunter? Ally: ? Goat Lord Why Pirate: diablerie B/C: ? CapShark/Betty: Helped escape Pirates/Sea: ? Treasure: Sister? Enemy: ? Ally: Yorick? Spoilers Below Why Pirate:? B/C: ? CapShark/Betty: ? Pirates/Sea: Enjoyed being a corsair Treasure: ? Enemy: ? Ally: ? INH5 Why Pirate: Nothing left for him on land B/C: Still Lancea? CapShark/Betty: ? Pirates/Sea: ? Treasure: ? Enemy: Whoever killed his sire? Ally: ? Bloodnose Why Pirate: ? B/C: ? CapShark/Betty: ? Pirates/Sea: ? Treasure: ? Enemy: Johan? Ally: ?
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# ¿ Oct 8, 2014 09:33 |
In addition to. So, if you choose the Brotherhood, you get 4 discipline dots free. One just has to be a "weird" one.
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# ¿ Oct 8, 2014 16:30 |
GoatLord posted:What exactly is involved in joining the Brotherhood beyond being a vampire in Captain Shark's crew? It would be easy enough for me to justify membership in the Ordo Dracul, but how can I pass up free XP? Except there is no ordo in this time peroid, I thought? Brotherhood is basically being a pirate and pursuing strange and unusual knowledge. I've not really developed it really, so if you wamt to add some depth to it beyond that, go for it!
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# ¿ Oct 8, 2014 20:17 |
GoatLord posted:Pursuing strange and unusual knowledge is 100% the MO of the Ordo Dracul. From the core book, Vlad Tepes became a vampire in 1476, and the Ordo Dracul formed around his writings. So depending on the precise time this campaign is set, it should have been around for somewhere between 100 to 200 years which is fairly young by vampire standards. And it was always the smallest of the five base covenants anyway, so it would be totally legit for whatever presence it has in the Caribbean to be subsumed by the Brotherhood. Yeah, I'm fine with that. The Lancea and the Invictus are the only real covenant powers. The Circle is pretty much just pagan enclaves scattered about with even less of a unified theme than the modern day and Dracula is still getting his poo poo together.
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# ¿ Oct 9, 2014 05:29 |
Here's an idea I'm toying with: I love cooperative storytelling and giving the players the ability to influnce not just the plot of the game, but the actual current scene. Mutants & Masterminds has a resource called "hero points" that players can spend to actually take control of the narrative and add something that benefits their character. In our sort of grim swashbuckling mashup, I want to try something similar. I've already mentioned that I award beats like loving candy. The players in my facebook game already earned 7 xp after only two or three weeks of play that consisted of 1 in game night. I propose that the PCs can cash in a beat during a scene to allow them narrative control for their current action. That could mean making it so the Govenor's ballroom has a chandelier to swing from or finding the exact contact you need at port to give you the inside info on who's selling the treasure map you need. You can also, once a scene, spend multiple beats to succede at one roll, every beat spent equals one success, so if you cash in the equivilent of 1 XP, you automatically get an exceptional success. Thoughts? EDIT: Also, I've got the plot for season 1 figured out. You guys have until the 18th to finish charcater creation, then I make my picks and we go live on the 22nd. Game structure will be: 1 major plot, at least half of the personal plots depending on how well I can tie everything together, lasting about 6 months and then we take a break. If everyone had fun, we start a new season of the game in a few months time so everyone (specifically me) can refresh and get reinspired. At that point, if anyone drops out, we can add new players or just continue on with the original cast. My long term goal is to jump this game forward about a century each season until we're in the modern day. But that is far, far away and if I focus too much on that, I'll end up flaking out, and I don't want that. Soonmot fucked around with this message at 10:03 on Oct 9, 2014 |
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# ¿ Oct 9, 2014 09:36 |
Good start, Arash. Glaucus, I hate you for following through on your changeling threat. For anyone wanting a supernatural template as a retainer: retainer 3 gets you a basic PC starting level template, 4 gives you 5xp onto that and 5 gives you 10xp. Remember that if you want to keep this retainer, you'll need to take care of them like a puppy.
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# ¿ Oct 9, 2014 17:59 |
Bloodnose posted:" Nope, that's fine.
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# ¿ Oct 17, 2014 00:23 |
Great submissions from everyone, but I am purposefully keeping this at only 4 PCs, otherwise, everyone would be in. Characters are: Bloodnose Pietro the Mekhet merchant! Glaucus atlanticus Maganda the Ventrue buccaneer! Goat Lord Renee the Daeva swashbuckler! and finally... Loomer Kveldulf the Ventrue viking! Here's what needs to happen next: You four need to start talking here about how long you've been on the Red Tide under Black Betty or if you were here before the Red Tide when Shark, Betty and all the others were all on board the Sanguine Dream. You also need to write a brief little snippit on how you feel about the other PCs as well as the other named NPCs. I'll have a list of NPCs before that I really should have posted days ago. Loomer! Get your sheet posted up on dalines! We go live, Wednesday night. NPC list vampires Captain Shark - Captain, Sanguine Dream. Nosferatu flesh eater who revels in his monstrosity while being loyal and kind to his crew. Black Betty - Captain, Red Tide. Gangrel death dealer with salt water in her veins. Lonesome Jim - Quarter Master, Sanguine Dream. Mad Mekhet runaway from the Lancea, cannot stand the hypocrisy of the pious. Fehed - Surgeon, Sanguine Dream. Learned Gangrel from darkest Africa, warps the flesh of others as easily as his own. Jean Mansean - Crew, Sanguine Dream. Gangrel childe of Fehed, spends as much time below the water as above it. ghouls Captain Shark's: Shark has ghouled those mortals who's company he enjoys. Their time as a ghoul is serving as their audition for the embrace. Old Cully - Navigator, Sanguine Dream. Crude and rude to most, this hunch backed, one-eyed freak is the best Navigator on the sevens seas Vincenzo Luzzato - Bosun, Sanguine Dream. Everyone's best friend with a smile that never reaches his eyes. Sabine Detraque - Master Gunner, Sanguine Dream. A crone as likely to motivate her gun crews with the whip as with words. Lord Arthur Bollard - Shock Trooper, Sanguine Dream. Lazy and indulgent in all but battle. Lady Tabitha Bollard - Shock Trooper, Sanguine Dream. Laughs while tearing the entrails from her enemies. Lonesome Jim's: Jim sees people for what they are. His ghouls are tools and he was erased their previous identities, replacing them with one that will make the best use of their talents. The Black Priest - can control the wind and the tide in minor ways thanks to his frequent sacrifice to Things That Should Not Be Named. The Spider - The most gifted thief anyone has ever seen, he is never seen unless he wants to be. Dagger Sally - A kindly grandmother and unlikely, but effective, assassin. The Smiler - The perfect spy. Male or female depending on the job, always the perfect person to confide in. Fehed's: The gangrel ghoul is an experiment in intelligence and ferocity that unnerves even the bravest of foes. Bobo - A chimpanzee, the Blood and Fehed's own gifts have given this monster human intelligence. It also consumes manflesh. Black Betty's: Betty, like Shark, is testing potential childer. However, she is much more discerning, having only 1 ghoul. Arturo Hernandez - Quartermaster, Red Tide. This Spaniard is Betty's right hand and runs the ship during the daytime.
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# ¿ Oct 19, 2014 15:03 |
GoatLord posted:I love this guy already. I should have mentioned, Bobo talks.
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# ¿ Oct 19, 2014 19:50 |
GoatLord posted:So was it ever stated just how long the Red Tide has been in service? About a year now. The Sanguine Dream has been sailing for a decade.
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# ¿ Oct 21, 2014 15:59 |
Excellent, just waiting on Loomer's impressions.
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# ¿ Oct 23, 2014 19:26 |
Going to spend the next few days sleeping after being away from home for almost a month. Game will start wednesday
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# ¿ Oct 25, 2014 07:20 |
Talk it out, maybe Renee is in on the secret because....? Or not, this is a perfect opportunity to work on some history between your characters.
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# ¿ Oct 27, 2014 18:40 |
Any last minute changes, let's get them in now. If something in someone's impressions of your character doesn't ring true, take this time to workshop and iron out the kinks!
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# ¿ Oct 28, 2014 14:22 |
Also: C&P the text of non Blood&Smoke disciplines so we can start converting them.
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# ¿ Oct 28, 2014 14:41 |
Loomer posted:Right, Kveldulf's perspectives have been edited accordingly. And per request, the text of his weird-rear end discipline: Okay, for starters, we'll ditch the BP cost. Predator's taint is no longer a thing, so we'll change that to allow the vampire to add her presence rating to rolls to resist frenzy when the pact is in effect. Loomer posted:••Haven of Flesh No change needed, I think. Loomer posted:
Also no change. Loomer posted:
Loomer posted:
Also no change, and you're right, that is a frightening power.
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# ¿ Oct 29, 2014 13:12 |
GoatLord posted:I don't know if any 2nd Edition books have been released yet besides the core, and it definitely doesn't contain Sunnikuse, no. This is correct. If anyone has a pdf of Night Horrors, please post GA's flying head discipline, too.
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# ¿ Oct 31, 2014 09:53 |
First post is written, just needs to be typed. Probably tomorrow morning assuming life doesn't get in the way again.
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# ¿ Nov 2, 2014 15:46 |
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# ¿ Apr 28, 2024 18:46 |
Life. I'm off tomorrow and thursday, so it'll be up then, I'll link, of course.
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# ¿ Nov 5, 2014 05:33 |