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Cilvyn
2016-06-06, 04:45 AM
Not necassary anymore

Cilvyn
2016-06-11, 07:26 AM
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!

Cilvyn
2016-06-14, 04:11 PM
I officially have vacation now, so I have been working quite a bit on it.

HERE (https://www.docdroid.net/0Cb17wQ/privateers.pdf.html) 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!

Final Hyena
2016-06-14, 05:08 PM
Having the skills out in such a neat list makes me think.

Common knowledge
Piracy
Trading Companies
Underworld
These roughly seem to give you knowledge on NPCs/Factions. What about one for the major countries? Knowing who's who in the queens navy might be a worthwhile skill. Or would that be world?


Scholistic Knowledge
Law
This is definitely lacking some of the finer things. Art, Architecture, Religion and prostitution.

If you listed the skills underneath the characteristics they link to it would make it easier to compare the value of each characteristic.

Cilvyn
2016-06-15, 08:16 AM
10 characters

Final Hyena
2016-06-15, 08:49 AM
The Skills so far are

Acrobatics (Dex)
Athletics (str)
Charm (Cha)
Commerce (cha)
Craft (dex)
Common knowledge (int)
Command (cha)
Deceive (cha)
Dodge (-)
Endurance (res)
Insight (int)
Intimidate (Str)
Linguistics (int)
Medicae (int)
Navigate (int/Per)
Operate (dex)
Parry (-)
Scholistic Knowledge (int)
Stealth (dex)
Acrobatics
Craft x4
Operate
Stealth
Total 7
Athletics
Intimidate
Total 2
Charm
Commerce
Command
Deceive
Total 4
Common Knowledge x7
Linguistics
Navigate 1/2
Scholistic Knowledge x1
Insight
Medicae
Total 11.5
Endurance
Total 1
Navigate 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. :)