For chatting and planning purposes. The PC roster includes:
sdream - Venger the Bloody
AgentKalim - Espiridion Wild-Blade
Grimsage Matt - Salt-Haired Matt the Windrider
Scotchland - Brother John
psiclone57 - Dead-Leg Dren
Saryon - Illtyd Back-Biter
The other members of your illustrious crew:
Spoiler
(1) Captain Pierre Longshanks, a shifty French gambler (26). W5 R4 M4. He's an excellent card player but not much of a pirate captain. At least he hasn't managed to beach the ship on top of all his other offenses.
(2) Peg-Leg Williams, an irascible English gunner (31). W3 R6 M1. Having lost part of his right leg in a raid, Peg-Leg fell on hard times and spent years drinking in Tortuga before joining up. He's happy for any chance to be sailing the seas.
(3) Silver Steve Smith, English boatswain (29). W8 R1 M1. Tattooed body, bald head, a nasty cat-o-nine-tails, and a scowl. Keeps entirely to himself when not cursing out the crew for their incompetence.
(4) Aydt Vetters, Dutch purser (35). W1 R4 M5. Keeps the keys, the stores, and the secrets. If he smiles at you, beware--he's probably got hold of some skeleton in your personal sea chest.
(5) Jed Jeffson, eldest of the Jeffson brothers (31). W5 R4 M3. Leadership and Sailor talents. Trained in Firearms, Swords, Awareness and Sailing. He's a tough and calm oldest brother, and looks after his younger siblings. Has a pistol named "Miss Betty", and a Cutlass named "Negotiation".
(6) Jhon Jeffson, the middle Jeffson brother (28). W4 R6 M2. Sailor Talent. Trained in Firearms, Sailing and Daggers. A sneaky littlle prankster. The shortest of the Jeffson brothers. His Knife "Love", and Pistol "Hate", hint to his poetic side(It's not very good, but it's there).
(7) Jack Jeffson, the youngest Jeffson brother (26). W6 R4 M0. Sailor Talent. Trained in Swords, Sailing and Axe. The Dim, but Loyal Jack obeys his older brothers, and can smash anyone who threatens them. Has a Axe Named "Chop-Chop" and a MASSIVE cutlass named "Hacky".
(8) Talla Tiernan, Dutch sailhand and resident "mistress" (31). W4 R6 M7. Master Alchemist, Tough as nails, Craftswoman(Chemical and Brewer) and Charm(Males) Talents. Trained in Alchemy, Awareness, Lore, Herbalism, Brewer and Charm. A "Fallen Noblewoman", she ran away from home because she believed that women were as good, or better, then men. She received an extraordinary education, and is something of a amature Chemist. She earns her keep by making the ships booze. She's a master manipulator; Jack is complety smitten with her, and she has half the crew eating out of her hand. This is mostly becuase she runs the unofficial "Bar at sea" below decks.
(9) Mary Fairweather, English seamstress (18). W1 R6 M3. Charm talent. Trained in Sewing, Dagger, and Seduction. When not patching sails or garments, she's living it up with the boys.
(10) Melissa Fairweather, English cook (18). W1 R6 M3. Charm talent. Trained in Cooking, Dagger, and Seduction. She'll be found either in the galley or in a dark corner of the hold...
(11) Rum Simon Hawkins, English gunner (22). W5 R4 M1. Sailor talent. Trained in Firearms, Swords, and Sailing. He's wanted in Port Royal for all sorts of petty crimes.
(12) Tod Blackwater, English-French swashbuckler (29). W5 R2 M4. Leadership and Sailor talents. Trained in Etiquette, Swords, and Tactics. The Co-leader of the siblings, a gentleman pirate. He's armed with A old French Blade(Longsword) Called "The Blade of Blackwaters", which he guards with his life(Old family heirloom).
(13) Thom "Black Tom" Blackwater, English-French buccaneer (28). W2 R6 M4. Sailor and Stealthy Talents. Trained in Daggers, Lying and Disguise. Just a little younger the Tod, Thom is the sneaky one. He has a Dagger, Which he's never seen to have named(Shadowsong). He also carrys a Talisman From his sister that allows him to become harder to see (+1 on Rogue checks to avoid notice, 1 Mana per minute).
(14) Silent Tim Blackwater, English-French gunner (27). W8 R1 M0. Tough as Nails talent. Theressa twin, he was born strong, but not much going in the mind department. He's constantly by her side, acting as a body guard. He wears a speical type of Guantlet that increases his unarmed damage to 1d6.
(15) Theressa "Black Widow" Blackwater, English-French lookout (27). W1 R1 M8. (Voodoo Charms) Talent. Trained in Awareness, Daggers and Voodoo. Tim's twin, she's also the family witch and the reason the foursome were kicked from their home when she was found cavorting naked with a . Her Voodoo is centered around the making of charms and talismens; she can make most 1st circle spells into vodoo charms. She can cast are Sense magic(She seems to see things that aren't there) and Empathy(See seems to be able to look right into your soul.).
16
17
18
19
20
21
22
23
24
25
26
27
28
Check in with your colors and let's get ready to sail the bloody seas!
Archive for my use:
Spoiler
Advert OP:
Spoiler
EDIT: The Big 16 is here now.
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)? Warrior, Rogue, & Mage - found here.
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)? Imagine a cross between Sid Meier's Pirates! and Pirates of the Caribbean, and you're most of the way there.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many? 4-8. I can't imagine there would be a need for alternates, but if there are more than 8 interested I may expand.
4. What's the gaming medium (OOTS, chat, e-mail etc.)? GitP Forums.
5. What is the characters' starting status (i.e. experience level)? Characters will start unadvanced, as per the character creation guidelines (see page 35 of the guidebook).
6. How much gold or other starting funds will the characters begin with? Characters will start with the standard 250SP allowance.
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes? Be creative within the scope of the rules.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species? Humans only.
9. By what method should Players generate their attributes/ability scores and Hit Points? Follow the character creation guidelines (p. 35 of the guidebook).
10. Does your game use alignment? What are your restrictions, if so? No.
11. Do you allow multi-classing, or have any particular rules in regards to it? What is this 'class' you speak of?
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them? Roll your own. I may opt to make rolls for people to speed up play, but I will use this power judiciously.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules. Yes. See below.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)? I'd like to know a little about how you became a pirate and ended up on the sloop Cutthroat.
15 Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above? Combination, naturally, but it'll alternate between strategic maneuvering ("which port we gonna rob today, cap'n?") and tactical encounters (ship-to-ship, raiding parties, etc.).
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters? Core rulebook plus some rules from The Art of Combat.
A. What's the expected posting rate? About 1 per 2 days.
Houserules:
Spoiler
- Armor is out.
- Dragon pistols and rifles are in. Rifles take 2 rounds to reload, not 1.
- Defense is calculated as follows: vs melee, 4+WARRIOR; vs. missile, 4+ROGUE; vs. firearms, 4+MAGE.
- Parry (1d6+WARRIOR) or Dodge (1d6+ROGUE) can be used as active defense in melee per The Art of Combat, forfeiting your next combat action.
- Available melee weapons: Knife (1d6-2), Sabre/Cutlass (1d6), Belaying Pin (1d6-1), Unarmed (1d6/2)
- Available missile weapons: Knife (1d6-2), Throwing Axe (1d6-1), Net (special).
- Magic is voodoo-based. In addition to the SP cost of a spell representing the effort to locate a witch doctor and convince him to teach you the spell, the forbidden knowledge also leaves you physically marked in some way (once for EACH spell). This should be reflected in your character description and will have an effect on RP interactions.
Original interest check:
Spoiler
This idea has been floating around in my head and finally decided it has to come out. In advance of the big 16, this thread is to gauge interest in a game to the following general specifications.
GM: Me
System: Warrior, Rogue & Mage
Theme: Pirates!
Setting: Semi-Historical Caribbean, but with magic
Group Concept: Ship's crew - pirates or privateers
Group Size: 4-8
Magic: Shaman/voodoo fluff; no spellbooks; limited to no magic items
Post Rate: 1 per 2 days, nominal
Rules Variants:
- Armor is out.
- Parry and Dodge (from The Art of Combat) are in and can be used actively (consuming the next combat action) or passively (no 1d6 rolled and added to the check, but does not consume the next combat action).
- Dragon pistols and rifles are in.
- Available melee weapons: Knife (1d6-2), Sabre/Cutlass (1d6), Belaying Pin (1d6-1), Unarmed (1d6/2)
Are there any bloodthirsty sons of guns out there who are up for this?
Magic description:
Spoiler
Yeah, I was in the early part of the Blackwood action. I posted interest on a Friday, generally don't get a chance to post much on weekends, and by the time Monday rolled around the thread was crawling with great applications. Not much to do but look elsewhere.
I liked what the GM had proposed for Blackwood in terms of spells to fit with the indiginous nature of magic to his setting. My plan is that spells would be something easily misunderstood and feared among the populace of Spanish, Dutch, French, and English colonists but would be natural to the natives and probably embraced cautiously by pirates (as an edge, or at least not as a threat). Rather than buying a spellbook or implement, the cost in SP would represent the effort to seek out a witch doctor and learn the secret knowledge of the spell. I'm also toying with the idea that there should be some personal cost to the endeavor--either a physical flaw (scar, tattoo, etc.) that represents the forbidden talents, or having to spend an advancement to learn a spell.
The idea with dodge and parry was to reflect the swashbuckling era where armor is no longer a factor (since it is not effective against firearms). In essence, your Defense will be 4+Warrior for melee attacks (representing your ability to parry your opponent's weapon), 4+Rogue for missile attacks (representing your ability to see a knife hurtling toward you and slip out of the way), and 4+Mage for firearm attacks (representing awareness of the intent to fire and taking appropriate cover). Simple enough? I think so.
The Premise:
Spoiler
The privateer sloop Cutthroat has sailed under the dubious direction of Captain Pierre Longshanks for the past twelve months, marauding the Spanish main in search of English, Dutch, and French vessels to plunder under a letter of marque from the Spanish governor of Santiago. But the pickings have been slim, the cap'n's been loath to divide up the booty, and the lot of you (along with the rest of the crew) have just watched the third straight ship sail clear of engagement without the Cutthroat managing to position for a single shot, let alone grapple for boarding. The men are set to muttering--seems it's high time for someone to challenge the dog of a captain for command of the ship!
The Cutthroat is a 10-gun sloop-of-war with two square-rigged masts. Properly manned by 120 sailors in British naval service, it was sold off after the arrival of properly rated British vessels to defend Port Royal, Jamaica and ended up in the hands of young Pierre Longshanks (not his real name), a relatively poor exiled minor noble from France who had the good fortune of besting the British governor at baccarat. While an excellent card player, Longshanks made a rather dismal privateer. Upon finding himself outgunned and outmaneuvered off Santiago, he "volunteered" to change flags and now sails under the Spanish authority against the relatively less-established colonies of the other European powers.
Most of Longshanks' original crew ended up sold into slavery or fleeing for their lives (his loyalty to them did not extend so far as to include their well-being in the bargain for their freedom). As a result, Longshanks found himself in Tortuga looking for the bottom-of-the-barrel sailors that were drunk enough to take up under a greenhorn captain but not so drunk as to be unable to man the sails. He has thirty-five hearty souls to his flag, just barely enough to get by; in fact, the ship can only do one major maneuver at once--either firing a broadside or re-setting the sails to change course.
This inherent inefficiency is exacerbated by Longshanks' poor tactical thinking. In the six months at sea, only one vessel (a French barque) has been captured, and the take is pitifully small (plenty of food, tobacco, and rum, but only a hundred silver pieces in treasure). None of the crew actually knows what the take is, but as Longshanks has repeatedly delayed splitting it up, the rumors among the crew are that either (a) there's a vast sum of silver and the captain is trying to steal it, or (b) there's actually no silver at all.
Cutthroat currently sits at anchor a distance off from Leogane, Hispaniola, making repairs from a recent squall.
The Proposed Pirate Code:
Spoiler
1 - All crew members receive equal share of the bounty after repairs and expenses, and may leave the crew at any time with their earnings.
2 - Destinations, Repairs, Expenses, Roster Officers (3), and Crew invitation are decided by majority crew vote (bullets in cups).
3 - All crew talents used for the common good will be given weight in duty and combat roster, including specialized, magical, and boudoir skills.
4 - All on the ship get free Voodoo food and water (special foods available only for pay), and may disembark at any time (to ship, port, or passing land).
5 - Captured prey (with the exception of the infamous Captain Blue-eyes) shall not be molested or divested of more than 1/5 their goods (plus repair costs from any fighting), and shall be aided in distress, to promote easy capture and discourage hot pursuit
__________________
Back in the saddle! I'm from the Government. We're here to help!
2nd Age Elven Warrior by Vrythas. Elves are not pansies!
If Brother John and Esperidion report their prospective mates willing to back the new code, Verger is willing to execute operation independance day any time.
I should probably slap a one point deflection on everyone going, just to catch a stray bullet in case Longshanks (or a crony) isn't willing to step aside smoothly. And voodoo like that might cause a pre-emptive commotion in a crowded deck like this.
I guess rather than godmodding it, I should ask Mordea and you guys:
- did you all support the 5 point accord?
- did you ask select influential pirates for their support?
- Mordae how have the NPCs responded to my proposal?
- Mordae what kind of cronies does the captain have?
Dren is with you 100%.
He probably has some "big guy kinship" with some of the other big dudes on the crew, but maybe not. Y'know, polishing big swords, working hard on the ship, whatever.
__________________
Thanks Gigi Digi for the avatar.
Also @mordae, it occurred to me that I might be misinterpreting the background of what is going on here.
- This ship flies under a spanish flag, does that mean spain and england are at war currently, so all english ships are fair game and spanish ships left alone?
- What happens to a ship captured normally? For example, what happened to the one prey we took?
- We are near Haiti right? What is the predominant occupying nation?
- What is the rough proportion of ships of each nation in the nearby seas?
- What flag does blue-eyes fly under?
The reason for all these questions is that I'm trying to get a sense of what the crew might feel is appropriate.
If they are mostly english and have been made to prey harshly on native ships they may feel it is least treasonous to take longshanks ship and turn it to equal opportunity taxing.
If they are mostly local affiliated, the same.
If they are very local affilliated they might be induced to start a rebellion or resistance movement.
If they are very english they may want to switch flags and take spanish privateers as prizes.
If they are very spanish they may just want a smooth change of leadership.
Venger wouldn't mind a little rebellion but his current overwhelming need is for wealth and power, and the loyalty that brings an opportunity to hunt blue-eyes.
I guess rather than godmodding it, I should ask Mordea and you guys:
- did you all support the 5 point accord?
- did you ask select influential pirates for their support?
- Mordae how have the NPCs responded to my proposal?
- Mordae what kind of cronies does the captain have?
Quote:
Originally Posted by Scotchland
Excellent points. I'd rather not godmod, but since the NPC crewmembers are only numbers at this point, godmodding is the only option.
@Mordae: Do you have a definite direction for us, or are you leaving us to determine the state of the crew?
I'm perfectly fine with you guys helping to set the descriptions and tone for the NPCs. I was going to put in a response here shortly.
As for the Captain's cronies, there are two you might have to worry about:
- Silver Steve Smith, the titanic English boatswain whose bald head and muscled body are covered with tattoos. He's the primary reason the crew hasn't done anything--they fear the man's nasty cat-o-nine-tails. He got his nickname from his six silver teeth. He never talks to anyone except when delivering orders at full bellow and with deepest scowl, so it's hard to say what he would do.
- Aydt Vetters, a Dutchman who acts as the ship's purser. He keeps the keys to the store rooms, including access to the handful of native poisons Longshanks has picked up in his sordid history, and is rumored to be in on the Captain's plan to secretly split the take.
__________________
Back in the saddle! I'm from the Government. We're here to help!
2nd Age Elven Warrior by Vrythas. Elves are not pansies!
Also @mordae, it occurred to me that I might be misinterpreting the background of what is going on here.
- This ship flies under a spanish flag, does that mean spain and england are at war currently, so all english ships are fair game and spanish ships left alone?
- What happens to a ship captured normally? For example, what happened to the one prey we took?
- We are near Haiti right? What is the predominant occupying nation?
- What is the rough proportion of ships of each nation in the nearby seas?
- What flag does blue-eyes fly under?
The reason for all these questions is that I'm trying to get a sense of what the crew might feel is appropriate.
If they are mostly english and have been made to prey harshly on native ships they may feel it is least treasonous to take longshanks ship and turn it to equal opportunity taxing.
If they are mostly local affiliated, the same.
If they are very local affilliated they might be induced to start a rebellion or resistance movement.
If they are very english they may want to switch flags and take spanish privateers as prizes.
If they are very spanish they may just want a smooth change of leadership.
Venger wouldn't mind a little rebellion but his current overwhelming need is for wealth and power, and the loyalty that brings an opportunity to hunt blue-eyes.
Apologies for the double-post, we are trading rapidly
Spain is at war with England. France and Holland are neutral right now. Preying on Spanish ships might get you some unwanted attention, yes.
Captured ships are either set free, burned, or taken as the new flagship for the captain. Longshanks set the last one free since it was a large, slow cargo barque. You can also choose to take "volunteers" from the captive crew.
Haiti is predominantly French at this time. As for the general population, consider it to be 60% Spanish, 20% English, 10% French, and 10% Dutch.
Last you saw, Blue-Eyes flew the French standard.
Your crew is a complete melange of nationalities representing the various sorts of scum and villainy that haunt Tortuga. You get the sense that they would prefer just about anything to sailing around and failing to get any booty. There is a rumor around that Silver Steve was once a Royal Navy sailor who got kicked out and has a grudge for his own nation, but for the most part the crew does not have fixed loyalties.
__________________
Back in the saddle! I'm from the Government. We're here to help!
2nd Age Elven Warrior by Vrythas. Elves are not pansies!
Aha, I see, Matt's been adding more awesome NPCs. It sort of sucks that your NPCs are more advanced than us by a wide margin, but I guess it's silly to expect to big big fishes right at the outset.
Ok, back to mutiny...
Cool, so we can mostly set NPC preference (godmodding approved!), and Morae also plugs them as mostly opportunists.
Heh, screw planning too much. Lets do this the way it would be done... I say we buff up, storm the captain's cabin and tell him:
"You have not been a terrible shipmate, but you have violated your agreement to split the loot, and you are a terrible pirate. You are no longer in charge of us, and it is now up to a vote by the crew what to do. We may take your ship and turn free pirates, or we may honor our agreement with you and split the loot until we have enough loot to either buy your ship, or buy another. In this way, although we have mutineed (good luck finding a nation willing to bother us for that) we have not stolen a Spanish ship. You may now make your case before the crew, and Brother John shall record each man's vote on this parchment in confidence."
(So even the illiterate crew can see their vote is tallied coorectly, John puts a mark under a smiley face for paying Longshanks, and another smiley for kinder piracy, or the Xed bones for going full pirate, and another Xed bones for ruthless piracy.)
At the same time as the first vote, we can do another on the topic of making a name for ourselves as velvet glove pirates who take only a 1/5th tax (thus encouraging easy taking of prey and discouraging hot pursuit). Regardless, Venger is strongly against burning ships (what do you do with the surrendered crew? Not without strong cause).
For the votes, each player can vote first, and then Morae can fill in the rest of the crew's votes (perhaps diverging from the party's wishes, perhaps not).
Talla was already on board when you lot joined the crew, so you can presume she has some tenuous connection to Longshanks. But given her habits, it is clear she is not an "exclusive" woman to the captain. In the limited engagements so far, she's proven herself to be pretty handy among the tops, decent at swordplay, and more than passable in a hammock. Her motives for going pirate she has kept to herself.
__________________
Back in the saddle! I'm from the Government. We're here to help!
2nd Age Elven Warrior by Vrythas. Elves are not pansies!
Ven has not been shy about speaking with the barkeep who works near his galley, he counts on his magic and his mighty brother to have his back if the Captain gets word too early.
Speaking of my mighty brother, I put athletics as my "sailing" skill (since true Sailor is a talent, that negates whatever penalty there is for fighting/working on a rocking boat). Athletics covers swimming, climbing, and running, all useful shipboard things, and also all strong native things.
I've updated the first post to include more details on the crew and to capture stuff from the ad thread before it goes poof. Thanks to some excellent work by GM, we've got 11 of the 28 crew fleshed out.
I'm fine with the mutiny plans and will work accordingly.
__________________
Back in the saddle! I'm from the Government. We're here to help!
2nd Age Elven Warrior by Vrythas. Elves are not pansies!
Since you said we can set the mood of the NPCs and your description of the crew seems to bear our that time is right, I'm going to assume that while we were all distracted watching Talla walk over, Espiridon and John reported good tidings from those they spoke with earlier.
I'll put my first action, then wait for response from all the other players who are right here (which is all, counting Illtyd in the sails). I guess the order we post is our order of initiative for now.
I'm going to stick my roll here so I can see if the spellcast succeeded on the first try or if I should describe no change yet:
[roll]1d6+7[\roll]
A big spell, enchant weapon and 2 enhancements to give Dren's cutlass +2 to hit and +6 damage (7+2=9, must get 10 or better).
I'm taking 4 damage (self inflicted directly bypasses all reduction), so I'm down to 6hp.
Ok, or not, I tried to get that roll to work a dozen ways, it stubbornly just stays text. I think it just won't roll as an edit, so I rolled in my IC post (poorly, but it was only 66% chance of success). Venger will keep concentrating on enchanting Dren's sword, as everyone else prepares. (Assuming some commotion does not start the fight early, I will buff Dren's sword, then put a 1 point deflection on him, then on myself, (those rolls are gauranteed) which will take me down to 4 hp, at that point I'll definitely be healing myself (and possibly others), using mana if things look dangerous.
Yay, my second try succeeded. Dren's cutlass should be red after you guys all post, and +2 to hit +6 damage, I'll probably be afk for a while working, but I'll have a third action after everyone else takes 2.
(I guess the guys with 6th sense might get an extra action, although this shouldn't count as a surprise).
If for any strange reason, everyone posts before I get back, here's my second try at that (I cannot imagine a circumstance I would not want to finish the cast on Dren's sword). If I again get the 1/3 chance of suck, I'll post for sure on the third round, as things may well have changed by then.
Remember, this is for Venger's second action, he is doing nothing until then (and this only applies after 5 other posts).
Alright then. Observe one of the advantages of my character - he faffs about with firearms so much all the time, no one from the crew even cares if he draws one or both his pistols. The rifle would be a different matter, but I'm not doing that.
Made 4 more NPC's(I like doing em in bulk), with another family (Easier to tie in all the motives), which inculdes a witch She can only cast 2 spells, but she makes spells into charms, so others can use them (Vodoo charms, uses your mana, and you get a +1 bonus on the roll. The spell structure is provided, all you do is add the power. But they wear out. The spells can handle 5X the circle of the spell mana passed trough them, then they're faded and useless.) Also, lets get the vodoo on!
__________________
98% of the internet has a Myspace. If you're one of the 2% who isn't an emo whiner, show solidarity by putting this in your sig.
"Good news, Steve! We're here to tell the captain he may be able to keep his ship. Do you want to come with us?"
But seriously, unless the captain is much more popular than he seems, 6 people (5 if John maintains neutrality, Illtyd was a friend to learn about voodoo I thought) walking up at once should be able to convince the boson that things have officially come to a head and he may want to step aside. If not, we'll be in the open as ringleaders come what may.
Illtyd is, so far as anyone knows, simply a shipwright who has a steady aim with a rifle and an odd fashion sense... The voodoo thing is something that he isn't going to reveal easily. A lot of trust will need to be built up before he'll consider asking his shipmates for information(or for help finding information) on his scarring, mainly because he seriously doubts they'd know anything more than 'Hey, you know voodoo? Me, too!' Although, for obvious reasons, that may change if he's forced into a situation where he feels he has to use his magic. Kinda hard to avoid questions after you blast someone with a bolt of lightning...
As far as the plan goes, Illtyd would prefer a diplomatic solution, but neither will he hesitate if things turn ugly(as seems likely).
Lesser deflection basically saves you from one bullet, but it is a gauranteed cast for me.
I plan to cast 2 then try to heal myself. Does anyone have something interesting they want to do in the next 10 seconds or so? (Especially you DM, if you want to interrupt the voodoo buffing)
So are you guys feeling a more conciliatory intervention then?
"Sorry, but your leadership sucks. We'll stick to the deal and share loot, but leadership in combat and duty issues will move to an elected 3 seat council."
Well, if you couldn't guess from the Thieving skill, Illtyd really has no problems just taking the ship from Longshanks. But he'd prefer a method that doesn't involve stabbing him repeatedly.
I figure that by refusing to share the loot from the last haul, he has forfeited any claims to a share himself.
To be honest, our best bet is to get rid of him as soon as possible. I really can't see him blithely relinquishing command of his ship and becoming a regular member of the crew. At least, not without planning to shank everyone in their sleep... Throwing him in the brig and dropping him off at the nearest port(with his final share of the loot, if deemed fair) seems reasonable.
But as for what Illtyd's thoughts will be...he'll go with whatever everyone else settles on. Be it "Love and Peace" or "DIE!!!". All he knows for certain is that a change must happen, and he's fed up enough that he doesn't care how it happens, just so long as Longshanks is no longer in charge...
To be honest, our best bet is to get rid of him as soon as possible. I really can't see him blithely relinquishing command of his ship and becoming a regular member of the crew.
He doesn't. He and his friends are given a rowboat, some food, and well wishes.
The man keeps a brewery/whorehouse below decks, seems to have a failry loose hand on crew activities, and does have a good galley (if I say so myself) - he can't be bad enough that the whole crew will want to steal his ship.
There's a big gap between no longer being in charge of the pirating, and no longer owning his ship (no part of which we agreed to split).
Gah an now he's looking our way, I'm dying to respond:
"Yer not a bad man, but yer an awful pirate. We wann pick you some new "advisors" to help gather and divide spoils."
But, I'm already way over my share of posts (and it looks like John and Illtyd feel much less kindly about the capn).
Sorry to give you guys positional whiplash as I shift around about my feelings on the mutiny, but the introduction of Talla, and the way he responded to Dren really made me re-evaluate what kind of a captain he was.