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<blockquote data-quote="Quickleaf" data-source="post: 7114308" data-attributes="member: 20323"><p>Yep. Great that you're following; that will make integrating into game easier. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>Solid. A lot of good rolls in this game. </p><p></p><p>[QUTOE]Origin of magical power: became a Ship Mage at 1st level, through training. (?) That looks <em>self-generating</em> to me, but I'm almost surely over-thinking the issue: he gets his magical power as a Ship Mage from the fact that he already has magical power as a Ship Mage. (LOL WUT?) (Yeah, I'm over-thinking it.) </p><p>(and one of his trinkets looks like a representation of Ouroboros, the Worm of the Full Circle, with tail in mouth, to show that his magic <em>is its own source</em>?)</p></blockquote><p>Not sure there's enough there to actually pin any story on. Might want to develop it some more. Sorcerer, right? Usually that's associated with magical bloodlines or exposure to arcane energies/events.</p><p></p><p></p><p>Yep, those homebrew cantrips are a lotta fun.</p><p></p><p>I believe Nia & Old Zef can cast rituals, yeah? So no need from a party balance standpoint. If you want to do rituals for character reasons, go for it.</p><p></p><p></p><p></p><p>OK... current PCs are designed toward:</p><p></p><p>Katerina – Captain</p><p>Old Zef – Boatswain/Carpenter/Artillerist</p><p>Nia – Sailing Master</p><p>Etienne – Quartermaster?</p><p>Blaise – Gunner</p><p></p><p>So, leaving Old Zef with multiple overlapping duties for now, let's assume you're NOT a carpenter (unless your concept really leans that direction). In that case, the open duties include...</p><p></p><p><strong>6. First Mate:</strong> A large ship might have several Mates serving aboard it, hence the designation "First Mate." A Mate acts as apprentice to the Sailing Master and Boatswain. Their responsibilities include the fitting out of the vessel, examining whether it is sufficiently provided with ropes, pulleys, sails, and all the other rigging necessary for the voyage, hoisting the anchor, and at port seeing to the care of the sails, yards, mooring, anchor, and cables of the ship. Proficiency in water vehicles is recommended. </p><p></p><p><strong>8. Surgeon: </strong>The Surgeon (one of the ship's Warrant Officers) not only should be proficient in Medicine, but often is the most educated person aboard, making the Sage background or proficiency in various Intelligence-based skills useful. Proficiency with surgeon's tools is recommended, and healing magic is especially valued. Ships without a proper Surgeon often appoint the task to the Carpenter, who make do with carpentry tools.</p><p></p><p><strong>9. Cook: </strong>Technically the cook is another member of the crew, but their skills make them stand apart. Proficiency with an herbalism kit may be handy, though there are no in-game representations of a Cook's skill. Instead, it is left to the player to roleplay.</p><p></p><p><strong>10. Crew: </strong>While crew are usually NPCs, any PC with the Sailor background can fill in for the responsibilities of crew. Crew include Able Bodied Sailors, Riggers (who value training in Athletics and Acrobatics), Cabin Boys (typically small boys or Halflings), Powder Monkeys (who run gunpowder from below decks), and Swabs (who mop the decks).</p><p></p><p></p><p>So Vengeance/Justice is against Jacques Cassard, captain of the <em>Achéron</em> who attacked and killed many men aboard <em>The Coral Curse</em>?</p><p>And Redemption is....what?</p><p></p><p>Let's remove the yellow fever component (i.e. remove Recovery from your bonds). As [MENTION=8058]Queenie[/MENTION] rightfully stated in-character that is usually a "die from it, or get over it" illness. Van Djik's condition is exceptional for story reasons which are secret for now, but likely not for long.</p><p></p><p></p><p>It sounds like your character creation process is (1) fill in a bunch of game terms (e.g. class, subclass, feats, ship duty, bond, etc.) and then (2) from that extract some kind of a story. </p><p></p><p>That's a fine approach, but what I see missing are the two things that players often overlook:</p><p>(1) Connection to the other PCs / party</p><p>(2) Connection to the adventure story (i.e. <em>La Gloriosa</em>)</p><p></p><p>In my first post, you'll see I listed potential Bonds connecting you to <em>La Gloriosa</em>.</p><p>[/QUOTE]</p>
[QUOTE="Quickleaf, post: 7114308, member: 20323"] Yep. Great that you're following; that will make integrating into game easier. :) Solid. A lot of good rolls in this game. [QUTOE]Origin of magical power: became a Ship Mage at 1st level, through training. (?) That looks [I]self-generating[/I] to me, but I'm almost surely over-thinking the issue: he gets his magical power as a Ship Mage from the fact that he already has magical power as a Ship Mage. (LOL WUT?) (Yeah, I'm over-thinking it.) (and one of his trinkets looks like a representation of Ouroboros, the Worm of the Full Circle, with tail in mouth, to show that his magic [I]is its own source[/I]?)[/QUOTE] Not sure there's enough there to actually pin any story on. Might want to develop it some more. Sorcerer, right? Usually that's associated with magical bloodlines or exposure to arcane energies/events. Yep, those homebrew cantrips are a lotta fun. I believe Nia & Old Zef can cast rituals, yeah? So no need from a party balance standpoint. If you want to do rituals for character reasons, go for it. OK... current PCs are designed toward: Katerina – Captain Old Zef – Boatswain/Carpenter/Artillerist Nia – Sailing Master Etienne – Quartermaster? Blaise – Gunner So, leaving Old Zef with multiple overlapping duties for now, let's assume you're NOT a carpenter (unless your concept really leans that direction). In that case, the open duties include... [B]6. First Mate:[/B] A large ship might have several Mates serving aboard it, hence the designation "First Mate." A Mate acts as apprentice to the Sailing Master and Boatswain. Their responsibilities include the fitting out of the vessel, examining whether it is sufficiently provided with ropes, pulleys, sails, and all the other rigging necessary for the voyage, hoisting the anchor, and at port seeing to the care of the sails, yards, mooring, anchor, and cables of the ship. Proficiency in water vehicles is recommended. [B]8. Surgeon: [/B]The Surgeon (one of the ship's Warrant Officers) not only should be proficient in Medicine, but often is the most educated person aboard, making the Sage background or proficiency in various Intelligence-based skills useful. Proficiency with surgeon's tools is recommended, and healing magic is especially valued. Ships without a proper Surgeon often appoint the task to the Carpenter, who make do with carpentry tools. [B]9. Cook: [/B]Technically the cook is another member of the crew, but their skills make them stand apart. Proficiency with an herbalism kit may be handy, though there are no in-game representations of a Cook's skill. Instead, it is left to the player to roleplay. [B]10. Crew: [/B]While crew are usually NPCs, any PC with the Sailor background can fill in for the responsibilities of crew. Crew include Able Bodied Sailors, Riggers (who value training in Athletics and Acrobatics), Cabin Boys (typically small boys or Halflings), Powder Monkeys (who run gunpowder from below decks), and Swabs (who mop the decks). So Vengeance/Justice is against Jacques Cassard, captain of the [I]Achéron[/I] who attacked and killed many men aboard [I]The Coral Curse[/I]? And Redemption is....what? Let's remove the yellow fever component (i.e. remove Recovery from your bonds). As [MENTION=8058]Queenie[/MENTION] rightfully stated in-character that is usually a "die from it, or get over it" illness. Van Djik's condition is exceptional for story reasons which are secret for now, but likely not for long. It sounds like your character creation process is (1) fill in a bunch of game terms (e.g. class, subclass, feats, ship duty, bond, etc.) and then (2) from that extract some kind of a story. That's a fine approach, but what I see missing are the two things that players often overlook: (1) Connection to the other PCs / party (2) Connection to the adventure story (i.e. [I]La Gloriosa[/I]) In my first post, you'll see I listed potential Bonds connecting you to [I]La Gloriosa[/I]. [/QUOTE]
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