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The Seas of Blood (a piritical game) - Full
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<blockquote data-quote="Ranger Rick" data-source="post: 2421321" data-attributes="member: 29705"><p>I would love to join the crew. However, I may be at a bit of a disadvantage as my knowledge of naval warfare involves guns and wind and the use of magic on board is a detail I can not quite grasp. I say detail, because I undwer the big picture, but not the minute detail needed to play a PBP.</p><p></p><p>I can think of 2 different character concepts, but only having core books I might be at a loss to flesh them out.</p><p></p><p>first concept - Master of arms. As a wee lad he was sent off to sea to join the lands navy. The lad was accepted as payment of back taxes. On board he was quickly known as a powder monkey. He would scamper up and down the cramped ladders hauling magical components to the mages and gunpowder (arrows?) to the ship's cannons. As time progressed and he got bigger and older, he stayed with the gun crews he learned about the different types of ships and what it takes to de-mast each type or blow a hole in the ship. How to fire a meaningful warning shot and the best way to slow and capture a ship with out sinking it. Eventually, he left his country's navy and joined the merchant ships. Hired on as a gunners mate, he improved his knowledge of gunnery tactics and how best to use magical means with the smallest cost of expensive components. He has since joined the current ship as their master of arms and can be seen drilling the gun crews night and day.</p><p></p><p>Second concept – Navigator. Being the son of a merchant, he learned the ways of reading the currents and navigating by the stars. He learned how to read maps and determine how accurate the charts where. To be able to read the water and know that the chart was nothing but hogwash or written by a sailor who has visited the very water they are in.</p></blockquote><p></p>
[QUOTE="Ranger Rick, post: 2421321, member: 29705"] I would love to join the crew. However, I may be at a bit of a disadvantage as my knowledge of naval warfare involves guns and wind and the use of magic on board is a detail I can not quite grasp. I say detail, because I undwer the big picture, but not the minute detail needed to play a PBP. I can think of 2 different character concepts, but only having core books I might be at a loss to flesh them out. first concept - Master of arms. As a wee lad he was sent off to sea to join the lands navy. The lad was accepted as payment of back taxes. On board he was quickly known as a powder monkey. He would scamper up and down the cramped ladders hauling magical components to the mages and gunpowder (arrows?) to the ship's cannons. As time progressed and he got bigger and older, he stayed with the gun crews he learned about the different types of ships and what it takes to de-mast each type or blow a hole in the ship. How to fire a meaningful warning shot and the best way to slow and capture a ship with out sinking it. Eventually, he left his country's navy and joined the merchant ships. Hired on as a gunners mate, he improved his knowledge of gunnery tactics and how best to use magical means with the smallest cost of expensive components. He has since joined the current ship as their master of arms and can be seen drilling the gun crews night and day. Second concept – Navigator. Being the son of a merchant, he learned the ways of reading the currents and navigating by the stars. He learned how to read maps and determine how accurate the charts where. To be able to read the water and know that the chart was nothing but hogwash or written by a sailor who has visited the very water they are in. [/QUOTE]
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