Quickleaf
Legend
[MENTION=51930]fireinthedust[/MENTION] Not to knock your great work on the character sheet, but I prefer something easier to read like what [MENTION=23484]Kobold Stew[/MENTION] put together for his character. Of course, as long as all the info is there, feel free to use whatever character sheet makes you happy 
As to the question, I'm not sure. For things that aren't obviously magical (+1 sword, ring of protection ), I imagine the Enlightened character could use them without realizing he was benefiting from them. However for things that are obviously magic, like spell scrolls, wands of fire, and such...I would think the character simply would not use them. Enlightened PCs have a bit of a fine line to walk in the setting where monsters and magic do exist. I'd say handling things on a case-by-case basis would probably be easiest.
And I think it is outstanding that your salty old dwarf hates monkeys. Hmm...at least no one wants *play* a monkey...or a zombie monkey...or a zombie monkey ninja pirate! I regret saying it as I typed it.
I am surprised Captain is such a popular ship duty...always worrying about mutiny, most likely to be turned against if a venture goes south, expected to go down with the ship...Bah! Easier to be a swab

First off, great writeup of Barrington! A LG pirate/privateer, who'd have thought! What's his story? Could you include it with the character sheet to have everything in one place? I plan on including links to your character sheets in the first post.Kobold Stew said:fortunes (* question: how does enlightened interact with magic items)
As to the question, I'm not sure. For things that aren't obviously magical (+1 sword, ring of protection ), I imagine the Enlightened character could use them without realizing he was benefiting from them. However for things that are obviously magic, like spell scrolls, wands of fire, and such...I would think the character simply would not use them. Enlightened PCs have a bit of a fine line to walk in the setting where monsters and magic do exist. I'd say handling things on a case-by-case basis would probably be easiest.
Sorry! I cleared it out now. Didn't realize that old sent messages were stored and counted against storage limits.Fenris said:@Quickleaf, your mailbox is too full for a PM!
And I think it is outstanding that your salty old dwarf hates monkeys. Hmm...at least no one wants *play* a monkey...or a zombie monkey...or a zombie monkey ninja pirate! I regret saying it as I typed it.

Looks good!Unsung said:[MENTION=20323]I didn't have an idea for a second background at first, other than it had to make him even more of a crusty old sailor than he already was. Now I'm thinking a combination of the Folk Hero and Outlander, reskinned as an Escaped Convict.
Skills: Deception, Survival
Tools: Tinker's tools (or smith's, not sure what would be most appropriate on the sea), dice
Feature: Wanderer, from the Outlander
[MENTION=51930]fireinthedust[/MENTION], [MENTION=8058]Queenie[/MENTION], [MENTION=23484]Kobold Stew[/MENTION]- Joint co-captains, thrust together by circumstance? All seeking the same prize, but for different reasons, and working together in a not-letting-you-out-of-my-sight kind of way? Like the surgeon-quartermaster-cook, it seems like a trope not unheard of in the genre. No pressure, but could be interesting.
I think either idea - co-captaincy or IC vote - could work and would be very in genre!In that case, might I suggest an IC vote for captain when we are getting the crew together and what-not.
I am surprised Captain is such a popular ship duty...always worrying about mutiny, most likely to be turned against if a venture goes south, expected to go down with the ship...Bah! Easier to be a swab

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