[5e] Spell & Crossbones

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 :)

Kobold Stew said:
fortunes (* question: how does enlightened interact with magic items)
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.

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.

Fenris said:
@Quickleaf, your mailbox is too full for a PM!
Sorry! I cleared it out now. Didn't realize that old sent messages were stored and counted against storage limits.

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. :eek:

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
Looks good!

[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.
In that case, might I suggest an IC vote for captain when we are getting the crew together and what-not.
I think either idea - co-captaincy or IC vote - could work and would be very in genre!

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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Kobold Stew

Last Guy in the Airlock
Supporter
Rule loophole discovery of the morning:

As written, you need a 13 Wis or Int to get the Ritual Caster feat, but you get to choose the spell casting class, and so you could get a wizard (int-based) book with a 13 wisdom, or a cleric/druid (wis-based) ritual book with 13 Int. I expect that's not intended.
 

Kobold Stew

Last Guy in the Airlock
Supporter
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.

Thanks -- It's in my head, but not yet on paper (it'll never be on paper -- "not yet typed out").
But I'm enjoying playing with the Charlatan idea.

Question: are we using real-world languages? I like the thought (that dwarves speak Dutch, etc.) and it'll make some characterization easier (for me at least).

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.

I might rethink that, then. :D

More later tonight or tomorrow.
 

Quickleaf

Legend
Kobold Stew said:
Question: are we using real-world languages? I like the thought (that dwarves speak Dutch, etc.) and it'll make some characterization easier (for me at least).
Good question. Yes and no. For example, since PC races like dwarves and elves can hail from multiple nations, "Elven" and "Dwarven" are meaningless except as nationalist propaganda. A dwarf from Netherlands speaks Dutch, a dwarf from Scotland speaks Scottish (and probably English too), a dwarf from South America likely speaks Quechua (and probably Spanish too).

There is no Common tongue per se, but let's assume that English stands in for Common for the purposes of your characters. Also, making sure your party covers Dutch, English, French, and Spanish fluency is a good idea.

However, some rarer or monstrous D&D languages like Infernal or Deep Speech will be used.

I should update the first post with a list of languages...
 

Kobold Stew

Last Guy in the Airlock
Supporter
Good question. Yes and no. For example, since PC races like dwarves and elves can hail from multiple nations, "Elven" and "Dwarven" are meaningless except as nationalist propaganda. A dwarf from Netherlands speaks Dutch, a dwarf from Scotland speaks Scottish (and probably English too), a dwarf from South America likely speaks Quechua (and probably Spanish too).

There is no Common tongue per se, but let's assume that English stands in for Common for the purposes of your characters. Also, making sure your party covers Dutch, English, French, and Spanish fluency is a good idea.

However, some rarer or monstrous D&D languages like Infernal or Deep Speech will be used.

I should update the first post with a list of languages...

Cool. That's just great.
 

Quickleaf

Legend
Quick recap of everyone's forming PCs so far...

You might look for commonalities in your characters and see if some connection between them sparks your imagination. For example, [MENTION=8058]Queenie[/MENTION], [MENTION=6781406]Unsung[/MENTION] and [MENTION=23484]Kobold Stew[/MENTION] are all wanted men/women...any connection? And do the two Dutch dwarves [MENTION=6777934]Maldavos[/MENTION] and [MENTION=2820]Fenris[/MENTION] have any connection?

[MENTION=6755061]Kiraya_TiDrekan[/MENTION]
Half-elf (Mayan) background? Wizard (diviner) 4
Ship Duty: N/A "Tia Dalma"
Bond: Sacred Relic
Fortunes: Superstitious, Loa Patron, Magic Trinkets, Jonah, Haunted

[MENTION=51930]fireinthedust[/MENTION] ?

[MENTION=6777934]Maldavos[/MENTION] Hugo Van Haan
Dwarf (Dutch) background? Bard (?) 4
Ship Duty: Quartermaster/Cook/Surgeon
Bond: ?
Fortunes: ?

[MENTION=23484]Kobold Stew[/MENTION] Barrington
LG Human (English) Charlatan Fighter (battlemaster) 4
Ship Duty: Captain/Gunner/Quartermaster
Bond: Secret Agent
Fortunes: Enlightened, Shore Leave, Wanted

[MENTION=8058]Queenie[/MENTION] Katerina
Human (nationality?) background? Rogue (?) 3/Fighter 1
Ship Duty: Captain
Bond: Curse and the Child
Fortunes: Notoriety, Accursed, Monkey Magnet

[MENTION=6781406]Unsung[/MENTION] 
CN Human (nationality?) Sailor/Escaped Convict Barbarian 1/Cleric (tempest) 3
Ship Duty: Gunner
Bond: Curse of Aztec Gold
Fortunes: Hangin' Look, Old Salt, Treasure Map, Wanted

[MENTION=2820]Fenris[/MENTION] Jozef Van Der Nagel
Dwarf (Dutch) background? Ranger 4 (?)
Ship Duty: Boatswain/Carpenter/First Mate/Gunner "Gibbs"
Bond: ?
Fortunes: Old Salt?
 
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Queenie

Queen of Everything
[5e] Spell & Crossbones (FULL)

We are working on the characters right now, I rolled some awesome stats. Sometimes IC doesn't hate me. :)

So, yes! Katerina is human and probably fairly young, early 20's? Probably CN. Possibly Catalonian or Spanish.

For Bond I have both Accursed and Loved One so you hit the nail with that.

I am working on Fortunes. Basically three mixed / good and for each of those you choose a bad. So you could potentially have 6. Correct?

Right now I have narrowed down to choose from, * are almost definite at this point:

Mixed: Notoriety*, Strange Luck.

Good: Ally, Booty, Contacts, Devil's Own Luck an of course Monkey Magnet*

Ill: Accursed, Enemy, Haunted, Vice, Wanted*, Wastrel
 
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Quickleaf

Legend
I am working on Fortunes. Basically three mixed / good and for each of those you choose a bad. So you could potentially have 6. Correct?
Katerina sounds like fun!

Here's how Fortunes work: Pick up to 3 from Mixed and/or Good Fortunes. For each Good Fortune you take you must also take an Ill Fortune. This caveat does not apply to Mixed Fortunes which already are a mix of good and bad so don't need an Ill Fortune to balance them out.

For example, Katerina might have: Notoriety (mixed), Contacts (good), Monkey Magnet (good), Enemy (ill), Wanted (ill).
 

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