[5e] Spell & Crossbones

Queenie

Queen of Everything
[5e] Spell & Crossbones (recruiting 1-2)

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Here’s what I’m going as for Halloween... yes.. Fenris and I have got a baby boy Viking on the way!!

Glad you are back and feeling better Quickleaf!


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Queenie

Queen of Everything
Thanks [MENTION=20005]Matthan[/MENTION] sounds great -- I am going to assume on the side of speed and begin the creation process this way I will be ready to go fairly quickly if QL says its a go. I have an extra character waiting in the wings should a spot open up later on.

Is there anything I should be aware of in game that is not covered by the standard guidelines. Such as what language do you all speak, I kind of liked the Spanish character but if you all do not speak Spanish that might be difficult that is unless I can easily pick up whatever language is most common to the current group.

Now this also seems kind of historical is this true or are the nationalities the only thing that was borrowed historically?

I’m not sure of all your questions but I can answer this one. Captain Katerina is Spanish, and Ol Zef can also speak Spanish as well. I don’t think anyone else speaks it but that can be fun ;) Go with what you feel! Everyone speaks common / English.

There’s historical characters and places and history but it’s also altered as, well, Magic. :D


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DeJoker

First Post
Thanks [MENTION=8058]Queenie[/MENTION] -- still waiting on what the crew might think would be more helpful as a doctor Cleric (Tempest) or Cleric (Life) -- I like the Tempest idea a bit more but could just as easily go with Life -- but what is MOST important to me is what everyone feels would be the MOST helpful overall -- a somewhat battle oriented cleric or a mostly just healer oriented cleric
 

Shayuri

First Post
I say go with what's fun.

Life clerics aren't really that much better at healing than other clerics, in my view. They have a couple of advantages in that regard, but nothing that makes them hands-down choices.
 

Matthan

Explorer
I would say pick the option that feels the most like a pirate to you. Personally, I feel like tempest feels more pirate like, but I'm sure there's an interesting angle to go with a pirate life cleric. Also, QL has a houserule to discourage heavy armor use in the game (Errol Flynn didn't swing around in plate armor). If you have heavy armor proficiency and use medium or light armor, you get +1 bonus to AC. Just something to keep in mind.
 

DeJoker

First Post
Thanks [MENTION=20005]Matthan[/MENTION] are there any other House Rules I perhaps should be aware of -- or is there a list of these somewhere?
 

Matthan

Explorer
I think most of the options are either on the first post or the group. There's options for character creation. It's been awhile since I made Blaise, but I think there is some kind of boon/complication system. I also vaguely remember a houserule about lives, but I could be misremembering. I think the group has most of it.
 

Matthan

Explorer
Here's some links in the group:
House Rules

Fortunes

The fortunes are a great way to build your character. Every positive needs a negative. Mixed fortunes can be taken as is, I believe. I don't recall if there's a cap on fortunes during character creation, but you don't want to many regardless. Just enough to spice your character.

Check the full group for rules on firearms and other bits.

In play, QL doesn't like stacking checks. For example, if Blaise asks to roll a perception check and fails, Kat can't ask if she can roll perception instead. It's a bit more narrative driven. If someone fails a check, the story reflects it instead of everyone trying to quickly mitigate it.

The other thing you'll find (and one of the things that makes this game stand out) is that QL has a +/-5 system for DCs on skills. I don't think he does it for every roll, but say you're trying to intimidate somebody. QL will set the DC at 15 and then list off options for what happens if you roll 10 or less (complications) and what happens if you roll 20 or more (benefits). It makes every roll exciting and can send the story careening off in unexpected directions.

That's all that's coming to mind at the moment. I'll post again if I think of more.
 

Queenie

Queen of Everything
I believe we’re only supposed to have three each of the positive / negative fortunes. And like Matthan said, each good one has to have a bad one.

I definitely recommend Magic Trinkets, and letting the GM choose them for you. He’s come up with awesome personalized magic items for everyone!

Spend a bunch of time reading the group. There’s a ton of info there and it will help guide you in creation of your character.


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