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[5e] Spell & Crossbones
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<blockquote data-quote="tuxgeo" data-source="post: 7105338" data-attributes="member: 61026"><p>Matthan, thank you for the kind words and the encouragement. </p><p></p><p>Yes, my inexperience has been one cause of my reluctance; but another cause has been my growing suspicion that I have been going about it bass-ackward, or "back end foremost": trying to build a concept out of parts, Frankenstein-style, instead of starting with a concept and seeing what parts will best approximate it. </p><p></p><p>People in this thread have had great concepts: Katarina, Gunner Teague, Barrington, Old Zef, Hugo van Haan, Caillou, Nia Steeleyes, and maybe even Kid were distinctly memorable concepts. I did get confused between Blaise and Etienne, but that's my own fault for having referred to each of them in turn as "the French guy" in my head. <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>There was a slight bit of talk in the thread earlier about things such as, "Oh, you're going for a Tia Dalma sort of vibe," or "Oh, you're making sort of a Gibbs character." To my regret, I haven't yet seen any of the Pirates of the Caribbean movies; but I did look up the entry on Wikipedia, and suddenly started to recognize several parts of the Spell & Crossbones setting in the text there, such as the Immortality fortune: the whole crew are immortal because. . . . Yeah, and the "Curse of the Aztec Gold," which ties into that. </p><p></p><p>So I started with the idea of the Ship Mage archetype, which nobody had bothered with; and there was talk in the IC thread about being able to Detect Magic, which a Warlock can do at will with the right Invocation; and I noticed that QL had broken the Dwarves into mostly Dutch and Scottish, speaking different languages; and the Elves were the Irish and Welsh, the (what?) Mayans, and some others. That led me to considering an Irish Druid; but the party already has a Druid in Nia. Further research showed me the island of Montserrat, which in the 17th and 18th centuries had a large Irish population; but QL said the Irish were marginalized in the British holdings in the Caribbean, and Montserrat was one of those holding (except for a year when France took over, then gave it back in the peace agreement); and Montserrat is a lovely conundrum for prophecy: if the Irish Warlock could have to live there for some reason, and was very long-lived, he might have to face the dilemma of "When Ireland gets her freedom, boy, you can come on home again," coupled with another prophecy saying that half the island would be wiped out or made uninhabitable by a volcanic eruption in the 20th century (including the capital, Plymouth) -- leaving him to wonder: will Ireland get her freedom first, or will the volcano blow first? (With the benefit of hindsight, we know these days that Irish Freedom came about 1922 (treaty), 1937 (status of dominion), and 1948 (republic of ireland act); while the volcano didn't blow until 18th July 1995. No Irish Warlock without the power of Foresight could have known that exact sequence in 1702 - 1713.)</p><p></p><p>That led me to recognize that I was doing it again: building a new character in singular isolation, having a background replete with historical relevance but having not a trace of dramatic relevance: no links to the other characters, no bond to seeking the sunken treasure ship. </p><p></p><p>I think that, if I'm going to be able to make a good character for this adventure, I'm going to need help from the others here; and a second thing I'm going to need is to find copies of the Pirates of the Caribbean movies and watch them all, so I'm at least halfway caught up with piratical-horror culture. (I've seen the Disney "Treasure island" and one version of "Kidnapped," so the Stevenson side is covered.)</p><p></p><p><em>Edit to add:</em> Ooh. Patron. That was going to be The Archfey until I saw that the Ship Mage archetype <em>replaces</em> the Otherworldly Patron in the Warlock; and that gave impetus to the idea of multiclassing into Sorcerer to get Ship Mage at 1st level of Sorcerer, so the Warlock levels could still be devoted to The Archfey. (Since Sorcerers have origin troubles in this game, with <em>Dragonblooded</em> not allowed and <em>Wild Mages</em> having a different Wild Surge table, it's likely just as well to replace the Sorcerous Origin with the Ship Mage thing, and keep the Warlock patron intact.)</p></blockquote><p></p>
[QUOTE="tuxgeo, post: 7105338, member: 61026"] Matthan, thank you for the kind words and the encouragement. Yes, my inexperience has been one cause of my reluctance; but another cause has been my growing suspicion that I have been going about it bass-ackward, or "back end foremost": trying to build a concept out of parts, Frankenstein-style, instead of starting with a concept and seeing what parts will best approximate it. People in this thread have had great concepts: Katarina, Gunner Teague, Barrington, Old Zef, Hugo van Haan, Caillou, Nia Steeleyes, and maybe even Kid were distinctly memorable concepts. I did get confused between Blaise and Etienne, but that's my own fault for having referred to each of them in turn as "the French guy" in my head. :) There was a slight bit of talk in the thread earlier about things such as, "Oh, you're going for a Tia Dalma sort of vibe," or "Oh, you're making sort of a Gibbs character." To my regret, I haven't yet seen any of the Pirates of the Caribbean movies; but I did look up the entry on Wikipedia, and suddenly started to recognize several parts of the Spell & Crossbones setting in the text there, such as the Immortality fortune: the whole crew are immortal because. . . . Yeah, and the "Curse of the Aztec Gold," which ties into that. So I started with the idea of the Ship Mage archetype, which nobody had bothered with; and there was talk in the IC thread about being able to Detect Magic, which a Warlock can do at will with the right Invocation; and I noticed that QL had broken the Dwarves into mostly Dutch and Scottish, speaking different languages; and the Elves were the Irish and Welsh, the (what?) Mayans, and some others. That led me to considering an Irish Druid; but the party already has a Druid in Nia. Further research showed me the island of Montserrat, which in the 17th and 18th centuries had a large Irish population; but QL said the Irish were marginalized in the British holdings in the Caribbean, and Montserrat was one of those holding (except for a year when France took over, then gave it back in the peace agreement); and Montserrat is a lovely conundrum for prophecy: if the Irish Warlock could have to live there for some reason, and was very long-lived, he might have to face the dilemma of "When Ireland gets her freedom, boy, you can come on home again," coupled with another prophecy saying that half the island would be wiped out or made uninhabitable by a volcanic eruption in the 20th century (including the capital, Plymouth) -- leaving him to wonder: will Ireland get her freedom first, or will the volcano blow first? (With the benefit of hindsight, we know these days that Irish Freedom came about 1922 (treaty), 1937 (status of dominion), and 1948 (republic of ireland act); while the volcano didn't blow until 18th July 1995. No Irish Warlock without the power of Foresight could have known that exact sequence in 1702 - 1713.) That led me to recognize that I was doing it again: building a new character in singular isolation, having a background replete with historical relevance but having not a trace of dramatic relevance: no links to the other characters, no bond to seeking the sunken treasure ship. I think that, if I'm going to be able to make a good character for this adventure, I'm going to need help from the others here; and a second thing I'm going to need is to find copies of the Pirates of the Caribbean movies and watch them all, so I'm at least halfway caught up with piratical-horror culture. (I've seen the Disney "Treasure island" and one version of "Kidnapped," so the Stevenson side is covered.) [I]Edit to add:[/I] Ooh. Patron. That was going to be The Archfey until I saw that the Ship Mage archetype [I]replaces[/I] the Otherworldly Patron in the Warlock; and that gave impetus to the idea of multiclassing into Sorcerer to get Ship Mage at 1st level of Sorcerer, so the Warlock levels could still be devoted to The Archfey. (Since Sorcerers have origin troubles in this game, with [I]Dragonblooded[/I] not allowed and [I]Wild Mages[/I] having a different Wild Surge table, it's likely just as well to replace the Sorcerous Origin with the Ship Mage thing, and keep the Warlock patron intact.) [/QUOTE]
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