Black Sails over Freeport [OCC]

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I would also be interested in playing in Freeport...got most of the stuff (also if you get a chance..the 7 Sea's stuff would work well with freeport ie swashbuckling arcana..tried a campain with it and the players really liked the classes..)

Also...just to let you know if others are interested also just purchased spellslinger book looks like a lot of fun!
 
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I don't have the Swashbuckling Adventures book... it looks interesting but I heard that it had a lot of bugs so I never picked it up. I might be willing to allow some idea into the game (feats maybe) but I want to look them over if you could post them...

heheh yes Spellslinger is pretty cool... maybe if this game takes off I will start a second in Fantasy West (or whatever you would call the world :))
 

Hey all I just posted a file over in Rogues Gallery for character creation and stuff and updated the first post with the info again.

Something else I thought about and what to do... One item of your choice can be "empowered" special for you... it will be something like the Ancestral Weapon from the Samaria in OA or the Covent Items from Midnight, etc. As you go up in levels you can "empower" this items with a bit of yourself, gaining abilities with it. It could be a weapon, a piece of armor, a cloak, etc. The item does NOT have to be magical to begin with. You can give me some suggestions but I will let you know when and if a new ability is gained from the item as the story goes along...

So chose one item and place it on your character sheet with a note to me to let me know...

Oh yea history of your character. I don't need to detailed but I would like the basics AND I would like to know how long you have been in Freeport... are you just getting off the boat or where you born here?
 


Posted over in the Rogues Gallery and thought I would post here and ask what other thought...

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I really wouldn't advise messing with spellcasting in such a huge scale, unless you know what you are doing.

Just compare Wizard and Sorcerer. Wizards have bonus feats, faster access to higher spells and can learn virtually any spell in existance. They get fewer spells per day, but if you add up the numbers (for a specialist Wizard), then you'll realize, that they don't get that much fewer spells per day than a Sorcerer, really.

Now, if you let Wizards cast all those spells spontaneously, like Sorcerers do, you make the Sorcerer class completely pointless.

If you add spontaneous casting to Clerics and Druids without SERIOUSLY limiting their spell selections, you make any other class completely pointless.

Bye
Thanee

I have played with allowing all spellcaster going spontaneously before and not really seen that much of a problem except at higher levels. I think that the boost that I give to Sorcerers and Bards makes up for their lost of uniqueness BUT I thought I would ask those that are playing... thoughts? Should I just shut up and play with as few as house rules as possible? I probably should for a PBP as it can be hard sometimes saying what I want and meaning what I say :)
 


Hmm yea and the sooner the change the better I suppose... sign :)

OK I will update the character creation rules... MOST of this will be NPC specific and treasure...
 

Since I'm jumping into PbP over my head I think it'd be fun to give this a try if you are up for another character.
 

Sure... please post a character over in the Rogues Gallery. Once I get a fair number (I would say 4-6 or so) I will get the game a started.

Today I will post some more about the world and about the History of Freeport. Stay Turned :)
 

More History and Facts on Freeport…(I posted this over on the Gallery also)

Basic Timeline of Freeport and some extra notes...

Basic Timeline
800 years ago: the future city of Freeport is founded on the island of A’Val.
370 years ago: the Golden Age of Piracy begins
200 years ago: Drac and Francisco (the two most powerful pirates in Freeport at the time) lead the “Great Raid” (huge pirate attacks against the mainland)
190 years ago: Civil War in Freeport; Drac betrays Captain Francisco and becomes the sole ruler of the city. He forms the Captains Council, a strictly advisory board of other pirate captains and important people in the city.
160 years ago: Drac dies and is succeeded by Captain Cromey.
128 years ago: Manipulated by Antonio Grossette, the Sea Lord Corliss increases the Captains Council to 12 members.
105 years ago: Marquetta becomes the fourth Sea Lord, and the first woman to hold the post.
104 years ago: Back Alley War begins as a power struggle between the Sea Lord and the Thieves Guild.
101 years ago: Sea Lord Marquetta wins the Back Ally War and the Thieves Guild is wiped out.
50 years ago: Marten Drac becomes the Sea Lord, nearly bankrupting Freeport; institute the Drac succession law (only someone who can prove that they are a descendent of Captain Drac can be the Sea Lord).
36 years ago: Anton Drac succeeds Marten and repairs much of the damage. Crucially he does not reply the succession law.
11 years ago: Anton Drac assassinated by unknown forces; Milton Drac becomes the Sea Lord of Freeport.
10 years ago: Construction begins on the Lighthouse of Drac (called Milton’s Folly by the city folk as it is extremely expensive and takes years to build).
this year: Lighthouse completed; Milton Drac goes insane and is killed along with three on the Captains Council; the succession crisis begins…


Equipment Price Note: the Spyglass cost 100gp

Firearm Basics: require Weapon Proficiency (firearms). It takes 3 rounds to reload a firearm (the feat Firearm Drill prereq DEX13, lowers the time to reload by one round; can be taken twice). Black power horns sell for 50gp for 2lbs. It takes one ounce of powered for all pistols, muskets and musketoons. Grenade Launchers require two ounces, and swivel guns require four ounces.
PISTOLS
Dragon FP (500gp, dam 2d8, crit 20/x3, Rng 20ft, Wt 4lb, Type P) ammo shots (10) 3gp, 2 lbs
Privateer FP (400gp, dam 2d6, crit 20/x3, Rng 30ft, Wt 3lbs Type P) ammo shots (10) 3gp, 2 lbs
Stinger FP (100gp, dam 2d4, crit 20/x3. Rng 10ft, Wt 1lb, Type P) ammo shots (10) 2gp, 1 lb
MUSKET
Gorgon GG (500gp, dam 3d6, crit 20/x3, Rng 50ft, Wt 10lbs, Type P) ammo shots (10) 3gp, 2 lbs
MUSKETOON
Medusa GG* (750gp, dam 1d12, crit 20/x2, Rng Special, Wt. 8lbs, Type P) ammo shots (10) 6gp, 3 lbs
*sort of a shotgun, allowing it to hit multiple targets.
GRENADE LAUNCHER
Harpy GG* (650gp, dam 2d6*, crit 20/x2, Rng 30ft, Wt 7lbs, Type P) ammo grenade (1) 25gp, 1 lb
*has splash and area effect for blast.
SWIVEL GUN
Titan GG* (1,500gp, dam 2d12, crit 20/x2, Rng special, Wt 25lbs, Type P) ammo shots (10) 15gp, 12 lbs
*limited area affect spray.

Accessories: Aiming Stock (4gp, adds +1 to attack roll), Spring-Loading Bayonet (5gp, acts as a short spear)
 

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