7th Sea OO Sea

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Leitz
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7th Sea OO Sea

#1 Post by Leitz »

Campaign ID is 1046.

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Leitz
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Re: 7th Sea OO Sea

#2 Post by Leitz »

Give this Wikipedia article a skim, and let me know which of the Ages of Piracy you prefer. Most things won't make much difference, unless you want it to.

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shaidar
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Re: 7th Sea OO Sea

#3 Post by shaidar »

I'm thinking that the 'post Spanish succession' period would be my preference, although I don't mind the other periods.

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Re: 7th Sea OO Sea

#4 Post by Spearmint »

PotC was set roughly 1730's, so that era is fine with me. Not sure it will make much difference, the evolution of cannons and muskets was quite slow.

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shaidar
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Re: 7th Sea OO Sea

#5 Post by shaidar »

I'm thinking of taking Spanish as an additional language, and also the firearms skill with +1 on the firearms attack knack.


That would leave me 6 points to spend.

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Re: 7th Sea OO Sea

#6 Post by shaidar »

Finally made my mind up:

Spanish, 2 points
Firearms skill, 2 points
Toughness advantage, 5 points
Keen senses advantage, 2 points

That's the last 11 points.

I will hold off a character sheet update for further feedback.

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Leitz
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Re: 7th Sea OO Sea

#7 Post by Leitz »

If you have the Skill "Sailor", add "Gunnery" to your list of Advanced Knacks. You have it at 0.

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Re: 7th Sea OO Sea

#8 Post by Spearmint »

I guess our characters, certainly mine will be a work in progress, but I will post a picture so we can visualise my concept hero.

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Leitz
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Re: 7th Sea OO Sea

#9 Post by Leitz »

Cool start!

There are no real cannon on the Ruin, the only ship weapon it has is the aft mounted swivel gun. Powder and shot are not stored nearby, though. Note the change to the "Sailor" knack list, any Sailor has "Gunnery" at 0 as an Advanced skill. If you can get the swivel gun loaded, you're literally trying to hit the broadside of a wall of pirates.

At the rate the pirates are closing, you will have time to load and fire the swivel gun once, assuming you can find munitions.

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shaidar
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Re: 7th Sea OO Sea

#10 Post by shaidar »

I've updated my character sheet for "Mag Dog" with the remaining skills and reformatted it.

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jemmus
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Re: 7th Sea OO Sea

#11 Post by jemmus »

Sorry for the delay, I plan to post this evening.
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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Re: 7th Sea OO Sea

#12 Post by jemmus »

That time period sounds good to me. I just saw that we may not know where the ammunition is. Maybe only MadDog knows. Should I revise my IC post?

Looking forward to this one with you good RPers!
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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shaidar
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Re: 7th Sea OO Sea

#13 Post by shaidar »

Well, Mad Dog was getting to sailors to grab the munitions, so it probably doesn't matter too much as that means he'd been telling them were it is so everyone would now at that point.

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Leitz
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Re: 7th Sea OO Sea

#14 Post by Leitz »

There will be several minutes before the pirates begin to board, so you can be fluid with the discussion and actions. Normally you could even fire the swivel gun a couple of times, but it doesn't have the range to do anything. Mad Dog has made sure that it is fireable, though.

I also refer you to Rex's wonderful post on the ScenSim goals. 8-)

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shaidar
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Re: 7th Sea OO Sea

#15 Post by shaidar »

So, with such a high attack roll for 'dirty fighting - attack' was it worth spending the points on 'attack - improvised weapon', or visa-versa?

I was thinking if you were being attacked by someone with a sword it would be better to grab a hammer or boarding axe than fight unarmed?

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Re: 7th Sea OO Sea

#16 Post by Leitz »

Good question, and there are both cinematic and mechanical parts of the answer. Story wise, the grizzled bos'n picking up one of those short sticks (I forget what they are called) and doing some "attitude adjustment" is classic. With Mad Dog's Brawn, he could "shot put" a small cannonball at a misbehaving sailor who thought he was too far away to be hit. There are always all sorts of things aboard that can be used in Dirty Fighting, and you could even use sailing lines to entrap or bind someone.

For Improvised weapons, a blunt object is 0k1, and a sharp object is 0k2. Mechanically, a Dirty Fighting (Attack) does 0k1 damage. For Mad Dog, that's 2k1 since he has a Brawn of 2. For Improvised Weapons, the size of the weapon can add to the rolled dice. A mug is still 0k1, but a club would be 1k1, and both of those get Brawn. A spiked club would be 1k2. A table would be 2k1 for Damage, but -1 unkept die for To Hit.

Addendum There's also the visual advantage, if you're a great hand to and fighter, most people won't know. But if you come at someone swinging a barstool, you'll have their undivided attention.

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shaidar
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Re: 7th Sea OO Sea

#17 Post by shaidar »

Thanks, that's a great discription.

I'm wondering if I should up improv weapons attack to 2, which I could do by dropping some points from my streetwise skills.

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Leitz
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Re: 7th Sea OO Sea

#18 Post by Leitz »

The decision is yours, a lot of it depends on how you see the character.

Also, the combat scene is just one part of the game, and I'm hoping to give you all at least two different scenes so that you can try out the rules.

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shaidar
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Re: 7th Sea OO Sea

#19 Post by shaidar »

I think I'll keep things as they are. :)

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Re: 7th Sea OO Sea

#20 Post by Leitz »

Also, for those who have the Firearms skill, decide if it's in character to have a brace of pistols. You'll have time to prepare them, but once fired they are just short clubs (Improvised Weapons).

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