7th Sea OO Sea
Re: 7th Sea OO Sea
I don't think mad-dog would have a brace of pistols of his own, he's more of an opportunist in this area.
Re: 7th Sea OO Sea
shaidar, your roll interpretations are spot on!
Let me fix a miscommunication on my part, though. To influence anyone in Dona Lopez-Etrenos' "group", you need to either deal with the Dona herself, or Geraldo, her manservant. Mad Dog is certain that he would have a better chance with Geraldo, and thus the roll applies to him.
The Scot criminals are below, but there's time to deal with them if you like. In addition to your Incitation, add your Streetwise Socialization to the Unkept Dice; that should make it 6k3. All you have to do is figure out how to get them free.
Let me fix a miscommunication on my part, though. To influence anyone in Dona Lopez-Etrenos' "group", you need to either deal with the Dona herself, or Geraldo, her manservant. Mad Dog is certain that he would have a better chance with Geraldo, and thus the roll applies to him.
The Scot criminals are below, but there's time to deal with them if you like. In addition to your Incitation, add your Streetwise Socialization to the Unkept Dice; that should make it 6k3. All you have to do is figure out how to get them free.
Re: 7th Sea OO Sea
A quick note on my DM style. If you are given a seemingly impossible task, I have figured out at least one way to accomplish it. That way may not be obvious, nor guaranteed to work, but it is there. Of course, if you come up with a blindingly brilliant alternative, we'll all be better off.
Re: 7th Sea OO Sea
I'll have a think about the criminals, although I suppose they might join the pirates!
Do we know what they've done? Also do we have any idea how good the locks are on this dump of a ship? Anything a good whack from a hammer or other tool might break (the freemason's tools?)
Re: 7th Sea OO Sea
Any Catholic PC would recognize that the Spanish priest is an Inquisitor.
The Jewish men are not wealthy, but not poor, either. Thus they likely have some trade they engage in.
The Freemasons are a prime example of renaissance engineers, as you thought. What skills they have is unknown.
No one has spoken of the crimes of the Scots. However, if they had been found guilty (which is at the whim of the court of the era) of a capitol crime, they would have been executed. They could be here from a wide variety of things; recurring public drunkenness, poverty, moral impurity, or whatever.
The Jewish men are not wealthy, but not poor, either. Thus they likely have some trade they engage in.
The Freemasons are a prime example of renaissance engineers, as you thought. What skills they have is unknown.
No one has spoken of the crimes of the Scots. However, if they had been found guilty (which is at the whim of the court of the era) of a capitol crime, they would have been executed. They could be here from a wide variety of things; recurring public drunkenness, poverty, moral impurity, or whatever.
Re: 7th Sea OO Sea
Who is keeping the criminals chained, under what jurisdiction? The Captain paid to take them from A to B. Is there not any militia or provost watching over them or are they mutinous crew put in the Brig by the Captain (hence only six crew not more?)
Who would stop me setting them free?
Who would stop me setting them free?
Re: 7th Sea OO Sea
Fluyts were made to do with less crew, and the criminals are "paid passengers" of a sort. They do not seem to be sailors, but are dressed in worn working class clothes. At the moment there's no one stopping you from doing much of anything.Spearmint wrote: ↑Sat Dec 09, 2023 2:52 pm Who is keeping the criminals chained, under what jurisdiction? The Captain paid to take them from A to B. Is there not any militia or provost watching over them or are they mutinous crew put in the Brig by the Captain (hence only six crew not more?)
Who would stop me setting them free?
Mad Dog, having been far below decks, knows the prisoners are held by single ankle cuffs that are forged closed, and looped through a chain that is locked to a stout beam. The Captain does not have the key.
Re: 7th Sea OO Sea
Who does? Surely not transported slave like with just a bucket to share as amenities. Who chained them and overarcs their custody above the Captain.The Captain does not have the key.
I have a pistol. I will go shoot the lock.
Re: 7th Sea OO Sea
You're right...they don't have a bucket. No idea who or what got them here, they are cargo. However, if the pirates sink the ship, the Scots will die.
Automatic hit, roll pistol Damage (4k3). TN is 5, and you have time for a second shot, if needed.
Re: 7th Sea OO Sea
Ok. For some reason I read the name in Shaidar's post and part of me related it to Jemmus character.
I will edit in John-Jacques
I will edit in John-Jacques
Re: 7th Sea OO Sea
Apologies, I got my character names confused in my post, fixed it now.
Re: 7th Sea OO Sea
"Shipboard Improvised Weapons for 200."
-"It has a hook, but it's not for fishing."
"What is a boot hook."
-"Correct."
"Shipboard Improvised Weapons for 400."
-"This container can be kicked at someone."
"What is a bucket?"
-"Correct."
"Shipboard Improvised Weapons for 600."
-"This implement can be used to wash a deck or repel a boarder."
"What is a mop?"
-"I'm sorry, incorrect. Lana or Garrett?"
Lana: "What is a swab?"
-"Correct. Lana, your board."
"Shipboard Improvised Weapons for 800."
-"The ends of taut ropes are wrapped around this stick-like object."
"What is a belaying pin?"
-"Correct."
"Shipboard Improvised Weapons for 1000."
-"Hitting two of these together might knock some sense into them."
[silence. silence.] [buzzer]
-"Sailors' heads."
-"It has a hook, but it's not for fishing."
"What is a boot hook."
-"Correct."
"Shipboard Improvised Weapons for 400."
-"This container can be kicked at someone."
"What is a bucket?"
-"Correct."
"Shipboard Improvised Weapons for 600."
-"This implement can be used to wash a deck or repel a boarder."
"What is a mop?"
-"I'm sorry, incorrect. Lana or Garrett?"
Lana: "What is a swab?"
-"Correct. Lana, your board."
"Shipboard Improvised Weapons for 800."
-"The ends of taut ropes are wrapped around this stick-like object."
"What is a belaying pin?"
-"Correct."
"Shipboard Improvised Weapons for 1000."
-"Hitting two of these together might knock some sense into them."
[silence. silence.] [buzzer]
-"Sailors' heads."
Last edited by jemmus on Mon Dec 11, 2023 12:38 am, edited 1 time in total.
PCs
Re: 7th Sea OO Sea
Jemmus, that was funny!
Spearmint, roll Resolve, no explosions.
Spearmint, roll Resolve, no explosions.
Re: 7th Sea OO Sea
Peveril Blue-John
Blue-John: rolls Resolve (4): [1d10]=9 [1d10]=4[1d10]=3[1d10]=4
Like that? I think I score 13 at least?
Blue-John: rolls Resolve (4): [1d10]=9 [1d10]=4[1d10]=3[1d10]=4
Like that? I think I score 13 at least?
Re: 7th Sea OO Sea
In general, but not always, you Keep the number of dice equal to your stat. In this case, you keep all four dice, and I think that makes it a 20.Spearmint wrote: ↑Sun Dec 10, 2023 1:37 am Peveril Blue-John
Blue-John: rolls Resolve (4): [1d10]=9 [1d10]=4[1d10]=3[1d10]=4
Like that? I think I score 13 at least?
Re: 7th Sea OO Sea
Morally, I set this up without too many constraints. That you could become pirates is an option. Mechanically, there are some potential questions about your plan.
In general, pirates rely on aggression and fear to win. Most merchants don't have an armed contingent aboard, and most people hope to be spared. Your basic premise that the pirate ship can be taken is valid, but I'm not sure your plan is viable.
How likely are they to ignore all of the people on the upper deck?
Remember, the ships are still moving slightly, so you'd have to swim hard and fast. Most people in this era can't swim at all.
Look at the sides of the average sailing ship of the era. They are wet, slippery, and difficult to climb.
In general, pirates rely on aggression and fear to win. Most merchants don't have an armed contingent aboard, and most people hope to be spared. Your basic premise that the pirate ship can be taken is valid, but I'm not sure your plan is viable.
Re: 7th Sea OO Sea
Ok. We will stand and fight.
Re: 7th Sea OO Sea
Blue John has the Tactics Knack, please roll with Wits (Tactics + Wits, Keep Wits) to evaluate the pirates as they come into view.
Re: 7th Sea OO Sea
If nobody steps up I'll roll for the gun, what is the roll?
Also, is there some roll for Mad-Dog to make to do something to the rigging/masts/spars to either make it more difficult to swing across or to strike at them as they arrive , e.g. rigging falling on them, a spar swinging around and knocking the off of their ropes?
If the ship is done for then he's not too worries about doing further damage, as long as they might be able to limp to port after.
Also, is there some roll for Mad-Dog to make to do something to the rigging/masts/spars to either make it more difficult to swing across or to strike at them as they arrive , e.g. rigging falling on them, a spar swinging around and knocking the off of their ropes?
If the ship is done for then he's not too worries about doing further damage, as long as they might be able to limp to port after.