Changeling Stranger Tides

From 2d4chan
Revision as of 22:26, 4 April 2013 by 79.27.93.55 (talk)
Jump to navigation Jump to search

This is a setting for new World of Darkness that allows you to play a Changeling: the Lost campaign set in a 17th century world full of pirates and adventures on the sea.

The World

Think of Pirates of the Caribbean, not all tales from the drunk sailors are bullshit, sea men get caught by mermaids and dragged in the depth, ships are being crushed by giant monsters, Davy Jones stuffs souls into his locket, and some of this souls manage to come back, changed in more ways then a mortal eye can see.

The real world is a round globe, but in Hedge the thorns gave way to a merciless Sea that bathes a flat Earth. This Sea is full of Leviathan creatures, so monstrous that even the bravest Changelings prefer travelling by mortal oceans.


The Courts

The World is divided in 7 Seas, and each Sea has each own Pirate Lord, creating this way 7 Courts.

  • 1th
  • 2th
  • 3th
  • 4th
  • 5th
  • 6th
  • 7th Lord of Sealess Sea. Accepting this title puts a curse on you which make you lose sooner or later any territory or any propriety you can't hold in your hands. You journey the various Oceans, without a home to return to, such is your destiny Traveler.

Emotion - Rum.

Current Sealess Lord: Jack Sparrow.


The courts gather on 29 February every 4 years, but can be summoned in case of emergency. When need arise a Pirate King or Queen may be elected to deal with the situation.

Mechanical Changes

Skills

Several changes are needed for this time period.

  • Computer becomes Navigation

It represents how well you are able to read a map, to read the stars and find the position of your ship, and how good are the routes your ship follows. Specializations include Astronomy, Map cryptography, Drawing maps.

  • Drive becomes Sail

Sail 1 is needed to understand more or less what the Quartermaster is yelling at you, at Sail 3 you are a First mate being able to bring the ship to safety in a voyage when nothing unexpected happens, Sail 4 usually is a Captain requisite.

  • Firearms changes a little.

Since most of the flintlocks can fire only once, the number of dots in this Skill represent how many pistols can you effectively use in battle: for example with firearms 4 you can carry 4 guns and shot for 4 turns without the need to reload.

New Hedge Bounty

Trifles

Black Spot. It's a small circle of black paper. To place this curse on somebody the target must willingly touch the paper circle with their skin. This little circle can be hidden in a hand handshake or in a gift. Once in contact with the target the Black Spot will dissolve into skin leaving a horrendous Black Spot. The Black Spot will spread a slight smell of rotting flesh around the marked person. This smell will be repulsive to mortal animals and mans and will attract bloodthirsty Hedge Beasts. The person who applied the black spot would be able to feel in which direction the marked person is located. Catch: The user must give a reasonable compensation for whoever kill the target. Failing to do so would create a Black spot on the user.


Merits

  • the refuge Hollow becomes Ship

It's four-way point split between

  • Speed (Black Pearl have Speed 6 as the fastest magical ship in the Oceans)
  • Size (galleon with three masts being 5 and a small one man ship being 1)
  • Weapons
  • Crew (Crew 1 being just enough to sail the ship)