Changeling Stranger Tides: Difference between revisions

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Created page with "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. == ..."
 
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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.
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.
== Mechanical Changes ==
=== Merits/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.

Revision as of 22:23, 3 April 2013

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.

Mechanical Changes

=== Merits/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.