Doomfullord

The Grand Adventure: Dawn of a New Sun

Dec 22nd, 2015
143
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.66 KB | None | 0 0
  1. Set in a world where the water outnumbers the land by a vast fold and only islands exist within the vast oceans you are the captain or crew member of a pirate crew. However in this world there is much more than just pirates and booty. Many years ago the countless sea nations formed together a single army to fight the pirates in the seas, forming a massive navy and an endless war that wages to today. More so there are many forces, both human and of nature to fight within the perilous seas. One of these forces could very well be you, as the Pacts of the Old Gods bring powers from beneath the seas in ancient contracts written with demons beyond human conception. These powers are those that rival that of magic. As well there are the natural skills of a being that can be honed to supernatural qualities so that one can outrun a bullet, slice through steel, or even bend reality under their will with Voodoo...
  2.  
  3. --------------------------------------------------------------------------------------------------------------------------------------
  4. Character Sheet:
  5.  
  6. Name:
  7. Pirate Crew Name:
  8. Position:
  9.  
  10. Doubloons:
  11. Pieces of Eight:
  12.  
  13. -Stats-
  14. Heart:
  15. Spirit:
  16. Strength:
  17. Speed:
  18. Accuracy:
  19. Leadership:
  20.  
  21. Fighting Style:
  22. Demonic Pact:
  23. Feats:
  24.  
  25. --------------------------------------------------------------------------------------------------------------------------------------
  26. Crew Sheet: (Kept up to date by captain)
  27.  
  28. -Ships-
  29. Crew Size:
  30. Cannons (Firepower):
  31. Sails (Speed):
  32. Hull (Durability):
  33.  
  34. --------------------------------------------------------------------------------------------------------------------------------------
  35.  
  36. A character's name is their identity and often will come with a nickname as they become more famous. However a pirate never chooses their nickname, but are rather given them by their deeds. Commit something horrible and you may be feared as the pirate Black Massacre, or be known for a specific article of clothing and you may eventually be known by the name "Red Scarf".
  37.  
  38. A pirate's crew is named by their captain and will be what will strike fear into their enemies hearts as they raise their jolly roger.
  39.  
  40. Starting out each character selects a position. Everyone can be a captain, but if you wish to be a follower to another player you can choose otherwise. Each position acts as a class and gives a certain bonus to abilities.
  41.  
  42. -Captain: Captains must be able to lead their crew, but as well charge into battle alongside them. A captain is often the strongest fighter of a crew, gaining them by either their awe or by fear. A captain gets +2 to Leadership.
  43.  
  44. -First Mate: First Mates take up command of the ship if the captain can't and are often the second strongest fighters, or in some ships being the strongest fighter as their captain leads. They receive a +2 to Heart stats.
  45.  
  46. -Second Mate: Second Mates take up command behind First Mates and often take up a secondary role to them. They are often the strongest in terms of "Voodoo" abilities and get a +2 to Spirit.
  47.  
  48. -Gunner: Gunners are in charge of firing at other ships, either with their flintlocks or with cannons. They receive a +2 to Accuracy.
  49.  
  50. -Runner: A runner is someone in charge of relaying messages over distances while at port or across ship. As well in combat they are known as the speed specialists, getting a +2 to speed.
  51.  
  52. -Swordsman: Although not always a swordsman, they are a specialist in combat with a weapon. A swordsman gets a +2 to strength.
  53.  
  54. -Helmsman: A helmsman is an interesting role and isn't used within combat, but is known for effectively managing a ship in combat. Under a dedicated helmsman, a ship has +2 to sails.
  55.  
  56. - Doctor: You Have a doctor to like heal you at sea.
  57. ---------------------------------------------------------------------------------------------------------------------------------------
  58. Stats are added to D20 rolls within combat, whoever has the greater result wins in that match. Depending on what is happening, each side may use different stats to determine the outcome. If you are better than your opponent in a stat you'll straight win. However in a tie, it goes up to whoever planned it out best. You want to make the most of whatever stat you have, if the opponent is stronger, don't challenge them to a test of strength, use your better accuracy or speed.
  59.  
  60. You can also use special moves in combat called Feats. During each fight you are given at minimum a set of 3 Feat points that you can use, and an additional Feat point for each spirit point. You start out with the ability to have three Feats to your name that allow you do extra ordinary abilities or utilize your Demon Pact in special ways.
  61.  
  62. When deemed fit you are able to find a Piece of Eight, with three Pieces of eight you are allowed to either gain an extra stat point or gain an additional Feat. A piece of Eight can also be used to heal 5 healthpoints in combat, or completely heal outside of combat without resting. They can also be spent to increase a roll by 4 points. As well they are each worth 500 Doubloon.
  63.  
  64. Past what you gain from your position you are allowed to allocate 10 points as you see fit.
  65.  
  66. -Heart is how much health you have, more heart means you can take more hits. For each Heart you have you gain an additional Health point, starting at 5. Each time you take damage you remove a Health Point. You Pass out at 0.
  67.  
  68. -Spirit is your ability to commit acts of brilliance, voodoo, or magic. For each point of Spirit you have you gain an additional Feat point.
  69.  
  70. -Strength is your ability to throw a punch, slash a sword, or hit with a mace. The higher your ability the greater you will hit and more feats you can accomplish.
  71.  
  72. -Speed is your ability to move around quickly, the fastest known can outrun a bullet.
  73.  
  74. -Accuracy is how likely you are to hit from a distance or make a pinpoint attack.
  75.  
  76. -Leadership is how able you are to control your crew, as well as motivate them past their own limits in combat.
  77.  
  78. ---------------------------------------------------------------------------------------------------------------------------------------
  79. Each Crew starts with a single ship with a small crew.
  80.  
  81. Each ship has different qualities and have different stats. Starting out you can choose between three ships.
  82. Crew sizes start small, but as you buy better ships you can recruit more crew members, but you'll need to split your doubloons even further.
  83.  
  84. -Cannons: Cannons are how many and how powerful your cannons are, if you strike a hit onto a ship you deal as many wounds onto it as you have in cannons. As well cannons are added to your roll chance to hit, with rolling against distance from the ship.
  85.  
  86. -Sails: Sails are your speed and ability to get away from combat or towards a port. The more sails you have the faster you can get to a destination. As well you minus sails from an opponent's cannon roll if you are sailing away from their shots.
  87.  
  88. -Hull: Hulls are how durable your ship is. For every Hull point you have you get 4 wounds for your ship. IF you reach 0 you lose. Repairing a Hull Point at port costs 50 gold, so be sure to not get into too much trouble or it'll cost you. Otherwise you can use a piece of eight to repair 5 hull points on the seas outside of combat.
  89.  
  90. Red Sailer
  91. Crew Size: ●
  92. Cannons (Firepower): ●
  93. Sails (Speed): ● ● ●
  94. Hull (Durability): ● ●
  95.  
  96. Black Huller:
  97. Crew Size:
  98. Cannons (Firepower): ● ●
  99. Sails (Speed): ●
  100. Hull (Durability): ● ● ●
  101.  
  102. Blue Dawn:
  103. Crew Size: ●
  104. Cannons (Firepower): ● ● ●
  105. Sails (Speed): ● ●
  106. Hull (Durability): ●
  107.  
  108. Demonic Pact: To take on a pact is to curse your soul, however by doing so you gain great powers. No one ever knows what their pact will bring them in terms of abilities, however those who take them accept the risks. However further you'll never be able to set foot in water ever again, otherwise you sink and drown almost immediately. There are even rumors of ports created in the middle of the sea, home to many fearsome Demons.
  109. ---------------------------------------------------------------------------------------------------------------------------------------
  110. Legendary Weapons:
  111. Aside from items you normally find like a pistol or sword there exists legendary artifacts of old and new that outshine many other weapons. These can range from a simple sword that has immense power to a ship that can blow up an island. However for every legendary weapon they have a name, ability, and rank. Their name is their calling card that are whispered through the seas, and their ability their power. Their rank is how powerful they truly are. A Rank 5 sword could destroy a rank 4 ship any day of the weak. Ranks range from 1 to 6, with 1 being the most common, and 6 being so rare they are rumored to not even exist.
Add Comment
Please, Sign In to add comment