On his death bed, the notorious pirate Roger D. Longadder said this:If you are reading this, you are a member of The Independent League of Voyager-Patriots.
"I leave it all to you three- my treasure, my gold, the winds and the tides. All this world has to offer awaits you on the seventh sea."
Immediately, sailing coalitions waged bloody war for Longadder's treasure, turning the sea chum-red. History remembers Longadder as the liar who stoked the decade-long pirate wars.
But Longadder's treasure is real - realer than you or I. A stray thingamabob, separated from his hoard and washed up on a distant shore, tugs at the world like cheap cloth. In rare cases, it rips right thru.
Yours is a Society of swashbucklers.
You will be judged by the tallness of your tales and the cut of your jib. You are not expected to get along with anyone.
Not all pirates are members of the League; you are expected to put them in their place.
Sic semper nautae.
- ⟴ -
SKILLS - CANTRIPS
Sailing - You can change the wind’s direction with a song and a successful reaction roll. On a failure, the wind turns against you instead.
Drinking - You are loved by the North wind. You can accurately identify special properties of beverages by taste.
Stunting - You are loved by the South wind. When you swing (or fall) screaming into combat, your foes check morale.
Singing - You are loved by the West wind. When you burst into song, NPCs take it in stride. If it seems appropriate, they may join in.
Ropes - You are loved by the East wind. You can untie knots with a whistle.,
Cartography - You can zoom in on maps. If you point at any part of any map, the GM must assign it an accurate (and hopefully cool) epithet.
Ventriloquism - When you throw your voice into an object, it moves appropriately.,
Camaraderie - Choose or invent a minor NPC to be your first mate. They trust you absolutely. They would die for you.
At B template, you know the rite of going anywhere, by which one safeguards a vessel. As part of the rite, a blood sigil is painted on the ship. So long as the sigil remains unbroken, the ship can sail any sea. This is how Longadder navigated the molten sea of Hell.
If you paint the sigil on your body, you can swim in any sea unharmed. This is how Longadder survived his first excursion to the underworld.
At C template, you can ride the wind. This launches you 500ft into the air per the current wind direction. If the wind likes you, you’ll land safely on your feet.
Sailing - You can change the wind’s direction with a song and a successful reaction roll. On a failure, the wind turns against you instead.
Drinking - You are loved by the North wind. You can accurately identify special properties of beverages by taste.
Stunting - You are loved by the South wind. When you swing (or fall) screaming into combat, your foes check morale.
Singing - You are loved by the West wind. When you burst into song, NPCs take it in stride. If it seems appropriate, they may join in.
Ropes - You are loved by the East wind. You can untie knots with a whistle.,
Cartography - You can zoom in on maps. If you point at any part of any map, the GM must assign it an accurate (and hopefully cool) epithet.
Ventriloquism - When you throw your voice into an object, it moves appropriately.,
Camaraderie - Choose or invent a minor NPC to be your first mate. They trust you absolutely. They would die for you.
At B template, you know the rite of going anywhere, by which one safeguards a vessel. As part of the rite, a blood sigil is painted on the ship. So long as the sigil remains unbroken, the ship can sail any sea. This is how Longadder navigated the molten sea of Hell.
If you paint the sigil on your body, you can swim in any sea unharmed. This is how Longadder survived his first excursion to the underworld.
At C template, you can ride the wind. This launches you 500ft into the air per the current wind direction. If the wind likes you, you’ll land safely on your feet.
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