Difference between revisions of "Set Sail… For Adventure!"

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'''UPDATE THINGY:'''
 
'''UPDATE THINGY:'''
  
Alright, so I have to ask, just because this is so far down the line and I gotz ideas, ideas I tell yaz!
 
  
Was everyone pretty sold on doing normal pirtes?  I keep throwing around in my head a sorta space pirate idea, and no, not like before.  Even thinking of making the tech a bit over the top at times, like retro 1950's.  I dunno, let me know if you guys are more sold on tradtional pirates, or if space pirates could be your cup o'nova. 
 
  
Either way I'm good!!!  If we do normal it saves me having to create an entire galaxy.  I just really like sci-fi games.
+
== Story and Background ==
  
I dunno, I'm very flip-floppy on the whole thing, I can come up with stuff for either thoughOne advantage of "normal" pirates is there is clearly a lot more mystry to the world, in a sense.
+
'''Story:'''  The characters will start out under the command of one Captain Phillip the Bold.  A gentleman pirate who is known for his daring raids, flamboyant swordsmanship, heavy drinking, and fine dressThe name of his ship, and the players’, is The Red Rover (yes named after the child’s game), and it is well known for breaking through blockades due to her speed.
  
----
+
Phillip being the way he is, of course has his own rival, and that would be Sir Joseph Keenly.  He has had a number of run-ins with Phillip and has made it his personal vow to capture Phillip then return with his head.
  
'''Rules:'''  Thinking of using Warhammer 40k now... not sure.  I like the combat system a bit more as well as the talents and skills.
+
[[Players' Ship(s)]]
  
'''Back Grounds:'''
 
  
Chosen by players during character construction.  These reflect generally your character's up bringing.  They give a certain set of skills to start with and in some cases talents, if it doesn't list talents then they are rolled randomly.
+
'''Pirates of Note:'''
  
'''Society Born:''' You were born in one of the major powers, England, France, Spain, or the Holy Roman EmpireThis reflects someone brought up in a "proper" setting.
+
'''Borus the Boar''' – Friend and ally of Phillip, he uses a large mace in combat and is known to break through his opponents’ weapons with his swingsHis ship’s name is “Wild Thing”.
  
''Skills:''  Speak Language - Whatever matches your country of origin, Common Knowledge your country, Common Knowledge Special: For England, France, etc, pick one of the other countries or religion.  For Spain and the Holy Roman Empire it is religion, Common Knowledge Pick one.
+
Mark: A red skull with a crack in it.
  
''Talents:'' 2 Random
+
'''Von Rictenhous''' – A pirate of German descent.  He is known to be very active around the English Channel as well as Northern America.  He has a reputation of being no nonsense and is rumored to have broadsided one of his own ships that resisted his orders.  His quarter master is a odd fellow who is rumored to dabble in the dark arts.  His ship’s name is “whatever the German word for King is”.
  
'''Native''' (Africa, Islander, etc): Taken from your home as a slave, you have freed yourself and now are part of the crew.
+
Mark: A skeleton wearing a crown and holding a sword in each hand.
  
''Skills:'' Speak Language - Native tonuge, Speak Language - Choose any, Survival.
+
'''Ruthless John''' – A younger pirate whose name pretty much sums him up.  He is nasty in combat, he curses and swears more then any other pirate, he has numerous scars, and it’s once said he cast anchor just to burn down a village because a passing resident looked at him wrong.  Many other pirates say his bark is far worst then his bite.
  
''Talents:'' Resistant to Disease or Strong Willed, One Random
+
Mark: A skeleton riding a shark.
  
'''Arabic:''' A traveler form a distant land.
+
'''Bahir''' A Muslim pirate who is very active in the Mediterranean and the Caribbean.  He is known for wearing very flashy clothes laced with jewels and gems.  He also has an impressive fleet of 3 ships.  His personal ship is called “The Gem Hunter” and has 65 guns.  The other 2 ships are called “Last Resort” and “Star Taker”.  He is known for being overly dramatic.
  
'''Skills:''' Speak Language - An Arabic one, I'm not looking these up, Speak Language - Any one, Common Knowledge Arabic, Common Knowledge: Choose a major power.
+
Mark: An overly complicated tapistry.
  
''Talents:'' 2 Random
+
'''Cerise Heartbreaker''' - French female pirate.  She has a blazing red colored ship.  She is known to be a bit ruthless, but this is usual for most female pirates.  She is also known to be very strict with her crew.  When she docks she will usually have a rather large group of people who with to join her.  She seems to be unmarried and will usually respond that her true love is gold.  Her current ship is the Goldrush.
  
'''Port Born:''' A bastard child of semi-globalization.
+
Mark:  A red skull with a white "kiss" mark on it.
  
''Skills:'' Speak Language - Any 2, Common Knowledge - Any one
+
'''Musad''' - A Muslim pirate known to deal in slavery.  He is feared by many as his strikes are utterly brutal.  His ship's name is "Man Breaker".
  
''Talents:'' 2 Random
+
Mark: Two chains circling a skeleton.
  
'''Chinese:''' You come form half-away across the world, just what happened to make you a pirate? A pirate crew makes you feel much more at ease then being in these white devils' cities.
+
'''Ricardo''' - A Spanish pirate.  Known to strike quite often against the English.  Known to be a very easy going man, but has no clear interest in women. Known to act like a gentleman in navel engagments.  His ship is called the Gallant Lad.
  
''Skills:'' Speak Language - Chinese (either dialect), Speak Language - Any one besides tribal, Sailing, Acadmic Knowledge: Asia.
+
Mark: Two muskets crossed under a skull.
  
''Talents:'' Seasoned Traveler, 1 Random
 
  
  
  
----
+
'''Other Personalities of Note'''
  
 +
'''Lady Elda''' - One of the few powerful female members of the Catholic Church.  She seeks out and destroys any pirates… and sometimes those accused of piracy against the Church’s interests.  She is known for being overly cruel and is sad to have a sadistic streak.  She commands three ships.
  
'''Stats:'''  Stats are rolled and then assignedAfter rolling but before assigning a player may move around up to 10 points from one stat to another, but can take not more then 5 away from a stat.
+
'''Sir Joseph Keenly''' -Rival of Phillip the Bold.  English born, just like Phillip, he is part of the Royal Navy.  He has two ships under his command. His ship is the Shield and the other ship is known at the Grand DukeHe is well known in most respectable circles and does come from noble birth.  He seems to have a personal grudge against Phillip, which could be in part to something referred to as The Pleasant Abduction incident.  There may be another reason why Joseph hates Phillip so much...
  
 +
[[Tall Tales]]
  
  
  
 +
== System ==
  
'''The Occult:''' It exisits, spells and what not.  It is not very common but enough that people will buy trinkets and what not.  The further away from civilzation the better magic tends to work.
 
  
I'm not really sure how widespread I want general occult crayness to be as I fear it make take away from the flavor.  I at least want to put in stuff like ancient treasures, undead, giant sea monsters, stuff like that.  I think the idea is that the world is not yet defined, and is becoming defined by those currently exploring it.
 
  
Expect the Catholic Church to be very active.
+
'''Stats:'''  People will throw pennies into the air, about 100, for each stat and call "heads" or "tails".  The character's stat will be equal to how many coins come up with what the player called.  Pennies may not be dropped, they must be thrown up at least 3 feet.
  
'''The Hook:''' (HA!)  I was hoping to get some input from the players on this (on the talk page).  Pirate empire?  Seeking anicent lost treasure?  Revenge for a fallen captain?
 
  
'''Rules:''' I'm almost 90% sure I will use a varent of the WHFRP system.  Some changes are going to be slightly revised character paths and different starting skills based on where the character comes from.
+
'''The Occult:''' Just enought to add some flava?
  
Players will be able to pick someone from anywhere.  Asia, Africa, Europe, Native American, Islander, Arabic, whatever.
 
  
'''Action Points:''' So far what I have in mind for this idea is as follows...  You can use all your re-rolls for the evening to perform a feat of Swashbuckling... Swashbucklery?  Anyway, you can spend all your re-rolls and whatever the action you take, you perform it.  I'm not sure about this yet, as I don't know if we want these amazing things happening everytime, part of being a pirate is failing, and it makes for a good story.  But I WILL put in a system to allow auto-success actions.
+
'''Action Points:''' Pending.
 
+
Reason for this is, while failing is good for a story, sometimes it makes for a great story if a character does something he has been building up to.  I'm thinking of putting in a rule where the said action must be great, it must be witnessed by a number of people, this way it can't just be used for some mundane action.  Again this is something I'm playing around with.
+
  
 
'''FATE:'''
 
'''FATE:'''
Line 82: Line 75:
 
So this game mechanic I thought up today, then realized it is a bit like the one in place in our current fantasy game.  There will be times when the characters are presented with a choice, and depending on what they do, will shape the way the world turns so to speak.  Before such choices I will let the players know that this is a “Fate Event”.  I will not, however, tell the characters what will happen, or even hint at, the results of their choice or choices.
 
So this game mechanic I thought up today, then realized it is a bit like the one in place in our current fantasy game.  There will be times when the characters are presented with a choice, and depending on what they do, will shape the way the world turns so to speak.  Before such choices I will let the players know that this is a “Fate Event”.  I will not, however, tell the characters what will happen, or even hint at, the results of their choice or choices.
  
 +
[[Ship Rules]]
  
 +
'''Leveling up System:'''
  
 +
Time to try something new, well kinda.  I'm not sure if this is going to work either.  After looking at 40k and WHFRP, clearly FRP would be better to use because there is more equipment that is better suited for the game.  I also took a look at what classes would work well with it and found a good amount.  However, WH40K has some 135 talents compared to the 68 or so in WHFRP.  After looking at them, WH40K characters are suppose to be more powerful then their WHFRP counter parts.
  
 +
So I think what I will do, and this should allow character to play the kinds of character they want, is take away all the classes in WHFRP and put in a level up system like WH40K.
  
'''Story:'''  The characters will start out under the command of one Captain Phillip the BoldA gentleman pirate who is known for his daring raids, flamboyant swordsmanship, heavy drinking, and fine dressThe name of his ship, and the players’, is The Red Rover (yes named after the child’s game), and it is well known for breaking through blockades due to her speed.
+
Why do this..Because there is a limiting amount of classes that will work with this game, and each class only has so many skill selections, I wanted to give players more options to round out their characters the way they want, and keep characters a bit differentI am hoping more choices = a more diverse pool of skills and talents picked by the players.
  
Phillip being the way he is of course has his own rival, and that would be Sir Joseph KeenlyHe has had a number of run-ins with Phillip and has made it his personal vow to capture Phillip then return with his head.
+
There will be arch types which determine when certain skills open up as well as how much it costs to advance stats.  I'm not sure I can balance this right from the start, but I think it should be quite funI also want to use the exp system from WH40K which means 200 per night.
  
I will let the players choose where they start.
+
'''Ranged Attacks:'''  Characters may dodge these now, and dodge is now a basic skill.  I believe I may make it a difficult roll (-10%) to dodge ranged attacks.
  
 +
'''Armor:''' Anthing besides leathers will give some fairly big minuses.  Metal armor doesn't fit well with pirates.  That is why the above rule is going to be implemented.
  
'''Other personalities of note:'''
 
  
'''Borus the Boar''' – Friend and ally of Phillip, he uses a large mace in combat and is known to break through his opponents’’ weapons with his swings.  His ship’s name is “Wild Thing”.
+
''"Classes"''
  
'''Von Rictenhous''' – A pirate of German descentHe is known to be very active around the English Channel as well as Northern AmericaHe has a reputation of being no nonsense and is rumored to have broadsided one of his own ships that resisted his ordersHis quarter master is a odd fellow who is rumored to dabble in the dark arts.  His ship’s name is “whatever the German word for King is”.
+
Figther - A boring name, but it fits it the bestYou know how to fightWords are not really your thing, and neither are flashy fighting stylesHowever, they have been known to became great leaders.
  
'''Selin the Sea Witch''' – A mere myth? Most who have spent very little or no time on the sea would say so.  But no pirate with an ounce of experience would dare say she doesn’t exist.  Stories of her seem to be over a hundred years old.  If you believe the tales of her, her ship is made entirely of seaweed and she commands a host of strange creatures and men.  On top of this an eerie thick fog is always said to come right before her ship makes an appearance.
+
Cheap Stats: Strength, Toughness, WS
  
It is said that she seeks out those she wants something from, or appears when someone is looking for her and she knows they have something she may wantIf her name is mentioned in the Caribbean on certain islands, the speaker of the words, and all his crewmates, will find themselves at spear point and told to get off the island.
+
Rogue - A little from column A, and little from column B.  This character is best known for charm and the ability to know when to drive a dagger into someone's backAssassins and thieves come from this path.
  
Her ship is known as the Siren’s Kiss.
+
Cheap Stats: INT, FEL, DEX
  
'''Ruthless John''' – A younger pirate whose name pretty much sums him upHe is nasty in combat, he curses and swears more then any other pirate, he has numerous scars, and it’s once said he cast anchor just to burn down a village because a passing resident looked at him wrong.  Many other pirates say his bark is far worst then his bite.
+
Man of Learning - Not all ships have these, but those who do benefit quite a bitDoctors, very skill navigators, and other such types come from this class.  Not the best figthers, but are respected for their skills which keep the ship and crew running.
  
'''Bahir''' – A Muslim pirate who is very active in the Mediterranean and the CaribbeanHe is known for wearing very flashy clothes laced with jewels and gemsHe also has an impressive fleet of 3 shipsHis personal ship is called “The Gem Hunter” and has 65 gunsThe other 2 ships are called “Last Resort” and “Star Taker”He is known for being overly dramatic.
+
Cheap Stats: INT, WILL, FEL
 +
 
 +
Swashbuckler - Fancy footwork and the social skills to match.  Not as strong as the fighter but has a lot more social skills.  Tend to favor talents that involve DEX.  Captains also tend to come from this path.
 +
 
 +
Cheap Stats: DEX, FEL, WS
 +
 
 +
Occult - Masters of the hidden art.  They invoke both fear and awe in their crewmates.  Is it really just a captain's luck that the winds seem to change?  Or that rats invest a town before an attack?  Or are there other powers at work.  This class does not need to take magic.
 +
 
 +
Cheap Stats: INT, WILL
 +
 
 +
(All of these are still a work in progress.)
 +
 
 +
 
 +
 
 +
 
 +
'''Back Grounds:'''
 +
 
 +
Chosen by players during character construction.  These reflect generally your character's up bringing.  They give a certain set of skills to start with and in some cases talents, if it doesn't list talents then they are rolled randomly.
 +
 
 +
'''Society Born:'''  You were born in one of the major powers, England, France, Spain, or the Holy Roman EmpireThis reflects someone brought up in a "proper" setting.
 +
 
 +
''Skills:'' Speak Language - Whatever matches your country of origin, Common Knowledge your country, Common Knowledge Special: For England, France, etc, pick one of the other countries or religionFor Spain and the Holy Roman Empire it is religion, Common Knowledge Pick one.
 +
 
 +
''Talents:'' 2 Random
 +
 
 +
'''Native''' (Africa, Islander, etc): Taken from your home as a slave, you have freed yourself and now are part of the crew.
 +
 
 +
''Skills:'' Speak Language - Native tonuge, Speak Language - Choose any, Survival.
 +
 
 +
''Talents:'' Resistant to Disease or Strong Willed, One Random
 +
 
 +
'''Arabic:''' A traveler form a distant land.
 +
 
 +
'''Skills:''' Speak Language - An Arabic one, I'm not looking these up, Speak Language - Any one, Common Knowledge Arabic, Common Knowledge: Choose a major power.
 +
 
 +
''Talents:'' 2 Random
 +
 
 +
'''Port Born:'''  A bastard child of semi-globalization.
 +
 
 +
''Skills:'' Speak Language - Any 2, Common Knowledge - Any one
 +
 
 +
''Talents:'' 2 Random
 +
 
 +
'''Chinese:''' You come form half-away across the world, just what happened to make you a pirate?  A pirate crew makes you feel much more at ease then being in these white devils' cities.
 +
 
 +
''Skills:'' Speak Language - Chinese (either dialect), Speak Language - Any one besides tribal, Sailing, Acadmic Knowledge: Asia.
 +
 
 +
''Talents:'' Seasoned Traveler, 1 Random
 +
 
 +
 
 +
'''New Equipment:'''
  
 +
Boarding Axe
  
 +
Hand Mortar
  
 +
Grenades (I actually think these are already in the equipment book)
  
'''Other Ideas:'''
+
Musketoon Basically a musket with a shorter range that can be broguht on with a boarding party
Things that can be done to change it up.
+
  
Air Pirates - Look up Skies of Arcadia, all the usual stuff but a bit more techish, steampunk like.  The air pirates from Tailspin would be a good example as well.
+
Notes:
  
Magic - As noted, introduce magic, but this would deffently be more like Conan or WHFRP magic.
+
http://en.wikipedia.org/wiki/Rating_system_of_the_Royal_Navy
  
Dune Pirates - PA + Pirates, you have a machine that like... goes on sand, or something stupid like that.  I dunno, at this point throwing anything out there.
+
http://en.wikipedia.org/wiki/Naval_artillery_in_the_Age_of_Sail

Latest revision as of 17:21, 3 June 2009

UPDATE THINGY:


Story and Background

Story: The characters will start out under the command of one Captain Phillip the Bold. A gentleman pirate who is known for his daring raids, flamboyant swordsmanship, heavy drinking, and fine dress. The name of his ship, and the players’, is The Red Rover (yes named after the child’s game), and it is well known for breaking through blockades due to her speed.

Phillip being the way he is, of course has his own rival, and that would be Sir Joseph Keenly. He has had a number of run-ins with Phillip and has made it his personal vow to capture Phillip then return with his head.

Players' Ship(s)


Pirates of Note:

Borus the Boar – Friend and ally of Phillip, he uses a large mace in combat and is known to break through his opponents’ weapons with his swings. His ship’s name is “Wild Thing”.

Mark: A red skull with a crack in it.

Von Rictenhous – A pirate of German descent. He is known to be very active around the English Channel as well as Northern America. He has a reputation of being no nonsense and is rumored to have broadsided one of his own ships that resisted his orders. His quarter master is a odd fellow who is rumored to dabble in the dark arts. His ship’s name is “whatever the German word for King is”.

Mark: A skeleton wearing a crown and holding a sword in each hand.

Ruthless John – A younger pirate whose name pretty much sums him up. He is nasty in combat, he curses and swears more then any other pirate, he has numerous scars, and it’s once said he cast anchor just to burn down a village because a passing resident looked at him wrong. Many other pirates say his bark is far worst then his bite.

Mark: A skeleton riding a shark.

Bahir – A Muslim pirate who is very active in the Mediterranean and the Caribbean. He is known for wearing very flashy clothes laced with jewels and gems. He also has an impressive fleet of 3 ships. His personal ship is called “The Gem Hunter” and has 65 guns. The other 2 ships are called “Last Resort” and “Star Taker”. He is known for being overly dramatic.

Mark: An overly complicated tapistry.

Cerise Heartbreaker - French female pirate. She has a blazing red colored ship. She is known to be a bit ruthless, but this is usual for most female pirates. She is also known to be very strict with her crew. When she docks she will usually have a rather large group of people who with to join her. She seems to be unmarried and will usually respond that her true love is gold. Her current ship is the Goldrush.

Mark: A red skull with a white "kiss" mark on it.

Musad - A Muslim pirate known to deal in slavery. He is feared by many as his strikes are utterly brutal. His ship's name is "Man Breaker".

Mark: Two chains circling a skeleton.

Ricardo - A Spanish pirate. Known to strike quite often against the English. Known to be a very easy going man, but has no clear interest in women. Known to act like a gentleman in navel engagments. His ship is called the Gallant Lad.

Mark: Two muskets crossed under a skull.



Other Personalities of Note

Lady Elda - One of the few powerful female members of the Catholic Church. She seeks out and destroys any pirates… and sometimes those accused of piracy against the Church’s interests. She is known for being overly cruel and is sad to have a sadistic streak. She commands three ships.

Sir Joseph Keenly -Rival of Phillip the Bold. English born, just like Phillip, he is part of the Royal Navy. He has two ships under his command. His ship is the Shield and the other ship is known at the Grand Duke. He is well known in most respectable circles and does come from noble birth. He seems to have a personal grudge against Phillip, which could be in part to something referred to as The Pleasant Abduction incident. There may be another reason why Joseph hates Phillip so much...

Tall Tales


System

Stats: People will throw pennies into the air, about 100, for each stat and call "heads" or "tails". The character's stat will be equal to how many coins come up with what the player called. Pennies may not be dropped, they must be thrown up at least 3 feet.


The Occult: Just enought to add some flava?


Action Points: Pending.

FATE:

A pirate’s life is about freedom, movement, unrestrained life. However there are some binds that not even these free and easy souls can escape. The stars. While a pirate might say they do not believe in the laws of man, that land living is decadent and full of meaningless gestures and courts, one would be hard pressed to find a pirate who did not believe that the stars hold sway over man.

Fate, which seems too many to be an avoidable string of events or event. But, this is not quite the case. Rather it is an event that will trigger specific things to happen. It is up to each person to decide what to do when the moment arrives. The choices made can make the difference between a pirate hero, and a monster pirate.

So this game mechanic I thought up today, then realized it is a bit like the one in place in our current fantasy game. There will be times when the characters are presented with a choice, and depending on what they do, will shape the way the world turns so to speak. Before such choices I will let the players know that this is a “Fate Event”. I will not, however, tell the characters what will happen, or even hint at, the results of their choice or choices.

Ship Rules

Leveling up System:

Time to try something new, well kinda. I'm not sure if this is going to work either. After looking at 40k and WHFRP, clearly FRP would be better to use because there is more equipment that is better suited for the game. I also took a look at what classes would work well with it and found a good amount. However, WH40K has some 135 talents compared to the 68 or so in WHFRP. After looking at them, WH40K characters are suppose to be more powerful then their WHFRP counter parts.

So I think what I will do, and this should allow character to play the kinds of character they want, is take away all the classes in WHFRP and put in a level up system like WH40K.

Why do this... Because there is a limiting amount of classes that will work with this game, and each class only has so many skill selections, I wanted to give players more options to round out their characters the way they want, and keep characters a bit different. I am hoping more choices = a more diverse pool of skills and talents picked by the players.

There will be arch types which determine when certain skills open up as well as how much it costs to advance stats. I'm not sure I can balance this right from the start, but I think it should be quite fun. I also want to use the exp system from WH40K which means 200 per night.

Ranged Attacks: Characters may dodge these now, and dodge is now a basic skill. I believe I may make it a difficult roll (-10%) to dodge ranged attacks.

Armor: Anthing besides leathers will give some fairly big minuses. Metal armor doesn't fit well with pirates. That is why the above rule is going to be implemented.


"Classes"

Figther - A boring name, but it fits it the best. You know how to fight. Words are not really your thing, and neither are flashy fighting styles. However, they have been known to became great leaders.

Cheap Stats: Strength, Toughness, WS

Rogue - A little from column A, and little from column B. This character is best known for charm and the ability to know when to drive a dagger into someone's back. Assassins and thieves come from this path.

Cheap Stats: INT, FEL, DEX

Man of Learning - Not all ships have these, but those who do benefit quite a bit. Doctors, very skill navigators, and other such types come from this class. Not the best figthers, but are respected for their skills which keep the ship and crew running.

Cheap Stats: INT, WILL, FEL

Swashbuckler - Fancy footwork and the social skills to match. Not as strong as the fighter but has a lot more social skills. Tend to favor talents that involve DEX. Captains also tend to come from this path.

Cheap Stats: DEX, FEL, WS

Occult - Masters of the hidden art. They invoke both fear and awe in their crewmates. Is it really just a captain's luck that the winds seem to change? Or that rats invest a town before an attack? Or are there other powers at work. This class does not need to take magic.

Cheap Stats: INT, WILL

(All of these are still a work in progress.)



Back Grounds:

Chosen by players during character construction. These reflect generally your character's up bringing. They give a certain set of skills to start with and in some cases talents, if it doesn't list talents then they are rolled randomly.

Society Born: You were born in one of the major powers, England, France, Spain, or the Holy Roman Empire. This reflects someone brought up in a "proper" setting.

Skills: Speak Language - Whatever matches your country of origin, Common Knowledge your country, Common Knowledge Special: For England, France, etc, pick one of the other countries or religion. For Spain and the Holy Roman Empire it is religion, Common Knowledge Pick one.

Talents: 2 Random

Native (Africa, Islander, etc): Taken from your home as a slave, you have freed yourself and now are part of the crew.

Skills: Speak Language - Native tonuge, Speak Language - Choose any, Survival.

Talents: Resistant to Disease or Strong Willed, One Random

Arabic: A traveler form a distant land.

Skills: Speak Language - An Arabic one, I'm not looking these up, Speak Language - Any one, Common Knowledge Arabic, Common Knowledge: Choose a major power.

Talents: 2 Random

Port Born: A bastard child of semi-globalization.

Skills: Speak Language - Any 2, Common Knowledge - Any one

Talents: 2 Random

Chinese: You come form half-away across the world, just what happened to make you a pirate? A pirate crew makes you feel much more at ease then being in these white devils' cities.

Skills: Speak Language - Chinese (either dialect), Speak Language - Any one besides tribal, Sailing, Acadmic Knowledge: Asia.

Talents: Seasoned Traveler, 1 Random


New Equipment:

Boarding Axe

Hand Mortar

Grenades (I actually think these are already in the equipment book)

Musketoon Basically a musket with a shorter range that can be broguht on with a boarding party

Notes:

http://en.wikipedia.org/wiki/Rating_system_of_the_Royal_Navy

http://en.wikipedia.org/wiki/Naval_artillery_in_the_Age_of_Sail