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Recruiting GURPS Pirates / Nautical

Flotsam

GM feathersnow · 0/6 players · posts Every few days

“Join a Skyship fleet for wild adventures!”

Fishers, sailors, traders...

All ply the Immer, the endless void that some call "sky," although it doesn't follow the same laws as the one their distant ancestors knew.

We live in islands that float in the Immer, and many never look up, but not you.  You are called to the beyond...

Valuable tin was discovered in a previously ignored island at the far end of a trade route, causing investment in a colony at the edge of the known reaches of the Immer.  The lack of previous large settlement in this region has meant everything needed to be shipped from urban centers far away.  You in are the first relief fleet.

The system:

GURPS 4e

Build-

250pts, 75pts disadvantages and up to 5 quirks

Concept-  You are crew of a skyship, part of a fleet sent to provide relief to a distant colony.   

You could be-

Security: keep the peace between the colonists and working crew

Crew:  manning the skyship

Officer:  make decisions and lead

Purser- manage the stores

Hunter- fight the void abominations to protect and feed the convoy

Trader- interact with the cultures along the convoy's path and at the colony

The setting is absolute fantasy grab bag, TL 4. Pockets of higher technology may exist, but are not available for PCs.  

There are floating islands in an endless void, populated by people that left normal worlds, sometimes generations ago, by means of shipwreck.

The population of a large island chain found ton on another island chain and are seeking to settle there.  They hired sailors to send supplies and new colonists.

You are part of a convoy travelling a stream of aether, taking on a role in the fleet as described above.

Setting details:

Variable mana:  the mana levels of the world vary from Wild (while aboard ship during a storm) to very low (while in a region protected from aether currents and having no architecture supporting magic use

Most people are mostly human, from any culture that took to sea in this or any world.  People from other worlds, with advantages not accessible to baseline humans in our world, exist, either as people of other species or using magical enhancements and techniques apart from traditional magery.  

This is a world of wonders and heroes, where everyone has larger than life potential.  You might have been a superhero by the standards of your ancestors, here, you are merely in the top third.

 

House rules

Each School of Magic is a Wildcard skill.

Spells are cast at a penalty equal to the number of prerequisites they have, which may be bought off as an  average technique. If a spells has a prequisite from another School, it is unavailable unless you meet that prerequisite.

Your effective skill level in any given spell cannot exceed your Magery+IQ

Aspected magery is encouraged.

 

Apart from Schools, you may have at most two wildcard skills.

 

Talents are not available, except for Psionics.

 

Weapon Master costs 5 points less, as per Kromm

The knowing use of generative AI for any purpose will not be tolerated. The scope of my opinion on this matter is beyond what Myth-Weavers might want on their site, but I believe it should be possible to find acceptable art, should you want it, by searching real artists, and using text generation defeats the purpose of the game.

This game seeks to be inclusive and affirming of all minorities and sexual identities. (This shouldn't need to be said, but I want to remove any ambiguity.)

Open Slots: 6 of 6
Applications Due: Sep 6, 2026
Decisions By: Sep 13, 2026

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