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About This Game

Take to the treetops in chainsaw-powered ships to hunt down the legendary Tyrant's Bloom in the Wildsea! Three centuries ago, the world began anew, the old world ending in an eruption of green that covered everything in a deadly forest a mile high. Now, the survivors eke out a new existence above the canopy, clustered around mountaintops and ruins scattered across a thrashing sea of ever-growing leaves and branches: the Wildsea. Those courageous enough to brave the rustling waves do so in chainsaw-driven vessels, tearing paths between ports seeking fame, fortune, and knowledge; these are wildsailors. In the verdant and spectral reach known as the Florid Sepulcher, a massive rootquake caused the forest to heave, thrash, and grow again, swallowing entire ports and unearthing ancient ruins from far below the canopy. This Shudder is the first sign of the coming of the Tyrant's Bloom: a titanic carnivorous flower born in blood rumored to have powers beyond mortal comprehension. Wildsailors from near and far have come to find it, putting chain to thrash in their search even as they establish new trade routes, uncover old secrets, and discover new wonders. You will take on the role of a wildsailor, crewing a chainsaw-powered treetop-sailing ship to explore the Florid Sepulcher and search for the Tyrant's Bloom, using a modified version of the Wildsea RPG. Come sail the seas of green!

Game System


Detailed Description

Premise/Setting: Every fifty years, in the treetops of the Florid Sepulcher, a titanic carnivorous flower born in blood, hope, and death blooms. It pushes its way up through the tangle and thrash, from a source deep in the Darkness-Under-Eaves. The legends that surround this bloom are myriad, but all agree that it will grant those who find it, and avoid being consumed by it, immense power.

Recently, a terrible rootquake shook all of the Florid Sepulcher as the mile-high treetops that its inhabitants call home rearranged themselves in the first sign of the Blooming: the Shudder. From all across the reach, and from far distant, hopeful explorers are gathering to claim the prize for themselves, their motives as varied as the legends surrounding their goal.

You are one of these explorers, come from either near or far to Verdurance, one of the central ports of the Florid Sepulcher. Before setting out to find and claim the Bloom, you need to find a crew—one that you can trust, won't leave you for dead on the rustling waves, or steal the Bloom all for themselves—and acquire a ship to take you across the Wildsea, that forest that engulfed and forever reshaped the world three hundred years ago in a single night.

As sailors set sail in their chainsaw-powered ships to search for the Bloom, you prepare to join them, risking life and limb to find a legend, for whatever reasons you may have...

System: The Wildsea RPG (free rules available here). No prior familiarity with the system required! The system is narrative-based and easy to learn.

Posting Frequency: Ideally, an average of 2 times per week. There will be at least 2 updates per week to keep things moving.

Length: As a GM, I find it difficult to run short games, so this will be a medium-to-long campaign. However, I am open to players dropping in and out as need be (within reason).

  1. What's new in this game
  2. Even if we don't go full separable trimaran, I like the build you have here for the Cat. I would love to upgrade the tilt stat for the single ship if we can move some points around with various components. Something more maneuverable would be nice. I'm gonna look over the outrider rules one more time to see what they would equate to (rather than treating it as a second ship)
  3. Updated shipbuilding threads are up! I'll give you all at least a week to sort out what you want. :) Please also note that the links to the virtual character sheets have been updated (see the description of this forum).
  4. Welcome to Shipbuilding Round 2! As we have 10 players, there will be two separate, independent ships, each with five players. I have made two sets/teams of players based on the character interactions so far and what seems like it would be the most fun. This means I didn't necessarily make groups to make sure all types of posts are covered, but instead primarily based on what player personality/backstory combinations sounded like they would be the most fun. If either ship loses enough players to drop below 3, the two ships will reunite. Though you will be on two separate ships, you will be able to communicate and coordinate from across the waves via Skappbeetles, and will likely meet up before the Bloom is found. This will give you an advantage over other searchers who are limited to one ship. The overall way this will work is I am asking everyone to select their favorite choices for the Design elements of the ship (which are selected collectively), after which I will see what choices/themes are most popular and use those, and break any ties with my own preferences. You have free reign for your individual stakes. If you have any questions, please ask in the OOC thread! This is the shipbuilding thread for @TheObsoleteMan, @Nightshyft, @Diceros, @Passione, and @Abalon. Your crew includes a raveller, two wordbearers, an alchemist, and a corsair. You have good close combat (through Kryk T'k and Helena), social (through Slip and Kryk T'k), exploration (through K and Helena), and creation/support (through Ham) abilities. Your ranged combat abilities, while not bad, are somewhat lacking, as well as your repair abilities (relatively speaking). Ship Options (those options that are struck through are not available for this game). Ships are built semi-collaboratively by the players by spending Stakes on various Design elements, Fittings, and Undercrew. For this game, we will be using a modified version of the ship-building rules. You five will all collectively allocate 6 Collective Stakes to the Design elements (in addition to the size, which is determined by the number of players), and then each individual player will allocate 3 Individual Stakes to pick their own personal additions to the ship's Fittings and Undercrew. Keep in mind that you will probably want your ship to be able to handle a variety of challenges, from combat to rough seas and rougher weather. Tilt and Saws are especially helpful for navigating the rough and dense seas of the Sepulcher, respectively, while Speed will help ensure you stay at the front of the pack. Seals can help keep out the omnipresent pollen and Armour the sometimes-present cannonballs, while Stealth can help you evade foes if you are feeling less confrontational. Collective Stakes: Design Elements As a crew, you have 6 Stakes to spend on the Design of the ship. You must select one Design in each of the following categories: Size: How large your ship is. For this game, this is simply determined by the crew size. Your ship is Standard (1 Stake), granting it +1 Armour. Frame: This describes the general shape of your ship. All frame options cost 1 Stake. Frame Options Sturdy 1 stake Armour +1 Built to last and weather strong assaults. Moulded 1 stake Seals +1 One unbroken structure throughout the ship. Light 1 stake Speed +1 Lightest possible materials in the smallest amounts. Scything 1 stake Saws +1 Wedge or blade-shaped, efficiently cuts through waves. Sleek 1 stake Stealth +1 Rides low on the waves. Flexible 1 stake Tilt +1 Jointed or multi-segmented, adjustable and responsive. Hull: This describes the primary material your ship is made from. The available options cost 1 or 2 Stakes. Hull Options Reef-Iron 1 stake Armour +1 Salvaged metal plating from derelicts. Durable. Leviathan Bone 1 stake Seals +1 From the skeleton of a long-dead monster. Solid. Broadwood 1 stake Tilt +1 Wooden planks. Flexible. Rough Bark 1 stake Stealth +1 From ironroots; tough to maintain. Camouflaged. Chitinous 1 stake Speed +1 Collected shells of large insects. Smooth. Razorscale 1 stake Saws +1 Interlocking, sharpened scales from a beast. Slicing. Ceramic 2 stakes Armour +1, Seals +1 Baked clay, needs maintenance. Sealed and sturdy. Chrysalid 2 stakes Seals +1, Stealth +1 Ship is built in an abandoned pupa. Sneaky and sealed. Ghost-Oak 2 stakes Armour +1, Tilt +1 A rare wood from the Drown. Flexible, yet durable. Exile's Copper 2 stakes Armour +1, Speed +1 A rare metal. Light and durable. Bite: This describes how the ship moves across the waves (while chainsaws are the most common, and my favorite, there are other Bites). The available options cost 1 or 2 Stakes. Bite Options Sawprow 1 stake Saws +1 Chainsaw on the prow. Serrated damage. Impellers 1 stake Speed +1 Jet-like engines. Blast damage. Crawler 1 stake Tilt +1 Finger-like mechanisms at front. Blunt damage. Underscales 1 stake Stealth +1 Flexing scales on bottom. Keen damage. Jag-Tracks 1 stake Armour +1 Grapple tracks on keel and sides; slow. Hewing damage. Sluicejets 1 stake Seals +1 Pressurised phytophobic chemical release. Acid damage. Longjaw 2 stakes Saws +1 Speed +1 Chainsaw across whole ship bottom. Serrated damage. Propeller-Cage 2 stakes Speed +1 Armour +1 Cage housing propellers. Blunt damage. Navapede Limbs 2 stakes Stealth +1 Tilt +1 Centipedal limbs letting the ship scuttle. Spike damage. Voltaic Runners 2 stakes Seals +2 Lightning makes ship float. Volt damage. Mulcher 2 stakes Saws +2 Armour +1 Stealth −1 Grinding teeth like a lamprey. Serrated damage. Tentaculari 2 stakes Tilt +2 Living cluster of tendrils. Salt damage. Engine: This describes the power source of your ship. The available options cost 1 or 2 Stakes. Engine Choices Chemical Compressor 1 stake Speed +1 Fueled with fruit and insect husks. Springwork 1 stake Saws +1 Releases kinetic energy wound by hand. Parasite Pitcher 1 stake Stealth +1 Large pitcher plant in engine housing, roots entwined with ship systems. Fueled by organic matter... preferably living. Steam Piping 1 stake Seals +1 Pipes, chemicals, and steam. Fueled with (cleanish) water. Ratwheel Exchange 1 stake Tilt +1 Rats running in a wheel. Rats need to be fed and rested. Pulsing Cocoon 1 stake Armour +1 An unknown insect pupa, feeding on dreams. Jawbox 1 stake Saws +1 Speed +1 Stealth −1 Wood-fueled engines with minimal flammability. Solar Compressor 2 stakes Speed +1 Stealth +1 Stores, liquefies, and pressurizes sunlight. Magnetic Coils 2 stakes Stealth +1 Tilt +1 Spinning cylinders in perpetual motion. Fueled with magnetic scrap. Ceramic Batteries 2 stakes Saws +1 Seals +1 Batteries fueled by lightning strikes. Acid Maw 2 stakes Saws +2 Open chemical vat melts down metal. Salvage-fueled. Tamed Hive (Special) 2 stakes Speed +1 Seals +1 Stinging insects create energy-rich honey. Fueled with flowers and pollen. At sea, can use task to get Fresh Engine Honey. Reclaimed Burner (Special) 2 stakes Speed +3 Seals −1 Ancient burner running on ancient chemical fuel salvaged from pre-verdant ship. Runs on specialized rare fuel. Can explode. Needs ventilation. Logistically, please select one Frame, Hull, Bite, and Engine option that cost a total of 5 stakes (as Size is already accounted for). This means that three of these can cost 1 stake, and one of them can cost 2. When everyone has posted, I will look to see what elements were most commonly selected and break any ties or stakes overages we might have with my own preferences or else run a short poll for you all to select a design. Feel free to coordinate your choices of collective stakes with your crew mates below. If you truly have no preference for the Collective Stakes, you can elect to only select individual stakes. If you wish to donate extra points to purchase better Design elements, note this in your reply below and feel free to coordinate with your fellow shipmates! Individual Stakes: Fittings and Undercrew You have 3 Stakes to spend on Fittings for the ship and any Undercrew. While coordination of the individual stakes is encouraged, it is not required. Fittings are rooms, additions, features, ship weapons/artillery, equipment, or outriders. Your character may not be the only one to use the fitting you choose, but you will have priority over their use in most cases. In most cases, a ship only needs one type of fitting, so read through the posts before yours to make sure you aren't purchasing the same thing as someone else. Additions Additions are extra tools and equipment added to the ship. You can have multiples of most additions, but in most cases it is not recommended (as one is sufficient). Anchor System 0 stakes Curved hook anchors ship to branches below. Standard on most ships. Rig-Ropes 1 stake Ropes strung above the deck for drying clothes, safety lines, or gymnastic travel. Firefly Lanterns 1 stake Network of lanterns filled with fireflies, woken or set to sleep with taps on the glass, for illumination. Luminous Blooms 1 stake Patches of moss or flowering plants that glow. Chemical Spotlight 1 stake Bright spotlight. Survival Station 1 stake Chest with flares, flags, grapples, wraps, and emergency rations. Cargo Crane 1 stake Sturdy crane for cargo and managing heavy objects. Wrecker's Magnet 1 stake Electromagnetic crane used for heavy metal management. Signal Flares 1 stake Colour-coded flares for distance communication. Need Signaling language to use effectively. Shutter-Lamps 1 stake Bank of lights and shutters for distance communication. Need Signaling language to use effectively. Steam Whistle 1 stake Shrill whistle for announcing presence or frightening beasts. Vox-Horn 1 stake Deep, blaring horn and voice amplifier. Tethered Kitesail 1 stake Glider tethered to deck, allowing for aerial views during wind. Trained Messengers 2 stakes Flying creatures trained to seek out ships and land, deliver messages, and return with replies. Fixed-Band Radio 2 stakes Short-range radio system that can send and receive staticky signals through fragile antennae. Fruiting Tree 1 stake Acquire fruit when using a task to tend this tree growing from your deck. Night Farm 1 stake Acquire mushroom specimens when using a task to tend this dark, fungal soilpit. Lightning Rod 1 stake Acquire a charged ceramic battery during a lightning storm. Water Purifier 2 stakes Acquire barrel of pure water when at anchor or when cutting a path in the rain. Trawler Nets 2 stakes Reinforced nets that let you acquire one normal specimen when cutting a path. Rooms Rooms are spaces on a ship that serve a specialized function. A galley is highly recommended, and having an extended cargo bay may not be a bad thing. Please note that rooms cannot be duplicated (i.e., a ship can only have one of each room) unless otherwise noted. Galley 1 stake A room for cooking and eating, with chemical stove. Medical Bay 1 stake A clean room with tables and beds, and some bandages and the like. Workshop 1 stake A room with smithing and repair tools, including a workbench. Navigational Suite 1 stake A room full of charts, maps, and related equipment. Butchery 1 stake A clean room for rendering and preserving specimens. Tap-Room 1 stake A room for the creation, storage, and drinking of booze. Panic Room 1 stake A triple-locked room stocked with supplies and reinforcement. Cooling Facility 1 stake An insulated cold room for storing perishables. Luxury Quarters 1 stake Individual rooms for each crewmember to sleep. Lens Room 1 stake A room of telescopes and magnifiers inside the ship. Brig 1 stake A ship-borne prison. Cargo Bay Extension 1 stake A large cargo bay, complete with cargo webbing and reinforcements for dangerous items. Underdeck Gymnasium 1 stake A room of weights, ropes, and fitness equipment. Lounger's Tent 1 stake A rest area on the deck of the ship. Observation Platform 1 stake A crow's nest of sorts, with communication line to pilot. Underthrash Platform 1 stake A sturdy door leads to an open platform at the bottom rear of the ship, under the treeline. Cupola 1 stake A blister of glass or amber with a seat at the ship's rear or side. Can be duplicated. Weapons These are weapons attached to your ship used for ship-to-ship or ship-to-monster (or eventually, ship-to-flower) combat. You can have duplicate deck weapons, but only one of each type of hull weapon or boarding equipment is permitted. It is highly recommended that you purchase at least one or two weapons to ensure your ship can fight back. Deck weapons are weapons mounted on the top deck of the ship. Hull Weapons are weapons mounted on the outside of the ship's hull or are located inside the ship that fire from portholes. Boarding Equipment consists of collective racks of weapons the crew can borrow for hand-to-hand combat. Deck Weapons Trebuchet 2 stakes Lob anything at foes. Deals LR Blunt damage. Harpoon Turret 2 stakes Fire barbed spears. Deals LR Spike damage. Shrapnel Cannon 2 stakes Fire clouds of sharp metal. Deals LR Serrated damage. Viper's Tooth 2 stakes Unstable gun that fires acid. Deals LR Acid damage. Grand Blastbow 2 stakes Giant crossbow firing chemically-explosive bolds. Deals LR Blast damage. Storm-Rail 2 stakes Two brass rods hooked to a voltaic generator. Deals LR Volt damage. Hull Weapons Winch-Claws 1 stake Bank of short-range grappling claws to draw enemy ships closer. Broadside Cannons 1 stake Banks of cannons that fire only to the sides. Deals LR Blunt or Blast damage. Ramming Prow 1 stake Ram without hurting your own ship. Deals CQ Blunt damage. Spearing Prow 1 stake Reinforced spikes for safe ramming. Deals CQ Spike damage. Bladed Prow 1 stake A wedge for slicing into enemy ships. Deals CQ Hewing damage. Ripsaw Prow 1 stake Serrated edge to cut down enemy ships. Deals CQ Serrated damage. Boarding Equipment Armoury Rack 2 stakes A rack stocked with 2-track weapons with either Blunt, Keen, or Spike LR or CQ damage. Wrecker's Rack 2 stakes A rack stocked with 2-track weapons with either Hewing, Serrated, or Blast LR or CQ damage. Outriders Outriders are miniature ships (like motorcycles or jet-skis) that your character will dock within the larger ship. If you purchase an outrider, you are the only one that can use it unless you grant permission to another. To make an outrider, you must purchase at least one outrider launching system (which is how your outrider gets on and off the ship). To make the outrider itself, you must purchase a chassis and then any number of fittings. It is highly recommended that you use the Workhorse chassis if you want an outrider, as this offers the most flexibility for the lowest cost. If you choose the workhorse chassis, you can select two fittings for your outrider for a cost of 0 stakes. The other chassis have higher statistics but are less flexible and more expensive. Each player may only have one outrider. Outrider Launchings (must choose one) Tow-Line 0 stakes Tow outrider on a thick rope or chain. Docking Crane 1 stake Lower and raise outriders (and maybe more) from the waves. Wild-Bay Doors 1 stake Doors that open directly onto the waves, allowing Outriders to be stored in the ship. Hull Clamps 1 stake Docking clamps on side of ship to hold an Outrider in place. Catapult Track 1 stake Spring-loaded platform that launches Outriders at speed. Outriders (choose one chassis and any number of fittings) Workhorse Chassis 1 stake Armour 2, Seals 1, Speed 2, Saws 1, Stealth 1, Tilt 1. Two free fittings. Highly recommended if you are making an Outrider. Skipper Chassis 2 stakes Armour 1, Seals 1, Speed 3, Saws 2, Stealth 3, Tilt 2. Sleek and compact. Chopper Chassis 2 stakes Armour 3, Seals 1, Speed 2, Saws 3, Stealth 1, Tilt 2. Cuts through anything. Sidewinder Chassis 2 stakes Armour 2, Seals 3, Speed 1, Saws 2, Stealth 1, Tilt 3. Mobile and sturdy. Windglass Fitting 1 stake Protective shell of amber or glass. Armour +1, Seals +1. Overburner Fitting 1 stake Chemical battery. Speed +1, Saws +1. Mucoid Rub Fitting 1 stake Slimy adhesive coating for stealth and turning. Stealth +1, Tilt +1. Personal Mod Fitting 1 stake +1 to any three ratings, and −1 to another. Weapon Housing Fitting 1 stake A deck weapon hooked to steering column. Choose LR Blunt, Keen, Spike, or Blast damage when taking this fitting. Flatbed Fitting 1 stake Allows for carrying small amount of cargo or small number of passengers. Camouflage Fitting 1 stake Paint and vegetation used for disguise. Stealth +3 when still or at anchor. Skiffs Skiffs are, essentially, large outriders that can comfortably fit two, and uncomfortably fit up to 4. Unlike outriders, skiffs have two decks (a topdeck and belowdeck). Furthermore, skiffs must be purchased by two players coordinating, as a skiff costs more than 3 stakes. A ship may only have one skiff. To make a skiff, you must select one of the launching options below and then, for the skiff itself, select two different chassis and any additional fittings you desire for the skiff. The Skiff ratings will be calculated as follows: (Higher Chassis Rating) +0.5*(Lower Chassis Rating, rounding down; Mork reserves the right to alter these ratings pending balance concerns after seeing what you come up with). You may divide the stakes cost for these options among any players who wish to contribute. Skiff Launchings (must choose one) Hull Clamps 1 stake Docking clamps on side of ship to hold an Outrider in place. Catapult Track 1 stake Spring-loaded platform that launches Outriders at speed. Skiffs (choose two different chassis types and any number of fittings) Workhorse Chassis 1 stake Armour 2, Seals 1, Speed 2, Saws 1, Stealth 1, Tilt 1. Two free fittings. Highly recommended if you are making an Outrider. Skipper Chassis 2 stakes Armour 1, Seals 1, Speed 3, Saws 2, Stealth 3, Tilt 2. Sleek and compact. Chopper Chassis 2 stakes Armour 3, Seals 1, Speed 2, Saws 3, Stealth 1, Tilt 2. Cuts through anything. Sidewinder Chassis 2 stakes Armour 2, Seals 3, Speed 1, Saws 2, Stealth 1, Tilt 3. Mobile and sturdy. Windglass Fitting 1 stake Protective shell of amber or glass. Armour +1, Seals +1. Overburner Fitting 1 stake Chemical battery. Speed +1, Saws +1. Mucoid Rub Fitting 1 stake Slimy adhesive coating for stealth and turning. Stealth +1, Tilt +1. Personal Mod Fitting 1 stake +1 to any three ratings, and −1 to another. Weapon Housing Fitting 1 stake A deck weapon hooked to steering column. Choose LR Blunt, Keen, Spike, or Blast damage when taking this fitting. Flatbed Fitting 1 stake Allows for carrying small amount of cargo or small number of passengers. Camouflage Fitting 1 stake Paint and vegetation used for disguise. Stealth +3 when still or at anchor. Undercrew are non-player crewmembers that you will control (and who will primarily answer to your character). Each player may only purchase one Officer or Gang. Officers are a single crewmember with a brief background that plays a somewhat active role in gameplay, and will be controlled primarily by the GM outside of combat and by the player in scenes (I recommend only purchasing an Officer if you are prepared to do extra roleplaying; in most cases I recommend against using them entirely, especially if you haven't played before, but the option is here). For officers, please provide a name, bloodline, and brief background in addition to the information below. Officers Skillful Officer 1 stake A seasoned wildsailor, able to hold their own in many important tasks. Choose 2 ranks in any skill, and 1 rank in another skill. 3-Track. Well-Travelled Officer 1 stake A wide-ranging traveler well-versed in lore. Choose 2 ranks in any language, and 1 in any other language. 3-Track. Experienced Officer 1 stake A seasoned wildsailor, maybe soon to strike out on their own as a main crewmember. Select any Aspect a player character can have; they have that Aspect and a track equal to it. Gangs are small collections of crewmembers who share a specific skillset and help with a predefined task. All of them have a 3-box track. Gangs Spear-Fishers 2 stakes Automatically acquire one normal specimen when dropping anchor. Magnet-Fishers 2 stakes Automatically acquire one normal salvage when dropping anchor. Stargazers 2 stakes Automatically acquire one normal whisper when dropping anchor. Cartographers 2 stakes Automatically acquire one normal chart when dropping anchor. Deck Engineers 2 stakes Automatically clear one mark from damage ship's rating when dropping anchor. Bonesaw Troupe 2 stakes A single crewmember can repair a mark from any damaged trait or injury when dropping anchor (purchasing player's choice). Tinker Troupe 2 stakes A single crewmember can repair a mark from any gear when dropping anchor (purchasing player's choice). Scholars 2 stakes Learn a secret about the surrounding waves when dropping anchor. Marauders 2 stakes Fight in CQ combat to deal Blunt, Keen, or Spike damage. Picaros 2 stakes Fight in LR combat to deal Blunt, Keen, or Spike damage. Packs are animals (or a group thereof) that play a specific role on the ship. Sometimes they are trained, and sometimes not. Packs Lemur Pack 1 stake Keep ship free of small insects. Spring-Foxes 1 stake Dance on canopy around ship; warn of dangers from below. Stretch of Slinks 1 stake Spectral cats, hunt vermin. Brace of Hounds 1 stake Dogs to protect ship. Rig-Ferrets 1 stake Tie and untie knots on rigging in hard-to-reach places. Whirling Bats 1 stake Eat bugs around ship. Frenzy-Parrot 1 stake Warn of approaching predators and ships. Trained Pinwolf 2 stakes Fight to defend ship in CQ combat to deal Blunt, Keen, or Spike damage. Squirrel Flingers 2 stakes Squirrels armed with slings to defend ship in LR combat to deal Blunt, Keen, or Spike damage. Dragon-Tail Butterflies 1 stake Good luck charm. Spider Colony 1 stake A former tzelicrae that keeps insects and rodents away. Glass-Shell Snails 1 stake Pretty decorations, hurt when stepped on. Scorpion Set 1 stake Sting intruders and sometimes crew. Medical Mosquitoes 2 stakes Infections and viruses don't transfer from crewmember to crewmember. Glowbug Parade 2 stakes Fireflies that provide constant dim lighting. Mantis Sentries 2 stakes Automatically acquire one normal specimen when docking at port. Rust-Roaches 2 stakes Automatically acquire one normal salvage when docking at port. Etterescu 2 stakes Centipedes with good ears. Automatically acquire one normal whisper when docking at port. Library Boatmen 2 stakes Spider-like creatures that hoard paper. Automatically acquire one normal chart when docking at port. Geist Octopus 3 stakes Once per journey, one crewmember can roll 6D6 instead of their usual dice pool on any task. Please post your individual choices for stakes below. If you have any suggestions for a ship name, please post them alongside your individual stake choices. I will compile my favorite names and make a poll for you all to choose the final name from. To make this process as painless as possible, please post your Collective and Individual Stake choices below. If you wish to coordinate, please feel free to do so in this thread, but please clearly mark your post that contains your preferences (ideally, your first post should have your choices and you can just modify them as you coordinate). You do not have to suggest collective stakes or names, but you will have to select individual stakes. Shipbuilding Preference Form Preferred Collective Stakes (5 stakes total): Frame: Element (cost) Hull: Element (cost) Bite: Element (cost) Engine: Element (cost) Individual Stakes (3 stakes total): Choice 1 (cost) Choice 2 (cost) Choice 3 (cost) Suggested Ship Names:
  5. Good idea, but not great for PBP. Better go for simultaneous actions.
  6. I love the character! The one thing is that you only have four resources to start with, so pick your favorite four out of those listed and this should be good to go! I'm happy to find a picture based on an eventual description if you'd like as well.
  7. Well friends, barring a few tweaks, we have our ten wildsailors! I will be making slight adjustments to the shipbuilding topic (mainly, making two and adding the super-outrider option), so watch out for those in the next couple of days. I will be splitting our crew into two groups of five to make sure that no one gets lost in the chorus based on complimentary skills, backstory, currently expressed ship preferences, and whatever I think will be the most fun for everyone. After about a week of shipbuilding, we'll move into the first game threads (Charting a Course and Picking Up Cargo) and get moving. :) If you haven't already, feel free to hop into the Discord for easier shipbuilding scheming or just to chat (no pressure if you prefer to keep everything strictly on MW, though!).
  8. So a day crew and a night crew. Interesting idea. I'd try that. Ship's galley/mess hall as an off duty area. And of course "All hands on deck".when stuff gets real interesting.   I would be down to spend the points on the uber-outrigger. Anyone else?  
  9. Bloodline: Ardent Ghost-Sight: You can clearly see and easily communicate with spirits and the spectral realm, and can identify spirit-anchored objects by sight (3-Track Trait) Tough as Nails: You're a natural survivor. Rolls made to heal an injury you're suffering from treats conflicts as triumphs (4-Track Trait) Origin: Anchored Mortal Needs: Though you can do so if you choose, you have no real need to eat, drink, sleep or breathe (2-Track Trait) Phantom Anchor: The ghost of an anchor hovering next to you. Deals CQC Salt Damage, and doesn't need hands to be used (3-Track Gear) Post: Corsair Steel-Step Dance: The key to survival is mobility. They can't hurt you if they can't hit you (5-Track Trait) Chain Attack: You can deal damage to multiple nearby opponents with a successful CQC attack (4-Track Trait) Edges: Grace Iron Tides Skills: Brace (2) Break Delve Hunt (2) Outwit Sense (2) Vault (2) Wavewalk Languages: Old Hand Raka Spit Signalling Name: Helena Arnes (Only one she remembers) Resources: Old memento (Salvage) Drowned and Not (Whisper) A Sobbing Mawship (Whisper) Copper-Coloured Chart (Chart) Motive: Make the Golden Age return again! Faction: Myself Drives:  Who is this woman? I need a crew and ship as good as last time Find that devilish bastard, and kill it for good! Mires:  The same visions of her death Loneliness remind her of dark moments The tides wish to claim her again Appearance/Personality With blue eyes, she wears a slightly tattered black longcoat with silvery trims on the borders of the collar, along with a tricorn of the same color. She keeps her pure white hair in a ponytail. Most of the time, a great ebon anchor floats next to her, its chain disappearing as it dangles into empty air. Though when fighting, she'll often wield it like a giant hammer Very proud and self-assured, she doesn't let her amnesia get in the way of great deeds, always going at the forefront of fights and exploration A Pirate's Tale "Huh? You're asking me where I come from?" The woman chuckles, not detaching her gaze from the anchor floating in front of her, spectral chain dangling, disappearing into the green below "I think you might be the first one. Not many care for my story, or want to hear it. After all, ghosts rarely have good stories. And I'm no exception. I do not remember much of my old life, but I know enough" With a movement of her hand, she clears back some rogue strands of her hair before finally turning to her interlocutor "Well, if the outfit didn't give it away, I used to be captain of my crew. I had a ship, I had riches, I had a crew and..." She stops herself, trying to remember something. She had someone, someone more important than anything. She knew she did it for them but... "Hm? Right, sorry, ghost vision thingy. But yeah, I used to be in a pretty good spot. Guess it explains how hard the fall was. I remember wanting to kill something, a very nasty Leviathan. And what a fight it was! A storm was brewing, we finally tracked it down after so long, and we were stoked when we saw it emerge from the waves! We engaged that beast with everything we had: harpoons, cannons, some Amber javelin that one dude used, the works! Hell, I even got a few hits in with my sword!" While she was speaking of her tale, she did grand gestures to accompany her words, mimicking swings as she was wielding the cutlass herself, as if it would bring her story to life "But, of course, you'd be lucky to kill one of these things without a few casualty. It hit our ship with... I think it was its tail? Could be anything, it was bigger than our ship. Regardless, I got flunged off and fell into the sea, where the vines surrounded and drowned me" A shade of sadness washed over her eyes, quickly disappearing "Not like it was my end, as you can see" She points at herself, a bright smile on her face "I might not draw breath, but I had a life back then. Whether through luck, divine intervention or sheer will, I have a second chance at this. So I'll get my own crew, my own ship, and we'll sail again! We'll slaughter that damnable beast, and my Golden Age will return!" As if it knew her intention, the anchor floated in her hand as she raised her fist, triumphantly punctuating her declaration, before a question suddenly stopped her in her tracks "My... visions? I mean... why would you care about that? Just curious? Yeah, I guess we Anchored are a little weird" There's a chuckle as she drops the anchor to her side with an ethereal yet metallic sound "Oh, it varies. Sometimes I'm in a cabin, with plenty of loot. Other times, I'm in a bar, drinking it up with my mates. Most of the time, it's about the battle though. I... don't really enjoy sleeping for that reason. Still kinda stings, you know?" "Although... Yeah, there's one thing consistent with everything. There's this woman in them. Ebon hair, olive skin, purple eyes and the prettiest darn smile you've ever seen. I don't remember her at all though. I just know she was important. Maybe... maybe she was my second in command? Or my sister or something? My mom? I don't know, I just know she's out there somewhere and I'm gonna find her. If I defied death, I think I can do this" The Lost Verse Orginially, Renea Silverhair, of her real name, used to be an Ardent Corsair who started as an explorer. Eventually, through some odd jobs, finding and selling ancient relics, and just being a really good fighter, she ended up in charge of a pretty decently sized ship and her crew, becoming a freelance explorer. She wasn't alone, as she soon met and fell in love with another explorer, Helena Arnes. They teamed up together, even marrying each other at Helena's hometown. She always wanted to do something legendary, and so started tracking down a dangerous Leviathan. When she found it, she brought her findings and plan to Renea, who loved it and decided to hunt it. Unfortunately, during the fight, she ended up getting knocked into the green abyss, never witnessing the death of the beast. Her crew, greatly saddened, have now reconverted into Leviathan hunters in her honor, with the real Helena now becoming the head of the "Silver Blades" Levithan hunters
  10. Doesn't matter to me. I usually go with the flow. That being said, the Trimaran sounds so cool. Interesting point to bring up: Ships, unlike other vehicles, continue moving when the players sleep. That means someone would need to be at the helm or at the very least, on watch. That would mean a five man crew would be incredibly small for "sailing" across the boughs. The ten man crew would be the right size, five on and five off. When talking about ships, there is always more to it than at first seems. We could hand wave the stationing of people to say it is covered...
  11. I agree with having two ships. I think one ship would really bog down conversation/action.
  12. I am down for having two separate ships taking different paths. I also like Trained Messengers over Radios, for good or ill.
  13. I am leaning slightly towards having two ships as we will likely have 10 players (so two ships with 5 players each), and should we have sufficient attrition in one ship I have some in-built ways to mush the survivors together again. Having 10 players in a single IC thread would make it difficult for every player to be able top shine. If anyone has strong feelings one way or the other, let me know your thoughts. :)
  14. I definitely thought that the expiration of the advertising was the end of the day I set it, but it looks like my timezones and the settings are wonky. My intention was for the application period to close by the end of the day on September 24, EST, which is more than 24 hours from now. :)
  15. Oooh no, turns out I misread some stuff and I can't fix it right now. I don't know how different your timezone is from mine but hopefully I'll squeeze it in before the end of the period. I got the backstory and basically everything else done however, so there's that Oh no I'm gonna have to look for a picture too
  16. If we do have two ships (split up or not), we could totally have one IC thread per ship and one thread for inter-ship communication?
  17. Yeah, my schedule got unexpectedly busy so I couldn't work on my application. I'm gonna read the rulebook and get a post later today, or tomorrow
  18. @Abalon and @Arudin: Just a reminder that applications for this game are closing at the end of the day this Sunday, so if you are still interested in hopping in let me know by the end of this weekend! :)
  19. If you get enough people on board, we can work with a full cata/trimaran hybrid, though part of my impetus to split ships would be avoid cramming too many people into one IC thread and risking some voices getting lost, so likely I would encourage (but not force) you to take different routes in two ships. It's a balance between potential attrition and giving everyone a chance to shine with such a large group of players. That being said... if, failing to reach the quorum for a full-on modular trimaran, if two of you want to go in together on a very large outrider, I may be open to an outrider for 2-4 passengers, with 2 stakes spent on a large catapult launcher for it and then with stakes spent on two chassis mashed together (for a total of 4-6 stakes, depending on which chassis you go for; one person would spend 1 for the launcher and buy one chassis, and the other would spend 1 more for the launcher and buy the other chassis, and the stats for the chassis would be combined in a manner I would have to mull over for a bit). If you go this route, you can have a catamaran with a mini extra maran between the hulls. :P
  20. "I don't think there is a reason to apologize," Tolliver looks up from the ship's log in order to greet the newcomer. At this point, there appears to be little which will surprise him about others in this storm. "We are all just taking shelter here," he continues, "storm like this one, there's little else to do." Tolliver then turns his attention back to the log in Ford's hands. The information contained within seems to be almost a blueprint to a bloom. If Tolliver, or anyone with him, were able to stop such an event, it would go a long way toward securing safety for the treetop dwellers.
  21. The truth was, K liked the rain. It was soothing on the skin and calming to her thoughts. But this wasn't rain. It was a deluge, and water and paper don't play nice together. Although her leather satchel was waterproofed, she wasn't willing to test its durability against such a storm and risk her precious cargo of letters and small packages. She had taken refuge under a small overhang of bent metal and trailing cables when the rain had really started to pour. As she watched the rain and lightning, she replayed the last couple hours in her mind, of walking around the graveyard of scrap, talking to some of the more "friendly" looking scavengers about leads to find a ship. There was one Ketra that didn't seem too seedy, who said they had room for her. But when presented with the ramshackle, rust eaten lump of scrap that they called their "ship", K decided that her letters could arrive a little bit late if it meant that she could live a little bit longer, and she politely declined the offered spot. A blast of thunder made her jump and shook the overhang apart, sending a downpour of water onto her. "Oh, hell!" she exclaimed, sprinting away from the waterfall and into the storm. She searched frantically for some kind of shelter and spied a hole in the hull of a ship, just big enough to scurry into. Much to her relief, it was dry inside. She quickly checked her satchel and blew out a breath, relieved that the letters were dry, too. The rain on the hull was deafening though, so she moved further inside, shaking the water from her wings. "With my luck, I'll be stuck here till morning," she muttered. "I should have eaten more at lunch." She wrung out her sopping shirt, keeping her eyes on the uneven floor to watch her footing. She stepped through a doorway with her head down, and collided into something solid. Solid-ish? She stepped back, and found herself looking at a mass of chitin, fur, and clicking claws. Behind them were several others: another Mothryn, an Ironbound, a Gau, an Ardent, and an Ektus. They stood around the Ektus, who held a book in their hands. "Oh. Sorry," K said, stepping back again. "I didn't realize this place was, um, occupied."
  22. @Dr Jackal Except my concept wouldn't be a sidecar. Center hull, rides low, practically cannot be seen between the two big hulls on either side. Ship get's into trouble, sneaky, fast, low riding hull detaches and then ambushes the hell out of whatever is bothering us.   I also had some crazy idea that the third and center hull... If it was like a mahoosive outrider (And the launching mechanism for an outrider can be a catapult) that the third hull gets launched like a crossbow bolt full of angry hovering lightning for one heck of a surprise attack, but couldn't figure out the mechanics of that.
  23. I like the idea of two ships. Probably one that is fast and light and stealthy, and then an icebreaker type ship that focuses more on saws and armor. It would make sense for those to pair up for a common goal. Also, if there's player attrition, we can condense into one ship.   EDIT: Didn't see Moves' post before I posted. I'm not sure I love the sidecar ship, but I do agree with two different types of ships.
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