Hi, all. Not wishing to tread on glee's toes, but I have been having some thoughts about a roleplaying campaign and there seems to be enough interest that one game alone won't be enough... and besides, having spent the time thinking it over, it seems a shame to waste it. Here goes:
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Characters are defined in terms of six ability scores:
Physique - How strong and muscley the character is
Intellect - A measure of smartness and reasoning power
Reflexes - Reaction speed, steadiness of hand, and aim
Agility - Celerity at getting out of harm's way, ability to swing on chandeliers, etc
Toughness - Ability to withstand one form or another of physical punishment
Endurance - Stamina, a measure of how long the character can keep going before dropping from exhaustion.
A character's rating in any of these attributes is measured on the following scale:
Poor
Indifferent
Reasonable
Adept
Tremendous
Exemplary
Superhuman
and the various challenges that may be met during the course of the game will be dealt with by matching the relevant attribute to the difficulty rating of the challenge and the GM secretly resolving the match-up with a die-roll. For instance, lifting some heavy object would be a simple Physique check versus the object's weight.
Every character begins with an Indifferent rating in all attributes, except for one which may be Reasonable and one which may be Adept.
Common skills are handled just as a function of the relevant ability score - for instance, Brawling and Blade Combat are Physique-based skills, Pistollery or Musketry are Reflex-based, and so on. You might get a bonus for a particularly suitable tool (a well-made pistol, for instance). Anyone can use a Common skill without having to include it in a character profile. Exotic skills are another matter. Any pirate (and most civilians) will have a working knowledge of how to put powder in a pistol, aim it and press the trigger. Gunnery - meaning ordnance - is by no means common knowledge. I'll include some of the more important Exotic skills here, and we may wish to discuss which others should be included.
Burglary (Agility)
Bargaining (Intellect)
Carpentry (Reflexes) (for making repairs and so on)
Fencing (Agility) - alternative to Blade for the Agility-based character
Foreign language (Intellect) (languages in the campaign include English, French, Spanish, "African" and "Indian". You may choose any of these as a native tongue but you may have trouble understanding and being understood by your crew-mates unless you all choose the same native tongue - the default is English)
Gunnery (Reflexes) (also allows "creative" use of gunpowder, general knowledge of ordnance)
Literacy (Intellect) - most rank and file pirates cannot read or write!
Medicine (Intellect)
Navigation (Intellect) (to find a destination using map, compass and sextant; anyone can follow a coastline)
Shiphandling (Intellect) (to manage the ship in a crisis, make landfall etc; anyone can take a turn at the wheel and follow a course)
Victualling (Intellect)
You will probably not get very far in the game unless you have a Navigator, a Shiphandler and a Victualler - the advisability of the other skills should be self-evident.
Everyone may begin with two Exotic skills, one of which is your "tag" skill and is at one level higher than the relevant attribute. So if you want to begin play as a really good gunner, you could make Reflexes your "Adept" attribute and Gunnery your "tag" skill, making you a Tremendous gunner. If you wish to begin with a third Exotic skill, you may reduce one of your attributes one place to compensate - the only way in which you will begin with a Poor attribute.
Most Exotic skills that require equipment assume that your character comes with the necessary equipment to practise the skill, although Gunnery is one obvious exception (acquiring great guns and ammunition will be one of the challenges you will face) and Shiphandling is another (similar comment).
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Any takers, suggestions, etc?