Announcement

Collapse
No announcement yet.

Avast! How Be The Various Splats Embarking On Piratical Voyages?

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Avast! How Be The Various Splats Embarking On Piratical Voyages?

    Well, that.

    Inspired by Dark Eras 2 and playing the Vampire Coast faction in Total War Warhammer, I was wondering how the supernatural set would embark on a glorious career of naval robbery and ship-jacking. As well as how they'd approach the non-robbery aspects of piracy, like actually unloading the loot and enjoying the acquisitions outside of prison or the gallows.

    For bonus points, this can be the classic Golden Age(s) of Piracy, or more modern.

  • Leliel
    replied
    I can't help but think my next game will be Renegades with East India Company Progenitors.

    "Oh, so that's what the curse on Aztec gold was! Nigel, I think I have an idea!"

    Leave a comment:


  • KieranMullen
    replied
    Originally posted by Penguinbowler View Post
    Pretty sure we covered every major Splat except Demon. I could definitely see some saboteurs going after specific ships that they believe are parts of the good old Infrastructure, using the cover of pirate raids to make what they do seem mundane.
    Yeah, but the damn sands keeps getting in my demon's gears and the salt water plays hell with the electronics. :-)

    Leave a comment:


  • elesho
    replied
    I was thinking that the demons would be robbing bullet trains and armoured cars.

    Leave a comment:


  • SaulottheGentle
    replied
    I now imagine Princesses running a crew of pirates in a vein similar to disney movies. Then we have Tears running ghost ships and pillaging lands for their taxes, Storms is burning said ships and pillaging, and Mirrors is boasting about being the best pirate in the seven seas.

    Sirens would probably be perfect for this. They'd either be actively keeping their beloved sailors alive, or be sinking ships. More often the former than the latter.

    Leave a comment:


  • Leliel
    replied
    EDIT: Fuck, that's the second Wrong Thread Post I've done today.

    Leave a comment:


  • Eric Zawadzki
    replied
    Originally posted by Penguinbowler View Post
    Pretty sure we covered every major Splat except Demon. I could definitely see some saboteurs going after specific ships that they believe are parts of the good old Infrastructure, using the cover of pirate raids to make what they do seem mundane.
    Seems like a great way to go deep undercover by just playing a being a random crewmember on a pirate ship. Gamble hard with strangers whenever you go ashore until you have a soul pact in every port. Of course, the captain of that ship supposedly from the Spanish navy makes a great cover for an angel seeking out seafaring Unchained, and the special-built gallows he'll haul you back to for after your "trial" is Elimination Infrastructure made to recycle you.

    A lot of uncharted islands in the Caribbean (and elsewhere) make for a perfect hiding place for Infrastructure. Only problem is a shortage of the necessary, exotic resources, which the God-Machine has to haul in from more settled ports by ship. Those logistical vessels make tempting targets for demon pirates, - both for the precious materials they haul and the opportunity they represent to deprive the Enemy of them - but such Unchained must be wary of disguised angels who might be guarding those ships.

    Just for starters.

    Leave a comment:


  • Penguinbowler
    replied
    Pretty sure we covered every major Splat except Demon. I could definitely see some saboteurs going after specific ships that they believe are parts of the good old Infrastructure, using the cover of pirate raids to make what they do seem mundane.

    Leave a comment:


  • Extant Reality
    replied
    I would like to point out that Leviathan: the Tempest would actually fit in really well with a piratical campaign. I mean just look at Davy Jones from PotC 2 & 3: you could have a pirate captain who looks a bit off or completely monstrous surrounded by a crew of cultist-pirates who worship him/her. A Thallasan who follows the School of Clay would be a pretty good choice for such a character concept.

    Leave a comment:


  • Eric Zawadzki
    replied
    Originally posted by Second Chances View Post
    Have I mentioned that I love the way your brain works Eric? Because I love the way your brain works. That is an awesome hook!
    Glad you enjoyed it.

    Leave a comment:


  • Second Chances
    replied
    Have I mentioned that I love the way your brain works Eric? Because I love the way your brain works. That is an awesome hook!

    Leave a comment:


  • Eric Zawadzki
    replied
    Originally posted by Primordial newcomer View Post
    it could be like a Blackbeard sorta legend or (more likely) the flying dutchman to have a chamber for a ship
    I know, right? And if you want to amp it up a step further (almost certainly as an antagonist in a chronicle featuring another line, since you're moving outside of RAW), let the *ship* travel the Primordial Pathways, able to appear out of the fog or storm absolutely anywhere in the world, wherever a ship is in the right kind of distress. Perhaps the ship itself feeds on fear the way other Beasts do, but it can only derive sustenance from the terror of an entire *ship* of mortals - whether as a pirate predator, an avenging nemesis (perhaps targeting slave ships or pirate ships), or an exotic collector of strange animals from distant shores or golden treasures from the New World. Definitely the sort of thing that could inspire ghost stories among seafarers in the Chronicles of Darkness. Plenty of ways and reasons the players' characters could get involved in a story involving such a ship - whether to sink it, rescue someone from it, consult a character who travels on it (as part of a larger quest), to plunder its treasures, or to capture the ship itself for use in a still greater challenge that requires a ship that can travel anywhere on the world's oceans almost instantly.

    Leave a comment:


  • Primordial newcomer
    replied
    it could be like a Blackbeard sorta legend or (more likely) the flying dutchman to have a chamber for a ship

    Leave a comment:


  • Eric Zawadzki
    replied
    A floating Chamber sounds like a pretty nifty idea, IMO, as long as you consider what it implies narratively. First, it means Something Bad Happened on This Ship. I mean, that's supposed to be a thing with all Chambers, but deciding how your pirate ship became "haunted" by a Beast seems like a great way to make it a character of its own. Who or what was it hauling when it became a Chamber, and what awful thing happened to seal the deal? Second, thinking of the Lair Trait, I think you can go much more interesting places than those environmental factors you can control or that are pretty universal to ocean-going vessels. What if it became a Chamber during a hurricane, so now it only "opens" if you sail into a serious storm? Or maybe the ship was badly damaged at the time, so now you need to take on a fair amount of water before you can get to your Lair - enough to mess with maneuverability and that takes hours for the crew to bail out (to say nothing of the danger of accidentally taking on too much and not being able to easily recover from the flooding).

    Taking all that and applying it to a Beast antagonist could work nicely, as well. If your ship gets caught in a storm, hung up on a reef/sandbar, catches fire, suffers a hull breach, or whatever, suddenly you become vulnerable to boarding by a pirate and his crew via a Primordial Pathway. It's like a twist on the "ghost pirate ship" story, but instead of the ghost ship being one that eerily appears on a foggy night, it literally isn't even there when the attack occurs. The pirates might buzz you in port days or weeks before they attack, knowing they can board you when you are facing some other shipboard crisis - whether one they're reasonably confident will occur anyway (a storm in the right latitudes) or one they can manufacture by sending an agent to sabotage the ship at a key moment. Make it several Beast pirates, each with slightly different Lair Traits, and pretty much any seafaring problem becomes fair game for a boarding party.

    Leave a comment:


  • Mad_Maudlin
    replied
    I was wondering about the logistics of a traveling Chamber, actually, though I don't recall anything in RAW that explicitly contraindicates them. The alternative might be a Chamber that's just, like, rooted in the middle of the ocean -- you'd have to be one hell of a sailor to even find it pre-GPS.

    Leave a comment:

Working...
X