Tjf
CHYOA Guru
(So I'm mainly using Regin's character creation sheet, but with a few modifications. Let me know if anything needs clearing up.)
The second half of the XVII'th century on the Caribbean was golden age of the piracy. Any men or women brave enough to risk death in a fight, illness, hunger or storm could become a sailor on the ships, to gain riches and glory of the New World, where European powers clash for sugar, tea, gold and tobacco, to gather more influence and prestige in political games in the Old World. Many slaves from Africa was captured and transport to plantations to work without pay, and many natives of the islands were pushed away from their homeland. Are you ready to enter this nest of snake to conquer for yourself riches and power?
Personal Information:
Name:
Gender:
Archetype: (A summary of your character's racial, social and financial background - each comes with two bonuses and a malus. The list of archetypes below is mostly just for example, but you can choose one if you like. Otherwise, you're free to create an archetype with bonuses and maluses of your choice.)
Nation of Birth:
Appearance/Pic:
History:
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(1 Point between the three categories to spend on a unique and quality item - equipment will be gained during the game. If your character doesn't have a ship, add 20 doubloons or two skill points. If they are part of a crew, add 10 doubloons or skill point )
Ship: (You don't have to own the ship, but your character could be part of the crew. )
Belongings:
Weapons:
Equipment:
Gold doubloons: 10
Voodoo/Magick/Brujeria: (If your archetype is something like a witch doctor or priestess - something magical related, you may pick one magic spell during character creation.)
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Combat Skills: (Two points to spend, like gun shooting, fencing, martial arts, poison darts)
Non-Combat Skills: (Four point to spend, but because most time your character will been on the sea most time, so one skill conectect to sailing is mandatory. It could be navigation, steer the ship, operate the sails
Flaws: ( Flaws are optional, but for every flaw you gain one point in skill, to max three)
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Preferred Kinks:
Forbidden Kinks:
The second half of the XVII'th century on the Caribbean was golden age of the piracy. Any men or women brave enough to risk death in a fight, illness, hunger or storm could become a sailor on the ships, to gain riches and glory of the New World, where European powers clash for sugar, tea, gold and tobacco, to gather more influence and prestige in political games in the Old World. Many slaves from Africa was captured and transport to plantations to work without pay, and many natives of the islands were pushed away from their homeland. Are you ready to enter this nest of snake to conquer for yourself riches and power?
Personal Information:
Name:
Gender:
Archetype: (A summary of your character's racial, social and financial background - each comes with two bonuses and a malus. The list of archetypes below is mostly just for example, but you can choose one if you like. Otherwise, you're free to create an archetype with bonuses and maluses of your choice.)
Exiled noble:
Not long ago, you lived a life of leisure in one of Europe's majestic capitals, enjoying balls and masques as you mixed with the upper crust, your charm and noble birth able to get you in the door anywhere - even if you weren't of a high enough social rank to do much of substance. Then, it happened. You don't tend to talk about it, but you did something so unspeakable, so against the rules of noble society, that you were shunned and forced from the courts of Europe.
Bonuses:
In the highly regimented world of 17th century society, a noble name, even a disgraced one, carries weight. You receive a bonus to any interaction with the upper classes - it will be easier to convince governors to give you letters of marque or pardons, and wealthy merchants will be convinced to sell your contraband for higher prices than the riff-raff. Likewise, your leisure time has allowed you to learn a skill as a hobby.
+10 to interactions with upper class
+5 to skill of your choice
Maluses:
Sailing, to put it plainly, is for commoners, not nobles. You might make for a fine naval commander, but the business of actually dealing with rigging, unfurling sails and the other minutiae of sailing a ship is beyond you.
-10 to sailing rolls
Not long ago, you lived a life of leisure in one of Europe's majestic capitals, enjoying balls and masques as you mixed with the upper crust, your charm and noble birth able to get you in the door anywhere - even if you weren't of a high enough social rank to do much of substance. Then, it happened. You don't tend to talk about it, but you did something so unspeakable, so against the rules of noble society, that you were shunned and forced from the courts of Europe.
Bonuses:
In the highly regimented world of 17th century society, a noble name, even a disgraced one, carries weight. You receive a bonus to any interaction with the upper classes - it will be easier to convince governors to give you letters of marque or pardons, and wealthy merchants will be convinced to sell your contraband for higher prices than the riff-raff. Likewise, your leisure time has allowed you to learn a skill as a hobby.
+10 to interactions with upper class
+5 to skill of your choice
Maluses:
Sailing, to put it plainly, is for commoners, not nobles. You might make for a fine naval commander, but the business of actually dealing with rigging, unfurling sails and the other minutiae of sailing a ship is beyond you.
-10 to sailing rolls
Able Seaman: You've been on board the decks of one ship or another for as long as you can remember. You know every inch of a ship and what makes it work. Beyond the sails, you understand the social dynamics that make a crew work.
Bonuses:
+10 to Sailing Rolls
+5 to crew interaction
Maluses:
-5 to Land Combat Rolls
Bonuses:
+10 to Sailing Rolls
+5 to crew interaction
Maluses:
-5 to Land Combat Rolls
Escaped Slave: Your father was a warrior, a fierce noble son of one of the kingdoms of the West African coast. He died on a slave ship during the Atlantic crossing, but you survived, and you inherited his strength. Chains couldn't hold you, and you escaped your plantation, vowing that you would never be enslaved again.
Bonuses:
Years of brutal labor forged your body into the peak of human strength and endurance. You pack as much of a punch as a mule, and you can sprint for miles without issue.
+10 to Strength Rolls
+10 to Speed Rolls
Maluses:
Your existence as a free person is anathema to 'civilised' Caribbean society.
You will be pursued by slave hunters.
Bonuses:
Years of brutal labor forged your body into the peak of human strength and endurance. You pack as much of a punch as a mule, and you can sprint for miles without issue.
+10 to Strength Rolls
+10 to Speed Rolls
Maluses:
Your existence as a free person is anathema to 'civilised' Caribbean society.
You will be pursued by slave hunters.
Maroon: You were born free into a society of escaped slaves, hidden deep into the mountains. You've never known the sting of a lash, and you've always had a community willing to protect you and back you up.
Bonuses:
Your maroon colony is part of a vast network of escaped slave communities. Through them, recruiting, hiding from the law and selling your goods is much easier.
Maluses:
The downside to being part of a community is that you have to give as well as take - your comrades will expect you to contribute to the greater good whenever you're successful, and may from time to time expect you to complete tasks.
Bonuses:
Your maroon colony is part of a vast network of escaped slave communities. Through them, recruiting, hiding from the law and selling your goods is much easier.
Maluses:
The downside to being part of a community is that you have to give as well as take - your comrades will expect you to contribute to the greater good whenever you're successful, and may from time to time expect you to complete tasks.
You've earned a small fortune on your back, and spent or lost most of it. Now, you've decided to change careers and gain another fortune - on your feet this time. Mostly.
Bonuses:
You're an expert at seduction - entrancing, charming, and incredibly skilled in bed. Likewise, those you've 'serviced' in your time remember you with fondness.
+10 to Seduction Rolls
Pick three powerful ex-clients - these three people will all be much easier to persuade.
Maluses:
Many people will find it hard to take a former whore seriously as their leader.
Harder to gain respect and reputation as a captain
Bonuses:
You're an expert at seduction - entrancing, charming, and incredibly skilled in bed. Likewise, those you've 'serviced' in your time remember you with fondness.
+10 to Seduction Rolls
Pick three powerful ex-clients - these three people will all be much easier to persuade.
Maluses:
Many people will find it hard to take a former whore seriously as their leader.
Harder to gain respect and reputation as a captain
Nation of Birth:
Appearance/Pic:
History:
------------------
(1 Point between the three categories to spend on a unique and quality item - equipment will be gained during the game. If your character doesn't have a ship, add 20 doubloons or two skill points. If they are part of a crew, add 10 doubloons or skill point )
Ship: (You don't have to own the ship, but your character could be part of the crew. )
Belongings:
Weapons:
Equipment:
Gold doubloons: 10
Voodoo/Magick/Brujeria: (If your archetype is something like a witch doctor or priestess - something magical related, you may pick one magic spell during character creation.)
--------------
Combat Skills: (Two points to spend, like gun shooting, fencing, martial arts, poison darts)
Non-Combat Skills: (Four point to spend, but because most time your character will been on the sea most time, so one skill conectect to sailing is mandatory. It could be navigation, steer the ship, operate the sails
Flaws: ( Flaws are optional, but for every flaw you gain one point in skill, to max three)
------
Preferred Kinks:
Forbidden Kinks:
