The Sea Lords - A Rough Seas Revival

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VirtualWeasel
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The Sea Lords - A Rough Seas Revival

Post by VirtualWeasel »

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It is the year 1717 A.D. As the world recovers from the War of Spanish Succession, many former soldiers have found themselves without a job or home. In England or France, they would turn to petty vagrancy. Here, in the Caribbean, these former sailors and privateers turn Pirate. It is a hard life, with only a few good years to make your fortune before you're struck down by Nature or the Privateers. But to many, the risk is worth the reward. As famed Pirates such as Benjamin Hornigold and Blackbeard begin to make their mark on the world, so too do you. As a Pirate, it is up to you to make your fortune... and then get out of the profession as fast as you can.

Times are changing in the Caribbean, however. Despite the legendary plunder and riches you can obtain, the Golden Age is coming to an end. The great Empires of Britain, Spain, France, and the Netherlands will not long abide the continued harassment of their trade ships. But there is more to worry about than the barrels of a First-Rate, for here, there is more than meets the eye. In this land, the shadows are a little longer, the wine a little sweeter, and men's hearts, a little darker. Do you have what it takes to survive in such a world? Come then, to Nassau, and we shall see.

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The Sea Lords is an open world adventure roleplay, set during the tail end of the Golden Age of Piracy. While there is a story, it can be completed by one player, or twenty (though, a single player will find it incredibly difficult, and may fail along the way).
Players can do almost anything they could desire, and go wherever they wish. Despite this being a Pirate RP based in the Caribbean, it is entirely possible to leave if one wishes. If you can manage to get from A to B, the world is your oyster. New York, Vienna, Paris, Moscow, Portuguese Brazil, even India and China — all are open to a player who decides to venture there, though the way is treacherous, and one should be wary to risk their crew, their ship, and their own lives. You do not even have to be a Pirate, if you so wish. Though everyone will start out as one, it is entirely possible for your character to settle down, or to get pardoned by one of the Governors, becoming a Pirate Hunter. Should one of your characters die, you can of course make a new one.

The world of The Sea Lords is not ours. There may be numerous small differences (mostly accounting for characters), but there will be several major ones. Ahistorical events may happen — perhaps, thanks to player action, the British invade Nassau in early 1717. Perhaps Spain and the Netherlands go to war. Many things will be affected by player actions and DM choices.
On the edges of society lurks the major difference in our worlds — magic.

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The early 18th century marks a period of radical change for the world and, in particular, Europe. Old powers are faltering, as new ones arise to take their place. In Eastern Europe, with the fall of Belgrade into Austrian hands, the Ottoman Empire continues its slow, occasionally-interrupted retreat from Balkans. On its northern border, the Russian Bear rises slowly, gaining strength at the expense of the Turks, and of their fellow Slavs. The Polish-Lithuanian Commonwealth is increasingly faltering in the face of Russian expansion.
In the German heartland, the Holy Roman Empire still reels from the effects of the Thirty Years' War, with the empire becoming increasingly stratified between the largely-Protestant north and largely-Catholic south. Austria reasserts itself as the most powerful nation in Central Europe, recapturing a number of key cities from the Ottomans.
In northern Europe, Prussia, which is to form Germany in over one hundred and fifty years from now, begins its ascent to power, under the stern leadership of Frederick William I, the Soldier King. Further north, the Great Northern War rages, pitting Sweden against the might of the Russian Tsardom.
Turning now to Western Europe, which is to play a greater role in the West Indies than the East could ever hope to achieve, France, Great Britain and the Dutch Republic, only a few years ago having fought each other in the War of Spanish Succession, have enrolled into an alliance, to curtail Spanish power. Regarding Great Britain, the Royal Navy is the largest single navy in the entire world, with command over a vast number of ships, stationed in various locations throughout the globe. Having shattered Dutch dominance of world trade only a few years ago, the country looks to exploit its new position as the global naval hegemon. Great Britain has only recently seized a number of possessions from Spain and France, including Gibraltar, the Balearic Islands and the Caribbean island of St. Kitts. Despite this position, tensions on the continent arise once more, and Great Britain may once again be thrust into a war with Spain.
If such an occasion is to happen, it would surely provide the waiting opportunist with an open shot at wealth and fame.

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Magic in The Sea Lords exists, but only on the very fringes of society. Though in ancient times magic is believed to have existed (The book A History Of Roman Magic by Plutarch records that the Roman Emperor Tiberius employed the use of a magician from Macedonia to kill his adopted son Germanicus), it fell into a terminal decline by the time of the Renaissance. Indeed, by the 1700s, it has all but died out, and that which was once so prominent is now almost regarded in the same way as we view Dragons or Faeries, and those that study it are ridiculed. Despite this, several prominent European monarchs still keep Court Wizards on hand, though it is feared that eventually, magical bloodlines will entirely die out.

Despite this growing skepticism, those that venture into wild and untamed lands—such as traders, explorers, and indeed, pirates—see things that cannot simply be explained by the growing rationale of science, or indeed, the Church. In the New World, Asia, and Africa, the contemporary demonologist John P. Smyth contends that magic is almost as strong as it was in antiquity. Furthermore, he states that the advent of Abrahamic religion en masse in Europe and the Near East may be reducing magical potency. This accusation is fiercely argued by many other demonologists, who point to Socrates' theory that magic represents chaos, and that it will inevitably decline as civilisation is established, as the likely answer.

The nature of magic is equally as obscure as its use, but those who have seen it describe it as thus: an infinitely powerful, metaphysical force, that can create, destroy, and manipulate the physical reality. Most experts cite early, primal traditions as the closest vehicle for magic, and many say its powers are most easily observed in the deepest wilds, and darkest corners of the planet. In Europe, this tradition sparked again with the advent of alchemical practices, but the alchemical form has since been corrupted and standardized, its mythical attributes all since lost to the ages.
So, do watch closely: as magic is a non-physical entity, it can affect your lives without your knowledge. As the New World's mythos grows, so does the potential for new magical practice, and the ancient art is all but predictable in the explorer's wilderness.

You and your fellow players won’t be magicians - at least, not right away. You will encounter magical forces, however, and it may be that one of you discovered hidden magical potential.

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You are a pirate, of any background, and of any skill. You and your fellow players have found themselves in Nassau, a so-called Pirate Republic, and the capital of the Bahamas. The legendary pirate Benjamin Hornigold has called a meeting in the town square to discuss a problem - a rather large one. Rumour suggests that the British may be planning to take Nassau back for the crown, and drive the pirates out for good. That’s not all, however. Reports of a ghost ship have been trickling in over the past weeks. A mighty galleon, crewed by dead sailors. The ship’s got Dutch markings, and is becoming a problem in the area. It is believed by you and your fellow sailors that the de-facto leadership in Nassau (that is, Hornigold, Edward Teach, and others) may be interested in dispatching someone to investigate these concerns, if only to report back that it is naught but a mirage, and everything is fine. Traders will simply not leave Nassau when they believe such a ship is on the loose, and their vessels are crowding up the docks.

At least, that’s what you think Hornigold’s going to say. The truth might be quite different...

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CASPIE
Hidden:
This game uses the CASPIE system developed by Knight Captain Kerr in his roleplays. We would prefer it if the player made realistic allocations of points, and did not min-max. There is one point allocated as a base and 29 for the player to spend. The minimum cap is 1 and the maximum is 10. CASPIE is derived from Fallout’s SPECIAL system.

C= Charisma
A= Agility
S= Strength
P= Perception
I= Intelligence
E= Endurance

CHARISMA: Based off of appearance, charm, and skills as a personal and public speaker. Affects your leadership skills.

AGILITY: Coordination, finesse, and the ability to move quickly.

STRENGTH: Raw physical strength.

PERCEPTION: The ability to notice things that others would not, and to interpret the weather on the high seas.

INTELLIGENCE: Knowledge, wisdom, and the ability to think quickly. Especially important for navigating.

ENDURANCE: Physical toughness and conditioning, and how well you tolerate pain/injury.

1 Very Bad
2 Bad
3 Poor
4 Fair
5 Average
6 Good
7 Very Good
8 Great
9 Excellent
10 Heroic


The average person would be between three and eight in all skills. If you have a particularly high or low figure in a skill, you must justify it.
Skills
Hidden:
You may pick three tag skills. These are skills that your character excels in compared to everything else. All others kills will be considered in relation to the CASPIE attribute governing them.

CHARISMA

Speech: Your skill at persuading, deceiving, and beguiling others. Speech covers everything from getting that shipwright to sell you a cannon at a discount, to massive Cicero-like displays of oration, where you end a mutiny with just your words.

AGILITY

Marksmanship: Skill at firearms, bow and arrow, blowdarts, etc.

Stealth: The ability to remain unseen and unheard.

Blade: Your skill at fencing and sword-fighting, knowing what moves to make, and when to make them.

STRENGTH

Melee: Your skill at hand to hand combat.

PERCEPTION

Explosives: Your skill at things such as gunpowder explosives, grenades, cannons, and so on.

Lockpick: Your skill at picking locks.

INTELLIGENCE

Repair: The knowledge of how to repair your equipment and ship.

Navigation: The ability to safely navigate your ship throughout the world.

First Aid: Your ability to patch wounds, remove bullets, and other small scale medicine.

ENDURANCE

Survival: Your ability to live off the land and survive in the wilderness. You never know when you might get stranded.
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Character
Hidden:

Code: Select all

[b]Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Equipment:[b]
[b]Ship(If Captain):[/b]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]Biography:[/b]
[b]C[/b]
[b]A[/b]
[b]S[/b]
[b]P[/b]
[b]I[/b]
[b]E[/b]
[b]Tag Skills:[/b]
[b]Other Notes:[/b]
Ship
Hidden:

Code: Select all

[b]Name:[/b]
[b]Size(No larger than a fifth rate):[/b]
[b]Crew:[/b]
[b]Armament:[/b]
[b]Flag:[/b]
[b]Description:[/b]
Last edited by VirtualWeasel on Wed Jul 01, 2015 5:11 pm, edited 5 times in total.
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Re: The Sea Lords

Post by VirtualWeasel »

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Baloth-Kul's Ambrogio DiMercurio - 100 reals
Unionhack's Morgan Lancaster - 100 reals
Allhail's Albert Holst - 100 reals
EpicAbrad's Pierre Dupont - 100 reals
Last edited by VirtualWeasel on Thu Jul 02, 2015 2:53 pm, edited 6 times in total.
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Re: The Sea Lords

Post by Baloth-Kul »

Edit: I R CONFUS. Oh well. Edited the ship's rate and guns.

Charisma is high because he's a cultured, suave aristo, agility is high because he's a talented fencer. Endurance is low because he has goddamn tuberculosis. Will edit/rebalance if you require it. --Dropped his charisma by 1, shoved it in perception. Charming as he is, his illness might shy some away.
Hidden:
Name: Ambrogio DiMercurio
Gender: Male
Age: 26
Equipment: Rapier, flintlock pistol, sterling silver compass, sextant and spyglass. Many handkerchiefs.
Ship: The Narcisa Caro, a 5th-rate galleon
Appearance: 5'7". Not well muscled, but handsome. Lightly tanned skin. Dark brown shoulder length hair, a goatee with a finely curled mustache. Wears tan and red fine clothes. Image below. The fellow on the left--minus the hat. He still needs to find a proper hat.
Spoiler:
Image
Personality: Charming, eloquent, and terribly arrogant, Ambrogio was raised in luxury, and continues to expect nothing but the best. Due to the occupation and decline of Italy, he has resentment towards both Spain and Austria.
Biography: An Italian aristocrat born of a Milanese banker, Ambrogio was afforded every luxury at his family's disposal, and received some of the finest tutelage in etiquette, fencing, and finance. Milan, and indeed, all of Italy was in economic decline, and so his family lost most of its wealth, and all of its standing. Ambrogio and his mother, Narcisa, were sent, with most of their finery and the remainder of their wealth, to Britain, to try to set up a new life there, while Ambrogio's father stayed behind to try to salvage what he could. His father died in poverty. The ship carrying Ambrogio and his mother was riddled with illness. His mother died, and Ambrogio contracted tuberculosis. Ambrogio barely survived the journey to Britain, but he made it. The ship was owned by his father, but the captain who sailed it wanted to sell the ship and give Ambrogio only a quarter of the sale. Ambrogio ran him through. Left with few options, and little wealth, the Italian assembled a crew of dubious origin, including a British first mate, and began a new life as a buccaneer. He pillaged his way across the seas, and made his way to Nassau.
C 8
A 8
S 3
P 7
I 7
E 2
Tag Skills: Blade, Navigation, Speech
Other Notes: Has tuberculosis; occasional coughing fits, sometimes coughs up blood.

Name: Narcisa Caro
Size: 5th-rate
Crew: 200 men (and some women), including both captain and first mate.
Armament: 44 guns, 22 on each deck. About 70% of the ammunition is regular cannonballs, but about 30% is grapeshot.
Flag: A white field with a red cross, with two serpents, coiled around each side of the cross. (A variation of the flag of Milan, one serpent representing Spain, and the other Austria.)
Description: Renamed after his departed mother, Ambrogio is quite proud of the Narcisa Caro. A two-decked, Sicilian made galleon, the Narcisa has well furbished cabins, and has racked up a few kills.
Last edited by Baloth-Kul on Tue Jun 30, 2015 5:12 am, edited 2 times in total.
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Re: The Sea Lords

Post by Unionhack »

Moi aussi! As Captain Ambrogio's loyal first mate!
Hidden:
Name: Morgan Lancaster
Gender: Male
Age: 23
Equipment: Cutlass, Flintlock pistols x2, whip for disciplinary purposes, scarf for protection against the Captain's tuberculosis
Ship: First Mate of the Narcisa Caro
Appearance: Morgan Lancaster is a man of oddly well-kept appearance for a pirate. Despite his maintained appearance, his expression is often one of focused intimidation. He stands at 5'10". His hair is blonde and his eyes are pale green.
Personality: A commanding man, who accepts nothing less than the hardest work from his subordinates. He is loyal to his captain first and to himself second. His loyalty is a product of his gratefulness for Captain Ambrogio giving him a new purpose in life.
Biography: Morgan Lancaster was born as the middle child of five to the mayor of the English port of Sunderland. Holding no love for the work of his father, he worked around the port for most of his childhood, helping folks around the town build things and commanding his fellow youths in aiding him do so. He found more permanent work as a harbormaster when he turned 16, and took more steps towards settling down when he married a seamstress named Victoria. The couple had two children and were to have a third, but an unfortunate miscarriage drove the couple apart emotionally. His wife's grief was too much when coupled with his own, so Morgan left his village on a passing vessel, abandoning his family and leaving his fates to the open seas. He eventually found himself aboard the vessel of one Captain Ambrogio, where his leadership experience and commanding attitude made him a natural fit for the position of first mate.
C: 6
A: 6
S: 7
P: 4
I: 4
E: 8
Tag Skills: Speech, Blade, Melee
Other Notes: May or may not be the ancestor of Ashling Lancaster.
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Re: The Sea Lords

Post by VirtualWeasel »

Unfortunately, we can only allow Fifth-Rates as the largest ships for you guys at the moment (from my understanding, anyway, Pom wrote most of the mechanics). Luckily the only change to make is 72 guns to 44.

Otherwise, looks good, and accepted!
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Re: The Sea Lords

Post by Baloth-Kul »

I seem to be confused by the rates and the quantity of guns and men on each, at the moment, but maybe that's because I'm tired. And sick. But, edited, in any case. Woo! :D
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Re: The Sea Lords

Post by VirtualWeasel »

Baloth-Kul wrote:I seem to be confused by the rates and the quantity of guns and men on each, at the moment, but maybe that's because I'm tired. And sick. But, edited, in any case. Woo! :D
Oh, I can see the confusion. Basically, First Rates are the largest, Sixth Rates are the smallest.
https://en.wikipedia.org/wiki/Rating_sy ... Royal_Navy
This article cleared it up pretty well for me, so we can use this as a general guide for the ship classes.
Everyone will still have the opportunity to get better ships, eventually, so a Fifth Rate is more of just a starting point.
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Re: The Sea Lords

Post by All hail! »

VirtualWeasel wrote:
Baloth-Kul wrote:I seem to be confused by the rates and the quantity of guns and men on each, at the moment, but maybe that's because I'm tired. And sick. But, edited, in any case. Woo! :D
Oh, I can see the confusion. Basically, First Rates are the largest, Sixth Rates are the smallest.
https://en.wikipedia.org/wiki/Rating_sy ... Royal_Navy
This article cleared it up pretty well for me, so we can use this as a general guide for the ship classes.
Everyone will still have the opportunity to get better ships, eventually, so a Fifth Rate is more of just a starting point.
Sixth Rates are the smallest Royal Navy ships. Most pirates went around in things like Brigs or Frigates, I do believe

I'll have a sheet sometime in the next day or two.

EDIT: My bad. It seems like Fifth and Sixth rates are frigates. Still, brigs and sloops were more common. A fifth rate would be quite large for a pirate ship.
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Re: The Sea Lords

Post by All hail! »

Spoiler:
Name:Albert Holst
Gender: M
Age: 35
Equipment:Longsword, 2 Flintlock Pistols
Ship(If Captain):The Swiftsure
Appearance:Average height and build, with a large blond beard and balding hair
Personality:Holst drives his ship hard, and his men harder. His objective in life is to make money, and damn anyone who gets in the way of it.
Biography:Born in Prussia, Holst became a trader, and left for the West Indies, where he was conscripted into the British Navy during the War of Spanish Succession. He found a thrill in sailing there, and when the war ended, he took his merchant ship pirating.
C4
A7
S6
P4
I7
E7
Tag Skills: Blade, Navigation, Marksmanship
Other Notes:

Name:The Swiftsure
Size(No larger than a fifth rate): Frigate
Crew: 200
Armament: 30 cannons, 15 per side.
Flag:The Flag of Holstien in 3/4s, with the remaining 1/4 the Jolly Roger.
Description:Typical frigate, formerly used as a patrol vessel by the Spanish navy before its capture by Holst in the War.


Quite a bad description but I couldn't think of much to write :oops: By the way some of your bold tags end in [/i].
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Re: The Sea Lords

Post by VirtualWeasel »

Accepted, and the tags should be fixed now.

Also, we should be starting come Sunday, providing enough players join for us to get a good pirate group going.
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Re: The Sea Lords - A Rough Seas Revival

Post by Emzi 43 »

Oh man, I remember the first 2 rough seas. Can you reserve me a spot by any chance?
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Re: The Sea Lords - A Rough Seas Revival

Post by Dirty Spaceman »

Guess who's back?
Hidden:
Name: Pierre Maurice Jean-Claude François Dupont
Gender: Male
Age: 49
Equipment: Flintlock pistol, often uses kitchenware as improvised melee weaponry if things get messy - out of these he prefers his cleaver and French chef's knife. He nearly always wears a small chef's toque and an apron over his clothes.
Ship: Chef on the Narcisa Caro
Appearance: Pierre has an angular and lined face, in a somewhat rectangular shape. He has very short black hair, a thin moustache, beady brown eyes, and a narrow, sharp nose. He is 6'2'' and has large hands, and his muscles are toned, if not that big.
Spoiler:
Image
Personality: Most of the time, Pierre is loud, grumpy, and short-tempered. Especially when it comes to food. He is nice to those few people he likes, though, and to whomever he knows he must treat well for the sake of his own health (and he is especially accomodating when those two overlap). He is known to warm up to anybody who shares his opinions on food.
Biography: Born in the year 1668, he grew up in the town of Cherbourg on the north coast of France, and even as a child had aspirations to be a chef. Once he had gotten older and learned his share of the culinary arts, he started looking for a job as a head cook. He found no such position until, after a year, he learned of an opening on a French naval ship. He jumped at the opportunity, and so from the age of 23 he sailed as a cook with the navy. He found a love of the open sea and travelling to foreign lands, and he knew that he wanted to ply his trade at sea for good.

Eleven years later, when he was 34, the ship he was currently working on was taken over by pirates. Rather than rot in the brig or be executed, he struck a deal with the captain to cook for the crew in exchange for a percentage share of the pirates' gold. When that ship was won back by the navy, he pleaded his case as having been held hostage and volunteered his services for them, becoming a law-abiding cook once again. This has been how he has survived at sea for the past fifteen years: flip-flopping to whichever side of the law he finds himself at the mercy of, taking on a job in the galley each time in exchange for his well-being.

Occasionally, though, he has gotten to leave of his own accord and sign on with a ship of his choice. This was the case most recently when, after taking a couple weeks' rest to visit southern England, he came upon a young, bold Italian man assembling a renegade crew. Upon being assured that there would be an appreciation for quality cuisine on board, he gladly signed on as the official ship's chef. So far, Captain DiMercurio has been demanding but fair, and Pierre is glad to work for someone with a taste for fine food - not to mention he likes the pay.
C 5
A 7
S 6
P 7
I 5
E 5
Tag Skills: Lockpick, Marksmanship, Blade
Other Notes: The almost identical successor to the original Pierre.
I'm guessing that Blade is the right skill for knife fighting? If you described Melee as specifically hand-to-hand then I'd figure it couldn't be that.
Last edited by Dirty Spaceman on Tue Jul 14, 2015 4:50 pm, edited 2 times in total.
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Re: The Sea Lords - A Rough Seas Revival

Post by VirtualWeasel »

Yeah, we can definitely do that Emzi. :D

And yeah Abrad, Blade covers anything sharp, long, and stabby. I can't wait to see a French chef fight off a band of English soldiers with a kitchen knife.
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Re: The Sea Lords - A Rough Seas Revival

Post by Dirty Spaceman »

VirtualWeasel wrote: I can't wait to see a French chef fight off a band of English soldiers with a kitchen knife.
You know it.
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Re: The Sea Lords - A Rough Seas Revival

Post by The SheoDovah »

Here ye be Bluebeard, Blackbeard's British Cousin. No? Ok, here is Zack Marrow, Captain Jack Sparrow's cousin! Still no? Fine, i'll work on a sheet at the weekend.
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Re: The Sea Lords - A Rough Seas Revival

Post by All hail! »

Thelastdovah wrote:Here ye be Bluebeard, Blackbeard's British Cousin. No? Ok, here is Zack Marrow, Captain Jack Sparrow's cousin! Still no? Fine, i'll work on a sheet at the weekend.
Blackbeard was from Bristol, though.
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Re: The Sea Lords - A Rough Seas Revival

Post by The SheoDovah »

Ye shall not point out me mistakes if ye fancy keeping your manhood and tongue.
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Re: The Sea Lords - A Rough Seas Revival

Post by The-Shadow-One »

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You forced me to. Forced me.
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Unionhack
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Re: The Sea Lords - A Rough Seas Revival

Post by Unionhack »

Can we like, relegate the videos and the bad jokes to the GRDT?
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BetaB17
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Re: The Sea Lords - A Rough Seas Revival

Post by BetaB17 »

Wait?! Is this for real!! How soon do you 2 expect to have this start? and will this be more open world, story driven, or pvp/pve style?

Im on the hopes it wont be on the go or had made any serious progression bc I REALLY want to bring back an old chap for this >__<
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VirtualWeasel
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Re: The Sea Lords - A Rough Seas Revival

Post by VirtualWeasel »

BetaB17 wrote:Wait?! Is this for real!! How soon do you 2 expect to have this start? and will this be more open world, story driven, or pvp/pve style?

Im on the hopes it wont be on the go or had made any serious progression bc I REALLY want to bring back an old chap for this >__<
Open world, mostly. There's a story, but it's pretty loose.
And we plan to start whenever Pom gets back from vacation, which should be Sunday or so.
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Re: The Sea Lords - A Rough Seas Revival

Post by BetaB17 »

Damn, hopefully I get a laptop soon.. but by then there would 3 rps that are a must have to join.. plus more work on my own. If this rp lasts well and true, I say without a doubt I shall join.. plus its bloody near impossible to do much of what I wished here on the forums via my xbox
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The SheoDovah
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Re: The Sea Lords - A Rough Seas Revival

Post by The SheoDovah »

Here ye be the british Pirate. Ye teas shall be mine before i cut ye [&@%!] balls off for [&@%!] me off.
Hidden:
Name: Nelson "The Devil" Richardson
Gender: Male
Age: 30
Equipment: One Cutlass with a gold hilt that seems to be permanently stained in blood. 4 pairs of British Navy Flintlocks, One dagger,
Ship(If Captain): Devil's Skull and Fist.
Appearance: Image
Personality: To his enemies, he is the [&@%!] devil unless Blackbeard is involved. Then he is the Devil's associate. To his crew, he is a worthy captain and will do anything to protect them. To his friends, he's an arse but he is a likeable arse. Nelson loves to drink rum, fight and he cares deeply about his crew. He always enforces an equal share of everything and doesn't give a [&@%!] if it means he gets jack [&@%!]. He loves Bones and Blade and once killed a man for simply insulting the animals. He is one to hold grudges and tries to avoid attacking anything that could rip his ship apart. Mainly Man O Wars and anything in numbers. He loves his tea and if you knock it over or interrupt him, you will get insulted. A lot.
Biography: Nelson was the son of two nobles that lived in the centre of the glorious British Empire and home to her royal majesty, London. He was raised by his parents with the intention of having him become an admiral and bring them even more things to boast about but little did they know that their son would bring shame on their family.

He joined the British Navy at the young age of 18 and was known for how tough he was. He was often used as a hammer for his superiors knew he could withstand the punishment and he was known to be a very, very cruel man to his enemies. He was put in charge of "Questioning" suspected pirates onboard the ship and had a 90% success rate. The other 10% died before he could get their answers. At the age of 25, he was offered a small schooner after it was liberated from a pirate and within a year, he was a privateer. Sure, he couldn't do much with the [&@%!] ship so he took a 5th rate ship in 1712 and after being screwed over by his superiors over how much he should get paid, he gave them a massive [&@%!] you in the form of his old schooner and a Man O War. He didn't do much damage to it but it did send a message that he had resigned and it scared some of the men on board the ship. He had hoped to fake his death but it turned out piracy tends to attract one's enemies and soon, he fought his former comrades. He slowly gained a reputation for being a violent and brutal pirate. From locking men in the hull before setting it on fire to beating people to death just so that there would be no witnesses. He is nothing compared to Blackbeard but god help you if you are his target.

C 5
A5
S7
P5
I5
E8
Tag Skills: Melee, Marksmenship, Explosives and Blade.
Other Notes: Learnt his skills during his time as Privateer and when he served the British Navy. He owns a dog called Bones and a parrot called Blade.

:) Hope the dog and parrot is ok.

Hidden:
Name: The Devil's Skull and Fist
Size(No larger than a fifth rate): Fifth rate
Crew: 250 Crew, mixed genders. All positions filled
Armament: 44 Cannons. 6 Swivels(Two at the front, two in the middle of the deck and two at the rear) 2 chase cannons and 20 disposable barrels filled with oil for the purpose of throwing overboard to use as explosives. One steel Ram.
Flag: A Blood red skull with a fist coming out of it's mouth and red horns on the top with a blood stained white background.
Description: The ship is a 5th rate frigate and has the firepower to match. The 38 cannons are on the 2nd deck whilst the remaining six are on the top deck. 3 on the front, middle and near the rear of it. Same with the other 3. The chase cannons can be fired quickly but do little damage due to their purpose to slow down the other ship. The ship's figurine is a fist with horns protruding out it.


Hope this is ok.
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VirtualWeasel
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Re: The Sea Lords - A Rough Seas Revival

Post by VirtualWeasel »

Looks fine to me.
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Baloth-Kul
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Re: The Sea Lords - A Rough Seas Revival

Post by Baloth-Kul »

He seems to have chosen four tag skills, though. Melee, Marksmanship, Explosives, Blade.
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