Home > roleplaying > We will be playing Counter-colonial Heistcrawl tomorrow 9:30pm EDT!!! I will try to make an Event but don’t hold your breath. If you want in, let me know and I’ll add you to the community. If you’re already in the community, please reply to that post there. If you already said you want to play on the previous post(s)… well it can’t hurt to say again here but I probably have you covered. Tell me twice and I definitely won’t forget (hopefully).

We will be playing Counter-colonial Heistcrawl tomorrow 9:30pm EDT!!! I will try to make an Event but don’t hold your breath. If you want in, let me know and I’ll add you to the community. If you’re already in the community, please reply to that post there. If you already said you want to play on the previous post(s)… well it can’t hurt to say again here but I probably have you covered. Tell me twice and I definitely won’t forget (hopefully).

We will be playing Counter-colonial Heistcrawl tomorrow 9:30pm EDT!!! I will try to make an Event but don’t hold your breath. If you want in, let me know and I’ll add you to the community. If you’re already in the community, please reply to that post there. If you already said you want to play on the previous post(s)… well it can’t hurt to say again here but I probably have you covered. Tell me twice and I definitely won’t forget (hopefully).

FINALLY THE CHARGEN
If you already made up a character using the linked post, you can play them if you want. The system has changed a bit to more-or-less LotFP (or more-or-less Mageblade!) (emphasis on less – rules lite is my thing) but the chargen doesn’t care much.
I recommend rolling up 2 characters right now. They know each other.
Here is chargen in its entirety (mostly pasted from the post):

ATTRIBUTES: Str, Dex, Int, Wis, Con, Cha. 3D6 in order, punk.
Wisdom is common sense and perception but also ability to notice spirits. Charisma doubles as magic power & luck.
CLASS: choose from fighter, specialist (ie skills-person), or spirit-wrangler. Fighters can possibly learn skillimagical effects during the game a little bit like Mageblades, if anyone knows what that is.
Specialists get 2 skills/tropes – one at 4, one at 2 (roll under on a D6 with mods to perform skill under duress). They should be of the breadth of sailing, gunnery, animal handling, trading, persuasion, herbalism, navigation, smugglers’ tricks, spirit talk – not as narrow as “lockpick” nor as broad as “thief.”
Spirit Wranglers are a bit like spirit mediums, a bit like pokemon-trainers. All magic happens because of spirits. Spirits can sometimes be forced, more often must be negotiated with. I warn you now this part of the game is totally untested you will be helping to define the rules as we go. Like a true sorcerer.

Also choose a background. This is what people know you as and you can plead based on it saying “but I should be able to do this because I’m a…” and it gives you 1 skill or a default roll off your attributes when successfully invoked. Example professions include: pirate, smuggler, concubine, procurer, medium, monk, bodyguard/mafia hood, magistrate, spirit medium, cunning man, builder, fisherman, whaler, scout, merchant, legal opiner, scholar, “viking” slaver, diver, navigator.

Note: we will not be using DnD type levels. Advancement is by increasing skills, crew and most of all, loot. This is a domain game from turn 1 – your group holds and uses property in common. If you conquer a kingdom, you’re kings.

Default status
You can have a secret, long-lost background as a ship captain/priest/village judge/longhouse master/princess that’s fine, write your story. But (spoilers) you start in chains, with none of your stuff on you – Equipment (below) is somewhere on the island, your Special Possession is somewhere out there.

Equipment – roll once on Table A, once on Table B. You had these only yesterday and you know they’re nearby…

Table A

1. crowbar
2. dagger
3. shield
4. food, drink and backpack
5. lamp and flasks of oil (3)
6. melee weapon
7. armour: leather or improvised equivalent
8. bow or crossbow with 10 arrows/bolts
9. small raft (size 1)
10. mirror
11. rope (50′)
12. grappling hook/anchor
13. pouch with 20 silver dirhams
14. musical instrument
15. hammer, chisel, pick + 8 iron spikes
16. writing box and seal
17. arquebus + 10 shots
18. small barrel of gunpowder.
19. Barrel of arrack
20. 3 caskets grapeshot, with powder

Table B

1. lucky medallion (re-roll 1 failed saving throw)
2. potion of healing
3. lockable iron-bound chest
4. guard animal (dog, lynx, monkey or similar)
5. riding or pack animal (camel, pony, goat)
6. size 2 boat
7. armor: scale or exotic
8. loyal family retainer ( a standard grog with a couple of charming quirks).
9. map
10. book – holy text or instruction manual
11. holy symbol or badge of office
12. spirit in a jar
13. slip of paper with a spirit contract – eat and then specify what you need
14. bird in a cage that repeats spirit chatter

Special Thing – roll once on each table – this is somewhere out in the world, a hook to be retrieved, rather than something you had only yesterday:

1 a ship
2 a fort, bay or haven
3 a contact – smuggler, informant, fence, carpenter, smith, spirit go-between
4 a weapon – cannon, bomb, spirit, blackmail, poison, disease
5 a debt – blood, goods, mafia, spirit
6 a diminished god from a foreign land
7 a massive cache of gunpowder
8 several gallons of the interloper’s “holy water”
9 a sibling rival – kite pilot, long-distance swimmer, pirate, magistrate/king/official
10 the washed-up corpse of something massive
11 a spring that bubbles with blood or a cistern filled with teeth
12 Hungry Grandmother’s bottle of secrets
13 a funeral barge, surrounded by silence
14 a Dark Child
15 a commander of the invaders, disgustingly ill, on a mission
16 one of the enemy’s ships, on the edge of mutiny
17 one of the enemy’s Holy Books, foolishly translated into a tongue we understand
18 the ashen remains of an ancient Obsidian Queen’s funeral pyre
19 a relic of a foreign saint
20 one of the teeth of Brother Shark

Your relation to it:

1 It’s rightfully yours but currently captive
2 It’s marked on this map
3 It’s known to be abandoned, there for taking,
4 It’s lost in a useful way
5 It’s in danger from something esoteric
6 It’s been swiped by an enemy

And/or:

1 you are blessed/cursed in some way
2 you are bonded/owed in some way
3 you have a mysterious ally/enemy
4 your memories/skills/loyalties/reputation/status/soul have been stolen/augmented/crippled/replaced
5 your tribe’s priest/captive spirits need you and only you
6 you are an exiled spirit with temporary control of a body

https://lurkerablog.wordpress.com/2016/07/28/counter-colonial-heistcrawl-rules-v-0-1/

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