Pirates in Mississauga
A hopefully ongoing campaign about Pirates, Magic, and Revenge from Josh, Liz, Piers and Hans, taking place in Mississauga, Ontario.
Ability Changes and Additions for the Setting
All core abilities are as written, except...
- Aim (Vigor) - also applies to pistols and muskets as well.
- Dueling (Vigor) - includes the use of pistols, not just swords
In addition, the following abilities from elsewhere in the book should be considerd core.
Abilities with an * next to them are available, but require some explanation as to why the
charaacter has them:
- Farming (Reason) - Zaru
- Clandestinity* (Reason) - Zaru
- Serve (Instinct) - Zaru
- Boating (Instinct) - Zaru
- Appraisal (Reason) - Ammeni
- Bladework* (Instinct) - Ammeni
- Anatomy* (Reason) - Ammeni
- Distill Herbs* (Reason) - Ammeni
- Taste Poisons* (Instinct) - Ammeni
- Assassination* (Instinct) - Ammeni
- Smuggling (Reason) - Ammeni
- Herb Lore* (Reason) - Ammeni
- Infantry (Vigor) - Maldor. In this setting, this has more to do with standing in lines, firing muskets, charging with bayonets, etc. Armor is not involved, really.
- Demolition (Reason) - Maldor. Oh yes!
- Scrounging (Instinct) - Maldor
In addition, the following are new abilities that should be considered core. Again, an asterisk means a good explanation is necessary:
- Navigation (Reason) - The art and skill of getting a ship to where it wants to go in one piece. Includes reading charts, using compasses and sextants and whatever, making soundings for depth, etc.
- Sailing (Instinct) - This is all the skills that combine to make a sailor a sailor. Climbing up ropes, tieing knots, swabbing decks, not getting sea sick, etc.
- Command (Reason) - Command is the nautical equivalent of Battle, and is the ability to command ships and sailors in an engagement, and also to order sailors around and get them to do what you want them to do.
- Cavalry (Vigor) - This is the ability to ride horses, fire guns and pistols and fight from horseback, charge people, etc.
- Alchemy (Reason) - Sort of proto-science, the knowledge of chemicals and their combinations, mixed in with various esoteric theories and other such stuff.
- Science (Reason) - Knowledge and application of scientific theories.
- Artillery (Reason) - The ability to load, aim, and fire cannons, both land and ship mounted.
Secret Changes and Additions for the Setting
All core secrets are as written, except...
- Secret of Languages - this secret does not exist. I don't want the game to be about who can talk to whom. I will work off the assumption that all characters know at least a smattering of other languages that forms the patois that is spoken in the Carribbean, and that all characters know French and Spanish, the two main languages spoken in the region. Language difficulties will only matter if it is fun for them to matter. The Secret of Scribing IS necessary to be literate, however.
In addition, the following secrets from elsewhere in the book should be considered core:
- Secret of the Addiction - Goblin. Typical addictions would be alcohol, opium, or sex.
- Secret of Healing Venom - Ammeni.
- Secret of Metastasis - Ammeni.
- Secret of the Serpent Blade - Ammeni
- Secret of the Fire Fruit - Ammeni
- Secret of the Iron Stomach - Ammeni
Key Changes and Additions for the Setting
All core keys are as written.
In addition, the following keys from elsewhere in the book should be considerd core:
- Key of Love - Human
- Key of Unrequited Love - Human
- Key of the Precious - Goblin
- Key of the Pacifist - Zaru, obvious VERY rare in this setting, but could be possible.
- Key of the House - Ammeni. In this setting, a House could be a noble familiy, a large institution (like the Dutch West India Company or similar) or a nation (in which case the key would probably better be called Key of Patriotism).
- Key of the Overlord - Ammeni
- Key of the Revolutionary - Maldor
- Key of the Manipulator - Maldor
Magical Abilities and Secrets
These need to be worked out on a case by case basis.