Legend of the Sea Wraith
Legend holds that the crew of the Sea Wraith were once brigands and raiders who discovered that by turning their sights on the enemies of civilization, they could reap even greater rewards than any amount of pillaging could yield from peasant towns. Driven by their own lust for wealth and power, these raiders-turned-antiheroes became explorers and, most importantly, protectors of humanity.
At its core, hack and slash gaming is all about killing monsters, taking their stuff, and growing more powerful. While role playing certainly has its place and greatly enhances such games, at the end of the day, it's all about the loot.
This game centers around the group of raiders – be they pirates, highwaymen, reavers, or otherwise – who founded the legend of the Sea Wraith. Their tale begins after they have become capable adventurers thanks to years of hooliganism, and having recently struck on the notion of attacking monsters instead of people, decide to begin looking for an inhuman target to raid.
When: Sundays, exact time TBA.
NoteSystem: GURPS 4e.
When: Sundays, exact time TBA.
Players should choose one of the following pregenerated characters below. I don't mind some tweaking, but this should be done in a timely manner prior to the game's commencement via Personal Message or contacting me directly via Google Talk.
Large, strong, and unpredictable – these define you. Where others rely on skill at arms, you muster brute strength through your profound connection with the chaotic emotions roiling beneath your thick hide. They let you shrug off blows that would otherwise fell a man while cleaving warriors from brow to groin with your long axe.
Where the weapon master specializes in a single weapon and the veteran is a jack-of-all-weapons, you have mastered the art of fighting with two weapons simultaneously – specifically, the sword, the axe, and the thrown spear.
At home in the wilderness, you are the go-to person for traveling by foot. You can get any party from point A to point B safely. While other combatants could best you in close combat, you make optimal use of your speed and significant skill at archery to pepper them before they can ever reach you.
The opposite of the weapon master, you are a generalist – any weapon he picks up is deadly in your hands! Able to stow impossible amounts of weaponry on your person, you are a veritable Swiss army knife of the pointy, stabby, and slashy.
You are a holy man dedicated to a chaotic and powerful sea god. Your prayers protect ships from storms, calm seas, and heal the injured. Where the sorceress is limited by her own personal power, you are capable of tremendous miracles, if you can bend the ear of your deity.
Raider, pillager, pirate, reaver – these names all strike fear into the hearts of your victims. Captain of your own ship, you are an able tactician, leader, and sailor. Comfortable on any boat or ship, you good with a spear, but even better at the helm. When the party needs to get somewhere, you are the man for the job.
Where others rely on physical combat, you rely on magic to defeat your foes, but unlike the sea priest, your magic is your own. Your spells are limited in scope, but great in power, and you can improvise minor cantrips with little difficulty. Your tradition follows that of the warrior goddess of love, fertility, and warriors slain in combat.
Thief - Llum
Light, nimble, and shifty, you dance through the shadows largely avoiding direct confrontation. You really shine when it comes to getting the party into and out of locked rooms and past deadly traps. You're none too bad at social manipulation and navigating the underworld back in town, either.
You really know how to use a two-handed sword! What you forfeit in versatility, you make up for with sheer skill. You make maximum use of your mobility and agility in combat to avoid and deflect attacks while cleaving through skulls like a keel through water.
Note that all characters include Sense of Duty (Adventuring Companions) or a similar SoD that includes your fellow party members. This is to induce some cohesiveness in the party. Similarly, the pervasive Code of Honor (Pirate's) amounts to not taking flak from anyone, always backing your mates except in a declared and open duel. This gives you some points for having at least some scruples.