Alright, gentlemen, here's what I think we will do. I have a short Pulp scenario with Pre-gen characters for us to run through tomorrow night before we make pirate characters so that you can get a feel for the game mechanics. Then we can make characters with better understanding of the system.
I have posted links in the links section to let you take a look at the Savage Worlds system and download a Pirate character sheet so check it out! (Even better: the Character Sheets are dynamic PDF's so you can fill them out on your computer if that is your desire!) Be thinking of what type of character and background you would like. Is your character a fortune hunter, or a scurvy dog of a murderin' pirate? Are you ex-navy? What is your nation of origin? Are you a gunner or a pilot or an expert swordsman? Are you an ex-doctor turned indentured servant turned pirate?
Character generation is basically a matter of buying stats and skills and using Edges and Hindrances (Advantages and Disads if you will.) I have playtested the system this week and it has a lot of potential but it really is player based so bring your "fun" hats!
Arr, see ya Friday, ye thrice-cursed 'lubbers!
3 comments:
I be lookin' fard toot, matey, arrr!
I'm gonna wait and see what everybody else comes up with, but I'm leaning towards one of three:
1) A two-fisted brawling pirate midget
2) A fine second mate who is a little too off-kilter to ever be captain, starting with his habit of talking to his long-dead parrot and expecting it to do tasks for him
3) A former British navy man disgraced and turned to piracy
Oh, and we will probably be a little short-handed this week... Dave is out (and may be out for future sessions) finishing up GM prep work for his other game, and Nate is out of town. But I'm in, Chris is in and I believe Paul is in, and I think Nate is in for next week?
I will play a giant wooden man that can transform into a pontoon.
What? S'better than a dinghy.
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