Welcome to Sid Meiers Pirates! Roleplay. A Roleplay set in the Golden Era of Piracy, which is around 1650. The rp is located in the Caribbean, with real places like Nassau, Florida Keys, Barbados and many more ports along the Caribbean and the Northern part of South America. However, besides from being a pirate trying to make its money by plundering towns, there the likes of four major superpowers. One, the esteemed British Empire that makes it’s living off of trade. Two, the royal French Empire who see this has a chance to gain money to fund its battles against the English and the Spanish. Three, the Spanish who desire to take the treasures of the Caribbean for themselves. Four, the Dutch who only desire the Caribbean to expand there ever so mighty trade network. You can also become a governor if you like. Being a Governor is different since you are responsible for managing the towns garrison and men. But also protecting it against Pirate Raids and Foreign attacks. So, are you a pirate wanting to make their fortune of looting and plundering, a privateer allied with one of these great nations , a captain under one of these nations, or a governor? It’s up to you! ================
Alright, so welcome to this rp! This is the first Rping I’m GMING, so bear with me. Any who, basic rules before we get on to the CS’s
- Medium Casual to High Casual ( 1.5 Paragraphs to 3 Paragraphs ) - 1-3 Posts Per Week - No “God Modding” or ignoring damage. To determine damage we will use common sense, and maybe some other method later agreed on. - 2 Maximum Characters at a time! - All Nations do not begin at war. I , the GM will act has world news and tell when a nation is at war and peace with one and other (You can dictate this however..)
More Rules shall be added, but for starters this should be enough for the CS/Interest stage.
Now, for the moment you all been waiting for… the CS’s
Name: Age (40-70 Please): City of Governing: Background: Town Prosperity: Town Garrison: Town Navy : (Town Prosperity, Garrison and Navy shall be rolled and decided for)
Name of Captain: Age (20-40) : Nation? : Ship’s Name Background:
Name: Age (20-40: Any Nation’s Supported?: Background Ship’s Name:
Now, you may be wondering why I only put “Ship’s Name”, it is because you’ll create your own vessel. You have is : 13 Points!
The way this will work is, HULL TYPE Small Light Hull – “ Light Weight, more faster and cheaper to maintain, but incredibly weak and easy to damage (1)+ Medium Light Hull – “Stronger then it’s smaller variant, but a few well-placed cannon shots can end it with ease. Decent Speed and below average maintenance costs. (2)++ Large Light Hull – “ Stronger and more room than a small and medium light hull. More resistance then a Medium and Small Hull combined. Average Maintenance costs and somewhat sluggish speeds. (3) Heavy Hull – “Speed is sluggish, a lot of room to store cannons and stuff. Maintenance costs are extremely high” (4)
+ -> Restricted to 16 Cannons ++ -> Restricted to 16 or 24 Cannons.
CANNONS
Small Amount of Cannons (16) – Small amount of cannons, nothing special (1) Medium Amount of Cannons (24) – Decent Cannons, enough to battle a brig on a good day (2) Large Amount of Cannons (32) – Enough Cannons to challenge a frigate. (3) A Hefty Amount of Cannons (48) – Possibly enough to face a heavy frigate and create a bad day for a Ship of the Line.
Crew Skill Level Wannabes - “Small time adventures that haven’t been in a fight” (1) Tavern Dwellers – “ They have seen a few sword fights here and their (2) Mercenaries – “ Not afraid to fight, they seem ready for combat whatever the scenario” (3) Shore-Leave Sailors –“ These Sailors need some kind of work, they know how to fight a fair battle, whether it be with cannons or swords” (4)
CREW SIZE
Small Crew ( 50 ) – “ Easy to maintain, yet overrun in battle quickly” (1) Medium Sized Crew (100) – “Decent size, expect some short comings here and there however” (2) Large Crew ( 200 ) – “Large Enough to battle a frigate, food problems tend to linger here” (3) Huge Crew (300) – “ Hard to feed at times, however can overrun small ships easily” (4)
OTHER ADDITONS (CHOSE 3)
- Swivel Guns - Extra Food Storage - Gun Supply - Sword Supply - Comfortable Hammocks’ - Cozy Captain’s cabin - Extra Rum Storage - Battering Ram
PERSON OF INTREST (More can be found, pick one for now) - Chef - Quartermaster - Navigator - Doctor - Carpenter - Cooper ( Allows Food to be preserved for longer) - Sailmaker (If I forgot about any of the Specialists, please tell me!)
Physical Appearance: Jerome stands at six foot four. His skin color is average to a normal causcaisn male, but darker. Black hair with green eyes. Hair is spiked up, but short, while he supports a full beard, only up to his jawline. Tattoo’s on his arms. Left Arm has the French Flag on the tricep and the wrist as the words “For France!” written in English. While Right Arm is a full tattoo of a fire breathing fire, starting from his wrist to his shoulder. Deep voice, but not that deep. Also well built, with defined muscles.
Strengths: Knowledge of Ramsgate – The days of being an smuggler and a devilry runner have led to Jerome knowing Ramsgate like a book. Melee Weapon Combat – Jerome’s strength with a blade and other melee weapons have led him to be decently skilled and capable of fighting with them. Pilot/Driver - Jerome's fascination for cars and vehicles at the docks and airports have resulted in in seeking lessons, these lessons thus resulted in him able to pilot and drive boats and airships to some the best of his ability, which is pretty good.
Weaknesses: (Do not cripple your characters but be realistic, every good character has a lynch pin or two.) Loves his Drink – Jerome loves wine, and booze and usually over indulges in one. Notable by him caring a flash of Spiced Rum wherever he goes. Greedy – Money is a motivated factor for Jerome in a lot of senses, and he’ll do anything to get it. (Of course, things he finds appealing)
Skills:
Mechanic - His young days brought Jerome the repair-how on how to repair most makes of boats and ships. Management - Managing Cargo, moving freight and personal has allowed Jerome to become a good manager and a task leader when the time calls. Professional Pilot/Driver - Days and Nights of flying and boating have lead to Jerome feeling more ease at the wheel, but also being able to perform nifty maneuvers.
Languages:
Common, Smuggler's Lingo , Mechanic Talk.
Gear: (Your characters will have access to low level clickware and gear, at most one piece of valuable and story driven gear that is of better quality. Keep in mind your characters have been eking out a living in the shadows of the most crowded, poor, and corrupt city in the region.)
Background: Born in Ramsgate, Jerome's life was one surrounded by the mechanic industry. Things like boats, airships and other automobiles molded Jerome to the person he is now. His father was a mechanic by trade, and he worked on airships and boats for a living. Jerome often went up to Scrag Town to view the airships or down to the docks to examine boats. By the time Jerome was 16, he began to work on basic maintenance tasks for ships and boats alike. Years went by, and Jerome honed his profession, until he desired more. Jerome sought out piloting lessons and boating lessons. He learned the tricks of the trade to become a pilot or a driver for boats and airships alike. Jerome then began to become aware through some of his buddies that there was top dollar being paid to transport "Hot Goods". So, motivated by money Jerome went to neighbouring towns like Innsbroke in the North, or Shearpoint in the south. Transporting stolen or hot material into Ramsgate. Legal work he did as well, but smuggling was his major tip of the trade. Now, Jerome spends his days doing nearby jobs, or transporting smuggled goods up and down the ports of trades, to earn some petty change.
Contacts:
Jerome knows a lot of fellow smugglers, clients from his smuggling days and some mechanics as well, also boat and airship salesmen.