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Jonathan BowenParticipantOk, I can reduce the Neverland’s base move to L. Same points though?
Since I’m here, I might as well send more Pirates from Eldest Seas!
5. Nicholas Nautilus
Points: 5
Ability: Loyal: Pirate. Helmsman. SAT.Flavor: The loyal helmsman of the Storm Stalker, Nautilus always knows how to get a ship to port as fast as possible. However, it’s still somehow slower than the speed at which he talks; and the frequency he’s told, to no avail, to shut up.
6. Oliver Blackburn
Points: 6
Ability: Broadsides Attack. This crew doesn’t take up cargo space.Flavor: An expert with guns and firearms of any kind, Blackburn is an essential member of Captain Bennet’s crew.
A couple more crew for the pirates today; will get some more ships next time. SO let me know what y’all think of these two, and I’ll respond to questions, comments, and concerns as soon as possible.
Until next post;
-J. W. Darkhurst
Jonathan BowenParticipantFrom Wizkids, a few come to mind…
El Phantasma
“Does a man seek the shadows or is he forced there by the machinations of others? Some whisper of a horrific betrayal, some of years spent isolated in a French prison, and others of unspeakable torture at the hands of the Moors. Whatever the truth, El Phantasma and his sepulchral crew do not intend to make amends for their crimes.”This particular text alludes to a darker origin story for El Fantasma than just, “He’s evil”. This touches upon the cruelty of mortal men, and what people do to each other without benefit of demonic powers or curses. And that’s why it’s one of the more disturbing to me.
Another good example of this darker side of humanity is with Bloody Jake
“Bloody Jake has no trouble taking orders from Havana Black. An accomplished master of torture with a variety of implements, he genuinely enjoys carrying out his captain’s commands—especially when it involves administering punishment or “encouraging” captured seamen to join Havana’s bloodthirsty crew.”The Banshee’s Wail is another good one
“The Banshee’s Wail appears to sailors who have tasted the flesh of other humans. These desperate souls find they cannot harm the Banshee’s Wail, her horrible scream the last thing they hear before going mad.”That’s mostly it for a quick first look through. I’ll probably find more if I look again tomorrow.
So on that note, I leave you all with the flavor texts that I find to be varying degrees of disturbing! 😀
Sleep well tonight, everybody ?☠?-Darkhurst
Jonathan BowenParticipantHello again, all. Time to show-and-tell some more Pirates from Eldest Seas! 😀
Relevant Keywords
–Armed Merchant: Once per turn, as a free action, one of this ship’s canons may shoot at one enemy target in range. This shot cannot have its range or rank increased. (A captain crew is not needed for this action)
–Privateer: This piece may use its abilities on any ship, but it gains the Loyal: X keyword for its flag faction.
–World-Hater: This ship gets +1 to her cannon rolls against any [non-faction] ship.
3. Neverland
Points: 15
Masts: 4
Cannons: 3L, 3S, 3S, 3L
Cargo: 5
Base Move: S+S
Ability: Armed Merchant. Once per turn, if this ship is touching another ship, reveal all face-down treasure aboard the other ship. This ship can take as much unique treasure from the other ship as she can carry.Flavor: Stolen from America while traveling to England, Neverland was a cruel name given by William Slank, since the poor merchant vessel never landed at port in England.
4. Scott McBain
Points: 5
Ability: Privateer. World-Hater.Flavor: The Storm Stalker’s first mate, and a trusted friend of Captain Bennett’s, McBain is a force to be reckoned with in battle. But over time, his personal agenda has shifted to become his only agenda, preferring a shiny penny over loyalty and trust.
In retrospect, I probably could’ve linked the Neverland to William Slank….. But I didn’t ?
So let me know what y’all think of these two pieces. I’ll respond to comments, questions and concerns as soon as I can. And with luck, more Pirates tomorrow ?Until next post;
-J. W. Darkhurst
Jonathan BowenParticipantShall I assume that this is limited to WizKids pieces?
-Darkhurst
Jonathan BowenParticipantAlrighty, might as well send y’all some new stuff!
Let’s get started with the pirates from Pirates of the Eldest Seas!1. William Slank
Points: 7
Ability: Captain. Sac.
Link: Little RichardFlavor: William Slank is a man who wants power. He aspires to be a Pirate Lord, and is willing to do anything, and kill anyone to get what he wants.
2. Little Richard
Points: 5
Ability: This ship gets +1 to her cannon and boarding rolls against any non-Pirate ship
Link: William SlankFlavor: Little Richard is loyal to William Slank and would probably lay down his life for Slank; if Slank doesn’t kill him first.
The pirates are a little crew heavy in the beginning, but worry not; the ships will come a-sailing in soon. In the meantime, let me know what y’all think of these crew! I’ll respond to comments questions and concerns as soon as I can.
Until next post;
-J. W. Darkhurst
Jonathan BowenParticipantNamewise, yes she’s inspired by the fiendfyre from Harry Potter. I think this is an example of me coming up with the name first, and then the ability.
I too, look forward to physical and Vassal play-testing of this ship ??
Thank you much for the feedback! 😀-Darkhurst
Jonathan BowenParticipantLol yup XD
The Fiendfire is actually the ship I alluded to in a reply to your post about the Combustion on 4-23-19
Do you have any in-depth opinions on her?-Darkhurst
Jonathan BowenParticipant@Ben: I see what you mean with the Calamity. Her points can be brought up without issue from me. I will note that her ability doesn’t exclude friendly ships, but regardless, 12 is pretty cheap for that ability. Would 16-18 be better?
-Darkhurst
Jonathan BowenParticipant@Xerecs: A’ight, I can make L-Range happen. About the same points for that as currently?
I think at one point, I’d adjusted the point cost of the Sacrifice, but that was on my phone when it was being wonky, so 😛
What would you suggest? We talking 14-16 point range?-Darkhurst
Jonathan BowenParticipantHey again, y’all; a late-night post this time
But tonight, I bring you the last standard release Cursed pieces from Eldest Seas!!
So let’s get right into itRelevant Keyword
–Ship Burner: Once per game if this ship is within S of enemy ships, roll a d6. On 4-6 she explodes, and is immediately removed from the game. For every enemy ship within S, eliminate one mast, replace another with a fire mast, and eliminate one crew, cargo or equipment. On a 1-3 remove all of this ship’s masts and eliminate all her crew.
18. Sacrifice
Points: 18
Masts: 1
Cannons: 6L
Cargo: 0
Base Move: S+S+S
Ability: Ship Burner.Flavor: The crew of the Sacrifice are soulless, emotionless servants of the Witch Queen. They are ready and willing to give up their otherwise empty lives at any moment for the benefit of their glorious and eternal Queen.
19. Fiendfire
Points: 22
Masts: 3 (jib)
Cannons: 3S, 5L, 3S
Cargo: 3
Base Move: S+L
Ability: Limit. Once per turn, before you give this ship an action, roll a d6 for every ship within S of this ship. On a 1-3, give the target ship a fire mast. Once per turn, if this ship is touching another ship, give that ship a fire mast.Flavor: Crewed by a collection of reanimated arson murderers, the Fiendfire stalks the ocean, always on the hunt for something new to turn into ash.
20. Calamity
Points: 12
Masts: 2 (sloop)
Cannons: 4S, 3L
Cargo: 1
Base Move: S+S
Ability: Die rolls made within S+S of this ship are decreased by 2.Flavor: The Calamity is a magnet of bad luck and misfortune. Even other members of the Cursed Empire have learned to avoid her at all costs.
These are the last three standard release Cursed pieces from Eldest Seas; I’ll probably begin posting the next faction as soon as tomorrow afternoon, depending on school scheduling and such. But anyway, let me know what you think of these ships! I’ll respond to questions comments and concerns as soon as I can
Until next post;
-J. W. Darkhurst
Jonathan BowenParticipant@Ben: Ok, I see that typo in the ability text now.
Thanks! 🙂
Jonathan BowenParticipantAlright, I’m back today with the next two Cursed pieces from Eldest Seas.
Relevant keyword
–HI-Raider: This ship may dock at an enemy Home Island and load one treasure. If able, she must leave on her next turn.
16. Marra
Points: 11
Masts: 1
Cannons: 3S
Cargo: 1
Base Move: L+L
Ability: Once at the beginning of each of your turns for every enemy ship within L, roll a d6. On a 3-4 the target ships base move is reduced to S until the beginning of your next turn. On a 5-6 none of the targets crew or ship abilities may be used until the beginning of your next turn.Flavor: The crew of the Marra feed off of fear they create in others, and rarely kill any of the sailors they encounter, preferring to keep them alive as a source of food until they die of terror.
17. Blue Blood
Points: 13
Masts: 3 (square)
Cannons: 4S, 5S, 4S
Cargo: 4
Base Move: S+L
Ability: HI-Raider. This ship gets +1 to her boarding rolls against English ships.Flavor: The Blue Blood was a pirate ship whose captain fiercely hated, and therefore targeted, the private vessels of English Lords and Nobles. Davy Jones raised her and reanimated her crew, giving them an eternity to wreak havoc upon the pompous English Lords.
So, as usual, let me know what y’all think of these two pieces. I’ll respond to any questions, comments, or concerns as soon as I can.
Until next post;
-J. W. Darkhurst
Jonathan BowenParticipant@Ben: I like that wording, and I can adjust it to be more like that.
This’ll sound like a rant, but I’m just trying to explain this ship’s ability completely so there’s no more confusion.The thing with the Ryuk’s ability, is that the ability text of the crew you’re going to eliminate has to match exactly with the crew that’s going to be sacrificed on the Ryuk. If you target a generic enemy captain, then a generic captain on the Ryuk dies as well. Combo or named crew like Victor de Alva, or Chief PO Charles Richard can’t be targeted unless there’s a crew on the Ryuk with “Loyal: Spain. Captain. Once per turn, roll a d6. on a 5 or 6, this ship may be given an extra action” or “World-Hater.” abbreviated in keyword shorthand, or spelled out. In order to kill De Alva, there must be a crew aboard the Ryuk with “Loyal: Spain. Captain. EA.” as the ability text. The only exception I could see with the ability text match is the difference between Keyword abbreviations and spelled out abilities, like “EA” vs “Once per turn, roll a d6. on a 5 or 6, this ship may be given an extra action” since it’s the same ability, just spelled differently. But you can’t sac a generic captain to kill Commodore Peregrine stern because Captain is only a fraction of his ability, and not his full ability.
And while you could pick off enemy captains before they attack you, that means that you’re eliminating your own captains as well. In the situation of a standard 40 point game, that tactic is only reasonably usable once. Even in campaign games, where there is no real point limit after setup, it would still be expensive to be constantly buying the same crew over and over again without actually using them. And since it’s only once per turn, a large squad of ships could “outrun” the ability and capture or sink the Ryuk. Moreover, ships with Captain built in (yes, they’re rather uncommon) would be immune to that attack since their captain isn’t a crew. they could lose other crew, but would retain the captain ability. This also makes it convenient to use combo crew, as it would force your opponent to target a less crucial crew, or sacrifice a good grew on their end to damage your fleet/ship.By now I know that the Ryuk’s ability is probably understood, but I just want to put this out there so there’s no question about it.
If the ability is still confusing in any way, for the sake of time and releasing the rest of the set, I can skip the Ryuk and come back to her after the rest of Eldest Seas has been posted.
-Darkhurst
Jonathan BowenParticipantAlright, I said I’d have them so here they are: the next two Cursed pieces from Eldest Seas!
Relevant Keywords
–Crew Possession: If an enemy ship is within S of this ship, you can use this ship’s action for the turn to try to possess a target crew on that ship. Roll a d6; on a result of 6, the target is immediately assigned to this ship. Its nationality changes to match the nationality of this ship.
14. Eternal Curse
Points: 18
Masts: 4
Cannons: 2L, 2L, 2L, 2L
Cargo: 4
Base Move: S+S
Ability: Sac. When this ship sinks another ship, you may repair one of this ship’s masts as a free action.
Link: AiestelFlavor: The vessel created by the dark god, Aiestel, is a dangerous force that only grows stronger with each ship she sinks.
15. Aiestel
Points: 11
Ability: Eternal. Fear. Crew Possession.
Link: Eternal CurseFlavor: The embodiment of a dark, ancient god, Aiestel has allied with Davy Jones not as a path to power, but to entertain his endless boredom.
I know, looking at it now, that the Eternal Curse is probably either too good, or too cheap and that can be changed; I just wanted to share the original drafts before editing too much.
So let me know what you think of these two, and I’ll respond to questions, comments, and concerns as soon as I canUntil next post;
-J. W. Darkhurst
Jonathan BowenParticipant@Woelf: I imagined that in order for the Ryuk to eliminate a crew they must have the exact same ability text. So you can’t just kill a Captain+Helmsman crew using only one of those generic abilities, since that’s only half of the Cap+Helm ability text. You would actually have to sacrifice a Cap+Helm combo to kill a Cap+Helm combo with this ship. Same for other combo crew. If there’s a better way to word the ability so this carries through more easily, I can adjust it to that.
And for the Agramon, I was thinking of playtesting her around 30 to start with.
-Darkhurst
Jonathan BowenParticipantAlright, I hear you all about Lilith.
How’s this for an edited version of her:12. Lilith
Points: 13/14
Ability: Loyal: The Cursed. (Eternal.) Once per turn, you may choose one friendly ship in play. That ship cannot be affected by the Fear keyword for this turn. Once per turn, give one friendly ship +1 to her cannon rolls for this turn.I just thought of the Fear immunity as something less repeated than Santana’s ability to use, and since Fear doesn’t work as often as we wish it did, I figure it’s worth it as an ability idea. I’m also on the fence about the Eternal; might drop that from her.
Also, I think we could playtest the Agramon starting at 30 points, and see where that gets us.
I’ll post again with the next two Cursed pieces when the sun is up; I’m ded 😛
-Darkhurst
Jonathan BowenParticipant@Xerecs: My concern with contradictions is the “exact wording” part.
SOMEONE will be like: “This one says Captain; and that one doesn’t” (no one here; but someone, somewhere would)I feel like the faction specification in Lilith’s ability might hinder the power a little more than what you may be implying, since only Cursed ships will be getting the keywords. However, I do know that mixed-nationality fleets is really something that isn’t done as often among most of the members here, as we do it. I could limit her ability to just one keyword instead of both?
Either way, she’s a potentially powerful crew, and will be made a target by whoever her controller is playing against. And I don’t want to add too much extra die-rolling as that has been a concern with my customs in the past, and just another Santana crew, even if it is for The Cursed would seem kinda boring to me.
Something’ll be figured out-Darkhurst
Jonathan BowenParticipantAlright, I’m back to edit some things and release the next two Cursed pieces!
So right off the bat, I think I can change some of the broken pieces from the big post
Here are my edit ideas:Abbadon
Points: 30
Masts: 5
Cannons: 3L,3S,3S,3S,3L
Cargo: 3
Base Move: S+S
Ability: Eternal. Fear. When this ship eliminates the last mast on an enemy ship, that ship sinks. When this ship reaches her cargo limit, her base move becomes S and cannot be increased.
Link: Lord Jonathan MorgensternAgramon
Points:
Masts: 5
Cannons: 4L,3S,3S,3S,4L
Cargo: 4
Base Move: L
Ability: Eternal. Once per turn, pick one ship with in L/S of this ship. That ship’s crew cannot use their abilities for this turn.
Link: Lord Jonathan MorgensternRavener
Points: 18
Masts: 3
Cannons: 2S,3L,3L,2S
Cargo: 3
Base Move: S+S
Ability: Fear. Eternal. If this ship wins a boarding party, you may eliminate all of the other ship’s crew or eliminate up to two masts from that ship.
Link: Lord Jonathan MorgensternForsaken
Points: 16
Masts: 3
Cannons: 3L,3L,3L
Cargo: 3
Base Move: L
Ability: Fear. Cannoneer. When this ship’s last mast is eliminated, she sinks.
Link: Lord Jonathan MorgensternAlkahest
Points: 30
Masts: 4
Cannons: 4S,4S,4S,4S
Cargo: 3
Base Move: L
Ability: Limit. Fear. Once per turn, choose any one ship or crew ability in play. This piece has that ability for this turn. You may make a different choice each turn. When this ship copies an ability, the piece she’s copying cannot use its ability on its next turn.
Link:The Phantom
Points: 30
Masts: 5
Cannons: 2L,2S,2S,2S,2L
Cargo: 6
Base Move: S+S
Ability: Living Ship. Ghost Ship.
Link: Captain Shamshere; Ghoullugger.Christopher Morgenstern
Points: 6
Ability: Fear. Sac.
Link: Lord Jonathan MorgensternAlso edited:
–Nephilim: When this ship is assigned a Helmsman crew, she gets +L to her base move instead of +S
Now that that’s out of the way, on to the next two Cursed pieces from Eldest Seas!
(a couple of gimmicky abilities here, so be prepared)12. Lilith
Points: 12
Ability: Loyal: The Cursed. When this crew is face up, Cursed ships/all ships in your fleet gain the Eternal and Fear keywords.Flavor: The spawn of the Witch Queen, and mother to all demons, Lilith has decided to come forth from the shadows, and assist her brethren however she can.
13. Ryuk
Points: 16
Masts: 2
Cannons: 5S, 5S
Cargo: 4
Base Move: S
Ability: Once per turn, give this ship a move action, but do not move her. Instead, select one crew assigned to this ship, and one crew with the same ability on any other ship in play. Both crew are eliminated from the game.Flavor: The Ryuk’s captain is said to be able to kill a man just by saying his name. However, he tends to neglect telling his crew that they serve as the payment source for this power.
I’m trying to decide which version of Lilith’s ability to go with. The specification in the first one seems pointless except in a mixed fleet game, but also keeps her ability from being abused if she’s captured by another faction via Nemo or tow. And the Ryuk’s ability would require crew to have the exact same ability text. This would be where Loyal: X and Hostile: X can affect gameplay. However, I would think that Captain and “This ship may move and shoot using the same move action” would count as the same thing. (I know that sounds contradictory to the first statement I had on this ability, but to me, it makes sense)
Anyway, let me know what you think of these pieces and the edits. Comments, questions and concerns will be answered in my next post (which will be as soon as I can post).
Until then;
-J. W. Darkhurst
Jonathan BowenParticipantYeah, no, I know that pretty much everything from that first post is kinda game-breaking ??
I’m really rather torn on what to do. On the one hand, I really want to keep them with abilities as close to what they say now as possible, but on the other, I want them to be usable and used in games and by other people as well.
So I’ll likely make changes to their points and abilities to make them a li’l less bjorken than they are now.That said, I’m thinking of removing the Demon keyword completely, and just assigning specific crew/ships with Fear, Eternal, or both depending. The cannon bonus would be removed completely, but the ships that would’ve had it will probably still have good cannons (majority 3-2). So many of the concerns with current ships would be semi-fixed. Especially these ones.
As for Ghoullugger, I hadn’t thought about that link possibility, and what would’ve been my next post was likely gonna explain why. I do have some edit ideas based on him, though, so things’ll probably change.
That out of the way, I might as well release the next two pieces to help clear up a bit of maybe confusion. So here’s the next two Cursed pieces from Eldest Seas!
Relevant Keywords
–Living Ship: Once per turn, you may eliminate one of this ship’s crew to give her an extra action. Crew placed on this ship cost no points, but each take up one cargo space and their point cost still counts toward the build total.
10. The Phantom
Points: 20
Masts: 5
Cannons: 2L, 2S, 2S, 2S, 2L
Cargo: 6
Base Move: S+S
Ability: Living Ship. Ghost Ship. Eternal.
Link: Captain Shamshere (RoDJ)Flavor: Shamshere’s precious Phantom has consumed the souls of so many sailors that she has literally grown. Now a five-mast galleon, The Phantom is a symbol of fear among The Cursed Empire’s forces; to both friend and foe alike.
11. RNS Endurance
Points: 16
Masts: 4
Cannons: 2S, 2L, 2L, 2S
Cargo: 4
Base Move: L
Ability: This ship gets +1 to her cannon rolls against English ships.Flavor: When the RNS Endurance was christened and set out to sail, no one could’ve known how ironic her name would become. Now sailing under the Red Skull of Davy Jones, one could say her name was an appropriate one.
As you can see, this is why I didn’t link Ghoullugger to The Phantom, even though there was a new version of her. However, I’m not necessarily opposed to removing her Eternal and having another linking crew cover that ability for her. Either way, the most OP pieces should be out of the way now ?
So let me know your thoughts on the Phantom and the Endurance! I’ll reply to questions, comments, and other inquiries as soon as I can.
Until next post;
-J. W. Darkhurst
Jonathan BowenParticipant@Xerecs: Alright, that makes sense. I can adjust his point cost to be a li’l more accurate.
Now, back to Eldest Seas, I’ve got two more Cursed pieces for y’all!
Relevant Keywords:
–Privateer: This piece may use its abilities on any ship, but it gains the Loyal: X keyword for its flag faction.
–EA: Once per turn, roll a d6. On a 5-6, give this ship an extra action.
8. Ghoullugger
Points: 2
Ability: Eternal.Flavor: Many question what happens to the poor souls who are fed to The Phantom. Ghoullugger is one of the hundreds of results. A ghostly apparition, imitating his mortal body, he is cursed to serve aboard The Phantom for all eternity.
9. Brine
Points: 9
Ability: Privateer. Captain. EA.Flavor: Disturbed by the beliefs and actions of Lord Morgenstern, Brine has secretly begun to seek out allies under different flags who would be willing to both pay him for his services, and ensure his protection from The Cursed Empire’s wrath.
Short post today, and just crew; but don’t worry, more to come soon.
Let me know your thoughts on these two pieces, and I’ll be back again soon with the continuation of The Cursed from Eldest SeasUntil next post;
-J. W. Darkhurst
Jonathan BowenParticipant@Xerecs: I can make the Alkahest a few more points without problem.
If I reduce the Agramon’s range it will be to L in order to properly maximize her ability.
Jonathan Morgenstern has the Nephilim keyword, because the character in the books that he is based on is something of a “fallen good guy”, and therefore would have the abilities/skills of those with Nephilim, while being able to control those with Demon.
I think that the Abbadon originally had less cargo… I don’t know why it’s so much higher now. Again, I can change that without much issue.
And the points on Christopher seem accurate to me? Not sure what you’re asking here.
Glad you’re excited 🙂
More coming soon-Darkhurst
Jonathan BowenParticipantHello again, y’all
Today I bring to you the beginning of the next faction in Eldest Seas: The Cursed
This post will contain quite a few pieces as there are cases of multiple links. Without further ado, let’s get into The Cursed!(keep in mind, a lot of these will probably be changed)
Relevant Keywords:
–Demon: This piece has the Fear and Eternal keywords. This ship gets +1 to her cannon rolls against any ship.
–Nephilim: This ship gets +1 to her cannon rolls against pieces with the Demon keyword. If this ship is assigned a helmsman crew, she gains +L to her base move instead of +S
1. Abaddon
Points: 28
Masts: 5
Cannons: 3L, 3S, 3S, 3S, 3L
Cargo: 5
Base Move: S+S
Ability: Demon. When this ship eliminates the last mast on an enemy ship, remove that ship from the game. When this ship reaches her cargo limit, her base move becomes S and cannot be increased.
Link: Lord Jonathan MorgensternFlavor: Named for the Greater Demon of the Void, Abbadon is a force of death and destruction. Crewed by a ruthless selection of Lord Morgenstern’s followers, this galleon lives up to the myths of her namesake in a terrifyingly accurate manner.
2. Agramon
Points: 25
Masts: 5
Cannons: 4L, 3S, 3S, 3S, 4L
Cargo: 4
Base Move: L
Ability: Demon. Crew within S+S of this ship cannot use their abilities. (this ship’s crew are unaffected by this ability)
Link: Lord Jonathan MorgensternFlavor: According to legend, Agramon is a Greater Demon of Fear; an unstoppable being that could cause the bravest of men to freeze in terror. One of Lord Morgenstern’s favored vessels, the mere sight of the Agramon has been known to cause enemy crews to hide below decks or jump ship rather than face the war galleon.
3. Ravener
Points: 17
Masts: 4
Cannons: 2L, 3S, 3S, 2L
Cargo: 3
Base Move: S+S
Ability: Demon. If this ship wins a boarding party, you may eliminate all of the other ship’s crew or eliminate up to two masts from that ship.
Link: Lord Jonathan MorgensternFlavor: Manned by a vicious collection of Lord Morgenstern’s followers, the Ravener does best in close quarters combat, allowing her extensive crew to jump ship and wreak havoc upon their victims.
4.Forsaken
Points: 14
Masts: 3 (square)
Cannons: 3S, 3S, 3S
Cargo: 3
Base Move: L
Ability: Demon. Cannoneer. When this ship’s last mast is eliminated, she sinks.
Link: Lord Jonathan MorgensternFlavor: Crewed by mortal sailors who have been possessed and cursed by Lord Morgenstern, the Forsaken is a rickety amalgamation of salvaged wrecks; a piece from each boat her crew originally served on.
5. Alkahest
Points: 23
Masts: 4
Cannons: 4S, 3S, 3S, 4S
Cargo: 3
Base Move: S
Ability: Demon. Limit. Once per turn, choose any one ship or crew ability in play. This piece has that ability for this turn. You may make a different choice each turn. When this ship copies an ability, the piece she’s copying cannot use its ability on its next turn.
Link: Lord Jonathan MorgensternFlavor: Named for a powerful artifact of dark magic, the Alkahest takes the strength of her enemies and then turns it against them in their powerless state.
6. Lord Jonathan Morgenstern
Points: 16
Ability: Nephilim. Captain. You own any derelict this ship explores; both ships become docked at your home island
Link: Abbadon; Agramon; Ravener; Forsaken; Alkahest; Christopher Morgenstern.Flavor: When Jonathan Morgenstern first allied himself with the Cursed Empire, he was doubted by many. He soon made himself a valuable member of their ranks, bringing with him powerful forces to destroy all who opposed Davy Jones.
7. Christopher Morgenstern
Points: 10
Ability: Demon. Sac.
Link: Lord Jonathan MorgensternFlavor: Christopher is Jonathan’s son, and is easily more dangerous on his own than even his father. More monster than man, Christopher is a chaotic force of evil that scares even some of Jones’s top lieutenants.
As you can see, The Cursed are off to an overpowered start ??
Pieces will be subject to ret-conning and re-pricing as I get feedback and edit suggestions.So let me know what you think of these pieces; leave comments, questions and and concerns (I feel like there’ll be a lot of those ?) and I’ll get back to you as soon as I can
Until next post;
-J. W. Darkhurst
Jonathan BowenParticipant@Xerecs: Ok, I see your point, but at the same time, I was going for the “twin ship” idea with the Acclamator II and the Gladiator II. I can make an accurate Acclamator II for after/between sets; if I keep the stats on this ship, what star destroyer class/star wars ship could I change it’s name to?
-Darkhurst
Jonathan BowenParticipant@Xerecs: While I understand your frustration at the Acclamator II’s name origin vs actual ship, what would you suggest that a “carrier” ship even do in this game? How would it/could it work? Since she’s an English ship, I feel that a purely attack-oriented gunship would best represent a class of star destroyer, in this instance.
-Darkhurst
Jonathan BowenParticipant@Ben: Ok, so the Acclamator’s flavor text is purely for flavor purposes; I didn’t want an English Battleship with too much cargo to make her bjorken. And, at least by my standards, and not including potential cargo bonuses, she already has enough cargo to be effective with a similar breakdown as what you suggested with a Captain, Helmsman, Oarsman, and World-Hating (helm or WH would be attached to the captain, in ideal situations)
I can make the Moonfire a little slower, and I can see why the Duke of Clarence would be more points; I’ll get to those edits right away.
Lol, you’re probably right about the Abnegation ?
It wan’t overly confusing, was it?-Darkhurst
Jonathan BowenParticipantLast year’s summer Campaign, I got second place
…
That’s probably it… ???(I don’t count my custom ship makings as a majority of them require adjustments and ret-conning; so they’re not quite done just yet ?)
Jonathan BowenParticipant@Xerecs: On the topic of the HMS Abnegation, how many points would you suggest?
And as for Lt. Tremaine, he has the same ability as Quartermaster Hawthorne from Dark Tides, which is 5 points, and the Sub-Hunting ability. So… 7 points?Also, I know your opinions on North, but before I go completely retconning him, I’d like to get a few more opinions as well. Not that you don’t have a valid point ??
-Darkhurst
Jonathan BowenParticipantHey again, y’all
I’ve got the last three English pieces from Eldest Seas for ya today, so let’s get into it!
Relevant keywords:
–Blockade Runner: This ship gets +1 to ramming and boarding rolls. This ship can’t have her masts rammed off.
–World-Hater: This ship gets +1 to her cannon rolls against any [non-faction] ship
18. HMS Trepidation
Points: 15
Masts: 3
Cannons: 3L, 4S, 3L
Cargo: 5
Base Move: L
Ability: Blockade Runner. Secret Hold.Flavor: Though many doubt her for her lack of expediency, the Trepidation’s captain refuses to let anything dissuade his eternal optimism.
19. HMS Abnegation
Points: 16
Masts: 3 (jib)
Cannons: 4S, 4S, 4S
Cargo: 3
Base Move: L
Ability: Once, at the beginning of your turn, if this if this ship is within L of a friendly ship, you may “pair” those ships until your next turn. If the paired ship would lose a mast, eliminate one of this ship’s masts instead. If the damage would exceed the number of masts on this ship, then she sinks. Once she has sunk, eliminate masts on paired ships as usual.Flavor: The HMS Abnegation is crewed by condemned ex-criminals. These men, who were sentenced to death, have been given one last chance to make up for their crimes by serving aboard a ship made to be sacrificed.
20. HMS Zar’roc
Points: 14
Masts: 3 (square)
Cannons: 2S, 2S, 2S
Cargo: 3
Base Move: L
Ability: World-Hater. Cursed ships get -1 to their cannon rolls against this ship.Flavor: Claiming to be defectors from The Cursed Empire, captain Christopher allied with the English navy after beholding the desolation that the dragon, Smaug, wrought upon a small group of slow Cursed frigates.
Alright, this wraps up the English in Eldest Seas. Let me know what y’all think of them, and in a few days’ time, I’ll roll out the next faction.
Until next post;
-J. W. Darkhurst
Jonathan BowenParticipantHello again, everyone
I’ve got three more English pieces from Eldest Seas for ya today, so let’s get right into it!
Relevant Keywords:
–Battleship: A ship with this keyword has two shots per mast and has Extended Range.
–Man-O’-War: Once per turn, before you give this ship a shoot action, roll a d6. On a result of an odd number, her cannons become 2-rank for this turn. On a result of an even number, she eliminates two masts with each hit.
–World-Hater: This ship gets +1 to her cannon rolls against any [non-faction] ship.
15. RNS Acclamator II
Points: 18
Masts: 4
Cannons: 4S, 3S, 3S, 4S
Cargo: 2
Base Move: L
Ability: Battleship.Flavor: Her first rendition, the Acclamator, was an abysmal failure that was sunk by the English war fleet after she was captured by incompetent pirates. The Acclamator II is the perfect warship, with just enough room in her cargo hold for a full crew and extra weaponry.
16. First Mate Nicholas Fleming
Points: 4
Ability: Captain. If this crew would be eliminated, place it face down on your home island instead.Flavor: According to official records, Fleming has served and died on more ships than most sailors can say they’ve seen in their lifetime. And yet, he remains both alive, and ever ready to serve England.
17. RNS Gladiator II
Points: 24
Masts: 4
Cannons: 3S, 4L, 4L, 3S
Cargo: 3
Base Move: S
Ability: Man-O’-War. World-Hater.Flavor: The Gladiator never saw action, burned in harbor during a pirate raid the day before her maiden voyage. The Gladiator II, better than she ever would’ve been before, is a powerful force, determined to bring justice to those who do not fly the Union Jack.
Only three more pieces to go for the English of Eldest Seas!
Let me know your thoughts on these pieces, and I’ll get back to you as soon as I canUntil next post;
-J. W. Darkhurst
Jonathan BowenParticipant@Xerecs: In the case of the Moonfire, would you suggest an S+S base move, or should I just go all the way down to L?
The Irondale can have her points reduced; ~17, maybe?
Surrez would technically be a Marine that wouldn’t take up cargo, yes. Since he also has the Oarsman and Privateer keywords, do you think he should be more than just 7 points?
Now on to the next three English pieces from Eldest Seas!
Relevant Keywords
Sub-Hunter: This ship may shoot at submerged ships within S of her.
Royal Officer: When this crew is assigned with or on its Linked piece, its point cost is not counted towards the point limit of the ship. The crew’s points still count towards the build total.
Privateer: This piece may use its abilities on any ship, but it gains the Loyal: X keyword for its flag faction.
12. Lt. Thomas Theodore Tremaine
Points: 8
Ability: Sub-Hunter. This ship gets +1 to her cannon and boarding rolls against non-English ships.Flavor: Tremaine is a veteran sailor who has seen many battles, and paid the price for each one. He has recently sworn to take vengeance upon the pirate that took his leg on his previous tour of duty.
13. Sir Nicholas St. North
Points: 8
Ability: Royal Officer. Privateer. Once per turn, when this ship is touching an enemy ship, you may take as much treasure from that ship as you can carry.
Link: All English ShipsFlavor: Sir Nicholas is a renowned explorer, dashing rapscallion, and a smart businessman who knows how to negotiate a hard bargain and get the most money out of every deal he makes.
14. RMS Duke of Clarence
Points: 13
Masts: 3
Cannons: 2S, 3S, 4S
Cargo: 4
Base Move: L
Ability: Once per turn, you may give any one ship in your fleet +1 to her die rolls. Enemy ships get +1 to their cannon rolls against this ship.Flavor: One of the Grand Admiral’s favorite private vessels, the Duke of Clarence rarely sees combat action, save for when the Admiral feels confident of a victory.
With luck I’ll post some more on Wednesday
Let me know what y’all think of these pieces; Leave comments, questions, and concerns for me, and I’ll get back to you as soon as I can.Until next post;
-J. W. Darkhurst -
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