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Jonathan BowenParticipantHello again, all
Back today for two more Spanish pieces from PTSD ?7. El Resuelto
Points: 16
Masts: 4
Cannons: 2S,2S,2S,2S
Cargo: 2
Base Move: L
Ability: Cannoneer. For each ship this ship sinks, she gets +1 to her cannon rolls.Flavor: As her name would suggest, The Resolute will remain unwavering in her efforts to defend and protect her home.
8. La Serenata
Points: 12
Masts: 3
Cannons: 3S,3L,3S
Cargo: 3
Base Move: L+S
Ability: Friendly ships within L of this ship get +S to their base move.Flavor: The Serenade is a fast ship, and often an encouragement for other ship captains to match her speed, lest they be left behind to whatever trouble follows her and her reckless captain.
Feel free to leave comments and opinions about these pieces if you have them. we are approaching the halfway point of the Spanish from Seas of Doom! ?
I’ll probably post again later today here or in the Mongoose Tavern.Until next post,
J. W. Darkhurst
Jonathan BowenParticipantHello everyone
It’s been a while since I’ve posted here in the Black Mongoose Tavern, and sorry, but I’m gonna skip over some FoBI to get to the new stuff.
I give to you now: Story Pages for Pirates of the Dark Tides!!
Sir Heathcliff, the Red Paladin
The final rays of sunlight were creeping across the deck of the RNS Blood Pact. The light slowly made its way down the short hallway that lead to the captain’s cabin. The rays struck the base of the white, wooden door. As the sun descended further, illuminating the whole of the stylized red cross painted on the smoothly sanded surface, the fading light shone upon the one aspect of the door not devoted to the Blood Cross. In the cross’s center, where its arms intersected its body, there was a small glass window. The sunlight drifted through the glass, amplifying its brightness and intensity. Brilliant rays of light landed upon the weary face of the captain, who had been trying, fruitlessly, to get some decent rest after the week-long assault against the City of Ouroboros. Waking from his light and fitful dozing, the captain sighed, and sat up. Sleep had been evading him since the Blood Pact had set sail from the ruins of Ouroboros; and it seemed intent on staying that way.
The captain stood up, and in two strides, was before the small mirror atop the desk in the corner closest to the door. In the dim light, he could see almost nothing. Faint, dying rays of light streaming through the small window in his door made the dust particles in the air visible as they danced around, indifferent to the world outside the cabin’s door.
With a heavy sigh, the captain grabbed his coat, glanced at the emblem upon its breast, and attached his sword to his belt. Opening the door, he made his way out onto the deck of the Blood Pact. He took a deep breath of the twilight air, and then strode towards the gangplank, and the city beyond.
* * * * * * * * * * * * * * * * * * * * *
Most of Genova’s docks were occupied with merchant ships and trading vessels. Among these travel-wearied beauties were the occasional private sailing boats of higher class English nobles on personal vacation. Sir Heathcliff, the Blood Pact’s captain, looked at the lavish boats with unveiled disdain. There was no reason for such a waste of fine materials and craftsmanship. As if those nobles even knew how to sail on their own, he thought with a scowl.
He strode up the pier towards the city’s seaside taverns. He couldn’t help the feeling of unease that came over him as he left his ship under the first mate’s supervision.
It was nothing personal; he just didn’t like the idea of someone else in charge of his ship. He entered the closest tavern; a small, wooden building with a worn sign reading, “Il Lanciatore Vuoto”, or, “The Empty Pitcher”. The sign was somewhat misleading, however, as upon entering, Sir Heathcliff was struck by a cacophony of noise mostly emanating from a group of very drunken and jovial Italian merchants in the far left corner. He searched for an empty table or a familiar face, but to his dismay found neither.
His eye caught upon an old, weathered man with a well-trimmed white beard and moustache. He was sitting alone with a mug at a table, and seemed ignored by everyone else in the room.
Heathcliff approached the old man and gestured towards the empty chair across from him.
“May I have this seat?“, he asked in perfect Italian.
The old man looked up at Heathcliff and nodded with a genuine smile.
“You may. And to what do I owe the pleasure of your company?“, the man spoke Italian with a slight Spanish accent; as if he hadn’t spoken the language in many long years.
“Nothing in particular,” Heathcliff replied, producing a small, metal flask. “You looked lonely and I needed someone to share a drink with.”
At this the man laughed; a hollow, lonely sound.
“That’s true, I suppose,” the man, noticing Heathcliff’s uniform, spoke in accented English. “I am not popular company in this city nowadays.”
“And why is that, if you don’t mind me asking?” Heathcliff accompanied his inquiry with a gesture, offering the metal flask to his new acquaintance.
The man sighed and accepted the flask. He poured a decent quantity of its contents into his empty mug. Handing the flask back to the Englishman, he began to tell his tale.
* * * * * * * * * * * * * * * * * * * * *
When the older man finished, he downed the last of his alcohol, and looked up at Heathcliff. The English captain leaned back and sighed, a sad expression on his face.
“That truly is an unfortunate story,” He paused for a brief moment before continuing. “Would it be fair to assume that you are no longer loyal to the Spanish?”
The old man spat on the ground.
“They promised me a life of fame and valor, but instead here I am, alone, dishonored, and with no one to call family or friend in my own home. They hold no place in my heart.”
Heathcliff nodded slowly. He then rose from his seat, placing his hand upon the table near the older man.
“This port is merely a stopping point for myself and my crew. Before our most recent quest we had heard rumors that the Spanish war fleet was planning an invasion against some of our territories. Not long after we arrived here, those rumors were confirmed.” Heathcliff sighed deeply. “I will more than likely be assigned to combat the armada head on. I doubt I will return here for quite some time.” The Englishman lifted his hand, revealing enough coins for another drink.
“From one friend to another”, he said with a kind smile.
The old man looked up at Heathcliff in surprise.
“I must be going now, but I will remember you during the battle, Signore Freda. Buonasera.”
And with that, Sir Heathcliff turned and left his baffled new friend, to begin the weary voyage back to home; and to impending war.(This is the first story of ten, featuring crew from PoDT. The rest shall come as I refine and complete them.)
Until next post
-J. W. Darkhurst
Jonathan BowenParticipantHello, all…. ??
It’s…been a while ?I’m not gonna lie: I’ve been slacking on writing custom flavor texts, and I just haven’t been doing it ?
So…
Today will be a double post to hopefully make up for that ?So here we go: the continuation of Spain in Seas of Doom!!
Important Keywords:
1. 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.
2. World-Hater: This ship gets plus one to her cannon rolls against any ship of a different nationality.
3. EA: Once per turn, roll a d6. On a 5-6, give this ship an extra action.
(continuing with numbers 3-6)
3. El Arcángel
Points: 22
Masts: 4
Cannons: 3L,3S,3S,3L
Cargo: 4
Base Move: S+S
Ability: Man-O’-War
Link: Santiago de ValentínFlavor: One of Spain’s newest and most powerful battleships, the Arcángel has been given to Capitán de Valentín in the hopes that he will continue to bring honor and fame to the Spanish navy.
4. Santiago de Valentín
Points: 7
Ability: Captain. World-Hater.
Link: El ArcángelFlavor: The son of a rich Spanish noble, Santiago plans on becoming the next best thing in Spain’s naval history since Victor De Alva. Much to the disgust of almost every other Spanish sailor, Valentín’s arrogant attitude has only brought him fortune and success.
5. La Reina del Mar
Points: 13
Masts: 3
Cannons: 2S,3L,2S
Cargo: 5
Base Move: L
Ability: Shipwright.Flavor: The Queen of the Sea; a fine vessel owned by a wealthy merchant, her crew has learned to repair any damages she receives in her travels, as they happen. They keep a surplus repair equipment on board at all time in an unused section of her cargo hold.
6. Diego san Román
Points: 8
Ability: Hostile: America. Captain. EA.Flavor: San Román is a practical man. One who has come to terms with the fact that America, not the dark forces of the undead, are a real threat, and must be given the full attention of the Spanish armada.
That’s all for this post; I might post again later today, and for sure tomorrow.
@Ben: in my last post I suggested that Xerecs Play-test a piece, and in retrospect, it does sound/look weird. However, to explain myself there, I do not have Vassal on my computer, and therefore can’t play-test on my own. I do not know if/when I will acquire Vassal, but until I do, I will be depending on Xerecs for play-test results. My statement in my previous post was not meant to seem mean or with attitude. I just simply can’t play-test myself.As always, feel free to leave comments, concerns, and suggestions about these pieces. I will try to respond as soon as I can.
Until next post
-J. W. Darkhurst
Jonathan BowenParticipantI’ll change the cost to 8
Once all of Seas of Doom is released, play-test it in Savage Seas. Then We’ll get a proper idea of how effective it is in-game.With luck, I will post something tomorrow in The Tavern.
-Darkhurst
Jonathan BowenParticipantI hadn’t intended to cap El Catedral’s ability. If I don’t, how should it be reworded, or how much more expensive should it be?
-Darkhurst
Jonathan BowenParticipantHello again, everyone!
Here we are in the second-ish week of 2019; and here’s my first post of the New Year.
And, as promised, here are the first Spanish pieces from Seas of Doom!1. El Catedral
Gold: 5
Flags: 4
Cannons: 4S,4L,4L,4S
Ability: This fort gets +1 to its cannon rolls for every treasure coin unloaded at its island.Flavor: The men who run this military cathedral, while still technically priests, are most certainly not the righteous holy men they’re supposed to be. The Cathedral only stays in proper running order because of the hefty bribes the priests demand in return for the protection they give to Spanish merchant vessels.
2. De Leon
Points: 13
Masts: 4
Cannons: 4S,2L,2L,4S
Cargo: 5
Base Move: S+S
Ability: Explorer. This ship cannot be sunk, but she can be scuttled.Flavor: Made using new and innovative ship-building techniques, the De Leon has an almost indestructible hull. With orders to fill in the edges of every map they can get a hold of, and to ensure that the sun always shines on the Spanish Empire, this frigate will not return home until her task is complete.
And with that, Spain is introduced.
Feedback is welcome, although I will more than likely not respond until tomorrow day.
I will probably be posting again on Friday, but I make no promises.Until the next post
-J. W. Darkhurst
Jonathan BowenParticipantOh. I forgot/didn’t know I needed to include that one ??
I’ll fix that on my Google Doc.I can alter the point cost for Spinax as well.
-Darkhurst
Jonathan BowenParticipantHello again, everyone! This still counts as today; I’m not lazy! Not too lazy, anyway….
Regardless! here is the second half of the cursed forces from Seas of Doom!But, as usual, the relevant Keywords!
1. Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again. (This action does not count towards the two action limit) For each cannon that misses on its second shot, eliminate one mast or cargo from this ship
2. Cargo Killer: When this ship his an enemy ship, eliminate a cargo from the enemy ship.
3. EA: Once per turn, roll a d6. On a 5-6, give this ship an extra action.
4. World-Hater: This ship gets plus one to her cannon rolls against any ship of a different nationality.
Now onto the pieces!
12. Abbadon
Points: 15
Masts: 4
Cannons: 3L,3S,3S,3L
Cargo: 4
Base Move: S+S
Ability: Fear. When this ship hits an enemy ship eliminate one cargo from that ship.Flavor: A mysterious addition to the Empire’s combat fleet, there is something about the Abbadon and her secretive crew that just feels wrong to most sailors, dead or alive. Surely, there’s more to her than meets the eye.
13. Ravener
Points: 14
Masts: 3
Cannons: 2L,3S,3L
Cargo: 3
Base Move: S+S
Ability: Fear. If this ship successfully hits an enemy ship with all of her cannons, eliminate an extra mast from that shipFlavor: The Ravener is no terrifying menace, but her mysterious appearance in the Cursed ranks leads many of Jones’s admirals to believe that she is more powerful than she seems.
14. Fire Vulture
Points: 12
Masts: 3
Cannons: 3S, 3S, 3S
Cargo: 3
Base Move: L
Ability: Bombardier.Flavor: Captured from an American shipyard, the Fire Vulture will prove to be a new and deadly toy for whoever becomes her captain.
15. El Ángel de la Muerte
Points: 24
Masts: 5
Cannons: 2L,3S,3S,3S,2L
Cargo: 3
Base Move: S+S
Ability: Repeating Guns. Cargo Killer.Flavor: This galleon was an experimental warship that was trial sailing when she was pulled beneath the waves by numerous massive black tentacles. The firepower that once belonged to the Spanish navy, is now at the beck and call of Davy Jones’s top Admirals.
16. Crimson Komodo
Points: 16
Masts: 4
Cannons: 3L,3L,3L,3L
Cargo: 3
Base Move: L
Ability: This ship gets +1 to Fire Shot, Exploding Shot, and Firepot Specialist rolls.Flavor: Despite his status as a Cursed sailor, the Komodo’s captain does not believe in the mythical monsters of legend. As such, he named his ship after the only real dragon in the world. Except this one does breathe fire.
17. Maxis Penumbra
Points: 9
Ability: Captain. Instead of giving this ship an action this turn, you can give another ship in your fleet two actions.
Link: SpinaxFlavor: When an exiled ionic warrior by the name of Maxis Penumbra joined the ranks of the cursed, no one thought anything of it. Little did they know that Maxis is merely a hollow, soulless body inhabited by the essence of the supposedly dead Shadow King.
18. Spinax
Points: 17
Masts: 3 (jib)
Cannons: 2L,2L,2L
Cargo: 2
Base Move: L+S
Ability: EA. When this ship sinks an enemy ship, you may repair one mast on this ship.
Link: Maxis PenumbraFlavor: Named for Maxis’s trusty hound back on his home island, the Spinax is quick and agile, able to unleash her full barrage of firepower one minute, and escape the next.
19. Grezeble
Points: 15
Masts: 3
Cannons: 3S,3S,3S
Cargo: 3
Base Move: L
Ability: World-Hater. It this ship is assigned a helmsman crew, she gets +L to her base move instead of +S.Flavor: Her unusual and meaningless name makes the Grezeble a ship her foes won’t soon forget.
20. Agramon
Points: 17
Masts: 4
Cannons: 4L,3S,3S,4L
Cargo: 3
Base Move: L
Ability: Fear. Canceller.Flavor: One of three ships that have appeared without influence of Jones, Agramon instills fear in all who stray too close. Even the most heartless fiends in the Cursed war fleet have edged away from this galleon in uncomfortable unease.
And with that, the Cursed from Seas of Doom are complete!
It will take me some time to post again, as I need to write flavor texts because, once again, I am a derp ????As usual, all feedback is welcomed. Tell me what you think of these pieces and how they may or may not be game-worthy in your opinion, and how they could maybe be improved.
Important info about me on this site in the future:
For future posts, I will likely limit the number if pieces posted to two, maybe three at maximum, so that my posts aren’t just massive “info dumps”, or confusing to read.
Also, from now on, my update posts that contain game pieces will also contain a flavor text for each game piece. I will, therefore, likely have no definitive “Posting Schedule”, but rather will post new pieces whenever I have them. I will try to post once a week with new game piece content or just feedback on a recently-made post on this thread.
Also, also, I will respond to most, if not all, feedback postings as soon as I can, and without the usual greeting and formalities. I do not consider those to be posts, so therefore, I will respond to as much feedback as I can, unless I’m super tired, or I’ve already addressed the issue.
Also, also, also, I will begin posting more “regularly” on the Black Mongoose Tavern Thread with Story Page inserts from Fiends of the Blood Islands (FoBI), and eventually Dark Tides (PoDT) and Seas of Doom (PTSD).
I will likely take a break for New Year’s, and begin posting probably in the second-ish week of January/2019. And since I will not be posting new content tomorrow/Tuesday…
Happy New Year, Everybody!!!!! ?✨?????✨????????????
I hope each of you has a fun, happy, and safe New Year’s Eve and day.
Expect more regular posting from me in the New Year, and bug me if I forget to post.Until next post
-J. W. Darkhurst
Jonathan BowenParticipantHello everyone!!
It has been a very long time since I’ve posted on this site ???
But never fear! For I have come back with the first part of the next faction in Pirates: The Seas of Doom!!I give you: The Cursed
But first relevant Keywords
1. Canceller: Once per turn, one crew or ship within S of this ship cannot use its ability this turn.2. Seafloor Traveler: At the beginning of each of you turns decide if this ship is submerged or not. If she is, she cannot ram, be rammed, pin or be pinned, board, be boarded, shoot or be shot at.
3. 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)
4. World-Hater: This ship gets plus one to her cannon rolls against any ship of a different nationality.
1. Klen
Points: 30
Masts: 5
Cannons: 2S,2S,2S,2S,2S
Cargo: 4
Base Move: S+S
Ability: Canceller. Seafloor Traveler.Flavor: Her name means Death in a long-dead language; her crew is relentless and craves slaughter; she appears from out of nowhere, emerging from the sea like a harbinger of doom to all who do not fly the Red Skull. She is fury, she is terror, she is Klen.
2. Bryce Laurence
Points: 4
Ability: When this ship hits an enemy ship, eliminate one cargo from that ship. For each cannon roll of 1 made for this ship, eliminate one crew from this ship.Flavor: Laurence is a madman, one of the many servants of the Cursed Empire whose mind is so broken, he cannot be reasoned with by friend or foe. He often kills members of his own crew to satiate his need to end life.
3. Michael Varus
Points: 5
Ability: Captain. This ship gets +1 to her cannon rolls against American ships.Flavor: A reanimated American soldier who was left for dead on the Constitution when she was sunk, Varus is merely the embodiment of spite and abandonment, vying to get revenge on the men who left him.
4. Drej Queen
Points: 18
Masts: 4
Cannons: 2S,2L,2L,2S
Cargo: 5
Base Move: L
Ability: This ship gets +1 to her cannon rolls against non-Cursed ships
Link: Captain Cale TuckerFlavor: The very ship that sacked her own current captain’s childhood port town many years ago, the Drej Queen is more than capable of delivering justice to all who oppose the righteous power of Jones’s ever-expanding empire.
5. Captain Cale Tucker
Points: 7
Ability: Captain. Broadsides Attack.
Link: Drej QueenFlavor: His mind poisoned by the power within his grasp, Captain Tucker has forsworn his homeland of America for the corruption of the Cursed Empire.
6. Tegrin
Points: 17
Masts: 5
Cannons: 4S,3L,3L,3L,4S
Cargo: 6
Base Move: S
Ability: Captain. This ship gets +1 to cannon rolls against any ship.Flavor: Found grounded in the frozen tundra of the arctic, Davy Jones took great care to have the Tegrinmade ready for sail and combat. Slow though she may be, the Tegrin can usually hold her own against most ships she encounters, regardless of her limited crew.
7. La Alma Rota
Points: 17
Masts: 4
Cannons: 2S,3L,3L,2S
Cargo: 4
Base Move: L
Ability: Crew of any nationality may use their abilities on this ship. This ship gets +1 to cannon rolls against Spanish ships.
Link: Héctor RiveraFlavor: Despite her depressive name, the “Broken Soul” is often the site of many grand parties and events. Seemingly harmless, sailors approach the vessel and join in the revelry. But they soon find out, that try as they might, they will never leave her alive.
8. Héctor Rivera
Points: 8
Ability: If this ship wins a boarding party, she may capture the crew with the highest point cost instead of eliminating it. A captive becomes assigned to this ship, takes up no cargo space, and can use its abilities. The captive cannot leave this ship.
Link: La Música de los Muertos; La Alma RotaFlavor: After making a deal with Davy Jones to get revenge on a man who betrayed and murdered him, Héctor set sail in search of his family. What he did not know then, was that his deal with Jones would forever keep him from finding them.
9. La Música de los Muertos
Points: 15
Masts: 2
Cannons: 3L, 3L
Cargo: 4
Base Move: S+S
Ability: Armed Merchant. Spanish crew may use their abilities on this ship.
Link: Héctor RiveraFlavor: Unlike Rivera’s other ship, the “Music of the Dead” disguises herself as a Spanish trading vessel in order to infiltrate and destroy small groups of royal cargo barges.
10. Inferno
Points: 20
Masts: 4
Cannons: 2L,2S,2S,2L
Cargo: 3
Base Move: S+S
Ability: +1 to cannon rolls against any ship
Link: Dante AlighieriFlavor: Accurately named, the Inferno is captained by a man who embodies the hatred and suffering of Hell’s darkest levels.
11. Dante Alighieri
Points: 9
Ability: Captain. Helmsman. World-Hater
Link: InfernoFlavor: Considering the name of the ship he was set to command, Dante chose to rename himself in honor of the man who first described Hell to mankind.
This concludes the first half of The Cursed from Seas of Doom. (I was gonna release these on Christmas Eve, but family plans, the realization that that would be kinda ironic in a messed-up way, and an unwritten “end blurb” kept that from happening. I’d be terrible at YouTube ??)
Feel free to criticize and respond with your thoughts, just please don’t destroy my fragile, young-adult ego ??? All feedback is welcomed and expected. Let me know if you have any questions or concerns about these pieces.
This took longer to post because I wrote up Flavor Texts for the pieces that I hadn’t written before because I was a derp. ?
So as a heads up, it will be a while until you see me after tomorrow when I hopefully release the second half of The Cursed.But when you do: España se dará a conocer.
Until the next post
-J. W. Darkhurst
Jonathan BowenParticipantHello everyone! My first post in this thread will be a callback to the first set I heavily worked on, Fiends of the Blood Islands! These are the story inserts for the English Bonus pack: Honor and Glory. These stories all take place before the main story arc of the actual expansion. Hopefully that clears up any confusion ?
Enjoy!1. HMS Iron Predator:
It was a sunny day, the skies clear, and the wind blowing strong; perfect weather for hunting pirates. Admiral Victor Rose was on his way to the harbor. His superiors had informed him that they had something important for him to see. He doubted it was worth his time; probably just the construction schedule for a new frigate, or the confirmation of a new trade route. Either way, he was neither pleased, nor interested.
* * * * * * * * * * * * * * * * * * * * *
“There she is, Rose: Your new ship. What do you think?”
Grand Admiral Jason Thorn gestured towards the shipyard where a gray Scorpion floated by the dock. The name HMS Iron Predator was written across the side of her hull in big silver letters. Stunned silence was the only response Victor could supply for the expectant Grand Admiral.
“I-I don’t know…what- Why?”, he finally stammered out.
The Grand Admiral barked out a loud laugh.
“Because you deserve it!”, he said, giving Victor a hearty slap on the back. “This is our first and only Scorpion ship, Rose. It should be commanded by the best of the best.”
He pointed at Victor. “And that would be you.”
Victor looked at the Grand Admiral. A smile slowly spread across his face as he thought of the pirates he could bring to justice with his new ship.
“Thank you, Grand Admiral”, he said with a salute. “I promise you, you won’t regret your decision.”2. Admiral Victor Rose:
The First Mate walked quickly to the Admiral’s Quarters. He knocked nervously on the heavy wooden door, dreading the impending conversation.
“It’s open.”
The deep rasp of Admiral Rose’s voice sent a shiver down his spine. Breathing deeply, he opened the door.
It was dim in the cabin, and the air was thick with candle smoke and the smell of alcohol. Admiral Rose was a vague silhouette leaning back in a large wooden chair behind an ebony desk at the back of the cabin.
“What do you have to report?”, the silhouette leaned forward, resting its elbows on the desk as it spoke.
“We have just gotten word, sir”, said the First Mate, carefully. “It would seem that your daughter-”
A glass bottle flew past his head, shattering against the wall.
“SHE IS NO DAUGHTER OF MINE!”, Admiral Rose roared at the messenger, who was now pressed against the door of the cabin in fear.
“My apologies, sir, I-”
“Get to your point.”
His quiet tone was somehow scarier than his yell.
“The HMS Crusader was spotted near Tortuga carrying smuggled goods and counterfeit documents of pardon from the King.”
The following silence felt like eternity.
“Tortuga, you said?”, asked the Admiral, breaking the silence.
“Yes sir”, began the First Mate. “She was-”
“Then we have our heading.” The Admiral stood up behind his desk, and turned his back to the First Mate.
“Load the cannons and raise the scythe; it’s time to hunt.”3. Captain James Atlas:
The candle on the cabin desk was dim and dying. The tired eyes of Captain James Atlas strained to see the details of the faded maps he was bent over. He stood up straight, easing the cramped muscles in his back. There was a quiet knock on the door. Atlas sighed and limped over to open the door.
“Sir, pardon my interruption-“, began the crewman.
Atlas looked down and took the messenger’s envelope. He then looked the man in the eye, said a quiet, “Thank you”, and promptly shut the door in his face. It was too late for excuses and explanations. Or was it too early? Atlas squinted out through the windows into the pitch black sea air.
Giving up on the windows, Atlas turned his attention to the messenger’s envelope. It was marked with the Grand Admiral’s seal.
This can’t be good news, he thought.
The Grand Admiral’s letter was brief and to the point: “The Iron Predator was seen docked at Tortuga about two days ago; sources say that she left at midnight and was allegedly looking for the Red Rayven”.
Atlas slumped down into his chair. He knew that his orders were to investigate the actions of and bring back Admiral Rose. But Atlas feared that his family’s piracy streak may have claimed it’s final member.4. HMS Mantle:
Captain Atlas stood nervously on the deck of the HMS Mantle, looking over at the HMS Iron Predator. Her guns were ready to fire, and her scythe towered over the hulls of both ships menacingly. A thick fog was rolling in from behind the Iron Predator. Admiral Rose stepped into view, a grim expression on his face.
“What are you doing here, James?”, shouted the Admiral.
“I was sent to call you back to port”, replied Atlas. “The Grand Admiral has requested a meeting-”
“We both know he’s going to court martial me for deserting a fleet on personal reasons, James. Go home. I’m not coming back.”
Rose’s words stung like a sword. Atlas watched in stunned silence as the Iron Predator began to turn away from the Mantle.
“No.”, said Atlas. “Intercept the Iron Predator! Maneuver broadsides of her bow; prepare cannons and a boarding party!”
They’d have to chance her scythe to stop Rose.
As the Mantle pulled broadside of the Iron Predator, Atlas called out to Rose.
“Victor! If you do not stop your ship, I will have no choice but to consider you a pirate, and attack, in the name of England!”
As he said this, the Mantle was crossing in front of the Predator’s scythe. Rose appeared through the thickening fog, sword drawn.
“Then so be it.”
As the scythe whizzed down, cannons rang out on the open sea.5. First Mate Joseph Walker:
“Are you ready?”
The First Mate looked over at his twin brother, waiting for his response.
“Of course”, was Thomas’s confident reply.
“Good”, said Joseph with a grin. “Then you’ll probably get shot.”
The brothers shared a brief laugh as the HMS Belle of Exeter pulled along the far side the Meropis. The Meropis was receiving routine cargo inspection, as it was passing through English-controlled waters next to Ramsgate. The boarding planks were lowered, and the Walker brothers crossed the narrow bridges onto the Meropis.
Her crew looked like a ragtag collection of criminals and savages, wearing mostly tattered vests, stolen gray uniform pants, and bandannas or hats. They stared with silent scowls as the Englishmen boarded their ship. The Belle’s captain was crossing the planks and speaking broadly to the mercenary crew.
“This is a routine inspection. We will simply look through your cargo hold, check for stolen or illegal goods, and then leave. If you have nothing to hide, you have nothing to fear.”
Suddenly, there was a gunshot, and the captain jerked back. His hand went to his bleeding neck before he fell off the planks and into the water between the ships. The shocked silence was short lived, becoming a chaotic, brawl.
Thomas looked around for his brother, but couldn’t see him. He heard another gunshot, and excruciating pain exploded in his shoulder. Falling backwards, he stumbled and crawled back to the plank bridges. Managing to stand up, Thomas looked forward and saw a large man with an eye patch slash Joseph across his upper chest. Before he could react, he was pulled back aboard the Belle of Exeter by an English crew member.
A thundering volley of cannon fire was released from Ramsgate, and the Meropis’s deck and hull erupted into wooden shards and splinters.With luck I will post more from FoBI in this thread. I can also post these in the custom ships thread if it is so desired.
Will hopefully post tomorrow!
-J. W. Darkhurst
Jonathan BowenParticipantHello everyone!! I’ve heard that some more peoples have joined the site! I’m also probably numerous weeks behind on everything! ???
Unfortunately, I do not have an update for Seas of Doom, today. However, I have something else; something kinda special. ??
If you guys remember, halfway through Dark Tides, Google Docs and my phone’s Notepad where I was recording the set both failed me and ended up deleting a bunch of my stuff, including a set of unreleased Limited Edition pieces and some Super Rares. ?? Through a somewhat complicated and actually legal means, I have recovered some of the data from my phone’s Notepad! ?
I therefore have for you today, the unreleased Limited Edition pieces from Pirates of the Dark Tides!!
Let’s begin with the relevant keywords so these all make sense:
1. Piraka: This piece has the Black Mark Keyword, and gets +1 to all die rolls
2. Copycat: At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this piece has that ability. You may make a different choice each turn.
3. Fleet Admiral: Once, at the beginning of your turn, roll a d6. On a 6, give any one ship in your fleet an extra action.
4. S-Range Immunity: This ship cannot be shot at by ships within S of her.
1. Piraka Stronghold
Gold: 12
Flags: 4
Guns: 2S, 3S, 3S, 4S
Ability: This fort cannot shoot at pieces with the Piraka keyword. The first time this fort hits an enemy ship each turn, instead of eliminating a mast, the fort’s controller may give the target ship an action on her next turn.
Faction Affiliation: Pirate2. Kranzhi
Gold: 14
Flags: 6
Guns: 3S, 3S, 3S, 3L, 3L, 3L
Ability: Unfriendly ships within L of this fort get -1 to their cannon rolls.
Faction Affiliation: The Cursed3. Ar-Tah’Ka
Gold: 14
Flags: 6
Guns: 4S, 3S, 3S, 3S, 3S, 4S
Ability: Friendly ships docked at his fort cannot be shot at.
Faction Affiliation: Mercenary4. Metru-Nui Coliseum
Gold: 10
Flags: 6
Guns: 3S, 2S, 3S, 2S, 3S, 2S
Ability: Friendly ships docked at this fort may repair two masts in one repair action.
Faction Affiliation: American5. Mahri-Nui
Gold: 7
Flags: 3
Guns: 3S, 3L, 3S
Ability: This fort must be built on a Sargasso Sea. This fort may shoot at submerged targets within S of its base. Submerged ships may dock at this fort.
Faction Affiliation: Mercenary6. Destral
Gold: 9
Flags: 6
Guns: 3S, 3S, 3S, 3S, 3S, 3S
Ability: Once, at the beginning of your turn, you may give this fort an action. Roll a d6. On a result of a 6, you may move this fort to any other empty wild island in play. Your turn ends after Destral has been relocated.
Faction Affiliation: The Cursed7. Umbra
Points: 20
Masts: 3
Cannons: 3S, 3L, 3S
Cargo: 3
Base Move: L+L
Ability: Mercenary. Schooner. Broadsides Attack.
Faction Affiliation: Mercenary8. Vesok
Points: 12
Ability: Piraka. Limit. Copycat.
Link: Hakann; Avak; Thok; Zaktan; Reidak
Faction Affiliation: Pirate9. Zaktan
Points: 14
Ability: Piraka. Limit. Fleet Admiral. S-Range Immunity.
Link: Hakann; Avak; Thok; Vesok; Reidak
Faction Affiliation: Pirate10. Reidak
Points: 12
Ability: Piraka. Limit. This ship cannot be affected by enemy abilities more than once; actions are not abilities.
Link: Hakann; Avak; Thok; Vesok; Zaktan
Faction Affiliation: PirateBefore i get flamed: yes I know that these Piraka are both “bjorken” and impossible to play in tandem with each other even tho they link. ??
The link is mostly because of the characters they’re based on and who they’re “supposed to be”.Now I’m sure some of you are wondering where the Super Rares are. In response to that, I can only say that, sadly, due to the manner of their content, they will not be released with Pirates of the Dark Tides. However, they will be released with Pirates: The Seas of Doom. So y’all gotta wait just a li’l bit longer to see what they are.
As always, feedback and non-murdering criticism is welcome 😉
Respond with any questions or concerns you have regarding any of these pieces; and I’ll probably get back to you before the end of November ?Until the next post
-J. W. Darkhurst
Jonathan BowenParticipantOk. So I kinda rushed to post the pirates, so I missed a few things ???
First off: I don’t know The Slash’s point cost. Gingerninja wanted me to make this ship, and he gave me all of the stats except point cost. Although, given what she does, I’d guesstimate that an appropriate point cost may be 15-16?
Judy Rodriguez was originally going to be a Repeating Guns crew. I just forgot to change her point cost. let me know if you think she’d be better as-is, or if i should make her have Repeating Guns and up her points a li’l.
As for the wording of Grayson August, I just forgot what the original ability said; so I improvised. I’ll change it on my doc.
I can change the Arcane’s die result requirement to a 6; That won’t be a problem.
While I understand your concerns about Silverback John, His point cost and the Ransom keyword make him such a target for Gold-Capture crew. On top of that, I wanted a crew that wasn’t combat-oriented. (Also, as a bit of a spoiler, this is not the most OP piece in Seas of Doom)
Yes. I mis-typed the ability of the Diablo Negro. “If this ship is assigned a captain crew and a cannoneer crew, Two of her cannons may shoot again if they miss.”
Again, as with The Slash, Gingerninja created it. I just asked him, and he says it’s L
(apparently he’d already told me. ? I’m just a forgetful boi)That should cover all of Xerecs’s questions…
Ben, if you have questions or concerns of your own, feel free to voice them.
I’m pretty sure that Silverback John will be a huge point of contention, but I’d like to keep him as-is.I’ll probably post again later with the next faction from Seas of Doom.
’til then.-Darkhurst
Jonathan BowenParticipantTypos. Soooooo many typos. ???
I’ll fix and explain when the sun is up.
-Darkhurst
Jonathan BowenParticipantHey, y’all….. ?
It’s been… a while ?I’ve missed more than a few days of posting; so by Xerecs’s logic, I have a lot of posting to make up for ?
So here we go: The complete standard release pirate faction from The Seas of Doom!Relevant Keywords:
1. Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again. (This action does not count towards the two action limit) For each cannon that misses on its second shot, eliminate one mast or cargo from this ship
2. Canceller: Once per turn, one crew or ship within S of this ship cannot use its ability this turn.
3. 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)
4. Battleship: A ship with this keyword has two shots per mast and has Extended Range.
Pirates
1. Toruk
Points: 20
Masts: 5
Cannons: 4L,4S,4S,4S,4L
Cargo: 3
Base Move: L+S
Ability: Repeating Guns. If this ship is assigned a captain crew, she gets +1 to cannon rolls.
Link: Jacob Sunderland2. Jacob Sunderland
Points: 7
Ability: Captain. Marine.
Link: Toruk3. Vortex
Points: 14
Masts: 4
Cannons: 4L,4S,4S,4L
Cargo: 3
Base Move: S+L
Ability: Canceller.4. Captain Alexander Rose
Points: 10
Ability: SAT. This ship gets +1 to her cannon rolls against non-pirate ships. She gets +2 to her cannon rolls against pirate ships.5. First Mate McKeagan
Points: 5
Ability: Helmsman; +2 Gold Bonus6. Stradlin
Points: 12
Masts: 3
Cannons: 3S,4L,3S
Cargo: 4
Base Move: S+S
Ability: This ship gets +S to her base move if she has all of her masts.7. Adler
Points: 9
Masts: 2
Cannons: 3L,2L
Cargo: 2
Base Move:
Ability: Cannoneer8. The Slash
Points:
Masts: 4
Cannons: 3S,2L,2L,3S
Cargo: 4
Base Move: S+L
Ability: EA. This ship gets +1 to her cannon and boarding rolls against non-pirate ships.9. Paradise City
Gold: 5
Flags: 5
Cannons: 2L,3L,4L,3L,2L
Ability: If a damaged, friendly ship docks at this fort, roll a d6. On a 5-6, all of this ship’s masts are repaired.10. Judy Rodriguez
Points: 7
Ability: Loyal: Pirate. Cannoneer. Helmsman11. Norman Spells
Points: 6
Ability: Loyal: Pirate. Musketeer. Reroll12. Grayson August
Points: 4
Ability: Explorer. This ship can offload cargo from within S of her home island13. Pandora
Points: 14
Masts: 4
Cannons: 3S,4L,4L,3S
Cargo: 6
Base Move: S
Ability: Armed Merchant.14. El Diablo Negro
Points: 20
Masts: 3
Cannons: 3S,4L,3S
Cargo: 2
Base Move: L
Ability: Battleship. If this ship is assigned a Captain crew and a Cannoneer crew, she has two of her cannons may shoot again if they miss.15. Gregory Rose
Points: 6
Ability: Eternal. Captain. This ship gets +1 to her cannon rolls against English ships.
Link: Bane16. Bane
Points: 18
Masts: 5
Cannons: 3L,2S,2S,2S,3L
Cargo: 4
Base Move: S
Ability: This ship gets +1 to her cannon rolls against French ships. This ships’ crew cannot be eliminated unless she sinks.
Link: Gregory Rose17. Burnt Bones
Points: 16
Masts: 4
Cannons: 2S, 3S, 3S, 2S
Cargo: 4
Base Move: S+S
Ability: This ship gets +1 to her equipment shot rolls.18. Silverback John
Points: 9
Ability: Ransom. Cargo Master. Once per turn, when this ship unloads treasure at your home island, double the value of the lowest-value coin.19. Arcane
Points: 18
Masts: 4
Cannons: 3S,3S,3S,3S
Cargo: 4
Base Move: L+S
Ability: Schooner. Give this ship a move action, but do not move her. Instead, roll a d6. On a result of 5 or 6, you may place a Unique Treasure on any ship in your fleet.20. Witchfire
Points: 14
Masts: 3
Cannons: 2S, 2L, 2S
Cargo: 3
Base Move: S+L
Ability: Schooner. Shipwright. This ship gets +1 to her cannon rolls against Cursed ships.And that wraps up the Pirates.
Leave comments and feedback so I can improve and modify everything that already great about these pieces ;P
With luck(?) I’ll post the next faction tomorrow
’til then-J. W. Darkhurst
Jonathan BowenParticipantHello, everyone!
Here’s the edit post I promised. It’s surprisingly short ?
Relevant Keywords:
1. Clipper Ship: This ship’s movement is measured from bow to stern.
2. Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again. (This action does not count towards the two action limit) For each cannon that misses on its second shot, eliminate one mast or cargo from this ship.
3. Battleship: A ship with this key word has two shots per mast and has Extended Range.
4. Blockade Runner: This ship gets +1 to ramming and boarding rolls. This ship can’t have her masts rammed off.
England:
15. HMS Gil-Adriel
Points: 8
Masts: 2
Cannons: 4S,4S
Cargo: 2
Base Move: L
Ability: Ability text on Cursed pieces cannot affect this ship.(edit: Point cost decreased from and ability text wording improved)
16. HMS Everjust
Points: 17
Masts: 4
Cannons: 2S, 3L, 3L, 2S
Cargo: 4
Base Move: S+S
Ability: Clipper Ship. Crew of any nationality may use their abilities on this ship.
Link: Master-at-Arms Wesley Dorrian(edit: error with mast/cannon total has been fixed)
17. Master-at-Arms Wesley Dorrian
Points: 7
Ability: SAC. Once per turn, before giving this ship an action, roll a d6. On a result of an odd number, this ship gets +1 to cannon rolls for that turn. On a result of an even number, this ship gets +1 to boarding rolls for that turn.
Link: HMS Everjust(edit: comma in name has been omitted, and “a shoot action”, has been replaced with “an action”)
18. RNS Celestial Fire
Points: 16
Masts: 5
Cannons: 3L,3L,3L,3L,3L
Cargo: 3
Base Move: L
Ability: Repeating Guns.(edit: point cost decreased from 20)
America:
2. USS Star Chaser
Points: 20
Masts: 3 (square)
Cannons: 4S,3S,4S
Cargo: 3
Base Move: S+S
Ability: Battleship. SAT.(edit: EA has been replaced with SAT)
8. Théoden of Rohan
Points: 6
Ability: Captain. Reroll.
Link: Tapestry of Rohan(edit: point cost has been decreased from 7)
15. USS Legion
Points: 22
Masts: 5
Cannons: 2L,4S,2L,4S,2L
Cargo: 6
Base Move: L
Ability: Blockade Runner. This ship gets +1 to cannon and boarding rolls for every crew on her.(edit: name has been changed from “USS 12th Legion” to “USS Legion”)
These are the pieces that I know received constructive criticism. If there’s any other pieces that need adjustment, let me know how and I can officially make the edits on my Google Doc.
Tomorrow will be the first of the next faction: The Pirates!-J. W. Darkhurst
Jonathan BowenParticipantHello!
Yes, it’s almost midnight here. Let’s just get america over with.
Relevant Keywords:
Battleship: A ship with this key word has two shots per mast and has Extended Range.
Fleet Admiral: Once, at the beginning of your turn, roll a d6. On a 6, give any one ship in your fleet an extra action.
Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again. (This action does not count towards the two action limit) For each cannon that misses on its second shot, eliminate one mast or cargo from this ship
********************************************************************************************************
16. USS Festus
Points: 12
Masts: 2 (square)
Cannons: 4S,4S
Cargo: 2
Base Move: S+S
Ability: Battleship.
Link: Lt. Samuel “Sammy” Leonard17. Lt. Samuel “Sammy” Leonard
Points: 4
Ability: Shipwright. Firepot Specialist.
Link: USS Festus18. Anne Bethany
Points: 6
Ability: Fleet Admiral.
Link: USS Parthenos19. USS Parthenos
Points: 18
Masts: 4
Cannons: 2S,2S,3S,4L
Cargo: 4
Base Move: L
Ability: Once per turn, you may give any one ship in your fleet +1 to her cannon rolls
Link: Anne Bethany20. “Rattlesnake” Jake Ryder
Points: 13
Ability: Loyal: America. Repeating Guns.So that wraps up the first two factions from Seas of Doom; My next post will be of the edited or fixed pieces from this set. Probably tomorrow if I’m not a forgetful derp ?
See y’all then-J. W. Darkhurst
Jonathan BowenParticipantHello, all y’all sailor peoples!!
I’m here to bring you some good news and…..
Actually that’s all I’ve got today; a li’l bit of good news ?America:The Third Installment!
Important Keywords:
Clipper Ship: This ship’s movement is measured from bow to stern.
Blockade Runner: This ship gets +1 to ramming and boarding rolls. This ship can’t have her masts rammed off.
********************************************************************************************************
11. USS Trident
Points: 14
Masts: 3
Cannons: 3S,3S,3S
Cargo: 3
Base Move: S+S
Ability: Schooner. This ship’s crew cannot be eliminated unless this ship sinks.
Link: Commander Jack Percival12. Commander Jack Percival
Points: 7
Ability: This ship ignores terrain except for storms. Once per turn, before you give this ship a move action, roll a d6. On a 5-6, this ship gets +L+L to her base move.
Link: USS Trident13. USS Jupiter
Points: 16
Masts: 4
Cannons: 2S, 3L, 3L, 2S
Cargo: 3
Base Move: L
Ability: Clipper Ship.
Link: Commander T.J. Grace14. Commander T.J. Grace
Points: 5
Ability: SAT. Helmsman.
Link: USS Jupiter15. USS 12th Legion
Points: 22
Masts: 5
Cannons: 2L,4S,2L,4S,2L
Cargo: 6
Base Move: L
Ability: Blockade Runner. This ship gets +1 to cannon and boarding rolls for every crew on her.One more group from America, and we’ll be done with them from Seas of Doom.
After the next American post, I’ll make a post about all of the edited pieces so far.As always, feedback is welcome 🙂
I’ll try to post tomorrow afternoon, or maybe later today if I have the time.Also (this is mostly for Ben) as of yet, I have no real flavor text for the seas of doom pieces, but once I get enough, I will begin re-posting the pieces with the text attached.
See y’all next time
-J. W. Darkhurst
Jonathan BowenParticipantThéoden is probably a typo; I can fix that.
-Dakhurst
Jonathan BowenParticipantHello Peoples!
Guess what I’ve got for you today? ?
(Spoiler: It’s some more Americans?)
Relevant Keywords
EA: Once per turn, roll a d6. On a 5-6, give this ship an extra action.
Reroll: Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result
Cargo Killer: When this ship his an enemy ship, eliminate a cargo from the enemy ship.
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.
Fleet Admiral: Once, at the beginning of your turn, roll a d6. On a 6, give any one ship in your fleet an extra action.
********************************************************************************************************
6. Admiral Jasper Greene
Points: 9
Ability: Loyal: America. Captain. Pick any one crew worth three points or fewer currently in play. This crew may use that crew’s ability for this turn. You may pick a different ability each turn.
Link: All American Ships7. Tapestry of Rohan
Points: 14
Masts: 4
Cannons: 3S,3S,3S,3S
Cargo: 4
Base Move: L
Ability: EA.
Link: Théoden of Rohan8. Théoden of Rohan
Points: 7
Ability: Captain. Reroll.
Link: Tapestry of Rohan9. James Barnes
Points: 8
Ability: Ex-Patriot. Captain. Cargo Killer.10. USS Dragonfyre
Points: 25
Masts: 5
Cannons: 3L,2L,2L,2L,3L
Cargo: 5
Base Move: L
Ability: Man-O’-War. Fleet Admiral. Enemy ships get +1 to cannon rolls against this ship.And with that we’re halfway through the Americans!
After I’ve posted all of them, I’ll make a post about all of the edited pieces from the first two factions.
Anyway, as usual, feedback is welcome.
I’ll try to post sometime tomorrow, but ??♂️-J. W. Darkhurst
Jonathan BowenParticipantThe Star Chaser is based on that ship from Steven Universe that Lars stole, the Sun Incinerator. It’s supposed to be really fast and well-armed.
The Star Chaser is pretty small and her cannons aren’t that good. A couple extra points, maybe?
As for the Obsidian, I can change the ranks, make them all the same.
(Also as a heads up, I might post again; YouTube is down, so my teenage brain is like: ?? *bored*)
-Darkhurst
Jonathan BowenParticipantHey, y’all.
It’s been a while, since I last posted, but now that I’m here…
America!!!!! ??? (Seas of Doom)
(sorry; I had to…)
Let’s begin this post with, you guessed it, Relevant Keywords!
1. Battleship: A ship with this key word has two shots per mast and has Extended Range.
2. EA: Once per turn, roll a d6. On a 5-6, give this ship an extra action.
3. World-Hater: This ship gets plus one to her cannon rolls against any ship of a different nationality.
4. Ironclad: You must roll a 5 or 6 to hit this ship.
********************************************************************************************************
1. USS Lazuli
Points: 14
Masts: 3
Cannons: 3L,5S,3L
Cargo: 4
Base Move: L+L
Ability: Schooner. This ship cannot dock at any island so long as there is another ship docked there. This ship starts the game S away from your Home Island.2. USS Star Chaser
Points: 20
Masts: 3 (square)
Cannons: 4S,3S,4S
Cargo: 3
Base Move: L+S
Ability: Battleship. EA.3. USS Obsidian
Points: 15
Masts: 5
Cannons: 4S, 3L, 3L, 3L, 4S
Cargo: 6
Base Move: L
Ability: Secret Hold.4. Anthony Sark
Points: 7
Ability: Captain. World-Hater.
Link: USS Jarvis II5. USS Jarvis II
Points: 17
Masts: 3
Cannons: 2S, 3S, 2S
Cargo: 5
Base Move: L
Ability: Ironclad. If this ship isn’t assigned a Helmsman crew, roll a d6 after she resolves a move action. On a result of 4–6, this ship can move L.
Link: Anthony SarkAs usual, feedback is welcome.
Like, subscribe and comment if you want more like this. (? lol jk)
I’ll hopefully post the next group tomorrow afternoon.
See y’all then-J. W. Darkhurst
Jonathan BowenParticipantHaha… Funny story, Ben…. ?
Originally, the Everjust was gonna be a Windcatcher, but I changed her last second. However, I forgot to edit the mast total… ?
So she is intended to be a four-mast ship. That error will be changed, and I can include her in my next release post with that edit if you feel it to be necessary, or if y’all just want me to.I can eliminate the comma in Wesley Dorrian’s title/name without a problem. And the Celestial Fire can have her point cost dropped as well.
Unfortunately, the Styx isn’t named for the band; sorry ??
-J. W. Darkhurst
Jonathan BowenParticipantAlright, y’all. Back again with more English from Seas of Doom!
(just for the record, I will continue to post Seas of Doom in f-piece increments)Relevant Keywords:
Clipper Ship: This ship’s movement is measured from bow to stern.
Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again. (This action does not count towards the two action limit) For each cannon that misses on its second shot, eliminate one mast or cargo from that ship
England
16. HMS Everjust
Points: 17
Masts: 3
Cannons: 2S, 3L, 3L, 2S
Cargo: 4
Base Move: S+S
Ability: Clipper Ship. Crew of any nationality may use their abilities on this ship.
Link: Master-at-Arms, Wesley Dorrian17. Master-at-Arms, Wesley Dorrian
Points: 7
Ability: Sac. Once per turn, before giving this ship a shoot action, roll a d6. On a result of an odd number, this ship gets +1 to cannon rolls for that turn. On a result of an even number, this ship gets +1 to boarding rolls for that turn.
Link: HMS Everjust18. RNS Celestial Fire
Points: 20
Masts: 5
Cannons: 3L,3L,3L,3L,3L
Cargo: 3
Base Move: L
Ability: Repeating Guns.19. Styx
Points: 12
Masts: 3 (square)
Cannons: 2S,3S,2S
Cargo: 3
Base Move: L+S
Ability: Cursed crew may use their abilities on this ship.20. Commodore Preston Slate
Points: 6
Ability: Give this ship a move action but do not move her. Instead, roll a d6. On a result of 5 or 6, move an enemy ship L in any directionAnd with that, England is concluded! I will begin the next faction probably tomorrow afternoon; I might have to do homework or school stuff :T
Anyway, feedback is welcome, as always. Let me know if the way I’ve posted these pieces is easier to read. I feel like there’s more to say, but… I’m clueless rt now :T
So see y’all next time.-J. W. Darkhurst
Jonathan BowenParticipantHello, thanks for the feedback! 🙂
@xerecs: I see your point and I was considering changing it to read “Ability text on Cursed ships and crew cannot affect this ship.”@Ben: Yes, Repeating Guns is risky, but I made it like that both for balancing purposes, and because i figured that whatever form of repeating guns existing at this time would still be a prototype, and therefore risky to use. I see your point about the wording at the end and I can change that, no problem. As for the Gil-Adriel, it can be made cheaper. Let me know what you think about the rewording above as well. I can drop the “Actions are not abilities” part also. I just figured there would be someone who would interpret the ability to include actions as well.
Did “bolding” the item names help make it easier to read them? Should I post the pieces one at a time, or continue posting them in groups of five? Let me know what looks best so I can post the next item or group later today 🙂
-J. W. Darkhurst
Jonathan BowenParticipantapologies for my inactivity in the last few days <darkhurst.exe has been experiencing delays>
Anyway, there are more English awaiting in the Seas of Doom, so let us not be stayed any further!
Relevant keywords (including some from the last post)
((Repeating Guns is a new keyword))
1. Blockade Runner: This ship gets +1 to ramming and boarding rolls. This ship can’t have her masts rammed off.
2. World-Hater: This ship gets plus one to her cannon rolls against any ship of a different nationality.
3. 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.
4. Reroll: Once per turn, you may re-roll any die roll you make for this ship; you must use the second die roll result
5. Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again. (This action does not count towards the two action limit) For each cannon that misses on its second shot, eliminate one mast or cargo from that ship
********************************************************************************************************England
11. HMS Valkyrie
Points: 22
Masts: 5
Cannons: 4S,3S,3S,3S,4S
Cargo: 5
Base Move: S+S
Ability: Broadsides Attack. This ship eliminates two masts with each hit.
Link: Captain Joseph Korso12. Captain Joseph Korso
Points: 7
Ability: Black Mark. Captain. Reroll.
Link: HMS Valkyrie13. HMS Scorpius
Points: 20
Masts: 3 (square)
Cannons: 2L,3S,2L
Cargo: 2
Base Move: S+L
Ability: Blockade Runner. Repeating Guns.14. HMS Oakenshield
Points: 17
Masts: 3
Cannons: 2S,3S,4S
Cargo: 3
Base Move: S+S
Ability: Schooner. Two hits from the same shoot action are required to eliminate one of this ship’s masts.15. HMS Gil-Adriel
Points: 14
Masts: 2
Cannons: 4S,4S
Cargo: 2
Base Move: L
Ability: This ship cannot be affected by cursed abilities. Actions are not abilities.If there are any problems reading these, let me know and I can change my posting schedule to one item at a time. As always, feedback is welcome. Expect a new post maaayybe tomorrow?
-J. W. Darkhurst
Jonathan BowenParticipant:T
Fudge.
I’ll do that tomorrow *nervous smile*
Jonathan BowenParticipantHello; J. W. Darkhurst here. So I had been posting my latest custom set (Seas of Doom) on Mini-Trading, but I was basically told by Xerecs to just post stuff here 😛
So here we go; as a refresher, the first ten items from the English of Seas of Doom! 😀
England
1. HMS Lord of Gondor
Points: 15
Masts: 5
Cannons: 2S,3L,4S,3L,2S
Cargo: 4
Base Move: L
Ability: Blockade Runner.
Link: Boromir, Captain of the Guard2. Boromir, Captain of the Guard
Points: 9
Ability: Loyal: England. Marine. World-Hater.
Link: Sir Faramir; HMS lord of Gondor3. Sir Faramir
Points: 5
Ability: Loyal: England. Musketeer. This ship gets +1 to boarding rolls.
Link: Boromir, Captain of the Guard4. HMS Fellowship
Points: 15
Masts: 4
Cannons: 2L,3S,3S,4L
Cargo: 4
Base Move: L
Ability: Crew of any nationality may use their abilities on this ship.5. RNS Thames
Points: 20
Masts: 4
Cannons: 4L,3S,3S,4L
Cargo: 5
Base Move: L
Ability: Man-O’-War.6. HMS Lothlórien
Points: 15
Masts: 4
Cannons: 4L,4S,4S,4L
Cargo: 5
Base Move: S+S
Ability: Parley. Once per turn, if a crew on this ship would be eliminated, turn them face-down instead.
Link: Sir Elrond of Rivendell7. Sir Elrond of Rivendell
Points: 6
Ability: Captain. Reroll.
Link: HMS Lothlórien8. HMS Sentinel
Points: 14
Masts: 4
Cannons: 2L,2S,3S,3L
Cargo: 3
Base Move: L
Ability: Schooner. This ship ignores the first hit she takes each turn so long as she has all of her masts.9. HMS Silver Wolf
Points: 12
Masts: 2 (sloop)
Cannons: 3L,2S
Cargo: 2
Base Move: L+L
Ability: This ship’s crew cannot be eliminated unless she sinks.10. Col. Myles Q. Lang
Points: 8
Ability: Marine. This ship’s crew cannot be eliminated unless she sinks.If these are difficult to read in a list format, let me know; I can bold the piece names and numbers to make it easier for y’all 😉
As usual, feedback is always welcome.
Hope to post some more English tomorrow
-J. W. Darkhurst -
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