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  #46  
Old 05-12-2020, 09:44 PM
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Thanks for the updates and input boss. I'll be keeping an eye on the forum.
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Old 05-13-2020, 05:33 AM
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COMPLETE


Experience with FATE
I have never played a game of FATE but I did read the rule-book a few years ago when I tried to bring this game to my friends IRL. I am going over the rules again as I am writing this application.

Captaincy Question
My vote goes to democracy. However, I do like the idea of having a player controlled captain at some point of the story.





Canowicakte "Keno" Harjo

Male, 24



High Concept A hunter hell bent on uncovering a horrible truth kept secret by the world government in order to fulfill his father's life goal.


TroubleNot one to shy away from a challenge


Role on shipGunner


SkillsHunting skills (Hunting, tracking, hiding, moving silently, skinning).
Gunner skills (skill improving usage of guns, rifles, cannons, etc').



 


 


 


 


 

Last edited by MaxFury86; 05-17-2020 at 02:11 AM.
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  #48  
Old 05-13-2020, 02:10 PM
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preliminary questions
  1. experience with FATE: limited to handing out free goodies for the charity event and making a character sheet long ago; have never really played and new (or effectively new) to the system
  2. captaincy: I like no captain, crew in disarray as a start (GM can always provide some direction if we fumble the setup, but it has a nice 'starting in motion' feel to it); goatmeal's suggestion (below) of terminating an NPC captain early on could also make for an interesting start if you want spend game time on that


Jetsam Application



Jetsam
Male, middle-aged (indeterminate; mid-40s/early-50s)

ConceptMultiple shipwreck survivor; gets a bad feeling when things are about to go sideways (through some combination of perceptiveness, experience, and a sixth sense)

Troublealways ready to lose it all

Role on shipboatswain/engineer

SkillsNotice; Craft (engineer, knows boats -- and rafts); Physique (endurance mostly) or Athletics (swimming!) for top 3

AppearanceShort (5'6"), wiry, grizzled; minimal belongings and what he has is kept close (beltpack + tools)

PersonalityMakes friends quickly, knows adversity can be overcome (but not by everyone).

Drive: thought he'd found a captain that could keep himself and a crew alive; so far, 1 out of 2 ain't bad

Why the maelstrom: bit of a thrill seeker, especially given his tendency to immortality so far; kind of tired of the normal pirate way (done that, been there, ships sunk by marines on repeat)

Isle of Origin
 

Background
 

Roleplay sample
 

 

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  #49  
Old 05-13-2020, 02:31 PM
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Complete, pending minor edits as I think of them.

Preliminary InfoExperience with FATE: Seriously none.

Captaincy Question: Personally, I would prefer to have a situation with no NPC captain. My character would be happy to help lead the ship the first time around... but probably wouldn't be very good at it.


The Basics
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Name: Hazy (short for Hazel)

Gender: Pretty much a wild child in the body of a woman.

Age: 18

High Concept: Swashbuckling Rope Climber

Trouble: Old people are idiots just as much as everyone else, if not more

Role on ship: Rigging Specialist

Skills: Craft (specifically good with ropes and knots), Fight (swishy sword!), Athletics (climbing ropes!)

Appearance: Your eyes slide right over Hazel at first glance. She's medium everything - height, size, skin and hair tone - overall, a pretty standard common person. Her clothes of choice leave freedom to move - not fancy, but made well. She looks like she's been left out in the sun a little too long, left to learn her own way - she's tan with a lithe complexion and a slender sword hanging across her back.

She's sprightly, young, and fit - and looks ready to climb anything in her way.


The Details Personality: Hazel carries a rope in her hands at all times, tying and untying knots of various complexities. She does this without breaking a sweat or looking away from you in conversation - if you draw her in, she will focus on you intently. She has two sides; the focused, professional swashbuckler fighter and the wispy, energetic ropemaster. Hazel is her name if you don't know her too well - but if you get the chance to sail with her, you'll see both sides, and you can call her Hazy.

She's a roamer if you've ever met one, who has a hard time settling down. The sea is in her soul and she wants to see the world. She's hardy, and wants to stay alive, but if at the end of the day she doesn't live, that's fine by her as long as she's gotten a good run of life in. The quality of adventure far outweighs the quantity of life, and she never wants to be old. She's altruistic, to a degree; and holds onto her treasure tightly. She appreciates the freedom money gives her, and never wants to be poor again.

In the beginning, Hazy went on many small adventures, and wants to embark on a big one. She's sailed all over Serenity, and wants to see more - although she isn't jaded, Hazy is tired of all the similar things around her and wants to explore while she's young.

Isle of Origin: Hazel was born on a multi-city island in the northernmost part of Serenity, to a poor family living in coastal slums. The island, ruled by dictatorial elite and cut off from most supply chains due to a great distance from the populous equator, was starved and abysmal. As a kid, she always wanted to leave - her family was large and almost never had enough to eat.

She "discovered" a lot of little islands with her boat (mostly within a 4 hour paddle of her home island at the beginning, so that she could return before dark). Hazy claimed all the islands as her own, and named by her own personal standards. She doesn't know or care if they have "real" names. Likely, unless she decides someday to go back to the northern reaches of Serenity, she will never visit these isolated places again.

 


 


Last edited by Rosemary Red; 05-18-2020 at 04:37 PM.
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  #50  
Old 05-14-2020, 02:31 PM
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Application
meta stuffExperience with Fate: I played it at a con a year ago, but was a bit disappointed honestly. This was mainly because the GM came with premade characters and the game seemed to want you to make your own. So I've been curious what a real game would feel like, and it seems well suited to the PbP format.
Captaincy: I'm OK with either of these, but what I think could be real interesting is to start with an NPC captain with the knowledge that they will die along the way and we will have to deal with that situation eventually. Maybe this will give us a clearer sense of how to resolve that issue when it comes about than if we start off in that chaos. So kind of option 1 becoming option 2.

Mechanical stuffName: Reshiok, friend to rats (also sometimes called the Rat Whisperer, Ratshiok, or Rattish. There are stories of those who once called them Rat Bastard or The Rat Lady, but such pirates soon went missing, even if they were careful to whisper such names when Reshiok was not obviously around.)

Gender: nonbinary (they/them pronouns)
Age: ancient, so ancient.
High Concept: Wizened Crone who knows much that is hidden. They have heard stories from pirates who died before many in this current crew were even borne. Or they read about it once. Perhaps they've even traveled enough themselves to have come across some interesting things. Regardless, if there is a mystery to be solved they are the most likely to have some of the clues.
Trouble: Rat Afficianado. They are all about the rats that infest the ship. Like that's all they seem to care about. The only reasons they are even on the ship is to take care of the rats. The fact that the ship happens to be on some sort of dangerous mission is besides the point (though taking care of the rats does involve making sure the ship can function properly, so they are invested somewhat in maintaining things.)
 

Role on Ship: Open to a few concepts: cook, engineer, quartermaster, or navigator: someone for whom the requisite skills are based on knowledge and/or intuition, not brute force or agility. If not the cook, there will definitely be a rivalry with whoever is the cook. Because rats.
Skills: Craft, Investigate, Lore (though could toss in something like stealth, burglary or resources as necessary instead of some of these.)


Descriptive stuff
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Appearance: Reshiok is ancient. Their wrinkles have wrinkles (which also have wrinkles). Wisps of translucent hair as ephemeral as the mist can be seen like a halo around their head on the rare occasion that their hood is down and the light is just right. They are almost always covered in layer upon layer of fraying thick robes and other garments the consistency of potato sacks. Their limbs are thin as nails, corpse white flesh dangling from delicate bones. They look as if a stiff breeze might blow them over and they would never get up again. But there are many stiff breezes on a pirate ship, and yet somehow Reshiok has managed while strong young lads have been tossed from the edge.
NOTE: The appearance is definitely more human. Sometimes it is hard to find a picture that matches and Old Maggoty is one of the best images for this idea other than being green. This might work as well except is has words all over it and I'm probably not allowed to share the picture that doesn't have the words on it.
Personality: Reshiok is always cooing over their rats. When some matter of the ship requires discussion amongst the lieutenants, they always bring it back to the rats somehow. They will share stories of what the rats have done, or what the rats need from a situation. To some this is a source of frustration, to others a source of amusement. Regardless, they always find a way to get what the ship needs and what the rats need at the same time.
Isle of Origin: Reshiok has been traveling the seas so long that they have little or no memory of where they came from. Wherever it was, things were much different then and there than they are now.
Background: Reshiok came with the ship. They were here before the present captain or anyone else, and know stories about it that the others don't. But they are older even than that. They came with the last ship, and the ship before that one.
On the surface, they appear to be focused solely on the behavior of the rats and what they need. But the rats only need what everyone else does: food, shelter, space, some fun when times allows it. By giving the rats permission to live, they are giving the pirates permission to live as well. And if everyone takes proper care of themselves, perhaps they won't burn out in the long journey to the end of the world.
But behind all of that perhaps there is something more to them. Perhaps on some subconscious level there is a desire to know (or perhaps even remember) things from somewhere along the Maelstrom. If such a desire exists somewhere in their heart, it is something they have sealed over with more layers even than the layer upon layer of thick robes they are always covered with. But if they ever do find it, whatever it is, they will most definitely know it when they see it.

Roleplay sample: The trap door opens to the hold of the ship, sending a bright beam of sunlight through the dust motes and straight into the face of the ragged looking creature curled up near the last remains of provisions.Heavy boots make their way down the ladder as a tall, barrel chested man in the requisite robes of a pirate captain makes his way down.

"And what is this?" he asks gesturing in the direction of the robed figure.

Reshiok sits, back to a barrel, with a handful of grain which two rats take turns nibbling bits from. They turn towards this new captain with a knowing look on their face, but say nothing.

From somewhere above a somewhat desperate voice is quick to speak before the new captain has a chance to say anything more, "Oh, did I forget to mention Reshiok, <nervous laugh>, they didn't want to leave when I relieved the rest of the crew of their duties. I suppose it is their right, as they were here when I initially bought the ship."

The new captain looks at the pile of rags, "That's my grain you are feeding to the rats. I have no use for stowaways. Remove yourself from this ship, or I will do it for you."

Reshiok looks this new captain square in the eye for a solid minute before finally speaking, "You know what happens when you don't feed grain to rats? They start eating flesh instead. Any flesh they can find. Yours will do. Or the deck swabs. Doesn't matter, they have no regard for station. And they are hungriest at night. No locked doors will keep them out yer room. But you think maybe you can burn them out or poison them away. Won't work. You'll burn your own ship down before you kill all the rats in it. And they are smart enough to wait until your ship is a fortnight at sea before dumping all that poison in the cookpot when the cook ain't looking. No, best thing for you is to keep the rats happy. If the rats are happy, the whole ship is happy. No sickness, no mutiny that way. Getting rid of me won't make the rats go away, it'll just piss them off."

The This is not necessarily the same captain and ship as we will use in the game. This story could have happened 30 years ago or 50 years ago on a different ship with a different captain.would be captain looks up at the figure above, scowling.

"A deals a deal," comes the voice from above.

Reshiok titters to themselves and dotes over the nearest rat. "Good boy Samwise, now go check on that special lavaratory for those folk to special to s**t over the rail like everyone else."

Last edited by goatmeal; 05-17-2020 at 06:59 PM.
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  #51  
Old 05-16-2020, 04:19 PM
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Alright, I've been a little less present for a few days, so I haven't gotten back to this (few things going on between my laptop charger breaking and running a session for my real life group), but I have finally had time to look at the last batch of new applications (happy to see we still have some interest incoming). So some initial feedback on those below.

In the meantime, the tentative deadline is going to be a little over a week from now. Current plan is to make it so people still wanting to finish things up will have next weekend to do so. Expect an exact deadline to be announced in the next few days, as soon as I can nail it down because I know things like what my work schedule will look like and when my new charger will be here. No point in closing applications on a day where I won't actually be able to read them. But I'm definitely eager to get this story started









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  #52  
Old 05-17-2020, 12:47 AM
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Thanks for the feedback. I have a pretty good idea of what I need to do. Should be able to make some changes before the deadline.
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Old 05-17-2020, 02:19 AM
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Last edited by MaxFury86; 05-17-2020 at 12:56 PM.
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Old 05-18-2020, 02:33 AM
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This space for rent. EXPECT IT TO BE FILLED SOON.
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Old 05-18-2020, 07:25 AM
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I'm working on reading all the applications now, but it's really hard to pass this up. So I'm going to work on a concept whether I end up posting her or not. It's going to be a fine line to walk, being a mod in a game run by a mod with a character who wants to snark at everyone in the worst language she can.

I am ridiculously fond of the artist who did this and this, but I haven't actually checked to see if anyone else has used those images yet. If not, DIBS!!
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Old 05-18-2020, 10:08 AM
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Thanks for the feedback, Inem!

Last edited by Rosemary Red; 05-18-2020 at 10:08 AM.
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  #57  
Old 05-18-2020, 10:38 AM
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Alright, it's at this point that I'm officially putting out an actual deadline. Anyone who still wants to apply, or who still needs to finish their application has until:

Monday 25th, 8 am in UTC+2. That's a European time zone, so for all you North American folks that's going to be late Sunday. To make it easier, that is 7 days from now, minus 8.5 hours.

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Old 05-18-2020, 11:04 AM
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For those of you wondering: Countdown Timer.

You're welcome.

EDIT: Or, if it's easier, this is the deadline in your timezone.
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  #59  
Old 05-18-2020, 12:34 PM
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Hmmmm....

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Old 05-18-2020, 12:54 PM
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Quote:
Originally Posted by Aethera View Post
For those of you wondering: Countdown Timer.

You're welcome.

EDIT: Or, if it's easier, this is the deadline in your timezone.
LOL> Always facilitating! And thank you for the message earlier Aethera. I appreciated it.
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