
wicked_raygun |

Okay, I'm noticing a lot of you guys want to be out-of-towners. Not a problem. I was thinking we could build an NPC who you all have a common connection with. Someone your characters would trust - or at least, "trust enough" to be willing to meet with them for a business proposal. Perhaps someone you might be willing to work under as a Captain.
My initial thoughts are that you guys could be the "Away Team". And this NPC along with some nameless minions could handle the ship stuff while your off to exotic locales, meeting interesting people and taking their stuff.

hiiamtom |
I wouldn't mind being a local. I like the idea that I used to be part of the slave trade and then had a sort of Avatar/Last Samurai/Last of the MohI and event and freed some slaves. Now I'm unhirable and carry a lot of guilt for what I did, but know the area/seas a decent amount.
I was going to ask if I could be a Quartermaster/Navigator role if no one else wanted a more clerical role.

Rae Keisinger |

I was going with the "prior" local, so there'd be some things that I knew, some that were no longer relevant, etc.
Having an NPC character in common makes a lot of sense, and I'm all for having an NPC Captain as well. Also, if we're doing ship roles, I'm not super sure where I'd fit with that - maybe Master at Arms?
I'd also have some scholar knowledge and I'm considering bringing back Mallory's violin, which could give me a "boosting morale" kind of role? I don't really know.

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I'm all for the common character and npc captain...ship role wise I assume I'd either be some sort of specialist not in the proper chain of command...navigator might work for me if hiiamtom could fit over at QM...
I still need to wrap my head around wizarding in FATE mechanics would work...any insight is appreciated.

hiiamtom |
FATE magic is pretty freeform. A lot of times it is just handled as a separate skill to invest in, but with ability scores I imagine it would be best as "roll intelligence to cast spell" but your spell should be more driven to a goal rather than drawn from a list.
Like you might say "I want to try and calm the weather" or "I want to shoot a lightning bolt", and since this is a D&D with FATE game maybe you choose a school you specialize in and a couple of schools you are not very good in. Like "I'm good at conjuring stuff but I revile necromancy and never got the hand of abjuration".
Freeport light have its own rules too, I don't know.

wicked_raygun |

You'll pick an aspect for your character's flavor of magic. Maybe you're TRAINED IN THE WIZARD'S GUILD, or you have MAGIC FLOWING THROUGH YOUR VEINS, or you're a PRIESTESS OF THE PIRATE GOD. Whatever fits the flavor of the character you're building.
You then select a spell casting stunt.
Depending on what you pick you'll get access to different types of spells. There's a spell list in the FATE Freeport Companion. Starting off you'll pick three spells from your reportoire.
I can post them up later. But they cover the classic D&D magic schools: evocation, abjuration, etc. But some of the spells have a secondary keyword term like trickster, healing, or prayer. These allow you to really customize your spell list.

YoricksRequiem |

[EDIT] Ray ninja [/EDIT]
It looks like basically you choose an aspect. Eg: Shaman of the Orcs, My God Hears my Prayers, A Song and a Spell, etc. This can be invoked like any other stunt. Eg: Invoke "Arcane Explorer" to produce magical light, granting a +2 to search for a secret door. Invoke "Priestess of the Battle Gods" to gain a +2 on your attack against a vampire.
But it really comes down to stunts. Each Stunt opens up a particular school or schools. Like Seer opens up the Divination school and gives you 3 spells. War Wizard opens up Evocation and Abjuration and you choose two from those. There are several stunts relating to those types. Then there's also, you know, an "Accomplished Spellcaster" one, which gives you 3 more spells in schools you already have access to. And a "Magical Dabbler" one which gives you a spell from a school that you do not have access to.
The spell itself is a "mini stunt". They always require an action, sometimes involve a roll. They have a cost, which can be paid by a) accepting one shift of mental stress, b) paying a fate point, c) using a boost, or d) first creating an advantage and then casting the spell in the next action.
Then there are also a bunch of qualifiers for how spells work / how often they are used / how often they can be cast. Like "Persistent" means it lasts for the remainder of the scene. "Per Session" means it can only be used once per session, etc.
--
A couple of example spells:
Arcane Shield (Abjuration, Cost, Persistent) - Add your Intelligence to your Dexterity when defending against attacks that cause physical stress.
Scorching Ray (Evocation, Cost, Requires Burning Hands or Magic Missile) - Cast a beam of blazing flame at a target you can see in your zone or an adjacent zone. Attack action, caster's Charisma +2 vs Target's Dexterity, attack does physical stress.
Call Mist (Transmutation, Nature, Trickster, Cost) - You fill the zone you're currently in with fog, applying the situation aspect "Thick Fog" to the zone. Also, the temperature in the zone chills noticeably. You and your allies gain two free invocations on the aspect.
--
There are also additional rules for shapeshifting or summoning.

hiiamtom |
I plan on being a plain human, but I would love more fantasy races in the mix. I particularly like it in FATE since it adds a lot to aspects IMO.
I plan on being a religious man, but I don't know if I want to do divine casting immediately or not... so what would be the stunt for an first level cleric type equivalent?

Rae Keisinger |

I will also be human but am fine with others.
I plan on being a religious man, but I don't know if I want to do divine casting immediately or not... so what would be the stunt for an first level cleric type equivalent?
There is "Battle Priest" to get the Healing and Prayer schools. There is also "Blessed Healer" to get the Healing and Abjuration schools.
Abjuration is stuff like Arcane Shield, Arcane Armour, and Endure Elements, while Prayer is more like Bless, Holy Water, and Turn Undead.
The book also does encourage coming up with new ones, if that sparkles more.

wicked_raygun |

Here are the stunts for magic in the Freeport companion. If anyone wants the text from a particular school, let me know.
The War Wizard specializes in overt combat magic, both offensive and defensive. When war wizards throw down, the local architecture is never quite the same again. You gain access to the keywords “evocation” and “abjuration” schools, and you may select two spells from those schools.
The Manipulator isn’t satisfied with the world as it is, and has the means to change it. You gain access to the “transmutation” schools. Select three spells with that keyword.
Seers hold a respectable place in the Wizard’s Guild, even if not everyone fully accepts the validity of the art. Seers gain access to the “divination” school; choose three spells from that school when you select this stunt.
From bards using spectacle to gain fame, to anonymous con men trying to stay that way, a wide variety of people benefit from the subtle magic of tricksters. You gain access to the “trickster” keyword, and may select three spells with that keyword.
Enchanters manipulate the mind, either affecting and altering its perceptions, or outright attacking and damaging it. You gain access to the “enchantment” school, and may select three enchantment spells.
Illusionists have a lot of overlap with tricksters, but focus entirely on illusion magic. You gain access to the “illusion” school, and may select three spells with that keyword.
Necromancers wield the power of death itself, and are rightly feared throughout Freeport and beyond. You gain access to the “necromancy” and “curse” schools, and may select two spells from them. (Warning: Practicing necromancy is a capital offense in Freeport!)
Battle priests enforce the will of their gods with the sword. They generally use a mix of spells that enhance and heal themselves and their allies. You gain access to the “healing” and “prayer” schools, and may select two spells with those keywords.
Blessed healers bring the mercy of their gods to Freeport, providing protection and healing to those that need it. They gain access to the “healing” and “abjuration” schools, and may select two spells with those keywords.
Shamans are intermediaries between this world and the natural, untamed world, and can use that power for knowledge and control. You gain access to the “nature” and “divination” schools, and may select two spells from those schools.
Occultists are rare in Freeport, but some manage to ply their art as fortune tellers and soothsayers. You gain access to the “curse” and “divination” schools, and may select two spells from those schools. Being convicted of cursing another person in Freeport will likely land you at the gallows, so tread carefully!
Select three spells from any schools you have access to, provided you have the prerequisite spells.
Select one spell from any school, even if you do not explicitly have access to that school. You must still meet the spell prerequisite requirements.

Moon Papa |

Just looking at a general idea, I'm thinking my high concept might be something like " Knee-High Knifer"
as far as general ship roles go , the character might work as the Boatswain or maybe even the captain if that isn't an npc role.
Might also be interesting to call him the "man-at-arms", and have the halfling lead our boarding parties.

Rae Keisinger |

I'm having a lot of trouble coming up with a High Concept that I like.
Here's what I have so far:
High Concept: "Professor turned Swashbuckling Vixen"
Trouble: "Adrenaline Junkie"

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Currently I am looking at
HC: "Grizzled Mage of The Sea"
Trouble: "Touched by the Other side"
I don't want to tread into religious territory per se but I enjoy the mix of Caribbean and voodoo style magics in a pirate setting. So I'm angling for a sort of "he sees things that others dont and they see him" angle... any thoughts?

Moon Papa |

I like them,
I feel like I need to expand on the " Knee High Knifer" in some way, but I'm not sure how, perhaps adding his role i.e. Knee-High-Knife-Wielding Captain, Bos'n, Assault Leader exc.
I considered trouble: " Gambler" or something like that, meaning he has a gambling addiction, and gambles in everyday life, finds it hard to refuse bets.
EDIT:
Here's an image that's serving as inspiration for the character, courtesy of ChateNoire on Deviant art

hiiamtom |
High Concept: "Sea Savvy Father"
Veteran on a successfull ships who brings with him a knowledge of Freeport's docks and taverns, along with knowing the cant of pirates and sailors. He can grease the wheel and open doors even if those behind him are not happy to see him. Has a connection to religious institutes as a new priest.
Trouble: "Drinks to Forget what no one can"
The successful ships were slave traders and he left the life on less than good terms, and with a lot less than clean hands. Those in that slave trading circle hate him, slaves hate him if they recognize his tattoos, and he buries his guilt in the bottle over the trappings that comes with being a slave trader and then a desperate pirate when he left the trade before finding the path of religion. Grudges run deep, books are misjudged by their cover, and sometimes we are our own worst enemy.
I need to fill in the rest, but as a human with a checkered past I could have run into anyone as a villain previously. I always like crossing paths with someone in my backstory. My inspiration is much more the romanticized pulpy stories of hard partying sailors.
"Shirts be fer boys an' wemmen, lad. A man lets his skin lay bare 'fore th' morn."

Nohwear |

High Concept-Stand back, I am going to try Alchemy! He is a master alchemist, but he is obsessed with it. I am drawing from the action scientists from the pulps. The main way that this will be used against him is to compel him to use his alchemy when another route might be better.
Trouble-Tries his own candy. He is a drug addict. He makes his own stuff. He does not sell drugs, but he does pass stuff out at parties. He has likely developed some connections because of this.
Reluctant ratfolk merchant. He is a reluctant adventurer. His history with the captain is why he is on the ship. They worked together to clear out his neighborhood of a particularly nasty gang.

wicked_raygun |

Nohwear, I think your high concept needs a little trimming. What about "recreational alchemist" or "Doctor Feelgood"?
So far I think that's the only note I have to give. You have all really gotten into the spirit of things and I'm excited for the game.
So let's build an NPC.
Captain Chain-breaker Kate Carver - working name, willing to hear suggestions.
High Seas Lady Liberty; I still remember the sting of the lash; Tough but fair; "Red Dancer" magical cutlass;

Two-Knives Tosscobble |

Went ahead and converted an unused alias for the character.
now known as "Two-Knives Tosscobble" and probably many variations of that aboard the ship.
Again- here's an image that's serving as inspiration for the character, courtesy of ChateNoire on Deviant art
"Blade Juggling Assault Leader, Pint-Sized!"
High Concept
Tosscobble is rarely seen without two daggers spinning between his little fingers. Despite his small stature, he fights fearlessly. Tosscobble insists on leading assault parties aboard the privateer vessel, particularly against slave-taking enemies.
"You can't lose if you don't play."
Trouble
Tosscobble finds it hard to pass on a bet or a game of chance. Rather than for any calculable gain, he plays and defies the odds for the thrill and the prospect of the win that will come "any day now" as the little halfling says.
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As for the npc, as a name suggestion: Captain Kate 'the chain-breakin' Carver maybe?

Iron Tom Bonney |

Me name be Iron Tom Bonney, sixth son of Merry-Merry Bonney the man whose pipes still hang o'er th' mantle o' me Gram's tavern The Spoilt Milk Maid where th' sea stole me heart as a boy hearin' tall tales. Never a man be more free at th' cost of so many....
The wee boys at th' dock think I don't hear them call my Turncoat Tommy, and I heard me old captain's bow-legged sluggards. Cap'n Carver may be a harsh mistress, but she be doin' Zagreus' work and I can only hope being under her will get me in th' broken shackle's graces.
I think "the chain-breakin'" or "chain breaker" is missing something but I'm not great at nicknames.

wicked_raygun |

I think I agree. I like the sound of Kate Carver, but the nickname needs work.
I'm thinking that Captain Carver was presumed lost at sea, but somehow made her way back to Freeport, and she's seeking new crew. How does that sound to everybody?
And Iron Tom has just presented us a new place to glom onto: The Spoilt Milk Maid. Great name by the way. Perhaps a common meeting place for the group.

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Could always just call her Cap'n Kate "the Breaker" Carver.
Or call her Cap'n Chain-Breaker Carver and leave out the Kate part.
Or have her simply called, "The Chain Breaker" and then most people would say "Ah the Chain Breaker" but if they were to address her then it would be "Oh Captain Carver" or maybe some friends/enemies would call her Chain Breaker to her face...

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Am i understanding correctly then that I should use a couple of my available stunts as the core of my "spellcasting" based ont eh schools noted above? what about things in the vein of "prestidigitation" would that maybe be more of a new "skill"?

Iron Tom Bonney |

The wee boys at th' dock think I don't hear them call my Turncoat Tommy, and I heard me old captain's bow-legged sluggards..
My brain be a bit fuzzy in me years, I meant to say [b]and I heard me old captain's bow-legged sluggards call me much worse.
What about giving Captain Kate Carver a "bad" nickname she has taken as her own? I can't imagine she is popular with the locals, and the insults have be tossed around frequently... I would try and think of a comparable insult name from our own slave trade but that doesn't give any reasonable insults because of the distinct language of that time. Best I have is "Counterfeit" or "Tea Time" (for a little girl's imaginary tea party).

Rae Keisinger |

I definitely like the name Kate Carver, and also The Spoilt Milk Maid.
I'm not super sure about what to do with Carver's nickname, though. I agree that the Chain Breaker needs something more. But as Devon said, it depends in part on how it's abbreviated, I think. Captain Kate The Chain Breaker Carver is a mouthful. But things like "The Captain Chain Breaker" feel more like they could work.
I like the idea, too, of a negative nickname that she has reappropriated.

Iron Tom Bonney |

Could I use cantrips without taking the stunt? I was planning on just having the bare minimum of magic ability.
Also, are there stunts relating to drinking/cooking/bookkeeping? I want to be able to properly keep the ship fed and stocked, and of course would like the ability to drink famously. I grew up in a tavern after all.

wicked_raygun |

Man, have I had a busy week.
So we'll start off with cantrips. I'm going to say no spellcasting without at least a single spellcasting stunt. If you don't want to do that much magic that's fine, but I still think a stunt should be required.
Here are some sample stunts provided in the Fate Freeport Companion. Bear in mind, using a stunt requires a Fate point.
Flexible Honesty (Charisma): Gain a +2 to all Charisma-based Overcome actions used to bluff, lie, impersonate someone, and the like.
Back Alley Sneak (Dexterity): Gain a +2 to Dexterity-based Overcome rolls in urban environments to hide in the shadows, move stealthily, and otherwise remain unseen and unheard.
Menacing Growl (Strength): Gain a +2 when you use Strength to create an advantage to physically intimidate someone using your sheer physical presence.
Combat Panache (Charisma): When attacking with a precision melee weapon such as a rapier,
foil, or dagger, you may use Charisma rather than Strength.
Brute Gunner (Strength): You may use your Strength score when you attack with large, imprecise firearms such as a large caliber blunderbuss, a matchlock musket, or even an unmounted swivel gun.
Dwarven Cavedweller (Wisdom): You can always ignore situation aspects related to darkness or to being confused and lost in caverns, tunnels, dungeons, or the like.
Elven Woodland Sniper (Dexterity): You gain +2 to Dexterity-based attacks with ranged weapons, when outdoors in a wilderness environment.
Mighty Orc (Strength): You gain a +2 to Strength-based attempts to overcome obstacles where brute force is essential: bending bars, lifting gates, bashing down doors, breaking free from
manacles, etc.

Iron Tom Bonney |

Is it still 3 refresh with three stunts, 2 with four stunts, and 1 with five?
I think I would pick 3 in that case, I'd like to have a lucky side in that way.

Iron Tom Bonney |

Would you allow a stunt where if I'm drinking with someone in a tavern I can use CON instead of CHA for skill checks? That's probably too on the nose and can be covered by my aspects anyways. Are there any CON based stunts?
I would also like to spend a stunt on blessed healer.
Something like Brute Gunner would be great for my offense, I might pick that.

Iron Tom Bonney |

That sounds exactly like what I was thinking of. I'll take that, Blessed healer, and brute gunner.
My blunderbuss can be "The Good Book" and I can ask my enemies to read it.

wicked_raygun |

Iron Tom - Please bear in mind that you'll need to be properly lubricated in order to invoke the stunt. So you may want to be have your own supply, as it were.
Okay, guys, I want to be playing soonish. Right now we have Freeport and The Spoilt Milkmaid as locations. And Captain Kate Carver as a helpful NPC.
Can I get a roll call of everyone's characters. I mention it because the next step is coordinating back stories to build aspects.
Also, if someone wants to roughly design a bad guy, bring it up. We'll discuss it.