Setting is mostly stolen from a BRP book called “Blood
Tide”. 1. Starting date is 1715 or around it. Location: the
Spanish Main and the Caribbean Islands. 2. Magic is a thing. In the Old World it is almost completely dead and people are
mostly ignorant about its existence. 3. New World had its own magic, but with the start of
the colonization something happened to it, and it’s also dying. 4. The only type of magic that more or less works is
Voodoo for some reason (which you might find out in game). 5. It’s the Golden Age of Piracy, yo! 6. There is a secret occult war going on in the
shadows. PCs will most likely get
involved eventually. Mechanics-wise we are looking at 150/-50/-5 points. TL 4. There will be magic, but I am not letting players
start with it. Though if someone wants to have theoretical knowledge of the
occult I will not be against it one bit. Characters can be from either the Old
World or the New. Ship combat will be done using an abstract system,
mostly unchanged from Swashbucklers for 3 rd Edition, that does not
use maps or even hull points and relies mostly on the skills of individual
characters. I do not
treat the ruleset as gospel. Fun trumps rules. No prior experience with GURPS
is required if you are willing to read the basic rules. In 1715
the Caribbean is a pretty lawless place. The War of Spanish Succession is over,
and people who were making a lot of money privateering lost their licenses, and
continuing would mean piracy. Some crews just do not care. In early summer 1715
a Spanish Treasure Fleet was caught in a storm and smashed off the coast of
Florida. The news of vast reaches lying on the bottom of the sea in diving
range caused mass desertion by sailors and whole crews who hoped to go
salvaging. The
characters are a group of ne’er-do-wells currently staying in what is left of
Port Royal (after a massive earthquake some 20 years ago half of it slid into
the surf and the town never recovered). You hear about the opportunity of a
lifetime. To get to the riches you need a ship and a crew. Get cracking. Requirements
for players: 1.
Decent English. 2.
Decent microphone. 3.
Punctuality.
4.
Desire to role play, not roll play. 5. General friendliness.