The year is 1715, the golden age of piracy, war wages on between the navy and the pirates, both vying for control of the Caribbean. The harbingers sit back and watch as it unfolds, however some want in on the action. Unable to take sides in war they have decided to pull in all sorts of people from every timeline, people from the future or from the distant past, or even modern day sailors. But that's not all, they have bestowed upon these strangers and travelers powers that could tip the tides of the war.
You have now been called, called to take up arms and fight. Will you fight for justice and order with the Royal Navy? Or will you seek your eternal freedom on the waves as a Pirate? Maybe you'll take a more passive life as a privateer, or who knows? Maybe even just a humble fisherman. The choice is yours and the sea awaits.
Welcome, to the Caribbean.
Contractors from Battle for the Caribbean
Are portable, and may play in Contracts in other Playgroups.
Battle for the Caribbean grants 6 Experience points to GMs who achieve the Golden Ratio.
Old Fashioned:
Date from 1940 -> after 1600 (essentially: no guns)
Factions:
The choice of participating in the war is up to you
If you wish to participate you are likly to fall into one of these categories:
- Royal Navy Sailor
- Work for the navy, fight for the navy
- Pirate
- Join a crew and fight for freedom
- Priveteer
- Free lancer for higher, will work for whoever as long as they get paid one way or another (out of playgroup contractots will also fall into this category)
- Other:
- You are not forced to be one of those 3, you have free will to be and do who you want to.
(Contractors leaving the playgroup should probably temperarilly take a pseudu old fashioned limit for flavoring limit, not forced though)
Welcome to the Caribbean!
The year is 1715 and you have just touched down at home base, the Caribbean Hub.
The Hub:
The Caribbean Hub is home base for many land lubbers and sea dogs alike. This is the one place where you are garunteed safety within the Caribbean, this is neutral ground a little island set up to welcome new adventurers on the waves.
This island is smack dab in the middle of the caribbean, home to navy soldiers and pirates. Scattered about the island are buildings of all sorts, ranging from shops to taverns to inns and houses. On the backside of the island you will find a massive port, housing all types of ships, from dingys to full blown Spanish Galleons.
POIs in the Hub:
Tavern - social hangout spot, as much grog as a pirate could ask for, there is also food if needed
Shops - Clothing, Weapons, Shipwright
Navy Recruitment Center - A sleek white building with a blue trim, contains housing for employees, as well as barraks and a training room.
Pirate Recruitment Center - A shaggy looking wooden sign, saying "To become a pirate, walk into the Royal Navy Headquaters, stand on the counter and take a piss"
in smaller fount it says: "Or just go find a crew to join"
The Doc/Shipyard - Here you can buy/repair your ship(s), look for crew openings on the job board, go fishing, etc.
The World:
The setting of this is set in 1715 in the Caribbean, however everything is ungoverend as of now, the Royal Navy is trying to settle the land and establish law order and peace, pirates, on the other hand, are also trying to colonize the Caribbean in hopes for freedom with no government. This had lead to large scale conflict between the two factions, one vying for peace and order, one for freedom. Where will you stand?