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Fantasy UNTAMED ARCHIPELAGO: MECHANICS AND GAME INFO

Beckoncall

World-Weaver and servant to the most-holy PC
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This information has no value on it's face, but is to be used as a guide with making decisions relating to MECHANICS.
REMEMBER -- YOU *DO NOT/CANNOT* finish the Mechanics step without first posting your final draft of your venture concept on the Venture Channel (Coming soon!)
SHIP TYPES: (X) number in parenthesis is how many "Venture points" a craft costs to acquire in the game and a relative rating of a ships power in relation to others, (but all ships have different speeds, manueverabilty, and offensive/defensive capabilities) Ventures generally start with smaller ships and buy/build/steal bigger ships as play goes on...

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Pinnace: The smallest ship type, a trading vessel with a small crew and a few cannons. Hardly a danger, unless piloted by a captain looking for a quick Boarding and relying on skillful Melee to win battles. Will not survive more than a few broadsides by an enemy ship. Favoured by enemy pirates.
Examples: War Canoe (1) Pinnace (1) Venture Runner (2)

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Sloop Class: A selection of small combat vessels with great maneuverability and a small but useful array of cannons. Most Sloops are extremely common, and are used by every faction in the Godless Isles. They are capable of outmaneuvering and Boarding larger vessels, and are fast enough to catch small vessels as well. Exceptionally easy to use, they are obviously favoured by many Ventures.
Examples: Sloop (1) Northern Longship (1) (oars and sails) Sloop of War (3) Royal Sloop (5)


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Barque Class: The smallest trading vessels in the Archipelagos, though essentially mid-sized. Used by All manner of ventures, these vessels display good sailing characteristics for their size, and can manage to escape combat with most larger ships. While not the most popular ship for fighting, they can nonetheless serve as great craft for their cargo capacity and speed.
Examples: Coastal Barque (1) Barque (2) Ocean Barque (3)

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Fluyt Class: A set of slow mid-sized trading vessels, used almost exclusively by Traders who can defend themselves in melee. Ungainly and relatively weak in firepower, these ships are often seen as easy prey to both pirates and raiders. Their significant cargo capacity relative to their size make them an easy choice for a Venturer on a Budget.
Examples: Fluyt (1) Large Fluyt (2) Silk Road Sailship (4)

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Brig Class: A family of mid-sized combat vessels, whose forte is their ability to take on any other ship, using either their good maneuverability or formidable firepower as required by circumstances. With ample cargo space and reasonable speed, they are favoured by Ventures who like the mix between strength and speed these ships offer. Brig Class ships are used for many warlike tasks by many enterprises. Amongst all Ship Classes, the difference between the three Brigs is easily the most noticeable, with the smallest ship being significantly more maneuverable than the largest, but the largest being significantly better armed.
Examples: Brigandine (3) Brig (5) Brig of War (7)

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Merchantman Class: A group of common mid-sized trading vessels with a good defensive array of cannons. Considered prey by most combat vessels, the Merchantmen can often put a dent in their assailants nonetheless, though they are unlikely to actually out-maneuver or escape any but the slowest opponents. A workhouse trader and explorer, they are seen in the hands of various powers, running various peaceful endeavors.
Examples:
Merchantman (1) Large Merchantman (2) Far Wavebreaker (4)


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Merchant Galleon Class: These three ships are the largest ships the game has to offer, easily dwarfing the tiny Pinnaces and Sloops. Used as general-purpose trade ships by the Richest Ventures, their gigantic cargo holds often contain great riches. While their broadsides can sometimes be threatening, they are too slow and cumbersome in the face of more navigable craft.
Examples: Trade Galleon (2) Royal Galleon (4) Treasure Galleon (6)

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Combat Galleon Class:

This is a set of heavy combat vessels used by the the powerful and rich to protect their trade routes and assault other factions and Ventures. Combat Galleons pack a lot of firepower, though their slow turning rate can make those cannons difficult to use properly. Easily out-maneuvered by smaller ships, these hulking beasts rely on their ability to hit the enemy at least once before being boarded. Combat Galleons are also Extremely Fast, but not nearly as maneuverable.
Examples: Fast Galleon (4) War Galleon (6) Flag Galleon (8)


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Frigate Class: These three vessels are classic warships, through and through. Among the most heavily armed ships in the Archepelagos, Frigates are often used by nations to perform their most vital wartime operations. Frigate use is complicated due to their less-than-favourable sailing properties, but in the right hands they are practically invincible. The Ship Of The Line is both the rarest and most powerful ship on the waves.
Examples: Frigate (4) Large Frigate (7) Ship of the Line (10)
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Upgrades: (1 venture point each)
Name Function
Copper Plating: Moderately increases the ship's turning rate.
Cotton Sails: Moderately increases the ship's overall speed.
Triple Hammocks : Increases the ship's maximum Crew capacity by 50%.
Iron Scantlings : Slightly increases the ship's Durability.
Chain-Shot: Enables the ship to fire Chain-Shot during combat, doing extra damage to sails and crew.
Grape-Shot Enables the ship to fire Grape-Shot during combat, doing extra damage to hull and crew.
Fine-Grain Powder: Significantly increases the range of the ship's Cannons (with all ammunition types).
Bronzed Cannons/weapons: Increases the accuracy of the ship's Cannons (with all ammunition types).
(this is not a comprehensive list)
 
Each player STARTS with 4 Venture points -- with a possible bonus based on "Sympathies" (below)


FIRST RULE IS DON'T GET INTIMIDATED. I or other seasoned players can help/give advice if this stuff makes you batty...


A) PICKING A SHIP AND UPGRADES (above) = Every Venture (unless specifically said otherwise) must have a ship. ships cost between 1-10 points, and you need at least 1 point left over for crew, and possibly more. The cost of a ship in venture points is in parentheses by category on the "Ships and Upgrades" page -- and upgrades cost 1 venture point each. So for example, you could pick a sloop (1 venture point) + an upgrade -- -- Iron Scantlings (1 venture point, 2 total) and still have 2 points left over for crew, etc.


B) Crew and Crew Capacity -- A ship can have an active crew on deck of a certain number (explained during selection) the rest of the crew must either be left behind on voyages, or kept below during a fight. Nobody has the means to start with the larger ship or crews, but one must be wary of such foes on the seas! There is no limit how many people a single ship can move (within reason) but the size/points of a ship govern how many can fight at once. Each type of ship may have it's own speed/offense/defense/cannon max/perks/cargo hold -- such info is provided on acquisition of a ship, but generally the more venture points, the better it is in all respects.



C) STARTING CREW: Each venture point is worth 100 crew points. Once your concept is complete, I will give you a small list of what types of crew you may have and how many points each one costs. Rookie sailors and thugs can cost a single crew point each (quantity over quality) or something like a mage or expert could cost up to 10 crew points. You will be provided with info on the relative skills and worths of the crew you choose.



D) SYMPATHIES:

This is a choice at the beginning of the game that decides where you stand in relation to "The Man/Establishment/Powers that Be" --
Sympathetic/Indifferent/Opposed/Allied -- and depending on your choice you may get more or less venture points to spend on a ship and crew, upgrades and perks.

Sympathies are explained below:


Sympathetic: You seek for Law and Order to eventually tame the Archipelago. You will be seen as a "good guy" by the larger world and some entities in the godless isles, but you will be considered a Rival of those of "Opposed" sympathy. Because you are pro-establishment, you are better outfitted/supported and you get 2 bonus venture points, but may have obligations to the powers that be, dues to pay, and laws to follow. Sympathetic Ventures often get along with other sympathetic ventures.


Indifferent: This means you don't care about the pacification of the islands, or don't know/think such a thing is possible. This gives no bonus venture points, but there are no obligations or starting rivalries either!


Opposed: You want the archipelagos to either remain free, or at least a place of opportunity and independence from larger powers that would seek to pacify and control it. You will be seen as a "bad guy" by the larger world an some entities in the godless isles, but you will automatically be considered rivals of those of "Sympathetic" status. Because you are anti-establishment you gain 1 bonus venture point for what power/wealth your increased freedom has garnered for you, but you may be seen by the powers that be as outlaws or obstructions to be pushed aside. Opposed Ventures may get along with other opposed ventures, but such is not always the case...


Allied: A special Sympathy, this Bonds you to one or more other players at the start of the game, and COSTS 1 venture point. This has no bearing on other sympathies, but establishes a strong alliance present from the start of the game, that would otherwise need to be built up over time.
ALLIED CLARIFICATION: Only *ONE* side of the alliance pays a venture point, but both sides benefit from the alliance. You can only ally with willing players. The Player PAYING the venture point (or any other resources) for an alliance gets access to the other allied player's army list, if the other player allows.



LEFT OVER POINTS: Left over points can be traded for a variety of things, say a powerful starting magic item or weapon, Extra wealth or resources, or anything else not normally covered that would be unique to a venture. This can be discussed on a case by case basis.


STARTING WEALTH: (relative to sympathies) Sympathetic: 3 wealth Indifferent : 1 wealth Opposed: 2 wealth
While venture points are used "out of game" or at the start of the game, Wealth is used in-game for trade, purchase, and posterity. A wealth point is an abstract unit that equals roughly 1 pile of treasure.



PS -- I know for some this mechanical junk is pretty MEATY... don't be intimidated, people are here to help, mainly me, and it's all necessary to make sure everyone has equal footing and a fair game. <3
 
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