Wild Pacific [ EDIT ]

This game has been retired! That means it's no longer being run.
A game of pulpy adventure in the South Seas. In the 1920s, a tiny tramp trader plies the wild seas of the Pacific, carrying small cargoes from island to island. In a wild region of mystery and remote exoticism, the crew find adventures stranger than they had ever imagined.

--system is Savage worlds SWADE, starting at novice

--characters captain or crew the ship and can be drifters, dissidents or runaways from anywhere in the World—London, Shanghai, San Francisco, whatever. Ex-criminals, restless war vets, Trotskyite fugitives, aristo remittance men, etc.

--Based initially out of New Zealand, they’ll deal with rough rivals, high seas and supernatural and cryptozoological dangers.

--3 posts a week.

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-Characters start as Novice, with ‘Novice’ indicating the adventure’s power level rather than the character’s length of experience.
-Gear. Purchase up to £41 8s (i.e. 500 shillings) of equipment. The Shilling is the adventure currency, 1s = $1 in rulebook terms. The GM can suggest a gear set if you prefer or you don’t have access to the equipment list.
-'Enemy' hindrance has to name a threat that can realistically catch up with the character.
-'Outsider' hindrance does not apply to the majority of ‘western’ nationalities; tramps are comparatively cosmopolitan

SETTING EDGES

Auto Didact (SMA d6, N): Without access to the educational opportunities of society’s elite, you have nevertheless amassed learning through your own efforts, devouring newspapers and every kind of book. Gain +1 to Common Knowledge rolls, also roll Science and Academics at a min of d4. Does not stack with other edge bonuses.
Driver Mechanic (repair d8): Your deep mechanical knowledge of engines and vehicles extends to their effective operation. Use repair for drive when operating land vehicles such as cars, forklifts and small trucks.
Handy (SMA d6): you carry a bag, satchel or other container from which you often draw items useful to the job at hand. Common tools like pliers, a hammer, a flask of booze can be drawn for free. More obscure items—a stethoscope, silver dollar or a round of .22 ammo --cost a benny.
Man/woman of Style (SMA d6, SPI d6): you know how to dress appropriately, have excellent manners and are familiar with the etiquette required in pleasant society. You—and peers in your orbit—gain a +1 to persuade when with respectable company.
Mildly Psychic (SMA d6, SPI d6, one at d8): you can occasionally gain a sense of another’s thoughts or read the atmosphere of a location. Roll on either SMA or SPI; shifts indicate weak intimations similar to passive telepathy or clairaudience. This is not an arcane background edge and there are no ABs in the setting at start.
Mr Cook: (performance d8): your efforts in the galley keep the crew well-fuelled and their morale high. When dishing out food, tea, coffee or a judicious tot of rum, roll performance. Success indicates that effects of fatigue or terror have been mitigated.
Old Salt (boating d8). Boating, notice and repair at +1 for most on-board tasks. Does not stack with other edge bonuses.
Sea Legs (SMA d6. SPI d6): though by no means a seasoned sailor, you have picked up the basics of seamanship through pluck and application. Boating, notice and repair can be rolled at d6 for simple on-board tasks. The edge can be ‘cashed in’ out at any time during an advancement phase.

SETTING HINDRANCES

Jonah (Major): If there’s trouble afoot, your ship will run into it, as long (it seems) as you are aboard. Ship-mates may resent your presence and you’ll find it harder to find a new ship.
Old Number One (Major): You tend to look after yourself, pocketing loot and favours. Except when you are likely to get caught or you really need others’ assistance.
Spendthrift (Major): you tend to spend exorbitantly on clothes, watches, fancy booze and other fripperies beyond your means. You tend to start each adventure with little more than you began the last.
Spook magnet (Minor): in haunted or otherwise creepy areas, you tend to be present when unusual events occur.

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