Life Aboard Ship (Extra Interlude)

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Technospawn
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Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Life Aboard Ship (Extra Interlude)

Post by Technospawn »

Write an interlude from your extra's point of view. Include what advance they are trying to take and how are they practicing or preparing for the advance. Once the post here, you an give your extra the advance.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Andrew Cofield
Posts: 33
Joined: Tue Sep 29, 2020 4:15 pm

Re: Life Aboard Ship (Extra Interlude)

Post by Andrew Cofield »

Andros actually enjoyed life aboard ship. No one yelled at him, much, and he got really good food, not just table scraps, or worse. And, even though Balanor told him he would just be a cabin boy, he was learning a lot about jammer ships. How to move them in jam-space, how to sail them on water, even how to land on land. That last one was really weird, seeing a big sailing ship sitting in the middle of a field.

Sure, he still did a lot of scut work, but even that was teaching him stuff. How to balance a load, how to run lines, even how important it was for keeping the deck clean. He will always hate mopping but at least now he understands why it is done so much.

And, Balanor has left his spell book out a few times. Not much of it makes sense but some of it really clicked. Maybe I can learn some magic as well.

Andros was thinking all this as he walked into the mess hall. Seeing no one was around he frowned. Crap, I think I am late with lunch. So much for extra lessons this afternoon. I bet I 'get to' swab the deck again. Oh well, still not a bad life.

Boating and Piloting increased to d6

Parry: 6; Toughness: 7 (2)
Wounds/Fatigue: 0/0
PP: 10/10
Active Powers: none
Hindrances: Arrogant, Impulsive
Edges: Ace, Arcane Armor, Favored Powers (Wizard), Wizard (Specialist) (Abjuration (Necro, Enchant))



Parry: 5; Toughness: 7(2)
Wounds/Fatigue: 0/0
PP: 10/10
Active Powers: none
Hindrances: Can’t Swim, Cautious, Small, Wanted (minor, former street gang)
Edges: Arcane Background (Magic), Free Runner, Thief
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Triss Nightingale
Posts: 38
Joined: Thu Oct 01, 2020 1:42 am

Re: Life Aboard Ship (Extra Interlude)

Post by Triss Nightingale »

The bell for the first shift rang with the dawn, and Trina stretched, rolling out of her hammock. She had gotten pretty good not face planting on the floor every morning. Triss had been kind enough to get her a bunk position with her in the infirmary, so Trina didn’t have to keep up the pretense of being a boy with the ship’s healer, at least when they didn’t have patients.

Trina stripped off her night shirt and washed quickly in the washbasin, then took up the wraps she used to bind her breasts. Triss had been right. It was getting more difficult to keep her figure hidden now that she had a steady source of food.

Trina pulled on her clothes, and now she was Trin. She hurried to the galley where mess was being served, and tucked into her porridge. Getting regular meals since leaving the farm meant Trin was starting to fill out, though he would always be small for a boy. Many of the crew took to sharing extra food with him to bulk him up. He missed vegetables and fruits, though, but now that they were on a planet, maybe they would get some now.

Trin’s morning was spent with the deck crew, scraping and swabbing the entire deck of the ship. It was making her stronger. She also pulled duties in the tops, clambering like a squirrel up the rigging, taking a turn at the crow’s nest.

Afternoons were spent with Triss, studying a thick medical book and what the bard could teach her about shipboard surgery and healing. Nights were usually allowed some freedom, and Triss would play and sing while the crew sang and danced until lights out was called and the second shift took over.

All in all, it wasn’t a bad life. Hard working, but then Trina had been used to that on the farm.
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Cerulean
Posts: 47
Joined: Mon Sep 28, 2020 6:01 pm
Location: Massachusetts

Re: Life Aboard Ship (Extra Interlude)

Post by Cerulean »

Shaure's time aboard the ship was interesting so far. She never thought she'd go this far from home.
Still, at times, it could be lonely - the riggers accepted her, though a couple of the former deckhands had been wary of her-mostly her being a woman aboard a ship.

That is, until the others reminded her that there were occasionally women aboard other ships, and that the wary ones were from places with little opportunity or education. This helped to lift her spirits a lot, especially as Cerulean began to trust her with extra responsibility.
Savage Spelljammer: Cerulean the Elf boatswain https://savagerifts.com/sr/viewtopic.php?f=350&t=5652
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Ellisto
Posts: 46
Joined: Tue Sep 29, 2020 5:05 pm

Re: Life Aboard Ship (Extra Interlude)

Post by Ellisto »

Having people REALLY scared of you can be fun... but no way I will let anyone, especially that puny Halfling know how much I enjoy this

Now Kar'ak is Ugly and Mean, and that would be by ANYONE's standards. Even pure blood Orcs would think so. Nor was Kar'ak the brightest tool in the shed. He was able to tell, however, that his attitude and appearance made people uncomfortable around him. By giving overly toothy smiles and dirty looks, he soon found that made people the most uncomfortable... and started to use it almost every time he saw the winey useless little halfling cook.
Menacing
Being a brutish lout isn’t always a drawback if you know how to use it. Menacing allows a character to put her bad looks or worse attitude to good use. The goon adds +2 to her Intimidation rolls.
Toughness: 4
Pace: 5 (d4)
Parry: 4
PP: 20/20
Sling Stones: 20/20
Languages
Common: d6
Dwarfish: d6
Goblin: d6
Halfling: d8
Undercommon: d6
Bennies: 4/6
  • Base Amount
    -1 due Reroll for Round 1 Back Into the Flow Escape
    -1 due Reroll for Round 2 Back Into the Flow Escape
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Jarvis Ursus
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Posts: 185
Joined: Tue Feb 28, 2017 6:12 pm

Re: Life Aboard Ship (Extra Interlude)

Post by Jarvis Ursus »

Zicks easily climbed up the rigging to the makeshift platform on the main mast. His multifaceted eyes scanned the vast emptiness of Realmspace while simultaneously keeping tabs on the activity below. A star twinkled here, crewman swabbing the deck there, was that a ship off in the distance? All of it was processed, all of it was categorized and filed away.

He liked being the lookout. It was...easier. Not that the Thri-kreen was trying to avoid heavy labor, but the crew really didn't know how to deal with his insectile nature. Still, out here was better than on planet. A ship's crew pulls together despite differences to get the job done, if they don't they die. Space doesn't go easy because of petty disagreements.

At that moment one of his eye facets caught Jarvis bellowing orders on the main deck. Something about leaving tension on the ballista skeins. For a moment, Zicks thought about climbing down and helping. His additional arms would make the task go much faster. The Thri-kreen liked the big giff and envied how he just easily fit in amongst the crew being different like himself. These thoughts went through his alien brain as he began to climb down the rigging but then stopped as another facet of his insectile eyes spotted the Captain. The mind flayer was an enigma to Zicks. He very much wanted to meet him. He just knew they would have a lot in common. Zicks didn't favor brains over any other parts of his 'food', but he didn't let them go to waste either.

'Howz duez youz stay fedz, Captain? Zicks would very much likez to knowz. Perhapz we canz exchange techniquez onz enjoying the bezt partz'
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
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