Rolling down to Old Maui: The Extraordinary Life of a Buccaneer It's the year 1655, and the Golden Age of exploration is in its prime. At the beginning of the 16th century, the European empires of Britain, Spain, the Netherlands, Portugal and France are powerhouses. From small colonies, to entire islands, to the largest of military outposts, these countries are slowly expanding out into the world with their eyes greedily set on the Eastern Hemisphere. The shipping industry is at an all time high, with products like Salt and Rum fetching extremely large prices to consumers. However, there's always the fear looming over the heads of the Kings and Lords of industry: The damned buccaneers. While the rest of the world seeks to expand their empires and live under the rules of Kings, there are those who choose a life of absolute freedom and rebellion. These so called "Pirates" are the very scourge of the Seven Seas and are always posing threats for industry men. With the constant boardings of cargo ships and raiding of Salt plantations, the Monarchs of the world have ordered that every single mother's son who calls himself "Pirate" be caught and/or killed. However, the turn of the 17th century has brought about a new decree from the King of England. He has decreed that a Pardon for anybody convicted of, or having committed acts of piracy after the turn of the year 1718 be issued. The pardon alleviates he who takes it of all their crimes against the English Crown and allows them to return to England as poor, but free men. The Pardon has not been accepted by all pirates because some see it as the cowards way out of going to the gallows. These pirates are the top priority for the King's Navy and the East India Trading Company. The King fears that they will pose a major threat to the world and therefore they must be completely destroyed. With all the corners of the map being filled up by explorers and pirates of the like, there doesn't seem like there is too much left within the world for anybody to search for... But that's where most people are dead wrong. Unbeknownst to most, the so called "legends" of mythical treasures, and locations, are actually true. The same can be said about mythical beings such as Mermaids, Sea Beasts, and even Davy Jones himself. The sea is a wide and brilliant place full of adventure, danger, and rum enough to drown an honest sailor. Some who sail seek the adventure and glory held within the waves, while others sail because they have nowhere else to go. No matter why you chose to sail, the sea will unite a crew into a mighty brotherhood. The crew is your family, and the sea is your home. So now, its time to weigh anchor, let loose the mainsail, and pop open a bottle of Rum. Why you may ask? Because now, its time to sail for adventure!! Hey everybody!! Sora here with the glorious return of an idea I had buried for a while now. Back when I first joined my RP career, I started a semi-successful RP known as "Traverse the Seven Seas: Tales of a Buccaneer", but it died unfortunately due to inactivity. What I'm looking for is around 4-5 people who are willing to stick around until the story finishes. The basic idea of this RP is that we will be playing a group of Pirates who search for adventure and legendary treasures. Now, the main focus of the story will be the search for an all-powerful artifact known as "The Oraclus". We will be incorporating supernatural beings and events, following the same kind of formula used in Pirates of the Caribbean. This is not a fandom RP by any means, but we'll borrow a few things from PotC to make things more interesting. There's a few ways we can do this RP. One of them involves having 3 Ships with 3 different captains. 3 would be the minimum number, with room for addition if we get more people involved with the RP. The goal of this would be to create drama amongst captains and their crew (ex. Mutiny in one crew means the addition of a cabin boy to another crew, or perhaps the captains just hate each other and act as rivals to discover the treasure first.) while searching for adventure. There would be different (or similar) adventures amongst the different ships, either by one captain following the other, or perhaps searching for the same treasure and accidentally meeting up. The second method we could do this is by having everybody sail underneath one singular captain, with the goal of exploring and venturing out to find treasures and adventure upon the high seas. This would take a more linear pattern and allow for additional characters later on without worrying too much about who has too many player characters in their crew. We would all decide on positions in the crew in a fair manner, but wether or not I'll you with the idea of somebody else being Captain is still up for discussion. On one hand, you allow for some very interesting twists and turns with people other then the GM playing the captain, but then again you also have some issues when it comes to instructing them on plot elements behind the scenes. Another thing I'd like to talk about briefly is the supernatural elements of this RP. Now, pirates (historical, not current) are awesome. No questions asked. They've had great stories and tales, but have also benefitted society in filling the map of the world, discovering new islands and even assisting royals (I know, shocking). But as far as sailing around with nothing to do goes, stuff can get pretty boring on the sea and looking for treasure in the same pattern. That's why we add in some elements that constantly pop up in pirate lore and mythos: Supernatural Stuff! I'm talking Davy Jones, the Kraken, Blackbeard, Zombies, Undead Pirates, Curses, Witches and Wizards, Sea Monsters, Mermaids/Sirens, Harpies, Greek/Roman Mythological Creatures (how many times haven't you heard things like Cyclops' and Medusa being used alongside sea-fearers?) and many more. It can be very interesting, especially if we build upon these mythos and create lore of our own, therefore making the world our characters dwell in all the more real. Now, we can also decide on wether or not we wanted to combine the real world with a fictional one, or just do one or the other. I'll put that up in a poll afterwards, but we can also discuss it in here. Just in case we decide on a real-life/historical setting with/without made up areas, here's a random map of the Caribbean. We would most likely start from there (Tortuga, perhaps?) and as we travel to more areas, more maps will be added. If you're also interested in making/reserving a character, I've got the character sheet all nice and ready for you, as well as my sample sheet. I also have a character sheet for a pre-made Captain, but I won't post him until we've decided what we're gonna do in terms of captains and the storyline. Character Sheet Template (Move your mouse to reveal the content) Character Sheet Template (open) Character Sheet Template (close) Image of Character: Name: Nickname: (optional) Gender: Age: Sexual Orientation: Position in the Crew: (Are you a Captain? Perhaps a Cook, or possibly a Busboy? You get the idea) Preferred Weapon(s): (if any) About Me: (can include, but isn't limited to; Personality, Background, Attributes, ect. I'd like to see at least 2-3 paragraphs here) Other: (include any additional information you want. Maybe a catchphrase that your character says, or any pets they may have) Jim Hawkins/"Sample Sheet" (Move your mouse to reveal the content) Jim Hawkins/"Sample Sheet" (open) Jim Hawkins/"Sample Sheet" (close) Name: Jim Tyler Hawkins Nickname: "Jimmy", "Sport", "Kiddo", "Bunker-Boy", "Jim-Jimmy-Jimmy-Jim-Jim-Jim" (he hates that last one), and "Jack-O" (for some reason, a certain person keeps calling him that). Gender: Male Age: 19 Sexual Orientation: Straight Position in the Crew: Cabin Boy Preferred Weapon(s): His Rapier and a Wheellock Pistol About Me: Incredibly bright and confident, Jim could be good-natured and friendly, if he had reason to. He doesn't, though – in fact, rather used to being let down, Jim often shows himself as dispassionate and uncaring, preferring to push others away and act detached than to be let down again. He's very distrusting of new people, especially with the appearance of pirates who will stab somebody in the back at a moments notice. He's also very skeptical about certain subjects as certain people. Jim is, in short, a prodigy. He's intelligent, though he doesn't show it much, and often learns things with thorough accuracy after seeing them just once. He built his first wind surfer at age 7, and has been building and sailing things almost nonstop ever since. He's bold, brash, and not afraid to say what needs to be said. He hates being thought of as a hero, but also hates being thought of as a delinquent. He's very hot-headed and quick to act when he's insulted. Despite this, he's loyal to a fault to people that earn it. First is his mother: Sarah is the one person that he wants to please, badly, no matter what. She's his mother, and he feels a responsibility to take care of her, since his father left. He felt that same loyalty to his father, once, as well as a high sense of respect for the man. He felt a similar way to a man he knew long ago, treating him almost as a second father, but the betrayal he suffered by both has marked him and damaged his ability to trust others. Strengths: Intelligence and bravery. He's not afraid to get into a couple of fights, and is smart enough to know how to deal with them, most of the time. His quick-learning ability is also a very valuable asset, as he's often called on to use his knowledge and skills in tight situations. In terms of physical strength, he's a decent fist-fighter and a good shot with a handgun, and is also fast and cunning. On a wind surfer, he's respectably fast. Weaknesses: His bravery can also be a weakness, as he's prone to saying the wrong thing at the wrong time. He also tends to act rashly and without thought, despite his intelligence, and gets himself into trouble. He fumbles a lot, and still isn't quite comfortable with weapons. His lack of trust can also be used as a weakness, as he often doesn't put much faith in his teammates. Other: Jim has a Old English Sheepdog pup named "Maxwell", whom he loves dearly. He also has a natural talent for music and normally sings to himself. Jim also carries around a small golden compass which belonged to his father. Its his only heirloom and rather then toss it to the sea, Jim decided to keep it. Wether its the fact the compass gives him the feeling that his father really loved him, or perhaps its just because the item is useful whilst travelling, nobody knows but Jim. Its also his prized possession, meaning that anyone who takes it from him can expect to find their thieving hands cut off the next day. He also has a rare medical condition that has made him blind in his left eye. Its not a pretty sight to look at, so he wears an eye-patch over it for the sake of others and himself. Anyways, if you're interested just post below and we'll get this vessel moving as soon as we're ready to leave port!