High Seas Mods (
highseasmods) wrote in
highseasooc2014-03-01 12:26 am
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**Event Post** Navy Month
Navy month begins!
Just as a reminder:
All through the month of March your crews will have an increased opportunity to engage with the Navy. While it’s not a requirement to interact, the Navy will be out in full force and it’s likely at the very least your crew will spot them in the distance. They may even come island bound, excluding Empieza, if that suits your needs better.
If you do choose to engage, the fights are up to you; in other words, no one will be NPCing them. But we have three options for fighting.
Super Easy Mode:
Navy Mooks. Those guys out to prove themselves and rising up the ranks. What they lack in excessive firepower, they make up for in numbers. Feel free to struggle with these fights or completely obliterate the opposing force, but the harder you fight/the more you smash, the more attention you get. If you wish to engage in ground combat, mooks will be the only ones to follow you there.
Requirements: No requirements except that your character/crew's power level must match/surpass the power level of the ship(s) you are fighting. In other words, if Character A has a super power that allows them to sink fifteen ships at once, it’s fine for them to be defeating fifteen ships. If Character B’s only talent is whacking them with a garden hoe, you might want to reconsider the amount of ships you’re facing.
Rewards: Small to moderate. Some treasure. Some light cannon. No secret maps or anything like that. You can steal a navy ship but they have a certain shade of paint that will identify it as a Navy Ship immediately. It’s possible to get it repainted but it’s highly illegal and your crew is likely to be reported.
Easy-Hard Mode:
The Eight Captains, known as the Eight Dogs of the sea, detailed below. They will not hesitate to pummel your characters and either kill or capture them -– and these battles must reflect the difficulty of the target. Sign-ups for each Captain are below and your crew/alliance may sign up for more than one. Of course, while anyone can engage the Captains, only the crew/alliance with the winning number (determined by a RNG roll) will be able to possibly defeat them. Additionally, there is a cap of one Captain per crew/alliance. Switching alliances to get a peck at another Captain is prohibited. Beating a Captain will definitely put your crew/alliance on the Navy’s radar.
Requirements: A crew/alliance of 10 to 15 characters minimum (as stated below).
Rewards: Moderate to large. Treasure size/weapon cache varying depending on the difficulty of the Captain. This will be spelled out in more detail when it is determined whether or not your crew/alliance wins the battle. Additionally, each Captain has in their stateroom a map to one tiny shard piece. In other words, eight individual maps, eight individual shard pieces. But you’ll have to acquire them and that may not be the easiest.
Ludicrous-Impossible Mode:
Located in the East and West, the Admirals command fleets of twelve ships a piece. Engaging with them means almost certain death/capture -- though it’s not impossible to run, it’s recommended you avoid any confrontation to begin with. Again, even upon winning, battles must reflect the difficulty of the task.
Requirements: An alliance of no less than thirty characters is required to beat these Admirals into a standstill or force them into a retreat. Destroying them completely is impossible. Additionally, near the midpoint of the battle a ‘spray’ will be released that coats everyone and makes everyone with supernatural abilities violently ill and unable to function
Rewards: Not much other than a huge spike in your notoriety, which may not be a good thing. Winning means the ability to loot all the ships in the fleet except the flag ship in terms of treasure. These will have the same treasure drop as the mook ships but weapons/maps will be destroyed upon defeat.
---------------------------------
How it'll work:
Sign up with your crew/alliance for whichever Captains you wish and pick a number 1-100. We will use a RNG to determine which crew/alliance will win the chance to possibly defeat them in battle. If you do not have the required amount in your crew/alliance when you sign up, you must have them before you make your log. You have until 11:59PM EST on March 4th to sign up, and the results will be announced on the 5th.
The crew/alliance that gets to fight each Captain will then have to roll a second time to see if they win or lose the specific battles, but more details about this will come on the 5th. Remember that the Captains vary in difficulty and keep that in mind when signing up! Because their difficulty will be reflected in the second roll to determine whether your crew/alliance can actually defeat them.
If you have questions, feel free to ask on the post here.
Example Sign Up
(Name of the crew or alliance in the tagline)
Number of Crew: 18
Number (1-100): 2
Just as a reminder:
All through the month of March your crews will have an increased opportunity to engage with the Navy. While it’s not a requirement to interact, the Navy will be out in full force and it’s likely at the very least your crew will spot them in the distance. They may even come island bound, excluding Empieza, if that suits your needs better.
If you do choose to engage, the fights are up to you; in other words, no one will be NPCing them. But we have three options for fighting.
Super Easy Mode:
Navy Mooks. Those guys out to prove themselves and rising up the ranks. What they lack in excessive firepower, they make up for in numbers. Feel free to struggle with these fights or completely obliterate the opposing force, but the harder you fight/the more you smash, the more attention you get. If you wish to engage in ground combat, mooks will be the only ones to follow you there.
Requirements: No requirements except that your character/crew's power level must match/surpass the power level of the ship(s) you are fighting. In other words, if Character A has a super power that allows them to sink fifteen ships at once, it’s fine for them to be defeating fifteen ships. If Character B’s only talent is whacking them with a garden hoe, you might want to reconsider the amount of ships you’re facing.
Rewards: Small to moderate. Some treasure. Some light cannon. No secret maps or anything like that. You can steal a navy ship but they have a certain shade of paint that will identify it as a Navy Ship immediately. It’s possible to get it repainted but it’s highly illegal and your crew is likely to be reported.
Easy-Hard Mode:
The Eight Captains, known as the Eight Dogs of the sea, detailed below. They will not hesitate to pummel your characters and either kill or capture them -– and these battles must reflect the difficulty of the target. Sign-ups for each Captain are below and your crew/alliance may sign up for more than one. Of course, while anyone can engage the Captains, only the crew/alliance with the winning number (determined by a RNG roll) will be able to possibly defeat them. Additionally, there is a cap of one Captain per crew/alliance. Switching alliances to get a peck at another Captain is prohibited. Beating a Captain will definitely put your crew/alliance on the Navy’s radar.
Requirements: A crew/alliance of 10 to 15 characters minimum (as stated below).
Rewards: Moderate to large. Treasure size/weapon cache varying depending on the difficulty of the Captain. This will be spelled out in more detail when it is determined whether or not your crew/alliance wins the battle. Additionally, each Captain has in their stateroom a map to one tiny shard piece. In other words, eight individual maps, eight individual shard pieces. But you’ll have to acquire them and that may not be the easiest.
Ludicrous-Impossible Mode:
Located in the East and West, the Admirals command fleets of twelve ships a piece. Engaging with them means almost certain death/capture -- though it’s not impossible to run, it’s recommended you avoid any confrontation to begin with. Again, even upon winning, battles must reflect the difficulty of the task.
Requirements: An alliance of no less than thirty characters is required to beat these Admirals into a standstill or force them into a retreat. Destroying them completely is impossible. Additionally, near the midpoint of the battle a ‘spray’ will be released that coats everyone and makes everyone with supernatural abilities violently ill and unable to function
Rewards: Not much other than a huge spike in your notoriety, which may not be a good thing. Winning means the ability to loot all the ships in the fleet except the flag ship in terms of treasure. These will have the same treasure drop as the mook ships but weapons/maps will be destroyed upon defeat.
How it'll work:
Sign up with your crew/alliance for whichever Captains you wish and pick a number 1-100. We will use a RNG to determine which crew/alliance will win the chance to possibly defeat them in battle. If you do not have the required amount in your crew/alliance when you sign up, you must have them before you make your log. You have until 11:59PM EST on March 4th to sign up, and the results will be announced on the 5th.
The crew/alliance that gets to fight each Captain will then have to roll a second time to see if they win or lose the specific battles, but more details about this will come on the 5th. Remember that the Captains vary in difficulty and keep that in mind when signing up! Because their difficulty will be reflected in the second roll to determine whether your crew/alliance can actually defeat them.
If you have questions, feel free to ask on the post here.
Example Sign Up
(Name of the crew or alliance in the tagline)
Number of Crew: 18
Number (1-100): 2

Captains
Red Charlotte
Ship: Terrier of the Seas
Location: North
Difficulty Level: Easy
From: Central City, Dermaevern Island
Height: 5'2"
Minimum crew/alliance size needed to fight: 10
She is one of the newest captains but earned her reputation by being absolutely ruthless. But this ruthlessness leads to recklessness as she has a burning desire to prove herself. Her trademark is burning arrows and exploding cannonballs and she's apt at sailing in blizzards. She's also one of the few who will fight ship to ship, plus she's an adept swordswoman (fencing style) and is a brilliant tactician. She wears a red cloak dyed with the blood of her enemies and doesn't get why the other captains snicker at her ship's name that she picked because she has no sense of humor.
Katabami
Number (1-100): 45
Triton's Mistress/Sinewave Alliance
Number: 63
Asherah of the Nautilus
Ship: Sea Dog
Location: East
Difficulty Level: Easy
From: ???
Race: People of Nautilus
Minimum crew/alliance size needed to fight: 10
She looks like what some would call a mermaid, but she has no tail. She is a master of guerrilla attacks, making holes on the bottom of ships and sinking them. Most of her fleet attacks above water on regular ships, pecking at the pirates, while there are a few in one-man little underwater boat that look like jellyfish, though they have to get fairly close to the surface to attack. You can't negotiate with her because she doesn't seem to speak. Or care. Though she must because her crew attacks even if she doesn't seem to give them direct orders.
The Shepherd
Number: 56
Katabami
Number (1-100): 23
Triton's Mistress/Sinewave Alliance
Number: 17
Raph & Co. / Queen's Gambit
Number (1-100): 82
Chessmaster
Ship: Majestic Setter of the Great Grey Seas
-- He named it himself, though most people just call it Majestic or "Gracie", which he hates because he thinks he's not being taken seriously. Calling it such usually results in him pouting and throwing temper tantrums.
Location: West
Difficulty Level: Easy to Medium
From: Classified
Age: 13
Minimum crew/alliance size needed to fight: 10
He has the ability of explosive touch, though it only works on inanimate objects. His attacks are extremely well-coordinated and based off logic and guessing his opponent's moves, which means if you fight likewise you'll have a tough battle. But if you just go in crazy you might give him a hell of a time. He's also unafraid to blow up his own ships/men. If he's captured he really doesn't have any recourse as he can't do much in the way of fighting. Though may look cute he's probably mildly sociopathic due to his upbringing.
no subject
Number: 69
Charming Murderess/Howling Sabres
Number (1-100): 42
Triton's Mistress/Sinewave Alliance
Number: 37
Katabami
Number (1-100): 15
Fu Xi Yue
Ship: Yiquan Nian Jingou (The Thousand Years Golden Dog)
-- Based off the Yuezhong proverb that a loyal dog will follow its master for a thousand years. Also in reference to a path of 'the way' in which common sense and understanding/compassion leads to enlightenment. Thus the reference to gold is not necessarily monetary but represents the next level of being.
Location: South
Difficulty Level: Medium
From: Yuezhong Island
Minimum crew/alliance size needed to fight: 10
She's a great strategist and will also fight ship to ship if she has to. A master with the saber and flintlock. But she's one of the easier ones because her sense of justice is more based on common sense, putting her at odds with the Navy at some points, and she has a sense of fair play. She will capture rather than kill. And while she has the largest fleet and is near impossible to escape from, if you can plead your case she will allow you to pay her off, taking nearly everything off your ship... Or she will take you to a low security prison.
Straw Hat Host Club Alliance
Number: 79
Katabami
Number (1-100): 45
Triton's Mistress/Sinewave Alliance
Number: 29
The Corpse King
Ship: The Black Dog
Location: South
Difficulty Level: Medium
From: Port Chance
Minimum crew/alliance size needed to fight: 15
He's just there for the promotions, wanting to make Fleet Admiral one day, so he doesn't really care whether he captures or kills so long as he gets his man at the end of the day. Despite his angling for promotions and his somewhat cold, brusque nature, he doesn't take undue risks or risk the life of his men, which makes him one of the more popular captains.
That being said, he will often lure pirates into a false sense of security before coming back for a more violent second wind that will end up decimating their ships. He doesn't fight much at all though he's proficient with guns and swords. If he's in a tight spot he'll surrender and make nice with the pirates by sending over some foodstuffs as a token of surrender -- but the foodstuffs are poison. And he will also use poison gas if he can get it.
Spades Alliance
Number: 10
The Bailiff
Ship: The Mastiff
Location: East
Difficulty Level: Medium to Hard
From: Corsair Kingdom
Minimum crew/alliance size needed to fight: 15
He's experienced in the hunting and capture of pirates, and was instrumental in bringing down Three Days' Jack. But he refuses to kill unless he is pressed and has the record of the most pirates captured. Only 90% of the pirates captured by him end up on the execution stand because most of all he believes in public justice. His fighting style is surround and overwhelm, he'll call for and accept surrender but if he wins he will do his best to make sure the pirates' ships are thoroughly incapacitated. His own ships tend to be heavy so if you can get away from his blockade, you can probably outrun him. He doesn't fight ship to ship but he is a master marksman.
Straw Hat Host Club Alliance
Number: 26
The Shepherds
Number: 33
CrazyFace
Ship: Mad Dog (called Pete by Clayton)
Location: West
Difficulty Level: Hard
From: Gun Frontier Island
Minimum crew/alliance size needed to fight: 15
He has a small fleet but enough firepower to blow you from west to east and back again. He has little ships in his fleet whose sole mission is to provide ammo for the bigger ships. And while he can be compassionate and will usually capture rather than kill pirates, it's usually the pirates that are picked out of the water after the shower of ammo that's unloaded on them. He's generally a nice guy, a good old home boy, but when he gets behind guns/cannons/explosives/fireworks he goes into berserker mode and doesn't stop shooting until he runs out of stuff to shoot. And he does shoot everything, up to and including silverware -- which is why his crew mostly has to have wooden utensils.
Charming Murderess/Howling Sabres
Number (1-100): 82
Raph & Co. / Queen's Gambit
Number (1-100): 37
The Navy's Dog
Ship: Sea's Pride
Location: East
Difficulty Level: Hard
From: Classified
Minimum crew/alliance size needed to fight: 15
In terms of the Navy, she's the most respected captain. She fights hard, is a good strategist, and knows who to kill and who to capture. She's largely defensive in nature and sent to guard key points, but she has good offensive capabilities. While she's not the overall best in any area, she's a good solid captain who believes a pirate is a pirate and that's the end of it. She's not someone you can negotiate with or bribe.
Her fleet isn't the biggest but it's strong and well-coordinated and isn't easily tricked. If you surrender, however, she'll take you to a prison, though the security of the prison depends on how long it took you to surrender or how many of her men you've picked off in the process.
The Shepherd
Number: 76
Admirals
The Tempest
Ship: Sun Dancer
Location: West
From: Tartle Island
Born and raised in a pirate loving town, but also one that knows law and rule. She despises pirates of all stripes. She's a weapons master, so there are few weapons she is unable to wield with supreme effectiveness, plus she seems to be able to summon strong winds -- though doing so exhausts her and puts her ship in as much peril as the others. She also uses the technique of baiting the trap or honey in the pot, acting like her opponent has an opening or is gaining the upper hand to learn their moves before smashing down. She's also an excellent navigator and understands the seas all too well having spent all her life on them. Also, she has a turtle cannon -- which is basically a young turtle much like Tartle Island, though it's large enough to mount a huge cannon on. The cannon is only good for one shot per battle but the devastation is enormous.
Howling Sabers/Shepherds Alliance (Howling Shepherds???)
Number of Crew: 18 + 15 = 33
Number (1-100): 69
Curlew the Destroyer
Ship: Red Sky Warning
Location: East
From: Classified
Race: Giant
A rather large fellow. Very large, actually. Unusually large. In fact, he towers over people at a height of about twenty feet. Ever since the Navy's retreat at Isla Empieza he's become even more ruthless than ever. Whether he hates pirates or not is unknown, but he's not a man that loses lightly and on the seas his fleet is the largest and well-coordinated with heavy firepower and heavy ship to ship combat. Curlew leaves no one left alive and will often come smashing his enemies himself with his huge spiked metal club.
Raph & Co. / Queen's Gambit / Vesperia / Other???
Number (1-100): 50