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>>/k/13083686
>>
Shit

>>>/k/13083686
>>
A bit of clarification, the thread was about which ship would win a battle at close range. The ships were the IJN Yamato and the USS Iowa. The IJN Yamato was much larger, heavily armed, armored, and was extremely maneuverable for it's size. The USS Iowa on the other hand was said to have better targeting systems and more advanced technology because it was in service longer. The thread was derailed when the nuclear weapons that the Iowa would be carrying later in it's service were mentioned, resulting in the above post.
>>
>New Flying Dutchman

>Find the old Flying Dutchman

>WELL HOW DO YOU LIKE THESE EIGHTEEN INCH GUNS, BITCH

>WE ETERNALLY DAMNED NOW
>>
Damn, that sounds like an awesome BBEG.
>>
FLASH:

In response to confirmation of US Navy 'ghost ships' being deployed to the worlds oceans, the USSR today announced the deployment of the first of it's 'Exorcist Class' of submarines, reportedly armed with torpedoes packed full of reliquaries from the various now defunct Orthodox Catholic churches found in the USSR. Official state sources inside the USSR denied this however, stating the Soviet Union's commitment to atheism, and decrying the 'Imperialist west's spectral propaganda'.
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>>21203139

It's like Ghostbusters but with torpedoes

Fucking fund it right now
>>
>>21203139

Saturday, Oct 20th, 2012

Sources from Reuters reported sightings of strange 'ghost ripples' from fishing boats off of the coast of Scotland today. Citing difficulties in Cod fishing in the North Sea, several trawler captains have started legal action against the UK government for their 'Ghostship' program tests in waters outside of military test zones.

Official sources have since refused to comment.
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>>21203167

"They're bloody everywhar nowad'ys. Like they're lookin' fer somethin'. It's bloody creepy if ya ask me. Pah, invisible ships. Who'd've bloody thought it. Making ruddy hell for my boat that's fer damned sure."
>>
>>21203167

It was here, deep in the frozen Siberian wastes that the dark undercurrent of the Cold War came to it's most terrifying. Stalin, aware of the terrible economic damage wrought by the Great Patriotic War was forced to turn to the Soviet Union's newest potential resource. Twenty million fresh corpses left by the massive death struggle of the Red Army and the Wehrmacht. Ordering Beria's NKVD to round up top SS Occultists, they were forced at gunpoint to raise a new, soulless army, who's limitless stamina could be turned to building Stalin's dream of a socialist superpower, firmly held in his iron grip. Even now, years after the fall of the Soviet Union, there are reports from residents of the icy north of groups or 'herds' of the shambling dead that escaped the extermination sweeps set in motion during the Khrushchev Thaw. Russian Federation sources neither confirm nor deny the existence of any such program.
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>>21203151
'You sunk my ghost battleship!'
>>
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>>21203058
ok. I can make this work i can see this in a post apocalyptic setting.
maybe some magic too as to what has reanimated the crew.
it would be some sort of BBEG that terrorizes the west coast of the former United States.
>>
-

Gentlemen,

You're here because you have been esepciialy selected for the US Navy's SPECTRAL program. As such you will be privy to some of our nation's most closely-guarded secrets.
The fact that you're here means you already know the penalty for revealing ANYTHING that you will encounter in the coming months.

Now. Let me make one thing clear. Ghosts, wraiths and undead are real. They are vicious, bloodthirsty shadows of people killed violently and painfully and they can and WILL kill you the moment they set eyes on you.

This is what we at SPECTRAL fight. We are the sole guardians of the entire fucking Pacific against creatures from a Lovecraftian horror, understood?

>YES, SIR

cont'
>>
Forgive me, but I don't see how nuking the Yamato would turn it into the Flying Dutchman. This might have something to do with the fact that I know very little about the Flying Dutchman.
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>>21203324

Our ships are the best. The most heavily-armed. The most heavily armoured. Invisible to the naked eye, and, most of all, able to step into the gap between the worlds of the living and the dead.

Now, you're all sailors. You all know of the legend of the Flying Dutchman, and that shit I can tell you right now was real as the houses your ma's grew your asses up in.

You are the best of the best of the crews you came from, and that's who we need right now.

Now listen to me. Listen closely. This is not a lie, not a test, not a joke. The damned reds, over twenty four years ago, released a fleet of the dead.
You heard me. The dead.
They took the nastiest, cruellest sons of bitches the Nazis had to offer and put 'em to work creating an army of soulless ghost ships, to knock out civilian cargo ships. The life-fucking-blood of our nation, and they used the dead to strangle it. Only, their wraith-ships went out of control and now, they're everywhere. The Russians say they're helping but I ain't ever seen a single damned Ruskie ship ever help us sink a Dutchman.

This, Gentlemen, is what we do. We hunt ghost ships.
>>
>>21203258
At any one time on the back streets of the cities of eastern Europe, the nightmare version of the Cold War raged. Dubbed the Occult Wars by the various KGB and CIA agents that engaged in spectral fight for the soul of humanity. Cloak and dagger battles for various blasphemous artifacts, demonic rituals, or portals to entire dimensions were the prize. Weapons that could change not just the battlefield of World War 3, but the very face of reality. It is rumored that the entire Korean War was waged to ensure that the Reds didn't gain access to a tear in the fabric of reality, which if opened, an unending tide of cosmic horrors could pass through. Neither side knew if the other was truly mad or desperate enough to unleash such abominations, but neither was willing to risk it either. There are those in various intelligence communities who say that the West will gladly prop up Stalinist North Korea to ensure that the DMZ will remain in place, and no one will be able to access the hellish maw somewhere on the 38th Parallel.
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I don't know where is thread is going, but holy fuck this setting has potential.
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>>21203446
/tg/ gets shit done


sort of
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>>21203488
When /tg/ gets shit done, it's more done than a properly cooked steak. But as often as not, interest is lost.

Now these ships, being non-corporeal, are they still limited to water, or could they show up inland?
>>
>Mission is to stop the ghost battleship from their planned terrorist attack
>they plan to use their on-board rail-gun to destroy HQ
>party fails, is captured by BBEG and forced to watch his plan to completion
>rail-gun is loaded...
>...aims...
>...FIRES...
>...Aaaand the projectile just phases straight through the HQ, since it was made of ghost stuff and fired from a ghost gun
>party makes their escape while the BBEG rages and the ghost crew is left speechless.
>>
>Now these ships, being non-corporeal, are they still limited to water, or could they show up inland?

I would say that the ships themselves would be limited to the water. Perhaps the crews could go ashore, or maybe they're bound to the ships as well. I kind of like the idea of a ghost ship appearing off shore and bombarding a city for awhile before disappearing into the mist.
>>
-Retrieved from the Archives at RAF Fylingdales, Yorkshire-

"Saw something weird on the game flight today. Brass said there'd be nothing out off the coast, but I swear to god, -I swear-, just as we cleared Staithes I saw a ship. Big bugger. Like something out of the war, all artillery and machineguns, you know?
So I lift the radio to call it over and I look back, it's gone. Like it were never there.
Well, the wargame started and I locked onto Cooper's flame, played along, but to be honest I wanted to make sure I hadn't gone loopy. I fired along his tail and upped my throttle, got the bugger to chase me, as I got a look further below. Right there, clear as day, the wake off a ship. I swear to every god in history, the wake of a boat -a big one, mind - was there, but no ship was. Nothing at all. I dropped flares and completed the exercise. Weirdest thing i've ever seen."
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>>21203565

I love the idea of modern, phase-generator-equipped navy ships hunting down the maddened, violent crews of ghost ships lost, or actually created for sub-reality warfare.
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>>21203592

Eventually you'd have to raid their base of SECRET GHOST PIRATE SKULL ISLAND
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>>21203614

They might only have flintlocks and swords, but they won't die until their desecrated skeletons are destroyed on the lonely, desolate island they perished on.

>Shelling the pirate cannon positions with phase-shifted shells

>You can't really kill the fuckers, soon as you put a bullet through them they just rise from where they died again, endlessly

>Have to fight all the way to where they died and destroy the remains to stop the hauntings (there's no time to read them their rites in the middle of a battle)
>>
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>this thread

SET SAIL FOR FUCK YEAH
>>
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>>21203369
Now a lot of you might be wondering how we go about clearing out this god dammed ghost ships.

Good news is, you lot don't. You are currently under service as deckhands responsible for the maintenance and defense of our crew operating in the 'Locker'.

>Locker Sir?

Slang rookie. Use it to identify the zone between living and dead. Better than whatever bull the eggheads came up with.

Anyway, you lot are working as defense on board the ships. With any, and I use this term with the most sarcasm I possible can, 'luck', you'll move on to acting as boarding parties.

>Boarding Parties, Sir?

What? You think that sinking the ship does all those dead in? No, we've got to board them, and take down any specific shrines that keeps those things running.

Lucky for you lot, you're not the only ones out there.
You'll be serving with various Oceanic units, primarily the 22nd New Zealand Company and the 46th Australian Demolitions.
They've got some special voodoo cooked up tat brings those ships down faster than anything we can, as long as we're away from the Eastern Seaboard.

>Voodoo, Sir?

Turns out that, while those souls maybe be as God fearing as the rest of us mortals, the Gods in the Pacific side of town doesn't take no truck with anyone intruding on their turf.
>>
>Ghost ships, Cold War, the Reds, the Occult.
>ctrl + f Rasputin
>No results.

"You know what lies at the heart of their power? Why the Reds can hold the line despite their godless beliefs and blasphemous nature? Deep under the city of Moscow is a tomb made laboratory, where the body of the evilest man in the world lies, dead but dreaming. Rasputin was long gone, his spirit long since past through the aether between this world and the next. But with the mystech machines captured from Germany during the War, and created by captured Nazi scientists after the War, the Reds have managed to pull that man's soul out of whatever Hell accepted him, and bound him to his decomposing body. They have since been interrogating him and reverse engineering all of his dark arts. They have applied that foul necromancy to their citizens and more importantly to their armed forces. Armies of the Damned, Ghost Ships raised from the deep, Ectoplasmic bombs and missiles. They mean to do war with an unprecedented advantage, despite our Western know-how and our own mystech capabilities. We know this because Rasputin has personally contacted us through radio waves and brief possessions of certain attuned psychics, pleading for a respite from this hell away from hell. He has also given us the exact coordinates to his spiritual cage and a weapon to fight against his prisoners. But it will not be easy. Already, their Ghostly Ships patrol the Pacific and their glowing green missile arrays can be seen from their eastern border at night. Our allies in Europe have also reported what seems to be an Aethral Curtain along their eastern border, nothing paranormal can get in or out without Moscow knowing and allowing for it. This is the challenge before us today, ladies and gentlemen. This Occult War is no longer a thing of whispered rumors and half truths. It is real. You have been assembled to fight this war on the behalf of the Free World. Do not disappoint us."
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>>21203669
>You'll be serving with various Oceanic units, primarily the 22nd New Zealand Company and the 46th Australian Demolitions. They've got some special voodoo cooked up tat brings those ships down faster than anything we can, as long as we're away from the Eastern Seaboard.

SHIT JUST WENT STRAIGHT DOMINIONS UP IN THIS BITCH
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>>21203701

>en.wikipedia.org/wiki/Kola_superdeep_borehole
"Oh, and they're also trying to dig a hole to hell. Goddamn Reds."
>>
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>>21203669

"...we've been chasing this bleeding galleon for a week. We took on a box of gold just before we set off but they've not taken the bait yet. we saw a US ship in the Locker two days ago, full speed ahead...the yanks are busy carting around chasing Jack bloody Sparrow and we're out here doing the real business.
The thing goes fast. Knows every undercurrent we do. Old 'Liz picked her captains well when it came to lifting spanish gold, I suppose.
We'll get the bastards in a couple days. I'm certain of it."
>>
The widespread introduction of surveillance ghosts is contributing to the elimination of the concept of privacy.

Construction of spectral terminals continues in all first-world nations, and now that mass transit routes can pass directly through solid structures, city planners are finding an abundance of new useable space. Delays have been substantially cut, and new "core" connections bridge opposite sides of the world by linking through the planet's interior mass.

There is talk of producing spectral "parallel cities" which are superimposed on existing urban areas, vastly increasing maximum population density.

Spectral spacecraft and satellites, which do not require radiation shielding and pass directly through debris, are now being employed by all major space programs. SpaceX's new Wraith 2 orbital shuttle is scheduled to fly next month, in a historic maiden voyage sure to be the talk of the Ghostnet.
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>>21203701

> where the body of the evilest man in the world lies, dead but dreaming

Perfect Lovecraft reference. Let's get some more fluff done and flesh this out a little.
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>>21203731

Not sure about porting the ghosts over the land yet, this is all still rising from naval ghost stories, but we'll see how the fluff goes. At the very least, it's all kept under heavy wraps by any government.
>>
>>21203755
The setting has the potential to go many places. Whether it's kept navy-centered or ghost technology is fully explored and strewn about in society, it has potential.
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>>21203779

I for one, love the idea of an invisible war, being fought by ships with only one foot in reality, dealing with not only vessels of the long-dead but each other, where no nation can publicly decry the actions of another to maintain the secrecy.
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>>21203669
>>21203728


>Sir, permission to speak

Granted

>Pacific Gods sir?

Some of the nasties son-of-Bitches this side of the planet.
Now I know you boys are all God fearing lads, but you are all grew up with Christ and the Bible. Now, when we work along the Eastern Seaboard, that works a treat, drives those 'Dutchmen' straight bad to hell, full of the fire and brimstone we all know and fear.

But with these gods? Well, you lot are going to be learning all about their history really quick, because they are the ones that you bloody well respect.

>Respect, Sir?

Damn right son.
Now we all know the stories, show a vampire a thing of Garlic or a cross and, bing-bang-boom, dead or scarred vampire to go and loot.
Now, the Maori lads in the New Zealand Companies, they've got some special bits cooked up to deal with these fuckers, right out of their history books.
See, in Maori history, they have a lot of old stories about how local men went out to fight both Gods and the Spirits, on account of them both being fucknuts crazy, which as we happened to find out later, was the right idea, all considering. A lot of the stuff they use is based around older styled weapons.
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>>21203831

Lots of them got this sharp as hell clubs, and God help you if you get hit by one of those. But the important thing about them is they've got history.

'Mana' lads, 'Mana. Thats what its all about, and if I hear one laugh out of you, You'll be out on your arse before you know it.
Now, in Maori Culture, the more respect one has, along with their heritage, yada yada yada, you know the usual tribalism stuff, reflects back on their weapons and their people. Turns 'em into 'Tapu', or sacred gear, which makes them a hell of a lot more effective than some of the stuff we've had in the past.

The best part about it? People can become Tapu to. So if any of you see the old man with the blanket on board, with just his natural coating, you show him some god damn respect, because damn hell more valuable than you are.

Because if you fun with him, you've got not only the higher-ups breathing down your neck, you've also got the entire Kiwi Company ready to take your head, and whats left of you, their Gods'll dig up, and have their fun with.

So you treat those lads with respect, and they'll treat you with it to. Am I clear?

>Sir yes Sir!
>>
And this is why I love you, /tg/.
>>
>>21203842
>you've also got the entire Kiwi Company ready to take your head, and whats left of you, their Gods'll dig up, and have their fun with.

What a great line.

--

"SEE THIS CANNON BALL?"
>YES SIR
"DO YOU SEE THIS CANNON"
>SIR YES SIR
"THIS CANNON MIGHT LOOK MORE THAN FOUR HUNDRED YEARS OLD, AND THAT IS BECAUSE IT IS! IT IS THE SINGLE MOST VALUABLE ASSET ON THE SHIP. IT IS THE CANNON THAT SUNK THE SAN MATEO AND HOPEFULLY, THE CANNON THAT WILL DO IT AGAIN"
>TO THE BOTTOM, SIR!
>>
"Some of our greatest allies in all of this ended up being them goddamn Japs. The Reds had all of the Chinese on their side, but us, we were stationed in Japan anyway so we got mighty comfortable. You know what's better than the ghost of a soldier? 20 goddamn generations of ghosts. Their Shintoism and ancestor worshiping doodahs turned out to be damn effective against the Legions of the Dead and the Red Dutchmen. They have that story after all, that divine wind of theirs, Kamikaze, protected their land from the invading mongols under Kublai Kahn. Well, turns out it's not just hot air, so to speak, and they can extend it to where ever there's Japanese soil and and a living Son of the Rising Sun. Get a murmuring Shinto priest on board a ship sitting in dirt from his home country, and goddammit if our ships aren't rendered near untouchable. At least, until they find a way to get around it, Goddamn Reds always find a way. They've got a leg up too, seeing that China's been neck deep in this ectoplasmic shit since medieval times. It's why we're going to war in Korea and Vietnam. Our cover story is it's to protect their people from Communist invasion. Truth is, we're just trying to snatch up their ancestors before the Soviets do."
>>
>>21203546
the big problem with that senario is that ghost stuff is soulstuff. while physical stuff could conceivably be imune to ghost stuff, people have spirits, and thuse are vulnerable to both physical stuff and ghost stuff. That could very will make the ghost ships more dangerous, though they wont be able to cause colateral damage to infrastructure the shells WILL kill people, and will be able to go through walls to do it.

captcha: ensin13 may
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>>21203963

All those ships, found intact, but their crew gone...
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>>21203831
>>21203842
Of course, thats if we're working with the Maori battalion.

Best thing about working with those lads, is that they bring the back up.

>Back up, Sir?

Ghosts, Spirits, whatever the hell you call 'em, they hate whats going on in the Oceans just as much as we do. Ancient canoes, called Wakka, twice the size of a dingy, sail out their when the lads call 'em up.

Ever seen a bloody rowing boat board a bloody Dutchman Cruiser?
Damn scare thing, ghosts fighting ghosts, ancient versus new. Worst part is when the Boarding parters jump in with them. Hell, I once saw a man go down, just for his spirit to hop back up and keep fighting.
Rowed off with the canoe at the end of it. Damn good fighter.

See, this is why family and heritage is a big thing. It's what keeps the spirits moving and fighting.

Problem is, with the ghost ships running rampant and dragging up the dead, they bring out the worst of the Seas.

>Worst, Sir?

Maori call 'em 'Taniwha', One of the many fucked up beasties that the 'Dutchmen' rake up when they cruise into town. Big bastards, able to fuck up an entire cruiser if you don't know how to deal with them.

>Holy shit Sir.

Damn right son.
Worst part of it all?
Thats just one culture. Pacific's got thousands of islands, all with big fucking beasties ready to get in on the action.
Good thing is, they also rake up the good beasties as well.

>Good Beasties, Sir?

Big, Big fuckers.
Ever heard of the Australian Rainbow Serpent?
Big fuck off Rainbow Snake?

>No Sir

Why do you think Australia is our main port in the Pacific? That giant Fucker is none to pleased with everything thats going on.
>>
S,o modern navies using a mix of ancient and modern weaponry in ships half-outside of reality against ghost ships of dead crews from throughout history?

What terms and fluff do we have consistent so far?

>the Locker - the ghost realm ships have to phase into deal with extradimensional threats

>Dutchman - a ghost ship from the Other place

>The Reds - ghost crews from post-WW2 soviet occultism experiments
>>
"The Native Americans actually volunteered to help, claiming the animal spirits that their shamans communed with were restless and unhappy. You should have seen the first time the Reds encountered one of their canoes. They were laughing, laughing their ghostly white asses off at the man dressed in a bear skin, dancing around and chanting. They were joking about how they've fucked larger bears than than the one draped on the shaman's back, or at least that's what our translators told us.

Then a giant fucking bear spirit comes dashing across the water and just flips the Red Dutchman over. Never underestimated the Native Americans again, the Reds. Some of them even called off attacks when they saw the bear skins, or god forbid an entire totem pole."

>captcha: ntackedu consecrating
>>
>>21204043
Pretty much. That and

>Old, scared items- Really valuable because they have religion and so behind them, making them extra effective against the Dutchmen

>Boarding actions- Both attacking and defending against. Yes, ancient ghost pirates trying to board modern ships.

>Religion- Its super effective! Against everything, granted you're in the general region that its from.

>Spirits- Both good and bad, with some waking up as the Locker effects there region, and others really annoyed that this shit is happening
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>>21203991
chur bro
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>>21204109

>Religion- Its super effective! Against everything, granted you're in the general region that its from.

"Why? Because, son, they are spirits of... well, willpower, essentially. So that sailor that went down with the fear of God in him? He'll respond to a cross. Deep down, they know what they are, but their form, their /mind/ if you can call it that, is trapped in the age they died in. They don't see our modern, sleek, armoured destroyer, they see a 15-th century cutter. That makes 'em extra dangerous.
To put it simply, their guns don't 'believe' in ablative armour."
>>
>>21204148
So, this means that ghost pirates will attempt to board modern battleships, resulting in ghost pirate fights against modern marines?
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This whole thing reminds me of a naval version of the BPRD. I really like that.
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>>21204086
>>21204109
>>21204148

Whilst ships in the Muddy ( the real world) are safe from the physical effects of battle in the Locker, the souls of men are destroyed by ghostly invaders. Their 'life essence' as it were it separated from their bodies just as if they'd died. So we find intact ships floating without crew.
In the Locker, however, a gunpowder cannon will treat your reinforced metal hull just like a wooden barrier. It's essentially time-locked, and in the between-state, physical laws break down against the solid will of the dead.
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>>21204161

"They'll throw ropes to catch the radar, and swing over with all the hate of the devil himself. You best be prepared for that. Normally, you wouldn't even know they were there, but here, in the Locker, inbetween, their physical forms and ours come together. You can see 'em coming. And you can fight 'em, too. Why do you think we gave you all swords? For the look of it?"
>>
I love this idea and I'd like to write a story on the theme! My Viking heritage demands longships and poleaxes, writefaggotry inbound...
>>
>>21204208
SEE THESE BULLETS MARINE!
YOU TREAT THESE BULLETS WITH GOD DAMN RESPECT.

WHY?

BECAUSE GOD HIMSELF HAS TAKEN THE TIME OUT OF HIS PRECIOUS SCHEDULE TO PERSONALLY GET ONE OF HIS PRIESTS TO SPENT THEIR TIME BLESSING THESE SHOTS.

THAT IS WHY WE STORE THE EQUIPMENT IN THE CHAPLE

THAT IS WHY YOU WILL WASH THEM WITH THE HOLY WATER PROVIDED EACH NIGHT

AND THAT IS WHY YOU TREAT THESE BULLETS WITH GOD DAMN RESPECT.

BECAUSE THESE BEAUTIFUL BALLS OF DIVINE INTERVENTION ARE GOING TO DESTROY ANY AND ALL 'DUTCHMEN' WE ENCOUNTER.
>>
>>21204182

>Just fluffing it up here

Weapons work like this in reverse, too.

"The most advanced weapons we have will be no better than anything that was used against the Dutchman when it originally sank.
Missiles are of practically no use, their guidance gives out as soon as they get within a hundred metres of a ship and then they usually hit sea. Even when they hit, it's no worse than a cannonball. So we pulled the old ships from the war out from the mothballs and put 'em to good use. Any cannon's good if it hits like a gunpowder job. It's really all down to whoever we're asked to exorcise at the time"
>>
Wait, are we talking old Galleons and Pirates of the Caribbean type ghost ships, or are we talking about modern battleships made of ectoplasm? Both are cool, but I think a modern ghost battleship has a certain level of awesome.
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>>21204263

Ignore him, mate. It'll only do shit against men who had the cross on their necks. Against that weird shinto shit? It'll do fuck all.
Yeah, we have chaplain-marines. Yeah, they're irritating as fuck, but you have to put up with them. Do you have any idea of the amount of the fucking ancient spanish or british we have to deal with?
>>
>>21204302

Both. Ghost crews are created when a crew dies painfully or horribly, such as in battle, so in theory there are battleships from Pearl Harbour floating around with murderous crews of ghosts waiting to shoot the fuck out of anything they see.

>temples allpou

Yes, Captcha-General. We have all temples.
>>
>>21204275
Wait.
So these warships carry numerous weapons from the various time periods into each conflict?

So they rotate them through depending on who they are fighting?

I think it would be better if each region had specific 'Dutchmen' that relate to their past history.

So if we have the Eastern Seaboard of the USA, they have to carry multiple weapon types for the numerous periods of history, while the areas around Australia and New Zealand only have to deal with simpler weapons due to less history?

Here's an idea.
Areas where there is a greater past history with mankind has more 'dutchmen' than actual evil spiritual stuff, like giant sea creatures. But in areas where there was less historic interaction, more monsters abound?
>>
"You know how those damn Reds are doing it? Suddenly making all of these damn Dutchmen? It's actually brilliantly simple. They build battleships and load them with sailors. Then, as their mystech engines are running, they sink the boats. Fire goddamn torpedoes at them. They sink them with all their staunch communist believers aboard. No survivors in those cold waters. The whole deal is sunk and gone within four hours. And then a new Dutchmen rises from the depths. It's absolutely disgusting. And we can't do it! Can't get the funding. Congress doesn't care, we're not sinking battleships full of our own men off our own shores. How are we supposed to be the Reds like this? Seriously?"
>>
>>21204321

Yes and no.

A WW2 cannon will hit only as hard as a 15th century cannon would against a 15th century ship.

Against a ghost WW2 ship, it hits as hard as it was meant to.

Time is a constant. You can't use a modern weapon quite how it's meant to work on an older Dutchman. The biggest modern cannon only works as well as the largest 15th/17th/19th century cannon can hit, etc. The heaviest automatic rifle might fire fast, but will only hit as hard as a flintlock.

Our advantage comes in speed and flexibility. On our end we can fire and reload faster than any galleon, and are prepared to fight almost any ship history can throw at us.

>nyligen davy's

Captcha's onto us. Run.
>>
>>21204346
beat the Reds. Not be the Reds.


I really should sleep instead of writing more fluff.
>>
>>21204349

hmmm

I still like the idea that their are lost of ancient weaponry that are really effective against the 'Dutchmen' due to religious/spiritual reasons.

Make sense though, that the weapons only relate to the past versions. If so, then the actual historical weaponry could be more effective, as it has been proven effective during that time.

maybe?
>>
>>21204373
Derp

Lots of ancient weaponry, not lost.
>>
>>21204373

Well earlier on:
>>21203921
Implies that the actual weapon used to destroy a thing can be used to destroy it again. It has historical and legendary value. As we know things of legend are believed in, and as wraiths and ghosts are creatures of pure belief / will, the weapon will be particularly effective again.

(So it wouldn't matter using a 14th century gun against a 14th century ship, but having the cannon that struck the FINAL blow would be a great weapon to have against its' ghost counterpart)
>>
>>21204373

Well maybe a modern .308 will only hit with the force of a musket, however a .308 has a smaller diameter than a musket, so it doesn't damage as large of an area. However a 20mm against a greek Trireme doesn't hit any harder or larger an area than an arrow or ballistae.
>>
>>21204437

I fucking love this.

This is the perfect campaign setting.

A crew is only as well-armed as the enemy they're facing.

Their armour only as good as their contemporary counterparts.
>>
"Gentlemen, at 07.00 hours this morning, the British cruiser the HMS Lynx reportedly sighted another longship about thirteen miles of Orkney. With last weeks attack on the town of Bangor outside Belfast, were our observer reported men in mail with poleaxes who raided the local church fresh in mind, this information is to be taken very seriously.

This is why you lot are going to Scotland. The Brits' have strengthened their garrisons along the coasts of the northern England and Scotland, and the USS Black Hills will reinforce in and around Iverness.

IOU, the Swedish occult inteligence service, has warned us of increased activity along their western coast, and these guys are experts on this stuff, so take caution.

We ship out at 21.00, hope you like whiskey boys. Dissmissed!
>>
>>21204437

>against a greek Trireme

Seeing as armour in the Locker would only be as effective as the wood their rams were expected to pierce, Triremes would be incredibly dangerous. The Greek military have their work cut out for them.
>>
>>21204507

I can see machine guns being a Big deal, because speed of fire is pretty much the only advantage truly available.

>>21204536

The greeks used greek fire, so spray flaming oil at them and things should work themselves out.
>>
>>21204536
Boarding actions mate.
Considering that Modern ships can hold a lot more soldiers.
>>
>>21204604

Good idea. Still, in the Locker, a flaming Trireme smashing into your ship, their extra-dimensional physics overriding yours and making the metal deck plating light up like wood might not be very pleasant.
>>
>>21204616

You''re on your way back to dock. You've taken on no less than three Dutchmen and won, but you've lost a lot of crew doing it.

You see a ship off the port bow, flying the flag of Spain, the ship you think is 1740s.

You've a choice. You're phased. They can see you. You can unphase, and fight an invisible enemy, or use your limited crew to fight them off.

>And so the New York Duchess went valiantly to battle
>>
>>21204630

Fast attack boats with a high speed machine gun(take out/stun crew) and oil based flamethrowers, just move faster than they can hope to, so you can avoid being rammed. Basic strategy being rake the deck with the gun, run in with the flamethrower, and back off. Course if they lift shields to defend the bullets would be fairly useless and things could get difficult.
>>
>>21204671

Precisely. In their eyes you'd be rowing out with particularly fast rowboats and shooting arrows. They'd raise shields or just drop below decks entirely. The old Greek method was RAM, RETREAT, LAUGH AT SINKING SHIP. REPEAT IF NESSECARY
>>
http://www.youtube.com/watch?v=6EMAifZkdd0

SPECTRE theme, maybe?
>>
>>21204714

You mean the US SPECTRAL, from the first couple of posts?

Speaking of which, what does that mean?

>SPECial TRAnsdimensional Legion?
>>
"You know these "Somali" Pirates in and around the gulf of Aden, their not all what they seem to be. We don't know why the Dutchmen seem drawn to this general area, but most of the "kidnappings" there are actually disaperances which we belive to be caused by the Dutchies. Did you seriously think that the whole international ruckus their is just beacuse of some poor dirt farmers in speed boats, it's not. It is simply our largest operation since the Great Hunt during the Korean war."
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>>21204795

Genius.

Part of why I love this idea so much is how it blends in with modern history / legend

The Bermuda Triangle, for example. You get more Dutch sightings there per square mile than anywhere else on the planet.
>>
>>21204827

Aw shucks, I'm blushing IRL!

Or the Falklands War. Why do you think that Thatcher was so keen on maintaining control of those god forsaken rocks? God forsaken, that's why. The scarce amount of human population and therefore belife has allowed the wall to the locket in the area to remain perilously thin...
>>
Bump for amazing thread.
>>
>>21203413
> TFW I had this fucking idea years ago.
> TFW THAT'S MY GODDAMN CAMPAIGN SETTING
> I DIDN'T EVEN GET TO RUN THIS ONE.
> All the fucking rage.
>>
>>21203701
But what about the embalmed, preserved body of Lenin?
>>
>>21204884

Of course, back then, we needed gateways like the Falklands. Our Phase generators in the day could just about hold us in the Locker for as long as we needed.

Nowadays, of course, we can cut into the Locker as we need to, wherever we need to, but I served back then, and I remember.

You think your job's tough. Imagine knowing after a bloody hard fight with Dutchie, that it's two hundred miles just to get back to the dimension you were born in.

Kids today...
>>
>>21204904

We don't talk of Lenin.
>>
>>21204907

Haha, oh those were the days, were'nt they? I myself was stationed with the Aussies out at Fiji as an observer. R&R in paradise, but then there were the bloody ghost cannibals that'd pop up now and then!
>>
>>21203118
>flying dutchman not a single cursed ship, but a succession
>the next must kill the previous, as a rite of passage
>next flying dutchman will probably be some kind of AEGIS cruiser or submarine
>there may have been an ironclad in there at some point
>possibly continues well into the grim darkness of the 41st millenium, and further

This would make a badass BBEG, and a good way of tying together campaigns from different eras.
>>
>>21204979
I imagine this all started when some unlucky man set out on a raft?
>>
I'll start a new thread of this a bit later on, when there's more / fresh people on to fluff this up some further.

>>21204979

Read the rest of the thread, wet yourself a little.
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>read every "briefing" in the voice of Col. Hunter Gathers.

This thread is even more amazing than before

For reference:
http://www.youtube.com/watch?v=ZsyRcJkt2UU
>>
>be the guy who said to post to /tg/ in what essentially a dying thread on /k/
>hours pass
>see this

I am so proud of you /tg/
>>
>>21205039

Oh god, this is the SPECTRAL brass entirely. Half-batshit due to the maddening stuff they deal with on a daily basis.
>>
So, where does the SCP foundation fit into all this ghostly stuff?
>>
>>21205215
they dont
dutchmen ransacked all their facilities before sending all the SCPs into the ethereal.

also, please dont ruin this incredible setting by bringing mary sues into it.
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>>21205229

Second.
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Out of all the Legends and tales people tell about the things going on out there on the cold harsh sea there is one that surpasses them all, that every sailor knows and even most people who never came close to the sea are aware of, that is the legend of the flying Dutchman and like so many legends this one has more truth to it than we would like.
Let me assure you, The one Flying Dutchman exists and it is different from the all the others out there which people refer to by its namesake, for you see The dutchman was the first and is to this day the perhaps only 'true' Ghostship.

From the day the first Human sunk in his primitive cannoe and drowned in the sea the dutchman and its legend existed, under different names and forms but is has always been out there, a symbol for the fear of every sailor of every time, the fear of meeting their sudden ends with the cold wast expanse of the sea around them without a shred of hope left for them.
Even the crews of other ghost ships still fear the Dutchman and its legend, these poor souls who are chained to the earth after death still thinking to be alive going about their old buisiness for a tormented eternity, they still fear the fate the Dutchman symbolises without realising they are already dammed to one far worse than mere death.

You might have begun to realise at this point that the Dutchman is more than just a single ship, it is a symbol and a title which is passed on with every generation,
exactly how that happens is unclear but some people say its as simple as defeating the current one, sink the dutchman and you become the new one, others say only the dead who died on the sea can defeat their own symbol and that doing so sets them free to realise what they truly are and what they have been doing in the last decades and centurys.
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>>21206065
It isnt hard to imagine what happens next, an existence chained to the sea trapped in a world which has passed and forgotten them for centurys awaking from what must have seemed like a nightmare of death and violence with no escape in sight.
They have nothing to relate to, nothing to feel for execpt for that which they have done since meeting their horrible fate and so they contine as they have before with a burning hatred against the unfairness of the world and those who are better of than them, living and dead alike.

That is where the true danger of the Flying Dutchmen comes into play for us, it isnt simply another Ghostship, the Dutchman has a crew which is aware of what they are, what they can do and they are capable of adjusting their tactics accordingly.
That situation has the top brass scared shitless, imagine what a modern cruiser with unlimited astral munitions and a hatred for the living could do, almost nothing on the land or sea would be safe.
And that ladies and gentlemen is where we come into play, it is the mission of unit STALKER to identify analyse and destroy every supernatural being and effect which you can find on the seven seas with the neutralisation of the oldest of all, the Flying Dutchman itself, being our primary and ultimate objective.

Every curse has its origin, every myth a beginning, every ghost has remains binding him to the earth and every spell a source for its power, it is our and from now on also your mission to find and destroy these links, whether they are in the scattered ruins of Atlantis or within the Nightmare city from beyond our Perception of R'lyeh itself!

Welcome to STALKER!
>>
>>21205215
i like to think that most of the secret groups like XCOM, Hellsing, SCP, ect, all exist together and sometimes cooperate.

i actually run a game set in that universe and it's pretty fun, this idea gives me a way to include ghost ships now
>>
>>21205215
well it's retarded to include the SCP stuff into any other setting, but I guess someone dropped a crate in an SCP foundation warehouse and they had to mind wipe everyone in town. and then the lizard broke out and started killing everyone, until they were again able to contain it.
>>
Honestly, why shoehorn in pre-established groups? Let's make our own new groups.

This setting is 1) Naval focused and 2) Ghost/Spirit focused, seeing that most of the other paranormal ideas have been discarded. There doesn't have to be cosmic horrors, aliens, SCPs, or whatever in this setting. Those things are mostly land based, and all the activity happens out at sea.
The BBEG can just be the Flying Dutchman and whatever is the mastermind of the Soviet Dutchmans. We don't need to include 173 and Cthulhu just because we think they're cool.
>>
>>21207300
Listen to this man! A genius amongst men!
>>
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A supernatural naval battle that can also have some time with groundpounders trying to defend towns, save relics, obtain magic people like Rasputin (epic level campaign?), etc etc...?

Sign me the fuck up. This shit is goooold.
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This thread is full of awesome. Someone archive it so I can come back to it and loot it for ideas.
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>>21205229
They've actually killed or deleted all the mary sues. Even the couple of researchers that reached that point were either killed or toned back to normal.

I agree that they don't fit in this setting, but they are not sues.
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>>21208783
It's been archive since sometime this morning, anon. Check the archive before you ask about it.
>>
>>21207300
So far, the original organizations we have are the American SPECTRAL and the special forces team out to get the Flying Dutchman called STALKER (which is kind of generic).

>>21203701
Might be an intro to another team

We need a name for the Australian organization.
We need names for the Pacific Islander organizations and the Kiwi one too.
Maybe a Japanese one? Though that could be also under SPECTRAL, or an off shoot.
We need a Soviet one that isn't just Americans calling them Reds
And any others that we haven't covered yet.

Can the British one be called KELPIE?
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You see the guy back there? The one with the tattoos? - No, don't stare. Be subtle about it.

That's Lieutenant Pollock. Best Dutchie Hunter in the business.
That sabre at his hip? Belonged to Nelson hisself. Dredged it up from the of the HMS Victoria years back. You should see some of the older Spooks when they catch wind of that. And we make sure they catch wind of it.
That kind of superstition's the best weapon we got. See that junk he has around his neck? Careful, he doesn't like muttering among the crew.
That stuff's protection. The caul of a newborn. The feather of a wren killed on New Year's day.
Does it work? Well he ain't dead yet, is he? And he's been at this business longer than any of us. I swear, when he finally does go to the Locker permanently, he's going to be the nastiest spook the Reds ever saw.

I just hope for our sake that day's not soon.
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This is how WW2 actually ended
>>
Ideas for the Maori (Native New Zealanders) force:
- Mana is source of power - Mana = respect, honour & tradition.
- Tatoos (primarily facial, but also body) are a physical representation of mana.
- Elders have the most tatoos and most mana - most mystically powerful
- The most powerful of the elders in a tribe can summon their Taniwha guardian (sea serpent) - not all Taniwha are guardians though, if a campaign goes into NZ waters they could expect hostile Taniwha.

- Take to the seas in large war waka (40m/130 ft canoes). Waka are intricately carved, enchanting them?
- Chants while paddling
- Fight via boarding action and melee weapons
- Weapons:
- - Patu (clubs) - Can be made of many materials including wood, whale bone, stone and metal. Most powerful are those made of greenstone (jade), these are called Mere.
- - Taiaha - Wooden staff/spear
- Warriors are imbued with the fighting spirit of their ancestors though their chants and war dances (haka).
- Like berzerkers?

- There are instances in Maori legend of ghost waka warning people of disasters, so perhaps friendly dutchmen?
- - Elders able to call upon the ancestors to join them?
- Maori dutchmen could consume the souls of those they defeat in combat, making them stronger.

- There are many gods in Maori mythology (e.g. Tangaroa the god of the sea, and Tāwhirimātea the god of storms), but I don't think they'd be able to call on them - some of them are dicks (Tāwhirimātea).
>>
>>21212650
i've been trying to think of a name for the last 5 hours for the NZ special unit....
shit's hard, any ideas?
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Bumping for ridiculously awesome.

I can't wait to run a game in this setting. What should we call it?

Also, other areas of the world need fleshing out. What other legends can we work into this? Naval myths from the Atlantic or Mediterranean, for example.
>>
>>21211178

Kelpie's pretty cool. Sounds more like a kind of pet name for the organisation though, Maybe the official is something like the National Extradimensional Naval Task Force, and just referred to as Kelpie by the sailors.

As for the russians, it needs to be be borne in mind that Russia is how it exists today, post-soviet union, and they're trying to clean up the horrible mess they unleashed twenty five-odd years ago. Are there any Russianbros who could come up with a decent name for a) the soviet undead fleet, and b) the organisation now trying to hunt them down?
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Dumping some art. Maybe it'll spawn some ideas.

Firstly, this is exactly what I imagine the Locker to look like from the inside.
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>>21213050
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>>21213062
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>>21213079
>>
So if I'm interpreting this correctly, there are only three things that matter in The Locker:
History
Belief
and Will

Now that gets me thinking.

What I want to see is a ship -- perhaps a British Ship of the Line -- that long ago got sucked into The Locker, and despite the passing of countless years and countless battles, has managed to remain afloat and fighting due solely to the iron discipline and unshakable fidelity of captain and crew.

>ON YOUR FEET. I DID NOT GIVE YOU PERMISSION TO DIE.
>>
So what about Operation Crossroads?

Or Ironbottom Sound?
>>
>>21212799
I was trying to think of a one while I wrote up the Maori ideas, the best one in English was:
MANA - Maori Ancestral Naval Auxilaries

Though I think having it Maori would work even better (fits with their power coming from their cultural heritage).
I'll look up some words in a Maori dictionary and see if I can come up with something.
>>
>>21213622

Exactly. It makes sense that when a crew goes down together, it's much more likely they'll all come back, they believe in each other and in the ship. Essentially, a ghost ship is the manifestation of the crew's will. Since they're locked to the time they died, many of them aren't even aware they're dead, and since they perceive the world through that warped lens of time, they will often continue on whatever mission they had before they died.
>>
>>21213718
How about the Polynesian Extranormal Neutralization Independent Squadron?
>>
So, if we're going with that Rasputin was the source of the Soviet power, is he still in place? Did the Western Powers free him and allow him to pass back through the aether, or are the Russians still using him, but under better conditions?

More importantly
IS PUTIN A WARLOCK NECROMANCER?
>>
>>21213744
So in other words, the Hood leading a squadron of the British battlecruisers lost at Jutland, facing off against the Russian ships butchered at Port Arthur and Tsushima?
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>>21213768
Actually, he's secretly an Ethiopian noble. His regnal name is therefore Ras Putin.
>>
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Better late than never, ammirite?
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>>21213840
Oh my god, that's brilliant, Rasputin freed himself from that tomb turn laboratory prison under Moscow.
And as the Soviet Union crumbled around him, he seized power, dropping the Ras in his name as a transparent attempt to pretend to be someone else.

RasPutin now rules Russia.
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Ladies and Gentlemen, I give you the U.S. Navy's Ultimate Weapon in the fight against the paranormal.

Don't give me that look, son. You really think they've keep her in commission all these years just for the propaganda value?
>>
>>21213973
Never really understood the optics of that.

"The U.S. Constitution: old and creaky"!

I mean shit, at least use the Monitor and show those fucking rebs what for.
>>
And here's the question that always comes up in these kinds of threads:
What system would you run it in?
>>
>>21213842
Non-factor now, we didn't "Discover" the wreck, it was declassified
>>
>>21214385

Rogue Trader
>>
>>21214385

I think the first question would be the style of the game. Do the players control a single character or a whole ship each?
>>
Players should control key members of the boat, the Captain, First Mate, Boat-Engineer-type guy, and main spiritual figure. Parties can either be made of several boats with specialties, or I guess they could be individuals on the boat, either shamans and priests and the like, or captains and first mates.
>>
>>21214729
i thought it would fir quite well into something like X-Com in terms of command structure
>>
>>21215018
ugh, didnt quite explain this the way i wanted to.
the level of control you would have would be about the same as in X-com games, but there could be a higher level of risk type naval warfare on top of it.
>>
>>21214729
They each control a whole ship. Key characters get run like Followers or some such; under certain circumstances, the player can expend Willpower or whatever to either go ASSUMING DIRECT CONTROL to a critical crew member or to swap to a different critical crew member. The nameless mass of the crew are just another health track for the ship, more or less.
>>
>>21213622
So, that means that an allied Dutchman to Britain is the crew of the ships that were commanded by Francis Drake? HAS THE DRUM FINALLY SOUNDED?
>>
>>21215213

I don't think any Dutchman should be 'allied' to anyone. If a modern ship pulled up alongside one of Drake's ships, the crew would see it as a Spanish ship laden with gold for the looting. Centuries of drifting in the unknown has rendered most of the ghosts totally insane.
>>
>>21215586
Unless, of course, the ship is the Queen Elizabeth.

The Queen Mary, on the other hand, would probably be in for an even worse time than the other victims.
>>
>>21215586
Except we've already said that ghosts still honor allegiances from when they were living. Francis Drake would not fire upon British ships, and if it is explained to him how the alliances work nowadays by like the Queen herself, he would probably comply.
I mean, he might board ransack a Spanish ship for old time's sake, but that's different.
>>
>>21216050
I don't think he'd recognize a modern British ship as one of his own, as it would look like nothing the Britain of his time had ever used.

Even if they were flying a huge Union Jack, that could be dismissed as "foul Spaniard trickery". They _are_ a bit (probably moreso) crazy after their time in The Locker.
>>
>>21216135
I thought one of the things about Dutchmen was that they'd see all the ships as ships of their time.
>>
>>21203058

Does that have anything to do with the Manhattan Project?
>>
>>21213816
So here's a question:
What happens to a dutchman sunk by another dutchman? Because if you've got every ghost ship fighting any other ghost ship sailing a different flag from theirs, that'd thin the ranks pretty quickly, don't you think?

For that matter, what happens when a dutchman is sunk by a "real" ship? Would the dutchman stay re-dead, or do they eventually come back?

Can you only permenantly "kill" a dutchman by "special" means? (use the weapon that killed it in life, weird voodoo magics, ect) Or is that only reserved for the more powerful examples?
>>
>>21216135
Union Jack wouldn't mean shit because the Act of Union wasn't until over a century after Drake's time. You'd need to have the English flag for him to recognize it.
>>
>>21216135
>>21216213

Guys, isn't the point of Drake seeing ships as Spanish Galleons because his ghost mind interprets those ships as his contemporaries?
Doesn't that mean that Drake would see the Union Jack as the English flag anyway?

>>21216190
I really like the idea of the Manhattan project being about like ghost fission or something.
The Americans drop a ghost bomb on Hiroshima and Nagasaki. They are both obliterated... Yet they still stand.
>>
>>21216206

Well since many ghost stories have the same battles happening over and over again, then I'd say yes, the only real way to get rid of a Dutchman for good is to find what's keeping it going, finding a way of exorcising the ship permanently. Perhaps sinking them again only puts them down for a little while, and they'll come back until someone figures out how to lay them to rest for good.
>>
>>21216556
Perhaps, but consider:
>>21216135
He might dismiss it as a Spaniard ploy to try and throw him off.
>>
>>21216656
No dude, he'll see a modern battleship as a warship of his time just like he'll see the Union Jack as the English flag.
Sure, he wouldn't recognize the ship himself, but there are obviously many ships out at sea that he doesn't recognize personally.
Rules of the Sea include not flying a false flag. That's why pirates had their own black flag.
>>
>>21216706

But ships flew false flags all the time, to incriminate other countries' navies.
>>
>>21216732
And I doubt pirates give a flying fuck about "the rules of the sea"

speaking of pirates, where do they stand in this?
>>
Something we should all keep in mind: there are going to be a shitload of submarines included in the roster of dutchmen, given that a submarine that was sunk in combat usually was lost with all hands. Heck, I think most submarines that weren't sunk in port or from progressive flooding while on the surface were lost with most or all of their crew, regardless of combat or whether they were submerged at the time.
>>
>>21216778

Depends. Are they actual pirates or privateers?
>>
>>21216732
So you're saying Drake would fire on a ship flying a friendly flag that does not take evasive action and does not fire at him at all, just because he's become a paranoid fuck?

You went full grimdark, man. Never go full grimdark.

>>21216778
Drake was a privateer, a pirate who swore allegiance to the queen and would not attack English ships.
>>
>>21216778
In line in the Atlantic and Caribbean, waiting for a crack at one of the lost treasure fleets.

Except for the handful in the Pacific or Indian oceans, waiting to jack the Manila galleon or the Portugese ships from Macao and India.
>>
>Permission to speak, sir?
Granted. What's on your mind, son?
>It's...uh...it's the boy sir. The little boy?
What about him? Spit it out!
>Sir yessir! Why is he on board a SECTRAL Warship, sir?
Are you shitting me, soldier? You should have learnt this in basic! He's a child! A CHILD! And what are children? STUPID AND GULLIBLE! Now I know what you're thinking, out there in the Locker, with all sorts of beasties and Spooks, what you really want is the familiar feel of your rifle in your hands, right? ANSWER ME, PRIVATE.
>YES SIR. MORE THAN ANYTHING, SIR.
Then I give you three, maybe four phases. What you want is the pure, unadulterated belief of a stupid, gullible child! In the Locker, where faith is as dangerous than musket, children are shining beacons of hope for fleshies like us. SO YOU'D BEST BE ON GOOD TERMS WITH THE BOY AND ADDRESS HIM AS YOUR BETTER. He's seen far more action than you have, boy-o!
>>
>>21218265
*as dangerous as a musket

And shouldn't this general idea hold true? Children are easy to influence and as such should be able to greatly affect the outcomes on the other side.
>>
>>21216782
Surprised nobody's followed up on the possibility of hordes of ghostly U-boats in the Atlantic and Gatos/I-boats in the Pacific.
>>
What of all the Japs that went out in kamakaze attacks against American ships?
>>
>>21218649
I see hem as air force men so to speak, not people who were entombed in the locker
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>>21218918
Dunno, I figure anyone that dies "at sea" would go to the locker.
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>>21218649
true, it is an interesting concept, but how would they fight? unless their ships were lost all hands style, would they even be able to launch?
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>>21219057
Ghosts don't need no launch. They're ghosts. They just continuously fly until they crash. And then they reappear in the sky.

Actually, going off this guy's idea: >>21203942
How crazy would it be if the "Divine Wind" protection done by a Shinto priest on an American vessel manifested as Kamikaze fighters?
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>>21219257
Dutchman aircraft carriers would be the worst thing EVER to a modern navy.
>>
>>21220375
oh man
oh boy

that
that is what campaigns are made of
shmup-esque boss fights against aircraft carriers manned by ghost, sending f-15s, b-52s, mustangs, spitfires, shit, hercules if certain rmours are to be believed

goddamn.
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Bumping for Phantom U-Boats.
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What about old, lost ports, like Port Royal? In the real world, it's abandoned and sunk, but back in the day it was a thriving haven for all kinds of ships, so it could exist in the locker, or at least have some sort of significance.

Port Royal is the only one I can think of (Pirates of the Caribbean....), but there must be more like that around the world.

Come to think of it, most ports today must have some importance in the locker, especially old ones like Portsmouth in the UK
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>>21204979
Isn't there already a 40k Flying Dutchman equivalent? Some badass spaceship build for one of the legions that went traitor... Death Guard, maybe?
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>>21220713
The only plane in that list that ever launched or recovered on an aircraft carrier was f-15s. Learn your history, dumbass.
>>
Here's an interesting thought. What about modern, "fleshie" pirates? Normal people who've gone rogue/anarchic, stolen the phase shift ships/generators and installed them into their own fleets, and now cruise the waves searching for ghost ships to board and loot?
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>>21220375
How would the other Dutchmen percieve their attacks, though? Presumably they come into conflict with each other as well, but how would a 14-century ship crew see a fucking F-15?
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>>21223738
Maybe they just wouldn't? A plane would have no effect, because a 14th century crew has no idea what it can do?
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>>21223761
But the aircraft carrier, and the pilot's, would perceive it as something from their own era, and presumably they'd expect it to.

In which case, battles would get incredibly confusing - it's effectively two separate battles, overlaid upon one another. Determining the victor would be near impossible, so there must be ships which have been locked in battle with one another for decades without realizing.
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>>21223810
Maybe if the plane fired bullets and unguided HE rockets, the 14th century crew would just percieve it as musket and cannon balls coming out of nowhere? That might make it work, if the faction with the planes knew to arm them as such.
>>
How about valkyries, angels, demons or mythical beasts (like the Roc)?
The aircraft carriers would be the bogeymen of the locker to the oldest dutchmen.
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>>21223761
They'd probably see it as a giant bird, or a dragon, or some equivalent monster.
Or maybe they'd just see it as "Some sort of flying machine with guns -- OH SHIT"
>>
The Surcouf would be the terror of the Caribbean.
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>>21223877

They'd probably see it as a Dragon, a Roc, or maybe even a Siren (a wail that takes men to their deaths? Sounds like a jet to me)
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>>21223680
F15, no. C130 was tried once, spitfire had a naval variant.
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>>21222859
>>21218602
>dutchman submarines
Now there's a scary thought. A surface dutchman at least you'll see coming. But how the hell would you even track a phantom U-Boat?

They'd be an omni-present threat. Always out there, just waiting for when you are most vulnerable. One (or more) could be right off your stern, and you'd never know it.

And it's not like they need to surface. Ever. You could depth charge and mine the area for all it's worth, but you'll never be absolutely sure whether you got it or if it's just waiting for its next chance to strike.
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>>21224432
Maybe some kind of ethereal sonar? Working on the same principles we try to detect submarines in the real world, but change the operativ words so it fits the setting?
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>>21224551
Oops, I failed at grammar a bit there. My point still stands, though.
>>
bump. anyone?
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>>21205000
His name was Charon.
He was never killed, he retired and handed the title to an other dude.
>>
>>21220375
ghost riders in the skyyyyy
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>>21224432
Well, they'd need to surface because they (and more importantly their boats) don't fully realize they're dead. So they still need to recharge their ethereal batteries, rendezvous with dutchman sub tenders, vent CO2 and diesel fumes that they don't realize they no longer produce...

Plus they move much faster on the surface.
>>
>>21224432
Well, at least it'll be obvious how the older Dutchmen ships perceive a submarine - they're clearly krakens.
>>
"Did I tell ye about old Joe? Mad scots bastard, used to be a fisherman trawling off the coast of Iceland, Cod mostly. When the red dutchmen first popped out of the maw he was 2 days off the Shetlands in a 15" boat, his crew were eaten alive infront of him but he just sat at the wheel, ignored the lot of them, when he was rescued by HMS Astute, he was still sat at the wheel house, with hair as white as snow clutching a Mjöllnir. He claimed he'd always believed and deep down he knew it would keep him safe. He was the only survivor from that desperate year and he became a symbol of hope that this terror would one day be beaten. Old Joe just used to laugh at those that would ask him how he was so lucky, when so many of the others had died. ...
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>>21228502
I think it's already archived.
As for the setting name, Ghost Seas? Navy of the Dead?
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>>21224432
That is pretty frightening...
...Would you need something special to down a ghost sub? I thought you needed, like, silver, or the weapon being consecrated to down just the one ghost.
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>>21230566
Good news is that subs rarely engage in combat.
They're mostly intelligence gatherers.

If they do engage, though. Gods help you.
A nether-torpedo won't just sink you, it'll drag you down.
Down-town.
I'm talking about hell...
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>>21230566
Conventional weapons can down a dutchman submarine [we really need a specific name for these things] just as well as they can any other dutchman when in The Locker, but this only subdues them temporarily.

Consecrated weapons, Tapu, and "special" ordinance in general are more effective, but still doesn't kill them permanently.

I don't think we ever nailed down with any finality what it takes to vanquish a dutchman for good. Ideas that have been thrown around include:
Using the same weapon that sank the ship in life.
Tracking down and destroying/consecrating the remains/wreck.
Exorcising it like you would any other spook: Finding out what's keeping it bound to the earth, putting the restless souls at peace, yaddah yaddah. Probably a highly individual, case-by-case thing.
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>>21203058
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>>21230945
The whole "weapon that sank the ship in life" bit would be a bit hard considering it's possible that the weapon (in the case of a bomb or old cannon) could no longer be around or the ship carrying it is a Dutchman itself.
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>>21230945
Here's a secret: you can destroy a dutchman forever with the explosion from a working Mark 14 torpedo.

Good luck finding one, though.
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>>21231293
So then what's so special about the Mark 14?
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>>21231383
That since it more-or-less takes divine intervention to get a working one, either it has supernatural power or you've got supernaturally good luck if it actually detonates when and where it's supposed to. Either way, you've got enough mystical mojo on your side for it to do an exorcism.
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>>21231293
The question there, of course, being how much you can modify a Mark XIV before it stops being one.
>>
The Mark 14 was a USN sub to ship torpedo dueing and after WWII, it initially had serious problems, but they were eventually corrected and it ultimately stayed in service for almost 50 years with the USN
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>>21230945
To shamelessly steal a phrase: Iron Coffins.
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>>21231522
>Grandfather's Axe/Ship of Theseus paradox?

"This, my lad, is the HMS Victory. Oldest ship in under her majesty's service, and the only floating Ship of the Line left in the world. Launched in 1765, it was commissioned in 1778 and served a grand ten years as a warship. It lived up to its namesake and helped secure several major victories for the British in that time. And well, after that, it was to be made into a hospital ship for prisoners of war. But then it hit a stroke of luck when another ship, HMS Impregnable, run aground and couldn't be refloated. So they stripped and dismantled the Impregnable and reconditioned the Victory. They added guns, changed the figurehead, gave her a new coat of paint, yellow and black, and set back out for a little more Victory at Sea.
She was the flagship of Vice-Admiral Nelson, I'll have you know, and that brave man died on her decks in the Battle of Trafalgar. She served under various Admirals' flags until 1812, when she was moored and then set to be broken up, but another stroke of luck had her reoutfitted as a Naval School of Telegraphy. This takes us to 1921, where she was in disrepair, but through the good will and generous funding of the Society For Nautical Research, the British government agreed to restore and preserve her to commemorate Nelson and the Royal Naval Supremacy's in the Napoleonic Wars. And they kept restoring her, through two world wars and other forms of strife, and then another extensive restoration for the bicentennial of the Battle of Trafalgar.
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>>21232106
Now what they won't tell you is that the fury of restoration in the 60s and 70s, and that last restoration a few years back was in case the British government ever had to launch her against the Dutchmen. For the last forty or so years, she's been seaworthy and battle ready. It's just... as prepared as we are to use her for her former purpose, we're also hesitant. First off she's obviously a national treasure, and it would be absolutely devastating to lose her, and secondly, well, she's been restored so much, there's not much of her that's original from 250 years of activity, if you know what I mean. We have no idea if she'll work the same way as all of those other old ships that have survived the years, or if we'd be better off sailing a modern day replica made of composite materials and the like.
...It's a conundrum isn't it. It's why it's still sitting here all quiet like. We really don't know how well it would work, and we're not sure if we want to find out."
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>>21232106
>>21232112
Might this be somehow related to the devastating fire aboard the Cutty Sark a few years back?
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>>21204259

Same here. I'd love to see the second story (book two, season 2, movie 2, whatever) be about pushing into Russia because Rasputin etc, with part of the plot having to negotiate the Vikings into a treaty with the Americans.

"Now men, do you know where we get the word berserk? It's from the vikings who'd get high and run at their enemies with fucking bear skins on and not much else. You think that's scary? Try it when the bear comes back to life with the man who's wearing it."
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>>21231456
There's another term designated:
>Exorcise: To vanquish a dutchman permenantly.

>>21232106
>>21232112
A replica definitely wouldn't cut it. Its the /history/ of the thing that matters, and even the most perfect reproduction wouldn't have an ounce of that behind it.
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>>21232912
I'd make one exception on the replica thing: if it's a replica of a ship that went dutchman, it can successfully engage one and only one ship: the ship that it's a replica of. If it wins, it then gains the metaphysical "weight" of its lost original and can fight other dutchmen the same as any other old ship. If it loses, the dutchman has some repairs and some new crew in reserve if it gets damaged.
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>>21232912
Well that's the point, at this point, almost all old ships are replicas of themselves because waterlogged wood doesn't last centuries without needing to be replaced. That's why he mentioned the Grandfather's Axe/Ship of Theses paradox.
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>>21233053
There's a difference between that and a ship new-built as a replica from the keel up.
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>>21233557
Really? Are you so sure? Do you know the paradox? What if every piece of the ship that was replaced was saved and eventually put back together into another ship? Then which of those two ships would be the original? Which of those two ships would hold spiritual weight?
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>>21233026
Okay: Hypothetical situation.
A ship is sunk in shallow water with the loss of all hands. In The Locker, it rises from the depths as a dutchman.
In the "real" world, that ship is re-floated, refitted, and goes on to have a successful naval career.
What happens if tragedy strikes the ship again in such a way that it would become a dutchman?
Does it create a second, new entity, or does it somehow merge with the existing one?

>>21233053
Remember: The only things that matter in The Locker are History, Belief, and Will.
I don't think the actual material matters that much, it's the "soul" of the ship that's important.

Which is why, at least in the logic of The Locker, the Victory (just to use it as an example) would be extremely powerful, even if it doesn't contain any material from the "original" ship, whereas a replica built last week would only be as good as the design would be logically.
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>>21233637

That would be a battle that could permanently put a Dutchman to rest, I suppose. If a rebuilt ship tackled it's 'nightmare' equivalent in the Locker, that might well put the Dutchie down for good, where another ship would only be able to subdue it for awhile.
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>>21233709
>>21233637

If tragedy struck it again, I suppose it would create a new Dutchman since it's a separate crew. That said, not all sunk ships create Dutchmen, only ones that are, for one reason or another, still 'tied' to this world, through the kind of semi-ethereal go-between dimension that is the Locker. I suppose beyond the Locker is the true ghost realm, or wherever it is that dead souls finally go when they're put to rest.

This is why a corporeal ship that's phased into the Locker will still produce a telltale wake, even though they can't be seen, since the seas and oceans extend into both realms.

>>21224432

While you might not be able to find a Dutchman sub using normal sonar (unless you're actually in the Locker) it's possible you could pick up the sub's disturbance under the water, the telltale rhythm of ghostly propellers beating through the sea.
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>>21233781

>This is why a corporeal ship that's phased into the Locker will still produce a telltale wake, even though they can't be seen, since the seas and oceans extend into both realms

Actually, I'm modifying this idea a bit. They cause a wake because the Phase generator essentially creates a pocket of reality around the ship in order to form the bridge between itself and the ghost dimension. Essentially a phased ship has 'one foot' in our dimension, and one foot in the Locker.
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>>21233709
So we're going with "a dutchman can only be Exorcised under extraordinary circumstances"?

I guess if nothing else, it ensures that SPECTRAL and it's equivalents will be in business for a long time.
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>>21233818
>it's
fuck it's late
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>>21233818

It'd break up the action nicely in a game, too. The PC's can only delay a Dutchman unless they do some investigating and find a way of putting it down for good.
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>>21233611

Then it simply wouldn't float. We're not talking about replacing parts that don't need replacing, who would do that? The only time an original part would be replaced is when it's no longer fit for use and in which case, the new part assumes the role of, perhaps part of the 'soul' of, the original.
>>
I had an idea for how classes work, based on how people would have to multitask and multi-specialize the more time they spent on the water. These are not so much classes as tracks, areas of focus, wherein you can take as much of each one as you chose.

cont'd.
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>>21233924
cont'd.

The Tracks:
Religion:
The Track for Chaplains, Priests, Shamans, etc. This track is able to lend faith and religion to the ships crews, weapons, etc. Faith forces a weapon into the spiritual realm where it can have some effect. Also able to exorcise, though exorcism is a long, complex process.
Science:
Focusing more on 'how' than 'wherefore', the scientists of the Project Spectral vessels are responsible for trying to apply numbers and reason to the Dutchman and beings of the Locker. Always trying new experiments, as well as making new improvements to vessels or restoring/fixing damage.
Occult:
Those who dabble in this track run dangerously close to the madness that eventually befalls all those of the Locker. The more they dabble, the more they begin to enter the spirit realm, and eventually they cannot leave it. However, with study and discipline they learn what herbs can ward off ghosts, charms and mojo that enchants or disempowers ghosts, and, for the truly reckless, even how to control the ghosts.
War:
This is the focus of the mortal military. They may not have much spiritual power beyond faith they only half cared about when their grandma made them pray at Christmas, but they've had a lot of training, they know how to fight with a gun or sometimes even a sword and they've got determination and strategy on their side. These are the backbones of Project Spectral.
History:
While not powerful in faith or guns, this is the track that allows someone to know "This is a Spanish Warship from the 1600s. They're vulnerable from behind, but are very fast." With history and research comes knowledge and practice, often matching occultists in their understanding of the rules of the Dutchmen and the Locker, and what tactics work best against them. History also means knowledge of geneology.

cont'd.
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>>21233929
cont'd.

Many feats and abilities are available based on how much of each you have. For instance, a player with Religion 4 and War 1 would be a competent shot and could imbue his gun with a lot of spiritual power, and could take the "Hand of God" feat which lets him pray to his/her god to lend accuracy. Alternatively, someone with War 3 and Occult 2 could have soaked his rounds in a hex-bath before the battle, such that the bullets make the ghosts they lodge in freeze, or become heavy or disoriented, which he got from taking the "Advanced Mojo" feat (which grants access to certain magics). History 3 and Religion 3 is enough to get access to a lot of Ancestor based feats, allowing someone to call upon their ancestors to help them in combat.

A ship would likely have most Mooks having War 1 through, idk, 8 or so (8 being an Admiral or whatnot, could be a much higher number), and would employ a certain number of Chaplains, Sorcerers, Scientists and Historians (mostly player characters, unless the plot needs someone to be something else). Different areas would have different focuses, eg, German ships would have a lot more Science and/or Occult types, Americans would have a lot more Religion and/or Science people, British ships would have a lot of Historians and either Occult or Religion types. Japanese ships would have heavy focus on Religion and History because of their Shinto things.

cont'd.
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>>21233939
concluded.


Play would be divided into two areas: The Muddy and The Locker. The Muddy is the "real world" where Dutchmen will enter, pillaging, attacking, kidnapping, bombing, etc, through places where the Veil is thin, or by other means (being called by someone with Occult 8, the anniversary of a great battle, a battle happening between two mortal ships that draws the attention of a Dutchman, etc) Here things behave more or less normally, despite the ghosts.

It's in The Locker that things get crazy. While normally ships can't enter The Locker (though a few do slip through, especially in the Bermuda Triangle where the Veil is arbitrarily thin) sometimes chasing a Dutchman passing into the Mists that delineate the two worlds a Mortal ship can sail through. Getting out is another story entirely, but really once you're in you're fighting to stay alive. Here's where you get things like Sirens, Selkies, Krakens, Rocks, Leviathans, and ghost ships with less limits on their power (There's a reason they call it the Flying Dutchman. And the Gods in our world are not nearly as powerful as the Gods in this one.

Now, normally no sane ship would enter the Locker, but sometimes it becomes necessary. A ship sunk in the Locker stays down, for good, whereas ghosts beaten in our world merely drift back through into the Locker to eventually regroup and renter our world. In the Locker they're permanently sent into the great hereafter. But you still have to find a way back.
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>>21233929

Those would make some decent mental stats, too.

Religion,
Science
Occult, (it might be worth combining that with the Religion score)
War
History

>Or just
Religion / Occult
Science
Combat (seems to fit better than 'war')
History
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>>21233939

I really, really like this.

It's a level-up system that offers versatility and specialisation without being overly complex.

>History 3, War 2: 'Swordmanship' feat
>Allows the character to fight a ghostly sailor in close-combat in case of boarding
Things like that?

>>21233949

It's been mentioned that modern ships designed for hunting Dutchmen have Phase generators that allow them to enter the Locker at will.

However, this isn't always a good idea, since in the Locker you may run afoul of other roaming ghost ships (Ones that sail around the Locker, lost, but not passing through into the Muddy - sailors in Limbo, that sort of thing) whilst looking for the one you're actually after
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>>21234010

Maybe only the most modern, well-equipped ships have the generators and the crew to use them. Others would have to make use of the natural gateways (such as Bermuda or the Falklands)
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>>21234010
>History 3, War 2: 'Swordmanship' feat
>Allows the character to fight a ghostly sailor in close-combat in case of boarding

Yeah, exactly like that. Might be like History 1, War 1 gives you basic swordfighting, where you need History 2 War 3 for advanced fencing shit.

And yeah, there are advanced phase generators, which is a thing a Scientist can invent (or buy, but that's very expensive)

Also, guys, what happens if a ship with phase generators sinks and goes to the Locker? Would it be able to pop in and out at will? Jesus Christ, it's like the more you fight them the harder they'll be able to fight back.
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>>21234057

"Alright, lads, listen up.
We just got word that the HMS Oxford has been lost in the Locker. They've missed three scheduled broadcast dates and have been declared MIA. Their mission was chasing that Dutchman that's been running around Somalia for six months.
This is an unprecedented event. No ship in the history of this organisation has ever been lost in the Locker against the Dutch. Brass want us to go in and find out what happened to the Oxford and if necessary, put her down. I dread to think what one of ours could do if it came back."

>This is how campaigns are made, I'm loving this
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>>21234057

We can have some fun coming up with skills for the talent trees, too.
>>
"Ever look at an old map and see in the water all those monsters and crap, where they wrote 'Here be Dragons'? That's the Locker. And without a good witchman, those beast'll gut your ship before you can even think about phasing out."

I don't think the phase generators would carry over -- after all, once a ship goes Dutchman, it's all about history, belief, and will, right? So that just means they have more belief in their ability to cross over, putting them about on part with a ship that has a long history behind it.
>>
If a ship goes belly-up in the Locker, I'd bet her phase generators would fail and she'd then materialize (and sink) in the Muddy.
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>>21234136

You're still left with a Dutchman that can slip into and out of reality at will. Against standard navies, it would be completely invincible.

All (corporeal) ships designed to operate in the Locker have Phase generators but all except the most recent models can only sustain a ship. It still has to get in and out through a gateway.

The most modern designs can move ships in and out as need be.

So you have Standard navies: these are ships without any kind of Phasing ability. They are woefully ill-equipped to handle Dutchmen and only serve as NPC ships or plot hooks.

1st-gen Phase-equipped Exploratory vessels: SPECTRAL and the other anti-Dutchmen organisation mostly field these ships. They can sustain a presence in the Locker indefinitely, but need to find a natural gateway to move in and out.

2nd-gen Phase-shifting Hunter vessels: The top-of-the-line ships that can phase at will. Players would only get their hands on something like this late-game. The ability to shift anywhere, anytime negates the disadvantage granted by temporally-displaced weapons (how a modern cannon only hits as hard as a 15th century cannon against the 15th century ship)
>>
Only if the veil is especially thin can a normal ship pass through into the Locker - and even then, it won't stay very long (at least it's physical parts; the soul of the ship might be stuck).

Basic phase generators let you /stay/ in the Locker once you're already there, but they don't provide safe entry/exit all on their own. So you would have to either use a known static entrypoint, or chase a manifest Dutchman in, and then find your entry point to get back out again.

More advanced phase generators can go in and out at will, but that has it's own risks.
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>>21234156

Good point.

Or maybe only half the ship comes back.

(What in the seven hells is taking out our SPECTRAL vessels?)
>>
Nah, a ship with phase generators would still follow the "A ship sunk in the Locker stays down, for good" rule. It would totally apply to both living and ghost ships.

Unless, of course, it sinks and goes Dutchman while it's in the Muddy; that's a whole different ballgame.
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>>21234210
Krakens, enemy mortal navies who want to use or manipulate the Dutchmen to their own ends, fleets of Dutchmen taking out SPECTRAL vessels they caught offguard, etc.

Also, since we've got ghosts, perhaps two hit points to keep track of:

Hitpoints: A fairly small number, essentially a person's Con Mod (or simmilar) per level. A high level player would have MAYBE 40 Hitpoints. Usually hard to damage (except in The Locker) unless a ghost picks up a mortal blade somehow.
Soul: More complex, works more like DnD hitpoints in that they get high fast. An attack from a ghost damages the soul/spirit of a person, so that's where the damage goes. If you lose all your soul, you cross over, and are stuck wandering until you either join the crew of a Dutchman or your corpse is properly burried in the earth.
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>>21234205

Perhaps the ship comes back, but the crew don't.
That's how we had shit like the Mary Celeste happen.
>>
Why not both? A phase-ship sinks in the Locker, and it's soul is gone -- no Dutchman. But it's physical remains manifest in the Muddy, beaten to hell and dropping to the ocean floor.

You'd still have one hell of a whollop of a Dutchman if a phase ship had a violent sinking in the Muddy - that'd give you your Dutchman that can slip into and out of reality at will, though I'd bet it wouldn't have nearly the firepower of a ship that gets the same ability through the weight of history.
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>>21234272

Mary Celeste = normal ship that accidentally wandered into the locker. Brilliant.
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>>21234286

I love the idea of a ship's phase generator going beserk as it sinks, coming through in bits, slowly re-appearing in the muddy, maybe lightning and roiling clouds as the de-phasing happens. Sudden 'windows' in the air where you can see straight through to the Locker appearing and disappearing.
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>>21234286

Or a phase ship whose generators/shifters failed in the middle of a fight in the locker, and then went down as a fireball muddyside.
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>>21234337
>I love the idea of a ship's phase generator going beserk as it sinks, coming through in bits, slowly re-appearing in the muddy, maybe lightning and roiling clouds as the de-phasing happens. Sudden 'windows' in the air where you can see straight through to the Locker appearing and disappearing.

This is gold.
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>>21214811
>Players should control key members of the boat, the Captain, First Mate, Boat-Engineer-type guy, and main spiritual figure. Parties can either be made of several boats with specialties, or I guess they could be individuals on the boat, either shamans and priests and the like, or captains and first mates.

Totally go Savage Worlds on this, and have players control all allied characters. If all the players are on the same boat, split up the crew among them; if they're all on different boats, give them everyone on that boat.

Savage Worlds already has some pretty bitchin' ship combat rules, from 50 Fathoms and Pirates of the Spanish Main; wouldn't be too hard to adapt them here
>>
I'm happy to go with >>21233929 's idea for PC stats.
Should Religion and Occult be rolled up into one stat? I mean, one man's cult is another's church, after all.
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>>21234471
I think seperate since Occult was delving more into the ghosts inner workings and Religion was more warding them off or countering them.
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>>21234515
Hurr durr, how do I comma?

>I think they should be separate. Occult was delving into the ghosts inner workings and Religion was more warding them off or countering them.
>>
>the Locker - the ghost realm ships have to phase into deal with extradimensional threats
>the Muddy - the real world that ghost ships occasionally invade
>Dutchman - a ghost ship from the Other place
>Phase ship - a real ship that can keep itself in the Locker
>The Reds - ghost crews from post-WW2 soviet occultism experiments
>Gateway - a stable portal from Muddy to Locker
>Mists - natural portals between the Muddy & the Locker - VERY UNSTABLE - some Dutchmen can make their own Mists at will
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>>21234471

How about character creation?

You've got:
>Religion
>Occult
>Science
>History
>War

on a scale of 1-10, perhaps give PCs 5 points to spend on their characters to begin with.
Assuming 1-basic knowledge 5-extremely skilled 10-world authority on the subject, it'd let you create a versatile character (the Captain of a ship, for example, should be a little skilled at everything, so (1,1,1,1,1 to begin with) or a bookish scientist (Science 4, History 1), or a died-in-the-wool naval man (War 5). Perhaps their role aboard ship should be decided after the character is made (so that everyone has the right skills for the job).

It would make sense that Dutch-hunter ships would have specialists in a particular subject aboard.
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>>21234565

>dyed-in-the-wool

Herp
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>>21234471
Well on a scale of religion to science, occult is right in the middle.

Also, you know what would be amazing to use in this game?
>pic related

Of course, the actual game pieces are much smaller.
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>>21234579
Fuck, I just realized these things have been out of print for three years already.
God I feel old.
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>>21234579

So the dice symbols on the different sections of those models, does that denote what gets hit when rolling a D6?
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>>21234613
That was how it worked, yes. But if they're just being used as models/placeholders for actual ships when playing on table top, they can be ignored.
Of course, it's moot because they don't make these anymore.

>en.wikipedia.org/wiki/Pirates_Constructible_Strategy_Game
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>>21234579

is that some forced perspective stuff or are those giant versions of the ships made with foamcore?
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>>21234634
>Of course, it's moot because they don't make these anymore.

Yeah, but I'm sure it wouldn't be terribly hard to find PDFs of ships that you can print onto card stock & assemble like these.
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>>21234662
>...or are those giant versions of the ships made with foamcore?

Those are definitely made with heavy foamcore -- I'm pretty sure the photos by each ship are 8.5x11, for scale
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>>21234662
Those are giant, but the collectable/playable card game ones that I used to fool around with were also made out of foamcore, and often delicate as fuck. Many a mast was snapped accidentally even when taking the greatest care. It was really dumb because you were expected to remove masts to represent that the ship had been hit and etc.

>>21234669
It wouldn't work very well because the masts would flop over if the paper wasn't thick enough, and the ship would break if the paper is too heavy. You'd need a foamcore printer.
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>>21234718

or just use plasticard like the original game did
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>>21234743
Oh shit, you're totally right I derped bad. Somehow I misremembered that the insides of the cards were foamy or papery.
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>>21234687
>>21234718
>>21234766

Let's get a system down before figuring out what models to use.
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>>21234809
How would leveling work? When would players get feats or another rank of Occult or Science?
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>>21234868
They say it takes 10,000 hours to get really good at something. Maybe we should use that as a baseline for getting to rank five in something? (A level every 2000 hours of work?)

I like the idea of using in game time to gauge experience.

Also nice because we start with five points, so characters start at a point in their lives when they're at least good at what they do, even if it's a mix of things that they don't do as well as someone who devoted all of their time to doing a single thing.
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"And you're certain it's not a misidentified Red Dutchman?"

"Absolutely, sir. Why would the Reds do this? If they wanted to break through a Gate, they'd take out one of ours at most, and sneak through the gap. This is different. It's systematic, and determined. Eight vessels missing. Six before they could make contact. Two lost contact minutes after reporting suspected Dutchman. This isn't how the Reds operate; it's not about tactical advantage, it's about proving a point."

"But we've not had one identified sighting! A claim this bold is going to need more than just an assumed pattern."

"With respect, sir, what more do you need? All activity is around the 48-16 Gate. First disappearance on the 18th of May. A campaign of destruction directed at our vessels, and ONLY ours. Local pseudstorm activity in the Locker is so extreme it's affecting civilian traffic out of it, and the worst we've seen since the Disaster of Salamis, years ago. This is big; too big, and too specific, to be anything else.'

"I want to believe you, son. I've already set up our Gate fleet in blocking positions. But I can't direct the entire Homeland Defense Battlegroup a thousand nautical miles from their home port with... this. Do you really expect the Admirals to believe this?"

"...sir. We don't have a choice. The Gate fleet can't stop them. They don't stand a chance."

"Nonsense! They've stood up to everything we've faced before. Yes, we've lost a lot of vessels, but that's not unprecedented. I've moved the Blake in, the bishop's on board, and we've even got the auxiliary painting that damned Pictish silver on the munitions. That ought to see the buggers off."

"If you're confident, sir..."
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>>21235122

"Contact! All ships reporting sighting through the storms!"

"Report!"

"Sir! One vessel, prow emerging... Ship hit!"

"What? Return Fire! Fire!"

"Mackinaw hit once- hit twice! Mackinaw down! Fitzroy reports.. Fitzroy down!"

"All vessels, fire at will! Repeat, fire at will!"

"Admiral! All patrols are down! Mackinaw and Fitzroy down! Blake moving to blocking position!"

"What, every one?! Get them out of there! All vessels, fighting withdrawal! Regroup outside the Locker and hold the gate!"

"Blake with4drawing, all other contacts lost! Blake firing... no effect, adjusting to -Blake Hit! Prow guns lost! Taking on water..."

"Damn it! Give me Captain Jensen directly!"

"... no response, sir. Communications dead."

"Then keep trying! It has to be the storms; we can't have lost two destroyers and a cruiser like that!"

"...sir?"

"Damn it, Jones, what do you want?!"

"The date."

"What about the blasted date?!"

"It ticked over, sir. Right before contact. It's the 24th. May 24th, sir."

"..."

"Sir?"

"Take over, Jones. And get me the Admirals. The Prime Minister needs to hear about this."
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>>21235137
Is that some Bismarck up in here?

It was sunk on the 27th though the chase started the 24th.
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>>21235345

With the sinking of the Hood. Which is the point.
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>>21235585
My bad, forgot the whole battle reenactment in The Locker. Thought we were going off sink dates instead of days long engagements.
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Have we autosaged yet? Or are we starting a new thread yet?
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>>21238149
This thread will sink to the locker and come back time and time again, until SPECTRAL can finally exorcise /tg/ . . .
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>>21238149

Started new thread, stick new ideas here.

>>21238331


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