Tuesday, 28 April 2015

Caribbean: Character Creation (Classes)

This game has four starting classes and they are anything but balanced. Perhaps better way to look at it would be to choose a class based on what level of difficulty you want early on. Later on, it no longer matters.

Four options are: Enterprising Merchant, Retired Lieutenant, Escaped Convict and Dastardly Pirate.



Attributes:

Each class starts with different attributes pre-set, as shown in this table:


-       Merchant    Lieutenant    Pirate   Convict
STR      12               17               14          11
AGI        5               14               12           5
INT       17                5                 5            5
CHA     14               14               12           5

Total      48               50              43          26

Along with the preset attributes, each class starts with four spare attribute points for you to distribute as you wish.

Note that the Merchant class starts with 17 INT, whereas the rest all start with 5. This means that the merchant will start with 16 skill points to use, but the others will only start with 4, so it may be a good suggestion to use the 4 spare attribute points they start with on INT if you want to add more skills to your character.

Skills:

Each class starts with different skills preset:

Merchant:

Seafaring: 3
Leadership: 2
Trade: 4

Lieutenant:

Weapon Master: 3
Riding: 3
Leadership: 3

Pirate:

Seafaring: 3
Weapon Master: 3
Leadership: 2

Convict:

Ironflesh: 2

As stated above, each class starts with 4 additional skill points to spend, with the exception of the Merchant, due to its high INT attribute, it has 16 points to spend.


Weapon Proficiencies:

The default starting rating for each weapon proficiency is 40, so if it isn't mentioned below, then assume all other profiencies for that class are just 40.

Merchant:

Firearms: 130

Lieutenant:

One Handed Weapons: 160
Artillery: 130
Firearms: 140

Pirate:

One Handed Weapons: 160
Firearms: 130

Convict:

Convict class is not proficient in any weapon to start with.

Along with these preset proficiency points, each class has 10 spare points to distribute, however, the higher the proficiency, the more points it takes to upgrade that proficiency:
e.g.The Lieutenant's One Handed Weapons is at 160. To improve to 161, it would take 6 points.

Fleet:

Each class starts with at least one ship in its fleet:

Merchant:

The merchant is the only class to have 2 boats in its fleet to start with:
Large Fluyt
Small Fluyt

As you might imagine, the merchant's ships aren't the quickest or do the most damage, however, they do have a good balance of cargo space and durability.


Lieutenant:

6th Rate Frigate

This ship has a high amount of damage and durability, at the cost of maneuverability and cargo space.


Pirate:

War Brigantine

Not the strongest or toughest ship, but has good speed and maneuverability, with a little cargo hold.


Convict:

Armed Boat

Yet again, the convict is dealt a tough hand with this ship. Tiny crew, weak hull, little damage output, miniscule cargo space, and slow to boot. You'd be better off with a pedalo or canoe.

There are much better ships to be found later on in the game for all.

Standing Army:

Each class starts with a different size of army accompanying it. The number beside the name is the size of the army including the player character:

Merchant (21)

Lieutenant (41)

Pirate (16)

Convict (4)

Once again the convict is handicapped, starting with only 3 chums, some Irregular English Cavalrymen, which doesn't exactly sound too promising.

Inventory:

Merchant:

The merchant is the richest class to start with, having 40,000 piastres.
The merchant also starts with a musket and a cutlass.


Lieutenant:

The Lt. starts with 20,000 piastres.
The only weapon he starts with is a cutlass.


Pirate:

The dastardly pirate starts with 10,000 piastres.
He also has a cutlass and a pistol, short ranged weapons ideal for boarding enemy ships.


Convict:

The convict starts with 1,000 piastres.

His weapons are a pistol and a dagger.


Ranks and Reputation:

You rise in rank as you improve your martial fame and business reputation. New military ranks are reached by increasing your renown, which rises as you complete tasks and achieve victories on the field of battle. The larger and harder are your fights, the shorter is your path to glory. As for your business acumen, it is judged best by the jingle of coins: your status increases with your cash reserves, with the amount of trade goods in your warehouses, with the manufactories and plantations you own, and with the cargo capacity of your fleet.

As you rise in status, so do your opportunities. New military ranks allow you to hire better soldiers and purchase more powerful warships. An increase in business reputation opens access to larger trade vessels and allows to build more factories. Famous warriors and influential traders are permitted to outfit their fleets with heavier naval artillery, can purchase letters of marquee and eventually can be invited to join one of the European powers - or the Brethren of the Coast.

Each Class starts with a different Military Rank and Business Reputation:


-                                   Merchant    Lieutenant                           Pirate                                      Convict
Military Rank                Sailor     Captain Lieutenant     Captain  Lieutenant                           Sailor
Business Reputation  Shopkeeper      Sailor                               Sailor                                     Sailor

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