RANKINGS
The rank of an entire crew is its quality and is determined by the Fame Points of its Captain.
CAPTAIN'S FAME
The Fame of the Captain attracts crewmen. The higher the Fame, the better the crew... as long as the Captain pays them. For Fame to matter, a Captain must have a ship. If the Captain loses their ship, they lose crew and at a rate of 50% per week. All player characters can acquire Fame points but they only matter when/if they Captain a ship/boat (including the Captain's
Cog).
EX: Captian Tarheel's ship is destroyed in a harbor by a rival. After one week he loses 60 of 120 crew, leaving him with 60. After the next week, he loses 30 of 60 crew, leaving him with 30. And so on until all his crew is gone or he has acquired a new ship.
How To Attain Fame
- Attain a haul of 5000+ Gold Coins: +2
- Choosing a Pirate Name: +2
- Captain's Base Attack Bonus 15+: +2
- First time slaughtering a surrendered crew: +2
- First time sparing an enemy crew: +2
- Slaying a Beast of the Deep: +2
- Capturing a Merchant Ship: +1
- First time surviving a direct hit from Siege Weapon (once for each type): +1
- Survive committing an act of colossal stupidity: +1
CREW QUALITY
1-2: Rabble
Crew Seamanship: -2
Ship Speed: -2 Nauts
Base Sail Changes: 5 rounds
Base Reload Speed: 6 rounds
Aim: -2
AC: 10 HP: 5 F+0/R+2/W+0
Rusty Cutlass +1 ATT 1d6-2 Slashing Damage
Cost: 3 Silver/month per Crewman
3-4: Poor
Crew Seamanship: +0
Ship Speed: -1 Naut
Base Sail Changes: 4 rounds
Base Reload Speed: 5 rounds
Aim: -1
AC: 12 HP: 21 F+1/R+4/W+1
Worn Cutlass +4 ATT 1d6 -1 Slashing Damage
Cost: 12 Silver/month per Crewman
5-9: Average
Crew Seamanship: +2
Ship Speed: -0 Nauts
Base Sail Changes: 3 rounds
Base Reload Speed: 4 rounds
Aim: +0
AC: 14 HP: 37 F+2/R+5/W+2
Cutlass +7/+2 1d6 +1 Slashing Damage
Short Musket +1 ATT 3d4 Bludgeon Damage, one shot per 2 rounds
Cost: 2 Gold 1 Silver/month per Crewman
10-12: Superior
Crew Seamanship: +4
Ship Speed: +1 Naut
Base Sail Changes: 2 rounds
Base Reload Speed: 3 rounds
Aim: +1
AC: 16 HP: 53 F+3/R+7/W+3
Masterwork Cutlass +11/+6/+1 1d6 +2 Slashing Damage
Short Musket +4 ATT 3d4 Bludgeon Damage, one shot per 2 rounds
Cost: 3 Gold/month per Crewman
13+: Expert
Crew Seamanship: +6
Ship Speed: +2 Nauts
Base Sail Changes: 1 round
Base Reload Speed: 2 rounds
Aim: +2
AC: 18 HP: 69 F+4/R+8/W+4
Masterwork Cutlass +14/+9/+4 1d6 +3 Slashing Damage
Masterwork Short Musket +8 ATT 3d4 Bludgeon Damage, one shot per round
Cost: 5 Gold/month per Crewman
CAPTAIN'S SWAY
A crew, especially pirates, is in a constant state of flux between the pressures to obey and their own tendencies toward amorality. Sway is the Captain's influence on their crew and determines the mood of the crew. Sway is also used for a company of the crew on an away mission. Base Sway is calculated by:
Captain's Fame/2 +CHA bonus.
Sway Modifiers
- High share value (per 1000 Gold/share): +1
- Each fortnight at sea without a prize: -1
- More than 1/3 of crew injured: -2
- More than 1/3 of crew diseased: -2
- Crew sober for a fortnight: -4
Sway Checks
- Assigned to Guard Cargo DC: 15. Fail: Open it, pocket something, and drink any liquor found
- Ordered to gaurd prisoners DC: 15. Fail: Torment the prisoners
- Outnumbered by enemy DC: 15. Fail: Flee or surrender
- Wounded in combat DC: 15. Flee or surrender
- Finds liquor while taking a prize ship DC: 20. Fail: Opens it and drinks it
- More than 1/2 crew dead DC: 20. Fail: Flee or surrender
- Outnumbered by a Navy DC: 25. Fail: Flee or surrender
SHIP'S OFFICERS
If a party acquires a ship, they take up officer positions. These positions are:
Navy
- Lieutenant: Captain's Deputy
- Sailing-Master: Navigator
- Bosun: keep the ship in shape, running well, and disciplines the crew
- Master-At-Arms: in charge of a bay of seige weapons and their crews (can be more than one)
- Cogswain: commands the Captain's Cog (landing boat) and is the Second Sailing-Master
Pirate
- First-Mate: keeps the ship in shape, running well, and disciplines the crew
- Sailing-Master: Navigator
- Master-At-Arms: in charge of a bay of siege weapons (can be more than one)
- Coxswain: commands the Captain's Cog (landing boat) and is the Second Sailing-Master
- Quartermaster: Crew spokesman and supervises fair division of loot (this can be an NPC chosen by the players)
SHIP ACTIVITIES
Daytime Ship Actions
Work Diligently
Gain a +4 bonus on any one check for a
job’s daily task
Influence
Make normal checks for a job’s daily task and
attempt to influence a single NPC
Sneak
Make normal checks for a job’s daily task and
briefly explore one area of the ship (the PC can make a
single Perception check or other skill check with no chance
of detection)
Shop
Take a –2 penalty on all checks for a job’s daily task
and visit the quartermaster’s store (area A9)
Shirk
Take a –2 penalty on all checks for a job’s daily task
and take time exploring one area of the ship. The PC can
take 10 on a single Perception check or other skill check, but
must make a STEALTH check to avoid being discovered.
Nighttime Ship Actions
Sleep
Go to bed early and sleep through the night
(automatically recover from fatigue)
Gamble
Play or gamble on a game of chance (Python- a card game) or Rolling teeth- a dice game)
Entertain
Make one Perform check to entertain the crew
Influence
Attempt to influence a single NPC
Sneak
Take time exploring one area of the ship. The PC
can take 20 on a single Perception check or other skill
check, but must make a STEALTH check to avoid being discovered.
Steal
Attempt to open a locked door or locker. The PC
must make a STEALTH check to avoid being discovered.
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