Editing
Curse of the Goblin's Luck
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Ship Rules=== ====Ship Skills==== Ships are built like characters, having their own array of skills. All ships default at +0 in each of the following: * '''Cannons''' — the guns. A higher score indicates more mounting positions, etc. A ship must have a stunt devoted to guns in order to make use of the skill. And an aspect must be created ('''''Open Her Broadside!''''') to justify a firing position. If only a bow-mounted swivel gun is used, this skill caps to +0 despite the ship's actual skill level. Many guns requires more crew to man. The skill is also capped by the number of unchecked crew stress boxes. The various types of cannon shot may also justify certain types of attacks and whether or not crew stress or ship consequences may absorb damage (grape shot versus crew, chain shot versus sails, etc.). The Cannons skill can never exceed a ship's Size skill by more than 1 point. Actions: attack * '''Sea-worthiness''' — handling, maneuvering, overall ship-shapiness. Actions: overcome, create an advantage, certain types of defend (versus "attacks" from storms, etc.) * '''Size''' — acts as a ship’s Constitution score, as well as overall largeness. Good for taking a beating. Indicates general stowage and personnel capacity. Like constitution, it has a bearing upon the number of consequences a ship has. Actions: overcome, create an advantage, defend, & attack (ramming only — in which the attacking vessel takes equal damage) * '''Rigging''' — the overall ratio of drag, rigging, masts, and sail to generate speed. Good for contests of speed and outdistancing enemies. This score is also capped at the number of unchecked crew boxes. Actions: overcome, create an advantage Regarding crew capping for ship skills, active PCs can substitute or compliment crew at a rate of 2 trained seamen PCs (those identified as having sea experience through an aspect) for every one stress box, or 4 untrained PCs. A typical ship will start with +0 in all categories. Scores can be raised and lowered point-for-point to a maximum of +2 or -2 without spending refresh. Each ship also has a name and two aspects. Each PC is granted a point of refresh to purchase stunts for the ship to upgrade her attributes. Provided a crew can be employed, at least one crew stress box is left unchecked. Crew may be complemented via stunts. Players are also free to invest their character's personal refresh to upgrade ship stunts. ====Ship Stress & Consequences==== The crew serves as the only stress mechanic for ships. Note that PCs may always take some or all stress from a defending ship as long as it makes sense, and with 2 more shifts of physical damage added to any number of shifts he or she elects to absorb. Ships may add up to 4 boxes of crew stress through hiring (conducted as downtime social challenges or overcome actions, or the liquidation of loot aspects). Each box is worth one point of stress each: * 1 stress — skeleton crew (3-4 sailors) * 2 stress — standard merchant crew (6-8 sailors) * 3 stress — complimented military crew (10 sailors plus 4-8 musketeers or gunners) * 4 stress — teaming with swords (40+ crewmen and fighting men) Skilled mariners are assumed to be Nameless Apprentice Sailors: * '''Aspects:''' Green Sailor * '''Average (+1):''' Dexterity, Constitution * '''Melee:''' Cutlass (+1) * '''Physical Defense:''' Dodge (+1) * '''Stress:''' None (any hit takes them out) A typical ship has three consequences to absorb physical damage: * Trivial [ 1 ]: simple makeshift repairs can be made by even unskilled passengers with common onboard tools and materials given an Average (+1) overcome action * Mild [ 2 ]: common repairs can be made by skilled seamen with common onboard tools and materials given a Fair (+2) overcome given time at the end of the scene * Moderate [ 4 ]: these repairs are lasting until the ship can be dry-docked and substantial effort made by experts, time, materials, and money. Recovery from these types of repairs requires a Great (+4) overcome and generally at least one session of time. Makeshift temporary repairs may be made by a worthy ship expert or officer at Good (+3), which may reduce the severity to Mild. The consequence should be renamed to reflect the alteration or temporary repair. Full recovery still requires the same effort as though it were a moderate consequence. A ship’s size skill can grant additional consequences: * +1 — one additional Trivial consequence * +2 — one additional Mild consequence * +3 — one additional Moderate consequence * +4 — one additional Severe consequence * +5 — one additional Extreme consequence ====Actions==== Every character on board can choose to take one overcome or create an advantage action. This can take the form of repairs, command, boarding, individual musket fire to enemy crew within range, or anything one can imagine. PCs may also lend teamwork bonuses to other acting characters. Each exchange, every ship can perform one movement action (overcome, create an advantage, or attack, if ramming), and one attack action (using the Cannon skill, assuming a ship is in position). These actions are made using strictly the ship's resources, but allowing invokes of existing advantages and expenditures of the PCs' store of fate points. Boarding actions are conducted by individuals, most requiring a +2 Dexterity overcome, but require a movement advantage to justify. Ships can defend as many times as required. An important sailing maneuver will be to '''''Capture the Wind''''', a common practice to take as much advantage of the elements to bear upon speed. Sometimes, however, a '''''Becalmed Sea''''' may prevent certain maneuvers. ====Ship Stunts==== Each PC gets one additional point of refresh to spend on ship stunts. They can also opt to spend their personal reserve of refresh. '''Crew Compliment.''' Uncheck two additional crew checkboxes. (May only be taken once.) '''Big Ship.''' Grants +1 to the Size skill. (May only be taken once.) '''Broadside Cannons.''' Grants +1 to the Cannons Skill. You may target vessels lined up with your broadsides up to two zones away. (May only be taken once.) '''Extra Broadside Cannons.''' Grants an extra +2 to the Cannons skill. You may target vessels lined up with your broadsides up to two zones away. (Requires “Broadside Cannons”.) '''Fully Stocked Magazine.''' You like guns, and have built up your stockpile of munitions. You do not need to spend a fate point to declare you have the right kind of shot for the right job. '''Hidden Cargo Hold.''' Your vessel contains a small, very cunningly concealed cargo bay. You may actively oppose attempts to locate it using your Intelligence +2 versus the searchers’ Wisdom. '''Jigger Mast.''' Your ship is fitted with an additional mast, providing a bonus of +1 to its rigging skill. (May only be taken once.) '''Narrow Beam.''' Your ship produces less drag than other ships of its class. If you opt to take on an '''''instable''''' aspect, you may achieve +2 to speed related overcome maneuvers. '''Pile on the Sheet.''' Your ship has been modified to take on more than its recommended load of sailcloth. Once per session, grant a +2 to rigging overcome rolls during one contest. Take a Stressed Line trivial consequence. '''Really Big Ship!''' Grants an additional +2 to the Size skill. (Requires “Broadside Cannons”; may only be taken once.) '''Swivel Deck Gun.''' Grants access to the Cannons skill (at +2). Provided you have multiple mounting pedestals, you needn't make a special maneuvering action to target. Target a vessel one zone away. '''Sea Serpent Ramming Mount.''' Upon successful ramming actions, reduce complimentary damage to the attacking vessel by 2 shifts. '''Seasoned Crew.''' Upgrade your apprentice crew to journeyman level: * '''Aspects:''' Old Salt; Ahoy There! * '''Fair (+2):''' Dexterity * '''Average (+1):''' Constitution, Wisdom * '''Melee:''' Cutlass (+2) * '''Ranged:''' Flintlock Pistol (+2) * '''Physical Defense:''' Dodge (+1) * '''Stress:''' [ 1 ]
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information