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Curse of the Goblin's Luck
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====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 β skeleton crew (3-4 sailors) * 2 stress β standard merchant crew (6-8 sailors) * 3 stress β complimented military crew (10 sailors plus 4-8 musketeers or gunners) * 4 stress β 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 shipβs size skill can grant additional consequences: * +1 β one additional Trivial consequence * +2 β one additional Mild consequence * +3 β one additional Moderate consequence * +4 β one additional Severe consequence * +5 β one additional Extreme consequence
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