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website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html


Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:


1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.

2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day

3- bauble: scrimshaw animal, ship in a bottle, or lude drawing

4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price

5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)

6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins

I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture Two bennies to Jose for the compass detail and the good use of his gambling skill Benny to Mitch for including actual media

There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea. Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water. The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base. They use a wave-rider, though there are no Doreens sighted.


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How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.

So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker's fighting roll exceeds the opponent's Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound.

By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker's boating roll exceeds the enemy ship's MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent's RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound.

Each round characters other than the captain can Support with boating, climbing or shoting, etc. roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we'll always given them a +1 'fair's fair' +1 edge.

We can try it out wth a srap against a sloop and see if it's too edge (but wouldn't edgy be good) or easy with the Support rolls.

Each ship in a fight will have RESilience(=toughness) and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops.

Ship's attack with the captain's boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro's does 1d6 ship damage.

Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.

Ships can be shaken ("disadvantaged")by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.

Ships have 3 wounds then go to the bottom.