RULES AND STUFF!   Posted by The GM.Group: 0
The GM
 GM, 3 posts
Sat 22 Aug 2020
at 17:40
RULES AND STUFF!

Harm, Stress, and Shame:

HARM: When your body takes damage, that's Harm. You can take an amount of Harm equal to your Body modifier +4. The amount of Harm you can still take is hp. (So if your Body modifier is +1, you start with 5 hp -- You can take 5 Harm before you're dead.)

If your hp falls to 1, your rolls are at -1.


STRESS: When something really stressful or traumatic happens, you take damage to your Stress. You can take an amount of Stress equal to your Mind modifier +3 The amount of Stress you can still take is sp. (So if your Mind modifier is, say, 0, you start with 3 sp.)

When you run out of sp, your personality changes, and you choose one of these:

--Cold: You strike people as cold and unfeeling.
--Haunted: You start being in danger of having traumatic flashbacks.
--Obsessed: You become obsessed with something and will do anything to follow your obsession.
--Paranoid: You start to think everyone's out to get you at all times, whether that's true or not.
--Reckless: You start to become reckless, taking dangerous chances.
--Soft: You lose your edge, and have trouble focusing and making decisions.
--Unstable: You're right on the edge of snapping and losing it at any time...
--Vicious: You become cruel and hateful.

The way to get rid of this quality, and to raise your sp in general, is through indulging your vice... although overindulging can lead to its own problems, as explained elsewhere...


SHAME: When something happens that embarrasses you (that is, that other NPCs (including your crew, but not if it's just your fellow player) know about), this is SHAME.

Everyone has a Reputation counter that starts at their Words modifier +2. (So if you have a Words modifier of -1, your Reputation counter starts at 1.)

If your Shame counter reaches 0, you will have a -1 on all Words rolls, and you also must immediately start trying to do something that the GM agrees would be impressive enough (if you succeeded) to build your reputation back up to at least 1.






STUFF YOU MIGHT ROLL TO DO:

BODY:

--Blast your enemies with cannon-fire, guns, or explosives; break through an obstacle with chaos and force.
--Brawl with an opponent in close quarters; assault or defend a position; hold your own in a melee.
--Finesse an item from someone's pocket; employ subtle misdirection or sleight-of-hand; formally duel an opponent.
--Skulk around unseen and undetected; ambush with close violence; get the jump on an unsuspecting foe.
--Vault over obstacles; swing across ropes and climb riggings; perform great athletic feats.

MIND:
--Attune to the ocean's currents and the dark forces beneath the sea; perceive supernatural entities; read the winds and the tides.
--Navigate your vessel across the high seas; keep your sense of direction in unfamiliar areas; maneuver your ship in combat and pursue fleeing enemies.
--Patch up a sail or rigging; keep the ship running despite damage.
--Scan your surroundings for danger; perceive a threat before it strikes; study a document, person or situation.

WORDS:
--Command obedience with your force of personality; intimidate or threaten; lead your crew on a mission.
--Consort with connections from your heritage, background, friends, or rivals to gain access to resources, information, people, or places.
--Sway someone with charm, logic, deception, disguise, or bluff; change attitudes or behavior with manipulation or seduction.


WHAT TO ROLL IN CERTAIN SITUATIONS:

--Attack a ship: BODY, unless you want to try a clever plan like pretending to be a friendly ship at first, in which case MIND.

--Build/Improve: Could be BODY, but probably MIND.

--Recover: Get treatment to heal up. BODY, unless it's talking someone else into healing you, in which case WORDS.

--Repair: As Recover, but for the ship.

--Reduce Heat: Say how you reduce Heat on the crew and roll the appropriate action.

--Train: Sacrifice xp to level up.

--Visit Stash: Take out, or put in, any amount of coin from any of your stashes hidden on sandy beaches or secret island caves.

--Indulge Vice: Visit a purveyor of your vice, spend 1 supply (or 2 for a +1 on the roll) and then roll dice equal to your lowest attribute (in that order!):

13 or higher: You get 2 Tokens that you can save to spend on rolls later for +1 each.

10-12: You get a Token that you can save to spend on rolls later for +1.

7-9: You get a +1 on your next roll, but you lose an extra supply.

6 or lower: You Overindulge: you make a bad call because of your vice - in acquiring it, or while under its influence. What did you do? Choose:

● Look For Trouble: Trouble finds you. 
● Brag About Your Exploits: Take +2 heat.
● Bender: You gain -1 ongoing until the GM says enough time has passed for you to have recovered from your bender...
● Cut Off: Your current vice purveyor cuts you off. You'll have to find a new source for your vice.

SHIP/CREW UPGRADES YOU CAN BUY:
● Boltholes: Your ship is filled with nooks and crannies useful for concealing illicit cargo. Plunder you’re carrying can be hidden to thwart all but the most thorough searches.
● Coffers: Your ship has a secure strongbox, allowing you to store up to 8 supply. A second upgrade increases your storage capacity to 16.
● Cohort: A cohort is a crew of NPCs, or a single expert, in your employ. A crew starts out with enough sailors to crew a single ship; you can spend an upgrade to expand their scale into a fleet. For more on cohorts, see below.
● Elite: Your cohorts gain +1 when performing actions that match the given type.
● Hidden Cannons: Some or all of your gunports are concealed, allowing your ship to pass for one less heavily armed (and therefore less dangerous).
● Letter of Marque: You bear a letter marking you as a privateer for one of the other factions.
● Overgunned: The decorative railings on the upper deck have been replaced with another row of cannons.
● Prow Ram: The prow of your ship is reinforced with metal and hardened wood, allowing you to ram enemy vessels while taking only minimal damage yourself.
● Specialty Shot: Your ship is stocked with specialty cannon ammunition - chain shot (destroys sails), shrapnel (hurts people), etc - in addition to the standard cannonballs. A second upgrade provides a portable furnace capable of preparing heated shot (good for setting wood or sails on fire).
● Quality: Each upgrade increases the quality of the PCs' equipment, or a particular part of the ship, past the normal levels based on Tier and fine items. You can upgrade the ships' Charts, Tools, Weapons, Cannons, Hull, Sails, or Rudder.
● Training: This upgrade represents the natural skills and inclinations of your crew. When you train an XP track for which you have the training upgrade,you gain 2xp rather than just 1.

COSTS:
--Small ship: 2 Treasure. It's small, but it's fast and maneuverable.
--Large ship: 4 Treasure. Can hold more cargo, more men, more cannons-- and can take more damage than a smaller ship.
--Hiring a new Crew: Nothing up front, but you'll have to promise them multiple Treasure every so often, and then you'll need to start supplying them with it pretty quick at first...
--Hiring an Expert (examples: marksman, surgeon, spy): 4 supply up front, and the promise of more soon...
--Travel: Roll MIND (because predicting what the weather will do) or WORDS (for motivating yer crew):

13 or higher: You get there a little faster than expected.

10 to 12: You get there about as fast as you expected. Lose one supply.

7 to 9: You get there almost exactly as fast as you hoped. Lose 2 supply.

6: Your journey is interrupted, and not by something good like a rich target, either...


Cohorts:
Edges:

● Fearsome: The cohort is terrifying in aspect and reputation.
● Independent: The cohort can be trusted to make good decisions and act on their own initiative in the absence of direct orders.
● Loyal: The cohort can’t be bribed or turned against you.
● Tenacious: The cohort won’t be deterred from a task.

Flaws:
● Gutless: The cohort is soft-hearted and cowardly.
● Savage: The cohort is excessively violent and cruel.
● Wild: The cohort is drunken, debauched, and loud-mouthed.
● Unreliable: The cohort isn’t always available, due to other obligations or interests.

Cohort Harm & Healing
Cohorts suffer harm similarly to PCs. A cohort can suffer four levels of harm:
● Weakened: The cohort has reduced effect. (-1)
● Impaired: The cohort has reduced quality (-2).
● Broken: The cohort can’t do anything until they recover.
● Dead: The cohort is destroyed.

Not-Great Stuff that can happen:

--Assault: A Faction decides that it's time to put you down. They send a small fleet, or comparable force, to do away with you once and for all.

--Bounty: A Faction puts a hefty bounty on your head -- enough money to make even hardened pirates consider turning you over.

--Cooperation: An allied faction asks you for a favor. Agree to do it or lose 1 status with them. If you don't have any allied factions, this won't happen, but if you've got no allied factions, you've got your own problems...

--Crew Troubles: Your crew, or one of your other cohorts, causes trouble. Lose face, make an example of a crew member, or find some other way to deal with the situation.

--Flipped: One of your contacts or allies switches allegiances due to the heat on you. They're loyal to another faction now.

--Leviathan: A great beast rises from the sea, its intentions unclear.

--Outnumbered: Two or more enemy factions put aside their grievances to deal with you, launching a combined search to attack you.

--Patrol: An enemy faction sends ships to patrol your last seen location. Hide in port until they lose interest, evade them, or confront them directly.

--Probing: An enemy faction snatches up a cohort, vice purveyor, or crew member, and interrogates them about your crew's movements and weaknesses. Make a WORDS roll to find out if your past interactions with them lead them to resist questioning-- or, you can try to get them back before they can spill anything...

--Restless Depths: A supernatural creature finds its way to your ship. Find a priest or an occultist to banish it, or deal with it yourself...

--Rivals: An enemy faction makes a move against you (or a vice purveyor, contact or ally). Pay them off, allow them to mess with you, or fight back.

--Ship Disrepair: The ship is damaged by rocks or bad weather and needs maintenance. Pick a part of the ship (hull, sails, rudder, etc); that part has -1 quality until it is repaired.
--Show of Force: An enemy faction launches an outright attack. Either back down from the fight (at a loss to your reputation) or go to war with them...

--Threats: A neutral faction tries to throw their weight around. They threaten you, a friend or contact, or one of your vice purveyors.

PLACES:

--West: the coast of New Spain (Central America).

--South of New Spain: South America. Mostly claimed by the Dutch, or The Company.

--North of New Spain: The Gulf of Mexico. There's not a lot between Veracruz and New Orleans, and not a lot between New Orleans and Florida. Exceptions are Tampico (Spain), South Padre Island (spanish pirates), Corpus Island (pirates), and Galveston Island (french pirates), but that's about it.

--North: Florida.

--South of Florida: The islands collectively known as The Bermudas, except for Cuba, owned by Spain, and the island of Port Royal, owned by pirates.

--Puerto Rico and East: The Carib Islands. The ones more to the North are the Leeward Islands, the ones more to the south, the Windward Islands.

And then... there are rumors of strange and mysterious islands rising up, just temporarily, out of the middle of the Caribbean or the Gulf or the so-called Bermuda Triangle-- just now and then, temporarily...

And the sailors' tale of one island that moves around of its own accord...

This message was last edited by the GM at 18:23, Sat 29 Aug 2020.

The GM
 GM, 5 posts
Sat 29 Aug 2020
at 19:13
Re: RULES AND STUFF!


Harm, Stress, and Shame:

HARM: When your body takes damage, that's Harm. You can take an amount of Harm equal to your Body modifier +4. The amount of Harm you can still take is hp. (So if your Body modifier is +1, you start with 5 hp -- You can take 5 Harm before you're dead.)

If your hp falls to 1, your rolls are at -1.


STRESS: When something really stressful or traumatic happens, you take damage to your Stress. You can take an amount of Stress equal to your Mind modifier +3 The amount of Stress you can still take is sp. (So if your Mind modifier is, say, 0, you start with 3 sp.)

When you run out of sp, your personality changes, and you choose one of these:

--Cold: You strike people as cold and unfeeling.
--Haunted: You start being in danger of having traumatic flashbacks.
--Obsessed: You become obsessed with something and will do anything to follow your obsession.
--Paranoid: You start to think everyone's out to get you at all times, whether that's true or not.
--Reckless: You start to become reckless, taking dangerous chances.
--Soft: You lose your edge, and have trouble focusing and making decisions.
--Unstable: You're right on the edge of snapping and losing it at any time...
--Vicious: You become cruel and hateful.

The way to get rid of this quality, and to raise your sp in general, is through indulging your vice... although overindulging can lead to its own problems, as explained elsewhere...


SHAME: When something happens that embarrasses you (that is, that other NPCs (including your crew, but not if it's just your fellow player) know about), this is SHAME.

Everyone has a Reputation counter that starts at their Words modifier +2. (So if you have a Words modifier of -1, your Reputation counter starts at 1.)

If your Shame counter reaches 0, you will have a -1 on all Words rolls, and you also must immediately start trying to do something that the GM agrees would be impressive enough (if you succeeded) to build your reputation back up to at least 1.


Combat Rolls

Combat rolls usually work something like this:

13 or higher: You get lucky and do 2 damage.

10-12: You do 1 damage, maybe 2 if you're using an extra-high-quality weapon (the GM will let you know).

7-9: You do 1 damage, but the bad guys might get a +1 to counterattack

6 or lower: You either miss, or they parry/block your attack, and you might very likely get a -1 on your next attack and/or they might get a +1 to counterattack... but you do get 1 xp.


Experience Points:

Every time you get a result of 6 or lower on a roll, you get 1 xp.

7 xp can be traded in to:
--Raise one of your scores 1 point (max is +3), or
--to buy a new Special Ability for yourself, or
--to improve your ship, or
--to improve your crew.





STUFF YOU MIGHT ROLL TO DO:

BODY:

--Blast your enemies with cannon-fire, guns, or explosives; break through an obstacle with chaos and force.
--Brawl with an opponent in close quarters; assault or defend a position; hold your own in a melee.
--Finesse an item from someone's pocket; employ subtle misdirection or sleight-of-hand; formally duel an opponent.
--Skulk around unseen and undetected; ambush with close violence; get the jump on an unsuspecting foe.
--Vault over obstacles; swing across ropes and climb riggings; perform great athletic feats.

MIND:
--Attune to the ocean's currents and the dark forces beneath the sea; perceive supernatural entities; read the winds and the tides.
--Navigate your vessel across the high seas; keep your sense of direction in unfamiliar areas; maneuver your ship in combat and pursue fleeing enemies.
--Patch up a sail or rigging; keep the ship running despite damage.
--Scan your surroundings for danger; perceive a threat before it strikes; study a document, person or situation.

WORDS:
--Command obedience with your force of personality; intimidate or threaten; lead your crew on a mission.
--Consort with connections from your heritage, background, friends, or rivals to gain access to resources, information, people, or places.
--Sway someone with charm, logic, deception, disguise, or bluff; change attitudes or behavior with manipulation or seduction.


WHAT TO ROLL IN CERTAIN SITUATIONS:

--Attack a ship: BODY, unless you want to try a clever plan like pretending to be a friendly ship at first, in which case MIND.

--Build/Improve: Could be BODY, but probably MIND.

--Recover: Get treatment to heal up. BODY, unless it's talking someone else into healing you, in which case WORDS.

--Repair: As Recover, but for the ship.

--Reduce Heat: Say how you reduce Heat on the crew and roll the appropriate action.

--Train: Sacrifice xp to level up.

--Visit Stash: Take out, or put in, any amount of coin from any of your stashes hidden on sandy beaches or secret island caves.

--Indulge Vice: Visit a purveyor of your vice, spend 1 supply (or 2 for a +1 on the roll) and then roll dice equal to your lowest attribute (in that order!):

13 or higher: You get 2 Tokens that you can save to spend on rolls later for +1 each.

10-12: You get a Token that you can save to spend on rolls later for +1.

7-9: You get a +1 on your next roll, but you lose an extra supply.

6 or lower: You Overindulge: you make a bad call because of your vice - in acquiring it, or while under its influence. What did you do? Choose:

● Look For Trouble: Trouble finds you. 
● Brag About Your Exploits: Take +2 heat.
● Bender: You gain -1 ongoing until the GM says enough time has passed for you to have recovered from your bender...
● Cut Off: Your current vice purveyor cuts you off. You'll have to find a new source for your vice.

SHIP/CREW UPGRADES YOU CAN BUY:
● Boltholes: Your ship is filled with nooks and crannies useful for concealing illicit cargo. Plunder you’re carrying can be hidden to thwart all but the most thorough searches.
● Coffers: Your ship has a secure strongbox, allowing you to store up to 8 supply. A second upgrade increases your storage capacity to 16.
● Cohort: A cohort is a crew of NPCs, or a single expert, in your employ. A crew starts out with enough sailors to crew a single ship; you can spend an upgrade to expand their scale into a fleet. For more on cohorts, see below.
● Elite: Your cohorts gain +1 when performing actions that match the given type.
● Hidden Cannons: Some or all of your gunports are concealed, allowing your ship to pass for one less heavily armed (and therefore less dangerous).
● Letter of Marque: You bear a letter marking you as a privateer for one of the other factions.
● Overgunned: The decorative railings on the upper deck have been replaced with another row of cannons.
● Prow Ram: The prow of your ship is reinforced with metal and hardened wood, allowing you to ram enemy vessels while taking only minimal damage yourself.
● Specialty Shot: Your ship is stocked with specialty cannon ammunition - chain shot (destroys sails), shrapnel (hurts people), etc - in addition to the standard cannonballs. A second upgrade provides a portable furnace capable of preparing heated shot (good for setting wood or sails on fire).
● Quality: Each upgrade increases the quality of the PCs' equipment, or a particular part of the ship, past the normal levels based on Tier and fine items. You can upgrade the ships' Charts, Tools, Weapons, Cannons, Hull, Sails, or Rudder.
● Training: This upgrade represents the natural skills and inclinations of your crew. When you train an XP track for which you have the training upgrade,you gain 2xp rather than just 1.

COSTS:
--Small ship: 2 Treasure. It's small, but it's fast and maneuverable.
--Large ship: 4 Treasure. Can hold more cargo, more men, more cannons-- and can take more damage than a smaller ship.
--Hiring a new Crew: Nothing up front, but you'll have to promise them multiple Treasure every so often, and then you'll need to start supplying them with it pretty quick at first...
--Hiring an Expert (examples: marksman, surgeon, spy): 4 supply up front, and the promise of more soon...
--Travel: Roll MIND (because predicting what the weather will do) or WORDS (for motivating yer crew):

13 or higher: You get there a little faster than expected.

10 to 12: You get there about as fast as you expected. Lose one supply.

7 to 9: You get there almost exactly as fast as you hoped. Lose 2 supply.

6: Your journey is interrupted, and not by something good like a rich target, either...


Cohorts:
Edges:

● Fearsome: The cohort is terrifying in aspect and reputation.
● Independent: The cohort can be trusted to make good decisions and act on their own initiative in the absence of direct orders.
● Loyal: The cohort can’t be bribed or turned against you.
● Tenacious: The cohort won’t be deterred from a task.

Flaws:
● Gutless: The cohort is soft-hearted and cowardly.
● Savage: The cohort is excessively violent and cruel.
● Wild: The cohort is drunken, debauched, and loud-mouthed.
● Unreliable: The cohort isn’t always available, due to other obligations or interests.

Cohort Harm & Healing
Cohorts suffer harm similarly to PCs. A cohort can suffer four levels of harm:
● Weakened: The cohort has reduced effect. (-1)
● Impaired: The cohort has reduced quality (-2).
● Broken: The cohort can’t do anything until they recover.
● Dead: The cohort is destroyed.

Not-Great Stuff that can happen:

--Assault: A Faction decides that it's time to put you down. They send a small fleet, or comparable force, to do away with you once and for all.

--Bounty: A Faction puts a hefty bounty on your head -- enough money to make even hardened pirates consider turning you over.

--Cooperation: An allied faction asks you for a favor. Agree to do it or lose 1 status with them. If you don't have any allied factions, this won't happen, but if you've got no allied factions, you've got your own problems...

--Crew Troubles: Your crew, or one of your other cohorts, causes trouble. Lose face, make an example of a crew member, or find some other way to deal with the situation.

--Flipped: One of your contacts or allies switches allegiances due to the heat on you. They're loyal to another faction now.

--Leviathan: A great beast rises from the sea, its intentions unclear.

--Outnumbered: Two or more enemy factions put aside their grievances to deal with you, launching a combined search to attack you.

--Patrol: An enemy faction sends ships to patrol your last seen location. Hide in port until they lose interest, evade them, or confront them directly.

--Probing: An enemy faction snatches up a cohort, vice purveyor, or crew member, and interrogates them about your crew's movements and weaknesses. Make a WORDS roll to find out if your past interactions with them lead them to resist questioning-- or, you can try to get them back before they can spill anything...

--Restless Depths: A supernatural creature finds its way to your ship. Find a priest or an occultist to banish it, or deal with it yourself...

--Rivals: An enemy faction makes a move against you (or a vice purveyor, contact or ally). Pay them off, allow them to mess with you, or fight back.

--Ship Disrepair: The ship is damaged by rocks or bad weather and needs maintenance. Pick a part of the ship (hull, sails, rudder, etc); that part has -1 quality until it is repaired.
--Show of Force: An enemy faction launches an outright attack. Either back down from the fight (at a loss to your reputation) or go to war with them...

--Threats: A neutral faction tries to throw their weight around. They threaten you, a friend or contact, or one of your vice purveyors.

PLACES:

--West: the coast of New Spain (Central America).

--South of New Spain: South America. Mostly claimed by the Dutch, or The Company.

--North of New Spain: The Gulf of Mexico. There's not a lot between Veracruz and New Orleans, and not a lot between New Orleans and Florida. Exceptions are Tampico (Spain), South Padre Island (spanish pirates), Corpus Island (pirates), and Galveston Island (french pirates), but that's about it.

--North: Florida.

--South of Florida: The islands collectively known as The Bermudas, except for Cuba, owned by Spain, and the island of Port Royal, owned by pirates.

--Puerto Rico and East: The Carib Islands. The ones more to the North are the Leeward Islands, the ones more to the south, the Windward Islands.

And then... there are rumors of strange and mysterious islands rising up, just temporarily, out of the middle of the Caribbean or the Gulf or the so-called Bermuda Triangle-- just now and then, temporarily...

And the sailors' tale of one island that moves around of its own accord...

This message was last edited by the GM at 15:30, Fri 06 Aug.