Character Creation
Randomizing a Character
Before accepting your character when first joining a game or by activating the character generator, you can fully randomize your character using our "Random Pirate" button at the top of the sheet if you'd like to jump right into the action!
Once you accept the character (via the checkmark at the bottom of the modal) you'll need to Edit and Delete the character if you'd like to randomize another Pirate or build your own.
At any point you'd like to "Roll/Randomize" a field, just click the Randomize button on the right of the desired field.
Character Name - Name yer character
Choose a Class
Each class comes with things you'll need to start sailing these haunted waters:
Brute - A tough melee combatant prone to fits of RAGE
Rapscallion - A sneaky, cutthroat scallywag good at backstabbing, breaking & entering, sealing, cheating, and escaping. Found in taverns, shadows, and shallow graves
Buccaneer - Skilled trackers and survivalists. Expert sharpshooters, especially with muskets & rifles.
Swashbuckler - A brash fighter with bravado & swagger
Zealot - A clergy member, cultist, shaman, or believer
Sorcerer - An eldritch occultist, frail and enigmatic. They are conduits for meddlesome natural spirits and devious necromantic entities.
Once you see a Class you think is interesting, using Omnisearch in game, typing in the Class you like in the search field, then sharing the resulting Article to the Journal will help you find the following information:
A short indicator/description of a character background/origin story
Modifiers for when you roll your Ability stats (-2 for Strength; with the -2 being the Class specific modifier)
If there isn't a modifier here for any/each of the 5 Attributes, the default roll is just 3d6.
A Class Feature
Starting Equipment (if any)
Die to roll for a starting Weapon, or given a specific Weapon
Die to roll for starting Clothing/Armor
Die to roll for starting Hat
Starting Spells (if any)
Amount of Devil's Luck you start with
Your HP calculation (i.e. Toughness + specified dice roll; dice roll changes per Class played)
Your Class may give you specialized attacks, spells, items, or even playing card mechanics specific to the class as well, so, read carefully.
Characters are, as per Rules as Written, normally randomized, but if you'd like to build your pirate from scratch, the following information helps you create the character step by step.
Optional Class
There are 2 Optional Classes to choose from in the core Pirate Borg book with multiple subclass variants under each Optional Class:
Haunted Soul - A possessed, infected, cursed, troubled, or undead individual
Ghost
Conduit
Eldritch Mind
Zombie
Vampirism
Skeleton
Tall Tale
Merfolk
Aquatic Mutant
Sentient Animal
Foul Fowl
Jaguar
Crocodile
Bilge Rat
Lucky Parrot
Clever Monkey
Each one of these Optional Classes adds flavor to another Class, giving additional bonuses, features, and flaws. By choosing one of these Optional Classes you will stack two Classes together.
For Example:
A Haunted Soul: Zombie/Buccaneer
A Tall Tale: Merfolk/Sorcerer
Class Feature
Randomize, choose, or create your own Class Feature for your pirate. Note that some of the selections are for when you first make your pirate and others are for when you 'improve'/'get better'/'level up' your pirate.
It's standard that the first field offered (if there are more than one) is the Feature you get when first making the character and the second field is for when you 'improve'/'get better'/'level up' the character.
These Features will often times give you special actions you can take during a game specific to the, almost subclass like, character you are playing. These Features can be anything such as a new attack/weapon/relic/arcane ritual/spell/a skill you're particularly good at (ultimately lowering the Difficulty to pass certain rolls), or additional damage when using certain attacks.
Armor
Your Class will tell you to roll a certain die to determine your starting Clothing/Armor and Hat, up to a d10 on Clothes and a d12 on Hats. You can also spend any starting gold on grabbing some Clothing or Hats if your GM allows it.
Tier 0 - rags, common clothes, old uniform, fancy clothes (0 damage reduction)
Tier 1 - leather armor, hide armor (-d2 damage reduction)
Tier 2 - chain shirt (-d4 damage reduction)
DR +2 on Agility and Defense tests
Tier 3 - conquistador plate (-d6 damage reduction)
DR +4 on Agility tests, Defense tests DR +2 and you'll most likely sink and drown in water
The heavier your Armor the less likely you are to dodge an attack, but have larger damage reduction if hit. (often times negating the damage altogether)
Armor Repair
If Armor is ever damaged ("Tier reduced" due to a Fumble or outside source) you can have it repaired using Silver. Armor reduced below Tier 1 is ruined and can't be repaired.
Tier 1 to 2 - 25 Silver
Tier 2 to 3 - 40 Silver
Hats
Hats are mostly there for flare. A pirate is only as good as the fanciness of their Hat after all. Although, there are a couple Hats that can mechanically benefit the creature wearing them.
Metal Lined Hat
Reduce incoming damage from attacks by -1 (this can be added on top of the damage reduction from Clothing/Armor)
Morion (conquistador helmet):
Reduce incoming damage from attacks by -1 (this can be added on top of the damage reduction from Clothing/Armor)
Ignore ALL incoming damage from a single attack, but the Hat/Helmet is destroyed
In Alchemy, the dropdown allows you to state what kind of Clothing/Armor you're wearing (or create your own) and the pips display how much damage reduction that kind of Clothing/Armor applies. Don't forget to add your Hat/Helmet damage reduction (if any) to your Clothing/Armor damage reduction.
Armor does not work against Black Powder weapons!
Abilities
Each of the 5 Abilities are rolled with 3d6 and then a Modifier is created with the resulting total. Place the Modifier in the fields next to each Attribute.
Before matching a Modifier to your roll, don't forget to add or subtract numbers to the modifier according to your chosen Class or Optional Class.
After improving a character, an Ability can never exceed +6 or -3.
Example: (3d6) | +2 for Strength; due to chosen Class
Total of 3d6 = 13
13 = +1 Strength Modifier
(+1) + (+2) = +3 Pirate's total Strength Modifier
Roll | Modifier |
3-4 | -3 |
5-6 | -2 |
7-8 | -1 |
9-12 | 0 |
13-14 | +1 |
15-16 | +2 |
17-18 | +3 |
Optional Ability Calculation
If you've chosen not to use any of the core classes provided in the book you are considered a Landlubber, you can roll 4d6, dropping the lowest die, for your Abilities.
Don't forget to check the Class you've chosen for situationally specific rolls when dealing with Abilities. (i.e. All normal Agility tests are reduced by 2, going from DR12 to DR10)
Background
Randomize, choose, or create your own background. Choosing a background will give you your starting Silver value and possibly an Item/Weapon/Purpose etc.
Description
Distinctive Flaw, Physical Trademark, Idiosyncrasies, Unfortunate Incidents & Conditions and Things of Importance can all be either randomized, chosen, or created as you see fit for the character!
Description Field
Here you can place a description of your pirate if you'd like. You can also toggle this portion of the sheet to be visible to anyone who chooses to view your character while in the game if the "Public Description" toggle is 'on/green'.
Trackers Tab
Devils Luck
The amount of Devil's Luck you have to start with are, again, stated in the Class you've chosen as a die roll (Landlubbers start at d2).
When used, Devil's Luck can turn the Player's bad luck around, or possibly give them a better chance of survival and success. You can use a point of Devil's Luck to do one of the following:
Deal maximum damage with one attack
Reroll ANY die roll
Lower damage dealt to you by d6
Neutralize a Crit or Fumble
Lower one test's DR by -4
Devil's Luck can be gained back after at least 6 hours of rest AND you had previously run completely out of Devil's Luck, at which time the player rolls their Class's starting Devil's Luck die again to gain back that amount of Luck back. (Landlubbers roll d2)
HP
Your Hit Points are calculated as Toughness + a certain die roll according to Class. You can start this game with 1HP, but no less.
Spells / Prayers
Certain Classes will allow you to learn innate spells or prayers that you can cast without requiring a roll or test. You can only cast a number of times per day though, equal to d2 + Spirit. If you are playing a Class that doesn't use either of these things, feel free to delete the Tracker by right clicking the Tracker and deleting it from the character. (We've made a handy Action named "Spell / Power Uses Per Day". You can find this Action by clicking the Add Action button under the 'Action' tab for Players)
Note that the number of times a day you can cast Spells is refreshed at SUNSET and the number of times a day you can use Prayers is refreshed at DAWN. You cannot stack uses per day.
For Example:
You have 1 Spell, and roll 3 Spell uses. You can use that Spell up to 3 times that day.
You have 3 Prayers, and roll 2 Prayer uses. You can use any 2 of those 3 Prayers that day.
Rituals / Arcane Rituals
Every morning at dawn, everyone must roll a d4+Spirit. This is the amount of times you can cast Rituals for the day if you happen to find any. (You'll find an Action named "Ritual Uses Per Day" in every player's 'Action' tab)
Brutes cannot cast Arcane Rituals and may delete this Tracker.
Arcane Rituals and Ancient Relics never work if wielding tier 2 or 3 Armor or Cold Iron.
Equipment Tab
Silver
Here is where you place the Silver you've been given according to your chosen Background.
Weapons
Starting Weapons, much like Clothing/Armor, are decided as your Class has you roll a certain die to determine the Weapon, up to a d10.
Marlinspike or Belaying Pin- d4 damage
Knife or Bayonet- d4 damage
Smallsword or Machete - d4 damage
Cat O' Nine Tails - d4 damage; 10 feet reach
Boarding Axe - d6 damage
Cutlass - d6 damage
Flintlock Pistol - 2d4 damage; reload 2 actions; range 30 feet, ammo: (10 + Presence) rounds of shot.
Finely Crafted Rapier - d8 damage
Boarding Pike - d10 damage; 10 feet reach
Musket - 2d6 damage; reload 2 actions; range 150 feet, ammo: (10 + Presence) rounds of shot.
If you don't have any weapon at all, you can still attack Unarmed - d2 damage
Starting Equipment
Everyone will roll using the following three tables to determine the remainder of your Starting Gear. Roll once per table: (You'll find an Action named "Randomize Starting Gear". You can find this Action by clicking the Add Action button under the 'Action' tab for Players)
D6 - Container
1 - bucket for 4 normal-sized items
2 - bandolier for 6 small-sized items
3 - satchel for 8 normal-sized items
4 - backpack 10 normal-sized items
5 - large sea chest for 20 normal-sized items or reroll action
6 - a dingy or reroll
D12 - Cheap Gear
1 - lantern (d6 hours of oil)
2 - d4 candles (1 hour each)
3 - 30' of rope
4 - shovel
5 - medical kit: (stops bleeding/poison/infection and heals d6 HP, Presence + 4 Uses)
6 - weighted dice
7 - flint & steel
8 - hammer & nails
9 - mess kit
10 - pipe & tobacco pouch
11 - d6 torches (1 hour each)
12 - a random pet (Use the "Random Pet" Action)
D12 - Fancy Gear
1 - compass
2 - spyglass
3 - fishing rod
4 - 1 random Ancient Relic (Use the "Random Ancient Relic" Action)
5 - bottle of fine run
6 - old pocket watch
7 - blanket & pillow
8 - ink, quill, parchment
9 - worn out book
10 - tent
11 - whetstone
12 - instrument (Use the "Random Instrument" Action)
Ancient Relics
Items of power that provide magical benefits or effects.
AFTER a Relic is used test Spirit DR12
Failure - You are stunned for the next round and that Relic cannot be used until the next dawn
Fumble - The Relic is permanently destroyed or depleted, then lose d2 HP
Critical - The GM decides the effect of a Critical if any
Getting Better / Leveling Up
Your Game Master will decide when it's time for you characters to get better/level up to improve themselves.
When you Get Better, 4 things happen:
Ability Changes - Roll a d6 against all 5 Abilities. Results equal to or above the Ability increase it by 1, to a max of +6
Results below the Ability decrease it by 1
Abilities from -3 to +1 will always be increased by 1 unless the d6 result is a 1, in which case it's decreased by 1 to a minimum of -3
More HP - Increase your maximum HP by d6. You must rest or heal to increase your current HP.
Gain a Class Feature - See your Class description to gain a new Feature
Among the Dead Men, You Find - Roll d6
1-2: nothing
3: a weapon (d12; Use the "Random Weapon" Action)
4: 3d10 Silver
5: 1 Ancient Relic (GM's discretion or use the "Random Ancient Relic" Action)
6: 1 Arcane Ritual (GM's discretion or use the "Random Arcane Ritual" Action)
(You'll find 4 Actions named "Getting Better - ..." to assist in quick character improvements. You can find these Actions by clicking the Add Action button under the 'Action' tab for Players
There is also an Action called "Getting Better - All in 1" that will roll all 4 steps for you all at once but be cautious as this will fill the journal with a decent amount of roll cards. It's recommended to use this slowly, one player at a time)
Carrying Capacity
You can carry 8 + Strength normal-sized items
After that, any Strength and Agility DR increases by 2
It's impossible to carry more than double 8 + Strength
Rolling Dice
Dice rolling in Pirate Borg are considered Tests. Tests involve rolling a single d20 and adding or subtracting your Ability Modifier from the result of the die roll.
To succeed in a Test, you will roll against a Difficulty Rating and attempt to roll at or over the Rating (Shown as the - Ability to be used - then the letters DR - then the number rating of the Difficulty)
For Example - Agility DR12
All Normal rolls (not easy, not too hard) are made at DR12. More than that number is considered more difficult and tests less than 12 are easier the lower it becomes.
The GM rarely ever makes rolls in Pirate Borg (none in combat). If they ever need to roll for a creature, they will roll a raw d20 (no Ability bonuses) against the desired DR.
Critical (natural 20)
Attack - Double damage, then Armor/Protection (meaning damage reduction) is reduced by one tier: d6 -> d4 -> d2 -> 0
Defense - PC gets an immediate free attack
Fumble (natural 1)
Attack - The weapon breaks or is lost
Broken- PC takes double damage and Armor is reduced by one tier. Reduction in tier does not remove Medium and Heavy Armor penalties. Armor reduced below first tier is ruined and can't be repaired.
Both
Black Powder Attack Fumble
Roll a d6 (or use the "Black Powder Attack Fumble" Action)
1-2 Backfire - Take d2 damage
3-4 Broken - Weapon is broken
5-6 Both
Combat / Violence
Before Combat Starts
When the PC's first encounter an NPC that isn't immediately thirsty for blood, an NPC Reaction roll can be made to determine their "reaction" to the PCs. (You'll find an Action named "Reaction (PC)" in every player's 'Action' tab)
Initiative
Roll 1d6
1-3 Enemies go first
4-6 PCs go first
Once it's the PC's turn, Agility + d6 will determine each individual's Initiative within the group (You'll find an Action named "Individual Initiative" in every player's 'Action' tab)
Round
During a Round you have enough time to:
Run across the deck of a ship
Do one of the following: Attack/use a Spell/use a Prayer/use a Relic/complete a Ritual/throw an Item
Chance to Defend against incoming Attacks.
Movement
Movement is purposely left up to the GM to decide. The GM will say whether or not what you want to do is possible within the range you are currently. On average, you can run across the deck of a ship with ease in a single turn.
Melee Attack
Test Strength DR12 (unless GM says otherwise; can sometimes be modified by the creature being fought)
Ranged Attack
Test Presence DR12 (unless GM says otherwise; can sometimes be modified by the creature being fought)
Defense
Test Agility DR12 (unless GM says otherwise or type of Armor being worn; can sometimes be modified by the creature being fought or Medium/Heavy Armor)
If you fail, the enemy hits you
Enemy Morale
When the fight isn't going the enemies way, some enemies will need to roll Morale to see if fighting to the death is worth it. (You'll find an Action named "Morale (PC)" in every player's 'Action' tab)
Three conditions could cause your enemies to roll Moral:
The leader of a group is killed
Half the group is eliminated
A single enemy has only 1/3 of its HP left
To test Morale, roll 2d6 and compare to the enemies stated Morale value. If the rolled total is above the creature's Morale value, roll a follow up d6 with the following results:
1-3 The enemy flees
4-6 The enemy surrenders
If the creature does not have a Morale value, the creature fights to the bloody end.
Using Arcane Rituals
Everyone rolls a d4 + Spirit at dawn (minus Classes specifying they can't use Arcane Rituals) This is the amount of times you can use Arcane Rituals for the day. (There is an Action named "Ritual Uses Per Day". You can find this Actions by clicking the Add Action button under the 'Action' tab for Players)
As long as you have a Arcane Ritual use left for the day, you can attempt to use an Arcane Ritual.
To use an Arcane Ritual - Test Spirit DR12
Success - Arcane Ritual is activated and you subtract one use from your daily Arcane Ritual usage
Failure - Arcane Ritual doesn't work, and you'll need to use the "Mystical Mishaps Action (PC)" Action found in every player's Action tab.
You also cannot use this Ritual again till dawn
Critical/Fumble - The GM may decide the effect of a Critical or a Fumble on an Arcane Ritual test
Ritual Test Modifications
The GM has the option of allowing a Ritual's difficulty to cast be affected by outside sources such as:
Casting under duress: +2 DR or more
Take 1 minute to cast: -2DR
Take 1 hour to cast: -4 DR
Several casters working together: roll twice, keep higher roll
Spend HP in blood: -1 DR per HP spent
Combat Example
Reaction Roll = Bloodthirsty!
Combat Startsd6 is rolled for Initiative = 2 (Enemy goes first)
Enemy chooses to attack Dan
Dan rolls Defense (Agility DR12+2 for wearing Tier 2 Armor) = 13
Dan rolls d6 for damage taken by Enemy = 5
Dan rolls damage reduction for Tier 2 Armor (-d4) = 3
Dan takes 2 points of Damage (5-3)
Players Turn
Dan rolls individual Initiative = 17
Isaac rolls individual initiative = 12
Dan rolls to attack with a Marlinspike (Strength DR12) = 15
Dan rolls Marlinspike damage (d4) = 3
Dan rolls for the creature's Armor damage reduction (d2) = 1
Dan deals 2 points of Damage (3-1)
Isaac rolls to attack with a Flintlock Pistol (Presence DR12) = 12
Isaac rolls Flintlock Pistol damage (2d4) = 5
Isaac does not roll for creature's Armor as black powder weapons ignore armor
It's a good thing he hit, because it'll take 2 Actions to reload the Pistol
He will have had to switch weapons to continue fighting next round
Isaac deals 5 points of Damage
Morale CheckSingle enemy is below 1/3 HP
Morale roll (2d6) is made for Enemy (7 morale) = 8
Roll is greater than creature's Morale value, roll d6 = 4
The Creature surrenders!
Taking Damage
Every time before dealing out damage, whether against you or an enemy, don't forget to reduce the damage by a character/creature's Armor or Shield. (unless attacking with a black powder weapon)
There are no modifiers added to a weapons stated damage dealt.
Holding Your Breath
You can hold your breath for 1 + Toughness minutes (minimum 1 minute), and half that when under physical duress (minimum 30 seconds swimming fast, combat, lifting). After that, test Toughness DR12 each round (increase the DR by 2 each round) or lose 1 HP. You drown at 0 HP.
Starving (No Food or Drink)
Without food or water, no HP is restored while resting and after two days of Starving, PC loses d4 HP per day.
Infected/Sick/Bleeding/Poisoned
Creature does not benefit from resting at all and instead loses d6 HP every morning.
Death
If HP is taken down below zero by an attack, your character is DEAD.
If taken down to exactly 0 HP, you are considered Broken and might not yet be dead...maybe...
Broken
Once Broken, roll d6:
Instant DEATH! Down to Davey Jones' Locker with ye!
The GM may allow you to come back as a Haunted Soul - Optional Class
Hemorrhage: Death in d2 hours unless treated. All tests are DR16 the first hour. DR 18 the last hour.
Brain injury: You awake in 1 hour with a -3 to Presence for d8 days.
Roll a d6:
1-5 = Broken or severed limb
6 = Lost eye
Can't act for d4 rounds then become active with d4 HP.
Fall unconscious for d4 rounds, awaken with 1 HP and 0 Devil's Luck.
Fall unconscious for d2 rounds, awaken with d4 HP and d2 Devil's Luck.
Healing Damage
There are several ways to heal damage in Pirate Borg:
Resting
Short rest (about 10 minutes) recover d4 HP
Long rest (overnight) recover d8 HP
Without food or drink, 0 HP is restored when resting. An Infected/Sick/Bleeding/Poisoned creature also does not benefit from a rest, and instead d6 HP is lost every morning.
Medical Kit - Stops Bleeding/Poisoning/Infections and Heals d6 HP
Buccan Cook (Buccaneer) - Eat to immediately recover d4 HP (upgradable to d6)
Heal (Zealot Prayer) - Heal yourself or another for d8 HP
Sanctuary (Zealot Prayer) - Everyone in sight regains d4 HP
Eating A Human Brain (Zombie: Optional Class) - Restores 2d6 HP
Drinking Blood (Vampirism: Optional Class) - Recover d2 HP (animal blood) d6 HP (human blood)
Obfuscate Time (Arcane Ritual) - d2 creatures recover 2d10+Spirit HP but age 2d10 months
Alchemical Potions (Quality varies) - Can heal d6, d8 or heal to Max HP
Alchemy / Potions
While sailing the cursed seas, you may have the chance to find, buy or even craft your own Alchemical Potions. There are three methods of generating the Potion in question on the spot.
Completely randomized - ALL tables are randomized (by using the "Random Alchemical Potion" Action)
Fast potion - the potion is randomized but the details of the potion are always the same (by using the "Fast Alchemical Potion" Action)
Fully custom (Read and create your own potion using the "Alchemy" Article within the Pirate Borg universe or Omnisearch)
Most potions cost d100 silver pieces of eight from a reliable source.
A potion's DR can be used as the Toughness DR to resist the potion or the Presence DR to craft it.
Naval Combat and Sea Shanties
Stats and Abilities
HP Represents the vessel's condition and crew's health & morale
HULL Like armor, but for vessels
AGILITY How nimble and maneuverable the vessel is
SPEED Distance the vessel can move each turn
SKILL The crew's skill and training
BROADSIDES Damage the main cannons deal
SMALL ARMS Damage the swivel guns and muskets deal
RAM Damage dealt when involved in a Ram action
CREW The min/max crew the ship can carry without penalty
CARGO Number of slots of cargo the vessel can carry.
Crew
Ships without enough crew can only take one crew action, regardless of how many PCs are on board.
Ship's can carry up to double their max crew, but only for short distances (less than a day)
Damage Scaling
Ship HP, as noted on NPC tokens, is equal to 5 times as much as a character's HP. i.e. Ship HP of 7 = 35 total HP vs. character's small arms/melee damage.
The opposite is true for a Ship's damage to a character. A ship's cannon will deal 5x's the damage to a character as it would to another ship.
Just think of converting damage from one to another at a 1 to 5 rate.
Ship Rounds
Around 30 seconds. PCs still only take 1 action each round.
Range of Fire
Standard Range - 12 hexes
Broadside cannons can only be fired at a 45° angle from their side. Small arms fire such as muskets and swivel guns can be fired freely.
Movement
1 inch/hex ~ 50 feet.
Ships can rotate twice during each movement (60° or 1 hex face), but only once per hex.
Ships must move at least 1 hex each turn unless in close combat, ramming, anchored, or In Irons.
Ships can rotate at any point along their path.
Maritime Travel
Ships can move up to their speed in 50 mile hexes each day. i.e. Ship speed 3 = 150 miles per day.
In the Dark Caribbean
Ships traveling northeast, east, or southeast move -1 hex a day (min. 1).
Ship Combat Initiative
Roll D6 + SHIP AGILITY for each ship. Highest goes first
PC ships win ties.
All ships reroll every round.
Ship Turn Order of Operations
The Captain uses their action to move the ship its speed in hexes (turning as necessary)
Non-captain PCs take 1 crew action each (up to 5 Actions)
A ship that hasn't taken at least 2 crew actions can take up to 2 crew actions now
Low PC crewed ships, or NPC ships will always have a minimum of 2 crew actions
Switch to close combat when appropriate
Ships involved in close combat are considered anchored and cannot take crew actions
Crew Actions
Each action can only be chosen once* per ship's turn. Each ship gets at least 2 actions (or more if there are PCs on board). PCs taking crew actions add the bonus in parentheses.
Fire Broadside Cannons - Test Ship's current CREW SKILL (+PC PRESENCE) DR12: Attack with each of the ship's broadside attacks*. Target must be in the ship’s arc of fire
Fire Small Arms - Test Ship's current CREW SKILL (+PC PRESENCE) DR12: Attack with each of the ship's small arms attacks*
Full Sail - Test Ship AGILITY (+PC AGILITY) DR12 : Move one extra hex
Come About - Test Ship AGILITY (+PC STRENGTH) DR12: Rotate one extra hex face.
Drop Anchor - Reduce the ship's speed to zero
Weigh Anchor - The ship is no longer anchored
Repair - Test Ship's current CREW SKILL (+PC PRESENCE) DR12: Ship recovers d6 HP or repairs misfired cannons. A ship can only recover up to 50% of its maximum HP using this action
Boarding Party - If touching another ship, the crew may board and attack. Switch to melee combat
Ram - A ship that ends its movement touching another ship can ram. All ships involved roll ram damage. Add +1 for each hex that ship traveled on its last move. A ship that rams cannot take any other crew actions on its turn
Something Else - Use Relic or Ritual, inspire the crew, hide, etc.
*Larger ships have attack actions that may be taken multiple times. If the attack action is only taken by one PC, they may roll all of that ship's attacks, but they only add their Presence to the first roll. If multiple PCs take the attack action, each may add their Presence to one roll. Limit one PC per attack roll.
Ship Critical Damage Roll (Natural 20)
Double damage, then the hull is reduced one tier. Example: -d6 > -d4.
Ship hulls cannot be repaired at sea. Must be taken to a Shipwright.
GM decides outcome for other crew actions, if any.
Ship Fumble (Natural 1)
Cannons or small arms misfire. (weapon is damaged and cannot be fired again until a successful Repair action is taken)
GM decides outcome for other crew actions, if any.
Sinking
Zero HP or Less - The ship is derelict - Its speed is reduced to zero and it cannot take any crew actions while in combat.
Special Crew Members
Some NPCs—and experienced PCs—might improve or hinder a ship they crew. Use this list for ideas.
Legendary Captain
Veteran Quartermaster
Strict Bosun
Master Gunner
Master of Sails
Deck Sorcerer or Priest
Master Carpenter
Drunk Crew
Crew Skill Tests
Some crews have more or less experience than others, and poor conditions, dire circumstances, and time at sea can affect a crew’s mood.
Crew Skill Test = d20 + (Ship's Skill stat + crew's experience or current conditions)
When asked to make a Crew Skill Test, you will add (or subtract) a crew's IMMEDIATELY CURRENT mood skill modifier with the ships noted "Skill" modifier (you can find a Ship's "Skill" modifier on their individual NPC character sheets) Once that is sorted, add or subtract the final modifier to a d20 roll for the Crew Skill Test.
Just think of a Ship's "Skill" ability as a sliding scale that is adjusted on the fly before making a "Crew Skill" test.
Examples of different Crew Skill modifiers can be found in the Navel Combat Article.
Example:
Test Crew Skill DR12
Crews current "Skill" modifier: -2
Ship's original "Skill" modifier: +1
Total Crew Skill modifier: -1
d20 + crew skill modifier: 15 - 1 = 14
Crew Skill test Successful
Testing Morale
At the GM’s discretion, ships under attack or with low spirits may need to test morale or risk surrender/mutiny.
Roll 2D6 + CURRENT CREW SKILL
Roll under a 4: surrender or mutiny
Cargo
The cargo value is abstract. Value of cargo is left up to the GM.
Repairing Ships
Ships can only be repaired to 50% at sea (using the Repair crew action). The remainder must be repaired while moored or by a shipwright.
Crew Repairs
Recover 2 HP/day at a cost of 25s per HP regained
Careening
Ships need to be careened (cleaning the area of the ship below the water line by tilting the ship to one side at a time) every 3 months. Ships that have not been careened in over 3 months are -1 Speed.
To careen a ship, you must spend 1 day per 10 Max HP of the Ship cleaning.
Shipwrights: Repairing and Upgrading
You can have a shipwright repair your ship to full: 10 HP per day at 50s per HP regained.
Shipwrights also allow you to upgrade your ship, giving you bonuses to various attacks, HP, and speed. You'll find a list of upgrades in the Naval Combat Article.
Sea Shanties
Each day, the crew of a ship can sing a number of Shanties equal to 1 + the ship Captain's Spirit
Choose from your crew's known Shanties and test Crew's current Skill DR12 (You'll find a "Random Sea Shanty" Action to help GM's)
Success - The Shanty's effect is activated and subtract one use from the daily total
Failure - The Shanty sounds horrible, has no effect, and Shanties cannot be utilized for the next hour
Critical / Fumble - The GM decides the effect of a Critical or a Fumble (if any)