Quartermasters -- Resources, Char Gen Rules

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Quartermasters -- Resources, Char Gen Rules

Post by Vardaen » Thu May 09, 2013 8:57 pm

Image There are many a good resources for this game, starting with the books by Paizo. You can find these in the Imperial Library or digital purchase from Paizo.

Players interested in further immersing themselves in the world of Golarion and adding campaign-specific details relevant to the Skull & Shackles Adventure Path to their PCs' background may wish to investigate the following Pathfinder campaign setting books.
Image BOOKS
Pathfinder - Skull & Shackles, Player's Guide <- A MUST

Pathfinder - Campaign Setting - Isles of the Shackles (Isles of the Shackles provides a comprehensive overview of the verdant islands that make up this region, complete with buried treasure, dastardly corsairs, and ominous ruins of a fallen empire.)

Pathfinder - Companion - Pirates of the Inner Sea (While this book focuses on pirates across the Inner Sea region, it also contains information on the Shackles and provides a host of new options for pirate PCs, including regional traits, new pirate archetypes, pirate weapons and gear, new spells, and the Inner Sea Pirate prestige class.)

Pathfinder - Companion - Inner Sea Primer (Although not specifically about the Shackles, this crash course on the continents of Avistan and Garund provides regional traits and background suggestions for PCs from over 40 nations, any of which make a great home for characters beginning the Skull & Shackles Adventure Path.)
Pathfinder - Companion -- Sargava, The Lost Colony (The nation of Sargava lies just south of the Shackles, and provides a variety of exotic options for pirates who might visit this land.)

MAPS
Pathfinder - Skull & Shackles, Poster Map Folio

Pathfinder - Skull & Shackles, Isles of the Shackles Map

WEB SOURCES
As always the Pathfinder Rules SRD
http://shop.d20pfsrd.com/

The Pathfinder Rules Document (maintained by Paizo themselves)
http://paizo.com/pathfinderRPG/prd/

The Pathfinder Wiki
http://pathfinder.wikia.com/wiki/Shackles

A dictonary of English nautical terms
http://www.seatalk.info/

I'm sure there are hundreds of good sites online. If someone has a nice list, please post them.
Last edited by Vardaen on Thu May 09, 2013 11:47 pm, edited 3 times in total.
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Re: Quartermasters -- Resources, Char Gen Rules

Post by Vardaen » Thu May 09, 2013 9:00 pm

You can find my House Rules thread here:

https://brennor.dyndns.org/rpg/Forums/v ... =5129.html

This lists all the various Pathfinder rules, other resources like character sheets, and the like. Along with my VGen rules, which I reproduce here.


Standard VGen Rules


Stats: Total Stats add up to 88 point pre-racial bonuses(8 on each +40) (18+ stats max)

Race: Any official Pathfinder Race. Apply Racial Bonuses

Class: Any official Pathfinder Class. Arch Types, and Alternates allowed.

Traits: 2 Traits Allows (no two of the same type)
Campaign Trait: 1 Campaign Trait (only for Pathfinder Adventure Paths)

Starting Gold: Average

Starting Hit Points: Max
Advanced Hit Points: 1/2 Die + 1 (ie Rogue 1d8 = 5 Points)

Drawbacks: (Adamantine Games 3rd Party - Tome of Secrets)
In general 1 Drawback is fine, seek GM approval for 2 or more.

Drawbacks
Each drawback below is worth 4 skill ranks.

Some drawbacks have prerequisites, including other drawbacks. Players may spend these points on their character sheet however they wish, but they must still abide by the usual skill rank limitations. Unlike feats, players may only select drawbacks at first level, although the Game Master may grant a new drawback to an existing character if he wishes. Any drawbacks gained during play will grant the appropriate amount of
skill points to the character upon reaching next level (GMs may waive this and grant the skill points immediately if desired or if the PC has a particularly long wait until he reaches next level).

There is no set amount of drawbacks that a PC can take, although GMs should probably limit the number of drawbacks to two or three.
* ABRASIVE ATTITUDE
You have a way of rubbing people the wrong way when you speak. This could be due to your natural belligerence, boastfulness, uncouthness,
or other personality flaw.

Detriment: When using Diplomacy to change attitudes, you must add an extra 5 to the DC.

* ALBINISM
You lack pigmentation in your skin, giving you a distinctively pale appearance. Your skin is very sensitive to sunlight.

Detriment: You must make a Fortitude saving throw for every hour that your skin is exposed to direct sunlight. The DC is 15 +1 for every hour
that you've been exposed. A failure causes 1d4 hit points of sunburn damage.

* ALL THUMBS
You aren't very coordinated when it comes to fine manipulation.

Detriment: You take a 2 penalty on all Disable Device and Sleight of Hand checks.

* ANIMAL ANTIPATHY
Perhaps you have a bad smell. Maybe they can detect the way you truly feel about them. Maybe they just don't like you. For whatever reason, you
have trouble dealing with animals.

Detriment: You take a 2 penalty on all Handle Animal and Ride checks.

* AWKWARD GESTURES
Maybe you have stiff joints. Maybe your arms are just a little too long. Whatever the reason, you have trouble making the elegant gestures necessary to cast arcane spells.

Prerequisite: You must be a bard, sorcerer or wizard to select this drawback.

Detriment: You have a natural 5% arcane spell failure chance. This stacks with armor penalties.

* BAD LUCK
Whenever you need luck most, you can count on it not being there.

Detriment: Once per session, the GM can negate any success, even if it was a critical hit. This will usually be when you desperately need to succeed.

* BAD SHOT
You are unpracticed or inept at making ranged attacks.

Detriment: You take a 2 penalty on all ranged attacks.

* BLEEDER
Your body has trouble stabilizing. When dying, you continue to bleed until you are dead.

Detriment: You cannot stabilize while dying. Unless you are treated or healed, you will continue to lose one hit point every round until you are dead.

* CLUMSY
You are exceptionally uncoordinated and tend to slip at the most inopportune times.

Detriment: You take a 2 penalty on all Acrobatics checks.

* COLD AVERSION
Your body has a hard time adjusting to the rigors of very cold climates.

Detriment: You suffer a -2 circumstance penalty to all saving throws and skill checks in temperatures at or below 40 degrees Fahrenheit. You also suffer an inherent -1 penalty to saving throws made against cold-based spells, damage, and area effects. Cold-weather clothing alone will not remove this penalty.

* COWARDICE
You are a coward. You usually choose the safest position in a marching order and rely on others to protect you.

Detriment: Cowards never initiate combat, even when it is to their advantage. You will always maintain a defensive position until attacked. If you defeat your foe, you will attempt to hide or flee rather than engage another foe.

* DEAF
You can't hear at all.

Prerequisite: You must have the Hard of Hearing drawback to select this drawback.

Detriment: You cannot learn the Linguistics skill. In addition, you have a 20% chance of spell failure when casting a spell with a verbal component.

* DEITY'S WRATH
You have angered a particular god or goddess.

Detriment: You add 1 to the DC of any save you must make against any spells invoked in the name of a particular deity. Healing spells and other aid from that deity will not work on you. The GM should restrict this drawback to common deities in his campaign.

Special: At the GM's option, you may drop this drawback by using a free feat slot. You must also perform some penance in the name of the affected deity.

* EASILY READ
You wear your heart on your sleeve. Others can almost read your thoughts.

Detriment: Your opponents get a +4 to their Sense Motive checks when using it against you.

* FANATIC
You are so committed to one philosophy or religion that it blinds you to others.

Detriment: You take a 2 penalty to any Knowledge checks when researching histories, religions, or even arcane lore at odds with your own faith. In addition, you will refuse personal aid from any cleric or druid that is contrary to your faith.

Special: If you are a cleric or a paladin, you will refuse aid to anyone that doesn't adhere to your faith.

* FRAIL
You are weaker than normal, either due to illness or genetics.

Detriment: You have 3 less hit points than normal.

Special: This drawback may be taken multiple times. A character may only take this feat if doing so will still leave him with at least one hit point. For example, a character with 8 hit points may take this drawback twice, but a character with 6 hit points may only take it once.

* GULLIBLE
You are easily persuaded and manipulated by others.

Detriment: You take a 2 penalty on Diplomacy and Sense Motive checks.

* HARD OF HEARING
You have lost part of your hearing, making it difficult for you to be aware of all sounds surrounding you. You also have a problem being stealthy.

Detriment: You take a 2 penalty on sound based Perception checks and Stealth checks.

* HEAT AVERSION
Your body has a hard time adjusting to the rigors of very hot climates.

Detriment: You suffer a -2 circumstance penalty to all saving throws and skill checks in tropical or desert conditions (or in artificial conditions of extreme heat, such as steam baths). At the GM's discretion, you may suffer these penalties in any area where the temperature is above 80
degrees Fahrenheit. He also suffers an inherent -1 penalty to saving throws made against heat based spells, damage, and area effects.

* HONEST
You have trouble telling lies or concealing the truth.

Detriment: You take a 2 penalty on Bluff and Intimidate checks.

* IMPATIENT
Your character is notoriously incapable of focusing his attention long and hard enough to accomplish tasks requiring great dedication.

Detriment: Your character may never ˜take 10 or '˜take 20' on any skill check, no matter how much time he has.

* INEFFECTIVE RACIAL TRAIT
You lack one of your positive racial traits, either due to mixed lineage in your character's past or a simple genetic anomaly. A gnome might not have keen senses, while an elf may be lacking lowlight vision ('œunfortunately, you have your human grandfather's eyes').

Detriment: You do not receive the benefit of one of the positive racial traits for your character (including the extra feat for human characters).

* INTOLERANCE
You have a particular hatred for a certain class, race, or culture.

Detriment: You take a 4 penalty when making skill checks against a particular group. The GM should limit this feat to frequently encountered groups within his campaign (for example, if you take Intolerance against Psions, but your campaign rarely includes them, the GM can prohibit this. You may still hate Psions, but it's not worth four skill ranks).

Special: You may take this drawback multiple times. You choose a new group each time.

* LAME
You walk with a discernible limp.

Detriment: You only move two-thirds of what is normal for your race. A lightly armored human, for example, would move 20ft rather than 30ft.

* MAGICAL INEPTITUDE
You find magic difficult to master.

Detriment: You take a 2 penalty on all Spellcraft checks and Use Magic Device checks.

Special: You may never take the Magical Aptitude feat.

* MARKED
You have been convicted of a crime in the past (whether you were guilty or not) and bear a lasting mark from the punishment. This mark could be a distinctive scar, tattoo, or missing body part. People treat you as a criminal. This drawback may be coupled with another (missing hand, for
example), in which case the other drawback is the mark.

Detriment: You take a 2 penalty to all Bluff and Diplomacy checks when dealing with people that would recognize the mark (which is most of the time). You also add an extra 5 to your DC when trying to change an NPC's attitude.

Special: You get a +2 bonus to Intimidate if the victim recognizes your mark.

* MINORITY CULTURE
You belong to a smaller culture within a primary culture that has certain rules and taboos that easily distinguish it from the primary culture. You unintentionally but easily offend members of the primary culture.

Detriment: You take a 2 penalty to all Diplomacy checks against members of the primary culture. In addition, you add 5 to your DC when attempting to influence the attitudes of members of the primary culture.

Special: GMs should be careful when allowing this drawback. A 'œprimary culture' is the dominant group within a particular campaign. If the campaign takes the characters throughout the world, then this drawback should only be available if the particular minority group is a minority culture throughout that world. 'œCulture' should be loosely defined. If most of the campaign takes place within the walls of a noble's castle, then a PC peasant farmer could be considered a 'œminority culture.' Similarly, a 'œminority culture' is not necessarily the disadvantaged one. If the PCs are mostly pirates, then a PC noble forced into joining them could be considered from a 'œminority culture'.

* MISSING HAND
You have lost a hand in combat.

Detriment: You may not use a two-handed weapon. You may still use a shield. You also take a 2 penalty on all Climb, Disable Device and Sleight of Hand checks.

* MUTE
You cannot speak.

Detriment: You take a 4 penalty on any skill checks that would normally require you to speak. While you may continue to learn new languages, you may only understand them, not speak them.

* OBLIVIOUS
Your mind wanders so much that you fail to take note of what's going on around you.

Detriment: You take a 2 penalty on all Perception checks.

* ONE EYE
You have lost the use of an eye. This hinders your depth perception as well as hinders your ability to engage foes on your blind side.

Detriment: You take an extra 1 penalty per range increment when using a ranged weapon.

* QUICK SPELL DISCHARGE
You are unable to hold the charge of touch spells.

Prerequisite: This drawback is only available to spellcasting classes.

Detriment: Any touch spell cast must immediately manifest or you lose it.

* RESTLESS
You have trouble remaining calm while preparing spells. You habitually interrupt your own rest.

Prerequisite: This drawback is only available to spellcasting classes.

Detriment: You automatically add 2 hours to your spell preparation time.

* SCHOOL DEFICIENCY
Your natural magical abilities have one glaring limitation.

Prerequisite: This drawback is only available to spellcasting classes.

Deficiency: You must select one of the eight schools of magic (the universal school may not be selected). You never learn or cast spells from that school.

Special: If you are a specialist, you must select a school of magic that is not already prohibited to you.

You may take this drawback multiple times, with the GM's permission. Each time it is taken it applies to a different school of magic.

* SHORT
You are unusually small for your race.

Detriment: Humans, elves, and half-elves are treated as Halflings for purposes of tactical speed and reach. Short half-orcs are treated as dwarves. Short dwarves have a tactical speed of 15 ft. and a natural reach of 0. Short gnomes and halflings have a tactical speed of 15 ft. (or 10 ft. when wearing medium or heavy armor) and a natural reach of 0.

* SLOW HEALER
It takes you longer than normal to heal.

Detriment: With a full night's rest, you only recover 1 hit point for every two character levels. Magical healing effects are also halved.

* SLOW PREPARATION
You are unusually slow when dealing with certain formal rituals of magic, including preparing your daily spells from your spellbooks.

Detriment: You must spend 2 hours (rather than 1) studying your spellbooks in order to prepare spells for any given day. You must spend at least 30 minutes when studying a smaller portion of your daily spell allotment.

* SLOW REFLEXES
You have slower than normal reflexes.

Detriment: You take a 2 penalty on all Reflex saving throws.

Special: You may not take the Lightning Reflexes feat.

* SLOW TO ACT
You are slow to respond to attacks.

Detriment: You take a 4 penalty to initiative checks.

* SPINELESS
You have a weaker will than normal.

Detriment: You take a 2 penalty on all Will saving throws.

Special: You may not take the Iron Will feat.

* TABOO PROFICIENCY
Due to cultural, personal, or religious restrictions, you have not been trained to use some weapons or armor normally available to your class.

Detriment: You do not receive one of the starting weapon or armor proficiencies normally available for your class.

Special: You may negate this drawback at any time (including character creation) by selecting the taboo proficiency as one of your available feats.

* UNCOMELY
You are particularly unattractive to most people. Note that you may not be physically unattractive, but you may belong to a group that is disliked by most people in the setting.

Detriment: You take a 2 circumstance penalty on any Bluff or Diplomacy checks when dealing with someone of the other gender.

* WEAK FORTITUDE
You are weaker than normal.

Detriment: You take a 2 penalty on all Fortitude saving throws.

Special: You may not take the Great Fortitude feat.
Special: This game will use Firearms, as presented in Pathfinder's Ultimate Combat and Ultimate Equipment. So if you wanted to ever use them in Pathfinder, now is the chance.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Quartermasters -- Resources, Char Gen Rules

Post by Vardaen » Thu May 09, 2013 9:52 pm

Image
Besmara (bes-MAR-uh) is the goddess of pirates and sea monsters. She is brash, lusty, confrontational, and greedy, but follows a code of honor and is loyal to her crew and allies as long as it serves her interests. She cares little for senseless murder or other unprofitable acts, but is willing to take risks to attain great prizes. Even the most irreligious pirate captain throws a share of treasure overboard now and then as tribute for the Pirate Queen. Mayors of port cities and captains of merchant vessels curse her name, for her followers are a direct threat to legitimate trade. She has little power or interest in the mortal world beyond the sea and its immediate reach.

I link you to a handout folder here, you'll find various documents located here. This are OOC things, for helping you to play the game and understand the setting. IC documents and images are located elsewhere.

http://www.dicefellowship.org/~vardaen/ ... s/Handouts

To kick things off, Life of a Pirate -- Rules for Infamy and Shipboard actions, Besmara the goddesss of pirates and sea monsters, and Hell Come Ashore, part 1 of a pirate fiction.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Quartermasters -- Resources, Char Gen Rules

Post by Vardaen » Fri May 10, 2013 8:05 pm

Image Pirates of the Shackle's Flag

Flag Types

On the sea, the position of your flag can mean the difference between life and death. Even pirates prefer to obey flag etiquette unless they're deliberately attempting to deceive others. Three types of flags are commonly used on the water.

Ensign: An ensign is a ship's domestic flag. For example, an Andoren ship would fly the Andoren flag as its ensign.

Courtesy: A courtesy flag is the flag of a foreign nation. An Andoren ship in Taldan waters would fly the Taldan flag as its courtesy flag.

Private Signal: A private signal is the personal flag of a particular ship or captain. This flag is usually the captain's personal emblem or the emblem of an organization. An Andoren privateer must register her personal emblem before obtaining her letters of marque; this emblem appears on her private signal, and helps the government track her ship.

Flag Positions
Ships use several common flag positions to signal their intentions. In domestic waters, a ship flies its ensign at the top of the mast. Beneath the ensign appears the ship's private signal. A private signal flown alone means the ship considers itself unaffiliated with any government—in short, a pirate vessel.

Pirate flags are generally flown alone.

In foreign waters, a ship flies the courtesy flag at top mast. Beneath the courtesy flag, ships fly the ensign and then the private signal. Flying an ensign without a courtesy flag in foreign waters can be seen as a declaration of hostile intent. On ships without a flagpole, the ensign is always hoisted aft, as close to the stern as possible. The courtesy flag, if any, is flown fore (close to the bow) and the private signal is flown amidships.

A flag flown upside-down is a signal of distress.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Quartermasters -- Resources, Char Gen Rules

Post by Vardaen » Fri May 31, 2013 12:07 am

Image RUM RATION
Aboard many ships, half a pint of rum is distributed to each crew member at dusk. The rum is staggeringly strong, and is often watered down to make grog. Characters drinking the ration are affected as though they had taken an addictive drug (see page 236 of the Game Mastery Guide for details on drugs and addiction). The rum ration is doled out more to keep the crew sated and docile than for recreation. The penalty for selling or spilling the ration is three lashes, or three lashes from a cat-o'-nine-tails for a second offense*. Deliberately tipping away rum on board a crowded ship without being seen requires a DC 10 Stealth or Slight of Hand check. While on merchant or navy vessels rum rations are strictly limited, on pirate ships, crew members can often request more rum if they please.

Shackles Rum Ration
Type ingested; Addiction minor, Fortitude DC 5
Price 2 sp
Effect variable; +1d4 alchemical bonus to Charisma and fatigued for 1d8 hours
Damage 1d3 Con

* The book says this is worth 6 lashes, but I have ruled it only 3.
Roles Aboard a Pirate Ship
A pirate crew is more than just a mob of cutthroats on a ship; all crew members have specific roles and responsibilities, with harsh punishments being meted out upon those who shirk their duties. Listed here are some of the standard roles aboard a typical pirate ship. Not all of these roles might be represented on every vessel, but such details can help players understand their characters' daily duties.

Boatswain: The boatswain, or bosun (pronounced “bosun” either way), is responsible for the upper deck of the vessel and above. This makes the boatswain accountable for all rope, rigging, anchors, and sails. At the start of the day, the boatswain and those under her weigh anchor, raise the sails and report on the general condition of the ship's deck to the captain. As she oversees many of the ship's basic daily labors, the boatswain is often responsible for keeping discipline and dispensing punishment.

Cabin Boy/Girl: Servant to the captain and other officers, this low-ranking and typically young crew member assists other sailors in their duties and runs various errands across the ship, requiring him or her to gain a measure of understanding of almost all the ship's roles.

Captain: The ultimate authority on any ship, his word is law to all on board. The captain chooses where to sail, what to plunder, and who fills the other stations aboard the vessel, among many other command decisions. Leadership often proves perilous, however, as a captain is, above all, meant to secure success for his ship and crew. Failing to do so increases the threat of mutiny.

Carpenter/Surgeon: No matter what enchantments or alchemical unguents augment a pirate ship, its heart and bones are still wood. This simple fact makes the carpenter one of the most important positions aboard any vessel. Carpenters are chiefly responsible for maintaining the ship below the deck, finding and plugging leaks, repairing damage, and replacing masts and yards. As the crew member most skilled with the saw, the carpenter typically serves as a ship's surgeon as well - bones cut just as easily as timbers.

Cook: While the quartermaster normally allocates the rations, the cook and his apprentices make and distribute meals to the crew. Although some better-outfitted vessels employ skilled cooks to attend to the captain and the officers, many cooks are drawn from crew members who have suffered crippling injuries, allowing them to still serve even after such trauma.

Cooper: Wooden barrels were very valuable, as they were the best way to store food, water and other necessities of life at sea. Every ship needed a cooper, or a man skilled in making and maintaining barrels. Existing storage barrels had to be inspected regularly. Empty barrels were broken up to make space on small ships: the cooper would quickly put them back together if they stopped to take on food and water.

Master-at-Arms: Concerned with the security of the ship, the fitness of the crew, and the dispensing of justice, the master-at-arms typically is one of the most feared and dreaded of a ship's officers.

Master Gunner: The master gunner is in charge of all shipboard artillery, ensuring moisture and rust don't ruin the weapons and that the crew knows how to use them. On board ships with firearms, the master gunner maintains the vessel's cannons, firearms, and powder supplies; on ships without such weapons, she maintains the ballistas, catapults, and so on.

Quartermaster: The quartermaster oversees the supplies and items stored aboard the ship. She maintains the supplies of food and weaponry, oversees the disbursement of food to the cook, and doles out the rum ration to the crew.

Rigger: Riggers work the rigging and unfurl the sails. In battle, next to that of a boarding party, the riggers' job is one of the most dangerous, as they pull enemy vessels near enough to board.

Swab: Any sailor who mops the decks. Also used as slang for any low-ranking or unskilled crew member.
Last edited by Vardaen on Wed Oct 23, 2013 6:43 pm, edited 2 times in total.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
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Re: Quartermasters -- Resources, Char Gen Rules

Post by Vardaen » Tue Jun 04, 2013 9:55 pm

Image Piratical Punishments
To maintain the obedience and effectiveness of their crews, most captains enforce strict schedules and shipboard laws upon their vessels, all maintained by the swift dispensation of brutal punishments. The following presents (in order of severity) the game effects of a variety of typical nautical punishments, which the PCs have the potential to face or inflict during their piratical careers. Most of these sentences are meted out just before the evening meal, at an event typically referred to as the bloody hour. Victims are tied to the whipping post on the main deck and their backs stripped for punishment—with penalties doubled for those who resist. Although the victim is bound, the punishers simply lash their victims, and are not allowed a full-round action to make a coup-de-grace. A roll of 1 on such an attack is treated as a non-damaging fumble that still counts as a strike, much to the amusement of the crew.

Rope Bash: Little more than an admonishment—and occasionally used as a sign of endearment—a rope bash is a single attack with the hefty, sealed end of a ship's rope that delivers 1 point of nonlethal damage.

The Lash: This is an attack using a whip. Damage dealt by the lash during bloody hour is typically nonlethal.

Cat-o'-Nine-Tails: This is an attack using a cat-o'-nine tails, also referred to simply as a cat—a Medium version of which deals 1d4 points of slashing damage on a successful hit. See page 18 of Pathfinder Player Companion: Pirates of the Inner Sea for more details on this weapon.

Confined in the Sweatbox: A cramped metal box left on deck and exposed to the sun, a sweatbox is terribly confining and replicates unbearably hot conditions. Each hour a character spends in the box, she must succeed at a DC 15 Fortitude saving throw or take 1d4 points of nonlethal damage. The DC of this save increases by +1 for each consecutive hour the character spends in the box. Any creature with fire resistance is immune to the effects of the sweatbox. Victims typically spend 8, 12 or even 24 hours locked up in the sweatbox.

Keelhauling: The most frightful of pirate punishments is keelhauling, as it generally ends in death—often by decapitation. Being keelhauled involves being tied to a rope looped over a ship's keel and dragged down one side of a ship, underwater across the barnacle encrusted hull, and up the other side. Keelhauling takes several rounds and can be done either fast or slow. If done fast, the barnacles cut deep and f lense the victim, dealing 1d6 points of damage per round. If done slow, shallower cuts are incurred, dealing 1d3 damage per round, but the risk of drowning increases (see page 445 of the Core Rulebook). In either case, the victim can make a DC 20 Ref lex save each round to take half damage. How long keelhauling takes typically depends on the vessel, with a keelhauling on a ship like the Wormwood taking 6 rounds if done fast and 12 rounds if done slow.
Last edited by Vardaen on Thu Feb 27, 2014 7:24 pm, edited 2 times in total.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
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Re: Quartermasters -- Resources, Char Gen Rules

Post by Vardaen » Wed Jun 05, 2013 8:08 pm

Image

Ship Actions
In addition to their normal jobs on the ship, the PCs can also utilize their time during the day (and night) to explore the ship, scrounger for gear, interact with their shipmates, or attempt to inf luence NPCs. With the PCs potentially scattered across the ship working at their jobs, however, there is a danger that early events in the adventure might focus too much upon the actions of individual characters. Some PCs might have more time on their hands and act accordingly. To avoid this, the PCs' activities aboard ship—carrying out their assigned tasks; exploring the ship; robbing, bullying, or befriending shipmates; working; or playing—are performed as part of ship actions. These actions ref lect the time required to set up or complete an activity, such as gathering enough crew to play a game, scouting out a room to make sure it's empty, and so on. Remember that even the cook's mate has a job to do during the day, and ship actions are meant to reflect the available time a PC can carve out from his or her work time without going into too much detail.

Each PC can normally take two ship actions each day, one during the day and one at evening. A PC can also attempt to take up to two additional ship actions during the middle watch in the dead of night (any nighttime ship action marked with an asterisk), but to do so the PC must make a successful Constitution check (DC 10, +4 per extra ship action taken) or be fatigued for the next day. A list of possible ship actions is presented below.

Daytime Ship Actions
Work Diligently: Gain a +4 bonus on any one check for a job's daily task

Influence: Make normal checks for a job's daily task and attempt to influence a single NPC

Sneak: Make normal checks for a job's daily task and briefly explore one area of the ship (the PC can make a single Perception check or other skill check with no chance of detection)

Shop: Take a –2 penalty on all checks for a job's daily task and visit the quartermaster's store (area A9)

Shirk: Take a –2 penalty on all checks for a job's daily task and take time exploring one area of the ship. The PC can take 10 on a single Perception check or other skill check, but must make a check to avoid being discovered.
Evening/Nighttime Ship Actions
Sleep: Go to bed early and sleep through the night (automatically recover from fatigue and exhaustion)

Gamble: Play or gamble on a game of chance or pirate entertainment

Entertain: Make one Perform check to entertain the crew

Influence*: Attempt to influence a single NPC

Sneak*: Take time exploring one area of the ship. The PC can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered.

Steal*: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered.
Theft, Pilfering, and Secrecy Aboard the Wormwood
The Wormwood is a pirate ship, filled with dubious and murderous characters at best. Theft is common, but the key is not getting caught.

To perform any action unobserved, a PC must generally make an opposed skill check, such as a Sleight of Hand or Stealth check against an NPC's Perception check. On a crowded ship, however, it's not practical to make opposed checks against potentially dozens of NPCs. Instead, the PC should make an appropriate skill check (usually Sleight of Hand or Stealth) to represent a typical situation, using the following guidelines to set the DC of the check.

Attempting a stealthy action in a crowd, such as casting a spell with verbal or somatic components without being noticed: DC 20.

Attempting a stealthy action where there is a chance of discovery, such as visiting the quartermaster's store during work, exploring a room during the day, or attempting to open a chest in a room while its occupants are sleeping: DC 15.

Attempting a stealthy action under cover of a suitable diversion, such as attempting to open lockers when
the rest of the crew are working or on deck enjoying themselves: DC 10.

Failing this check by 4 or less means the PC attempting the action is merely disturbed and is unable to complete the action. Failing the check by 5 or more means the PC is caught red-handed by a random crew member, and might be turned over to Master Scourge for discipline.
Last edited by Vardaen on Thu Oct 10, 2013 12:04 am, edited 2 times in total.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Quartermasters -- Resources, Char Gen Rules

Post by Vardaen » Wed Jun 05, 2013 8:10 pm

SEASICKNESS
Characters unaccustomed to life on board ships run the risk of getting seasick. Such characters must succeed at a DC 5 Fortitude save or become nauseated for the rest of the day. On the following day, the character is entitled to a new save. On a success, the character is sickened instead of nauseated. On a failure, the nauseated condition persists for another day. Each day thereafter, a character is entitled to another Fortitude save. Making two successful saves in a row allows the character to recover from seasickness for the duration of the voyage. The DC of seasickness increases to 15 in rough weather, and those who succeed at a check to stave off seasickness for a day must make an additional save if conditions change for the worse. Characters with 1 or more ranks in Profession (sailor) are never subject to seasickness.

(Fyzzle and Jain both will be making these checks on Day 1)
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Quartermasters -- Resources, Char Gen Rules

Post by Vardaen » Fri Jun 14, 2013 7:57 pm

Image
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Pirate Entertainments
With time on their hands and precious few places to go, Shackles pirates have come up with an astonishing array of pastimes.

One way pirates amuse themselves is through songs and stories. Pirates love a good sea chantey, and characters with Perform skills quickly find themselves popular members of the crew (although pirates aren't generally big on Chelish Opera). Aside from telling stories, singing songs, and other recreations (all of which might be simulated with the Perform skill), these pastimes have two things in common: they are dangerous, and they are played for money. When betting on any of the following games, the minimum bet is 1 gp, and the maximum ready cash any NPC in the lesser crew is likely to have is 20 gp. Some people are bad losers.

Arm Wrestling: Not merely typical arm wrestling bouts, such matches are usually conducted on a barrel top covered in broken glass, knives, or caltrops. Participants make opposed Strength checks, with the higher result determining the winner, and the loser taking an amount of damage equal to 1d2 + the winner's Strength modifier as his hand and arm are pushed onto whatever lies on the table.

Hog Lob: Participants lob a lead ingot covered in a greased piglet skin, the “hog,” as far across the deck as possible. This game is resolved by d20 checks between any number of players, who agree on a bet beforehand. The hog counts as an improvised weapon, imposing a –4 penalty on all rolls using it unless the thrower has the Throw Anything feat. Checks are resolved as attack rolls using the character's CMB. Characters toss the hog a number of feet equal to their adjusted rolls; for example, a character who gets a result of 22 throws the hog 22 feet. Some pirates claim to have participated in games played against Asmodeus using a live hog.

Heave: This potentially deadly drinking game is played with rum and takes place between any number of pirates, who bet to predict the winner beforehand. Each pirate drinks a half pint of rum in one swig. Doing so forces participants to make a successful DC 15 Fortitude save or have the damage dealt by the rum ration increase by +1 (see sidebar; this is in addition to the normal effects of the rum ration). This DC increases by +3 for each consecutive drink. Pirates then take turns drinking until only one is left standing. Some tales tell of entire crews drinking themselves to death through this game, leaving ships of drunk ghosts wandering the shipping routes.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
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Re: Quartermasters -- Resources, Char Gen Rules

Post by Vardaen » Sat Jul 20, 2013 1:00 am

How long do things take on the ship?

Working: 12 Hours (1 Daytime Action)
Bloody Hour: 1 Hour
Dinner: 1 Hour
Entertainments: 2 hours (1 Evening Action)
Sleep: 8 Hours (2 Optional Night Actions)
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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