Maritime Travel & Specialty Crew
PIRATE BORG · p.76
Open source p.76Maritime Travel
Ships can move up to their speed in 50 Some crews have more or less
mile hexes each day. experience than others, and poor
conditions, dire circumstances, and
In The Dark Caribbean: time at sea can affect a crew's mood.
Ships traveling northeast, east, or Here are some suggestions:
southeast move hex a day (min. 1).
Condition
Specialty Crew
shortage of food
shortage of water
Some NPCs—and experienced PCs—
might improve or hinder a ship they
rum is gone
crew. Use this list for ideas.
ship HP ≤ 50%
LEGENDARY CAPTAIN
ship HP ≤ 25%
Take an extra crew action each round,
haven't taken a prize
even if it has already been taken.
haven't divided the plunder /month
VETERAN QUARTERMASTER
shore leave
Crew morale tests are . Cargo
sells for 50% more in port. take a prize
divide the plunder
STRICT BOSUN
Once per combat, reroll one under manned
Crew Action test.
inexperienced crew*
MASTER GUNNER
crew “gains experience”*
Ship attacks are -2 DR.
military discipline*
MASTER OF SAILS *permanent modifier
Ship Agility tests are -2 DR.
Testing Morale
DECK SORCERER OR PRIEST
At the GM's discretion, ships under
Once per combat, change the speed attack or with low spirits may need to
and direction of the wind. test morale or risk surrender/mutiny.
MASTER CARPENTER Roll + CURRENT CREW SKILL.
Repair actions are -5 DR. Roll under a 4: surrender or mutiny.
DRUNK CREW
Consider testing morale when: another ship
raises the black, shots are fired, taking a crit,
+2 DR for all the ships rolls.
falling below 1/3 HP, when boarded, rum runs
out, etc.