Difference between revisions of "Noodling/Pirate RPG"
Line 10: | Line 10: | ||
Fates are also a guideline to the GM as to overall story direction, although obviously with multiple players the game isn't going to be a straight drive towards anyone's fate. | Fates are also a guideline to the GM as to overall story direction, although obviously with multiple players the game isn't going to be a straight drive towards anyone's fate. | ||
==Sailing== | ==Sailing Skills== | ||
There are different rules for major and minor characters here. For major characters, everyone can do all the tasks on a ship or smaller boat if they want - navigating, rigging, shooting, repair, etc. Furthermore, there's no dedicated skill for them, you just use whatever's appropriate - like if you're doing a hasty repair maybe it's a physique roll, whereas navigating through complex reefs is resolve. For minor characters, there are specific skills for the various tasks, and particular characters might have them at different levels or not at all. | |||
==Ships== | |||
Ships are primarily distinguished by scale, which corresponds to maximum crew size thusly: | Ships are primarily distinguished by scale, which corresponds to maximum crew size thusly: | ||
* Tiny: Max crew of 10; generally not ocean-going | * Tiny: Max crew of 10; generally not ocean-going | ||
Line 26: | Line 26: | ||
* Merchant: -1 scale for speed, -1 scale for firepower, +2 scale for cargo | * Merchant: -1 scale for speed, -1 scale for firepower, +2 scale for cargo | ||
===References=== | |||
* https://www.reddit.com/r/7thSea/comments/4aqbhd/owning_a_ship/ | * https://www.reddit.com/r/7thSea/comments/4aqbhd/owning_a_ship/ | ||
=== | ==Sailing== | ||
Normal sailing from point A to point B (where point B might be a pretty specific spot or a vague direction) doesn't require skill rolls to succeed or anything. Instead, you first determine how long it'll take (based on the actual distance, the navigator's familiarity with the route (or the quality of any map being used), and the scale of the ship). After doing that, you roll repeatedly on the sailing events table - note that each roll consumes a unit of supplies - until you accumulate enough distance to reach your destination. | |||
===Sailing Events=== | |||
The sailing events table is something like this. Note that character skills don't affect the roll, but they do come into play in determining how the events play out. | |||
* Normal sailing day, +1 distance | |||
* Becalmed, +0 distance | |||
* Big storm, +2 distance but chance for ship to be damaged | |||
* Crazy sargasso sea, +1 distance but then ship trapped | |||
* Possible mutiny, +1 distance but then deal with that | |||
* Something spotted off in the distance, +1 distance (can head over instead of rolling but it still costs a day of supplies) | |||
** Island | |||
** Merchant ship | |||
** Military ship | |||
** Pirate ship | |||
** Lobster whale | |||
(Note that if you see another ship and one of the parties doesn't want to get closer, then you're in a chase, see that section) | |||
==Chases== | |||
In general, if two ships are in a chase, and they're of the same scale, then bonus/penalties relating to speed are considered and a skill roll is done (bonuses aren't an automatic victory, they just affect the skill roll). Ships can do situational things to get a bonus, like jettison a bunch of extra weight. If they're different scales, the higher-scale ship always wins. The winner gets to choose whether the ships enter firing range, or whether the chasee escapes. | In general, if two ships are in a chase, and they're of the same scale, then bonus/penalties relating to speed are considered and a skill roll is done (bonuses aren't an automatic victory, they just affect the skill roll). Ships can do situational things to get a bonus, like jettison a bunch of extra weight. If they're different scales, the higher-scale ship always wins. The winner gets to choose whether the ships enter firing range, or whether the chasee escapes. | ||
Once | ==Firing and Closing== | ||
Once two ships are in firing range, they can choose whether to try to move and/or fire. Doing just one of the two gives a bonus, but it is possible to do both. | |||
If either's firing, that gets resolved first. Firing is a skill roll as usual (normally based on crew leadership if a PC's rolling it), taking into account any bonuses or penalties (it's possible to carry over a bonus from the pursuit roll). Firing is directed against one of three areas: crew, sails, or hull integrity (damaging the crew reduces boarding resistance; damaging the sails reduces maneuverability and speed; damaging the hull does nothing initially but sinks the ship eventually). Damage done is always a little random - it could be cosmetic, minor damage, or major damage. There's also the chance of starting a fire on the ship. Scale affects the damage result - higher scale vs lower scale moves cosmetic to minor, minor to major, etc. | If either's firing, that gets resolved first. Firing is a skill roll as usual (normally based on crew leadership if a PC's rolling it), taking into account any bonuses or penalties (it's possible to carry over a bonus from the pursuit roll). Firing is directed against one of three areas: crew, sails, or hull integrity (damaging the crew reduces boarding resistance; damaging the sails reduces maneuverability and speed; damaging the hull does nothing initially but sinks the ship eventually). Damage done is always a little random - it could be cosmetic, minor damage, or major damage. There's also the chance of starting a fire on the ship. Scale affects the damage result - higher scale vs lower scale moves cosmetic to minor, minor to major, etc. | ||
If you move, you choose whether you stay at firing range, close, or flee. If both ships choose to move and make the same type of move, or if only one ship moves, then it just happens - the ships stay at firing range or shift to boarding range or back to chase range. If both move but they make different choices, then you make a skill roll, based on relative maneuverability. Larger scale applies a penalty, so big boats may find it advantageous to launch little boats to do the actual closing. The winner gets the kind of range they picked. | |||
Note that this is negotiated in advance, so you can be like "well, I'm going to close" "well, I'm going to fire" "ok, then I'll fire and close". | |||
==Boarding== | |||
When two ships are in boarding range, folks can start swinging across to the other ship or climbing up the hull or whatever. To actually take over the ship (without the action of individual PCs) requires two rolls, one where the defenders attempt to keep the attackers from boarding, and another where successful boarders seize control of the ship. The former roll benefits from earlier firing on the crew, but the latter doesn't (on the other hand, successful firing can also lead to a surrender). Ships of higher scale get bonuses to these rolls as usual. | |||
If the defenders repulse the attackers, the ships move back to firing range automatically. | |||
Revision as of 01:10, 9 May 2016
Random bits for a pirate thing.
Fates
When you create your character, you pick a fate for them. A fate, for this purpose, is basically an epilogue plus an open question - "retired and running a small inn, but did he ever find the treasure he sought?" or "found the treasure he sought, but did he live to enjoy it?" or "married the governor's daughter, but did he ever get revenge on his brother?" or "got revenge on his brother, but did it consume everything in his life?" Also note the omen (occurring sometime between birth and puberty) indicating that the character would have a fate.
When stuff happens that contradicts your fate, you can invoke it (though at most only once per scene) to change what's happening (eg, if you've been lethally poisoned and are going to die without reaching your fate, you could say the villain has a change of heart and decides to give you the antidote to spare you for some worse fate, or you could say your body is thrown on the ground only to be stumbled across by a passing doctor, or that you've spent the last years developing an immunity to etc). Invocation costs zero or more hero points, depending on how directly the event is contradicted (ie, saying you're just immune to the poison and suffer no ill effects is a major contradiction; saying the poison still takes you out but the villain decides to kill you some other way is a minor one).
Note that fates are diagetic - it's possible for fortune teller types to identify people with fates (major characters all do but not everyone in the world has one) and figure out what they are. Some schemer-types probably specialize in finding people with fates that accomplish things that would be useful to them and pointing them in the right direction (not everyone with a fate accomplishes it, but they've got a better shot than the average person). Curses are fates that the GM invokes (which pays the cursed one hero points).
Fates are also a guideline to the GM as to overall story direction, although obviously with multiple players the game isn't going to be a straight drive towards anyone's fate.
Sailing Skills
There are different rules for major and minor characters here. For major characters, everyone can do all the tasks on a ship or smaller boat if they want - navigating, rigging, shooting, repair, etc. Furthermore, there's no dedicated skill for them, you just use whatever's appropriate - like if you're doing a hasty repair maybe it's a physique roll, whereas navigating through complex reefs is resolve. For minor characters, there are specific skills for the various tasks, and particular characters might have them at different levels or not at all.
Ships
Ships are primarily distinguished by scale, which corresponds to maximum crew size thusly:
- Tiny: Max crew of 10; generally not ocean-going
- Small: Max crew of 50
- Medium: Max crew of 125
- Large: Max crew of 250
- Giant: Max crew of 500
The minimum crew to run a ship is 10% of the maximum crew.
Ships of lesser scale are slower, have less firepower, have smaller capacity, cost less, and are more manueverable than ships of greater scale. Within a scale level, ships can have bonuses or penalties in particular areas ("unusually large cargo hold", "no firepower"). Bonuses can be paid for with penalties and/or extra cash. Additionally, ships can have a single archetype applied:
- Smuggler/Explorer: +1 scale for maneuverability, -1 scale for firepower
- Merchant: -1 scale for speed, -1 scale for firepower, +2 scale for cargo
References
Sailing
Normal sailing from point A to point B (where point B might be a pretty specific spot or a vague direction) doesn't require skill rolls to succeed or anything. Instead, you first determine how long it'll take (based on the actual distance, the navigator's familiarity with the route (or the quality of any map being used), and the scale of the ship). After doing that, you roll repeatedly on the sailing events table - note that each roll consumes a unit of supplies - until you accumulate enough distance to reach your destination.
Sailing Events
The sailing events table is something like this. Note that character skills don't affect the roll, but they do come into play in determining how the events play out.
- Normal sailing day, +1 distance
- Becalmed, +0 distance
- Big storm, +2 distance but chance for ship to be damaged
- Crazy sargasso sea, +1 distance but then ship trapped
- Possible mutiny, +1 distance but then deal with that
- Something spotted off in the distance, +1 distance (can head over instead of rolling but it still costs a day of supplies)
- Island
- Merchant ship
- Military ship
- Pirate ship
- Lobster whale
(Note that if you see another ship and one of the parties doesn't want to get closer, then you're in a chase, see that section)
Chases
In general, if two ships are in a chase, and they're of the same scale, then bonus/penalties relating to speed are considered and a skill roll is done (bonuses aren't an automatic victory, they just affect the skill roll). Ships can do situational things to get a bonus, like jettison a bunch of extra weight. If they're different scales, the higher-scale ship always wins. The winner gets to choose whether the ships enter firing range, or whether the chasee escapes.
Firing and Closing
Once two ships are in firing range, they can choose whether to try to move and/or fire. Doing just one of the two gives a bonus, but it is possible to do both.
If either's firing, that gets resolved first. Firing is a skill roll as usual (normally based on crew leadership if a PC's rolling it), taking into account any bonuses or penalties (it's possible to carry over a bonus from the pursuit roll). Firing is directed against one of three areas: crew, sails, or hull integrity (damaging the crew reduces boarding resistance; damaging the sails reduces maneuverability and speed; damaging the hull does nothing initially but sinks the ship eventually). Damage done is always a little random - it could be cosmetic, minor damage, or major damage. There's also the chance of starting a fire on the ship. Scale affects the damage result - higher scale vs lower scale moves cosmetic to minor, minor to major, etc.
If you move, you choose whether you stay at firing range, close, or flee. If both ships choose to move and make the same type of move, or if only one ship moves, then it just happens - the ships stay at firing range or shift to boarding range or back to chase range. If both move but they make different choices, then you make a skill roll, based on relative maneuverability. Larger scale applies a penalty, so big boats may find it advantageous to launch little boats to do the actual closing. The winner gets the kind of range they picked.
Note that this is negotiated in advance, so you can be like "well, I'm going to close" "well, I'm going to fire" "ok, then I'll fire and close".
Boarding
When two ships are in boarding range, folks can start swinging across to the other ship or climbing up the hull or whatever. To actually take over the ship (without the action of individual PCs) requires two rolls, one where the defenders attempt to keep the attackers from boarding, and another where successful boarders seize control of the ship. The former roll benefits from earlier firing on the crew, but the latter doesn't (on the other hand, successful firing can also lead to a surrender). Ships of higher scale get bonuses to these rolls as usual.
If the defenders repulse the attackers, the ships move back to firing range automatically.