Port Royale En Garde Rules
Table of Contents.
Character Generation.
Each player will have a character generated by the GM with the following attributes:
| Strength | Determined by the sum of 3 D6 |
| Constitution | Determined by the sum of 3 D6 |
| Endurance | 5 x (Strength + Constitution) |
| Sailing Ability | 1 x D6 |
| Medical Ability | 1 x D6 |
| Pistol Skill | 1 x D4 -1 |
| Weapon Skill | 3xD6 |
| Starting Social Level | 1 x D4+1 |
I have done this, because I want there to be a real lack of money at the start of each players life. Men rarely chose to go off and become pirates without some sort of catalyst. This in most cases was a lack of funds, so for a pirate to start life in Port Royale with the same amounts of money as a new character in other En Garde games I think is unrealistic. Also, I have removed the different classes because of the allowance issue. However, if people think it is wise not to, that can be replaced, although someone will have to tell me how it works, as I haven't got a copy of En Garde rules!
Turn Sequence.
Each turn is a month divided into 4 weeks. There are three months to a season. Spring(Mar, Apr, May) Summer (Jun, Jul, Aug) Autumn (Sept, Oct, Nov) and Winter (Dec, Jan, Feb,)Pre monthly Actions
-
Joining a brotherhood, Investing money, Duelling, Joining ships, Joining
clubs, Applying for an appointment
Weekly actions
-
Going to the bawdy house, Going to a club, Visiting/Courting Mistresses,
Medical training, Sailing Training, Pistol Practice, Weapons Practice,
Doing required shipboard activities
Status Points and Social Level
In order to rise a social level, a player must amass 3x his next social level in one month. To stay at the current level he must earn at least 1x his current social level in status points. Status points will be earned by the membership to brotherhoods and clubs, positions aboard ships, mistresses and other weekly activities.Support
Each month, character's must pay twice the months starting Social level for support. In addition, a player may order conspicuous consumption which will gain extra SPs as detailed below, but MUST couple this with a carousing visit to either a club or a Bawdy House.The rules for Conspicuous Consumption in Orleans cater for the purchasing of fine clothes, and posh food etc, but we all know that pirates are only concerned with the amount of grog that can be drunk, therefore explaining why it only applies to weeks when you visit a drinking establishment!
| Support | Cost | SP Benefit |
|---|---|---|
| Normal | 2xSL | 0 |
| Conspicuous Consumption1 | 3xSL | 1 |
| Conspicuous Consumption2 | 5xSL | 2 |
| Conspicuous Consumption3 | 9xSL | 3 |
The Clubs
Players may take up membership at a club, with all the usual engarde benefits. These include carousing, hosting parties, gambling and toadying.Carousing costs a character his Social Level in Doubloons and is compulsory at Parties and the Bawdy House and gains the player 1 SP. When a mistress is present, carousal costs must be paid by her lover and will cost his Social Level in Doubloons. If a player is a guest of a character with a higher SL, then the higher SL will be charged. This does not apply to mistresses.
Gambling may take place at a club or Bawdy house with a limit of 9 bets per week. One D6 is thrown for the house and another for the character, the highest winning, with the House winning all ties. Cutting is permissable and will lose the character only half his stake, but must be specifically ordered. A character gains 1SP for each winning bet, and loses 1SP for each losing bet. In addition, the total amount bet is divided by the gambling divisor for the house being played at, rounding down, and that amount is gained in SP.
| Name | Requirements | Dues | SP Month | House Limit | Gambling Divisor | |
| Min | Max | |||||
| The Slimy Deck | Social Level 11+ | 50 | 8 | 50 | None | 500 |
| Horn Pipe | Ships officers | 30 | 6 | 40 | 150 | 300 |
| Rat and Parrot | Social Level 7+ | 20 | 4 | 25 | 100 | 200 |
| The Sea Monster | Social Level 5+ | 10 | 3 | 20 | 60 | 180 |
| The Sailor | Social Level 3+ | 5 | 2 | 10 | 50 | 150 |
Carousing and Parties
Carousing costs the characters social level, and automatically grants one SP. It cannot be ordered more than once per week, but can be ordered in consecutive weeks. Carousing must be coupled with an action, such as attending a club or party, and is automatic when attending the bawdyhouse for Female Companionship. Characters entertaining their mistresses must pay their mistresses SL when carousing in addition to their own. When carousing at a party or other social gathering, the highest SL is paid, regardless of whether they are being toadied to or not.Female Companionship.
Each character must have female companionship once each month they are in Port Royale. Months spent at sea or in gaol do not count although any penalties will be resumed after such periods. There are two ways of gaining female Companionship, firstly at the Bawdy House which must be ordered and costs the character's Social Level in Doubloons. Secondly, characters can take a mistress which will provide a constant source of nagging and annoyance, as well as some Social Points per month. To court a mistress is a weekly action and costs her SL in doubloons, and a character must order which mistress is being wooed, and the amount of money he is spending on her. The table below details the chances of a players attempts being successful and the modifiers for spending money.| Difference in Social Level between Mistress and Player | Die Roll needed |
| +5,+6 | 6 |
| +3,+4 | 5 |
| +1,+2 | 4 |
| 0,-1 | 3 |
| -2,-3 | 2 |
| Money Spent x her SL | Effect to your die roll |
| 0 | - |
| 1 | +1 |
| 2 | +2 |
| 3 | +3 |
If a player does not have Female Companionship he is subjected to a -2 Social point penalty per month, cumulatively for the first offence until he recieves Female Companionship again.
Mistresses cost their lovers 2x their (mistress) SL each month in upkeep, and gain the character 1SP per month, plus the difference between their SL's if hers is higher. Mistresses have attributes, Beauty which gives the character an extra SP per month, Wealth which removes the need for the player to pay upkeep for his mistress, and Influence, which gives the character one favour per year at the level stated in the mistress influence table. In addition, mistresses give favours according to their SL.
Toadying
Toadying is the gaining of kudos for being seen with your betters, or by being the centre of lesser mortals attention. Toadying is a weekly action, and may be combined with carousing visits to clubs or attendence at parties. Both players involved must include in their orders that they are toadying and being toadied to.Characters who are toadying recieve SPs amounting to half the difference between their, and their hosts SL, rounded up. They also recieve in SPs the difference between the club where the event is taking place, and the best club that character could qualify for.
Characters who are being toadied to receive SPs according to the SL of their guest, detailed in the table below.
| Diff in SL | 0-3 | 4-6 | 7-8 | 9-10 | 11+ |
| SP Gain | +1 | 0 | -1 | -2 | -3 |
Duelling
The following are automatic cause for a duel.- Members of different brotherhoods meeting.
- Two characters meeting on the doorstep of a mistress
- stealing a mistress
- Other circumstances will arise and be voted upon
Because of the high risk of serious injury, I can't see pistol duelling being a particularly popular method if characters got the choice, and therefore I think it is fair to reserve it for extremely serious matters, to be voted on by the rest of the characters.
Duelling with bladed weapons will use the usual engarde methods described after, however, duelling with pistols will work as follows. There will be six action phases. Each phase spent 'aiming' will increase the chance of hitting your opponent by 1%. Each expertise point will increase you chance of hitting by 0.5, rounding down. Basic Chances of hitting will be between 1-10% depending on the weather, which will be rolled for by the GM. The players will not know this chance. Two D10's will be rolled for each player to gain a percentage, and if a hit is recorded, the wound chart below will be consulted. A D20 will determine effect.| 1 | Ball strikes opponent in head. They are dead before they hit the ground | 11 | Flesh wound Endurance 10 points |
| 2 | Ball hits opponent in chest. Lots of blood. They die coughing. | 12 | Flesh wound Endurance 9 points |
| 3 | Ball hits opponent in chest. No Blood. They die gasping for breath | 13 | Flesh wound Endurance 9 points |
| 4 | Ball hits opponent in chest. Badly wounded, opponent permanently loses half endurance | 14 | Flesh wound Endurance 8 points |
| 5 | Ball hits opponent in chest. Badly wounded, opponent loses a third of his endurance | 15 | Flesh wound Endurance 7 points |
| 6 | Ball hits opponent in chest. Badly wounded, opponent loses a quarter endurance | 16 | Flesh wound Endurance 6 points |
| 7 | Ball hits opponent in arm. Loses 10 strength | 17 | Flesh wound Endurance 5 points |
| 8 | Ball hits opponent in arm. Loses 10 strength | 18 | Flesh wound Endurance 4 points |
| 9 | Ball hits opponent in hand. Permanently loses 10 strength | 19 | Flesh wound Endurance 3 points |
| 10 | Ball hits opponent in groin. Fountain of blood, and he dies screaming. | 20 | Ball passes cleanly through opponents clothes, but doesnt touch his body. |
There has to be a point where a line is drawn to stop the GM taking a week to resolve a duel!
If one antagonist fires away from the other, in a manner described in Flashman et al. Then regardless of the outcome, he will receive additional status points.A disregard for your own safety is highly honourable and will gain respect. In addition, this may be a let out if you have been unfortunate to have to duel a friend.
Duelling with bladed weapons (Cutlass, Rapier, Dagger, Sabre.)will be the more usual method of duelling and will be fought with cutlasses for brotherhood rivalry concerns, and whatever weapon is decided upon by the seconds and principles for all other occasions. Duels will consist of an infinite number of sequences, which are each divided up into 12 turns. Players will each perform a single action per turn, with actions being strung together into predetermined routines. These routines are detailed below.
| Routine | Notation |
| Rest | X |
| Lunge | X-L-X |
| Slash | (X)-X-S |
| Slash (cutlass) | X-S-X-X-X |
| Furious Slash | X-S-X-C-X-X-X |
| Furious Lunge | L-X-X-C-X-X-X |
| Kick | CL-K-X-X-X |
| Throw | JB-X-T |
| Parry (Against Lunge) | P |
| Block (Against Slash) | B |
| Riposte | (R) |
| Surrender | SUR |
Duelling tables can now be found here .
Pistol practice
Players may increase their pistol skill by practice. This weekly action will take place on the Town Common, and a pre-requisite is that the player purchases a set of pistols, cost 50 doubloons. There is a 0.25 increase for each weeks practice.Weapon Practice
Practice with a bladed weapon is a weekly action, and takes place either in private or at the Flashing Blades School. Private practice is free for your default weapon, and costs SL*doubloons for all others. Players MUST nominate which weapon is their default to gain expertise while at sea. Practice at the school costs 25 doubloons per week and raises your expertise in the required weapon by 0.5. Private practice raises expertise by 0.25 per week practiced.Influence and Bribes.
Influence can be gained legitimately a number of ways, by a characters Social Level, his mistress and any appointment he holds. Favours from Social Level are gained at the start of each Season and are wasted if not used. favours from mistresses are gained in January and last an entire year. Favours from appointments are received upon appointment and are renewed each season. They are wasted if not used that season. Influence must always be announced in the group list, and the database of announcements. The influence table shows the level of influence needed to influence a NPC's decision.| Rank/Position | Level of Favour |
| Governor | 9 |
| Governor's Clerk | 8 |
| Brotherhood Head | 7 |
| Captain/Brotherhood Clerk | 6 |
| Lieutenant/Prize agent | 5 |
| Ships Doctor | 4 |
| Ships Navigator | 3 |
| Masters Mates | 2 |
| Carpenter/Gunner | 1 |
Using the requisite level of Influence will gain a +1 to the dice roll
you intend to influence. For each level above the required an additional
+1 is gained to the die roll. A roll of 1 always fails.
| Character's Social Level | Influence |
| 24+ | 9 |
| 22,23 | 8 |
| 20,21 | 7 |
| 18,19 | 6 |
| 16,17 | 5 |
| 14,15 | 4 |
| 12,13 | 3 |
| 10,11 | 2 |
| 8,9 | 1 |
| Mistress Social Level | Influence | Additional if Influential |
|---|---|---|
| 18+ | 9 | 9 |
| 17 | 8 | 9 |
| 16 | 7 | 8 |
| 15 | 6 | 7 |
| 14 | 6 | 6 |
| 13 | 5 | 5 |
| 12 | 4 | 5 |
| 11 | 4 | 4 |
| 10 | 3 | 4 |
| 9 | 2 | 3 |
| 8 | 1 | 3 |
| 7 | - | 2 |
| 6- | - | 1 |
| Bribe Amount | Favour level |
|---|---|
| 50 | 1 |
| 100 | 2 |
| 200 | 3 |
| 400 | 4 |
| 650 | 5 |
| 1000 | 6 |
| 1500 | 7 |
| 2500 | 8 |
| 5000 | 9 |
| Die Roll | Result of Bribe |
| 1 | reported to Governor |
| 2,3,4 | Bribe taken but no effect |
| 5-10 | Successful |
The Brotherhoods
Each Brotherhood operates a ship, upon which characters may take positions. There are also certain appointments which can be gained within the Brotherhood once certain requirements are met. Each brotherhood has two enemies, and no ally in a departure from normal En Garde games. These can be found in the table below, which also details the minimum Social Level required to join a Brotherhood as well as the Rank of the Brotherhood.
| Brotherhood | Min SL | Rank | Enemies |
| Salty Brethren | 2 | 5 | Scurvy Crew, Keel Haulers |
| Sea Dogs | 3 | 4 | Scurvy Crew, Slaughterers |
| Scurvy Crew | 4 | 3 | Salty Brethren, Sea Dogs |
| Keel Haulers | 5 | 2 | Slaughterers, Salty Brethren |
| Slaughterers | 6 | 1 | Sea Dogs, Keel Haulers |
Characters may change Brotherhood, but not to an enemy one. In time, players will themselves become head of a Brotherhood, and at that time, they may set up their own for the cost of 2000 doubloons.
To join a brotherhood, you must first qualify for membership by meeting the minimum SL. To join a brotherhood run by a NPC, an 8-Brotherhood Rank is required on a D8, with a +1 to the die roll per SL above the minimum. This is influencable and any influence must be announced on the group, and within the database. At the time of applying to the Brotherhood, a character must also apply for a position, determined on the position's table below. Positions marked with a * may be applied for initially, the other positions are attainable by promotion or purchase after your first month. Providing the situation is empty and no one else has applied, then you will be accepted if the roll is successful. If the position is occupied by a NPC then they must be influenced into retiring, or the brotherhood chief influenced into getting rid of them before you can apply for it. If two PC's apply for the same position, the one with highest SL will win. If they are tied, then it will come down to Sailing Ability/Medical ability, and after that endurance. If they are still tied then I'll flip a coin.
| Brotherhood Rank | 1 | 2 | 3 | 4 | 5 | |
| Crewhand * | Min SL | 5 | 4 | 3 | 2 | 1 |
| Purchase Price | ||||||
| Pay | 8 | 7 | 6 | 5 | 4 | |
| SP | 4 | 3 | 3 | 2 | 1 | |
| Bosun * | Min SL | 6 | 5 | 4 | 3 | 2 |
| Purchase Price | 16 | 14 | 14 | 12 | 10 | |
| Pay | 10 | 9 | 8 | 7 | 6 | |
| SP | 5 | 4 | 4 | 3 | 3 | |
| Ship's Carpenter * | Min SL | 7 | 6 | 5 | 4 | 3 |
| Purchase Price | 20 | 16 | 14 | 14 | 12 | |
| Pay | 14 | 12 | 10 | 9 | 8 | |
| SP | 6 | 5 | 5 | 4 | 4 | |
| Ship's Gunner | Min SL | 7 | 6 | 5 | 4 | 3 |
| Purchase Price | 18 | 16 | 16 | 14 | 12 | |
| Pay | 16 | 14 | 12 | 10 | 8 | |
| SP | 7 | 6 | 5 | 5 | 4 | |
| Ship's Doctor | Min SL | 8 | 7 | 6 | 5 | 4 |
| Purchase Price | 20 | 16 | 14 | 14 | 12 | |
| Pay | 16 | 14 | 12 | 10 | 8 | |
| SP | 8 | 7 | 7 | 6 | 6 | |
| Minimum MA | 5 | 4 | 3 | 2 | 1 | |
| Ship's Navigator | Min SL | 7 | 6 | 5 | 4 | 3 |
| Purchase Price | 18 | 16 | 16 | 14 | 12 | |
| Pay | 18 | 16 | 16 | 14 | 12 | |
| SP | 6 | 5 | 5 | 4 | 4 | |
| Minimum SA | 5 | 4 | 3 | 2 | 1 | |
| Lieutenant | Min SL | 8 | 7 | 6 | 5 | 5 |
| Purchase Price | 25 | 20 | 20 | 18 | 16 | |
| Pay | 20 | 18 | 18 | 16 | 14 | |
| SP | 8 | 7 | 7 | 6 | 6 | |
| Captain | Min SL | 10 | 9 | 8 | 7 | 6 |
| Purchase Price | 35 | 30 | 25 | 25 | 20 | |
| Pay | 25 | 20 | 20 | 18 | 16 | |
| SP | 9 | 8 | 8 | 7 | 7 |
Ships' Positions
| Position | Number of Posts | Prize Share |
| Crew Hand | 10 | 1 share each |
| Bosun | 4 | 1 1/4 share each |
| Master Gunner | 2 | 1 1/4 share |
| Ships Carpenter | 1 | 1 1/4 share |
| Ships Doctor | 1 | 1 1/2 share |
| Ships Navigator | 1 | 2 shares |
| 1st Lieutenant | 1 | 3 shares |
| Captain | 1 | 5 shares |
Battle Results.
As in most games, each player will, when at sea enter a Bravery and Cowardice figure stating the number he will reduce the chances of dying to, and the number he will increase it to.| Sailing Ability | Die Roll | |||||
| 1 | 2 | 3 | 4 | 5 | 6 | |
| 1 | 6 | 6 | 5 | 4 | 4 | 3 |
| 2 | 6 | 6 | 5 | 4 | 4 | 3 |
| 3 | 6 | 5 | 4 | 4 | 3 | 3 |
| 4 | 6 | 4 | 4 | 3 | 3 | 2 |
| 5 | 5 | 4 | 4 | 3 | 3 | 2 |
| 6 | 5 | 4 | 4 | 3 | 2 | 2 |
| 7 | 5 | 4 | 3 | 2 | 2 | 2 |
| 8 | 4 | 3 | 3 | 2 | 1 | 1 |
| 9 | 4 | 3 | 3 | 2 | 1 | 1 |
| 10 | 3 | 3 | 2 | 1 | 1 | 1 |
From this chart we get the battle result figure. Sailing ability is
that of the Captain. The table below shows the three different types
of activities that vessels can be doing each month as determined by
the force deployment as below, coupled with all possible event numbers
to give the personal outcomes. N.B. 'Prize' refers to the number of
D6 thrown times by a D10 100 doubloons. For each person on a ship, 2
D6 are thrown for each of the categories, and that event occurs over
the stated figure. However, a character's Bravery and Cowardice numbers
will raise or lower the death roll accordingly.
| Activity | BR | Result | Death | Conspicuous Courage | Promotion | Prize |
| Patrol | 1 | Enemy captured | 8 | 9 | 7 | 5 |
| 2 | Moderate success | 8 | 10 | 9 | 3 | |
| 3 | Inconclusive | 9 | 9 | 11 | 1 | |
| 4 | Inconclusive | 9 | 9 | 11 | 1 | |
| 5 | Beaten off | 7 | 7 | 9 | - | |
| 6 | Repulsed | 6 | 8 | 10 | - | |
| Escort | 1 | Enemy Captured | 8 | 10 | 7 | 3 |
| 2 | Moderate success | 7 | 8 | 6 | 1 | |
| 3 | Inconclusive | 8 | 9 | 7 | 1 | |
| 4 | Inconclusive | 8 | 9 | 7 | 1 | |
| 5 | Squadron Scattered | 6 | 9 | 11 | - | |
| 6 | Own ships captured | 6 | 8 | 10 | - | |
| Commerce | 1 | Prize taken | 9 | 10 | 8 | 4 |
| 2 | Profit made | 10 | 10 | 9 | 2 | |
| 3 | Reached Port | 9 | 10 | 10 | 1 | |
| 4 | Reached Port | 9 | 10 | 10 | 1 | |
| 5 | Ship Damaged | 7 | 8 | 7 | - | |
| 6 | Port Blockaded | 6 | 8 | 7 | - |
The following table details the modifiers relating to individuals for use in determining Personal Outcomes. Where a promotion is indicated in the personal outcome and no vacancy exists, or the individual concerned does not meet the requirements then a Conspicuous Courage award is made instead.
| Death | Conspicuous Courage | Promotion | |
| Salty Brethren | -2 | +1 | - |
| Sea Dogs | -1 | - | - |
| Scurvy Crew | - | - | +1 |
| Keel Haulers | +1 | +1 | -1 |
| Slaughterers | +2 | - | +1 |
| Master Gunner | -1 | +1 | - |
| Ships Carpenter | -1 | +1 | - |
| Ships Doctor | +2 | - | - |
| Master's Mates | +1 | - | - |
| Ships Navigator | +1 | - | -1 |
| Lieutenant | +2 | - | -1 |
| Captain | +2 | - | -2 |
The chances of death of the gunner and carpenter have been increased because of the nature of their work, the carpenter being below the waterline plugging shot holes, and the gunner on the gun deck, surrounded by gunpowder exploding, guns recoiling, and shot bursting through the hull, however the chances of Conspicuous courage have been increased for their efforts in saving the ship etc.. Conversely, the doctor was below decks, above the waterline in the middle of the ship treating wounded, and therefore was less likely to be hit so experiences a mush lesser chance of death in this game.
Conspicuous Courage
The Governor of Port Royale is always on the lookout for brave souls, and those who recieve a Conspicuous Courage award recieve the freedom of the town, and a three month period of increased adulation from the townspeople. A D6 is rolled to determine the level of Status Points this gives, and after the three month period the award always provides one status point per month.This is just like everyone else's MID rules I believe
and is a direct replacement. However the rule about 3 MID in a season
causes some problems as there aren't pirate nobility ranks. One way
around it may be as follows, although this is just a very sketchy idea
at present. Anyone who manages to recieve three such awards in one season
may have the opportunity to become a Provincial Governor/Town Mayor?
of the island.
Appointments
There are a number of appointments which can be applied for providing that you meet the requirements in SL, Rank and experience. These afford the encumbent status points, influence in some cases, and pay. The table below summarises the appointments and the influencable die roll needed to gain that appointment if the appointee is a NPC. When the appointee is a PC, you must still meet the requirements. These appointments become free each year in December although vacant positions can be applied for at any time. When reapplying for a position, the previous encumbent recieves a +1 to his die roll should he wish to apply again.
Rank |
Min SL |
Special Requirements |
Appointment |
Number Allowed |
Who Appoints |
Influence Required |
Status |
Influence Gained |
Die Roll |
Additional Pay |
| Crew Hand |
2 |
Weapon Skill 9+ |
Club Bouncer |
2 Per Club |
Club Inspector |
6 |
2 |
- |
6 |
10 |
|
4 |
Sailing Ability 3+ |
Governor's Bargehand |
Infinite |
Governor's Barge Bosun |
2 |
3 |
- |
7 |
15 |
|
| Bosun |
5 |
Sailing Ability 4+ |
Governor's Barge Bosun |
1 |
Governor's Aide |
8 |
5 |
1 |
6 |
20 |
|
6 |
|
Sergeant of the Guard |
2 |
Captain of Town Guard |
5 |
5 |
- |
6 |
30 |
|
|
4 |
|
Brotherhood Clerk |
1 per Brotherhood |
Brotherhood Chief |
7 |
4 |
1 |
6 |
25 |
|
|
4 |
Sailing Ability 2+ |
Brotherhood Harbour Pilot |
1 Per Brotherhood |
Brotherhood Chief |
7 |
6 |
- |
6 |
30 |
|
| Ships Carpenter |
5 |
|
Timber Merchant |
1 |
Governor |
9 |
6 |
1 |
7 |
100 |
| Ships Gunner |
6 |
Pistol Skill 3+ |
Chief of Ordonance |
1 |
Governor |
9 |
6 |
1 |
7 |
100 |
| Ships Doctor |
7 |
Medical Skill 5+ |
Chief Medical Officer |
1 |
Governor |
9 |
6 |
1 |
7 |
100 |
| Ship's Navigator |
6 |
Sailing Ability 6+ |
Harbour Master |
1 |
Governor |
9 |
8 |
2 |
6 |
75 +30 Per student |
|
8 |
Sailing Ability 5+ |
Chief Cartographer |
1 |
Governor's Aide |
8 |
10 |
2 |
7 |
100 |
|
| Lieutenant |
6 |
Pistol Skill 3+ |
Captain of Town Guard |
1 |
Governor's Aide |
8 |
8 |
3 |
6 |
75 |
|
7 |
|
Brotherhood Chief's Aide |
1 per Brotherhood |
Brotherhood Chief |
7 |
10 |
3 |
6 |
50 |
|
| Captain |
8 |
|
Governor's Aide |
1 |
Governor |
9 |
12 |
5 |
7 |
100 |
|
8 |
|
Prize Agent |
1 per Brotherhood |
Governor |
9 |
10 |
2 |
6 |
50 + 2 shares of plunder |
|
|
10 |
|
Club Inspector |
1 |
Governor |
9 |
14 |
4 |
7 |
120 |
|
| Any |
6 |
Weapon Skill 13+ |
Fencing Instructor |
1 |
Captain of Town Guard |
5 |
8 |
- |
6 |
25 + 20 per student |
Force Deployment
During the season of Spring, all vessels will be at sea. This is the campaign season because the Spanish sailed their Silver train home during this period, and pirates often spent months preparing to interdict the heavily laden barques. During Autumn, the Spanish sailed their Gold train home, and therefore there is a 80% chance a vessel will put to sea. For all other months there is a base 66%(1-4 on D6) chance that the vessel will put to sea. If the vessel was at sea the previous month there is a reduced 33%(1-2 on D6) chance that it will put to sea, and if it was in Port Royale the previous month, there is an increased 83% chance it will go on campaign.(1-5 on a D6.)Volunteering
A player captain can volunteer his vessel for a month at sea if is not so ordered. If the captain is an NPC, then characters can petition for him to volunteer the ship. This will require a 7 on a D6, and therefore needs to be influenced.Loans and Debts
Players are free to order loans amongst themselves and I will not be responsible for the repaying of them. You must trust each other.Players may also borrow money from a loanshark at 75*SL. This will be due to be repaid in 6 months, and will be subject to a 20% interest fee.
A player who is unable to repay the loan will immediately be forced to take a berth on an independant untill the money can be repaid.
Improving Sailing ability
Players wishing to voluntarily improve their Sailing Ability must join a three week course taught by the Harbour Master. The cost is 50 doubloons for the three week consecutive course, and the chances of gaining an improvement are shown below. They depend on the difference between the Harbour Master's SA, and your own. Success provides a 1 point increase in Sailing Ability.In addition, each month at sea provides the chance of improving Sailing Abilty. Using the same table as the sailing course, it compares your Sailing ability with that of the Captain of the vessel. Success gives a 0.5 point increase.
All rolls on this table are made with a D10.
| Difference >-6 PC to HM | Difference -3 to -5 | Difference -2 to 0 | Difference 1 to 3 | Difference 4 to 6 |
|---|---|---|---|---|
| 1-9 | 1-7 | 1-5 | 1-4 | 1-3 |
Strength Training
Players wishing to increase their strength must order it as a weekly action. The Character will be seen on the Town Common training, and will lose 5 expertise points from their highest weapon skill, for an immediate increase of 1 strength point.