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1 | Role | Action | Description | Effect(s) | ||||||||||||||||
2 | Captain | Tack or Jibe | The Captain pilots the ship to move forward and/or turn. | The Captain turns the ship or moves diagonally forward. Make a Profession (sailor) check DC10 with the following difficulty modifiers: | ||||||||||||||||
3 | ||||||||||||||||||||
4 | SPEED | |||||||||||||||||||
5 | 0xAcceleration = -5 | |||||||||||||||||||
6 | 2xAcceleration = +5 | |||||||||||||||||||
7 | 3xAcceleration = +10 | |||||||||||||||||||
8 | 4xAcceleration = +20 | |||||||||||||||||||
9 | ||||||||||||||||||||
10 | DIRECTION | |||||||||||||||||||
11 | Diagonally Forward = +2 | |||||||||||||||||||
12 | Hard to Port/Starboard = +5 | |||||||||||||||||||
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14 | Evasivie Manuevers | The Captain performs a daring manuever to impede the enemy vessel. | Make an opposed Profession (Sailor) check. On a success choose one of the following: | |||||||||||||||||
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16 | Enemy Captain is -4 on Profession (Sailor) checks for a round | |||||||||||||||||||
17 | Enemy Ship is -4 on AC and saves for a round | |||||||||||||||||||
18 | Enemy Siege Gunners are -4 on attacks for a round | |||||||||||||||||||
19 | ||||||||||||||||||||
20 | First Mate | Full Ahead/Heave | The First Mate commands the crew increase or decrease the speed of the vessel by ordering the crew to lay on more sail or draw the sails in. | Changes the ship's speed by its acceleration up or down a step not exceeding maximum speed. | ||||||||||||||||
21 | ||||||||||||||||||||
22 | Look Alive! | The First Mate drives the crew to pay close attention to their jobs making the ship sail smoothly and well. | With a successful DC10 Profession (sailor) check you grant the captain a +2 on Profession (sailor) checks to captain the ship. | |||||||||||||||||
23 | This is basically an Aid Another, a good default for when the other actions don't apply. | |||||||||||||||||||
24 | Take Cover! | The First Mate orders the crew protect themselves from incoming siege weapon fire, magical attacks, or to brace for the impact of a ram etc... | The crew gains a +8 cover bonus to AC and +4 to reflex saves (replacing their normal cover bonuses as occupants of a ship). | |||||||||||||||||
25 | The Captain receives a -4 penalty to Profession (sailor) checks to captain the ship. | |||||||||||||||||||
26 | The Master Gunner receives -4 to attacks with siege weapons. | |||||||||||||||||||
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28 | Fix It! | The First Mate orders the crew to handle a mishap or problem on the ship either due to siege weapon damage or any other reason: | With a successful Craft check (DC varies) the problem can be jury-rigged sufficiently to remove any penalties or prevent further damage. | |||||||||||||||||
29 | A spar breaks, a sail flies loose, something catches fire, a siege engine misfires etc... | This gives the Captain and Master Gunner the same penalties as "Take Cover" | ||||||||||||||||||
30 | ||||||||||||||||||||
31 | Grapple | The First Mate calls for the grapple when the time comes. This causes the crew to throw lines across, lay down planks, etc. | The First Mate makes a CMB check (the base CMB of the ship plus the Captain's Profession (sailor)) against the CMD of the target ship. | |||||||||||||||||
32 | This gives the captain and the Master at Arms the same penalties as "Take Cover" | |||||||||||||||||||
33 | This command can also be used to break a grapple in the same way, but with a -4 penalty. | |||||||||||||||||||
34 | ||||||||||||||||||||
35 | Master of Arms | Boost Morale | The Master of Arms makes a Diplomacy, Intimidate, or Perform check DC 15 + 2x(current Morale +1). | |||||||||||||||||
36 | A success raises the Morale of the crew by 1 for the remainder of the encounter. | |||||||||||||||||||
37 | ||||||||||||||||||||
38 | Mock Enemies | The Master of Arms can make an Intimidate or Perform check DC 15 + 2x(enemy's current morale). | ||||||||||||||||||
39 | A success lowers the Morale of an enemy crew by 1 for the remainder of the encounter. | |||||||||||||||||||
40 | ||||||||||||||||||||
41 | Sea Chanty | The Master of Arms sings songs which aid timing and cooperation among the crew. | The whole crew gains a +2 to all other rolls in any of their skill checks. | |||||||||||||||||
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43 | Bloodthirsty Ballad | The Master of Arms gets the crew riled up for battle. | With a successful Perform check DC 15 + 2x(enemy's current morale), the crew gains a +1 bonus to their attack and defense stats. | |||||||||||||||||
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45 | Master Gunner | Load/Aim/Fire! | The Master Gunner coachs all the weapon crews. | The Master at Arms rolls a ranged attack roll DC10 to give each weapon crew a +2 bonus on their attack (as Aid Another). | ||||||||||||||||
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47 | Steady... | The Master Gunner spends extra time coaching her weapon crews on their aim. | Make a ranged attack roll (DC:20). | |||||||||||||||||
48 | A success causes the next attack from siege weapons to deal x3 damage against structures, if it hits, instead of double. | |||||||||||||||||||
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50 | Make Her Bleed! | The Master Gunner has his crews target a vulnerable part of the enemy ship. | Make a ranged attack roll (DC:20). | |||||||||||||||||
51 | A success causes the next attack from siege weapons to deal x3 damage against damaged structures, if it hits, instead of double. | |||||||||||||||||||
52 | This stacks with "Steady..." | |||||||||||||||||||
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