- Captain Skills - General Discussion Last
update 21st May 2001
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- I chose to make some variation in the basic mechanics of the rules by
using a skill rank system, much as might be compared to a character level
system in standard role playing games. If necessary, the game may be simplified
by dropping the skill rank system variations altogether, and using the figures
for the base skill rank. The skill bonus tables are very much a stripped down
version of the tables that appear in Rolemaster, but are in fact not based
on them except in concept. As there are defined limits on the skill levels
which are pretty low I don't need such things as open ended rolls and such.
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- All captains and crew start with base skill ranks in the various skills,
which may be increased by campaign success or lowered by magic or circumstances.
However, some crew do not have all the skills a captain has. Detailed descriptions
of each skill and starting rank are described under Generating
Your Captain, and the crew skills are listed under the Crew
section. Where a skill mentions that certain people have no skill rank what
so ever, then that person may not undertake any activity involving that skill.
For example, land lubbers have no navigation skill rank, therefore they may
not navigate a ship. This may only ever be modified by jinxes.
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- The skills form two types - Combat and Campaign. Obviously in single
combat games, the combat skills are important and the campaign skills are
useless. In a campaign, a mix of both skills is important, but not critical.
The combat skills are only to ensure you stay alive. The campaign skills are
what is used to actually carry on to the next battle and to earn glory and
fame. Theoretically the measure of your skill as a captain is based on your
reputation, which is enhanced by winning combat and by grand tales of your
carousing. Your combat skills are aimed at your personal skills in combat,
and at your general leadership skills. Your campaign skills are based on the
three types of carousing, plus your dealings with others at either trading,
recruiting or official liasons. The carousing directly affects your reputation,
while the others simply allow you to continue the adventure.
As mentioned under the pirate page, careers
were brief and rarely lasted more than a few years. The skills are hopefully
written in a way that they have some affect, but are by no means critical to
success. Consider them sweeteners to give you something to strive for along
the way, and to give abit of variety between captains, and to suit play styles.