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Redbadge's Solo Skull and Shackles (IC)
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<blockquote data-quote="Redbadge" data-source="post: 5977712" data-attributes="member: 61463"><p><em>Wealday, 18 Desnus, 4712 AR (07:10:00)</em></p><p> <em>Main Deck, The Wormwood</em>, <em>Jeopardy Bay, 10 Miles Offshore from Port Peril, The Shackles, Garund, Inner Sea Region, Golario</em>n</p><p></p><p>The sun is already well in the sky, and you have a long day ahead of you, so you better get started working.</p><p></p><p>[sblock=Rigging Repair]The ship’s rigging frequently gets damaged and must be repaired, requiring a Climb check to maneuver through the rigging, followed by Profession (sailor) check to make the repairs. Roll once for each (you can take 10 in most situations). How well you roll determines how long the task will take:[code]</p><p>[B]Climb Result Time</p><p>[/B]5 or less 10d6 minutes</p><p>6 to 10 5d6 minutes</p><p>11 to 15 3d6 minutes</p><p>16 to 20 1d6 minutes</p><p>20 or higher 1 minute</p><p></p><p>[B]Sailor Result Time</p><p>[/B]5 or less 3d4+1 hours</p><p>6 to 10 2d4+1 hours</p><p>11 to 15 1d4+1 hours</p><p>16 to 20 1d4 hours</p><p>20 or higher 1 hour[/code]After you know your Climb and Profession (sailor) results, consult the chart and make a roll to determine how long you spent working. This is important because it determines how much time you have for other tasks on the ship. If you do not completely finish all of your assigned tasks before the bloody hour (1 hour before dusk, approximately 5:42 PM), then you will be subject to punishment.[/sblock]</p><p></p><p>Once you finish with the rigging, you've noted that the vile Plugg wants you to report to the galley for ship mate's duties as well.</p><p></p><p>[GM]As you work your way through the day, I'll introduce the rules subsystems bit-by-bit. Up next, for example, is the galley, which will use a similar system. Then, if you want to start by mapping the ship after that, we'll probably use a Gather Information or Knowledge (Local) check at 1d4 hours.[/GM]</p></blockquote><p></p>
[QUOTE="Redbadge, post: 5977712, member: 61463"] [I]Wealday, 18 Desnus, 4712 AR (07:10:00)[/I] [I]Main Deck, The Wormwood[/I], [I]Jeopardy Bay, 10 Miles Offshore from Port Peril, The Shackles, Garund, Inner Sea Region, Golario[/I]n The sun is already well in the sky, and you have a long day ahead of you, so you better get started working. [sblock=Rigging Repair]The ship’s rigging frequently gets damaged and must be repaired, requiring a Climb check to maneuver through the rigging, followed by Profession (sailor) check to make the repairs. Roll once for each (you can take 10 in most situations). How well you roll determines how long the task will take:[code] [B]Climb Result Time [/B]5 or less 10d6 minutes 6 to 10 5d6 minutes 11 to 15 3d6 minutes 16 to 20 1d6 minutes 20 or higher 1 minute [B]Sailor Result Time [/B]5 or less 3d4+1 hours 6 to 10 2d4+1 hours 11 to 15 1d4+1 hours 16 to 20 1d4 hours 20 or higher 1 hour[/code]After you know your Climb and Profession (sailor) results, consult the chart and make a roll to determine how long you spent working. This is important because it determines how much time you have for other tasks on the ship. If you do not completely finish all of your assigned tasks before the bloody hour (1 hour before dusk, approximately 5:42 PM), then you will be subject to punishment.[/sblock] Once you finish with the rigging, you've noted that the vile Plugg wants you to report to the galley for ship mate's duties as well. [GM]As you work your way through the day, I'll introduce the rules subsystems bit-by-bit. Up next, for example, is the galley, which will use a similar system. Then, if you want to start by mapping the ship after that, we'll probably use a Gather Information or Knowledge (Local) check at 1d4 hours.[/GM] [/QUOTE]
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