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What would you want in a book of naval rules?
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<blockquote data-quote="Loonook" data-source="post: 5811838" data-attributes="member: 1861"><p>I kind of like the idea of "Women and bad luck on the ship"... But I don't think it should be in that manner <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Crews should give benefits to their ships based on their overall prowess, unique members, etc. A living magic item mechanic would be fantastic as it gives the ship a unique type of modifier based on its inhabitants, or makes the ship gain an bane or boon based on its trappings. I also think that, rather than individuals, the Crew should be their own character, as they move and act like a Swarm and should be affected by Morale. Crews dissipate whenever a ship sinks, but a Captain may Raise his crew as long as he survives and pays the fee to raise a crew of the same level in any port that can raise such a crew.</p><p></p><p>Perhaps this could be part of a Crew or Captain based feat. I'm thinking something akin to (pardon my 3.5ish usage and roughing of the idea):</p><p></p><p>Ship Empathy (Crew, Captain):</p><p></p><p>Crew Prereq: Crew Level 3, Teamwork: Trusted Hands.</p><p>Captain Prereq: Profession (Sailor) 13 ranks, Ship Bond.</p><p></p><p>Benefit: Any Ship size X or greater gains a Mate Slot. This slot can be filled with anyone who qualifies for a Mate feat.</p><p></p><p>Ship Bond (Captain Feat):</p><p>Prereq: Profession (Sailor) 7 Ranks.</p><p></p><p>Benefit: Choose one feat (there would need to be some sort of further definition here). If this character is the Captain of the vessel the ship is able to use this feat and assign its bonus to an appropriate item on the ship. The ship must meet all feat prerequisites to take this feat. Ship versions of the same feat take precedence.</p><p></p><p>Example: The Captain has Toughness. Whenever the Captain is on deck the ship gains Ship Toughness (a feat that gives X HP/size category of the ship or some such).</p><p></p><p><strong>Teamwork: Trusted Hands (Crew)</strong></p><p>Prereq: Profession (Sailor) 3 ranks, Crew Level 1.</p><p></p><p><em>Benefits</em>: The Crew provides the Captain with a +2 bonus to Sailing and Survival checks used to navigate. The crew also provides the following options as long as Morale is Fair or better.</p><p></p><p><em>Nail the Colors</em>: The Captain may choose to forsake the Ship's Armor Bonus. For every 1 Armor bonus sacrificed in this way the Ship's Damage increases by 1.</p><p></p><p><em>Strong Backs/Strong Winds</em>: Once per combat the Ship may make an additional move action. This action moves the Morale decreases Morale by one step if the Crew fails a Profession (Sailor) check (DC: 10 + Current Ship Damage).</p><p></p><p></p><p>Some example Mates:</p><p></p><p><strong>Brightback, Dolphin of the Iron Sea</strong></p><p><em>(Mate)</em></p><p>Requirements: Alignment: Non-Evil, Wild Empathy OR Born With Gills.</p><p>Benefits: Brightback Dolphin of the Iron Seas prevents a Crew from being dissipated if their vessel is scuttled or sunk. Brightback also improves Morale by one rank for every week at sea.</p><p></p><p></p><p><strong>Penny Skyharrow, Mad Weatherwork.</strong></p><p><em>(Mate, Fickle)</em></p><p>Requirements: Crew Level 2, Captain must be able to cast Level 1 Spells.</p><p>Benefits: If a ship Penny Skyharrow is placed upon enters combat, it gains <em>Protection from Cannonade</em> on its opening initiative.</p><p>Fickle: At any port the Captain must make a Diplomacy check. If passed, Penny Skyharrow will remain. If failed, Penny Skyharrow will stay, but Morale drops by one rank for the next Voyage and may never rise to Perfect.</p><p></p><p></p><p></p><p><strong>Morale:</strong></p><p>Levels: Perfect, Great, Good, Normal, Fair, Poor, Mutinous.</p><p>Treat Morale as the damage the Crew suffers. If the Crew goes to Mutinous all Crew effects are lost, and the Captain must take great care lest he lose his ship... And perhaps more depending on the crew.</p><p></p><p>Just a microblast... I know it needs some refining but off the top of my head</p></blockquote><p></p>
[QUOTE="Loonook, post: 5811838, member: 1861"] I kind of like the idea of "Women and bad luck on the ship"... But I don't think it should be in that manner :). Crews should give benefits to their ships based on their overall prowess, unique members, etc. A living magic item mechanic would be fantastic as it gives the ship a unique type of modifier based on its inhabitants, or makes the ship gain an bane or boon based on its trappings. I also think that, rather than individuals, the Crew should be their own character, as they move and act like a Swarm and should be affected by Morale. Crews dissipate whenever a ship sinks, but a Captain may Raise his crew as long as he survives and pays the fee to raise a crew of the same level in any port that can raise such a crew. Perhaps this could be part of a Crew or Captain based feat. I'm thinking something akin to (pardon my 3.5ish usage and roughing of the idea): Ship Empathy (Crew, Captain): Crew Prereq: Crew Level 3, Teamwork: Trusted Hands. Captain Prereq: Profession (Sailor) 13 ranks, Ship Bond. Benefit: Any Ship size X or greater gains a Mate Slot. This slot can be filled with anyone who qualifies for a Mate feat. Ship Bond (Captain Feat): Prereq: Profession (Sailor) 7 Ranks. Benefit: Choose one feat (there would need to be some sort of further definition here). If this character is the Captain of the vessel the ship is able to use this feat and assign its bonus to an appropriate item on the ship. The ship must meet all feat prerequisites to take this feat. Ship versions of the same feat take precedence. Example: The Captain has Toughness. Whenever the Captain is on deck the ship gains Ship Toughness (a feat that gives X HP/size category of the ship or some such). [B]Teamwork: Trusted Hands (Crew)[/B] Prereq: Profession (Sailor) 3 ranks, Crew Level 1. [I]Benefits[/I]: The Crew provides the Captain with a +2 bonus to Sailing and Survival checks used to navigate. The crew also provides the following options as long as Morale is Fair or better. [I]Nail the Colors[/I]: The Captain may choose to forsake the Ship's Armor Bonus. For every 1 Armor bonus sacrificed in this way the Ship's Damage increases by 1. [I]Strong Backs/Strong Winds[/I]: Once per combat the Ship may make an additional move action. This action moves the Morale decreases Morale by one step if the Crew fails a Profession (Sailor) check (DC: 10 + Current Ship Damage). Some example Mates: [B]Brightback, Dolphin of the Iron Sea[/B] [I](Mate)[/I] Requirements: Alignment: Non-Evil, Wild Empathy OR Born With Gills. Benefits: Brightback Dolphin of the Iron Seas prevents a Crew from being dissipated if their vessel is scuttled or sunk. Brightback also improves Morale by one rank for every week at sea. [B]Penny Skyharrow, Mad Weatherwork.[/B] [I](Mate, Fickle)[/I] Requirements: Crew Level 2, Captain must be able to cast Level 1 Spells. Benefits: If a ship Penny Skyharrow is placed upon enters combat, it gains [i]Protection from Cannonade[/i] on its opening initiative. Fickle: At any port the Captain must make a Diplomacy check. If passed, Penny Skyharrow will remain. If failed, Penny Skyharrow will stay, but Morale drops by one rank for the next Voyage and may never rise to Perfect. [B]Morale:[/B] Levels: Perfect, Great, Good, Normal, Fair, Poor, Mutinous. Treat Morale as the damage the Crew suffers. If the Crew goes to Mutinous all Crew effects are lost, and the Captain must take great care lest he lose his ship... And perhaps more depending on the crew. Just a microblast... I know it needs some refining but off the top of my head [/QUOTE]
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