Book 2
Dec 14, 2014 10:04:23 GMT -6
Post by General Spoon on Dec 14, 2014 10:04:23 GMT -6
As you return to the ship, someone points at you as you approach. When you reach it, there are cheers for your returning with the Captain, Chaplain, and the other missing crew member, as well as the haul you have brought with. The crew begins storing it onboard, and inside the chest you returned with are valuables worth an additional 2 points of plunder, which are stored with the plunder you found already (bringing you up to 4).
Charlotte and Grett know that while you control a ship, Captain Harrigan will still consider it his property. Most ships that sail the Inner Sea region, such as
the Man’s Promise, were crafted by hand in shipyards throughout Avistan and Garund. Though ships of the same type are similar in attributes and size, they each
have their own look and lines, which the practiced eye of an experienced sailor can recognize in the dark by the silhouette alone. Successfully stealing a ship and hiding it from its owners requires more than a name change and a new coat of paint—there must be a complete rebuild of the superstructures and rigging in order to change the way it looks. Such an overhaul is superficial in nature and changes none of a ship’s characteristics, but it does give a ship a different appearance and lines so that even someone familiar with the original ship can only determine the falsehood after several minutes of careful study.
Changing the identity of a ship in such a way is not cheap and must be done in secret or word would quickly get out of the ship’s new identity. Powerful Free
Captains with their own home ports are able to do such modifications in their own private shipyards and dry docks, and captains with access to skilled carpenters
and shipwrights among their crews often make such changes far out at sea away from the shipping lanes or while beached on some distant shore. But not everyone
has access to those sorts of resources. As a result, a side industry of sorts has grown into existence at remote locations throughout the Shackles and just beyond its borders, where captains can find discreet craftspeople willing to do the work quickly and with the promise of silence for the right price.
Sandara knows of an outfitter called Rickety’s Squibs, located in a remote estuary on the Slithering Coast, relatively close to the current position of the Man’s Promise. It would be foolish to enter a large port such as Port Peril without having this done.
Additionally, you know that even after this, your ship won't have any reputation in the Shackles. Its always possible you will have to fight off other pirates until this changes by making one and being accepted as peers by the other Free Captains.
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1 point of plunder is worth about 1,000gp, and usually takes up 10 tons of cargo space. You need a port/community to convert it to money/spend it usually.
You have 4 Plunder, 0 Infamy and 0 Disrepute. When you gain a point of Infamy, you also gain a point of Disrepute. Disrepute is a spendable resource; spending it doesn't decrease your Infamy (think of it like Fame and Prestige in PFS).
drive.google.com/file/d/0B0d6-8NlfGonSkVuY1hMRGlsNG8/view?usp=sharing outlines Plunder, Infamy and Disrepute. You can assume that the ways of spending plunder have the overhead of the crew and ship factored into them.
Charlotte and Grett know that while you control a ship, Captain Harrigan will still consider it his property. Most ships that sail the Inner Sea region, such as
the Man’s Promise, were crafted by hand in shipyards throughout Avistan and Garund. Though ships of the same type are similar in attributes and size, they each
have their own look and lines, which the practiced eye of an experienced sailor can recognize in the dark by the silhouette alone. Successfully stealing a ship and hiding it from its owners requires more than a name change and a new coat of paint—there must be a complete rebuild of the superstructures and rigging in order to change the way it looks. Such an overhaul is superficial in nature and changes none of a ship’s characteristics, but it does give a ship a different appearance and lines so that even someone familiar with the original ship can only determine the falsehood after several minutes of careful study.
Changing the identity of a ship in such a way is not cheap and must be done in secret or word would quickly get out of the ship’s new identity. Powerful Free
Captains with their own home ports are able to do such modifications in their own private shipyards and dry docks, and captains with access to skilled carpenters
and shipwrights among their crews often make such changes far out at sea away from the shipping lanes or while beached on some distant shore. But not everyone
has access to those sorts of resources. As a result, a side industry of sorts has grown into existence at remote locations throughout the Shackles and just beyond its borders, where captains can find discreet craftspeople willing to do the work quickly and with the promise of silence for the right price.
Sandara knows of an outfitter called Rickety’s Squibs, located in a remote estuary on the Slithering Coast, relatively close to the current position of the Man’s Promise. It would be foolish to enter a large port such as Port Peril without having this done.
Additionally, you know that even after this, your ship won't have any reputation in the Shackles. Its always possible you will have to fight off other pirates until this changes by making one and being accepted as peers by the other Free Captains.
-------------------------------------
1 point of plunder is worth about 1,000gp, and usually takes up 10 tons of cargo space. You need a port/community to convert it to money/spend it usually.
You have 4 Plunder, 0 Infamy and 0 Disrepute. When you gain a point of Infamy, you also gain a point of Disrepute. Disrepute is a spendable resource; spending it doesn't decrease your Infamy (think of it like Fame and Prestige in PFS).
drive.google.com/file/d/0B0d6-8NlfGonSkVuY1hMRGlsNG8/view?usp=sharing outlines Plunder, Infamy and Disrepute. You can assume that the ways of spending plunder have the overhead of the crew and ship factored into them.