Yo ho Yo ho, A Pirate's Life For Me: Skull & Shackles PBP

Game Master Heofthehills

The Story of Fury

A Disgraceful Crew

Infamy: 14 Disrepute: 14

Totals:
Rickety's Squibs: +5
Senghor: +5 (Capped for now)


The Man's Promise Crew:

Riggers
Slippery Syl Lonegan – (insane female human murderess who seems to have a very high opinion of Malak) Helpful
Vudrani #1: Friendly
Vudrani #2: Friendly
Rati: Helpful (Former Officer of The Man's Promise)

Swabs
Aretta Bansion – swab (bad-tempered female human with big ears) Unfriendly
Fipps Chumlett – swab (fat bullying male human with a shaved head) Unfriendly
Vudrani #3 - Friendly
Vudrani #4 - Friendly

Misc
Captains: Aramis Steele, Maera “the Mermaid”, and Nissa Alami. “Besmara's Furies”
Ship’s Cook: Ambrose “Fishguts” Kroop
Ship’s Doctor: Evan “Doc” Williams
Carpenter: Rosie Cusswell
Boatswain: Crimson “Cog” Cogward
Master of Arms: Malak Wavecrasher
Master Gunner:
Quartermaster: Conchobhar Turlach Shortstone
Sailing Mistress: Sandara Quinn
Striker: Diabolito

Loot List And some Misc Ship Info

Alas, poor Ossok, we knew him not so well...

Rules:

Disrepute: The amount of Infamy the PCs have accrued
through successful Infamy checks, which can be spent on
impositions. Costs measured in Disrepute are marked
with a price.

Infamy Check: A Bluff, Intimidate, or Perform check
made to gain Infamy and Disrepute. The DC of this check
equals 15 + twice the group’s average character level.
Spending plunder grants bonuses on this check.

Impositions: Incredible deeds and outrageous acts that
grant the PCs a variety of benefits or impose crippling
consequences on their victims. Higher tier impositions
become available as PCs reach higher Infamy thresholds.

Infamy Threshold: Ranges measured in Infamy. Upon
achieving new Infamy thresholds, additional impositions
become available for purchase.

Plunder: An approximation of valuable but non-useful
cargo. One point of plunder is worth about 1,000 gp, and
takes up 10 tons of cargo capacity, unless otherwise noted.

Infamy: The highest total number of points of Disrepute
achieved by making successful Infamy checks, representing
the PCs’ total reputation. This number cannot exceed the
PCs’ average party level × 4 but rarely, if ever, decreases.

Raising Infamy:

Winning Infamy and Disrepute: A few things are
required to gain Infamy: an audience, a deed to tell about,
and a f lair for storytelling. Proof of the group’s deed in the
form of plunder doesn’t hurt either.
To gain Infamy, the PCs must moor their ship at
a port for 1 full day, and the PC determined by the
group to be its main storyteller must spend this time
on shore carousing and boasting of infamous deeds. This PC
must make either a Bluff, Intimidate, or Perform check to
gauge the effectiveness of her recounting or embellishing.
If the character succeeds at this check, the group’s
Infamy and Disrepute both increase by +1 (so long as neither
score is already at its maximum amount). If the result exceeds
the DC by +5, the group’s Infamy and Disrepute increase by
+2; if the result exceeds the DC by +10, both scores increase by
+3. The most a party’s Infamy and Disrepute scores can ever
increase as a result of a single Infamy check is by 3 points.
If the PC fails the Infamy check, there is no change in her
group’s Infamy score and the day has been wasted.
Occasionally, deeds of exceptional daring or depravity
might win a party increases to its Disrepute. This sort of
discretionary bonus to Disrepute is noted in the context of
an adventure or determined by the GM.

Infamy/Disrepute Per Port:No matter how
impressionable (or drunk) the crowd, no one wants to hear
the same tales and boasts over and over again. Thus, a
group can only gain a maximum of 5 points of Infamy and
Disrepute from any particular port. However, this amount resets every time a group reaches a new Infamy threshold.
Thus, once a group gains 5 points of Infamy and Disrepute
in Quent, it can gain no further points of Infamy from that
port until it reaches the next Infamy threshold, though the
crew can travel to another port and gain more Infamy by
boasting to a new audience.

Congratulations on becoming a Disgraceful crew!

Here is a list of what you can spend infamy for:

2: Yes, Sir!: For the next hour, the PCs’ crew
completes any mundane tasks they’re assigned
in half the expected time. This typically relates
to Craft and Profession (sailor) checks made
to prepare, maintain, or repair the ship, and
cannot be applied to combat or more complex
deeds like crafting magic items.

5: Captain’s Orders!: As a standard action, a PC
on board her ship can cast fog cloud, heroism,
make whole, quench, or whispering wind with a
caster level equal to her character level.

5: Walk the Plank!: The PCs may sacrifice one crew
member or prisoner to grant themselves and
their crew one of two bonuses: either a +2 bonus
on all skill checks or a +2 bonus on attack rolls.
These bonuses only apply while on board the
PCs’ ship and last until either the next day or
when the captain leaves the ship. If a sacrificed
character is returned to life, the PCs and their
crew members take a –2 penalty on both skill
checks and attack rolls for 1 day.

10: Get Up, You Dogs!: Every PC and allied character
on the deck of the PCs’ ship is affected as per
the spell cure light wounds, as if cast by a cleric of
the PCs’ average party level. This imposition can
only be used once per week.

Recruiting:

At some point, the PCs will no doubt be interested in
acquiring more sailors for their crew. They may do so at
any port or settlement, or upon the successful capture of
another ship, by making a Bluff (to trick sailors on
board), Diplomacy (to convince people to join the crew),
or Intimidate (to press-gang new crew) check. Each such
check takes 1 full day, and a successful check results in
1d4+2 new crew members for the PCs’ ship.

Crew Pay:

Unlike many other NPC hirelings, pirate crews do not
have a daily wage. Instead, they are paid shares of the ship’s
plunder taken in acts of piracy, when that plunder is sold.
Rather than try to recreate the complexity of share amounts
for historical pirate crews, the PCs should simply deduct
1 point of plunder from their total each time they attempt to
sell plunder. This represents the shares of the plunder paid
out to the crew, regardless of the actual amount of gold
received for its sale.

Init:

[dice=Aramis] 1d20 +6 [/dice]
[dice=Maera] 1d20 +2 [/dice]
[dice=Diabolito] 1d20 +2 [/dice]
[dice=Amos] 1d20 +4 [/dice]
[dice=Indrana] 1d20 +7 [/dice]

[dice=Cassius] 1d20 +8 [/dice]
[dice=Doc] 1d20 +4 [/dice]
[dice=Malak] 1d20 +2 [/dice]
[dice=Nissa] 1d20 +4 [/dice]