Custom Impositions


Skull & Shackles


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Just curious, have any other GMs made custom impositions? Here are a few I put together:

Disgraceful:
Spill Your Guts! While in any settlement, a PC may automatically treat one Diplomacy check to gather information as if he had rolled a natural 20. (Cost: 5 Disrepute)
No Bellyaching! For 1 week, the crew of the PCs’ ship is not subject to starvation. This imposition can be used every 2 weeks. (Cost: 7 Disrepute)

Despicable:
Mind the Guns! For 1 hour, the PCs and their crew are considered to all have the Siege Engineer feat (they are considered proficient with all siege engines and do not generate mishaps on a natural roll of 1). (Cost: 5 Disrepute)
Do It Proper! The PCs’ ship may reroll a sailing check. (Cost: 5 Disrepute)

Notorious:
Replenish the Ranks! Spend 1 day at a port and automatically gain 10 crew members. This cannot be modified by skill checks. (Cost: 10 Disrepute)
Not Dead Yet! Whenever a PC would be killed (brought from at least 0 hp down below –CON hp) on their ship, instead they are stable at -1 hp and suffer a permanent physical deformity (see deformity chart). (Cost: 13 Disrepute)

Loathsome:
Fire at Will! For 1 hour, all siege weapons on the PCs’ ship can be reloaded in half the usual time. (Cost: 15 Disrepute)
The Devil’s Due! By sacrificing 1 crew member and 1 unit of plunder, the PCs’ ship is fully repaired of any damage. This crew member cannot be brought back to life except by miracle, true resurrection, or wish. The repair process requires 1 full hour, during which time the ship must remain stationary. If the process is interrupted or the ship moves from its initial position, the sacrifice and Disrepute spent are wasted. This imposition can be used once per week. (Cost: 23 Disrepute)

Vile:
No Escape! Choose one enemy. For 1 week, the PCs know the direction and distance to that enemy, provided they are on the same plane of existence. (Cost: 12 Disrepute)
Tsunami! A violent earthquake rocks the sea floor, sending enormous waves out for hundreds of miles and potentially devastating any nearby coastal settlements. Ships in this area (including the PCs’ ship) take 200d6 points of damage; a DC 30 sailing check halves this damage. (Cost: 50 Disrepute)


Thanks. Some great ideas I will be stealing.

I dislike most of the impositions in The Wormwood Mutiny. I think it's a great idea to collect and spend disrepute, but not on obviously magical effects. That makes no game sense whatsoever. Your ship can teleport, or submerge with no mage? Stupid.

However, my crew have been complaining about finding supplies, recruiting more crew and finding ships to attack. These are awesome things to buy with disrepute. Thanks heaps for the ideas.

Sovereign Court

Excellent ideas!

My crew is just about to embark on their journey, and these custom impositions will be very helpful to them along the way.

Keep 'em comin'!


Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber

Some very nice ideas and good titles, thanks.

I'm wondering on a number of them if they're intended to be once and done, or if you were thinking usable once per day/week/some other time?

The list I'm uncertain about seems to include: Spill Your Guts, Mind the Guns, Do It Proper,Replenish the Ranks, Fire at Will and...well, we're only "despicable" so I'll stop my list, heh.

They seem a little pricey for single use, but obviously there would need to be some limit. 1/visit to a given port for Spill Your Guts? 1/day for Mind the Guns?

Or am I too generous?


Yeah, speaking of Impositions - Is there ever any explanation for why you can suddenly pull off high level magical effects? The special abilities seemed really arbitrary and weird. Having a reputation might get a ship to surrender without a fight but it's not going to turn your ship into a submarine.


Has anyone playing with goodish pcs created any impositions that are dependant on fame or darring and less on you'll kill the crew becausd you are know to be so cruel.


FrankManic wrote:
Yeah, speaking of Impositions - Is there ever any explanation for why you can suddenly pull off high level magical effects? The special abilities seemed really arbitrary and weird. Having a reputation might get a ship to surrender without a fight but it's not going to turn your ship into a submarine.

I always assumed it was Besmara intervening personally. She's shown as kind of a tryhard diety as far as answering her follower's prayers and supplications.

Though in my group I always give credit to Pazuzu. He cares, after all.

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