So seventh sea house rules.
A)Init is rolled once per combat. Not every round.
Master of Arms role would be fun. Handles duties of boarding/repelling boarding, ship security in port, ect. Open some 'special' crew abilities like boarding ambush (can make the on deck crew look minimal/skeleton crew, and once the enemy is on the ship, busts out a surprise attack round or something), or maybe some kind of situational bonuses in combat for the ship crew NPCs.
Quote from: Dracos on June 15, 2008, 12:52:29 AM
Navigation is a new pirate skill, allowed for training by all classes : This covers ship steering as well navigating through the winds. A good navigator is essential to travel along a ship.
Ship Repair is a new pirate skill, allowed for training by all classes : This covers keeping the ship running, both with long term maintenance and during combat.
Cooking is a new pirate skill, allowed for training by all classes : This is mostly a decorative/RP skill, mostly made for NPCs, but players can have it too in order to augment other skills or RP concepts
Bardic Music is a new pirate skill, allowed for training by all classes : Because 'yo, ho, yo, ho, a pirate's life for me'. Anyhow, it covers songs, music, you name it. It's mainly used to augment morale of the crew and for RP use.
What stats are these new skills associated with?
It's on the template sheet, but:
Quick Wits: Cha
Navigation: Int
Ship Repair: Int
Cooking: Wis
Bardic Music: Cha