# Era Rules

*Black Flag, An Exodus NDS Era Book, the Caribbean, 1660 to 1730, mapped in 1716. Source: https://exodusnds.com/era-books/black-flag/era-rules*

Use the Exodus NDS Core Rules and cited sourcebooks unless an Era Rule states otherwise. Entries that change existing rules are labelled **Modifies** or **Replaces**, with the owning book and heading. In Black Flag, an Era Rule overrides the Core Rules and sourcebooks it names. Sail Combat is covered separately.

| Rule | Kind | Type |
|:--|:--|:--|
| Crew and Articles | Signature subsystem | Adds |
| The Prize and Fence Loop | Signature subsystem | Adds |
| Infamy and Pardons | Part of the Loop | Adds |
| Scurvy and Fever | Short rule | Adds; Replaces Fortitude for illness |
| Law at Sea and Ashore | Short rule | Adds |
| Prejudice | Short rule | Adds |
| Marooning | Short rule | Adds |
| Careening and Repair | Short rule | Adds |
| Money and Credit | Short rule | Adds |

Find period prices in Gear and Prices. The Quartermaster's Ledger below converts pieces of eight to sterling.

## Crew and Articles

**Adds.** Procedures for a pirate Company to write articles, vote, divide shares and remove its captain.

<div class="articles">

##### TERMS: THE COMPANY
<span class="no">I</span> Each crew forms a **Company**. Its **Size** counts hands; it also has **Quality** and a **Morale** rating from 0 to 6. Player characters belong to the crew alongside NPC hands. Use the highest Infamy held by its Captain or officers for the Company (Infamy).

<span class="no">II</span> **Quality** sets the pool the whole Company rolls when it acts as one, in a Boarding (Sail Combat) or in any check of the Company's as a body that the GM calls (a muster, a stand against a rush): **Green** 2 Mastery Dice <span class="dice sm mastery d12"></span>; **Seasoned** 3 Mastery Dice; **Veteran** 3 Mastery Dice and 1 Boon Die <span class="dice sm boon d6"></span>.

<span class="no">III</span> **Morale** begins at 3. Increase it by 1 after taking a prize without loss, paying full shares, winning against the odds or keeping a costly article. Each prize or fight can change Morale by at most 1 in either direction; capture and share payment count as one event. Reduce it by 1 after a hard loss, withheld share, broken article, unvoted punishment or three-week dry cruise. At 0 the Company breaks: it mutinies or removes its captain at sea, or deserts in port.

</div>

<div class="articles">

##### TERMS: THE ARTICLES
<span class="no">I</span> Write the Company's **articles** when a voyage begins or a new captain takes command. Choose from the table below. Each choice binds the Company until changed by its vote.

| Article | The choices |
|:--|:--|
| **The Vote** | Every hand has a vote in matters of moment, or only the officers and the ship's mess do |
| **The Shares** | The standard table (below), or a flatter one the Company votes |
| **Injury pay** | The standard scale (below), or the Company's own |
| **Quarter** | Quarter is given when called for, or it is given at the Company's choice, or never |
| **Discipline** | The Quartermaster's court judges and punishes; or the Company judges every serious charge |
| **Drink and lights** | Lights out at eight and drinking on deck, or no rule at all |
| **Women and boys aboard** | Not allowed, or allowed by the Company's vote |

<span class="no">II</span> An article breach costs 1 Morale, or 2 if committed openly or against an article protecting hands from officers, such as shares, injury pay or quarter.

</div>

<div class="articles">

##### TERMS: CAPTAIN AND QUARTERMASTER
<span class="no">I</span> In chase and battle, the **Captain** has absolute command; otherwise command depends on the Company's majority. The **Quartermaster** controls shares, discipline and the first boarding of prizes, reserving needed goods, settling minor quarrels and punishing minor offenses.

<span class="no">II</span> Resolve disagreement between Captain and Quartermaster by each officer making a Leadership check (an **Authority check**). The Company obeys whoever rolls more net Successes. Ties favour the Captain during chase or battle, the Quartermaster otherwise.

<span class="no">III</span> Refusing to board a prize, or issuing an order the Company considers cowardly, calls the Captain to account (No Confidence).

</div>

<div class="articles">

##### TERMS: THE VOTE
<span class="no">I</span> Call a **Vote** for decisions affecting the Company: cruising grounds, attacks, pardons or prisoners' fates.

<span class="no">II</span> The proposer rolls Leadership or Charm. Set Average for profit at ordinary trade risk, Hard for high risk or little gain, and Severe for breaking an article. Add 1 Boon Die at Morale 4 or 5, 2 at Morale 6, or a Bane Die at Morale 1. A Company at Morale 0 has broken and cannot Vote.

<span class="no">III</span> Success carries the Vote. Failure defeats it; the proposer cannot submit it again until circumstances change. <span class="diceicons boon"></span><span class="diceicons boon"></span> Two Boons gain 1 Morale through persuasive reasoning; <span class="diceicons bane"></span><span class="diceicons bane"></span> Two Banes lose 1.

</div>

<div class="articles">

##### TERMS: NO CONFIDENCE
<span class="no">I</span> Open **No Confidence** after the same officer loses two consecutive Votes, an article is broken, or an officer refuses to fight. The Company decides whether the officer retains the position.

<span class="no">II</span> The officer makes a Leadership check against a difficulty set by Morale: Easy at 6; Average at 4 or 5; Hard at 2 or 3; Severe at 1. At Morale 0 the Company has already broken and no vote is taken. On a success the officer keeps the place and the Company gains 1 Morale. On a failure the officer is **deposed** and the Company elects a successor (the next Vote); a deposed Captain keeps a hand's share and any share that the articles give for service done.

<span class="no">III</span> Deposed player characters remain members unless the Company votes to leave the officer ashore or marooned (Marooning).

</div>

<div class="articles">

##### TERMS: SHARES AND INJURY PAY
**The standard share table.** Before dividing a prize, the Quartermaster reserves the Company's requirements, including stores, powder and the surgeon's chest. Count one share per hand, then add the table's extras.

| Hand | Shares |
|:--|:-:|
| Captain, Quartermaster | 2 |
| Master, Boatswain, Gunner | 1.5 |
| Surgeon, Carpenter, Mate, other officers | 1.25 |
| Every other hand | 1 |
| A boy | 0.5 |

**The standard injury scale** (Phillips's articles, 1723). Pay injuries sustained in Company service from public stock before dividing shares: **a limb 800 pieces of eight; a joint 400**, with lesser injuries paid proportionately. If funds are insufficient, the Company owes the balance and may vote the injured hand a share until payment clears it.

</div>

<div class="articles">

##### EXAMPLE: THE VOTE ON THE MARIGOLD
Kinsella commands seventy Seasoned hands at Morale 4. Before departing Nassau she proposes attacking the *Marigold*, a merchant brigantine sighted off Eleuthera. Rumour places a naval sixth rate to the north. Her Quartermaster, formerly a merchant mate, favours waiting a week. Kinsella herself follows the Quartermaster's trade but was elected captain.

The attack offers profit at the trade's ordinary risk, so the GM sets an Average Vote. With Charisma 3 and Leadership 2, Kinsella rolls 2 Mastery Dice <span class="dice sm mastery d12"></span> and 1 Ability Die <span class="dice sm ability d8"></span>, adding 1 Boon Die <span class="dice sm boon d6"></span> for Morale 4. She obtains 2 net Successes. The Vote passes; the Quartermaster accepts the decision.

Three days afterwards the crew captures *Marigold* without deaths and receives full shares. The GM increases Morale to 5.

</div>

## The Prize and Fence Loop

**Adds.** Seven recurring steps structure a pirate's year. Each uses the Core Rules and procedures elsewhere in this chapter.

<div class="articles">

##### TERMS: THE SEVEN STEPS
<span class="no">I</span> **Intelligence.** Word of a ship comes from prisoners, ports and friends. A Streetwise or Negotiation check in a port, or a Charm or Intimidation check on a prisoner, is Average. On a success the GM names a ship and its Prize class in general terms; <span class="diceicons boon"></span><span class="diceicons boon"></span> Two Boons give the cargo.

<span class="no">II</span> **Chase.** Sail Combat, Sighting and Chase.

<span class="no">III</span> **Boarding and Quarter.** Sail Combat, Boarding and Quarter. The Quartermaster goes aboard first and sets aside the goods the Company wants.

<span class="no">IV</span> **Appraisal.** Determine cargo value with an Average Craft (appraising) or Negotiation check. Failure leaves the class unidentified. <span class="diceicons bane"></span><span class="diceicons bane"></span> Two Banes reveal spoilage, water damage or counterfeit goods, lowering the class one step.

<span class="no">V</span> **Fence.** Sell goods with Streetwise or Negotiation: Average in pirate ports, Hard elsewhere. The fence rate begins at 25 in 100 of cargo value. Add 10 in 100 per net Success, to a maximum of 60. Divide coin and plate at face value without fencing. Court-condemned goods (Law at Sea and Ashore) sell without a check at 50 in 100; court fees leave 45 in 100 net.

<span class="no">VI</span> **Spending.** Pay shares in pieces of eight. A hand ashore spends 1 piece daily for lodging and drink, or 3 daily in total during a **Spree**. Tavern keepers extend credit to share-holders up to one share's value. Creditors may call debts; Jamaica permits selling a man for debt.

<span class="no">VII</span> **The Base and the Navy.** A port that takes the Company's goods, gives it water and asks nothing is a **Base**. A Base is also a risk, for the navy follows Infamy.

</div>

<div class="articles">

##### TERMS: PRIZE CLASSES

<figure class="eb-figure"><img class="framed" src="/assets/era-books/black-flag/black-flag-fill-landing-beach.jpg" alt="TERMS: PRIZE CLASSES" loading="lazy"></figure>

Classify prizes as **Poor**, **Fair**, **Rich** or **Great**. The class measures ship and cargo value before fencing.

| Class | Value, pieces of eight (sterling) | Example |
|:--|:--|:--|
| Poor | 1,000 (£225) | A coasting sloop of salt, tobacco or hides |
| Fair | 4,000 (£900) | A merchant brigantine of sugar, rum or wine |
| Rich | 12,000 (£2,700) | A merchantman with trade goods, or a plate-fleet straggler |
| Great | 40,000 (£9,000) | A ship carrying silver or indigo |

Divide a Fair prize across 70 shares at a fence rate of 40 in 100 to pay 23 pieces per share, about four months' naval able-seaman wages. Under the same terms, Rich pays 69 per share and Great about 229.

</div>

<div class="articles">

##### TERMS: PEOPLE HELD ABOARD
<span class="no">I</span> Captured vessels may carry enslaved men, women and children for sale. Captives have no stat, prize class or price; a Stake cannot buy them. Before sorting goods, the Quartermaster reports their presence and the Company votes (The Vote).

<span class="no">II</span> The Company's choices, each a scene:
- **Set them ashore** at the next landing, with water and food. The Company loses their share of the cargo's value.
- **Offer them a place as hands.** Each person chooses. A hand who joins takes a share after a month, by a Vote.
- **Return the ship** to its master with the people aboard.
- **Sell them.** The Company's articles decide whether this is allowed; a Company whose articles forbid it breaks an article (Era Rules, The Articles).

<span class="no">III</span> Treat those held aboard as people rather than cargo. Voice at least one with a name, tongue, skill and aim, and let the table hear that person before the Vote.

</div>

<div class="articles">

##### TERMS: INFAMY
<span class="no">I</span> **Infamy**, rated 0 to 5, measures recognition of a character's deeds. For a Company, use the highest rating among its Captain and officers.

| Infamy | Reach | Who knows the Name |
|:-:|:--|:--|
| 0 | None | Nobody |
| 1 | A port | One harbour town and its ships |
| 2 | A colony | A colony's governor, its courts and merchants |
| 3 | A sea | The Caribbean or the Guinea coast, the navy's station ships and the colonial press |
| 4 | The Atlantic | Every port with a newspaper, and the Admiralty |
| 5 | The Empire | London, the Crown and the whole Navy |

<span class="no">II</span> **Earning Infamy.** The GM adds 1 Infamy (at most once a session, unless a player spends a Fortune Point or the GM a Peril Point for a second) when the Company takes a prize with a flag or a name, sinks or burns a ship, escapes from the gallows, wins a famous fight, or is named in a proclamation or the press.

<span class="no">III</span> **Within its Reach,** an audience that knows the Name treats it as a marker (Prejudice). At Infamy 1 or 2 the Attitude is **Welcome 1 or Wary 1**; at Infamy 3 or more it is **Welcome 2 or Hostile 2**. The audience decides which: a pirate port is Welcome, a governor Hostile.

<span class="no">IV</span> **Losing Infamy.** Reduce Infamy by 1 after a season (three months) without news of the character. Leaving its Reach, changing ship and name, or using **Lie Low** shortens that interval.

<span class="no">V</span> **The Navy.** At Infamy 3 or more, whether personal or the Company's highest rating, the GM may spend a Peril Point to start a warship in pursuit. Whitcombe's sixth rate, another station ship or a guardacosta can follow, using that Infamy as its warrant.

</div>

<div class="articles">

##### TERMS: REWARDS AND THE PARDON
<span class="no">I</span> **Rewards.** The proclamation of 5 September 1717 set a Crown reward for pirates taken on or after 6 September 1718, when the pardon window closed. The reward is by rank: a commander of a ship **100 pounds** (about 444 pieces); a lieutenant, master, boatswain, carpenter or gunner **40** (178); an inferior officer **30** (133); a private man **20** (89); a hand who delivers up his own commander **200** (889).

<span class="no">II</span> **The King's Pardon.** From 5 September 1717 until 5 September 1718 a pirate who surrendered to a governor or a Secretary of State was pardoned for piracies committed before 5 January 1718. A governor may offer a **local pardon** at any other date, as a bargain.

<span class="no">III</span> **Taking the pardon.** First the Company votes (Crew and Articles). Negotiate with the governor using a Negotiation check, Average within the pardon window and Hard outside. Success reduces the character's Infamy to 0 for acts preceding the pardon.

<span class="no">IV</span> **A turned pardon.** Taking a prize, killing for plunder or sailing with a Company that does either **turns** a pardoned character. Restore the former Infamy and add 1, to a maximum of 5. No further pardon is available.

</div>

<div class="articles">

##### EXAMPLE: THE PROVIDENCE'S CARGO
Salazar captures the *Providence*, a Bristol merchant brigantine carrying rum, linen and sugar. On Nassau's beach Cuffee appraises the goods with an Average Craft (appraising) check. His 1 net Success identifies **Fair** cargo worth 4,000 pieces of eight.

Calloway arranges the sale. Salazar rolls Negotiation at Average, the pirate-port difficulty. His 2 net Successes set the fence rate at 25 + 20 = 45 in 100, and Calloway pays 1,800 pieces. Sixty hands account for 64 shares after officers' extras. The Quartermaster reserves 120 pieces for stores and powder, leaving 1,680: 26 pieces and a quarter per share. Cuffee's 1.25 shares pay 33; Salazar's 2 pay 53, both rounded up.

At 3 pieces daily, Cuffee's player spends his share on an eleven-day Spree.

</div>

## Scurvy and Fever

<figure class="eb-figure"><img class="framed" src="/assets/era-books/black-flag/black-flag-fill-sloop-anchored.jpg" alt="Scurvy and Fever" loading="lazy"></figure>

**Adds.** The Core Rules have no disease rule, and *The Apothecary* leaves disease to the book that needs it. **Replaces** the Fortitude skill (Core Rules, Skills and Talents, Fortitude) for resisting illness: the check below is a Willpower characteristic check.

<div class="articles">

##### TERMS: THE ILLNESS CLOCK
<span class="no">I</span> **Scurvy** begins when a Company has been a month without fresh food (fruit, greens, fresh meat). For each further week the GM may start it on a hand at Mild, and on a hand who is already ill at Serious. **Fever** (the yellow fever of the ports, called the bleeding fever in these years, with ague and the flux) begins in a swamp port or a hot season: a Calamity on any check, or the GM's word that a night ashore at a low port in summer is an exposure.

<span class="no">II</span> Each illness has a **Severity**, which sets the difficulty of the daily Willpower check, the Strain of a failure, the most Bane Dice it can pile on, and its **Course**.

| Severity | Willpower check | Strain on a failure | Bane Dice, at most | Course |
|:--|:--|:-:|:-:|:-:|
| Mild | Easy | 2 | 1 | 4 checks |
| Serious | Average | 4 | 2 | 7 checks |
| Grave | Hard | 6 | 3 | 10 checks |

<span class="no">III</span> Once a day, at the start of the day, the ill character makes a **Willpower check** against the Severity, with Willpower alone and no skill. On a success mark one success; at **two successes** the illness ends. On a failure the character suffers the Strain and gains 1 Bane Die <span class="dice sm bane d6"></span> on all checks until the illness ends, up to the limit. A <span class="diceicons breakthrough"></span> Breakthrough marks both successes. A <span class="diceicons calamity"></span> Calamity also costs Strain equal to half the Strain the character has left. When the Course runs out the illness ends. **Strain from the illness does not recover while the illness lasts, by rest, by Catch Breath or at the end of an encounter; it recovers as normal once the illness ends.** Conditioned and Hardened (poison/disease) apply to this check as they would to a Fortitude check.

<span class="no">IV</span> **Only a Grave illness can kill.** It reaches its crisis when the character is incapacitated by Strain: the first failed check after that inflicts a Critical Injury in place of Strain. A Grave illness inflicts one Critical Injury at most.

<span class="no">V</span> **Care.** Once a day a caregiver makes a Medicine check: Average with clean water, rest and basic supplies, Hard without. Each net Success adds 1 Boon Die to the patient's next check, at most 3 from Care and Jesuit's bark together. For **scurvy** fresh fruit or greens added to the diet end it in three days regardless of the dice. **Jesuit's bark** adds 2 Boon Dice against ague (counted in that 3).

</div>

## Law at Sea and Ashore

<figure class="eb-figure"><img class="framed" src="/assets/era-books/black-flag/black-flag-fill-sea-court.jpg" alt="Law at Sea and Ashore" loading="lazy"></figure>

**Adds.** Authority and trial procedure. Port chapters describe local practice.

<div class="articles">

##### TERMS: AUTHORITY
| Who | Acts where | May do |
|:--|:--|:--|
| A **governor** | His colony and its waters | Issue a commission, offer a local pardon, hold a court, call out the militia |
| A **Vice-Admiralty court** | A colony or a station | Condemn a prize |
| A **court of Admiralty by commission** | Where the commission names (at least seven commissioners; Piracy Act of 1698) | Try pirates |
| A **naval captain** | The sea and any port | Stop, search and take a vessel; hold prisoners until a court sits |
| A **privateer** (with a commission) | At sea against the named enemy | Take prizes, which a court must condemn |
| A **pirate** (without one) | Nowhere; the Company's articles are its law | Takes what the Company can hold |

**Commission and prize.** A letter of marque names an enemy of the Crown. The holder posts a **bond** with the court against misuse. The bond is this book's rule: 1,000 pieces of eight (£225), the value of a Poor prize, forfeit if a prize is taken from a friendly flag and returned when the commission lapses. A prize taken under it is lawful only when a Vice-Admiralty court condemns it, after which it is sold and divided; the court's agent takes a fee of 5 in 100 of the prize's value, a tenth of the sale, so the Company nets 45 in 100. The Cruisers and Convoys Act of 1708 gave the whole of a prize to its captors and set the prize agent's fee at 5 in 100 abroad; it lapsed in 1714 and later Acts repeated its terms. The table uses the 5 in 100 fee for every condemnation in the play range. A prize taken without a commission, or from a friendly power, is piracy.

</div>

<div class="articles">

##### TERMS: THE TRIAL
<span class="no">I</span> Piracy is tried overseas by a court of Admiralty sitting by commission, of at least seven commissioners (merchants, factors, planters, naval officers). The court has a **Disposition**: **Friendly** (a governor who profits from the pirates), **Fair** or **Hostile** (a navy court after a fresh raid).

<span class="no">II</span> Roll Lore (Law) or Charm for the defendant: Average before a Friendly court, Hard before Fair, Severe before Hostile. Start the sentence at **hanged**. Each net Success advances one step towards acquittal on **hanged in chains; hanged; seven years' servitude; acquitted**. Failure or a Calamity sets it to hanged in chains. Courts reject claims of coercion from defendants who signed articles and shared plunder.

<span class="no">III</span> A hanged pirate hangs within the flood marks and is then taken down and hung in chains on a gibbet at the harbour mouth. A woman who proves she is with child is remanded for a jury of matrons.

</div>

## Prejudice

<figure class="eb-figure"><img class="framed" src="/assets/era-books/black-flag/black-flag-fill-faith-dispute.jpg" alt="Prejudice" loading="lazy"></figure>

**Adds.** Apply Prejudice to social situations, audiences and institutions equally across groups. It is never a character-sheet penalty; Origin and Role impose none.

<div class="articles">

##### TERMS: ATTITUDE
<span class="no">I</span> **An audience** decides a social scene's outcome. It may be a clerk, captain, tavern crowd, governor, court or Company voting.

<span class="no">II</span> **Markers.** The GM names up to three markers the audience reacts to: a nation, a faith, a language, a sex, a trade (pirate, navy, privateer, merchant), a legal status (free, indentured, held in bondage, Maroon) or a deed (a name in a proclamation). Any group in this book can be a marker, including every group a player character belongs to.

<span class="no">III</span> **Attitude.** The GM sets an Attitude for each marker.

| Attitude | Effect on social checks with that audience |
|:--|:--|
| Welcome 2 | Add 2 Boon Dice <span class="dice sm boon d6"></span> |
| Welcome 1 | Add 1 Boon Die |
| Neutral | None |
| Wary 1 | Add 1 Bane Die <span class="dice sm bane d6"></span> |
| Hostile 2 | Add 2 Bane Dice, and no credit or favour without a Sponsor |
| Closed 3 | The door is shut. Use it only for an institution the record shows excluded that group |

<span class="no">IV</span> **What it touches.** Charm, Negotiation, Leadership, Deception and Intimidation checks with that audience, and any check to be served, hired, paid, heard or let through, to at most 3 Bane Dice in all. It never touches attacks, damage, Wounds, characteristics or skills.

<span class="no">V</span> **Cover and Sponsor.** A respected identity, such as a commission, Company's letter or church, or a respected person vouching for the character moves one marker's Attitude one step towards Neutral. Welcome Attitudes remain unchanged.

<span class="no">VI</span> **Reading the Room.** Learn one audience's Attitudes with an Average Savvy and Perception check.

</div>

<div class="articles">

##### SAMPLE AUDIENCES
| Audience | Attitude |
|:--|:--|
| A Nassau tavern, 1716 | Pirates Welcome 1; navy officers Hostile 2; a man known as an informer Hostile 2 |
| A Port Royal court sitting by commission | Pirates Hostile 2; a captain with a commission Welcome 1; a woman Wary 1 |
| A Spanish port in a year of war | English ships Hostile 2; a Catholic Welcome 1; a Dutch trader Neutral |
| A colonial court hearing a charge against a white defendant | Testimony by an enslaved person Closed 3 (the slave codes) |
| A pirate Company in vote | A man with a record of cowardice Wary 1; a surgeon Welcome 1; a woman aboard under the articles, per the articles |

</div>

## Marooning

<figure class="eb-figure"><img class="framed" src="/assets/era-books/black-flag/black-flag-fill-bare-cay.jpg" alt="Marooning" loading="lazy"></figure>

**Adds.** A punishment named in the articles.

<div class="articles">

##### TERMS: MAROONING
<span class="no">I</span> The **Company** marooned puts the offender ashore with a **kit**: a bottle of water, a bottle of powder, a few shot and one small arm. The place is a small island with no known water or a bare cay.

<span class="no">II</span> Each week the marooned character makes a Survival check: Average if the island has fresh water, Severe if it does not. A failure costs 4 Strain, and Strain lost to hunger and thirst does not recover while the character is marooned. At incapacity the character makes a Hard Fortitude check each day; a failure inflicts a Critical Injury. A character who finds fresh water or shellfish adds 1 Boon Die to the next check.

<span class="no">III</span> The GM may spend a Peril Point or a Calamity in any week to bring a sail. A sail may be a friend, a trader or a navy cruiser.

</div>

## Careening and Repair

**Adds.** Rules for hull fouling and careening. Apply Core Rules, Vehicles, Repairing Vehicle Damage without alteration.

<div class="articles">

##### TERMS: THE FOULING
<span class="no">I</span> A ship's bottom fouls with weed and shell, and the Caribbean shipworm eats the planking. Each three months at sea the GM adds 1 **Foul** to the ship, to a maximum of 2. At **Foul 1** the ship's Speed is 1 lower; at **Foul 2**, 2 lower, to a minimum of 1.

<span class="no">II</span> **Careening.** A ship may be hove down on a beach or at a careening wharf. The Company takes out the guns and stores, heaves the ship on its side, scrapes and tars one side, then the other. It takes about a week with a full Company and a carpenter: five days if the Carpenter succeeds at an Average Craft check. Careening clears all Foul and removes 1 Hull Damage; a ship hove down cannot sail or fight, and an attacker that finds it adds 2 Boon Dice to its attacks.

</div>

## Money and Credit

**Adds.** Use the **piece of eight**, Spain's silver dollar, for prize values and shares. Its 4s 6d sterling rating follows the Lords of Trade in Queen Anne's reign; colonial laws assign higher values. English wages appear in pounds, shillings and pence, with pieces of eight in brackets.

<div class="ledger">

##### THE QUARTERMASTER'S LEDGER
| Sum | In pieces of eight |
|:--|:-:|
| 1 shilling | about two ninths of a piece |
| 4s 6d | 1 piece |
| £1 (20s) | 4 and four ninths |
| £10, a privateer sailor's lot in 1708 | 44 |
| An able seaman's month in the Navy, £1 4s | 5 and a third |
| A commander's reward, £100 | 444 |
| The injury pay for a limb, £180 | 800 |

</div>

<div class="articles">

##### TERMS: STAKES
Standing determines a new character's **Stake**, as specified by the Role.

| Standing | Stake | Roles |
|:--|:-:|:--|
| Hand | 6 pieces | Able Seaman, Marine or Soldier, Boucanier or Logwood Cutter |
| Officer | 12 pieces | Gunner, Boatswain, Carpenter, Sailing Master, Surgeon, Quartermaster, Privateer Officer |
| Master | 45 pieces | Merchant Captain or Supercargo, Fence and Factor, Tavern Keeper and Broker |
| Clerk | 24 pieces | Colonial Clerk or Advocate, Chaplain, Priest or Pastor, Minister |

Starting with a **Master** Stake incurs **Debt** of 45 pieces to a named backer: merchant house, relative or Company stock. Payment falls due after the first voyage. Until an unpaid Debt is settled, its creditor remains an antagonist.

</div>

<figure class="eb-figure"><img class="framed" src="/assets/era-books/black-flag/black-flag-bg-careening-beach.jpg" alt="Beach" loading="lazy"><figcaption>Beach</figcaption></figure>

<img class="framed" src="/assets/era-books/black-flag/black-flag-scene-10.jpg" alt="" loading="lazy">

<img class="framed" src="/assets/era-books/black-flag/black-flag-scene-11.jpg" alt="" loading="lazy">

<img class="framed" src="/assets/era-books/black-flag/black-flag-scene-12.jpg" alt="" loading="lazy">

<img class="framed" src="/assets/era-books/black-flag/black-flag-scene-13.jpg" alt="" loading="lazy">
