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Exodus NDS Era Book Black Flag

Black Flag Reference Genesys compatible RPG supplement Chapter 19

Quick Reference

Black Flag: An Exodus NDS Era Book, the Caribbean, 1660 to 1730, mapped in 1716

Quick Reference, chapter opener
On this page
  1. Where to Look
  2. Making a Character
  3. Standing and Starting Stake (Era Rules, Money and Credit)
  4. Roles at a Glance (Character Creation and Roles)
  5. Origins at a Glance (Character Creation and Roles)
  6. Difficulty at a Glance
  7. Era Talents (Skills and Talents)
  8. Crew and Articles in Brief (Era Rules)
  9. The Prize and Fence Loop in Brief (Era Rules)
  10. Scurvy, Law and the Rest of the Era Rules in Brief
  11. Sail Combat in Brief (Sail Combat)
  12. Ships at a Glance (Ships)
  13. Adversary Numbers (Adversaries)
  14. Gear and Prices in Brief (Gear and Prices; Places and Campaign Tools)
  15. Dates to Use
  16. Glossary
  17. Index of Rules

Each table names its owning chapter. If figures conflict, use that chapter's value.

Where to Look

Looking for Here Owning chapter
The seven creation steps, XP costs, Standing and Stake Making a Character Character Creation and Roles; Era Rules, Money and Credit
The 16 Roles and 12 Origins Roles at a Glance; Origins at a Glance Character Creation and Roles
The difficulty of every fixed check Difficulty at a Glance Era Rules; Sail Combat
What a talent does Era Talents Skills and Talents
The Company, the Vote, shares and Morale Crew and Articles in Brief Era Rules
Prizes, the fence, Infamy and the pardon The Prize and Fence Loop in Brief Era Rules
Chase, broadside, boarding and quarter Sail Combat in Brief Sail Combat
The ten hulls Ships at a Glance Ships
Wound Points, Resistance and Strain of every adversary Adversary Numbers Adversaries
Prices, wages, day's runs and distances Gear and Prices in Brief Gear and Prices; Places and Campaign Tools
Dates and the frame years Dates to Use Places and Campaign Tools; Historical Reference
Cargoes, convoys, the trade in people, who trades (none) Trade and Shipping
A word you do not know Glossary
A rule by name Index of Rules

Making a Character

  1. Species. Human.
  2. Characteristics. All six begin at 2. Raise one by 1 if you lower another by 1; none below 1 or above 4.
  3. Origin and Role. Both list profession skills.
  4. Spend 110 XP. A characteristic to 3 costs 30 and to 4 costs 40. A profession skill costs 5 for rank 1 and 10 for rank 2; any other skill 10 and 15. No skill above rank 2. A Tier 1 talent costs 5 and a Tier 2 talent 10.
  5. Free talent. One free Tier 1 talent, from any Core or Era Tier 1 talent.
  6. Kit, Stake and derived values. Wound Points are 10 plus Might; Strain Points 10 plus Willpower; Resistance half Might rounded up, plus protection.
  7. Name and details. Defenses and Initiative are calculated as the Core Rules say. Every character speaks working English, the trade speech of the English colonies, reads and writes one home tongue of the player's choice (English for the English and Creole Origins), and begins at Infamy 0. The Origin's other home tongues are spoken free. Each other tongue costs 5 XP to speak and 5 XP more to read and write; the Sailing Master, Quartermaster, Merchant Captain or Supercargo, Fence and Factor, Colonial Clerk or Advocate, Chaplain, Priest or Pastor, and Minister read and write a second tongue free. A character may also have a few words of any other tongue the GM allows: free, no check and no reading.

Standing and Starting Stake (Era Rules, Money and Credit)

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

A Master Stake creates a Debt of 45 pieces to a named backer.

Roles at a Glance (Character Creation and Roles)

Role Standing Profession skills Favored talents
Able Seaman Hand Operate, Athletics, Melee, Fortitude, Reflexes, Readiness Weather Eye, Quick Hand, Boarding Rush, Hardy, Wayfarer
Gunner Officer Operate, Craft, Science, Readiness, Perception, Leadership Master Gunner, Cool Under Fire, Keen Eye, Steadfast, Danger Sense
Boatswain Officer Leadership, Operate, Athletics, Intimidation, Craft, Melee Quick Hand, Voice of the Company, Strong Arm, Hardy, Momentum
Carpenter Officer Craft, Operate, Science, Athletics, Fortitude, Perception Careener's Skill, Quick Hand, Skilled, Conditioned, Keen Eye
Sailing Master Officer Operate, Survival, Science, Perception, Leadership, Lore Dead Reckoning, Reading the Wind, Weather Eye, Keen Eye, Wayfarer
Surgeon Officer Medicine, Science, Craft, Fortitude, Readiness, Lore Ship's Doctor, Cool Under Fire, Steadfast, Helpful, Boon Reader
Quartermaster Officer Leadership, Negotiation, Intimidation, Perception, Lore, Melee Plain Speech, Honest Weight, Voice of the Company, Cool Head, Convincing
Marine or Soldier Hand Ranged, Melee, Readiness, Fortitude, Athletics, Perception Cool Under Fire, Short Shrift, Guarded, Steadfast, Hardy
Privateer Officer Officer Leadership, Operate, Melee, Ranged, Lore, Negotiation Voice of the Company, Short Shrift, Reading the Wind, Cool Head, Convincing
Merchant Captain or Supercargo Master Negotiation, Operate, Lore, Leadership, Craft, Streetwise Honest Weight, Safe Harbour, Convincing, Helpful, Wayfarer
Tavern Keeper and Broker Master Streetwise, Charm, Negotiation, Perception, Deception, Intimidation Safe Harbour, Fence's Eye, Plain Speech, Low Profile, Convincing
Fence and Factor Master Streetwise, Negotiation, Craft, Deception, Lore, Perception Fence's Eye, Honest Weight, Lie Low, Low Profile, Convincing
Boucanier or Logwood Cutter Hand Survival, Ranged, Craft, Athletics, Fortitude, Stealth Quick Hand, Weather Eye, Wayfarer, Keen Eye, Hardy
Colonial Clerk or Advocate Clerk Lore, Negotiation, Charm, Deception, Perception, Subterfuge Plain Speech, Lie Low, Low Profile, Convincing, Skilled
Chaplain, Priest or Pastor Clerk Lore, Charm, Leadership, Medicine, Readiness, Negotiation Plain Speech, Safe Harbour, Helpful, Cool Head, Unshaken
Minister Clerk Lore, Charm, Leadership, Medicine, Perception, Negotiation Plain Speech, Safe Harbour, Helpful, Cool Head, Honest Weight

A Marine or Soldier commissioned as a naval or garrison officer uses Standing Officer and replaces Athletics with Leadership.

Origins at a Glance (Character Creation and Roles)

Origin Profession skills Home tongues Strength: once per session
English Operate, Lore, Negotiation, Craft English With English merchants, the navy and colonial courts: Negotiation or Lore
Irish Fortitude, Leadership, Charm, Negotiation Irish With Irish crews, Catholic parishes and Jacobite exiles: Charm or Leadership
Scottish Fortitude, Lore, Medicine, Readiness Scots or Scottish Gaelic With Scots crews, soldiers and Highland exiles: Lore or Readiness
Welsh Craft, Fortitude, Charm, Operate Welsh With Welsh sailors, privateers and Welsh-speaking parishes: Charm or Operate
French Negotiation, Charm, Operate, Streetwise French With French merchants, buccaneers and Catholic ports: Negotiation or Streetwise
Dutch Negotiation, Operate, Science, Craft Dutch With Dutch traders, factors and the free ports: Negotiation or Science
Spanish Operate, Lore, Perception, Ranged Spanish With Spanish officials, coast guards and Catholic ports: Lore or Perception
Portuguese Operate, Survival, Negotiation, Perception Portuguese With pilots, Brazil traders and Catholic ports: Operate or Negotiation
African-born (free, freed or self-freed) Operate, Negotiation, Craft, Survival A West or Central African tongue the player names (Akan, Gbe, Igbo, Kikongo, Wolof or Mande, for example) With free Black seamen, Maroons and mixed Companies: Negotiation or Survival
Creole (born in the islands, of European descent) Lore, Negotiation, Charm, Streetwise English, French or Spanish as the player chooses, and an island creole With planters, factors and island ports: Negotiation or Streetwise
Mixed ancestry (European and African) Streetwise, Negotiation, Craft, Operate One other tongue of the player's choice With port towns and mixed Companies: Negotiation or Streetwise
Indigenous (island and coastal peoples) Survival, Ranged, Operate, Perception The tongue of the player's people With your own people, their allies and traders, and in any coastal water you know: Survival or Operate

Once per session, an Origin's Strength adds 1 Boon Die to one check using either listed skill in the specified setting.

Difficulty at a Glance

Check Difficulty Owner
A Vote that pays, with the trade's ordinary risk Average Era Rules, The Vote
A Vote with high risk or small gain Hard Era Rules, The Vote
A Vote that breaks an article Severe Era Rules, The Vote
A No Confidence Easy at Morale 6; Average at 4 or 5; Hard at 2 or 3; Severe at 1 Era Rules, No Confidence
Intelligence: Streetwise or Negotiation in a port, Charm or Intimidation on a prisoner; Appraisal (Craft or Negotiation) Average Era Rules, The Prize and Fence Loop
Fence Average in a pirate port; Hard elsewhere Era Rules, The Prize and Fence Loop
The King's pardon: a Negotiation check with the governor Average inside the window; Hard outside it Era Rules, Rewards and the Pardon
A trial (Lore (Law) or Charm) Average with a Friendly court; Hard Fair; Severe Hostile Era Rules, The Trial
The daily illness check (Willpower) Easy Mild; Average Serious; Hard Grave Era Rules, Scurvy and Fever
Care for an illness (Medicine) Average with clean water and rest; Hard without Era Rules, Scurvy and Fever
Marooned: a week's Survival Average with fresh water; Severe without; a failure costs 4 Strain, which does not recover while marooned Era Rules, Marooning
Careening with a Carpenter's Craft Average (five days; three with Careener's Skill) Era Rules, Careening and Repair
Sighting a sail (Perception) Average by day; Hard at dusk or in haze; Severe at night Sail Combat, Sighting
Taking the weather gauge in a chase Hard Operate (Sail), in addition to the round's check; Average with Reading the Wind Sail Combat, Chase
Slipping away in the dark, at dusk Average Operate (Sail) Sail Combat, Chase
Closing on a ship unobserved Average Stealth by the Master Sail Combat, Sighting
A storm in hurricane season (June to November): keep the masts Hard Operate (Sail) Sail Combat, Wind and Weather
Marooned and incapacitated Hard Fortitude each day; a failure inflicts a Critical Injury Era Rules, Marooning
A day's run, to add or lose a tenth Average Operate (Sail) Places and Campaign Tools
Settling a quarrel aboard (Plain Speech) Average Charm Skills and Talents
Reading the Room Average Savvy and Perception Era Rules, Prejudice
Grappling Opposed Operate (Sail); cutting away is Hard Sail Combat, Boarding
The gun to bring to (Intimidation) Average Sail Combat, Boarding
A Captain keeping a Company at Morale 2 or less in the fight Average Leadership each round Sail Combat, Gunnery
Navigation at sea (Survival) Average by day with a coast or the sun; Hard at night or in a storm Skills and Talents
Water on a coast or a bare cay (Survival) Average; Hard Places and Campaign Tools
A gale: keep the ship off the shore Hard Operate (Sail) each round Sail Combat, Wind and Weather

Era Talents (Skills and Talents)

Talent Tier Kind Effect
Weather Eye 1 Passive Add 1 Boon Die to Perception checks to sight a sail, a shoal or a squall, including the Sighting check (Sail Combat); the Boon Die is added once. The GM warns you one round before a squall or a change of wind.
Quick Hand 1 Passive Add 1 Boon Die to Athletics checks to climb the rigging, swing between ships or run a boarding line.
Honest Weight 1 Passive Remove 1 Bane Die from checks to weigh, measure, count or divide goods and shares. Appraisal in the Prize and Fence Loop is an Easy check in place of Average.
Fence's Eye 1 Passive Add 1 Boon Die to Streetwise checks to sell goods. A fence rate you set is 5 in 100 higher (maximum 60 in 100).
Plain Speech 1 Once per Scene You settle a quarrel aboard with a word before it becomes a fight. Make an Average Charm check. On a success the quarrel ends without Strain or a broken article. A Quartermaster with this talent may use it before a quarrel reaches the Quartermaster's court (Era Rules, Crew and Articles).
Safe Harbour 1 Passive Name one port at creation. A friend there, who is willing to hide you or sell to you, acts as your Sponsor (Era Rules, Prejudice) there, and in addition the audience's Attitude toward you moves one step toward Welcome 1.
Ship's Doctor 1 Passive Remove 1 Bane Die from Medicine checks made aboard ship. Add 1 Boon Die to Care for scurvy or fever. One Medicine check may treat up to three patients at once.
Careener's Skill 1 Passive Careening takes three days in place of five if your Craft check succeeds, and its Hull repair is 1 higher.
Dead Reckoning 1 Passive Navigation at sea (Skills at Sea) is an Easy Survival check by day, or Average at night or in a storm. Once per voyage you may fix your position without a landmark.
Lie Low 1 Passive Your Infamy falls 1 each month out of the news, in place of each season. A hunter who looks for you by Name adds 1 Bane Die to the check to find you.
Master Gunner 2 Passive Add 1 Boon Die to the attack of a battery you command, and once per session you may re-roll one die of that battery's attack.
Boarding Rush 2 Once per Scene When you lead a Boarding, your Company adds 1 Boon Die to its first round of the contest, and you add 1 Boon Die to your first Core combat round on the enemy deck.
Cool Under Fire 2 Passive Remove 1 Bane Die from Readiness checks caused by gunfire or a broadside. Once per scene, when fear would cost you Strain, you suffer none.
Voice of the Company 2 Passive Add 1 Boon Die to Leadership and Charm checks in a Vote and to the Leadership checks you make when Captain and Quartermaster disagree. When you put a Vote and succeed with 2 or more net Successes, the Company gains 1 Morale.
Reading the Wind 2 Once per Chase Once per Chase, when you make the Hard Operate (Sail) check to take the weather gauge (Sail Combat, The Chase Round), the check is Average in place of Hard, and a gauge you take this way is not lost when a squall passes.
Short Shrift 2 Passive Add 1 Boon Die to Intimidation checks to demand a surrender (Sail Combat, The Gun to Bring To), and you may make the demand from Long Distance. When the demand succeeds, your Company gains 1 Morale.

Crew and Articles in Brief (Era Rules)

  • The Company has Size, Quality and Morale (0 to 6). Quality sets its pool: Green: 2 Mastery Dice; Seasoned: 3; Veteran: 3 plus a Boon Die.
  • Morale begins at 3. Gain 1 for taking a prize without loss, paying shares fully, winning against odds or honouring an article at a cost. Lose 1 for a hard defeat, withholding a share, breaking an article, imposing punishment without a Vote or cruising three weeks without a prize. A single prize or fight changes Morale by at most 1 each way; capture and payout count as one event. At 0, the Company breaks.
  • The Vote: roll Leadership or Charm. At Morale 4 or 5 add 1 Boon Die; at 6 add 2. At Morale 1 add a Bane Die. No Vote occurs at Morale 0 because the Company has broken.
  • Captain and Quartermaster: absolute command in chase and battle belongs to the Captain. Shares, discipline and first boarding belong to the Quartermaster. Resolve disagreements with Leadership checks from both officers. Ties favour the Captain during chase and battle, the Quartermaster otherwise.
  • Articles cover the Vote, the Shares, Injury pay, Quarter, Discipline, Drink and lights, and Women and boys aboard. A breach costs 1 Morale, increased to 2 for an open breach or an article protecting hands against officers.
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

Phillips's articles (1723) award injury pay of 800 pieces of eight for a limb, 400 for a joint.

The Prize and Fence Loop in Brief (Era Rules)

The seven steps: Intelligence, Chase, Boarding and Quarter, Appraisal, Fence, Spending, the Base and the Navy.

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
  • Fence rate: begin at 25 in 100; add 10 in 100 per net Success, up to 60. Court-condemned goods sell automatically at 50 in 100, minus a fee of 5 in 100 of prize value: 45 in 100 net. Divide coin and plate at face value without fencing.
  • Spending: each hand pays 1 piece daily ashore, or 3 on a Spree. Tavern credit extends to one share.
  • People held aboard: treat captives as persons, never cargo, a prize class or a price. Stakes cannot buy them. Before sorting goods, the GM voices at least one captive and the Company votes: land them, invite them to join voluntarily (a share after a month, by a Vote), return the ship or sell them. Sale breaks an article only if the Company's articles prohibit it.
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
  • Earning Infamy: gain 1 at most once per session for a named or flagged prize, sinking or burning a ship, escaping execution, a famous fight, or mention in a proclamation or the press. Spending a Fortune Point or Peril Point permits a second gain. Lose 1 per season without news of you.
  • A Company takes the highest Infamy of its Captain and officers. From Infamy 3, the GM can spend a Peril Point to introduce a warship. Audiences recognising the Name within its Reach are Welcome 1 or Wary 1 at Infamy 1 or 2; Welcome 2 or Hostile 2 at Infamy 3 or more.
  • Rewards for pirates taken on or after 6 September 1718 (set by the proclamation of 5 September 1717): £100 a commander (444 pieces); £40 a lieutenant, master, boatswain, carpenter or gunner (178); £30 an inferior officer (133); £20 a private man (89); £200 for a hand who delivers up the commander (889).
  • The pardon: runs from 5 September 1717 to 5 September 1718. Further plunder makes a pardon turned: restore Infamy and add 1, capped at 5. A second pardon is unavailable.

Scurvy, Law and the Rest of the Era Rules in Brief

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
  • Illness: recovery takes two successes or the end of the Course. Illness Strain cannot recover before the illness ends. Conditioned and Hardened apply to the check. Only Grave illness can kill, inflicting at most one Critical Injury after incapacitation. Care requires Medicine, Average with rest and clean water, Hard otherwise. Add 1 Boon Die per net Success to the patient's next check, capped at 3.
  • Scurvy starts after one month without fresh food; fresh fruit or greens cure it in three days. Jesuit's bark provides 2 Boon Dice against ague, included in Care's cap of 3.
  • The trial: begin at hanged. Net Successes each improve the sentence one step towards acquitted: hanged in chains, hanged, seven years' servitude, acquitted. Failure or a Calamity imposes hanged in chains.
  • Marooning: leave the offender one small arm, a few shot, a bottle of powder and a bottle of water.
  • Careening: gain 1 Foul per three months at sea, capped at 2. Reduce Speed by 1 at Foul 1 and by 2 at Foul 2, never below 1. Careening takes about a week, reduced to five days by an Average Craft success from the Carpenter. Remove all Foul and 1 Hull Damage. While hove down the ship cannot sail or fight; attackers finding her add 2 Boon Dice.
Attitude Effect on social checks with that audience
Welcome 2 Add 2 Boon Dice
Welcome 1 Add 1 Boon Die
Neutral None
Wary 1 Add 1 Bane Die
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

Nation, faith, language, sex, trade, legal status and deed supply audience markers that determine Attitude. Cover or a Sponsor shifts one marker one step towards Neutral, leaving Welcome unchanged. Attitude affects neither attacks, damage nor characteristics; its penalty cannot exceed 3 Bane Dice.

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

Sail Combat in Brief (Sail Combat)

  1. Sighting. Perception; the first to sight sets the Distance (Long by day, Medium at dusk, Short at night).

  2. Chase. Five bands: Engaged, Short, Medium, Long, Hull-down. Each round the masters make an opposed Operate (Sail) check. Each side adds 1 Boon Die per point its Speed is above the other's and per point of positive Handling, 1 Bane Die per point of negative Handling, and 1 Boon Die for the weather gauge. The pursuer wins by 1 or 2: one band closed; by 3 or more: two. The prey wins by 1 or more: one band opened. A tie holds the Distance. The GM gives the weather gauge at the start to the upwind ship, or each master rolls an ordinary six-sided die for it (the higher takes it, the prey on a tie); in the chase a master takes it with a Hard Operate (Sail) check in addition to the round's check (Average with Reading the Wind). It changes hands only when its holder loses a round by 3 or more, or a squall passes. Six rounds run to dusk; at dusk the Distance holds and the chase resumes at dawn, unless the prey slips away in the dark. Past Hull-down the prey has escaped.

  3. Gunnery. A battery at the Range band of its guns (every gun that reaches Long Distance fires there at Hard; a gun of Extreme Range may also fire at Hull-down, at Severe). A ship whose System Damage reaches half its System Points is 1 Speed slower; at its System Points it is dismasted; at its Hull Points it is disabled and strikes. A Company at Morale 2 or less must have its Captain make an Average Leadership check each round to keep fighting. Grape and canister: Range becomes Short, so Short or Engaged only. Targets: hull (Hull Damage), rigging (System Damage with chain or bar shot) or hands (1 hand per net Success per 10 of Size, at least 1; the target loses 1 Morale if it loses a quarter in a broadside).

  4. Boarding. Grapple by an opposed check. Fighting Strength is Size less one hand in four. Each round the Companies roll their Quality pool; a side adds 1 Boon Die for 1.5 times the other's Strength, 2 for 2.5 times, 3 for 4 times. The loser loses 10 in 100 of its starting Strength per net Success (to a margin of 3, at least 1 hand). A Company at half its starting Strength, or with its Captain taken, strikes. Each player character fights one Core combat round per Boarding round; beating an officer gives the Company 1 Boon Die, being dropped costs it 1.

  5. Quarter. The winner's Captain decides by the articles; a Company that has sworn to give none may refuse.

The gun to bring to: a merchant overtaken within Medium Distance by a pirate ship whose Captain or officers have Infamy 3 or more, or by a King's ship or a commissioned privateer, may strike without a fight if the pursuer's Captain succeeds at an Average Intimidation check.

Wind Effect
Calm Every ship's Speed is 1 lower (to a minimum of 1); a ship with oars or a tow may use Speed 2
Fair No change
Fresh Ships with Handling +1 or better add 1 Boon Die to chase checks; ships with Handling -2 or worse add 1 Bane Die
Gale No ship may fight or chase: Speed is 1 for all, and a Hard Operate (Sail) check each round keeps a ship off the shore

Ships at a Glance (Ships)

Hull Scale Speed Handling Armor Def Hull Sys Crew Typical weapons
Periauger 2 2 0 0 0 6 4 8 Swivel Gun or small arms
Bermuda sloop 3 4 +2 0 0 10 8 40 Battery of 4 Light Guns a side
Jamaica sloop 3 3 +1 0 0 12 8 30 Battery of 5 Light Guns a side
Brigantine 4 3 +1 0 0 16 10 70 Battery of 6 Light Guns a side
Schooner 3 3 +1 0 0 12 8 25 Battery of 3 Light Guns a side
Merchantman 4 2 -1 1 0 22 12 25 Battery of 3 Light Guns a side
Slave ship 4 2 -1 1 0 22 12 35 Battery of 6 Light Guns a side
Prize galleon 5 2 -2 2 0 32 14 200 Battery of 10 Medium Guns a side, Light Guns above
Royal Navy sixth rate 4 3 0 1 0 24 14 150 Battery of 12 Medium Guns a side, two Long Nines
Guardacosta (balandra) 3 4 +1 0 0 12 8 25 Battery of 2 Light Guns a side, swivel guns

Adversary Numbers (Adversaries)

Figure Tier Resistance Wound Points Strain Points
Soldier or Marine Minion 1 8 None
Navy Lieutenant Elite 2 14 None
Captain Josiah Whitcombe, Royal Navy Nemesis 2 16 17
Sir Edmund Haldane, Governor Elite 1 13 None
Admiralty Commissioner Elite 1 13 None
Pirate Hunter Elite 2 14 None
Hand Minion 1 8 None
Quartermaster Elite 2 14 None
Pirate Captain Nemesis 2 16 16
Spanish Soldier Minion 1 8 None
Guardacosta Captain Elite 2 14 None
Boucanier Minion 1 8 None
Port Tough Minion 2 8 None
Informer Elite 1 13 None
Fence Elite 1 13 None
Merchant Master Elite 1 13 None

Minion groups contain 4 to 8 figures as specified by Group Size; each has 8 Wound Points. Elites have 11 plus Might Wound Points. Nemeses have 13 plus Might Wound Points and 13 plus Willpower Strain Points. All have Defense 0. For four player characters ashore, use these encounters (Adversaries):

Encounter Opposition
Easy One Minion group of the party's size, surprised or ashore
Standard One Minion group of 4 to 6, or one Elite alone
Hard One Elite with a Minion group of 4, or two Elites
Deadly A Nemesis with a Minion group and an Elite

Gear and Prices in Brief (Gear and Prices; Places and Campaign Tools)

Band Pieces Examples
Trifle under 1 A drink, a candle, a meal, a quart of beer, a knife
Small 1 to 5 A shirt, a pair of shoes, a cutlass, a Sea Service Pistol, a month of an able seaman's pay (5⅓)
Moderate 6 to 25 A Belt Pistol, a musket, a fowling piece, a month of a boatswain's pay (11), a swivel gun (24)
Large 26 to 100 A surgeon's chest, a suit of black, a horse at Jamaica, a Light or Medium Gun
Great 101 to 500 A pair of fancy pistols, a Long Nine or Heavy Gun, a cargo of logwood
Princely over 500 A sloop (about 750, Legend), a prize's cargo
  • Most-asked prices: Falchion 2; Dagger 1; Knife ½; Belt Pistol 6; Sea Service Pistol 5; Musket 7; Blunderbuss 8; Leather Jerkin 2; surgeon's chest 40; Light Gun 45; a Navy able seaman's month 5⅓ pieces of eight; a merchant seaman's month in peace 5½ to 6⅔.
  • A piece of eight is 4s 6d.

The table gives miles covered per sailing day. Calm already includes the Speed reduction from Sail Combat, Wind and Weather; apply it only once.

Speed Calm Fair Fresh
1 20 40 50
2 30 70 90
3 40 100 125
4 50 130 160

Distances in nautical miles (Places and Campaign Tools): Nassau to Harbour Island 60; to Havana about 410; to Charles Town 560; to Port Royal 600; Port Royal to Havana about 780; to Campeche about 985; the Atlantic crossing 6 to 10 weeks (England to Barbados 6 to 9 weeks; Barbados to Jamaica under 2 weeks downwind, up to 14 weeks to windward).

Dates to Use

Dates to Use

Use the Historical Reference for the complete timeline. The three frames in Places and Campaign Tools begin in 1716, the map year.

Glossary

  • Articles. The Company's agreed rules for a voyage.
  • Attitude. How an audience responds to a marker, ranging from Welcome 2 to Closed 3.
  • Base. A port offering water and a market for Company goods without questions.
  • Company. The crew treated collectively, rated for Size, Quality and Morale.
  • Cover. A respected identity that shifts one marker's Attitude a step towards Neutral.
  • Debt. Money owed to a named backer through a Master Stake.
  • Distance. The five chase bands separating ships.
  • Fence. Someone buying goods for covert resale; also the transaction itself.
  • Fighting Strength. Boarding and defending hands, calculated as Size less one in four.
  • Foul. Weed and shell accumulating below the waterline and reducing Speed.
  • Gun to bring to. A shot or a demand that makes a ship heave to; a merchant within Medium Distance may strike without a fight to a pirate Captain with Infamy 3 or more, or to a King's ship or a commissioned privateer.
  • Hull-down. Beyond Long Distance, with the hull hidden by the horizon.
  • Infamy. How widely a name is recognised, rated 0 to 5.
  • Letter of marque. A commission to take a named enemy's ships; a prize taken under it is lawful only when a court condemns it. The holder posts a bond of 1,000 pieces, forfeit for a prize taken from a friendly flag and returned when the commission lapses (this book's rule).
  • Marker. Nation, faith, language, sex, trade, status or deed that shapes an audience's response.
  • Marooning. Abandoning an offender ashore with water, powder, a few shot and one small arm; water and powder each fill a bottle.
  • Morale. The Company's spirit, rated 0 to 6.
  • No Confidence. A Company vote to retain or remove an officer.
  • Origin. A home community supplying skills, tongues and a Strength.
  • Piece of eight. Spanish silver dollar, rated 4s 6d.
  • Prize. Captured ship and cargo, classed Poor, Fair, Rich or Great.
  • Quality. Green, Seasoned or Veteran, determining the Company's pool.
  • Quarter. Mercy granted after a Company strikes.
  • Quartermaster. Officer responsible for shares, discipline and the first boarding of prizes.
  • Role. A character's occupation aboard or ashore.
  • Share. Rank-based portion of a prize: Captain 2, hand 1.
  • Size. How many hands belong to the Company.
  • Sponsor. Someone respected by an audience who vouches for you.
  • Spree. Shore spending at 3 pieces of eight daily.
  • Stake. Starting funds determined by Standing.
  • Standing. Hand, Officer, Clerk or Master: the Role's rank determining Stake.
  • Strike. Surrender by lowering the colours.
  • Turned pardon. A pardon forfeited through renewed plunder.
  • Vote. Leadership or Charm rolled by a proposer to secure a Company decision.
  • Weather gauge. Being upwind, granting a Boon Die during a chase.

Index of Rules

Rule Where
Articles, the Company, the Vote, No Confidence, Shares Era Rules, Crew and Articles
Prize classes, the fence, Spending, People Held Aboard Era Rules, The Prize and Fence Loop
Infamy, rewards, the pardon Era Rules, The Prize and Fence Loop
Scurvy and fever Era Rules, Scurvy and Fever
Commissions, prize courts, the trial Era Rules, Law at Sea and Ashore
Prejudice and Attitude Era Rules, Prejudice
Marooning Era Rules, Marooning
Foul and careening Era Rules, Careening and Repair
Pieces of eight, wages, Stakes Era Rules, Money and Credit; Gear and Prices
Sighting, chase, wind, gunnery, boarding, quarter Sail Combat
A day's run, distances, news, stores Places and Campaign Tools
Cargoes, convoys, routes, coin and credit in the trade, smuggling, the trade in people Trade and Shipping
Scenes, campaign modes, pacing Running the Era
The hulls and their rows Ships
Adversary tiers and stat blocks Adversaries
Skills at sea and Era talents Skills and Talents