Back to Pyrates

System Notes

Wound levels

The body can withstand only a limited amount of abuse. Wounds are categorised individually as a Scratch or a Hurt etc.

Wound

Scratch

Hurt

Very Hurt

Incap

K.O.

Number

4

3

2

1

1

Example: If your are Hurt three times a fourth Hurt wound will instead count as Very Hurt in effect though remember to treat it only as a Hurt for healing purposes.

Effects of Wounds

Wounds below Incapacitated only take effect after the fight, or a pause in the fighting. You don't notice them in the excitement/terror of combat.

Scratches: ignore, they disappear in the morning, or immediately if Kissed Better by a Loved One.

Hurt: traits -1 once you are Hurt (doesn't matter how many times)

Very Hurt: traits -2 once you are Very Hurt (this is not cumulative with any Hurts)

Incapacitated: need to check a Health roll to stay conscious or do anything other than groan.

K.O.: unconscious, dying unless treated.


"Oh some are fond of fiddles, and a song well sung
And some are all for music to lilt upon the tongue
But mouths were made for tankards, and for sucking at the bung,
Says the old bold mate of Henry Morgan."

"Captain Stratton's Fancy" - Masefield


Mechanics

The Dice: 2d6

The Rolls: Skill + Attribute + dice

Either beat the other fellow or:

<10 is a definitive failure (terrible)
11-14 is unsuccessful (poor-mediocre)
15-19 is successful (fair)
20-24 is success with some style (good-excellent)
25+ definitive success (superb)

Fighting notes


Experience points

(Not the same as the character generation points or oops points for attributes/skills).

Every now and again, especially at the end of a voyage, I'll give one or two of these out to particularly fawning players. You can trade them for trait increases at the following rates though a trait can only be raised one level at a time. Raising an attribute costs 3 times the cost for skills of the same level.

New Skill Level

Step cost for Skill

Total cost of skill

Step cost for Attribute

Total cost of Attribute

New Level

1

1

1

3

3

1

2

1

2

3

6

2

3

1

3

3

9

3

4

1

4

3

12

4

5

2

6

6

18

5

6

4

10

12

30

6

7

8

18

24

54

7

8

16

34

48

102

8

etc

       

etc

Adding a gift: 6 EP at least, and GM approval.


Fudge Points

An alternative use for experience points is to 'buy off' a bad wound. After a fight is over you can expend an EP to reduce a wound by 1 level - ie it looked (and felt) more bloody and spectacular than it really was.

"Just a flesh wound Doc"