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1. Antecedentes y Marco Referencial

1.2. Marco Teórico

1.2.5. Modelo de Negocio

Certain goods are listed with a “+” after their price. For these items, quality improves the more a character spends. For instance, a standard $5 cutlery set is wooden. If he wants pewter or silver, the character can pay more.

How much more is up to the GM.

Animals: Stats for animals can be found in the Bestiary at the back of this book.

Candle: A candle provides clear light in a 2” radius for two hours. A candle blows out if the character holding it runs or is exposed to a strong wind.

Carriage: Every noble needs a carriage to avoid having to walk though the filthy streets. Acc/Top Speed: Acc. is half animal’s Pace. Top Speed is animal’s Pace + running;

Toughness: 10(2); Crew: 1+6; Notes: See horse statistics on page 231.

Climbing Gear: This consists of a small pick, a small hammer, and spikes to drive into rock. It does not include rope.

Clocks: Clocks have been in use for some centuries, but at present, only pendulum clocks are available. These are designed to sit on mantlepieces, not be carried by gentle-man. Pocket watches do exist, have only an hour hand, and are notoriously poor at keep-ing accurate time. They cost the same as a pendulum clock but weigh just 1 pound.

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Dice, Weighted: This seemingly ordinary pair of dice is weighted. The user gets an additional +1 Gambling whenever he cheats at dice games (see page 18).

Flask: A flask holds one pint of liquid. It has a waterproof cork stopper.

Grapple Gun: These grenade launchers are modified to fire a grappling hook and line to a distance of around 25” (50 yards).

When used during boarding maneuvers, a boarding roll may be attempted when the ships are within 1” of each other (or within one card of each other for the Chase rules). A Shooting roll is required in place of the usual Throwing roll, however.

Grappling Hook and Line: A grappling hook is attached to a light line of variable length but usually no more than 15 yards in length). The user throws the hook just as if he were attacking a target. It has a range of 3/6/12. If it “hits,” the hook has set and can hold up to 200 pounds of weight.

Gunsmith’s Tools: Creating weapons, pistols or shot without these tools gives the gunsmith a –2 penalty (see page 53).

Hammer, Pick, or Shovel: Very handy for mending things and burying treasure.

Hammers can be used in combat as a small improvised weapons. Picks and shovels are medium improvised weapons.

Lantern: A lantern provides light in a 4”

radius for three hours per pint of oil. There is a 50% chance the lantern breaks if dropped, and a 1 in 6 chance it sets combustibles alight.

(See page 99).

Lantern, Bullseye: A bullseye lantern acts as a regular lantern, but also has a shuttered reflective hood that can focus light through a small opening. When used in this way, it provides a cone of light equal to the Cone Template. There is a 50% chance the lantern breaks if dropped, as above.

Leather Satchel: Satchels are large enough to hold two large books (or anything else of similar size).

Letter of Marque: A license giving a cap-tain legal permission to commit acts of piracy against enemies of whichever state issues the letter. See page 70 for more details.

Lockpicks: A hero trying to pick a lock without these tools suffers a –2 penalty to his roll.

Manacles: Prisoners can be shackled at the wrists or ankles (or both). Leg shackles reduce the prisoner’s Pace to 2, while wrist manacles prevent him using his hands. Both have Toughness 12.

Map: The Spanish Main is a very large geographic area and contains many shoals and reefs. Any sailor attempting to navigate without a map is asking for trouble. Some maps also contain hidden clues to guide those who decipher them to some booty or hidden treasure.

If the players buy a map, give them a copy of the map at the front of the book. You can download copies from our website, too.

Medicine Chest: Diseases are common-place on crowded ships. A medicine chest contains 10 doses of various powders and tonics for treating sickness (but not injuries).

A surgeon using a chest has a +2 bonus to

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Healing rolls to treat diseases. Each use of the chest consumes 1d4 units of medicine.

Restocking the chest costs $100 per unit of medicine. Use the Trading rules (page 53) to determine the number of units available in a town

Oil (1 pint): Besides providing light when used in lanterns, oil can also be used as a weapon. This is most commonly done by putting oil in a ceramic flask with a lit fuse.

The flask is then thrown at the target where it breaks and the fuse sets the oil alight. Light-ing a fuse requires 1d6 rounds with flint and steel (1 round with open flame), so it’s best to light the fuse before a fight starts (a fuse stays alight for 10 minutes).

When thrown, the flask’s range is 3/6/12.

Anything it hits is set alight on a d6 roll of 5-6, causing 1d10 damage per round. The fire spreads as usual (see page 99).

Rope (10 yards): The rope can safely handle a weight of up to 300 pounds without worry. For every 50 pounds over that, roll 1d6

every minute or whenever the rope suffers a sudden stress. On a 6, the rope breaks under the strain.

Scroll Case: Used to carry maps and other important documents, scroll cases are made of leather and can be made watertight by sealing the ends with pitch (available free on any ship).

Soap: What scurvy pirate needs soap? Well, aside from helping you scrub the decks, soap could be used as part of an Agility Trick by sliding it under someone’s foot.

Torch (1 hour): A torch provides clear light in a 4” radius. Properly prepared torches last for one hour. Temporary torches can be made with some wood, rags, and 1 pint of oil for every 10 torches. These last half as long, however.

Waterskin: A waterskin holds 2 quarts of liquid and weighs 5 pounds when full.

Writing Equipment: The basic price covers a quill and a pot of ink. At higher costs, one gets multiple quills of better quality, several pots of ink (including different colors), and sticks of sealing wax.

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Type Armor Weight* Cost Notes

Personal

Leather +1 6 50 Covers torso, arms, legs

Plate corselet +3 20 400 Covers torso

Plate greaves (legs) +3 10 200 Covers legs

Plate vambraces (arms) +3 10 200 Covers arms

Steel Helmet +3 4 75 50% chance of protecting against head shot Shields

Small Shield (Buckler) 8 25 Parry +1

*This is effective weight when worn. Most armor weighs quite a bit more when carried rather than worn.

Armor

Ammo Weight Cost Notes

Arrow* 1/5 1/2

Quarrel* 1/5 1/5 AP 2 (standard crossbow bolt) Shot (w/powder) 1/10 1 For black powder weapons

Sling stone 1/10 1/20 Stones can also be found for free with a Notice roll and 1d10 min-utes searching, depending on terrain

*Outdoors, arrows and quarrels are recovered on a d6 roll of 4-6 (50% chance). Underground or indoors, the chance is reduced to a roll of 5-6 on 1d6 to reflect the increased chance of breakage.

Ammunition

*A blunderbuss does 1d6 at Long range, 2d6 at Medium range, and 3d6 at Close range.

** Thrown range.

Type Range Damage RoF Cost Weight Min Str Notes

Grenade launcher 10/20/40 As grenade 1 600 14 d6 2 full actions to reload;

See notes

Musket 10/20/40 2d8 1 300 15 d6 2 full actions to reload

Musketoon 5/10/20 2d8 1 200 8 d6 2 full actions to reload

Rifled Musket 15/30/60 2d8 1 300 8 d6 AP 2; 3 full actions to reload

Blunderbuss 10/20/40 1-3d6* 1 300 12 d6 2 full actions to reload

Flintlock Pistol 5/10/20 2d6+1 1 150 3 2 full actions to reload

Grenade 3/6/9** 3d6 50 1 See notes

Pocket Pistol 2/4/6 2d6–1 1 250 2 2 full actions to reload;

See notes

Powder Bomb 2/4/8** 2d6 20 1 See notes

Turn-Out Pistol 10/20/40 2d6+1 1 250 3 2 full actions to reload;

See notes

Two-Barrel Pistol 5/10/20 2d6+1 1/2 200 5 d6 2 full actions to reload per barrel; See notes

Volley Gun Cone 2d8 1 350 12 d8 2 full actions to reload

per barrel

Blackpowder Weapons

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Type Damage Weight Cost Min Str Notes Axes and Mauls

Axe Str+d6 2 50 d6

Boarding Axe Str+d8 10 100 d8

Great Axe Str+d10 15 250 d10 AP 1; Parry –1; requires 2 hands

Maul Str+d8 20 250 d10 AP 2 vs rigid armor (plate); Parry –1; requires 2 hands

Blades

Bayonet Str+d4 1 25 +1 Reach, Parry +1, and requires 2 hands when

used with musket

Dagger Str+d4 1 25

Great sword Str+d10 12 250 d10 Parry –1; requires 2 hands

Hook Str+d4 20 See notes

Long sword Str+d8 8 200 d6 Includes scimitars

Marlinespike Str+d4 1 10 –1 Fighting; AP 1

Rapier Str+d4 3 150 Parry +1

Short Sword Str+d6 4 50 Includes sabers and cutlasses Blunt Weapons

Club/Belaying Pin Str+d4 1 5

Brass Knuckles Str+d4 1 20

Pole Arms

Gaff Str+d4 6 10 d6 Reach 1; requires 2 hands; See notes

Halberd Str+d8 15 300 d8 Reach 1; requires 2 hands Harpoon Str+d6 10 100 d8 Reach 1; requires 2 hands

Staff Str+d4 8 5 Parry +1; Reach 1; requires 2 hands

Spear Str+d6 5 25 d6 Parry +1; Reach 1; requires 2 hands

Hand Weapons

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