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