Shinobi: Origins - Seafaring
Traveling Roles
While traveling greater distances each member of the crew fills a role and makes a single Skill Roll for each day of travel. All characters are assumed to be in Light Load while filling their role. A character may use Load to perform their duties and address complications. Load is reset at the start of each day. Characters who use Jutsu to perform their duties pay 3 Chakra instead of the usual 1. This represents the character doing their job for 3 downtimes and resting for the night. Resting on the ship is usually treated as Rugged. The position of the crew is shared between all members. It is usually Controlled but can be adjusted with complications.
Lookout
Scans for sights while at sea.
Possible Failures
- Bad weather makes for rough sailing
- Fog hampers visibility
- Wind dies for loss of time
- Poor fishing waters
- Ambushed
- Collision with obstacle
Possible Successes
- Spot a trade route
- Find good fishing waters
- Spot a port
- Get the drop on a possible enemy
- Excellent sailing conditions to make up time
- Spot a curiosity
Possible Failures
- Bad weather makes for rough sailing
- Fog hampers visibility
- Wind dies for loss of time
- Poor fishing waters
- Ambushed
- Collision with obstacle
Possible Successes
- Spot a trade route
- Find good fishing waters
- Spot a port
- Get the drop on a possible enemy
- Excellent sailing conditions to make up time
- Spot a curiosity
Navigator
Plots the course to the destination.
Possible Failures
- Sail into dangerous waters
- Sail off course and loose time
Possible Successes
- Sail into safe waters
- Stay on course
Possible Failures
- Sail into dangerous waters
- Sail off course and loose time
Possible Successes
- Sail into safe waters
- Stay on course
Striker
Catches food and essential resources at sea.
Possible Failures
- Fishing supplies are used up or damaged
- Birds draw unwanted attention
- The quarry damages the ship
- Someone is harmed in the hunt
- Your chase leads you off course
Possible Successes
- 1g worth of food is obtained / Effect
- Fresh water is collected at 2 units / Effect
Possible Failures
- Fishing supplies are used up or damaged
- Birds draw unwanted attention
- The quarry damages the ship
- Someone is harmed in the hunt
- Your chase leads you off course
Possible Successes
- 1g worth of food is obtained / Effect
- Fresh water is collected at 2 units / Effect
Rigger
Manages sails to maintain speed.
Possible Failures
- Someone is harmed by the rigging
- The hard work exhausts you
- Loose rigging causes a loss of time
- Someone is knocked overboard
- Tigh rigging causes damage to the ship
Possible Successes
- Keep the ship on pace
- You make great time
Possible Failures
- Someone is harmed by the rigging
- The hard work exhausts you
- Loose rigging causes a loss of time
- Someone is knocked overboard
- Tigh rigging causes damage to the ship
Possible Successes
- Keep the ship on pace
- You make great time
Cook
Expend food items to feed the crew.
Possible Failures
- The crew becomes sick
- Additional ingredients are spoiled
- The crew becomes more hungry
Possible Successes
- The ingredients are used to grant the crew an ability with potion crafting standards but the effects apply to the whole crew.
- The crew is fed for a longer time
- Morale is increased
Possible Failures
- The crew becomes sick
- Additional ingredients are spoiled
- The crew becomes more hungry
Possible Successes
- The ingredients are used to grant the crew an ability with potion crafting standards but the effects apply to the whole crew.
- The crew is fed for a longer time
- Morale is increased
Doctor
Heal the ailments of the crew.
Possible Failures
- Your own health begins to slip
- Medical supplies become expended
- A condition worsens
Possible Successes
- Restore the health clocks of all who are being treated by your Effect
Possible Failures
- Your own health begins to slip
- Medical supplies become expended
- A condition worsens
Possible Successes
- Restore the health clocks of all who are being treated by your Effect
Engagement Roles
Once engaged, a character filling a role can take a single action each round. Characters act in the order their roles are listed. Engagement rounds are about 30 seconds long. More than one character may serve as Lookout, Deckhand, or Gunner while the roles of Captain and Helmsman can only be filled once.
Lookout
Survey Surroundings
Skill - Search
Effect identifies that number of obstacles within sight.
Loose Sails
Skill - Finesse
2 Effect looses a single sail so its speed and maneuvering bonuses can be applied. Prior to engagement a ship will be running with only the main and jib sails.
Predict Maneuvers
Skill - Analyze
Effect 2 determines the next path of a single vessel.
Skill - Search
Effect identifies that number of obstacles within sight.
Loose Sails
Skill - Finesse
2 Effect looses a single sail so its speed and maneuvering bonuses can be applied. Prior to engagement a ship will be running with only the main and jib sails.
Predict Maneuvers
Skill - Analyze
Effect 2 determines the next path of a single vessel.
Captain
Command a Simple Maneuver
Skill - Inspiration
Plot course and Effect becomes bonus dice to be used by the rest of the crew this round.
Command a Deceptive Maneuver
Skill - Deception
Plot course and Effect becomes bonus dice to be used by the rest of the crew this round.
Command a Dangerous Maneuver
Skill - Persuasion
Plot course and Effect becomes bonus dice to be used by the rest of the crew this round.
Skill - Inspiration
Plot course and Effect becomes bonus dice to be used by the rest of the crew this round.
Command a Deceptive Maneuver
Skill - Deception
Plot course and Effect becomes bonus dice to be used by the rest of the crew this round.
Command a Dangerous Maneuver
Skill - Persuasion
Plot course and Effect becomes bonus dice to be used by the rest of the crew this round.
Helmsman
Perform Standard or Turning Maneuver
Skill - Ride
Allows the vessel to utilize up to the Effect in maneuverability degrees this round limited by rigging.
Perform Defensive Maneuver
Skill - Tactics
Retain 1 degree of maneuverability and 2 Effect treats your vessel as 1 range increment further away from a single vessel for your attacks and theirs this round.
Perform Ramming Maneuver
Skill - Precision
Retain 1 degree of maneuverability and add Effect as damage against rammed ships Durability if struck in the side. Add this damage to your own vessel as well if struck in the bow or stern. Reduce the damage by 1 for a glancing blow.
Skill - Ride
Allows the vessel to utilize up to the Effect in maneuverability degrees this round limited by rigging.
Perform Defensive Maneuver
Skill - Tactics
Retain 1 degree of maneuverability and 2 Effect treats your vessel as 1 range increment further away from a single vessel for your attacks and theirs this round.
Perform Ramming Maneuver
Skill - Precision
Retain 1 degree of maneuverability and add Effect as damage against rammed ships Durability if struck in the side. Add this damage to your own vessel as well if struck in the bow or stern. Reduce the damage by 1 for a glancing blow.
Deckhand
Tie Sails
Skill - Might
Effect 2 utilizes the Speed bonus from a loosed sail.
Cross Jib Sail
Skill - Finesse
Effect 2 restores the effectiveness of the jib sail after crossing the line of the wind.
Untie Sails
Skill - Athletics
Effect 2 cancels a tied sails Speed bonus until tied again.
Skill - Might
Effect 2 utilizes the Speed bonus from a loosed sail.
Cross Jib Sail
Skill - Finesse
Effect 2 restores the effectiveness of the jib sail after crossing the line of the wind.
Untie Sails
Skill - Athletics
Effect 2 cancels a tied sails Speed bonus until tied again.
Gunner
Aim
Skill - Tactics
Effect 2 grants a bonus die to the next shot on the called target.
Fire
Skill - Precision
Choose number of guns to fire and effect determines number of hits:
0 Effect - Miss
1 Effect - Treat target as 1 range increment further away
2 Effect - Standard hit
3+ Effect - Treat target as 1 range increment closer
Reload
Skill - Tinker
Reload 2 guns / Effect.
Skill - Tactics
Effect 2 grants a bonus die to the next shot on the called target.
Fire
Skill - Precision
Choose number of guns to fire and effect determines number of hits:
0 Effect - Miss
1 Effect - Treat target as 1 range increment further away
2 Effect - Standard hit
3+ Effect - Treat target as 1 range increment closer
Reload
Skill - Tinker
Reload 2 guns / Effect.
Additional Crew
Gaining Crew
New crew members can be hired or collected through other means like rescue and capture. If hired they cost 2g for an additional member of an existing class or 6g for a leader of a new class.
Crew start with training in 1 Skill specific to their class and 1 Load of standard equipment that serves that Skill. Skills can be upgraded through building Bond with the leader of a class. 1 clock full grants either training in an additional Skill of your choice or another level of training in their class Skill. They can be upgraded in this way twice. Upgrading them to Bond 3 makes them eligible to become a Captain.
Equipment
Crew Equipment can be upgraded by spending gold to purchase it. You must buy enough to equip 4 units and their leader will hold on to the equipment of lost members to lend to replacements. Each member of a crew can only be equipped with 3 items including their starting item which can be replaced.
Health
Crew have Health of a 4 clock becoming disabled after taking the third tick and dead after taking the fourth. Crew with armor can apply it normally and track its use individually. Crew with training in defensive Skills reduce the effect of damage by their training level.
Commanding Crew
Crew are commanded with a Skill roll from their officer such as Inspiration, Persuasion, or Tactics. Crew offer +1 Dice or Effect / unit in the crew (1-4) +1 Additional Dice or Effect / Training level in the Skill in use. If the officer is performing a task with the crew and both have training in the Skill, the officer may roll the directed Skill rather than a social Skill and give up the training bonus.
Maintaining Crew
Each member of a crew consumes 1 food and 1 water each day they are in use. They restore 1 tick of health by resting.
Morale
If you perform actions that make the crew extremely happy they can gain a Morale Bonus. This is a single reroll of a crew roll / day. Most actions that would cause high Morale last for 1-3 days. If the crew is extremely unhappy they get a Morale Penalty. This is a single reroll of a crew roll / day that the GM can call for at their choosing.
New crew members can be hired or collected through other means like rescue and capture. If hired they cost 2g for an additional member of an existing class or 6g for a leader of a new class.
Crew start with training in 1 Skill specific to their class and 1 Load of standard equipment that serves that Skill. Skills can be upgraded through building Bond with the leader of a class. 1 clock full grants either training in an additional Skill of your choice or another level of training in their class Skill. They can be upgraded in this way twice. Upgrading them to Bond 3 makes them eligible to become a Captain.
Equipment
Crew Equipment can be upgraded by spending gold to purchase it. You must buy enough to equip 4 units and their leader will hold on to the equipment of lost members to lend to replacements. Each member of a crew can only be equipped with 3 items including their starting item which can be replaced.
Health
Crew have Health of a 4 clock becoming disabled after taking the third tick and dead after taking the fourth. Crew with armor can apply it normally and track its use individually. Crew with training in defensive Skills reduce the effect of damage by their training level.
Commanding Crew
Crew are commanded with a Skill roll from their officer such as Inspiration, Persuasion, or Tactics. Crew offer +1 Dice or Effect / unit in the crew (1-4) +1 Additional Dice or Effect / Training level in the Skill in use. If the officer is performing a task with the crew and both have training in the Skill, the officer may roll the directed Skill rather than a social Skill and give up the training bonus.
Maintaining Crew
Each member of a crew consumes 1 food and 1 water each day they are in use. They restore 1 tick of health by resting.
Morale
If you perform actions that make the crew extremely happy they can gain a Morale Bonus. This is a single reroll of a crew roll / day. Most actions that would cause high Morale last for 1-3 days. If the crew is extremely unhappy they get a Morale Penalty. This is a single reroll of a crew roll / day that the GM can call for at their choosing.
Ship Stats
Speed
This is the number of Hexes a ship will travel while utilizing its main sail with a favorable wind direction. This number is reduced by 1 for each Cargo occupied to a minimum of 0. All craft can maneuver 1 degree in the midpoint of their path each round unless modified by special sails. Ships moving directly with the wind gain +1 Speed while ships moving directly against the wind gain -1 Speed regardless of their Rigging and Cargo.
Cargo
This is the number of large storage holds on the ship. A ship can carry enough necessary supplies for its crew to be covered for a week without taking up a Cargo slot. Common supplies that fill these holds are munitions and repair supplies. After any vessel fires more than half of its cannons in an engagement, it will need to either dock or use munitions from a Cargo hold to fire cannons in another engagement. After any vessel takes damage to its Durability or has any of its sails disabled, it will need to either dock or use repair supplies from a Cargo hold to restore the vessel. Cargo slots can also be filled with 20 units of trade goods or up to 10 passengers / slot.
Cannons
This is the total number of port and starboard mounted heavy guns on the vessel. That number is divided equally between the two sides of the ship. With a successful roll from the Gunner, Cannons deal effect against the durability of targeted vessels modified by the number of guns fired and the distance to the target.
0 Hexes - Point Blank Range - 1 Effect / Cannon
1-3 Hexes - Close Range - 1 Effect / every 3 out 4 Cannons
4-6 Hexes - Medium Range - 1 Effect / every 2 Cannons
7-9 Hexes - Long Range - 1 Effect / every 4 Cannons
10-12 Hexes - Extreme Range - 0 Effect
Once guns are fired, they must be reloaded on a subsequent round before they can be fired again. The Gunner should track the number of guns on each side that have been fired during an engagement. If that number exceeds 1/2 the total Cannons, the ship will need to rearm at port or access munitions in its Cargo before it can fire Cannons in another engagement.
Cannons can be used to target specific parts of a ship such as sails. Targeting a sail incurs a -2 penalty on the roll and requires 2 effect to disable the sail. Damage dealt to sails does not reduce the Durability of the ship. Disabling a ships main sail forces its next separate sail to become the main sail.
Durability
This is the Health clock of the ship. A ship will function normally until its Durability reaches 2 at which point it becomes disabled and cannot move beyond the natural wind. The ship will need repairs or else it risks sinking at the end of the scene. If a ship reaches 0 Durability it begins sinking immediately and will go under within a few rounds. Durability for ships and other large structures is scaled differently than a character's health clock. One tick of Heavy Durability like a ship's is equivalent to 4 ticks of the Effect of a character's attacks, and a character would have to deal all 4 Effect to the Heavy durability to allow it to register. Heavy guns such as cannons are on the same scale as a ships Heavy Durability.
Shallow Draft
Some ships with this feature can sail into shallower waters than other ships.
Main Sail
This is the sail that is most important to the ship's movement. As long as the Main Sail is loosed, the ship will make use of its Speed value.
Fore and Aft Rigging
This denotes that this specific sail gives its Speed bonus while sailing into the wind or 1 degree to either side of a headwind. If this sail is loosed and is not the main sail it instead gives a maximum of +1 Effect towards Speed with a successful roll from a deckhand.
Square Rigging
This denotes that this specific sail gives its Speed bonus while sailing with the wind or 1 degree to either side of a tailwind. If this sail is loosed and is not the main sail it instead gives a maximum of +1 Effect towards Speed with a successful roll from a deckhand.
Maneuvering Rigging
This denotes that this specific sail allows for 1 additional degree of maneuverability each round. All craft can maneuver 1 degree in the midpoint of their path each round. Additional maneuvering from this rigging is done first at the end of the path and second at start.
Top / Head / Aft / Mizzen Gaff Sails
This denotes that the benefits from this sail are attached to the same mast as the previously listed sail.
Secondary / Third Sails
This denotes the order in which sails become the main sail after the true main sail becomes disabled.
Jib Sail
This sail is always rigged for maneuvering and cannot become a mainsail. Although it is rigged to the foremost mast, it does not become disabled if that mast is broken and instead must be targeted separately.
This is the number of Hexes a ship will travel while utilizing its main sail with a favorable wind direction. This number is reduced by 1 for each Cargo occupied to a minimum of 0. All craft can maneuver 1 degree in the midpoint of their path each round unless modified by special sails. Ships moving directly with the wind gain +1 Speed while ships moving directly against the wind gain -1 Speed regardless of their Rigging and Cargo.
Cargo
This is the number of large storage holds on the ship. A ship can carry enough necessary supplies for its crew to be covered for a week without taking up a Cargo slot. Common supplies that fill these holds are munitions and repair supplies. After any vessel fires more than half of its cannons in an engagement, it will need to either dock or use munitions from a Cargo hold to fire cannons in another engagement. After any vessel takes damage to its Durability or has any of its sails disabled, it will need to either dock or use repair supplies from a Cargo hold to restore the vessel. Cargo slots can also be filled with 20 units of trade goods or up to 10 passengers / slot.
Cannons
This is the total number of port and starboard mounted heavy guns on the vessel. That number is divided equally between the two sides of the ship. With a successful roll from the Gunner, Cannons deal effect against the durability of targeted vessels modified by the number of guns fired and the distance to the target.
0 Hexes - Point Blank Range - 1 Effect / Cannon
1-3 Hexes - Close Range - 1 Effect / every 3 out 4 Cannons
4-6 Hexes - Medium Range - 1 Effect / every 2 Cannons
7-9 Hexes - Long Range - 1 Effect / every 4 Cannons
10-12 Hexes - Extreme Range - 0 Effect
Once guns are fired, they must be reloaded on a subsequent round before they can be fired again. The Gunner should track the number of guns on each side that have been fired during an engagement. If that number exceeds 1/2 the total Cannons, the ship will need to rearm at port or access munitions in its Cargo before it can fire Cannons in another engagement.
Cannons can be used to target specific parts of a ship such as sails. Targeting a sail incurs a -2 penalty on the roll and requires 2 effect to disable the sail. Damage dealt to sails does not reduce the Durability of the ship. Disabling a ships main sail forces its next separate sail to become the main sail.
Durability
This is the Health clock of the ship. A ship will function normally until its Durability reaches 2 at which point it becomes disabled and cannot move beyond the natural wind. The ship will need repairs or else it risks sinking at the end of the scene. If a ship reaches 0 Durability it begins sinking immediately and will go under within a few rounds. Durability for ships and other large structures is scaled differently than a character's health clock. One tick of Heavy Durability like a ship's is equivalent to 4 ticks of the Effect of a character's attacks, and a character would have to deal all 4 Effect to the Heavy durability to allow it to register. Heavy guns such as cannons are on the same scale as a ships Heavy Durability.
Shallow Draft
Some ships with this feature can sail into shallower waters than other ships.
Main Sail
This is the sail that is most important to the ship's movement. As long as the Main Sail is loosed, the ship will make use of its Speed value.
Fore and Aft Rigging
This denotes that this specific sail gives its Speed bonus while sailing into the wind or 1 degree to either side of a headwind. If this sail is loosed and is not the main sail it instead gives a maximum of +1 Effect towards Speed with a successful roll from a deckhand.
Square Rigging
This denotes that this specific sail gives its Speed bonus while sailing with the wind or 1 degree to either side of a tailwind. If this sail is loosed and is not the main sail it instead gives a maximum of +1 Effect towards Speed with a successful roll from a deckhand.
Maneuvering Rigging
This denotes that this specific sail allows for 1 additional degree of maneuverability each round. All craft can maneuver 1 degree in the midpoint of their path each round. Additional maneuvering from this rigging is done first at the end of the path and second at start.
Top / Head / Aft / Mizzen Gaff Sails
This denotes that the benefits from this sail are attached to the same mast as the previously listed sail.
Secondary / Third Sails
This denotes the order in which sails become the main sail after the true main sail becomes disabled.
Jib Sail
This sail is always rigged for maneuvering and cannot become a mainsail. Although it is rigged to the foremost mast, it does not become disabled if that mast is broken and instead must be targeted separately.
Light Craft
Schooner
Value - 70g
Speed - 6
Cargo - 2
Cannons - 8
Durability - 8
Shallow Draft
Main Sail - Fore and Aft
Secondary Sail - Fore and Aft
Jib Sail - Maneuvering
Speed - 6
Cargo - 2
Cannons - 8
Durability - 8
Shallow Draft
Main Sail - Fore and Aft
Secondary Sail - Fore and Aft
Jib Sail - Maneuvering
Cutter
Value - 70g
Speed - 6
Cargo - 2
Cannons - 10
Durability - 8
Main Sail - Fore and Aft
Head Sail - Maneuvering
Jib Sail - Maneuvering
Speed - 6
Cargo - 2
Cannons - 10
Durability - 8
Main Sail - Fore and Aft
Head Sail - Maneuvering
Jib Sail - Maneuvering
Sloop
Value - 75g
Speed - 6
Cargo - 3
Cannons - 10
Durability - 8
Main Sail - Fore and Aft
Top Sail - Square
Jib Sail - Maneuvering
Speed - 6
Cargo - 3
Cannons - 10
Durability - 8
Main Sail - Fore and Aft
Top Sail - Square
Jib Sail - Maneuvering
Medium Craft
Barque
Value - 90g
Speed - 5
Cargo - 3
Cannons - 12
Durability - 10
Shallow Draft
Main Sail - Square
Secondary Sail - Square
Aft Sail - Fore and Aft
Jib Sail - Maneuvering
Speed - 5
Cargo - 3
Cannons - 12
Durability - 10
Shallow Draft
Main Sail - Square
Secondary Sail - Square
Aft Sail - Fore and Aft
Jib Sail - Maneuvering
Brigantine
Value - 95g
Speed - 5
Cargo - 4
Cannons - 14
Durability - 10
Main Sail - Fore and Aft
Top Sail - Square
Secondary Sail - Square
Jib Sail - Maneuvering
Speed - 5
Cargo - 4
Cannons - 14
Durability - 10
Main Sail - Fore and Aft
Top Sail - Square
Secondary Sail - Square
Jib Sail - Maneuvering
Brig
Value - 100g
Speed - 4
Cargo - 4
Cannons - 16
Durability - 12
Main Sail - Square
Secondary Sail - Square
Aft Sail - Fore and Aft
Jib Sail - Maneuvering
Speed - 4
Cargo - 4
Cannons - 16
Durability - 12
Main Sail - Square
Secondary Sail - Square
Aft Sail - Fore and Aft
Jib Sail - Maneuvering
Corvette
Value - 105g
Speed - 4
Cargo - 4
Cannons - 18
Durability - 12
Main Sail - Square
Secondary Sail - Square
Third Sial - Square
Jib Sail - Maneuvering
Speed - 4
Cargo - 4
Cannons - 18
Durability - 12
Main Sail - Square
Secondary Sail - Square
Third Sial - Square
Jib Sail - Maneuvering
Heavy Craft
Galleon
Value - 130g
Speed - 3
Cargo - 6
Cannons - 22
Durability - 16
Main Sail - Square
Secondary Sail - Square
Third Sail - Square
Mizzen Gaff Sail - Fore and Aft
Speed - 3
Cargo - 6
Cannons - 22
Durability - 16
Main Sail - Square
Secondary Sail - Square
Third Sail - Square
Mizzen Gaff Sail - Fore and Aft
Frigate
Value - 135g
Speed - 3
Cargo - 4
Cannons - 26
Durability - 16
Main Sail - Square
Secondary Sail - Square
Third Sail - Square
Mizzen Gaff Sail - Fore and Aft
Jib Sail - Maneuvering
Speed - 3
Cargo - 4
Cannons - 26
Durability - 16
Main Sail - Square
Secondary Sail - Square
Third Sail - Square
Mizzen Gaff Sail - Fore and Aft
Jib Sail - Maneuvering
Man-o-War
Value - 180g
Speed - 2
Cargo - 4
Cannons - 40
Durability - 20
Main Sail - Square
Secondary Sail - Square
Third Sail - Square
Mizzen Gaff Sail - Fore and Aft
Jib Sail - Maneuvering
Speed - 2
Cargo - 4
Cannons - 40
Durability - 20
Main Sail - Square
Secondary Sail - Square
Third Sail - Square
Mizzen Gaff Sail - Fore and Aft
Jib Sail - Maneuvering