The High Seas
Crew
Every hand is pulled out of the water after a sinking, and every one is different: a trade or two, a rank that caps what they can become, and a bar that fills only at sea.
Finding crew
- From the water
- Sink a monster ship and the captain who did her the most harm may pull a survivor out — likelier, and likelier to be of rank, the harder the ship
- From The Ferryman
- Every raider with a share of the damage may haul one out, on far better odds of rank
- By boarding
- A monster ship won by boarding raises the odds of a survivor
- Where they go
- Into the hold, weighing nothing, and ashore with the rest when she docks at home
- Signing on
- At the Shipyard, into her berths — 1, 2, 3 and 5 by hull — for a small Silver fee
- Trading
- A hand not signed on is an item: traded, sold, or stored in a Crew Pub
Trades
What a hand does. Most carry TWO trades sharing one budget unevenly (5/1, 4/2 or 3/3 sixths); now and then a Pure Bred carries one trade with the whole budget in it. A hand of three trades, from before Pure Breds, is an Able Seaman.
| Trade | Adds to her |
|---|---|
| cannon damage | |
| faster reload | |
| speed | |
| turn rate | |
| hull | |
| hold space | |
| sighting range | |
| cannon range |
Ranks
A hand's rank caps what they add in all, fully trained (level 5), split across their trades. Each level before that reaches its share of the cap.
| Rank | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | XP to fully trained | Promotions, in Silver |
|---|---|---|---|---|---|---|---|
| Midshipman | 1% | 1.5% | 2% | 2.5% | 3% | 7,500 | 1,780 |
| Lieutenant | 1.33% | 2% | 2.67% | 3.33% | 4% | 13,125 | 4,730 |
| Captain | 1.67% | 2.5% | 3.33% | 4.17% | 5% | 18,750 | 12,590 |
| Commodore | 2% | 3% | 4% | 5% | 6% | 24,375 | 33,460 |
| Admiral | 2.67% | 4% | 5.33% | 6.67% | 8% | 30,000 | 89,000 |
Promotions
XP comes only at sea. When a hand's bar is full, the level is bought with Silver at the Shipyard — and the bar stops until it is: an unpromoted hand banks nothing.
| Rank | To level 2 | To level 3 | To level 4 | To level 5 |
|---|---|---|---|---|
| Midshipman | 500 XP · 80 | 1,500 XP · 200 | 3,500 XP · 500 | 7,500 XP · 1,000 |
| Lieutenant | 875 XP · 210 | 2,625 XP · 530 | 6,125 XP · 1,330 | 13,125 XP · 2,660 |
| Captain | 1,250 XP · 570 | 3,750 XP · 1,410 | 8,750 XP · 3,540 | 18,750 XP · 7,070 |
| Commodore | 1,625 XP · 1,500 | 4,875 XP · 3,760 | 11,375 XP · 9,400 | 24,375 XP · 18,800 |
| Admiral | 2,000 XP · 4,000 | 6,000 XP · 10,000 | 14,000 XP · 25,000 | 30,000 XP · 50,000 |
Crew XP from a sinking
The ship's share, split evenly between the hands aboard: one hand takes it all, four take a quarter each. Your flag moves it (Peace, Blue, Black), and a boarding win adds to it. The Ferryman pays every hand aboard every raider's ship.
| Ship sunk | Crew XP |
|---|---|
| Pirate Sloop | 25 |
| Orcish Longship | 40 |
| Lizardman War Galley | 60 |
| Pirate Brigantine | 85 |
| Ghost Ship | 115 |
| The Dread Galleon | 150 |
| Ophidian Dreadnought | 195 |
| The Infernal | 250 |
| The Ferryman | 300 to every hand |
| Ferryman's Cutter | 30 |
Boarding ratings
Every hand has a Boarding Attack and Defence by rank and level; a first trade of Gunner or Gun Captain leans to attack, Ship's Carpenter or Helmsman to defence. A side fights at its ship's condition — down to 44% with hull and sails gone — and a hungry hand at half.
| Rank | Level 1 | Level 5 | Ransom if held, per level |
|---|---|---|---|
| Midshipman | 6 / 6 | 10 / 10 | 20 Silver |
| Lieutenant | 8 / 8 | 14 / 14 | 40 Silver |
| Captain | 11 / 11 | 18 / 18 | 80 Silver |
| Commodore | 14 / 14 | 23 / 23 | 160 Silver |
| Admiral | 18 / 18 | 30 / 30 | 320 Silver |
More on the High Seas
Ships
Every hull, what she costs to build, her timber and rolls, upgrades, spyglasses and Shipyard fees.
Sailing
The helm and its keys, wind, storms, harbours and town docks, mending at sea, your colours, and fishing with a seine.
Guns & Abilities
Cannons by metal, shot, the Ferryman's rare guns, the twelve ship abilities and how boarding works.
Foes & Plunder
The monster fleet and where it sails, the pirate crews, The Ferryman, and what every wreck gives up.