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skull_shackles:vesselpeople [2022/08/13 00:39] – [Passengers & Officers.] johnbskull_shackles:vesselpeople [2022/09/08 16:50] – [Vessels] johnb
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   * **Release the ship**.  You might just decide to take the cargo, and any other plunder, and then release it to go on its own way.  If you have nothing against the owners, and the crew haven’t fought that hard, you might just release it to go on its way.  That might, eventually, get you a reputation as being a ‘fair’ pirate ship (so long as you fly an identifiable flag) and ships might surrender to you more easily, knowing that you will treat them reasonably.  It  is the least printable way of all.   * **Release the ship**.  You might just decide to take the cargo, and any other plunder, and then release it to go on its own way.  If you have nothing against the owners, and the crew haven’t fought that hard, you might just release it to go on its way.  That might, eventually, get you a reputation as being a ‘fair’ pirate ship (so long as you fly an identifiable flag) and ships might surrender to you more easily, knowing that you will treat them reasonably.  It  is the least printable way of all.
-  * **Sell the Ship**.  If you can crew(*) the captured ship, you can sail it to a ‘pirate friendly’ city and sell it.  That normally gets you half the base value of the ship in GP (5,000gp for a sailing ship, less for others) although if it is badly damaged you will get less than that. +  * **Sell the Ship**.  If you can crew(*) the captured ship, you can sail it to a ‘pirate friendly’ city and sell it.  That normally gets you half the base value of the ship in GP (5,000gp for a sailing ship) although if it is badly damaged you will get less than that. 
-  * Keep the ship 1.  If you think the ship is better than the vessel that you have, you can keep it and sell your own vessel.  In this case, you probably want to ‘squib’ it.  If you have taken the vessel from another pirate, or (perhaps) the Chelish Navy – you certainly don’t want them to know that you still have it.  That would make some encounters very difficult indeed.  The same is true for any vessel, especially if you intend to visit non-pirate ports.  Sooner or later, the ship will be recognised – and you will be charged with piracy on the high seas.  Again, you will need to have a second crew(*), and reliable officers, to stop the crew taking over+  * **Keep the ship 1**.  If you think the ship is better than the vessel that you have, you can keep it and sell your own vessel.  In this case, you probably want to ‘squib’ it.  If you have taken the vessel from another pirate, or (perhaps) the Chelish Navy – you certainly don’t want them to know that you still have it.  That would make some encounters very difficult indeed.  The same is true for any vessel, especially if you intend to visit non-pirate ports.  Sooner or later, the ship will be recognised – and you will be charged with piracy on the high seas.  Again, you will need to have a second crew(*), and reliable officers, to stop the crew taking over
   * **Keep the ship 2**.  You might choose to split your crew(*) and run a second vessel.  However, this generally means that a PC (or senior NPC) is leaving your crew and setting up on their own.  Sure, you can call on their help, occasionally.  However, this needs to be for something significant such as large land-based raids, or to challenge a fleet of vessels.  The vessel still needs squibbing, but that expense falls to the PC/NPC who leaves.  This might be a suitable way to ‘retire’ Kaleb, at some point.   * **Keep the ship 2**.  You might choose to split your crew(*) and run a second vessel.  However, this generally means that a PC (or senior NPC) is leaving your crew and setting up on their own.  Sure, you can call on their help, occasionally.  However, this needs to be for something significant such as large land-based raids, or to challenge a fleet of vessels.  The vessel still needs squibbing, but that expense falls to the PC/NPC who leaves.  This might be a suitable way to ‘retire’ Kaleb, at some point.
-  * **Leave the Ship**.   It might be that the ship is badly damaged, or that you can’t crew it or even that it belongs to someone that you don’t like – but you could just leave the ship drifting or you could sink it.  That might give you a problem with the crew and officers though.  Do you recruit them, release them in an open boat and give them a chance for survival, maroon them on a deserted island, leave them aboard the abandoned ship, kill them or take them prisoner for release or ransom in a port?  Remember that  captured officers and crew might try to take over your ship, and that crewmen who are pressed into service won’t work efficiently and will do a runner as soon as they can.+  * **Sink the Ship**.   It might be that the ship is badly damaged, or that you can’t crew it or even that it belongs to someone that you don’t like – but you could just leave the ship drifting or you could sink it.  That might give you a problem with the crew and officers though.  Do you recruit them, release them in an open boat and give them a chance for survival, maroon them on a deserted island, leave them aboard the abandoned ship, kill them or take them prisoner for release or ransom in a port?  Remember that  captured officers and crew might try to take over your ship, and that crewmen who are pressed into service won’t work efficiently and will do a runner as soon as they can.
  
-(&) You don’t need a full crew to sail a vessel.  However, you do need a full crew to sail at normal speed or to fight a vessel.  A ship with a reduced crew is a sitting duck – you can’t outrun other vessels and you are very vulnerable if you are boarded.+**(*)** You don’t need a full crew to sail a vessel.  However, you do need a full crew to sail at normal speed or to fight a vessel.  A ship with a reduced crew is a sitting duck – you can’t outrun other vessels and you are very vulnerable if you are boarded.
  
 ===== People ===== ===== People =====
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 ==== Passengers & Officers. ==== ==== Passengers & Officers. ====
  
-sdfs +Passengers and officers both have links to wealthy people, so are eligible for ransom. 
-sfd + 
-  * Release. You can release a ships’ officers to go about their business.  If you release the ship, after taking their cargo and other plunder, you probably need to release the officers to.  Or, at least, the majority of the officers so that there is someone who can command the ship for the rest of its voyage.  Just because you choose to release some officers, doesn’t mean that you must release all of the officers.  There in no reason why you couldn’t execute the captain, ransom the rest of the senior officers and let the ship sail on under its junior officers. +  * **Release**. You can release a ships’ officers to go about their business.  If you release the ship, after taking their cargo and other plunder, you probably need to release the officers to.  Or, at least, the majority of the officers so that there is someone who can command the ship for the rest of its voyage.  Just because you choose to release some officers, doesn’t mean that you must release all of the officers.  There in no reason why you couldn’t execute the captain, ransom the rest of the senior officers and let the ship sail on under its junior officers. 
-  *  +  * **Ransom.**  It is common practice that passengers & officers are ransomed, rather than killed or recruited, as most are connected with wealth, either through their families or their employer.  Standard ransom is 50gp per PC class level.  Or rather, that is what you receive from the Ransom Broker who will negotiate the deal on your behalf.  Ransom brokers are available in most ‘pirate friendly’ towns or cities.  There is nothing to stop you taking their personal equipment before you ransom them. 
-  * Ransom.  It is common practice that passengers & officers are ransomed, rather than killed or recruited, as most are connected with wealth, either through their families or their employer.  Standard ransom is 50gp per PC class level.  Or rather, that is what you receive from the Ransom Broker who will negotiate the deal on your behalf.  Ransom brokers are available in most ‘pirate friendly’ towns or cities.  There is nothing to stop you taking their personal equipment before you ransom them. +  * **Execution**.  You might choose to execute some of a ship’s officers.  What happens if you capture an enemy ship and find that the captain is a devil worshipping Chelaxian, with an imp familiar, who sails as a slave trader?  Or a necromancer passenger, with number of undead servants in their quarters? Do you let them go to continue their trade, or do you hang them from the yard arm?  Or perhaps you make them walk the plank?  But that might be less certain, who knows what happens when a ‘dead’ body slides beneath the waves? 
-  *  +
-  * Execution.  You might choose to execute some of a ship’s officers.  What happens if you capture an enemy ship and find that the captain is a devil worshipping Chelaxian, with an imp familiar, who sails as a slave trader?  Or a necromancer passenger, with number of undead servants in their quarters? Do you let them go to continue their trade, or do you hang them from the yard arm?  Or perhaps you make them walk the plank?  But that might be less certain, who knows what happens when a ‘dead’ body slides beneath the waves? +
-  +
 ==== Crew. ==== ==== Crew. ====
  
skull_shackles/vesselpeople.txt · Last modified: 2022/09/09 00:37 by johnb