House Rules

  1. Have your entire action ready to attempt when it’s your turn. Too much hesitation will slow down the game, and since I can’t flog you it’ll result in the loss of a move action for that round. This does not apply during the first round of combat.
  2. A 20 is an automatic hit & crit. We’re sticking to our traditions here, gentlemen. This applies to NPCs, too.
  3. A 1 is a possible fumble. I will roll to confirm, with a 50% likelihood of confirmation. Skills can result in fumble if they are used in a situation that does not allow Taking 10 or 20. This also applies to NPCs.
  4. I’ll level your characters based on achieving story goals and reaching chapter markers more than through the XP system, although the two will closely align. Sometimes you’ll level a little sooner; sometimes a little later. It’ll all work out in the end.
  5. New non-class skills, and feats outside your bonus or standard list must have an in-game, story based rationale. Let me know before you add it, and if I veto it and you want a second opinion, we can take a vote as a whole group. You can preempt this by stating before leveling that you’re doing something that would make taking such a skill or feat appropriate. For example, if Perform is not a class skill and you want it, you could try to entertain the crew or ask to have another member teach you how to sing or rap or play the spoons. Then adding a rank in the skill later would make sense.

Draft System: Story Advantage
Each player is given 1 token at the beginning of each session. Cashing in the token activates Story Advantage for one encounter. Turning in the token at night’s end without invoking SA provides 1 extra skill point the next time they level. Story Advantage has several effects and options, all available during the encounter in which it’s active.

  1. The player cannot miss during SA unless a 1 is rolled, which is always a possible Fumble. On the other hand, every Critical Hit also generates a story element of the GM’s choosing – something interesting is going to happen.
  2. The player chooses to miss – no roll required – and no damage is done. A player may bank 3 misses (consecutive or not) for one critical hit, requiring no roll. This is an option for a player during SA.
  3. The player enjoys +2 to all skill rolls, saves, and AC while SA is active for him. This is automatic during SA.
  4. Non-fumble misses, the result of dice rolled, still cause normal damage but each also results in a complication devised by me. This one is optional – the player would choose whether or not to accept this for each rolled miss.

House Rules

Pirates of the Shackles Lyle