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May 6th, 2019
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  1. Seas of Blood and Glory - Rules Pastebin
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  3. *Note: This list is not comprehensive and may be added to/changed over time. Appropriate notice will be given should any rules changes occur as well as possibly grace periods and/or in-game compensation for particularly disruptive changes
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  7. ROLL CHART:
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  9. 100 - CRIT SUCCESS - TIME TO PARTY HARD BABY! Whatever you're doing gets done perfectly and you get something GREAT AND AMAZING.
  10. 99-90 - Great work, you get a gold star. Not really but you do get something extra that's a little bit good.
  11. 89-60 - Good success - whatever you're doing gets done better than average.
  12. 59-30 - Success - Congratulations, you did it...I guess.
  13. 29-10 - The nothing zone - nothing happens, no progress made
  14. 9-2 - Well now ya dun goofed. Bad stuff happens.
  15. 1 - CRIT FAIL - Welcome to hell, population YOU.
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  17. *Note that if you try to perform an action that is unfeasible or impossible considering your current circumstances (e.g. inventing nukes from rocks, building AK-47s when you have no clue what an AK-47 would even look like let alone how it would work, trying to high-five someone when you don't have any arms, etc.) that action will fail regardless of roll result, even if it's a 100.
  18.  
  19. Actions are 3d100 unless otherwise noted
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  23. COMBAT ROLLS:
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  25. Combat rolls work differently from regular rolls in that they don't rely on the roll chart but instead are opposed rolls with modifiers added on by me at the end of combat. Here's how the process works. People who have played Europa will note that this system is somewhat similar to Europa's but in HB form.
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  27. Step 1: The attacking player rolls 1d100 to attack. This takes up one of his actions. Note that you can't double-up/combine combat rolls.
  28. Step 2: The defending player rolls 1d100 as a free action (i.e. this doesn't count towards his 3 actions per turn)
  29. Step 3: Each player's bonuses from crew, ships, equipment and other boosts combined with situational factors and the like are added to each of these rolls (in contrast with Europa these will typically be resolved BEFORE the turn ends. If people take too excessively long to post I will roll for them)
  30. Step 4: The person with the higher total wins the combat. The margin of victory will determine how many of the loser's crew die in the conflict, how many of his ships sink or are captured, and how badly fucked up he is. Combat may take more than one round if the two sides are evenly matched, in this case continuing combat is a free action for both sides.
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  32. GENERAL ROLL TABLE FOR COMBAT ACTIONS:
  33. Success margin of 0-10%:
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  35. SPECIAL COMBAT ACTIONS: BOARDING
  36. In order to capture a ship you'll need to board it and then deal with the crew somehow. To board the ship, roll for combat normally. If the attacker wins the roll, he'll be able to board the ship. After that the attacker and defender's crew will fight (without ship bonuses) to determine the victor. If the defender is victorious, he keeps his ship (though it may have gotten a bit damaged by that point). If the attacker is victorious, he gains control of the ship. If the defender has no more ships, he or she is at the attacker's mercy and may end up having to walk the plank...
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  38. SPECIAL COMBAT ACTIONS: RAMMING a.k.a. CRASHING YOUR BIG ASS WOODEN SHIP INTO ANOTHER BIG ASS WOODEN SHIP
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  40. This isn't recommended unless you're suicidal and you shout TENNO HEIKA BANZAI!!! before you do it and prepare the Titanic theme song to be played when both your ships sink.
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  44. TECHNOLOGY
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  46. Though this game takes place in an alternate universe, the current tech level is around the 16th-17th century. Please keep this in mind when creating characters.
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  50. HEALTH AND STATUS EFFECTS
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  52. The health tab represents your current health points. If these reach 0, you're a dead man. The status effects tab, on the other hand, represents any ailments or conditions that may afflict you. For example, if you have one too many you'll be given the Drunk status, which gives a penalty to combat rolls and negotiations, or if you become ill you may end up with the Sick status which reduces your actions by 1. Other statuses exist and the things that can potentially happen to you are probably too innumerable for me to list here. Make sure to take care of yourself though, or your ailment may become worse.
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  56. SHIPS
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  58. These are the types of ships that may be acquired throughout the game.
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  60. -Tiny ship - These are canoes, rowboats, rafts and the like. Small ships with barely any protection and no firepower whatsoever. However, these ships can often avoid detection by larger ships easier and slip into spots that large ships can't normally reach.
  61. Stats: 5 HP, max crew 2, ATK +0 per crewmember, max storage 2
  62. -Small ship - These are ships such as sloops and ketches. They have a few sails but are still small and thus lack the firepower and crew housing ability of the bigger ships. Still, they're cheap and effective enough in large enough numbers.
  63. Stats: 10 HP, max crew 10, ATK +2 per crewmember, max storage 10
  64. -Medium ship - These are medium-sized ships such as schooners, carracks and caravels. They are large enough to support a sizable crew as well as to house enough supplies to make the journey overseas between the New World and Meridia. They have a more respectable level of firepower as well.
  65. Stats: 15 HP, max crew 20, ATK +4 per crewmember, max storage 20
  66. -Large ship - These ships are the truly respectable ships that every sailor yearns for. They're the galleons, frigates, and barques that are the go-to ships for any respectable navy. They often have multiple gun decks which mean much greater offensive power and can house large numbers of crew and troops alike.
  67. Stats: 20 HP, max crew 50, ATK +6 per crewmember, max storage 50
  68. -Grand ship - These ships are the largest and most imposing ships on the water. They're the man-o'-wars, ships of the line and dread pirate ships that make up the flagships of the Colonial Powers' fleets and the very finest of their ships. To serve on one or even own one is a high honor. Their firepower, crew housing ability and storage capacities are all unrivaled and their defensive abilities are akin to fortresses floating on the waves.
  69. Stats: 30 HP, max crew 100, ATK +8 per crewmember, max storage 100
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  72.  
  73. CREW
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  75. These are the people needed to operate your ships. Smaller ships will require fewer people to operate, while larger ships will need more. Crew can be recruited at the various settlements, and your current relation status with that settlement will influence how many crewmembers you can recruit. More will join if the settlement views you favorably, while less will join if the settlement hates you. More information on relations can be found in the section below.
  76. By default, each crewmember will give +1 to combat rolls. This can change if they are given equipment such as swords and the like, which mu and their strength is also modified by the attack modifier of the ship they're on. So a crew of 20 on a medium ship equipped with crude swords (+1) would give a combat bonus of 120 (base 20 + equipment modifier 20 + ship modifier 80 = 120). Sometimes crew can be recruited with or given tags as well such as [Veteran], [Marksman], or [Boarding Expert] which give further modifiers.
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  78. Special crewmembers can be found and recruited at various points along your journey, though they are typically not cheap. However, they provide many special skills which can confer bonuses to related actions, and provide other essential abilities as well such as translation and the like.
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  82. MORALE
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  84. You and your crew are affected by morale and should pay special attention to it throughout your journey. Morale has 11 levels, as shown below:
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  86. Blissful (+5)
  87. V
  88. Overjoyed (+4)
  89. V
  90. Happy (+3)
  91. V
  92. Optimistic (+2)
  93. V
  94. Content (+1)
  95. V
  96. Neutral (+0)
  97. V
  98. Discontent (-1)
  99. V
  100. Pessimistic (-2)
  101. V
  102. Unhappy (-3)
  103. V
  104. Angry (-4)
  105. V
  106. Rebellious (-5)
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  108. Having morale in the positives will mean increased productivity, meaning a +1 bonus to rolls for every step above Neutral that you get to. However, having morale in the negatives will have the opposite effect. Having your morale at Rebellious for more than a turn will cause some or all of your crew to mutiny, leading to a very dangerous situation for you. Morale can be increased by paying your crew with treasures or coins, by giving them good, high quality food and drink, or by gaining glory through defeating a foe equal to or stronger than you, among other things. In contrast morale is decreased by forcing your crew to go hungry, suffering large amounts of casualties, suffering repeated or disastrous setbacks (i.e. crit 1s), etc. Morale will naturally gravitate back to +0 over time, both when things are positive and when things are negative (provided people's needs are met).
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  111.  
  112. SUPPLIES
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