evi1r0n
Baron
So I have two questions about ship ownership. Do I do bead draws at any chapter I play at or only when I play Seattle games?
The other is regarding the rules about bead draws. My ship is armed so the piracy black bead is removed from the bag. It is not reinforced so it is susceptible to bad weather. My issue come with the mutiny bead, the rule wording states: "The threat of mutiny cannot be avoided." For my ship I strongly disagree with this as my ship is crewed entirely by trusted PCs, including myself (since I appointed a captain.) We have no NPCs on board. Isn't it a PC's decision to take drastic action that would heavily effect IG relationships. If this bead is drawn is that to assume I and other PCs are forced to act outside of our nature and be forced into illegal activity (against my own asset)?
See below for the actual rules:
"In a bag, four white beads are placed as the base beads. Then one white bead is added for every hundred tuns of available cargo space. For every additional 200 tuns after the initial 100 tun a bonus white bead is added. For example, a 500 tun ship would have four base beads and two bonus beads. Lastly, three black beads are placed in the bag to represent the following disasters: storms, piracy and mutiny. The Ship?s owner proceeds to draw beads from the bag until a black one is drawn. For each white bead drawn, the ship?s owner receives one gold piece, in coin, or in grain or wine (represented by an Asset Card). A ship makes a lot more money than this, though most of the income goes to pay for crew, port fees, and materials to maintain the ship in seaworthy condition.
If a black bead is drawn first, a disaster befalls the Ship. The player gets no income this Event, and either the Ship loses an Improvement or 100 available tuns of cargo space are rendered unusable, chosen by the Player. A red and a blue bead may be placed into the bag by the Plot Committee. The red representing a devastating catastrophe, the blue a large financial or plot award. If either of these beads are drawn, that also ends the run, just as a black one does.
There are ways to negate some of the negative things that can befall your ship. These are collectively referred to as improvements. Armaments prevent piracy, eliminating that black bead, as pirates avoid armed ships. The black bead that represents seizure of ships for piracy can only be eliminated by having a Shae vessel. Armaments include ballista, extra soldiers, shielding, reinforced hulls for ramming, etc. Each armament occupies 100 tuns of available cargo space, eliminating one white bead. A ship used for piracy or privateering adds two white beads per armament. Having a Shae vessel Extra riggings protect ships from storms, eliminating that black bead. Extra riggings also occupy 100 tuns of available cargo space, eliminating one white bead. The threat of mutiny cannot be avoided."
The other is regarding the rules about bead draws. My ship is armed so the piracy black bead is removed from the bag. It is not reinforced so it is susceptible to bad weather. My issue come with the mutiny bead, the rule wording states: "The threat of mutiny cannot be avoided." For my ship I strongly disagree with this as my ship is crewed entirely by trusted PCs, including myself (since I appointed a captain.) We have no NPCs on board. Isn't it a PC's decision to take drastic action that would heavily effect IG relationships. If this bead is drawn is that to assume I and other PCs are forced to act outside of our nature and be forced into illegal activity (against my own asset)?
See below for the actual rules:
"In a bag, four white beads are placed as the base beads. Then one white bead is added for every hundred tuns of available cargo space. For every additional 200 tuns after the initial 100 tun a bonus white bead is added. For example, a 500 tun ship would have four base beads and two bonus beads. Lastly, three black beads are placed in the bag to represent the following disasters: storms, piracy and mutiny. The Ship?s owner proceeds to draw beads from the bag until a black one is drawn. For each white bead drawn, the ship?s owner receives one gold piece, in coin, or in grain or wine (represented by an Asset Card). A ship makes a lot more money than this, though most of the income goes to pay for crew, port fees, and materials to maintain the ship in seaworthy condition.
If a black bead is drawn first, a disaster befalls the Ship. The player gets no income this Event, and either the Ship loses an Improvement or 100 available tuns of cargo space are rendered unusable, chosen by the Player. A red and a blue bead may be placed into the bag by the Plot Committee. The red representing a devastating catastrophe, the blue a large financial or plot award. If either of these beads are drawn, that also ends the run, just as a black one does.
There are ways to negate some of the negative things that can befall your ship. These are collectively referred to as improvements. Armaments prevent piracy, eliminating that black bead, as pirates avoid armed ships. The black bead that represents seizure of ships for piracy can only be eliminated by having a Shae vessel. Armaments include ballista, extra soldiers, shielding, reinforced hulls for ramming, etc. Each armament occupies 100 tuns of available cargo space, eliminating one white bead. A ship used for piracy or privateering adds two white beads per armament. Having a Shae vessel Extra riggings protect ships from storms, eliminating that black bead. Extra riggings also occupy 100 tuns of available cargo space, eliminating one white bead. The threat of mutiny cannot be avoided."