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Pirate Ship Chase

Environments Designed by Geoff
Tier
1
Type
Event
Difficulty
11
Impulses
Pirates want to catch the ship

Environment overview

Pirates are trying to catch you

Potential adversaries

Pirates

Features

Passives

passive
  • Being Chased!!

    As the event begins, introduce a Catch Countdown (10) for the Pirate Ship and an Escape Countdown (7), for the PCs. If the Catch Countdown reaches 0 first, the creature catches the PCs. If the Escape Countdown reaches 0 first, the PCs escape.

    Advance the countdowns when a PC makes an Action Roll based on the following: - Critical Success: Escape Countdown ticks down by 3 - Success with Hope: Escape Countdown ticks down by 2 - Success with Fear: Both countdowns tick down by 1 - Activate Adrenaline - Failure with Hope: Catch Countdown ticks down by 2 - Failure with Fear: Catch Countdown ticks down by 3 - Allows Fire Cannons to be used.

    In addition, add a 3rd Countdown (6) for PC Ship health. For each 2 ticks, the PC Ship gets slower and successes are less effective - subtract 1 tick from the above successes for the PCs. If it reaches 0, the ship cannot move until repaired.

    Questions
    • How are you helping the sailors get away?
    • Do you have any additional abilities?

Actions

action
  • Fire Cannons!

    The pirates attempt to shoot the fleeing ship (DC 12+Countdown difference). PCs ship take 1 damage (lower countdown).

  • The Sea Rises

    Spend a fear to have waves crash upon the ship. PCs roll an Agility reaction roll. On a failure with hope, mark one stress. On a failure with fear, mark one health as the PC is thrown into an obstacle.

Reactions

reaction
  • Adrenaline

    If a PC rolls a failure, they must mark a stress

    Questions
    • Describe how this failure stresses you out
  • Cannon Strike

    If the PC Ship is hit, PCs roll an agility check to remain standing. DC 11. Failure with fear marks 1 stress.

About this environment

A pirate chase through heavy seas

Pirate Ship Chase

Tier 1 Event

Pirates are trying to catch you

Impulses: Pirates want to catch the ship

Difficulty: 11

Potential Adversaries: Pirates

Features

Being Chased!! - Passive: As the event begins, introduce a Catch Countdown (10) for the Pirate Ship and an Escape Countdown (7), for the PCs. If the Catch Countdown reaches 0 first, the creature catches the PCs. If the Escape Countdown reaches 0 first, the PCs escape. Advance the countdowns when a PC makes an Action Roll based on the following: - Critical Success: Escape Countdown ticks down by 3 - Success with Hope: Escape Countdown ticks down by 2 - Success with Fear: Both countdowns tick down by 1 - Activate Adrenaline - Failure with Hope: Catch Countdown ticks down by 2 - Failure with Fear: Catch Countdown ticks down by 3 - Allows Fire Cannons to be used. In addition, add a 3rd Countdown (6) for PC Ship health. For each 2 ticks, the PC Ship gets slower and successes are less effective - subtract 1 tick from the above successes for the PCs. If it reaches 0, the ship cannot move until repaired.
  • How are you helping the sailors get away?
  • Do you have any additional abilities?
Fire Cannons! - Action: The pirates attempt to shoot the fleeing ship (DC 12+Countdown difference). PCs ship take 1 damage (lower countdown).
The Sea Rises - Action: Spend a fear to have waves crash upon the ship. PCs roll an Agility reaction roll. On a failure with hope, mark one stress. On a failure with fear, mark one health as the PC is thrown into an obstacle.
Adrenaline - Reaction: If a PC rolls a failure, they must mark a stress
  • Describe how this failure stresses you out
Cannon Strike - Reaction: If the PC Ship is hit, PCs roll an agility check to remain standing. DC 11. Failure with fear marks 1 stress.

Discussion

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