Skull and Shackles: The Athenian Experience
A group’s Disrepute can be spent to buy beneficial effects called impositions, though some impositions might only be available in certain places – such as at port — or might have additional costs—like forcing a prisoner to walk the plank.
Spending Disrepute to purchase an imposition requires 1 full day unless otherwise noted. When Disrepute is spent, the crew’s Disrepute score decreases by the price of the imposition, but its Infamy (and, thus, the crew’s Infamy threshold) remains the same.
Unless noted otherwise, Disrepute can be spent by any officer who is currently in contact with their ship to activate any Imposition which has been unlocked by the crew. Activating an Imposition does not require permission of the Captain (although mis-use of this resource may bring in-character punishments).
The Impositions which have been unlocked by the crew are based on its current Infamy score and are listed below along with the Disrepute cost associated with them:
IMPORTANT: Some impositions replicate the effects of spells while others represent impressive feats of derring-do. A character who activates an imposition MUST provide an in-character description of how they are accomplishing the task. Impositions are not spells or magical themselves (although a spellcasting pirate could choose to describe their ability with magic) but are just abstractions of rules.
Disgraceful Impositions (Infamy 10+)
Favored Port (cost: 2) the Captain may choose one port that the crew have made a successful Infamy check in. The crew each gain a +2 to all future Infamy checks made in that port. This can be purchased multiple times but each time it replaces the previous port.
Yes, Sir! (cost: 2) For the next hour, the PCs’ crew completes any mundane tasks they’re assigned in half the expected time. This typically relates to Craft and Profession (sailor) checks made to prepare, maintain, or repair the ship, and cannot be applied to combat or more complex deeds like crafting magic items. Time required: 1 full round.
Captain’s Orders! (cost: 5) As a standard action, a PC on board her ship can replicate the effects of one of the following spells: fog cloud, heroism, make whole, quench, or whispering wind with a caster level equal to her character level.
Walk the Plank! (cost: 5) The PCs may sacrifice one crew member or prisoner to grant themselves and their crew a +2 bonus on all skill checks, attack rolls, and crew Morale. These bonuses only apply while on board the PCs’ ship and last until either the next day or when the captain leaves the ship. If a sacrificed character is returned to life, the PCs and their crew members take a –2 penalty on both skill checks and attack rolls for 1 day. This takes one hour to make a full show of the sacrifice.
Get Up, You Dogs! (cost: 10) Every PC and allied character on the deck of the PCs’ ship is affected as per the spell mass cure light wounds, as if cast by a cleric of the PCs’ level. This imposition can only be used once per week and requires 1 full round action to use.
Despicable Impositions (Infamy 20+)
Aaahrrrrr!! (cost: Free) Once per week, the PCs can sacrifice a prisoner or crew member to immediately gain 1d3 points of Disrepute. This sacrifice is always fatal, and returning the victim to life results in the loss of 1d6 points of Disrepute.
Lashings! (cost: 5) The out of combat speed of the PCs’ ship doubles for 1 day.
Shiver Me Timbers! (cost: 5) While on board their ship, the PCs and their entire crew can reroll initiative or roll initiative in what would otherwise be a surprise round. The benefit of this imposition can be used immediately, but only once per week.
Dead Men Tell No Tales! (cost: 5) While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit and draw an additional critical hit card (choosing the card they want.)
Besmara’s Blessings! (cost: 10) As a standard action, a PC on board her ship can cast animate rope, control water, remove curse, remove disease, or water breathing with a caster level equal to her character level.
Notorious Impositions (Infamy 30+)
*Disgraceful Impositions can be purchased at half price (rounded up.)
Second Favored Port (cost: 5) the Captain may choose another port that the crew have made a successful Infamy check in. The crew each gain a +2 to all future Infamy checks made in that port, and +4 to Infamy checks in their first favored port.
You’ll Take It! (cost: 5) The PCs can spend up to 5 points of plunder in 1 day at 75% of its value (regardless of a community’s maximum sale %). This amount cannot be adjusted by skill checks.
Honor the Code! (cost: 5) The PCs and their crew gain a +4 bonus on all infamy checks or Charisma-based skill checks made against other pirates for the next 24 hours.
Master the Winds! (cost: 10) As a standard action, a PC on board her ship can cast call lightning storm, control winds, mirage arcana, or telekinesis with a caster level equal to her character level.
Chum the Waters! (cost: 5) For every Infamy threshold they possess, the PCs summon 1d4 sharks into the waters surrounding their ship. These sharks are not under the PCs’ control and viciously attack any creature in the water.