Blood Mother
This Era started after the Student Loans Era was complete. The group had matured into a solid group of adventurers, with their own ship, stronger ties together, and a chance to direct their own fate.
Goals & Themes
- Exploring as a mature group of adventurers
- Exploring the islands and ocean around Borinquen more fully
Discussion Threads
- Blood Mother - In Character Discussions
- Blood Mother - Out of Character Discussions
- Blood Mother - Session Summaries
Story Arcs
- Prelude to Blood - a period of calm
- Evil Tide - an urgent travel request
- Night of the Shark
- ???
Movement & Combat - from Ships And Water Travel
Type | Crew | Passengers | Move | Seaworthiness | Hull/Crippling Points |
Canoe | 2/1/1 | 0 | 6 | 10 | 5/0 |
Fishing Boat | 2/1/1 | 5 | 6 | 14 | 21/21 |
Grim Lady (Knarr)1 | 12/8/6 | 8 | 12.17/6.17/6.17 | 16 | 48/48 |
Notes:
Crew - first number is the maximum number of people that can work on a vessel without getting in each others way; the second number is the average number of crewmen needed to operate the vessel; the third number is the skeleton crew, the absolute minimum number of people needed to operate the vessel
Passengers - total number of extra people the ship can carry, this includes Marines or extra crewmen for long voyages
Move - this number is in tens of yards per round; with slashes the first number is under sail & oars, the second is under sail only and the third is under oars only. For movement for an entire day multiply the movement rate by 2 for rowed vessels and by 3 for sailing vessels.
1 - The Grim Lady has the magical Manta Figurehead built into her. This increases her speed and allows the Captain to summon 4 sharks for 10 rounds Once per day
To help keep track of the new NPC's being encountered:
Name | Island | Helpful | Neutral | Harmful |
---|---|---|---|---|
Chat Logs
?? | ?? |