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Port Phase

The Home of Pirates:

The crew has its base on an island and from there they
sail seeking adventure. For that each adventure will
indicate which island our goal is on.
Once the adventure is successfully accomplished, the
crew will go Home, sailing back the way they came
to their island of origin

What to do in the Pirates Island.

Back home, the Captain can decide to contract new crew


members, improve the ship, pay off debts, negociate
the price of a cargo stolen on some boarding....
Meanwhile, the pirates make the most to spend their
earnings on enjoying the pirate life, buying some piece
of gear with gold from their personal booty, acquire
new abilites...And all this is the Port Phase.

The booty:

There are two kinds of booty in Skull Tales, the


personal booty each pirate has looted and the crews
booty.
The personal booty is the one each player puts
together on his adventures by searching fallen enemies
for coins, exploring or fulfilling goals. To this amount
we must add the salary that the character perceives for
being part of the crew on the crossing home, which
will be indicated in the Characters sheet.

The other characters and PS will receive their regular


salary indicated on their card or sheet, and the amount
must be paid out of the Crews Booty.

Shipyard:

A ship needs patching up and improving to be able to


govern the seas. This is the place to go for such needs.
Check the following table to see the costs and possible
improvements that you can add to your ship as captain.

Repairs and Improvements:


Kind of repair or improvement

25

Full repair of the Sails

25

Auxiliary sail: +1D6 speed (Mx. 2)

50

Extra Cannon token: +1D6 Firepower


(Mx. 5)

50

The Tavern:

This is the ideal place to hire folk. Here the Captain


can choose new members for the crew, paying their
hiring fee, which is the salary indicated on their card.
This is also the place where youll have to pay your
crews salaries of your crew when your return from
each adventure.

Good
Gold and Jewels
Metals
Fabric and
Specials
Tobacco
Slaves
Rum
Supplies

Kinds of ships:

The Crews Booty is the one the Captain gets during


the Voyage phase in the form of goods looted during
boarding, plus whatever plunder were rewarded with
for fulfilling the Captains goals on each adventure.

Each Pirate Squad has a salary of 30 coins. If you


want to add a Pirate Squad to your crew, youll have to
pay 30 coins for them. Remember that the maximum
number of PSs on a ship is 6.

Cost

Full repair of the Hold

Kind of
Ship
Sloop
Brigantine
Barkentine

Merchants:

Several merchants have settled on the island and


they like to trade with pirates and their goods, much
cheaper than from any other supplier. Check on the
Merchants table the total worth of the goods youve
amassed on your crossings. Write down the amount
on the Captains log sheet, under the BOOTY section.
With this money you must pay the crew, you can hire
new hands and improve the ship.
This is also the place to buy Rum and Supplies for the
next crossing. Dont forget to get your numbers right
and get hold of what you need before going back to sea
as Captain.

Speed

Hold

Cannons

Cost

4D
3D
2D

6
8
10

2
3
3

150
200
200

Worth
300
150
100
75
50
15
10

Smith:

Here characters can acquire new weapons or gear which they might need for their next adventure. They can also sell any non-starting gear they possess for half its cost,
rounded down.

Weapons and Gear Table

Los personajes slo pueden llevar hasta 3 cartas de equipo no inicial. Si un personaje con 3 objetos encontrara otro objeto, deber descartarse de alguno o entregarlo a otro
personaje que est adyacente. Un objeto descartado por un personaje se pierde.

Weapon

Damage

Special abilities

Cost

Prerequisite

Hands needed to
equip it

Cuttlass

2DMG

CQC.

25

None.

Dagger

1 DMG

It suffers no penalty for being equipped in the secondary hand.

15

None.

Can be thrown.
Range: strength.

20

None.

Axe
CQC 1 DMG
(Throwing weapon)
RC 2 DMG
Retractile blade

2 D

It doesnt use up the hand its in. It cant be changed to another


hand.

Voodoo.

Blowgun

1DMG

Range 3. It doesnt need to be reloaded.

Voodoo.

Pistol (Firearm)

2 DMG

Range 3.

25

None.

None.

2
You can use it as
defence in CQC

Gunner

2
You can use it as
defence in CQC

Gunner

Musket (Firearm)
Flintlock
(Firearm)
Grenade
(Only one use,
discard it after using
it)

Objects table
Object
Hook
Wooden Leg
Rum
Potion

2 DMG

3 DMG

5 D

Range 5.

30

It can perform ranged attacks against an adjacent enemy with


one die less.
Range 2.
It is thrown onto a square and if affects all the adjacent squares
on the same tile. Ignore other miniatures for the sightline. No
fallen enemy tokens are placed with kills from this weapon.
Range: Strength.

Description
Weapon that causes 1 DMG in CQC. Can only be equipped
if a permanent wound has maimed the characters hand.
Recover Action Points on a leg with a permanent wound
Recover all Destiny Points
Heal 2 Wounds

Cost
10
10
3
2

Madame Claudies Mansion:

Inside Madame Claudies Mansion youll find masters-at-arms, knowledge-thirsty sages or seasoned pirates that can teach you new techniques and abilities, as long as
youre willing to trade in a few coins and Prestige Points, but theyll be a great asset in your career as a pirate.

Habilidad
Tough blighter

Stealth

Ambidextrous
Healing
Voodoo Level II
Exploring
Money-lender
Fighter
Cat-like reflexes
Verbiage
First aid
Fluent
Master of Poisons
Unstoppable
Large bullets
Fast reload
The Chicken Hop
Trickster
Grog maker
Charge
Running shot
Point-blank shot

Descripcin
You dont lose Action Points for being wounded.
This character can spend 2AP to move with stealth through squares without
being seen by enemies. On activating the Stealth ability the character cant have
any adjacent enemy. At the beginning of the enemies turn, the character must
overcome an Agility 4 roll. If its successful, the character is ignored by enemies
and can move through that Tile without being detected until the end of the game
turn. An enemy can cross a square occupied by a character using Stealth, but it cant
finish its movement on it.
This character suffers no penalties on using its seconday hand.
This character can heal a wound on himself or an adjacent character spending 3AP.
Discard a Wound token. When the character becomes cured, he or she must
move back one prestige square if any, and the character that does the healing advances
one.
This character can add the level 2 Voodoo cards to his or her deck and have 5 for the
adventure.
When you successfully Explore, draw two cards and discard one of your choice.
Double the coins you receive when Searching.
Your successful weaponless CQC attacks inflict 1 damage and stun the oponent.
Once per turn, you can make an enemy repeat any amount of dice of a RC attack it has
performed on you.
Earn one permanent PC, and double the Prestige Points for defeating an enemy.
This character can cure himself of one wound (discard it) spending an entire turn on
doing so.
This character can insult enemies with lower Intelligence to gain one die for his next
CQC attack.
Add +1Wound to your weapons which arent firearms. You can ignore the Poisoned
effect by spending 2AP.
The character can Push an enemy to move it onto any adjacent square, therefore breaking away.
Add +1Wound to your firearms.
This character only needs to spend 2AP on Reloading.
This character only needs to spend 1AP on Jumping.
This character only needs to pay half the cost, rounded up, of any gear equipment.
When this character Catches his Breath, he recovers 2 Destiny Points.
When this character Runs, hes allowed to perform a free CQC attack.
When this character Runs, hes allowed to perform a free RC attack.
This character can perform RC attacks on adjacent enemies rolling one die less.

Perrequisito
Strength 4

Prestigio
5

Coste
100

Agility 4

100

CQC 3

125

Intelligence 4

150

Voodoo

150

None

75

Intelligence 3
Strength 4

5
3

100
100

Agility 4

100

None

100

None

100

None

75

None

100

Strength 4

70

None
None
Agility 4
Intelligence 4
None
None
None
None

5
5
3
5
3
5
5
5

100
75
100
75
50
100
100
100

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