sailing vessel in a storm

By Seam, in Genesys

Hello!

To spice up a voyage my group is undertaking in a sailing vessel of 18th century, I plan for a storm which they have to navigate.

Aside from the obvious task the pilot of said vessel has (operating the ship), what other tasks and checks could additional group members have (two more players).

Thanks in advance

Random ideas:

  • If it's a large ship, Leadership for whomever is captain. Successes give Bonus on crew's actions?
  • Damage control - quickly patching or repairing something. Mechanics or whatever skill you are using for crafting.
  • Athletics to hold up a cracked beam in the hold until someone can prop it with something.
  • Athletics to swim into a flooded hold to save someone.
  • Coordination to climb up to a halyard that broke free and re-secure it.
  • Medicine for injuries.
  • Obvious Operating to keep the ship on course.
  • Perception to notice a mast is about to break.
  • Survival to notice the storm is coming so players can make preparations.
Edited by Sturn

Great ideas, much appreciated!

Take a look at page 229 of the CRB. There is a table of additional actions that can be done besides just Operating (or whatever control skill).

Specifically Plot Course and Co-Pilot to help with the Dangerous Driving action of the helmsman. I'm assuming that the storm would, at the least, add a few setbacks if not upgrade the check. Potentially both 😈

8 hours ago, Sturn said:

If it's a large ship, Leadership for whomever is captain. Successes give Bonus on crew's actions?

That would either be the Assist manoeuvre or Inspiring Rhetoric (Improved) to pass around some boost dice.

8 hours ago, Sturn said:

Coordination to climb up to a halyard that broke free and re-secure it.

Climbing is Athletics, not Coordination. Coordination would be balancing on a small beam and not loosing your balance.

But really, ask your players what their character is doing to help in the storm and find a skill that makes the most sense and have them make the check. As the GM, your job is more to react to your players instead of trying to plan for every eventuality they might take. Because let's face it, no matter how well-prepared you are and how many items on your "how to survive a raging storm in a sailing ship" list. your players will come up with at least two things—each!—that you didn't think of 😛

1 hour ago, c__beck said:

Climbing is Athletics, not Coordination. Coordination would be balancing on a small beam and not loosing your balance.

Yes I said climbing, but I was envisioning more swinging around amongst the ropes, masts, and sails, walking along a beam, trying to grab a broken halyard being tossed about in a storm.

Unfortunately, C, my group isn't that much into the narrative part. I try to stear them in that way, but... I am really not sure if the system is right for them/us but they want to stick with Star Wars / Genesys no matter what.

Thats the first reason I asked for advice. The second is, the adventure is part of my Assassin's Creed hack and thus I wanted some examples to write down.

Your points are all valid tho.

Some great suggestions so far. How about lightning hitting the deck and potentially starting fires. Fire on a boat always gets things going.