







I ran a dungeon crawl recently where the players mostly just ran away from the monsters. I'm not sure how to keep this from happening as there are no attacks of opportunity in the rules. Any suggestions?
Howdy! I just ordered the Starter Set after picking up the Terror in Tortuga from Free RPG Day. Loving the vibe and design. What’s recommended after getting the Starter Set? Do I need the core rulebook or does the starter set rules cover everything?
Im working on a pirate borg interactive map using legend keeper and historical maps to create real ports and terratories some stuff would be rolled or made up simply because not everything is on record if this is something that people would be interested in i can post a public link once im done
Content Name: Pirate Borg Content Importer
Content Type: Module
System: PIRATEBORG
Description: Copy text out of the book and let Foundry build it for you. The module drops an import button in two places: one on the actors tab for monster statblocks, and an Import Table button on the roll tables tab for rollable tables.
For statblocks, paste one in and it reads the name, HP, morale, armor, attacks, and special abilities, then builds an NPC sheet with all of it filled in. It parses the raw Pirate Borg layout as written, so something like "SKELETON / HP 6 Morale 12 No Armor / d Rusty Cutlass d6 / Undead immune to morale checks" comes through clean. Parsing underlines every field it recognized so you can check the work before the actor is created, an auto-parse option runs the moment text is pasted, and armor handles both flat numbers and dice notation. It works best one creature at a time.
Tables work the same way: paste a table's text and it builds a RollTable. Drop in several linked tables that share a formula and it can wire up a macro to roll them together.
Needs the Pirate Borg system. Foundry v13 to v14. Free.
Link: https://foundryvtt.com/packages/pirate-borg-statblock-importer
We have officially hit the final hours of the campaign! We are getting close to the 10k goal for the Black Market stretch goal. I am so grateful to everyone who has supported the project this far; it means the world to me. Let us see if we can push to that next goal before the timer hits zero!
https://www.backerkit.com/c/projects/jadra-games/reclvse-a-mork-borg-solo-engine-second-edition
I'm so honored to have already garnered so much attention around my next Kickstarter project. I've got a lot to share about all three Pirate Borg books in the future, so make sure to follow the campaign now to see the new info as soon as it drops, and join us in late Summer for when the campaign launches!
First time running pirate borg as GM (one of the players took this photo) and first time ever playing an TTRPG. Both players had 2x PCs each and did surprisingly well in the first combat and ended the first 4 hour session with them "acquiring" the Redcoat's longboat.
We had never heard of it before UKGE, but I was hooked instantly after speaking to the folks on the stand, so picked up the starter set and recently got Down Among The Dead and thr GM screen as presents.
I just have to say a massive thank you for everything that is available off the website and for creating such a fantastic game. Looking forward to the kickstarter launch in a couple of weeks.
Ahoy,
So, tier 3 armor such as the Conquistador plate read : "DR +4 on AGILITY tests".
So far, I've applied this malus only to physical tests such as climbing / running / jumping. Realistically speaking, heavy armor doesn't reduce your arms movement that much, but you're bulkier and slower.
Does it apply to the Agility test for throwing grenades ?
Asking for my player who's a Black Powder Poet Swashbuckler, starting with bombs and wearing the plate.
Hi, i'm dming a group of friends to a short campaign, and i want to try naval combat, so i'm trying to draw a map but i have a difficult time with proportion
So basically the idea is to have 2 ships, 1 with 3 PCs and a capitan(that they will control) and the enemy ship. The context is that they are caching up tu them by south so the will start on the bottom side. Ideally they win and and the enemy ship crash on the north side of the island. Now i would like to end the combat around that point(of course i can just say thats what happens or make up a way to make it happens but i would try to make it as natural as possible), but i don't know if this map is too big, too small.
The grey parts are rocks maybe big enought to not be able to shoot directly above them, but this part is a work in progres.
Almost forgot the 2 ships are a Frigate(PCs) and a slightly dameged Galleon(enemy)
So my main doubts are:
Is this map too big or too small? Should i scale it in a different way or in general improve it a bit?
Is a Frigate and a Galleon ok should i go for a Brigantine(PCs) and a Fluyt(enemy)?
Thanks for the help
I am excited to announce Reclvse: Second Edition. The second edition will add over 100 pages with compatibility for Pirate Borg. This edition will feature:
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• 6 additional classes
• Maritime mechanics, ship management, naval combat, and crew management.
• The first edition built its reputation on tables. This second edition takes that further, packing the book with dozens of nautical themed tables.
• Additional Moves
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I would greatly appreciate it if you followed the project!
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https://www.backerkit.com/call\_to\_action/3627f5e0-ee0d-402a-86df-0ad526d2335d/landing
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Hi all! I've got a game design question for you that I'm curious about: it's a distinction between Pirate Borg's naval combat, and Limithron's Guide which is a 5e adaptation of Pirate Borg's naval system.
Both systems feature "ship actions", which is where players can spend their action on the ship to have the ship do something instead (move one more space, fire broadsides, turn sharper, etc).
What confuses me is that in Limithron's Guide, ships have a limit corresponding with their size on how many crew actions can be taken (e.g.: a sloop can take up to 2 ship actions, even if there are 6 players aboard). However, in Pirate Borg, there is no cap on ship actions, and each player gets a guaranteed ship action.
I'm sure there is a balance reason for this change when adapting the system to 5e, but I don't understand how giving each player a ship action is imbalanced, and it seems far more fun in Pirate Borg cause everyone gets to do something guaranteed on their turn. Thoughts?
Want a free class to round out your Free RPG Day weekend?
Look no further than the Ancient Mariner: a grizzled seadog haunted by the mistakes of their past...
I’m used to more crunchy systems so forgive me a couple of simple questions:
How do you handle creative combat actions: pushing overboard, throwing sand in the eyes, disarming, fighting in the rigging, grappling, taunting a foe into making a mistake, intimidation, etc.
Also, I’ve found I call for a lot of Presence rolls for noticing and figuring out stuff which makes it the most used stat. Is that normal?
I'm playing as a Knife Knave Swashbuckler and I recently taken the Two Weapon Fighter skill from Down Among the Dead.
I'm not sure if and how both abilities would combine. Do I get up to 4 hits per attack do I only get one additional attack or just the two from the Two Weapon Fighter or a regular attack?
I'm so excited to get this to the table!
Thank you and good Evening everybode :D
So I ran not only my first ever game of pirate Borg last weekend but it was also my first time ever being a gm and I ran the first part of trapped in the tropics and I introduced my pcs to ash by letting them take some and then rolling individually to see what happened to each of them and one of my pcs ended up gaining a level from the experience but now I’m trying to decide if I should let him be a level ahead of everyone or should I make it so when the party next gains a level he doesn’t so they are all the same level again? Any advice would be greatly appreciated
I should also note that he is the captain of the crew so I feel him being one level ahead is a cool idea but also I don’t want my other players to feel left out