The Wardroom
Balistics
Knowledge of the theories for the computation of trajectories of shot or thrown things, particularly of what can be shot with cannons. Knowledge of the types of projectiles and of the circumstances when to apply them with the most impressive results.
That Skill does not cover at all the correct manipulation of a cannon nor the making nor even the mending thereof. For that purpose, please refer to Skills described in the previous Section (On the Deck and in the Hold).
That Skill is mostly used with Cleverness, possibly however with Perception, depending on the concrete situation. Cleverness is required for the computations before the Naval Battle starts while Perception may become necessary in the course of events when there is no more time (possibly also no more use…) for a complete computation… Note, by the way, that that feature is similarly applicable to several Skills of the current Section.
Score 0: Even with marbles, tin soldiers, etc. you can't do it!Score 10: What can be more simple than computing the trajectory of ten Cannonballs simultaneously?!
Command

If one had to choose the most representative Attribute of a Pirate, it would, without any doubt, be the Nerve he or she Got. As for the Skills, Command is probably the most important one for the Captain… Provided that you've got in your Crew a Quartermaster, a Navigator (or Sailing Master) and a Master Gunner… Even if it may seem to work both ways, basically, it is quite true that Command is the most important because a good management is decisive for the success of all operations on a Ship, at one time or the other.
That Skill not only covers the ability to command a Crew which is already recognise your authority but also to attempt to recover a growling one or even one on the verge of Mutiny. That Skills is also used when attempting to apply your will to persons who are not officially at your orders but, for instance, whose Fame cannot match yours.
Command is most of the time used, that's clear, with Got a Nerve! Less frequently, it may come to be used with Power and that rather in cases when the difficulty to be obeyed becomes extreme. Apart of that, in some rare occasions, Cleverness (notably for recruiting Crew Members and assign them to the post where they best belong on Board) or Perception (notably for the early detection of a mutinous mood) can have to be taken into account. Command can also relatively frequently be associated to other Skils, such as Navigation, Boarding & Looting Tactics, etc.
Level 0: No hope! You would be unable to give an order even to your little sister!Level 10: Your voice and your stature can bring back a Crew from open Mutiny to the state of a herd of frightened sheep… and that herd could even soon become a pack of loot-thirsty wolves in the nimble tricks of your Cleverness and commanding charism!
Bad Wounds
Knowledge and practice of chirurgy. That Skill is very diferent from the Skill Little Scratches, which corresponds to the first help (see the Section On a Desert Island). The Skill Bad Wounds requires a specific tooling, the knowledge - unfortunately still too narrow-spread - of the most basic hygiene and, also sometimes, a more developped Specialisation. The one or more Specialisations are of course different Specialities on the Pirate's Sheet.
That Skill is used with Cleverness or / and Perception for the evaluation of the measures to take on a patient, then with Dexterity, even if sometimes - and that is usually no good for the said patient… - sometimes one rather needs to use Power or really have Got a Nerve! Thus, Got a Nerve! and Power are required in situations when the situation is extreme and where the nervous tension is at its maximum because the operation is very difficult. The overall success of a chirurgical treatment usually requires several Rolls versus Bad Wounds and those different Characteristics, according to the case. The Game Master can refer to the Chapter regarding Duels and Encounters, where the healing of wounds is discussed, to evaluate the effects of a treatment.
Level 0: The heart is on the right side, liver on the left, right? Again, they changed everything lately!Level 10: You are, no doubt, able to realise a transplant, at least of kidney… all that while the current achievements of anatomy in the Known World still are very sparse and few… Moreover, you've got an extended knowledge of the worst diseases! (Plague and, even more relevant, Scurvy - let's say the plague of the Sea Dogs - which you know already how to prevent, could it be?)
Navigation / Cartography

That's the Skill which covers the ability to manoeuvre a Sail Ship. It thus covers the knowledge of her parts, her sails, ropeworks and riggings, as well as their use for Navigation. That Skill covers also the ability to organise the Crew for piloting the Ship.
Hence, it is quite clear that the Captain who « desserves the name » is of no use one a Ship he's got specialised a Pilote and a Navigator, if, while having some knowledge of Navigation and Cartography, he is unable to Navigate. That said, even if the Captain is educated in both fields, in somewhat bigger Crews, the Piloting is usually delegated to a Quartermaster or even a Sail Master.
That Skill comes most often in use with Cleverness but it happens that it has to be used with the Nerve you Got! (when closing in towards a storm for instance) or even with another Skill, especially Command in some cases when the Crew would have some reason to argue - or more!- with the orders of the Captain…
Level 0: « I never know which is the stern and which is the prow, or maybe the bow… That's however not such a critical issue. In what concerns starboard and larboard, if I first would know where my right and left are! »Level 10: « The Ship vibrates and creaks in my muscles, she lives in my bosom, when she moans, I moan, when she rejoices to fly in the wind over the joyful swell, I'm jubilant… And when she hawls in the storm, I suffer with her: who else can pretend to know his or her skiff as I know my Ship?! »
Piloting

That's the Skill which covers the ability to manoeuvre a Sail Ship. It thus covers the knowledge of her parts, her sails, ropeworks and riggings, as well as their use for Navigation. That Skill covers also the ability to organise the Crew for piloting the Ship.
Hence, it is quite clear that the Captain who « desserves the name » is of no use one a Ship he's got specialised a Pilote and a Navigator, if, while having some knowledge of Navigation and Cartography, he is unable to Navigate. That said, even if the Captain is educated in both fields, in somewhat bigger Crews, the Piloting is usually delegated to a Quartermaster or even a Sail Master.
That Skill comes most often in use with Cleverness but it happens that it has to be used with the Nerve you Got! (when closing in towards a storm for instance) or even with another Skill, especially Command in some cases when the Crew would have some reason to argue - or more!- with the orders of the Captain…
Level 0: « I never know which is the stern and which is the prow, or maybe the bow… That's however not such a critical issue. In what concerns starboard and larboard, if I first would know where my right and left are! »Level 10: « The Ship vibrates and creaks in my muscles, she lives in my bosom, when she moans, I moan, when she rejoices to fly in the wind over the joyful swell, I'm jubilant… And when she hawls in the storm, I suffer with her: who else can pretend to know his or her skiff as I know my Ship?! »
Naval Battle Tactics
That Skill covers the setup of Naval Battle Tactics, that is related to chasing an ennemy Ship, getting out of her range or firing at her and approach.
Alone, it can in no case allow to actually achieve the tactical or strategical targets it defines. In order to do that, one needs also to master Navigation and Balistic, at the very least. Moreover, even if it is still useful shortly before or during a Boarding (when firing a Broadside for instance), that skill usually is replaced by Boarding and Looting Tactics for closer and subsequent action (firing a Broadside being itself usually already part of the overall strategy of a Boarding).
That Skill is used combined with Cleverness or Perception, according to the conditions, Cleverness being required before the Naval Battle has actually begun, Perception overtaking the leading role when the time to evaluate and make plans is no more available, as well as any good reason to do so… Some case can occur when that Skill has to be associated with the Poker Game Skill, for instance to achieve a feint manoeuvre while approaching the ennemy; in that case, a Roll versus (Piloting + Poker Game) will probably be necessary too… At last, that Skill can have to be combined with Command, especially if the Crew is starting to have some doubts about the ability of the Captain…
Level 0: « I am far from being an expert enough in that field to give you an example! »Level 10: Your Nickname: the Killing Whale! Your Ship: The Harpooner, a trireme with two lines of rows! That's quite unusual here, however one can cross the road of such a Boat from time to time in the Navel of the World.
Boarding & Looting Tactics
That Skill covers the setup of tactics for the Boarding of an ennemy Ship or of an island inhabited by more or less peaceful people, in other words the Looting. That's the phase in the fighting, at sea or on the land, where all ressources of the Ship and the Crew are requested and when qualities or weeknesses of the Captain reveal in the bluntest way.
Alone, it can in no case allow to actually achieve the tactical or strategical targets it defines. In order to do that, one needs also to have the leadership over one's Crew and to know how to command it… And very likely to have no fear to spoil one's shirt with sweat… and blood! If it is sometimes said that Boarding and Looting are at the heart of a Pirate's life it is surely because, in those moments, the Crew Members deploy all efforts and risk even their life to… for… for what? Who knows why, actually? Well, anyway: Boarding and Looting are certainly at any rate the most dangerous, for some the most exciting times, of that sun-burnt sea-battered adventurous life!
That Skill is used combined with Cleverness or Perception, according to the conditions, Cleverness being required before the Naval Battle has actually begun, Perception overtaking the leading role when the time to evaluate and make plans is no more available, as well as any good reason to do so… Some case can occur when that Skill has to be associated with the Poker Game Skill, for instance to achieve a feint manoeuvre to take the upper hand in an undecided fighting; in that case, a Roll versus (Command + Poker Game) will probably be necessary too… At last, that Skill also has a strong link with Command and if the Crew is starting to have some doubts about the ability of the Captain, there is much to bet that nothing more will help win the started battle… A Boarding is the real test of the cohesion of the Crew and of the talent of the Captain and that's a Pirate's life!
Level 0: « I do think he is able to do what the rumour says, you know: to have successfully boarded… his own Ship and to have sunk it afterwards! »Level 10: Your nickname (and Flag) : the blood-thirsty Otter-o' the Curry-Bean! Your Ship: the Porcupine Fish, doubled rows of Cannon ports, terrifying Broadsides, a furiously motivated and talented Crew and, above all, your sense of initiative and opportunism!