*PREVIEW* stHSNES01 - Return to Monkey Island 2

human-slaughter

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stHSNES1: Return to Monkey Island 2

Huge props to Bananalee where I basically stole all this stuff.

Yarr, (I had to say that) welcome to the treacherous seas and lands of the Caribbean. You, whether ye be a pirate a freelancer a landlubber or a government privateer, are setting out upon a journey that be taken you to the far reaches of Terra Firma and to the hundreds of islands inbetween. There you will find, mystery, intrigue, grog and maybe even for ye sissy types. Love.

The rules of the sea and land are listed out below make sure you are well versed in them before doing anything stupid. You hear me landlubber!?

Seamen (Pirate, Government Privateer, Merchant)

The Captain
This is the man/woman who is your persona in the NES. He needs a name, and you need to throw in some stats for him. A typical Captain’s stats would look like this: -
Class: Pirate
Captain Guybrush Threepwood
Player: Human-Slaughter
Stats: -
Leadership – 10
Seamanship – 10
Gunnery – 10
Luck – 10

Leadership is essentially your character’s courage and well… leadership. The higher the number, the greater your ability to inspire undying loyalty in the crew – or to have them give you that one more day to pull off that huge booty you promised them.

Seamanship is also an important point of your Captain. It is this stat which determines whether you can take advantage of that sudden gust to gain on your prey – or causes you to broach to in a storm. Also, your seamanship will dictate whether you can read an opposing Captain’s mind by the way his ship is run.

Gunnery reflects how capable you are in training your crew. If you can set a good example by hitting a target four hundred yards away with a 9-pounder in a gale, your men will certainly want to try their utmost to achieve it. Higher scores in this stat will provide more accurate and greater rates of fire.

Luck plays a big role – yet does not play any role at all. The most ambiguous of the stats, Luck can mean the difference between spotting a lone Spanish Treasure Galleon in the big blue sea or having an enemy cannonball find that hole in your hull and go on into your powder room. Not something you want to have a bad level with.

The Officers

You will need officers in your simply because you’re not going to be awake all day. They can range from pursers to bo’suns to gunners. To simplify things, your officers are generic and perform all those roles to assist the captain. In addition, they also serve to captain additional ships in your fleet, should you capture prizes.

Typically, an officer’s stats will look like this: -

One Eyed Larry – 10/10/10/10

Each of the four numbers represents Leadership, Seamanship, Gunnery and Loyalty respectively. The first three stats are similar to that of a Captain’s.

Loyalty, however will tell you whether this officer will be more likely to defend you when the crew mutters of mutiny or be the one who incites the mutiny against you. Needless to say, having a low loyalty and high leadership is a very dangerous combination.

When more than one officer is on board a ship, the skills of the officer with the higher Gunnery skill will be the one taken into account during battles. Seamanship however will be in the hands of the Captain on board.

You obtain officers either by recruiting them in your ports of call (which is the usual case), or trying to convince captured officers to serve in your crew. Sometimes, officers on captured prizes may offer their services to you.

The Crew

The men who weigh the anchors, trim the sails, holystone the decks, fire the guns et cetera. These are the people who throw in their lot with you in the hopes that they get some nice booty at the end of the voyage. Individual ship crews will have three stats with them listed as such under the ship they work on: -

Crew: 75 (Lukewarm, Good, Lubbers,)

The first stat describes their loyalty towards the main Captain, i.e. you. In addition, the more loyal these men are, the fiercer they will fight in a boarding action. It goes in levels determined by Mr. Dice and yours truly, depending on the obvious things like money, food and all that jazz. The levels of crew loyalty are: -

Mutinous – Lynching – Hateful – Resentful – Tolerating – Lukewarm – Respecting – Admiring – Loving – Worshipping

The second shot describes the typical gunnery capabilities of the crew, both in terms of accuracy and rate-of-fire. This stat can be helped by a commander with good Gunnery skills or made worse by lack of training. Also in levels, they go: -

Hopeless – Pathetic – Pitiful – Embarrassing – Tolerable – Average - Above Par – Good – Excellent – Elite – Crack

Last but not least, their sailing capabilities. You may have a great person in charge but if your crew can’t tell the difference between their halyards and their jibs, you’re in pretty deep trouble. The greater the level in this, the more able your crew is to handle tricky manoeuvres like gybing in a gale. The levels go like so: -

Lubbers – Landsmen – Seamen – Able Seamen – Prime Seamen

Just like officers, crew members are obtained by recruiting in port or pressing members from captured ships. Both have pros and cons. Recruiting members from land would usually mean a lower quality of sailor but higher loyalty. In contrast, those pressed into service from prizes are less likely to be loyal but are usually better sailors.

As a general rule, 10 crewmen will take up 1 ton of cargo space.

The Ship

The heart and soul of a buccaneer’s life, the ship is defined by Daniel Defoe as ‘a light pair of heels being of great use either to take, or to escape being taken’. Like the other things above, ships will be listed under your stats as such: -

Ghost Sail (Ketch)
Commander: Captain Guybrush Threepwood 10/10/10/10
Officers: One-Eyed Larry – 10/10/10/10
Leyland “Landlubbin” Jonson – 5/4/3/8
Crew: 15 (Worshipping, Hopeless, Lubbers)
Guns: 10
Cargo: -*
Food – 2 tons
Goods – 10 tons
Rum – 7 tons

* Cargo will be listed and sent out every turn via PM.

Of course, ships have to have variation. In this NES, fourteen different types of ships ply the Caribbean, all ripe for the picking – or probably hunting you down. The ships are classified into three main categories: sloop-rigs, brig-rigs and ship-rigs, indicating the number of masts the vessel has.
Later on when you gain money and goods and need to upgrade you can do so at major ports or if you are feeling adventurous you can commandeer your own new ship.

Most of the details given with the vessels are self explanatory – cargo capacity is how much cargo it can carry, maximum guns is the most number of guns you can place aboard, etc.

Classes and Profession

Each profession or class has slight changes in the Captain stats and ship stats ect. Below we will go over those in each class.
After you pick a class/profesion you may invest 15 additional points to change your captain to become more of a gunslinger or more of a leader.

Pirate
Class: Pirate
Captain “Name”
Player: “Your Name”
Stats: -“Before You allocate points”
Leadership – 3
Seamanship – 4
Gunnery – 3
Luck – 3
Notoriety: Unknown

Government Privateer
Class: Government Privateer
Captain “Name”
Player: “Your Name”
Stats: -“Before You allocate points”
Leadership – 4
Seamanship – 3
Gunnery – 2
Luck – 4
Notoriety: Unknown
Nationality: “English, Spanish, Dutch, French”

Merchant
Class: Sailing Merchant
Captain “Name”
Player: “Your Name”
Stats: -“Before You allocate points”
Leadership – 4
Seamanship – 4
Gunnery – 2
Luck – 3
Nationality: “English, Spanish, Dutch, French”


Notoriety:
How well are you known? Are you feared and revered in towns or are you not even noticed? This stat will increase or decrease your chances in getting better officers or crew when you are recruiting in ports. For pirates this may bet them chased after more heavily and for privateers it will give you a better chance of getting missions in ports.
Unknown – Forgotten – Known –Rumored – Talked About – Famous - Revered

Nationality:
This stat dictates how you are received in different ports. A Dutch merchant is much less likely to get that high paying mission or the best price on the goods in an English port than an English sailor would.
 
Nations

Commonwealth of England, Scotland and Ireland

BritishFlag.png


With the very recent end of a Civil War, Britain is not in a position to control its West Indian colonies. Because of this, the Governors of the British settlements tend to be more independent than their foreign counterparts.

Barbados is the unofficial capital of the British West Indies and traders from England, Africa and India usually dock here as a stopover point. Other British colonies in the area are Antigua – a strong garrison colony, Nevis and St. Kitts – recent gains by the British and the much undeveloped Bahamas. The English towns are represented by a red color on the map.

Kingdom of France (Royaume de France)

frenchflag.png


Back on the Continent, France struggles to assert its authority as the populace rebels against the unpopular Cardinal Mazarin and his policies of centralisation. This doesn’t affect the French settlements in the Caribbean much – as a matter of fact, not at all – and life goes on for the French colonies.

The only official French settlements are the Caribbee Islands ones – Martinique and Guadeloupe. Huguenot refugees have made west Hispaniola their home, with a hard-line attitude against the buccaneers, yet Tortuga and the Florida Keys remain havens for them – as they prey on shipping all around. The French towns are represented by blue on the map.

Dutch West India Company (Geoctroyeerde Westindische Compagnie)

dutchflag.png


From its original foothold in Sint Maarteen, the GWC made overtures all around the Caribbean having mixed results. A most notable success is the attainment of Curaçao from the Spaniards less than 30 years before. Since GWC is practically independent of the Dutch government and have to provide for their own defence, Dutch settlements in the West Indies tend to be lukewarm, if not friendly towards independent buccaneers.

The GWC has three colonies of note, Curaçao – the administrative capital, St. Eustatius – an up-and-coming trade port and Sint Marteen, the sleepy Dutch sector of St. Martin. Dutch towns are represented by orange on the map.

Kingdom of Spain (Reino de España)

spanishflag.png


All around the world, Spanish power seems to be steadily slipping out of their monarch’s hands, except at the Spanish West Indies. On this side of the world, the power of Spain still remains strong, and they own almost every single port on the Spanish Main.

The annual flotas make their rounds without fail and fuel the multiple wars incited by the Spaniards’ Counter-Reformative fervour and as such, the main ports along the flotas’ routes like Havana, Cartagena and Santiago have flourished. However, the smaller settlements are dying and best reflect the true Spanish situation on the Continent due to the massive influx of foreign immigrants. The Spanish towns are represented by a yellow color on the map.
 
Towns

What use are nations without the settlements and towns they have all around the place? Below are some descriptions of towns as of the 1650s. Not listed though are the numerous native villages, secret pirate havens and Jesuit missions scattered all about the place.

Antigua – 21° N, 62° W.
The first colonists of this flat island with its irregular coastline were Englishmen from St. Kitts in 1634. Its tobacco, cotton and sugar production has never matched the likes of Barbados, but it still attracts attention from all nations.

Barbados – 18° N, 59° W.
The first major English colony in the Caribbean, Barbados is the economic capital of the Caribbee Islands (Lesser Antilles). Barbados has enjoyed an economic boom since 1640 with its huge sugar plantations and growing military defences protecting them.

Bermuda – 30° N, 65° W.
Many miles north of its nearest neighbour, this coral island with lots of inlets and beaches was built from 1612 by the English. Fortified from attack, it welcomes well intentioned visitors who need to stock up on provisions and repair ships.

Campeche – 23° N, 90° W.
A well-established "old" Spanish city with aristocratic tastes, Campeche is an important port serving the inland provinces of southern New Spain and Yucatan. It looks grander than it is and while aristocrats parade around in their finery, the town's wealth actually comes from timber exports, sourced from the surrounding logwood forests.

Caracas – 16° N, 66° W.
The main town lies a short way inland from the harbour, and is large and unwalled. The arable grassland is little farmed near the town, but is extensively so inland. The population like to parade their finery, but the town is not a wealthy one.

Cartagena – 16° N, 75° W.
This is the largest port city of the Spanish Main, and after the 1590s a supposedly impregnable fortress. Here the treasure fleet winters before its return voyage via Havana and the Florida Channel. It has a powerful garrison of troops and a thriving economy with little need for illegal trade and smuggling.

Coro – 17° N, 70° W.
This small city on the east side of the Gulf of Venezuela once thrived with traders and ships. However, it was overshadowed by the new ports to the east as the 17th century came around. Its modest economic vitality is entirely due to the large salt pans nearby.

Cumana – 16° N, 64° W.
Usually the first stopping point for Spanish travellers from Europe, Cumana is well used to strangers. A large garrison helps ensure the peace. Occasionally Cumana provides shelter to wealthy individuals, but its own economy is based on poor local farms.

Curacao – 17° N, 69° W.
First used in the 1620s, this island became a great free port under Dutch control. Spanish produce smuggled from everywhere along the Main are bought here by Dutch merchants or even freebooters and buccaneers, who happily exchange them for European products.

Eleuthera – 26° N, 76° W.
At first just an anchorage for privateers, Eleuthera soon became an English colony. It never really grew and remained a backwater haven for pirates, privateers, and the other riff-raff who hide among the Bahamas.

Florida Keys – 26° N, 81° W.
Among this chain of tiny islands and reefs are transitory anchorages for privateers of varying nationalities. No permanent colonies can be found here - it is too close to powerful Spanish Havana. However, several French refugees have settled here after being ousted from St. Augustine.

Gibraltar – 15° N, 71° W.
Sitting at the very southern end of the lagoon, Gibraltar is a modest port serving inland cacao and tobacco farms of the Caracos Province. It is much dependent for defence on the fact that ships must pass Maracaibo to reach it, although a small battery defends the harbour.

Gran Granada – 17° N, 86° W.
Relying on the arduous journey you have completed for its protection, Gran Granada shows its opulence readily. Self sufficient, wealthy and pompously anti-pirate, Gran Granada offers rich pickings, provided you can make it back across the shark-infested Lake Nicaragua alive.

Grand Bahama – 28° N, 79° W.
This island in the northern Bahamas is used periodically as a privateer’s anchorage.

Guadeloupe - 20° N, 61° W.
Colonised by the French, Guadeloupe is the cornerstone of French power in the eastern Caribbean. Cardinal Richelieu recently commissioned a Cathedral here which is nearly completed. The cathedral is one of the highlights of the city and is a landmark in the Windward Isles.

Havana – 25° N, 82° W.
The largest city on the island of Cuba was founded in the early 1500's on a fine natural harbour. The teeming streets are protected by strongly fortified city walls. An imposing garrison overlooks the city from the east bank of the harbour entrance. Its location at the mouth of the Florida Strait, the starting point for the Gulf Stream back to Europe, provides the perfect gathering point for the homeward journey of the massive annual Spanish Treasure Fleet.

Leogane – 22° N, 73° W.
Leogane is a new settlement sitting on a small, arid coastal plain backed by mountains. It serves the unofficial but rapidly growing French presence in western Hispaniola.

Maracaibo – 16° N, 72° W.
This is the chief port on the Gulf of Venezuela and guardian of the Maracaibo Lagoon (also known as Lake Maracaibo). The city relies on nearby forts and the shallowness of the entrance to the Lake for defence of its extensive inland farms. Wealth Spanish exiles enjoy its location and safety.

Margarita – 17° N, 63° W.
In the early 16th century, this island was one of the richest pearl fisheries in the world. Since then, Margarita has dwindled beyond recognition. Its population is decreasing, its land is infertile, its salt beds over-farmed. Only an audience with a dishonest governor tempts people to come here.

Martinique – 19° N, 61° W.
This island, colonised by the French in 1635 would be – with Guadeloupe – the focal point of French activity in the West Indies. After massacring the native Caribs on the island, the predominantly Catholic settlers proceeded to plant tobacco and sugar all over the island, which is lush with wild orchids, jade vines, flamingo flowers and fruit trees.

Montserrat – 21° N, 62° W.
This English colony, founded around 1640, remains one of small plantations and gentleman farming, a pleasant port of call with no especially important characteristics save low prices.

Nassau – 26° N, 77° W.
Since the mid 16th century this Bahaman island has been a pirate anchorage. The port is ironically named "New Providence" by its English colonists, to distinguish it from Providence Island ("Old Providence") much further south. The Spanish capture of Nassau in 1641 led to a period of lawfulness on this island haven for low-lifes and outlaws. The town is fast becoming a prize coveted by all nations.

Nevis – 21° N, 63° W.
This pleasant island, separated from St. Kitts by a narrow channel, was populated by the English at about the same time as St. Kitts. While the former became a port of some importance, Nevis remained more agricultural, with pleasant tobacco, cotton and sugar plantations rolling across sun-drenched mountainsides.

Nombre de Dios - 15° N, 79° W.
This town was the Caribbean port for Panama and Peru throughout the 16th Century. However, it is sited in an unhealthy swamp, almost impossible to fortify, and is plundered mercilessly by English sea hawks. Now, this city has been mostly abandoned with Puerto Bello taking its place.

Panama – 15° N, 80° W.
This large city links the wealthy Spanish realms of the Pacific with the Caribbean. All trade with Peru and the Phillipines is by ship on the Pacific coast, with Panama as the terminus. Panama is linked to Puerto Bello by a mule train over the mountains of the Darien Isthmus.

Petit Goave – 22° N, 73° W.
Among the many small and informal French Huguenot settlements on Western Hispaniola, this is the first to gain repute as an important port. Over the course of the 17th century, planters and plantation have continuously displaced buccaneers, gradually eradicating them from the area.

Port-de-Paix – 23° N, 73° W.
Port-de-Paix is the largest of the French Huguenot settlements on Western Hispaniola. In exchange for food, the pirate lords of Tortuga and Arawak Indians keep the waterway clear of Spanish ships. Ironically, Port-de-Paix is one of the most 'civilised' towns in Hispaniola having a strong rule of law and a structured society.

Puerto Bello – 15° N, 80° W.
With living conditions marginally more tolerable than nearby Nombre de Dios, Puerto Bello is the Caribbean port for Panama and the Viceroyalty of Peru. For a few weeks each year, miserable Puerto Bello becomes a rich boomtown as the Spanish flotas arrive to pick up Peruvian silver.

Puerto Cabello – 16° N, 68° W.
Back in the 1620s, Puerto Cabello was an important secondary trading port. Ultimately, however, Caracas took most of its business, while the new Dutch free port at Curacao destroyed the rest.

Puerto Principe – 24° N, 78° W.
This was one of the first cities on Cuba, a wealthy city surrounded by ranches and a cattle economy. Puerto Principe is a long way from its Spanish masters, and as such has little allegiance to Europe.

Rio de la Hacha – 17° N, 73° W.
This is one of the two major ports for the Colombian highlands (Santa Marta is the other). The hot, harsh, dry climate hereabouts restricts agriculture to livestock, and as such Rio de la Hacha is a relatively sleepy undefended market town, vulnerable to frequent attack.

San Juan – 22° N, 66° W.
This is the great port city of Puerto Rico, and one of the most fortified cities in Spanish America. San Juan was settled early and remains a bastion of old Spanish aristocracy. Prices for all goods except food are high, and most times Spanish law is vigorously enforced.

Santa Catalina - 18° N, 82° W.
Established by an English puritan colonial venture in 1629, this tiny island (named Providence Island) became a base for Privateers and pirates operating deep in the Spanish Main. The island was such a danger to Spain that a major expedition was mounted in 1641 to recapture it. It now houses a garrison and warships occasionally patrol the waters hereabouts.

Santa Marta – 17° N, 74° W.
The site of Santa Marta was originally chosen as a point for exploring the reputed gold mines of the nearby Sierra, but developed as a port (along with Rio de la Hacha) serving the Colombian highlands and its farms.

Santiago – 23° N, 76° W.
This was once the capital city of Cuba, and still remains a large, strong city. Like all the great Spanish cities, prices are high while Spanish trade law is vigorously enforced.

Santiago de la Vega – 21° N, 77° W.
The fantastically fertile land surrounding Santiago de la Vega has supported a small settlement here since 1525, producing cacao and sugar and farming livestock.

Santo Domingo – 22° N, 70° W.
This is the great capital city of Hispaniola, one of the largest and oldest in the entire American Empire of Spain. Santo Domingo lies on a flat coastal plain, cut by two rivers, the Rio La Isabela and the Rio Ozama, at the mouth of the Ozama. It is the home of Spanish sugar production. The city itself is completely walled and well defended since Drake's massive raid in 1586.

Sint Marteen – 22° N, 63° W.
Despite defending the town from attack during their occupation, the Spanish decided that St. Martin was no longer important to them in 1648, and left. The Dutch and French signed a treaty of partition and although the island is divided between the GWC and France, the main port is in the Dutch sector.

St. Augustine – 30° N, 81° W.
Originally a French colony, Spain attacked and captured it in 1560, massacring the Frenchmen and establishing their own fortress and garrison to discourage other Europeans. St. Augustine is of such small importance that nobody bothers to dispute Spain's ownership. It is entirely dependant on other towns for supplies, having hardly any sustainable agriculture on the swampy terrain.

St. Eustatius – 21° N, 63° W.
The most fought over island in the Caribbean, the Dutch, French and English swap ownership with bloody results every few years. Under the GWC, the economy thrives as a stopping point for ships to and from Europe, but the recurring damage caused by the fighting means that any ship offering wealth is foolishly welcomed.

St. Kitts – 21° N, 63° W.
Once divided between the French and the English, St. Kitts soon saw the dominance of English colonists and developed a significant port that thrived on trade with all nationalities.

Tortuga – 23° N, 73° W.
Tortuga (more accurately Île de la Tortue) is named because it looked like a giant turtle from nearby Port-de-Paix. Sacked over and over again in the past 50 years, Tortuga still remains a pirate haven under the French governor Jean de Lafitte. French colony in theory, this port is the capitol of Caribbean piracy in practice.

Trinidad – 16° N, 61° W.
Spain largely overlooked Trinidad in its colonisation of the mainland due to its lack of riches and mines. Settlement was established in 1592, but the population is having great difficulty in establishing sustainable agriculture.

Vera Cruz – 23° N, 96° W.
Possibly the wealthiest city in the New World, Vera Cruz and its offshore island fortress, San Juan de Ulua, house the Treasure Fleet as it crams the last spaces in its hold with riches, at the western end of its outward leg. Built on humid, marshy, mosquito-plagued, swamp, it is the main port for the great inland Viceroyalty of New Spain.

Villa Hermosa – 22° N, 93° W.
This upriver farm town in the broad plain of the Rio Grijalva, once made rich from trade, agriculture, and nearby Mexican gold & silver, is now of little strategic importance. It isn't particularly well defended, but the fort at the mouth of the river is home to patrolling warships.
 
Map
Map.jpg
 
You may now post comments suggestions ecetera.
 
Can we join? If so

Government Privateer
Class: Government Privateer
Captain John Andrews
Player: germanicus12
Stats: -“Before You allocate points”
Leadership – 4
Seamanship – 3
Gunnery – 2
Luck – 4
Notoriety: Unknown
Nationality: English
 
Sure thing. But there may be some changes and I will clarify the allocation points after I decide exactly how many I want to give.
 
That will be determined on what kind of boat you have. I will once I decide exactly how I want to do the boats post that part. And Im not exactly sure I know how long I want each turn to go. Mainly why I want some suggestions. Maybe I can cut it into 2 1 month parts. movement and action.
 
Goverment Privateer
Class: Government Privateer
Captain: Sir Francis Stalinsworth
Player: JosefStalinator
Stats: -“Before You allocate points”
Leadership – 4
Seamanship – 3
Gunnery – 2
Luck – 4
Notoriety: Unknown
Nationality: English


Hell, why not. I like Sid Meir's pirates.
 
Woot, i want to be involved, exam today so will look at this in a few days!
 
Government Privateer
Class: Government Privateer
Captain Claude Reutenauer
Player: Reno
Stats: -“Before You allocate points”
Leadership – 4
Seamanship – 3
Gunnery – 2
Luck – 4
Notoriety: Unknown
Nationality: French

I still have fond memories of the old Pirates Gold, there's no way I'll let this game just pass by without joining it.
 
My original idea was to have a turn to last one week (hence one knot making 76 nm or something like that - it's in that thing I sent you)

Also, don't upload the map to Photobucket. Upload it to CFC because Photobucket scales it down.
The original map should be 2000x2000 pixels or something. In fact, it's here ;)

Spoiler :
BananaNES2MapTest.jpg


---------

Either way, count me in.

Merchant
Class: Sailing Merchant
Captain Benjamin L. Hawkwood
Player: BananaLee
Stats: -“Before You allocate points”
Leadership – 4
Seamanship – 4
Gunnery – 2
Luck – 3
Nationality: English
 
Pirate
Class: Pirate
Captain William Surnee`
Player: Luckymoose
Stats: -“Before You allocate points”
Leadership – 3
Seamanship – 4
Gunnery – 3
Luck – 3
Notoriety: Unknown
 
Pirate
Bonsoir! Count me in!

Class: Pirate
Captain Phillipé DeVir
Player: fantasmo
Stats: -“Before You allocate points”
Leadership – 3
Seamanship – 4
Gunnery – 3
Luck – 3
Notoriety: Unknown
 
Government Privateer
Class: Government Privateer
Captain: Thomas Wilson
Player: e350tb
Stats: -“Before You allocate points”
Leadership – 7
Seamanship – 5
Gunnery – 7
Luck – 9
Notoriety: Unknown
Nationality: British

[I don't know why, but calling it England just bugs me. REMEMBER THE SCOTS!]
 
That will be determined on what kind of boat you have. I will once I decide exactly how I want to do the boats post that part. And Im not exactly sure I know how long I want each turn to go. Mainly why I want some suggestions. Maybe I can cut it into 2 1 month parts. movement and action.

Are you referring to in game length (as in the time that passes per update in the pirate world) or real world turn length?
 
Merchant
Class: Sailing Merchant
Captain: Fernando Tajeda
Player: Grombar
Stats: -“Before You allocate points”
Leadership – 4
Seamanship – 4
Gunnery – 2
Luck – 3
Nationality: Spanish
 
Are you referring to in game length (as in the time that passes per update in the pirate world) or real world turn length?

It would be an in game time length. RL timelength would vary from when I get orders and after I resolve action phases with players
 
Government Privateer
Class: Government Privateer
Captain:Josef Yurope
Player: Yurope
Stats:
Leadership: 3
Seamanship: 3
Gunnery: 3
Luck: 4
Nationality: Dutch
 
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