There's no hard boundary keeping the damned from escaping the the ship or attempting to hide during shore leave. Want to build a raft out of boards torn from the cursed ship? Go ahead. Try to hide it, try to escape. Want to sneak aboard an unwitting merchant ship before the skeletal crew attacks and warn them to flee? Go ahead. You can try anything.
However, while you are still damned, there are some limitations. First, of course, is the way scavengers react to the damned. Second, if you have a Decay score, there are the limitations previously noted, as well as a -1 penalty to most social interactions; there is no way to heal Decay until you escape damnation, which is not the same thing as escaping the Dutchman.
Third, Damnation itself gives off a bad vibe, a feeling of dread that people sometimes pick up on; whenever engaging in social interactions, a roll of doubles on 2d6 results in the other person thinking of you as evil. They may still be persuaded or befriended, but that sensation may affect future behavior. This 2d6 risk roll may also be required in other situations where damnation might be considered a drawback, such as a risk of a dangerous accident on hallowed ground.
Finally, at sunset every day, the damned characters must roll 2d6; on doubles, the crew of the Flying Dutchman have found them and will attempt to drag them back. The characters can attempt to fight them off or escape again, but so long as they are damned, they will need to make this sunset roll for the rest of their accursed life.
Maintenance has been requested to fix 2nd floor…
4 years ago