Level 24 is the Captain’s quarters;
GM: At Key 9 is a whole bunch of storage of fancy captain gear, supplies, weapons and booze. Along with one stuffed bear, for some unaccountable reason.
![](https://i0.wp.com/cosmicheroes.space/blog/wp-content/uploads/2023/01/gridmapper-mapLevel24-2.png?resize=525%2C525&ssl=1)
![](https://i0.wp.com/cosmicheroes.space/blog/wp-content/uploads/2023/01/Ruby-Base-Level-11_illustration1.png?resize=512%2C512&ssl=1)
Remarkable, Incredible and Amazing nerdiness
Level 24 is the Captain’s quarters;
GM: At Key 9 is a whole bunch of storage of fancy captain gear, supplies, weapons and booze. Along with one stuffed bear, for some unaccountable reason.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 10, A weapons locker, early 19th century style. Sabres, knives, the odd pirate cutlass, firearms, cudgels, whips for using on bad crew. Pistols and long guns included. Plus some gunpowder.
Weapon: 0
While writing FATERIP this was my idea as a possible option to use. If someone is employing a ‘garden variety’ weapon. Cheap handgun where those are commonly available, knife, blackjack, club, knuckledusters, rock etc then there is no damage bonus.
If using something out of the ordinary, like a large sword, machine gun, sniper rifle, battleaxe, electricity pole etc. then calls those Weapon: 1. Prepared intent to be nasty, if you like, as opposed to stumble into a brawl.