Ship’s Carpenter

The character may use his knowledge of carpentry to repair damage to a ship without taking it to a dry dock. The ship must still be careened, however (see page 37).

Repairing each wound requires a successful Repair roll, takes 1d4 days, and requires a half cargo space worth of timber per wound. With a failure the time and materials are ruined. With a raise, the time is halved. A number of crew equal to the ship’s base Toughness are required. Time can be halved with double the crew, or time is doubled every time that number is halved.

Critical wounds require a successful Repair (–2) roll and take 1d6 days to fix.