The Dragons Legacy
Travel At Sea
Traveling The Sea.
The ship has a miles per hour speed representing the time and distance it can sail. This ship's mph is 5 mph at full crew. The Condition of the ship's Crew and method of Propulsion could damage the ship's ability to travel in general.Sailing Ship | Sailing Ship | Sailing Ship | Sailing Ship |
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Full Crew | More Then 30 Crew | 120 MPD | 3 1/3 Squares per Day |
Three Quarters Crew | 22 Crew | 90 MPD | 2 2/3 Squares per Day |
Half Crew | 15 Crew | 60 MPD | 1 2/3 Squares per Day |
Quarter Crew | 8 Crew | 30 MPD | 2/3 Squares per Day |
Skeleton Crew | Less Then 5 Crew | 2 MPD | 2/30 Squares per Day |
Damage To Sails | -10ft | -20ft | -30ft |
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Penalty To Travel Pace. |
The Ships Travel Pace drops by 1 MPH, 24 MPD, the ship travels 2/3 less Squares per Day. The ship may travel on Three Quarters Crew as if it were at full crew and so on. | The Ships Travel Pace drops by 2 MPH, 48 MPD, the ship travels 1 1/3 less Squares per Day. The ship may travel on Half Crew as if it were at full crew and so on. | The Ships Travel Pace drops by 3 MPH, 72 MPD, the ship travels 2 less Squares per Day. The ship may travel on Quarter Crew as if it were at full crew and so on. |
Activates While Traveling
During combat
Incitive.
All ship's involved in the encounter rolls their own Incitive checks with the ships Dexterity modifier + It's crew's quality score. Each ship proceeds with its turn in the appropriate order and each creature aboard the ship takes their actions during the ships turn.The Ships Actions During Combat.
During the ships turn, it may take actions until it runs out of crew to preform it's actions. This is represented by the Crew Cost or number of crew whose actions have been expended for the turn doing the ships action.The Ship's Movement During Combat.
During the ships Turn.
All players take their respective actions during the ship's Incitive that they are aboard. A player may choose to do their own basic actions at this time or may use their action to fill one crew member's crew cost.The player/acting officer of the ship manning the helm must use their action each turn to do so, in order for the ship to move during its turn in combat. While technically any charter with water vessel Proficiency can pilot the boat, however its common place that only the quartermaster or officer of Equal responsibility do so.
The Crew During Combat.
Officer Actions.
Player acting as the ship's officers may use their action on the ships turn in combat to make an Officer Action.Board The Basterds
Brace For Impact.
Full Sail.
The Bocelin or Officer currently leading the crew on deck, may use their action on the ships turn in combat to exhort the crew to work harder and drive the ship forward faster. Roll a D6 and multiply the result by 5. Apply the total as a bonus to the ship's speed until the end of the ship's next turn. If the ship is benefiting from more than one, 'Full Speed Ahead' actions in a turn, only the highest bones is applied.Deck Side Extraction
Ocean Drift.
The Quartermaster or Officer currently sailing the ship as part of the sailing action my direct the crew to pull hard on the Mizzen-Mast on the Quarter Deck, resulting the wind catching the Mizzen-Mast's Bermuda sail propelling the back of the ship in a different direction. The Rear end of the ship may move 20ft sideways to port or starboard.Take Aim.
The First Mate or Officer currently leading the crew on deck, may use their action on the ships turn in combat to direct the crew's firing, aiding in aiming one of the ship's siege weapons that is within 10ft. of the officer. It gains advantage on the next attack roll it makes before the end of the ship's next turn.Power Generation
Propulsion
Sails
The Sailing Ship has a three masted Braque rig, The Main Deck having the main mast Equipped with 2 square sails and a crow's nest. The Forecastle mast is Equipped with one Square Sail and two Bermuda sails connected to the bow of the ship. The Quarter Deck mast is Equipped with one large Bermuda sail braised by the main mast used primarily to aid turning sharp maneuvering.Weapons & Armament
Portside, Main Deck | Sige Weapons | starboard, Main Deck |
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Bow Cannon Armor Class: 19
Hit Points: 75 Cannon Ball. Ranged Weapon Attack: +6 to hit, Range 600/2400 ft., one target. 8d10 Bludgeoning damage. Crew Cost: to Fire/ load or load/ aim the cannon on the ship's turn is 2 Crew. To load, aim, and fire the cannon on the ships turn is 3 Crew. To operate the cannon in two of the following ways a turn; Load/Aim, Fire/load, or Aim/Fire, is 4 Crew. |
Bow Cannon Armor Class: 19
Hit Points: 75 Cannon Ball. Ranged Weapon Attack: +6 to hit, Range 600/2400 ft., one target. 8d10 Bludgeoning damage. Crew Cost: to Fire/ load or load/ aim the cannon on the ship's turn is 2 Crew. To load, aim, and fire the cannon on the ships turn is 3 Crew. To operate the cannon in two of the following ways a turn; Load/Aim, Fire/load, or Aim/Fire, is 4 Crew. |
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Port Cannon Armor Class: 19
Hit Points: 75 Cannon Ball. Ranged Weapon Attack: +6 to hit, Range 600/2400 ft., one target. 8d10 Bludgeoning damage. Crew Cost: to Fire/ load or load/ aim the cannon on the ship's turn is 2 Crew. To load, aim, and fire the cannon on the ships turn is 3 Crew. To operate the cannon in two of the following ways a turn; Load/Aim, Fire/load, or Aim/Fire, is 4 Crew. |
Starboard Cannon Armor Class: 19
Hit Points: 75 Cannon Ball. Ranged Weapon Attack: +6 to hit, Range 600/2400 ft., one target. 8d10 Bludgeoning damage. Crew Cost: to Fire/ load or load/ aim the cannon on the ship's turn is 2 Crew. To load, aim, and fire the cannon on the ships turn is 3 Crew. To operate the cannon in two of the following ways a turn; Load/Aim, Fire/load, or Aim/Fire, is 4 Crew. |
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Stern Cannon Armor Class: 19
Hit Points: 75 Cannon Ball. Ranged Weapon Attack: +6 to hit, Range 600/2400 ft., one target. 8d10 Bludgeoning damage. Crew Cost: to Fire/ load or load/ aim the cannon on the ship's turn is 2 Crew. To load, aim, and fire the cannon on the ships turn is 3 Crew. To operate the cannon in two of the following ways a turn; Load/Aim, Fire/load, or Aim/Fire, is 4 Crew. |
Stern Cannon Armor Class: 19
Hit Points: 75 Cannon Ball. Ranged Weapon Attack: +6 to hit, Range 600/2400 ft., one target. 8d10 Bludgeoning damage. Crew Cost: to Fire/ load or load/ aim the cannon on the ship's turn is 2 Crew. To load, aim, and fire the cannon on the ships turn is 3 Crew. To operate the cannon in two of the following ways a turn; Load/Aim, Fire/load, or Aim/Fire, is 4 Crew. |
Armor and defense
Hull
Hit Points: 300 (damage threshold 15)
Communication Tools & Systems
Helm
Hit Points: 50
The captain or other Qualified personal my use their action on the ships turn to move the ship at its crew cost. If the Helm is destroyed the ship will not be able to steer.
Sensors
Additional & auxiliary systems
Ship Sats
Stat | STR | DEX | CON | INT | WIS | CHA |
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score | 20 | 7 | 17 | 0 | 0 | 0 |
Modifier | +5 | -2 | +3 | N/A | N/A | N/A |
Damage Immunities: Poison, Psychic
Damage vulnerabilities: Fire
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious.
The Ship's Officers
First Mate. military
2nd Mate. Quartermaster.
3rd Mate. security
- Helmsman-
- Bosun. deck boss
- Boatswain. ship tech
Current Ship Damage
Ship Components | Hall | Hilm | Sails |
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Max Hit Points | 300 | 50 | 100 |
Curent Damage | 0 | 0 | 0 |
Sieg Weapons: Portside Cannons | bow | port | Stern |
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Max Hit Points | 75 | 75 | 75 |
Curent Damage | 75 | 26 | 0 |
Sieg Weapons: Starboard Cannons | bow | Starboard | Stern |
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Max Hit Points | 75 | 75 | 75 |
Curent Damage | 0 | 0 | 0 |
Sieg Weapons: Chase Cannons |
Port Side | Starboard |
Max Hit Points | 75 | 75 |
Curent Damage | 0 | 0 |
Sieg Weapons: Stern Cannons | Port Side | Starboard |
Max Hit Points | 75 | 75 |
Curent Damage | 0 | 0 |
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