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The Dragons Legacy

Alexandria Storm reliving her life while tied to a pole "ONCE UPON A TIME ALEX RECIEVED A GIFT. NOT JUST ANY GIFT. A GIFTY GIFT. FROM A PERSON. WHO GAVE THE GIFT...."  

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

Crew Threshold

Crew Amount

At 5 MPH, Miles Per Day

Continental Square's traveled Per Day

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

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.

When an Officer takes their action to sail the ship, it can generally move 15ft, 45ft or 60ft on it's own propulsion. However, it's more often that the map representation is 20ft Instead of 5ft per Squares. On a 20ft scale, the ship can move one to three squares on its turn.

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.

The crew will most the time use their actions to power the ship unless they become discouraged and attempt to flee or carry out a special order.
When the ship is struck by a devastating attack such as the ship being rammed or struck by wild artillery such as a Connan ball, The DM will roll a D6 to determine how many Crew were hurt during that event.
While abord the ship and operating it, the Crew have 3/4 cover and have +5 to their AC. If the Crew is surprised they only have 1/2 cover and have +2 to their AC.

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
The Captain or Officer sailing the ship may use their action on the ships turn in combat to pull within rage of an enemy ship and signal the crew to Board. After the Officer uses their action to sail the ship, the crew makes a grapple skill check against the enemy ship.
If the Grapple succeeds both ships become restrained, becoming unable to move and crew on both vessels may engage in hand-to-hand combat. The ships however are not protected from other ships that may still be in the conflict.
After the boarding is complete, the crew must succeed a construction saving throw or suffer one addental level of exhaustion, for each level of exhaustion the crew faces all crew costs increases by 2 crew.
Brace For Impact.
The Cook or Officer keeping the lower decks in check may use their hold their action to give one enemy ship's attack roll disadvantage by directing the crew below deck to take cover.
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.
The crew must succeed a construction saving throw or suffer one addental level of exhaustion, for each level of exhaustion the crew faces all crew costs increases by 2 crew.
Deck Side Extraction
The Surgeon or Officer pulling the wounded crew off the Main Deck my use their action during the ships turn in combat to make midchain check to stabilize as many wounded sailors as possible. The difficulty of this check will be 5 times the number of spoilers injured.
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.
The crew must succeed a construction saving throw or suffer one addental level of exhaustion, for each level of exhaustion the crew faces all crew costs increases by 2 crew.
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

The ship is powered by manpower.

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.
Armor class: 12
Hit points: 100, -5ft. speed per 16 Damage taken.
Speed(water): 45 ft. In Natural Wind Direction, 15 ft. In Contested Wind Direction, 60 ft. In Aliened Wind Direction.
Crew Cost: 5 crew per mast to operate the sails (Crew cost: 15). The Crew Cost may increase with certain officer actions.


Weapons & Armament

Portside, Main Deck Sige Weapons starboard, Main Deck
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.
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.
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

Armor Class: 15
Hit Points: 300 (damage threshold 15)


Communication Tools & Systems

Helm

Armor Class: 18
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

The crew's passive perception

Additional & auxiliary systems

Ship Sats

Stat STR DEX CON INT WIS CHA
score 20 7 17 0 0 0
Modifier +5 -2 +3 N/A N/A N/A
Damage resentences: lightning
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

Captain.
  First Mate. military
  2nd Mate. Quartermaster.
  3rd Mate. security
  • Helmsman-
Bocelin.
  • Bosun. deck boss
  • Boatswain. ship tech
Crew
Owning Organization
Price
10,000 GP
Rarity
Stander Saling Ship
Length
100ft. by 20 ft.
Height
4 Stories
Weight
Gargantuan Vehicle
Speed
Capable of 5 miles per hour (120 miles per day) at Full-Crew
Complement / Crew
Max Crew Compacity: 30 Crew
Cargo & Passenger Capacity
Max Cargo Compacity: 100 tons. Max Passenger Compacity: 20 Passengers

Current Ship Damage

Ship Components Hall Hilm Sails
Max Hit Points 300 50 100
Curent Damage 0 0 0

Sieg Weapons: Portside Cannons bow port Stern
Max Hit Points 75 75 75
Curent Damage 75 26 0

Sieg Weapons: Starboard Cannons bow Starboard Stern
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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