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Ship Conditions

As ships engage in naval combat and explore the seven seas, they may find themselves subject to various conditions that affect its capabilities in various ways. These conditions only apply when playing as a ship, and cease to apply to gamplay centered around PCs. These conditions and their effects are detailed below.  
  • Anchored: The ship is attached to a point on the seafloor and cannot be moved from its general location. The ship has a speed of 0 and cannot be moved by non-magical means until its anchor is raised. It cannot change its speed tiers until its anchor is weighed and stowed.  
  • Blinded: The deck of the ship has been obscured by fog or smoke, making it impossible to aim weapons or see surroundings clearly. The ship automatically fails any sight based checks, and has disadvantage on weapon attack rolls.
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  • Burning: The ship is on fire, and both it and its crew are taking continuous damage. When the ship gains this condition, it gains it at a level X. If a ship with the burning condition would be afflicted with burning again, add the level of the incoming condition to the existing one. A ship cannot have a higher burning level than twice its grade factor. At the beginning of each of its turns, the ship takes X fire damage, and X ABS become wounded.   A ship may take the Look Alive action to put out the fire and reduce the burning level. For each 10 ABS assigned to the Look Alive action rounded down, roll a d20. On an 11 or higher, remove 1d4 levels of burning, on a natural 20, remove 2d4 levels of burning, and on a natural 1, negate another successful die rolled as part of the same Look Alive action. Once the burning level reaches 0, the ship is no longer burning.
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  • Crippled: The ship has become damaged and disordered after taking heavy damage. When a ship's Hp drops below its cripple threshold, it gains this condition. Unlike many other conditions, this condition cannot be removed via the Look Alive action, and can only be removed by restoring the ship's Hp back past its cripple threshold. A crippled ship has disadvantage on offensive or defensive boarding checks made during a Board Enemy Vessel action. This condition cannot be removed by the Look Alive action, and can only be removed by repairing the ship to bring its Hp back above its cripple threshold.   The first time a ship gains this condition during combat, randomly select one piece of outfitting at an enhancement, light mounting, or heavy mounting site. That piece of outfitting is now broken. It cannot be used as normal and provides no benefit to the ship. More details about broken outfitting can be found on the Ship Outfitting page.
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  • Flooded: The ship has taken on huge amounts of water. Lower decks are filled with water, slowing the ship. The ship may sink if too much water fills the hold. When the ship gains this condition, it gains it at a level X. If a ship with the Flooded condition would be afflicted with Flooded again, add the level of the incoming condition to the existing one. If a ship has a flooded level of 5 at the end of its turn, it sinks.   A ship may take the Look Alive action to bail water and reduce the flooded level. For each 10 ABS assigned to the Look Alive action rounded down, roll a d20. On an 11 or higher, remove a level of flooded, on a natural 20, remove 2 levels of flooded, and on a natural 1, negate another successful die rolled as part of the same Look Alive action. Once the flooded level reaches 0, the ship is no longer flooded.
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  • Flooding: The ship is constantly taking on water, and may flood soon. At the beginning of each of the ship's turns it gains Flooded 1. This condition cannot be removed by the Look Alive action, and can only be removed by repairing the ship to bring its Hp back above its flooding threshold.
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  • Flying: A condition normally applying to things around a ship, the flying entity is flying high above the water and out of ordinary reach. Flying entities may pass through tiles occupied by ships, land, or other obstacles. Any attack without the Inclination trait made against a Flying entity from a non-flying entity has disadvantage.  
  • Grappled/Grappling: The ship or creature is tangled or tied to another ship, creature, or obstacle and cannot move independently. This condition is always created by an entity that becomes attached to the ship, and always has a DC. When an entity inflicts Grappled onto another entity, it gains Grappling.   Whenever the grappled or grappling entity moves such that the distance between the two would become greater than the distance between the two when they gained this condition, it moves at half speed and pulls the other behind it for the same distance it moved.   A ship that is Grappled may take the Look Alive action to attempt to free itself. For each 10 ABS assigned to the Look Alive action, roll a Strength check against the DC of the Grappled condition. On a success, it removes the Grappled condition, and the Grappling entity loses the Grappling condition.   A ship that is Grappling may, at any time, remove both the Grappling condition from itself and the Grappled condition from the Grappled entity.
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  • Listing: The ship is tilting dangerously far to one side, making it hard to maneuver, and pointing its guns at an innoportune angle. A listing ship musk spend double the ABS to take the Turn action, and has disadvantage on all weapon attack rolls.
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  • Run Aground: The ship's hull has become lodged in sand, ice, or rocks and it can no longer move. A ship that has been run aground has its speed reduced to zero, and cannot perform the Turn action.   A ship may take the Look Alive action to become unstuck from the obstacle it has run upon. For each 10 ABS assigned to the Look Alive action rounded down, the ship may make a flat d20 roll against the DC of the obstacle. On a success, the ship is no longer Run Aground.
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  • Submerged: The ship has slipped below the surface of the water, and remains there with the aid of a Submersible Veil. A Submerged ship can usually only hide up to 50 feet below the water's surface due to its natural bouyancy, and typically must emerge to refresh its air at least once every 8-12 hours. A submerged ship has a +10 bonus to Stealth checks made to hide or remain hidden. For the purposes of hiding, it is heavily obscured. Any attacks without the Declination trait made against a Submerged ship from non-submerged entities have disadvantage. The Fire Weapon, Board Enemy Vessel, Make Repairs, Cast A Spell, Take Readings, and Signal Vessel actions cannot be performed while a ship is submerged unless specified otherwise.
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  • Submerged: The ship has slipped below the surface of the water, and remains there with the aid of a Submersible Veil. A Submerged ship can usually only hide up to 50 feet below the water's surface due to its natural bouyancy, and typically must emerge to refresh its air at least once every 8-12 hours. A submerged ship has a +10 bonus to Stealth checks made to hide or remain hidden. For the purposes of hiding, it is heavily obscured. Any attacks without the Declination trait made against a Submerged ship from non-submerged entities have disadvantage. The Fire Weapon, Board Enemy Vessel, Make Repairs, Cast A Spell, Take Readings, and Signal Vessel actions cannot be performed while a ship is submerged unless specified otherwise.
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  • Tangled: The ship's rigging has been befouled or its sails damaged, and its speed suffers as a result. When the ship gains this condition, it gains it at a level X. If a ship with the Tangled condition would be afflicted with Tangled again, add the level of the incoming condition to the existing one. A tangled ship has its current and top speed reduced by X. A ship's current speed and top speed cannot be reduced below 1 in this way.   For each 10 ABS assigned to the Look Alive action rounded down, roll a d20. On an 11 or higher, remove 2 levels of tangled, on a natural 20, remove 4 levels of tangled, and on a natural 1, negate another successful die rolled as part of the same Look Alive action. Once the tangled level reaches 0, the ship is no longer tangled.
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