Ship Exploration
The speed of an exploring or traveling ship is determined by its top speed tier. The speed in miles per hour of a ship traveling uninterrupted is roughly its top speed tier S times 1.5. Its speed in miles per day is equal to this number times 20. (Not a full 24, assuming that the ship is unable to perfectly maintain top speed for a full day, due to inconsistent winds, unlucky currents, or crew.) The table for ship travel speeds is as follows:
Outside of combat, actions have no ABS cost. Officers can only order actions relevant to their station, and some actions can never be performed without the relevant officer. The full list of officers and the actions they can order is listed below.
Some actions a ship might take outside of combat are:
Cast Spell: Cast a spell from the magical focus outfitted to your ship. This action may only be taken by a ship outfitted with a Spell Focus. Each magical foci is a large and powerful artifact which contains a number of charges of certain spells. In order for these spells to be cast from the foci, certain rituals must be performed by either by the ship's Chaplain, Arcanist, or Witch or by another character capable of casting spells from the same magical tradition as the foci. Wizards and Sorcerers can cast from Arcane Foci, Clerics and Druids can cast from Divine Foci, and Bards and Warlocks can cast from Occult Foci. The amount of ABS required to perform the spell depends on the spell being performed.
A ship's spell save DC is equal to 10 plus the ship's relevant ability modifier plus the ship's grade factor. The relevant ability modifier is intelligence for arcane spell foci, wisdom for divine spell foci, and charisma for occult spell foci.
A list of ship spells and their details can be found on our Ship Spells page.
Drop/Weigh Anchor: Dropping the anchor keeps the ship from moving (much) by giving it the Anchored condition, and Weighing the anchor removes the Anchored condition and allows the ship to get moving again.
Launch Sortie: The ship sends gryffon riders to fly across the waves and scout their surroundings or attack enemy vessels at great range. This action may only be taken by a ship outfitted with a Gryffon Runway. Choose which sortie to launch: Scouting, Strafing, or Bombing. The sortie cost of a sortie is the number of crew sent as riders, and they are not regained as ABS on subsequent turns until the sortie has returned to the ship. The sortie immediately takes its turn the same turn that the Launch Sortie action was taken and it continues to act until it returns to the ship or until it runs out of energy and is forced to return. Details on sorties can be found on the Ship Outfitting page.
Make Repairs: Spend a pallet of ship supplies to make repairs to your ship. Roll the repairs for the expended pallet of ship supplies and add your Carpenter's constitution modifier to the amount repaired.
A ship without a carpenter cannot take this action in combat. Set Guard: The ship's Able Bodied Seamen organize to protect the ship, camp, or other object or location. Choose a number of ABS to guard a target thing or area. They monitor and protect the target, preventing strangers and ner-dowells from approaching, and engaging in combat with any attackers.
In combat they act as a swarm of size less than or equal to the number of ABS present as they would during boarding combat. The stats of these swarms can be found on the Crews page.
By default a group of guards has a passive perception of 10 for the purposes of guarding a ship or ship-sized area. Every 10 ABS in the group increases its passive perception by 1. Guarding a very large area such as a section of wilderness, an entire dock, or a city block reduces the group's passive perception by 4. Guarding a very small area such as a cave entrance, a campsite, or a prisoner increases the group's passive perception by 4. Submerge/Emerge: The ship mounts or sheds its submersible veil slipping beneath the waves, or bursting forth from the water's surface. This action may only be taken by a ship outfitted with a submersible veil. Submerging grants a ship the Submerged condition, and allows it to make an immediate stealth check to become hidden. Emerging removes the Submerged condition and allows the ship to immediately perform any actions made impossile by the submerged condition. Take Readings predict conditions and make observations at sea Plot A Course Establish directions to get to destination without becoming lost. Heal Wounded The ship's doctor and crew rush to aid wounded crewmembers. This action may be taken immediately after combat before calculating losses, or over the course of a long rest. Spend a parcel of medical supplies and roll a 1d4 plus the ship's intelligence modifier. The result of that roll * 10 percent of wounded sailors (rounded down) are healed and become ABS.
A ship without a doctor cannot take this action. Signal Vessel Communicate a short phrase or message to another ship
When an entity comes within Upon The Ship range of another, either entity may choose to begin ship combat. If you pursue and your opponent flees, roll a d12. Based on the result, both parties make a contested check from the table below and only the winner successfully makes their movement.
Ship's Max Speed Tier | Speed in Miles Per Hour | Speed in Miles Per Day |
---|---|---|
1 | 1.5 | 30 |
2 | 3 | 60 |
3 | 4.5 | 90 |
4 | 6 | 120 |
5 | 7.5 | 150 |
6 | 9 | 180 |
7 | 10.5 | 210 |
8 | 12 | 240 |
9 | 13.5 | 270 |
10 | 15 | 300 |
11 | 16.5 | 330 |
12 | 18 | 360 |
13 | 19.5 | 390 |
14 | 21 | 420 |
15 | 22.5 | 450 |
Officer | Related Attribute | Relevant Action(s) | Duties Onboard |
---|---|---|---|
First Mate | Strength | Board Enemy Vessel | Rolls all melee ramming attacks, boarding rolls, and, initiative. |
Cook/Steward | Strength | Set Guard | Protects and keeps track of supplies. Protects the ship while in harbor. |
Master Gunner | Dexterity | Fire Weapon | Rolls all ranged weapon attacks. |
Hemsman | Dexterity | Raise/Lower Sail, Turn Rudder | Controls ship movement and orders ABS for all movement actions. |
Carpenter | Constitution | Make Repairs | Rolls all repair rolls, tracks ship HP. |
Boatswain | Constitution | Look Alive, Prepare/Weigh Anchor, Drop/Stow Anchor | Manages anchors, sails, and ropes. Rolls all other Str/Dex/Con checks. |
Navigator | Intelligence | Take Readings, Plot A Course | Tracks ship's position and manages direction. Rolls all other Int/Wis/Cha checks. |
Quartermaster | Intelligence | Any Action Outside Combat | Controls ABS for any task outside of combat. |
Chaplain/Arcanist/Witch | Wisdom | Cast Spell | Casts all spells from the ship's spell focus |
Doctor | Wisdom | Heal Wounded | Rolls all crew and PC healing out of combat and handles daily care. |
Captain | Charisma | Any Action During Combat | Controls ABS for any action in combat and controls ABS groups during boarding combat. |
Musician/Bunting Tosser | Charisma | Signal Vessel | Maintains and tracks crew morale during voyage. Sends and receives inter-ship messages. |
A ship without a carpenter cannot take this action in combat. Set Guard: The ship's Able Bodied Seamen organize to protect the ship, camp, or other object or location. Choose a number of ABS to guard a target thing or area. They monitor and protect the target, preventing strangers and ner-dowells from approaching, and engaging in combat with any attackers.
In combat they act as a swarm of size less than or equal to the number of ABS present as they would during boarding combat. The stats of these swarms can be found on the Crews page.
By default a group of guards has a passive perception of 10 for the purposes of guarding a ship or ship-sized area. Every 10 ABS in the group increases its passive perception by 1. Guarding a very large area such as a section of wilderness, an entire dock, or a city block reduces the group's passive perception by 4. Guarding a very small area such as a cave entrance, a campsite, or a prisoner increases the group's passive perception by 4. Submerge/Emerge: The ship mounts or sheds its submersible veil slipping beneath the waves, or bursting forth from the water's surface. This action may only be taken by a ship outfitted with a submersible veil. Submerging grants a ship the Submerged condition, and allows it to make an immediate stealth check to become hidden. Emerging removes the Submerged condition and allows the ship to immediately perform any actions made impossile by the submerged condition. Take Readings predict conditions and make observations at sea Plot A Course Establish directions to get to destination without becoming lost. Heal Wounded The ship's doctor and crew rush to aid wounded crewmembers. This action may be taken immediately after combat before calculating losses, or over the course of a long rest. Spend a parcel of medical supplies and roll a 1d4 plus the ship's intelligence modifier. The result of that roll * 10 percent of wounded sailors (rounded down) are healed and become ABS.
A ship without a doctor cannot take this action. Signal Vessel Communicate a short phrase or message to another ship
Maps and Exploration
Entering, Avoiding, and Escaping Combat
While sailing a ship, all other things, locations, and creatures exist at one of four distances from the ship. If something is a certain distance from you, you are the same distance from it.- Upon The Ship: Something that is upon the ship is close enough to attack you or be attacked. Generally, something coming upon the ship means that initiative is being rolled. If an object or location is upon the ship, beware a collision.
- Near: Something that is near to the ship can be made out clearly and in detail by the naked eye, and may soon be upon your ship within the hour. Its class, grade, appearance, bearing, and colors are clear and messages are easy to make out.
- Far: Something that is far from the ship can barely be made out by the naked eye, and is hours of travel away from you. Its class, grade, appearance, bearing, and colors can only be determined by a successful Take Readings action, but it is still possible to clearly send and recieve messages to and from it.
- On The Horizon: Something that is on the horizon cannot be seen by the naked eye, and can only barely be made out by a successful Take Readings action. Its class, grade, appearance, bearing, and colors cannot be determined. You cannot send or recieve messages to and from it. Something on the horizon will take nearly all day for you to reach, or to reach you.
- Pursue: You attempt to close the distance between you and the target. If the target does not take a flee movement, either by choice or because they cannot percieve your pursuit, the target becomes one distance tier closer to you. If you attempt to pursue a target that you cannot see but know exists, flip a coin and call it. On a success, you pursue as normal, otherwise you perform no movement.
- Match: You attempt to keep the distance between you an the target the same. If the target performs a pursue or flee move targeting you may immediately perform a movement of your choice in response against your target.
- Flee: You attempt to increase the distance between you and the target. If the target does not take a pursue movement, either by choice or because they cannot percieve your flight, the target becomes one distance tier further from you. If you attempt to flee from a target that you cannot see but know exists, flip a coin and call it. On a success, you flee as normal, otherwise you perform no movement.
When an entity comes within Upon The Ship range of another, either entity may choose to begin ship combat. If you pursue and your opponent flees, roll a d12. Based on the result, both parties make a contested check from the table below and only the winner successfully makes their movement.
Roll | Situation | Contest |
---|---|---|
1 | The ships attempt to outspeed eachother. | Ship with highest max speed tier wins. |
2 | The ships attempt to outspeed eachother. | Ship with highest max speed tier wins. |
3 | The ships attempt to outspeed eachother. | Ship with highest max speed tier wins. |
4 | The ships deftly maneuver around an obstacle. | The ship with the lowest Turning Cost wins. |
5 | Both ships attempt to outrun the other with a burst of speed. | Each ship may take a single action with a piece of outfitting that increases their speed. Ship whose speed increased by the most wins. |
6 | The ships drop excess weight into the sea to gain a bit of speed. | Both ships may remove and destroy items from their cargo holds. The ship that removed the most tons of cargo wins. |
7 | The ships muscle through high waves and sea-borne obstacles. | Opposed Strength check. |
8 | The ships deftly tack their sails to catch the perfect gust of wind. | Opposed Dexterity check. |
9 | The ships struggle to maintain their speed and bearing in harsh conditions. | Opposed Constitution check. |
10 | The ships attempt to gain a strategic advantage over eachother. | Opposed Intelligence check. |
11 | The ships each attempt to predict the other's next move. | Opposed Wisdom check. |
12 | The ships attempt to outfox eachother with feints and tricks. | Opposed Charisma check |
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