Ship Upgrades
Listed below are the upgrades one you install on your ship.
Upgrade Type Weapon Potency
Time to Install 1 day
Cast in the frigid mountains of Samui, these cannons are imbued with a fine precision that grants them an uncanny accuracy. Made with the purest iron and improved by Samui's magical research, they give a +1 bonus to attack rolls.
Upgrade Type Striking
Time to Install 1 day
The enterprising folk of Danjon have found that lining a cannon's barrel with copper improves its damage output, increasing the cannons' damage dice it deals to two instead of one.
Upgrade Type Armor Potency
Time to Install 2 weeks
The trees of the Thrunkir woods in Danjon are famous for their resilience. It is also expensive and hard to come by. When you outfit a ship's hull with Thrunkir wood, it gains a +1 to its AC.
Upgrade Type Resilient
Time to Install 2 weeks
A masterwork of Samui engineering and magical prowess, this supplementary framework is made of Samui's finest iron, imbued with potent arcane energy. This framework integrates seamlessly into the ship's existing structure, strengthening its integrity. With this upgrade, your ship's durability is significantly increased, granting it an extra 10 hit points.
Upgrade Type Weapon Potency
Time to Install 2 days
Forged from the highest quality iron mined from the mountains of Samui and enchanted by their best arcane scholars, these cannons boast an unrivaled potency. The runic etchings glow with a faint, ethereal light before discharging a perfectly accurate shot. They grant a +2 bonus to attack rolls.
Upgrade Type Armor Potency
Time to Install 3 weeks
The blinding white sands of Suna's Erugu Desert are compressed and treated to create this resilient sandstone. A hull blasted with this material gains a +2 bonus to its AC.
Upgrade Type Striking
Time to Install 2 days
An astute student of the Saru University noted the incredible power behind the raging waters of the Fertile Lake. This observation led to the invention of pressure cannons: an ingenious combination of traditional gunpowder coupled with a high-intensity hydraulic piston. The ship's cannons deal three weapon damage dice.
Upgrade Type Resilient
Time to Install 3 weeks
Applying the refined techniques from Danjon's engineering marvels, these steel beams are designed to absorb even the most formidable impacts. This support gives your ship an additional 20 hit points.
Upgrade Type Weapon Potency
Time to Install 3 days
Samuian magicians have recently discovered that the magically enhanced pines of the Ithil Groves are tougher than the finest steel. It is tough, dangerous work, but some have begun to cut down a few of these trees along the edge of the groves. This wood can be crafted into the finest cannons available on the market, at an exorbitant price, of course. They grant a +3 to attack rolls.
Upgrade Type Armor Potency
Time to Install 4 weeks
Incorporating the shed exoskeletons of the Thri-Kreen, this hull upgrade is as tough as it is rare. A ship outfitted with this chitinous protection gains a +3 bonus to its AC.
Upgrade Type Striking
Time to Install 3 days
A masterwork of Samui's arcane weaponry, the Phantom Cannon fires not just one, but a volley of cannonballs with each blast. Only one of these cannonballs is real, however; the others are spectral projectiles that bombard the opposing ship with magical force. The ship's cannons deal four weapon damage dice.
Upgrade Type Resilient
Time to Install 4 weeks
Sunsteel metal is a wonder of Suna's harsh environment. Its sun-like glow is captivating, and it's the metal's incredible durability that makes it truly special. Sunsteel retains its strength under intense heat and pressure, and has a natural resistance to wear and corrosion. Its value is immense, both for its beauty and its practical applications, making it a highly prized resource in the entirety of Sebai. Reinforcing the hull with this precious metal gives it an additional 50 hit points.
Location Keel Time to Install 1 week
Bolstering the keel of your ship, a fearsome ironclad ram is installed, projecting forward like the piercing beak of a predatory bird. This robust, reinforced structure is designed for breaching enemy hulls. When performing a Ramming action, your ship takes only half the retaliatory damage from the target.
Location Fore Deck/Poop Deck Time to Install 1 day
You gain either the Fore Cannons! or Aft Cannons! action found in the Ship Combat Rules page. You can have both fore and aft cannons, but must pay for each separately. Fundamental runes apply to these cannons as normal. Fore/Aft Cannons require their own gunner to gain the additional 1d4 to attack rolls and allow for changing ammo types.
Location Sails Time to Install 1 day
The lighter material of these silk sails allows for increased speed and mobility. Increase the ship's speed by 1.
Location Fore, Main, or Poop Deck Time to Install 2 days
Mages imbue a large crystal with wind magic that can then be placed onto the main deck of a ship. With this wind crystal, you gain access to the Wind Gust action. This costs 1 action point and allows you to move an extra 3 spaces during your turn. All three of these spaces must be used at the same time and can only be used to move in a straight line. You cannot use any other action while you move these 3 spaces. You can use this ability a number of times equal to your armor potency upgrade. Wind Gust requires a user trained in Arcana or Occultism to operate.
Location Bow Stem Time to Install 1 week
This figurehead is carved in the shape of a humanoid, but it has no facial features whatsoever. Activate—Veil! 1 minute (concentrate, illusion, visual Frequency once per day; Effect You change the appearance of the ship in minor but noticeable ways. Its general size and shape can't be changed, but you can alter surface details to your liking. Flags and sails can be recolored and given new markings, and the overall material of the ship can appear a different color or quality. Wear and surface damage (like small holes, tears, and burns) can be masked to make the vessel look unblemished, or you can create such damage and wear. The figurehead itself shifts to fit the change and gains a face to match the rest of the ship. The illusion lasts for 6 hours or until you Dismiss this effect. Any creature that boards the ship or uses the Seek action to examine it disbelieves the illusion if it succeeds at a DC 25 Perception check.
Location Hull Time to Install 1 week
Your ship's hull has been magically imbued with spectral energy. When you Repair, your ship turns incorporeal and cannot take damage until the start of next turn.
Location Fore, Main, or Poop Deck Time to Install 1 day
These terrifying beasts of iron need no introduction. Installing two of them on a ship's main deck unlocks the Fire Mortars! action. Mortars cost 1 action point, deal 1d10+ship Strength, and have a set range of 8. Fundamental runes apply to mortars as normal, but property runes do not apply. Mortars require their own gunner to gain the additional 1d4 to attack rolls.
Location Keel Time to Install 1 week
By applying a complex shock system to a ship's ram, it is able to absorb most of the energy from a collision. When performing the Ramming action, your ship takes only one-fourth the retaliatory damage from the target and increases the ram's damage from 1 point of damage per space moved to 2 points of damage.
Location Sails Time to Install 1 day
By placing the sails on a swivel, a ship is able to make tighter turns. Increase the number of turns you can do from 2 to 3 per turn.
Location Cannons Time to Install 1 day
Your cannons have been imbued with corrosive magic- causing them to expel acid upon impact. Your cannons deal an additional 1d6 acid damage and cover the deck of the enemy's ship in acid, dealing 3d8 acid damage to anyone switching stations until the end of their next turn.
Location Cannons Time to Install 1 day
Your cannons have been imbued with flaming magic- causing them to burst into flames upon impact. Your cannons deal an additional 1d6 fire damage and cause fires to break out on the enemy vessel. Once hit, the enemy must either spend 2 action points to put out the fires or take 1d6 persistent fire damage. You can only set the enemy ship on fire once per combat.
Location Cannons Time to Install 1 day
Your cannons have been imbued with frost magic- causing them to freeze the water around the enemy vessel. Your cannons deal an additional 1d6 frost damage and reduces the speed or turning (your choice) of the enemy ship by 1 until the end of their next turn.
Location Cannons Time to Install 1 day
Your cannons have been imbued with thundering magic- causing them to emit a loud bang that deafens the enemy crew. Your cannons deal an additional 1d6 sonic damage and raises the enemy's Push the Crew and Raise Moral DC to a hard difficulty until the end of their next turn.
Location Bow Stem Time to Install 1 week
Your ship's bowsprit is replaced by a figurehead depicting a dragon head. It is more than aesthetic, however. The dragon's mouth has been magically enhanced to shot a magical blast much akin to dragons' breath attacks. You gain access to the Dragon Breathe action. This ability costs 2 action points, comes from the bow of the ship, has a range of 3, and deals 6d6 damage that can either be acid, cold, fire, or lightning (which you pick when you first install the upgrade). You can use this ability a number of times equal to you weapon potency upgrade.
Location Bow Stem Time to Install 1 week
This otherwise plain-looking figurehead has the concerned expression of someone afraid they're being chased. If the vessel the figurehead is attached to has the sluggish ship ability, the figurehead suppresses that ability. You also gain access to the About Face! action. This ability costs one action and summons a whirlpool underneath your vessel that spins it to face the direction of your choice.
Location Fore, Main, or Poop Deck Time to Install 2 days
A large wheel imbued with powerful conjuration magic is placed on your deck. You gain the Release Krakan! ability. This ability costs 1 action and summons tentacles from the plane of elemental water underneath the enemy vessel to grasp and restrain it. Until the start of your next turn, the enemy ship is considered Anchored. You can use this ability once per combat. Krakan's Grasp requires a user trained in Arcana or Occultism to operate.
Location Cannons Time to Install 1 day
Your cannons have been imbued with shock magic- causing them to electrify the enemy's cannons. Your cannons disallow the enemy from taking the Fire! action unless they have a gunner rolling to attack.
Location Sails Time to Install 1 day
The lighter material of these silk sails allows for increased speed and mobility. Increase the ship's speed by 2.
Location Fore, Main, or Poop Deck Time to Install 2 days
A wooden statue of a beautiful siren is placed on your deck. You gain access to the Siren Song ability. This ability costs 2 actions and forces the navigator (or captain if there is no navigator) to make a hard Will save. You can use this ability once per combat. Siren's Song requires a user trained in Arcana or Occultism to operate. Critical Success The target is unaffected.
Success The target must spend their ship's movement next turn to move as close to your ship without ramming it.
Failure Same as success, but the ship's captain must also spend 1 action point on the Full Sail action.
Critical Failure Same as failure, but the ship's captain cannot use any action points on anything except Full Sail.
Location Hull Time to Install 1 week
Your ship's hull has been imbued with powerful illusion magic. You gain access to the Turn Invisible ability. This ability costs all actions and turns your ship and everything on it invisible for 1 hour. The effect ends if you fire your cannons or use any other hostile action.
Location Hull Time to Install 1 week
Your ship's hull has been imbued with powerful abjuration magic. Your ship gains resistance 5 to acid, fire, frost, and lightning damage.
Fundamental Upgrades
These upgrades are viewed as essential for any crew hoping to survive the rough waters of Sebai. A ship can have only one fundamental upgrade of each type, though installing a stronger upgrade only costs an amount equal to the difference between your current upgrade and the more powerful version. Once you purchase a fundamental rune once, it applies to all future ships found/made for your armada.Samui Iron Cannon
Purchased!
Level 2; Price 40 gpUpgrade Type Weapon Potency
Time to Install 1 day
Cast in the frigid mountains of Samui, these cannons are imbued with a fine precision that grants them an uncanny accuracy. Made with the purest iron and improved by Samui's magical research, they give a +1 bonus to attack rolls.
Danjon Copper-Lined Cannon
Purchased!
Level 4; Price 70 gpUpgrade Type Striking
Time to Install 1 day
The enterprising folk of Danjon have found that lining a cannon's barrel with copper improves its damage output, increasing the cannons' damage dice it deals to two instead of one.
Thrunkir Wooden Hull
Purchased!
Level 5; Price 180 gpUpgrade Type Armor Potency
Time to Install 2 weeks
The trees of the Thrunkir woods in Danjon are famous for their resilience. It is also expensive and hard to come by. When you outfit a ship's hull with Thrunkir wood, it gains a +1 to its AC.
Arcane Iron Framework
Purchased!
Level 8; Price 400 gpUpgrade Type Resilient
Time to Install 2 weeks
A masterwork of Samui engineering and magical prowess, this supplementary framework is made of Samui's finest iron, imbued with potent arcane energy. This framework integrates seamlessly into the ship's existing structure, strengthening its integrity. With this upgrade, your ship's durability is significantly increased, granting it an extra 10 hit points.
Runesteel Cannons
Purchased!
Level 10; Price 1040 gpUpgrade Type Weapon Potency
Time to Install 2 days
Forged from the highest quality iron mined from the mountains of Samui and enchanted by their best arcane scholars, these cannons boast an unrivaled potency. The runic etchings glow with a faint, ethereal light before discharging a perfectly accurate shot. They grant a +2 bonus to attack rolls.
White Sandstone Hull
Purchased!
Level 11; Price 1180 gpUpgrade Type Armor Potency
Time to Install 3 weeks
The blinding white sands of Suna's Erugu Desert are compressed and treated to create this resilient sandstone. A hull blasted with this material gains a +2 bonus to its AC.
Pressure Cannons
Purchased!
Level 12; Price 1170 gpUpgrade Type Striking
Time to Install 2 days
An astute student of the Saru University noted the incredible power behind the raging waters of the Fertile Lake. This observation led to the invention of pressure cannons: an ingenious combination of traditional gunpowder coupled with a high-intensity hydraulic piston. The ship's cannons deal three weapon damage dice.
Steel Beam Support
Level 14; Price 3774 gpUpgrade Type Resilient
Time to Install 3 weeks
Applying the refined techniques from Danjon's engineering marvels, these steel beams are designed to absorb even the most formidable impacts. This support gives your ship an additional 20 hit points.
Ithil Pine Cannons
Level 16; Price 9740 gpUpgrade Type Weapon Potency
Time to Install 3 days
Samuian magicians have recently discovered that the magically enhanced pines of the Ithil Groves are tougher than the finest steel. It is tough, dangerous work, but some have begun to cut down a few of these trees along the edge of the groves. This wood can be crafted into the finest cannons available on the market, at an exorbitant price, of course. They grant a +3 to attack rolls.
Chitinous Hull
Level 18; Price 22,580 gpUpgrade Type Armor Potency
Time to Install 4 weeks
Incorporating the shed exoskeletons of the Thri-Kreen, this hull upgrade is as tough as it is rare. A ship outfitted with this chitinous protection gains a +3 bonus to its AC.
Phantom Cannons
Level 19; Price 34,170 gpUpgrade Type Striking
Time to Install 3 days
A masterwork of Samui's arcane weaponry, the Phantom Cannon fires not just one, but a volley of cannonballs with each blast. Only one of these cannonballs is real, however; the others are spectral projectiles that bombard the opposing ship with magical force. The ship's cannons deal four weapon damage dice.
Sunsteel Reinforcement
Level 20; Price 59,774 gpUpgrade Type Resilient
Time to Install 4 weeks
Sunsteel metal is a wonder of Suna's harsh environment. Its sun-like glow is captivating, and it's the metal's incredible durability that makes it truly special. Sunsteel retains its strength under intense heat and pressure, and has a natural resistance to wear and corrosion. Its value is immense, both for its beauty and its practical applications, making it a highly prized resource in the entirety of Sebai. Reinforcing the hull with this precious metal gives it an additional 50 hit points.
Property Upgrades
Property upgrades add special abilities to your ship in addition to fundamental upgrades. Property runes list what part of the ship it upgrades; a ship can only have one upgrade in each location.Ironclad Ram
Level 3; Price 55 gpLocation Keel Time to Install 1 week
Bolstering the keel of your ship, a fearsome ironclad ram is installed, projecting forward like the piercing beak of a predatory bird. This robust, reinforced structure is designed for breaching enemy hulls. When performing a Ramming action, your ship takes only half the retaliatory damage from the target.
Fore/Aft Cannons
Level 4; Price 100 gpLocation Fore Deck/Poop Deck Time to Install 1 day
You gain either the Fore Cannons! or Aft Cannons! action found in the Ship Combat Rules page. You can have both fore and aft cannons, but must pay for each separately. Fundamental runes apply to these cannons as normal. Fore/Aft Cannons require their own gunner to gain the additional 1d4 to attack rolls and allow for changing ammo types.
Silk Sails
Level 5; Price 160 gpLocation Sails Time to Install 1 day
The lighter material of these silk sails allows for increased speed and mobility. Increase the ship's speed by 1.
Wind Gust
Level 6; Price 250 gpLocation Fore, Main, or Poop Deck Time to Install 2 days
Mages imbue a large crystal with wind magic that can then be placed onto the main deck of a ship. With this wind crystal, you gain access to the Wind Gust action. This costs 1 action point and allows you to move an extra 3 spaces during your turn. All three of these spaces must be used at the same time and can only be used to move in a straight line. You cannot use any other action while you move these 3 spaces. You can use this ability a number of times equal to your armor potency upgrade. Wind Gust requires a user trained in Arcana or Occultism to operate.
Veiled Figurehead
Level 7; Price 335 gpLocation Bow Stem Time to Install 1 week
This figurehead is carved in the shape of a humanoid, but it has no facial features whatsoever. Activate—Veil! 1 minute (concentrate, illusion, visual Frequency once per day; Effect You change the appearance of the ship in minor but noticeable ways. Its general size and shape can't be changed, but you can alter surface details to your liking. Flags and sails can be recolored and given new markings, and the overall material of the ship can appear a different color or quality. Wear and surface damage (like small holes, tears, and burns) can be masked to make the vessel look unblemished, or you can create such damage and wear. The figurehead itself shifts to fit the change and gains a face to match the rest of the ship. The illusion lasts for 6 hours or until you Dismiss this effect. Any creature that boards the ship or uses the Seek action to examine it disbelieves the illusion if it succeeds at a DC 25 Perception check.
Ghost Touch
Level 7; Price 360 gpLocation Hull Time to Install 1 week
Your ship's hull has been magically imbued with spectral energy. When you Repair, your ship turns incorporeal and cannot take damage until the start of next turn.
Mortar
Equipped!
Level 8; Price 550 gpLocation Fore, Main, or Poop Deck Time to Install 1 day
These terrifying beasts of iron need no introduction. Installing two of them on a ship's main deck unlocks the Fire Mortars! action. Mortars cost 1 action point, deal 1d10+ship Strength, and have a set range of 8. Fundamental runes apply to mortars as normal, but property runes do not apply. Mortars require their own gunner to gain the additional 1d4 to attack rolls.
Springboard Ram
Equipped!
Level 8; Price 500 gpLocation Keel Time to Install 1 week
By applying a complex shock system to a ship's ram, it is able to absorb most of the energy from a collision. When performing the Ramming action, your ship takes only one-fourth the retaliatory damage from the target and increases the ram's damage from 1 point of damage per space moved to 2 points of damage.
Swivel Sails
Level 8; Price 530 gpLocation Sails Time to Install 1 day
By placing the sails on a swivel, a ship is able to make tighter turns. Increase the number of turns you can do from 2 to 3 per turn.
Corrosive Cannons
Level 9; Price 700 gpLocation Cannons Time to Install 1 day
Your cannons have been imbued with corrosive magic- causing them to expel acid upon impact. Your cannons deal an additional 1d6 acid damage and cover the deck of the enemy's ship in acid, dealing 3d8 acid damage to anyone switching stations until the end of their next turn.
Flaming Cannons
Level 9; Price 700 gpLocation Cannons Time to Install 1 day
Your cannons have been imbued with flaming magic- causing them to burst into flames upon impact. Your cannons deal an additional 1d6 fire damage and cause fires to break out on the enemy vessel. Once hit, the enemy must either spend 2 action points to put out the fires or take 1d6 persistent fire damage. You can only set the enemy ship on fire once per combat.
Frost Cannons
Equipped!
Level 9; Price 700 gpLocation Cannons Time to Install 1 day
Your cannons have been imbued with frost magic- causing them to freeze the water around the enemy vessel. Your cannons deal an additional 1d6 frost damage and reduces the speed or turning (your choice) of the enemy ship by 1 until the end of their next turn.
Thundering Cannons
Level 9; Price 700 gpLocation Cannons Time to Install 1 day
Your cannons have been imbued with thundering magic- causing them to emit a loud bang that deafens the enemy crew. Your cannons deal an additional 1d6 sonic damage and raises the enemy's Push the Crew and Raise Moral DC to a hard difficulty until the end of their next turn.
Dragon Figurehead
Level 9; Price 720 gpLocation Bow Stem Time to Install 1 week
Your ship's bowsprit is replaced by a figurehead depicting a dragon head. It is more than aesthetic, however. The dragon's mouth has been magically enhanced to shot a magical blast much akin to dragons' breath attacks. You gain access to the Dragon Breathe action. This ability costs 2 action points, comes from the bow of the ship, has a range of 3, and deals 6d6 damage that can either be acid, cold, fire, or lightning (which you pick when you first install the upgrade). You can use this ability a number of times equal to you weapon potency upgrade.
Aboutface Figurehead
Level 10; Price 1100 gpLocation Bow Stem Time to Install 1 week
This otherwise plain-looking figurehead has the concerned expression of someone afraid they're being chased. If the vessel the figurehead is attached to has the sluggish ship ability, the figurehead suppresses that ability. You also gain access to the About Face! action. This ability costs one action and summons a whirlpool underneath your vessel that spins it to face the direction of your choice.
Krakan's Grasp
Level 10; Price 1050 gpLocation Fore, Main, or Poop Deck Time to Install 2 days
A large wheel imbued with powerful conjuration magic is placed on your deck. You gain the Release Krakan! ability. This ability costs 1 action and summons tentacles from the plane of elemental water underneath the enemy vessel to grasp and restrain it. Until the start of your next turn, the enemy ship is considered Anchored. You can use this ability once per combat. Krakan's Grasp requires a user trained in Arcana or Occultism to operate.
Shock Cannons
Level 10; Price 1100 gpLocation Cannons Time to Install 1 day
Your cannons have been imbued with shock magic- causing them to electrify the enemy's cannons. Your cannons disallow the enemy from taking the Fire! action unless they have a gunner rolling to attack.
Silk Sails (Greater)
Level 11; Price 1560 gpLocation Sails Time to Install 1 day
The lighter material of these silk sails allows for increased speed and mobility. Increase the ship's speed by 2.
Siren's Song
Level 11; Price 1500 gpLocation Fore, Main, or Poop Deck Time to Install 2 days
A wooden statue of a beautiful siren is placed on your deck. You gain access to the Siren Song ability. This ability costs 2 actions and forces the navigator (or captain if there is no navigator) to make a hard Will save. You can use this ability once per combat. Siren's Song requires a user trained in Arcana or Occultism to operate. Critical Success The target is unaffected.
Success The target must spend their ship's movement next turn to move as close to your ship without ramming it.
Failure Same as success, but the ship's captain must also spend 1 action point on the Full Sail action.
Critical Failure Same as failure, but the ship's captain cannot use any action points on anything except Full Sail.
Shadowcloak
Level 12; Price 1700 gpLocation Hull Time to Install 1 week
Your ship's hull has been imbued with powerful illusion magic. You gain access to the Turn Invisible ability. This ability costs all actions and turns your ship and everything on it invisible for 1 hour. The effect ends if you fire your cannons or use any other hostile action.
Energy Resistant
Level 12; Price 1750 gpLocation Hull Time to Install 1 week
Your ship's hull has been imbued with powerful abjuration magic. Your ship gains resistance 5 to acid, fire, frost, and lightning damage.
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