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A1: Sparrow

The A1 Sparrow was the first ship to be constructed by the engineers of Skyhome and was designed by Robin Freeboot , the father of Sky Ships. The design was simple by modern standards, merging both aerial and nautical sensibilities from records recovered from the Precursor Race. The engine used to power the ship was a Generation 1: Air Rider, a wildly inefficient device, only able to fly roughly 200 KM before either needing to be recharged, or the source chunk within it replaced.   The Sparrow was mainly employed in early exploration efforts, in hopes of finding more land for agriculture. Instead, it was a Sparrow that first made contact with other islands, first Molten Heart and then Plenty. While it was known that there were other people in the sky, as Serpent Riders brigands had raided Skyhome before, the discovery of other inhabited islands with a wealth of different resources radically shifted the history of all three islands. Within a few years, these islands would form The Pact, whose symbol, quite fittingly, is the silhouette of a a1 Sparrow.

Power Generation

The Sparrow used a Generation 1: Air Rider engine to maintain flight. The engine was extremely inefficient, requiring the ship to carry spare elemental air crystal chunks, or keep their trips within 200 km.

Propulsion

As an early model of an air element based ship, Sparrows could only truly levitate, and relied on air currents and their mechanical muscle-powered for propulsion. Thankfully, the Skies have a number of fairly predictable air currents that helped ease travel times, but the reliance on natural winds made the sparrow series very vulnerable to storms and strong winds.

Weapons & Armament

Sparrows were equip with a basic ballista at the front of the ship's deck. A conventional weapon, it could fire so long as it had ammunition, and proved effective at both warding away large Sky creatures and early whaling efforts.

Areas:

Main deck:

Wide open space flanked on all sides by railings. Railings provide half cover to creatures standing next to them, and full cover to creatures standing behind them.  

Crows Nest:

Elevated spot for navigators and snipers. Roughly 30 ft up, and wide enough to support a single medium creature. Railing provides partials cover.  

Key Officers Quarters:

  Small room shared by two or more officers. Tight space, comfortable for two people.  

General Storage and Crew Quarters:

Space which stores crew and goods for transport.
Price
In their heyday, Sparrows went for around 3,000 rarity 3 slivers. In modern days, this particular kind of boat is considered an antique, and sells for upwards 10 times that to the right buyers.
Rarity
Sparrows used to be incredibly common, but their design became outdated hundreds of years ago. Today it's incredibly rare to find an in-tact Sparrow, but the damaged remains of dozens litter the skies.
Length
18 meters.
Speed
60 KM per day
Complement / Crew
3 crew
Cargo & Passenger Capacity
Cargo: 0.5 tons, 4 passangers

A1: Sparrow

Gargantuan vehicle (60 ft. by 20 ft.)

Creature Capacity: 3 crew, 4 passengers
Cargo Capacity: 0.5 tons
Travel Pace: 2.5 KM per hour (60 KM per day)
Elemental Engine: Generation 1: Air Rider (200 KM per charge)

STR: 16 (+3) DEX: 7 (-2) CON: 13 (+1) INT: 0 WIS: 0 CHA: 0

Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
 

Actions:


On its turn, the sparrow can take 2 actions, choosing from the options below. It can take only 1 action if it has only one crew. It can’t take these actions if it has no crew.
 
Fire Ballista. The sparrow can fire its ballista (DMG, ch. 8).
Move. The sparrow can use its helm to move with its wings or sails.

Hull:
Armor Class. 15
Hit Points. 100 (damage threshold 10)

Control: Helm
Armor Class. 12
Hit Points. 50
 
Move up to the speed of one of the ship’s movement components, with one 90-degree turn. If the helm is destroyed, the sparrow can’t turn.

Movement: Wings
Armor Class. 12
Hit Points. 100; −5 ft. speed per 25 damage taken
Speed. 20 ft.

Movement: Sails
Armor Class. 12
Hit Points. 100; −5 ft. speed per 20 damage taken
Speed. 20 ft.; 10 ft. while sailing into the wind; 30 ft. while sailing with the wind

Weapon: Ballista
Armor Class. 15
Hit Points. 25
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

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