Difference between revisions of "Seafaring"
From The Hidden Room
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*** Every 1 point of lost Crew Strength absorbed by a PC deals 4 hp. | *** Every 1 point of lost Crew Strength absorbed by a PC deals 4 hp. | ||
** After combat, 1d10 x 5% of lost Crew Strength represents actual deaths ("incomplete casualties" never die, such as a 3rd level marine who absorbed 2 only Crew Strength of damage) | ** After combat, 1d10 x 5% of lost Crew Strength represents actual deaths ("incomplete casualties" never die, such as a 3rd level marine who absorbed 2 only Crew Strength of damage) | ||
*** Reduce the loses by 5% for each Skilled Healer | *** Reduce the loses by 5% for each Skilled Healer and 10% for each Expert Healer. Every 2 Power worth of healing spells expended reduces the losses 5%. | ||
*** The rest return to duty after a Long Rest. | *** The rest return to duty after a Long Rest. | ||
Revision as of 23:03, 12 August 2023
Red Age > Rules > Exploration > Seafaring
Voyaging
Ships & Crew
Hulls
- Pinnace (500 gp, small hull)
- Cog (5000 gp, medium hull)
- Crew (4 / 30), Grace +2, 45 hp, defense 15, 25 tons cargo, 10 slots weaponry
- Frigate (10,000 gp, medium hull)
- half minimum crew allows limping along at half speed for half the day, min crew allows sailing half the day, and double min crew allows continuous sailing - add Grace to sailing checks for maneuverability and handling
- upkeep: 200 gp / season; 1 week of maintenance per season - crew costs - repair
Weapons
- Ballista (250 gp, 2 weapon slots, 2 crew, small ship)
- Near range, 3d4
- With only 1 crew, a firing opportunity must be taken to load the weapon. With two, loading is part of firing.
- Hullbreaker Shot: 3d6 damage
- Cannister: 1d6 vs crew
- Near range, 3d4
- Archers (200 gp, 5 crew, 1 weapon slot, small ship)
- Near range, 1d4 vs crew
- Arquebusiers (1000 gp, 5 crew, 1 weapon slot, small ship)
- Near range, 1d6 vs crew
- Ram (1000 gp, 2 weapon slots, medium ship)
- Rowed ships only, Abreast, 3d10)
- fittings
Crew Strength
- Each crewman to the ship's Crew Strength according to their level and level of martial skill.
- Combat Dice (d6s) = Crew Strength / 10, rounding up.
- Skill Multiplier
- Civilian: 0
- Common Sailor: (level / 2)
- Merchantman, pirate rabble
- Martial: (level)
- Hardened pirates / privateers, marines,
- Skilled: (level x 2)
- veteran marines, non-combat focused PCs and villains
- Warrior: (level x 3)
- combat focused PCs and villains (warriors, brutes, martial theurges / rogues / abhumans, etc)
- Crew Combat
- Roll each side's Combat Dice.
- 1s cancel out 6s. For each extra 6, roll an additional 6 (this can explode; fresh 1s can prevent explosion of these extra 6s). Once all dice are rolled, sum the highest (Combat Dice) of the dice rolled.
- Each side loses Crew Strength equal to the enemy's (Combat Dice).
- The loser also loses Crew Strength = (winner's total - loser's total).
- Loses are applied to NPCs according to the DM's judgement and the player's actions. They may try to shield their crew, leading from the front and taking hits.
- Every 1 point of lost Crew Strength absorbed by a PC deals 4 hp.
- After combat, 1d10 x 5% of lost Crew Strength represents actual deaths ("incomplete casualties" never die, such as a 3rd level marine who absorbed 2 only Crew Strength of damage)
- Reduce the loses by 5% for each Skilled Healer and 10% for each Expert Healer. Every 2 Power worth of healing spells expended reduces the losses 5%.
- The rest return to duty after a Long Rest.
- Roll each side's Combat Dice.
Ranges
- Sighted: visible but beyond range of almost anything. If a ship moves beyond this range, it leaves combat.
- Far: beyond reach of anything except powerful siege weapons or line-of-sight spells.
- Near: close enough to be hit with ballistas and arrows and spells with at least 100' range.
- Abreast: adjacent or almost so. Able to be grappled or rammed. Attacks with at least 30' range can reach.
- spells - sea creatures
- quick battle resolution