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sailor [2019/02/21 09:21]
kyle
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-~~NOTOC~~ 
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-//Sailors are all mad. The ocean is deeply terrifying to anyone with half a lick of sense, and yet they set out on it anyway in nothing but a fragile floating shell. Then they act like women being on board is the worst thing that could happen.// 
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-Any adventurer can travel by boat, but those who want to have their own boat (or boats!) will need to invest in the Sailor class. Almost any campaign can play host to a Sailor, but the Naval Engine and especially the Submersible abilities place the class much closer to the modern era and might be off-limits in a more medieval setting. 
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-^[[#Sailor]] ^^You own/understand watercraft. | 
-|{{fa>caret-right?24}} |[[#Pumps]] |Pump out water quickly. | 
-|{{fa>caret-right?24}} |[[#Naval Engines]] |Move more quickly. | 
-|{{fa>caret-right?24}} |[[#Shipwright]] |Your boats' levels are higher and new boats are cheaper. | 
-|{{fa>caret-right?24}} |[[#Submersible]] |Your boats can travel underwater. | 
-|{{fa>caret-right?24}} |[[#Wavebreaker]] |Ignore difficult terrain and make your own. | 
-^[[#Enterprises]] ||Sailor School \\ Shipyard | 
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-====== Sailor ====== 
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-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Vehicle:** Boats are vehicles and follow all vehicle rules outlined in the Vehicles section on the Game Concepts page. \\ \\ {{fa>minus-circle?24&align=left}}**Terrain Limits:** Boats can only be used in areas of water or other liquids. \\ \\ {{fa>minus-circle?24&align=left}}**Purchaseable:** You can own as many different vehicles as you want, but must purchase each one separately using Supply. A vehicle's Supply cost is determined by its size. Once you've purchased a boat, it immediately gains the benefits of all Sailor class abilities you know. You can only make active use of any one of your vehicles at a time. \\ \\ {{fa>minus-circle?24&align=left}}**Sinking Hazard:** Boats are in danger of sinking. Every time a boat is critically hit with an attack it takes on some amount of water, represented in-game as one “Water Point”. If a boat's current Water Points ever exceed its current Vitality, it immediately sinks. A boat's crew can spend two actions bailing out to reduce their boat's current Water Points by 1. | 
-^ ^^^ 
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-^Vehicle Size ^Space ^Light Load ^Max Load ^Crew/Cost ^ 
-|5 |1 |1/5 |1 |1 | 
-|6 |+1 |1 |5 |2 | 
-|7 |+2 |5 |20 |5 | 
-|8 |+5 |20 |100 |10 | 
-|9 |+10 |100 |500 |20 | 
-|10 |+20 |500 |2k |50 | 
-|11 |+50 |2k |10k |100 | 
-====== Pumps ====== 
- 
-^ ^^^ 
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Hydrophobia:** You fit all your boats with easily-accessible pumping systems. 1 Water Point is removed from your boats automatically at the beginning of each round. More Water Points can be removed if desired by having the crew spend actions as normal. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Raise From The Deep:** If a boat sinks due to its Water exceeding its Vitality, you can choose to activate the pumps and have them continue removing water while sealing off dry bulkheads to provide buoyancy. As soon as Water is once more less than Vitality, the boat resurfaces. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Every time you raise a sunken boat to the surface this way, you must spend 1 Supply. | 
-^ ^^^ 
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-====== Naval Engines ====== 
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-^ ^^^ 
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Powered Ship:** Your boats rely primarily on a powered engine of some sort instead of wind/muscle power. Every time the boat moves it can go up to 20 meters per action instead of 10, and its traveling speed is increased to 20 regions per day. \\ \\ {{fa>plus-circle?24&align=left}}**High-Speed Smash:** Your boats deal damage equal to double the current Escalation when deliberately smashed into things. If this is enough to destroy the vehicle, it explodes and deals five times the current Escalation to all targets instead. \\ \\ {{fa>minus-circle?24&align=left}}**Noisy:** Moving the vehicle with its engine makes noise that alerts/draws creatures in the vicinity. \\ \\ {{fa>minus-circle?24&align=left}}**Fuel Costs:** Boats with engines consume fuel the same way that creatures consume food. Every day in which the vehicle's engine was used requires you to either test a Fuel item or spend one Supply. | 
-^ ^^^ 
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-====== Shipwright ====== 
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-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Advanced Design:** You constantly improve your boats as your own understanding grows, making each one a masterful work of art. Your boat is treated as being your level instead of always being level 5, which increases its Vitality/Endurance/Flow as well as allowing more classes and abilities to be installed on it via somebody with the Mechanic class. | 
-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**By My Own Hands:** Since you know how to do a lot of the work yourself, your Supply costs for purchasing a new boat are reduced. Every time you buy a new boat you may treat it as one size smaller than it actually is, effectively halving its price. | 
-^ ^^^ 
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-====== Submersible ====== 
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-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Aquatic Descent:** Your boat can submerge and travel beneath water instead of only along the surface. Some sort of on-board mechanism recycles air for as long as seems reasonable to the referee (at least a full day minimum, possibly indefinitely). | 
-^ ^^^ 
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-====== Wavebreaker ====== 
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-^ ^^^ 
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Unhindered Navigation:** Your boats ignore the negative effects of water-based difficult terrain (thick weeds, ice covering, etc) that would otherwise slow them down. They take no impairment and do not take extra damage from attacks when moving through such spaces. | 
-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Wake:** If desired, your boats can leave roiling, swelling, choppy conditions behind them as they move. All spaces passed through by your boats are considered difficult terrain until the beginning of your next turn, inflicting the normal penalties to any other boats or swimmers in the affected spaces (an impairment to movement and taking +2 damage from all attacks). | 
-^ ^^^ 
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-====== Enterprises ====== 
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-^Sailor School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. | 
-^Shipyard |New watercraft can be purchased in the settlement by anyone with the Sailor class. | 
  
sailor.1550766089.txt.gz · Last modified: 2019/02/21 09:21 by kyle