The Obsidian Margaritari
Travel At Sea
Traveling The Sea.
The ship has a miles per hour speed representing the time and distance it can sail. This ship's mph is 5 mph at full crew. The Condition of the ship's Crew and method of Propulsion could damage the ship's ability to travel in general. jjSailing Ship | Sailing Ship | Sailing Ship | Sailing Ship |
---|---|---|---|
|
|
|
|
Full Crew | More Then 30 Crew | 120 MPD | 3 1/3 Squares per Day |
Three Quarters Crew | 22 Crew | 90 MPD | 2 2/3 Squares per Day |
Half Crew | 15 Crew | 60 MPD | 1 2/3 Squares per Day |
Quarter Crew | 8 Crew | 30 MPD | 2/3 Squares per Day |
Skeleton Crew | Less Then 5 Crew | 2 MPD | 2/30 Squares per Day |
Damage To Sails | -10ft | -20ft | -30ft |
---|---|---|---|
Penalty To Travel Pace. |
The Ships Travel Pace drops by 1 MPH, 24 MPD, the ship travels 2/3 less Squares per Day. The ship may travel on Three Quarters Crew as if it were at full crew and so on. | The Ships Travel Pace drops by 2 MPH, 48 MPD, the ship travels 1 1/3 less Squares per Day. The ship may travel on Half Crew as if it were at full crew and so on. | The Ships Travel Pace drops by 3 MPH, 72 MPD, the ship travels 2 less Squares per Day. The ship may travel on Quarter Crew as if it were at full crew and so on. |
Activates While Traveling
Power Generation
Propulsion
Sails
The Sailing Ship has a three masted Braque rig, The Main Deck having the main mast Equipped with 2 square sails and a crow's nest. The Forecastle mast is Equipped with one Square Sail and two Bermuda sails connected to the bow of the ship. The Quarter Deck mast is Equipped with one large Bermuda sail braised by the main mast used primarily to aid turning sharp maneuvering.Weapons & Armament
Portside, Main Deck | Sige Weapons | starboard, Main Deck |
---|---|---|
Bow Cannon Armor Class: 19
Hit Points: 75 Cannon Ball. Ranged Weapon Attack: +6 to hit, Range 600/2400 ft., one target. 8d10 Bludgeoning damage. Crew Cost: to Fire/ load or load/ aim the cannon on the ship's turn is 2 Crew. To load, aim, and fire the cannon on the ships turn is 3 Crew. To operate the cannon in two of the following ways a turn; Load/Aim, Fire/load, or Aim/Fire, is 4 Crew. |
Bow Cannon Armor Class: 19
Hit Points: 75 Cannon Ball. Ranged Weapon Attack: +6 to hit, Range 600/2400 ft., one target. 8d10 Bludgeoning damage. Crew Cost: to Fire/ load or load/ aim the cannon on the ship's turn is 2 Crew. To load, aim, and fire the cannon on the ships turn is 3 Crew. To operate the cannon in two of the following ways a turn; Load/Aim, Fire/load, or Aim/Fire, is 4 Crew. |
|
Port Cannon Armor Class: 19
Hit Points: 75 Cannon Ball. Ranged Weapon Attack: +6 to hit, Range 600/2400 ft., one target. 8d10 Bludgeoning damage. Crew Cost: to Fire/ load or load/ aim the cannon on the ship's turn is 2 Crew. To load, aim, and fire the cannon on the ships turn is 3 Crew. To operate the cannon in two of the following ways a turn; Load/Aim, Fire/load, or Aim/Fire, is 4 Crew. |
Starboard Cannon Armor Class: 19
Hit Points: 75 Cannon Ball. Ranged Weapon Attack: +6 to hit, Range 600/2400 ft., one target. 8d10 Bludgeoning damage. Crew Cost: to Fire/ load or load/ aim the cannon on the ship's turn is 2 Crew. To load, aim, and fire the cannon on the ships turn is 3 Crew. To operate the cannon in two of the following ways a turn; Load/Aim, Fire/load, or Aim/Fire, is 4 Crew. |
|
Stern Cannon Armor Class: 19
Hit Points: 75 Cannon Ball. Ranged Weapon Attack: +6 to hit, Range 600/2400 ft., one target. 8d10 Bludgeoning damage. Crew Cost: to Fire/ load or load/ aim the cannon on the ship's turn is 2 Crew. To load, aim, and fire the cannon on the ships turn is 3 Crew. To operate the cannon in two of the following ways a turn; Load/Aim, Fire/load, or Aim/Fire, is 4 Crew. |
Stern Cannon Armor Class: 19
Hit Points: 75 Cannon Ball. Ranged Weapon Attack: +6 to hit, Range 600/2400 ft., one target. 8d10 Bludgeoning damage. Crew Cost: to Fire/ load or load/ aim the cannon on the ship's turn is 2 Crew. To load, aim, and fire the cannon on the ships turn is 3 Crew. To operate the cannon in two of the following ways a turn; Load/Aim, Fire/load, or Aim/Fire, is 4 Crew. |
Armor and defense
Hull
Hit Points: 300 (damage threshold 15)
Communication Tools & Systems
Helm
Hit Points: 50
The captain or other Qualified personal my use their action on the ships turn to move the ship at its crew cost. If the Helm is destroyed the ship will not be able to steer.
Sensors
Additional & auxiliary systems
Ship Sats
Stat | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|
score | 20 | 7 | 17 | 0 | 0 | 0 |
Modifier | +5 | -2 | +3 | N/A | N/A | N/A |
Damage Immunities: Poison, Psychic
Damage vulnerabilities: Fire
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious.
The Ship's Officers
First Mate. military
2nd Mate. Quartermaster.
3rd Mate. security
- Helmsman-
- Bosun. deck boss
- Boatswain. ship tech
Current Ship Damage
Ship Components | Hall | Hilm | Sails |
---|---|---|---|
Max Hit Points | 300 | 50 | 100 |
Curent Damage | 0 | 0 | 0 |
Sieg Weapons: Portside Cannons | bow | port | Stern |
---|---|---|---|
Max Hit Points | 75 | 75 | 75 |
Curent Damage | 75 | 26 | 0 |
Sieg Weapons: Starboard Cannons | bow | Starboard | Stern |
---|---|---|---|
Max Hit Points | 75 | 75 | 75 |
Curent Damage | 0 | 0 | 0 |
Sieg Weapons: Chase Cannons |
Port Side | Starboard |
Max Hit Points | 75 | 75 |
Curent Damage | 0 | 0 |
Sieg Weapons: Stern Cannons | Port Side | Starboard |
Max Hit Points | 75 | 75 |
Curent Damage | 0 | 0 |
Comments