Sea Vessel Rules in Reluria | World Anvil
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Sea Vessel Rules

Weather Once per week of voyaging make the following rolls:   Roll 1D6 to determine seas and wind conditions:  
  • 0 - Becalmed, no wind
  • 1 - Calm wind, flat seas
  • 2 - Gentle wind, small waves
  • 3-4 - Moderate winds, medium waves
  • 5 - Brisk winds chippy seas
  • 6 - Strong winds, high waves
  • 7 - Squall, high waves
  • 8 - Storm, heavy seas
  Roll 1d8 to determine which direction the wind is blowing from.
  1. North
  2. Northeast
  3. East
  4. Southeast
  5. South
  6. Southwest
  7. West
  8. Northwest
Roll percentile once per week. 1- 10 creates unusual weather condition. Roll percentile again... Roll for Random Encounters.   At the start of next week. Roll 1d6 to determine how the weather changes.
  1. -2 on the weather chart
  2. -1
  3. no change
  4. no change
  5. +1
  6. +2
Ship Combat During ship combat the characters can move to different roles/positions and help out the crew. To move from one portion of the ship to the other requires one movement action per map area. Example: moving from Forecastle to Main Deck is one move, but moving from forcastle to the quarterdeck requires two moves or a dash.   You can take all your normal actions, bonus actions or reactions. But if you are taking a specific role, you can also take one of the following role actions.
  • Look out - Main Deck (mast) - Action - roll for perception. If you beat the DC then grant advantage to one ranged attack
  • Ballista - Forecastle or Quarterdeck - Action - Fire ballista, reload ballista. Bonus action - reload ballista
  • Helm - Quarterdeck - Action - Change direction of ship
  • Repair - Any location - Action - Attempt to repair damage using Carpentry, Water vehicles, Weaving, leather working. 2 or more helping with the repair roll at advantage
Ship Information for Trade   Ship can transport up to 75,000 cn (coins)

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