Naval

Naval Skills

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Astronomy & Navigation

The study of the stars and other celestial bodies, their movements, positions, cycles, alignments, and interrelations with the earth and each other (including the ebb and flow of mystic energy along ley lines).

Training includes reading maps and star charts, course computation, following landmarks, and the use of navigational equipment. Includes land, air, and water navigation, as well as piloting by the stars and instruments alone.

This ability is ideal for sailors and characters who can fly. A failed roll means the navigator is off course.

To determine how many miles/kilometers off course, roll . . .

2D6 miles when traveling o n foot.

1D6x 10 when travelling by horse/animal.

2D4x 10 when flying or using a boat.

Roll once for every hour that one travels in uncharted territory or seas.

Base Skill: 30%+5% per level of experience.

Requires: Basic mathematics and literacy to use instruments, read maps, and to chart a course by the stars.

Also see Land Navigation under the Wilderness Category.

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Castaway/Shipwreck Survival

Surviving without a ship at sea is a specialized skill, since the seas of the Palladium World are quite hostile.

Those with this skill know how to avoid being sucked down with a sinking ship, how to select and assemble the best driftwood and scrap for a raft, and how to float without exerting themselves (not the same as swimming) for hours at a time.

Once the survivor has something to hold on to, it becomes possible to survive for days at a time, but only if you know how to get fresh water (from fish, certain types of seaweed and condensation of dew on cool metal surfaces), as well as how to keep from being attacked or eaten by sea predators.

Characters without this skill, or without help from someone else who has the skill, will likely perish immediately, or within hours. Note that once on land, even the tiniest island, the skill of Wilderness Survival takes over.

Base Skill: 27% +3% per level of experience.

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Deep Sea Fishing

Although similar to freshwater fishing (see Palladium RPG, 2nd edition, page 51 ), the methods involved are very different. Smaller fish are generally caught using a variety of different nets in quantity (4D6 fish at a time).

For bigger fish (50 pounds and up), special tackle is required, which is actually attached to the ship. Those with this skill have a basic knowledge of the most common fish, and know the proper techniques for preparation and cooking (many Palladium World fish have poison glands or quills that must be removed prior to cooking).

For net fishing, roll once every hour, but once every twenty minutes for line fishing.

Base Skill: 32% +4% per level of experience.

Note: While someone with the Domestic Fishing skill can catch and cook fish while on ship, using their usual techniques, they'll catch only the smaller fish, and they'll only roll for success once per hour. Also, they won't have the knowledge involved in identifying which are edible, or the details of how specific fish should be prepared.

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Flag Signalling

Ships at sea in the Palladium World, often miles apart, have developed a "language" based on the display of colored flags. Those with this skill can read and compose messages, as well as be able to recognize the banners, ensigns, pennants and standards used to communicate a ship's origin and status.

Communicating basic naval messages ("Turn to starboard." "Do you have any fresh water to spare?" or "Beware! Pirates sighted to the northeast! ") are easy for anyone with 2nd level, or better, expertise. However, non-naval messages, including names (Sir Bertrand, Port Jarl) or messages related to other subjects (magic, money or religion), are more time consuming, and more difficult to compose or decipher.

Since each ship usually displays banners showing their nationality and other information, those with this skill have the chance of identifying a fake (pirates often fly false flags).

In addition to the common signal code (used by every seafaring nation in the Palladium World), certain navies and merchant companies have developed their own secret systems of communicating.

Base Skill: 18% +6% per level of experience.

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Identify Sea Life

Characters with this skill can identify all different kinds of fish, squid, octopus, shellfish, turtles, sea mammals (whales, dolphins, seals), and sea monsters, as well as seaweed, sponges and even swarms of tiny life forms (such as krill, the food source for many whales, and the different one-celled organisms that give off a visible glow at night).

Even more importantly, the character can recognize habitats, or water and weather conditions, that signal the presence of certain kinds of sea life. For example, the character can attempt to determine what kind of fish are feeding below the ship, or what giant schools are travelling nearby, based on the appearance of certain predators such as knowing where to find tuna when certain dolphins are sighted. Includes a knowledge of which sea life is edible, useful as healing herbs, or poisonous.

Another important bit of knowledge is being able to identify which barnacles, shipworms and mollusks (which live on the hull, under the waterline) are harmless, and which are immediately threatening.

Base Skill: 27% +4% per level of experience.

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Lore: Sea

Knowledge regarding the myths and legends of the oceans and seas of the known Palladium World, including the edge of the world, sea monsters, sea creatures and aquatic people, ghost ships, and general knowledge about marine animals and whether or not they are dangerous to humanoids.

Base Skill: 25% +5% per level of experience.

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Rope Works

This is a skill that takes into account the various needs and uses of rope. The character knows a variety of ways to tie knots, the advantages to various types of ropes and cords, their tensile strength and how to weave/make rope.

A failed roll to tie a knot means that it is loose and sloppy and easy to untie, slip out of, or likely to unravel or snap when strained.

Base Skill: 30%+5 % per level of experience.

Characters bound/tied by this character are -10% to escape/slip knots.

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Pilot Small Boats, Kayaks & Canoes

The skill includes the basic principles behind using currents, paddles as rudders and propulsion, maintenance, and even tricks like sculling and right-siding a flipped canoe, etc.

The character enjoys a familiarity with all types of small boats that do not use sails. Kayaks and canoes have been used since old Eoten times on Bizantium (and by the Wolfen) and are still popular today. Kayaks and canoes are one or two-man boats built for speed and handling the changing currents and rapids of rivers and lakes. Both function wonderfully in shallow and narrow bodies of water. They can also handle deep lakes and even the open sea, especially under calm conditions, but are likely to be swamped or carried out of the paddler’s control and out to sea or smashed on rocks in strong currents and large waves in rough waters.

Kayaks and canoes can be operated by one paddler.

Kayak and Canoe Speed is based, point for point, on the P.S. attribute number of the person paddling. Thus, a P.S. of 14 equals a maximum maintainable paddle Spd of 14 or 9 mph (14.4 km), A P.S. of 22 equals a speed of 22 or 15 mph (24 km), and so on.

Maximum speed can be maintained a number of minutes equal to the paddler’s P.E. attribute number x5. A P.E. of 14 means he can row for 70 minutes before needing to stop and rest for 20 minutes. Note: Paddling at half the maximum speed and taking frequent breaks to let the current carry the boat for a while enables the paddler to travel for up to 10 hours before starting to feel fatigued.

Other types of small boats: Includes paddled boats, rowboats, lifeboats, tenders, water barges, and river rafts. Such boats are much slower than a canoe or kayak, but also function in shallow or deep waters.

Rowing/paddling speed in still water or against current is usually equal to a character’s P.S. attribute number divided by half. In the case of a boat that has two or more people, they may row in tandem, together at the same pace (this skill teaches that).

Speed is always based on the lowest P.S. number in the group of people rowing. Thus, a P.S. of 14 would equal a maintainable rowing Spd of 7 or roughly 4 mph (6.4 km). Maxi- mum rowing speed can be maintained for the rower’s P.E. attri- bute number x3 minutes without pause. A P.E. of 14 means he or they can row for 42 minutes before needing to stop and rest for 20 minutes.

However, rowing at half that speed can be maintained for twice as long. Of course, depending on the water current, a boat may simply ride the current, which might be moving faster than they can row. Direction and speed is controlled via the boat’s rudder (if there is one) or by the positioning of the paddle(s) in the water to function as a rudder.

Base Skill: 30% +5% per level of experience.

Sailing

A rudimentary knowledge about sailing vessels, large and small, as well as the terms and principles of sailing.

Base Skill: 35/20%+5% per level of experience.

The first number is for small sailing vessels, the second for piloting ships.

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Seamanship

Most sailors don't really need to know how to sail, they just need to be able to follow orders when it comes to belaying, hauling, dropping or trimming sail, which means they need to know the difference between a crossjack, a mizzen mast, a fore lower topgallant and a hundred other names for specific sails, ropes, masts and cross-masts.

The skill also includes being able to judge, evaluate and repair sails, ropes and rigging (every sailor has to be handy with a needle and thread, as well as knowing how to braid rope).

Also involves the basics of ship cleaning and maintenance, as well as how to skillfully operate the pumps needed to remove the water that collects in the bilge.

Base Skill: 22% +4% per level of experience.

Requirement: Must also have the sewing skill.

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Shipwright

Like an army's field armorer, the shipwright has the necessary skills of a naval mechanic, carpenter and blacksmith needed to repair ships at sea.

After any storm or battle, numerous repairs are needed and even in peaceful, calm waters a ship's structure should be continuously maintained.

Another task of the shipwright, one that is never finished, is directing the application of pitch (usually made from pine sap) to keep the cracks between the boards waterproof. Repairing weapons, armor, and other metal objects also falls among the shipwright' s responsibilities.

A shipwright can make finished objects out of wood (such as belaying pins, replacement spars or boards) and metal (nails, chain, etc.).

Base Skill: 26% +4% per level of experience.

Requirement: The character must also have the carpentry skill, but gets a +5% bonus to carpentry with this skill-combo.

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Swimming

The rudimentary skill of keeping afloat, diving, swimming and lifesaving techniques. The percentile number indicates the overall quality of form as well as skill of execution.

A character can swim a distance equal to 3x his P.S. in yards/meters per melee round (15 seconds).

This pace can be maintained for a total of minutes equal to his P.E./endurance.

Base Skill: 40%+5% per level of experience.

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W.P. Blunt

Training with all types of blunt weapons, including maces, hammers, cudgels, pipes, staves, and clubs.

Bonuses:

+1 to strike and parry at levels 1, 3, 6, 9 and 12.

+1 to strike when thrown at levels 5, 10 and 15; not designed for throwing.

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W.P. Siege Weapons

An understanding of the use and mechanics of siege weapons, including balista, catapult, onager and trebuchet.

Bonuses:

+1 to strike at levels 2, 5, 9 and 12.

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W.P. Incendiaries

Fire is the most common and most devastating weapon of ship to ship combat in the Palladium World.

While mages are frequently employed, serving as living artillery, most ships of the line (i.e., warships) are equipped with incendiary devices.

Different nations have developed different formulas, but they are all used in the same way.

First, a container filled with the burnable substance is loaded into a ballista, catapult, onager or trebuchet.

Second, either a fuse or the stuff itself is set on fire.

Third, the device is fired at the target.

Fourth, if all goes well, the burning substance then hits the sails, or lands on the deck of the target ship. In addition to being able to handle the "Greek Fire," burning pitch, or flaming oil, the character also knows the best way of extinguishing any enemy incendiaries, and will know when to use water, vinegar (well-prepared ships have barrels of vinegar to put out flaming oils), sand or sails to put out a fire.

Base Skill: 20% +5% per level of experience. Failure usually means that the fire is snuffed out before it hits the target.

Requirement: The character with this skill must also have W.P. Siege Engines as well.

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