Stellar ships are the main method of travel between islands.
Ship |
Cost |
Power |
Crew |
Passengers |
Length |
Sailboat |
750 gp |
1 |
1 |
2 |
15 ft |
Cutter |
1,200 gp |
3 |
3 |
3 |
25 ft |
Corvette |
3,500 gp |
6 |
8 |
5 |
35 ft |
Clipper |
6,000 gp |
8 |
16 |
8 |
60 ft |
Schooner |
10,000 gp |
16 |
30 |
8 |
115 ft |
Frigate |
20,000 gp |
20 |
45 |
10 |
135 ft |
Galleon |
27,000 gp |
32 |
55 |
8 |
100 ft |
Steamer |
38,000 gp |
42 |
50 |
15 |
300 ft |
Dreadnaught |
80,000 gp |
40 + 24 |
70 |
12 |
550 ft |
Carrier |
100,000 gp |
48 + 60 |
100 |
20 |
700 ft |
Sailboat
Cargo Capacity |
Propulsion |
Turn Time |
HP |
AC |
Damage Treshold |
100 lb |
SS |
1 round |
50 |
11 |
- |
The smallest stellar ships, sailboats can be crewed by a single person. These ships often transport small amounts of cargo or passengers. They're perfect for pleasure cruises, as they're easier and less expensive to operate than larger vessels. Sailboats are defined by having only one mast and by being far too small to host an Aetherscopic Engine.
Travelling to other islands is possible in a sailboat, though it leaves one entirely at the mercy of solar winds.
Cutter
Cargo Capacity |
Propulsion |
Turn Time |
HP |
AC |
Damage Treshold |
500 lb |
SS |
1 round |
100 |
12 |
- |
The difference between a cutter and a sailboat is hard to tell for those unfamiliar with ships, but a close examination will reveal that cutters are longer, with their mast proportionally much closer to the bow. This layout, combined with the small size of a cutter, makes cutters extremely maneuverable compared to other ship designs. Most cutters are large enough to have an enclosed cabin, a luxury that sailboats lack.
The maneuverability of cutters in conjunction with their inexpensive cost make cutters a popular choice as patrol boats. A common sight when nearing an island is a handful of cutters patrolling the area.
Corvette
Cargo Capacity |
Propulsion |
Turn Time |
HP |
AC |
Damage Threshold |
2 tons |
SS/AE |
2 rounds |
175 |
13 |
5 |
Corvettes are the smallest type of ship capable of holding an Aetherscopic Engine. Most corvettes available for purchase have two masts, both filled with solar sails to feed the engine. Most corvettes are typically found in military service, but it's not uncommon to find corvettes converted into fishing vessels, with the engine replaced with cargo space for the fish.
Clipper
Cargo Capacity |
Propulsion |
Turn Time |
HP |
AC |
Damage Treshold |
7 tons |
SS/AE |
3 rounds |
250 |
13 |
10 |
Clippers are the most common vessels seen in Astaria, and are instantly recognizable with a distinctive narrow profile and a clean deck layout. Clippers are defined by having three masts, which makes for a very quick vessel, at the cost of some maneuverability.
Most ships created before the discovery of solar sails were clipper-sized or smaller.
Schooner
Cargo Capacity |
Propulsion |
Turn Time |
HP |
AC |
Damage Treshold |
18 tons |
SS/AE |
4 rounds |
400 |
14 |
15 |
Schooners are a versatile ship, being well-suited as merchant vessels, naval ships, and even yachts. Their medium size enables them to be outfitted to nearly any purpose.
Schooners have four masts, and a lean profile.
Frigate
Cargo Capacity |
Propulsion |
Turn Time |
HP |
AC |
Damage Treshold |
30 tons |
SS/AE |
6 rounds |
600 |
15 |
20 |
Frigates are large merchant vessels, designed to carry massive amounts of cargo over long distances.
Frigates have five masts,
Galleon
Cargo Capacity |
Propulsion |
Turn Time |
HP |
AC |
Damage Treshold |
50 tons |
SS |
5 rounds |
500 |
16 |
20 |
Most navies in the galaxy are made up of galleons, as they represent the pinnacle of naval might for systems not in possession of a dreadnaught. Galleons have tall, wide hulls, and are shorter in length than other comparable ships.
Galleons are also popular with pirates, as their large hulls can hold lots of cargo in addition to their naval might.
Steamer
Cargo Capacity |
Propulsion |
Turn Time |
HP |
AC |
Damage Treshold |
80 tons |
AE |
8 rounds |
700 |
15 |
15 |
Steamers are the largest merchant ships in Asteria, combining a large length with a massive cargo capacity. A steamer is the largest size a ship can go and still be made of wood.
Unlike smaller ships, steamers don't require solar sails to supplement their engines - steamers are large enough to have an entirely self-contained Aetherscopic Engine.
Dreadnaught
Cargo Capacity |
Propulsion |
Turn Time |
HP |
AC |
Damage Treshold |
150 tons |
AE |
1 minute |
1500 |
17 |
25 |
Owning a dreadnaught firmly establishes oneself as a major naval power in Asteria. These ships are immensely powerful, being capable of laying siege to small islands single-handedly.
24 Thaums of the dreadnaught's power have been set aside for weapons.
Carrier
Cargo Capacity |
Propulsion |
Turn Time |
HP |
AC |
Damage Treshold |
230 tons |
AE |
2 minutes |
1200 |
16 |
20 |
Carriers are the largest - and most expensive - ships currently sailing through the galaxy. Only a handful of carriers exist, none of which have yet been proven in combat.
Carriers, as their name would imply, can hold smaller ships within them - each carrier has enough power to carry up to 60 thaums worth of ships. For example, a carrier can hold up to 12 corvettes, or 3 frigates.
Ship Upgrades
Ships aren't made in a vacuum, and the shipyards at Ecumenopolis are more then willing to refit, modify, and alter your ship to your needs. As shown in the Power sidebar, ships can accommodate any number of upgrades so long as the ship has excess power slots remaining. Each upgrade has a gold cost and an amount of power it will require, as shown in the Gold and Power columns, respectively. Here are some upgrades you can have installed on your ship:
Armaments
Upgrade |
Power |
Cost (gp) |
Properties |
Ballista |
1 |
400 |
+5 to hit, range 700/1000, target
3d6 piercing damage |
Lightning Ballista |
3 |
1000 |
+6 to hit, range 1000/1500, target
5d6 lightning damage |
Cannon |
2 |
700 |
+5 to hit, range 1000/1500, target
4d6 lightning damage |
Sonic Cannon |
3 |
1200 |
+6 to hit, range 500/750, line (10 ft)
5d6 thunder damage |
Alchemist’s Fire Cannon |
3 |
1600 |
+5 to hit, range 400/600, area (5 ft radius)
6d6 fire damage |
Flamethrower |
2 |
600 |
+4 to hit, range 300/500, line (5 ft)
4d8 fire damage |
Grappling Hook |
1 |
200 |
+5 to hit, range 150/200, target
On a hit, the target is grappled, and you may pull the target 50 ft closer to you as an action. |
Tangleshoot |
4 |
600 |
+5 to hit, range 400/600, area (10ft radius)
Each creature that fails the saving throw is restrained. On subsequent turns, they can use their action to make a DC15 Strength check to break free. |
Divine Bombard |
4 |
2500 |
+7 to hit, range 1000/1500, area (30 ft radius)
3d10 radiant damage |
Artillery |
5 |
4000 |
+8 to hit, range 2000/3000, area (15 ft radius)
8d10 force damage |
Shields |
3 |
5000 |
Shields are the pinnacle of large-scale abjuration magic, creating a magical barrier that surrounds the entire ship.
Each Shield adds +1 to a ship’s AC, up to a maximum of +3. |
Armor |
* |
* |
Armor is an extra layer of defense for the ship, making it more resilient to damage.
Armor takes up 1/8 of the ship’s slots (rounded down), and adds 50 hp to the ship per slot used. Armor costs 500gp per slot used. |
Warp Drive |
10 |
20000 |
When you use this module, the ship spends 1 minute activating the module before teleporting the ship and its occupants to a previously designated location. You may designate a location by spending 12 hours configuring this module while the ship is stationary. |
Naval Ram |
1 |
1000 |
When installed, the ship has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the ship.
On a hit, the ram deals 1d6 damage for each Power slot the ship has. |
Target:
This weapon fires a single projectile towards a 5ft square target. On a hit, the target takes that much damage, and any creatures in the square must make a DC 15 Dexterity saving throw. On a successful save, the creature takes half damage.
Line:
This weapon fires in a straight line, with the radius of the line determined by the weapon. Every creature in the line must make a DC 15 Dexterity saving throw. On a success, the creature takes half damage.
Area:
This weapon affects a large circular area upon impact, with the radius of the circle determined by the weapon. On a hit, the target takes that much damage, and each creature within the area of the impact must make a DC 15 Dexterity saving throw. On a success, the creature takes half damage.
General Upgrades
Rooms |
Power |
Cost (gp) |
Effect |
Insurance |
0 |
30% of the ship's base cost |
When your ship is destroyed, roll 5d20. You receive that percentage of the ship's base cost in gp |
Galley |
3 |
150 |
When you eat a meal from the galley, you gain 2d4 temporary hit points. |
Citadel |
5 |
600 |
Once per turn, if the citadel is occupied, you may fire one of the ship’s weapons with advantage. |
Sick Bay |
4 |
500 |
When you recover hit points in the sick bay, you may regain up to half your hit dice. |
Cabin |
2 |
200 |
The ship can hold an additional 2 passengers. |
Armory |
1 |
150 |
Each armory can store up to 100lb of weapons and armor. While inside an armory, armor takes half as long to don and doff. |
Crow’s Nest |
1 |
200 |
You have advantage on any Perception checks you make from the Crow’s Nest. |
Cargo Hold |
5 |
1000 |
The ship’s cargo capacity is increased by 10% |
General Upgrades |
Power |
Cost (gp) |
Effect
(You can only have one of each upgrade installed.) |
Workshop |
5 |
7000 |
Once per week, you may add 1d6 to any Artisan’s Tools check you make.
If you are an Artificer, your Magical Tinkering infused object can create an illusion, no larger than 5 ft in any dimension. |
Gymnasium |
5 |
7000 |
Once per week, you may add 1d6 to any Strength check you make.
If you are a Barbarian, when you make an Intimidation check, you may use your Strength modifier instead of your Charisma modifier. |
Stage |
5 |
7000 |
Once per week, you may add 1d6 to any Performance check you make.
If you are a Bard, when you use your Song of Rest feature, you may restore an additional 1d4 hit points. |
Chapel |
5 |
7000 |
Once per week, you may add 1d6 to any Religion check you make.
If you are a Cleric, you know the spell Magnify Gravity. This spell is always prepared and counts as a cleric spell for you. |
Greenhouse |
5 |
7000 |
Once per week, you may add 1d6 to any Nature check you make.
If you are a Druid, when you use Wild Shape, you gain 2d6 temporary hp. |
Rampart |
5 |
7000 |
Once per week, you may add 1d6 to any Athletics check you make.
If you are a Fighter, you may use Second Wind an additional time per week. |
Balcony |
5 |
7000 |
Once per week, you may add 1d6 to any Acrobatics check you make.
If you are a Monk, you gain one additional point of Ki. |
Training Room |
5 |
7000 |
Once per week, you may add 1d6 to any Persuasion check you make.
If you are a Paladin, you may Channel Divinity an additional time per week. |
Garden |
5 |
7000 |
Once per week, you may add 1d6 to any Perception check you make.
If you are a Ranger, you know a cantrip from the Druid spell list. |
Hidden Room (rogue upgrade) |
5 |
7000 |
Once per week, you may add 1d6 to any Sleight of Hand check you make.
If you are a Rogue, if you succeed on a Stealth check by 10 or more, you are invisible as though you had the Invisibility spell cast on you. |
Lounge |
5 |
7000 |
Once per week, you may add 1d6 to any Deception check you make.
If you are a Sorcerer, you gain an additional Sorcery Point. |
Altar |
5 |
7000 |
Once per week, you may add 1d6 to any Intimidation check you make.
If you are a Warlock, you know another cantrip from the Warlock spell list. |
Study |
5 |
7000 |
Once per week, you may add 1d6 to any Arcana check you make.
If you are a Wizard, you know another cantrip from the Wizard spell list. |
Downtime Upgrades |
Power |
Cost (gp) |
Effect |
Scroll |
3 |
400 |
You may scribe spells on scrolls as normal even if you do not know the spell |
Research |
2 |
175 |
You have advantage on Intelligence (History) checks used when researching during downtime. |
Proficiencies |
3 |
250 |
When you finish learning a skill or tool proficiency, roll a d20. On a 20, you gain Expertise in that skill. |
Relaxation |
1 |
100 |
When you finish a workweek of relaxation, you gain Inspiration. This Inspiration lasts until the end of your next session or until you use it. |
Fighting |
2 |
300 |
When fighting during downtime, you may choose to take -5 to the Constitution check. If you still succeed on the roll, you gain an additional 25% gold from your victory. |
Poker Table |
2 |
500 |
When gambling during downtime, you may choose to take -5 to the Deception roll. If you still succeed on the roll, you gain an additional 25% gold from your success. |
Crime Den |
3 |
2000 |
When committing a crime during downtime, you may choose to take -5 to the final result of any of the rolls. If you still succeed on the roll, you gain an additional 25% gold from the crime. |
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