Difference between revisions of "Badlands Airship"

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(Stats)
 
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:Players have '''6''' points to divide between Pace, Handling, and Toughness.  
 
:Players have '''6''' points to divide between Pace, Handling, and Toughness.  
  
'''Note:''' Pace and Toughness per normal. Handling represents a penalty or bonus to Piloting checks.
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:'''Note:''' Pace and Toughness per normal. Handling represents a penalty or bonus to Piloting checks.
 
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:Players have '''6''' points to divide between Cannon, Harpoons, and Illumination.  
 
:Players have '''6''' points to divide between Cannon, Harpoons, and Illumination.  
  
'''Note:''' The mod for Cannon indicates bonus damage (regular damage determined by ammo), while the mod for Harpoon represents a bonus to hit. Illumination reduces penalties to vision, and if it exceeds the penalty may grant the difference as a bonus to certain actions to a max of +4.
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:'''Note:''' The mod for Cannon indicates bonus damage (regular damage determined by ammo) while the mod for Harpoon represents a bonus to Shooting. Illumination reduces penalties to vision, and if it exceeds the penalty may grant the difference as a bonus to certain actions to a max of +4.
 
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Latest revision as of 09:18, 23 May 2024

px500

Ship's Name TBD[edit]

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Wealth d8[edit]

This represents the purchasing power the crew has collectively to acquire cargo, affect repairs, and make improvements without tapping their personal funds.

Stats[edit]

Beam 30' | Keel 150'


Pace 12 || Handling -2 || Toughness 8

Players have 6 points to divide between Pace, Handling, and Toughness.
Note: Pace and Toughness per normal. Handling represents a penalty or bonus to Piloting checks.

Cannon 4 || Harpoons 4 || Illumination 2

Players have 6 points to divide between Cannon, Harpoons, and Illumination.
Note: The mod for Cannon indicates bonus damage (regular damage determined by ammo) while the mod for Harpoon represents a bonus to Shooting. Illumination reduces penalties to vision, and if it exceeds the penalty may grant the difference as a bonus to certain actions to a max of +4.

Decks[edit]

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Forecastle (Forward/Bow Top) 30' x 20'

Quarterdeck (Aft/Stern Top) 30' x 40'

Main Deck (Open to air [30' x 120'] at Midships) 30' x 180'

Harpoons (3)

Lower Deck (Covered) 30' x 180'

Cannons (6)

Hold (Cargo/Supplies) 30' x 180'

Hands[edit]

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The ship has 4 Clockwork Crew, Extras who act as Hands for general labor and to help keep the ship in the sky.


Agility d6 Smarts d6 || Spirit d6 || Strength d6 || Vigor d6

Pace d6 || Parry d6 || Toughness d6

Athletics d6 || Notice d6 || Repair d6 || Shooting d6

Construct: Clockwork Crew get +2 to recover from being Shaken; ignore 1 point of Wound penalties; don’t breathe, and are immune to poison and disease.​
Fearless: Clockwork Crew are immune to fear and Intimidation​

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