Difference between revisions of "Airship: The Black Sheep"

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(Stats)
(Stats)
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'''Beam''' 30' | '''Keel''' 150'  
 
'''Beam''' 30' | '''Keel''' 150'  
 
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'''Pace''' 45 || '''Handling''' -2 || '''Toughness''' 18
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'''Pace''' 45 (TS 30 knots) || '''Handling''' -2 || '''Toughness''' 18
  
 
:Players have '''6''' points to divide between Pace, Handling, and Toughness.  
 
:Players have '''6''' points to divide between Pace, Handling, and Toughness.  

Revision as of 05:47, 25 May 2024

px500

The Black Sheep

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Commissioned out of Flat Rock Shipyards. the Black Sheep has seen 25 years of service, including two major retrofits.

Upon the death of her original owner, the ship passed in five equal shares to her crew.

Wealth

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

d8

Stats

Beam 30' | Keel 150'


Pace 45 (TS 30 knots) || Handling -2 || Toughness 18

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

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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

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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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