AC: 12-18, Max Shields: 50, Hull: 20, System Power: 18
All systems have 6 HP, Armored systems do not take damage until the hull reaches 0, all system damage also damages the hull.
|2||Command||Port Maneuvering Sails||-||3 Sailors||-||Must be manned to receive full maneuvering bonus.|
|3||Command||Starboard Maneuvering Sails||-||3 Sailors||-||Must be manned to receive full maneuvering bonus.|
|4||Command||Anti-Material Rifle||2||1 Sailor||+4 to hit, 1d6||X-Ray scope targets systems or crew through enemy hull at 100 yards.|
|5||Command||Tree||-||-||-||Any system that may be maintained on one power loses that ability if the tree is damaged|
|6||Command||Helm (Armored)||-||1 Helmsman||-||Steering the rudder. Must be manned to receive full maneuvering bonus.|
|7||Command||Bridge (Armored)||-||1||-||Navigation and communications.|
|8||Battery||Port Cannon Bank||1||1-2 Cannoneers||1d6||Allows custom ammo.|
|9||Battery||Starboard Cannon Bank||1||1-2 Cannoneers||1d6||Allows custom ammo.|
|10||Battery||Port Sand Gun||2||1 Cannoneer||1d10+1 +2 for every power over 2||double damage against shields.|
|11||Battery||Starboard Sand Gun||2||1 Cannoneer||1d10+1 +2 for every power over 2||double damage against shields.|
|12||Battery||Harpoon Rig||2||2 Cannoneers||1||100 yard range increment, 500 yard max range. Drag chains with powered crank.|
|13||Battery||Powder Room (Armored)||-||1 Cannoneer||-||Prepare and deploy exotic cannon rounds.|
|14||Harmonics||Port Focus Crystal||2+||1 Harmonicist||1d2 +1 per power||Shields ignore laser damage. Laser can be swept across the surface of a target damaging multiple targets or systems, sometimes causing fires. Spell projector.|
|15||Harmonics||Starboard Focus Crystal||2+||1 Harmonicist||1d2 +1 per power||Shields ignore laser damage. Laser can be swept across the surface of a target damaging multiple targets or systems, sometimes causing fires. Spell projector.|
|16||Harmonics||Harmonics Crystal Array (Armored)||1-5 or Variable||1 Harmonicist||Variable||Cause harmonic events and controls shields. This system powers all other systems, if it is damaged other systems may lose power.|
|17||Science||Focus Drone (Armored)||2-4||1 Engineer||1d2||Targets exit point of Dimension Gate. Can be piloted beyond normal range indefinitely if a focus crystal is dedicated to it.|
|18||Science||Tank Drone (Armored)||2||1 Engineer||2d6||Can be piloted into incoming weapons projectiles to deflect them, deploys into a clockwork construct shaped like a large sized crab.|
|19||Science||Dimension Gate (Armored)||2||1 Engineer||-||Instantly transport personnel to targeted location.|
|20||Science||Blink Furnace (Armored)||1-4||-||-||Stores heat charges. Can teleport ship to target location within 1000 yards, or to the location of the focus drone.|
|Command||Captain||Winston Scarsdale||Gaian, Male||Artificer|
|Command||First Mate||Harolde||Sorrek, Male||Cleric|
|Command||Helmsman||Martin Oowshaa||Greliin, Male||Cleric or Druid|
|Command||Deck Hand||Carlos||Human, Male||Rogue|
|Command||Deck Hand||Diego||Human, Male||Deceased|
|Command||Deck Hand||Dylan||Human, Male||Bard|
|Command||Deck Hand||Felipe||Human, Male||Barbarian|
|Command||Deck Hand||Lucas||Human, Male||Sorcerer|
|Command||Deck Hand||Matias||Human, Male||Ranger|
|Command||Deck Hand||Rodrigo||Human, Male||Cleric|
|Command||Deck Hand||Samuel||Human, Male||Just a human|
|Command||Deck Hand||Santiago||Human, Male||Cleric|
|Command||Deck Hand||Vincente||Human, Male||Rogue|
|Battery||Chief Cannoneer||Zekkyra||Phobo’kai, Female||Ranger|
|Battery||Cannoneer||Hogar||Urok, Male||Fighter or Rogue|
|Battery||Cannoneer||Renna||Human, Female||Rogue or Sorcerer|
|Harmonics||Chief Harmonicist||Roland||Human, Male||Druid|
|Harmonics||Harmonicist||Dietlinde||Dryad, Female||Bard or Sorcerer|
|Science||Chief Engineer||Cho Ku Throk||Urok, Male||Pugilist|
|Science||Trusty Assistant||Rad||Gaian, Male||Psion|
|Science||Sensor Analyst||Chassis||Construct, Female||Robot|
|Science||Engineer||Geezer||Human, Male||Rogue or Wizard|
|Science||Engineer||ArcturusArcturus||Gaian, Male||Psychic Warrior|
Responsible for navigation, communications, and deck gun.
Tree allows many systems to be maintained at full capacity for 1 power, if the tree has taken any damage this ability is lost and energy is redirected to regeneration, tree heals for 1 HP every 2 rounds.
Long range, heavy duty anti-ship rifle particularly good for damaging important targets. Must be manned and consumes 2 power. Digitally scoped x-ray sights can show target ship layout at 100 yards. HUD displays sensor data if sensors are deployed.
Propulsion and Maneuverability
Using a tree as your sails allows the ship to maintain higher velocities for less power.
Maneuverability bonuses are dependent on fully (6) manned sails, partially manned (or damaged) sails result in 50% effectiveness. The ship will maintain its most recent top velocity on 1 power until it makes an evasive maneuver. Evasive maneuvers bonus on any round and the round after, the ship turns 45% or more.
|Power to Propulsion||Max Velocity / Acceleration||Maneuverability||Evasive Maneuvers|
|1||30 / 10||45 degrees per Rnd||+0, +1 AC|
|2||45 / 20||90 degrees per Rnd||+1, +2 AC|
|4||60 / 30||135 degrees per Rnd||+2, +4 AC|
|6||75 / 40||180 degrees per Rnd||+3. +6 AC|
Responsible for munitions control and battery deployment.
Cannon banks manned with 6 cannoneers load as a swift action.
|Flachette||Deals damage to personnel when hitting a deck but not systems.|
|Discord||Deals +6 damage to shields and damages harmonics and electrical systems, damages no other systems, stuns personnel, 300 yard range limit.|
|Dragons Breath||+3d4 fire damage, long range, starts fires, slow projectile speed.|
|Glitterburst||Illuminated trail for 10 minutes, illuminates target on hit.|
Responsible for shields, power distribution, focus crystals, and elemental events.
Focus Lasers deal 1d2 +1 per power spent on the beam after the first 2, but deal no damage to shields. As many can be fired as can be powered.
Spell projectors allow spells to be cast between ships within 300 yards.
The ship loses 3 power per damage to the harmonics array as well as 1 available power to propulsion, although the the ship may maintain its velocity if the tree is undamaged.
With undamaged tree, shield strength can be maintained on reduced power until the ship takes shield damage. All shields ignore elemental damage.
|Power to Shields||Shield Strength||Regen|
|1||14||1 per 2 Rnds|
|2||26||3 per 2 Rnds|
|3||36||3 per Rnd|
|4||44||6 per Rnd|
|5||50||10 per Rnd|
|Bubble Manipulation||Extend shields and atmosphere around another ship or object.||15||2-5 +5 to shields|
|Solar Flare||Deal 3d6 fire damage at close range.||18||3|
|Smoke Screen||Smoke screen for ship, stealth.||16||2|
|Consume||Consume the energy of a fully charged blink furnace and receive 10 bonus power for 1d4 rounds.||16|
|Shield Buffet||Shields reflect all projectiles this round and recharges shields per energy expenditure.||20||5-10|
Responsible for dimension gate, drone deployment, and blink furnace.
Tank drone can intercept one attack per round, the DC is the attackers hit roll.
Tank drone deploys into a large crab shaped clockwork golem, 120HP, AC18, Attack 4, Damage 2d6/2d4.
Blink Furnace must be heated to peak temperature in order to blink. Peak temperature does not force a blink, the furnace may be preheated and then maintained for future use. After a blink the furnace is rendered cold and must be reheated. If power supply is in flux keep track of heat charges, at 10 heat charges the furnace may fire.
|Power to Furnace||Heat Generation|
|1||Maintain heat if tree is undamaged.|
|2||1 per Rnd|
|3||3 per 2 Rnds|
|4||2 per Rnd|