RangerWickett
Legend
As I wrap up the text for E.N. Publishing's Admiral o' the High Seas naval adventures rulebook, I'd like to hear if anyone has any ideas for novel magical traits ships could possess.
So far I've got the following.
General Components
Piloting Components
Gunnery Components
Do you have any suggestions for extra things?
So far I've got the following.
General Components
- Claws/Teeth/Tentacles - Like a ram that grabs.
- Combination Ship - Voltron. Give each PC their own ship.
- Eldritch Defense (various) - Numerous ways to protect a ship from cheap "I win" buttons like fireball.
- Extradimensional Hull - It's bigger on the inside.
- Folding Boat - Shrink down.
- Living Ship - It heals and can act on its own without a crew.
- Portal Pad - For those epic-level boarding actions when you just want to beam onto their ship.
- Ram - Nonmagical ram.
- Ram, Farslayer - Ram from 25 feet away.
- Skeleton Crew - A literal crew of skeletons.
Piloting Components
- Advanced Rigging - nonmagical component that handles multiple points of sail more efficiently.
- Flight
- Ghost ship - Pass through obstacles.
- Jaunter - Teleport during battle.
- Landship - Sail through earth.
- Nautilus - Go underwater.
- Seaborn - The sea carries you, letting you ignore difficult sea terrain.
- Windship - Not only can your ship fly, but people nearby it can fly too.
Gunnery Components
- Acidic - crew in area takes ongoing damage.
- Blast – works like dragon breath, hitting a wide swath up close, instead of a single spot far away.
- Chain Shot - non-magical way to mess up enemy rigging.
- Flaming - sets fire to ship.
- Freezing - slows ship.
- Noxious - ?? Not really sure how to handle poison, actually. ??
- Shocking - more damage to crew, less to vessel.
- Thunderous - mostly just flavor.
- Unmanned - No crew necessary.
Do you have any suggestions for extra things?