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<blockquote data-quote="Quickleaf" data-source="post: 6423469" data-attributes="member: 20323"><p>In case anyone was curious, here's a writeup of the ship <em>Coral Curse</em>...</p><p></p><p><strong>The Coral Curse (Schooner)</strong></p><p><em>Medium-size Merchantman</em></p><p>AC: 8</p><p>Hit Points: 180 (4d8x10)</p><p>Draft: 1.5 fathoms (9 ft)</p><p>Maneuverability: -2</p><p>Speed: 120 ft / 12 knots</p><p>Turn Rate: 3 rounds</p><p>Weapons Fore: 2 Demi-Culverin (1d4x10 piercing damage; range 200/600)</p><p>Weapons Aft: 2 Demi-Culverins (1d4x10 piercing damage; range 200/600)</p><p>Weapons Broadside: 10 Culverins (2d4x10 piercing damage; range 250/750)</p><p>Crew: 50</p><p>Passengers: 20</p><p>Cargo: 100 tons</p><p></p><p>Schooners like the <em>Coral Curse</em> are a common site in the Caribbean, their shallow draft and speed making them ideal for navigating reef and coves where larger ships flounder. They are favored by smugglers, pirates, and blockade runners. The <em>Coral Curse</em> was once under the command of Captain Piet Van Djik, became a hospital ship when the crew were afflicted with yellow fever, and was severely damaged in a battle with French Naval Captain Jacques Cassard. She is beached in the port of Nassau, and none dare touch her for she is both haunted by a djab (dark spirit) and owned by Edward "Blackbeard" Teach. Her masthead depicts a mermaid with eyes and mouth sewn shut.</p><p></p><p>-----</p><p></p><p><strong>HP</strong> refers to hit points, but they're handled a bit differently for ships. Basically all damage dealt to a ship is rounded down to the nearest 10's value, though common melee or ranged weapons are totally ineffective. For example, a fireball that deals 28 damage would only inflict 20 damage against a ship (though the fire would be a major issue!), whereas a fire bolt that deals 9 damage would inflict 0 damage and barely singe the hull. Shipboard weapons (as well as some massive monsters) deal damage in multiples of 10, thus circumventing this rule.</p><p></p><p><strong>Size</strong> is not the same as creature size. For example, a medium ship is the equivalent of a Gargantuan creature in d20 terms. Ship size determines # Hit Dice and AC/Manueverability/Ramming modifiers.</p><p></p><p><strong>Type</strong> desscribes which of the four main classes of ship it is: Auxilary, Coastal, Merchantman, or Warship. Each type determines the type of Hit Die rolled and some modify Manueverability and AC.</p><p></p><p><strong>Draft</strong> is the minimum depth the ship can operate in without running aground (1 fathom = 6 feet).</p><p></p><p><strong>Manueverability</strong> acts a modifier to the ship's initiative, which is based on the helmsman's initiative. It also serves as a modifier to piloting checks the helmsman might make; such checks are usually called for only when performing difficult maneuvers like threading narrow sea cliffs, performing or defending against a boarding action, and so forth.</p><p></p><p><strong>Speed</strong> is how far the ship moves per round (1 knot = 1.69 feet per second) under ideal conditions with at least a light wind blowing about 33-66 degrees off the aft (the stern, or rear, of the ship). The nautical term for this is "quartering."</p><p></p><p><strong>Turn Rate</strong> is how often (in rounds) a ship can make an 11.5-degree turn. For example, a turn rate of 3 round means the ship can turn 11.5-degrees once every three rounds, so the ship might turn the first round, then the fourth, again on the seventh, again on the tenth, and so on.</p><p></p><p><strong>Crew</strong> is how many able seamen are needed to effectively man the rigging, sails, and guns. Less than this, and you start to take penalties.</p><p></p><p><strong>Passengers</strong> is how many passengers can be accommodated with modest comforts and their own bunk to sleep on.</p><p></p><p><strong>Cargo</strong> is a measure of how much tonnage the ship can transport safely.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6423469, member: 20323"] In case anyone was curious, here's a writeup of the ship [i]Coral Curse[/i]... [b]The Coral Curse (Schooner)[/b] [i]Medium-size Merchantman[/i] AC: 8 Hit Points: 180 (4d8x10) Draft: 1.5 fathoms (9 ft) Maneuverability: -2 Speed: 120 ft / 12 knots Turn Rate: 3 rounds Weapons Fore: 2 Demi-Culverin (1d4x10 piercing damage; range 200/600) Weapons Aft: 2 Demi-Culverins (1d4x10 piercing damage; range 200/600) Weapons Broadside: 10 Culverins (2d4x10 piercing damage; range 250/750) Crew: 50 Passengers: 20 Cargo: 100 tons Schooners like the [i]Coral Curse[/i] are a common site in the Caribbean, their shallow draft and speed making them ideal for navigating reef and coves where larger ships flounder. They are favored by smugglers, pirates, and blockade runners. The [i]Coral Curse[/i] was once under the command of Captain Piet Van Djik, became a hospital ship when the crew were afflicted with yellow fever, and was severely damaged in a battle with French Naval Captain Jacques Cassard. She is beached in the port of Nassau, and none dare touch her for she is both haunted by a djab (dark spirit) and owned by Edward "Blackbeard" Teach. Her masthead depicts a mermaid with eyes and mouth sewn shut. ----- [b]HP[/b] refers to hit points, but they're handled a bit differently for ships. Basically all damage dealt to a ship is rounded down to the nearest 10's value, though common melee or ranged weapons are totally ineffective. For example, a fireball that deals 28 damage would only inflict 20 damage against a ship (though the fire would be a major issue!), whereas a fire bolt that deals 9 damage would inflict 0 damage and barely singe the hull. Shipboard weapons (as well as some massive monsters) deal damage in multiples of 10, thus circumventing this rule. [b]Size[/b] is not the same as creature size. For example, a medium ship is the equivalent of a Gargantuan creature in d20 terms. Ship size determines # Hit Dice and AC/Manueverability/Ramming modifiers. [b]Type[/b] desscribes which of the four main classes of ship it is: Auxilary, Coastal, Merchantman, or Warship. Each type determines the type of Hit Die rolled and some modify Manueverability and AC. [b]Draft[/b] is the minimum depth the ship can operate in without running aground (1 fathom = 6 feet). [b]Manueverability[/b] acts a modifier to the ship's initiative, which is based on the helmsman's initiative. It also serves as a modifier to piloting checks the helmsman might make; such checks are usually called for only when performing difficult maneuvers like threading narrow sea cliffs, performing or defending against a boarding action, and so forth. [b]Speed[/b] is how far the ship moves per round (1 knot = 1.69 feet per second) under ideal conditions with at least a light wind blowing about 33-66 degrees off the aft (the stern, or rear, of the ship). The nautical term for this is "quartering." [b]Turn Rate[/b] is how often (in rounds) a ship can make an 11.5-degree turn. For example, a turn rate of 3 round means the ship can turn 11.5-degrees once every three rounds, so the ship might turn the first round, then the fourth, again on the seventh, again on the tenth, and so on. [b]Crew[/b] is how many able seamen are needed to effectively man the rigging, sails, and guns. Less than this, and you start to take penalties. [b]Passengers[/b] is how many passengers can be accommodated with modest comforts and their own bunk to sleep on. [b]Cargo[/b] is a measure of how much tonnage the ship can transport safely. [/QUOTE]
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