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3. Descripción demográfica de la localidad

3.15. Análisis del discurso de las relaciones intrafamilires

3.15.2 Territorio social III

Once you choose the type of ship you wish to build, you will then need to gather the supplies. You take the tons of cargo capacity the ship type has, multiple it by 5 and that is the number of tons of supplies in which you need. 80% of that will be wood, 10% metal, 5% cloth, and the last 5% for tar, glue, and rope. In the case of submarines you don’t use wood or cloth, instead multiply the cargo capacity by 10 and that is the amount of metal you need. Below you can find detailed information on each type of material and how they affect the ship overall. They’re in order from cheapest to most expensive. Any bonuses from the below materials are added to the base stats of the ship type found in the previous table. Wood

 Pine - None

 Elm – Top Speed +1  Oak – HP +30  Mahogany – DR +2  Adam – DR +3, HP + 50 Metal  Iron – None  Brass – DR +1

 Steel – DR +2, Top Speed -1  Aluminum – Top Speed +2 Cloth

 Wool - None  Linen – HP +10

 Reed – DR +1, Top Speed -1  Cotton – Top Speed +1

Now that you have the supplies, you need to start building the ship. Do a single engineering roll for each part of the ship below. The crafting DC of small ship parts is 15, medium 20, and large 25. Based on the success of the roll you may gain bonuses on certain aspects or have some parts which have weaknesses. There are examples provided but you are encouraged to discuss with your DM what type of bonuses you are looking to gain before the roll takes place. You are crafting the ship after all and if you focus on certain aspects they should be the attributes which gain bonuses. Each part of the ship takes one full day to build, two full days for large sized ships.

Part of Ship Roll < DC Roll > DC + 5

Masts Masts are damaged easily by cannons Masts are strong and can withstand some cannon fire

Hull Hull is susceptible to cannon fire,

damage, and ice.

Hull is more resilient, extra cargo space

Gunport You lose access to some cannons and

they have less accuracy.

You leave room for extra cannons and they have excellent accuracy.

Basic Cabins (living quarters, kitchen, cargo hold, crow’s nest)

The cabin is uncomfortable and the crew can only heal at half normal rate.

Cabin is luxurious, while on the ship, crewmate skill rolls get a +2 bonus.

Keel The keel is weak, and this ship’s

lifespan won’t last long.

The keel is exceptionally strong ensuring this ship will last a long time.

Rudder Rudder will break or get jammed

often, making the ship uncontrollable

The rudder is well built and won’t jam or break in heavy storms.

Sails Weak sails rip, causing the ship to

move slower.

Strong sails catch more wind, driving the ship to go faster than normal.

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You may begin building engine systems (Engine Room) once your character has purchased the Paddlewheel feat. Having an engine gives a ship many large advantages over normal ships and the type of fuel your engine uses can have different effects. An engine must be built while crafting the original ship; you cannot add an engine room later on. Engine systems are still new to this world and they are not very efficient yet, so you’ll need to hold a lot of fuel once you start taking advantage of your engine systems. At any given time, an engine can have 3 barrels of fuel installed. After the 3 barrels are used, a crewmember will need to manually install 3 new barrels into the engine system which takes a full minute (or 6 rounds). Every advanced part requires a main engine on the ship except coatings and luxury rooms.

Engine Fuels

 Oil – No bonuses

 Ethanol – Systems power up 25% faster  Gasoline – Systems power up 50% faster

 Batteries – Systems power up instantly, double fuel consumption (1 battery = 1 barrel)

 Cola (or other custom type) – Systems power up instantly, even without a solider dock system , requires Rank 20 Engineering to install

Paddlewheels – Paddlewheels have a top speed of 10 knots which can be added to your top sailing speed when both are active. Paddlewheels consume 1 barrel of fuel per 30 minutes of use and take 1 minute to power up completely. Paddlewheels can move the ship in reverse, unlike sails. This part doesn’t operate when the ship is under water.

Chicken Voyage Booster – Consumes a barrel of fuel and activates instantly. This maneuver moves the ship forward or backwards 100ft in a straight line even if you are currently moving in the opposite direction. This is done by spinning the ship’s paddlewheels at a super high speed in a quick burst. This part doesn’t operate when the ship is under water.

Coup De Burst – You may choose to do a small or large burst. A small burst will use half a barrel of fuel (100lb) and propel the ship, slightly airborne, for two miles. A large burst uses a full barrel of fuel (200lb) and propels the ship high into the air and up to 5 miles before landing. While the ship is airborne it moves at 60 knots. It takes 24 seconds to charge a burst. This maneuver is also possible submerged underwater, but at half the speed and a quarter the distance.

Beam – Takes 24 seconds to charge and 3 barrels of fuel. Fires in a straight line for 1 mile and deals 20d6 damage to anything it hits. This takes up a cannon slot once built on the ship unless it’s installed in your solider dock system.

Soldier Dock System – A soldier dock system is a storage system for your advanced parts. The system itself rests at the bottom of the ship, is circular, and in the shape of a pie when looked at from above. The engine room is typically in the middle of the system and the parts spin around it. Each slice of the pie contains a single advanced part. At the flip of a switch on deck, the dock system spins and the slice(s) of the pie exposed to the outside of the ship changes. Spinning the dock system clockwise or counter one slice takes 6 seconds, however, the advanced part which is exposed can be used instantly, it has a normal recharge after its first use.

Coating (Seastone) – This coating allows your ship to pass through sea king infested water without detection. It’s heavy though, which reduces your ship’s top speed by -2.

Coating (Gelatin) – This coating wraps your ship in a bubble and allows it to sail under the water’s surface on sea currents instead of wind. The coating just lays on the ship’s surfaces while above water, but before diving it needs to be inflated with air. This surrounds the ship in an air-filled bubble, reserving oxygen for the crew to use while under the surface. It’s completely resistant to water pressure and one or two holes in the bubble won’t damage it, the holes will reform back into a solid bubble. Too many holes, however, have a chance at ripping the bubble completely.

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Mini Ships – Mini ships are exactly what they sound like. There are a few different types of mini ships including: one person wavers, small boats for up to 4 people, and mini submarines for up to 3 people. Depending on the type, the difficultly in engineering it changes. Deploying a mini ship takes 2 minutes but could only take 6 seconds if placed into the soldier dock system.

 Wavers move at 20 knots and can be powered by regular fuel or dials (see dials section for more info). Non-dial wavers can carry half a barrel of fuel which powers them for up to 4 hours.

 Small boats move at 6 knots and carry two barrels of fuel which powers them for up to a day.

 Mini submarines move at 10 knots and carry up to 2 barrels of fuel which power them for up to twelve hours. Building Advanced Parts

When building advanced parts you should use the same metal and wood you used to craft the rest of your ship. If you should fail, the materials are wasted but you may try again with new materials. You are not limited to just these parts either, you are welcome to come up with your own completely unique ideas, just present them to your DM so he/she can instruct you on the minimum DC and/or any feats which might be required first. The materials required for each part are listed below. These parts each take 1 full day to build.

Part of Ship Minimum DC

High roll (DC+10) # of solider dock slices used

Wood Metal Other

Engine Room 18 Less fuel

consumption 0 S: 1 ton M: 2 tons L: 3 tons S: 1 ton M: 2 tons L: 3 tons None Soldier Dock System 25+2 per channel after first

Bonus channel 0 S: 2 tons

M: 4 tons L: 6 tons S: 1 tons M: 2 tons L: 3 tons None

Coup De Burst 25 Speed, less fuel, hang time. 1 S: 200lb M: 400lb L: 600lb S: 400lb M: 800lb L: 1200lb None

Luxury Room 20 Varies greatly, usually skill bonuses.

0 1 ton 100lb None

Beam 32 More damage, less

fuel, wider beam

1 500lb 1 ton None

Paddlewheels 22 Higher speed or acceleration, less fuel 2 S: 1 tons M: 2 tons L: 4 tons S: 500lb M: 1000lb L: 1500lb None Chicken Voyage Booster 24 Less fuel 1 S: 200lb M: 400lb L: 800lb S: 100lb M: 200lb L: 300lb None Coating (Seastone)

20 Top speed not reduced like normal 0 None S: 100lb M: 200lb L: 300lb Seastone S: 1 ton M: 2 tons L: 3 tons Coating (Gelatin) 30 More resistant to

ripping from holes

0 None None Gelatin

S: 10 barrels M: 20 barrels L: 30 barrels Mini Ships (waver/ small boat/ mini submarine)

22/25/30 Faster Top Speed, less fuel usage

1 Each Waver: 1 ton

Small Boat: 2 tons Mini Sub: none Waver: 100lb Small Boat: 300lb Mini Sub: 5 tons None Building Cannons

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the previous “Advanced Parts” table for more info on it). Other than Fire, Water, and Stink; each of these cannon types can be converted into a torpedo for submarine use. When attacking with a cannon, the character firing it uses their Ranged Shot skill. Marksmen have a natural affinity when it comes to cannons due to this skill being the determining factor for accuracy. If the shipwright critically succeeds, either by rolling a natural 20 on the crafting roll or by getting a total number much higher than the DC required, the cannon should gain a bonus of extra range, damage, or possibly reduce reload time. Cannon Min. DC Required Metal Range Dmg Reload Time Ammo Misc

Scrap 10 300lb 30 yards 2d6 Standard action

Small, metal objects

-2 penalty to ranged shot Standard 12 500lb 200 yards 4d6 Standard

action

cannon ball Large 16 1 ton 300 yards 5d6 Standard

action

cannon ball Cannot install on small ships. Fat 18 2 tons 100 yards 10d6 Full round

action

large cannon ball

Cannot install on small ships. Sniper 18 1 ton 1000 yards 3d6 Standard

action

small cannon ball

Cannot install on small ships. Repeater 18 1 ton 200 yards 3d6 3 shots per

full round action

small cannon ball

Cannot install on small ships.

Chain 18 500lb 100 yards 2d6 Full round action

2 small cannon balls

Destroys masts if targeted with -5 ranged shot penalty

Scatter 20 1 ton 60 yards 6d6 Full round action

5 small cannon balls

Narrow cone attack. Cannot install on small ships.

Grenade 22 1 tons 100 yards 6d6 Full round action

1 grenade 1% chance to explode while loading ammo. Damage is dealt to anything in a 10ft radius of blast zone. Cannot install on small ships.

Bar 22 2 tons 200 yards 2d6 Full round action

1 giant metal bar

Reduces target ship speed by 1 knot per bar lodged. Cannot install on small ships.

Flame 25 1 ton 30 yards 5d6

fire

Full round action

1 barrel of oil 1d6 chance of catching target ship on fire causing 2d6 burn damage until extinguished. Narrow cone. Cannot install on small ships.

Water 25 2 tons 60 yards 1d6 water

Full round action

Pumps sea water

1d6 chance of knocking character overboard, otherwise knocks them prone. Narrow cone. Cannot install on small ships.

Stink 25 500lb 30 yards None Full round action

Barrel of rotten biological material.

Produces a cloud of stink with a 15 foot radius of its strike zone. Anyone within becomes nauseated for 3 rounds or until washed away

Turret 30 5 tons 500 yards 5d6 3 shots per full round action

3 cannon balls

Can only install on large ships. Takes 2 people to reload

Beam 32 1.5 tons 1 mile 20d6 4 rounds Engine w/ 3 barrels installed.

Shoots a large beam in a straight line for up to a mile, causing massive energy damage to anything in the way. Cannot install on small ships.

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