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Upon This Dreaming Sea - New Ship Stat Blocks & Rules for Naval Combat

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  • Upon This Dreaming Sea - New Ship Stat Blocks & Rules for Naval Combat

    So we're planning to do a game set in the Dreaming Sea (like most people, it seems!), with the intention of a very ship-focused adventure. Thing is, I suspect we'll be spending a lot of time on naval matters, possibly facing down various weird and wonderful vessels on the high seas, etc, but the rules in the Ex3 core are currently quite limited. Nothing wrong with that - they only had limited space, after all - but it soon came to my mind to start writing up some more ship stats for our game and to generally expand the quick list available.

    Then as I wrote them, various ideas for new rules and stratagems and so forth began to coalesce, so I started to write those up too. And the number of ships I had ideas for or wanted to cover extended, so it all grew even longer, and added new ideas for rules, and before I knew it I was writing something growing into a proper little expansion. Anyway, I haven't finished it all yet but I figured I'd start posting it up for people to take a gander at or use as a quick-reference list of ship stats to pull from as and when needed.

    Obviously this is just my personal take on the ships of the Dreaming Sea, not a claim as to how they Must Be (tm) or anything of the like.

    As of the moment of typing this, things still missing: Ysyr warships, more than one Volivat warship, a few random extra ships based on ideas I haven't thought through yet and the remaining sea monsters. I'm also considering a 'quick boarding' resolution system to avoid having to pull out into the regular combat system during boarding actions.

    Comments, feedback, ideas for amendments and additions are all much welcome!

    So without further ado...
    Upon this Dreaming Sea

    Welcome! Upon this Dreaming Sea is an expansion on the sailing rules given in Exalted 3rd Edition, focusing on the ships and waters of the Dreaming Sea in the far south-east of Creation. It includes new stratagems for vessels, details on new ship-to-ship weaponry and the threat of fire, rules for sea monsters and unusual ship qualities, and a roster of craft that ply the Dreaming Sea.

    Sailing the Dreaming Sea

    New Stratagems
    The following new stratagems work with the additional rules given in Upon this Dreaming Sea for naval combat. Douse Flame, Escort Vessel and Signal Orders are available to any ship, but Submerge can only be used by vessels with the Sea Monster or Submersible traits.

    Douse Flame (Roll Wits + Sail – fire level; Cost: None)
    As fires rage on board, the crew of the ship scrambles to stop the blaze. As long as any successes are achieved on the stratagem's roll, the fires aboard are successfully doused – even if the ship loses the Naval Manoeuvre roll against another ship.

    Escort Vessel (Roll Wits + Sail + Manoeuvrability; Cost: None)
    The ship attempts to shield another vessel with its own bulk, interposing itself in the way of danger. Successfully executing this stratagem prevents the target vessel from being subject to the Broadside, Ram or Boarding stratagems for one round.

    Signal Orders (Roll Intelligence + War; Cost: None)
    Through flags, mirrors or other methods of signalling, the vessel transmits the orders of a strategist on board. This stratagem does not need to use the captain's abilities and attributes; any character on board with the time to observe and plan can serve as the strategist. Successfully executing this stratagem adds the number of successes to the Momentum of one friendly vessel that can see the ship, up to a maximum of the strategist's War. A vessel can only benefit from a single Signal Orders each round.

    Submerge (Roll Wits + Sail + Manoeuvrability; Cost: None)
    The vessel attempts to dive and escape from sight. For each success For each success with which the vessel beats its opponent's Naval Manoeuvre roll, it gains one point of Momentum. If it wins the Naval Manoeuvre roll, the vessel cannot be attacked until it takes its next stratagem unless the weapon used is capable of hitting submerged targets.

    Fire
    Despite the abundance of water all around, fire is one of the greatest threats that a vessel on the Dreaming Sea can face. A raging blaze can easily lay waste to a ship if allowed to run out of control. Fire is represented by levels that can be inflicted by weapons, sorcery or the heroic actions of individuals.

    At the beginning of each round of naval combat, roll a dice pool equal to the current level of fire on the vessel. Each success increases the fire level by one. For every full five levels of fire that the ship has after this roll, it takes one level of hull damage. Sea monsters suffer fire damage as normal but making a Submerge stratagem immediately douses all fire on such a beast, even if the stratagem is not successful.

    The chief causes of fire on a vessel are the use of vicious ship-to-ship weapons such as firedrakes or the incendiary venom of horrors like the falak. However, actions such as sabotage or the purposeful use of small-scale flame weapons to set blazes can also begin a conflagration. Such actions will usually inflict one to three levels of fire; setting a ship's firedust cache alight inflicts five.

    New Ship Rules
    The ship roster in Upon this Dreaming Sea adds details for armaments, crew complements and certain special rules listed below.

    Armaments
    The Armaments entry lists any ship-to-ship weaponry that the vessel may be equipped with. First Age weapons such as implosion bows are extremely rare on the Dreaming Sea but a wide range of offensive and inventive armaments are used by navies, corsairs and desperate civilians. When using a Broadside stratagem, a ship that is equipped with more than one type of armament must choose which one it is using; a ship with the Bristing with Weapons special quality may use different armaments on each of its rolls.

    Ballista: One of the more common shipboard weapons for those vessels large enough to mount them, the ballista simply hurls a large spear of sufficient weight with enough power to tear through a hull. A ship armed with a ballista can use the Broadside stratagem. Due to the threat of marauding Fair Folk, ships in the eastern reaches of the Dreaming Sea often use iron-tipped bolts rather than the stronger steel used elsewhere.

    Ballista, Harpoon: Harpoon ballistae were originally designed to wound and tether large sea creatures such as whales or bahamut fish. The ballista hurls a bolt leashed to a coil of chain or cable of stout rope – a poor weapon for ship-to-ship combat, but one that has been adapted by some raiders and ship-catchers to snare vessels as needed. If a harpoon ballista successfully Broadsides a sea creature, that creature can no longer use the Submerge stratagem unless it has more hull levels remaining than the tethering vessel. The harpoon adds an additional automatic success to further Broadsides against the sea creature for each round the harpoon remains attached, to a maximum number of successes equal to the captain's Survival. If used to Broadside another vessel, the stratagem costs 10 Momentum rather than 5. Any target struck, creature or ship, has the Momentum cost for Escape stratagems increased to 20 until the harpoon is removed or the tether is cut.

    Firedrake: A firedrake is a large firewand of cast metal, too bulky and heavy for a human to carry but small enough to be mounted on even a light vessel – and larger ships can carry entire banks of this devastating device on their flanks. It vomits a great tongue of fire out to scour enemy vessels and set them alight – highly destructive but also very limited in range, forcing the ship to close to shorter engagement distances than a ballista. Firedrakes are more common in the western reaches of the Dreaming Sea where it is easier to acquire firedust from Ember. A ship armed with firedrakes can use the Broadside stratagem, but it costs 8 Momentum rather than 5 unless the target vessel attempted a Ram or Boarding stratagem against the ship in the last round. As well as dealing one level of hull damage to the target as normal, a firedrake also inflicts two levels of fire damage.

    Firedrake, Caustic: A fiendish product of the alchemical workshops of Volivat, the caustic firedrake looks similar to a more conventional heavy firedust weapon but projects a blast of corrosive chemicals instead. Caustic firedrakes are mercifully rare even in Volivat fleets; armour is little use against the bubbling, seething concoction. A Broadside with a caustic firedrake ignores -0 health levels on target ships, inflicting damage straight to -1 health levels or worse. However, it does not inflict fire levels on the target.

    Firedrake, Heavenly Roaring: An extremely rare weapon of ancient design, the colossal Heavenly Roaring Firedrake is part of the legendary Iron Snapping Turtle hull. Broadside stratagems made with a Heavenly Roaring Firedrake have the same effect as those of a firedrake except that they deal two levels of hull damage rather than one. The weapon also serves as a ram and can be fired as part of a Ram stratagem, doubling 9s on the roll.

    Ram: All manner of ram sees use on the Dreaming Sea; some vessels use large, reinforced wooden plates depicting snarling faces, or slender spear-like protrusions, or jutting and metal-covered fangs that rip and tear as hull meets hull. Any ship with a ram may use the Ram stratagem without suffering damage from the stratagem itself.

    Ram, Claw: Some ships are designed for aggressive boarding actions, slamming into prey to unleash bladed or spiked boarding planks that hammer down and embed themselves into the deck of the enemy vessel. Even with the shaking and splintering from the impact, the claw planks should keep their grip to disgorge the awaiting attackers. A claw ram allows the ship to combine the Ram and the Shock and Board stratagems together as one, costing only the usual 12 Momentum of Shock and Board.

    Seething Cask: Another alchemical marvel from Volivat, the seething cask is a heavy barrel of firedust and chemicals used to drive off, wound or force afloat terrors of the deep. Using a clever watertight compartment for the fuse and a volatile explosive mixture, the cask sinks like a stone once pitched overboard until it detonates. A ship with seething casks is able to use the Broadside stratagem against targets that have submerged.

    Max Crew Complement
    The Max Crew Complement entry indicates the largest battlegroup Size that a ship can carry. Not every ship will have a full crew complement, or have a crew capable of fighting; some vessels might effectively carry several small battlegroups of specialists rather than a single large one. A vessel may not carry more than one battlegroup of the maximum size.

    Special Qualities
    Many ships on the Dreaming Sea possess unusual craftsmanship, hulls designed for specific purposes or strange and supernatural natures. Some of the more common special qualities are listed here for reference.

    Bristling with Weapons: The vessel is a floating weapons platform and carries large numbers of ballistae, firedrakes or other devastating armaments. When making a Broadside manoeuvre, the ship may choose a secondary target to attack. The ship makes a single Naval Manoeuvre roll and compares the result against each target separately. The secondary target must have equal or less Momentum gathered against a target than the broadsiding ship has gathered against its primary target.

    Covers: The ship has sturdy covers over and around the deck, providing the crew with excellent protection from missile fire. The covers also make boarding actions very tricky, obstructing anyone attempting to get on the vessel, but such a watertight defence equally has no room for boarding planks or the like. Crew aboard a covered vessel benefit from heavy cover against enemy fire, while any Boarding action by or against the vessel requires an additional 5 Momentum.

    High Deck / Towering Deck: The ship has tall flanks and a high deck that makes boarding it a tricky proposition. Boarding stratagems against a ship with a high deck require an additional 3 Momentum unless made by another ship with a high deck or a towering deck. Boarding stratagems against a ship with a towering deck require an additional 5 Momentum unless made by another ship with a towering deck, or an additional 3 Momentum if made by a ship with a high deck.

    Flameproof: The vessel has been caulked with fireproof alchemical mixtures, armoured with falak-scales, has no wood in its structure or otherwise made as hard to ignite as possible. A fireproof vessel cannot suffer levels of fire.

    Floating Platform: The vessel is a huge floating platform, immobile sea rig or other immense structure more akin to a settlement or fortification than a ship. It may be able to move or it may be entirely immobile. While immobile, the vessel cannot attempt to make Positioning, Escape, Ram or Boarding stratagems, but may use the Broadside stratagem at no cost in Momentum against a vessel that targets it with any stratagem other than Escape.

    Forest of Flags: The ship has a complex array of signalling flags, advanced mirrors or other excellent communications tools that let it serve as an effective flagship. In addition to its normal stratagem, the vessel may also use the Signal Orders stratagem (this may allow it to use two Signal Orders stratagems at one time). The vessel rolls separately for each stratagem.

    Harrier: The vessel is designed for swiftness in pursuit and escape. It doubles 8s in Escape stratagems and in pursuits, whether it is the pursuer or the quarry.

    Massive: The sheer weight and bulk of the vessel makes it devastating. The vessel deals an additional point of hull damage during a Ram stratagem, whether the initiator or the victim. This point of damage is inflicted even if the vessel is the victim and the attacker has a ram. The vessel also gains an automatic success in Sailing rolls made to deal with rough weather or ferocious currents at sea.

    Regenerate: Whether through enchantment, monstrous resilience or supernatural repair crews, the vessel recovers from damage extremely quickly. It naturally heals one level of hull damage every three hours.

    Sea Monster: The vessel is a huge sea creature, although not necessarily alive. It cannot be boarded, counts as having a ram affixed and can use the Submerge stratagem.

    Shroud: Whether through magic, wreathing smoke or the smog-fumes of an alchemical engine, the vessel is shrouded and hard to target with pinpoint accuracy. The vessel gains +2 to Naval Manoeuvre rolls when contesting another ship's Broadside stratagem.

    Submersible: A few rare and exotic ships are capable of diving underwater. The vessel can use the Submerge stratagem as long as it has not lost any -1 health levels.

    Terrifying Beauty: The very sight of the vessel overwhelms the foe. The Seize the Initiative boarding stratagem costs only 8 Momentum for a ship with this quality.


    - Chris Allen, Aberrant Line Developer, Freelance Writer

    ​Like my work? Feel like helping me stay supplied with tea? Check out my Patreon

  • #2
    Example Ships
    A dizzying array of ships ply the waters of the Dreaming Sea; the list here only touches on the variety of vessels in service.

    Warships
    Vajara
    Light Warship
    The vajara is the lightest of the three Champoori designs that have become the common standard of warships across the Dreaming Sea. City-states and empires from Prasad to Ysyr use vajara for patrol ships and scouts, and indeed the design serves as a naval mainstay for smaller nations. Lacking space for heavy weaponry, a vajara is usually tasked with either delivering a complement of marines into action via boarding or loaded with a detachment of archers to offer close ranged support against enemy crews.
    Speed: Current +1; oars +1; sail +2
    Manoeuvrability: +1
    Hull: -0/-1/-2/-4/Incapacitated
    Armaments: Ram
    Max Crew Complement: Size 2
    Special Qualities: None

    Swooper
    Light Attack Ship
    Due to the extensive use of firedrakes, alchemical weapons and Dragon-Blooded charms in conflicts between Prasad and Volivat, the swooper has become a popular ship design in the western reaches of the Sea. Swoopers are small warships based on the sturdy vajara design, but the decks are protected by leather or wooden covers that protect its crew from enemy fire and make boarding difficult. Common naval strategy for swoopers is to have several in support of a larger vessel loaded with marines; the swoopers' crew pepper a target with firewand or arrow fire to soften it up for boarding.
    Speed: Current +1; oars +1; sail +1
    Manoeuvrability: +1
    Hull: -0/-1/-2/-4/Incapacitated
    Armaments: None
    Max Crew Complement: Size 2
    Special Qualities: Covers

    Fire Ship
    Light Attack Ship
    The fire ship is an old standby used against vessels caught in ports or anchored in a blockade. Fire ships come in a variety of shapes and forms packed with flammables, set alight and then adrift on the current. Usually all crew are evacuated off the ship as it is set off, but sometimes a skeleton crew of good swimmers (or willing sacrifices) remain aboard to help steer it. While of little use in an open naval engagement, the impact of a fire ship is devastating against anything unlucky enough to be immobilised.
    Speed: Current +1; sail +1
    Manoeuvrability: +0
    Hull: -1/-2/-4/Incapacitated
    Armaments: None
    Max Crew Complement: Size 0
    Special Qualities: Course of Destruction
    Course of Destruction: A fire ship can only use the Positioning and Ram stratagems, and may only use them against vessels that are not moving due to being anchored, uncrewed or incapacitated. Successfully ramming a vessel also sets it ablaze, inflicting five levels of fire.

    Dharani
    Medium Warship
    The dharani is a mainstay of naval warfare on the Dreaming Sea, and is the medium-weight hull of the three common Champoori designs. Larger and tougher than a vajara but just as swift, the dharani uses its additional space to house ship-to-ship weaponry rather than for carrying additional troops. The ship design features high fore and aft decks where these weapons or detachments of archers can be placed, letting them fire down across smaller ships' decks to scour enemy crew.
    Speed: Current +1; oars +1; sail +2
    Manoeuvrability: +1
    Hull: -0/-0/-1/-2/-4/Incapacitated
    Armaments: Ballistae or firedrakes, ram
    Max Crew Complement: Size 2
    Special Qualities: None

    Prasad Dragon Ship
    Medium Warship
    The elaborate wood-carving and fluttering silk pennants of a dragon ship make it cut a striking figure on the Dreaming Sea, but beneath the ornamentation is a war-vessel of the finest craftsmanship Prasadi wealth can afford. Used by the Dragon-Blooded commanders of the Prasad navy, each vessel is thaumaturgically warded and blessed by lesser gods to protect it against the destructive elemental anima of the Exalted. A dragon ship usually carries a single Exalted into battle with a personal retinue of elite mortal troops, along with a large crew of oarsmen to drive the great banks of oars. Most dragon ships serve as flagships for small Prasad naval fleets, but those Dragon Clan Exalted who crave personal glory or the thrill of battle treat their transports as swift attack vessels – much to the horror of elder Clan members who appreciate the sheer cost of each and every one of these vessels.
    Speed: Current +1; oars +2; sail +2
    Manoeuvrability: +1
    Hull: -0/-0/-1/-2/-4/Incapacitated
    Armaments: Ballistae or firedrakes, claw ram
    Max Crew Complement: Size 2
    Special Qualities: Anima Warding, Elemental Attunement, Forest of Flags
    Anima Warding: A dragon ship is immune to elemental damage inflicted by the anima of a Dragon-Blooded Exalted.
    Elemental Imbuement: A Dragon-Blooded Exalted may attune herself to a dragon ship at a cost of three motes. While attuned and onboard the vessel, the Dragon-Blooded gains access to a single of the following abilities as if it were a charm. This charm is built into the vessel during its construction and cannot be changed without extensively rebuilding the dragon ship in a repair yard. If the charm matches the Dragon-Blooded's element then she gains a 2-mote discount on its cost; Wood-Blooded gain a 1wp discount on the cost of Reforge the Wooden Fastness instead.
    Mountain Rebukes the Storm (4m; Simple; Scene; Earth)
    The Dragon-Blooded grants the ship the Massive special quality for the duration of the scene. The dragon ship does not actually grow in size, simply becoming far more stable and unyielding.
    Reforge the Wooden Fastness (15m, 1wp; Simple; 3 hours; Wood)
    The Dragon-Blooded grants the ship the Regenerate special quality for 3 hours; however, it may only repair damage to -0 health levels in this way.
    Water Scythe (5m; Supp; Instant; Water)
    When the dragon ship employs the Ram stratagem, the Dragon-Blooded may use Water Scythe to double 9s on the roll and add her Essence in automatic successes.
    Wildfire Torch Dance (4m; Supp; Instant; Fire)
    If the dragon ship attempts a Broadside, Ram or Boarding stratagem against a vessel, the Dragon-Blooded may use Wildfire Torch Dance to immediately trigger a fire level roll and damage on that vessel after the stratagem's effects are resolved. This is in additional to the normal fire roll at the beginning of the round.
    Wind Hammer (5m; Supp; Instant, Air)
    During a pursuit, whether pursuer or prey, the Dragon-Blooded may double the bonus to the ship's speed from its sails and reroll 1s and 2s on the pursuit roll.

    Volivat Serpent
    Medium Attack Ship
    Volivat's navy largely relies on conventional vessels, but it produces small numbers of warships outfitted with strange alchemical marvels. The Volivat serpent is an unmistakeable sight with its sleek profile, vents that sigh with thin streams of fumes and the loud hissing of the alchemical engine at its heart. Unhindered by the direction of the wind and armed with horrific weaponry, serpents use their superior manoeuvrability to overwhelm the enemy with broadsides and avoid boarding actions where possible.
    Speed: Current +1; alchemical engine +3
    Manoeuvrability: +2
    Hull: -0/-0/-1/-2/-4/Incapacitated
    Armaments: Caustic firedrakes, ram
    Max Crew Complement: Size 2
    Special Qualities: Alchemical Engine, Shroud
    Alchemical Engine: If a serpent's fire level reaches 5, the fire dice pool doubles all successes.

    Panokseon
    Medium Weapons Platform
    The panokseon is a sturdy, blocky design with a tall hull and flat keel, designed for battle close to the shore but poorly suited for combat out on blue water. A traditional hull in the southern coastal areas around Haven, the panokseon is relatively slow and with only small sails – but extremely manoeuvrable and equipped with powerful oars to help with the treacherous currents of the coast. Admirals using panokseons prefer to maintain a safe distance and pound enemies with ship-to-ship weapons for as long as possible, ramming those vessels that close the gap rather than attempting boarding actions.
    Speed: Oars +2; sail +1
    Manoeuvrability: +2
    Hull: -0/-1/-2/-4/Incapacitated
    Armaments: Ballistae or firedrakes, ram
    Max Crew Complement: Size 2
    Special Qualities: Bristling With Weapons, High Deck

    Six-Mast
    Medium Troop Transport
    The six-mast hull serves as a troop carrier, capable of housing a large number of soldiers and the stores needed to supply them for a lengthy journey. Not every six-mast strictly has six masts but the name is commonly applied to most of the similar designs that serve the same purpose. Six-masts can manage a reasonable speed on the open sea, but are not designed for naval warfare and need to be protected by other vessels. While a six-mast is theoretically a terrifying threat in a boarding action, lighter vessels will run rings round it and the soldiers being carried are unlikely to actually be trained for shipborne combat.
    Speed: Current +1; oars +1; sail +2
    Manoeuvrability: +0
    Hull: -0/-1/-2/-4/Incapacitated
    Armaments: None
    Max Crew Complement: Size 4
    Special Qualities: None

    Thirisadai
    Heavy Warship
    The thirisadai is the heaviest of the standard Champoori warship patterns, and is a large vessel with few equals on the waves. Thirisadai have high decks that are hard to board, bristle with armaments and often serve as command vessels during naval engagements. Thirisadai are occasionally outfitted with catapults and other heavy siege weapons in place of ship-to-ship weapons – utterly useless against a moving target on the sea, but allowing the warship to bombard a fortification or harbour from a safe distance.
    Speed: Current +1; oars +1; sail +2
    Manoeuvrability: +1
    Hull: -0/-0/-1/-1/-2/-4/Incapacitated
    Armaments: Ballistae or firedrakes, ram
    Max Crew Complement: Size 3
    Special Qualities: High Deck

    Iron Snapping Turtle
    Heavy Weapons Platform
    Once, the legendary Iron Snapping Turtles were rulers of the Dreaming Sea, but that era has passed. The knowledge of the construction and machinery needed has all but disappeared. Heavily armoured with closed decks, spiked roofs and flanks bristling with firedrakes, the Iron Snapping Turtles would smash through enemy formations and unleash their devastating payload at close quarters. Most formidable of all were the heavenly roaring firedrakes, massive firedust weapons capable of blasting right through a warship or coughing out shrouding banks of smoke. In this modern age, the only Iron Snapping Turtles left are rusting skeletons slowly falling apart in shipyards, but rumour occasionally surfaces of an intact or repaired Turtle in the hands of marauders or a far-flung, isolated port-city.
    Speed: Current +1; oars +2; sail +1
    Manoeuvrability: +2
    Hull: -0/-0/-1/-1/-2/-2/-4/Incapacitated
    Armaments: Firedrakes, heavenly roaring firedrake, ram
    Max Crew Complement: Size 3
    Special Qualities: Bristling With Weapons, Impenetrable, Shroud
    Impenetrable: An Iron Snapping Turtle cannot be boarded until it has lost all of its -1 health levels. Even then, boarding stratagems against the vessel require an additional 3 Momentum. Crew on board the vessel benefit from heavy cover against ranged attacks.

    Sea Castle
    Super-heavy Warship
    A sea castle is a colossal warship, a veritable floating fortress rising from the waves in rampart after rampart. The grandest sea castles come from the shipyards of Prasad, warded with the same protection against a raging Dragon-Blooded anima as the smaller dragon ships of the empire. Sea castles usually serve as lone flagships in a major fleet but, on rare occasions, massive naval engagements see several of these colossal vessels fighting together at one time. Sea castles are so large that they commonly have their own small gods, with shrines built into the flanks of the ship; each castle has its own curious customs and prayers that need to be tended to as a result. The infamous Breathless Sepulchre is a tangled mess of ancient sea castles smashed and bound together after some ancient disaster, a floating shadowland of colossal warships adrift on the water and crewed by ghosts and their ilk.
    Speed: Oars +1; sail +2
    Manoeuvrability: 0
    Hull: -0/-0/-0/-1/-1/-2/-2/-4/-4/Incapacitated
    Armaments: Ballistae and firedrakes, ram or claw ram
    Max Crew Complement: Size 4
    Special Qualities: Bristling With Weapons, Forest of Flags, High Deck, Massive

    Raiders
    Corsair
    Light Raider
    Corsairs are swift and predator vessels that prey upon merchant shipping. Untold numbers of regional designs exist that are all focused around the same purpose – squeezing as much speed out of the hull and sails, letting them chase down prey then flee just as swiftly to evade the wrath of Dreaming Sea navies. Most corsair crews would fair poorly against trained marines and rely on intimidation and terror to persuade merchant crews to surrender, but some of the most hard-bitten pirates gather into large fleets that are a menace to even warships. Corsairs in larger fleets usually harry the enemy to try and pick off weaker vessels, break formations apart and cause confusion for heavier raider ships to take advantage of.
    Speed: Current +2; sail +3
    Manoeuvrability: +1
    Hull: -1/-2/-4/Incapacitated
    Armaments: None
    Max Crew Complement: Size 2
    Special Qualities: Harrier

    Lamprey
    Light Assault Ship
    A lamprey is a ramshackle assault craft favoured by the bigger and more savage pirate armadas of the Dreaming Sea. Lampreys are used for ambushes near the coast rather than piracy on the high seas, mostly targeting larger, well-protected merchant convoys. Several lampreys will swarm a single larger vessel, slamming into it and disgorging their ferocious crew into brutal boarding actions.
    Speed: Current +1; oars +1; sail +2
    Manoeuvrability: +2
    Hull: -1/-2/-4/Incapacitated
    Armaments: Claw ram
    Max Crew Complement: Size 2

    Salamander
    Light Attack Ship
    Salamanders are mostly use by the rich pirate-kings and raiders of the south-west. Each is a small vessel refitted to carry one or several firedrakes, entirely dedicated to bringing the small firedust weapons to bear against unfortunate victims. Salamanders are used against naval forces that are pirate-hunting or against large convoys with good protection, spreading havoc through spewing flame over tough warships that would otherwise be costly or risky to board and subdue.
    Speed: Current +1; oars +1; sail +2
    Manoeuvrability: +2
    Hull: -1/-2/-4/Incapacitated
    Armaments: Firedrake
    Max Crew Complement: Size 2
    Special Qualities: None

    Marauder
    Medium Raider
    While a marauder lacks the sheer speed of a corsair, it is a larger ship with the firepower and sturdiness needed to bring down tougher, richer prey. Successful and powerful pirates use marauders in much the same way as corsairs; a marauder will generally lose if matched up with a dedicated warship. However, an entire fleet of marauders is still a major threat, and fast enough to outrun many pirate-hunters. Marauders have enough space that plenty work as merchants and traders, turning to piracy when the opportunity arises or times are harsh; they're also the favoured vessels of privateers.
    Speed: Current +1; sail +3
    Manoeuvrability: +1
    Hull: -0/-1/-2/-4/Incapacitated
    Armaments: Ballista
    Max Crew Complement: Size 3
    Special Qualities: Harrier

    Shoal Hunter
    Medium assault submersible
    The shoal hunter is a bizarre vessel largely employed by some far-flung communities in the north-east – small clans dwelling near the shallows of the Wyld that take to piracy and raiding as much for the glory and adventure as for the profits. A shoal hunter is akin to a sea chariot, made of a sealed construction of leather, wood and chitin yoked to a ferocious, Wyld-tainted sea beast that's all tusks and bad attitude. Shoal hunters can submerge for short periods of time, ambushing victims from under the water to ram and smash prey to pieces. Few shoal hunter pirates care for the fate of captured crews, executing them or leaving their ships to sink in the open water.
    Speed: Current +1; sea beast +3
    Manoeuvrability: +3
    Hull: -0/-1/-2/-4/Incapacitated
    Armaments: Ram
    Max Crew Complement: Size 2
    Special Qualities: Regenerate, Submersible

    Hammerhead
    Heavy assault ship
    A hammerhead is a bulky marauder ship designed to weather heavy combat – a high-decked terror laden with boarding ramps and looming over smaller vessels. Hammerhead captains attempt to make their ships as intimidating as possible, draping them with the tattered banners of past prey and grisly trophies from boarding actions. A hammerhead uses whatever means possible to slam into and board a victim, disgorging notoriously savage raiders onto the enemy deck. A hammerhead's foredeck clatters and clangs with the sound of the chains, grapnels and wickedly barbed harpoons that are used to secure it to another vessel; some use massive harpoon ballistae to snare prey and prevent them from escaping.
    Speed: Current +1; sail +3
    Manoeuvrability: +1
    Hull: -0/-1/-1/-2/-4/Incapacitated
    Armaments: Ballista or harpoon ballista, claw ram
    Max Crew Complement: Size 3
    Special Qualities: High Deck

    Crimson Throne
    Heavy Warship
    The powerful raiders and privateers from the port-city of Bhaskar are feared for the crimson thrones, large warships that make up their fleets. Named after the first Crimson Throne, the ship of the rogue Admiral Bhaskar of historical fame, these vessels are the captured hulls of kalam or thirisadai rebuilt into opulent and intimidating seats of power. The Bhaskari are extremely rich, as pirate-lords go, and are desperate to flaunt their wealth; hence the crimson thrones are usually overdecorated and extravagant in appearance, supplemented by trophies, carvings of sea-gods and cages holding the ghastly remains of past victims who crossed the Bhaskari. Worst of all, though, is the crimson hue of the hull itself, which grows richer and more vibrant as the carnage of battle ensues and the waters bloody – a clear and terrible sign of the dark pacts the Bhaskari pirates have made with otherworldly forces.
    Speed: Current +1; sail +3
    Manoeuvrability: +1
    Hull: -0/-0/-1/-1/-2/-4/Incapacitated
    Armaments: Ballistae or firedrakes, ram
    Max Crew Complement: Size 3
    Special Qualities: Carnage Drinker, Forest of Flags, High Deck
    Carnage Drinker: Whenever the crew of the crimson throne reduce the Size of an enemy battlegroup during a boarding action, the ship may heal a single -0 health level of its hull, heal a single -1 health level of the ship's captain, or add 1 Momentum against the next vessel the ship targets with a Naval Manoeuvre when the boarding action is complete. Whenever the crew of the crimson throne have the Size of one of their battlegroups reduced during a boarding action, they may add two automatic successes to their attack rolls in the next round of combat.

    Hulk of Dis
    Super-heavy Warship
    The hulks of Dis are colossal terrors of the sea, harbingers of suffering wherever they pass. Each hulk rises from the waters in towering walls of rust-stained metal, sprouting bank upon bank of oars that stir the sea to turmoil. Within, untold hundreds of slaves groan and weep as they work at the oars, their bodies wracked with poisons that give them unnatural strength even as they sicken and perish. Somewhere high above, horrors from Dis sit on their creaking thrones and oversee the slaves straining to swivel ballistae towards the next victims, occasionally stirring themselves to wakefulness to hurl huge harpoons down at ships that would try and escape. Hulks are implacable and near-unstoppable, sweeping from the ocean to smash through vessels and pour monstrous boarders down with nets and hooks, always hungry for more slaves.
    Speed: Current +1; oars +2
    Manoeuvrability: 0
    Hull: -0/-0/-0/-1/-1/-1/-2/-2/-2/-4/-4/Incapacitated
    Armaments: Ballistae and harpoon ballistae, claw ram
    Max Crew Complement: Size 5
    Special Qualities: Bristling With Weapons, Inhuman Strength, Massive, Towering Deck
    Inhuman Strength: The harpoon ballistae on a hulk of Dis deal two points of hull damage rather than one.

    Traders
    Bahamut Hunter
    Light Beast Hunter
    Bahamut hunters are small, sturdy vessels common throughout the Dreaming Sea, but especially in the mid and eastern waters. As the name would suggest, bahamut hunters use harpoons and nets to catch bahamut fish, large sea creatures with rich meat, tough scales and valuable oils; most also go after whales and similar-sized beasts of the Dreaming Sea. Brave hunter captains make a living hunting more dangerous creatures on the waves, seeking bounties for destructive or degenerate monsters that menace shipping lanes or coastal communities. Although a bahamut hunter offers little threat to another ship even with its harpoon ballista, hunter crews are well-known for their sharp knives and even sharper eye for trouble.
    Speed: Current +1; sail +1; oars +1; no bahamut carcass aboard +1
    Manoeuvrability: +1
    Hull: -1/-2/-4/Incapacitated
    Armaments: Harpoon ballista
    Max Crew Complement: Size 2
    Special Qualities: None

    Merchant Junk
    Light Merchantman
    Probably the most numerous of all vessels on the western Dreaming Sea, merchant junks are the lifeblood of commerce on the waves. A dozen different designs and hulls all fall under this heading, unified by their trade, their size and a tendency for shorter routes and smaller cargoes. A junk captain has to hope that his course is well patrolled and pirates rooted out by whatever powers control the area; these merchant vessels are neither fast enough to outrun raiders nor resilient enough to engage in battle.
    Speed: Current +1; sail +2
    Manoeuvrability: +1
    Hull: -1/-2/-4/Incapacitated
    Armaments: None
    Max Crew Complement: Size 2
    Special Qualities: None

    Punai
    Medium Merchantman
    The punai is the mainstay of merchant traders across the Dreaming Sea. Punai designs are diverse but always built to be reliable, resilient and capable of hauling significant cargo. Critically, most punai hulls are capable of both traversing blue water and also up the deeper rivers that feed into the sea. The grain trade absolutely relies on punai captains for most of its transport, and as a result most of these ships share an oddity in their construction – a shrine to a god of vermin built into the rear deck, where rituals are performed while docked to try and ward off rats and the like from getting in amongst the precious cargo.
    Speed: Current +1; sail +2
    Manoeuvrability: +0
    Hull: -0/-1/-2/-4/Incapacitated
    Armaments: None
    Max Crew Complement: Size 2
    Special Qualities: None

    Falak Hunter
    Medium Beast Hunter
    The eastern reaches of the Dreaming Sea are home to some very unusual ship designs, including the weird falak hunter vessels. The falak is a seagoing serpent with a fiery heart, and falak hunters are built to ward off a falak's blazing spit. The high deck is mostly covered over, while the flanks of the oddly curved gull are treated with alchemical substances that are extremely resistant to flame. While hunters use small sails that can be quickly brought down while on the hunt, they conceal creaking arrays of covered paddle-wheels as well; animals, slaves or tireless hunter crew drive the wheels with raw muscle power. When a hunter vessel catches a falak with its array of powerful harpoon launchers, the ship usually drags the dangerous serpent behind it to tire the beast to exhaustion, then hauling the carcass back to shore where it cam be brought to land and safely butchered.
    Speed: Current +1; sail +1; paddle wheel +1
    Manoeuvrability: +2
    Hull: -0/-1/-2/-4/Incapacitated
    Armaments: Harpoon ballistae, seething casks
    Max Crew Complement: Size 3
    Special Qualities: Covers, Flameproof, High Deck

    Kalam
    Heavy Merchantman
    The kalam is the largest of the common merchant hull designs, a grand vessel capable of bearing huge volumes of cargo. The sheer bulk and size of a kalam renders it nearly incapable of evading a pursuer, but that doesn't mean kalams are defenceless; any of these heavy ships straying from a safe route is likely to have either an escort or a cadre of mercenary guards on board. The most famous kalam vessels on the Dreaming Sea are the treasure ships of Prasad – used both to bring back tribute and trophies from conquered vassals, and to bear grand gifts to other courts on the sea. A treasure ship always has an elite cadre of guards, and may well be captained by a Dragon-Blooded.
    Speed: Current +1; sail +1
    Manoeuvrability: -1
    Hull: -0/-1/-1/-2/-2/-4/Incapacitated
    Armaments: None
    Max Crew Complement: Size 3
    Special Qualities: None

    Bahamut Butcherberth
    Super-heavy Floating Harbour
    Out in the wide blue waters, huge floating platforms called butcherberths serve as processing stations, warehouses and rest-stops for the crews of whalers and bahamut hunters. The sea around a butcherberth rig is stained red from the run-off of ceaseless butchery, while chimneys pour fumes up into the air as fat and blubber are rendered down. All manner of strange sea creatures gather in the wake of a butcherberth; several of the harbours in the eastern reaches trade meat to shark-mutant clans in return for protection. A butcherberth usually uses several anchors to keep itself in position, relying on kalam and punai to ship goods to market, but can move sluggishly when the need arises.
    Speed: Current +1 or sail +1 (a butcherberth cannot move faster than Speed 1 even if both current and winds are in the same direction)
    Manoeuvrability: -4
    Hull: -0/-0/-0/-1/-1/-1/-2/-2/-2/-4/-4/-4/Incapacitated
    Armaments: Harpoon ballistae, seething casks
    Max Crew Complement: Size 5
    Special Qualities: Floating Platform, Shielding Harbour
    Shielding Harbour: A ship that has a maximum (not current) of four or fewer health levels that is docked with a butcherberth cannot be the target of Broadside stratagems until the butcherberth has lost its last -1 health level.


    - Chris Allen, Aberrant Line Developer, Freelance Writer

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    • #3
      Civilian & Pleasure Craft
      Herald
      Light Courier
      A herald is a small design that serves as a courier or personal transport. Built purely for speed to ensure delivery as swiftly as possible – whether messages, people or small amounts of high-value goods – heralds are not designed for combat in the slightest. Some heralds are built with opulent furnishings for the movement of envoys, diplomats and aristocrats. The most distinctive, however, are the blue-sailed personal transports of the sorcerers of Ysyr – when they can be seen at all, for they travel under veils of sorcery.
      Speed: Current +1; light hull when sailing +1; sail +3
      Manoeuvrability: +1
      Hull: -1/-2/-4/Incapacitated
      Armaments: None
      Max Crew Complement: Size 1
      Special Qualities: None (Shrouded if Ysyr)

      Pleasure Barge
      Light Pleasure Craft
      The gilded playgrounds of the rich and powerful, pleasure barges ply the water of the more decadent ports on the Dreaming Sea. Most barges are personal transports, designed for luxury over all other considerations; they see use shuttling noble families or merchant cartels short distances between coastal villas and bustling harbours. A few are more spiritual in use; floating temples that host harbour ceremonies or sea-shrines tethered out in open water.
      Speed: Current +1; oars +1
      Manoeuvrability: -1
      Hull: -1/-2/-4/Incapacitated
      Armaments: None
      Max Crew Complement: Size 2
      Special Qualities: None

      Diving Fish
      Light Submersible
      Only a tiny handful of 'diving fish' exist, each a cleverly-crafted vessel that can travel beneath the waves for short periods. Most are unique creations – one made by an alchemist of Volivat, with a boiling chemical engine, another the handiwork of a genius inventor in Haven, and so forth – but few see actual use. Maintaining such works of artifice is very difficult, many are prone to malfunctions and they have few actual applications beyond pleasurecraft for the curious rich or smuggling craft.
      Speed: Current +1; paddle wheel +1
      Manoeuvrability: +0
      Hull: -1/-2/-4/Incapacitated
      Armaments: None
      Max Crew Complement: Size 1
      Special Qualities: Submersible

      Wind Warder
      Light Weather Control Craft
      Wind warders were once the sole preserve of Palanquin, but have spread across the domains of Ysyr. These thaumaturgical craft are a wonder to behold, with gilded gulls, and hazy sails woven from cloudstuff from Blue Gauze. A wind warder can muster and marshal the winds around a harbour or trade route, billowing them into the sails of tradeships or to turn vast wind-wheels or to delight crowds with arrays of dancing flags. They have also long held a prominent role in Palanquin's defence – a wind warder is capable of literally stealing the wind from the sails of invaders.
      Speed: Current +1; sail +3
      Manoeuvrability: +3
      Hull: -1/-2/-4/Incapacitated
      Armaments: Wind-Thief
      Max Crew Complement: Size 1
      Special Qualities: Shroud, Wind-Thief
      Wind-Thief: A wind warder may use the Broadside stratagem, but only against ships with sails. Instead of dealing damage, it reduces the current Momentum of the target by 3 and also removes any contribution that sails make to the target's Speed. The wind warder may then give that same sail bonus as additional Speed to any other vessel with sails in the combat, including itself. This effect lasts until the wind warder uses wind-thief against another target, or the combat ceases.

      Emissary
      Medium Courier
      The emissary is a larger hull on the herald design, capable of carrying an entire group of diplomats, courtiers or notables long distances in relative comfort. Some speed is sacrificed for space for more passengers and a larger cargo of fine goods or livestock. Plenty of marauders and even naval vessels would see an emissary as a fine prize, but the largest fleet of these ships on the Dreaming Sea are the possession of the Blue Maw League. Blue Maw ships provide transport at blisteringly high prices, but the League makes sure to cross the palms of any number of admirals, pirate lords and other ne'er-do-wells with substantial payments. The Blue Maw has thus bought a coveted neutrality for itself, and attacking its emissaries is likely to provoke serious retaliation from those who have an interest in maintaining that.
      Speed: Current +1; sail +3
      Manoeuvrability: +0
      Hull: -1/-2/-4/Incapacitated
      Armaments: None
      Max Crew Complement: Size 2
      Special Qualities: None

      Raksha
      Fog Brigantine
      Light assault ship
      Fog brigantines have all the substance of a dream, albeit one that soon becomes a nightmare. At a distance, they seem nothing more than a haze or blur, but closer the iridescent impression of sails and a hull become clear. Sailors mutter that fog brigantines are the last dreams of drowning men; others claim that in Haven and Y'danna, the Raksha traders buy great casks of dreams from unscrupulous merchants, each filled with hazy drunken hallucinations stolen from the minds of sleeping sailors and from which these attack ships are forged by Fair Folk shipwrights. Fog brigantines are swift as thought and carry their bronze-skinned crews in near silence, circling prey vessels like sharks before translucent chains and hooks and boarding planks come slamming down and ravening soul-eaters pour aboard. Under heavy fire, fog brigantines come apart in silent tableaux of destruction, leaving nothing on the water but a few drifting tendrils of mist.
      Speed: Enchantment +4; sail +4
      Manoeuvrability: +4
      Hull: -4/Incapacitated
      Armaments: Claw ram
      Max Crew Complement: Size 2
      Special Qualities: Regenerate, Shroud

      Screaming Hunter
      Light attack ship
      All spiralling shell and glistening sinew, the screaming hunter is insanity made real, a slender vessel that hunts alongside larger Raksha ships. Drooling hobgoblins of salt and weed turn the living ship's great cone-shells towards prey with the gristly crunch of cartilage and meat, before letting fly the venom-smeared, barbed harpoons of chitin hurtle out along with their tethers of muscle. Once the prey has been entangled such, other Fair Folk vessels close in to finish the task. Screaming hunters spasm and shriek when they change direction, a Raksha captain helming each vessel through jagged rods of crimson glass that are hooked into pulsating nerve-tumours. Some mutter that screaming hunters are torn from some vast, horrendous behemoth out in the Wyld and chained as attack beasts for the Fair Folk, and that by sating the hunters' hunger for blood their incomprehensible progenitor is kept in slumber.
      Speed: Enchantment +3
      Manoeuvrability: +3
      Hull:-1/-2/-4/Incapacitated
      Armaments: Harpoon Ballista
      Max Crew Complement: Size 2
      Special Qualities: Blood Scent, Poison Tongue, Regenerate
      Blood Scent: Should a living being shed blood into the waters during a sea battle including a screaming hunter, the Raksha ship will get the taste of their trail. Any attempt by a screaming hunter to track or follow a vessel carrying such a victim grants the captain an additional 5 successes on the roll. This bonus is lost as soon as the victim steps ashore. Any victim targeted by a screaming hunter's blood scent must succeed at a Wits + Integrity roll of Difficulty 3 or gain a Major Principle of wanting to flee the deep water, and will be plagued by nightmares of something with many eyes, many tendrils and glistening plates of chitin pursuing them.
      Poison Tongue: Boarding attempts against a screaming hunter risk being poisoned by the sharp cone shells that bud from every surface. Treat this as being exposed to a dose of snake venom.

      Palace of Brass and Coral
      Medium Support Ship
      An impossible and delicate structure that somehow stands tall over the waves, a palace of brass and coral is a bizarre but elegant ship that rears up in towers of shining metal, pillars of reef-coral and sheets of sails made of flowing glass. A thin haze of intoxicating incense billows up from chimneys and open windows, while silks that sing in the wind are draped down from balconies that bud with polyps and anemones. These palaces are as often bent on trade as they are the hunt, bearing holds of Wyld-woven goods and possibilities to barter for slaves and dreams in those ports willing to host them. Many play host to debauched parties or surreal balls when moored at harbour, but when it comes to war each palace's master shows his displeasure at mortals with the arrays of polished brass light-foci, pouring stolen sunlight from elaborate containers into a metal mirror that snarls and shouts profanities at its victims in forgotten tongues as its searing flames lash out.
      Speed: Enchantment +2; sail +2
      Manoeuvrability: +2
      Hull: -0/-1/-2/-4/Incapacitated
      Armaments: Firedrakes
      Max Crew Complement: Size 2
      Special Qualities: Bristling With Weapons, Mirage, Regenerate, Shroud
      Mirage: A Raksha captain helming a Palace of Brass and Coral gains access to the following charm while on deck.
      The Unreachable Palace of Heart's Desire (10m, 1wp; Simple)
      The Palace of Brass and Coral turns out to merely be a mirage all along; it actually exists far over there where the sunlight catches the water in that precise way. This charm immediately heals one level of hull damage, moves the Palace to a different location nearby, and resets all Momentum achieved against it by enemy vessels (but maintains its own Momentum, if it has any). All mortals who can see it must succeed at a Wits + Integrity roll of Difficulty 2 or gain a Major Tie to the Palace driving them to seek it out and come aboard.

      Opalescent Fang
      Medium Assault Ship
      Through the sea-haze the Raksha come aboard great ships of mother-of-pearl, heart-stoppingly beautiful and terrifying vessels packed to the gunwhales with ferocious, piscine hobgoblins and sneering cataphracts in plate-of-nacre. Supernaturally swift and manoeuvrable, an opalescent fang serves as the personal vessel to a Raksha of no small power whose own enchantments will aid it on the hunt.
      Speed: Enchantment +2; sail +3
      Manoeuvrability: +3
      Hull: -0/-0/-1/-2/-4/Incapacitated
      Armaments: Ram
      Max Crew Complement: Size 3
      Special Qualities: Regenerate, Terrifying Beauty, Tides of Fate
      Tides of Fate: Ships making Naval Manometer rolls targeting an opalescent fang that use the ship's speed treat any current bonus as a penalty instead. Whenever this occurs, the captain of such a ship must succeed at a Wits + Integrity roll of Difficulty 2 or the next time they return to port they will find themselves beset by an old enemy bent on revenge, profiting at their disadvantage or taking something valuable from them.

      Man o'Nacre
      Heavy warship
      A man o'nacre is a colossal vessel of gleaming pearl, always shrouded by enchanted fog through which the sunlight diffracts and diffuses to create a glorious, multi-hued vision of mad beauty. Mast after mast of nacre hold up great drapes of dream-woven sail, as much for catching nightmares as for catching the wind. Most men o'nacre are opulently upholstered with furniture extruded from the raw pearl, providing a grandiose court setting for the noble Raksha aboard. Beneath that ostentatious veneer, though, are deep holds boiling with Fair Folk born from the nightmares that the sails catch, crammed a labyrinthine, insane maze of chambers and brine that are far larger on the inside than the hull should possibly be able to bear.
      Speed: Magic +2; sail +2
      Manoeuvrability: +2
      Hull: -0/-0/-1/-1/-2/-2/-4/Incapacitated
      Armaments: Ballistae, ram
      Max Crew Complement: Size 4
      Special Qualities: Bottomless Hold, High Deck, Host of Sails, Regeneration, Shroud, Terrifying Beauty
      Bottomless Hold: Any Fair Folk battlegroup on a man o'nacre regains three levels of Magnitude each turn as more horrors boil up from below decks.
      Host of Sails: Any Raksha captain helming a man o'nacre gains access to the following charm while on deck.
      Phantom Fleet Pursuit (10m, 1wp; Simple)
      From the dreams and nightmares stored beneath its pearlescent deck, the man o'nacre spins out phantasmal ships to hunt at its side. This charm may only be used while the man o'nacre is pursuing another vessel, and conjures a number of fog brigantines equal to the Raksha's Essence. The fog brigantines created in this manner last until the sun next rises or until the man o'nacre catches and sinks or captures the prey vessel, whichever comes first.

      Waterfall Galleon
      Super-Heavy Assault Ship
      A waterfall galleon changes shape at the whim of its mistress, a vast and ever-flowing shape of water that rises out of the sea in mimicry of a real ship. Foam, spume and hapless fish swirl through its structure and up into its billowing, frothing sails. With but a thought, the great hull of sea-water broadens to that of a warship or shifts to a sleek hunter; the decks dance and change from one moment to the next. Copper-skinned Raksha swim or walk through the ship as the mood takes them, their skin stained vivid green from verdigris; nacre-plated, coral-skinned cataphracts storm forth on tongues of water that spout and pour out onto enemy decks in a cascade of Wyld foes. Waterfall galleons are a rare sight but a terrifying one – the will required to maintain one of these unreal vessels is great indeed, so every galleon plays host to a Raksha noble of considerable power.
      Speed: Magic +2; sail +2
      Manoeuvrability: +2
      Hull: -0/-0/-0/-1/-1/-1/-2/-2/-4/Incapacitated
      Armaments: None
      Max Crew Complement: Size 4
      Special Qualities: Drowning Deck, Flame-Proof, Flowing Shape, Regeneration, Terrifying Beauty, Water Form
      Drowning Deck: Attackers storming a waterfall galleon are as likely to simply fall through the deck of water to their doom as they are to find a solid footing. Unless some means of keeping the galleon's deck solid is used, any hostile battlegroup boarding the ship suffers five levels of Magnitude damage each round, while individual characters need to pass Difficulty 3 Strength + Athletics rolls to avoid sinking straight into the sea.
      Flowing Shape: Every round, the waterfall galleon's captain can choose any one of the following capabilities: she may give the vessel +2 speed, +3 manoeuvrability, a claw ram, ballistae, heavy siege weaponry that can be turned against static fortifications, the High Deck quality or the Submersible quality. This benefit is lost when she chooses a new one, and she cannot choose the same quality two rounds in a row.
      Water Form: The Raksha captain of a water galleon gains access to the following charm when she is aboard the vessel.
      Wave Parts Before The Blade (5m, 1wp; Reflexive)
      When a Broadside or Ram stratagem would deal damage to the waterfall galleon, the captain may use this charm to simply part the vessel before the attack; all damage from the attack is immediately negated and may even cause woe for anyone in the immediate vicinity on the other side of the galleon.

      Sea Creatures

      Falak
      Light Sea Monster
      Falak are monstrous sea-wyrms that paradoxically seethe with inner fire even as they wind through the waters, leaving a trail of steam and broiled fish in their wake. A falak can spit flame to cook the hapless crew of a ship alive, and its scales are caked with salt from the water constantly evaporating at its touch. Aggressive and fearless, falak can stretch as long as a ship and are a menace to any shipping lane that they happen to claim as territory, but they are also fairly stupid and easily goaded into traps by falak hunter ships. A captain who can kill one of these beasts stands to profit a great deal from the carcass and the valuable hide, oils and rubygris that can be extracted from it.
      Speed: Current +2; swimming +3
      Manoeuvrability: +3
      Hull: -1/-2/-4/Incapacitated
      Armaments: Blazing Spit
      Max Crew Complement: No crew.
      Special: Blazing Spit, Flame-Proof, Sea Monster
      Blazing Spit: A falak may make a Broadside manoeuvre for 8 Momentum, dealing damage as if it were using a firedrake but inflicting three levels of fire rather than two.

      Makara
      Light Sea Monster
      Makara are a rare breed of sea beast, and one that most sailors are happy to sea upon the waves. Once bred as defenders of Creation in some past age, the strange hybrids of fish and reptile usually dwell in the middle waters of the Dreaming Sea, following shoals of fish and shrimp but driven to righteous fury at the very sight of the Raksha and other creatures of darkness creeping in from the Wyld. While not particularly intelligent, makara have sometimes been known to aid vessels in need on the open water, and will fearlessly attack Raksha unless the odds make it a clearly suicidal action.
      Speed: Current +2; swimming +4
      Manoeuvrability: +3
      Hull: -1/-2/-4/Incapacitated
      Armaments: None
      Max Crew Complement: No crew.
      Special: Harrier, Sea Monster

      Dandan
      Medium Sea Monster
      The dandan is an immense, warped piscine horror studded with barbs of sea-ivory that can tear right through a wooden hull. Dandans usually feed on bahamut fish or unlucky whales, but they are strangely attracted to attack and consume sea-going vessels – not for the crew but for the timber and metal of the hull, which they hungrily gobble down. A dandan's carcass offers a bounty of sea-ivory but just as much of a treasure are the bezoars of precious metals that form in its gut.
      Speed: Current +1; swimming +2
      Manoeuvrability: +2
      Hull: -0/-0/-0-1/-2/-4/Incapacitated
      Armaments: None
      Max Crew Complement: No crew.
      Special: Regenerate, Sea Monster

      Luminescent Colony
      Medium Sea Monster
      Luminescent colonies are the result of a past sorcerous working that has long since exceeded the limits of its purpose. Pulsing gas bladders hold a colony just aloft over the waves, while thick tangles of writhing tendrils descend down into the water below. These venomous things would be less of a problem if they weren't massive in size, with their rubbery protuberances capable of hungrily tearing crew off a deck or snapping timbers. A colony is beautiful to observe from a distance as its surface pulsates with patterns of thermoluminescence, and at night they project eerie but entrancing displays out over the water. Certain of the mage-lords of Ysyr have discovered the ruined laboratory of the sorcerer who created the colonies as organic light sources, and have engineered spells that let them control the monsters and send them into battle against the enemies of the Ys.
      Speed: Sail +3
      Manoeuvrability: +2
      Hull: -0/-1/-2/-4/-4/Incapacitated
      Armaments: None
      Max Crew Complement: No crew.
      Special Qualities: Deflate, Regenerate, Thrashing Tendrils, Sea Monster
      Deflate:A luminescent colony applies wound penalties to its sailing speed as well. Once it reaches -4 penalties, it loses all sail speed and instead gains current +1.
      Thrashing Tendrils: Unlike other sea monsters, a luminescent colony can attempt boarding actions. It does so with a Size 4 battlegroup of its tentacles that are average combatants but also inflict poison equal in strength to that of a sea snake's venom.


      - Chris Allen, Aberrant Line Developer, Freelance Writer

      ​Like my work? Feel like helping me stay supplied with tea? Check out my Patreon

      Comment


      • #4
        That's it so far! This is, of course, first draft stuff and probably littered with inconsistencies, for which I apologise.


        - Chris Allen, Aberrant Line Developer, Freelance Writer

        ​Like my work? Feel like helping me stay supplied with tea? Check out my Patreon

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        • #5
          This is SO AWESOME! Thanks man!

          Edit: Little question about giving orders with ships.

          So if I use the Orders, I must target someone, then beat their manoeuver, and I give the momentum to an ally? Or I simply roll Int+War and I give [Success, max WAR] to my ally?
          Last edited by Magnum Opus; 10-28-2015, 03:13 PM.


          Glorious Useless-Post Prana
          Cost: 2m; Mins: Linguistics 1, Essence 1 Type: Simple
          Keywords: Mute
          Duration: Instant
          Prerequisite Charms: Ten-Characters Methodology

          Comment


          • #6
            Originally posted by Magnum Opus View Post
            This is SO AWESOME! Thanks man!

            Edit: Little question about giving orders with ships.

            So if I use the Orders, I must target someone, then beat their manoeuver, and I give the momentum to an ally? Or I simply roll Int+War and I give [Success, max WAR] to my ally?
            Sort of. You don't target anyone until you've made the roll, so you make your Naval Manoeuvre roll as normal.​ If no other ship is targeting you with a Manoeuvre then it's nice and simple, give sux (max War) to an ally you can see. If another ship is targeting you with a Manoeuvre then you need to beat their roll for the Signal Orders to work, otherwise their Manoeuvre takes effect against you and your own (Signal Orders) does not.

            In other words, a command ship hanging round out of harms way overseeing the battle via Signal Orders is gonna have an easy time of it if no-one goes and tangles with them.


            - Chris Allen, Aberrant Line Developer, Freelance Writer

            ​Like my work? Feel like helping me stay supplied with tea? Check out my Patreon

            Comment


            • #7
              This is great stuff! Though, I'm noticing that most of the ships seem to come from Prasad or Volivat rather than Ysyr.


              Revlid wrote:
              Yes, hollowing out your humanity to become an utterly utilitarian asura is the exact suggestion I would expect from you, Aiden.

              Comment


              • #8
                Originally posted by Aiden View Post
                This is great stuff! Though, I'm noticing that most of the ships seem to come from Prasad or Volivat rather than Ysyr.
                Yeah, as I noted in the intro post I haven't yet decided what to do for Ysyr-unique vessels. Most of the ships are empire-agnostic standard designs that might be used by any nation, but for Ysyr I probably want to do a vessel that's about giving a sorcerer a platform to do magic on the sea (maybe a weather control ship, bigger and better than the Wind Warder) and a 'regular' but fantastical warship. I keep on having the idea of a ship made of ice and blood that never melts under the daft name of 'sliceberg' and can't quite shake it out of my head :P​


                - Chris Allen, Aberrant Line Developer, Freelance Writer

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                • #9
                  So, some initial thoughts on a potential Quick Boarding system.

                  Dropping out of naval combat into regular combat to resolve a boarding action is ok if it features player characters. It's also possibly ok if it features allied or subordinate NPCs to the PCs (like a Solar admiral who has various units of marines stationed on the different ships of his fleet) but over the course of a naval battle with significant numbers of ships, that has the potential of getting tiring.

                  Aim of a Quick Boarding system therefore would be​ to have an ideally one-roll resolution mechanic for a boarding action based on various factors. I'd also lean towards not making it all-or-nothing but something like 'loser battlegroups lose 1 Size'. This allows boarding actions to potentially go on over several naval rounds as ships continue to fight and manoeuvre around it all, which I personally think is a *good* thing.


                  - Chris Allen, Aberrant Line Developer, Freelance Writer

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                  • #10
                    Wow, this is amazing. My game is set in the West, but I still might steal large swaths of this...

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                    • #11
                      Looking at this, one thought that strikes me is... well you have special traits for different ships, and I like that. But, and this is just a thought, there were... kinda like latent abilities that only specially trained crews could take advantage of (similar to familiar charms in Survival, but for Sail and crews)? I mean it'd be a bit more work, but it feels like a definite possibility.



                      ​When noise turns to silence, when colors dull and pale, when reality no longer makes sense, there shall you find me. There, in the dreams of the River of Faceless Millions, do I dwell.

                      http://harenm.deviantart.com/gallery/ for my art.

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                      • #12
                        Yeah, a lot of the ships are easily transferrable across (like the varaja, dharani and thirisadai basically being standard light, medium and heavy warships, etc). Once I'm happy with how much I've filled out the Dreaming Sea roster I might start doing specific ships for other Directions too, and West seems the obvious place to start.


                        - Chris Allen, Aberrant Line Developer, Freelance Writer

                        ​Like my work? Feel like helping me stay supplied with tea? Check out my Patreon

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                        • #13
                          So, today's addition to the roster. I definitely want to have some elementals in the sea monster section - and specifically, because it's the South-East, I want Wood and Fire as well as Water. Here's the first one, the Wood elemental.

                          Sargasso Bayemot
                          Heavy Elemental
                          Sargasso bayemots are wood elementals of such colossal size that they are often mistaken for wooded islands when torpid. Beneath the water, the bayemot's long limbs of tangled wood and seaweed can stretch down for fathoms and fathoms, idly stirring the waters to catch its food with nets of tendrils. A bayemot's purpose is to dredge decaying organic materials out of the water, consuming overabundances of weeds and algae that threaten to poison the waters, and catching Wyld-tainted sea-life; its Essence then purifies its meals of poisons and mutations before releasing them as cleansed nutrients back into the ecosystem. Bayemots are sometimes stirred into hungry action by ships that have been too badly rotted or are carrying passengers who are sick or poisoned; they also react badly to the fumes of Volivat alchemical engines. Sorcerers sometimes conjure or take control of bayemots, but unless tightly leashed with magic the massive elementals have a tendency to revert back to their natural torpid state.
                          Speed: Current +1; swimming +2
                          Manoeuvrability: +2
                          Hull: -0/-0/-1/-1/-2/-2/-4/Incapacitated
                          Armaments: None
                          Max Crew Complement: No crew
                          Special: Elemental, Regenerate, Rejuvenation, Sea Monster
                          Elemental: Sargasso bayemots are elementals with Essence 4, 90 personal motes and 10 Willpower. A bayemot possesses the following charms.
                          Correct Cycle of Rot (5m, 1wp; Ref; Supp)
                          When making a ram attack, the bayemot doubles 7s against wooden vessels.
                          Current-Choking Fecundity (20m, 1wp; Simple)
                          For the remainder of the battle, all vessels other than Sargasso bayemots have their Speed reduced by 1.
                          Entangling Sargasso Noose (8m; Simple; Instant)
                          One ship that the bayemot can perceive must succeed at a Difficulty 3 Wits + Sail check or be immobilised for four naval rounds (or until the choking mass of Sargasso around it is destroyed).
                          Fallen Tree's Renewal (10m, 1wp; Simple; Instant)
                          One ship that the bayemot can perceive heals up to two level of -0 hull damage.
                          Rejuvenation: All living creatures that can perceive a sargasso bayemot gain 4 bonus dice on Resistance rolls to resist toxins and disease.


                          - Chris Allen, Aberrant Line Developer, Freelance Writer

                          ​Like my work? Feel like helping me stay supplied with tea? Check out my Patreon

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                          • #14
                            Originally posted by haren View Post
                            Looking at this, one thought that strikes me is... well you have special traits for different ships, and I like that. But, and this is just a thought, there were... kinda like latent abilities that only specially trained crews could take advantage of (similar to familiar charms in Survival, but for Sail and crews)? I mean it'd be a bit more work, but it feels like a definite possibility.
                            Do you mean as in special traits attached to the ship that a crew of Sail XYZ or higher could access, or special traits attached to the crew themselves? Veteran or inhuman crews with special capabilities certainly seems viable.

                            It exists ​to a certain extent already in the Dragon Ship and some of the Raksha vessels, in the form of charms that only someone helming the vessel can access, but could be expanded in other directions as well.


                            - Chris Allen, Aberrant Line Developer, Freelance Writer

                            ​Like my work? Feel like helping me stay supplied with tea? Check out my Patreon

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                            • #15
                              Hmmm, I kinda meant more the first, but the second fits more in some ways. But yeah, basically, an Exalted captain can "whip their crew into shape", so that crew and ship are more like one greater entity.

                              I guess that's what I mean... something that brings a crew and ship into harmony, allowing the crew to pull out amazing effects. Perhaps some sort of spiritual bond between crew and ship?



                              ​When noise turns to silence, when colors dull and pale, when reality no longer makes sense, there shall you find me. There, in the dreams of the River of Faceless Millions, do I dwell.

                              http://harenm.deviantart.com/gallery/ for my art.

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