Naval skills and other skills by Russell Whyte (see below) Naval Skills for DragonQuest This is a collection of skills for DragonQuest that involve ships and naval adventuring. This is based on ideas gathered from several game systems, fantasy and historical novels, and my own uneducated opinions. I've never been in the navy, nor am I a sailor. So, if there's any major glaring errors, I apologize in advance. Feel free to distribute this to anyone who wants a copy. All I ask is that if any changes or additions are made, please let me know so I can update my own notes. Comments are always welcome, especially from people who actually have experience in any of these areas! You can reach me at russell.whyte@sheridanc.on.ca Oh yes, copyright crap. I freely place any of this info into the public domain for anyone and everyone to share and use. While I have been inspired by existing rules, everything here is my own creation. There is no copyrighted material present. The only thing I did not create myself is the craftsman skill mentioned in an older DQ newsletter, which I added a few new things to. As mentioned above, feel free to email me with suggestions or ideas to add to this. Finally, distribute this freely to any WWW/ftp site that wants it. Please leave my name in as the original author. Otherwise, you can modify as desired. Thanks, Russell H. Whyte February 1996 email: russell.whyte@sheridanc.on.ca Contents 1. Small Boat Handler 2. Rope Use 3. Naval Scientist 4. Sailor 5. Fishing 6. Changes to Navigator 7. New Weapons 8. New Craftsman Skills Gunsmith Shipwright Carpenter Net maker Sail maker 9. Races --------------------------------------------------------------------------- 1. Small Boat Handler (or Boater) This skills confers the ability to handle small boats and other water-based vessels. This skill is limited to operating small craft (size <25'). Anything larger would require a crew, and the sailor skill (discussed below) to operate, or the navigator skill to pilot. At Rank 0 the player may choose from one of the following categories: Rowed craft This includes rowboats, canoes, kayaks, and other small craft propelled by oars or paddles. Rafts This includes rafts, pirous, and barges, and any other craft propelled by poles. Sailing dinghy This includes any small sailing craft with one mast that is operable by 1-2 people. These ships are usually fishing-boats or pleasure boats for lesser nobility or merchants At Rank 5, and again at Rank 10, the player may choose one of the remaining categories. Optionally, the player may choose the same category again, giving +10 to each roll for each specialization taken. These boats are usually not taken out of sight of land. Compass direction can be determined by viewing the stars. The success chance is (20 + [5xRank])%. If the roll is less than the calculated chance, direction is known. If the roll is higher, direction is off by 1 degree for every point the roll is over. This skill is quite inferior to the Navigator version, but this skill is less expensive, and is designed for smaller craft usually used on lakes, rivers, or within coastal waters if an ocean/sea port. Position can be calculated from landmarks with automatic success if in an area the player has studied for a period of (14 - Rank) days. This assumes access to charts/maps of the area, or access to someone who is familiar. (ie, hang out at the fisherman's market and find a friendly old sailor and buy him a few rounds!) If the area is unfamiliar, a map can be used to determine position at ([2 x Perception] + [8 x Rank])%. A roll under the chance means success, a higher roll means you're lost (although the player doesn't necessarily knows this!) Like a navigator, a boater can maintain speed at (50 + [5 x Rank]) speed. Weather can be estimated at (Perception + [3 x Rank])% chance. (You're not out to sea far enough to see weather patterns building). Non-magical dangers (such as submerged logs/rocks, etc) can be spotted in time to prevent mishap at ([2 x perception] + [3 x Rank]). If the roll is from 1-20 over the chance, the player sees the danger just before it hits, but is too late to prevent it. Any higher, and the player fails to see it. This skill also confers the ability to attempt basic repair and maintenance of the craft. This can be anything from mending a rip in sail or patching a canoe/rowboat, to serious work (ie, you blew the detect trouble roll, hit a rock, and you're currently trying to fix the problem sufficently to stay afloat.) GM discretion must be used here. If the player has time, tools, and appropriate materials, roll as follows: Basic repair: ([5 x Rank] + [2 x MD] + Perception)% Medium repair: ([4 x Rank] + [2 x MD] + Perception)% Hard repair: ([2 x Rank] + [2 x MD] + Perception)% Modifiers: Inappropriate tools: -20 Inappropriate materials: -50 (in other words, not very likely) Insuffient time, or otherwise rushed -5 to -30 (depends on circumstances, use your discretion. Missing the morning fishing could be -5; under enemy fire would be -30) In a pinch, a boater can attempt to make a crude boat out of available materials (ie wood, canvas, bark, etc). The chance of success is (Rank + MD + Perception)%. This will create something that basically floats, but will not be the slightest bit comfortable. It also will be somewhat unstable. Every (12 - Rank) hours a mishap roll must be made to stay afloat. Failure of this roll means the boat falls apart. If the creation roll is over by less than 20, the boat won't work, the player knows this, but it may still be able to float enough to use as a flotation device to paddle with. If the roll is more than 20 over, either it falls apart upon hitting the water, or (GM's discretion) will hold together until the first mishap roll, at which time it automatically starts to fall apart. A boater must spend [200 + [25 x Rank]) Silver Pennies per year for charts and maps. Failure to do so results in this skill being reduced by 2 until such time as the money is paid, due to obsolete charts, changes in waterways/river paths, etc. Rank: 0 1 2 3 4 5 6 7 8 9 10 Exp. Cost 300 125 300 850 1400 2200 3400 4200 5300 6800 9500 --------------------------------------------------------------------------- 2. Rope Use This skills confers the ability to understand and create knots of various types with ropes, twine, string, or other similiar material. At advanced levels, methods of creating rope and splicing two ropes together are known. Rank Skills 0-2 Identify basic knots, tie simple knots 3-5 Identify any knot in common use, most unusual ones Can create/tie any knot used on a ship Can evaluate condition of rope Can splice lines together to lengthen line Can tie up persons securely (ie only a thief/spy could get loose) 6-8 Identify/unravel almost any know Can create your own ropes, cords, lines Can repair rope (assuming materials and tools are available) 9-10 Can unravel any knot you see Can repair any rope that is repairable Can create special items such as spider-silk ropes Can tie anything/anyone up securely. (ie even a thief is hog-tied!) Rank: 0 1 2 3 4 5 6 7 8 9 10 Exp. Cost 25 50 100 200 200 400 600 600 800 800 800 --------------------------------------------------------------------------- 3. Naval Scientist This skill covers the tactical and strategic use of ships in combat. It also covers leading a crew of sailors, marines, and navigators, both daily operations, and in battle. Players with this skill are usually officers aboard a ship. Warrant officers may also possess this skill. Petty officers and crew usually will not be ranked in naval scientist. Naval scientists must be able to read and write at least one language at Rank 8, due to having to deal with maps, rutters, ships logs and letters of marque, as well as the daily running of a ship/naval centre. A naval scientist can command (12 + [Rank squared] + 4 x Willpower]) sailors, marines, and other crew and officers in tactical situations. A naval scientist can attempt to "guess" the tactics an enemy ship is about to employ. The success chance is (Perception + [9 x Rank])%. If the roll is over the chance, and within 20 over, the character doesn't see it coming until its too late. Anything higher, and the GM can either give them wrong info, or none, as seen fit. A naval scientist is familiar with the daily operations of a ship, or fleet of ships. This includes: a general idea of required maintenance and schedules (but not necessarily how to do the maintenance - that's the crew's job) provisioning for voyages (ie food, water, misc suppliers) administering law and punishment at sea (includes marriage/burial too) general administration hiring of crew and officers for voyages storage of cargo for best balance and speed. A naval scientist is familiar with signalling methods commonly used on ships. This includes colours (banners and/or flags) and semaphore. Other cultures may also use drums as a signalling device. The ship's bell can also be used for signals. Signals allow basic messages to be transmitted between ships, or between ship and shore. Distance is line of sight, or hearing range for drums/bells. Punishment for offences is usually: Minor - lashes with a bullwhip or cat'o'nine tails Major - serious flogging with whip or death by hanging or keelhauling Note - instead of death, sometimes an offender is stranded for life on a deserted island with a cask of rum, a knife, a machete, a rifle or crossbow, and a month of food. A naval scientist must maintain skill in Navigator at a minimum of one rank less than the naval scientist skill. There isn't much sense (to me, anyways) of knowing how to command a ship, but not know how to steer it! Leading marines in combat comes under the military scientist skill. Experience costs are the same as military scientist. --------------------------------------------------------------------------- 4. Sailor While the navigator skill covers piloting a ship, the Sailor is concerned with crewing the ship. This includes working the sails, rowing, and general life aboard a seagoing vessel for extended periods as a crewman. At higher levels, specialized areas can be chosen. These include: Quartermaster ships stores, division of loot Master at Arms in charge of ship's weapons and security. Often the guy who wields the whip for flogging offences Petty Officer non-commissioned officer, akin to a lead-hand role Gunner works on the ships guns, aims and fires in combat, does general maintenance, also covers storage of powder. Sailors automatically have the rope use skill described above. Sailors are able to climb up into the rigging without problems. A roll is required only in special circumstances, such as during battle, or a bad storm has hit. The exact role is GM's discretion. Sailors are familiar with using grappling hooks, and automatically hit the target unless unusual conditions exist (bad storm, or trying to hook an enemy ship for a boarding action). If a roll is required, the following stats can be used: Weapon Wt. PS MD BC DM Range Class Use Gaff 2 10 14 30 - 10 - R Add 4 for every rank in sailor. This can also be used to entangle a character. A successful hit means it's wrapped around the targets legs. Missing the roll by less than 10 means that instead of entangling, you hit your target in the shins for D-3 point of damage. Rank: 0 1 2 3 4 5 6 7 8 9 10 Exp. Cost 250 100 200 500 800 1400 1900 2500 3500 4500 6500 --------------------------------------------------------------------------- 5. Fishing This is the ability to gather large amounts of seafood. This includes the use of nets and traps (ie lobster traps). Rod and Reel and spear-fishing are separate skills altogether. The ability to find schools of fish or other edible sealife is also part of this skill. --------------------------------------------------------------------------- 6. Changes to Navigator In addition to using maps, characters with proficiency in navigation may also create maps and rutters (log books used to map routes). In order to create maps, navigators must be able to read/write at least one language at rank 8 or better. --------------------------------------------------------------------------- 7. New Weapons Melee Weapons Weapon Wt. PS MD BC DM Range Class Use Cost Max Rank Gaff 2 10 10 30 D P A MC 5 2 Belaying Pin 2 12 10 35 D P C MC 5 2 Cutlass 5 15 14 50 +4 P B C 50 7 Machete 3 13 12 45 +2 P B C 35 5 Epee 2 10 16 40 +1 P A C 30 10 Foil 3 11 16 45 +2 P A C 30 10 Firearms Wt. PS MD BC DM Range Class Use Cost Max Rank Reload pistol 5 15 15 40 +4 30 A R 250 8 3 musket 12 16 15 40 +6 150 A R 450 8 5 arquebus 10 18 15 40 +9 20 A R 500 8 5 Descriptions: Gaff Basically a hook attached to a wooden handle. Can be used in several ways: as a tool for moving bulk cargo used in fishing (to hook and land the big ones) as a weapon (in a pinch) Belaying Pin A short rod, usually of iron or hard wood. Used primarily on ships to fasten ropes to the rail. (Pins are shoved into holes bored into the rail for this purpose). Can be used like a club in an emergency (or a brawl). Cutlass A short, heavy, single-edged blade with a basket hilt. Your classic swashbuckler/buccanner weapon. Machete A large, heavy single-edged knife. Sometimes known as a bush knife. Very popular in the tropical regions. Epee A pointed weapon, similiar in use to a rapier. Basic weapon for teaching fencing. Hilt is usually a simple cross-bar or a disk. Foil Bigger than an epee, smaller than a rapier. Hilt is larger, covers more than epee, but doesn't fully cover the hand. Firearms I sometimes allow black powder guns in my games. When I do, I have three classes of weapons: pistol - short range, tucks nicely into a belt or sash. Buccanners often have a brace (3) as a matched set. musket - longer range weapon. Often a hunting weapon arquebus Real nasty. Fires a cone of pellets that spreads out to ~10' at 20'. Anything in that cone gets it. These are further broken down into technological categories: flintlock - typical blackpowder weapons matchlock - older version, not as dependable (miss by 20+ it explodes!) -1 to damage, -10 BC -25% to price wheellock - dwarven state of the art in firearms. +1 to damage, +2 to range, +10 BC +50% to price (if available. Dwarves are choosy about selling these beauties!) Experience Table: Weapon 0 1 2 3 4 5 6 7 8 9 10 Gaff 25 50 100 - - - - - - - - Belaying Pin 25 50 100 - - - - - - - - Cutlass 150 150 200 500 1000 2000 2000 2500 - - - Machete 75 75 125 200 400 700 - - - - - Epee 100 100 200 200 200 500 500 1500 2500 2500 2500 Foil 150 150 200 200 200 500 500 2000 3000 3000 3000 Pistol 250 250 400 400 600 900 1500 2200 3000 - - Musket 250 250 400 400 600 900 1500 2200 3000 - - Arquebus 250 250 200 400 600 900 1500 2200 3000 - - --------------------------------------------------------------------------- 8. New Craftsman Skills Gunsmith manufacture and maintenance of blackpowder weapons. Everything from pistols up to cannon. Shipwright aka naval architect. Designs and build ships (25> feet) Carpenter basic woodworker. Can effect repairs to a ship. If also has boater skill or working with a boater's guidance, can create boats <=25 feet. Net maker makes fishing nets. Usually taken in conjunction with fisherman Sail maker creates and mends sails. --------------------------------------------------------------------------- 9. Races Dwarves: Swimming costs 25% more than listed prices. (beings who worship stone tend not to swim often or well. Of course, there are always exceptions) Craftsman, Gunsmith -25% to normal cost. Dwarves make the finest weapons in my campaigns. They are the only races who know how to make wheellocks. Halflings Stouts pay 25% more for swimming, tallfellows pay 10% less. All others are normal. Due to their high MD, halflings make excellent carpenters, net, and sail makers. Experience costs for those craftsman skills are -10% to listed. Elves -25% to listed swimming costs, -50% if a wood/forest elf. Wood elves take boating at -25% cost as canoes/kayaks are popular river transit for them. Sea Elves Similar to common elves (aka Sindar, for us tolkien fans) except that their skin tone in greenish, their hair and eyes are sea-green, and they have gills. Instead of bows, tridents, harpoons, and nets are the preferred weapons of these people. They can survive for entended periods out of water, but tend not to like wandering too far inland. Being underground or in a desert tends to totally freak these guys out. All percentage rolls are at -10 due to the character's anxiety. Use the following special abilities instead of the common elven ones: 1. Can see underwater as normal (150' range) if light can penetrate the water. Deep water they can see up to 50' distance. 2. Automatically have the swimming proficiency at Rank 10. 3. Can take Ranger for 50% if specialized in Ocean/Sea environments 4. Can take Beast Master for 50% if sea creatures are chosen (includes marine avians, fish, water mammals, etc) 5. Any of the aforementioned skills (navigator, boater, sailor, etc) can be purchased at 50% of listed price. 6. Due to their gills sea elves can survive indefinately underwater, up to 200' depth. Many of the elders stay under for centuries, only surfacing when the safety of the oceans is at risk. Note - sea elves can take water mage at -25% to all costs. Sea elves NEVER take fire magic. They simply cannot cast the spells due to the natural water influence they possess. NOTE: The swimming skill mentioned above is from an old issue of DRAGON.