Travel & Conveyances
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Roleplaying travel. You don’t need to roll dice or track resources for journeys across the Skysea. But you should take the opportunity to say what your hero does. Do they focus on a task, like keeping lookout, tending the flame, or pulling the oars? Do they chat with other characters on board, or keep to themselves? What questions do they ask about the world as they drift or sail through it?
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Encounters at Skysea are inspired by ancient naval warfare, which was much more about ramming and boarding than shooting and sinking. Whether the approaching threat is a pirate skyship, a military vessel, or a monster, its goal is likely to close distance and board your conveyance, not destroy it.
Roll to Act First
Smash into the threat, greatly damaging its structure (and modestly damaging yours): inflict –2 grace to crew and passengers, as if Shoving them. If the threat is much larger than your conveyance, this damage is localized near the point of impact.Automatic Act First
You gracefully avoid the threat just as it closes distance, delaying boarding for one round, during which you can make ranged attacks from on high.Automatic Act First
Have one hero Deceive the threat’s commander (or the threat itself). On a success, all heroes have the hidden position when boarding begins.Automatic Act First
Seize the initiative for boarding, rappelling down upon the threat along ropes and rigging; if you so choose, you can Jump-Attack from on high (YAAAH!).Keep it real. Unlike on skyships, where multiple heroes can pull oars or haul sail, there’s simply not enough space on a balloon for heroes to separately perform the same action. If two heroes insist on taking the same action as part of a group effort, use only the higher result, rather than adding both their results to the effort.
A skyskiff, the smallest kind of skyship, often has three pairs of oars and a single mast.
Aft. Toward the back.
Avast! Stop.
Batten down the hatches! Prepare for a storm by securing hatches and doors so lower compartments aren’t flooded with rainwater.
Beat to quarters! Shout this to prepare for an engagement.
Bow. The front of a skyship.
Bulkhead. A vertical wall or partition.
Complement. The number of crew required to effectively sail a skyship.
Dismast. A mast broken by fierce wind or blast. A dismasted ship is not helpless but can’t easily vie for the gage.
Follower. Mazrian term for skysailor. Followers “follow” a single ship for their careers and resist leaving it.
Fore. Toward the front.
Helm. The ship’s wheel or, on fancier Mazrian ships, magical navigation system.
Hull. A ship’s form.
Jib. The sail upon the fore mast (on ships with two or more masts).
Leeward. The direction the wind blows toward. A “lee isle” is downwind of your ship.
Lines. Any rope on a skyship. Cutting a line is sacrilege.
Mast. Thick vertical pole that holds up the sails.
Master-Commander. Mazrian term for captain.
Port. Left.
Quarterdeck. The aft top deck, where the master-commander gives commands. On many skyships, a tentlike canopy stretches above the quarterdeck.
Quarters. A crew’s assigned positions.
Reef the sails! Tie up the sails to reduce surface area and prevent a storm from blowing the ship about or dismasting it.
Rigging. The system of ropes, pullies, and nets that connect to and control a ship’s sails.
Sculls. Small oars; a single rower can pull two sculls at once.
Starboard. Right.
Stern. The back of a skyship.
Swab the deck! Clean the deck. On a Mazrian ship, the deck should be clean enough to walk on barefoot without dirtying the soles of your feet.
Sweeps. Large oars that require one or more rowers to pull.
Weatherdeck. The top deck, exposed to weather (the only deck on smaller skyships).
Windward. The direction the wind blows from. A “windward isle” is upwind of your ship.
Yard. Horizontal wooden beams set perpendicular to the masts.
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