Ship Design

Adventures in the Savage Wildspace
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OK What Mods and Enhancements are you buying

Poll ended at Tue Oct 06, 2020 7:38 am

+2 armor
0
No votes
+2 pace
0
No votes
+1 toughness
0
No votes
+1 weapon ports
1
3%
50% cargo increase
3
10%
Aesthetically pleasing;
1
3%
Astrogation charts,
3
10%
Double Atmosphere
0
No votes
Frightening appearance;
0
No votes
Ignore -1 in handling penalties
3
10%
Maintenance Facility;
5
16%
Maps and Records,
3
10%
Recovery Center;
3
10%
Redundant systems; Takes 2 mods
1
3%
+2 armor
0
No votes
+1 Handling
3
10%
+1 Handling
2
6%
+2 pace
1
3%
+1 toughness
0
No votes
+1 weapon ports
0
No votes
50% cargo increase
0
No votes
Double Atmosphere
1
3%
Ignore -1 in handling penalties
1
3%
 
Total votes: 31

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Technospawn
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Ship Design

Post by Technospawn »

Time to build the ship. I need the party to find art for their ship and design it's features. You are starting with a class 2 ship and a novice helm. You have no mods and no enhancements installed.

For 5 EP you can upgrade to class 3.
For 15 EP you can upgrade to class 4.
You can buy a enhancement or mod for 5 ep each. Max of 4.
No one player can spend more than 10 EP.
Patrons may use their patron item to add 5 EP to the pool.
You may trade a sig item for 10 EP.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Ellisto
Posts: 46
Joined: Tue Sep 29, 2020 5:05 pm

Re: Ship Design

Post by Ellisto »

I put 10 EP equivalent to the ship... I used a coupon to help pay for it.
Toughness: 4
Pace: 5 (d4)
Parry: 4
PP: 20/20
Sling Stones: 20/20
Languages
Common: d6
Dwarfish: d6
Goblin: d6
Halfling: d8
Undercommon: d6
Bennies: 4/6
  • Base Amount
    -1 due Reroll for Round 1 Back Into the Flow Escape
    -1 due Reroll for Round 2 Back Into the Flow Escape
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Triss Nightingale
Posts: 38
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Re: Ship Design

Post by Triss Nightingale »

I will put in both my Sig Item for 10 EP to the pool.
Last edited by Triss Nightingale on Fri Oct 02, 2020 2:51 am, edited 1 time in total.
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Ndreare
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Location: Skagit County, Washington
Contact:

Re: Ship Design

Post by Ndreare »

I will be donating the 10 EP via my Signature item slot on this character slot.

@Technospawn does the 5 EP bonus donation from Patron items stack with this for 15 total?

If 10; I would like my points to go towards +2 Handling.

If 15; I would like my last upgrade to go towards what ever the team decides.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Tiberius
Posts: 64
Joined: Mon Feb 12, 2018 10:40 am

Re: Ship Design

Post by Tiberius »

I'm in for 5 EP. I'd like to see a Maintenance Facility. Where to I post to spend the EP? In "the Rob" thread?
Ancient wisdom from the Golden Age: Don't Panic.

Bennies: 3 of 3
1 golden bennie

Tiberius


Player: James

Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6 Run Die: d6 Parry: 6 Toughness: 6(2)
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Cerulean
Posts: 47
Joined: Mon Sep 28, 2020 6:01 pm
Location: Massachusetts

Re: Ship Design

Post by Cerulean »

I don't think I have EP, as I'm a new member of this forum.
Savage Spelljammer: Cerulean the Elf boatswain https://savagerifts.com/sr/viewtopic.php?f=350&t=5652
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Technospawn
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Re: Ship Design

Post by Technospawn »

Tiberius wrote: Thu Oct 01, 2020 2:29 pm I'm in for 5 EP. I'd like to see a Maintenance Facility. Where to I post to spend the EP? In "the Rob" thread?
Yes post it in "The Rob"
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Technospawn
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Diamond Patron
Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Re: Ship Design

Post by Technospawn »

Ellisto did 10
Triss did 10
Brandt did 10
Tiberius did 5
That is maxed out now.

You now have a class 4 ship with a novice helm. This ship has 4 mod slots and the helm can have 2 enhancements. You have bought 4 so please get together as a group and decide which 4 you are using and are you doing mods or helm enhancements?
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Andrew Cofield
Posts: 33
Joined: Tue Sep 29, 2020 4:15 pm

Re: Ship Design

Post by Andrew Cofield »

Recommended Ship Upgrades:
  • Astrogation Charts
  • Maps and Records
  • Maintenance Facility
  • Recovery Center
Recommended Help Upgrades:
  • +1 Handling
  • +1 Toughness
I think all of those are self explanitory.

Parry: 6; Toughness: 7 (2)
Wounds/Fatigue: 0/0
PP: 10/10
Active Powers: none
Hindrances: Arrogant, Impulsive
Edges: Ace, Arcane Armor, Favored Powers (Wizard), Wizard (Specialist) (Abjuration (Necro, Enchant))



Parry: 5; Toughness: 7(2)
Wounds/Fatigue: 0/0
PP: 10/10
Active Powers: none
Hindrances: Can’t Swim, Cautious, Small, Wanted (minor, former street gang)
Edges: Arcane Background (Magic), Free Runner, Thief
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Tiberius
Posts: 64
Joined: Mon Feb 12, 2018 10:40 am

Re: Ship Design

Post by Tiberius »

Technospawn wrote: Thu Oct 01, 2020 5:57 pm
Tiberius wrote: Thu Oct 01, 2020 2:29 pm I'm in for 5 EP. I'd like to see a Maintenance Facility. Where to I post to spend the EP? In "the Rob" thread?
Yes post it in "The Rob"
Done!
https://www.savagerifts.com/sr/viewtopi ... 261&t=5664
Ancient wisdom from the Golden Age: Don't Panic.

Bennies: 3 of 3
1 golden bennie

Tiberius


Player: James

Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6 Run Die: d6 Parry: 6 Toughness: 6(2)
User avatar
Tiberius
Posts: 64
Joined: Mon Feb 12, 2018 10:40 am

Re: Ship Design

Post by Tiberius »

Balanor wrote: Thu Oct 01, 2020 6:49 pm Recommended Ship Upgrades:
  • Astrogation Charts
  • Maps and Records
  • Maintenance Facility
  • Recovery Center
Recommended Help Upgrades:
  • +1 Handling
  • +1 Toughness
I think all of those are self explanatory.
This looks like a good list to me though I'd probably suggest +2 handling for the Helm upgrades.
Ancient wisdom from the Golden Age: Don't Panic.

Bennies: 3 of 3
1 golden bennie

Tiberius


Player: James

Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6 Run Die: d6 Parry: 6 Toughness: 6(2)
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Triss Nightingale
Posts: 38
Joined: Thu Oct 01, 2020 1:42 am

Re: Ship Design

Post by Triss Nightingale »

Yeah. How many times will there be a called shot to the helm? With handling, you get better evasion?

But what do I know, honestly. Whatever you guys think best :) Thank you for the Recovery Center LOL
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Andrew Cofield
Posts: 33
Joined: Tue Sep 29, 2020 4:15 pm

Re: Ship Design

Post by Andrew Cofield »

Triss Nightingale wrote: Fri Oct 02, 2020 2:54 am Yeah. How many times will there be a called shot to the helm? With handling, you get better evasion?

But what do I know, honestly. Whatever you guys think best :) Thank you for the Recovery Center LOL
My understanding is that the Helm toughness upgrade would be added to the ship, not the helm itself. All the rest of the the enhancements are for the ship.

Parry: 6; Toughness: 7 (2)
Wounds/Fatigue: 0/0
PP: 10/10
Active Powers: none
Hindrances: Arrogant, Impulsive
Edges: Ace, Arcane Armor, Favored Powers (Wizard), Wizard (Specialist) (Abjuration (Necro, Enchant))



Parry: 5; Toughness: 7(2)
Wounds/Fatigue: 0/0
PP: 10/10
Active Powers: none
Hindrances: Can’t Swim, Cautious, Small, Wanted (minor, former street gang)
Edges: Arcane Background (Magic), Free Runner, Thief
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Captain Blackfoot
Posts: 26
Joined: Thu Oct 01, 2020 9:52 pm

Re: Ship Design

Post by Captain Blackfoot »

if I could, I would knock one of my votes off of Maps and Charts and change it to Aesthetically pleasing.

If our boat looks like a smuggler ship, people will think it's a smuggler ship. Alternately, I would instead have voted for Hidden Room + Pretty Boat + med bay + worshop if there was a Hidden Room choice..

Edit: My choices were Aesthetically Pleasing, Astrogation Charts, Maintenance Facility, and Recovery Center.

Likewise, I can also change my vote if needed/convinced.

Especially if "hidden room" gets added to the list :p.
Captain Blackfoot
Captain Blackfoot, Captain of the Roaring Manticore
Pace: 5(d4); Parry: 7; Toughness: 7(2)
Combat-Relevant Edges and Abilities
  • +1 to Allies' Shaken recovery rolls in Command Range (5").

    Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
    , Natural Leader,
    Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    ,
    The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    Surprise: Tacticians don’t get their extra card if Surprised, but they can give it to an ally who’s Surprised if they like!
    ,
    If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
    ,
    [*]Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.
    ,
    A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
    .
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Edit Signature
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KahlessNestor
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Re: Ship Design

Post by KahlessNestor »

Vote made. Recovery Center, Redundant systems, aesthetically pleasing. I can be convinced to change my mind if necessary.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Cerulean
Posts: 47
Joined: Mon Sep 28, 2020 6:01 pm
Location: Massachusetts

Re: Ship Design

Post by Cerulean »

Maps and records, repair bay, astrogation charts, 50% extra cargo
Savage Spelljammer: Cerulean the Elf boatswain https://savagerifts.com/sr/viewtopic.php?f=350&t=5652
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Technospawn
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Re: Ship Design

Post by Technospawn »

Captain Blackfoot wrote: Fri Oct 02, 2020 8:07 am Especially if "hidden room" gets added to the list :p.
Hidden room (Power - Illusion) is an advanced helm option. If you just want a secret room then put one in and have someone make a thievery roll to set a TN for someone to spot it.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Ship Design

Post by Ndreare »

Um,
Did someone change the poll? All the boss are reset except my own.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Captain Blackfoot
Posts: 26
Joined: Thu Oct 01, 2020 9:52 pm

Re: Ship Design

Post by Captain Blackfoot »

All the votes disappeared. I re-cast mine.
Captain Blackfoot
Captain Blackfoot, Captain of the Roaring Manticore
Pace: 5(d4); Parry: 7; Toughness: 7(2)
Combat-Relevant Edges and Abilities
  • +1 to Allies' Shaken recovery rolls in Command Range (5").

    Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
    , Natural Leader,
    Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    ,
    The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    Surprise: Tacticians don’t get their extra card if Surprised, but they can give it to an ally who’s Surprised if they like!
    ,
    If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
    ,
    [*]Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.
    ,
    A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
    .
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Edit Signature
User avatar
Technospawn
Diamond Patron
Diamond Patron
Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Re: Ship Design

Post by Technospawn »

Ndreare wrote: Fri Oct 02, 2020 10:23 am Um,
Did someone change the poll? All the boss are reset except my own.
Yes I added missing options. I did not know it would reset it.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Ellisto
Posts: 46
Joined: Tue Sep 29, 2020 5:05 pm

Re: Ship Design

Post by Ellisto »

Technospawn wrote: Fri Oct 02, 2020 9:35 am
Captain Blackfoot wrote: Fri Oct 02, 2020 8:07 am Especially if "hidden room" gets added to the list :p.
Hidden room (Power - Illusion) is an advanced helm option. If you just want a secret room then put one in and have someone make a thievery roll to set a TN for someone to spot it.
I believe that would be Ellisto with his d8 Thievery... and Elan and Lucky
Toughness: 4
Pace: 5 (d4)
Parry: 4
PP: 20/20
Sling Stones: 20/20
Languages
Common: d6
Dwarfish: d6
Goblin: d6
Halfling: d8
Undercommon: d6
Bennies: 4/6
  • Base Amount
    -1 due Reroll for Round 1 Back Into the Flow Escape
    -1 due Reroll for Round 2 Back Into the Flow Escape
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