Silvite- +1 Con, +2 Int. Silvites get a couple familiar with stats equal to homoculi. The couple can form any simple weapon and will gain additional abilities over time. Silvins speak Silvis. Resist Radiant Damage.
Valuan- +1 Con, +2 Cha. Valuans getting training with pistols and rapiers. Valuans are trained in two beginner skills related to the use of air ships. Valuans speak Imperial. Resist Electric Damage.
Nasrian- +2 Str, +1 Int. Nasrians are trained to use scimitars and rifles. Nasrians are trained as adept canoneers. Speak Nasrian. Resist Fire Damage
Yafutomese - +2 Dex, +1 Wis. Yafutomese are trained in the use of long bows and long swords. Yaftumese are trained as adept Navigators. Speak Yafu. Resist Wind based Damage
Ixa’Taken- +1 Dex, +2 Wis. Ixa’Taken are trained in craft medicine/poison. Trained to use blow guns & long spears. Ixa’Taken's speak Ixa’Taka. Trained as adept repairman. Resist Poison Damage.
Whaling Guild - +2 Con, +1 Cha. Guilds men speak Guild Speak (complicated slang and short hand). Trained to use great axes and javelins. Trained as adept Salvagers. Resist Ice Damage.
Zivilyn- +1 Str, +2 Wis. Zivilins are trained to use hand held explosives. Trained in craft explosives. Trained adept radar operator. Zivilins speak Zivis. Resist Necrotic Damage. Dark vision 60ft. Sunlight sensitivity.
Mixed Blood- +1 to two physical stats / +1 to one mental state or +1 to one physical stat / +1 to two mental stats. 1 beginner training in air ship skills. 1 language of your choice. 1 non simple weapon of your choice.
Even a relatively simple airship will require multiple characters working together in order to make the ship function properly and efficiently. Coordination and delegations of tasks will be key to flying a ship without incident. All characters will be trained in one skill that will help with the use of the airship from, but not limited to, the list below (A skilled cook or doctor might find employment on a ship if it is large enough to require their skills).
Air Ship Skills
Cannoneer- The use of cannons. Trained beginners can be relied upon to not blow themselves up when firing a cannon and reliably aim it at the enemy. Adept trainees can use more complex cannons including multi shot guns, torpedoes and depth charges with greater accuracy. Expert cannoneers can use all manner of cannons including magitek cannons, rarely missing. Legendary cannoneers can understand experimental cannons by just looking at them and they have deadly accuracy.
Aiming a cannon will use the Int stat. Strength could be used to manually move a cannon into the firing position in certain circumstances or to load heavy ammunition. Dexterity might be required when measuring powder during combat situations. Wisdom might be required when trying to gauge the trajectory of enemy fire.
Engineering- The use of air ship engines. Beginners can reliably turn on an air ships engine and change the speed without stalling and avoid having the moon crystal burn out. Adepts can make more aggressive engine modifications and minor repairs. Experts can detect subtle changes in the engine and make modifications for better performance. Legendary engineers can make any engine run and are capable of maintaining higher than average speeds without affecting the performance.
Strength and dexterity might be used when working with tricky engine controls. The engine room is often the warmest room on the ship and can catch fire if the engine is hit by enemy munitions or if it is used too heavily for too long. Constitution can be used when working in tough conditions. Intelligence and wisdom can be used to diagnose problems and fix them.
Repairmen- Repairs, specifically during emergencies. Beginners can put out fires and patch basic parts. Adept repairmen can fix damage quickly and efficiently. Expert repairmen are great at using what’s at hand to make almost anything salvageable. Legendary repairmen can fix a ship faster than most people can break it down.
Repairs can be made use strength for large jobs and dexterity for finesse work. Constitution will be required to maintain consciousness when putting out fires. Intelligence and Wisdom are required to diagnose problems and find solutions.
Navigator- Long range navigation and piloting at the helm. On small ships the navigator and helmsmen are one and the same. One larger ships they may split the duty based on ship schedules or individual talents. Beginner navigators understand predominant wind currents and can maintain a flight heading. Adept Navigators can learn and predict local currents and maintain a flight heading under stressful situations. Expert navigators can predict complex weather situations and navigate a battle field. Legendary navigators can smell the changes in the wind and fly through a battlefield blindfolded.
When manning the helm, Strength will be required while under enemy fire or heavy winds. Dexterity will be required for executing tricky maneuvers. Constitution can be useful during battles or operating the helm in tricky weather (ex. sleet or hail).
Navigation will use Int and Wis to determine weather patterns and chart the best course. Charisma might be required to sell a captain or crew on the decision you have arrived at.
Radar Operator- Use of sonar and magi tek radar. Beginner radar operators can use sonar and give updates to incoming objects and changes in topography. Adept radar operators can discern the differences between sounds and understand how to read a magitek radar to find sources of active moon crystals. Expert radar operators can determine the speed and location of multiple sound sources and use the magitek radar to determine what kind of moon crystal is active. Legendary radar operators can determine the distance and strength of active moon crystals.
Radar operation will primarily use Int and Wis to decode the signals from the Radar equipment. Sonar radar can ping other ships, some radar technicians have developed a short code using pings. Charisma might be required to convince another radar operator of your intentions or to convince them of a lie.
Salvagers- All salvagers carry a set of heavy salvaging armor on their ships. They can rig a salvaging set and operate the unwieldy armor to dive beneath the cloud sea and attach tow cables to sunken wrecks. Salvaging armor increases your AC by +8, no Dex bonus, reducing your speed to 10ft, your vision and hearing are impaired and attack bonus has a -4. This armor requires thirty minutes to get into and pressurize. Beginners can use the salvaging gear without entangling themselves. Adept salvagers can done the equipment in ten minutes and can move more efficiently, and dive to greater depths. Experts can move even more freely and dive to extreme depths. Legendary salvagers can get ready in one minute for shallow dives don’t even need a guide cable.
Salvaging is physically and mentally draining, expect that any stat may be required for a successful dive. You'll never know what you encounter beneath the deep clouds.
Character creation- 27 point buy, one beginner air ship skill of your choice not included in your racial choice. classes. All classes from PHB, DMG, SGA, XGE, UA Ranger and UA Artificer revised. Must use a custom race. At the start of the game your character will be in the Blue Sky Archipelago for some reason.
Application
All characters start at level 1.
Name: Class: Race: Must use a custom race from the above selection. Age: Ship Role: Background: Personality Trait: Ideal: Bond: Flaw: Physical Description: A short description, picture is optional. Personality: At least two paragraphs, one for your character under normal conditions and one for you character under stressful conditions. Back Story: At least two paragraphs, no more than 3000 words.
Player
Character Name
Race
Class
Ship Role
Status
Melchior
"Professor" Gilliam Pile
Mixed Blood
Rogue
Undecided
Complete
Kaylie
Temptesta "Tam" Trueno
Valuan
Sorceress
Navigator/Engineer/Radar
Complete
Rylus
Falstad Rook
Zivilyn
Fighter/Tempest Cleric
Boarding Party/Radar
Complete
Jat
Tiggard L'Mounce
Valuan
Bard
Navigator/Radar
Complete
Dvorak
Ian
Nasrian
Fighter / Gunslinger
Engineer / Cannoner
Incomplete
MossStone
Interest
FloatinFishBauble
Interest
Bade
Cuahutéemoc Tlacelel - AKA: Flynn Roberts
Mixed Blood
Bard
Repairman/Salvager
Complete
Ampfetamine
Incomplete
Guilelmos
Interest
__________________
When in doubt... explosions.
Last edited by Craigthulu; Nov 1st, 2018 at 07:22 PM.
Please check the original posting as I will be updating information based on questions as well as providing more information where I feel it is appropriate.
FAQ
1) Deadline is currently set for October 31st. Any changes to the deadline will be given 5 days notice to ensure applicants have time to complete applications.
2) Air ship skills will be updated with some mechanics. There will be downtime between chapters to improve your proficiency with ship skills, providing you can find someone to teach you.
3) Moons and their affiliated Nations will be linked.
4) Most continents have smaller chains of Islands around them that can be reached quickly. It can take a week or two to sail between continents.
5) There is no need to mark your race as human. All the intelligent races are human.
6) I am expecting a posting rate of 3 to 4 times per week.
7) This is a home brewed setting based a preexisting IP. There are no elves, dwarves, dragonborn or others standard D&D races. All the races are humans from different cultures and ethnicity.
8) Added a world map to give a better sense of the game world.
9) Added a relations chart to the factions to give a sense of how the nations view each other.
10) Added more information to the Ixa'Taka, Whaling Guild and Zivilyn.
11) Modified the racial modifiers for balance. Nasrians get +1 int instead of +1 cha. Zivilyns Get +2 Wis instead of +2 Cha
12) The gunslinger archetype for the fighter as allowed.
13) Background information of the Nasrians has been updated.
__________________
When in doubt... explosions.
Last edited by Craigthulu; Oct 10th, 2018 at 08:14 PM.
First, hats of to you. I love the theme your going for, and I love homebrew stuff. Few questions;
One planet seven moons? What is the spacial geography and travel time like? Are we mainly on a two dimensional plane?
I really like the breakdown of ship skills, Are there ways to improve your skills? Can you give us a little breakdown on how they work mechanically. Or what Ability scores work with what skills.
I will answer the questions above more fully when I get to a proper computer.
1) The world is a gas giant with six moons orbiting it. The continents are supported by a constant storm of dense gasses.
2) No single modifier will be used for a ship skill. The appropriate modifier or modifiers will depend on the task at hand. Repairs could be brute strength, finesse, or require careful thought.
__________________
When in doubt... explosions.
Last edited by Craigthulu; Oct 5th, 2018 at 07:48 AM.
I might be willing to create a character for this setting. The Whaling Guild might be good if I were to create a character with rather diverse stats. Perhaps this would be a chance for Burndull to return... I will post an application once I see what other people are making.