From russell.whyte@sheridanc.on.ca
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
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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
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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
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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.
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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
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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.
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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.
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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 - -
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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.
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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.
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