Travel. The Explorer can travel overwater or underwater. Using a suitable fuel, such as the Polarity fuel found by Alaundo the Seer, the ship can travel overwater or under, though it is more efficient underwater. Travel speed is maintained until either the ship comes to a full stop, 24 hours, whichever comes first.
Size. The Explorer is 150ft long and 30ft wide.
GPS.
Magnified Fuel. Polar fuel can be stretched a near infinite degree. The only requirement is that some of the polar fuel be available and in place.
During initiative, on its turn, the ship can take 3 actions. It can take only 2 actions if it has fewer than 6 crew and only 1 action if it has fewer than 3.
Armor Class. 15
Hit Points. 200 (damage threshold 15)
Armor Class. 18
Armor Class. 19
Hit Points. 350 (damage threshold 30)
Movement Speed (water). Acceleration to full speed takes an action and a movement. Single-movement speed underwater 50ft/s, overwater 25ft/s.
Top Movement Speed Acceleration to full speed takes an action and a movement. 70ft underwater; 35ft overwater
Armor Class. 15
Firing Arc. Port or starboard only.
Hit Points. 60.
Ranged Weapon Attack: +5 to hit, range 300/1000 ft., 1 target. Hit: 90 (4d20 + 10) piercing damage.
Armor Class. 20
Hit Points. 70.
Ranged Weapon Attack: +5 to hit, range up to 1500ft down, 200 ft. lateral, multiple targets. Hit: 190 (9d20 + 10) bludgeoning damage for all creatures or vessels within a 300ft range. (Creatures housed inside a ship do not receive damage unless the ship's HP has gone to 0.) Any creature or vessel within 1000 feet of the depth charge will receive 2d8+3 shockwave damage. If the vessel has multiple hit points, as a reaction to any depth charge, the captain of all in-range ships can choose to maneuver the ship such that they decide where the damage is distributed.
If the depth charge is hit and depleted of its hit points entirely, the depth charge may detonate in-place. With this risk, the crew may choose to disarm the depth charges, retracting them to the interior belly of the ship (this requires one action).
Navigate. Once per day, the crew on the ship may execute the functions required for navigation. The results are a 1d6. If the crew has access to a functioning GPS, the roll will be 1d6+1.
The outcomes of the Navigate roll:
- 1 - Lost or negative progress. Roll 1d20 - anything less than 5 results in a backward travel at 50% speed. 6-10 results in random travel away from the navigation line. 11-20 results in no movement.
- 2-3 - moderate meandering - reduce speed by 30%
- 4-5 - mild meander - reduce speed by 10%
- 6 - Exactly on course, no reduction in speed
- 7 - the ship can travel overnight guided by the GPS at 50% speed
The captain may choose to travel stealthily, which slows the ship to 50% of its normal speed. The captain may also choose to pilot the ship overwater using the spectral sails. This requires no fuel, but does reduce speed by at least 50%, and effects such as weather may also reduce speed further.
Description
The ship has what at first looks like a rock hull, but is in fact petrified wood that has formed together to create a smooth surface - almost as if the boat grew organically on its own. The top of the boat sports translucent neon spectral sails, which appear to not be attached to the boat directly.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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8/14/2023 12:29:39 AM
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16
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1
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5e
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Coming Soon
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