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skull_shackles:sanguine2:start [2022/09/27 17:23] – [Notes] johnbskull_shackles:sanguine2:start [2023/09/17 21:07] (current) – [Notes] johnb
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 ====== Sanguine II ====== ====== Sanguine II ======
  
-{{:skull_shackles:cutter:cutter3.png?200 |}} Sanguine II is an ex-Chelaxian Navy Cutter.  She is shorter than most other sailing ships and is wider than you might expect.  She has a radical sail layout, with a single mast equipped with a large ++gaff sail|(that extends across the full length of the deck)++, a square sail, and a couple of head sails.  Because of the large gaff sail, it doesn’t have a raised foredeck or poop, so all cabins and storage are below deck, which leaves less room for cargo.  However, it still needs a full crew of 20.  Because of the reduced cargo space, cutters are not favoured by merchants, but are mainly naval (or pirate) vessels.  The cramped Captain’s cabin, and the small marine force that they carry, means that naval cutters are often commanded by a very junior officer.+{{:skull_shackles:cutter:cutter3.png?200 |}} Sanguine II is an ex-Chelaxian Navy Cutter.  She is shorter than most other sailing ships and is wider than you might expect.  She has a radical sail layout, with a single mast equipped with a large ++gaff sail|(that extends across the full length of the deck)++, a square sail, and a couple of head sails.  Because of the large gaff sail, it doesn’t have a raised foredeck or poop, so all cabins and storage are below deck, which leaves less room for cargo.  However, it still needs a full crew of 20.  Because of the reduced cargo space, cutters are not favoured by merchants, but are mainly naval (or pirate) vessels.  The cramped Captain’s cabin, and the small marine force that they carry, means that naval cutters are often commanded by a fairly junior officer.
  
 Stats are exactly the same as a Sailing Ship – EXCEPT that she has a sturdy hull and a reduced cargo capacity. Stats are exactly the same as a Sailing Ship – EXCEPT that she has a sturdy hull and a reduced cargo capacity.
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   * **DEFENSE**: AC 14, touch 2; Hardness 7: hp 1,620 (sails 360): Save +12   * **DEFENSE**: AC 14, touch 2; Hardness 7: hp 1,620 (sails 360): Save +12
   * **OFFENSE**: Ranged 4 light ballistae +4 (3d8/19–20): CMB +20; CMD 30: Ramming Damage 8d8   * **OFFENSE**: Ranged 4 light ballistae +4 (3d8/19–20): CMB +20; CMD 30: Ramming Damage 8d8
-  * **Other**: Cargo/Passengers 100 tons/75 passengers+  * **Other**: Crew 20:  Cargo/Passengers 100 tons/75 passengers
  
 {{:skull_shackles:cutter:famished_mane.jpg?600 |}} {{:skull_shackles:cutter:famished_mane.jpg?600 |}}
-  * __//Captain://__ **Kaleb Bloodwyne** \\  +    
-  * **Totals:** Officers = 1;   Crew = 20 (Guards x2,Sailors,x18) +
-  * - +
-  * __//Officer//__ +
-    * **Sandra Quinn** (Female, human) Crowned with a mane of fiery red locks, she is a priestess of Besmara, and clearly understands the pirate life. She also serves as Quartermaster. \\ She will be leaving at some stage. +
-    * - +
-  * __//Petty Officers//__ +
-    * Guard and Ballista operator **Carla MacRose** ("Rosie" (LN, Female, Human) Short and wiry, short brown hair, copper complexion.  Limited sense of humour. +
-    * Guard and Ballista operator **James Jimson** ("Jim" (LN, Male, Human) Blonde hair, fair skinned, blue eyes and tall.  Limited sense of humour. +
-    * Ship's Cook - **Lila 'Outhouse' Cham**    (N, Female, 1/2Orc) Squat, well-muscled, greyish skin, but little obvious Orc heritage.    (Ex-Galley Slave, see below) +
-    * Ship's Carpenter - **Therog "Underbuster" Oakhorn** (LN, Male, Dwarf) Wiry black hair and beard.  Flatulent. Covered in tattoos.   (Ex-Galley Slave, see below) +
-    * Bosun's Mate - **Tek Kulzur**   (N, Male, 1/2Orc) Large and well muscled, but with a distinctive under bite. (Ex-Galley Slave, see below) +
-    * - +
-  * __//Crew://__ 15 Sailors +
-      * - 6 sailors from Little Oppara +
-      * - 3 sailors from Goats Head +
-      * - 6 sailors from 'pirating' +
- +
- +
-===== Notes ===== +
- +
- +
-All three of these ex-galley slaves were taken at the same time, from the same village.  Between them, they managed to hang together through thick and thin. +
- +
-++++ Tek Kulzur (N, Male, 1/2Orc)|  +
-Large and well-muscled, but with a distinctive under bite. In his previous life he was a ‘ne’er do well’  who hung around with 'the wrong sort' and picked up occasional work.  A couple of years rowing a galley sorted him out. +
-Str:10,Dex:11, Con:12, Int:9, Wis:9, Char:14 +
-  * Skills Intimidate +8,  Perception +3, Profession (gambler) +3, Profession (Sailor) +3, Ride +4, Swim  +4 +
-  * DEFENSE:  AC 12, HP 19.  Combat  Great Axe +2 (1d12  x3)  +
-  * Gear:  Leather Armour; Great Axe  +
-++++ +
- +
-++++ Lila 'Outhouse' Cham (N, Female, 1/2Orc) |  +
-Squat, well-muscled, greyish skin, but little obvious Orc heritage.  In her previous life, Lila was  the ‘General Assistant’ at a tavern. +
-Str:10, Dex:11, Con:12, Int:10, Wis:13, Char:9 +
-  * Skills Intimidate +1,  Perception +5, Profession (Innkeeper) +5, Profession (Cook) +5, Profession (Sailor) +5, Ride +4, Swim  +4 +
-  * DEFENSE:  AC 12, HP 19.   Combat  Great Axe +2 (1d12  x3)  +
-  * Gear:  Leather Armour; Great Axe +
-++++ +
-++++ Therog “Underbuster” Oakhorn (LN, Male, Dwarf) |  +
-Wiry black hair and beard. Flatulent. Covered in tattoos. Therog was a journeyman crafter in the same village where Tek and Lila were taken prisoner. +
-Str:10, Dex:11, Con:14, Int:13, Wis:10, Char:7 +
-  * Skills Perception +4, Craft (Blacksmith) +5, Craft (Carpenter) +5, Profession (Sailor) +4, Ride +4, Swim  +4 +
-  * COMBAT:  AC 13, HP 16:   Dwarven Waraxe +3 (1d10  x3)  +
-  * Gear:  Leather Armour; Wooden Shield (small); Dwarven Waraxe +
-++++ +
- +
-++++Carla MacRose and James Jimson (AKA Rosie and Jim)| +
-Two Aspis trained [[pathfinder:off-the-shelf:ships_boats:shipscrews#marine|marines]] that were aboard the //Kurstav// when it was taken by //Stormwhisperer//, who elected to join the crew rather than being released back into Aspis Consortium service.  Long term lovers, who have had to hide their relationship from the consortium - although their immediate superiors knew and often blackmailed them.  Both are Ballista Speciallists with Exotic Weapon Proficiency (Ballista) and attack at +4 when using one. +
-Marine (Human, Fighter 2)| +
-  * Init +6; Senses Perception +1 +
-  * DEFENSE: AC 15, hp 19  +
-  * Fort +4, Ref +2, Will +1; +1 vs. fear +
-  * Combat: Melee boarding pike* +5 (1d8+3/×3) or short sword +4 (1d6+2/19–20) +
-  * Combat: Ranged light crossbow +4 (1d8/19–20), Light Ballista +4 (3d8/19-20 x2) +
-  * STATISTICS: Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 10 +
-  * Feats Exotic Weapon Proficiency (Light Ballista), Improved Initiative, PowerAttack, Weapon Focus (boarding pike*) +
-  * Skills Climb +7, Knowledge (engineering) +5, Swim +7 +
-  * Combat Gear potion of cure light wounds;  +
-  * Other Gear +
-  * masterwork studded leather, light crossbow with 10 bolts, boarding pike*, short sword,  +
-  * SPECIAL ABILITIES: Exotic Weapon Proficiency.  Marines have Exotic Weapon Proficiency in whatever type of siege engines are carried aboard their ships. +
-+++++
  
  
skull_shackles/sanguine2/start.1664292211.txt.gz · Last modified: 2022/09/27 17:23 by johnb