Jump to content

Argos OOC (Tolliver, Park, Atus, Tharr)


Morkskittar

Ship Name  

5 members have voted

  1. 1. Pick your favorite ship name (pulled from your suggestions). If you don't like any, suggest an alternative in the comments.

    • Pacemaker
      0
    • Rip and Saber
      0
    • Argos
      4
    • Skull Splitter
      1
    • Barberry
      0


Recommended Posts

 Welcome to Shipbuilding Round 2!

As we have 10 players, there will be two separate, independent ships, each with five players. I have made two sets/teams of players based on the character interactions so far and what seems like it would be the most fun. This means I didn't necessarily make groups to make sure all types of posts are covered, but instead primarily based on what player personality/backstory combinations sounded like they would be the most fun. If either ship loses enough players to drop below 3, the two ships will reunite.

Though you will be on two separate ships, you will be able to communicate and coordinate from across the waves via Skappbeetles, and will likely meet up before the Bloom is found. This will give you an advantage over other searchers who are limited to one ship.

The overall way this will work is I am asking everyone to select their favorite choices for the Design elements of the ship (which are selected collectively), after which I will see what choices/themes are most popular and use those, and break any ties with my own preferences. You have free reign for your individual stakes. If you have any questions, please ask in the OOC thread!

This is the shipbuilding thread for @CraterShip, @yxanthymir, @Moveslikejagger, @XQbitor, and @DrJackal.

Your crew includes a hacker, char, tempest, cannoneer, and slinger. You have strong ranged combat (through Tharr and Ford), exploration (through Tolliver and Park), and creation/support/repair (through Park and Atus) abilities. Your close combat abilities, while not bad, are somewhat lacking, as well as your social abilities (relatively speaking).


Ship Options

(those options that are struck through are not available for this game).

Ships are built semi-collaboratively by the players by spending Stakes on various Design elements, Fittings, and Undercrew. For this game, we will be using a modified version of the ship-building rules. You five will all collectively allocate 6 Collective Stakes to the Design elements (in addition to the size, which is determined by the number of players), and then each individual player will allocate 3 Individual Stakes to pick their own personal additions to the ship's Fittings and Undercrew.

Keep in mind that you will probably want your ship to be able to handle a variety of challenges, from combat to rough seas and rougher weather. Tilt and Saws are especially helpful for navigating the rough and dense seas of the Sepulcher, respectively, while Speed will help ensure you stay at the front of the pack. Seals can help keep out the omnipresent pollen and Armour the sometimes-present cannonballs, while Stealth can help you evade foes if you are feeling less confrontational.


Collective Stakes: Design Elements

As a crew, you have 6 Stakes to spend on the Design of the ship. You must select one Design in each of the following categories:

  • Size: How large your ship is. For this game, this is simply determined by the crew size. Your ship is Standard (1 Stake), granting it +1 Armour.
  • Frame: This describes the general shape of your ship. All frame options cost 1 Stake.

    Frame Options

    Sturdy 1 stake Armour +1 Built to last and weather strong assaults.
    Moulded 1 stake Seals +1 One unbroken structure throughout the ship.
    Light 1 stake Speed +1 Lightest possible materials in the smallest amounts.
    Scything 1 stake Saws +1 Wedge or blade-shaped, efficiently cuts through waves.
    Sleek 1 stake Stealth +1 Rides low on the waves.
    Flexible 1 stake Tilt +1 Jointed or multi-segmented, adjustable and responsive.
  • Hull: This describes the primary material your ship is made from. The available options cost 1 or 2 Stakes.

    Hull Options

    Reef-Iron 1 stake Armour +1 Salvaged metal plating from derelicts. Durable.
    Leviathan Bone 1 stake Seals +1 From the skeleton of a long-dead monster. Solid.
    Broadwood 1 stake Tilt +1 Wooden planks. Flexible.
    Rough Bark 1 stake Stealth +1 From ironroots; tough to maintain. Camouflaged.
    Chitinous 1 stake Speed +1 Collected shells of large insects. Smooth.
    Razorscale 1 stake Saws +1 Interlocking, sharpened scales from a beast. Slicing.
    Ceramic 2 stakes Armour +1, Seals +1 Baked clay, needs maintenance. Sealed and sturdy.
    Chrysalid 2 stakes Seals +1, Stealth +1 Ship is built in an abandoned pupa. Sneaky and sealed.
    Ghost-Oak 2 stakes Armour +1, Tilt +1 A rare wood from the Drown. Flexible, yet durable.
    Exile's Copper 2 stakes Armour +1, Speed +1 A rare metal. Light and durable.
  • Bite: This describes how the ship moves across the waves (while chainsaws are the most common, and my favorite, there are other Bites). The available options cost 1 or 2 Stakes.

    Bite Options

    Sawprow 1 stake Saws +1 Chainsaw on the prow. Serrated damage.
    Impellers 1 stake Speed +1 Jet-like engines. Blast damage.
    Crawler 1 stake Tilt +1 Finger-like mechanisms at front. Blunt damage.
    Underscales 1 stake Stealth +1 Flexing scales on bottom. Keen damage.
    Jag-Tracks 1 stake Armour +1 Grapple tracks on keel and sides; slow. Hewing damage.
    Sluicejets 1 stake Seals +1 Pressurised phytophobic chemical release. Acid damage.
    Longjaw 2 stakes Saws +1 Speed +1 Chainsaw across whole ship bottom. Serrated damage.
    Propeller-Cage 2 stakes Speed +1 Armour +1 Cage housing propellers. Blunt damage.
    Navapede Limbs 2 stakes Stealth +1 Tilt +1 Centipedal limbs letting the ship scuttle. Spike damage.
    Voltaic Runners 2 stakes Seals +2 Lightning makes ship float. Volt damage.
    Mulcher 2 stakes Saws +2 Armour +1 Stealth −1 Grinding teeth like a lamprey. Serrated damage.
    Tentaculari 2 stakes Tilt +2 Living cluster of tendrils. Salt damage.
  • Engine: This describes the power source of your ship. The available options cost 1 or 2 Stakes.

    Engine Choices

    Chemical Compressor 1 stake Speed +1 Fueled with fruit and insect husks.
    Springwork 1 stake Saws +1 Releases kinetic energy wound by hand.
    Parasite Pitcher 1 stake Stealth +1 Large pitcher plant in engine housing, roots entwined with ship systems. Fueled by organic matter... preferably living.
    Steam Piping 1 stake Seals +1 Pipes, chemicals, and steam. Fueled with (cleanish) water.
    Ratwheel Exchange 1 stake Tilt +1 Rats running in a wheel. Rats need to be fed and rested.
    Pulsing Cocoon 1 stake Armour +1 An unknown insect pupa, feeding on dreams.
    Jawbox 1 stake Saws +1 Speed +1 Stealth −1 Wood-fueled engines with minimal flammability.
    Solar Compressor 2 stakes Speed +1 Stealth +1 Stores, liquefies, and pressurizes sunlight.
    Magnetic Coils 2 stakes Stealth +1 Tilt +1 Spinning cylinders in perpetual motion. Fueled with magnetic scrap.
    Ceramic Batteries 2 stakes Saws +1 Seals +1 Batteries fueled by lightning strikes.
    Acid Maw 2 stakes Saws +2 Open chemical vat melts down metal. Salvage-fueled.
    Tamed Hive (Special) 2 stakes Speed +1 Seals +1 Stinging insects create energy-rich honey. Fueled with flowers and pollen. At sea, can use task to get Fresh Engine Honey.
    Reclaimed Burner (Special) 2 stakes Speed +3 Seals −1 Ancient burner running on ancient chemical fuel salvaged from pre-verdant ship. Runs on specialized rare fuel. Can explode. Needs ventilation.

Logistically, please select one Frame, Hull, Bite, and Engine option that cost a total of 5 stakes (as Size is already accounted for). This means that three of these can cost 1 stake, and one of them can cost 2. When everyone has posted, I will look to see what elements were most commonly selected and break any ties or stakes overages we might have with my own preferences or else run a short poll for you all to select a design. Feel free to coordinate your choices of collective stakes with your crew mates below.

If you truly have no preference for the Collective Stakes, you can elect to only select individual stakes.

If you wish to donate extra points to purchase better Design elements, note this in your reply below and feel free to coordinate with your fellow shipmates!


Individual Stakes: Fittings and Undercrew

You have 3 Stakes to spend on Fittings for the ship and any Undercrew. While coordination of the individual stakes is encouraged, it is not required.

Fittings are rooms, additions, features, ship weapons/artillery, equipment, or outriders. Your character may not be the only one to use the fitting you choose, but you will have priority over their use in most cases. In most cases, a ship only needs one type of fitting, so read through the posts before yours to make sure you aren't purchasing the same thing as someone else.

Additions

Additions are extra tools and equipment added to the ship. You can have multiples of most additions, but in most cases it is not recommended (as one is sufficient).

Anchor System 0 stakes Curved hook anchors ship to branches below. Standard on most ships.
Rig-Ropes 1 stake Ropes strung above the deck for drying clothes, safety lines, or gymnastic travel.
Firefly Lanterns 1 stake Network of lanterns filled with fireflies, woken or set to sleep with taps on the glass, for illumination.
Luminous Blooms 1 stake Patches of moss or flowering plants that glow.
Chemical Spotlight 1 stake Bright spotlight.
Survival Station 1 stake Chest with flares, flags, grapples, wraps, and emergency rations.
Cargo Crane 1 stake Sturdy crane for cargo and managing heavy objects.
Wrecker's Magnet 1 stake Electromagnetic crane used for heavy metal management.
Signal Flares 1 stake Colour-coded flares for distance communication. Need Signaling language to use effectively.
Shutter-Lamps 1 stake Bank of lights and shutters for distance communication. Need Signaling language to use effectively.
Steam Whistle 1 stake Shrill whistle for announcing presence or frightening beasts.
Vox-Horn 1 stake Deep, blaring horn and voice amplifier.
Tethered Kitesail 1 stake Glider tethered to deck, allowing for aerial views during wind.
Trained Messengers 2 stakes Flying creatures trained to seek out ships and land, deliver messages, and return with replies.
Fixed-Band Radio 2 stakes Short-range radio system that can send and receive staticky signals through fragile antennae.
Fruiting Tree 1 stake Acquire fruit when using a task to tend this tree growing from your deck.
Night Farm 1 stake Acquire mushroom specimens when using a task to tend this dark, fungal soilpit.
Lightning Rod 1 stake Acquire a charged ceramic battery during a lightning storm.
Water Purifier 2 stakes Acquire barrel of pure water when at anchor or when cutting a path in the rain.
Trawler Nets 2 stakes Reinforced nets that let you acquire one normal specimen when cutting a path.

Rooms

Rooms are spaces on a ship that serve a specialized function. A galley is highly recommended, and having an extended cargo bay may not be a bad thing. Please note that rooms cannot be duplicated (i.e., a ship can only have one of each room) unless otherwise noted.

Galley 1 stake A room for cooking and eating, with chemical stove.
Medical Bay 1 stake A clean room with tables and beds, and some bandages and the like.
Workshop 1 stake A room with smithing and repair tools, including a workbench.
Navigational Suite 1 stake A room full of charts, maps, and related equipment.
Butchery 1 stake A clean room for rendering and preserving specimens.
Tap-Room 1 stake A room for the creation, storage, and drinking of booze.
Panic Room 1 stake A triple-locked room stocked with supplies and reinforcement.
Cooling Facility 1 stake An insulated cold room for storing perishables.
Luxury Quarters 1 stake Individual rooms for each crewmember to sleep.
Lens Room 1 stake A room of telescopes and magnifiers inside the ship.
Brig 1 stake A ship-borne prison.
Cargo Bay Extension 1 stake A large cargo bay, complete with cargo webbing and reinforcements for dangerous items.
Underdeck Gymnasium 1 stake A room of weights, ropes, and fitness equipment.
Lounger's Tent 1 stake A rest area on the deck of the ship.
Observation Platform 1 stake A crow's nest of sorts, with communication line to pilot.
Underthrash Platform 1 stake A sturdy door leads to an open platform at the bottom rear of the ship, under the treeline.
Cupola 1 stake A blister of glass or amber with a seat at the ship's rear or side. Can be duplicated.

Weapons

These are weapons attached to your ship used for ship-to-ship or ship-to-monster (or eventually, ship-to-flower) combat. You can have duplicate deck weapons, but only one of each type of hull weapon or boarding equipment is permitted. It is highly recommended that you purchase at least one or two weapons to ensure your ship can fight back.

Deck weapons are weapons mounted on the top deck of the ship.

Hull Weapons are weapons mounted on the outside of the ship's hull or are located inside the ship that fire from portholes.

Boarding Equipment consists of collective racks of weapons the crew can borrow for hand-to-hand combat.

Deck Weapons
Trebuchet 2 stakes Lob anything at foes. Deals LR Blunt damage.
Harpoon Turret 2 stakes Fire barbed spears. Deals LR Spike damage.
Shrapnel Cannon 2 stakes Fire clouds of sharp metal. Deals LR Serrated damage.
Viper's Tooth 2 stakes Unstable gun that fires acid. Deals LR Acid damage.
Grand Blastbow 2 stakes Giant crossbow firing chemically-explosive bolds. Deals LR Blast damage.
Storm-Rail 2 stakes Two brass rods hooked to a voltaic generator. Deals LR Volt damage.
Hull Weapons
Winch-Claws 1 stake Bank of short-range grappling claws to draw enemy ships closer.
Broadside Cannons 1 stake Banks of cannons that fire only to the sides. Deals LR Blunt or Blast damage.
Ramming Prow 1 stake Ram without hurting your own ship. Deals CQ Blunt damage.
Spearing Prow 1 stake Reinforced spikes for safe ramming. Deals CQ Spike damage.
Bladed Prow 1 stake A wedge for slicing into enemy ships. Deals CQ Hewing damage.
Ripsaw Prow 1 stake Serrated edge to cut down enemy ships. Deals CQ Serrated damage.
Boarding Equipment
Armoury Rack 2 stakes A rack stocked with 2-track weapons with either Blunt, Keen, or Spike LR or CQ damage.
Wrecker's Rack 2 stakes A rack stocked with 2-track weapons with either Hewing, Serrated, or Blast LR or CQ damage.

Outriders

Outriders are miniature ships (like motorcycles or jet-skis) that your character will dock within the larger ship. If you purchase an outrider, you are the only one that can use it unless you grant permission to another.

To make an outrider, you must purchase at least one outrider launching system (which is how your outrider gets on and off the ship). To make the outrider itself, you must purchase a chassis and then any number of fittings. It is highly recommended that you use the Workhorse chassis if you want an outrider, as this offers the most flexibility for the lowest cost. If you choose the workhorse chassis, you can select two fittings for your outrider for a cost of 0 stakes. The other chassis have higher statistics but are less flexible and more expensive.

Each player may only have one outrider.

Outrider Launchings (must choose one)
Tow-Line 0 stakes Tow outrider on a thick rope or chain.
Docking Crane 1 stake Lower and raise outriders (and maybe more) from the waves.
Wild-Bay Doors 1 stake Doors that open directly onto the waves, allowing Outriders to be stored in the ship.
Hull Clamps 1 stake Docking clamps on side of ship to hold an Outrider in place.
Catapult Track 1 stake Spring-loaded platform that launches Outriders at speed.
Outriders (choose one chassis and any number of fittings)
Workhorse Chassis 1 stake Armour 2, Seals 1, Speed 2, Saws 1, Stealth 1, Tilt 1. Two free fittings. Highly recommended if you are making an Outrider.
Skipper Chassis 2 stakes Armour 1, Seals 1, Speed 3, Saws 2, Stealth 3, Tilt 2. Sleek and compact.
Chopper Chassis 2 stakes Armour 3, Seals 1, Speed 2, Saws 3, Stealth 1, Tilt 2. Cuts through anything.
Sidewinder Chassis 2 stakes Armour 2, Seals 3, Speed 1, Saws 2, Stealth 1, Tilt 3. Mobile and sturdy.
Windglass Fitting 1 stake Protective shell of amber or glass. Armour +1, Seals +1.
Overburner Fitting 1 stake Chemical battery. Speed +1, Saws +1.
Mucoid Rub Fitting 1 stake Slimy adhesive coating for stealth and turning. Stealth +1, Tilt +1.
Personal Mod Fitting 1 stake +1 to any three ratings, and −1 to another.
Weapon Housing Fitting 1 stake A deck weapon hooked to steering column. Choose LR Blunt, Keen, Spike, or Blast damage when taking this fitting.
Flatbed Fitting 1 stake Allows for carrying small amount of cargo or small number of passengers.
Camouflage Fitting 1 stake Paint and vegetation used for disguise. Stealth +3 when still or at anchor.

Skiffs

Skiffs are, essentially, large outriders that can comfortably fit two, and uncomfortably fit up to 4. Unlike outriders, skiffs have two decks (a topdeck and belowdeck). Furthermore, skiffs must be purchased by two players coordinating, as a skiff costs more than 3 stakes. A ship may only have one skiff.

To make a skiff, you must select one of the launching options below and then, for the skiff itself, select two different chassis and any additional fittings you desire for the skiff. You may select fittings from the list below or from the general ship fittings list. The Skiff ratings will be calculated as follows: (Higher Chassis Rating) +0.5*(Lower Chassis Rating, rounding down; Mork reserves the right to alter these ratings pending balance concerns after seeing what you come up with). You may divide the stakes cost for these options among any players who wish to contribute.

Skiff Launchings (must choose one)
Hull Clamps 1 stake Docking clamps on the side or interior of the ship to hold a skiff in place.
Catapult Track 1 stake Spring-loaded platform that launches skiffs at speed.
Skiffs (choose two different chassis types and any number of fittings)
Workhorse Chassis 1 stake Armour 2, Seals 1, Speed 2, Saws 1, Stealth 1, Tilt 1. Two free fittings. Highly recommended.
Skipper Chassis 2 stakes Armour 1, Seals 1, Speed 3, Saws 2, Stealth 3, Tilt 2. Sleek and compact.
Chopper Chassis 2 stakes Armour 3, Seals 1, Speed 2, Saws 3, Stealth 1, Tilt 2. Cuts through anything.
Sidewinder Chassis 2 stakes Armour 2, Seals 3, Speed 1, Saws 2, Stealth 1, Tilt 3. Mobile and sturdy.
Windglass Fitting 1 stake Protective shell of amber or glass. Armour +1, Seals +1.
Overburner Fitting 1 stake Chemical battery. Speed +1, Saws +1.
Mucoid Rub Fitting 1 stake Slimy adhesive coating for stealth and turning. Stealth +1, Tilt +1.
Personal Mod Fitting 1 stake +1 to any three ratings, and −1 to another.
Weapon Housing Fitting 1 stake A deck weapon hooked to steering column. Choose LR Blunt, Keen, Spike, or Blast damage when taking this fitting.
Flatbed Fitting 1 stake Allows for carrying small amount of cargo or small number of passengers.
Camouflage Fitting 1 stake Paint and vegetation used for disguise. Stealth +3 when still or at anchor.

Undercrew are non-player crewmembers that you will control (and who will primarily answer to your character). Each player may only purchase one Officer or Gang.

  • Officers are a single crewmember with a brief background that plays a somewhat active role in gameplay, and will be controlled primarily by the GM outside of combat and by the player in scenes (I recommend only purchasing an Officer if you are prepared to do extra roleplaying; in most cases I recommend against using them entirely, especially if you haven't played before, but the option is here). For officers, please provide a name, bloodline, and brief background in addition to the information below.

    Officers

    Skillful Officer 1 stake A seasoned wildsailor, able to hold their own in many important tasks. Choose 2 ranks in any skill, and 1 rank in another skill. 3-Track.
    Well-Travelled Officer 1 stake A wide-ranging traveler well-versed in lore. Choose 2 ranks in any language, and 1 in any other language. 3-Track.
    Experienced Officer 1 stake A seasoned wildsailor, maybe soon to strike out on their own as a main crewmember. Select any Aspect a player character can have; they have that Aspect and a track equal to it.
  • Gangs are small collections of crewmembers who share a specific skillset and help with a predefined task. All of them have a 3-box track.

    Gangs

    Spear-Fishers 2 stakes Automatically acquire one normal specimen when dropping anchor.
    Magnet-Fishers 2 stakes Automatically acquire one normal salvage when dropping anchor.
    Stargazers 2 stakes Automatically acquire one normal whisper when dropping anchor.
    Cartographers 2 stakes Automatically acquire one normal chart when dropping anchor.
    Deck Engineers 2 stakes Automatically clear one mark from damage ship's rating when dropping anchor.
    Bonesaw Troupe 2 stakes A single crewmember can repair a mark from any damaged trait or injury when dropping anchor (purchasing player's choice).
    Tinker Troupe 2 stakes A single crewmember can repair a mark from any gear when dropping anchor (purchasing player's choice).
    Scholars 2 stakes Learn a secret about the surrounding waves when dropping anchor.
    Marauders 2 stakes Fight in CQ combat to deal Blunt, Keen, or Spike damage.
    Picaros 2 stakes Fight in LR combat to deal Blunt, Keen, or Spike damage.
  • Packs are animals (or a group thereof) that play a specific role on the ship. Sometimes they are trained, and sometimes not.

    Packs

    Lemur Pack 1 stake Keep ship free of small insects.
    Spring-Foxes 1 stake Dance on canopy around ship; warn of dangers from below.
    Stretch of Slinks 1 stake Spectral cats, hunt vermin.
    Brace of Hounds 1 stake Dogs to protect ship.
    Rig-Ferrets 1 stake Tie and untie knots on rigging in hard-to-reach places.
    Whirling Bats 1 stake Eat bugs around ship.
    Frenzy-Parrot 1 stake Warn of approaching predators and ships.
    Trained Pinwolf 2 stakes Fight to defend ship in CQ combat to deal Blunt, Keen, or Spike damage.
    Squirrel Flingers 2 stakes Squirrels armed with slings to defend ship in LR combat to deal Blunt, Keen, or Spike damage.
    Dragon-Tail Butterflies 1 stake Good luck charm.
    Spider Colony 1 stake A former tzelicrae that keeps insects and rodents away.
    Glass-Shell Snails 1 stake Pretty decorations, hurt when stepped on.
    Scorpion Set 1 stake Sting intruders and sometimes crew.
    Medical Mosquitoes 2 stakes Infections and viruses don't transfer from crewmember to crewmember.
    Glowbug Parade 2 stakes Fireflies that provide constant dim lighting.
    Mantis Sentries 2 stakes Automatically acquire one normal specimen when docking at port.
    Rust-Roaches 2 stakes Automatically acquire one normal salvage when docking at port.
    Etterescu 2 stakes Centipedes with good ears. Automatically acquire one normal whisper when docking at port.
    Library Boatmen 2 stakes Spider-like creatures that hoard paper. Automatically acquire one normal chart when docking at port.
    Geist Octopus 3 stakes Once per journey, one crewmember can roll 6D6 instead of their usual dice pool on any task.

Please post your individual choices for stakes below. If you have any suggestions for a ship name, please post them alongside your individual stake choices. I will compile my favorite names and make a poll for you all to choose the final name from.


To make this process as painless as possible, please post your Collective and Individual Stake choices below. If you wish to coordinate, please feel free to do so in this thread, but please clearly mark your post that contains your preferences (ideally, your first post should have your choices and you can just modify them as you coordinate). You do not have to suggest collective stakes or names, but you will have to select individual stakes.

Shipbuilding Preference Form

Preferred Collective Stakes (5 stakes total):

  • Frame: Element (cost)
  • Hull: Element (cost)
  • Bite: Element (cost)
  • Engine: Element (cost)

Individual Stakes (3 stakes total):

  • Choice 1 (cost)
  • Choice 2 (cost)
  • Choice 3 (cost)

Suggested Ship Names:

Edited by Morkskittar (see edit history)
Link to comment
Share on other sites

  • 2 weeks later...

Having read the options, I vote to utterly throw stealth out the window and make a riding lawnmower.

Moulded & Reef-Iron: The ship is a pre-V coast guard cutter or maybe even a submarine. (Seals +1. Armor +1)

Mulcher & Jawbox: The ship chews up greenery and feeds it right into the boiler. (Saws +2, Armor +1, Stealth -1 / Saws+1, Speed +1, Stealth -1)

Overall stats: Seals +1, Armor +2, Saws +3, Speed +1, Stealth -2

 

 

 

Link to comment
Share on other sites

Frame: Scything (+1 saws) or Sleek (+1 stealth) cause I like the mental picture or a low slung cutting ship

Hull: Ghost Oak (+1 armor +1 tilt) for armor and maneuverability

Bite: Sawprow (+1 saws) because saws

Engine: Chemical Compressor (+1 speed) get a little extra speed

Total: saws 1 (2) | armor 1 | speed 1 | stealth 0 (1) | tilt 1 | seals 0

I would like to shore up those seals if possible and add on some more speed and armor, but balance is hard

Edited by CraterShip (see edit history)
Link to comment
Share on other sites

 

An alternate idea - the sneaky ship which comes out of nowhere and destroys you:

Frame: Sleek (+1 stealth)

Hull: Chitinous (+1 speed)

Bite: Sawprow (+1 saws)

Engine: Solar Compressor (+1 speed +1 stealth)

Total: saws 1 | armor 0 | speed 2 | stealth 2 | tilt 0 | seals 0

Link to comment
Share on other sites

As I mentioned in the OOC I freaking love the idea of a trimaran that can become a catamaran and have a detachable single hull ship split off from the main ship. Like a MAHOOSIVE outrider. A two ships become one. I know we are approaching the kind of player number where someone is thinking about two ships. Hint hint. IF we can make this happen. So I see two ship designs that integrate.

 

Shipbuilding Preference Form CAT - 2 Hulls and 1 SINGLE

Preferred Collective Stakes (5 stakes total):

  • Frame: 
    Scything 1 stake Saws +1

    CAT - Wedge or blade-shaped, efficiently cuts through waves

  • Sleek 1 stake Stealth +1

    SINGLE - Rides low on the waves.

  • Hull: Element (cost)
Chitinous 1 stake Speed +1 CAT Collected shells of large insects. Smooth.
Exile's Copper 2 stakes Armour +1, Speed +1 SINGLE - A rare metal. Light and durable.
  • Bite: Element (cost)
Longjaw 2 stakes Saws +1 Speed +1 CAT - Chainsaw across whole ship bottom. Serrated damage
Voltaic Runners 2 stakes Seals +2 SINGLE - Lightning makes ship float. Volt damage.
(Don't know if this could be tweaked to Seals +1, Stealth +1)
  • Engine: Element (cost)

 

Jawbox 1 stake Saws +1 Speed +1 Stealth −1 CAT - Wood-fueled engines with minimal flammability.
Ceramic Batteries 2 stakes Saws +1 Seals +1 SINGLE - Batteries fueled by lightning strikes.
(I'd obviously pick this being a Tempest, but would want to trade seals +1 for speed +1)

 

CAT - Total: saws +3 | armor 0 | speed +3| stealth -1 | tilt 0 | seals 0

SINGLE - Total: saws 1| armor 1 | speed 1| stealth 1 | tilt 0 | seals 3 *

 

Individual Stakes (3 stakes total):

  • Choice 1
    Lightning Rod 1 stake Acquire a charged ceramic battery during a lightning storm. (for obvious reasons)
  • Choice 2 (cost)
  • Storm-Rail 2 stakes Two brass rods hooked to a voltaic generator. Deals LR Volt damage.

    (for more obvious reasons)

Suggested Ship Names:

* Large note - Do you see what I mean about the seals? While narratively it makes sense that with a Tempest aboard with a penchant for lightning and giving the ship a +1 bonus to speed from Volotomotive Interfacing. that Atus would totally go for a copper ship, ceramic batteries, voltaic runners and yet choosing that ended up with a slow ship with impressive seals. Is tweaking possible? Because if I could swap out 2 points of seals for a point of speed and a point of stealth and end up with:

SINGLE - Total: saws 1| armor 1 | speed 2| stealth 2 | tilt 0 | seals 1

Which looks way better when Atus is aboard giving a +1 to speed.

Grumble and Strike

Rip and Saber

 

 

 

 

Edited by Moveslikejagger (see edit history)
Link to comment
Share on other sites

  • 2 weeks later...

Even if we don't go full separable trimaran, I like the build you have here for the Cat.

I would love to upgrade the tilt stat for the single ship if we can move some points around with various components. Something more maneuverable would be nice. I'm gonna look over the outrider rules one more time to see what they would equate to (rather than treating it as a second ship)

Link to comment
Share on other sites

Instead of choosing individual parts, it is better to choose the goal for the ship and then choose the parts. Or vote for some ships that fulfill that goal.

 

I am kind of wanting a ship with good seals that can sometimes work as a submarine, but no real preference here. I am fine with anything.

Link to comment
Share on other sites

Okay. This might sound a tad crazy, but crazy seems to be a theme in this game... so here goes.

I've been thinking a lot about the ship... we have 5 stakes to spend on the ship and 3 stakes to spend individually.

Because Atus has volotomotive interfacing... he gives a automatic +1 to speed when he is aboard... BUT VI states a Tempest can BE the main (or a secondary) engine.

Since the crew has great long range capability with Tharr and Ford. I feel like what we need to be is FAST. If we are fast... we don't need to be stealthy we can outrun and outshoot at LR.

 

So how do we feel about....

Frame : Light +1 speed (1 stake)

Hull: Exile's Copper +1 armour +1 Speed (2 stake)

Bite: Longjaw +1 Saws +1 Speed (2 stake)

(That's five stakes) and the engine is Atus for +1 Speed

Resulting in +1 Saw +1 Armour +4 Speed

 

Longer term we can aim for a 2 stake engine like a mulcher or something and Atus just gives a boost to the main engine.

 

 

Edited by Moveslikejagger (see edit history)
Link to comment
Share on other sites

Well if we're looking at concepts rather than straight to stats, I think the speed over stealth idea has merit, and am still fully on board with saws of some kind on the prow. Otherwise, I'd like to see a focus on speed but also offset with some armor and tilt. I'm all for Atus boosting the speed, but I think we should still keep an engine so your not stuck playing engine rather than manning a position.

Link to comment
Share on other sites

5 hours ago, CraterShip said:

Well if we're looking at concepts rather than straight to stats, I think the speed over stealth idea has merit, and am still fully on board with saws of some kind on the prow. Otherwise, I'd like to see a focus on speed but also offset with some armor and tilt. I'm all for Atus boosting the speed, but I think we should still keep an engine so your not stuck playing engine rather than manning a position.

Well, I might need to be in engine mode for a while until I can make the posting rate, Also if we go with copper hull I think Atus can be multi-tasking. He just has to be touching the ship. (I also think this is the greatest anti-theft device exer. Thief at helm... "Start damn you! Why won't you start?")

I would also like to know.... With this crew, who is Captain? What is that players vision for the ship?

Link to comment
Share on other sites

As an interjection here, generally how the Wildsea mechanics encourages "captaining" is to not, and to assume each ship is a small democracy consisting of the major crewmembers (kind of like a ship run by committee/stakeholders instead of a single individual). This dynamic has always worked pretty well in my games so far, so unless you'd prefer to be organized around a captain, don't feel like you need to. :)

I will also note that while going for speed is fine, there are still some things you won't be able to outrun; spores (only Seals will help you in most cases here, and spores/pollen are a major hazard in many areas of the Sepulcher), rough/uneven seas (only Tilt will help you here), and really dense seas (only Saws will help here). While you can always try to avoid these types of obstacles when you spot them, there will probably come a time when something won't be outrunnable. That being said, dealing with things your ship is not prepared for makes for fun roleplaying, so do what you will! :)

You will also definitely have the opportunity to upgrade your ship as you sail (I'll be giving you the option to take on cargo from place to place as you search, which you can then trade for ship upgrades and the like). There are also playtest rules for submarines (that is half of what the Storm and Root expansion is focused on actually), and I'm open to you modifying the ship to be more... submersible-like as you progress. In fact, if you all head towards either Sarkosa or (especially) Inkspill and transport some cargo and save up stakes earned from cargo, you may be able to convert your vessel into a sub at either of those locations.

Link to comment
Share on other sites

I am okay with the idea of a proto-submarine, although it does kind of take Tharr out of the picture a bit. I'm also happy with a generalist ship.

With apologies to Moveslikejagger, I don't like the idea of Atus being the engine. I'm happy to spend personal stake toward ship improvements.

 

With all that said, if we're leaning toward a ship that could be upgraded to full submersible, how about:

Flexible frame (+1 Tilt)

Chitinous hull (+1 Speed) [Upgrades to Chrysalid (+1 Seals /+1 Speed)]

Underscales (+1 Stealth) [Upgrades to Navipede (+1 Stealth / + 1 Tilt) or Mulcher (Saws +2 / Armour +1 / Stealth −1)]

Parasite Pitcher (Stealth +1) [Upgrades to Tamed Hive (+1 Speed / + 1 Seals)]

 

Something along those lines gives us an all-arounder with potential to upgrade to submersible.

Link to comment
Share on other sites

* I am okay with a submarine style too. Although reading all the background info. I prefer Inkspell over the Pirate Sanctuary.

* Committee style management it is. No 'Captain my Captain'.

* No apologies needed Dr Jackal.

 

So Jackal your initial build results in...

Frame: Flexible (+1 tilt)

Hull: Chitinous (+1 speed)

Bite: Underscale (+1 stealth)

Engine: Parasite Pitcher (+1 stealth)

(Um you saved a stake? All the above are 1 stake and we get a single 2 stake)

Total: saws 0 | armor 1 | speed 1 (2 with Atus)| stealth 2 | tilt 1 | seals 0

I think if we are going for an all rounder with a view to submersible... I'd like to see a point in everything. How does everyone else feel?

 

 

 

Link to comment
Share on other sites

√ó
√ó
  • Create New...