Difference between revisions of "Sailing (sage ability)"

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== Amateur ==
 
== Amateur ==
 
Characters with amateur-status will have complete knowledge of how a sailing vessel is intended to work and how to '''manage up to 3 supportive crew''' competently.  They will not be able to master boats that ask for more than 4 crew members by themselves, as these will require at least one sailor with authority-status.  However, amateurs will be able to handle any lesser boat by themselves if necessary in up to "fresh breeze conditions," or 21 knots.  In worse conditions, amateurs must make a fault check every hour.
 
Characters with amateur-status will have complete knowledge of how a sailing vessel is intended to work and how to '''manage up to 3 supportive crew''' competently.  They will not be able to master boats that ask for more than 4 crew members by themselves, as these will require at least one sailor with authority-status.  However, amateurs will be able to handle any lesser boat by themselves if necessary in up to "fresh breeze conditions," or 21 knots.  In worse conditions, amateurs must make a fault check every hour.
 
 
 
  
 
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Revision as of 20:52, 21 September 2020

Sailing (sage ability).jpg

Sailing is a sage ability that employs the wind, acting on sails, to propel a craft on the surface of the water over a chosen course, which is often part of the larger plan of navigation. Like all athletic abilities, the amount of ability is ranked according the character's total knowledge, which is graded as no skill, insufficient skill, amateur, authority, expert and sage "status."

No Skill

Those with zero knowledge cannot perform the ability in any degree at all, even as helpers aboard ship, except to bail. Such persons may be minimally trained to reach an "insufficient" skill, provided their teacher has (1) an authority-status in sailing; or (b) both amateur-status in sailing and the sage ability, give secondary skill.

By either of these, the student may, after 17 hours of continuous sailing and working aboard ship, make an attempt to gain 1 point of sailing ability. This requires a successful intelligence check and wisdom check. If either check fails, another 17 hours of training must follow before the attempt to learn a point can be made again. No more than three successes are possible per month of training, while a maximum of 9 points may be gained (1 less than is needed for amateur status).

To achieve amateur status, the teacher must have both an authority-status ability in sailing and the pass along ability sage ability.

Insufficient Skill

Characters with a bare minimum of knowledge who are not yet amateurs can provide assistance as "supportive crew" in up to "moderate breeze conditions," or 16 knots. Above that, those with insufficient skill can find themselves overwhelmed, each hour under such conditions, they will need to make a fault check.

Calculating a fault check for supportive crew equals 5% per point of dexterity above 10, plus sailing knowledge. A subtraction of 10% is applied per force of wind above 5. Any number above this percentage will require a roll on the Fault Chart, below. For example, a supportive crewman with a 17 dexterity and 4 points of knowledge in sailing, would have a 39% chance of success when making a fault check.

Persons with this status of ability will not be able to manage a boat on their own, nor properly be able to teach others how to sail.

Amateur

Characters with amateur-status will have complete knowledge of how a sailing vessel is intended to work and how to manage up to 3 supportive crew competently. They will not be able to master boats that ask for more than 4 crew members by themselves, as these will require at least one sailor with authority-status. However, amateurs will be able to handle any lesser boat by themselves if necessary in up to "fresh breeze conditions," or 21 knots. In worse conditions, amateurs must make a fault check every hour.

Fault Chart
Roll Error Result
01-07 boom strike hit by swinging boom, 1-6 damage; on boats less than 5 tons, roll dex check or be knocked overboard
08 broach cause a dangerous broach leading to a capsize
09-10 damage critical part vessel drifting; part cannot be repaired
11-14 damage major part vessel drifting until 2-5 hours repair applied
15-25 damage minor part vessel drifting until 20-80 minutes repair applied
26-32 fall overboard no check, slip and fall into the water, no check possible
33-42 falter on bailing amidst stress and duties, failure to bail threatens vessel
43-50 hypothermia requires treatment to continue sailing
51-59 injury slip or fall; 2-5 pts. of injury ends usefulness as support crew; halves new fault checks for amateur and above
60-71 lose course become aware that the vessel's position has become uncertain
72-81 run aground occurs only in waters where this is possible
82-00 slip or crash accident causes 1-4 damage