Sailing (sage ability)

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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 landsman, trained, amateur/able, authority/mate, expert and sage "status."

A character's sailing sage ability status describes what the sailor may do effectively aboard a sailing vessel. The ability also applies to the conditions at which a sailor is potentially overwhelmed, and the likelihood and consequences of failure the sailor experiences when pitted against that menace.

Landsman

Characters that are landsmen have zero sage knowledge in sailing. They are unable to contribute in any productive way toward the operation of a vessel, except in the most straightforward of tasks. These include bailing or pumping, putting out fires, cleaning, painting and such as directed by someone of at least "able status." With regards to even setting a vessel in motion, such a character is at a total loss; likewise, with changing the vessel's unattended behaviour, once on course or adrift. A landsman is unable to understand vessel handling the instructions of a more skilled character, in a sufficiently timely manner to be of use.

If employed aboard a large vessel, the character would not be counted as a member of the crew. Typically, landsmen are those with less than a year of experience at sea.

Gaining Sailing Knowledge

Landsmen may be trained to reach a trained status, provided the teacher has either an authority/mate status in training or has both an able status in sailing and the sage ability, give secondary skill.

If schooled, landsmen may, after 17 hours of time spent sailing and working aboard ship, while being instructed, 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), by means of this level of instruction.

To surpass a trained status, the instructor must have both an authority-status ability in sailing and the pass along ability sage ability.

Trained

Trained sailors are those with 1-9 knowledge points. Characters of this status level have insufficient skill to command a sailing vessel of any size, but may be counted as crew toward the number required to operate the vessel. Trained crew are counted as "ordinary seamen," having between 1 and 2 years experience at sea. They are automatically successful as crewmen in weather up to and including force 5 winds (a "fresh breeze," up to 21 knots).

When acting as crew in heavier weather than force 5 winds, the sailor must roll a seamanship check, and if failed, roll on the Crew Fault table. A seamanship check is expressed as a percentage equal to 7 per point of dexterity above 10, plus sailing knowledge, plus the captain's sailing knowledge. A further modifier is applied when the wind force exceeds 5; this modifier equals the wind force -1, squared: (WF-1)2.

For example, a "trained" sailor with 17 dexterity and 4 sailing knowledge, with a captain that has 16 knowledge, has a base seamanship rating of 69%: (17-10)x7 + (4) + (16). A "strong wind" (force-6) would subtract 25 from the total (=44%). A "near gale" would subtract 36 (=33%) and a "gale" would subtract 49 (=20%).

Trained sailors are not able to teach others to sail.

Amateur/Able

Characters with amateur-status, or Able-bodied seamen (ABS), have complete knowledge of how a sailing vessel is intended to work and how to manage up to 3 crew competently. Able sailors are capable of all of the tasks required to operate a vessel of any size, commonly summarized as able to “hand, reef, and steer.”

Persons with this status of ability will not be able to teach sailors without the sage ability, give secondary skill.

ABS Acting as Crew

As crew, able sailors are automatically successful in conditions up to and including force 7 winds (a "near gale," up to 33 knots).

When acting as a crew in heavier weather than force 7 winds, able sailors calculate their seamanship check differently from trained crew. An able sailor's percentage equals 9 per point of dexterity above 8, plus sailing knowledge, plus the captain's sailing knowledge. The modifier for wind force greater than 7 is adjusted: (WF-3)2.

For example, an ABS with a 12 dexterity and 16 sailor knowledge, with a captain that has 45 knowledge, has a base seamanship rating of 97%: (12-8)x9 + (16) + (45). A "gale" (force 8) would subtract 25 (=72%); a "strong gale" (force 9) subtracts 36 (=61%); and a "storm" (force 10) subtracts 49 (=48%). All failures are rolled on the Crew Fault table.

ABS as Master

Able sailors 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/mate status. However, able sailors will be able to command any lesser boat by themselves if necessary in up to force 5 winds (a "fresh breeze," up to 21 knots). In worse conditions, able sailors acting as masters must make a seamanship check every hour.

When acting as a master in heavier weather than force 5 winds, able sailors calculate their seamanship check differently again. An ABS master's percentage equals 9 per point of wisdom, not dexterity, above 8, plus sailing knowledge, plus the average knowledge of the crew on duty. When calculating the average knowledge of any crew, the minimum divisor must be 3. The modifier for wind force greater than 5 is adjusted: (WF-2)2.

For example, an ABS master with a 17 wisdom and 16 sailor knowledge, commanding a crew with an average of 3 sailing knowledge, has a base seamanship rating of 91% (17-8)x9 + (16) + (3). A "strong wind" (force-6) would subtract 25 from the total (=66%). A "near gale" would subtract 36 (=55%) and a "gale" would subtract 49 (=42%). All failures are rolled on the Command Fault Table.
Crew Fault Table
Roll Error Result
01 fall from rigging fall from d6x10 feet, limited by height of mast; 1 in 6 falls will land in the sea
02-07 loose cargo improperly tied load gets loose and causes 20-120 g.p. worth of damage that needs replacement; if no load that needs tying-down, treat as loose gear
07-16 loose gear take 2-5 damage; ship makes save vs. normal blow or loses 3-18 g.p.. of gear that needs replacing
17-40 rigging failure lose ½ knot headway & make seamanship check to maneuver
41-55 sail failure clew/head rips out due to slow response to command; lose ½ knot headway & drift for ½ hour
56-58 sail lost tattered due to poor control; permanent loss of 1 knot headway & 1 grade of maneuverability
59-60 struck by rigging take 2-12 damage; save vs. paralyzation or suffer 2-5 injury & disabled until healed
61-99 stumble take 1-2 damage from knock
00 swept overboard all crew aboard ship rolls 1d6; if ABS rolls a 1 or a 2, and no mate rolls 1-4 in 6, then no one sees it happen.

Authority/Mate

to be added

This post includes significant contributions from Sterling Blake. Thank you Sterling.