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OA (Small
water craft: 1, 13): The character
has learned how to handle small water craft--those that ply rivers and
lakes and remain close to shore when on seas.
These include canoes, rafts, hide boats,
rowboats, and the like.
In +addition+, the character can build
a reliable raft from local materials (should he ever be stranded on a river
island, for example).
He cannot handle such craft on the open
waters of the ocean, however.
DSG: A character
with boating proficiency is needed to
guide a boat down a rapid stream and to
reduce the dangers of
capsizing a canoe or kayak. In addition,
a character with boating
proficiency can insure that a boat is
propelled at its max.
SPEED. The details on the exact uses of
this proficiency are
included in the section on Underground
Waterways (page 43).
The various boats that can be used to carry
a group of PCs
have fairly obvious merits and disadvantages.
While the kayak is
certainly the most nimble craft and is
capable of handling the
roughest water, all characters must have
proficiency in the use of
small boats for a kayak expedition to
succeed.
Larger craft have the advantage of greater
cargo capacity, and
keep the PCs together in one boat, but
have much more limited
utility in rough || narrow waters. Collapsible
boats allow for flexi-
’ ble planning since they can be carried
overland for stretches, but
they are bulky and difficult to carry
for long distances, and are not
as sturdy as other vessels.
If a waterborne expedition is planned,
scouting
becomes even
more important than usual. The nature
of the waterway must be
ascertained as far ahead as possible to
prevent disastrous surprises.
In addition, remember that if a current
is relied upon to
move a party in one direction, some other
means of return must
be arranged.
WSG: If a
character with this proficiency is piloting a boat,
canoe, or other waterborne vessel, it
can be moved at its fastest
possible rate. Also, the presence of such
a character reduces the
chance of the craft capsizing in rough
water or when it is on a
body of water during high winds. For details
on how the boating
proficiency applies, see the text on "Movement
in Waterborne Vehicles" in the section on Encumbrance
and Movement.
Capsizing and Damage to Craft | The Boating Proficiency | - | Portaging | Use of a Capsized Vessel |
- | - | - | - | Boating |
Small-scale and large-scale
movement of waterborne vehicles
is treated in detail in the DMG
(pages 53, 54, and 58)
and the DSG (pages 43-48).
The information here has been derived
from those sources, and in some
cases has been expanded or modified to
take into consideration
special aspects of the wilderness environment.
How to USE the Waterborne Vehicle Characteristics Table:
Length and width
are given as ranges of numbers, expressed
in feet.
Capacity
reprezents the # of adult human-sized characters <size M>
the craft can comfortably (or customarily
does) carry, + an
amount of ENC value, expressed in #, that
can be cargo || (if space permits) extra
passengers. The second
figure is for a vessel of avg. dimensions,
and can be adjusted
slightly up || down for larger || smaller
craft. These figures assume
that cargo && passengers are distributed
evenly in or on
the vessel; obviously, a rowboat that
is loaded too heavily on one
side or the other will capsize fairly
easily, even if it is not carrying
its limit.
Large
MOVE is composed of four numbers, reprezenting large-scale
movement: the # of miles per half-day,
or eight <> <>
hours, that the craft can travel under
(in this order) normal sail,
max. sail, normal oar (or paddle), and
max. oar. The figures
for max. oar are relatively low because
this accelerated
movement can only be maintained for short
periods of time (see
below), and thus the gain in mileage over
an xtended period of
time is relatively small.
Small
MOVE also contains four entries, reprezenting the # <>
of ' per round that the craft can be propelled
in a small-scale
movement situation (combat, tight maneuvering,
etc.) <>
under normal sail, max. sail, normal oar,
and max. oar.
Enc. Value
is a range, in #, of possible ENC
values for the vehicle in question. A
vessel that is relatively short
and narrow compared to others of its type
will have a smaller ENC
value than one whose dimensions reach
|| approach
the max.. The figure is mainly used for
determining whether
a character || characters can portage
a canoe, rowboat, etc.,
over short distances from one body of
water to another.
Startup consists
of two #s showing how long, in rounds, <>
it takes to get the craft moving from
a standstill to normal SPEED
(the first #) || or max. SPEED (the second
#). <> <>
Hull Value
gives the range within which the the hill value of the
craft will fall. The DM may either assign
a value
based on what he knows about the construction
of the craft, or he
may randomly generate a number within
the appro. range.
This hull value # is used to determine
how much damage a <>
vessel can take before it is unable to
stay above the water, as described
in the DMG.
Draught is
the # of ' of water the vessel needs in order
to be able to operate. If a craft is operated
in water that is the
same depth as its draught figure, there
may be a chance (at the
DM's discretion) for it to suffer hull
damage, particularly
if the vehicle is one of the less sturdy
types -- a kayak or a
coracle, for instance.
The preceding table,
and the text that follows, do not take into
consideration the heavier types of waterborne
craft, since these
rules are limited only to vessels that
are normally found on inland
waterways (primarily lakes &&
rivers). Galleys, merchant ships,
and warships are seagoing vessels, and
as such are not included
in the scope of these rules.
<UA, working title : Boat Miniatures>
Table 25: WATERBORNE
VEHICLE CHARACTERISTICS
Large Move Small Move
Vehicle | Length | Width | Capacity | Sail.
normal |
Sail.
max |
Oar.
normal |
Oar.
max |
Sail.
normal |
Sail.
max |
Oar.
normal |
Oar.
max |
Enc. Value
(10#) |
Startup | <HP.M> | Draught |
Kayak | 7 +
d5 |
1 +
d2 |
1 &
100 |
18 | 24 | 12 | 14 | 160 | 200 | 120 | 180 | 5 +
d3 |
d2 | d2 | 1/4' |
Small canoe | 9 +
d6 |
1 +
d2 |
2 &
250 |
20 | 30 | 10 | 12 | 160 | 200 | 120 | 180 | 6 +
d3 |
d2 | d2 | 1/4' |
Small rowboat | 7 +
d5 |
d3 +
1 |
2 &
200 |
16 | 24 | 12 | 14 | 120 | 180 | 90 | 120 | 6 +
d4 |
d3 | d3 | 1/2' |
Coracle | 9 +
d6 |
d3 +
2 |
2 &
200 |
12 | 18 | 6 | 8 | 45 | 60 | 30 | 45 | 8 +
d4 |
d3 | d2 | 1/2' |
Large canoe | 14 + d6 | d3 +
1 |
2 &
400 |
20 | 30 | 10 | 12 | 120 | 180 | 90 | 120 | 9 +
d3 |
d3 | d2 +
2 |
1/3' |
Large rowboat | 14 + d6 | 2 +
d2 |
4 &
400 |
16 | 24 | 8 | 10 | 45 | 90 | 45 | 60 | 12 +
d4 |
d4 +
1 |
d3 +
1 |
3/4' |
Small barge | 14 + d6 | 7 +
d5 |
4 &
600 |
16 | 24 | 8 | 9 | 45 | 60 | 30 | 45 | 3 +
d3 |
d5 +
1 |
d6 | 3/4' |
Large barge | 21 + 4d6 | 12 +
8 |
6 &
750 |
18 | 6 | 4 | 5 | 30 | 60 | 20 | 30 | 100+ | d5 +
5 |
2d4 | 1 |
BOAT
COST:
LENGTH:
WIDTH:
CAPACITY:
LARGE MOVE, SAIL. NORMAL:
LARGE MOVE, SAIL. MAX:
LARGE MOVE, OAR. NORMAL:
LARGE MOVE, OAR. MAX:
SMALL MOVE, SAIL. NORMAL:
SMALL MOVE, SAIL. MAX:
SMALL MOVE, OAR. NORMAL:
SMALL MOVE, OAR. MAX:
ENC. VALUE (10#):
STARTUP:
HP.M:
DRAUGHT:
CAPSIZE, MILD:
CAPSIZE, MODERATE:
CAPSIZE, DANGEROUS:
CAPSIZE, SEVERE:
<math: i am not sure if my linears,
bell curves, etc. change anything>
<if so, correct
this table>
<linears were used
for the rivers, as that's the way the wind blows>
<the d numbers are my own addition>
<actually, larger sizes (for example,
the small canoe comes in two sizes) should have larger weights>
<it might not be a bad idea to rename
the size categories>
<for example, Tiny Canoe = 5, Small
Canoe = 10, Medium Canoe = 15, Large Canoe = 20>
<UA : as usual, these round to the nearest
5>
<these should be the official boat
sizes!>
Kayak = 2l x 1w
Small canoe = 2l x
1w OR 3l x 1w [determined randomly, as above]
etc.
<HP.M = Mega Hit Points>
<used to be Hull
Value>
<link to DMG explanations>
<Capacity, changed from + to &,
to dispel confusion>
<UA. Capacity would
be 5' passenger squares>
<All vehicle minis have a certain amount of passenger squares>
<Since this is fully 6D, assume that they all have a height of 1'>
<Keep it simple (1 level), at first, and then if you want to make an
Apocalypse-Now style large-barge, go mango>
CANOE, LARGE
<large canoe, or, small canoe?>
COST:
LENGTH:
WIDTH:
CAPACITY:
LARGE MOVE, SAIL. NORMAL:
LARGE MOVE, SAIL. MAX:
LARGE MOVE, OAR. NORMAL:
LARGE MOVE, OAR. MAX:
SMALL MOVE, SAIL. NORMAL:
SMALL MOVE, SAIL. MAX:
SMALL MOVE, OAR. NORMAL:
SMALL MOVE, OAR. MAX:
ENC. VALUE (10#):
STARTUP:
HP.M:
DRAUGHT:
CAPSIZE, MILD:
CAPSIZE, MODERATE:
CAPSIZE, DANGEROUS:
CAPSIZE, SEVERE:
COST:
LENGTH:
WIDTH:
CAPACITY:
LARGE MOVE, SAIL. NORMAL:
LARGE MOVE, SAIL. MAX:
LARGE MOVE, OAR. NORMAL:
LARGE MOVE, OAR. MAX:
SMALL MOVE, SAIL. NORMAL:
SMALL MOVE, SAIL. MAX:
SMALL MOVE, OAR. NORMAL:
SMALL MOVE, OAR. MAX:
ENC. VALUE (10#):
STARTUP:
HP.M:
DRAUGHT:
CAPSIZE, MILD:
CAPSIZE, MODERATE:
CAPSIZE, DANGEROUS:
CAPSIZE, SEVERE:
KAYAK
COST:
LENGTH:
WIDTH:
CAPACITY:
LARGE MOVE, SAIL. NORMAL:
LARGE MOVE, SAIL. MAX:
LARGE MOVE, OAR. NORMAL:
LARGE MOVE, OAR. MAX:
SMALL MOVE, SAIL. NORMAL:
SMALL MOVE, SAIL. MAX:
SMALL MOVE, OAR. NORMAL:
SMALL MOVE, OAR. MAX:
ENC. VALUE (10#):
STARTUP:
HP.M:
DRAUGHT:
CAPSIZE, MILD:
CAPSIZE, MODERATE:
CAPSIZE, DANGEROUS:
CAPSIZE, SEVERE:
COST: -
LENGTH: 7 + d5
WIDTH: d3 + 1
CAPACITY: 2 & 200
LARGE MOVE, SAIL. NORMAL: 16
LARGE MOVE, SAIL. MAX: 24
LARGE MOVE, OAR. NORMAL: 12
LARGE MOVE, OAR. MAX: 14
SMALL MOVE, SAIL. NORMAL: 120
SMALL MOVE, SAIL. MAX: 180
SMALL MOVE, OAR. NORMAL: 90
SMALL MOVE, OAR. MAX: 120
ENC. VALUE (10#): 6 + d4
STARTUP: d3
HP.M: d3
DRAUGHT: 1/2'
CAPSIZE, MILD: 20
CAPSIZE, MODERATE: 35
CAPSIZE, DANGEROUS: 50
CAPSIZE, SEVERE: 75
TEMPLATE
COST:
LENGTH:
WIDTH:
CAPACITY:
LARGE MOVE, SAIL. NORMAL:
LARGE MOVE, SAIL. MAX:
LARGE MOVE, OAR. NORMAL:
LARGE MOVE, OAR. MAX:
SMALL MOVE, SAIL. NORMAL:
SMALL MOVE, SAIL. MAX:
SMALL MOVE, OAR. NORMAL:
SMALL MOVE, OAR. MAX:
ENC. VALUE (10#):
STARTUP:
HP.M:
DRAUGHT:
CAPSIZE, MILD:
CAPSIZE, MODERATE:
CAPSIZE, DANGEROUS:
CAPSIZE, SEVERE:
Modifications to Movement
The movement figures given on the table
above are only base
numbers, and are greatly subject to change
depending on the
characteristics of the body of water being
traversed, the direction
and strength of the wind, and the number
and physical condition
of the characters providing the propulsion.
In addition, all of the
given movement rates and the modifiers
in this section of text assume
the presence on board of at least one
character with proficiency
in boating. If such a character is not
present, see the text on the next
page for additoinal factors that apply.
If the water is moving, a vessel will drift
with the current at that
speed. If the craft is being sailed or
rowed at the same time that it is
moving downstream, the movement rate for
normal sail or normal
oar should be added to the speed of the
current to determine
the vessel's actual movement rate. Of
course, the converse
applies if the craft is being moved against
the current -- the speed
of the water is deducted from the given
movement rate, and it
may be necessary to move the craft at
max. sail or max.
oar to make any headway against the current.
The movement rates for normal sail assume
that the craft is being
moved in the direction of the wind, and
that the wind is blowing
between 20 and 30 miles per hour. Subtract
1" (one mile per
half-day or 10 feet per round) for each
10 miles per hour of wind
speed less than 20, and add 2" for 10
miles per hour greater
than 30. For the possible adverse effects
of very strong winds
upon waterborne vessels, see the text
below on capsized vessels.
A vessel cannot be successfully sailed
if the wind is less
than 5 miles per hour.
The rate for max. sail applies if a vessel
is moving at right
angles to the wind, with modifiers as
above for wind speeds of
less than 20 or greater than 30 miles
per hour.
A vessel being sailed into the wind has
its normal sail rate reduced
by 3" for each 10 miles per hour of wind
speed, to a minimum
of 1" (1 mile per eight hours or 10 feet
per round) in any
case.
Traveling at the maximum oar rate is considered
extremely
strenuous activity for any character engaged
in propelling the
craft: such a character must rest (or
simply row at the normal rate)
for one turn after two turns such effort,
or he runs the risk of becoming
fatigued and subsequently exhausted. An
oarsman or
paddler who becomes fatigued can only
propel his craft at half
normal speed until his condition is alleviated.
If he is forced to
continue rowing at normal speed (for instance,
if other rowers are
not fatigued and insist on keeping up
a normal pace), he will automatically
become exhausted after one turn of such
activity.
It is possible for a craft to be rowed
or paddled by fewer than
the number of characters listed under
the vessel's capacity figure,
but if the number of oarsmen is less than
the given number,
the vessel can only be moved at a proportionate
fraction of its
movement rate. For instance, if three
people row a large rowboat,
the vessel can only travel 6 miles in
eight hours at the normal oar
rate, or 45 feet per round in short-range
movement under the
maximum oar rate.
To some degree, waterborne vehicles and
their passengers
are at the mercy of the elements. Most
vessels have a chance of
capsizing (turning over, and perhaps sinking)
if the wind is strong
or the water is rough, and violent weather
can cause damage to
masts and sails if the vessel is rigged
for sailing.
Table 26: CHANCE OF CAPSIZING
Wind/Water Conditions
- | Mild | Moderate | Dangerous | Severe |
Kayak | 25 | 40 | 60 | 80 |
Canoe.small | 20 | 35 | 50 | 75 |
Rowboat.small | 5 | 15 | 30 | 50 |
Coracle | 10 | 20 | 30 | 50 |
Canoe.large | 10 | 20 | 30 | 40 |
Rowboat.large | 0 | 10 | 25 | 40 |
Barge.small | 0 | 5 | 10 | 20 |
Barge.large | 0 | 0 | 5 | 10 |
The chance of capsizing is checked whenever
a character enters
or leaves a boat, when someone moves abruptly
from one
spot to another in or on the craft, and
at any other time when the
Dungeon Master deems such a check appropriate.
The rates
given on the table are for vessels with
no sails, or those on which
the sails are furled (rolled up and tied
to the mast). If the vessel is
being operated under sail, the chance
of capsizing is 20%
greater in all cases where the base chance
is greater than 0%.
Mild conditions prevail when the
wind velocity is light (1 5 miles
per hour or less) and the surface of the
water is calm or moving
only slightly (current of 3" or less).
Moderate conditions exist when the
wind is blowing at 16 to 30
miles per hour or the water is running
fairly fast (current faster
than 3", up to 6").
Dangerous conditions occur when
the wind is blowing at 31 to
50 miles per hour or the water is running
very fast (current faster
than 6", up to 9").
Severe conditions exist when the
wind is blowing at more than
50 miles per hour or the current is 9"
or greater.
As with the movement figures given above,
all of these figures
assume the presence on board of at least
one character with proficiency
in boating/sailing.
Strong winds can damage sails, rigging,
or the mast on a vessel
so equipped (assuming, of course, that
the mast is raised and
has not been taken down). Damage can occur
whenever the wind
velocity is 40 miles per hour or greater,
on a percentage chance
equal to the velocity of the wind. This
chance is modified downward
by 30% if the mast is raised but the sail
is furled (not in use).
If the mast is not securely rigged, or
if it is made of relatively weak
material, the Dungeon Master should adjust
the chance of damage
upward to account for these deficiencies.
This check should
be made once per hour or as often as the
Dungeon Master deems
appropriate; again, checks could conceivably
be made more frequently
if the mast is poorly rigged or made of
substandard material.
More specifically, this section of text
deals primarily with the effects
of not having a character with boating
proficiency aboard. In
a vessel containing no proficient characters,
or one in which at
least one non-proficient character is
doing some of the work of
rowing or sailing, the following penalties
apply:
The movement rates of a kayak, a small
canoe, and a coracle
are reduced to VZ of normal; the movement
rates of a small rowboat,
a large canoe, a large rowboat, and a
small barge are reduced
to % of normal; and the movement rate
of a large barge is
reduced to 3/4 of normal. This reduction
is applied before any
other alterations (for wind speed and
current speed) are taken
into account.
The chance of capsizing is increased by
25% in any situation
where the chance is normally greater than
O%, to a maximum of
100%.
If more than one character aboard a vessel
has proficiency in
boatinglsailing, these benefits apply:
The chance of capsizing is reduced by 20%
for each proficient
character after the first one.
The chance of damage to the mast or sails
is reduced by 200'0,
assuming the proficient characters have
some means of making
the rigging secure or bracing the mast
so that it will better withstand
the stress.
If all of the characters helping to row
or sail a vessel have proficiency
in boating, the movement penalties given
above do not apply,
and movement rates are as given on the
table at the
beginning of this section. Two characters
are required to sail a
large rowboat, a small barge, or a large
barge; all other vessels
can be sailed by one character.
It is not unusual for areas of the wilderness
to be dotted with
small lakes or streams separated from
one another by short expanses
of land. Characters may find it desirable
or necessary to
portage their vessels (carry them overland)
from one body of water
to another rather than leave them behind.
As with all encumbrance values, the ones
given above for watercraft
account for the bulkiness of the vessel
as well as its actual
weight. If a character is able to support
the listed amount
without becoming severely encumbered,
and if the vessel is
smaller than a large rowboat, he can portage
the vessel by him-
self. Severely encumbered characters cannot
portage, or help to
portage, a vessel. A large rowboat or
a small barge requires at
least two characters to share its encumbrance,
and a large barge
must be portaged by at least four characters.
No vessel can be
portaged by more than twice the minimum
number needed to
carry it. In other words, a third character
is of no use in an attempt
to portage a small canoe; despite his
presence, the canoe must
be able to be carried by the other two
characters, or it cannot be
portaged.
Any character portaging or helping to portage
a vessel can
move no faster than 3” (3 miles in eight
hours, or 30 feet per
round), regardless of terrain or his overall
encumbrance status.
Because of the natural buoyancy of the
materials from which
they are made, most vessels can remain
“afloat” just beneath
the surface of the water even after they
are capsized or after they
have suffered hull damage. However, this
is true only of vessels
that are carrying no passengers and not
more than 10% of their
listed maximum cargo capacity. For example,
if characters in a
small rowboat that is foundering can get
out of it and toss overboard
all but 200 gp worth of their cargo or
gear, the craft will sink
to slightly beneath the surface of the
water and remain there. It is
then possible for characters to cling
to the sides of the craft and
use it as a flotation device, as long
as their weight is evenly distributed.
A capsized craft will support a number
of characters
equal to twice its normal capacity; that
is, up to eight characters
can cluster around the sides of a large
rowboat and use it to keep
from going underthemselves. If this weight
limit is exceeded, or if
the weight is not evenly distributed,
the craft will sink too far below
the surface to be usable in this fashion.
<shouldn't rafts, from the DMG, be added
to the above?>