Seablight Antilles Vessels

This page presents vessels unique to the Blightdark Epoch of the Antilles Archipelago. It also presents vessel-related rules introduced in Seablight: Antilles Print Edition 1.0.

Any of the Boats, Ships, Air Vehicles, and Space Vehicles presented on page 184 of the Basic Roleplaying: Universal Game Engine (BRP) rule book can be used in Seablight Antilles.

Vessel types unique to the Antilles Archipelago of 2467 CE and introduced in Seablight Antilles Print Edition 1.0 are presented on this page.

Vessels used in Seablight Antilles have five additional considerations to the rules presented in the BRP rule book, which are:

  • Maintenance
  • Departments
  • Power Sources
  • Responsibilities
  • Modules

Seablight Antilles Additional Vessel Rules

MAINTENANCE

Vessels degrade at 1% of HP per 50 kilometres of travel.

Vessel maintenance requires the Repair skill, which may then be combined with Artillery, Craft, Heavy Machine, Research, and/or Technical Skill (GM’s discretion).

Every 5 HP repaired requires 1 cargo of metal or timber.

Common ports of call for vessel repair and maintenance include Bosque Fresco, Habaguanex, Hell Port, Kingston, Freeport Island, Nazau Island, Encore Station, Nueva Esperanza, Pòtoprens, Puerto Ponce, Roker’s Point, and El Castillo.

POWER SOURCES

All vessels use one or more of the following sources of power to achieve propulsion:

  • Enhanced Hydrocarbon Engine: These powerful engines created before the Seablight Deluge can use a mix of natural crude oil, petroleum, gas, kerosene, and other matter for combustion. The Zircon Combuster generates 100 Power; Orion V20 generates 150 power; and the Toyzan T3000 generates 250 power.
  • Ultracapacitor Battery: A high-powered pre-Deluge battery that is recharged through other power sources, such as hydrocarbon combustion, wind, solar, or water turbines. Stores 50 Power.
  • Solar and Wind: Extendable solar cell-threaded liquid-crystal-polymer kinetic ‘smart sails’ are powered by the wind. This power source is dependent on the weather, ranging from 0-100 Power.
  • Waves: The Surge Wave Drive turbine uses a combination of fins and springs to passively capture wave energy that is released to propel a vessel forward.This power source is dependent on the weather, ranging from 0-100 Power.
  • Fifth-Generation Hovercraft: Air cushion landing craft are efficient, powerful, and quiet, although they require extensive maintenance. Generates 75 Power.
  • Turbo-impulse rockets: Combined-cycle turbo-impulse rockets work with enhanced hudrocarbon engines to generate 300 Power for 3-6 hours.
  • LA Pellet: Fist-sized balls of deuterium encased in a Chronomium canister that fuel mini- Lampshade Accelerator drives. Well maintained LA Pellets generate tremendous power for decades with minimal radiation. Generates 600 Power.
DEPARTMENTS

Vessels sized 80 or above may be structured into specialised departments. Each department requires an officer. Players and non-player characters that own or work on a vessel may be assigned to a department as an officer or crew.

Deck Department
Responsible for operations and maintenance of a vessel.
Head of Department: Contramaestre.
Supporting Roles: Master Gunner, Master de Armas, Marine Coronel, Gunner, Brute, Swabbie.
Tasks: Cargo handling; Security; Boarding; Maintenance; Repair.

Engineering Department
Responsible for preserving and improving a vessel’s power and systems.
Head of Department: Master Engineer.
Supporting Roles: Mechanic, Swabbie.
Tasks: Systems; Maintenance; Repair; Research, Production.

Navigation Department
Responsible for the safe navigation of a vessel.
Head of Department: Captain.
Supporting Roles: Piloto, Navigadore, Coxswain, Gunner.
Tasks: Piloting; Navigation; Sensors; Communication; Targeting.

Quartermixter’s Department
Head of Department: Quartermixter.
Supporting Roles: Master Surgeon, Musiker, Cocinar.
Tasks: Logisitcs; Supplies; Navigation; Communications; Medical; Strategy; Research; Systems.

Example vessel departments, roles, and modules
OFFICER AND CREW RESPONSIBILITIES

A vessel’s responsibilities are divided into officer and crew positions. The following indicate common positions, skill checks used by each role, and the average expected dinheiro/soldos/libra salary per rotation (pr) (not including agreed plunder share). Vessel Notes indicate the required complement of officers and crew for that vessel to operate efficiently.

Officer positions, skill checks, and average salary

Captain: Command, Fast Talk, Strategy, Navigate, and Knowledge (various). 10 libra/pr.

Contramaestre: Knowledge (various), Insight, and Persuade. 8 libra/pr

Quartermixter: Insight, Bargain, and Knowledge (Accounting/Business). 8 libra/pr

Master Surgeon: First Aid, Medicine, and Research. 8 libra/pr

Piloto: Pilot, Navigate, Sense, Spot, and Fine Manipulation. 7 libra 10 soldos/pr

Navigator: Navigate and Knowledge (Natural World). 7 libra 10 soldos/pr

Marine Coronel: Command, Strategy, Jump, Heavy Wpns, and Melee Weapons. 7 libra/pr.

Master Engineer: Science, Repair, Heavy Machine, and Technical (various). 7 libra/pr

Master Gunner: Artillery, Heavy Weapons, Energy Weapons, and Demolition. 7 libra/pr

Master de Armas: Firearm, Heavy Weapons, and Melee Weapon. 7 libra/pr

Scientist: Research, Knowledge (Science Specialisation). 7 libra 10 soldos/pr

Regular Vessel crew positions, skill checks, and average salary

Coxswain: Knowledge (various), Persuade, and Fine Manipulation. 5 libra/pr.

Mechanic: Heavy Machine, Repair, Craft, Technical (various). 5 libra/pr.

Gunner: Artillery, Energy Weapons, and Heavy Weapons. 4 libra 10 soldos/pr.

Musiker: Art, Insight, Listen, and Perform. 4 libra 10 soldos/pr.

Brute: Listen, Climb, Firearm, and Melee Weapon. 3 libra/pr.

Cocinar: Craft (Cooking), Listen, and Spot. 3 libra/pr.

Swabbie: Listen, Climb, Swim, Repair, and Spot. 2 libra/pr.

MODULES

Vessels with 80+ Size with may be upgraded with 1 module per 50 Size per department. Vessels less than 80 in Size may be upgraded with 1 module in total. The following modules are numbered 1-10 for 1D10 randomised trade port options and salvage recovery.

1. Ammunition Locker: Vessel kinetic ammunition storage doubled. Cost: 10 Libra.
2. Chrominium Hull Plating: Vessel +20 HP. Cost: 75 Libra.
3. Daemon Data Array: +20 Knowledge Skill Checks. Requires 100 Power. Cost: 900 Libra.
4. Diagnostics System: +20 Repair. Requires 25 Power. Cost: 65 Libra.
5. Medical Station: +20 First Aid and Surgery Skill Checks. Requires 25 Power. Cost: 50 Libra.
6. Mobile Laboratory: +20 Science and Research Skill checks. Requires 50 Power. Cost: 100 Libra.
7. Modular Compartment: Vessel +20 Cargo. Cost: 15 Libra.
8. Power Capacitor: Vessel +50 Power, +1D6 Energy and Plasma Weapon Damage. Cost: 120 Libra.
9. Quartermixter’s Desk: +20 Insight, Bargain, and Knowledge (Accounting & Trade) Skills Checks. Requires 25 Power. Cost: 50 Libra.
10. Sensorium: +20 Sense and Pilot Skill Checks. Requires 50 Power. Cost: 250 Libra.

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