Main / BloodMother

Blood Mother

From 12-05-289 SGR to ??? SGR

This Era started after the Student Loans Era was complete. The group had matured into a solid group of adventurers, with their own ship, stronger ties together, and a chance to direct their own fate.

Goals & Themes

Discussion Threads

Story Arcs

Movement & Combat - from Ships And Water Travel

TypeCrewPassengersMoveSeaworthinessHull/Crippling Points
Canoe2/1/106105/0
Fishing Boat2/1/1561421/21
Grim Lady (Knarr)112/8/6812.17/6.17/6.171648/48

Notes:

Crew - first number is the maximum number of people that can work on a vessel without getting in each others way; the second number is the average number of crewmen needed to operate the vessel; the third number is the skeleton crew, the absolute minimum number of people needed to operate the vessel

Passengers - total number of extra people the ship can carry, this includes Marines or extra crewmen for long voyages

Move - this number is in tens of yards per round; with slashes the first number is under sail & oars, the second is under sail only and the third is under oars only. For movement for an entire day multiply the movement rate by 2 for rowed vessels and by 3 for sailing vessels.

1 - The Grim Lady has the magical Manta Figurehead built into her. This increases her speed and allows the Captain to summon 4 sharks for 10 rounds Once per day


To help keep track of the new NPC's being encountered:

NameIslandHelpfulNeutralHarmful
     


Chat Logs

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Quotes