[X] Plan Proficient Party!
-[X] First Mate. Georges Hennepin (Gentleman Adventurer)
-[X] Chief Engineer. Anneke Dhien Saragih (Landless Mechanist)
-[X] Gunnery Officer. Eleonora Vroomen (Reckless Mechanist)
-[X] Flight Master. Maarten van Assen (Young Theorist)
-[X] Captain of Marines. Jan Spijker (Disgraced Diver)
-[X] Ship's Surgeon. Antonia Luna Traversi (Star-Gazer)
It doesn't take you long to make up your mind. You suspect van Assen expected to become First Mate, being a fellow Service officer, but he will have to be satisfied with his position as Flight Master. There are no redundant or unnecessary stations on a ship, so you would not complain in his shoes. Indeed, he takes the news without any obvious disappointment, eager to get to work.
The others do not cause any trouble either - indeed, some of them, like Saragih and Hennepin, seem pleasantly surprised to be chosen for their new duties. Such grateful souls will make good officers, you hope. Jan Spijker has no particular enthusiasm for the position of Captain of Marines, but gets to work with an air of familiarity. Vroomen admits disappointment at not being named Chief Engineer, but is soon making rather wild-sounding plans for modifications to gunnery ports and weapon mounts. The Signora Traversi you assign as Ship's Surgeon, trusting in her depth of education for the vital work.
The crew begins to settle into routine soon after. Hennepin names some seconds and organizes watches and shifts. By the time you wake, early in the morning, the activity onboard the
Hadewijck is beginning to resemble that of a proper skyship.
You leave the machine in his capable hands and head back out to the city. The
Hadewijck is shamefully unarmed and unequipped. Flying out with her in such a state would not be wise. The world-sky is full of its criminals, opportunists and dangers. You cannot possibly lift off without the means to do battle, should such misfortune greet you.
Finding crew did not weigh too heavily on your finances, but armaments and equipment are another matter entirely. You will have to think carefully on the matter before making any purchases.
NOTE: I have retooled my original Finances system (which used d20 checks) to a more traditional currency-based system. As such, your +1 to Finances has been converted to 15,000 guilders, or £. This represents income and cash reserves free to be used - I won't be tracking Crew wages or such. This is subject to change if I notice some awful inflation or other problems.
You spend much of the day visiting gunsmiths, weapon markets, Service contacts and fellow sky-captains, seeing what sort of weaponry you might find for your new ship. There is a fair amount on the legitimate market - the state naturally controls the trade in arms somewhat, but as a captain of the Service, you have every right to browse. A variety of armaments, from rapid-firing deck guns to enormous carronades, catch your eye.
Armaments (the Hadewicjk currently has 4 available Armament Slots; further purchases can be stored as Cargo)
Support Weapons
[] [Free] Set up marine gunners. The crew you hired brought with them a variety of small arms. You could assign these to your marines and organize firing squads. Their lack of firepower and range limits their usefulness, but it is better than nothing.
Marine Gunners: Damage 1/Inaccurate 3, Anti-Crew, Battery 3.
[] [1,500£] VMD Mk. 1848 Deck LMGs. State-manufactured machine guns for close quarters defense and boarding support.
VMD Mk. 1848 LMGs: Damage 1/Inaccurate 1, Anti-Crew, Defensive, Battery 3.
[] [2,000£] AdV 'Howler' Deck Guns. Rotary guns of Italian manufacture notable for the disconcerting howling sound generated by their firing.
AdV 'Howlers': Damage 2, Inaccurate 1, Terrifying, Anti-Crew, Defensive, Battery 3.
Light Guns
[] [1,500£] Dragoon 9-pounders. Lightweight long guns from the French Dragoon manufactory. Accurate and precise, but with limited destructive power.
Dragoon 9-pounders: Damage 3/Accurate 1, Battery 1.
[] [1,800£] Thyssen-Bahr K11 Cannons. Potent light artillery from the Thyssen-Bahr conglomerate of Brandenburg. Special-made shells burrow into deck and erupt within to destroy important mechanisms.
Thyssen-Bahr K11s: Damage 5/Crippling, Battery 1.
[] [2,500£] Van Rijn Scuttle Guns. Artfully crafted compact artillery pieces capable of inflicting considerable structural damage through concussive 'quaker' shells.
Van Rijn Scuttle Guns: Damage 4/Anti-Ship, Reliable 1, Battery 2.
Heavy Guns
[] [3,500£] VMD Mk. 1820 Heavy Carronade. An aging but undeniably powerful model of heavy cannon. They have been known to fire straight through enemy vessels to the point of striking targets behind them.
VMD Mk. 1820 Heavy Carronades: Damage 10/Anti-Ship.
[] [4,200£] VMD Mk. 1839 Heavy Long Gun. An enormous type of cannon capable of flinging high-explosive death across vast distances. Rarely seen in service due to the exorbitant cost of manufacturing such pieces.
VMD Mk. 1839 Heavy Long Gun: Damage 12/Accurate 2.
[] [8,000£] UdF 'Chevalier' Dual 400mm Artillery. An enormous dual-barreled cannon from a failed French armament programme, copied and developed further by gunsmiths around Europe. While immensely powerful, the weapon suffers from an overcomplicated loading system and operational difficulties.
UdF 'Chevalier': Damage 20/Anti-Ship, Heavy, Loading, Battery 1.
Other than guns, there are various other interesting contraptions, modifications and additions that the Port of Rotterdam provides. It is not the most esoteric of selections, but you note quite a few things of interest regardless.
Auxiliaries (the Hadewicjk currently has 2 available Auxiliary Slots and the Van Rijn Sea-Plane 1; further purchases can be stored as Cargo)
[] [2,500£] Storm Traps. Magnetic contraptions designed to harness the power of storms into stored energy. This can be used in work aboard the ship, channeled into electric equipment, or used as a defensive measure against such weapons.
Storm Traps: Gain charge to Storm Traps when traveling, which can be applied either as a +5 bonus to Sharp aboard the ship, as +2 Damage for Shock weapons, or as a defense inflicting Disadvantage on Shock weapon attacks targeting you. Only one effect can be active at a time, and can only be changed between Flights.
[] [2,500£] Vapor Nets. Specially prepared nets left out to hang in the ship's wake, collecting valuable aether vapor residue during travel in the world-sky. This unearthly gas is used in airships, automata and industrial production. It has notable benefits in wound treatment as well.
Vapor Nets: Gain vapor residue when traveling, which can be applied as a bonus to Crew Recovery or sold for profit in ports.
[] [1,500£] Additional Armour. Reinforced armor plating installed around vulnerable locations of the ship, allowing it to shrug off light impacts.
Additional Armour: Gain +1 Armor, which reduces incoming Damage.
[] [3,000£] Enclosed Deck. A system of armoured walls and ceilings to protect the crew in combat.
Enclosed Deck: Anti-Crew weapon damage bonus decreased to +50% (from +100%) against this ship.
[] [3,000£] Reinforced Structure. Carefully applied further reinforcement and redundant design allowing the ship's structure to withstand a greater degree of harm.
Reinforced Structure: Anti-Ship weapon damage bonus decreased to +50% (from +100%) against this ship.
[] [5,000£] Ramming Prow. A heavy, reinforced prow meant for ramming into other ships for severe damage.
Ramming Prow: No Max Structure loss to self from successful ramming. Target ship loses an additional point of Max Structure and may only take one Half Action on their next turn.
[] [2,500£] Flying Workshop. An extension of the lower decks to house a full experimental workshop for any onboard projects and research.
Flying Workshop: +5 to Sharp actions aboard the ship.
[] [2,500£] Ship Library. An extension of the quarterdeck to house a comprehensive library, benefiting any scholar aboard.
Ship Library: +5 to Scholar actions aboard the ship.
[] [2,500£] Experimental Laboratory. A curious combination of occult sanctum and cutting-edge laboratory, dedicated to the study and understanding of the strange and wondrous.
Experimental Laboratory: +5 to Strange actions aboard the ship.
[] [2,500£] Sky Chapel. A place of sanctum and peace for the weary sky-traveler, where a troubled soul may retire for meditation and quiet.
Sky Chapel: +5 to Soul actions aboard the ship.
There is, of course, the matter of munitions and supplies for the crew. The guns must be kept firing and the people fed, clothed and content.
Cargo
[] [50£] Munitions, 1 combat. Artillery munitions, small arms and materials necessary for battle.
[] [50£] Food Supplies, 1 day. Foodstuffs and drink to keep the crew healthy and happy.
[] [?£] Write-in. You're looking for something else, perhaps?
Code:
Captain Johannes de Vries
Condition: Fine.
Finances: 15,000£
Personal Skills:
+4 Sense (perception, awareness, insight)
+2 Strange (esoteric knowledge, unearthly matters)
+2 Sharp (innovation, engineering, technology)
Aero Skills:
+0 Sky
+0 Spar
+1 Saw
Possessions:
-Service Standard-Issue Sidearm (This compact sidearm fires a kind of miniature harpoon and can operate even in high pressure underwater environments.)
Code:
The Hadewijch
LZ Marinezeppelin (Large Aircraft)
Structure: 20/20 (Max: 20)
Crew: 20/20 (Max: 30)
Officers: 6/7
Evasion: DC 6
Attack: +0
Parts:
-Flight: LZ Trifold Envelope System
-Armament Slot
-Armament Slot
-Armament Slot
-Armament Slot
-Aux: OS Mk. 1841 Water Sealing (A comprehensive system of water- and pressure-proofing to allow for underwater operations.)
-Auxiliary Slot
-Auxiliary Slot
Cargo:
-Diving Suits (4)
-Food Supplies, 50 days worth
-Munitions, 10 combats worth
Code:
Unnamed Aircraft
Van Rijn 'Zeelander' Sea-Plane (Small Aircraft)
Structure: 5/5 (Max: 5)
Crew: 5/5 (Max: 5)
Evasion: DC 15
Attack: +0
Parts:
-Van Rijn Vd.3 Engine (Reliable 2)
-VMD Mk. 1848 LMGs (Damage 1, Anti-Crew, Battery 1)
-VMD Mk. 1830 Air Rocket (Damage 4, Burn, Limited 2)
-Auxiliary Slot
Cargo:
-None
Code:
First Mate: Georges Hennepin (Stalwart: Whenever the ship would suffer a Crew Check, roll a 1d6. On a 3-6, the ship returns to 1 Current Crew with no further effect.)
Chief Engineer: Anneke Dhien Saragih (Choose one enemy to study in each combat, gaining +2 Evasion and +2 Attack against them for its duration.)
Gunnery Officer: Eleonora Vroomen (Overclock: Activate during combat to gain +5 Evasion and Advantage on Sky checks, but suffer additional dice in your Structure Checks based on number of turns active. 1-4: +1d6. 5-7: +2d6. 8-11: +3d6. 12+: +4d6-)
Captain of Marines: Jan Spijker (Jaded: Ship gains immunity to the Terrifying weapon quality.)
Flight Master: Maarten van Assen (Vanguard: The first attack made against the ship is always made at Disadvantage.)
Ship's Surgeon: Antonia Luna Traversi (Mother of Invention: Once per combat, take an additional free Full Action.)
Vote by plan, please. Moratorium of, uh, let's say 6 hours so people can get some thoughts in.
As mentioned earlier, I revised some rules. There might be slight changes to the rules in the third post if you had a look at them before, but they're nothing to worry about if you didn't. The Battery trait is new, replacing my earlier haphazard rules for how many attacks can a weapon make at once.