Sailing Rules and Vessels

Sailing is not like driving a car, riding a horse, or piloting a motorboat.  The mechanics, physics, and atmosphere surrounding sailing open a whole new venue for adventures.  These rules assume that the players have purchased, borrowed, rented, stolen, or purchased passage on a sailing vessel.   These rules will attempt to explain some very basic terms and concepts behind sailing but should be treated only as a primer.

The term ship is one that is too often misused.  The term ship correctly refers to any boat with three or more sails.  Anything less is a boat.  The rear of the boat is the stern or aft.  The front of the boat is the fore or bow.  Every boat no matter the size requires a crew.  Each boat may have a different minimum crew complement.  If the crew is not large enough for the boat there will be problems in course corrections and in dire weather.  The minimum crew required is listed with the statistics for each boat.  The crew has an average level of skill that must be determined.  Anyone with a sailing skill of 01 – 20% is considered Green.  A skill of 21 – 50 denotes a Competent sailor.  A skill of 51 – 70 denotes a Skilled sailor, while a Veteran seaman has a skill of over 71.  There are also a minimum number of officers for each vessel.  An officer must be competent to qualify.  Whichever the majority of the crew falls into is the category for the entire crew.  There will always be the grizzled sailor or the inexperienced youngster aboard.  This should not affect the overall crew skill.

Travel by boat should be broken down into four-hour watches.  A navigation roll will be required for every third watch or every time there is a serious course change.  Tacking should not be considered a major course change. If the navigation roll fails then the boat will be off course by the percentage failed.  Every watch should roll on the random event chart.  Most rolls will result in either no event or a peaceful meeting.  Roll on the appropriate chart for the area being traversed.

Well Populated Waterways

01 – 20                    No Event

21 – 50                    Fishing Boat

51 – 70                    Merchant Boat

71 – 80                    Naval Patrol Boat

81 – 90                    Fishing Fleet

91 – 95                    No Event

96 – 99                    Pirate or Brigand

100                                       Monster Encounter

 

 

Semi-Populated Waterways

01 – 40                    No event

41 – 70                    Fishing Boat

71 – 85                    Merchant Boat

86 – 90                    Naval Patrol Boat

91 – 95                    Pirate or Brigand

96 – 00                    Monster Encounter

 

 

Non-Populated Waterways

01 – 60                    No Event

61 – 70                    Monster Encounter

71 – 80                    No Event

81 – 85                    Fishing Boat

86 – 88                    Merchant Boat

89 – 90                    Naval Patrol Boat

91 – 92                    Pirate or Brigand

93 – 00                    Monster Encounter

 

Weather also plays an important factor in travelling by sail.  If the weather is too inclement or calm then very little travelling will occur.  Roll on the following chart for a quick-roll table for determining the wind.  For the first watch roll as if there is a Good Breeze.

 

 

 

Quick Roll Weather

                                                                Previous Wind Speed

Die Roll                  Calm                       Light Breeze          Good Breeze          Good Wind           Strong Wind

01 – 05                    Calm                       Calm                       Calm                       L. Breeze                G. Breeze

06 – 10                    Calm                       Calm                       L. Breeze                G. Breeze                G. Wind

11 – 15                    Calm                       Calm                       L. Breeze                G. Breeze                G. Wind

16 – 20                    Calm                       Calm                       L. Breeze                G. Breeze                G. Wind

21 – 25                    Calm                       Calm                       L. Breeze                G. Breeze                G. Wind

26 – 30                    Calm                       L. Breeze                G. Breeze                G. Wind                 S. Wind

31 – 35                    Calm                       L. Breeze                G. Breeze                G. Wind                 S. Wind

36 – 40                    Calm                       L. Breeze                G. Breeze                G. Wind                 S. Wind

41 – 45                    Calm                       L. Breeze                G. Breeze                G. Wind                 S. Wind

46 – 50                    Calm                       L. Breeze                G. Breeze                G. Wind                 S. Wind

51 – 55                    Calm                       L. Breeze                G. Breeze                G. Wind                 S. Wind

56 – 60                    L. Breeze                L. Breeze                G. Breeze                G. Wind                 S. Wind

61 – 65                    L. Breeze                L. Breeze                G. Breeze                G. Wind                 S. Wind

66 – 70                    L. Breeze                G. Breeze                G. Breeze                G. Wind                 S. Wind

71 – 75                    L. Breeze                G. Breeze                G. Wind                 S. Wind                  Stormy

76 – 80                    L. Breeze                G. Breeze                G. Wind                 S. Wind                  Stormy

81 – 85                    L. Breeze                G. Breeze                G. Wind                 S. Wind                  Stormy

86 – 90                    L. Breeze                G. Breeze                G. Wind                 S. Wind                  Stormy

91 – 95                    G. Breeze                G. Wind                 S. Wind                  S. Wind                  Stormy

96 – 00                    G. Breeze                G. Wind                 S. Wind                  Stormy                   Stormy

 

 

 

 

Crew Checks

                Crew Checks must be made during storms, dangerous maneuvers, some combat tactics, and other rushed or hurried events.  The overall crew rating (Green, Competent, Skilled, Veteran) will determine the chance for each event to occur.  The SAFE event means that the crew pulled together and was able to prevent any ill effects from occurring.  A SLOW event results in the boat being unable to travel for one watch as minor repairs are made to the sail, ropes, and other minor items.  After this watch the boat can continue to travel with a penalty of ¼ to the normal rate.  This result can only be repaired after a week spent to fully repair all of the damage.  DAMAGE results in serious damage to the vessel.  The vessel loses ¼ of its breakage points to both areas.  In addition the crew must spend two watches to repair the boat before it can continue to travel at ½ the normal rate.  If the DESTROY event occurs the boat has been lost to the sea and all of its crew must make swimming rolls or drown.  Characters still wearing metal armors must include all penalties while swimming.  Spell casters may attempt one spell before being tossed overboard.

 

Die Roll                  Green                      Competent                             Skilled                    Veteran

01 – 10                    SAFE                      SAFE                                      SAFE                      SAFE

11 – 20                    SAFE                      SAFE                                      SAFE                      SAFE

21 – 30                    SAFE                      SAFE                                      SAFE                      SAFE

31 – 40                    SLOW                    SAFE                                      SAFE                      SAFE

41 – 50                    SLOW                    SAFE                                      SAFE                      SAFE

51 – 60                    SLOW                    SLOW                                    SAFE                      SAFE

61 – 70                    DAMAGE             SLOW                                    SLOW                    SAFE

71 – 80                    DAMAGE             DAMAGE                             SLOW                    SLOW

81 – 90                    DESTROY             DAMAGE                             DAMAGE             SLOW

91 – 00                    DESTROY             DESTROY                             DAMAGE             DAMAGE

 

 

Combat

                Most crews and vessels will encounter pirates or monsters at some point in their journeys.  Thankfully boats are very sturdy and can withstand a good deal of punishment.  Every boat has two areas that have breakage points (BP); the Hull and the Mast.  If the mast ever takes more damage than it has breakage points it has been destroyed and will be unable to move the boat until it is replaced.  If the hull ever received damage in excess of its breakage points the point will begin to sink.  Spells that repair items can be used to regenerate this damage.  Bows, crossbows, and other piercing weapons will inflict no damage to the boat.  Edged and blunt weapons can do injury to the vessel but subtract 5 from all damage dealt.  Fire will deal full injury and can quickly consume a boat if it is not contained.  The GM must determine effects of attacks that deal damage to specific areas of the vessel.  Obvious targets are the sail, the keel, or the cargo.

                Since boats and ships are so valuable very few pirates would choose to destroy such wealth.  Instead a sail-by hail of arrows would deal less damage to the hull itself but prove devastating to any crew or soldiers aboard.  After the first volley the attackers could grapple the ships together and proceed to slaughter any remaining defenders.  With the inclusion of magic and enchantment, the lack of gunpowder or cannons aboard would be nominal at best.  What could be better than a highly precise series of fire darts that would hit whichever targets you choose. 

 

 



Cog, Small

10th – 15th Century

 

Hull BP: 500

Mast BP: 200

 

Crew: 8 – 30

Officers: 2 – 5

 

Speed (knots / mph / fpr / mi. per watch)

L. Breeze: 2.0 / 2.30 / 20 / 9.2

G. Breeze: 3.9 / 4.49 / 40 / 18.0

G. Wind: 5.5 / 6.33 / 55 / 25.3

S. Wind: 7.0 / 8.06 / 70 / 32.2

 

Cargo: 30 – 70 Tons

 

 

Cog, Large

12th – 15th Century

 

Hull BP: 750

Mast BP: 250

 

Crew: 35 – 75

Officers: 5

 

Speed (knots / mph / fpr / mi. per watch)

L. Breeze: 1.8 / 2.07 / 20 / 8.3

G. Breeze: 3.6 / 4.15 / 35 / 16.6

G. Wind: 5.0 / 5.75 / 50 / 23.0

S. Wind: 7.0 / 8.06 / 70 / 32.2

 

Cargo: 100 – 300 Tons

 

 

Cog, Great

13th – 15th Century

 

Hull BP: 1000

Mast BP: 300

 

Crew: 75 – 125

Officers: 5 – 10

 

Speed (knots / mph / fpr / mi. per watch)

L. Breeze: 1.5 / 1.73 / 15 / 6.9

G. Breeze: 3.0 / 3.45 / 30 / 13.8

G. Wind: 5.0 / 5.75 / 50 / 23.0

S. Wind: 7.0 / 8.06 / 70 / 32.2

 

Cargo: 225 – 1000 Tons



Caravel

13th – 16th Century

 

Hull BP: 500

Mast BP: 200 / 200 / 200

 

Crew: 12 – 25

Officers: 3 – 5

 

Speed (knots / mph / fpr / mi. per watch)

L. Breeze: 3.5 / 4.03 / 35 / 16.1

G. Breeze: 5.0 / 5.75 / 50 / 23.0

G. Wind: 7.5 / 8.64 / 75 / 34.5

S. Wind: 9.5 / 10.94 / 95 / 43.8

 

Cargo: 35 – 50 Tons

 

 

Carrack

15th – 16th Century

 

Hull BP: 750

Mast BP: 250

 

Crew: 60 – 125

Officers: 5 - 10

 

Speed (knots / mph / fpr / mi. per watch)

L. Breeze: 2.5 / 2.88 / 25 / 11.5

G. Breeze: 4.5 / 5.18 / 45 / 20.7

G. Wind: 7.5 / 8.64 / 75 / 34.5

S. Wind: 9.0 / 10.36 / 90 / 41.5

 

Cargo: 150 – 600 Tons

 

 


© 2000 J.K. Wykowski & T. Coonrod