The Peering Eye

Mome Sailing Techniques

Advanced Mome Sailing Techniques

 

Mome Ships

The Mome shipyards in Stormhaven and Bywater, produce the most advanced ships in the Bigany Region and perhaps the world.

They are faster and tougher than other ships. They are bigger and carry more cargo without requiring more crew or scarificing speed.

 

Riding The Wind

Simplfied sailing rules approximate wind direction and many other factors, but Mome sailors are masters of wind and storm.

Riding the wind allows the ship to travel at the speed indicated on the wind table (in knots/mph) for one hour.

This is extremely fast but can be challenging or even deadly depending on the ship, the weather and the skill of the crew.

 

Wind Grade

The strength of the wind is determined by a 1d12-1 roll. Different regions have different wind strengths and modifiers.

 

Wind Grade Table

Wind Grade

Name

Speed

(Knots)

Crew

Damage

Land Effect

Sea Effect

Waves

(feet)

0

Calm

0

0

Smoke Rises Vertical

Flat Sea

0

1

Very light

1

1

The wind bends smoke

Small ripples no foam

0

2

Light Breeze

4

2

It can be felt on face

Small wavelets

1

3

Gentle Breeze

7

1d4

It shakes leaves

Small crests that break

2

4

Moderate Breeze

11

1d6

It lifts papers

Small waves

3

5

Fresh Breeze

17

1d8

It shakes branches

Moderate waves and spray

6

6

Strong Breeze

22

1d10

It shakes big branches

Big waves, white crests

9

7

Near Gale

28

2d6

It impedes walking

Sea swells and white foam

12

8

Gale

34

2d8

It shakes big trees

Medium waves, crest spray

16

9

Strong Gale

41

2d10

Slates removed

High waves, tight foam strips

21

10

Storm

48

3d8

It uproots trees

Violent waves, reduced visibility

27

11

Violent Storm

56

3d10

Serious devastation

Ship disappear briefly, poor visibility

34

12

Hurricane

64+

4d8

Very serious catastrophies

Spray fills air, sea white, little visibility

42+

 

Wind Direction

The direction of the wind is determined by a 1d8 roll. A result of 1 indicates a northerly wind, 2 is northwesterly, and so forth continuing clockwise. A perpendicular wind increases the DC by 2 and reduces the travel distance in an hour by a quarter. A headwind increases the DC by 4, requires tacking and reduces the travel distance in an hour by a half.

 

Difficulty

The DC for Ride The Wind checks is 10 + wind grade + wind direction. The Midshipman can use a lower wind grade to reduce the DC and speed.

 

Skill Challenge

The crew must make one successful ability checks in each sailing role. 5 failures means the skill changes is failed. For each failed check the ship takes damage equal to the wind speed, reduced by the ship damage threshold (usually 20). Crew take damage as listed on the table.

 

Sailing Roles

Sailing Skill

Alternative (needs to successes)

Damaged area

Charisma (Midshipman)

Charisma (Performance)

Crew (1 per 5 points failure)

Intelligence (Navigator)

Intelligence

Hull damage (waves, rocks)

Wisdom (Crew Boss)

Wisdom (Perception)

Rigging or crew

Dexterity (Helmsman)

Dexterity

Rudder or hull damage

Strength (Mastman)

Strength (Athlectics)

Yards, Masts or crew

Dexterity (Trimming)

Dexterity (Acrobatics)

Sails or crew

 

Leadership