Shoggoth/SailingRolls
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Sailing Rolls
A character can predict weather at sea using Perception + Sail (or Perception + Survival at -2 dice). Navigating a ship out of sight of land requires and Intelligence + Sail check (difficulty depending on the complexity of the course).
Navigating a ship through tight spaces requires a Wits + Sail roll (difficulty depending on wind direction and other obstacles).
Delicate maneuvering (such as through tight places) requires a number of Dexterity + Sail rolls equal to 5 - successes on the above navigation roll (difficulty depending on the ship's maneuverability and the steadiness of the wind). Failure indicates a scrape and some damage, a botch indicates bad enough damage to sink the ship.
Characters with insufficient Sail ability (determined by the roughness of the sea) are at a -1 die penalty to all actions. (Note: the rules call for a Dexterity + Sail check every turn to avoid this penalty, but I forego this check to speed play.)
Characters must make a Stamina + Sail check every day (difficulty determined by the state of the sea) until this check is passed. Until such time, the character is at -2 to all actions and cannot hold down food or water.
In rough seas, characters must make a Dexterity + Sail check (difficulty determined by how rough the water is) to avoid being washed overboard.