Character:Waver Dalzeel Purpose: New Ship Current Vessel: N/A
Name: The Samarkand Size: Orca Class Weaponry: 4 Small Cannon, 2 Medium Cannon, Arial Bombs Equipment: Food & Water Ammunition: 100 Rounds Cannon Balls 100 Rounds Explosive Cannon Rounds 100 Rounds Grape Shot 100 Rounds Chain Shot Torpedo-Style Arial Bombs
2 Medium Engines - Power Source: Magnetism
Steel Hull
Description:
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The Samarkand is the prized possession of the Pirate Waver Dalzeel. He frequently refers to it as his "Lady" or his "Favorite Sword". The ship doesn't resemble most ships of the period. It rides low in the water and has no sails. Instead, the vessel runs on two powerful engines which spin twin propellers at the tail-end of the ship. The engines were designed by Waver using his skills as a smith and an inventor, and are operated by Waver's Jisha Jisha no Mi powers. The engines run on electricity, which is generated by two strong magnets placed in the center of copper coils. When spun, the magnets generate an electric current (just like modern electric plants). All Waver has to do is focus his Jisha Jisha powers on the two magnets and force them to spin and the electric current is generated. The ship's lights also function on electricity which is generated from the engines, though excess electricity is stored in small batteries for the lights so that they can run even when the engines are off. The batteries are not strong enough to run the engines, so they only run through the application of the Jisha Jisha no Mi.
Most of the other systems in the Samarkand are manually operated. The hatches are hand-operated, the kitchen has a wood-burning oven. Only the lights and the engines operate off of electricity. The interior of the ship is relatively large, but full of many things. At the stern of the ship is the engine room. Moving forward one finds the kitchen, followed by the dinning hall, followed by the living quarters. The living quarters are decoratively constructed, making them feel a bit like a steel palace. Red carpet covers the floors and gold laticework along with some artwork makes the place feel less industrial and more like home. There are 6 Officer's quarters consisting of relatively spacious rooms with comfortable beds, storage and a small private library/study area. Each officer's quarters has a porthole window. These portholes and the windows in the captain's quarters and the Helm are the only windows on the ship. Below the officer's quarters one finds a common bunk space for up to 14 more crewmen. Moving up from the main body of the vessel, one finds the Quarterdeck. The quarterdeck is a tower that rises from the main body of the ship and houses the Captain's quarters and the ship's helm. The captain's quarters contain Waver's living space (comparable to the officer's quarters but slightly larger), his personal armory, and his forge which vents out a chimney that opens to the top of the tower (the kitchen vents out this chimney as well). When there is smoke bellowing from the top of the smoke stack, crew members know that the Captain is at work in his forge and/or dinner will be ready soon. In his living quarters, Waver has a large window of reinforced glass which looks out at the bow of the ship and the oncoming horizon. Steel shutters can be closed over this window in case of attack. At the top of the quarterdeck tower is the Helm. The helm is the brain of the ship, and thus it is one of the nicest rooms in the vessel. The floor is carpeted in silky red carpet much like the living quarters. consoles with gauges curve to either side of the wheel itself which is gold-plated steel. A large wall of windows looks out towards the bow of the ship and the oncoming horizon. About 15 feet behind the wheel is a large, high-backed captain's chair where Waver frequently sits like a king on his throne, overseeing the running of the ship. This chair can also be spun around to face the opposite direction, where one will find a circular conference table laden with maps and surrounded by 6 other chairs of equal stature to the Captain's chair. This is the meeting hall for the officers to make plans and discuss whatever else they may need to.
The Samarkand has several weapons systems which can be operated manually or through the application of the Jisha Jisha no Mi. The first is a large hatch towards the bow end, in front of the Quarterdeck, which opens to reveal a 4-barreled cannon turret, which can spin 360 degrees and fires small shot. At the stern end of the ship, behind the quarterdeck, there is another large hatch which opens to reveal a larger double-barreled cannon turret, which also spins 360 degrees and fires medium shot. The third weapons system is a bit of a mystery. This system is found at the bottom of the ship, in the form of hatches that open like bomb-bay doors. Here, in the forward part of the ship's main body, one finds long, cylindrical bombs with tail fins, ready to be dropped out of the bottom of the ship. It is a mystery to any who haven't seen the ship in full action how these bombs are to be used.
[Note: The Samarkand has no Submersible Capabilities despite it's appearance.]
This isn't gonna make any sense, but it's a balance decision. You can't bring a ship out of the water and keep it functional. So drop the ship tech. You can use your PC's tech to sing it around like ahunk of metal, but it will be virtually "not a ship" and have no bombs or anything special really for the duration of that maneuver.
William Bertrand Salty Bounty Hunter 200 Jacks of all Trades Captain - Doctor 559 2,500,000 Musketeer - Doctor - Marksman - Merchant Sandy Brown - [color=sandybrown][/color] Neptunia
You would need a carpenter to perform a ship technique. Also this would not count as a ship technique this would be a personal thing based on your own characters techniques. You'd also need a carpenter for a submarine which this appears to be. Basically inventor does jack shit for ships anymore and anything outside the generic stuff listed in the ship guidelines belongs in the realm of carpenter
Hainen: That would be too easy Mon Dec 15, 4:07:30pm Hainen: Dark usually has very well-thought out and rational opinions Hainen: I shall defer to his superiour judgment
Neon is a prophet
the characters
Colin G. Fist • Martial Artist • Frostbite Pirates • Bounty: 370,000,00 • SD Earned: 1009 • Beli: 215,400,000 • Location: Grand Line Ivan• Assassin • Marksman • Bounty: 0 • SD Earned: 228 • Beli: 88,000,000 • Location: Grand Line
[Note: The Samarkand has no Submersible Capabilities despite it's appearance.]
I included this in the description. Its at the bottom.
I removed the tech, I get the carpenter thing, that's fine. But I don't get why it wouldn't work?
Waver already has a technique where he can lift and manipulate an entire battleship. All he has to do then is open a door or two and move and fire a cannon, or open a door and let a bomb fall out.
Are you saying that there is no way to make that work? Or are you just saying that it has to be done through Waver's own techniques?
You can only do something like this via a technique of your own character in their app is what I was saying. A ship technique is a bit different such as a system built into the ship that let's it hop into the air and glide or maybe a burst of air that propels them forward at bullet speed
happiest day ever
Hainen: That would be too easy Mon Dec 15, 4:07:30pm Hainen: Dark usually has very well-thought out and rational opinions Hainen: I shall defer to his superiour judgment
Neon is a prophet
the characters
Colin G. Fist • Martial Artist • Frostbite Pirates • Bounty: 370,000,00 • SD Earned: 1009 • Beli: 215,400,000 • Location: Grand Line Ivan• Assassin • Marksman • Bounty: 0 • SD Earned: 228 • Beli: 88,000,000 • Location: Grand Line
Yeah there is. I need a number on all those abnormal cannon ammunition. An explanation on what a grape and chain shot are. And you to update the weaponry section to reflect that your cannons aren't your run of the mill cannons.
Updated quantity of ammunition. All of the listed ammunition is fairly standard period ammo that could be fired from any cannon from the 1700s. All of the ammunition types listed, in fact did exist IRL around the time period. Cannon balls are, of course your standard issue hunks of metal hurled with great force to batter the target to smithereens. Explosive rounds are just hollowed out cannon balls filled with gunpowder and a wick which ignites the gunpowder causing the cannon ball to explode and become shrapnel. Grape shot is just a cluster of smaller cannon balls all fired at once, basically turning the cannon into a giant shotgun. Chain shot is two cannonballs attached to each other with a chain, and when they are fired the balls separate, pulling the chain taught and cutting through whatever is in the line of fire. Grape and Chain shot were used highly effectively to fire into an enemy ship's rigging (the masts and ropes and sails) where they would shred everything they were fired through both diminishing a ship's ability to catch the wind, and creating a horrible mess that would make repairing the ship take significantly longer than usual.
In short, there is nothing special about the cannons. They are just your run-of-the-mill guns. The only thing that makes them slightly unique is that they are mounted so that they can pivot a full 360 degrees, and they pop out of hatches on the ship.
I'm sorry for this tentativeness, because there is no actual system for special ammo for ships so far. I will instead treat them like character inventor techs. Make a tech for every kind of special ammo you want. Put a limit of 4 per SL for torpedos and explosives. You don't need a limit on the other ones. Make sure to explain in the techs how the ammo functions.
“We all need to be mocked from time to time Lord Mormont lest we start to take ourselves too seriously.” - Tyrion Lannister
William Bertrand Salty Bounty Hunter 200 Jacks of all Trades Captain - Doctor 559 2,500,000 Musketeer - Doctor - Marksman - Merchant Sandy Brown - [color=sandybrown][/color] Neptunia