Rolled 7, 10, 9, 8, 10 + 50 = 94 (5d10 + 50)
QM: choose as many of the 10 sky galleon outfittings as you desire - but there is a catch!
1/ Swivel Cannon
>>54875522/ Harpoon
>>54875553/ Catapult Crane
>>54875574/ Barrage Balloon
>>54875615/ Trawler Nets and Rigging
>>54875666/ Reinforced Prow and Ram
>>54875687/ Windmill and Kite Vanes
>>54875718/ Lightning Rod; Coil, Pylon, Battery
>>54876069/ Telescope
>>548762510/ False Flag
>>5487626Each ship tool or component chosen reduces the starting condition of the ship by 1d20 (that's right, 1d20 !! I will roll for this afterwards)
What is essentially occurring is that Tharfish The Dwarf is stripping the ship for timber and parts to repair these features. The ship begins at
50 + 5d10 % condition.
Too many and you risk starting with only wrecked timbers, or ruining the ship altogether!
The ship improvements help by providing certain modifiers in various conditions of weather or sailing phenomena. eg the windmill and kite vanes could help give a bonus to ship rolls manoeuvring between floating island cliffs, the lightning rod helps give a bonus against storms, etc. These events may be randomly generated during travel. You may still be able to attempt some actions even without a ship improvement, but there is likely to be a heavy penalty modifer, beginning at -1 to -3 depending on the situation. The ship components function the same as your attributes, beginning at +1, improving to +3 etc
If you are inventive, you can suggest a few ship features yourself (it will mostly depend on if I can find cool pictures for them hehe). But remember, the cost of each one is high at -1d20 ship condition. There will be the opportunity to purchase, manufacture or procure other ship features later.
>Write in which ship features you would like repaired by Tharfish the Dwarf. Afterwards, I will tally and reduce the ship condition by -1d20 for each one... choose carefully!