Campaign of the Month: September 2013
Air Sailing talent
Step: Rank + WIL
The adept knows how to work the rigging, tiller, and oars of airships. An adept who wishes to join an airship crew must know Air Sailing at Rank 1 or higher. Positions of command require greater ability: the higher an adept’s Air Sailing Rank, the bigger the ship he can command or the higher the position he can fill within a ship’s crew. The adept makes an Air Sailing (5) Test to help propel an airship. If successful, he effectively takes the place of one crew member for each Result Level achieved. For an airship to stay airborne, at least 25 percent of the crew must make successful Air Sailing (5) Tests each hour. For example, an airship with a rowing crew of twenty needs at least five rowers to succeed at Air Sailing Tests to stay afloat. This might be an equivalent number, such as two rowers, one of whom achieved an Extraordinary Result on his Air Sailing Test (thereby replacing four rowers). If at least 50 percent of the crew make successful tests, the airship can maneuver at its current altitude, dive, or climb slowly in a straight line. If 75 percent of the crew are successful, the airship can speed up, maneuver while climbing, or perform aerobatics. A ship’s officers can use Air Sailing to enhance the ship’s performance and steer it through hazardous situations (see the Gamemaster’s Companion for more information).