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=== The Ship
* lit by self-igniting gas lamps (gas pressure pushes a firestone into the side of the pipe)
* lamps have valves next to them as on/off switches

* ship transports cargo from many different companies & people
* cargo is loosely based on east–west trading during the Age of Sail

* looks like a fast, small passenger ship; these are either filled with VIPs and armed to the teeth or full of third class passengers – neither a good target for piracy
* actually has an enormous, semi-secret cargo hold


Why are we sinking?::
The Antagonist executed the following plan:
1. drugged you to make you compliant, brought you to storage B
2. knocked you out
3. took the McGuffin from storage A
4. prepared the fire in storage C (beeswax from storage), opened the grating and the coal store
5. opened and jammed the diving air lock, unlocked all hatches on the way to shaft/storage C
6. lit fire, climbed up shaft towards life boats
7. panic crew and passengers, get away in life boat

.Random Cargo Table
[options="header,autowidth"]
:===
d10:Item
1: Tea
2: Spices
3: Opium
4: Silver
5: Beeswax and honey
6: Furniture [obvious]
7: Bales of cotton and silk [obvious]
8: Porcelain
9: Mail
10: Wood, strips of metal, ship repair stuff, tools [obvious]
11: Food [kitchen storage]
12: Coal [coal storage]
:===

=== Lower Decks

* pipes everywhere:
    * hot and cold water, steam
    * pneumatics
    * gas
* strong metal doors with speed wheels and bulkheads separate rooms
* flooding prevention:
    * all bulkhead doors open to the outside of the ship
    * all hatches open downwards
* hot, stuffy air


=== Security System
pneumatic robots, HD 2d8::
* fire metal slugs via air riffles 1d6
* magnetic feet clamp to ship's hull
* as big as a basketball
* need to refill compressed air every 10 min
* are hard-programmed to 'guard', can't be used for anything else
* magic script inside chassis
* ship has small double hatches next to every door