Beyond The Realm - Custom Rules

Taking Action

Open Skills

With Open Skills, your skills are no longer tied to a single ability—instead, you may apply your skill bonus to any ability check that feels appropriate.
When you are taking an action, try to consider which ability and skill pairing is the best fit for your situation. You may only use one ability and one skill per check.

Social Interaction

There's more to social interaction than just charisma—intelligence and wisdom are just as important, and each has their own role to play in conversation.
  When you interact with an NPC, the context of your action determines which ability you are using: smarts (intelligence), feelings (wisdom), or presence (charisma).
 
  • Intelligence: You're trying to be clever. Debate, reason, negotiate, lie, manipulate, wit, and threaten.
  • Wisdom: You're trying to soothe or connect feelings. Rapport, empathize, calm, discretion, and tact.
  • Charisma: You're trying to be likeable or dominating. Charm, bluff, banter, incite, command, and intimidate.

Help

If you take the Help action to grant advantage to an ally, you get to roll one of the two d20 during the attempt.
  Your ally adds their normal bonuses as if they had rolled the die themselves.

Teamwork

You can't roll multiple attempts for the same action—recalling a piece of knowledge, sweet-talking the castle guard, pushing a heavy boulder aside, etc. But you can work together with your allies to make that one attempt as successful as possible.
  Anyone with a relevant skill or background may help you attempt something—the first person grants you advantage (per the Help action), and every additional person grants you a +1 bonus. If the roll fails, however, everyone involved is liable for the consequences.

Initiative

Reaction speed is determined first-and-foremost by your thoughts—the faster you can think, the faster your brain can tell your body to act.
  When rolling for initiative, do not add your Dexterity modifier—instead, add your Intelligence modifier. Break ties first with Dexterity, then Wisdom.

Tools

A tool helps you do something you couldn't otherwise do—pick a lock, craft an item, forge a document. Some tools are basic enough to provide basic use without training—cook's utensils, painter's supplies, dice games. Most, however, require proficiency to use properly.
  If you are proficient with a tool, you can add your proficiency bonus to any ability check made with it.
  Tools & Skills: If you are proficient with both a tool and a skill—for example, an instrument with Performance, cook's utensils with Survival, a healer's kit with Medicine—you may add your proficiency bonus and make your roll with advantage.

Secret Knowledge

Knowledge is a valuable resource—out in the wilds, it can mean the difference between life or death. Players shouldn't be able to tell if their information is false by knowing that they rolled a low number on the check.
  The player will roll a GM Blind Roll—including perception and insight checks—in secret, and the DM will reveal the knowledge accordingly. If it's a failure, you may recieve some misleading information—the larger the failure, the greater the mislead.
 

Degrees Of Success

When you attempt an action that has a chance of failure, compare your result to the DC and check the list below to see just how well you did.
 
  • Critical Success: You succeeded by 10 or more on a skill check, or rolled a natural 20 on an attack. Things have gone perfectly. You achieve your goal and something else happens in your favor.
  • Success: You achieve your goal.
  • Minor Failure or Success at a Cost: You failed by 1, 2, or 3. You can choose to succeed, but something bad also happens as a consequence.
  • Failure: You failed by 4 or more. Something bad happens—you take damage, gain
  • Stress, lose a hit die, a Condition worsens, etc.
  • Critical Failure: You failed by 10 or more on a skill check, or rolled a natural 1 on an attack. It's all gone badly for you and you suffer a second consequence in addition to the normal failure effects—you take extra damage, lose a hit die, drop an item, etc.

   

Leveling Up

Your character gains experience by being an active force in the world, making new discoveries and overcoming great obstacles. With enough experience, your character can open up pathways to greater power and influence. Such power comes at a cost, however, and requires practice to unlock. This chapter sets out rules for training and mentors.

Training

Once you have gained enough experience, you may begin training to improve your abilities and unlock new heights of power. Through experimentation with your new-found knowledge—practicing new techniques, developing new spells, channeling new power—you may spend your experience and gain a level. Training is not easy, however, or cheap. In addition to the experience, you will also need:
  1. A Mentor: someone to help guide you in your craft— an old druid, a drunken monk, a jaded fighter.
  2. Facilities: a place in which to practice your skills—a training ground, a wizard's tower, a druid's grove.
  3. Gold: coin to pay for your training expenses—research books, exotic components, hirelings, new tools.

 

Training Cost


 

Mentors

A mentor is someone who helps your character to grow and develop. While they may not be as powerful or influential as you, they have both expertise and insight that can help unlock your potential. You will not require a mentor until you reach level 3.

Getting a Mentor

First, you must find a mentor. This is usually an NPC related to your class in some fashion—often old or retired adventurers looking to pass on their wisdom to a new generation (or whoever has coin to spare). Asking around town is a good start, though some mentors may live in dangerous or inaccessible areas. Once you have found someone, you then need to convince them that you should be trained. This may not always be straight-forward—mentors are NPCs and, like all NPCs, they have wants and needs.
Whatever the reason, you'll need to find a way to get this NPC on your side before they will become a mentor.

Mentor Limitations

As a DM, you may decide that a mentor can only train a character up to a particular level—beyond this, a new, more experienced mentor will have to be found. This is perfectly valid, and is a good way of motivating characters to travel. But make sure you let everyone know in advance that their mentor has level restrictions—characters should have a chance to prepare for a replacement.

Mentor Responses

If you're unsure how a mentor may respond to a character's request, roll on the Mentor Reponses table below to see if they refuse and for what reason. Mentor Responses:
If an NPC refuses to mentor a character, there may be an opportunity to change their mind. Depending on the circumstances, this could require a social skill challenge, a combat, a bribe, or an adventure to resolve.

Missing Mentors

Sometimes, a mentor is not around when you need them —they might be travelling out of town, or pre-occupied with important business, or sick, or even dead. Like all NPCs, mentors have lives to lead. You can't train without a mentor, so keep an eye on their schedule.
 

Combat Rules

Disarm

A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.
The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

Spell Scroll Rule

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Magic Item Crafting Rule

A Formula. Characters need a formula that describes the construction of the item. This can be something characters have developed in-game (with the DM’s approval) or an established formula from a reputable (or not) source.
  Spellcasting Abilities. A character must have the spell slots and be able to cast a spell that an item will produce in order to imbue an item with that magic. This includes having and expending material components the spell requires. Magical items that do not produce spells still require spellcasters to create the item (such as a +1 weapon).
  Character Level Requirements. Depending on the item’s rarity, a character must meet a minimum level to craft that item. A table showing this is provided below.
  Materials, Tools, and Location. A Dungeon Master can decide if a character needs particular tools or supplies, or if an item can only be created at a certain location. Example: Flame tongue requires forging with lava. This should be outlined in the formula. A certain quest may be required to find such items along with the locating of knowledge for its location.

  A player crafting a magic item makes progress in increments of spending 25 gp of the Creation Cost per day, assuming they work for 8 hours each of those days.
  If the item produces a spell, the creator must expend one spell slot of the spell’s level each day of creation. This includes having or expending (if required by the spell) material components once each day, unless the item has a one-time use (like a spell scroll), in which case, the components are only consumed once.
Note: It can be assumed that the 25 gp per day covers the cost of components that don’t have a cost associated with them. It is up to the DM’s discretion at how easily these components are acquired. Finding components can make for a fun side quest.

Multiple Contributors

“Many hands make work light.”
If multiple characters meet the level requirements, they can work together to create a magic item. Each character can contribute spells, spell slots, and components, and all characters must participate during the entire crafting process each crafting day.
Each character can contribute 25gp worth of effort per day crafting the item. This means that the time required can be divided by the number of contributing characters. Note that the DMG does not say each character must have spell slots or the spell to contribute. Only one of the characters needs the spell requirements. Thus, any character can contribute to creating the magic item if they meet the level prerequisites.
Example: Four characters crafting a Very Rare item can create it in 500 days instead of 2,000.

Active Crafting

Active Crafting

Gems

Gemstones

Potions

Identifying a Potion

Not all magic potions look alike—even a simple healing potion can vary wildly in appearance depending on who made it and which recipe was used.
During a short rest, you can attempt to identify one unidentified potion by making an Arcana knowledge check with an alchemist's kit—base the DC against it's rarity.
Success: You learn the true name of the potion.
Fail: You know if the potion is at least safe to drink.
Critical Fail (10 or more): You (unknowingly) learn a false or misleading name of the potion.

Potion Identification DC

Rarity DC
Common 10
Uncommon 15
Rare 20
Very rare 25
Legendary 30

Basic Potions

Potion of Healing

Healing potions are an adventurer's best friend, bringing many a hero back from certain death.
When you drink a healing potion, you gain a number of hit points based on the size of your most common hit die. If you don't have a hit die value for any reason, roll a d4.
Multiclassing: If you are multiclassed and have hit dice of varying sizes, use the hit die value of whichever class you have the most levels in. On a tie, choose the highest.
 
Potion of Healing
Consumable
This red potion feels strangely warm to the touch. It tastes of cinnamon and orange.

When you drink this potion, you instantly recover some hit points without needing to spend any hit dice—the better the quality, the more hit points you are able to restore.

Type | Rarity | Recovery

  Lesser | Common | Regain [2 × hit die] + 2 hp

  Greater | Uncommon | Regain [4 × hit die] + 4 hp

  Superior | Rare | Regain [6 × hit die] + 8 hp

  Supreme | Very rare | Regain [8 × hit die] + 16 hp

 
Potion of Luck
Consumable
This rare, golden potion tastes like metal and sticks to your teeth for an hour, giving them a slightly golden sheen.

  When you drink this potion, you instantly gain 3 points of inspiration (up to your maximum).

 
Potion of Recovery
Consumable
This watery, green potion smells of freshly cut grass. If left in natural sunlight, it spoils after one hour.

You instantly recover a number of expended hit dice when you drink this potion—the better the quality, the more hit dice you recover. You may choose which of your hit dice are restored.

Type | Rarity | Effect

Lesser | Common | Recover 2 expended hit dice

Greater | Uncommon | Recover 4 expended hit dice

Superior | Rare | Recover 6 expended hit dice

Supreme | Very rare | Recover 8 expended hit dice

 
Potion of Respite
Consumable
This oily-grey potion sparkles with motes of iron. When you drink it, you feel like you could take on the world.

  When you drink this potion, you may either a) expend one hit die or b) gain a level of exhaustion to gain a number of temporary hit points—the better the quality of the potion, the more temporary hit points you gain.

  Type | Rarity | Effect

Lesser | Common | Gain [1 × hit die] + 1 thp

Greater | Uncommon | Gain [2 × hit die] + 2 thp

Superior | Rare | Gain [3 × hit die] + 4 thp

Supreme | Very rare | Gain [4 × hit die] + 8 thp

 
Potion of Restoration
Consumable
This very rare potion glistens with a myriad of rainbow colors. When you hold it, the flow of time feels strange.

  When you drink this potion, you may either a) expend one hit die or b) gain a level of exhaustion to regain one expended class or racial feature of your choosing.

 
Potion of Stamina
Consumable
This cold, black potion tastes strongly of old coffee and sour milk. It fizzes when shaken.

  You may ignore the effects of some exhaustion for up to one hour when you drink this potion.

  Type | Rarity | Effect (1 hour)

Lesser | Common | −1 exhaustion

Greater | Uncommon | −2 exhaustion

Superior | Rare | −4 exhaustion

Supreme | Very rare | Ignore all exhaustion

 
Potion of Spellpower
Consumable
This glowing, blue potion glistens with tiny crystalline fragments. It tastes of lightning and glass.

  When you drink this potion, you may expend one hit die and regain one expended spell slot of your choosing—the better the quality, the higher the maximum spell slot level.

  Type | Rarity | Max. Spell Slot

Lesser | Common | 1st-level

Greater | Uncommon | 2nd-level

Superior | Rare | 3rd-level

Supreme | Very rare | 5th-level

 

Brewing a Potion

If you are proficient with both a) arcana and b) an alchemist's kit, you can brew magical potions. There are three steps to follow:

Pick a Potion

First, you must decide which potion you want to craft. A potion has two major components: a gemstone and a crafting material—the recipe will tell you which types are needed for your brew.

 
Potion Recipes
Potion | Gemstone | Material

Healing | Diamond | Flesh, radiant

Luck | Amethyst | Metal, psychic

Recovery | Ruby | Plant, fire

Respite | Sapphire | Skin, water

Restoration | Aquamarine | Wood, force

Stamina | Topaz | Fluid, lightning

Spellpower | Quartz | Otherworldly, force

 

Get the Materials

Next, you must acquire your gemstone and materials.

  Gemstone: Your gemstone must be both a) cut and b) of a certain quality depending on the rarity of your potion.

  Crafting material: The quality of your crafting material must be equal to or greater than the quality of your potion.

 
Material Quality


Potion Rarity | Gemstone Quality | Material Quality

Common | Clear | Common

Uncommon | Pristine | Uncommon

Rare | Royal | Rare

Very rare | Lucent | Very rare

Legendary | Astral | Legendary

 

Craft the Potion

It takes 8 hours of work with an alchemist's kit to brew a potion. Once you have spent this time, roll to see if your efforts were successful.

  Make an Intelligence (Arcana) check against the rarity of your potion: common (DC 10), uncommon (DC 15), rare (DC 20), very rare (DC 25), or legendary (DC 30).

 
  • Critical Success: Your potion was perfectly formed—you were able to create three vials of potion.
  • Success: You were able to create two vials of potion.
  • Failure: The mixture's gone bad and can't be used.


 

Flasks

Average Uses & Costs



Quantity | Average Uses | Cost to Buy

d20 | 30 | 22 x base potion cost

d12 | 20 | 15 × base potion cost

d10 | 14 | 10 × base potion cost

d8 | 9 | 6 × base potion cost

d6 | 5 | 3 × base potion cost

d4 | 2 | 1 × base potion cost

 

Flask Refill



Potions Used | Flask Quantity

1 | d4

3 | d6

6 | d8

10 | d10

15 | d12

22 | d20

   

Topping Up



If you are proficient with an alchemist's kit, you can top-up a partially-filled flask during a short or long rest if you have enough potions. As a proficient alchemist, this does not risk spoiling the contents of the flask.

  Flask Quantity | Potions Needed

d4 → d6 | +2

d6 → d8 | +3

d8 → d10 | +4

d10 → d12 | +5

d12 → d20 | +7

 

Wounds & Injuries

Lingering Wounds

When you fall to 0 hit points, you've taken significant damage and gain an open, lingering wound somewhere on your body.

Exhaustion

Each time you gain an open wound, you also gain a level of exhaustion. This exhaustion is permanent for as long as your wound is open and untreated.

  You gain exhaustion for each open wound, so watch out—exhaustion effects stack up fast.

Treating Wounds

A wound hinders you while it's untreated, making your life difficult with exhaustion. You can spend one hour to treat a wound using first-aid knowledge and supplies—make an Intelligence (Medicine) or Wisdom (Medicine) check (DC 10) to patch up the wound.

  A treated wound remains on your character—though it no longer causes exhaustion. A wound will only heal properly during a long rest or with magical healing.

Healing Wounds

Wounds heal naturally over time. At the end of a long rest, roll to see if your wounds have healed—make a Constitution (Medicine) check (DC 15) for each wound.

  Some downtime activities, such as resting, may allow you to roll the check with advantage.

Magical Healing
You may use magical effects to heal a wound. You do not gain any hit points from the magic in doing this, however—all of the spell's power is used on your wound.

Reopened Wounds

If you are critically hit during combat, your treated wounds may reopen. When you take critical damage, roll a d20 for each treated wound you have: d20 Effect

1 | The wound reopens and you lose a hit die

2-8 | The wound reopens

9-20 | The wound remains closed

When a wound reopens, it starts applying exhaustion again—you'll need to treat the wound to remove this.

  Untreated wounds: Any untreated wound you have fails this check automatically (as if you had rolled a 1), causing you to lose a hit die—so try to keep your wounds bandaged at all times.

 

Permanent Injuries

Some monsters are especially deadly, destructive, and vicious—when they hit, they hit hard enough to break bones and sever limbs. Dragons, giants, ogres—if it's huge, its attacks are usually extremely violent.

  If you are reduced to 0 hit points by a violent attack, you suffer a debilitating Permanent Injury.

When you gain an injury, you also gain a level of exhaustion. As with lingering wounds, this exhaustion is permanent until you treat the injury in some fashion.

 

Violent Monsters & Attacks

When you add the vicious keyword to a monster or attack, make sure to telegraph this to your players clearly in advance—they should know they risk serious injury before they charge in.

 

Treating Injuries

Once you gain an injury, it remains active on your character and causes exhaustion until it is treated. There are three common ways to treat an injury:
  • Prosthetics: Wear a prosthetic device to replace a missing body part.
  • Medical Aid: Receive medical attention—even surgery—to close up major damage and internal bleeding. This can only be done during a long rest when you are in a safe place—a village, town, or city.
  • Magic: Injuries can be reversed with the Greater Restoration spell (or something of equivalent power).


Once an injury has been treated, the exhaustion is lifted and your character can act normally again.
Prosthetics
A prosthesis is an artificial device that can replace or augment a missing (or injured) body part—such as an arm, leg, or eye. You may find prosthetics on your adventures or buy them from artificers, crafters, and healers.
Magical Prosthetics
Some prosthetics have been augmented with magic, granting them extra properties. These are much rarer in the world—and far, far more expensive.

Death

When you are reduced to 0 hit points, you gain the Dying condition. You can't move, and your ability to talk is limited. This condition ends if you regain any hit points.

Dying
Condition
You drop whatever you're holding and fall prone.
You can't move, take actions, or use reactions.
You're aware of what's happening 15 ft around you.
You can speak a maximum of two words per round.
Attack rolls against you have advantage.
You automatically fail STR/DEX saving throws.
You must make a death saving throw at the start of your turn. If you fail three death saving throws, you die.

 

Your Funeral

No corpse should be left out in the open to be torn apart by birds and wild dogs—a hero deserves a hero's send-off.

  If your adventuring party are able to recover your body, bury it, and throw an appropriately lavish funeral (at least 50 gp for each of your character levels), they each gain one favor from you from beyond the grave.

 

Reading of the Will

You can leave a will behind to confirm who the heirs to your property are. This can be arranged in retrospect with your GM after the character's death if necessary. The reading of the will usually takes place at your funeral, or before the introduction of a new character.

  This might be the last opportunity for your character to say any final words, so make the most of it.

 

Resurrection

Death is not always the end. Magic is a powerful force, and with it even the dead can rise again.

  Such spells are not without cost, however, and resurrection spells require the rarest of components—diamonds of a particular cut, rarity, and quality. These gemstones can't be bought on the open market—finding one may be a whole adventure in itself.

Resurrection Spells

Spell | Level | Time Limit | Component

Revivify | 3rd | 1 minute | 3 × Pristine diamonds

Raise Dead | 5th | 10 days | Royal diamond

Reincarnate | 5th | 10 days | Mystic oils

Resurrection | 7th | 100 years | Perfect diamond

True Resurrection | 9th | 200 years | Astral diamond

 

Variant: No Resurrections

If you want to add a sense of finality to death, use this No Resurrections variant rule.

  The souls of the dead, once passed beyond the veil, can never return to the mortal plane. Resurrection spells of any kind have no effect.

 

Cheating Fate

Fate Points

If you would suffer a killing blow or fail your last death saving throw, you may spend a fate point to cheat death in some fashion.

 

Gaining Fate

Fate points are extremely rare. To gain fate, players must face—and defeat—the most dangerous monsters in your world. Dragons, liches, beholders—these fated monsters are significant threats to the party.

  Fate smiles on those who brave the darkest of these optional dangers and survive.
  One Monster, One Point: A fated monster rewards only 1 fate point in total when defeated—the players must decide who among them is lucky enough to take it.

 

Spending Fate

When you spend a fate point, you (usually) can't act for the rest of the scene—everyone, friend and foe alike, thinks you're dead or otherwise not worth any attention. But you are immune to any further damage during the rest of the scene, regardless of whatever else happens around your unconscious body.

Upon reaching a point where you may spend a fate point your character will be given a choice to return to the waking world sometimes instantly othertimes following some sort of trial or minor quest. To return is not free however, powerful beings and opprtunities may be offered to you in exchange for your return to the mortal world. If no agreement can be struck you do not return to life.

     

Ship Rules

Ship Battle (Battles & Boarding)

Health

The ship has health and can take damage. Certain attacks will do more damage to the ship.
Different upgrades can increase the ship's health and gain its resistance or immunity to certain types of damage. As well as possible self-repair functions.
The ship is resistant to piercing and slashing damage from non-magic attacks.
The ship is vulnerable to fire, bludgeoning, and force damage.
The ship is immune to poison and psychic damage.
Certain health markers will have effects on other aspects of the ship, Ex. Speed, increased repair cost, loss of upgrades (minor), Movement capability (loss of flight), loss of supplies/fuel.
100 % Health - No Negative Effect
75% Health - -2 Manuever DC
50 % Health - -5 Manuever DC
25 % Health - -5 Manuever DC, Half Speed
0 % Health - 0 ft speed, loss of ship equipment & storage, can no longer perform

Manuevers.

Any addition damage done to ship after it reaches 0 will lead to the ship having to make a Hull Save (After Three failed Hull saves the ship will be completely destroyed leaving it unrepairable.)

Armor

Armor is determined by an AC of which the attacker must roll above to do damage. This includes creatures and other ship weapons.
AC can be raised or lowered based on certain Maneuvers and actions performed by the party.
Different armors raise AC and other upgrades can also be applied such as an additional health pool for armor to not have to repair the ship.
Different armors may reduce or increase ship speed depending on its materials.

Weapons

Certain weapons can be purchased and added to the ship to allow for large amounts of damage to be done to the target. Weapons designed to attack ships will have disadvantages when it comes to hitting specific targets such as creatures or certain parts of a ship. Certain weapons can do AOE damage depending on their type.
These weapons can be used by Crew(NPC) for passive damage to the enemy ship determined by the type of weapon or by players for increased damage and ability to target specific parts of the ship.

Boarding

To board an enemy ship or vessel you must make acrobatics or athletics check to either jump or swing across. You may use other checks or spells to do so if you can convince the DM.
Certain upgrades can make this easier with additional ropes, boarding boards, etc.
To stop enemies from boarding you can use your action to block boarding which increases the DC. If done by a player it increases by +2 per character taking this action, however, this can be performed by the Crew(NPC) as well with a flat +5. This action can also be done by enemies.

Looting

Certain upgrades can be looted from enemy ships. To search a ship for upgrades it must first be cleared of enemies (capture/kill), then you must roll an investigation check to see if any of the weapons or other things are easily removable.
Along with this an amount of gold and supplies can be found on most ships and be looted. Typically (_d6 supplies) (_d10 gold) depending on the quality of the ship. Ex. Pirates, merchant ships, navy ships, etc. Other items can be found on certain ships as well.
A navigation/perception check can be taken to identify possible ships or special encounters as well as being able to identify the possible value of raiding the ship.

Crew(NPC) Actions

During combat, the crew can perform several actions for passive buffs.
The ship also has a creature Capacity. Default 10, can be upgraded to accommodate more creatures (beds, housing, rooms).
If you exceed the capacity the ship becomes harder to manage negatively affecting Morale, as well as giving a decrease to maneuver capability, -1 per creature over capacity.
Different crew types can perform special actions and amounts of actions.
These are the basic actions all crew can perform.
Ship Weapon Attack
Provide passive damage per round of ship combat based on weapon types
Block Boarding
Passive DC increases towards attempts of boarding the ship.
Man The Sails
Passive decrease in maneuver DC for escape combat or doing specific maneuvers.

Ship Movement (Driving Ship & Avoiding Danger)

Fuel Type

Certain types of fuel can be used and have various different effects.

Maneuvers

To perform a maneuver is a set of actions determined by the players. With the use of spells, special actions, or skill rolls the players may attempt to perform a special movement action. A base DC is determined based on the determined difficulty of the maneuver (see examples below). Every player who wishes to help in the maneuver can spend an action to add a bonus to the roll (a sailing check using water vehicles).
By a skill check the player will either cause a -1, 0, +1 depending if they are able to pass half the base DC.
If a spell is used a + dependent on the spell level + 1 is gained.
Special actions such as class abilities can also be used and will add a +1 if applicable.
The base crew (NPC) action known as Man the Sails gives a +3 addition to the roll. This depends on the skill and special abilities of the crew.
Must state if going to help prior to Water Vehicle Check being rolled.
Examples of Maneuvers
Full Speed Ahead: Double speed of the ship going forward. DC 18 (This action can be maintained for as many turns as the focus is given, actions given.) (Spell length determined how long a specific spell gives + benefit)(Skills and instantaneous spells give benefit for as long a players continue sacrificing their actions) (If bonus loss ever causes the total value to go below DC then the benefit is lost)
Fast Turn: Turn at high speeds. DC 20
Breaking Ankles: Turn the ship around on the spot. DC 22
Evasive Maneuvers: Equivalent of taking the dodge action, granting any attacks upon the ship not done whilst on the ship. This maneuver works similarly to “Full Speed Ahead”. DC 24
Battering Ram: Crash into an enemy ship to bypass it if blocking your path. DC 26
Barrel Roll: Flip boat upside down above another ship to get on the other side of an enemy ship. DC 28
Crash Landing: Try to land a ship with little control from a high height, especially on land. DC 30
Certain upgrades will give a flat bonus to Maneuvers

Speed

The base speed of a ship is 30 ft. This can be increased through maneuvers. This is equivalent to about 2.25 mph or 54 miles per day. A single Astral parsec is equivalent to the base amount of space you can travel in a day. Therefore 54 miles equals 1 AP
This can be increased with different fuel types, upgraded engines, and other upgrades.

This article has no secrets.