The Crimson Gale

The Crimson Gale

Speed: 22/45mph
Maneuverability: +3S (Lore 1, Sail 2)
Endurance: Engine requires seven motes to attune
Crew: 3/3
Cargo: Seven passengers plus up to three tons of cargo, or 20 passengers plus one ton of cargo
Armor: 12L/12B (Steelsilk Gas Bag: 8L/8B)
Health Levels: Ux10/Mx12/Cx5/Ix2/D (Steelsilk Gas Bag: Ux5/Mx6/Cx2/I/D)
Other Notes: The little god of the ship has become stronger and can assist the ship with her charms.
The Crimson Zephyr

Glider
10 minutes of work with a wrench to put together and 30 seconds to safely strap in. Launching requires being at least 10 yards off the ground
Speed: 15/30mph
Maneuverability: +3R (Ride 1)
Endurance: Pilot’s endurance, also subject to wind conditions
Crew: 1
Cargo: 1 passenger or 200 pounds of cargo
Armor: 3L/5B
Health Levels: Ux2/Mx4/Cx2/Ix2/D

Folding Glider
10 ticks to unfold and 10 ticks to strap in. Same rules apply to a regular glider.
Speed: 15/30mph
Maneuverability: +3R (Ride 1)
Endurance: Pilot’s endurance, also subject to wind conditions
Crew: 1
Cargo: Only what the pilot can carry
Armor: 3L/5B
Health Levels: Ux2/Mx3/Cx3/Ix2/D

Parachute
Speed: 3/6mph
Maneuverability: -2S (Sail 1)
Endurance: Until you reach the ground
Crew: 1
Cargo: None
Armor: None
Health Levels: U/Mx2/I/D

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