[PnP] Ship Project - Ship Gear v1

Scott Adams longshot at darktech.org
Sat Sep 30 05:22:45 CEST 2006

  * Ship and Water Based Equipment Information

       This document contains information on new Powers and Perils
    equipment that is based around water and ships.  It mainly centers
    on ships and boats.  but it may related to water environments like
    ports and fishing villages.  The bottom of this file contains
    information, rules and more details on each item. 

    1. Armor

                           Item         Item   Armor
             Item          Price Avail. Weight Value      Notes
       Arm Shield           8 CC  95%     4      4   Arm length shields
       Breathable Leather  15 CC  55%     5      1   Specialized Water Armor
       Coral Helmet         3 CC  90%    10     +3   Helmet made from Coral
    2. Weapons  

                           Item         Item   
             Item          Price Avail. Weight WSB FV     Skill Area
     @ Net                 2 SC   95%     6      0  6   Misc. Throwing Wpns.
       Puncher            14 CC  100%     5      0 10   Spear
       Quints              9 CC   70%     2+     0  3   None
       Spear               7 SC   90%     4      0  9   Spear
       Springed Spear     18 CC    5%     6     +1  9   Spear
     @ Trident             8 SC   60%     4     +1 11   Spear
     @ Water Lasso         8 CC  100%     2      0  5   None

       @ = Two handed weapon

    3. Animal Table

                           Item         Upkeep
             Item          Price Avail.  Cost       Notes
       Anaconda            2 GC   10%      2    Medium Sized Anaconda
       Crocodile           1 GC   30%      3    Adult Sized 
       Crab/Lobster        3 CC  100%      1    2 FP of Food
       Dolphin             8 GC    5%      4
       Eel                 2 SC   10%      1    Electrical
       Fish              Varies  100%   Varies  Various types of fish
       Jellyfish           5 CC   30%     1/4   Average hand sized
       Leech               3 CC   90%      2    12 Leechs in container
       Seal                5 SC   40%      2    Adult Sized Seal
       Shark               9 GC    5%      4    5-6 Foot Adult shark
       Turtle (River)      8 BB   90%     1/4   Hand Sized turtle
       Turtle (Ocean)      6 SC   10%      2    Adult Size 3-4 feet in length
       Worms               2 BB  100%     1/4   D100/2 Worms in container

       Upkeep = Amount of Food (FP) required by animal per day.

    4. Animal Equipment Table

             Item          Price Avail. Weight      Notes
       Animal Prod         3 CC   95%      3    Control animals
       Dolphin Harness     2 SC   10%      5    Harness for Riding Dolphin
       Dolphin Seat        1 SC   10%      2    For Rider on Dolphin
       Lobster Clamp       3 BB  100%      1    Prevents Lobster Claw action
       Snake Gloves        3 CC  100%      -    Snake protection
       Tank Material       4 CC   80%      1    Fish Food, plants, etc.
       Water Tanks        Varies  80%   Varies  Holds Fish & water creatures

    5. Buildings/Property

                                 Public     Business    Private
             Item                 Cost        Cost        Cost  
       Docks -
         Docking Fee (Port A)
             Private Craft        5 CC        9 CC       18 CC
             Merchant Craft       5 CC        6 CC       27 CC
             Military Craft      13 CC       27 CC        4 SC
         Docking Fee (Port B)
             Private Craft        4 CC        8 CC       16 CC  
             Merchant Craft       8 CC       16 CC       24 CC 
             Military Craft      12 CC       24 CC       36 CC  
         Docking Fee (Port C)
             Private Craft        3 CC        6 CC       12 CC
             Merchant Craft       6 CC       12 CC       18 CC
             Military Craft       9 CC       18 CC       27 CC
         Docking Fee (Port D)
             Private Craft        2 CC        4 CC        8 CC
             Merchant Craft       4 CC        8 CC       12 CC
             Military Craft       6 CC       12 CC       18 CC
         Docking Fee (Port E)
             Private Craft        1 CC        2 CC        4 CC
             Merchant Craft       2 CC        4 CC        6 CC
             Military Craft       3 CC        6 CC        9 CC
         Docking Fee (Port F)
             Private Craft        5 BB        1 CC        2 CC
             Merchant Craft       1 CC        2 CC        3 CC
             Military Craft      15 BB        3 CC       45 BB
         Docking Fee (Port G)
             Private Craft        2 BB        5 BB        1 CC
             Merchant Craft       5 BB        1 CC       15 BB
             Military Craft       7 BB       15 BB       20 BB
         Warehouse Rental Space
             Port Class A         5 CC        1 SC       15 CC
             Port Class B         1 SC        2 SC        3 SC
             Port Class C        12 CC       25 CC        4 SC
             Port Class D        15 CC        3 SC       45 CC
             Port Class E         2 SC        4 SC        6 SC
             Port Class F         ----       -----       -----
             Port Class G         ----       -----       -----

         Public   = Civilian purposes, please craft, etc.
         Business = These docks serve only business purposes
         Private  = These docks serve private interests only

         Private Craft  = Civilian craft like sailboats or pleasure craft
         Merchant Craft = Business craft like fishing boats or merchants
         Military Craft = Military craft of any warship capability

         Fees are Daily (24 hour period or until next morning).  Prices
         subject to change by local rules and Dockmaster.  Docking
         fees only allow docking.  They do not guarantee protection of
         craft.  For protection additional fees may apply.  These
         fees are PER 10 feet of craft in length.

         Warehouse rental Fees are for a 10 by 10 feet area where cargo
         or materials can be stowed away.  

    6. Travel Charges

           Charge            Cost                Description  
       Merchant Ship         2 CC  per 10 miles, meal extra, pay in advance
       Military Ship         4 CC  per 10 miles, meal extra, pay in advance
       Pleasure Ship (Low)   2 CC  per hour, meal extra, pay in advance
       Pleasure Ship (Med)   4 CC  per hour, meal extra, can pay after trip
       Pleasure Ship (high)  8 CC  per hour, meal included, can pay after trip
       Fishing Boat          1 CC  per 10 miles, meal extra, pay in advance
       Messenger Ship        2 CC  per 10 miles, meal extra, pay in advance
       Small boat rental     1 CC  per hour (size of up to 10 feet)
       Medium Boat Rental    4 CC  per hour (size of up to 50 feet)
       Large boat rental     8 CC  per hour, per 50 feet
       Ship's Meals -
        Merchant ship       1 CC  per 2FP from ship's stores
        Military ship       2 CC  per 2FP from limited ship's stores
        Pleasure Ship       2 CC  per 3FP from ship's stores [Low & Medium]
        Pleasure (High)     ----  4 FP included meal on High Quality ship
        Fishing Boat        5 BB  per 1FP plus fish caught extra
        Messenger Ship      2 CC  per 2FP from limited ship's stores
       Shipping Cargo -     
        Merchant Ship -     3 SC  per horse, 5 SC per elephant
                      -     1 BB  per 10 pounds inanimate cargo transported
        Military Ship -     2 SC  per horse, 4 SC per elephant
                      -     2 BB  per 10 pounds inanimate cargo transported
        Pleasure Ship -     4 SC  per horse, no elephant allowed
                      -     3 BB  per 10 pounds inanimate cargo transported
        Fishing Boat  -     9 SC  per horse in very limited space
                      -     4 BB  per 10 pounds inanimate cargo transported
        Messenger Ship-     2 GC  per horse, weight slows ship down, limited
                      -     8 BB  per 10 pounds inanimate cargo transported

    7. Hirelings Table
           Person     Min. Cost  Avail   Description
       Marine         3 SC/month   40%  Trained naval warrior, random gear
       Archers        4 SC/month   60%  Trained archer, random equipment
       Boatswain    1.5 SC/month   80%  Rowing Officer
       Rower          1 SC/month   90%  Rower, non-combat, non-slave
       Helmsman       2 GC/month   80%  Trained helmsman, weapons officer
       Captain        3 GC/month   40%  Trained Sea Captain
       Navigator      2 GC/month   70%  Trained Navigator for travel
       Deck Hand      2 SC/month   90%  General purpose ship deck hand
       Piper         +5 CC/month   50%  Issues commands to crew
       Fishermen     10 CC/day     95%  Trained Fishermen
       Pilot          3 CC/hour    70%  Trained harbor pilot/navigator
       Shipwright     2 CC/day     60%  Trained shipwright
       Cartographer   2 cc/day     30%  Trained map-maker
       Husbander      2 GC/month   40%  Trained Animal deck hand
       Ship's Cook    2 GC/month   60%  Trained cook for only cooking
       Steward        2 SC/month   70%  Trained servant
       Cargomaster    2 GC/month   40%  Trained for cargo handling
       Carpenter      2 GC/month   60%  Trained wood worker for ships

    8. Miscellaneous Equipment 
           Item         Cost Weight DR          Description 
       Anchors -
         Wooden         4 BB   1     4  Wooden 1 pound anchor weight
         Stone          5 BB   1     6  Stone 1 pound anchor weight
         Iron/Metal     2 CC   1     8  Iron 1 pound anchor weight
       Anchor Tethers - 
         Rope           1 BB  0.25   2  1 Feet of anchor tether rope
         Metal Chain    3 BB  0.25   4  1 feet of anchor tether chain links
       Belaying Pin     2 CC   2     2  Wooden pin for rigging lines
       Bell             2 SC   2     8  1 Ship's Bell
       Boarding Plank   5 SC  50    90  Ship's main boarding plank/gangway
       Booms, Sail      5 SC  20    30  Wooden sail booms and spars
       Booms, Sail      5 GC  40    75  Metal sail booms and spars
       Buttons          1 SC  --    --  Gross set of buttons
       Canvas           4 SC   1     5  1 Square yard of Canvas cloth
       Carpentry Tools  1 GC   8    --  For ship wide repairs
       Compass          3 CC   1    --  For finding North/direction
       Cork             8 BB   1    --  Container full of cork material
       Crow's Nest      3 GC  --    --  Crow's nest rigging setup
       Drum             6 BB   2    --  For controlling a Rowing Beat
       Fishing Gear           
         Fishing Net    4 SC   4    10  A 10 x 10 foot mesh fishing Net
         Fishing Kit    6 SC   6    --  Tools and spare parts 
         Fishing Hooks  3 BB  0.25  --  Set of 20 Fishing Hooks
         Lures          1 CC   1    --  Set of 20 Fishing Lures
         Poles          3 CC   2    --  Wooden fishing pole
         Rods           8 CC   4    --  Metal fishing pole
         Worms          2 BB  0.25  --  D100/2 worms in small container
       Figureheads    Varies   V    --  Decorative front piece
       Flags            2 CC  0.5   --  Ship flag or signal flags
       Grappling Hook   9 CC   3    --  For various purposes
       Hammock          1 CC   5    --  Used for sleeping 
       Ladder           5 CC  20    --  Per 10 feet of a ladder
       Life Boats -
         Large        200 GC 500    --  [Prices are estimated]
         Medium       100 GC 250    --  [Prices are estimated]
         Small         10 GC 100    --  [Prices are estimated]
       Life Preserver   8 CC   4     8  Preserver ring for rescue [no rope]
       Maps           Varies   1    --  Nautical travel maps
       Map Case        25 SC   8    --  Holds maps and tools
       Mirror           1 SC   1    --  Used for Sending signals
       Mooring bits     8 CC  --    --  Secures ship to docks
       Netting         12 SC  50    30  Per ton of ship
       Oar              8 BB   4    --  For rowing this is for 1 oar
       Paddle           3 BB   2    --  Spare paddle for smaller boats
       Peg Leg -
         Child Novelty 25 BB   4    --  Small, toy like
         Wood          50 BB   1    --  Wooden manufacture, can be hollow
         Metal          4 SC   4    --  Made from metal alloys
         Ivory         22 SC   2    --  Ivory designed
         Brass/Copper  10 GC   4    --  Brass/Copper mixture
         Silver        24 GC   6    --  Silver manufacture
         Gold         100 GC   4    --  Made from purest gold
       Paint            6 BB   1    --  1 Quart of a single color paint
       Pulleys          2 GC  15    --  Extra pulleys for sails, etc.
       Ropes -
         Normal Rope    1 BB  0.25   2  1 Feet of everyday normal rope
         Twisted Rope   2 BB  0.25   3  1 Feet of double twisted rope
         Cord           3 BB  0.25   1  For binding and tying only
         Fine Rope      2 BB  0.25   1  Climbing rope
         Silk Rope      4 BB  0.25   1  Special situations
         Tow Rope       3 BB  0.5    6  1 Foot of Twisted Towing rope
       Sextant          8 GC   -    --  For navigation
       Signal Lights    6 CC   3    --  For signaling at sea
       Spyglass        40 GC   1    --  For viewing long distances
       Tar              3 BB   2    --  1 Quart of thick ready to heat tar
         Small          3 SC  1-10  --  For small ships under 500 pounds
         Normal         4 SC   V    --  For larger ships per 100 pounds
       Storage Items -
         Arms Locker    2 GC  30    45  Holds Weapons, Metal lock, holds 50
         Buckbox       12 BB   5    12  Cheap Wooden Box holds 40 lbs. 
         Chest (Wood)   3 SC  16    16  Wooden chest holds 65 lbs.
         Chest (Metal)  8 SC  25    22  Metal box holds 90 lbs. 
         Crates         5 BB   6     8  Wooden box 3' x 2', holds 20 lbs.
         Locker (Wood) 15 BB   8    20  Wooden box with lock, holds 50 lbs.
         Locker (Iron)  6 CC  12    30  Metal box with lock, holds 75 lbs.
         Strongbox     42 CC   7    25  Metal box holds 30 lbs. with lock
         Small          8 SC   3    --  A 5 x 5 foot area for protection
         Medium        16 SC   6    --  A 10 x 10 foot area for protection
         Large         32 SC  12    --  A 20 x 20 foot area for protection
       Water Cage
         Wooden         3 GC  45    18  Wooden Cage for underwater use
         Metal         12 GC  90    35  Metal Cage for underwater use
       Wheel, Ship's   10 GC   -    --  For replacing a damaged wheel
       Whistle          3 BB   -    --  For making noise/signals

       Anchors - These anchors are in 1 pound increments.  The total
         anchor weight of a ship should be 1% of its ship's total
         weight.  One or multiple anchors should be paid for that
         equals this total.

       Each above item depends on local supply and demand.  There is
       no static Availability to each item.  The Referee can assign
       such factors.  The DR is the Damage Resistance of how much
       the item can take in damage before it breaks or is destroyed.
       The above items are meant to replace lost or damaged items.
       Ships and Boats tend to be constructed with the above items
       included in the final cost.

    9. Ship's Armament
           Item         Cost Weight          Description 
       Ballista Bolt    8 SC   4     Arrow used in Ballista weapons
       Catapult Stone   2 CC  3-10   Used in catapult weapons

    [Detailed description of each item]

    1. Armor

       Breathable Leather - This armor was first seen in Fomoria.  Crafted
         by skilled armorer's who saw sailors die during ship battles.
         It is a specialized form of leather and plant material hybrid.
         It allows a sailor to wear the armor but does not add to his
         encumbrance or weight in the water.  Its light and allows air
         to circulate through the suit which gives its name.  Its tight
         enough it can protect from sharp objects like coral and also
         give some light protection against weapons in the water.  It later
         spread to the mainland and become popular but not many can create
         the special material making its availability low.  Outside the
         water the armor is loose and hard to wear so its best for water
         or ship use only not on the land.  This armor is popular for
         pearl divers off Lemasa who have to deal with sharp coral.

       Coral Helmet - This heavy helmet is made from carved coral.  Inside
         is a light cloth to protect the head from the coral.  But outside
         is pure coral with a strap to keep it in place.  It is very heavy
         in or out of the water and bulky for typical use.  Most sailors
         laugh at the helmets but some marines use them.  The technique
         is not hard to create such helmets.  Mermen have in some cases
         shown to use these to show their strength.  It does give good
         head protection.  

       Arm Shields - For sailors or marines who have to fight underwater
         or up against creatures these shields are popular.  These are
         made from leather and light weight metal.  They are worn on the
         arm and extend from just below the wrist to just above the elbow.
         The "top" of the shield lays on top of the arm.  From there 2
         sides extend at 45 degree angles to protect the side of the arm.
         This leaves the bottom of the arm uncovered with only the arm
         band to hold the shield in place showing.  This shield allows
         the swimmer to wear them and fight keeping his hands free.  It
         does not help in swimming however as its not shaped for good
         water resistance.  While it does protect against light weapons
         its mainly used against sea creatures like sharks.  These shields
         deflect attacks against them.  So a shark that comes at a sailor
         with arm shields can deflect the attack.  If a creature does
         bite down the armor might also protect the person.  The price
         listed is for 1 arm shield only.  Some variations include
         purely wooden forms (-3 CC, -2 weight, -1 AV).  Some heavy
         versions contain pure metal and no leathers (+4 CC, +2 weight,
         +1 AV).  

    2. Weapons

       Net - A basic net of various shapes and sizes.  Some may be
         as tightly woven to capture fish others may be larger to only
         capture large prey depending on the need of the sailor.  Some
         are cheap rope (12 CC), hemp (8 CC), regular rope (16 SC)
         and fine tightly woven rope (2 SC).  All are basically the
         same weight.  Weight will also depend on the size of the net.
         Most are able to capture a person but some may be smaller to
         only capture half a man's size or as large to capture a large
         shark.  Per 1 pound of weight increase add 8 CC to the price.
         It will take both hands to throw a net and hit the target.
         Once under the water a net is hard to manipulate so its best
         used out of the water.  These nets are not meant for fishing
         but as some form of weapon or defense item.

       Puncher - This is a simple half spear about 3-4 feet in length.
         At the tip instead of a point is a padded square of thick
         cloth material.  Sometimes this tip could have metal in it
         but typically not.  It is used to punch attackers away in
         the water.  Its more a non-violent weapon meant as defense.
         It can be used to deflect hostile sea creatures like sharks.

       Quints - These are metal hooks with sharp points.  Alone they
         are a deadly weapon in the water.  But there is a second use
         for them. The hook tied with a weight of various size and
         weight adds further damage.  An attack that impales a person
         or thing with the hook and then lets go the hook's weight
         will draw it down into the water.  For this attack to be
         effective a group of attackers with quints are used.  Some
         intelligent sea creatures have been known to use these in
         group attacks to sink enemy targets to their death.  The
         2+ weight is the base hook weight plus any poundage of the
         weight involved.  Some could be as light as 2 or as heavy
         as 20 pounds.  As a group attack these weights are fierce.

       Spear - The basic spear but specially treated for long term
         water use.  The Water Spear will rust less due to this
         special treatment if metal.  Some water spears are wood though.

       Springed Spear - Invented by a Port Doman slaver lord this
         weapon is popular by divers.  It is a common spear inside
         a wooden tube the length of the spear.  At the base is
         a tight spring.  On top or somewhere along the shaft is
         a mechanism to wind the spring and reset it.  Another trigger
         is on the tube to fire the spring.  Once fired it will thrust
         the spear out into the water with speed and force.  the
         basic design will shoot the spear out with a base range of
         3 (30 feet).  The Range effects are Point Blank (0 hexes,
         line +3), Short (1 hex, line -2), Medium (2 hexes, line -8),
         Long (3 hexes, line -16).  It takes 3 phases to rewind and
         reset the spring into a tight position.  The +1 WSB only
         applies for point blank and short ranges.  This is the only
         known water missile weapon to be effective.  Many times the
         spring can break from use or too much tightening.  There is
         a 10% chance this will occur and the weapon will have to be
         fixed.  Many divers use this to defend against sharks.
         While the weapon can be fired with one hand its best to
         use both to keep the weapon stable.  While this can be
         used outside of water its more awkward than normal missile
         weapons which are more powerful.  

       Trident - A long spear anywhere from 3-7 feet in length.  The
         tip instead of 1 point ends in 3 points like a pitchfork.
         Some of these points may be flat across or in the shape of
         a triangle to increase the size of a wound.  It can be used
         by one hand but best used with both to get the full benefit
         of the attacker's strength.  These weapons are popular among
         the Mer people but less so with most sailors.

       Water Lasso - This is not a true lasso in the sense of a throwing
         lasso.  Its a sharp tight rope in the shape of a noose.  An
         attack uses this to come behind another attacker and use it
         on the person's neck.  It may be an open rope lasso where its
         put around the person's neck and tightened.  It could be
         a non-loop rope which is used like a garrote to choke the
         person.  Some may come with metal barbs or thorns to further
         wound a person's neck.  Trold Folk have been known to
         use these at times.  The non-looped noose version requires
         both hands but the looped version requires only one once
         the loop tightens around the neck.

    3. Animal Table

       Anaconda - Captured in tropical river areas.  These can be served
         as pets or as mild guardians if the snake is real vicious.
         Low demand so high price.  Prince does not include cage or other
         materials.  The listed details are for a medium sized version.
         For large increase price by 10% and for small decrease by 10%.

       Crocodile/Alligator - Captured in tropical waters mainly.
         There are some hunters who can capture these easily so the
         price is kept down but there is still low demand.  These
         serve as guardians and some put them in moats to protect
         a castle from intruders.  This is a full adult sized which
         could be 4-7 feet in length (on average 5.5 feet).  For
         baby crocodiles decrease size by 30%.  Baby tend to die
         if held in captivity and not cared for so adults tend to
         be captured.

       Crab/Lobster - A popular food item in coastal regions.  The
         price is kept down due to the large fishing markets.
         This is the average crab or lobster which if eaten gives 3
         FP of good meat.  But it can average 1-3 FP depending on size.

       Dolphin - These creatures are easy to find but hard to capture.
         If captured they have to be maintained with care or they
         may die in captivity. Some buy dolphins as pets or to help
         protect harbors from sharks (tourism).  Some even buy them
         to try to learn to use them as a tool to move in the water.
         If captured they will need a large area to swim in to survive.
         Some can be trained but it takes a long time to do so.

       Eel - The popular form of these to capture are Electrical Eels.
         These are captured and put into places like rivers or moats
         to protect some thing like a castle.  They require little
         maintenance beyond good water supply and food.

       Fish - Fish is a general term for any type of fish not listed
         in the animal table.  It may vary from small pet goldfish
         (1 BB) to large trout (8 CC) and everything in between.  The
         rarity of the fish depends on the type.  Some rare fish are
         prized by nobles so high priced.  Like the nobles in Katai
         enjoy the Rainbow Carp found around Lemasa and have been known
         to pay as much as 1 GC for one.  

       Jellyfish - Jellyfish are numerous and easy to find but difficult
         to contain and capture.  If they are they are hard to take
         out of the water before they die (sometimes explode due to
         the pressure change).  Some fishermen have to use special
         tanks to capture these.  These are mainly used as pets by
         some nobles or communities.

       Leech - These blood suckers are used mainly in the healing
         arts to drain blood and infections.  When paid for a
         container of 12 is supplied but 6 can be paid for at half
         the price.  Other than by healers they have no other value.

       Seal - Easy to capture since many enter onto the land but
         are feisty creatures to control.  If one is captured when
         its young it may be trained and used as a pet.  Entertainers
         have been known to use these creatures in shows but it is rare.

       Shark - Like Dolphins these are very difficult to capture and
         keep alive.  Most are man-eaters so are a risk to capture
         in itself.  If one is lucky to capture a person could set
         these up as guardians in a area or moat.  A Aredan noble
         even paid to have 2 captured for his large 30 foot wide, 20
         foot deep moat that circled his small castle.  Though they
         did not live but a short time.

       Turtle (River) - These turtles are popular as pets for children.
         Typically Snappers as they are called are timid and can easily
         be maintained.  Most do not grow bigger than 2 hand sizes.

       Turtle (Ocean) - These are hard to capture at sea but easy if
         they are on a beach during mating season.  Once captured they
         serve as pets or food.  But most are not practical to keep.

       Worms - The typical ground worms.  So common they are cheap
         that really anyone can find them.  But these come in special
         dirt containers to keep them alive for some time.  They
         contain D100/2 worms in each container.  Mainly used for

    4. Animal Equipment Table

       Animal Prod - This is a wooden or iron stick up to 5 feet in
         length.  They tend to have a leather lasso to capture
         a animal to control them.  These are used for snakes and
         crocodiles mainly.

       Dolphin Harness - This is a harness which allows a person to
         attach a sled or a person to swim behind a dolphin.  Usually
         this is used by 2 dolphins to carry a person or item.  Doing
         this requires a rare training time however.

       Dolphin Seat - If one is small enough and has a rarely trained
         Dolphin a seat can be tied onto the Dolphin.  it allows a
         person to ride onto of the animal.

       Lobster Clamp - A leather brace or ring that holds claws together
         so they can't be used as a weapon.

       Snake Gloves - These are triple thick gloves specially made to
         hopefully stop a biting snake.

       Tank Materials - These are items for a water tank that includes
         special food, plants or decorations.

       Water Tanks - Iron, Wood or glass tanks to contain sea creatures.
         Some may be as small as hand sized glass tanks for goldfish
         or as large to hold catfish sized fish.  Cheapest and smallest
         tank might be 1 CC and largest (5-6 feet in length) could be
         as much as 2 GC. 

    4. Animal Equipment Table

       Public Docks - These dock all forms of civilian craft from personal
         craft like rowboats to sailboats.  May include houseboats.

       Business Docks - Serves all form of business clients.  For this
         purpose fishing boats are included with merchant ships if they
         make profit off of fishing.

       Military Docks - These docks tend to be restricted only for the
         military.  But some private or business craft may be allowed
         to dock here at higher fees.  Sometimes the military will have
         their own private docks away from the others.  If these are
         Royal or Noble docks fees may be doubled or tripled.  

       Private Craft - All non-military and non-business oriented craft.
         From the smallest one man canoes to the largest houseboats.

       Merchant Craft - All business oriented craft that are out to
         make some form of profit from the sea.  The two main forms of
         these are fishing boats and merchant freighters.

       Military Craft - All forms of warships which tend to be from
         medium to large (trireme) sized craft.  These may include
         local patrol barges.

       Docking Fees - For information on the Port Class Types (A-G)
         consult the other Port documentation file.  The rationale
         from these fees are based on the type of craft and the
         type of docks they stay in.  These fees are DAILY fees for
         a 24 hour period or until the next morning depending on the
         dockmaster.  All prices are subject to local laws and the
         dockmaster's skill in haggling.  To determine hourly fees
         (the lowest fee to be charged) divide the fee by 24 or some
         other factor (like 12 or 10) depending on the dockmaster
         and Referee. Class A ports charge more due to limited space.
         While Class G which has alot of empty water charges less
         if they can even get that.  For Class E-G some ports may
         not have docks.  But if they have some form of ownership
         (city, noble, village, dockmaster, private citizen, etc.)
         he may charge a fee listed in the table for a ship to stay
         in the water.  This fee only allows docking it does not
         give protection to the ship.  For that the captain will
         have to haggle with the dockmaster.  These fees apply
         per 10 feet of the craft's length.  These fees assume average
         supply and demand factors of the docking space.

         Example: Three boats are docking - a sailboat, a trireme and
         a merchant ship.  Sailboat finds a Class D port but the
         spaces are filled.  He finds a private dock.  The Dockmaster
         charges 8 CC per day.  Merchant freighter finds a Class E
         port for the night and finds a public dock with empty space.
         He only pays 2 CC per day.   A Trireme needs to come to
         port and finds a Class A port.  The military docks are filled
         so the captain tries the public docks and finds space.  He
         is charged a base fee of 13 CC per day.  This assumes a 10
         foot craft for all.  But the sailboat is 37 feet so he is
         charged 24 CC.  The Freighter is 87 feet and is charged 16 CC.
         The trireme is 140 feet so is charged 112 CC.

       Warehouse Fees - These fees allow a person to stow cargo or
         other materials in a warehouse building.  Class F and G
         ports do not have warehouses.  Captains will have to
         deal with private merchants or citizens for space rental.
         The money increases as the port is smaller as there is
         less room but higher demand.  Class A ports are cheaper
         since they have major warehouse districts compared to
         maybe 1 warehouse building in a Class E port.  This fee
         is for a 10 by 10 foot area.  The warehouse is a building
         protected by the elements.

         Guards - Some warehouses may have protection in the form of
         dogs or guards.  Other protections may apply as for locks
         and locked crates.  Prices are negotiable by the Warehouse
         master.  A typical Class B port will charge 7 CC to guard
         a 20 by 20 foot area for a person. for one day.  Hourly
         charges might be 6 BB per hour for the same hour.  Class A
         would be x2.5, C x0.5, D x0.25, E x0.10 of these charges.

         Example: A Pirate lands in a Class C port.  He has large
         booty to store away.  He needs a 30 x 20 foot area.  The
         fee to store it in a public warehouse district is 12 CC.
         The final fee is 18 CC per day.  Pirate hires a local guard
         from the warehouse to guard the booty from thieves.  The
         guard will charge for the 5 hours needed 15 BB.

       Docking / Warehouse Fee by Station - Station of a captain
         will certainly affect the fees.  A rich noble will be
         charged more compared to a poor peasant.  To reflect
         this option one can use the following table:
             Station  Fee Modifier   Station    Fee Modifier
                0       x0.5            4            x3
                1       x1              6            x4
                2       x1.5            8            x5
                3       x2             10            x6

         Example: A prince decides to dock at another private dock
         owned by a local Count.  The count knows the prince is
         rich.  The prince refuses free dockage and feels obliged
         to pay.  So the count charges him (Port Class B) 96 CC
         (16 CC x 6) per 10 foot which is the normal custom.  The
         prince's sailboat is 50 foot so he is finally charged
         48 SC to dock the night a steep fee indeed but the prince
         can likely afford it.  This gives the prince protection with
         full guards as well.

    6. Travel Charges

       Merchant Ship - Includes freighters and all forms of business
         class ships.  This is the average passenger ship of the game.
         Some merchant ships may have cabins for passengers.

       Military Ship - Warships tend to not take outside passengers.
         If the ship is heading into a war zone prices will triple.
         The passengers are guarded or watched constantly. Passengers
         will have to stay on deck.  

       Pleasure Ships - These are pleasure craft of all sizes and ships.
         There are three forms of the ships Low, Medium and High Quality
         ships.  Low may represent a simple 20 foot sailboat with no
         frills.  But a high quality pleasure ship might be a 50
         foot yacht with crew to serve passengers.  Some of these
         may have fancy cabins.  

       Fishing Boat - Fishing boats have limited space.  But some may
         allow passengers to travel from place to place usually along
         a short route.  Space is limited and reserved for the fish
         holds.  Most passengers will have to stay on the open deck.
         The smell of dead fish may disgust many passengers but its
         a quick profit for captains to make if they have the room.

       Messenger ships - These are fast couriers.  Weight is a problem
         to slow these ships.  They will charge more for passengers
         if they can take them.

       Boat/Ship Rentals - Dockmasters may allow a ship to be rented
         by the hour.  Prices can be haggled.  Collateral is required
         for Medium and Large boat rentals.  Failure to return ships
         may result in higher fees if not being tracked down.  Per
         hour over the planned rental an additional 30% of the fee
         will be charged until it is returned.  Any damages suffered
         to the ship will have to be inspected and renters will have
         to be charged for repair fees.  Destruction of the ship
         will result in the renter buying the ship's current market

       Ship's Meal - Merchant ships plan ahead and bring food on board
         for passengers.  Military ships tend to only have rations
         or limited food variety for passengers.  Pleasure ships
         will have the best food and best variety.  The best ship
         (high quality pleasure yachts) will have rare foods that
         will be included with the price.  Fishing boats have the
         cheapest meals since the choice tends only to be fish.
         Since they catch fish that's their main diet.  Most
         captains will give caught fish to passengers aside from
         a limited variety of other foods.  Messenger ships tend
         not to bring food on for passengers.  But if they do they
         will charge extra since the storage weight adds up to slow
         the ship down further.  

       Shipping Cargo - Shipping cargo and animals can be expensive.
         Merchant ships are known to carry cargo so charge the
         average price.  While its not common some can carry elephants
         with some extra work.  Military craft have limited space
         so charge more for cargo.  Many military craft already carry
         horses and elephants for war.  Pleasure craft don't normally
         have space for animals but some can be designed for it.  Pleasure
         craft will charge more for cargo since they can tend to get
         away with it due to a richer client base.  Fishing boats
         tend to not have horse space unless on deck so they charge
         high prices for it.  Same for cargo space they are limited
         due to daily short runs.  Messenger ships get slower from
         added weight so horses are limited so captains charge very
         high prices.  Cargo is cheaper but prefer not to take on
         too much cargo so charge to reflect this.
       Passenger / Cargo Fee by Station - Fees for passengers and
         Cargo may be modified by the following Station Table:
             Station  Fee Modifier   Station    Fee Modifier
                0       x0.5            4            x3
                1       x1              6            x4
                2       x1.5            8            x5
                3       x2             10            x6

    7. Hirelings Table

       Marines - Specially trained for Naval combat on board ships.
         These have seaman skill so not affected by ship movement.
         Some may be trained for water combat as well.  Tend to be
         light armed and armored.  They tend not to perform other
         actions unless needed when deck hands die.

       Archers - These are special warriors trained for ship based
         archery.  Some may also be trained for ship based archery
         weapons and how to handle them.

       Boatswain - The Rowing Officer keeps all Rowers moving in pace
         through verbal or drum commands.  He is in charge of keeping
         all rowers healthy and ready for combat or speed.

       Rower - These sailors are specially trained to work in groups.
         They are not trained for combat but for physical work and
         have high stamina for long term rowing.  Some rowers may
         come with their own oars (30% chance).  These are hired
         rowers who have rights on a ship.  Slaves may be used as
         rowers who aren't paid for their skill thus quality is lower.

       Helmsman - The weapons officer is trained in all forms of ship
         weapon technology.  He may specialize in one form or be
         a jack of all trades.  A ship with weapons should have at least
         one of these.

       Captain - If a ship has no commanding officer or captain a crew
         or ship owner can hire a captain from the local worker pool.
         These tend to work month by month so charge high prices for
         their services.  If they are hired long term (usually over
         6 months) they may charge lower in the long run.

       Navigator - This sailor is trained in all forms of Navigation
         from storms to night and day sailing.  This person is
         responsible for the safety of the ship at all times due to
         water hazards.  These tend to be hired by the region.
         Typically these are skilled up to Navigator EL * 5 in miles
         around the port they are hired from.  Outside this region
         their knowledge of water hazards decreases.  

       Deck Hand - These are specially trained workers on a ship that
         perform the physical labor of a ship.  They do everything from
         loading/unloading cargo, dealing with rigging to keeping the
         ship safe in storms among other functions.  Deck Hand life
         tends to be dangerous as many are killed in accidents or thrown
         off a ship during storms.

       Piper - For large ships these officers are trained to use
         instruments (usually flutes or pipes) to issue ship wide
         orders to the crew at one time.  Sometimes a deck hand
         may be trained to do this in which case he gets the extra
         5 CC per month in doing this duty.

       Fishermen - A ship may need to hire fishermen for short
         jobs on fishing assignments.  Some pleasure craft may
         hire these for tourist to learn from.  These are paid
         per day due to their short assignments.

       Pilot - In order for a ship to enter a unknown port a Pilot
         must be hired.  Some ports require it by law already.  These
         are trained in handling ships past local water hazards like
         reefs and sandbars.  They are trained to assess where a ship
         needs to go for docking or repairs.  Some pilots come with
         guards for customs inspections as well.  These tend not to
         be hired more than 2 hours.  They are busy all day so they
         get ships in and out fast.

       Cartographer - A ship may need to hire a map maker in order
         to make new maps for voyages they make.  They tend to be
         paid per day but can be hired by the month for longer
         assignments.  They come with all the tools needed for maps.

       Shipwright - When a ship is damaged Captains may need to hire
         shipwrights to inspect the damage and give repair estimates.
         Some may also hire them to give quick design tips on new
         ship purchases or construction.

       Husbander - These non-sailors are trained to handle animals on
         board a ship.  They come generally in two skill areas.
         Horse and Elephants.  They are given the job of keeping the
         animals docile, safe and under control.  

       Ship's Cook - Most ships have a sailor that can cook for the
          crew.  But on large ships or pleasure craft these specialized
          cooks can make life much better for the crew.  They usually
          come with some cooking materials but not all.

       Steward - These servants are here for the pleasure of passengers.
          They are usually hired on pleasure craft to do various tasks
          for passengers.

       Cargomaster - Some merchant ships will have these people.  They
          are trained in handling all forms of cargo from securing them
          to making sure they stay safe or good from spoiling (like
          food).  They are also trained as a moneylender to deal with
          local trade groups in acquiring cargo for a ship.

       Carpenter - Some large ships may have a full time carpenter.
          These are trained to fix damage to any wood on a ship or
          make repairs to ship structures.

    8. Miscellaneous Equipment 
       Anchor - There are 3 main types of anchor weights.  Wood, Stone
         and Iron/Metal.  There can be combinations of one or more of
         these types.  The listed anchors are for 1 pound increments
         only.  The listed HPV is how much that increment needs before
         it is destroyed.  This does not include the rope/chains.
         Anchors should basically be 1% of a ship's weight.  There
         could be any number of anchors a captain wishes.

         Example: A sailboat is 450 pounds.  The captain determines
         he needs at least a 5 pound anchor for steady water.  But
         he decides storms are a problem so triples this value to
         a 15 pound weight.  He pays for a 15 pound stone anchor
         and pays 75 BB.  It weighs 15 pounds and takes 90 hit points
         to destroy it.  A merchant ship is 50 tons. The captain
         figures he needs a half ton of anchorage.  He decides to
         buy 4 iron anchors of 250 pounds each.  He pays 5 GC for
         each and they take 2000 hit points to destroy.

       Anchor Tethers - This is rope or chain links that are tied to
         the anchor of a ship. These are in 1 foot increments.  The
         captain will have to decide the length of the tether for his
         anchor.  Rope tears over the long term but metal links do not.

       Belaying Pin : This is a weapon of convenience for sailors.
         Belaying  pins are used to secure the lines of a ship's rigging.

       Bell - These iron bells are used to summon the crew from meal
         breaks, shift changes, sleep period endings or crew meetings.
         Ships typically have up to 6 bells.  They are controlled from
         the navigator's, captain's or the Helmsman's stations/chamber.
         Here are some typical bell codes:
           1 Bell: Shift change, Sleep period end.
           2 Bells: Meals are being served.
           3 Bells: Meeting on the main deck.
           Constant: Land Ho!  Enemy sighted!

       Boarding Plank - These removable  wooden platforms are commonly
         used during boarding actions. Instead of swinging to the
         enemy ship using ropes and lines. These  planks are laid
         across the ships' railing to form a makeshift bridge. The
         crew  then boards the enemy craft on them to do battle.
         These are 5 feet wide and 30 feet long.  They can support
         1,000 pounds (about 5-6 men).

       Booms, Sail - Booms are long  spars extending from the  masts to
         secure the bottom  of the sail. Without the bracing  provided
         by this wooden spar, the sail  would flap  uselessly. Sail
         booms  cost depends upon  their size. Metal booms are also
         available, but may require an additional crewmember to man.

       Buttons - These are needed for sailor's clothing, especially,
         those made of sailcloth.  When sails are worn,  ripped, or
         otherwise rendered useless, crewmembers are  generally allowed
         to cut the  fabric into pant  and shirt material. This
         material, too strong for  normal sewing methods, is usually
         held together by snaps, rivets, or buttons.  A gross is 144.

       Canvas - Canvas is the main material used in the construction
         of sails. When its life as a sail is over, the canvas is often
         used  as clothing.  This worn and comfortable material is
         often  a prized possession, sought after by crewmen and port

       Carpentry Tools - For large ships a carpenter is a vital person
         to have.  He is there to fix many repairs, holes and damage
         to ship wide materials.  This tool case includes all the
         tools needed for such repair work. 

       Compass - For Referees who allow Compass devices in their game
         this is the generic hand held version.  It will always point
         to the true North.

       Cork - Cork floats so makes a good marker.  They can be used to
         patch life preservers.  They can also be attached by rope or
         cord to anchors and mark the exact position of anchors. 

       Crow's Nest - The crow's nest is a small basket built near the
         top of the mainmast.  Here, a crew member can stand and look
         about for land and other ships. If someone is up in the crow's
         nest, it is harder to sneak up on a craft.

       Drum - This is a simple drum.  it is meant to control the rowing
         tempo/beat of rowers to keep them in synch with each other.

       Fishing Gear - Shops sell fishing gear in 2 ways.  First to the
         casual fishermen and then to commercial fishermen.  For
         commercial fishing boats they tend to get mass buying discounts.
         For tourists on pleasure boats shops tend to charge more than
         the listed prices.

         Fishing Net - This is a thin wire mesh or rope which is used to
           capture fish.  It is thrown and then retrieved by a rope.
           The default rope is 30 feet.  These nets are paid for in
           increments.  A fishing boat looking for carp will need about
           a 100 x 100 foot net to drag behind the boat.  So he will
           pay 4 GC (4 SC x 10) for it and weighs 40 (4 x10).  The
           rope could then be dragged behind about 130 feet.  The
           width of the mesh is up to the buyer.  Some may be small not
           to allow any fish to escape but large to let small fish
           escape and capture only large fish.

         Fishing Kit - A wooden box that contains everything needed for
           fishing.  It includes a x1 increment Fishing Net, 50 hooks,
           50 lures, 1 breakable pole which can be put together and it
           may include a container of worms.  it also contains 30 feet
           of twine used for poles and a small repair kit to cut and
           repair fishing pole twine and hooks.  Also includes a
           knife for cutting fish.

         Fishing Hooks - Small hooks to capture fish.  There is a
           basic generic hook but specialized hooks can be found to
           capture large or smaller fish. These are paid for in a 20
           hook batch.  The come in a small wooden box size of a
           human's palm.

         Lures - Some fish needs to be enticed to be caught.  These
           are specially designed color and odd shape objects to
           attract fish.  These vary from shop to shop based on
           local flair and storytelling.

         Poles - This is a wooden fishing pole that may be as long
           as 7 feet but usually 4-5 feet in length.  They come
           included with devices to wind the rope up like a mini
           pulley mechanism.  These may be more rare than the generic
           pole which is just wood and twine on it.  Some of these
           poles may be bamboo design.

         Rods - These are more wood and metal hybrids.  They are
           are expensive and rare in some places.  They are more
           sturdy than wooden poles and can bend to stress of pulling
           in fish.  These tend to be only 4-5 feet in length.

         Worms - The basic food of fishermen.  See the animal section.

       Figureheads - These are large decorative pieces of art that adorn
         a ship usually in the front but some could be in back or on
         the sides (more rare).  Size and shape may vary.  Artistic
         value may value by the skill of the artist.  One could use
         the Specialist Wage plus materials to determine a value. 

       Flags: There are 2 types of flags a ship is known to use.  The
         first is the ship's flag.  This may be a single flag or 2
         flags.  Generally there will be a national flag that shows
         the national flag symbols and colors.  Then a ship's flag
         to denote a code of arms like feel.  It may be personalized
         or a generic flag (like a merchant flag, pirate flag, etc.).
         The other flags are Signal Flags used in sending messages to
         nearby ships.  These tend to be one color flags or multi-colored
         flags with some symbols depending on the need.  

       Grappling Hook - Grappling hooks are very effective when used to
         grapple (or pull) two ships together. They are useful in
         boarding enemy ships or in rigging a tow.

       Hammock - This is an already designed hammock used for sleeping.
         These are popular by sailors on ships.  They allow the body
         to sway back and forth with the ship.  They are intertwined
         ropes like a half net.  

       Ladder - Ladders  are  commonly used  to board ships whether they
         are landing on  water or land. Without  ladders, it would take
         a great deal of time to scale the mainmast to enter the crow's

       Life Boats - Lifeboats are small boats to keep people safe while
         the mother ship is sinking.  The listed prices are standard
         but may vary greatly from place to place. 

       Life Preserver - Life preservers are round floatation devices used
         to rescue a comrade who  has fallen overboard. The basic cost of
         the item does not include a rope.

       Maps - The price for these vary but may be as high as 3 GC for
         high quality maps.  There are maps for local (rivers, coastal
         areas within 30 miles), regional (within 500 miles) or
         continental (within 2000 miles but less detailed).  

       Mirror - This is a 2 x 2 or 1 x 1 foot hand held mirror.  it
         can be used as a cheap signaling device if flags or lights
         are not handy.  

       Map Case - Map cases are cylinders of bone, ivory, or leather that
         can hold up to two rolled maps or similar papers. Once sealed
         inside, the papers are immune to water damage and take  no
         damage from special attacks as long as the map case survives.

       Mooring bits - Mooring bits are very similar to belaying pins  in
         function. Mooring  bits, however, are used to secure a ship to
         a dock. A ship  needs one  mooring  bit for every 25 tons  (or
         portion  thereof) of displacement. Without the required number
         of mooring bits, the ship cannot be securely fastened to the

       Netting - Ships with large, open decks  are often covered with
         thick, twisted  ropes bound into a net.  These nets serve to
         protect the crew partially from catapult fire and boarding
         from other ships.

       Oar - These are used by rowers to move a ship.  They are inserted
         into holes along the ship.  This long piece of fir wood ends
         in a paddle.  They tend to be 4.2 meters long.  The paddle or
         blade is 150 cm x 15 cm.  Sometimes oars may be included with
         other oar materials like straps.  

       Paddle - Spare paddle for a smaller ship like a rowboat.  They
         may be as long as 2 meters.  They end in a blade that is
         same shape as a Oar above.  

       Peg Leg - Now more novelty items than anything else, peg legs
         were originally designed to replace a leg lost to accident or
         misadventure.  Different sizes are available.  The child version
         tends to be popular as toys.  The wood version can be sometimes
         made with pockets or hollow areas to hide weapons or other

       Paint - Spare paint is needed at times to retouch up areas of
         a ship from constant water damage.  

       Pulleys - These are extra pulleys for ship operations.  They include
         some rope, mechanical parts and everything for pulley operations.

       Ropes - Ropes are common on ships and boats that serve many purposes.
         Normal rope is of light design while twisted rope may be 2 or 3
         ropes bound together for reinforced strength.  Good for lifting
         objects.  Cord is for binding or tying up things.  Fine rope is
         used in rigging for climbing.  Silk rope may be used on ships
         that cater to more higher station purposes. Silk rope also helps
         to prevent rope burns and blisters.  They are used in sails as
         well for less friction and cutting of cloth.  Towing rope is used
         to tow ships or boats by other boats/ships.  It is Twisted rope
         sometimes doubly reinforced for strength to take the stress. 

       Signal Lights - These lights come in many various shapes and
         configurations.  The most common design is a closed lantern
         with a single hole.  This hole then has a colored cloth or
         paper like material that can be used to slide over it.
         Other signal lights may use flaps to quickly send coded signals
         to other ships.  

       Spyglass - The spyglass consists of a tow-part brass outer sheathing
         that protects two precisely ground lenses. The outer sheathing
         comes in tow parts, one  fitting snugly into the other. By
         slipping the inner sheath in and out,  objects far away can
         be seen as though closer, and objects near can  be see as though
         very  close. The  outer  mechanism is  difficult to construct,
         and the special lenses inside are extremely expensive and
         time-consuming to produce.

       Tar - This is a 1 quart container of Tar that can be stored.  It
         can later be heated and applied to patch up holes for emergency
         use during long trips.  

       Sextant - Normal sextants are simple brass navigational instruments
         that are used to measure  the altitudes of familiar celestial
         bodies in order to find the location of a ship. (Usually a
         stationary object, like the brightest and  most  northern star,
         is used).  Some are ornately designed and pride of craftsmen.
         They are vital to a ship so in constant demand. 

       Rudder - These are used to guide ships as they move through the
         water.  For small ships under 500 pounds a rudder may be
         so small as a simple oar or as large as to have 2 hand holds.
         They may weight 1-10 pounds generally.  For larger ships
         the normal rudder is paid for.  this is a incremental rudder.
         So for every 100 pounds each is paid for.  For example a
         2 ton ship (4,000 pounds) would need a rudder costing
         16 GC (40 x 4 SC), weigh about 400 pounds at most.

       Storage Items - Ships and ports are in need of storage devices.
         The most common are listed above.  Details on each follow.

         Arms Locker - This reinforced box is tough to take alot of
           damage to destroy or open it.  Its thick metal prevents
           simple weapons opening it.  It stores weapons itself for
           safe storage on a voyage so sailors aren't tempted to use
           them (like when drunk).  The Master of Arms can then open
           it to distribute weapons to crew if attacked.  It has
           a sophisticated lock.  It may even have as much as THREE
           locks on it.  Sometimes the captain, helmsman and first
           officer each holds a key.  These boxes hold 50 pounds of
           weapons or ammo.  These tend to come in pre-set designs
           that either are foot lockers or larger size that can be
           opened and walked into.  

         Buckbox - This is a cheap simple wood box.  Many wagons and
           carriages use it.  These may or may not have a lock.
           The price does not include a lock.  If it does include
           a lock its an additional EL BB (EL of the locksmith).  It
           can hold 40 pounds of material.  These tend to be 5 feet
           in length and 1 foot wide but can vary.

         Crates - This is the basic unit of storage and the most common.
           The listed crate is a box 3 feet by 2 feet.  It can hold
           20 pounds before stress of the wood breaks it.  These tend
           to be nailed shut so not hard to open.  To determine larger
           crates use this as a x1 factor crate.  For example to
           buy a 30' x 20' box a x10 Crate is paid for.  This would
           cost 5 CC and be 30' x 20'.

         Chest - The basic chest where treasure or items are held.
           For this document chests are Sea Chests.  So large about
           4 feet by 3 feet.  They hold 30 pounds of material easily.
           The Wooden version is pure wood but may have some brass
           settings to keep it together or for decoration.  The
           metal version is pure metal with brass.  A chest may have
           a lock on it (60% chance).  If they do an additional
           EL (EL of locksmith) BB is paid.  Some chests have hand
           holds on the sides so they can be carried.

         Locker - These are common on ships as a storage device.  They
           are common on deck but may be below deck.  They come in
           various shapes and sizes.  Most tend to be squat boxes
           about 3 feet by 3 feet.  But they vary.  The wooden box
           holds less than the metal box which can take heavy stress
           loads if carried.  Lockers may have a lock (70% chance)
           and if so an additional EL (Locksmith EL) in BBS.
           lockers tend to hold clothing, food, tools and everyday
           things of the ship not personal gear. 

         Strongbox - These squat boxes are reinforced to take bumps
           and everyday damage.  They come with a lock.  They hold
           30 pounds of materials.  They tend to be used as a personal
           inventory box of each sailor.

       Tarps - These are pieces of cloth (or canvas) that is used to
         protect people or objects on deck from weather.  They can
         be used with deck cabins or by themselves.  They are made of
         good cloth but Referee can vary the costs based on type of
         cloth from cheap, good to silk superior quality.  These are
         water proof and keep those under it safe.  

       Water Cage - There is only a 5% chance of finding such cages
         in a Class B or higher port.  These are rare and seldom
         used.  These are used in areas where there is a high diving
         industry like pearl collection.  These are cages that can
         hold 2 people at one time.  They allow divers to enter them
         from the bottom and then close it.  They can then hold onto
         holds at the top.  This allows them to escape sharks and
         other animals that may suddenly show up if they can't get
         onto the ship in time.  Some may be out of the water to
         allow the people to breath as well.  The wooden bars and
         metal bars are reinforced to take damage from the creatures
         who hit them.  

       Wheel, Ship's -  The ship's wheel  controls the angle of  the
         rudder and helps direct the ship.  This is used to buy a new
         wheel when the old one may be damaged or destroyed. 

       Whistle - A simple whistle.  The smallest is only held by 2
         fingers.  The largest may be 4 inches and held in the hand.
         It is used for issuing commands to crew or giving signals
         to other ships.  The noise can be heard for 300 yards.

    9. Ship's Armament
           Item         Cost Weight          Description 

       Ballista Bolt - A ballista bolt is a large arrow used in all the
         standard ballistas.  A standard ballista bolt will fit a light,
         medium, or heavy  ballista. The  difference in damage  is
         caused  by the power  of the ballista's mechanism.

       Catapult Stone - Unlike ballista bolts, three types of catapults
         stones are available, one for each type of catapult: light,
         medium,  and heavy. Only the proper sort  of stone is really
         useful in each type of catapult. A copper-pinching  captain
         can use any type of similarly sized and readily available rock
         to inflict  similar damage, and some  combats have involved
         tossing tables, dead bodies, cows, and other items through
         space as shot.

  Updated: 11/05/2005

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