Saturday, August 17, 2019

The Steamship

Here are deck plans for a steamship, for use with adventures and campaigns in The Sixth Gun setting for the Savage Worlds RPG.

-Nate




The Steamship
Refer to the deck plans below for the following location descriptions. 


1. Forward Deck
At the front of the ship is this open space. It has two separate hatches for loading cargo into the hold below (area 5), and the ship's foremast juts up through the deck between them. Two walkways lead aft, and stairways provide access to the lower deck. When the ship is carrying a large amount of cargo, some of it is often stored here, covered by tarpaulins and tied down to the deck.

2. Main Hall
This broad hallway is lined with four big tables surrounded by eight chairs each. Tucked in among them are two smokestacks, a spiral staircase leading up to the pilot house (area 12), and the jutting mainmast.

3. Passenger Cabins
A dozen cabins line the walls of the main hall. Each of them is furnished with two bunk beds, two sea chests and a table and chair. Two additional rooms provide showers and toilets for the passengers.

4. Aft Deck
This area is very similar to the forward deck, except that it has only one hatch and no mast or stairways. Excess cargo is stored here, too.

5. Forward Hold
The most important—and valuable—cargo that the ship carries is stored here.

6. Boiler Room
A large, complex mechanism dominates this room. It is the boiler that provides steam for turning the two ship's wheels, via pistons connected to it and axles that extend out through the sides of the vessel. There are also coal bins located along the walls for keeping it stoked.

7. Galley
Fueled by the heat from the boiler furnace is a large stove, suitable for keeping the ship's passengers and crew fed. To that end there is also a preparation table in the middle of the room, cabinets that contain cooking implements, and barrels of water. Two additional rooms extend off of this kitchen, one for cold storage and the other for dry goods.

8. Mess Hall
Two long tables, each with a pair of benches for seating, fill this room. It is, of course, where the ship's crew members take their meals.

9. Crew Cabins
Each of these rooms is furnished with two bunks, a sea chest, and a desk and chair. There are also rooms containing showers and toilets for the crew members.

10. Aft Hold
While the forward hold is used for transported cargo, this area usually stores supplies for the ship itself.


11. Paddle Wheels
Positioned along both sides of the ship are these wheels, which propel the vessel, powered by the steam in the boiler.

12. Pilot House
A spiral staircase from the main hall (area 2) leads up to this room. From here, the captain can steer the ship and, as needed, shout orders to the boiler room (area 6) to provide more or less steam. Windows around the surrounding walls provide a clear field of view in all directions.


Captain and Crew
Provided below are stats for the captain and crew of one steamship, the Intrepid II, which sails out of Galveston, Texas.

Captain Edward Danielson
Captain Danielson is a daring soul, willing to take anyone anywhere—if the price is right. He has a sense of adventure, too, but is not willing to risk his ship or his crew without there being a suitable profit to turn. To those who win his respect he is a true friend.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Boating d8, Fighting d4, Notice d4, Shooting d4, Survival d4
Charisma: --, Pace: 6”, Parry: 4, Toughness: 5
Edges: Brave
Hindrances: Poverty
Gear: Functional clothes, Colt Navy Pistol (Range 12/24/48, Damage 2d6, RoF 1), folding knife (Damage Str + d4, Parry -1, -2 to be Noticed if hidden).

Deckhands
These hands are a little rough around the edges, but they know their jobs. They aren't much for social niceties like conversation, but they know how to keep a vessel in good order and have the experience to handle most crises.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8
Skills: Athletics d6, Boating d6, Fighting d6, Notice d6, Shooting d4
Charisma: -2, Pace: 6”, Parry: 5, Toughness: 7
Edges: Brawny
Hindrances: Mean
Gear: Clothing, folding knife (Damage Str + d4, Parry -1, -2 to be Noticed if hidden), flask of rum.




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