Ghost HMS Victory:
The HMS Victory is one of the best known ships in the World. Few ships from the time that the Victory was built survive. Even the American USS Constitution was built a fair amount later. Called a “Ship of the Line,” at the time of her construction, the Victory was one of the most powerful warships in the world and bristled with cannons. Like most warships of her time, she was a work of art and was incredibly beautiful and could be considered a symbol of British might on the high seas. The HMS Victory was the Flagship of Horatio Nelson during the battle of Trafalgar. The admiral was killed on the deck of the ship during the battle. The ship was kept in incredible condition and there was renewed pride in the ancient ship when the British navy became a force to be reckoned with in the later half of the Twenty-First Century.
With the magical energies swirling around when the Rifts came to Earth and the world changed, some objects survived which should have been swept away. Many of these objects were invested with huge amounts of emotional energies. Like the USS Constitution for the Americans, the HMS Victory was a focus for British hopes and dreams. Even though Great Britain has ceased to exist for the most part with the coming of the Rifts, there was still an important fragment which survived. Somehow the magic energy fed into the ship of the line and made it more than it ever was.
Enter a group of techno-wizards. Somehow, maybe it was simply time, but they found the pristine hull of the HMS Victory floating just off the dockyard where she had been just before the coming of the rifts. It was incredible. Not just the hull was intact but the masts and everything else was intact. The ship’s hull glowed with powerful magical energies. These techno-wizards decide to take control of the ship and they began carefully examining the inside of the vessel. It was just as perfect as the exterior. Still, there was something disturbing. One of the group reported seeing a figure in a flag officers uniform pacing the deck. Others thought they saw figures which were appeared to be little more than children.
In spite of the crew which appeared to already be permanent, a number of the group who found the ship decided to stay onboard. Unlike many other haunted vessels, the ghosts onboard seem to not get involved physically although will occasional offer advice. As well, the ghost of Nelson will take command of the ship at times. It was soon found that the magical energy has reinforced the hull so it could take the damage of a modern warship. It also seemed to repair itself and no damage remained more than a day or so. The ship collected a large number of scholars as well as techno-wizards as a crew. The new crew even began wearing costumes which appeared to be uniforms from the time of the Battle of Trafalgar.
The techno-wizards decided to enchant the vessel. It seemed to fight against any items of technology added to it when the crew first tried but appeared to have not resistance to magic begin added to the vessel as long as it does not change the appearance of the sailing ship externally or internally. In many ways, the ship has become a very rare combination of a ghost ship and techno-wizardry. Techno-wizard often seem to flock to haunted ships but few modify their ships as heavily as this one. Likely the biggest enchantment is that the ship is the largest known Ley-Line vessel and can fly along the lines intersecting the Earth as well as being able to sail the oceans of the world. As well, all of the cannons have been converted to techno-wizardry and fire enchanted cannon balls. These cannon balls can be extremely devastating at close range and the Victory carries an incredible number of cannons. The ship can easily destroy a modern vessel at close range. A small number of other techno-wizard additions are carried onboard. There is an incredible amount of magical energy available on the ship. This is often used by the spell casters in the crew to power their enchantments.
The crew at the time of Trafalgar was 820 men with a total of 146 royal marines as part of this compliment. Crew quarters remain the same as they were originally with the officers living in relative comfort compared to the regular crew. It is amazing how individuals flock to this vessel even with as uncomfortable as it is compared to modern ship. Still, magical sanitary facilities have been added for the crew's convenience and magical lights replace the original lanterns. There is usually about a dozen techno-wizards as part of the crew including the captain. Most of the crew is armed with T.W. Firebolt pistols and the vessel carries 146 troops with about half in mystic power armor. They are both used for boarding and as a defense against small targets which the main battery is useless against such as missiles.
Model Type: Sail “Ship of the Line”
Vehicle Type: Ocean & Sky, Sail “Ship of the Line”
Crew: 673 with usually at least six (usually twelve) techno-wizard,
four air warlocks, and four other spell casting types recommended but not
absolutely needed.
Troops: 147 (Normal of 80 pilots for Mystic Power Armors, 67
soldiers in body armor)
Horror Factor: 16
Robots, Power Armors, and Vehicles:
80 | Mystic Power Armors |
M.D.C. by Location:
32 pounder Long Guns (30, lower gun deck) | 250 each | |
24 pounder Long Guns (28, middle gun deck): | 200 each | |
12 pounder Long Guns (30, upper gun deck): | 100 each | |
12 pounder Medium Guns (2, forecastle): | 80 each | |
12 pounder Short Guns (12, quarter gun deck): | 80 each | |
68 pounder Carronades (2) | 300 each | |
[1] Foremast (Forward Mast): | 450 | |
[1] Mainmast (Middle Mast): | 650 | |
[1] Mizzenmast (Rear Mast): | 450 | |
Sails (37) | 120 each | |
Rudder: | 650 | |
[2] Main Body: | 10,000 | |
[3] Armor of Ithan Force Field (Three Times per Day): | 1,000 |
Notes:
[1] Destruction of a mast reduces speed (Both normal and on a ley line)
by 1/3 for each mast lost.
[2] Destroying the main body causes the ship to lose structural integrity,
causing the ship to sink if in the water. There are various predictions
of what would occur. Some believe that the ship would simply come out of
the water after a few days once it has restored itself. Note: The
ship will regenerate at 20% of the hit locations M.D.C. per day (Except Cannons),
meaning all damage will be restored within 5 days of being damaged. Even
if a hit location is completely destroyed, it will slowly regenerate until
completely restored.
[3] As per the spell - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for 30 minutes.
Speed:
Ocean Surface: 10 knots or higher depending on the wind (approximately
11.5 miles per hour or 18.5 km per hour)
Ley Lines: 150 mph (240 kph). Requires the Telekinesis Spell
(double cost at 16 P.P.E.) or 20 I.S.P. to initiative take off and Telekinesis
Spell (double cost at 16 P.P.E.), Levitate Spell (double cost at 10 P.P.E.)
or 20 I.S.P. to land the ship. Otherwise, the ship will float away slowly
(2 mph) at about 100 feet (30.5 meters) off the ground. The ship can only
travel through the air along ley lines and can switch directions at ley
line nexus points.
Height: While Flying, maximum of 1000 feet (305 meters)
and minimum of 200 feet (61 meters) without landing.
Maximum Effective Range: Effectively Unlimited. The ship carries three months
worth of supplies on board
Statistical Data:
Length: 226 feet 6 inches (69.0 meters) (bowsprit to taffrail);
186 feet 0 inches (56.6 meters) at waterline
Beam: 51 feet 10 inches (15.7 meters)
Mast Height: foremast, 182 feet (55.4 meters); mainmast,
205 feet (62.4 meters); mizzenmast, 152 feet (46.3 meters); main
yard, 102 feet (31.0 meters).
Displacement: 3,500 tons (3556.0 metric tons)
Cargo: 200 tons of nonessential equipment and supplies. Most
of the ships spaces are take up by extra ammo, armor, troops, weapons,
sails, and other equipment.
Power System: Magic and 58,590 square feet of sail on three
masts and the main yard.
Market Cost: Not for Sale, price for the ship is impossible
to estimate.
WEAPON SYSTEMS:
- Thirty (30) T.W. 32 Pounder Long Guns: These weapons are
surprising powerful weapons and use special magic ball that inflict large
amounts of damage. The cannon balls look like standard Iron balls but in
reality come in three different types. The first is Thunderball
which inflict considerable damage and creates a thunderclap that effects
everyone within 10 feet (3 meters) of the cannon balls impact. The second
is called
Thunderfire and it erupts into fireball and inflicts greater
damage than Thunderball ammunition but does not have the Thunderclap. The
Third type of ammunition is Magic Grape Shot. This shot is designed
to be used against a wide area and is very effective against personnel.
The ship has fifteen 32 pounder long cannons on each side of the lower
gun deck. The cannons use telekinesis to throw the rounds and does not
use any gunpowder.
Maximum Effective Range: 7,880.6 feet (2,402 meters)
Mega-Damage: Thunderball Ammunition: 2D6x10 per round or 2D6x150 for a complete broadside. Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 m) radius. Thunderfire Ammunition: 4D6x10 per round or 4D6x150 for a complete broadside. The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 1D6x10 per round or 1D6x150 for an entire broadside. Each Magical Grape Shot will effect all targets within a blast radius of 20 feet (6 m).
Rate of Fire: One shot per cannon per melee (all cannons can be fired at the same time). Cannon can be loaded and fired quickly due to not needing to load gunpowder.
Payload: 3,000 rounds (100 per cannon), 1,500 rounds of Thunderball ammunition, 750 rounds of Thunderfire ammunition, and 750 rounds of Magical Grape Shot ammunition
Notes: If the cannons are used against small targets (personnel, aircraft, missiles, etc) the cannons have a -4 penalty to strike (Grape shot has +4 to strike and can be used against small targets) with no bonuses to strike to strike for hand to hand or physical prowess. As well, only a single cannon can be targeted against a small target. - Twenty-Eight (28) T.W. 24 Pounder Long Guns: These weapons
are surprising powerful weapons and use special magic ball that inflict
large amounts of damage. The cannon balls look like standard Iron balls
but in reality come in three different types. The first is Thunderball
which inflict considerable damage and creates a thunderclap that effects
everyone within 10 feet (3 meters) of the cannon balls impact. The second
is called
Thunderfire and it erupts into fireball and inflicts greater
damage than Thunderball ammunition but does not have the Thunderclap. The
Third type of ammunition is Magic Grape Shot. This shot is designed
to be used against a wide area and is very effective against personnel.
The ship has fourteen 24 pounder long cannons on each side of the middle
gun deck. The cannons use telekinesis to throw the rounds and does not
use any gunpowder.
Maximum Effective Range: 5,400 feet (1,645.9 meters)
Mega-Damage: Thunderball Ammunition: 2D4x10 per round or 2D4x140 for a complete broadside. Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 m) radius. Thunderfire Ammunition: 4D4x10 per round or 4D4x140 for a complete broadside. The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 1D4x10 per round or 1D4x140 for an entire broadside. Each Magical Grape Shot will effect all targets within a blast radius of 20 feet (6 m).
Rate of Fire: One shot per cannon per melee (all cannons can be fired at the same time). Cannon can be loaded and fired quickly due to not needing to load gunpowder.
Payload: 2,800 rounds (100 per cannon), 1,400 rounds of Thunderball ammunition, 700 rounds of Thunderfire ammunition, and 700 rounds of Magical Grape Shot ammunition
Notes: If the cannons are used against small targets (personnel, aircraft, missiles, etc) the cannons have a -4 penalty to strike (Grape shot has +4 to strike and can be used against small targets) with no bonuses to strike to strike for hand to hand or physical prowess. As well, only a single cannon can be targeted against a small target. - Forty-Four (44) T.W. 12 Pounder Guns: These weapons are surprising
powerful weapons and use special magic ball that inflict large amounts
of damage. The cannon balls look like standard Iron balls but in reality
come in three different types. The first is Thunderball which inflict
considerable damage and creates a thunderclap that effects everyone within
10 feet (3 meters) of the cannon balls impact. The second is called
Thunderfire
and it erupts into fireball and inflicts greater damage than Thunderball
ammunition but does not have the Thunderclap. The Third type of ammunition
is Magic Grape Shot. This shot is designed to be used against a
wide area and is very effective against personnel. The ship has fifteen
12 pounder long cannons on each side of the upper gun deck, two 12 pounder
medium cannons on the forecastle, and six 12 pounder short cannons on each
side of the quarter gun deck. The cannons use telekinesis to throw the
rounds and does not use any gunpowder.
Maximum Effective Range: Long Guns: 4,740 feet (1,444.8 meters), Medium Guns: 3,881.2 feet (1,183 meters), Short Guns: 3,822.2 feet (1,165 meters)
Mega-Damage: Thunderball Ammunition: 1D4x10 per round or 1D4x180 for a complete broadside. Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 m) radius. Thunderfire Ammunition: 2D4x10 per round or 2D4x180 for a complete broadside. The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 4D6 per round or 4D6x18 for a complete broadside. Each Magical Grape Shot will effect all targets within a blast radius of 20 feet (6 m).
Rate of Fire: One shot per cannon per melee (all cannons can be fired at the same time). Cannon can be loaded and fired quickly due to not needing to load gunpowder.
Payload: 4,400 rounds (100 per cannon), 2,200 rounds of Thunderball ammunition, 1,100 rounds of Thunderfire ammunition, and 1,100 rounds of Magical Grape Shot ammunition
Notes: If the cannons are used against small targets (personnel, aircraft, missiles, etc) the cannons have a -4 penalty to strike (Grape shot has +4 to strike and can be used against small targets) with no bonuses to strike to strike for hand to hand or physical prowess. As well, only a single cannon can be targeted against a small target. - Two (2) T.W. 68 Pounder Carronades: Carronades fire a larger
ball for a smaller cannon when compared to long guns but have a reduced
range when compared to long cannons. The cannon balls look like standard
Iron balls but in reality come in three different types. The first is Thunderball
which inflict considerable damage and creates a thunderclap that effects
everyone within 10 feet (3 meters) of the cannon balls impact. The second
is called Thunderfire and it erupts into fireball and inflicts greater
damage than Thunderball ammunition but does not have the Thunderclap..
The Third type of ammunition is Magic Grape Shot. This shot is designed
to be used against a wide area and is very effective against personnel.
The cannons use telekinesis to throw the rounds and does not use any gunpowder.
Maximum Effective Range: 3,822.2 feet (1,165 meters)
Mega-Damage: Thunderball Ammunition: 4D6x10 per round. Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 m) radius. Thunderfire Ammunition: 8D6x10 per round. The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 2D6x10 per round. Each Magical Grape Shot will effect all targets within a blast radius of 20 feet (6 m).
Rate of Fire: One shot per cannon per melee (all cannons can be fired at the same time). Cannon can be loaded and fired quickly due to not needing to load gunpowder.
Payload: 200 rounds (100 per carronade), 100 rounds of Thunderball ammunition, 50 rounds of Thunderfire ammunition, and 50 rounds of Magical Grape Shot ammunition
Notes: If the cannons are used against small targets (personnel, aircraft, missiles, etc) the cannons have a -4 penalty to strike (Grape shot has +4 to strike and can be used against small targets) with no bonuses to strike to strike for hand to hand or physical prowess. As well, only a single cannon can be targeted against a small target. - Techno-Wizard Modifications: The H.M.S. Victory has the following
Techno-Wizard Modifications built into the ship. These require P.P.E. or
I.S.P. from the ships crew or from the ship itself.
Special Features:- Impervious to Energy (8th Level) - 40 P.P.E. or 80 I.S.P.
Invisibility-Superior (8th Level) - 40 P.P.E. or 80 I.S.P.
Special Systems (Techno-Wizard):
- Magical “See the Invisible” Optics: The ships has several special optical systems with see the invisible on them. Same as spell and used at will. 2,000 feet (610 meters) range. Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
- Will of Its Own: The ship sometimes has a will of its own and carry out up to six actions in a twenty-four hours. This can include refusing to operate, change course, and activate the ship’s magical abilities. The ship can also make minor actions such as open a hatch without counting as an action. The ship seems most inclined towards heroic deeds such as defending others. In some cases, if its crew acts less than honorably, the vehicle may refuse their direction.
- Regenerates Damage: The ship will regenerate at 20% of the hit locations M.D.C. per day, meaning all damage will be restored within 5 days of being damaged. The cannons will not be repaired in the same manner.
- Rejects Modern Components: The ship will not accept the addition of modern components and components will seem to fail within a few days. This does not include systems which are not permanent attached to the ship including computer systems. It will accept magical enchantments in most cases.
- Natural P.P.E.: 600, The ship virtually fairly hum with magical energy. The energy regenerates at the rate of 80 P.P.E. per hour. Double P.P.E. and regeneration on ley lines and triple P.P.E. and regeneration at a Ley Line Nexus. Magical energy can be used by the ships crew for spell casting.
- Haunting Entities: Anyone attempting to do a Read Object, See Aura, or telepathic communication will feel the impression of multiple voices/presences, all attempting to communicate at once, and too numerous to make out individual distinctions or traits. Only the most general impressions can be made out in attempts to communicate with the vehicle's essence.
- Spiritual Advisor: The vision or voice of a former crew members of the vessel will occasionally appear to one or more of the present crew, and appear to assist them; pointing out how to operate something, advising them or warning the crew at a crucial moment of some threat. Presences on the ship seem to include child crew members and the Admiral Horatio Nelson.
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Special Credit to Talis D. Merrill (taalismn@pop.tiac.net) for many of the concepts and enchantments / powers for Ghost / Haunted vehicles.
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2006, Kitsune. All rights reserved.