T.W. “Amélie” Ley Line Frigate / Ocean Vessel:


There are some jokes that during the age of sail that the French Navy was build for the British Navy to capture. It is true that the British did capture a lot of French warships. Still, the French Navy did have its own proud heritage. They built some very capable warships. Armed with eighteen pounder guns, one of the most numerous classes of frigates was the Pallas class which were the “standard” frigate of the French First Empire with a total of fifty-four were completed.


In the middle of the Twenty-First Century, there was a non profit effort to built a copy of one of these vessels by a number of French naval enthusiasts. This vessel was named the Amélie after one of the longest serving ships of the class. While the original Amélie was renamed in 1814 to Junon, it was decided that the original name would be used for the reproduction. The original Amélie managed to capture a privateer in 1823 dealing with revolutionaries in Spain. While the original Amélie took only about a year to build, the reproduction required almost a decade to build. Also required extensive fund raising. As built, the frigate was armed with lightweight reproduction cannons only.


Due to the vicissitude of fate, the frigate somehow survived the coming of the Rifts although was badly damaged by the magical storms. The damaged vessel was found by a group of techno-wizards who decided to restore it and transform it into a Ley Line vessel. The repair process was extensive and required the replacement of the fake cannons with actual weaponry.


The spell of “Mend the Broken” was used to restore the vessel in large part. Once restored, the ship was enchanted with the spell of “Ironwood” so that it could withstand the rigors of the post apocalyptic Earth. The strongest normal wood shatters when it is hit by a modern rail gun. With the enchantments however, the wood becomes stronger than steel and equal to the strongest composites and alloys. In addition, the ship is virtually immune to the rigors of the environment including the marine organisms that were long the bane of wooden vessels.


Under sails, the frigate could do twelve or thirteen knots with the right winds, perhaps a bit more. For a old sailing ship, it is quite sea worthy. Rarely sails on the water however. On ley lines, speeds are upwards of one hundred and fifty miles per hour with a maximum altitude of up to a thousand feet. The spell of “Telekinesis” is used to lost the ship in the air and “Levitation” is used to land the frigate.


Original weapon of the French Frigate Amélie was twenty-eight eighteen pounder long guns on the gun deck and eight eight pounder long guns and twelve eighteen pounder carronades on the quarterdeck and forecastle. It was decide that the techno-wizard frigate would change to a more uniform battery however. The eighteen pounder long guns were retained but twenty-four eighteen pounder carronades replaces the original mixed upper battery. Both the long guns and carronades can share ammunition. While the carronades are shorter ranged than the long guns, they pack a much heavier punch. Telekinetic weapons, these mounts do not require any gun powder and there are a variety of different rounds available.


For additional weaponry, the ship is armed with a total of six light telekinetic machine guns. These are capable of engaging smaller targets than the main battery including flying power armors and incoming missiles. The nature of the enchantment is such that the weaponry needs to be recharged once a month even if they are not used. Otherwise, the weapon’s payload is unlimited. Of course, the crew is armed with various techno-wizard small arms and have body armor. There are also up to fifty mystic power armors embarked in many cases to give an additional measure of defense.


There are a number of other enchantments aboard the vessel. One of these is a techno-wizard battery. This allows for the powering of various enchantments aboard the vessel and can be used to aid in spell casting as well. The battery does not recharge itself except on Ley Lines and Nexus Points. Of course, the ship is almost always operating on a Ley Line. Spell casters can also feed the mystical energy battery. As far as enchantments which require the battery, the ship has the enchantments of “Invisibility Superior” and “Imperious to Energy.”


There are also a number of enchantments that do not require the mystical energy battery. The most important of these is probably the enchantment of “Armor of Ithan.” Able to be activated up to three times per day, the force field protects the vessel from attack so that the ship itself is not damaged. The second main feature is that almost all the ship’s optics have the spell of “See the Invisible” on them.


Crew of the Amélie, like most techno-wizard sailing vessels, is large. Normal crew is around three hundred and twenty five including around eighty or so marines. Of the crew, usually two of the crew are techno-wizards, two or more of the crew are air warlocks, and a number of other spell casters are members of the crew. In most cases, the techno-wizards and other spell casters make up the officer core of the vessel. Crew comforts are comparatively meager with only a small amount of space for each of the crew members. Officers, especially the captain, have more comfortable quarters with most of the officer’s quarters in the fantail of the sailing ship. The ship does have enchantments to improve crew comforts especially with regards to sanitation and drinkable water.


Model Type: “Amélie” Ocean & Sky Ship

Vehicle Type: Ocean & Sky Sail Frigate

Crew: 246 with usually at least two techno-wizard, two air warlocks, and two other spell casting types recommended but not absolutely needed.

Troops: 80 (Normal of 25 pilots for Mystic Power Armors, 55 soldiers in body armor)


Robots, Power Armors, and Vehicles:

 

50

Mystic Power Armors (Maximum)


M.D.C. by location:

 

Telekinetic 18 pounder Long Guns (28, 14 each side - Gun Deck):

150 each

 

Telekinetic 18 pounder Carronades (24, 12 each side):

100 each

 

Light Telekinetic Machine Guns (6, 3 each side):

60 each

 

[1] Foremast (Forward Mast):

250

 

[1] Mainmast (Middle Mast):

325

 

[1] Mizzenmast (Rear Mast):

250

 

Sails (15)

80 each

 

Rudder:

400

 

[2] Main Body:

3,000

 

[3] Magical “Armor of Ithan” Force Field (Three Times per Day):

800


Notes:

[1] Destruction of a mast reduces ocean and ley line speed 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 enough life preservers and inflatable life boats (one of the few items of technology added) to accommodate everyone on the ship. The ship does have the Techno-Wizard addition of impervious to energy. Specifics are listed in Weapon systems.

[3] As per the spell “Armor of Ithan” - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for 30 minutes.


Speed:

Ocean Surface: 13 knots or higher depending on the wind (approximately 14.95 miles per hour or 24 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.

Range: Effectively Unlimited. The ship carries three months worth of supplies on board.


Statistical Data:

Length:  152 feet 5.5 inches (46.5 meters) at gundeck and 126 feet 5.5 inches (38.5 meters) at keel.

Beam:    39 feet 11.4 inches (12.2 meters).

Draft:    19 feet (5.9 meters).

Displacement: 1080 tonnes.

Cargo: 60 tons (54.43 metric 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 20,990 square feet of sails on three masts.

Market Cost: Would likely cost 300 to 400 million credits if sold. As far as known, the owners of this vessel will not sell it however.


WEAPON SYSTEMS:

  1. Twenty-Eight (28) Telekinetic 18 Pounder Long Guns: These guns are mounted on the gun deck with fourteen able to be fired on each side. 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 cannons use telekinesis to throw the rounds and does not use any gunpowder.

    Maximum Effective Range: 5,400 feet (1645.9 meters).

    Mega-Damage: Thunderball Ammunition: 1D6x10 per round or 14D6x10 for a complete broadside (fourteen cannons.) Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 meter) radius. Thunderfire Ammunition: 2D6x10 per round or 28D6x10 for a complete broadside (fourteen cannons.) The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 6D6 per round or 8D6x10+20 for a complete broadside (fourteen cannons.) Each Magical Grape Shot will effect all targets within a blast radius of 20 feet (6 meters).

    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: Shared with carronades - 5,200 rounds (100 per cannon), standard payload is 2,600 rounds of Thunderball ammunition, 1300 rounds of Thunderfire ammunition, and 1300 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.

  2. Twenty-Four (24) Telekinetic 18 Pounder Carronades: Mounted on the forecastle and quarterdeck, these mounts back up the main battery. Twelve can fire to either side. Carronades fire a larger ball for a smaller cannon when compared to long guns but have a reduced range when compared to long cannons. Mounted on the upper deck. 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: 3,000 feet (914.4 meters).

    Mega-Damage: Thunderball Ammunition: 1D6x10 per round or 12D6x10 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: 2D6x10 per round or 24D6x10 for a complete broadside. The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 6D6 per round or 7D6x10+20 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: Shared with long guns - 5,200 rounds (100 per cannon), standard payload is 2,600 rounds of Thunderball ammunition, 1300 rounds of Thunderfire ammunition, and 1300 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.

  3. Six (6) Light Telekinetic Machine Guns: Mounted on the quarterdeck and forecastle of the ship are six telekinetic machine-guns. While not period pieces, they are disguised to look like weapons of the time and are designed to look like small period swivel weapons. Mounts have been enchanted by a series of spells so the cannons act as a more powerful version of the TK Machine gun. This increases the weapons damage and instead of being reloaded, the machine guns must be recharged by the spell Telekinesis and 50 P.P.E. once per month. The cannon does full damage to targets that are impervious to energy. Additional optics and fire control have been added to enable the system to track and target aircraft and missiles

    Maximum Effective Range: 4,000 feet (1,220 meters).

    Mega Damage: 6D6 each

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: Unlimited, although the spells (50 P.P.E. each mount) on each must be renewed every month whether the cannon have been used or not .

  4. Techno-Wizard Modifications: The Amélie has the following Techno-Wizard Modifications built into the ship. These require P.P.E. or I.S.P. from the ships crew or P.P.E. battery.

    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:



[ Altarian TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Larsen's Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk's Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2014, Kitsune. All rights reserved.



Return