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Yellow Jade Stone
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You found and purchased an old tramp-steamer from a Surly Seafarer; the man had to have been pushing seventy, and claims to have been at either Sea or Zee his entire life. He was certainly salty enough, and even after all these years underground, his skin still carried a tanned complexion, albeit one driven sallow by the sun’s long absence. He cut his palm, then spit in it, then held it out to you for a shake.
You demonstrated that his knife has difficulty piercing your heavy glove, and that spittle would, naturally, glaze only the interior of your helmet. This caused a minor fuss before agreeing to the shake anyway. The deal was struck- your last remaining savings for his ship and the services of her crew. It has been nagging at you that she needs a new name- but this is not an urgent matter, on a timer short as yours.
The first matter at hand is recalling exactly how one operates a steam ship. You’ve not been at Zee for quite some time- but part of your bargain for the ship was a rough rundown of captaincy.
A ship’s captain must keep track of seven key attributes: Fuel, Rations, Supplies, Health, Morale, Funds, and Marks Of Credit.
Fuel is the blood of your ship- most commonly, altered coals imported from Hell. Fuel keeps your engine turning and your glim-lamp burning. For every two hundred pixels of movement on the map, your ship will consume one fuel, presuming regular conditions. This rate may be altered by the weight of your ship, the power and efficiency of your engine, and by special circumstances at Zee.
Rations are what feeds your crew. For every four hundred pixels of movement, one ration is distributed and consumed. This rate may be altered by the speed your ship is traveling at, how many persons are in your crew, or by special circumstances at Zee.
Supplies are what keeps your ship running. They are, essentially, boxes of gear for use in either regular maintenance or emergencies; Supplies may be stashed-and-packed blunderbusses, folded and stored hull pieces, or simply spare parts- anything which has reasonable excuse to have been bought and secured beforehand. Supplies are consumed whenever you require some extra material at hand to perform a herculean task, or whenever you must repair your ship outside of drydock. It is also recommended by savvy Zeecaptains to perform maintenance upon your ship every few times you make port- but this is not a hard and fast rule.
Health and Morale are measurements of your crew. They measure, abstractly, the well-being of your shipmates. Health may be harmed after a rough fracas; Morale may suffer as terror rises. Both are measured on an eight-point scale. Zero is serene. Five is hazardous. Eight is deadly.
Funds is, of course, a measurement of your money- the currency of modern London is the Echo, but those at Zee are known to accept more foreign currencies as well. You will require 160,000 Echos to purchase immortality from the Bazaar and prevent your imminent death. Of likely note to zeecaptains: at market rates, Fuel goes for twenty echos, Rations and Supplies for thirty each, and Marks of Credit can be purchased for one hundred echos. Funds, of course, have countless other uses outside of these specifically mentioned.
Marks of Credit Pages are a new scheme introduced jointly by Mr. Fires and Mr. Iron, two of the Masters of the Bazaar. Marks may be exchanged for shipbound equipment, or paid to special officers to entice them to join your crew. They are, in a sense, points which can be used to upgrade one’s ship. There is no standard rate in the markets for the value of an individual Mark, though, of course, people tend to demand more for more impressive adornments. Sellers across the Neath have been enticed to accept them because each Mark represents a certification of being owed one very tiny extremely small Favor from the Masters themselves.
You then consider your current stocks.
Fuel: 10
Rations: 10
Supplies: 5
Health: 0
Morale: 0
Funds: 0
Marks: 0
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