Air Sailing

Step

 * Rank + WIL

Action

 * Sustained

Strain

 * 0

Skill Use

 * Yes (Novice)

Description

 * The adept knows how to work the rigging, tiller, and oars of airships. The adept makes an Air Sailing (5) test to help propel an airship. If successful, he counts as one crew member for each success scored.
 * An adept who wishes to join an airship crew must know Air Sailing at Rank 1 or higher. Positions of command require greater ability: the higher an adept’s Air Sailing Rank, the bigger the ship he can command or the higher the position he can fill within a ship’s crew. For an airship to stay airborne, at least 25 percent of the required crew must make successful Air Sailing tests each hour. For example, an airship with a crew of twenty needs at least five rowers to succeed to stay afloat. This might be an equivalent number, such as two rowers, one of whom achieved four successes on his test. If at least 50 percent of the crew make successful tests, the airship can maneuver at its current altitude, dive, or climb slowly in a straight line. If 75 percent of the crew are successful, the airship can speed up, maneuver while climbing, or perform aerobatics.