Level 12 is basically basalt to split the ship from what looks to be some giant sort of craft.
GM: At Key 3 is a charging station for what is actually a solar/battery powered dirigible type crap that is definitely well ahead of its time.

Remarkable, Incredible and Amazing nerdiness
Level 12 is basically basalt to split the ship from what looks to be some giant sort of craft.
GM: At Key 3 is a charging station for what is actually a solar/battery powered dirigible type crap that is definitely well ahead of its time.
Just found this:-
This site is a labor of love inspired by FASERIP RPG by Bucky the Blackball. This site, its main author and its contributors are not in any way associated with Bucky or his FASERIP RPG. His RPG is used because it is released under the OGL and that is the easiest platform from which to continue the great legacy of the original 1980s superhero game which started it all! FASERIP by Bucky the Blackball is a “neo-clone” as he calls it but really an edited retroclone of an original long out of print but never forgotten 1980s superhero game.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 11 General grocery supplies storage and miscellaneous things you would find in markets and shops of the times – lots of junk, too. The other stuff dump area.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 10, A weapons locker, early 19th century style. Sabres, knives, the odd pirate cutlass, firearms, cudgels, whips for using on bad crew. Pistols and long guns included. Plus some gunpowder.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 9, Large sailing ship maintenance supplies, timber, caulking, barrels, anchors, things you can’t squish. Pieces of masts, a rowboat.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 8, Assorted booze storage, taking advantage of some water cooling, where possible.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 7, these crates hold bulky sailing equipment, sails, canvases, ropes and that sort of gear. Bulky, unwieldy but bendy and stuff-in-able.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 6, this is similar to Key 5, storage inside storage. It similarly holds assorted 21st century gear and equipment of the bulkier kind. Large future batteries, bigger tools, a force field generator, that sort of thing. Rules apply to the help the same as for 5.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 5, spare lava armour prototypes. Looks like big wooden crates, but inside, actual metal safes with some electronic locks as per the 21st century. The safes are large enough to hold a full suit of armour each. These are known to be off-limits to staff and the Rubys are happy to shoot offenders and throw them to the sharks as an example of how to behave. Pay well, do as we say or else.