Add Referee's Tools
Update JS, add versioning (for cache-busting updates) Clean up a bunch of unused files Add Rivertail community Add some new races
This commit is contained in:
@@ -25,32 +25,33 @@ The steps to take for each phase of astral travel:
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Roll 1d6, ignoring results of 4+ for the first 2 checks.
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- An encounter check is typically rolled once every other day, but the referee may choose to make more checks (ex: when near a [port](#portals) or [outpost](#outposts)), up to 1 per day (or even 1 per phase).
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- The chance of encountering a wandering creature is typically 1-in-6 in the deep astral, 2-in-6 near other ports or outposts.
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**Distance**: Wandering creatures are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards.
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**Location**: Astral encounters may occur either in the open astral plane or on land (such as a fragment, island, or dock), if the party lands or docks at some point during the day.
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1. **Encounter**: Wandering creature, social encounter, or some other random interaction.
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2. **Signs**: Indications of possible encounter nearby - could be a clue, indications of a creature nearby, etc.
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1. **Encounter**: Wandering creature or vessel, social encounter, or some other random interaction.
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2. **Signs / Portents**: Indications of possible encounter nearby - could be a clue, indications of a creature nearby, etc.
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3. **Locality**: Some environmental or external event that affects the PCs - psychic storm, fragment, etc.
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4. **Pilot / Ship Issue**: Pilot / power source exhaustion or some other ship complication, takes 1d6 shifts to resolve and resume travel (50% chance the ship will have to remain in dock for 1d6 phases to make additional repairs).
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5. **Lose Direction**: Each phase spent moving in the wrong direction adds 1d4-1 additional phases of travel.
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6. **No Complications**
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**Distance**
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- Astral encounters between ships usually start 1400 + (1d6 x 100) yards out (about a mile, the distance at which two ships will pull each other out of travel speed).
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- Wandering creatures are encountered 4d6 × 10 yards away, and are usually not surprised by astral vessels.
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- If either side is surprised (see [Encounter procedure](/rules/adventuring.html#encounter-procedure)), this is reduced to 1d4 × 10 yards.
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**Location**: Astral encounters may occur either in the open astral plane or on land (such as a fragment, island, or dock), if the party lands or docks at some point during the day.
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**Frequency of Check**
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- In the deep astral, check once every other day (once per every 6 phases).
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- Near an outpost or port (within 1-2 days travel), check once per day, or even once per phase (for busy outposts).
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- In the deep astral, check once every other day (once every 6 phases, roll 1d6 to determine which phase).
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- Near a [port](#portals) or [outpost](#outposts) (within 1-2 days travel), check once per day, or even once per phase (for busy outposts).
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### Calendar
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!!!include(today.md)!!!
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- Each day on the astral plane is broken up into 3 phases of 24 astral-hours (to keep the astral calendars in sync with the material planes).
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- Additionally, each phase while travelling on an astral cruiser is broken up into 3 shifts.
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- There are 3 shifts in a phase, 3 phases in a day, 6 days in a week, 5 weeks in a month, 3 months in a season, and 4 season in a year.
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- Additionally, each phase while traveling on an astral vessel is broken up into 3 shifts.
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- There are 3 shifts in a phase, 3 phases in a day, 6 days in a week, 5 weeks in a month, 3 months in a season, and 4 seasons in a year.
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- Each day is named after one of the elements:
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- Urtday (Earth)
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- Aerday (Air)
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@@ -71,7 +72,7 @@ Invisible flows of psychic energy that permeate and swirl around the astral plan
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- Creatures move up to 10x faster when moving with the current (or faster).
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- Vessels designed to ride on these currents are called **astral cruisers**.
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- They can use the currents to move at [travel](#travel) speed.
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- They can use the currents to move at [travel speed](/astral/vessels#travel-speedl).
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### Distance and Measurement
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@@ -87,6 +88,7 @@ Invisible flows of psychic energy that permeate and swirl around the astral plan
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- -4 to attack rolls.
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- Range is 1 mile.
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<!--
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### Chases
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#### Evading
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@@ -122,22 +124,7 @@ Evasion chance is determined by difference between the movement rates of the two
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[Astralborne Evasion Chance]
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</div>
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### Encounters
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- An encounter check is typically rolled once every other day, but the referee may choose to make more checks (ex: when near a [port](#portals) or [outpost](#outposts)), up to 1 or 2 per day.
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- The chance of encountering a wandering creature is typically 1-in-6 in the deep astral, 2-in-6 near other ports or outposts.
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#### Distance
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Encounters between ships usually start 1400 + (1d6\*100) yards out (about a mile apart).
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- Wandering creatures are encountered 4d6 × 10 yards away.
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- If any side is stealthy, this is reduced to 1d4 × 10 yards.
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- Astral encounters between ships usually start 1400 + (1d6\*100) yards out (about a mile, the distance that ships auto drop out of slipstream / travel speed when they encounter something )
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**Location**: Astral encounters may occur either in the open astral plane or on land (such as a fragment, island, or dock), if the party lands or docks at some point during the day.
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-->
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### Fragments
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@@ -151,7 +138,7 @@ Pieces of other planes (usually floating) in the astral plane. The shape is typi
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- **Chaos**: Fragments from [the elemental plane of chaos](/planes/elemental.html) are usually jet black globes, and tend to function as spheres of annihilation.
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- **Law**: Fragments from [the elemental plane of law](/planes/elemental.html) are usually globes of crackling, radiant energy.
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- It's believed that these arise spontaneously when a fragment from the plane of chaos appears, and are equal in size to the chaos ones.
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- When a fragment of law and chaos are combined, the resulting release of energy looks like white and black ligthning, and can be seen for thousands of miles around.
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- When a fragment of law and chaos are combined, the resulting release of energy looks like white and black lightning, and can be seen for thousands of miles around.
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### Gravity
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@@ -198,11 +185,11 @@ Wandering astral creatures are not usually surprised by traveling vessels. Speci
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### Temperature
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The ambient temperature in the astral plane tends towards the tepid side for most humans and demihumanas, being roughly equivalent to a warm spring day in a temperate climate.
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The ambient temperature in the astral plane tends towards the tepid side for most humans and demihumans, being roughly equivalent to a warm spring day in a temperate climate.
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### Time
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- Time is quckened: 3 rounds pass in the astral plane for each round that passes in a Material Plane.
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- Time is quickened: 3 rounds pass in the astral plane for each round that passes in a Material Plane.
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- Spells cast in the Astral plane appear to last 3 times as long as listed
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- The effects of time don't happen while on the astral plane. This means that characters in the Astral Plane:
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- do not age,
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@@ -215,11 +202,13 @@ The ambient temperature in the astral plane tends towards the tepid side for mos
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Travel by astral cruiser (via the [astral currents](#astral-currents)) to any known location within the astral plane usually takes 3-30 days.
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- Travel between most ports under the control of the Astral Trade Union only takes 1d6+2 days.
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- Without a ship, the vast distances between landmarks means one could fall for weeks, months, or even years before coming across any other creatures.
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- Without a ship, the vast distances between landmarks means one could go for weeks, months, or even years before coming across anyone (or anything) else.
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- It takes 1 turn for a ship to dock, and 1 turn for it to disembark.
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- An astral cruiser cannot travel by currents while within 1 mile of another active vessel or large astral body (like an island).
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- If a cruiser comes within a mile of a large astral object while traveling. it will automatically reduce its speed to normal movement (in yards).
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### Visibility
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- An astral body (such as a [fragment](#fragments), island, or even a dead god) may be spotted at a distance of hundreds of miles (based on its size).
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- Vesssels (and large creatures) may be sighted at great distances by the contrails they leave behind in the psychic clouds that permeate the plane.
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- Identification is usually limited to tactical range (approxmiately 1 mile) in the open astral plane, or as little as 100 yards in a psychic storm.
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- Vessels (and large creatures) may be sighted at great distances by the contrails they leave behind in the psychic clouds that permeate the plane.
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- Identification is usually limited to tactical range (approximately 1 mile) in the open astral plane, or as little as 100 yards in a psychic storm.
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@@ -15,14 +15,18 @@ short_code: av1
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- Often shaped like a high-backed chair.
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- Controlled by a **Pilot**.
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- It takes one round to activate a console, and one round to deactivate a console.
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- It takes one round to activate a console.
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- This process may be sped up by a successful CHA check.
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- It takes one round to deactivate a console.
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- If this process is cut short (ex: by forcibly removing the pilot from the console), the pilot must **Save vs Spells** or suffer -2 to all rolls for 1d6 rounds.
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- While active, the pilot:
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- can sense the astral currents that surround the ship,
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- may move the ship in any direction at tactical speed (INT x 30 yards / round),
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- may move the ship in any direction at [tactical speed](#tactical-speed) (INT x 30 yards / round),
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- can see currents and (subtly) move ship between them (although turning the ship at traveling speed can't be done without using the sails),
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- can see as if standing on the bow of the ship (typically facing forward, but can be turned 90 degrees left or right to see off of the port and starboard decks, respectively).
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- Note that directly behind the ship can be seen, but only peripherally.
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- It can take up to 1 turn to find a suitable current to ride at [travel speed](./adventuring.html#travel).
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- It takes 1 turn for a ship to dock, and 1 turn for it to disembark.
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- It can take up to 1 turn to find a suitable current to ride at [travel speed](#travel-speed).
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- Once a console has been installed on a vessel, it cannot be forcibly removed (without using the "release" word) until the integrity of the vessel itself has been compromised.
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- The pilot can be any character class.
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- Piloting a ship via a console requires concentration, and shouldn't be done for more than 8 hours in a row.
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@@ -38,37 +42,44 @@ short_code: av1
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- For two consoles (or similar devices), make a contested CHA check between the two pilots, with the loser being locked-out of controlling the ship.
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- For one console and an inert device (like a Fire Engine), the pilot should make a CHA check to override the device and take control of the vessel.
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##### Usage with a Planar Compass
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#### Usage with a Planar Compass
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- Using an astral console while wearing a planar compass provides the pilot with an enhanced ability to see the ship, its surrounding area, and even distant targets.
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- The compass can be focused on any ship or location within one day's travel of the wearer at their current speed.
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- The compass can be focused on any ship or location within one day's travel of the wearer at their current speed, providing a 360-degree view.
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### Other Types of Engines
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- **Fire Engines**: A large thruster, built (and usually controlled) by Dwarves, and powered by elemental fire. Rumored to be capable of propelling even the largest vessels at traveling speeds.
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- **Life Engines**: Some evil-aligned races use the life energy from slaves and captives to power their vessels.
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- **Mind Engines**: Some psychic races use their psychic energy to power and control their vessels.
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<!--
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- **Orbipods (Tyrant Ships)**: Eye Tyrant ships are powered by one or more orbi (singular orbus), a mutant eye tyrant bred solely for this purpose.
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-->
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### Engine Speed
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Most engines caan move at two speeds: **tactical speed** and **travel speed**.
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Most engines can move at two speeds: **tactical speed** and **travel speed**.
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#### Tactical Speed
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For astral cruisers that aren't riding currents, or any ship within 1 mile of another:
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- **Console** = Pilot's INT x 30 yards / round
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- **Fire Engine** = 300 yards / round
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<!--
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- **Orbipod** = 300 yards / round for a single one, each additional adds a 20% (60 yards / round) boost
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- 2 orbipods = 360 yards / round
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- 3 orbipods = 420 yards / round
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-->
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#### Travel Speed
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So fast that distance becomes meaningless, and only time is specified (ex: 2 days travel).
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- Astral cruisers (including those powered by consoles) need to ride on the astral currents to attain this speed.
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- Ships powered by fire engines are alleged to be able to reach this speed without using currents (although it takes a full phase of travel to reach that speed).
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- Ships powered by fire engines are alleged to be able to move at this speed without using currents (although it takes a full phase of travel to reach it).
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- Travel between most ports under the control of the Astral Trade Union only takes 1d6+2 days.
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### Roles
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@@ -101,18 +112,18 @@ During each round of pursuit or combat, PCs occupying these roles may attempt to
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| Vessel | Cost (gp) | Cargo Capacity (coins) | Length | Beam | Crew | Weapons | Ram | Landing Types | AC | HP |
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| --------------------- | :-------: | :--------------------: | :-------: | :-------: | :--: | :------: | :-: | :-------------: | :---------: | :-----: |
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| Caravel | 10,000 | 100,000 | 60'-80' | 20'-30' | 10 | 1 | N | Water | 8 [11] | 60-90 |
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| Galleon | 20,000 | 300,000 | 100'-150' | 25'-30' | 20 | 3 | N | Water | 7 [12] | 120-180 |
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| Warship, Sm | 6,600 | 100,000 | 60'-80' | 20'-30' | 10 | 1/2 | Y | Water | 8 [11] | 60-90 |
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| Warship, Lg | 26,600 | 300,000 | 100'-150' | 25'-30' | 20 | 2/4 | Y | Water | 7 [12] | 150-210 |
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| Ghyffan Corvette | 15,000 | 250,000 | 100'-150' | 25'-35' | 10 | 1/2 | N | Water | 7 [12] | 90-150 |
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| Ghyffan Battlecruiser | 45,000 | 450,000 | 220'-280' | 20'-30' | 24 | 3/4 | Y | None | 7 [12] | 180-240 |
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| Stral Destroyer | 40,000 | 350,000 | 150'-200' | 25'-35' | 10 | 5 lg | Y | None | 7 [12] | 150-210 |
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| Stral Dreadnought | 50,000 | 600,000 | 220'-280' | 20'-30' | 24 | 3 lg | Y | None | 7 [12] | 180-240 |
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| Dwarven Fortress | 100,000 | 3,000,000 | 200'-300' | 150'-250' | 10 | 10 lg | Y | Land | 7 [12] | 360-720 |
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| Gnomish SteamJammer | 40,000 | 300,000 | 100'-150' | 20'-30' | 20 | 1 lg | N | Land, Water[^1] | 7 [12] | 90-120 |
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| Drahki Dragonship, Sm | 60,000 | 150,000 | 80'-120' | 10'-15' | 10 | 1 lg[^2] | Y | Water | 7 [12] | 120-180 |
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| Drahki Dragonship, Lg | 60,000 | 450,000 | 150'-200' | 15'-20' | 20 | 3 lg[^2] | Y | Water | 7 [12] | 180-240 |
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| Caravel | 10,000 | 100,000 | 60'-80' | 20'-30' | 10 | 1 | N | Water | 8 [11] | 90-120 |
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| Galleon | 20,000 | 300,000 | 100'-150' | 25'-30' | 20 | 3 | N | Water | 7 [12] | 180-240 |
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| Warship, Sm | 6,600 | 100,000 | 60'-80' | 20'-30' | 10 | 1/2 | Y | Water | 8 [11] | 90-120 |
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| Warship, Lg | 26,600 | 300,000 | 100'-150' | 25'-30' | 20 | 2/4 | Y | Water | 7 [12] | 210-270 |
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| Lyffan Corvette | 15,000 | 250,000 | 100'-150' | 25'-35' | 10 | 1/2 | N | Water | 7 [12] | 120-180 |
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| Lyffan Battlecruiser | 45,000 | 450,000 | 220'-280' | 20'-30' | 24 | 3/4 | Y | None | 7 [12] | 270-330 |
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| Stral Destroyer | 40,000 | 350,000 | 150'-200' | 25'-35' | 10 | 5 lg | Y | None | 7 [12] | 210-270 |
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| Stral Dreadnought | 50,000 | 600,000 | 220'-280' | 20'-30' | 24 | 3 lg | Y | None | 7 [12] | 270-330 |
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| Dwarven Fortress | 100,000 | 3,000,000 | 200'-300' | 150'-250' | 10 | 10 lg | Y | Land | 7 [12] | 480-960 |
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| Gnomish SteamJammer | 40,000 | 300,000 | 100'-150' | 20'-30' | 20 | 1 lg | N | Land, Water[^1] | 7 [12] | 120-150 |
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| Drahki Dragonship, Sm | 60,000 | 150,000 | 80'-120' | 10'-15' | 10 | 1 lg[^2] | Y | Water | 7 [12] | 180-240 |
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| Drahki Dragonship, Lg | 60,000 | 450,000 | 150'-200' | 15'-20' | 20 | 3 lg[^2] | Y | Water | 7 [12] | 270-330 |
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[Ship Statistics]
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@@ -129,7 +140,7 @@ Fire large bolts (arrows) of wood and iron.
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**Cargo Space**: A medium ballista plus twenty bolts requires 6,000 coins of cargo space, and a heavy ballista plus twenty bolts occupies 12,000 coins worth (both subtracted from the ship’s cargo allowance).
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**Attack modifiers**: May be applied for environmental conditions, manoeuvrability, etc.
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**Attack modifiers**: May be applied for environmental conditions, maneuverability, etc.
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##### Medium Ballista
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@@ -140,7 +151,7 @@ Fire large bolts (arrows) of wood and iron.
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- 2 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 3 rounds.
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- 3 crew (maximum): Attacks with THAC0 14 [+5]. Fires every 2 rounds.
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**Damage**: 3d6 hit points or 3d2 hull points.
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**Damage**: 3d6 hit points.
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##### Heavy Ballista
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@@ -151,7 +162,7 @@ Fire large bolts (arrows) of wood and iron.
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- 4 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 4 rounds.
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- 5 crew (maximum): Attacks with THAC0 14 [+5]. Fires every 3 rounds.
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**Damage**: 3d10 hit points or 3d6 hull points.
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**Damage**: 3d10 hit points.
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#### Bombards (Cannons)
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@@ -161,14 +172,14 @@ Fire magically-propelled large balls of iron.
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**Range**: 1,000 yards.
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**Attack modifiers**: May be applied for environmental conditions, manoeuvrability, etc.
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**Attack modifiers**: May be applied for environmental conditions, maneuverability, etc.
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**Attack rolls and rate of fire**: Depend on the number of crew manning the bombards:
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- 3 crew (minimum): Attacks with THAC0 17 [+2]. Fires every 3 rounds.
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- 4 crew (maximum): Attacks with THAC0 16 [+3]. Fires every 2 rounds.
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**Damage**: 2d10 hit points or hull points.
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**Damage**: 2d10 hit points.
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#### Drahki Fire Cannons
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@@ -187,7 +198,7 @@ Fire dragon's flame. Can be tuned to fire in a cloud, cone, or line. Requires a
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- 2 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 2 rounds.
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- 3 crew (maximum): Attacks with THAC0 14 [+5]. Fires each round.
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**Damage**: 1d6+5 x 10 hit points or 1d6+5 x 5 hull points
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**Damage**: 1d6+5 x 10 hit points
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<!--
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@@ -201,7 +212,7 @@ Fire energy bolts that function like magic missiles. Requires 2 common Eye Tyran
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**Attack rolls and rate of fire**: Attacks with THAC0 15 [+4]. Fires three bolts every round, roll for each bolt.
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**Damage**: 1d6+1 hit points or hull points per bolt. Bolts that hit a ship only have a 2-in-6 chance of failing to do damage (scorching the surface).
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**Damage**: 1d6+1 hit points per bolt. Bolts that hit a ship only have a 2-in-6 chance of failing to do damage (scorching the surface).
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-->
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@@ -211,11 +222,11 @@ Can be used against ships or giant creatures. Small individuals cannot be target
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**Attack rolls**: Are made using a THAC0 of 19 [0] and occur at the same point in the combat sequence as missile fire.
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**Attack modifiers**: May be applied for environmental conditions, manoeuvrability, etc.
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**Attack modifiers**: May be applied for environmental conditions, maneuverability, etc.
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**Large ships**: Deals 1d6+5 x 10 hull points damage against ships and 6d6 hit points damage against creatures.
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**Large ships**: Deals 1d10+5 x 10 hit points damage against ships and 6d6 hit points damage against creatures.
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**Small ships**: Deals 1d4+4 x 10 hull points damage against ships and 3d8 hit points damage against creatures.
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**Small ships**: Deals 1d8+4 x 10 hit points damage against ships and 3d8 hit points damage against creatures.
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### Determining Crew
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@@ -264,12 +275,12 @@ Roll 1d10 and consult the Crew Makeup Table to determine how many times to roll
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<div class="dividedTableWrapper">
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| 1d6 | Type |
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| --- | --------- |
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| 1-2 | Merchant |
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| 3-4 | Military |
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| 5 | Religious |
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| 6 | Other |
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| 1d6 | Type |
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| --- | ------------- |
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| 1-2 | Merchant |
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| 3-4 | Military |
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| 5 | Religious |
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| 6 | Mixed / Other |
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[Ship Purpose Table]
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Reference in New Issue
Block a user