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
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@@ -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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