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:
2023-08-27 23:54:42 -04:00
parent 65e2b6ecb2
commit 5c58d7d051
66 changed files with 1875 additions and 2449 deletions

View File

@@ -15,14 +15,18 @@ short_code: av1
- Often shaped like a high-backed chair.
- Controlled by a **Pilot**.
- It takes one round to activate a console, and one round to deactivate a console.
- It takes one round to activate a console.
- This process may be sped up by a successful CHA check.
- It takes one round to deactivate a console.
- 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.
- While active, the pilot:
- can sense the astral currents that surround the ship,
- may move the ship in any direction at tactical speed (INT x 30 yards / round),
- may move the ship in any direction at [tactical speed](#tactical-speed) (INT x 30 yards / round),
- can see currents and (subtly) move ship between them (although turning the ship at traveling speed can't be done without using the sails),
- 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).
- Note that directly behind the ship can be seen, but only peripherally.
- It can take up to 1 turn to find a suitable current to ride at [travel speed](./adventuring.html#travel).
- It takes 1 turn for a ship to dock, and 1 turn for it to disembark.
- It can take up to 1 turn to find a suitable current to ride at [travel speed](#travel-speed).
- 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.
- The pilot can be any character class.
- Piloting a ship via a console requires concentration, and shouldn't be done for more than 8 hours in a row.
@@ -38,37 +42,44 @@ short_code: av1
- 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.
- 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.
##### Usage with a Planar Compass
#### Usage with a Planar Compass
- 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.
- The compass can be focused on any ship or location within one day's travel of the wearer at their current speed.
- 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.
### Other Types of Engines
- **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.
- **Life Engines**: Some evil-aligned races use the life energy from slaves and captives to power their vessels.
- **Mind Engines**: Some psychic races use their psychic energy to power and control their vessels.
<!--
- **Orbipods (Tyrant Ships)**: Eye Tyrant ships are powered by one or more orbi (singular orbus), a mutant eye tyrant bred solely for this purpose.
-->
### Engine Speed
Most engines caan move at two speeds: **tactical speed** and **travel speed**.
Most engines can move at two speeds: **tactical speed** and **travel speed**.
#### Tactical Speed
For astral cruisers that aren't riding currents, or any ship within 1 mile of another:
- **Console** = Pilot's INT x 30 yards / round
- **Fire Engine** = 300 yards / round
<!--
- **Orbipod** = 300 yards / round for a single one, each additional adds a 20% (60 yards / round) boost
- 2 orbipods = 360 yards / round
- 3 orbipods = 420 yards / round
-->
#### Travel Speed
So fast that distance becomes meaningless, and only time is specified (ex: 2 days travel).
- Astral cruisers (including those powered by consoles) need to ride on the astral currents to attain this speed.
- 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).
- 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).
- Travel between most ports under the control of the Astral Trade Union only takes 1d6+2 days.
### Roles
@@ -101,18 +112,18 @@ During each round of pursuit or combat, PCs occupying these roles may attempt to
| Vessel | Cost (gp) | Cargo Capacity (coins) | Length | Beam | Crew | Weapons | Ram | Landing Types | AC | HP |
| --------------------- | :-------: | :--------------------: | :-------: | :-------: | :--: | :------: | :-: | :-------------: | :---------: | :-----: |
| Caravel | 10,000 | 100,000 | 60'-80' | 20'-30' | 10 | 1 | N | Water | 8&nbsp;[11] | 60-90 |
| Galleon | 20,000 | 300,000 | 100'-150' | 25'-30' | 20 | 3 | N | Water | 7 [12] | 120-180 |
| Warship, Sm | 6,600 | 100,000 | 60'-80' | 20'-30' | 10 | 1/2 | Y | Water | 8 [11] | 60-90 |
| Warship, Lg | 26,600 | 300,000 | 100'-150' | 25'-30' | 20 | 2/4 | Y | Water | 7 [12] | 150-210 |
| Ghyffan Corvette | 15,000 | 250,000 | 100'-150' | 25'-35' | 10 | 1/2 | N | Water | 7 [12] | 90-150 |
| Ghyffan Battlecruiser | 45,000 | 450,000 | 220'-280' | 20'-30' | 24 | 3/4 | Y | None | 7 [12] | 180-240 |
| Stral Destroyer | 40,000 | 350,000 | 150'-200' | 25'-35' | 10 | 5 lg | Y | None | 7 [12] | 150-210 |
| Stral Dreadnought | 50,000 | 600,000 | 220'-280' | 20'-30' | 24 | 3 lg | Y | None | 7 [12] | 180-240 |
| Dwarven Fortress | 100,000 | 3,000,000 | 200'-300' | 150'-250' | 10 | 10 lg | Y | Land | 7 [12] | 360-720 |
| Gnomish SteamJammer | 40,000 | 300,000 | 100'-150' | 20'-30' | 20 | 1 lg | N | Land, Water[^1] | 7 [12] | 90-120 |
| Drahki Dragonship, Sm | 60,000 | 150,000 | 80'-120' | 10'-15' | 10 | 1 lg[^2] | Y | Water | 7 [12] | 120-180 |
| Drahki Dragonship, Lg | 60,000 | 450,000 | 150'-200' | 15'-20' | 20 | 3 lg[^2] | Y | Water | 7 [12] | 180-240 |
| Caravel | 10,000 | 100,000 | 60'-80' | 20'-30' | 10 | 1 | N | Water | 8&nbsp;[11] | 90-120 |
| Galleon | 20,000 | 300,000 | 100'-150' | 25'-30' | 20 | 3 | N | Water | 7 [12] | 180-240 |
| Warship, Sm | 6,600 | 100,000 | 60'-80' | 20'-30' | 10 | 1/2 | Y | Water | 8 [11] | 90-120 |
| Warship, Lg | 26,600 | 300,000 | 100'-150' | 25'-30' | 20 | 2/4 | Y | Water | 7 [12] | 210-270 |
| Lyffan Corvette | 15,000 | 250,000 | 100'-150' | 25'-35' | 10 | 1/2 | N | Water | 7 [12] | 120-180 |
| Lyffan Battlecruiser | 45,000 | 450,000 | 220'-280' | 20'-30' | 24 | 3/4 | Y | None | 7 [12] | 270-330 |
| Stral Destroyer | 40,000 | 350,000 | 150'-200' | 25'-35' | 10 | 5 lg | Y | None | 7 [12] | 210-270 |
| Stral Dreadnought | 50,000 | 600,000 | 220'-280' | 20'-30' | 24 | 3 lg | Y | None | 7 [12] | 270-330 |
| Dwarven Fortress | 100,000 | 3,000,000 | 200'-300' | 150'-250' | 10 | 10 lg | Y | Land | 7 [12] | 480-960 |
| Gnomish SteamJammer | 40,000 | 300,000 | 100'-150' | 20'-30' | 20 | 1 lg | N | Land, Water[^1] | 7 [12] | 120-150 |
| Drahki Dragonship, Sm | 60,000 | 150,000 | 80'-120' | 10'-15' | 10 | 1 lg[^2] | Y | Water | 7 [12] | 180-240 |
| Drahki Dragonship, Lg | 60,000 | 450,000 | 150'-200' | 15'-20' | 20 | 3 lg[^2] | Y | Water | 7 [12] | 270-330 |
[Ship Statistics]
@@ -129,7 +140,7 @@ Fire large bolts (arrows) of wood and iron.
**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 ships cargo allowance).
**Attack modifiers**: May be applied for environmental conditions, manoeuvrability, etc.
**Attack modifiers**: May be applied for environmental conditions, maneuverability, etc.
##### Medium Ballista
@@ -140,7 +151,7 @@ Fire large bolts (arrows) of wood and iron.
- 2 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 3 rounds.
- 3 crew (maximum): Attacks with THAC0 14 [+5]. Fires every 2 rounds.
**Damage**: 3d6 hit points or 3d2 hull points.
**Damage**: 3d6 hit points.
##### Heavy Ballista
@@ -151,7 +162,7 @@ Fire large bolts (arrows) of wood and iron.
- 4 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 4 rounds.
- 5 crew (maximum): Attacks with THAC0 14 [+5]. Fires every 3 rounds.
**Damage**: 3d10 hit points or 3d6 hull points.
**Damage**: 3d10 hit points.
#### Bombards (Cannons)
@@ -161,14 +172,14 @@ Fire magically-propelled large balls of iron.
**Range**: 1,000 yards.
**Attack modifiers**: May be applied for environmental conditions, manoeuvrability, etc.
**Attack modifiers**: May be applied for environmental conditions, maneuverability, etc.
**Attack rolls and rate of fire**: Depend on the number of crew manning the bombards:
- 3 crew (minimum): Attacks with THAC0 17 [+2]. Fires every 3 rounds.
- 4 crew (maximum): Attacks with THAC0 16 [+3]. Fires every 2 rounds.
**Damage**: 2d10 hit points or hull points.
**Damage**: 2d10 hit points.
#### Drahki Fire Cannons
@@ -187,7 +198,7 @@ Fire dragon's flame. Can be tuned to fire in a cloud, cone, or line. Requires a
- 2 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 2 rounds.
- 3 crew (maximum): Attacks with THAC0 14 [+5]. Fires each round.
**Damage**: 1d6+5 x 10 hit points or 1d6+5 x 5 hull points
**Damage**: 1d6+5 x 10 hit points
<!--
@@ -201,7 +212,7 @@ Fire energy bolts that function like magic missiles. Requires 2 common Eye Tyran
**Attack rolls and rate of fire**: Attacks with THAC0 15 [+4]. Fires three bolts every round, roll for each bolt.
**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).
**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).
-->
@@ -211,11 +222,11 @@ Can be used against ships or giant creatures. Small individuals cannot be target
**Attack rolls**: Are made using a THAC0 of 19 [0] and occur at the same point in the combat sequence as missile fire.
**Attack modifiers**: May be applied for environmental conditions, manoeuvrability, etc.
**Attack modifiers**: May be applied for environmental conditions, maneuverability, etc.
**Large ships**: Deals 1d6+5 x 10 hull points damage against ships and 6d6 hit points damage against creatures.
**Large ships**: Deals 1d10+5 x 10 hit points damage against ships and 6d6 hit points damage against creatures.
**Small ships**: Deals 1d4+4 x 10 hull points damage against ships and 3d8 hit points damage against creatures.
**Small ships**: Deals 1d8+4 x 10 hit points damage against ships and 3d8 hit points damage against creatures.
### Determining Crew
@@ -264,12 +275,12 @@ Roll 1d10 and consult the Crew Makeup Table to determine how many times to roll
<div class="dividedTableWrapper">
| 1d6 | Type |
| --- | --------- |
| 1-2 | Merchant |
| 3-4 | Military |
| 5 | Religious |
| 6 | Other |
| 1d6 | Type |
| --- | ------------- |
| 1-2 | Merchant |
| 3-4 | Military |
| 5 | Religious |
| 6 | Mixed / Other |
[Ship Purpose Table]