Add Encounters
Automatically determine "last modified" date Expand Languages
This commit is contained in:
@@ -2,7 +2,6 @@
|
||||
title: Astral Vessels
|
||||
description: Information about the various ships found in the astral plane.
|
||||
date_pub: 2023-02-15T00:26:00-05:00
|
||||
date_upd: 2023-05-18T10:13:00-04:00
|
||||
section: astral
|
||||
content_type: feature
|
||||
short_code: av1
|
||||
@@ -17,13 +16,13 @@ short_code: av1
|
||||
- Controlled by a **Pilot**.
|
||||
|
||||
- It takes one round to activate a console, and one round to deactivate a console.
|
||||
- While active:
|
||||
- The pilot can sense the astral currents that surround the ship.
|
||||
- The pilot may move the ship in any direction at individual flight / "falling" speed (INT \* 30')
|
||||
- can see currents and (subtly) move ship between them (although you can't turn the ship without using the sails)
|
||||
- viewpoint is the front of the ship (as if standing on the bow), but can be turned 90 degrees left or right (so behind can be seen, but not well)
|
||||
- The only movement capable via a standard astral console is forward (at
|
||||
- It can take up to 1 turn to find a suitable current to ride at "traveling speed"
|
||||
- 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),
|
||||
- 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).
|
||||
- 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.
|
||||
@@ -44,30 +43,43 @@ short_code: av1
|
||||
- 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.
|
||||
|
||||
#### Other Types of Engines
|
||||
### 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.
|
||||
- **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
|
||||
### Engine Speed
|
||||
|
||||
Most engines caan 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
|
||||
- **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).
|
||||
|
||||
### Roles
|
||||
|
||||
Party members can fulfill various roles aboard astral vessels.
|
||||
|
||||
- **Pilot** - the character who flies the ship, typically via an astral console.
|
||||
- **Gunner** - a character who mans a ship-board weapon (ex: a ballista).
|
||||
- **Boatswain** - a character who helps maintain (and potentially improve) the various components of the ship.
|
||||
- **First Mate** - the charcter who leads the rest of the crew in their duties.
|
||||
- **Navigator** - a character with experience reading astral maps and plotting courses by them.
|
||||
- **Surgeon** - a character who heals the wounded members of the crew, be it through magic or medicine (or both).
|
||||
- **Pilot**: the character who flies the ship, typically via an astral console.
|
||||
- **Gunner**: a character who mans a ship-board weapon (ex: a ballista).
|
||||
- **Boatswain**: a character who helps maintain (and potentially improve) the various components of the ship.
|
||||
- **First Mate**: the charcter who leads the rest of the crew in their duties.
|
||||
- **Navigator**: a character with experience reading astral maps and plotting courses by them.
|
||||
- **Surgeon**: a character who heals the wounded members of the crew, be it through magic or medicine (or both).
|
||||
|
||||
#### Bonuses for Roles
|
||||
|
||||
@@ -78,10 +90,10 @@ During each round of pursuit or combat, PCs occupying these roles may attempt to
|
||||
- **First Mate**: May make a CHA check.
|
||||
- **Boatswain**: May make their choice of an INT or DEX check.
|
||||
- **Bonus effects**: Choose one of the following for each successful check:
|
||||
- +1 level (30' / round) to pursuit / evasion speed.
|
||||
- +1 level (30 yards / round) to pursuit / evasion speed.
|
||||
- +1 AC to the ship _AND_ all creatures on board until the end of the round.
|
||||
- +1 to all attack rolls made by the ship _AND_ all creatures on board until end of the round.
|
||||
- **Performing bonus checks**: _Must_ be declared before initiative is rolled, occurs at the start of the party's side of combat (just before the "fire missiles" combat phase while the party's side has initiative).
|
||||
- **Performing bonus checks**: _Must_ be declared before initiative is rolled, occurs at the start of the party's side of combat.
|
||||
|
||||
### Ship Statistics
|
||||
|
||||
@@ -207,7 +219,7 @@ Can be used against ships or giant creatures. Small individuals cannot be target
|
||||
|
||||
### Determining Crew
|
||||
|
||||
AstralJammer crew may be determined randomly through a series of dice rolls.
|
||||
The crew compliment of an astral cruiser may be determined randomly through a series of dice rolls.
|
||||
|
||||
#### Crew Makeup
|
||||
|
||||
@@ -233,7 +245,7 @@ Roll 1d10 and consult the Crew Makeup Table to determine how many times to roll
|
||||
| 2d6 | Type |
|
||||
| :-: | :---------------------------------------------: |
|
||||
| 2 | Elves |
|
||||
| 3 | Feyfolk (Nixies, Fairies, Sprites, etc.) |
|
||||
| 3 | Faefolk (Nixies, Fairies, Sprites, etc.) |
|
||||
| 4 | Dwarves |
|
||||
| 5 | Automatons (roll for size / shape?) |
|
||||
| 6 | Drahki (roll for color / breath weapons) |
|
||||
|
Reference in New Issue
Block a user