--- title: Astral Vessels description: TBD date_pub: 2023-02-15T00:26:00-05:00 section: astral content_type: feature short_code: av1 --- [[toc]] ### Astral Consoles - Allow the ship to ride along the naturally occurring astral currents. - 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. - 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" - 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. - Piloting beyond 8 hours runs the risk of incurring exhaustion. - The pilot is not incapacitated while piloting the ship - instead, they can choose whether to focus on the ship's POV or their own, while still being peripherally aware of both. - They have limited ability to move, -4 to all attacks, and can't cast spells, use psionics, or do anything else that would break their concentration. - If the pilot is pulled or thrown from the console, their connection to the ship is immediately broken, and the ship instantly stops moving. #### Multiple Consoles - A ship can have multiple consoles attached to it, but only one may be active at a time. - If two (or one and a different type of engine) are both active at the same time on the same vessel, perform a check as follows: - 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. #### 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 - **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 ### 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). #### Bonuses for Roles During each round of pursuit or combat, PCs occupying these roles may attempt to improve the ship's tactical movement as follows: - In lieu of an attack, each of the following roles may make the indicated check: - **Pilot**: May make their choice of an INT or WIS check. - **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 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). ### Ship Statistics