Originally posted by Sidran
Have either of you looked at the ship rules from the Fantasy Flight Games Seafarer's handbook ( it is chapter for Ship construction is all open game content)
It talks about common forms of ships
Barge, Caravel, Cog, fishing boat, Great Galley, and Longboat.
This is something I think should be mimiced have examples of different vessels based off the rules.
Ships stat groups are
Size
As with a creature size
Propulsion
Speed
Crew
Cargo
Hull
Armor Class Hardness Hit Points
Deck
Armor Class Hardness Hit Points
Weapons:
Ship qualities: (like feats for the ship)
Cost and Construction time
The size of the ship can be Tiny small medium large huge and colossal, and for ours we could add titanic, or whatever to the size
And the Vehicle can have a type modifer
Example
Huge Vessel ( Submarine)
Spitfire Mk. II Tiny Vessel (Aeronautical) Tech Level 4 Arcane Level; 1 Propulsion; Fusion engines Speed 70 ft ( Aerial) 80 ft. ( Space) Crew 1 pilot Cargo Personal compartment only Hull :
Armor Class 14 (+2 Maneuverability, +2 Size)
Hardness 10
Hit Points 50
Weapons; Twin Laser arcs (fore), 2 torpedo tubes (fore) Design Merrits Battle Tested, Speed Demon Special Qualities Fighter Qualities Cost and Construction time: 8,605 GP, and 2 months, 3 days.
Fighter Qualities As a tiny vessel the Spitfire Mk. II gains the following abilities. Docking (DC 17) As a fighter the Spitfire can dock with vessels of the huge or larger size range, in some instances the Spitfire may be able to dock with large vehicles (DC 25 ) if they have a docking port. Quick Stop In space a Spitfire can reverse its vector of thrust and hover in one place this is a special stunt and requires a successful pilot check (DC 16), or the vessel will spin out of control. Manueverability as a tiny vessel the Spitfire gives the pilot a +2 circumstance modifier to the Hulls AC while manuevering the vehicle. If a Pilot is knocked unconcious the vessel looses the bonus to AC, and has the potential of going out of control. Afterburn Fighters are built with a special throttle that allows for short bursts of speed to give it advantages in combat. Fighters are able to serge up to +20 ft per round for a sustained period of three consecutive rounds before the afterburner will flame out. After flaming out the afterburner takes four rounds to cool enough to be used again.
Modification notes The Spitfire Mk. II can be modified to use Magic Missiles as replacements for the Twin Laser cannons, or [insert name of our Magical ranged weapon ability here], and the Torpedo tubes can be replaced with spells such as cone of fire, or fireball. This would change the tech level to 1 and the Arcane level to 4
Design Merrits
Battled Tested
Your vessel has taken the baptisim of fire, and survived
Benefits: The Vessel's hull gains a resistance save of +10 against heavy hitting weapons such as plasma cannons, or other weapons of highly technological vessels.
Speed Demon
This vessel is a racer, its sleek, its fast, and its furious.
Prerequisite: Medium, small or, tiny vessels only
Benefits: The vehicle moves faster than standard examples of its class. Vessels with this Merrit move at +5 in atmospheric, or undersea terrain, and at +10 in 0 gravity.
Their is a good example of my use of the Creation rules from FFG, and my own hack it rules for the Tech, the Magic, other mods I did.
It has the convienience of being easy to use and you could go through and write up Tech level Weapons, and Arcane Level Weapons in Charts for the vehicles
__________________ --BlackJaw
"May the Orc spit in your Pie!"
Weapons: Plasma cutters (fore), Turbine drill (fore) Design Merrits: Work horse Special Attack: Hydraulic Claw Cost and Construction time: 9,500 GP, and 4 months, 3 weeks
Hydraulic Claw: Though not considered a fearsome weapon by any standards the hand like claw used for scooping and moving the debris of asteroids can be used as a bludgeoning weapon. This attack does 1d8 of hull damage, but leaves the claw arm vulnerable to a Vessel Attack of Opportunity.
Design Merits
Work Horse
The vehicle is a font of power, capable of lifting, carrying, and moving more weight than the average specimen of its class.
Prerequisite: Medium, large, or bigger only
Benefit: A vessel with this ability can carry +50 tons of cargo for each time it takes this merit.
Special: A Vehicle can gain this merit multiple times during its building process each time it does it gains +50 to the total Cargo capable of being carried)
__________________ --BlackJaw
"May the Orc spit in your Pie!"
I'm not a fan of the "there are these vehicles to pick from, and you can add a new weapon etc" concepts.
I've been trying to make a vehicle construction system that works like making a new monster.
"how many HD"
"what kind of hull"
"how big is the engine, how big is the power source."
"can you afford a masterwork engine, gun, or power source?"
"does it all fit in the hull?"
I'm basing the system of an old RPG game I use to play that worked more or less in the same way.
Flexiblitly. The problem with using "standardized" vehicle types with basic stats is that they won't fit everyone's settings. veplins, to flying sea clippers, to space bound animated whale bones powered with necromatic blood-jammers.
it also lets players customize their vehicles more. Want to hover, or have a low min. speed? do you want to be more manuverable, handle better, fly faster, or some mix of those three?
Now we SHOULD include a bunch of vehicles pre-made with our system to act as examples and ready to use vehicles. I agree with that.
Man I need to get this stuff out so guys can see it!
__________________ --BlackJaw
"May the Orc spit in your Pie!"
Hey I actually agree with that ( clarifaction--about the vessel types)
How I handled it with these vessels is for my own homebrew Sci-fi setting Starhaven
As an example of how it works though I think that we can work with the rules I blurbed out simplify some of yours and mix and match what we like
Give a Ship construction table that is based off of...
Size <---- The size of the vehicle Type Type of Atmosphere capabilities. examples
Aeronautical Vessels with this sub type are capable of going between aerial, and spacial settings
Universal Vessels with this sub type are capable of travelling through all types of atmospheres from undersea, to planar.
Atmospheric Capable of flying in an aerial setting and landing.
Cost and Construction Time; Based off a chart
The Cost of the Construction ( the Body of the Vehicle) by size
Tiny 5,000Gp (Base) 1 Month ( Base)
Small 5,500 Gp (Base)
Medium-sized 6,000 Gp (Base)
Large 10,000 Gp (Base)
and so on
I wasn't actually saying here is the base vehicle add weapons paint on nose art walla.
Well here let me do another example with a more magical vessel type
Griphen Small Vessel ( Aeronautical) Tech level 1 Arcane Level 4 Propulsion Psi-Cell Motivator Speed 40 ft (aerial) 80 ft ( cosmos) Crew 2 ( 1 Pilot, 1 Psion) Cargo 150 Lbs Hull: Armor Class 21 ( +1 Size, +1 Invisiblty, + 10 Psi shield) Hardness 10 Hit Points 65 Weapons Lightening rods, Sonic generator Design Merits Speed Demon Special Qualities Ethereal Jaunt Cost and Construction time 8,750 Gp, 2 Months, and 1 week
__________________ Before employing any captured artifacts or machinery, I will carefully read the owner's manual.
To Error is Human, but to really mess things Up you need a DM
<TABLE BORDER=0><TR><TD>
<A HREF="http://quiz.ravenblack.net/videogame.pl"><IMG BORDER=0 ALIGN="LEFT" WIDTH=150 HEIGHT=80 SRC="http://quiz.ravenblack.net/videogame/1.png" ALT="What Video Game Character Are You? I am a Pacman Ghost." /></A>I am <B>a Pacman Ghost</B>.<BR /><BR />
I like to hang around with friends, chatting, dancing, all that sort of thing. We don't appreciate outsiders, and do our best to discourage others approaching us. I enjoy occasionally wandering around randomly, and often find that when I do so, I get to where I wanted to be. <A HREF="http://quiz.ravenblack.net/videogame.pl">What Video Game Character Are You?</A>
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Size
Propulsion
Speed
Crew
Cargo
Dimensions:
Weapons:
Attacks:
Damage:
Hull
Armor Class
Hardness
Hit Die
Ratings: Structural, Maneuver, Radar
Design Merits: (like feats for the ship)
Ship qualities:
Threat Rating:
Cost and Construction time
Fighter
Small quick craft made to defend, and support the larger crafts of the fleet. Flown by the hotshot ace, or the green bird pilot fresh out of academy these craft have a high fatality rate. ( An X-wing, for example)
Hit Die: D8 Attack Bonus. As Pilot +2 Good Ratings: Maneuver, and Radar Crew 1, or 2 (Sometimes with Astronav Droid) Cargo no or personal only Merits 1 + Structural Modifier ( +1/4 extra hit dice) Hardness ( as material)
Notes: Fighters automatically gain the following abilities. Docking (DC 17) a fighter can dock with vessels of the huge or larger size range, in some instances the fighter may be able to dock with large vehicles (DC 25 ) if they have a docking port. Quick Stop In space a fighter can reverse its vector of thrust and hover in one place this is a special stunt and requires a successful pilot check (DC 16), or the vessel will spin out of control. Maneuver as a small or smaller vessel a fighter gains a +2 circumstance modifier to the Hulls AC while the vessel makes maneuvers. If a Pilot is knocked unconscious the vessel looses the bonus to AC, and has the potential of going out of control. Afterburn Fighters are built with a special throttle that allows for short bursts of speed to give it advantages in combat. Fighters are able to serge up to +20 ft per round for a sustained period of three consecutive rounds before the afterburner will flame out. After flaming out the afterburner takes four rounds to cool enough to be used again. Eject most fighters come with the built in ability to eject the cockpit from the structure of the vessel. An ejected pod is considered a fine sized vessel. Size: Diminutive, Tiny, and Small
Hit Dice by size Size HD Weapon slots Diminutive 2-4 D8 2 Tiny 5-8d8 4 Small 9 D8 6
Above is how I used the article in the Dragon Issue 276 keep in mind I am mostly writting from a technically based world with very little magic ( rating tops at 3)
__________________ Before employing any captured artifacts or machinery, I will carefully read the owner's manual.
To Error is Human, but to really mess things Up you need a DM
<TABLE BORDER=0><TR><TD>
<A HREF="http://quiz.ravenblack.net/videogame.pl"><IMG BORDER=0 ALIGN="LEFT" WIDTH=150 HEIGHT=80 SRC="http://quiz.ravenblack.net/videogame/1.png" ALT="What Video Game Character Are You? I am a Pacman Ghost." /></A>I am <B>a Pacman Ghost</B>.<BR /><BR />
I like to hang around with friends, chatting, dancing, all that sort of thing. We don't appreciate outsiders, and do our best to discourage others approaching us. I enjoy occasionally wandering around randomly, and often find that when I do so, I get to where I wanted to be. <A HREF="http://quiz.ravenblack.net/videogame.pl">What Video Game Character Are You?</A>
</TD></TR></TABLE>
Last edited by Sidran; 22nd September 2002 at 04:30 AM..
As I'm currently working on it, price works like this:
Base price is by hull material multiplied by its Hit Dice.
You then pay for each component you place into a vehicle. You can have one component for each Hit Die the vehicle has, although some components take up more then one Hit Dice. This is a cap, not a enforcement, so you can have "un-filled" hit dice, often so you can add something else in latter when you can afford it.
lastly you can apply a single design focus to a vehicle. This represents an intentional focus the builder(s) of the vehicle had in mind. This might be a slight increase in speed, hardness, handling, etc. Often a price increase (%) goes with it, although a couple might give penalties to the vehicle but decrease overall cost.
__________________ --BlackJaw
"May the Orc spit in your Pie!"