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Chapter 4: Vehilce Creation (+ part list!)
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<blockquote data-quote="Sidran" data-source="post: 449612" data-attributes="member: 6160"><p>Off the top of my head the Vehicle creation rules do not seem easy which is something that should be able to be done.</p><p></p><p>Some stuff not finished that I have worked on a little bit follows </p><p></p><p></p><p><strong><u>VEHICLE TRAITS</u></strong></p><p>Every vehicle has five basic traits:</p><p>* Durability (DUR)</p><p>* Maneuver (MNR)</p><p>* Aptitude (APT)</p><p>* Perception (PRN)</p><p>* Physique(PHY)</p><p></p><p>The Score of these traits ranges from 0 to infinity. A limit, if any, will be specified in the rules. The average vehicle ranges from 3 to 18. It is possible for a vehicle to have a score of "none". A score of "none" is not the same as a score of "0". A score of "none" means that the vehicle does not possess the ability at all. The modifier for a score of "none" is +0.</p><p>* DUR 0 means that the vehicle has been destroyed.</p><p>* MAN 0 means that the vehicle cannot move at all. It lies </p><p> Motionless, adrift, and helpless.</p><p>* APT 0 means that the vehicle can not compute, and is </p><p> malfunctioning, leaving it helpless.</p><p>*PER 0 means that the vehicle’s ability to perceive obstacles is 0 </p><p> ft from itself, leaving open to attack</p><p>*PHY 0 means that the vehicle is beyond cosmetic repair, and its </p><p> value is diminished .</p><p></p><p>Keeping track of negative trait score points is never necessary. A Vehicles traits can not drop below 0. </p><p></p><p></p><p>Also you are missing vehicle Initiative for Vehicle combat. </p><p></p><p>And I think that we should assume that vehicles are all non living objects namely because there is a word for a living aerial ride " Mounts" </p><p></p><p>A Glder is not a mount, and a drake is not a Vehicle there I said it. </p><p></p><p>What I am thinking though is this have the Vehicle stats be similar to the Monster stats </p><p></p><p>With Initiative being figured by the MNR modifier, and such Design Foci as Improved Initiative (I.E the vehicular form of the Feat) </p><p></p><p>Also this would allow for the Vehicle Subtypes to be as such </p><p></p><p></p><p><strong><u> VEHICLE SUBTYPES </u></strong></p><p></p><p>There are four subtypes of vehicles </p><p></p><p>* Submercible (SUB)</p><p>* Aerial (ARL) </p><p>* Space (SPC)</p><p>* Interspacial (INP)</p><p></p><p>In addition there are variations of these subtypes which are as folows. </p><p></p><p>* Submercible, Deep </p><p></p><p>* Aerial, Low </p><p></p><p>* Aerial. High</p><p></p><p>* Space, Deep</p><p></p><p><strong>Submercible</strong>- means that the vehicle can function underwater, or in the thick gasses of a heavy atmosphere such as that of Jupiter. Vehicles with this type can exist underwater where as Aerial vehicles can not. </p><p></p><p><em> Deep Submercible </em>- is an extention of the depth, or the amount of pressure a submercible vehicle can sustain before it implodes. Vehicles equiped to delve deaper into to an atmosphere such as Jupiter Gas Miners, or Dwarven Ironboats do not suffer the Durabilty troubles that vehicles with only the submercible subtype will. </p><p></p><p><strong> Aerial </strong>- Vehicles with this subtype can fly within a certain hight from the ground depending on their size and power output. </p><p>Note that some vehicle sizes are just to big to be able to fly unless they are unique examples of their size category, or magical*</p><p></p><p><em> Low Altitude</em> Vehicles with this subtype are usually weaker than those that can fly higher into the upper atmosphere, Biplanes, Triplanes, and Zepplins are good examples of this type of craft. Vehicles made mechanically in this subtype have a tendancy to stall out if they get higher than there max altitude</p><p></p><p><em> High Altitude</em> Vehicles of this type are capable of reaching the upper reaches of an atmosphere, nearly breaching the fine line between being an aerial craft and a space craft. Spyplanes, early rockets, and modern weather bloons are good examples of these craft. </p><p></p><p></p><p><strong> Space </strong> Vehicles of this type are capable of sustaining the extreme vacuum of space, where the temperature rises very high, and drops very low depending on the areas hit by solar rays. They are capable of some protection against radiation from solar flares. Examples of this are the Space station Mir, the Space Shuttles, and most of the vessels found in the pages of science fiction. </p><p></p><p><em> Deep space </em> Vessels of this type are those that are able to support or suspend life through the long cold dark of deep space. Vessels such as Cryogenic century ships, and Generation vessels are good examples of this type of vehicle. </p><p></p><p><strong> Intraspacial </strong> Vehicles with this subtype are capable of all types of atmospheric travel whether in the depths of a gas giant or in the long dark of deep space. </p><p></p><p></p><p>Old subtypes such as cold, fire, heat, electricity and the like should be shown rather in design foci, or in strait out SQ' s </p><p></p><p>Such as a Space vessel should probably have Cold, and Heat Resistance +20, but also it should have Radiation Resistance +20 also. (with twenty being an example.)</p></blockquote><p></p>
[QUOTE="Sidran, post: 449612, member: 6160"] Off the top of my head the Vehicle creation rules do not seem easy which is something that should be able to be done. Some stuff not finished that I have worked on a little bit follows [b][u]VEHICLE TRAITS[/u][/b][u][/u] Every vehicle has five basic traits: * Durability (DUR) * Maneuver (MNR) * Aptitude (APT) * Perception (PRN) * Physique(PHY) The Score of these traits ranges from 0 to infinity. A limit, if any, will be specified in the rules. The average vehicle ranges from 3 to 18. It is possible for a vehicle to have a score of "none". A score of "none" is not the same as a score of "0". A score of "none" means that the vehicle does not possess the ability at all. The modifier for a score of "none" is +0. * DUR 0 means that the vehicle has been destroyed. * MAN 0 means that the vehicle cannot move at all. It lies Motionless, adrift, and helpless. * APT 0 means that the vehicle can not compute, and is malfunctioning, leaving it helpless. *PER 0 means that the vehicle’s ability to perceive obstacles is 0 ft from itself, leaving open to attack *PHY 0 means that the vehicle is beyond cosmetic repair, and its value is diminished . Keeping track of negative trait score points is never necessary. A Vehicles traits can not drop below 0. Also you are missing vehicle Initiative for Vehicle combat. And I think that we should assume that vehicles are all non living objects namely because there is a word for a living aerial ride " Mounts" A Glder is not a mount, and a drake is not a Vehicle there I said it. What I am thinking though is this have the Vehicle stats be similar to the Monster stats With Initiative being figured by the MNR modifier, and such Design Foci as Improved Initiative (I.E the vehicular form of the Feat) Also this would allow for the Vehicle Subtypes to be as such [b][u] VEHICLE SUBTYPES [/u][/b][u][/u] There are four subtypes of vehicles * Submercible (SUB) * Aerial (ARL) * Space (SPC) * Interspacial (INP) In addition there are variations of these subtypes which are as folows. * Submercible, Deep * Aerial, Low * Aerial. High * Space, Deep [b]Submercible[/b]- means that the vehicle can function underwater, or in the thick gasses of a heavy atmosphere such as that of Jupiter. Vehicles with this type can exist underwater where as Aerial vehicles can not. [i] Deep Submercible [/i]- is an extention of the depth, or the amount of pressure a submercible vehicle can sustain before it implodes. Vehicles equiped to delve deaper into to an atmosphere such as Jupiter Gas Miners, or Dwarven Ironboats do not suffer the Durabilty troubles that vehicles with only the submercible subtype will. [b] Aerial [/b]- Vehicles with this subtype can fly within a certain hight from the ground depending on their size and power output. Note that some vehicle sizes are just to big to be able to fly unless they are unique examples of their size category, or magical* [i] Low Altitude[/i] Vehicles with this subtype are usually weaker than those that can fly higher into the upper atmosphere, Biplanes, Triplanes, and Zepplins are good examples of this type of craft. Vehicles made mechanically in this subtype have a tendancy to stall out if they get higher than there max altitude [i] High Altitude[/i] Vehicles of this type are capable of reaching the upper reaches of an atmosphere, nearly breaching the fine line between being an aerial craft and a space craft. Spyplanes, early rockets, and modern weather bloons are good examples of these craft. [b] Space [/b] Vehicles of this type are capable of sustaining the extreme vacuum of space, where the temperature rises very high, and drops very low depending on the areas hit by solar rays. They are capable of some protection against radiation from solar flares. Examples of this are the Space station Mir, the Space Shuttles, and most of the vessels found in the pages of science fiction. [i] Deep space [/i] Vessels of this type are those that are able to support or suspend life through the long cold dark of deep space. Vessels such as Cryogenic century ships, and Generation vessels are good examples of this type of vehicle. [b] Intraspacial [/b] Vehicles with this subtype are capable of all types of atmospheric travel whether in the depths of a gas giant or in the long dark of deep space. Old subtypes such as cold, fire, heat, electricity and the like should be shown rather in design foci, or in strait out SQ' s Such as a Space vessel should probably have Cold, and Heat Resistance +20, but also it should have Radiation Resistance +20 also. (with twenty being an example.) [/QUOTE]
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