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Chapters One and Two

barsoomcore

Unattainable Ideal
Chapter 1: Introduction
It is said that when man first looked to the sky and saw the birds soaring so freely there, he felt his first urge to fly. Through the history of mankind (and dwarfkind, elfkind and any other kind) we have been driven to take to the sky and the heavens beyond.
The Cosmonomicon is intended to allow your characters to do just that. These rules provide a simple, easy to use method for conducting aerospatial movement and combat in the d20 system. They can be used to allow characters to fly on magic carpets, giant birds, fighter jets or spaceships, all the while making use of core d20 rules and remaining as flexible as possible.

What You Will Need
The following materials are required in order to make use of the Cosmonomicon's rule set:
A grid surface -- reccommended is a one-inch grid, preferably something that can be drawn on and wiped clean. Standard miniature mats are ideal.
Vessel markers -- either miniatures or simple game pieces, objects that fit the scale of the grid (more on that later) and denote the size of the vessel. Vessel markers must be able to also denote a vessel's facing (still more for later).
Altitude markers -- the easiest way to denote altitude is through a set of markers divided into three categories (we use pennies, nickles and dimes). One marker is placed on or next to each vessel marker in order to indicate the vessel's current altitude.
Core rulebooks -- you will need to refer to these books occasionally. If creatures wil be performing as vessels then you will need the stat blocks for those creatures.

Basics
There are some basic terms used in these rules. The first, and most important, term is the Vessel. A Vessel is any flying craft or creature with controlled movements. There are two kinds of vessels: Creatures and Vehicles. The difference will be made plain later on.
A Pilot is a passenger who controls a vessel's movements. Under normal conditions, a Pilot can control a vessel without needing to make any special effort, using the Steer A Vessel action. Steering a vessel is a move-equivalent action that provokes an attack of opportunity.
Difficult maneuvers (known as Stunts) may require the Pilot to make a Piloting skill check. A pilot may attempt one Stunt for every steer a vessel action taken. The Piloting skill is detailed below.

New Skill: Piloting (varies, trained only):
This skill is used to direct the movements of any vessel that is not self-controlled. The key ability for Piloting is either Dexterity or Wisdom and varies according to the vessel type involved. Many vessels require experience and good judgment to pilot more than quick reflexes; when flying these vessels you should use Wis as the key ability for Pilot checks rather than Dex. As a general rule, larger vessels are more likely to fit into this category.
Vehicles are divided into different categories, each of which requires a different Simple Control Proficiency to operate (see the description of the Simple Control Proficiency feat for more details).
Note that while a vessel may have more than one set of controls, during each round it may only have one pilot.
Check: If you take a steer a vessel action, you can make a Piloting skill check to attempt a Stunt. You may also use your Piloting check when attempting to avoid danger. The DCs for Stunts and dangerous situations are described in the sections below.

Vessel Sizes -- The Basics
Because vessels are typically so much larger than characters, the Cosmonomicon uses a variation on the standard d20 creature size scale. Vessel sizes are described with the same modifiers as creature sizes, except that the sizes are all offset by four. That is, Fine vessels are the same size as Medium creatures, and Medium vessels are the same size as Colossal creatures. Vessels that are in fact creatures must have their size category shifted as appropriate. The modifiers associated with the sizes are the same, and have been extended for the new sizes. These sizes are detailed in the chart below:

<<insert Size chart>>

Vessel combat uses a square grid like standard character combat, but because vessels are typically so much bigger, they use a larger scale for their grid. The actual size of the grid will vary depending on the size of the vessels involved. For Medium vessels, a grid of 30 feet per square is recommended. The grid scale chosen will affect the actual running of vessel movement and combat, so experiment and chose an appropriate grid scale. Otherwise, determine vessel size and the representation on a grid just as you would do for characters.

Vessel Movement -- The Basics
All vessels have a Maneuverability Rating that determines how well the vessel handles in the air. There are five Maneuverability Ratings, rising from Clumsy to Perfect. Clumsy fliers risk their aerial state just by attempting to turn, while perfect fliers zip about the sky without heed to the laws of physics. These ratings are equivalent to the rating found in core rulebook II, page 69, though in all cases the information in the Cosmonomicon is intended to replace those ratings.
Also unique to vessels is the concept of facing. All vessels, unless specifically noted, have a facing added to their representation on the standard grid. The facing of a vessel determines the direction in which it can travel. A vessel can only travel in the direction of its facing unless it makes a turn or performs a slide. Turns change a vessel's facing within a single square by increments of 45 degrees. Slides allow a vessel to move forward diagonally, skidding at 45 degrees to its facing. More about these and other maneuvers can be found in the next chapter.

Chapter 2 Advanced Vessel Movement
Vessel movement can be much more complex than described in the previous chapter. Because these contraptions are travelling in three dimensions, they can maneuver up, down and even run the risk of crashing into each other. Pilots can perform death-defying stunts in order to increase their vessel's maneuverability, or just to recover control of a vessel plunging earthward in a deadly downward spiral.
Advanced movement includes such elements as Altitude (important for flying vessels), special maneuvers, special conditions vessels may find themselves in and Stunts, the trickiest maneuvers of all.

Creatures Vs. Vehicles
We promised to explain this, remember? Both creatures and vehicles can be vessels, in that they can transport characters into the air. There are some critical differences between the two types of vessels, however.
Creatures: The pilot of a creature is always the creature itself. The creature takes a steer a vessel action every round in which it moves any distance. For a creature, a steer a vessel action and a move action are identical while it is flying.
A flying creature automatically has ranks in Piloting equal to its Maneuverability rating (1 for Clumsy, 5 for Perfect) and always adds both its Wisdom and its Dexterity modifiers to all Piloting skill checks.
A creature's rider can attempt a Ride check in order to guide the creature's movement or encourage it to perform a stunt, but all required Piloting checks are always made by the creature. The rider can aid the creature's Piloting skill checks with successful Ride checks, just as outlined in core rulebook I, page 62, "Cooperation".
Vehicles: The pilot of a vessel is whoever is currently at the controls. A vessel may have more than one set of controls, but each round there can only be one pilot. Note that a vehicle, unlike a creature, cannot run or take a double move action. A pilot may take two steer a vessel actions in one round, but that only affects a vehicle's maneuverability, not the distance it can travel.

Moving In A Straight Line
Any vessel can move straight ahead any distance up to and including its Speed rating. A vehicle, unlike a creature, can never move further in one round than its Speed rating. It cannot take a run action or a double move action. Even if the pilot takes two steer a vessel actions in one round, a vehicle cannot move any further than its Speed rating.
For each steer a vessel action the pilot takes, the pilot must decide how far the vessel will travel during that action. If the pilot takes two steer a vessel actions, the pilot may use any portion of the vessel's Speed during each action. Note that in order for a creature to travel further than its Speed, the creature must take a double move or a run action. The pilot (should that be different from the creature itself) cannot make the creature go faster by taking two steer a vessel actions.
A pilot must take at least one steer a vessel action each round in order to maintain control of a vehicle. If a round ever passes without a pilot taking at least one steer a vessel action to control the vessel, the vessel becomes out of control at the end of that round and a pilot must use the Regain Control stunt in order to, er, regain control of the vessel. See "Vessel Conditions", later in this chapter, for details on the effects of a vessel being out of control. Of course a creature is always in control unless the creature is incapacitated in some way.
Minimum Speed: Many vessels have a Minimum Speed rating. A vessel that fails to travel at least this distance in one round (not one action) will begin to spiral, plunging earthward uncontrollably. Just like an out of control vessel, a spiralling vessel must be brought back under control by a pilot using the Regain Control stunt.
Glide Speed: Vessels that require a power source to keep aloft will always have a Glide Speed rating. Should the vessel suffer a loss of power, it immediately uses its Glide Speed instead of its normal Speed rating. This change takes effect on the vessel's pilot's next action. Note that the vessel's Minimum Speed rating remains in effect, which may cause the vessel to immediately begin to spiral. A vessel that does not have a Glide Speed is unaffected by any loss of power.
Gliding vessels in a gravity environment cannot gain altitude unless the pilot succeeds at a Hard Climb stunt (see Altitude and Stunts sections later in this chapter).

Turn, Turn, Turn
Unlike creatures on the ground, vessels cannot travel in any direction they like. Vessels always travel in the direction they are facing unless the pilot performs a turn or a slide. A turn allows a vessel to change its facing by 45 degrees. A slide allows a vessel to travel at a 45-degree angle to their facing. These two maneuvers are illustrated in the diagram below:

<<insert Turn/Slide diagram>>

Maneuverability Ratings: Both turn and slide maneuvers are limited for each vessel by that vessel's Maneuverability Rating. These ratings are detailed in the chart below:

<<insert Manuverability chart>>

Every vessel belongs one of the five Maneuverability Ratings.
Max Turn
indicates the maximum number of 45-degree turns a vessel can make in a single grid square, or the maximum number of squares the vessel can slide at one time. In order to turn or slide further, the vessel must move forward at least one square (normally 30 feet for vessel-based maneuvering).
Total Turn indicates the maximum 45-degree turns a vessel can turn, or the maximum number of squares the vessel can slide in a single Steer a Vessel action. Each turn or slide a vessel makes per action is totalled up. No single turn or slide may exceed the vessel's Max Turn rating, and all turns and slides combined may not exceed the vessel's Total Turn rating.
Turn Modifier is a Skill check modifier that applies to Piloting skill checks made for certain Stunts. See the description of each Stunt to determine if the Turn Modifier applies.
Vehicle Modifiers: Vehicles may also have individual modifiers based on their construction. Each vehicle has a Handling Modifier which is applied to any Piloting skill checks made in that vessel. The Handling Modifier represents advanced components or special controls, magical enhancements and so on.
Each vehicle also has a Maximum Ability Bonus, which determines the highest ability bonus that may be applied to Piloting skill checks made in that vehicle, the vehicle's armour class and reflex saves. For Dexterity-based vehicles this represents the maximum Dexterity bonus the pilot may apply to such values, while for Wisdom-based vehicles this applies to Wisdom modifiers. See the description of the Piloting skill and individual vessels to determine which modifier has this maximum applied to it.
Glide Maneuverability: Vessels that require a power source to keep aloft will always have a Glide Maneuverability rating. Should the vessel suffer a loss of power, it immediately uses its Glide Maneuverability instead of its normal Maneuverability rating. This change takes effect on the vessel's pilot's next action.

Altitude
Vessels are considered to be at one of three altitudes: Low, Medium or High. The actual heights involved can vary by vessel type and size and are left deliberately undefined. Vessels at different altitudes cannot collide with each other, make melee attacks against each other or make ramming attacks against each other. Vessels at the same altitude who enter a square occupied by another vessel must check to avoid colliding (see Collisions, below) and may make melee or ramming attacks against each other. Only vessels at Low altitude may make melee attacks against non-flying targets.
Changing Altitude: A pilot can change a vessel's altitude one category upwards, or up to two categories downward, for each steer a vessel action she takes. The new altitude takes effect at the end of the action. A pilot may change a vessel's altitude two categories upwards if she succeeds at the Hard Climb stunt (see below). A pilot whose vessel is gliding must succeed at the Hard Climb stunt in order to change their vessel's altitude one category upwards.
Note that in a gravity environment, a vessel gains a +1 circumstance bonus to any attack rolls made against an opponent at a lower altitude.

Collisions and Crashing
Collision Check: Anytime a vessel enters a grid square occupied by another object, it must make a collision check to avoid hitting the object. A collision check is a Piloting skill check made against DC 10, modified by the other object's size modifier. Unless in combat or under other extraordinary conditions the pilot can take 10 on this check.
If the pilot fails this check his vessel is on a collision course with an object in that square. If there is more than one object in the square, the DM should determine randomly which object the pilot's vessel is on a collision course with. If the target object is a vessel, the pilot of that vessel may make collision check of his own. Success on this second collision check means that no collision takes place. Uncontrolled objects cannot avoid a collision and automatically fail this check. Only if both collision checks fail does a collision take place.
Collision Damage: Damage for a collision is calculated for both vessels using the size category of the opposing vessel. Refer to the Vessel Size chart in Chapter One to determine Collision Damage. The struck vessel (the one which occupied the square originally) may make a Reflex saving throw against DC 20 to reduce the collision damage by half. The colliding vessel gets no saving throw.
If a collision occurs head-on between two moving vessels (that is, the struck vessel moved at least one square last round) all damage is doubled. If the collision occurs with the ground or a ground-based object, all damage is tripled.
If the colliding vessel remains able to continue flying after taking collision damage, it may continue on past the struck vessel, maneuvering normally.
Regardless of whether or not the vessel collided with the object, it may pass through other squares occupied by the object without needing to make further collision checks. If the vessel enters a square not occupied by that object and subsequently enters a square that is occupied by the object, it must make another collision check.

Vessel Conditions
Under normal conditions a vessel behaves as expected and responds to the pilot's controls. There are three abnormal conditions a vessel may be in, however, neither of which are at all pleasant: Out of Control, Gliding and Spiraling.
Out of Control: A vessel not controlled by a pilot is considered out of control. A vessel is not controlled if during the pilot's last round she failed to use at least one steer a vessel action to control the vessel. A vessel can also become uncontrolled if the pilot fails a piloting skill check for a stunt (see stunt descriptions for exact details). Should the pilot lose control of their vessel, the vessel automatically continues to travel in the direction it is current facing and at the same speed as it did the previous round. Because there is no one at the controls, the vessel is considered flat-footed, losing all Dex bonuses. It also automatically fails any Reflex saves or piloting skill checks.
Any character who can reach the controls of an out of control vessel can attempt the Regain Control stunt. If they are successful, the vessel is no longer out of control and responds normally to piloting.
Gliding: A vessel that has a Glide Speed or a Glide Maneuverability rating may be forced to glide. These vessels depend on some sort of power to keep them aloft, and should this power source ever be interrupted or exhausted, the vessel immediately begins to glide. Once a vessel begins gliding, its Glide Speed and/or its Glide Maneuverability replace its normal Speed or Maneuverability ratings.
A vessel that does not have a Glide Speed or a Glide Maneuverability always uses its normal Speed or Maneuverability rating.
Spiraling: When a vessel with a fails to travel its Minimum Speed in a single round, and has no other method or effect keeping it aloft, it begins to spiral. Such a vessel is plunging earthward at great speed. It will fall a single altitude category (from High to Medium, from Medium to Low or from Low to the ground) at the end of each round that it continues to spiral.
Anyone who can reach the controls of a spiraling vessel can attempt the Regain Control stunt. If they are successful, the vessel is neither out of control nor spiraling. The pilot resumes control of the vessel at whatever altitude the vessel had fallen to last round.
A vessel that continues spiraling the round after it has fallen to Low altitude will strike the ground at the end of that round. It will take triple normal crash damage upon impact, and all aboard will take normal falling damage for whatever height the vessel fell from.

Stunts
For each Steer a Vessel action a pilot takes, she is not only able to turn the vehicle up to its Total Turn value, she can also make a single special maneuver, called a Stunt. This means that in one round, a pilot can attempt a maximum of two Stunts, if she takes two Steer a Vessel actions.
The Stunts described below provide a plethora of options for vessel pilots.
Hard Turn: A pilot can attempt to make a turn (or a slide; both can be employed in this stunt) that is in excess of a vessel's normal Max Turn or Total Turn. The DC for such a maneuver is determined by the degree by which the turn exceeds either of the vessel's ratings. For every 45 degrees that the attempted turn exceeds either the Max Turn or the Total Turn ratings of the vessel, the DC increases by 5. Note that turns that exceed both ratings count twice.
If the pilot fails his skill check, the vessel does not turn as much as intended and instead turns however much the skill check allows. Only if the skill check fails to beat a 1 does the pilot lose control of the vessel.
Example: Arthak is piloting a Clumsy Vessel. A Clumsy Vessel has a Max Turn of 0 and a Total Turn rating of 45, so any turn is automatically a Stunt. Turning 45 degrees in one action exceeds the Max Turn rating, and so the DC for such a maneuver is 5.
Example 2: Shilat is piloting a Good Vessel, but she needs to double back in one square, making a 180 degree single turn. A Good Vessel has a Max Turn rating of 90 degrees, so Shilat is exceeding that by 90 degrees, giving her maneuver a DC of 10. Her vessel's Total Turn rating is 180 degrees, but she has already made a 90-degree turn this action, so Shilat is exceeding both her vessel's Max Turn and Total Turn by 90 degrees. This doubles her DC to 20 (10 for exceeding the Max Turn and 10 exceeding the Total Turn). If she rolls less than 20 but more than 10, her vessel will turn only 135 degrees on this turn. If she rolls less than 10 her vessel will turn only 90 degrees.
This stunt makes use of the Turn Modifier.
Dive Attack: A pilot can attempt to dive downward at a target in order to increase the chance of hitting it. This is a dangerous maneuver as it requires a collision check to avoid actually ramming the target.
The pilot's vessel must begin the action one altitude category higher than the target. The pilot must end his action in a square occupied by the target, dropping one altitude category in order to enter the square at the appropriate height. A collision check must be made in order to avoid striking the target, unless a ramming attack is being attempted (see Combat, next section). The pilot may not take 10 on this collision check.
A dive attack can be attempted against a ground target if the vessel starts the action at Low altitude. The pilot still must make a collision check in order to avoid striking the ground. Should the vessel strike the ground it will take triple Collision Damage and all passengers take falling damage as appropriate for the height fallen.
All attacks made by the pilot or any passengers on board his vessel who have readied an action for this contingency have a +2 circumstance bonus. Only passengers who have readied an action for this moment can take advantage of this bonus. Passengers whose intiative count is lower than the pilot's do not get the bonus applied to their attack rolls, nor do passengers who have already taken their action this round. If the pilot uses his first action for the Dive Attack stunt, he can use his second action that round in order to attack the target, gaining the +2 circumstance bonus to any attack rolls for that round.
If the pilot fails the collision check, the maneuver does not provide any attack bonuses, even if a collision does not actually occur.
This stunt does not make use of the Turn Modifier.
Shake Loose: A pilot can attempt to create a shaky ride in order to knock over people on or in the vessel. Anyone or thing not secured on the vessel must make a Balance check to maintain their footing or a Climb check to retain their grip, depending on the situation. This an opposed skill check between the pilot and everyone on board not strapped down. The pilot makes a Piloting skill check, and everyone affected must beat that result or fall off the vessel.
Example: a pilot wants to shake a gremlin off his wing. He attempts a Shake Loose Stunt and rolls a total of 36 after modifiers. The Gremlin must now make a Balance check against DC 36 or be knocked from the wing. If instead of a gremlin on the wing, it had been a NPC secured with a rope and grappling hook, the check would have been a Climb check, with bonuses for the hook and rope. There is no special penalty for rolling low on this stunt.
This stunt makes use of the Turn Modifier.
Landing: Landing is the first stunt all new pilots are taught. While flying a vessel already in the sky is easy enough, genuine skill is required to land it safely. The base DC for this Piloting skill check is DC 20. Outside of combat, a pilot can take 10 on this check. If the pilot fails this check, then the vessel crashes and takes double collision damage.
In order to land, a vessel must start the pilot's action at Low altitude. The pilot must end his action by dropping another altitude category in order to touch down. The round after touchdown a vessel must travel its Minimum Speed in a straight line. Any attempt to turn or stop the vessel before that point will cause the vessel to crash unless the pilot makes a Piloting skill check against DC 25. If during a landing, a pilot loses control, the vessel is considered to crash at the end of the round unless control is regained before then, such as by a co-pilot.
Extended Landing: Having a longer runway can make landing much easier on a pilot. If the runway is twice as long as the vessel's minimum speed, the pilot could chose to land slowly over two rounds, and if the runway was three times as long, over three rounds, out to a maximum of 4 rounds. For every round spent landing past the first, the skill check gains a +2 circumstance bonus for landing. This does take longer to complete, and the pilot can take no other actions during these rounds. The landing vessel touches down at the end of the last round, and must then travel its Minimum Speed in a straight line just as described above. Vessels with a Minimum Speed of zero cannot gain this bonus.
If at any point during an extended landing, the pilot changes his mind and wishes to abandon the landing attempt, he must succeed at a collision check to avoid crashing. If he succeeds, the vessel rises to Low altitude and the pilot may continue flying the vessel as normal.
This stunt does not make use of the Turn Modifier.
Complex Stunt: An impressive maneuver of Piloting skill, such as a loop, barrel roll, or spin is worked into the vessel's movement. Besides looking impressive, it also has the benefit of making a vessel difficult to target. The vessel gains a Dodge bonus to AC based on the complexity of the stunt. The DC of the Piloting skill check is 5 + 5 for each Dodge bonus, so a +1 is DC 10, and +3 is DC 20. The maximum bonus possible is +5 DC 30. This bonus lasts until the pilot's next turn. Making two Complex Stunts in the same round does not stack. Only the highest bonus applies.
Also, successfully pulling a Complex Stunt, even an easy one at DC 5, is enough to require reevaluation of targeting locks on the vessel with the vessel's new dodge bonus, if any. See Guided Weapons bellow. Failing this stunt does not worsen an armor class, although it can result in loss of control.
This stunt makes use of the Turn Modifier.
Break a Grapple: A vessel that has been caught in a grapple effect, such as a tractor beam, grappling cable, or kraken tentacle can attempt to break away by using a stunt. To escape a grapple, add any bonuses from the Vessel's STR score to the Piloting skill check. The DC to beat is determined by the grappler as normal. All grapples on a vessel must be beaten in a single roll in order to break out of a mass grapple. A failed Piloting skill check has no special penalties beyond remaining grappled.
This stunt does not make use of the Turn Modifier.
Regain Control: Regaining control of a vessel is a special stunt that can only be used by a character in a pilot station or controls of a vessel currently out of control. The Piloting skill check DC to regain control is 20. Every time someone attempts to regain control, and fails, the DC is lowered by one, to a minimum of DC 1. A character officially becomes a vessel's pilot if he regains control.
This stunt does not make use of the Turn Modifier.
Taking Off: To take off from a landing, a vessel must be fully powered, and have space equal to its Minimum Speed. The DC for a Take-Off is 15. A pilot can take 10 on this check. A failed Take-Off check results in the vessel remaining on the ground despite moving its minimum speed down the runway.
Extended Take-Off: Having a longer runway can make taking off much easier on a pilot. If the runway is twice as long as the vessel's minimum speed, the pilot could chose to accelerate slowly over two rounds, and if the runway was three times as long, over three rounds, out to a maximum of 5 rounds. For every round spent taking-off past the first, the pilot gains a +2 circumstance bonus to the Take-Off check. This does take longer to complete, and the pilot can take no other actions during these rounds. The vessel lifts off at the end of the last round and rises to Low altitude. Vessels with a Minimum Speed of 0 cannot gain this bonus.
If at any point during an extended take-off, the pilot changes his mind and wishes to lift off immediately, he must succeed at a Piloting skill check against a DC equal to the current Take-Off DC +4. The vessel must have travelled at least its Minimum Speed before Take-Off is possible.
This stunt does not make use of the Turn Modifier.
Hard Climb: To climb faster than normal a pilot must use this stunt. Hard Climb allows a vessel to climb two altitude categories in a single action, instead of the usual one. A vessel that is currently gliding can climb a single altitude category only if the pilot succeeds at a Hard Climb stunt.
The Piloting skill check DC for a Hard Climb is 20. If the pilot fails the skill check, the vessel stalls and begins to spiral (see "Spiralling", in Vessel Conditions).
This stunt does not make use of the Turn Modifier.
 

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barsoomcore

Unattainable Ideal
changes I made

Okay, okay. So I made slides just a type of turn, took out the Hard Slide Stunt, so Hard Turn now allows extended slides as well as turns.

Added some rules to describe Creatures versus vehicles. We have a bit of a problem because creatures that are already published have 0 ranks in Piloting, which doesn't make any sense, so I threw together some quick rules to cover that, and to allow riders to make use of their Ride ranks.

Reworked Altitude rules pretty severely. There are now three altitudes and rules for changing altitude have been changed.

Note that clumsy fliers should have a Max Turn rating of 0 but a Total Turn rating of 45, instead of 0. I also want to change the degrees in the Maneuverability chart to be replaced with numbers indicating how many 45 degree turns can be made -- one turn is always 45 degrees (or a single slide square).

Cleaned up the stunts, changed Dive Attack quite a bit (only characters who hold their action get the attack bonus) and tightened up both Landing and Take-Off.

Whaddya think? We're getting there...
 

Sidran

First Post
Looking really good

Though now that I am reading the Introduction I think we shouldn't put the Piloting skill in the front of the book Unless we have no other skills ...( We should just clump them all together in a New Skills section, and then from that go with the New Feats section, New Equipment (If any), and spill out from their

I like how you handled the Creatures Vrs. Vehicles problem Barsoomcore.


can not wait to see the chapters with the charts
 
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barsoomcore

Unattainable Ideal
As far as I know, Piloting is the only skill we have, which is why it's sitting in there by itself. It forms the base of pretty much everything else so I felt it needed to be introduced right away.

Chapter Three will cover Combat, and I'm hoping for a Chapter Four to cover Chases (and I think we'll have some pretty tasty chase rules). That will round out Part One: Rules, to be followed by Part Two: Resources. Part Two will detail Feats, Monsters, Vehicles, Spells, Prestige Classes -- all the extra material you can use within the Rules.

This is currently the plan.

Creatures aren't yet completely handled. I think we need to be more explicit as to how size categories are transformed, and there's a few other holes I noted before but can't think of now.

Combat should be done over the next week or so. Chases whenever.

We're getting there.
 

BlackJaw

First Post
Great work! you took my ramblings and made them look profesional! I'm extreamly impressed. I think you made some good tweaks along the way too.

Skills: Piloting is all new. Craft (Engineering) is used to fix/work on and build vehicles. Craft is INT based so it works best for Engineering. a Navigation skill is needed for some of the special systems vehicles can have (example: teleportation matrix, astral drive, space folding, planar matrix) but we can either use Intuit Direction, or maybe something like Profession (navigator) etc. I would like navigation to be a Wis skill so it can't be a Knowledge skill. both these skills can be held over for the Part II. I think we could also either re-print piloting there (maybe an expanded piloting in that section and a mini-piloting in the first chapter) etc. I think piloting should be in the first chapter like it is now. Its nice to get the raw basics into the start like that.

Oh and this nice clean draft means I need to rework vehicle construction a little... not that I'm suprised, I expected to have to do it a few times.

Oooh and good luck with combat... much of my rules in there are extra uggly... like grappling... ack.

Keep up the good work and fight the good fight (againts my poorly written draft.)
 

barsoomcore

Unattainable Ideal
Enough of that, BlackJaw. Without all your incredibly hard work and careful thought none of this would be here at all.

It's funny. This is really the sort of thing I'm best at -- not at coming up with a way to do something, but figuring out how to organize and explain a way to do something.

I can't write code, but I can sure run a software development project. ;)
 

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