takyris said:
This leads to a ton of really cool questions.
Hardness of the average dirigible skin?
(edit: I missed this question!) Reinforced, chemically treated fabric... let's be generous and say 2. Probably about half a gazillion hit points though... those things are
huge! Very vulnerable to fire damage however.
Effect of one or two penetrating gunshots on a dirigible?
Unless these are incindeary rounds, I'd treat it like normal combat damage. Once the airship takes it's hitpoints in damage it begins to sink, faster as it goes further negative.
Balance check for fighting on top of a moving dirigible?
Did you see the movie "
The Rocketeer"? There was a big fight scene on the top of a zepplin. I would say that if you are in the middle, along the peak there would be no need of a balance check. It is only as you get closer to the side that the checks would begin. For game purposes, let's say there is a 15' strip that requires no checks. 10' on either side of that requires a DC 10 balance check to avoid slipping toward the edge. For the next 5', up the DC by 5 to15. The next 5' out goes to DC 25. Beyond this point it is no longer balance, but climb. Adjust for different size airships.
Climb check for stopping oneself from sliding down a dirigible and falling hundreds of feet into the ocean below (where you'll likely survive, having taken only 70 points damage on average (20d6 cap) and made your massive damage save...)
Given the nature of the genre, I would assume that there are plenty of cables and such all over the surface, so the check would be either just a Reflex check DC 20 or climb check DC 15. (If you know what you are doing, it should be easier!)
Anybody got a passable schematic of how the habitable areas would be laid out online somewhere? Was the Indiana Jones movie accurate?
Someone else beat me to it!
I don't even have a campaign where this would fit, but dang, it's a COOL idea.
All I can say is: "
Sky Pirates of the South Pacific