barsoomcore
Unattainable Ideal
Here's the latest version of the Intro to the Cosmonomicon rules:
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 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.
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. 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).
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 Movement
All vessels have a Speed quality, just like creatures do. Unlike creatures, however, a vessel cannot run. Nor can a vessel take a double move action. A vessel's Speed represents the maximum distance the vessel can travel in one round. Note that a pilot may take a double move action in order to use the Steer a Vessel action twice in one round, but this does not allow the vessel to make a double move. It instead allows the pilot to attempt two Stunts in one round, instead of the usual one.
Also unique to vessels is the concept of facing. A vessel can only travel in one direction unless it makes a turn. Vessels are restricted as to how much they can turn in one round by their Manuverability Rating. These ratings are detailed in the chart below:
<<insert Manuverability chart>>
Vessel Sizes:
Because vessels are typically so much larger than creatures, 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. 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>>
...any thoughts?
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 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.
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. 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).
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 Movement
All vessels have a Speed quality, just like creatures do. Unlike creatures, however, a vessel cannot run. Nor can a vessel take a double move action. A vessel's Speed represents the maximum distance the vessel can travel in one round. Note that a pilot may take a double move action in order to use the Steer a Vessel action twice in one round, but this does not allow the vessel to make a double move. It instead allows the pilot to attempt two Stunts in one round, instead of the usual one.
Also unique to vessels is the concept of facing. A vessel can only travel in one direction unless it makes a turn. Vessels are restricted as to how much they can turn in one round by their Manuverability Rating. These ratings are detailed in the chart below:
<<insert Manuverability chart>>
Vessel Sizes:
Because vessels are typically so much larger than creatures, 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. 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>>
...any thoughts?