barsoomcore
Unattainable Ideal
Chapter Five: Vessel Components
This chapter defines the vessel components that can be attached to a vessel. Components define a vessel's performance, durability, carrying capacity and many other qualities.
All components are defined using a standard format. Not all components provide values for all attributes listed below. If no value is provided then the value is zero.
Name: This is the name by which the component is generally known. Similar components may have different names if they come from different manufacturers or if they are the result of personal invention.
Prerequisite: If the component requires certain other components before it can be installed, those are listed here.
Slots: The number of component slots on the vessel required to install the component. The number of slots required may vary with the size of the vessel it's installed in. Such listed sizes always refer to Vessel Sizes, not character sizes. A vessel must always have components that match its size.
Type and Descriptor: This is the type of component. Any descriptors that apply are given here [in brackets].
Types: Cargo, Command, Defensive, Drive, Engines, Lift, Maneuver, Power, Support and Weapons.
Descriptors: Acid, chaotic, cold, darkness, death, electricity, evil, extraordinary, fear, fire, force, good, language-dependent, lawful, light, mind-effecting, psionic, sonic, spell-like, supernatural and teleportation.
Activation Time: The time required to activate the component. "Always on" means the component is activated whenever the vehicle is in operation, regardless of whether or not it is controlled or not. Most components take a standard action to activate.
Cost: The cost to install this component. The cost of a component may vary with the size of the vessel it's installed in. Use the vessel's size to determine cost for such components.
Power: The Power modifier for the component. This value is totalled for all active components to determine the Power rating of the vessel. Components may have a negative Power modifier; this means they consume rather than produce Power. Components that have not been activated are not used to calculate Power unless they have the "always on" activation time.
Tech: The Potential Tech level required for the component to operate. See Chapter Six: Designing Cosmoses for information on how Tech levels apply.
Magic: The Potential Magic level required for the component to operate. See Chapter Six: Designing Cosmoses for information on how Magic levels apply.
Range: The distance at which the component can be used. This may be given as a distance, as a range increment or as a threat range.
Effect: What sort of target the component can be used to affect. "Self" always indicates the vessel upon which the component is mounted. Effects may include areas, which must always be centered within range, individual creatures or vessels, or a particular number of creatures or vessels.
Pure Lift: The number of points of Pure Lift provided by the component.
Speed Lift: The number of points of Speed Lift provided by the component.
Maneuverability Points: The number of Maneuverability Points provided by the component.
Glide Maneuverability Points: The number of Glide Maneuverability Points provided by the component.
Speed Points: The number of Speed Points provided by the component.
Glide Speed Points: The number of Glide Speed Points provided by the component.
Crew: The number of crew members needed to operate the component.
AC Modifier: The AC modifier to the vessel's Armor Class provided by the component.
Accuracy: The Weapon Accuracy Modifier for this component.
Damage: Damage dealt by this component.
Hit Points: Any component with a Hit Point value can be targetted with a Called Shot (see Combat, Chapter Three).
Power Components
Power systems vary widely and are often a defining feature of different cultures and technological or magical advancement. Power components always provide a positive Power modifier. A vehicle's total Power rating must be a positive number in order for the vehicle to be operable.
Monstrous Generator
Slots: Large 45, Huge 90, Gargantuan 180, Colossal 360
Type: Power
Activation Time: Always on
Cost: Large 10,000 gp, Huge 20,000 gp, Gargantuan 40,000 gp, Colossal 80,000 gp
Power: Large +8, Huge +16, Gargantuan +32, Colossal +64
Tech: 1
Magic: 0
Crew: 0
A monstrous generator is a broad term for any power source that runs off some creature or monster._ This would include a steam engine running off an elemental, electrical energy from a tank of electric eels, or the gnomish giant space hamster wheel._ The size of the creature(s) must no greater than the size of the Monstrous Generator. That is, a Large Monstrous Generator can only allow creatures of Large size or smaller._ This component “package” includes minimal living space for the “power source” and proper food stuffs, if any, for 100 days._ The food stores component can be used to increase this supply.
Array Mount
Slots: 10
Type: Power
Activation Time: N/A
Cost: 2,000 gp
Power: None
Tech: 0
Magic: 0
Crew: 0
This mounting allows the attachment of any of the Solar, Psychic, and Magic arrays. By itself it provides no power.
About Arrays: Arrays are banks of panels that when extended out from the Array Mount generate power. All Arrays share a number of characteristics. They only supply power when extended. They all require a full-round action in order to extend or retract the Array. When extended, an Array causes the vessel that carries them to incur an AC penalty. This penalty applies whenever the Array is extended. An Array of any size can be affixed to any Array Mount.
Solar Array (Lesser, Normal, Greater)
Prerequisites: Array Mount
Slots: 0
Type: Power (electricity)
Activation Time: 1 round
Cost: Lesser 10,000 gp, Normal 20,000 gp, Greater 40,000 gp
Power: Lesser +4, Normal +8, Greater +16
Tech: 5
Magic: 0
Crew: 0
AC Modifier: Lesser -5, Normal -10, Greater -20
This array of solar panels extends out away from the vessel in many directions and absorbs sunlight. This light is then converted into electrical energy. As long the vessel is within line of a sight to an appropriate light source, this array provides full power. In total darkness, it provides no power. In bad or partial lightning conditions, this array's Power rating is reduced by half._ Most artificial light, or magic light, is not bright enough to constitute an appropriate light source for a Solar Array. A daylight spell counts as partial lighting.
Magic Array (Lesser, Normal, Greater)
Prerequisites: Array Mount
Slots: 0
Type: Power (supernatural)
Activation Time: 1 round
Cost: Lesser 10,000 gp, Normal 20,000 gp, Greater 40,000 gp
Power: Lesser +4, Normal +8, Greater +16
Tech: 3
Magic: 4
Crew: 0
AC Modifier: Lesser -5, Normal -10, Greater -20
The exact nature and look of this device varies by culture and designers, but the effect is more or less the same. A cluster of equipment, not exactly magical in nature, extends from the vehicle and absorbs the latent magic in the area around a vessel. In some settings this might be restricted to a magic wind, or some other specific effect. These arrays do not operate in anti-magic areas.
Psychic Array (Lesser, Normal, Greater)
Prerequisites: Array Mount
Slots: 0
Type: Power (psionic)
Activation Time: 1 round
Cost: Lesser 10,000 gp, Normal 20,000 gp, Greater 40,000 gp
Power: Lesser +4, Normal +8, Greater +16
Tech: 3
Magic: 4
Crew: 0
AC Modifier: Lesser -5, Normal -10, Greater -20
The exact nature and look of this device varies by culture and designers, but the effect is more or less the same. A cluster of crystals extends from the vehicle and absorbs the psychic flows that tend swirl about most inhabited worlds. These components do not operate in anti-psionic areas
Power Jammer (Arcane, Psionic, Blood)
Slots: 15
Type: Power (supernatural or psionic)
Activation Time: see below
Cost: Arcane: 40,000 gp, Psionic 50,000 gp, Blood 100,000 gp
Power: 0 (but see below)
Tech: 3
Magic: 4
Crew: 1
These strange devices drain power from a user or victim to fuel the vehicle. There are three types: Arcane, Psionic, and Blood Jammers. All appear to be large, ornate thrones. The operator must sit on the Jammer in order to generate power from the device. As soon as the operator gets up from the Jammer or is any way restricted from sitting upon the throne, the Jammer's Power rating immediately falls to 0. An operator can of course be forcibly restrained from getting up from the Jammer.
An Arcane Jammer drains spells from a spellcaster seated at the component._ The spellcaster must expend memorized spells in order for the Jammer to increase its Power rating above 0. Each level of the expended spell increases the Jammer's Power rating by +5. This Power rating lasts for one hour, during which time the caster must remain seated on the Jammer.
Expending a spell has no effect other than increasing the Jammer's Power rating and causing the caster to lose the spell from memory just as though it had just been cast. Expending a spell always takes just as long as the spell normally takes to cast. The spellcaster may choose which spell they will expend each hour. At any time during that hour, the spellcaster may choose to expend another spell. The Jammer's Power rating immediately changes to that dictated by the new spell, and will last for one hour from the time the new spell was expended.
A Psionic Jammer drains psionic power points from a psionic character seated at the component. The psionic character must expend power points in order for the Jammer to increase its Power rating above 0. Each power point expended increases the Jammer's Power rating by +5. This Power rating lasts for one hour, during which time the psionic character must remain seated on the Jammer.
Expending a power point has no effect other than increasing the Jammer's Power rating and causing the psionic character to lose the power points just as if they had been used to manifest powers or engage in psionic combat. Expending power points to power the Jammer is a standard action. The psionic character chooses how many power points to expend each hour. At any time during that hour, the psionic character may choose to expend another set of power points as another standard action. The Jammer's Power rating immediately changes to that dictated by the new expenditure of power points, and will last for one hour from the time the new set of power points were expended.
A Blood Jammer inflicts Constitution Damage from any creature seated at the component. A Blood Jammer deals one point of temporary Constitution damage each hour. As long as a living creature remains seated at the Jammer, its Power rating is +10.
It is possible for a character with the Use Magic Device skill, or Use Psionic Device skill, to activate an Arcane or Psionic Jammer by emulating spells or power points. As per the rules for those skills, emulating higher level spells makes the DC harder, and taking 10 or 20 is not possible.
Generator
Slots: Fine 1, Diminutive 2, Tiny 4, Small 8, Medium 16, Large 32, Huge 64, Gargantuan 128, Colossal 256
Type: Power
Activation Time: Always On
Cost: Fine or Diminutive 60,000 gp, Tiny or Small 40,000 gp, Medium or Large 20,000 gp, Huge or Gargantuan 40,000 gp, Colossal 60,000 gp
Power: Fine +1, Diminutive +2, Tiny +4, Small +8, Medium +16, Large +32, Huge +64, Gargantuan +128, Colossal +256
Tech: Fine or Diminutive: 6, Tiny or Small: 5, Medium and larger: 4
Magic: 0
Crew: 1 or more
Generators are devices that turn fuel into another more viable power form. Common examples include steam engines and diesel generators, but these devices can be far more complex. Generally speaking, the smaller the Generator, the more advanced the technology required to create them. A Generator requires a Fuel Tank (see below).
Reactor
Slots: 40
Type: Power
Activation Time: Always On
Cost: 100,000 gp
Power: +50
Tech: 5
Magic: 0
Crew: 4
Reactors are specialized devices that use complex scientific processes to generate power with incredible efficiency. A Reactor does not require a Fuel Tank.
Reserve Power System (Arcane, Psionic, Tech)
Slots: 1
Type: Power (varies, see below)
Activation Time: Free action (special, see below)
Cost: 4,000 gp
Power: varies, see below
Tech: varies, see below
Magic: varies, see below
Crew: 0
A Reserve Power System is any number of different methods of storing power. The method depends on the technology and the type of power stored, but the general difference is Magic or Tech, referring to the type of power involved. Psionic power might be stored in crystal lattices, while magical power could be stores in any number of strange forms. Electrical power is most often stored in large chemical batteries, and clockwork power might be stored in a coil, or counter weight system. Any given Reserve Power System can only store one type of power, and the type is set during construction.
A Reserve Power System's Power rating is always equal to the Potential Magic or Tech level (whichever applies to the Reserve Power System's power type) of the cosmos the vessel currently exists in.
A Reserve Power System provides power for one hour. After one hour, the Reserve Power System has a Power rating of 0 until it is recharged. Recharging a Reserve Power System takes one hour and costs 500 gp.
Power Converter (Arcane, Psionic, Tech)
Slots: 10
Type: Power (varies, see below)
Activation Time: Always On
Cost: 4,000 gp
Power: -2
Tech: varies, see below
Magic: varies, see below
Crew: 0
Most vehicles are built and designed to use a single type of power, but sometimes a vehicles gets modified and there is need for more then one power type. A Power Converter allows for changing one type of power into another. A specific Power Converter must be used for making one type of power into another, so a Psionic to Magic Power Converter is different from clockwork to electrical Power Converter. Converters only work in one direction, and a single Power Converter can only convert Power ratings up to +10.
A Power Converter requires Tech and Magic levels equal to those of the Power source and destination components it is attached to.
This chapter defines the vessel components that can be attached to a vessel. Components define a vessel's performance, durability, carrying capacity and many other qualities.
All components are defined using a standard format. Not all components provide values for all attributes listed below. If no value is provided then the value is zero.
Name: This is the name by which the component is generally known. Similar components may have different names if they come from different manufacturers or if they are the result of personal invention.
Prerequisite: If the component requires certain other components before it can be installed, those are listed here.
Slots: The number of component slots on the vessel required to install the component. The number of slots required may vary with the size of the vessel it's installed in. Such listed sizes always refer to Vessel Sizes, not character sizes. A vessel must always have components that match its size.
Type and Descriptor: This is the type of component. Any descriptors that apply are given here [in brackets].
Types: Cargo, Command, Defensive, Drive, Engines, Lift, Maneuver, Power, Support and Weapons.
Descriptors: Acid, chaotic, cold, darkness, death, electricity, evil, extraordinary, fear, fire, force, good, language-dependent, lawful, light, mind-effecting, psionic, sonic, spell-like, supernatural and teleportation.
Activation Time: The time required to activate the component. "Always on" means the component is activated whenever the vehicle is in operation, regardless of whether or not it is controlled or not. Most components take a standard action to activate.
Cost: The cost to install this component. The cost of a component may vary with the size of the vessel it's installed in. Use the vessel's size to determine cost for such components.
Power: The Power modifier for the component. This value is totalled for all active components to determine the Power rating of the vessel. Components may have a negative Power modifier; this means they consume rather than produce Power. Components that have not been activated are not used to calculate Power unless they have the "always on" activation time.
Tech: The Potential Tech level required for the component to operate. See Chapter Six: Designing Cosmoses for information on how Tech levels apply.
Magic: The Potential Magic level required for the component to operate. See Chapter Six: Designing Cosmoses for information on how Magic levels apply.
Range: The distance at which the component can be used. This may be given as a distance, as a range increment or as a threat range.
Effect: What sort of target the component can be used to affect. "Self" always indicates the vessel upon which the component is mounted. Effects may include areas, which must always be centered within range, individual creatures or vessels, or a particular number of creatures or vessels.
Pure Lift: The number of points of Pure Lift provided by the component.
Speed Lift: The number of points of Speed Lift provided by the component.
Maneuverability Points: The number of Maneuverability Points provided by the component.
Glide Maneuverability Points: The number of Glide Maneuverability Points provided by the component.
Speed Points: The number of Speed Points provided by the component.
Glide Speed Points: The number of Glide Speed Points provided by the component.
Crew: The number of crew members needed to operate the component.
AC Modifier: The AC modifier to the vessel's Armor Class provided by the component.
Accuracy: The Weapon Accuracy Modifier for this component.
Damage: Damage dealt by this component.
Hit Points: Any component with a Hit Point value can be targetted with a Called Shot (see Combat, Chapter Three).
Power Components
Power systems vary widely and are often a defining feature of different cultures and technological or magical advancement. Power components always provide a positive Power modifier. A vehicle's total Power rating must be a positive number in order for the vehicle to be operable.
Monstrous Generator
Slots: Large 45, Huge 90, Gargantuan 180, Colossal 360
Type: Power
Activation Time: Always on
Cost: Large 10,000 gp, Huge 20,000 gp, Gargantuan 40,000 gp, Colossal 80,000 gp
Power: Large +8, Huge +16, Gargantuan +32, Colossal +64
Tech: 1
Magic: 0
Crew: 0
A monstrous generator is a broad term for any power source that runs off some creature or monster._ This would include a steam engine running off an elemental, electrical energy from a tank of electric eels, or the gnomish giant space hamster wheel._ The size of the creature(s) must no greater than the size of the Monstrous Generator. That is, a Large Monstrous Generator can only allow creatures of Large size or smaller._ This component “package” includes minimal living space for the “power source” and proper food stuffs, if any, for 100 days._ The food stores component can be used to increase this supply.
Array Mount
Slots: 10
Type: Power
Activation Time: N/A
Cost: 2,000 gp
Power: None
Tech: 0
Magic: 0
Crew: 0
This mounting allows the attachment of any of the Solar, Psychic, and Magic arrays. By itself it provides no power.
About Arrays: Arrays are banks of panels that when extended out from the Array Mount generate power. All Arrays share a number of characteristics. They only supply power when extended. They all require a full-round action in order to extend or retract the Array. When extended, an Array causes the vessel that carries them to incur an AC penalty. This penalty applies whenever the Array is extended. An Array of any size can be affixed to any Array Mount.
Solar Array (Lesser, Normal, Greater)
Prerequisites: Array Mount
Slots: 0
Type: Power (electricity)
Activation Time: 1 round
Cost: Lesser 10,000 gp, Normal 20,000 gp, Greater 40,000 gp
Power: Lesser +4, Normal +8, Greater +16
Tech: 5
Magic: 0
Crew: 0
AC Modifier: Lesser -5, Normal -10, Greater -20
This array of solar panels extends out away from the vessel in many directions and absorbs sunlight. This light is then converted into electrical energy. As long the vessel is within line of a sight to an appropriate light source, this array provides full power. In total darkness, it provides no power. In bad or partial lightning conditions, this array's Power rating is reduced by half._ Most artificial light, or magic light, is not bright enough to constitute an appropriate light source for a Solar Array. A daylight spell counts as partial lighting.
Magic Array (Lesser, Normal, Greater)
Prerequisites: Array Mount
Slots: 0
Type: Power (supernatural)
Activation Time: 1 round
Cost: Lesser 10,000 gp, Normal 20,000 gp, Greater 40,000 gp
Power: Lesser +4, Normal +8, Greater +16
Tech: 3
Magic: 4
Crew: 0
AC Modifier: Lesser -5, Normal -10, Greater -20
The exact nature and look of this device varies by culture and designers, but the effect is more or less the same. A cluster of equipment, not exactly magical in nature, extends from the vehicle and absorbs the latent magic in the area around a vessel. In some settings this might be restricted to a magic wind, or some other specific effect. These arrays do not operate in anti-magic areas.
Psychic Array (Lesser, Normal, Greater)
Prerequisites: Array Mount
Slots: 0
Type: Power (psionic)
Activation Time: 1 round
Cost: Lesser 10,000 gp, Normal 20,000 gp, Greater 40,000 gp
Power: Lesser +4, Normal +8, Greater +16
Tech: 3
Magic: 4
Crew: 0
AC Modifier: Lesser -5, Normal -10, Greater -20
The exact nature and look of this device varies by culture and designers, but the effect is more or less the same. A cluster of crystals extends from the vehicle and absorbs the psychic flows that tend swirl about most inhabited worlds. These components do not operate in anti-psionic areas
Power Jammer (Arcane, Psionic, Blood)
Slots: 15
Type: Power (supernatural or psionic)
Activation Time: see below
Cost: Arcane: 40,000 gp, Psionic 50,000 gp, Blood 100,000 gp
Power: 0 (but see below)
Tech: 3
Magic: 4
Crew: 1
These strange devices drain power from a user or victim to fuel the vehicle. There are three types: Arcane, Psionic, and Blood Jammers. All appear to be large, ornate thrones. The operator must sit on the Jammer in order to generate power from the device. As soon as the operator gets up from the Jammer or is any way restricted from sitting upon the throne, the Jammer's Power rating immediately falls to 0. An operator can of course be forcibly restrained from getting up from the Jammer.
An Arcane Jammer drains spells from a spellcaster seated at the component._ The spellcaster must expend memorized spells in order for the Jammer to increase its Power rating above 0. Each level of the expended spell increases the Jammer's Power rating by +5. This Power rating lasts for one hour, during which time the caster must remain seated on the Jammer.
Expending a spell has no effect other than increasing the Jammer's Power rating and causing the caster to lose the spell from memory just as though it had just been cast. Expending a spell always takes just as long as the spell normally takes to cast. The spellcaster may choose which spell they will expend each hour. At any time during that hour, the spellcaster may choose to expend another spell. The Jammer's Power rating immediately changes to that dictated by the new spell, and will last for one hour from the time the new spell was expended.
A Psionic Jammer drains psionic power points from a psionic character seated at the component. The psionic character must expend power points in order for the Jammer to increase its Power rating above 0. Each power point expended increases the Jammer's Power rating by +5. This Power rating lasts for one hour, during which time the psionic character must remain seated on the Jammer.
Expending a power point has no effect other than increasing the Jammer's Power rating and causing the psionic character to lose the power points just as if they had been used to manifest powers or engage in psionic combat. Expending power points to power the Jammer is a standard action. The psionic character chooses how many power points to expend each hour. At any time during that hour, the psionic character may choose to expend another set of power points as another standard action. The Jammer's Power rating immediately changes to that dictated by the new expenditure of power points, and will last for one hour from the time the new set of power points were expended.
A Blood Jammer inflicts Constitution Damage from any creature seated at the component. A Blood Jammer deals one point of temporary Constitution damage each hour. As long as a living creature remains seated at the Jammer, its Power rating is +10.
It is possible for a character with the Use Magic Device skill, or Use Psionic Device skill, to activate an Arcane or Psionic Jammer by emulating spells or power points. As per the rules for those skills, emulating higher level spells makes the DC harder, and taking 10 or 20 is not possible.
Generator
Slots: Fine 1, Diminutive 2, Tiny 4, Small 8, Medium 16, Large 32, Huge 64, Gargantuan 128, Colossal 256
Type: Power
Activation Time: Always On
Cost: Fine or Diminutive 60,000 gp, Tiny or Small 40,000 gp, Medium or Large 20,000 gp, Huge or Gargantuan 40,000 gp, Colossal 60,000 gp
Power: Fine +1, Diminutive +2, Tiny +4, Small +8, Medium +16, Large +32, Huge +64, Gargantuan +128, Colossal +256
Tech: Fine or Diminutive: 6, Tiny or Small: 5, Medium and larger: 4
Magic: 0
Crew: 1 or more
Generators are devices that turn fuel into another more viable power form. Common examples include steam engines and diesel generators, but these devices can be far more complex. Generally speaking, the smaller the Generator, the more advanced the technology required to create them. A Generator requires a Fuel Tank (see below).
Reactor
Slots: 40
Type: Power
Activation Time: Always On
Cost: 100,000 gp
Power: +50
Tech: 5
Magic: 0
Crew: 4
Reactors are specialized devices that use complex scientific processes to generate power with incredible efficiency. A Reactor does not require a Fuel Tank.
Reserve Power System (Arcane, Psionic, Tech)
Slots: 1
Type: Power (varies, see below)
Activation Time: Free action (special, see below)
Cost: 4,000 gp
Power: varies, see below
Tech: varies, see below
Magic: varies, see below
Crew: 0
A Reserve Power System is any number of different methods of storing power. The method depends on the technology and the type of power stored, but the general difference is Magic or Tech, referring to the type of power involved. Psionic power might be stored in crystal lattices, while magical power could be stores in any number of strange forms. Electrical power is most often stored in large chemical batteries, and clockwork power might be stored in a coil, or counter weight system. Any given Reserve Power System can only store one type of power, and the type is set during construction.
A Reserve Power System's Power rating is always equal to the Potential Magic or Tech level (whichever applies to the Reserve Power System's power type) of the cosmos the vessel currently exists in.
A Reserve Power System provides power for one hour. After one hour, the Reserve Power System has a Power rating of 0 until it is recharged. Recharging a Reserve Power System takes one hour and costs 500 gp.
Power Converter (Arcane, Psionic, Tech)
Slots: 10
Type: Power (varies, see below)
Activation Time: Always On
Cost: 4,000 gp
Power: -2
Tech: varies, see below
Magic: varies, see below
Crew: 0
Most vehicles are built and designed to use a single type of power, but sometimes a vehicles gets modified and there is need for more then one power type. A Power Converter allows for changing one type of power into another. A specific Power Converter must be used for making one type of power into another, so a Psionic to Magic Power Converter is different from clockwork to electrical Power Converter. Converters only work in one direction, and a single Power Converter can only convert Power ratings up to +10.
A Power Converter requires Tech and Magic levels equal to those of the Power source and destination components it is attached to.