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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.
 

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BlackJaw

First Post
well you cleaned a lot of stuff up, but could you explain the increased "slot" sizes? also you removed the power types? And what are you going to do with fuel?
 

barsoomcore

Unattainable Ideal
BlackJaw said:
well you cleaned a lot of stuff up, but could you explain the increased "slot" sizes?
Slot ratings are based on my own gut feelings about how big a ship would need to be in order to contain one of these components, and how much of that ship such a component would contain. Very open for debate, but I think they are pretty reasonable.

I tried to picture vessels in my head. I tried to imagine how I would describe, say, a Spitfire with this system. Or a Spelljammer. Or whatever.
also you removed the power types?
Yes. That's an omission that needs to be corrected. I just decided to let it slide while I figured out how it would connect with other components. You'll note I kept the Power Converter component, so I am anticipating being able to define Power by type.

Or rather, by Descriptor. "Power" is a Type, and so to talk about "Power Types" is inaccurate. "Power" is a Type the way "Enchantment" is a Type. Types are modified by Descriptors, so what we need are more Power Descriptors. I need a more complete list of Descriptors, is what I need, and until I've worked my way through the whole list of components I won't know for sure what I need.
And what are you going to do with fuel?
As per your original document, Fuel Tank is similar to a Cargo Hold and is not a Power Component. A Generator of a particular size will operate for one hour (six hours? some unit) per Fuel Tank of the same size installed. I imagine Fuel Tanks can be either internal (consuming more slots) or external (consuming less slots but applying an AC penalty).
 

barsoomcore

Unattainable Ideal
Engineering Components

Engineering Components
Engineering systems are those that add thrust, maneuvering, and lift to a vehicle.

Vehicle Engine
Slots:
Any
Type: Engine
Activation Time: 1 round
Cost: 1,000 gp/slot
Power: -1/slot
Tech: Fine or Diminutive: 6, Tiny or Small: 5, Medium and larger: 4
Magic: 0
Crew: 1/10 slots
Speed Points: 10/slot
Maneuverability Points: 1/slot
An engine is a technological device designed to provide lift and thrust. Not all engines work alike or are designed for the same function.

Sails
Slots:
Any
Type: Engine
Activation Time: 1 minute
Cost: 250 gp/slot
Power: 0
Tech: 1
Magic: 0
Crew: 1/slot
Speed Points: 5/slot
Maneuverability Points: 1/2 slots
AC Modifier: -1/slot
There are three types of Sail components in the Cosmonomicon: Wind, Solar and Astral. All three work by converting the motion of some part of the environment into energy for the vessel they are attached to. In some settings, a vessel may require different components in order to make use of the different environmental types. In others, sail types may be interchangeable or only require minor, inexpensive changes (changing the sail material, for instance). Each DM will have to decide whether or not to allow galleons to sail off upon the astral wind, or through a solar system.
Sails make a vessel much easier to see and apply their AC Modifier to any Hide checks the vessel makes. Sails can be modified in order to adjust this penalty, and the penalty to AC, at the price of decreasing the number of Speed Points they provide. For every reduction of 5 Speed Points, the AC Modifier penalty is reduced by 1. That is, a Sails component for a Small vessel takes up 8 slots and therefore provides 40 Speed Points and inflicts a -8 AC Modifier. By reducing the number of Speed Points provided to 30, the AC Modifier is reduced to -6.
To change the configuration of the Sails in this manner requires a move-equivalent action on the part of anyone able to give the command, and takes one minute from that time. Until the change is complete, the previously existing values are maintained.
Wind Sails: Designed to propel a vessel by catching the movements of an atmosphere, Wind Sails only operate within atmospheric conditions. In vacuum or fluid environments Wind Sails are ineffective and provide 0 Speed Points.
Solar Sails: Capable of picking up the minute particles emitted by radiant bodies, Solar Sails allow a vessel to manuver through empty space, so long as radiating body exists nearby. Solar Sails are ineffective in gaseous or liquid environments.
Astral Sails: Sensitive to the strange currents of the Astral Plane, Astral Sails only operate upon the Astral Plane itself, though in certain cosmologies other planes of existence may provide similar opportunities. On other planes (including the Prime Material Plane) Astral Sails are ineffective.

Balloon
Slots:
Any
Type: Lift
Activation Time: always on
Cost: 250 gp/slot
Power: 0
Tech: Fine - Small: 3; Medium - Huge: 4; Gargantuan or Colossal:[/b] 5
Magic: 0
Crew: 0
Speed Points: -5/slot
Pure Lift Points: 5/slot
Maneuverability Points: -1/2 slots
AC Modifier: -1/slot
Balloons are an inexpensive and simple means of providing lift to a vehicle. These can be anything from simple hot air bags to more complex structures like rigid gas bags filled with helium or other exotic substances. Ballons can be used in gaseous or liquid atmospheres, although in most cases the same balloon cannot be used in both.
Balloons make a vessel much easier to see and apply their AC Modifier to any Hide checks the vessel makes.

Wings
Slots:
Any
Type: Lift
Activation Time: always on
Cost: 500 gp/slot
Power: 0
Tech: Fine - Small: 5; Medium - Huge: 4; Gargantuan or Colossal:[/b] 5
Magic: 0
Crew: 0
Speed Lift Points: 5/slot
Maneuverability Points: 1/slot
AC Modifier: -1/5 slots
Wings are aerodynamic foils that generate lift when air passes over them. They also provide maneuvering ability, again, only when in motion.

Sky Ore
Slots:
Any
Type: Lift
Activation Time: variable, see below
Cost: variable
Power: variable, see below
Tech: variable, see below
Magic: variable, see below
Crew: variable, see below
Pure Lift Points: 1/slot
Sky Ore is a generic term for a metal that levitates or is affected by gravity opposite of normal. In some settings this material may be produced through magic or alchemy, or be a naturally occuring material. The Sky Ore may require special treatment in order to activate its lift property. For this reason, many of the statistics in the block above are listed as variable. The DM will have to determine just how the Sky Ore actually works in a particular setting.
 
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BlackJaw

First Post
You've removed the option to manipulate speed/lift/manuvering for spicific vehicle engines. My orginal write up had it varriable (and thus more complex to read and understand I admit) so that it could be used to dictate the diffrences between a Helicopter's engine and a Jet engine (one is all speed, the other mostly lift). Currently is simplified but can no longer model a Helicopter with it because it always provides a set amount of speed and lift per slot.

I do like the way you similified things tho, so I would argue we may need a second vehicle engine description for Lifting engines. (a helicopter would use a lifting engine... or a little of both) A lifting engine would also work for sci-fi style anti-gravity ships, etc. I just split speed with lift and doubled manuvering. By mixing the two engine types you could get a mixture of speed, lift, and manuvering (half the speed in a lift engine but twice the manuvering and a slower min speed... if you use a lot of lift engines you could even hover but your forward speed is a lot less. Think of a comparison between a Harrier, and an F-14 as oposite ends of a spectrum)

I'll throw this out: (its just a tweak of a Vehicle engine)
Lift Engine
Slots: Any
Type: Engine
Activation Time: 1 round
Cost: 1,000 gp/slot
Power: -1/slot
Tech: Fine or Diminutive: 6, Tiny or Small: 5, Medium and larger: 4
Magic: 0
Crew: 1/10 slots
Speed Points: 5/slot
Pure Lift Points: 5/slot
Maneuverability Points: 2/slot
A lift engine is a technological device designed to provide direct lift at the expense of thrust. Not all engines work alike or are designed for the same function.

------------------
I admit that I just guessed at the Lift score. we may want to reduce that a LOT but I still recomend making it half the speed of the normal engine but twice (or better) the manuvering.

We might also consider some system that simply increases manuveribility. Maybe a third engine? on the other hand by mixing units of wings, and engine(s) you already have a good way of altering manuvering vs lift vs speed so a third engine might be to much.

thoughts?


Anyway: I'm always amazed at how much you cna clean up my work so that it makes more sense, is easer to understand and takes up a fraction of the space I wrote it in. Great job.
 
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barsoomcore

Unattainable Ideal
Awesome! You're so right, we do need that. Let me run the numbers and see if it makes sense, and then we'll be good.

Cool!
 

Wyvern

Explorer
BlackJaw said:
We might also consider some system that simply increases manuveribility. Maybe a third engine? on the other hand by mixing units of wings, and engine(s) you already have a good way of altering manuvering vs lift vs speed so a third engine might be to much.

thoughts?
If you're going to distinguish between "thrust engines" and "lift engines" like that, I think you do need "maneuver engines" as well to represent things like thrusters.

Wyvern
 

barsoomcore

Unattainable Ideal
Wyvern said:
If you're going to distinguish between "thrust engines" and "lift engines" like that, I think you do need "maneuver engines" as well to represent things like thrusters.
Yep. I think I do, too.
 

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