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<blockquote data-quote="barsoomcore" data-source="post: 781850" data-attributes="member: 812"><p><strong>Engineering Components</strong></p><p></p><p><strong>Engineering Components</strong></p><p> Engineering systems are those that add thrust, maneuvering, and lift to a vehicle.</p><p></p><p><strong>Vehicle Engine</strong></p><p><strong>Slots:</strong> Any</p><p><strong>Type:</strong> Engine</p><p><strong>Activation Time:</strong> 1 round</p><p><strong>Cost:</strong> 1,000 gp/slot</p><p><strong>Power:</strong> -1/slot</p><p><strong>Tech:</strong> Fine or Diminutive: 6, Tiny or Small: 5, Medium and larger: 4</p><p><strong>Magic:</strong> 0</p><p><strong>Crew:</strong> 1/10 slots</p><p><strong>Speed Points:</strong> 10/slot</p><p><strong>Maneuverability Points:</strong> 1/slot</p><p> An engine is a technological device designed to provide lift and thrust. Not all engines work alike or are designed for the same function. </p><p></p><p><strong>Sails</strong></p><p><strong>Slots:</strong> Any</p><p><strong>Type:</strong> Engine</p><p><strong>Activation Time:</strong> 1 minute</p><p><strong>Cost:</strong> 250 gp/slot</p><p><strong>Power:</strong> 0</p><p><strong>Tech:</strong> 1</p><p><strong>Magic:</strong> 0</p><p><strong>Crew:</strong> 1/slot</p><p><strong>Speed Points:</strong> 5/slot</p><p><strong>Maneuverability Points:</strong> 1/2 slots</p><p><strong>AC Modifier:</strong> -1/slot</p><p> 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.</p><p> 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.</p><p> 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.</p><p> <em>Wind Sails:</em> 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. </p><p> <em>Solar Sails:</em> 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.</p><p> <em>Astral Sails:</em> 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.</p><p></p><p><strong>Balloon</strong></p><p><strong>Slots:</strong> Any</p><p><strong>Type:</strong> Lift</p><p><strong>Activation Time:</strong> always on</p><p><strong>Cost:</strong> 250 gp/slot</p><p><strong>Power:</strong> 0</p><p><strong>Tech:</strong> Fine - Small: 3; Medium - Huge: 4; Gargantuan or Colossal:[/b] 5</p><p><strong>Magic:</strong> 0</p><p><strong>Crew:</strong> 0</p><p><strong>Speed Points:</strong> -5/slot</p><p><strong>Pure Lift Points:</strong> 5/slot</p><p><strong>Maneuverability Points:</strong> -1/2 slots</p><p><strong>AC Modifier:</strong> -1/slot</p><p> 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.</p><p> Balloons make a vessel much easier to see and apply their AC Modifier to any Hide checks the vessel makes. </p><p></p><p><strong>Wings</strong></p><p><strong>Slots:</strong> Any</p><p><strong>Type:</strong> Lift</p><p><strong>Activation Time:</strong> always on</p><p><strong>Cost:</strong> 500 gp/slot</p><p><strong>Power:</strong> 0</p><p><strong>Tech:</strong> Fine - Small: 5; Medium - Huge: 4; Gargantuan or Colossal:[/b] 5</p><p><strong>Magic:</strong> 0</p><p><strong>Crew:</strong> 0</p><p><strong>Speed Lift Points:</strong> 5/slot</p><p><strong>Maneuverability Points:</strong> 1/slot</p><p><strong>AC Modifier:</strong> -1/5 slots</p><p> Wings are aerodynamic foils that generate lift when air passes over them. They also provide maneuvering ability, again, only when in motion.</p><p></p><p><strong>Sky Ore </strong></p><p><strong>Slots:</strong> Any</p><p><strong>Type:</strong> Lift</p><p><strong>Activation Time:</strong> variable, see below</p><p><strong>Cost:</strong> variable</p><p><strong>Power:</strong> variable, see below</p><p><strong>Tech:</strong> variable, see below</p><p><strong>Magic:</strong> variable, see below</p><p><strong>Crew:</strong> variable, see below</p><p><strong>Pure Lift Points:</strong> 1/slot</p><p>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.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 781850, member: 812"] [b]Engineering Components[/b] [b]Engineering Components[/b] Engineering systems are those that add thrust, maneuvering, and lift to a vehicle. [b]Vehicle Engine Slots:[/b] Any [b]Type:[/b] Engine [b]Activation Time:[/b] 1 round [b]Cost:[/b] 1,000 gp/slot [b]Power:[/b] -1/slot [b]Tech:[/b] Fine or Diminutive: 6, Tiny or Small: 5, Medium and larger: 4 [b]Magic:[/b] 0 [b]Crew:[/b] 1/10 slots [b]Speed Points:[/b] 10/slot [b]Maneuverability Points:[/b] 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. [b]Sails Slots:[/b] Any [b]Type:[/b] Engine [b]Activation Time:[/b] 1 minute [b]Cost:[/b] 250 gp/slot [b]Power:[/b] 0 [b]Tech:[/b] 1 [b]Magic:[/b] 0 [b]Crew:[/b] 1/slot [b]Speed Points:[/b] 5/slot [b]Maneuverability Points:[/b] 1/2 slots [b]AC Modifier:[/b] -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. [i]Wind Sails:[/i] 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. [i]Solar Sails:[/i] 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. [i]Astral Sails:[/i] 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. [b]Balloon Slots:[/b] Any [b]Type:[/b] Lift [b]Activation Time:[/b] always on [b]Cost:[/b] 250 gp/slot [b]Power:[/b] 0 [b]Tech:[/b] Fine - Small: 3; Medium - Huge: 4; Gargantuan or Colossal:[/b] 5 [b]Magic:[/b] 0 [b]Crew:[/b] 0 [b]Speed Points:[/b] -5/slot [b]Pure Lift Points:[/b] 5/slot [b]Maneuverability Points:[/b] -1/2 slots [b]AC Modifier:[/b] -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. [b]Wings Slots:[/b] Any [b]Type:[/b] Lift [b]Activation Time:[/b] always on [b]Cost:[/b] 500 gp/slot [b]Power:[/b] 0 [b]Tech:[/b] Fine - Small: 5; Medium - Huge: 4; Gargantuan or Colossal:[/b] 5 [b]Magic:[/b] 0 [b]Crew:[/b] 0 [b]Speed Lift Points:[/b] 5/slot [b]Maneuverability Points:[/b] 1/slot [b]AC Modifier:[/b] -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. [b]Sky Ore Slots:[/b] Any [b]Type:[/b] Lift [b]Activation Time:[/b] variable, see below [b]Cost:[/b] variable [b]Power:[/b] variable, see below [b]Tech:[/b] variable, see below [b]Magic:[/b] variable, see below [b]Crew:[/b] variable, see below [b]Pure Lift Points:[/b] 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. [/QUOTE]
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