Turanil
First Post
STARSHIPS & OTHER VEHICLES CONSTRUCTION.
Here is a system to create vehicles and starships based on level, as for characters. This is similar to the concept of d20 Modern basic classes. To get the idea of what may produce this level-based vehicle system, just compare two boats of the same size (say 40 feet long). The first is a simple liner’s lifeboat with just a hull, basic benches, and rows; while the other is a luxury yacht with powerful engines, luxury crew quarters accommodation, etc. With this level-based system, the first boat is probably only a 1st level ship, while the second could be a 12th level ship. You could say the same about a basic Ford, a Ferrari, and a Mercedes. The Ford is perhaps only a 3rd level car, while both the Ferrari and Mercedes are 17th level cars. However, in this latter case, the Ferrari and the Mercedes have different class levels: the Ferrari emphasizes more on speed and maneuverability, while the Mercedes emphasizes more on luxury and number of passengers.
Another point is that vehicles do not improve in level in getting experience points. It is money that purchase levels. As such, vehicles use the basic level progression of all classes, but the required amount of XP becomes a cost in credits.
A vehicle’s size and level are two different things. In the above examples, both boats are the same size, but their level is different; both cars are the same size, but their level is different. In fact, the size of a vehicle gives a multiplier which affects the characteristics of each level, such as number of weapons added, number of crew, hit-points total, and of course price.
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Vehicles’ Classes:
1) Offensive Capacity: (Loosely based on Strength) d10 hit-die. Starfighters and war vehicles have many levels of Offensive capacity, which gives them weapons of all sorts.
2) Tolerance Capacity: (Loosely based on Constitution) d12 hit-die. This represents both tolerance to extreme conditions of uses, such as in certain planets’ atmospheres, but also the level of armor a vehicle has against attacks.
3) Maneuverability Capacity: (Loosely based on Dexterity) d6 hit-die. To be fast and agile, a ship must have a good amount of Maneuverability Capacity. Of course, the ship’s size also affects this its maneuverability.
4) Opulence Capacity: (Loosely based on Charisma) d4 hit-die. This represents the comfort afforded to the crew and/or passengers, as well as the overall beauty of the ship. Yachts usually have many levels of Opulence capacity.
5) Room Capacity: (Loosely based on Intelligence) d6 hit-die. This can be cargo room, or number of passengers. A liner and a freighter have many levels of Room Capacity.
6) Range Capacity: (Loosely based on Wisdom) d8 hit-die. For how long a ship can function without re-supplying is determined by the Range capacity. The more level a ship gets in Range capacity, the more reliable become its systems, engines, etc.
Each of these classes has 10 levels, so the theoretical maximum for a starship is 60th level. However, in practice it is impossible to have everything at once, whatever the amount of credits you can pay. As such there is a minimum and maximum number of levels a ship may get, that depends on its size.
With each level, come new equipment and improvements of existing equipment (as if it were feats). The ship also gets basics of the level: all get hit-points, but in various amount as relevant to what capacity is gained (i.e.: Tolerance brings d12 hit-points since it designs armored vehicle; while Opulence brings only d4 since it designs elegant vehicles at the expense of practicability). Another basic is the number of crew/cargo gained each level with the Room capacity, while Offensive capacity will bring an overall increased amount of firepower (which must be then transformed into various weapons).
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Vehicles’ Sizes:
1 - Size: 5 m /18 ft. long. Credit and Hit-points multiplier: x1. Other factor: 1
2 - Size: 10 m /33 ft. long. Credit and Hit-points multiplier: x5. Other factor: 2
3 - Size: 20 m /70 ft. long. Credit and Hit-points multiplier: x10. Other factor: 4
4 - Size: 40 m /135 ft. long. Credit and Hit-points multiplier: x25. Other factor: 8
5 - Size: 80 m /270 ft. long. Credit and Hit-points multiplier: x50. Other factor: 16
6 - Size: 150 m /500 ft. long. Credit and Hit-points multiplier: x100. Other factor: 32
7 - Size: 300 m /1000 ft. long. Credit and Hit-points multiplier: x200. Other factor: 64
8 - Size: 500 m /1700 ft. long. Credit and Hit-points multiplier: x500. Other factor: 128
9 - Size: 800 m /2700 ft. long. Credit and Hit-points multiplier: x1000. Other factor: 256
Comments are welcome, if only to tell if you like it or not. Blackjaw, what do you think about it ? Is this what you had in mind yourself ?
Here is a system to create vehicles and starships based on level, as for characters. This is similar to the concept of d20 Modern basic classes. To get the idea of what may produce this level-based vehicle system, just compare two boats of the same size (say 40 feet long). The first is a simple liner’s lifeboat with just a hull, basic benches, and rows; while the other is a luxury yacht with powerful engines, luxury crew quarters accommodation, etc. With this level-based system, the first boat is probably only a 1st level ship, while the second could be a 12th level ship. You could say the same about a basic Ford, a Ferrari, and a Mercedes. The Ford is perhaps only a 3rd level car, while both the Ferrari and Mercedes are 17th level cars. However, in this latter case, the Ferrari and the Mercedes have different class levels: the Ferrari emphasizes more on speed and maneuverability, while the Mercedes emphasizes more on luxury and number of passengers.
Another point is that vehicles do not improve in level in getting experience points. It is money that purchase levels. As such, vehicles use the basic level progression of all classes, but the required amount of XP becomes a cost in credits.
A vehicle’s size and level are two different things. In the above examples, both boats are the same size, but their level is different; both cars are the same size, but their level is different. In fact, the size of a vehicle gives a multiplier which affects the characteristics of each level, such as number of weapons added, number of crew, hit-points total, and of course price.
-----------------------------------------------------------------------------------------------------------------
Vehicles’ Classes:
1) Offensive Capacity: (Loosely based on Strength) d10 hit-die. Starfighters and war vehicles have many levels of Offensive capacity, which gives them weapons of all sorts.
2) Tolerance Capacity: (Loosely based on Constitution) d12 hit-die. This represents both tolerance to extreme conditions of uses, such as in certain planets’ atmospheres, but also the level of armor a vehicle has against attacks.
3) Maneuverability Capacity: (Loosely based on Dexterity) d6 hit-die. To be fast and agile, a ship must have a good amount of Maneuverability Capacity. Of course, the ship’s size also affects this its maneuverability.
4) Opulence Capacity: (Loosely based on Charisma) d4 hit-die. This represents the comfort afforded to the crew and/or passengers, as well as the overall beauty of the ship. Yachts usually have many levels of Opulence capacity.
5) Room Capacity: (Loosely based on Intelligence) d6 hit-die. This can be cargo room, or number of passengers. A liner and a freighter have many levels of Room Capacity.
6) Range Capacity: (Loosely based on Wisdom) d8 hit-die. For how long a ship can function without re-supplying is determined by the Range capacity. The more level a ship gets in Range capacity, the more reliable become its systems, engines, etc.
Each of these classes has 10 levels, so the theoretical maximum for a starship is 60th level. However, in practice it is impossible to have everything at once, whatever the amount of credits you can pay. As such there is a minimum and maximum number of levels a ship may get, that depends on its size.
With each level, come new equipment and improvements of existing equipment (as if it were feats). The ship also gets basics of the level: all get hit-points, but in various amount as relevant to what capacity is gained (i.e.: Tolerance brings d12 hit-points since it designs armored vehicle; while Opulence brings only d4 since it designs elegant vehicles at the expense of practicability). Another basic is the number of crew/cargo gained each level with the Room capacity, while Offensive capacity will bring an overall increased amount of firepower (which must be then transformed into various weapons).
-----------------------------------------------------------------------------------------------------------------
Vehicles’ Sizes:
1 - Size: 5 m /18 ft. long. Credit and Hit-points multiplier: x1. Other factor: 1
2 - Size: 10 m /33 ft. long. Credit and Hit-points multiplier: x5. Other factor: 2
3 - Size: 20 m /70 ft. long. Credit and Hit-points multiplier: x10. Other factor: 4
4 - Size: 40 m /135 ft. long. Credit and Hit-points multiplier: x25. Other factor: 8
5 - Size: 80 m /270 ft. long. Credit and Hit-points multiplier: x50. Other factor: 16
6 - Size: 150 m /500 ft. long. Credit and Hit-points multiplier: x100. Other factor: 32
7 - Size: 300 m /1000 ft. long. Credit and Hit-points multiplier: x200. Other factor: 64
8 - Size: 500 m /1700 ft. long. Credit and Hit-points multiplier: x500. Other factor: 128
9 - Size: 800 m /2700 ft. long. Credit and Hit-points multiplier: x1000. Other factor: 256
Comments are welcome, if only to tell if you like it or not. Blackjaw, what do you think about it ? Is this what you had in mind yourself ?