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General Tabletop Discussion
*Pathfinder & Starfinder
Folding boats, pirate ships and how to make them fly
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<blockquote data-quote="blargney the second" data-source="post: 1547817" data-attributes="member: 14678"><p>I'm feeling inspired... let's take it up another notch or two!</p><p></p><p>Each keel adds to the air speed - let's say 10'/keel for starters. Maneuverability is some function of the ship's size and the number of keels on the hull. Bigger boat, less maneuverable; more keels, more maneuverable.</p><p></p><p>Whenever keels are destroyed or dispelled, the ship drops speed and some aspect of maneuverability. If they're at the front or back, then the altitude-changing capacity is lowered. If they're on one side, then a direction-altering capacity is lowered. Lose enough keels, and the ship goes down an entire category. I'd suggest that a vessel can always hover (0' speed) if there is at least one functioning keel. Maybe 2 to 4 keels/category, depending on size?</p><p></p><p>Give a base air speed (by weight) and maximum air speed (by streamlinedness) for any given boat.</p><p> - a fat merchanter has a base air speed of -30', max 50', 3/maneuvre</p><p> - a little skiff has a base air speed of 0', max 100', 2/maneuvre</p><p> - a galleon has a base air speed of -40', max 60', 4/maneuvre</p><p> - a sailboat has a base air speed of -20, max 80', 3/maneuvre</p><p></p><p>A skiff with 10 keels would do 100' with perfect maneuverability.</p><p>A merchanter with 9 keels would do 50' with average maneuverability.</p><p>A merchanter with 7 keels would do 40' with average maneuverability, but with some aspects of poor.</p><p>A galleon with 8 keels does 40' with poor maneuverability.</p><p>A galleon with 16 keels does 60' with good maneuverability.</p><p></p><p>-blarg the airshipwright</p></blockquote><p></p>
[QUOTE="blargney the second, post: 1547817, member: 14678"] I'm feeling inspired... let's take it up another notch or two! Each keel adds to the air speed - let's say 10'/keel for starters. Maneuverability is some function of the ship's size and the number of keels on the hull. Bigger boat, less maneuverable; more keels, more maneuverable. Whenever keels are destroyed or dispelled, the ship drops speed and some aspect of maneuverability. If they're at the front or back, then the altitude-changing capacity is lowered. If they're on one side, then a direction-altering capacity is lowered. Lose enough keels, and the ship goes down an entire category. I'd suggest that a vessel can always hover (0' speed) if there is at least one functioning keel. Maybe 2 to 4 keels/category, depending on size? Give a base air speed (by weight) and maximum air speed (by streamlinedness) for any given boat. - a fat merchanter has a base air speed of -30', max 50', 3/maneuvre - a little skiff has a base air speed of 0', max 100', 2/maneuvre - a galleon has a base air speed of -40', max 60', 4/maneuvre - a sailboat has a base air speed of -20, max 80', 3/maneuvre A skiff with 10 keels would do 100' with perfect maneuverability. A merchanter with 9 keels would do 50' with average maneuverability. A merchanter with 7 keels would do 40' with average maneuverability, but with some aspects of poor. A galleon with 8 keels does 40' with poor maneuverability. A galleon with 16 keels does 60' with good maneuverability. -blarg the airshipwright [/QUOTE]
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