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How fast is a zeppelin?
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<blockquote data-quote="Pagan priest" data-source="post: 1073160" data-attributes="member: 7650"><p>(edit: I missed this question!) Reinforced, chemically treated fabric... let's be generous and say 2. Probably about half a gazillion hit points though... those things are <em>huge</em>! Very vulnerable to fire damage however. </p><p></p><p></p><p></p><p>Unless these are incindeary rounds, I'd treat it like normal combat damage. Once the airship takes it's hitpoints in damage it begins to sink, faster as it goes further negative.</p><p></p><p></p><p></p><p>Did you see the movie "<em>The Rocketeer</em>"? There was a big fight scene on the top of a zepplin. I would say that if you are in the middle, along the peak there would be no need of a balance check. It is only as you get closer to the side that the checks would begin. For game purposes, let's say there is a 15' strip that requires no checks. 10' on either side of that requires a DC 10 balance check to avoid slipping toward the edge. For the next 5', up the DC by 5 to15. The next 5' out goes to DC 25. Beyond this point it is no longer balance, but climb. Adjust for different size airships.</p><p></p><p></p><p></p><p>Given the nature of the genre, I would assume that there are plenty of cables and such all over the surface, so the check would be either just a Reflex check DC 20 or climb check DC 15. (If you know what you are doing, it should be easier!)</p><p></p><p></p><p></p><p>Someone else beat me to it!</p><p></p><p></p><p></p><p>All I can say is: "<strong><em>Sky Pirates of the South Pacific</em></strong></p></blockquote><p></p>
[QUOTE="Pagan priest, post: 1073160, member: 7650"] (edit: I missed this question!) Reinforced, chemically treated fabric... let's be generous and say 2. Probably about half a gazillion hit points though... those things are [i]huge[/i]! Very vulnerable to fire damage however. Unless these are incindeary rounds, I'd treat it like normal combat damage. Once the airship takes it's hitpoints in damage it begins to sink, faster as it goes further negative. Did you see the movie "[i]The Rocketeer[/i]"? There was a big fight scene on the top of a zepplin. I would say that if you are in the middle, along the peak there would be no need of a balance check. It is only as you get closer to the side that the checks would begin. For game purposes, let's say there is a 15' strip that requires no checks. 10' on either side of that requires a DC 10 balance check to avoid slipping toward the edge. For the next 5', up the DC by 5 to15. The next 5' out goes to DC 25. Beyond this point it is no longer balance, but climb. Adjust for different size airships. Given the nature of the genre, I would assume that there are plenty of cables and such all over the surface, so the check would be either just a Reflex check DC 20 or climb check DC 15. (If you know what you are doing, it should be easier!) Someone else beat me to it! All I can say is: "[b][i]Sky Pirates of the South Pacific[/i][/b] [/QUOTE]
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