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[NEW] Campaign Design Notes: The Revelation of Tomorrow
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<blockquote data-quote="MerakSpielman" data-source="post: 6895390" data-attributes="member: 7464"><p>I might need a lot of feedback here. I'm unfamiliar with the system, and I haven't bought the ship construction guide yet, so some terminology might be off.</p><p></p><p>Rules for Hyperlane Travel</p><p></p><p>Hyperlane travel is a unique form of faster-than-light drive. The systems connected by hyperlanes can be incredibly distant, even on opposite ends of the universe, and travelers might never know.</p><p></p><p>The analogy most commonly used is that of a stream or river. The technology that allows hyperlane travel more or less “tosses” the ship into the stream, where it is carried like a leaf to its destination. There is no known way to exit the hyperlane once it has been entered, nor can you reverse direction mid-voyage.</p><p>Hyperlanes flow in both directions simultaneously. Entering at one end carries you to the other, and entering at that end carries you back.</p><p></p><p>Hyperlane FTL drives need time charge up. Charging up takes a great deal of power, and most ships cannot generate enough to keep offensive and defensive systems active while charging. Depending on the quality of the FTL, charging could take anywhere from hours to days.</p><p></p><p>A trip along a hyperlane takes 4d6 days by default.</p><p></p><p>Each level of ship class adds one day to the travel time.</p><p></p><p>Successful LOG skill checks can subtract days from the travel time.</p><p></p><p>All trips take at least one full day.</p><p></p><p>LOG check results (nav computers and navigation skill can add dice to this check):</p><p>13 -1 day</p><p>16 -2 days</p><p>21 -3 days</p><p>25 -4 days</p><p>29 -5 days</p><p>33 -6 days</p><p>37 -7 days</p><p>40 -8 days</p><p>42 -9 days</p><p>45 -10 days</p><p></p><p>Exiting Hyperlanes is unpredictable. The navigator can make some last-minute adjustments to try to influence where the ship exits, but it’s akin to throwing a golf ball from the window of a train and trying to hit a target.</p><p></p><p>By default, the ship will exit the Hyperlane 6d6 AU from its intended destination within the target system. The remainder of the journey will need to be made at sub-light speeds. Depending on the engine of the ship, this will add days or weeks to the travel time.</p><p></p><p>A LOG check can be made to reduce this distance (again, nav computers and skill can help).</p><p></p><p>LOG check results to reduce distance to target when exiting hyperlane:</p><p>13 -1 AU</p><p>16 -2 AU</p><p>21 -3 AU</p><p>25 -4 AU</p><p>29 -5 AU</p><p>33 -6 AU</p><p>37 -7 AU</p><p>40 -8 AU</p><p>42 -9 AU</p><p>45 -10 AU</p><p></p><p>For safety, nav systems will not attempt to arrive within 1 AU of their target. This is to prevent the (mathematically remote) possibility of arriving inside the target. This safety system can be bypassed with a strenuous [25] LOG check. Making that check is the only way to arrive closer than 1 AU to a target, but a subsequent 6d6 is rolled. If all the dice are 6s, the ship is destroyed. There is only an approximate 1 in 46,000 chance of this happening, so many captains choose to take the risk. But with thousands of ships entering and exiting the hyperlanes every day, eventually somebody’s luck will run out, and experts suggest erring on the side of caution.</p><p></p><p>The unpredictability of hyperlane arrival makes governments nervous. It is quite possible for a ship, especially smaller ones which are difficult to locate and track, to enter and depart a system without ever being detected or observed. It is impossible to predict exactly when or where ships will arrive, even if their departure time and destination are known. This works in the favor of explorers and scouts, who can travel through systems owned by foreign governments without much risk. But it also makes it difficult to prevent smuggling and other illicit activities.</p><p></p><p>As a final note, it would be advisable for ships to carry enough supplies for the longest possible voyage, assuming the trip takes as long as it possibly can – plus some extra supplies for additional unexpected delays.</p></blockquote><p></p>
[QUOTE="MerakSpielman, post: 6895390, member: 7464"] I might need a lot of feedback here. I'm unfamiliar with the system, and I haven't bought the ship construction guide yet, so some terminology might be off. Rules for Hyperlane Travel Hyperlane travel is a unique form of faster-than-light drive. The systems connected by hyperlanes can be incredibly distant, even on opposite ends of the universe, and travelers might never know. The analogy most commonly used is that of a stream or river. The technology that allows hyperlane travel more or less “tosses” the ship into the stream, where it is carried like a leaf to its destination. There is no known way to exit the hyperlane once it has been entered, nor can you reverse direction mid-voyage. Hyperlanes flow in both directions simultaneously. Entering at one end carries you to the other, and entering at that end carries you back. Hyperlane FTL drives need time charge up. Charging up takes a great deal of power, and most ships cannot generate enough to keep offensive and defensive systems active while charging. Depending on the quality of the FTL, charging could take anywhere from hours to days. A trip along a hyperlane takes 4d6 days by default. Each level of ship class adds one day to the travel time. Successful LOG skill checks can subtract days from the travel time. All trips take at least one full day. LOG check results (nav computers and navigation skill can add dice to this check): 13 -1 day 16 -2 days 21 -3 days 25 -4 days 29 -5 days 33 -6 days 37 -7 days 40 -8 days 42 -9 days 45 -10 days Exiting Hyperlanes is unpredictable. The navigator can make some last-minute adjustments to try to influence where the ship exits, but it’s akin to throwing a golf ball from the window of a train and trying to hit a target. By default, the ship will exit the Hyperlane 6d6 AU from its intended destination within the target system. The remainder of the journey will need to be made at sub-light speeds. Depending on the engine of the ship, this will add days or weeks to the travel time. A LOG check can be made to reduce this distance (again, nav computers and skill can help). LOG check results to reduce distance to target when exiting hyperlane: 13 -1 AU 16 -2 AU 21 -3 AU 25 -4 AU 29 -5 AU 33 -6 AU 37 -7 AU 40 -8 AU 42 -9 AU 45 -10 AU For safety, nav systems will not attempt to arrive within 1 AU of their target. This is to prevent the (mathematically remote) possibility of arriving inside the target. This safety system can be bypassed with a strenuous [25] LOG check. Making that check is the only way to arrive closer than 1 AU to a target, but a subsequent 6d6 is rolled. If all the dice are 6s, the ship is destroyed. There is only an approximate 1 in 46,000 chance of this happening, so many captains choose to take the risk. But with thousands of ships entering and exiting the hyperlanes every day, eventually somebody’s luck will run out, and experts suggest erring on the side of caution. The unpredictability of hyperlane arrival makes governments nervous. It is quite possible for a ship, especially smaller ones which are difficult to locate and track, to enter and depart a system without ever being detected or observed. It is impossible to predict exactly when or where ships will arrive, even if their departure time and destination are known. This works in the favor of explorers and scouts, who can travel through systems owned by foreign governments without much risk. But it also makes it difficult to prevent smuggling and other illicit activities. As a final note, it would be advisable for ships to carry enough supplies for the longest possible voyage, assuming the trip takes as long as it possibly can – plus some extra supplies for additional unexpected delays. [/QUOTE]
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