I've done draft 1 of all chapters other then the last. aside from some things that came up while working on latter chapters (which need to be tweaked in the earlier chapters... like a meta-magic feat for casting spells on big vehicles) most of the work is done... aside from the complicated and key chapter of vehicle creation.
The orginal concept I was working on was point based and based off all the fun I had making space ships in alternity. Nifty yes, but also very complicated. too complicated. It worked in Alternity but thats because alternity was a point buy system for characters... so building ships was like building characters.
To that end maybe building a vehicle in the cosmonomicon rules should be like building a character in D&D... pick a vehicle "race" like Construct (most ships you can think of), Plant (elf living plant ships), and maybe Abberation, undead, vermin... etc. then you need to add levels in classes up to the vehicle's HD. classes represent the focus of limited ship system space and design ideals... so they are Engines, Armor, Weapons, and Support. Thus a 12 HD vehicle (which would be something around a Huge vehicle... good size for a fighter or other personal craft) might look something like this: Huge sized Vehicle (construct) Engines 5/Armor 2/Weapons 3/Support 2.
Levels in those classes provide special functions (weapon mounts, faster speed, more manuvering, or special functions something like feats, etc)
Ok so here is the run down as I'm working on it (off and on I admit):
Ship building step by step:
Step one: How big of a ship do you want?
A ship's size determines what the ship can do. really big engines and guns don't fit in a smaller vehicle, and you can't put one of everything into medium sized vehicles no matter how much money you throw at it. Similarly it's easy to destory a smaller vehicle with a fireball or two, but a mothership can put up a fireball or forty before it goes down.
Basicaly for each size category of vehicle there is a Hit Dice range. If you want to make a flying sky cycle, you'll be using a large vehicle (for humans anyways) while a gnome could ride a medium sized one. On the other hand a flying aircraft carrier would be much larger... colossal I or larger, with a lot more hitdice.
Now each size group not only has a range of hit dice to pick from (you pay a base price per hit dice, so you may not be able to afford the max hitdice for your size).
Also, the Hit Dice is your ship's "character level." For each hit dice it has you will need to pick a "class" from the list, giving your vehicle extra weapons, or thicker armor plate, or better (bigger) engines, or special features/systems. thus larger vehicles have more hit dice/hit points and they have more systems because you can fit more systems in them... but you are paying for all of it. Weapons and special support systems will cost extra as well... levels of weapon let you but weapons into a vehilce but doesn't cover the cost of the weapon itself. various special systems also cost money depending on the system. everything else is covered in teh cost of hte hitdice.
Step Two: What kind of vehicle is it? What is it made out of?
If you were building a character, this is the step where you pick the race. For vehicle, most will be Construct. Space shuttles, biplanes, coastal cutters with magic sails, etc. They are all objects. They are all constructs.
Contruct would be the most common type in most games I can think of. It is also more then just a construct, like a gollem or sheild guardian. it's an object, meaning it has a hardness and takes damage diffrently then objects. The price per Hitdice of a Construct vehicle has a lot to do with what it is made of. Wood vehicles have hardness like wood and are not that expensive. Adamantine vehicles have much better hardness and cost a lot more. A list will be needed. All the SRD fantasy materials would be included, pluss some options that you may not be thinking of. Bone, ice, glass, crystal, etc... just because I can think of them beign used.
BUT construct is not the only option. You could also make some living (and unliving ships).
A Plant type ship is a living ship made by either growing them spicificaly, or by using magic to shape them from living trees/etc. This best fits elves. Plant ships are living, so they heal naturaly with rest, and can be healed with cure spells while a construct ship would need to be repaired (or use repair spells).
Aberation type are for more organic living ships. Anyone seen farscape? Like a Plant vehicle it heal and be healed. it is, however, not as great an option because it is not immune to death effects... it is a creature. You can critical it, cast slay living at it, etc. It may have an inteligence, but a pilot can still fly it (making it a living vehicle, not a creature-vessel that you ride). The key is it still needs a pilot to fly... the minor inteligence of the vehicle just regulates the vehicle. anyways living ships have the benefit of being targetable by any spell with a traget of creature... making them easier to enhance with magic then constructs. They also have a constitution score giving them bonus hit points that plants and consturcts don't get... of course they can also be poisoned, sneak attacked, critical hit, etc...
Undead type vehicles are very uncommon. your more likely to use a construct [bone] then use the extream amounts of necromatic negative energy needed to animate a ship-sized corpse... but if done you have something similar to a living ship. healed by inflict spells, a nice hit die (d12) and immune to criticals and other nasty effects. An undead vehicle still needs a pilot and is not inteligent... turning it doesn't make it fly away (turning the pilot would) but it would likely have some sort of penalty to piloting skill checks. if you turn it well enough to destory it, well you destroy it. rebuking it would inflict +2 bonus to piloting checks if the rebuker wants it to fly well... otherwise its a -2 to piloting. commanding it makes it a -4 or +4 but doesn't destory it.
I'm not sure about the vermin type... but it's an idea... drow spider ships is the only reason I'm thinking about it. Insects and similar creatures (aracnids, slugs, snails, etc) would be great base creatures for altering (genetics, magic, both) into ships... especialy for nasty critters like beholders, mindflayers, etc. still those might be best done as aberation types at that point... so vermin isn't likely needed.
Race/type also determines the type of Hit dice for each level the vehicle has... undead are d12, constructs are d10, etc. I might change this later so that hit dice are based on level... I need to look at it later.
Step Three: Pick class levels for the vehicle.
So now that we have a type, size, and hit dice... we need levels.
For each and every hit dice the vehicle has, it also needs a level from one of the following: Engine, Weapons, Armor, Support.
A level provides a Fort save bonus for the vehicle (even objects make for saves sometimes). it also provides some other features. Depending on what class is taken, you get weapon slots, and special features, and various other bonuses... lets list those shall we:
Armor bonus
Natural Armor bonus
Fort save (maybe to borrow a page from CBoEM and make it a single save for all?)
Weapon slots (weapon class gets these every level or ever other... other classes get them less often)
Special System (something like a feat... but its a device or add-on that provides any number of misc funcitons or bonuses... its like a feat in that diffrent functions/systems have prerequisiets and can only be taken once unless otherwise state... one preqre is cost too. Suppor levels give these every level or every other level).
Speed points or bonuses of some kind.
Manuvering points or bonuses of some kind.
Hover/min-speed points or bonuses of some kind.
Of those last three I'm thinking that each level of engine lets you add a lot to one and a little to the others, or maybe all to one and none to the others.
Now a vehicle has a low base speed and manuverability for its size (slow and clumsy) but with each level of engine you get bonuses to that so eventualy you can be more manuverable and faster with levels... although it takes more levels for larger crafts.
Multi-classing is encouraged. Think d20 Modern base classes... for vehicles.
Step Four: Pick & buy special systems.
This is like picking feats for a character. Special systems are additional systems you can add to a vehicle. life support, passenger or crew space, magical systems... etc. A list will be needed for this part, including my previous notes on Magical systems that function like magic items... cloaking is invisibility spells, etc. Minor armor bonuses, speed bonuses, manuvering bonuses, Blimp systems... etc This is a list of options, and this is where things shine. Example ideas: Advanced Power Core = 5 charges of power a round. some systems or weapons need charges to work. You can take this more then once. without it, you'd have no charges for things like energy guns, or force sheild systems... etc.
Running list:
Speed boost (only once, all others by class)
Manuvering boost (only once, all others by class)
Gun port: one medium (only once, all others by class)
Extra Armor: +2 (only once, all others by class)
Save boost: +2 (only once)
Force Sheild: gives a sheild bonus based off charges spent. only need it once.
Generator: gives 5 charges around, can be taken more then once for +5 more charges.
Crew Space: gives some internal crew space/rooms. Total square footage based off ship size. Take it more then once for more rooms.
Blimp/Derigable: The vehicle effectively becomes one size larger without gaining more hitdice or levels... but it can hover and it's cheap.
Cargo Space: similar to crew space but it's cargo area
Non-Dimensional space: this can be used as cargo or crew space... but its magicaly enhanced area (bigger inside then on the outside like a bag of holding). it's expensive but gives a flat set of extra space... which is closed off in non-magic enviroments so it has its dangers.
Extra Fuel: depedning on your setting, a vehicle may be in danger of running out of fuel after a while (how long depends on settings) but taking this adds 100% to base time span. you can take it more then once.
Magical System: the mechanic for adding magic effects or spell effects to a vehicle through crafting charged items combined with the vehicle meta-magic feat. (which I will write up and post later)
cockpit: without it you ride the ship exposed like on a motor cyclye or WW1 aircraft. taking this once provides internal space for 1-2 people depending on vehicle size.
Deck: Requires cockpit. it is an enclosed space where you can fit multiple people and stations... thus you could have more then one co-pilot, allowing others to spend their actions using ship systems or aiding you.
Lifesupport: requires at least 1 crew space or cockpit? provides a stabalized system inside the vehicle protecting people inside from external conditions (like vacuume exposure). taking it once supports X number of medium creatures... taking it more oftne increases the number of creaturs supported.
Gravity generator: provides gravity, requires life support and 1 charge a round?
Step Five: Pick & buy weapons.
Each weapon slot a vehicle has lets you get 1 medium vehicle weapon... another list to make. Now having 20 ranks of weapons lets you have 20 medium weapons... think about those pirate ships of old with 20 cannons packed onto the decks. On the other hand you could use weapon slots to get bigger weapons. 2 slots becomes a large weapon slot. 3 huge weapon... etc. You can have weapons up to once size larger then the vehicle... but those are slots, not weapons. you buy weapons to put in those slots from the list.
Now I'll build a list of basic things... balistas, catapults, cannons of old, etc. I'll also make a mechanic for building energy weapons & modern-future projectile weapons. Energy weapons use charges... extra costs can increase rate of fire or maybe make it masterwork +1 to attack. Projectile weapons are the same system but do normal weapon damage types instead of energy types, and they use ammo instead of charges... machine gun vs plasma cannon. in both cases bigger ones do more damage. You can get them made magical using normal magic weapon creation rules. Balistas/etc are the cheapest but they take a lot longer to reload.
Step Six detials.
What sort of layout does it have, what does it look like, what's the name and history... the fun part. If it has internal spaces you may want to get some furnishings... etc. Want a library for your wizard? well if you got a spare room go right ahead... same with magic labs, curches, brigs... just buy locks and the like... or even use things from the non-OGC Stronghold builder's guide... to much can be done here to list in this book so we won't try. This isn't a "home base building" project afterall.
So what do you think?
Does this system work? does it make sense? is it flexible enough? do you think it will be to easy to unbalance? is it simplified enough (the other point buy type option was really nast in the simplicity and balancing areas, and would fill SO MANY PAGES with lists of components to pick from.) I think this system will work better.
The orginal concept I was working on was point based and based off all the fun I had making space ships in alternity. Nifty yes, but also very complicated. too complicated. It worked in Alternity but thats because alternity was a point buy system for characters... so building ships was like building characters.
To that end maybe building a vehicle in the cosmonomicon rules should be like building a character in D&D... pick a vehicle "race" like Construct (most ships you can think of), Plant (elf living plant ships), and maybe Abberation, undead, vermin... etc. then you need to add levels in classes up to the vehicle's HD. classes represent the focus of limited ship system space and design ideals... so they are Engines, Armor, Weapons, and Support. Thus a 12 HD vehicle (which would be something around a Huge vehicle... good size for a fighter or other personal craft) might look something like this: Huge sized Vehicle (construct) Engines 5/Armor 2/Weapons 3/Support 2.
Levels in those classes provide special functions (weapon mounts, faster speed, more manuvering, or special functions something like feats, etc)
Ok so here is the run down as I'm working on it (off and on I admit):
Ship building step by step:
Step one: How big of a ship do you want?
A ship's size determines what the ship can do. really big engines and guns don't fit in a smaller vehicle, and you can't put one of everything into medium sized vehicles no matter how much money you throw at it. Similarly it's easy to destory a smaller vehicle with a fireball or two, but a mothership can put up a fireball or forty before it goes down.
Basicaly for each size category of vehicle there is a Hit Dice range. If you want to make a flying sky cycle, you'll be using a large vehicle (for humans anyways) while a gnome could ride a medium sized one. On the other hand a flying aircraft carrier would be much larger... colossal I or larger, with a lot more hitdice.
Now each size group not only has a range of hit dice to pick from (you pay a base price per hit dice, so you may not be able to afford the max hitdice for your size).
Also, the Hit Dice is your ship's "character level." For each hit dice it has you will need to pick a "class" from the list, giving your vehicle extra weapons, or thicker armor plate, or better (bigger) engines, or special features/systems. thus larger vehicles have more hit dice/hit points and they have more systems because you can fit more systems in them... but you are paying for all of it. Weapons and special support systems will cost extra as well... levels of weapon let you but weapons into a vehilce but doesn't cover the cost of the weapon itself. various special systems also cost money depending on the system. everything else is covered in teh cost of hte hitdice.
Step Two: What kind of vehicle is it? What is it made out of?
If you were building a character, this is the step where you pick the race. For vehicle, most will be Construct. Space shuttles, biplanes, coastal cutters with magic sails, etc. They are all objects. They are all constructs.
Contruct would be the most common type in most games I can think of. It is also more then just a construct, like a gollem or sheild guardian. it's an object, meaning it has a hardness and takes damage diffrently then objects. The price per Hitdice of a Construct vehicle has a lot to do with what it is made of. Wood vehicles have hardness like wood and are not that expensive. Adamantine vehicles have much better hardness and cost a lot more. A list will be needed. All the SRD fantasy materials would be included, pluss some options that you may not be thinking of. Bone, ice, glass, crystal, etc... just because I can think of them beign used.
BUT construct is not the only option. You could also make some living (and unliving ships).
A Plant type ship is a living ship made by either growing them spicificaly, or by using magic to shape them from living trees/etc. This best fits elves. Plant ships are living, so they heal naturaly with rest, and can be healed with cure spells while a construct ship would need to be repaired (or use repair spells).
Aberation type are for more organic living ships. Anyone seen farscape? Like a Plant vehicle it heal and be healed. it is, however, not as great an option because it is not immune to death effects... it is a creature. You can critical it, cast slay living at it, etc. It may have an inteligence, but a pilot can still fly it (making it a living vehicle, not a creature-vessel that you ride). The key is it still needs a pilot to fly... the minor inteligence of the vehicle just regulates the vehicle. anyways living ships have the benefit of being targetable by any spell with a traget of creature... making them easier to enhance with magic then constructs. They also have a constitution score giving them bonus hit points that plants and consturcts don't get... of course they can also be poisoned, sneak attacked, critical hit, etc...
Undead type vehicles are very uncommon. your more likely to use a construct [bone] then use the extream amounts of necromatic negative energy needed to animate a ship-sized corpse... but if done you have something similar to a living ship. healed by inflict spells, a nice hit die (d12) and immune to criticals and other nasty effects. An undead vehicle still needs a pilot and is not inteligent... turning it doesn't make it fly away (turning the pilot would) but it would likely have some sort of penalty to piloting skill checks. if you turn it well enough to destory it, well you destroy it. rebuking it would inflict +2 bonus to piloting checks if the rebuker wants it to fly well... otherwise its a -2 to piloting. commanding it makes it a -4 or +4 but doesn't destory it.
I'm not sure about the vermin type... but it's an idea... drow spider ships is the only reason I'm thinking about it. Insects and similar creatures (aracnids, slugs, snails, etc) would be great base creatures for altering (genetics, magic, both) into ships... especialy for nasty critters like beholders, mindflayers, etc. still those might be best done as aberation types at that point... so vermin isn't likely needed.
Race/type also determines the type of Hit dice for each level the vehicle has... undead are d12, constructs are d10, etc. I might change this later so that hit dice are based on level... I need to look at it later.
Step Three: Pick class levels for the vehicle.
So now that we have a type, size, and hit dice... we need levels.
For each and every hit dice the vehicle has, it also needs a level from one of the following: Engine, Weapons, Armor, Support.
A level provides a Fort save bonus for the vehicle (even objects make for saves sometimes). it also provides some other features. Depending on what class is taken, you get weapon slots, and special features, and various other bonuses... lets list those shall we:
Armor bonus
Natural Armor bonus
Fort save (maybe to borrow a page from CBoEM and make it a single save for all?)
Weapon slots (weapon class gets these every level or ever other... other classes get them less often)
Special System (something like a feat... but its a device or add-on that provides any number of misc funcitons or bonuses... its like a feat in that diffrent functions/systems have prerequisiets and can only be taken once unless otherwise state... one preqre is cost too. Suppor levels give these every level or every other level).
Speed points or bonuses of some kind.
Manuvering points or bonuses of some kind.
Hover/min-speed points or bonuses of some kind.
Of those last three I'm thinking that each level of engine lets you add a lot to one and a little to the others, or maybe all to one and none to the others.
Now a vehicle has a low base speed and manuverability for its size (slow and clumsy) but with each level of engine you get bonuses to that so eventualy you can be more manuverable and faster with levels... although it takes more levels for larger crafts.
Multi-classing is encouraged. Think d20 Modern base classes... for vehicles.
Step Four: Pick & buy special systems.
This is like picking feats for a character. Special systems are additional systems you can add to a vehicle. life support, passenger or crew space, magical systems... etc. A list will be needed for this part, including my previous notes on Magical systems that function like magic items... cloaking is invisibility spells, etc. Minor armor bonuses, speed bonuses, manuvering bonuses, Blimp systems... etc This is a list of options, and this is where things shine. Example ideas: Advanced Power Core = 5 charges of power a round. some systems or weapons need charges to work. You can take this more then once. without it, you'd have no charges for things like energy guns, or force sheild systems... etc.
Running list:
Speed boost (only once, all others by class)
Manuvering boost (only once, all others by class)
Gun port: one medium (only once, all others by class)
Extra Armor: +2 (only once, all others by class)
Save boost: +2 (only once)
Force Sheild: gives a sheild bonus based off charges spent. only need it once.
Generator: gives 5 charges around, can be taken more then once for +5 more charges.
Crew Space: gives some internal crew space/rooms. Total square footage based off ship size. Take it more then once for more rooms.
Blimp/Derigable: The vehicle effectively becomes one size larger without gaining more hitdice or levels... but it can hover and it's cheap.
Cargo Space: similar to crew space but it's cargo area
Non-Dimensional space: this can be used as cargo or crew space... but its magicaly enhanced area (bigger inside then on the outside like a bag of holding). it's expensive but gives a flat set of extra space... which is closed off in non-magic enviroments so it has its dangers.
Extra Fuel: depedning on your setting, a vehicle may be in danger of running out of fuel after a while (how long depends on settings) but taking this adds 100% to base time span. you can take it more then once.
Magical System: the mechanic for adding magic effects or spell effects to a vehicle through crafting charged items combined with the vehicle meta-magic feat. (which I will write up and post later)
cockpit: without it you ride the ship exposed like on a motor cyclye or WW1 aircraft. taking this once provides internal space for 1-2 people depending on vehicle size.
Deck: Requires cockpit. it is an enclosed space where you can fit multiple people and stations... thus you could have more then one co-pilot, allowing others to spend their actions using ship systems or aiding you.
Lifesupport: requires at least 1 crew space or cockpit? provides a stabalized system inside the vehicle protecting people inside from external conditions (like vacuume exposure). taking it once supports X number of medium creatures... taking it more oftne increases the number of creaturs supported.
Gravity generator: provides gravity, requires life support and 1 charge a round?
Step Five: Pick & buy weapons.
Each weapon slot a vehicle has lets you get 1 medium vehicle weapon... another list to make. Now having 20 ranks of weapons lets you have 20 medium weapons... think about those pirate ships of old with 20 cannons packed onto the decks. On the other hand you could use weapon slots to get bigger weapons. 2 slots becomes a large weapon slot. 3 huge weapon... etc. You can have weapons up to once size larger then the vehicle... but those are slots, not weapons. you buy weapons to put in those slots from the list.
Now I'll build a list of basic things... balistas, catapults, cannons of old, etc. I'll also make a mechanic for building energy weapons & modern-future projectile weapons. Energy weapons use charges... extra costs can increase rate of fire or maybe make it masterwork +1 to attack. Projectile weapons are the same system but do normal weapon damage types instead of energy types, and they use ammo instead of charges... machine gun vs plasma cannon. in both cases bigger ones do more damage. You can get them made magical using normal magic weapon creation rules. Balistas/etc are the cheapest but they take a lot longer to reload.
Step Six detials.
What sort of layout does it have, what does it look like, what's the name and history... the fun part. If it has internal spaces you may want to get some furnishings... etc. Want a library for your wizard? well if you got a spare room go right ahead... same with magic labs, curches, brigs... just buy locks and the like... or even use things from the non-OGC Stronghold builder's guide... to much can be done here to list in this book so we won't try. This isn't a "home base building" project afterall.
So what do you think?
Does this system work? does it make sense? is it flexible enough? do you think it will be to easy to unbalance? is it simplified enough (the other point buy type option was really nast in the simplicity and balancing areas, and would fill SO MANY PAGES with lists of components to pick from.) I think this system will work better.
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