by SkullGarden |
Ships
follow Vehicle
rules, with a different set of chassis and a larger assumed
scale. Despite the 3D nature of
space, combat is simulated on a 2D plane, on account of properly 3D
grid paper being nigh-impossible to create or feasibly manipulate.
Ship
Stats
Power:
Acceleration or deceleration
Handling:
Changing heading quickly, maneuverability
Durability:
Saves, defense rolls
Fuel:
Every week of travel, roll the fuel die to see if it depletes
(depletes on 1 or 2). On depletion from d4, out of fuel, can't change
heading or accelerate/decelerate.
Life
Support: Every week of travel, roll the Life Support die to see if it
depletes (depletes on 1). On depletion from d4, air quality
downgrades by 1 step each day, and gravity stops working.
Hit
Points: All mortal-scale weapons deal minimum damage to a ship. Also
determines Cargo Capacity. 1 point of cargo capacity is enough for
either 1 crew member or 1 tonne of cargo. Equals HP. Whenever you
lose HP, lose that many cargo spaces (empty space first).
Ships
need a minimum of 1 crew member per 6 HP to function. If you have
fewer, the ship has disadvantage on all tests, as the few remaining
souls frantically scurry around to keep it running.
Ships
can attack once with each crewed weapon they have. Crew members can
only crew one weapon at a time, and can't do other things while
crewing a weapon.
Chassis
Shuttle:
d6 HP, 4d6k3 POW, 4d6k3 HAN, 2d6 DUR, d4 Fuel/Life Support
Corvette:
d6*10 HP, 3d6 POW, 4d6k3 HAN, 3d6 DUR, d8 Fuel/Life Support
Frigate:
2d6*10 HP, 3d6 POW, 3d6 HAN, 3d6 DUR, d10 Fuel/Life Support
Cruiser:
4d6*10 HP, 3d6 POW, 2d6 HAN, 4d6k3 DUR, d10 Fuel/Life Support
Dreadnought:
6d6*10 HP, 2d6 POW, 2d6 HAN, 4d6k3 DUR, d12 Fuel/Life Support
The
Helm
From
whence the ship is sailed. A
great wooden wheel is traditional, as is a captain’s chair. Comms
are also controlled from here, on
a scrying orb
enchanted to allow for ship-to-ship communication.
Life
Support Sigils
Air
needs recycling, gravity needs to hold the crew down, light must
illuminate the corridors (and torches obviously won’t do, fool –
do you want to ignite the ship?). For all of these, series’ of
intricate sigils dot the ceilings and walls. They gain their magic
from the painstaking act of inscription itself, and
burn out over the course of a voyage. Like Fuel, life support sigil
integrity is measured by a depletion die. It begins at the same size
as the fuel die (or higher, if you’d like to spend on more
intricate and durable sigils). Each week,
roll to deplete (depletes on a
1). When you’re out of life support, depletion instead decreases
the air quality by 1 step.
The question of toilets is perhaps the most eldritch function of the life support system. Plans for an ideal, multi-species, zero-G-capable toilet escape even the greatest artificers in the cosmos, and many a genius has been driven to madness pursuing this holy grail of space travel. As it stands, the solutions are varied and all insufficient. Single-body-plan crews; using disintegrate spells on the waste; polymorphing toilets; simply venting waste into space out airlocks...
The question of toilets is perhaps the most eldritch function of the life support system. Plans for an ideal, multi-species, zero-G-capable toilet escape even the greatest artificers in the cosmos, and many a genius has been driven to madness pursuing this holy grail of space travel. As it stands, the solutions are varied and all insufficient. Single-body-plan crews; using disintegrate spells on the waste; polymorphing toilets; simply venting waste into space out airlocks...
Air
Quality
Full
Air: Act as normal.
Half
Air: Disadvantage on CON and STR rolls.
Thin
Air: Disadvantage on all rolls.
Vacuum:
Disadvantage on all rolls, save vs. unconsciousness each round; once
unconscious, save vs. death by suffocation.
Air
Venting: d6 rounds for air to decrease 1 level. Can slow down venting
by patching leaks, summoning more air, etc. Can mitigate penalties by
reducing personal air consumption, etc.
The
Engines
The
beating heart of every ship. Six
common types of engine are described below.
1.
Locomotive. Burns coal, or souls, or in a pinch anything living or
once-living may do. Creates great gouts of flame to propel the ship.
Covers engineers in soot, leaves trail of darkness across the sky (or
brightness, if burning souls).
2.
Solar Sails. Stars emit tides of passion-light into the cosmos. Know
what the stars feel, raise the sails of the commensurate color, and
let winds of fury or love or sadness or greed push you towards your
destination.
3.
Weaver. Climbs through the stars with an auspicious number of legs,
clinging to webs of gossamer starlight that underlie reality. Slow,
but steady, and highly maneuverable. Can slip between spaces to
emerge on odd trajectories.
4.
Lodestone. Magnetize the stone to its target, and have it pull you
through space. Larger stones pull faster. Only works on trajectories
towards stars, but can "sling" between different stars to
reach new destinations. Instantly changes heading. Favored by dwarves
and lizardfolk.
5.
Oars. Acts upon
the same strands that a weaver-engine does, but pushes
through rather than gingerly
striding between. Slow, steady,
requires nothing but the power of the rowers.
6.
Sacrifice. The
stars’ sole truth is death, and they look upon it with grim favor.
This is the rudest, most base form of calendrical mechanics
(described below). A ship needs not even a proper engine to fly with
sacrifice, merely enough to sate the call of the stars
it sails under. Sacrifice a captive to the constellation-alliances
that rule your location, and they will move
you for a week. Betray them not, or find yourself becalmed in quiet,
airless hell.
The
Calendrical Drive
(many
kudos to Yoon Ha Lee and his excellent Machinations of Empire series,
which I’m shamelessly cribbing from)
Space
is time, time is space, and both are the dominion of the stars. You
mark years and days and hours by the suns, and the times change with
their whims. Accurate time keeping is essential to ensure a semblance
of normality between the stars (and it's the subject of many a cosmic
treaty - and casus belli for many a war). Inaccurate timekeeping, on
the other hand, can create vast and powerful exotic effects that defy
the laws of sun and sky. This field, calendrical theory, can hurl
ships across the cosmos, scour planets, transform death into life and
life into art.
These
effects are created through the observance of holidays,
particularities of societal structures, implications and deeper
meanings and interpretations of portents. If tarot met analytic
number theory and had a drug-fuelled threesome with astrology, their
child of uncertain parentage would look something like calendrical
theory. A ruler who follows the right calendrical mathematics may
force the stars themselves to bow.
Ships
turn calendrical theory into stellar speeds through the operations of
a particular kind of calendar-stone, part sundial part abacus part
grandfather clock, and particular sorts of sacrifices and observances
at holy hours and on holy days. The calendar-room is often by the
helm of the ship, including not only the great calendar-stone but
also a small podium and benches for the crew's observances and altar
for sacrifices. The art of piloting includes training in calendrical
mechanics, so that a ship's captain will know the proper observances
to follow on major trade routes, and be able to calculate the days
and times and forms for other observances when travelling off the
beaten path. Some sample observances are listed below.
Calendars
may have d20 months, each with d8 weeks, of d12 days each. It’s not
particularly important. What matters more is how many holy days (and
therefore how many observances) may occur during a trip. This
can be used by a GM to provide some semblance of time passing on a
long-haul voyage.
12
Holy Days and their Observances
1.
Journey’s Eve. For luck, and speed, and the willingness of the
thirsty stars to speed your passage. Let 1 HP of blood from each crew
member, mingle them in a bowl, then use the blood to trace your route
on a map of the stars.
2.
The Traitor-Saint’s
Feast. Memorializes
a day of betrayal,
when a general slew not only the entire enemy force but his own as
well. The captain and first officer must
duel to first blood with
ceremonial knives.
3.
Grievesgiving. For morale purposes, to ensure that the crew shares in
everything – the good and the awful. Dissect a small creature alive
while each crew member announces a personal grievance they have with
another crewer. Each crew member must eat a different organ, raw and
dripping.
4.
Lessenday. Let go of the burden of old doubts, old connections, old
horrors. Make room for the new. Burn a meaningful journal page from
each crew member’s diary. The memories on it are lost.
5.
Strifemorrow. Scarify each crew member. The lines, together, form a
picture of some relevance to recent events.
6.
New Star’s Day. A
star has pronounced a new year. Light
a candle for each day of the voyage, let them melt down over
the course of the day, then each
crewer drinks a sip of the scalding
wax.
7.
The Funeral of Night. For
the dead between the stars, always remembered, though never named.
Draw lots. The loser must spend
the day strapped to the hull in a vac-suit, meditating upon infinity,
and gains d4 Stress.
8.
Culling-Fast.
All crew must act as if dead, carrying out their duties in solemn,
sullen silence. None may acknowledge each others’ presence.
Disadvantage on all tests,
as if operated by a skeleton crew. The
captain may not issue orders without breaking the Fast.
9.
Justice Day. A member of the crew (chosen by lot) recounts their
sins. They must be
thematically punished for each.
10.
Hedon’s Hour. For an hour, the crew participate in
substance-fuelled debauchery, then return to their work. Roll on a
Carousing table if you’d like.
11.
Talk Like The Captain Day. Started as a joke. Everyone played into
it. Now it’s not a joke anymore and the worlds are poorer for it.
Everyone’s the captain today. All orders must be followed as if
they came from the captain. Minor mutinies are unfortunate but
expected.
12.
All Hallow’s Eve. Everyone
dresses up. Sweets are distributed. Roll for a random encounter.
Using
calendrical mechanics on the scale of societies produces vast arcane
effects. Locally, it's far weaker and more unstable, yet may be
harnessed by a cunning or desperate crew. Emergency observances can
be made to roll for Calendrical Distortions upon the laws of nature;
for every observance you make, you get to roll
on the spell list and choose
between all the results. Cast it
at starship scale, with (dice) equal to the number of different
observances made. Mishaps are on the following table.
Distortion
Mishaps
1.
Space Invades. One inhabited
compartment at random is filled with vacuum and stars for (dice)
minutes.
2.
Star Light, Star Bright, Last Star I See This Life. All ship’s
sensors are whited out for (sum) rounds. Navigate and fire by memory
or not at all.
3.
It Is Not The Day That It Was. Local calendars all move (sum) days
into the future.
4.
Crunch Time. The ship takes
(dice)*3 damage.
5.
Morphological Breakdown.
Everyone aboard saves or mutates. The mutation lasts (sum) minutes.
Save at the end of the duration vs. permanence.
6.
Yearning, Burning. A star is here. It asks for a sacrifice. Choose
someone aboard and inflict (dice) wounds on them. Every major wound
you inflict this way lets you add an additional die to the spell.
by Adam Burns |
The
Hull
It’s
all that protects you from falling forever. Damage
follows the vehicle rules. Damage below 0 HP inflicts
a Breach. When a ship is reduced
to -max HP, it's Wrecked. Warning klaxons scream their final screams
through the thin, venting air. All hands scramble to abandon ship, or
die in the frigid airless dark. The wreck remains, floating through
eternity, a warning to all that there is no mercy and even less
justice in the dark. Depending on the nature of the final blow, the
evacuation procedure may be easier, harder, or impossible. A result
of Wrecked always results in an inoperable ship.
Breaches
1.
Punctured. Air stars venting. Patching breach ends Venting.
2.
System Shocked. Random accessory stops working until fixed.
3.
Engines Cut. Can't change heading until engines repaired.
4.
Fuel Breach. Ship takes (Fuel Die) additional fire damage. Deplete
Fuel die 1 level.
5.
Cargo Ruined. (damage) units of cargo destroyed. If more damage than
cargo, excess damage goes to crew quarters.
6. Life Support Failing. Air stops
being recycled, and gravity shuts off until life support fixed.
Wrecked!
1.
Torn In Two. The rending shriek of metal, then it splits down the
middle. Half Air, air starts venting.
2.
Behelmed. A precision strike or lucky shot annihilates the bridge.
Everyone at helm saves vs. death. Air starts venting.
3.
Hulled. The outer plating has been blasted away, and all the insides
are bleeding out. Everyone aboard saves or is blown out a breach.
Thin Air, air starts venting.
4.
Core Breach. The ship's engine is a source of incredible power, and
now all that power is released at once. Every breach occurs
simultaneously. Everyone on board takes 3d6 fire damage (save for
half) as the compartments fill with roaring flame. Half Air, air
starts venting.
Sometimes
you’ll need to figure out which
specific compartment gets
hit, or infested, or irradiated, etc. This table is organized roughly
by average mass in a ship. Replace areas as necessary to
fit the plan of your ship.
Random
Compartments
2.
Captain’s Quarters
3.
Lounge
4.
Engines
5.
Random
Accessory
6.
Access Corridor
7.
Crew Quarters
8.
Cargo Bay
9.
Random Accessory
10.
Fuel
Storage
11.
Sundial
12.
Helm
20
Accessories
1.
Ablative Plating: 1 cargo slot of plating = +3 ablative armor
(destroyed before HP loss).
2.
Autobrain: Doesn't need a pilot, will follow simple orders (a short
program of directional and acceleration instructions) input through
levers in pilot's seat and continue executing them until complete or
OVERRIDE switch thrown. 1-in-20 chance to fail to execute any
particular order.
3.
Cannons: Old-fashioned broadsides. Works at short range. d8 damage
per cannonshot, requires manual reload. 2 cargo capacity.
4.
Cargo Straps: Can hold (capacity/4) cargo on outside of ship. This
cargo is automatically destroyed when damage occurs.
5.
Escape Pods: 1 slot per 3-person pod. Pods are self-propelled at 4
Power, 4 Handling, 4 Durability, 1d4 Fuel, 1d4 Life Support. Manually
launched in emergency.
6.
Exo-Butchery: Lets you carve your way into dead star-beasts and
wrecked enemy hulls. A tube through the butchery apparatus lets brave
crew enter the target to harvest the internals. Butchering a
resisting target requires the target to make a Durability save, or
take d6 damage. Must be in docking range to butcher. 4 cargo slots.
7.
Grapples: On hit, locks you to your target. Whoever has more Power
gets to determine the course of the two ships. Can pull closer to
target on successful Power test. 2 cargo slots. Works at short range.
8.
Hangar Bays: Can take up to half of the cargo slots of a ship.
Includes launching and docking mechanisms for vessels of a size up to
(slots).
9.
Hushfields: Ship can’t be detected until short range unless it’s
being actively looked for. 1 slot per 10 HP
10.
Inkburster: Nulls light in a 10-point radius. Even suncasters can’t
penetrate it (or fire out). Each inkburst takes 1 cargo; so does the
apparatus to launch them.
11.
Luxury Berths: 1 slot per luxury berth. Fit for a mid-level
bureaucrat, an easily-pleased noble heir, or your inconvenient aunt.
12.
Magic Missiles: A spellbook and auto-reader that casts an amplified
form of Magic Missile. Works within visual range. d4 damage per
missile, ignores Shields.
13.
Mines: Dropped in wake, detonates when something comes within 2-point
radius dealing d10 damage. Each mine takes up 1 cargo.
14.
Mining Array: Can mine valuable materials from objects in the sky. 4
cargo slots. Mangles whatever you’re mining with it; this matters
less for a chunk of ore than the hull of a station.
15.
Observatory: Can make out close details of objects from edge of
visual range. 2 slots.
16.
Ramming Prow: Deal ramming damage with advantage and take damage when
ramming with disadvantage (see Vehicle rules).
17.
Shields: Soaks damage each round before damage goes to HP.
Regenerates each round. Fails at 0 HP. 1 Shield per 2 points of cargo
capacity taken up by shield generators.
18.
Suncasters: A miniature sun, amplified and emitted through a
metalwork tube of lenses. Very angry. Works within visual range. d6
damage per caster, overheats on a 5 or 6 (recharges manually). 2
cargo capacity.
19.
Tactical Sundial: By performing a particular Observance, you can
reliably trigger a particular Calendrical Distortion at 1 die.
Rolling a 6 on that die triggers a random Distortion Mishap. Requires
5 cargo slots, and only one tactical sundial can be present aboard a
ship at once. Calendars brook no disagreement.
20.
Thaumion Torpedo: Launcher takes up 2 cargo, one torpedo takes up 1
cargo. The payload is a powerful scroll, and is exactly as expensive
as that implies. Mechanizes the spellcasting process by forcing a
load of thaumions through the scroll, casting the spell at maximum
power. Spells cast through Thaumion Torpedoes are cast at 1 die.
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