Post by Inertial_Fey on Feb 18, 2006 1:36:06 GMT -5
Windships are small, light weight vessels that use little or no magic to fly.
Windships float on mysterous magically created wind conduits. Windship pilots ride from one end of these conduits but cannot fly far outside these conduits.
Wind Conduits change from season to seaon creating new paths and changing directions from month to month.
A Windship has two possisions: A pilot and a navagator.
The pilot controls the ship sail inside the wind conduit and lands and take offs the ship safely. The Navagator finds safe paths within the condiuts as well as map out new paths and turbulence.
A windship takes off by getting to the highest point possiible and shove off. A Wind Ship can only travel 400 yars before desending. A Wind Ship must enter a wind conduit by that time.
Inside a wind conduit a windship raises its sail to catch the currerts which take the ship safely to its destination.
I windship travels at 4 miles a day.
Since windships are almost always used by poor adventures and have no trade or military value and the conduits move so often countries cant build tolls or barriers most regard wind riding as nothing more then a sport and means of travel for those who cant afford approrate travel.
Windship types:
-----------Cost---Weight---Carrying Capacity---Hardness/HP
1 man glider: 800gp - 150 lbs - 225 lbs - 5/15
2 man glider: 1000gp - 200 lbs - 450 lbs - 5/20
6 man Keel: 2500gp - 400 lbs - 1550 - 10/30
Additions:
-Feathered weight- x2 glide range, reduce take off/landing DC by 5.
cost 1200gp.
requirements: Craft Wonderous Item, Caster Level 1, Feather Fall, -Endless glide: No glide range.
cost 2400 gp.
Requirements: Craft Wonderous Items, Caster level 5, Levetation, -Instant Take-off: creates burst of speed to allow a windship to take off anywhere.
Cost: 1500 gp, (50 gp for single use powder)
Requirments: Expedious retreat, Caster level 1.
Pilot DC
Task----Check
-Taking off---15
-Land---17
-Entering/leaving conduit- 16
-piloting turbulence:
---Light- 10
---medium-15
---Heavy- 25
---Impossible- 35
+2 bonus for 5 ranks in ride
+2 bonus if navigator has 5 ranks in navigation
-2 penality for riding in turbulence if not warned.
Navigation DC
Task----Check
-Determine
Conduit Direction- 12
-Determine
Conduit distance- 10
-Plan Path- 15
-Determine Turbluence 15
-Map new conduit*- 27
+2 bonus if navigator has approprate equipment.
-2 penality if flying in unmapped conduit.
-2 penality when navigating in turbulence.
*Dm must determine if conduit actually exists
Special:
A Pilot does not recieve a +2 bonus if they are also the navigator.
Turbelence Types:
Light- Minor wind disruption, common in areas where conduits merge.
Medium- fairly thick currents, these occur at rare events merof multiple conduit merging.
Heavy- Very dangerous, occurs when conduits pass through storms.
Impossible- Avoid at all costs, only occurs when conduit passes through incredible powerful storms.
A Windship must succede DC or be thrown out of a conduit. If the turbulence is Heavy of higher then the ship risks taking damage. 3D8 for heavy 5D8 for impossible.
If I forgot anything lemme know ^_^
Windships float on mysterous magically created wind conduits. Windship pilots ride from one end of these conduits but cannot fly far outside these conduits.
Wind Conduits change from season to seaon creating new paths and changing directions from month to month.
A Windship has two possisions: A pilot and a navagator.
The pilot controls the ship sail inside the wind conduit and lands and take offs the ship safely. The Navagator finds safe paths within the condiuts as well as map out new paths and turbulence.
A windship takes off by getting to the highest point possiible and shove off. A Wind Ship can only travel 400 yars before desending. A Wind Ship must enter a wind conduit by that time.
Inside a wind conduit a windship raises its sail to catch the currerts which take the ship safely to its destination.
I windship travels at 4 miles a day.
Since windships are almost always used by poor adventures and have no trade or military value and the conduits move so often countries cant build tolls or barriers most regard wind riding as nothing more then a sport and means of travel for those who cant afford approrate travel.
Windship types:
-----------Cost---Weight---Carrying Capacity---Hardness/HP
1 man glider: 800gp - 150 lbs - 225 lbs - 5/15
2 man glider: 1000gp - 200 lbs - 450 lbs - 5/20
6 man Keel: 2500gp - 400 lbs - 1550 - 10/30
Additions:
-Feathered weight- x2 glide range, reduce take off/landing DC by 5.
cost 1200gp.
requirements: Craft Wonderous Item, Caster Level 1, Feather Fall, -Endless glide: No glide range.
cost 2400 gp.
Requirements: Craft Wonderous Items, Caster level 5, Levetation, -Instant Take-off: creates burst of speed to allow a windship to take off anywhere.
Cost: 1500 gp, (50 gp for single use powder)
Requirments: Expedious retreat, Caster level 1.
Pilot DC
Task----Check
-Taking off---15
-Land---17
-Entering/leaving conduit- 16
-piloting turbulence:
---Light- 10
---medium-15
---Heavy- 25
---Impossible- 35
+2 bonus for 5 ranks in ride
+2 bonus if navigator has 5 ranks in navigation
-2 penality for riding in turbulence if not warned.
Navigation DC
Task----Check
-Determine
Conduit Direction- 12
-Determine
Conduit distance- 10
-Plan Path- 15
-Determine Turbluence 15
-Map new conduit*- 27
+2 bonus if navigator has approprate equipment.
-2 penality if flying in unmapped conduit.
-2 penality when navigating in turbulence.
*Dm must determine if conduit actually exists
Special:
A Pilot does not recieve a +2 bonus if they are also the navigator.
Turbelence Types:
Light- Minor wind disruption, common in areas where conduits merge.
Medium- fairly thick currents, these occur at rare events merof multiple conduit merging.
Heavy- Very dangerous, occurs when conduits pass through storms.
Impossible- Avoid at all costs, only occurs when conduit passes through incredible powerful storms.
A Windship must succede DC or be thrown out of a conduit. If the turbulence is Heavy of higher then the ship risks taking damage. 3D8 for heavy 5D8 for impossible.
If I forgot anything lemme know ^_^