Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Nausicaä of the Valley of the Wind d20 Ideas
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DnDChick" data-source="post: 2206728" data-attributes="member: 54"><p>BRAINSTORM!</p><p></p><p>Iv'e thought of a better way of customizing airships that trying to reverse-engineer feats to work for them.</p><p></p><p>Mutation Points ... </p><p></p><p>I can modify the mutation points system in D20 Future into Airship Traits ... stock airships have 0 AT, and you can choose disadvantages to balance out extra goodies ... </p><p></p><p></p><p>That preliminary ideas are below, and I plan to use it instead of the airship feats idea I posted earlier.</p><p></p><p>So ... got ideas for airship traits? Look at the attached document and post your ideas here if you have them. I don't have a problem with this being a community effort. lol</p><p></p><p></p><p></p><p></p><p>Creating an Airship</p><p>Instead of just using one of the sample airships provided, you can create your own airship. Airships have a stock configuration based on its type (glider, exotic, gunship, and brig). An airship can be further customized through the use of airship traits which can modify cargo capacity, speed, maneuverability, and weapons.</p><p></p><p>[CODE]Table: Stock Gilders</p><p>Size Size Modifier Squares Hit Dice Hardness Gun Points Capacity Points Cruising Speed</p><p>Large −1 1/3 3d10-4d10 4 2 .25 80 mph </p><p>Medium-size +/-0 1/4 1d10-2d10 2 1 .0625 40 mph </p><p></p><p>Table: Stock Exotic Airships</p><p>Size Size Modifier Squares Hit Dice Hardness Gun Points Capacity Points Cruising Speed</p><p>Colossal −8 2 or more 17d10-32d10 10 16 16 60 mph </p><p>Gargantuan −4 1 9d10-16d10 8 8 4 80 mph </p><p>Huge −2 1/2 5d10-8d10 6 4 1 100 mph </p><p>Large −1 1/3 3d10-4d10 4 2 .25 80 mph </p><p>Medium-size +/-0 1/4 1d10-2d10 2 1 .0625 60 mph </p><p></p><p>Table: Stock Gunships</p><p>Size Size Modifier Squares Hit Dice Hardness Gun Points Capacity Points Cruising Speed</p><p>Huge −2 1/2 5d10-8d10 10 4 .25 200 mph </p><p>Large −1 1/3 3d10-4d10 8 2 .0625 100 mph </p><p></p><p>Table: Stock Brigs</p><p>Size Size Modifier Squares Hit Dice Hardness Gun Points Capacity Points Cruising Speed</p><p>Colossal −8 2 or more 17d10-32d10 10 8 32 60 mph </p><p>Gargantuan −4 1 9d10-16d10 8 4 16 80 mph </p><p>Huge −2 1/2 5d10-8d10 6 2 4 100 mph [/CODE] </p><p></p><p>Size Modifier: The airship’s size modifier reflects how easy the airship is to target, and how well (or poorly) it responds to the pilot’s actions. The airship’s size modifier applies to its initiative modifier and Defense, and is applied to all Pilot checks the pilot must make.</p><p></p><p>Maneuverability Bonus: Some airship traits provide a maneuverability bonus or penalty which is applied to the airship’s Initiative and all Pilot checks the pilot must make.</p><p></p><p>Squares: The number of squares the airship fills at airship scale.</p><p></p><p>Hit Dice: An airship’s hit dice represent the solidity of its construction as well as its size. Airships use d10 for Hit Dice.</p><p></p><p>Hardness: An airship’s stock hardness reflects not only what the ship is made of but its overall resistance to damage because of its sheer size. Hardness reduces the amount of damage the ship takes from weapon attacks.</p><p></p><p>Gun Points: Gun points reflect how many weapons can be mounted onto the airship’s frame. For example a stock Huge airship has 4 gun points, so it could mount two .50 caliber machineguns or one light cannon, or any other combination of guns that equal 4 gun points.</p><p></p><p>Weapon Gun Points</p><p>.30 caliber machinegun 1</p><p>.50 caliber machinegun 2</p><p>Light Cannon 4</p><p>Medium Cannon 6</p><p>Heavy Cannon 8</p><p></p><p>Capacity Points: Capacity points measure how much additional weight the airship can carry in cargo or passengers and crew. 1 capacity point equals 1 ton of cargo or 8 passengers. Once you determine the airship’s total number of capacity points, you can divide up its capacity among cargo or passengers as you see it. Living creatures larger than Medium-size count as a 1/2 ton of cargo.</p><p></p><p>Cruising Speed: Cruising speed represents how far the airship can move as a move action. Speed is listed in miles per hour and airship scale squares.</p><p></p><p>AIRSHIP TRAITS</p><p>Airship Traits (AT) provide a simple method of customizing an airship while preserving game balance. All stock airships have 0 AT. You gain AT for your airship by selecting one or more drawbacks that make the airship less effective in play. You can then “spend” the AT on one or more beneficial traits. </p><p></p><p>An airship may still have unspent AT after choosing beneficial traits. These unspent AT can be spent on new traits at a later time. </p><p></p><p>An airship may have an AT deficit after choosing beneficial traits. This AT deficit increases the Purchase DC of the airship by a positive amount equal to twice the deficit. Thus, an airship with a −2 AT deficit has a +4 increase to its Purchase DC.</p><p></p><p>Many airship traits can be taken multiple times, as indicated in their description.</p><p></p><p>Added Capacity</p><p>This airship was built primarily for heavy lifting or as a passenger transport.</p><p>AT Cost: 2</p><p>Benefit: The airship has twice the number of capacity points for an airship its size.</p><p>Special: This trait can be taken multiple times. Multiple instances of this trait increase the multiple by one, thus an airship that has this trait twice has 3 times the stock number of capacity points.</p><p></p><p>Deceptively Decrepit</p><p>This airship looks like she’s about to just fall apart, but looks can be deceiving.</p><p>AT Cost: 1</p><p>Benefit: The airship has a +2 bonus on Initiative checks as enemy pilots are often taken by surprise at how well it can maneuver.</p><p>Special: The airship loses its bonus to Initiative if the opponents succeed on a reputation check to recognize the airship.</p><p></p><p>Decreased Capacity</p><p>This airship was built without passengers or cargo in mind. It’s very cramped inside with little room for any spare stowage.</p><p>AT Value: 2</p><p>Benefit: The airship has half the number of capacity points for an airship its size.</p><p>Special: This trait can be taken multiple times. Its effects stack, thus an airship that has this trait twice has 1/4 the stock number of capacity points.</p><p></p><p>Easy to Fix</p><p>This airship is an engineer’s dream. She is well-put together and efficiently constructed.</p><p>AT Cost: 1</p><p>Benefit: A character repairing this airship receives a +2 bonus on Repair checks</p><p></p><p>Flimsy</p><p>This airship is made of light materials that were improperly welded together. Her internal bracings are weak and her fuselage is far too frail for the comfort of most pilots.</p><p>AT Value: 2</p><p>Benefit: This airship permanently has 10 fewer hit points. These hit points can never be repaired or replaced.</p><p></p><p>Hard to Fix</p><p>This airship is an engineer’s nightmare. She is a slapped-together mess of crude welds and tangled cabling.</p><p>AT Value: 1</p><p>Benefit: A character repairing this airship receives a −2 penalty on Repair checks</p><p></p><p>Heavily Armed</p><p>This airship is armed and dangerous. Many weapons bristle from her fuselage.</p><p>AT Cost: 2</p><p>Benefit: The airship has twice the number of gun points for an airship its size.</p><p>Special: This trait can be taken multiple times. Multiple instances of this trait increase the multiple by one, thus an airship that has this trait twice has 3 times the stock number of gun points.</p><p></p><p>Highly Maneuverable</p><p>This airship is well-designed with smooth contours or it was built with top-quality hydraulic systems and finely-tuned control surfaces.</p><p>AT Cost: 1</p><p>Benefit: The airship has a +1 maneuverability bonus.</p><p></p><p>Improved Armor</p><p>This airship has had extra armor plating bolted on or built in. She is tougher than other airships of her type.</p><p>AT Cost: 1</p><p>Benefit: The airship’s hardness is increased by +2.</p><p>Special: This trait can be taken multiple times. Its effect stacks.</p><p></p><p>Lightly Armed</p><p>This airship is not a ship of war but of peace… but even peacemakers must sometimes wage war.</p><p>AT Value: 2</p><p>Benefit: The airship has half the number of gun points for an airship its size.</p><p>Special: This trait can be taken multiple times. Its effects stack, thus an airship that has this trait twice has 1/4 the stock number of gun points. An airship cannot have less than 1 gun point through the use of this feat.</p><p></p><p>Lightly Built</p><p>This airship is made of weaker materials than other airships of its type.</p><p>AT Value: 1</p><p>Drawback: The airship’s hardness is decreased by −2.</p><p></p><p>Lucky</p><p>There is something uncanny about this airship’s ability to get through trouble. Pilots who have flown her in the past swear that she will always bring you home.</p><p>AT Cost: 1</p><p>Benefit: When spending an action point on a Pilot check while flying this airship, the pilot rolls an extra 1d4. If the roll on the 1d4 is higher than any of the 1d6 rolls, the pilot can take that result.</p><p></p><p>Old Soldier</p><p>This airship has been around for years, perhaps even centuries, and is well-known to other pilots.</p><p>AT Cost/Value: 1</p><p>Benefit: The airship reputation bonus increases by +3. This functions just like a character's reputation bonus.</p><p>Special: This trait can be an advantage or a drawback depending on whether or not the airship has a good reputation or a bad reputation. The player that chooses this trait must choose whether the airship’s reputation is good or bad at the time of the airship’s creation. This trait can be taken multiple times. Its effects stack.</p><p></p><p>Overpowered Engines</p><p>The engineers shoehorned an almost too-large engine into this airship’s fuselage, or its engines are extremely efficient.</p><p>AT Cost: 2</p><p>Benefit: The airship has +10 mph to speed.</p><p>Special: This trait can be taken multiple times. Its effect stacks.</p><p></p><p>Quirky Controls</p><p>This ship has been salvaged, re-salvaged, retrofitted, and jury-rigged many times. Her controls are hard to get to know, but she responds like a dream to those who know her well.</p><p>AT Value: 1</p><p>Benefit: A pilot that is unfamiliar with the controls of this airship has a −2 maneuverability penalty because of their peculiar design. To become familiar with the airship a character must be the primary pilot (i.e. fly the ship 75% of the time) for 1 month.</p><p>Special: A pilot with Airship Operation (Exotic) can become familiar with this airship’s controls after flying it for 10 hours and spending an Action Point.</p><p></p><p>Rattletrap</p><p>This airship is little more than a flying junk heap. It squeaks and coughs, and if those on board listen closely enough they can probably hear small parts falling off. It’s a miracle she is even able to fly at all.</p><p>AT Value: 3</p><p>Drawback: The airship has a −1 maneuverability penalty and it is more vulnerable to critical hits. All weapons that attack this airship have their critical threat range increased by 1. Thus a weapon with a critical threat range of 20 would have a critical threat range of 19-20 against this airship.</p><p></p><p>Sturdy</p><p>Multiple bracings, thick bolts, and otherwise solid construction make this airship hard to damage.</p><p>AT Cost: 2</p><p>Benefit: This airship has +10 bonus hit points.</p><p></p><p>Unarmed</p><p>This airship has no mounted weapons.</p><p>AT Value: 4</p><p>Special: This trait cannot be selected for gunships.</p><p></p><p>Underpowered Engines</p><p>This airship’s engines struggle to haul it through the sky.</p><p>AT Value: 2</p><p>Benefit: The airship has −10 mph to speed.</p><p>Special: This trait can be taken multiple times. Its effect stacks.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>PS. Someone needs to teach me how to use that blasted Code function! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite5" alt=":confused:" title="Confused :confused:" loading="lazy" data-shortname=":confused:" /></p></blockquote><p></p>
[QUOTE="DnDChick, post: 2206728, member: 54"] BRAINSTORM! Iv'e thought of a better way of customizing airships that trying to reverse-engineer feats to work for them. Mutation Points ... I can modify the mutation points system in D20 Future into Airship Traits ... stock airships have 0 AT, and you can choose disadvantages to balance out extra goodies ... That preliminary ideas are below, and I plan to use it instead of the airship feats idea I posted earlier. So ... got ideas for airship traits? Look at the attached document and post your ideas here if you have them. I don't have a problem with this being a community effort. lol Creating an Airship Instead of just using one of the sample airships provided, you can create your own airship. Airships have a stock configuration based on its type (glider, exotic, gunship, and brig). An airship can be further customized through the use of airship traits which can modify cargo capacity, speed, maneuverability, and weapons. [CODE]Table: Stock Gilders Size Size Modifier Squares Hit Dice Hardness Gun Points Capacity Points Cruising Speed Large −1 1/3 3d10-4d10 4 2 .25 80 mph Medium-size +/-0 1/4 1d10-2d10 2 1 .0625 40 mph Table: Stock Exotic Airships Size Size Modifier Squares Hit Dice Hardness Gun Points Capacity Points Cruising Speed Colossal −8 2 or more 17d10-32d10 10 16 16 60 mph Gargantuan −4 1 9d10-16d10 8 8 4 80 mph Huge −2 1/2 5d10-8d10 6 4 1 100 mph Large −1 1/3 3d10-4d10 4 2 .25 80 mph Medium-size +/-0 1/4 1d10-2d10 2 1 .0625 60 mph Table: Stock Gunships Size Size Modifier Squares Hit Dice Hardness Gun Points Capacity Points Cruising Speed Huge −2 1/2 5d10-8d10 10 4 .25 200 mph Large −1 1/3 3d10-4d10 8 2 .0625 100 mph Table: Stock Brigs Size Size Modifier Squares Hit Dice Hardness Gun Points Capacity Points Cruising Speed Colossal −8 2 or more 17d10-32d10 10 8 32 60 mph Gargantuan −4 1 9d10-16d10 8 4 16 80 mph Huge −2 1/2 5d10-8d10 6 2 4 100 mph [/CODE] Size Modifier: The airship’s size modifier reflects how easy the airship is to target, and how well (or poorly) it responds to the pilot’s actions. The airship’s size modifier applies to its initiative modifier and Defense, and is applied to all Pilot checks the pilot must make. Maneuverability Bonus: Some airship traits provide a maneuverability bonus or penalty which is applied to the airship’s Initiative and all Pilot checks the pilot must make. Squares: The number of squares the airship fills at airship scale. Hit Dice: An airship’s hit dice represent the solidity of its construction as well as its size. Airships use d10 for Hit Dice. Hardness: An airship’s stock hardness reflects not only what the ship is made of but its overall resistance to damage because of its sheer size. Hardness reduces the amount of damage the ship takes from weapon attacks. Gun Points: Gun points reflect how many weapons can be mounted onto the airship’s frame. For example a stock Huge airship has 4 gun points, so it could mount two .50 caliber machineguns or one light cannon, or any other combination of guns that equal 4 gun points. Weapon Gun Points .30 caliber machinegun 1 .50 caliber machinegun 2 Light Cannon 4 Medium Cannon 6 Heavy Cannon 8 Capacity Points: Capacity points measure how much additional weight the airship can carry in cargo or passengers and crew. 1 capacity point equals 1 ton of cargo or 8 passengers. Once you determine the airship’s total number of capacity points, you can divide up its capacity among cargo or passengers as you see it. Living creatures larger than Medium-size count as a 1/2 ton of cargo. Cruising Speed: Cruising speed represents how far the airship can move as a move action. Speed is listed in miles per hour and airship scale squares. AIRSHIP TRAITS Airship Traits (AT) provide a simple method of customizing an airship while preserving game balance. All stock airships have 0 AT. You gain AT for your airship by selecting one or more drawbacks that make the airship less effective in play. You can then “spend” the AT on one or more beneficial traits. An airship may still have unspent AT after choosing beneficial traits. These unspent AT can be spent on new traits at a later time. An airship may have an AT deficit after choosing beneficial traits. This AT deficit increases the Purchase DC of the airship by a positive amount equal to twice the deficit. Thus, an airship with a −2 AT deficit has a +4 increase to its Purchase DC. Many airship traits can be taken multiple times, as indicated in their description. Added Capacity This airship was built primarily for heavy lifting or as a passenger transport. AT Cost: 2 Benefit: The airship has twice the number of capacity points for an airship its size. Special: This trait can be taken multiple times. Multiple instances of this trait increase the multiple by one, thus an airship that has this trait twice has 3 times the stock number of capacity points. Deceptively Decrepit This airship looks like she’s about to just fall apart, but looks can be deceiving. AT Cost: 1 Benefit: The airship has a +2 bonus on Initiative checks as enemy pilots are often taken by surprise at how well it can maneuver. Special: The airship loses its bonus to Initiative if the opponents succeed on a reputation check to recognize the airship. Decreased Capacity This airship was built without passengers or cargo in mind. It’s very cramped inside with little room for any spare stowage. AT Value: 2 Benefit: The airship has half the number of capacity points for an airship its size. Special: This trait can be taken multiple times. Its effects stack, thus an airship that has this trait twice has 1/4 the stock number of capacity points. Easy to Fix This airship is an engineer’s dream. She is well-put together and efficiently constructed. AT Cost: 1 Benefit: A character repairing this airship receives a +2 bonus on Repair checks Flimsy This airship is made of light materials that were improperly welded together. Her internal bracings are weak and her fuselage is far too frail for the comfort of most pilots. AT Value: 2 Benefit: This airship permanently has 10 fewer hit points. These hit points can never be repaired or replaced. Hard to Fix This airship is an engineer’s nightmare. She is a slapped-together mess of crude welds and tangled cabling. AT Value: 1 Benefit: A character repairing this airship receives a −2 penalty on Repair checks Heavily Armed This airship is armed and dangerous. Many weapons bristle from her fuselage. AT Cost: 2 Benefit: The airship has twice the number of gun points for an airship its size. Special: This trait can be taken multiple times. Multiple instances of this trait increase the multiple by one, thus an airship that has this trait twice has 3 times the stock number of gun points. Highly Maneuverable This airship is well-designed with smooth contours or it was built with top-quality hydraulic systems and finely-tuned control surfaces. AT Cost: 1 Benefit: The airship has a +1 maneuverability bonus. Improved Armor This airship has had extra armor plating bolted on or built in. She is tougher than other airships of her type. AT Cost: 1 Benefit: The airship’s hardness is increased by +2. Special: This trait can be taken multiple times. Its effect stacks. Lightly Armed This airship is not a ship of war but of peace… but even peacemakers must sometimes wage war. AT Value: 2 Benefit: The airship has half the number of gun points for an airship its size. Special: This trait can be taken multiple times. Its effects stack, thus an airship that has this trait twice has 1/4 the stock number of gun points. An airship cannot have less than 1 gun point through the use of this feat. Lightly Built This airship is made of weaker materials than other airships of its type. AT Value: 1 Drawback: The airship’s hardness is decreased by −2. Lucky There is something uncanny about this airship’s ability to get through trouble. Pilots who have flown her in the past swear that she will always bring you home. AT Cost: 1 Benefit: When spending an action point on a Pilot check while flying this airship, the pilot rolls an extra 1d4. If the roll on the 1d4 is higher than any of the 1d6 rolls, the pilot can take that result. Old Soldier This airship has been around for years, perhaps even centuries, and is well-known to other pilots. AT Cost/Value: 1 Benefit: The airship reputation bonus increases by +3. This functions just like a character's reputation bonus. Special: This trait can be an advantage or a drawback depending on whether or not the airship has a good reputation or a bad reputation. The player that chooses this trait must choose whether the airship’s reputation is good or bad at the time of the airship’s creation. This trait can be taken multiple times. Its effects stack. Overpowered Engines The engineers shoehorned an almost too-large engine into this airship’s fuselage, or its engines are extremely efficient. AT Cost: 2 Benefit: The airship has +10 mph to speed. Special: This trait can be taken multiple times. Its effect stacks. Quirky Controls This ship has been salvaged, re-salvaged, retrofitted, and jury-rigged many times. Her controls are hard to get to know, but she responds like a dream to those who know her well. AT Value: 1 Benefit: A pilot that is unfamiliar with the controls of this airship has a −2 maneuverability penalty because of their peculiar design. To become familiar with the airship a character must be the primary pilot (i.e. fly the ship 75% of the time) for 1 month. Special: A pilot with Airship Operation (Exotic) can become familiar with this airship’s controls after flying it for 10 hours and spending an Action Point. Rattletrap This airship is little more than a flying junk heap. It squeaks and coughs, and if those on board listen closely enough they can probably hear small parts falling off. It’s a miracle she is even able to fly at all. AT Value: 3 Drawback: The airship has a −1 maneuverability penalty and it is more vulnerable to critical hits. All weapons that attack this airship have their critical threat range increased by 1. Thus a weapon with a critical threat range of 20 would have a critical threat range of 19-20 against this airship. Sturdy Multiple bracings, thick bolts, and otherwise solid construction make this airship hard to damage. AT Cost: 2 Benefit: This airship has +10 bonus hit points. Unarmed This airship has no mounted weapons. AT Value: 4 Special: This trait cannot be selected for gunships. Underpowered Engines This airship’s engines struggle to haul it through the sky. AT Value: 2 Benefit: The airship has −10 mph to speed. Special: This trait can be taken multiple times. Its effect stacks. PS. Someone needs to teach me how to use that blasted Code function! :confused: [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Nausicaä of the Valley of the Wind d20 Ideas
Top