Ship Rules

These are still under development and subject to change. Please shout if you see anything wrong.

Helm type

Helms Are built for a specific sized ship. A smaller helm in a larger ship will halve its effectiveness for every size category difference. Larger helms in a smaller ship tend to overwhelm the ship. They gain a small bonus in speed, with a category decrease in manuverability.

Alchemical

The most common helm type in the sphere. Developed by the gnomes. Requires alchemical fuel to power it. Alchemical engines are slow, especially between planets. Alchemical engines are dirty and leave a trail that can be tracked through space. The helms are cheap to buy, easy to repair, and fit most any ship.

  • Cost: 5,000/7,000/14,000/28,000
  • Sea: Ethereal
  • Tactical Speed: g/c/a/t 30/30/20/10
  • Atmospheric Speed (mph): 80/70/50/40
  • Orbital speed: Multiplier 1/1/2/3
  • Sphere travel: 1/1/2/3 months per unit
  • Fuel – one unit of fuel takes up 1 ton of cargo space. Fuel cannot be substituted for another type, tactical boost fuel cannot be used in place of atmospheric flight. Each size catagory doubles the amount of alchemical fuel needed.Atmospheric flight 1/day – 1st level potion
  • Orbital flight 1 week – 2nd level potion
  • Sphere travel for 1 astronomical unit – 3rd level potion -
  • Tactical boost – 1st level potion – 1 minute of tactical combat 1/2/3/4 units

Life Helm

Drow design, takes the life force out of a living being and changes it into motive force. The drow who are slavers always have some slaves that they are done with that they are willing to sacrifice as fuel.

  • Cost: 5,000/7,000/14,000/28,000
  • Sea: Astral
  • Tactical Speed: g/c/a/t 30/30/20/10
  • Atmospheric Speed (mph): 80/70/50/40
  • Orbital speed: Multiplier 0.5/0.5/1/2
  • Sphere travel: 1/1/2/3 months per unit

Fuel

  • Atmospheric flight – 1 HD drained
  • Orbital flight 1/week – 2 HD drained
  • Sphere travel for 1 astronomical unit – 3hd drained
  • Tactical boost – 1HD – 1 minute of tactical combat

Elemental helm

  • Atmospheric flight – 1 HD drained
  • Orbital flight 1/week – 2 HD drained
  • Sphere travel for 1 astronomical unit – 1hd drained
  • Tactical boost – 1HD – 1 minute of tactical combat

Necromatic Helm

  • Atmospheric flight – 1 HD drained
  • Orbital flight 1/week – 2 HD drained
  • Sphere travel for 1 astronomical unit – 3hd drained
  • Tactical boost – 1HD – 1 minute of tactical combat

Living Ship – Used exclusively by the Emerald Forest,

TBD

  • Permanent gates
  • Ethereal sea
  • Shadow sea
  • Astral sea

Travel times

  • Sarenrae – Sun and center point.
  • Pharasma – 1 AU
  • Calistra – 2 AU
  • Abadar – 3 AU
  • Erastil – 3 AU
  • Desna – special
  • Gorum – 4 AU
  • Rovagug – 6 AU
  • Torag – 6 AU
  • Lamashutu – 8 AU
  • Shelyn – 10 AU
  • Gozreh – 14 AU
  • Nethys – 18 AU
  • Urgathoa – 25 AU
  • Zon-Kuthon – 33 AU

The inner sphere the planets

Abadar and Erastil are always at opposite 6 AU from each other, though the travel time is 8AU for a ship.

The inner planets are the difference in AU +1d6 AU from each other. The variable are the orbits that are constantly in flux from each other.

Moons in the inner system take 2d6 days to get to from any point in orbit.

The Rovagug expanse marks the boundary between the inner and outer system. Planets in the inner system change thier positions during the course of the year, while the outer planets keep thier positions for the duration of the campaign.

The Outer Sphere

  • Lamashutu 6 o’clock
  • Shelyn 10 o’clock
  • Gozreh 4 o’clock
  • Nethys 8 o’clock
  • Urgathoa 2 o’clock
  • Zon-Kuthon 11 o’clock

Food and water

  • 300 pounds of food and water per month per person
  • 1 ton per seven crew per month

Ship Rules

Sphere of Sarenrae captaincursor stephen_hope