Detailed here are relatively mundane (to space travelers, at least)
equipment items for use in space fantasy campaigns.
Weapons and
Ammunition
No
sooner did the gnomes travel into the aether than they started
devising ways to salvage wrecked ships. At first they developed
projectiles connected to grappling lines, allowing them snag and
retrieve wreckage from difficult locations like asteroid belts. Then
they experimented with using alchemical substances such as tanglefoot
bags. That, in turn, let to prototypes using alchemist's fire,
creating a potent but possibly dangerous new ammunition.
Ammunition Cost Weight Type Special
Grappling
crossbow bolt, light 12 gp 10 lbs. B Can snag appropriate targets;
trip
Grappling
crossbow bolt, heavy 12 gp 10 lbs. B Can snag appropriate targets;
trip
Grappling
ballista bolt 30 gp 15 lbs. B Can snag appropriate targets; trip
Entangling
crossbow bolt, light 52 gp 5 lbs. B Can adhere to targets; trip
Entangling
crossbow bolt, heavy 52 gp 5 lbs. B Can adhere to targets; trip
Entangling
ballista bolt 155 gp 15 lbs. B Can adhere to targets; trip
Incendiary
crossbow bolt, light 21 gp 1½ lbs. B Causes fire damage; can set on
fire
Incendiary
crossbow bolt, heavy 21 gp 1½ lbs. B Causes fire damage; can set on
fire
Incendiary
ballista bolt 65 gp 1½ lbs. B Causes fire damage; can set on fire
Ammunition
Grappling
ammunition combines a ballista or crossbow bolt with a grappling and
a line of silk rope. If fired close enough to appropriate targets
(that is, ones with surfaces that the hooks can snag), it allows
users to pull them back to the ship. If used against unwilling
targets, they cause half normal damage but can be used to make trip
attacks.
Entangling
ammunition works in a similar manner, except that the sticky
substance contained in the tanglefoot bag attached to the end lets it
adhere to just about anything. If used against unwilling targets, the
projectile does half normal damage, and targets are allowed a Reflex
save just like with ordinary tanglefoot bags.
Incendiary
ammunition includes a hollow ceramic head with alchemist's fire. For
that reason, they cause half normal damage, plus an extra 1d6 fire
damage, or 3d6 for ballista bolts. Targets continue to suffer damage
unless they make a Reflex check to extinguish themselves. In the case
of inanimate objects such as ships, this can be a potent weapon,
indeed. The volatile nature of the alchemist's fire means that these
weapons have a misfire rating of 1, however. (Refer to Ultimate
Combat to find more
information about misfiring weapons.)
Fire Aboard
Aetherships
One of the most
frightening events aboard an aethership is a fire. This is because
fire can spread quickly, possibly damaging the hull, rigging and
sails—and thereby leaving a vessel dead in space. The damage
caused by incendiary missiles, or by spell effects like fireball,
continue to cause 3d6 damage to the vessel per round until
extinguished. Putting out the fire requires dowsing it with water;
each bucket applied can be treated as doing 1d6 damage, opposed to
the largest amount of damage that the fire has caused in a single
round.
|
Ship Armor
It
should come as no surprise that dwarves were the first spacefarers to
think of attaching metal plates to the outsides of their aetherships.
After all, they usually have access to plenty of meteoroid iron ore.
What is more, knowing that ships in space don't need to worry about
floating on water, they had no reason not do so.
In
game terms, adding plate armor to a ship increases the hit point
total for its hull by 33%, and increases its hardness by 5. This
costs an amount equal to one quarter of the original price for the
solar vessel.
For example, putting armor on the Skylark,
detailed above, would cost 25,000 gp, and raise its hit point total
to 1200 and its hardness to 10.
Other Equipment
These
items, while perhaps not as exciting as weapons and armor, are still
very important for safely navigating the spaceways.
Item Cost Weight
Orrery, ordinary 500 gp 20 lbs.
Orrery, clockwork 2000 gp 200 lbs.
Spyglass, mounted 2000 gp 10 lbs.
Star charts 50 gp 1 lb.
Other Equipment
Orreries
are devices that depict the movements of the bodies in a solar
system. They usually place the primary star in the center of the
device, and then have armatures that depict the various planets and
moons. In this way, it is possible to represent the relative
positions of these bodies, and thus to plot accurate routes between
them.
Clockwork
orreries are bigger, fancier version of ordinary ones. Whereas those
must be moved by the user based on planets' rate of revolution, the
clockwork version has an elaborate mechanism that keeps the armatures
moving as appropriate to their relative speeds.
A
mounted spyglass is simply a larger, more powerful version of the
kind normally used by ships' captains. It is usually placed atop the
ship's sterncastle or, if it has one, the forecastle. This item
magnifies viewed objects to ten times their normal size, reducing
penalties to Perception checks based on distance to -1 per 100 feet.
Star
charts, much like captains' logbooks onplanet, are valuable
resources, with notes about the planets and other bodies in a system,
the stars and constellations that serve as reference points for
steering a vessel, and other such details. Typical ones cover the
basic information needed for navigation, but captains always add
details as they explore. Note that a given set of charts is only
useful in a particular solar system.
Provisions
A
crucial factor to consider when making voyages through the aether is
providing enough food and drink for the ship's crew. Per the
Pathfinder
core rulebook, most characters require a gallon of water or other
fluids, along with a pound of food, each day in order to remain
healthy. Multiple these figures by the total number of crew members,
and the estimated length of a give voyage, and this becomes a large
amount of cargo. While some players and GM's may not wish to worry
about these details—especially if the PC's are low-ranking members
of a ship's crew—they can add a sense of realism and even tension
to adventures if they should start to run low.
Refer
to pages 444-5 of the Pathfinder
core rulebook to find rules for when starvation and thirst begin to
affect a crew.
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