Difference between revisions of "User:Havvy/Sandbox"

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m (Updates and additions.)
(Obstacles)
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<negative energy field negation>
 
<negative energy field negation>
  
<portals>
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There is an entire classification of chips that open portals to other worlds.  These chips are rare enough that you cannot send entire armies, but elite units may be sent with them.
  
 
=== World to World Flying ===
 
=== World to World Flying ===
  
Worlds have a set distance of arbitrary units between each other, 600 times the number that the arbitrary unit thrust uses.  In simplistic terms, it takes one hour for a gummy ship with one thrust to move one space from world to world.  Extremely close worlds have distances of 24 to 48 spaces while some of the longest paths may have up to 500 of these spaces between them.
+
Worlds have a set distance of arbitrary units between each other, 600 times the number that the arbitrary unit thrust uses.  In simplistic terms, it takes one hour for a gummy ship with one thrust to move one space from world to world.  Extremely close worlds have distances of 150 to 300 spaces while some of the longest paths may have up to 3000 of these spaces between them.
  
 
There are specific paths to get from world to world.  They have a width, and while they are big enough to perform tactical dogfights, they are generally small enough that the paths do not cross often.  This means that it is difficult to get from any one world to another without going to another world first.  Portal chips are thus handy for getting to places.
 
There are specific paths to get from world to world.  They have a width, and while they are big enough to perform tactical dogfights, they are generally small enough that the paths do not cross often.  This means that it is difficult to get from any one world to another without going to another world first.  Portal chips are thus handy for getting to places.
 +
 +
==== Obstacles ====
 +
 +
There are obstacles on the paths from world to world.  Acid pools, lava jets, meteorites, random rings, and more can all be obstacles.  Do not limit your imagination to that which is only in Kingdom Hearts when describing an obstacle.  Obstacles take up a lot of space.  They are not something that is ran into multiple times in an hour, but rather something that could take hours to get through.
 +
 +
Assign an obstacle a maneuverability rating.  If a gummy ship has a maneuverability equal to or higher than the maneuverability rating, the gummy ship may bypass it without any worry.  If not, the driver has to make a Pilate Gummy Ship check with a difficulty class of 10 higher than the maneuverability rating.  If the check succeeds, the obstacle is successfully bypassed.  If the check fails by less than five, the gummy ship takes the damage of the obstacle.  If the check fails by more than 5, the ship takes the damage of the obstacle, and the pilot must retry the check.
 +
 +
The universe is split into three sectors of increasingly difficult to navigate places.  The first sector, where players start out, and a good place for party levels under six, has no ambient hazards.  Space is clean and obstacles have a maneuverability rating under 10.  The second sector is full of debris, and obstacles have a maneuverability rating of under 20.  Gummy ships take 1 damage per round that can only be mitigated by a ''Debris Protection'' chip.  Buying these chips are expensive, and are more likely to either be stolen off of an enemy gummy ship or found in the worlds.  Finally, there is the third sector which is filled with negative energy, along with debris.  Obstacles are extremely dangerous here, and passengers take 1 negative energy damage.  Undead and creatures immune to negative energy reign supreme in this sector amongst the interworld travelers, and many of the most powerful threats claim residence in it.  A ''Negative Energy Field Negation'' chip prevents the negative energy damage to all passengers on the ship.  Worlds have a world barrier that prevents the negative energy field and debris from entering.

Revision as of 00:20, 7 February 2011

This is a user sandbox. As such, you will find my incomplete or part of a bigger thing ideas here. If you wish to discuss them, please see the talk page.

Gummy Ships

Prior Information
First off, this idea is based off of the Gummy Ship system of Kingdom Hearts. It has been changed to work for a pen-and-paper system, and to follow d20 rules. Furthermore, this system depends upon the Many Worlds Campaign Setting.

Also, at some point, when this is fully fleshed out, I shall make a gummy ship template. Until then, enjoy the long lists.


Gummy blocks fall as falling stars when a world becomes connected. They may be connected to make many awesome contraptions, but only by those whom are also connected. One of the myriad number of uses for them is in the creation of ships to travel from world to world.

A gummy ship allows for sentient creatures to travel through the galaxies to get to the worlds out there. But gummy ship travel is fraught with danger, just as any type of travel. Dangerous monsters and pirates scourge the galaxy, many waiting for alone travelers to attack. As such, gummy ships modelers have set upon themselves to find efficient and effective means of keeping ships alive.

A ship block is made up of at least 1000 gummy grams of Gummy Blocks. They provide base statistics and specialized functions.

Base Statistics

A gummy ship has the following base statistics:

Hit Points 
How much damage the ship may take before succumbing to system damage.
Thrust 
How fast the ship may go. Equivalent to 'base land speed' on creatures. Adds to escape skill.
Maneuverability 
How easily a ship may evade. Is a bonus to the ships armor class and dogfight skill.
Passengers 
How many medium sized creatures may fit on board the ship.
Size 
Dependent upon the number of ship blocks, most are small. Adds to armor class and subtracts from dogfight skill.
Flyable 
A ship needs at minimum, 1 thrust, 2 maneuverability, and a working driver slot to be able to fly, along with a driver.
Chips 
How many chips the ship may have installed.
Cargo 
How many cargo spaces are available.

Hit Points

Every ship block gives at least 2 hit points. Various attacks and environmental factors damage a gummy ship. Every time a gummy ship takes over a quarter of its hit points in damage or takes damage while below half health, a state known as NameToCome (effectively bloodied) individual systems have a chance of failing. Roll a d%. On a roll higher than the percentage of health you have left (or 51%+ if you wish to save time in calculating percentage of health left), one ship block becomes disabled. When a ship is damaged with no health, one block becomes disabled automatically.

Thrust

What 1 thrust means is arbitrary, since the distance between worlds is arbitrary, and undefined. Really, if your players ask, feel free to make something up.

One half of your thrust speed adds to your escape skill.

Every 5000gg lowers your thrust speed by one.

Maneuverability

Being able to turn to avoid hazards and fight. Many hazards of space have a basic maneuverability bypass that if you have, means automatic bypass of the effect of the hazard. Against attacks, your maneuverability adds to your armor class.

Passengers

The number of medium sized creatures that may fit on board. For each size category smaller, it is twice the number of the previous size category. For each size category larger, it is one half the number of the previous size category. There is a limit to the maximum size of a creature per ship block that may limit the amount of large creatures more than the total passengers number.

Should you have more passengers than passenger space, all passengers become one step closer to hostile for the duration of the trip. Furthermore, when fighting in the ship, all creatures are considered squeezing. Finally, any weapon heavier than 'light' takes a -2 circumstance penalty.

Size

A ship that is made of 53 spaces is considered medium. A ship made of 103 spaces is considered large. Double the size for each size category larger. For each size category larger than medium, the gummy ship has a negative size modifier to armor class. For example, a huge ship would have a -2 size modifier to armor class.

Flyability

A ship needs at minimum, one thrust, two maneuverability, and a driver slot to fly. Generally, engines provide thrust, wings provide maneuverability, and a cockpit grants a driver slot. As such, these are the minimum parts to any ship.

Cockpits are one of the most versatile ship blocks, providing passenger spaces, flying spaces, and chip slots. If it becomes disabled, you are stranded until it becomes repaired.

Chips

A chip creates a persistent or callable magical effect at will. Many weapons and utility functions require a chip. As such, advanced cockpits are required to enter more dangerous paths.

Chips are effectively feats.

Cargo

Sometimes big things need to be transferred from world to world. Cargo slots are used for that. Each cargo slot corresponds to a 5ft.3 space.

Base Ship Block Types

Block 
Adds pure hit-points.
Cockpit 
Adds passenger slots, a driver slot, and chip slots.
Dorm 
Adds passenger slots.
Engine 
Adds thrust.
Storage 
Adds cargo slots.
Wings 
Adds maneuverability.

Block

A block-type ship block only adds hit points. When a block-type ship block is disabled, it is instead destroyed. This causes maximum hit points to correspondingly decrease, but it does not lower current hit points. As such, they are a cheap method of preventing more important blocks from being disabled.

Cockpit

The cockpit is the most important part of the ship. Not only does it provide the driver with a way to control the ship, it also allows the ship to have chips. A ship may only have one functioning cockpit at a time, though it may store extras in storage slots. See the mid-flight repair section for information on switching cockpits out.

When a cockpit is disabled, everybody in it takes damage equal to 25% of their maximum health. The driver slot and chip slots are rendered nonfunctional, though the passenger slots continue to work.

Dorm

Dorms are comfy places for travelers. When disabled, all passengers in it takes damage equal to 25% of their maximum health. The passenger slots are rendered nonfunctional.

Engine

An engine adds thrust. When disabled, the thrust goes away. Every gummy ship has at least one engine-type ship block.

Storage

Storage-type gummy blocks hold big things that need to be transferred from one world to another. Storage blocks generally weigh a lot less when empty than when full, making them variate the thrust and maneuverability of the ship.

When disabled, the objects inside are rendered asunder.

Wings

Wings increase maneuverability. Generally, a gummy ship has an even amount of wing-type ship blocks. When disabled, the maneuverability bonus goes away.

Blocks by Cost and Description
Name Type Cost Description
Basic Block Block 1000gg Adds 10 hit points.
Basic Engine Engine 1000gg Adds 2 hit points, 8 thrust
Basic Cockpit Cockpit 8000gg Adds 16 hit points, 4 passenger slots, driver slot, and no chip slots. 2x2x2 ship blocks in size.
Basic Dorm Dorm 4000gg Adds 8 hit points, 2 passenger slots. 2x2x2 ship blocks in size.
Basic Wings Wings 500gg Adds 1 maneuverability, 1 hit point.
Basic Storage Storage 4000gg Adds 8 hit points, 4 storage slots.

Example Ships

Basic Ship

Cost/Weight: 10,000gg

Made of:

Basic Engine
Basic Wings (x2)
Basic Cockpit

Base Stats:

11 ship blocks.
6/8 thrust
1/2 maneuverability
20 hit points
4 passenger slots
driver slot
0 chip slots

Skills

<actual player skill: Pilot, Gummy Ship Variant>

<dogfight skill: Getting into the direction for the rays.>

<escape skill: Fleeing higher leveled opponents.>

Combat

A gummy ship has an armor class of 10 + Pilot Bonus + Maneuverability Bonus - Size Penalty + Miscellaneous Bonuses.

Weapons have an attack roll of

Chips

Chips are thumb drive-sized blocks that contain inherent abilities to transform the universe around them. They add useful abilities to the gummy ship, and are often used as prerequisites to travel to other worlds, due to the benefits they give. The following are example chips that can be found in the universe. Feel free to invent your own chips. A chip is the equivalent to a feat for a player character. More often than not, they remove a penalty rather than give a bonus. For example, while a chip that gives +2 to armor class could theoretically exist, it is much more likely you'd find a chip that makes the ship immune to electricity.

<anti-debris chip>

<negative energy field negation>

There is an entire classification of chips that open portals to other worlds. These chips are rare enough that you cannot send entire armies, but elite units may be sent with them.

World to World Flying

Worlds have a set distance of arbitrary units between each other, 600 times the number that the arbitrary unit thrust uses. In simplistic terms, it takes one hour for a gummy ship with one thrust to move one space from world to world. Extremely close worlds have distances of 150 to 300 spaces while some of the longest paths may have up to 3000 of these spaces between them.

There are specific paths to get from world to world. They have a width, and while they are big enough to perform tactical dogfights, they are generally small enough that the paths do not cross often. This means that it is difficult to get from any one world to another without going to another world first. Portal chips are thus handy for getting to places.

Obstacles

There are obstacles on the paths from world to world. Acid pools, lava jets, meteorites, random rings, and more can all be obstacles. Do not limit your imagination to that which is only in Kingdom Hearts when describing an obstacle. Obstacles take up a lot of space. They are not something that is ran into multiple times in an hour, but rather something that could take hours to get through.

Assign an obstacle a maneuverability rating. If a gummy ship has a maneuverability equal to or higher than the maneuverability rating, the gummy ship may bypass it without any worry. If not, the driver has to make a Pilate Gummy Ship check with a difficulty class of 10 higher than the maneuverability rating. If the check succeeds, the obstacle is successfully bypassed. If the check fails by less than five, the gummy ship takes the damage of the obstacle. If the check fails by more than 5, the ship takes the damage of the obstacle, and the pilot must retry the check.

The universe is split into three sectors of increasingly difficult to navigate places. The first sector, where players start out, and a good place for party levels under six, has no ambient hazards. Space is clean and obstacles have a maneuverability rating under 10. The second sector is full of debris, and obstacles have a maneuverability rating of under 20. Gummy ships take 1 damage per round that can only be mitigated by a Debris Protection chip. Buying these chips are expensive, and are more likely to either be stolen off of an enemy gummy ship or found in the worlds. Finally, there is the third sector which is filled with negative energy, along with debris. Obstacles are extremely dangerous here, and passengers take 1 negative energy damage. Undead and creatures immune to negative energy reign supreme in this sector amongst the interworld travelers, and many of the most powerful threats claim residence in it. A Negative Energy Field Negation chip prevents the negative energy damage to all passengers on the ship. Worlds have a world barrier that prevents the negative energy field and debris from entering.