psionics in the works

Over the last stretch of weeks, after contemplating the idea for most of last fall (I can be very slow), I’ve been putting together a set of psionic talents for pocketrpg stuff.

(I’m kind of thinking of tweaking the phrasing of a few of them and releasing a Creative Commons version of the talents themselves, like I did when I put out a hundred CC spells over the holidays)

And yeah, I basically used the tried-and-true thematic subdivisions, because

1) they work so why change it
2) they’ve existed through all branches of specfic as well as through sff rpgs
However! My end results have seven paths/schools/disciplines/whatever, instead of the “usual” (A)D&D six, for the following reasons and rambling train of thought to get to the end result:

1) I liked some of the ideas behind the Metapsionics discipline in 2e, but not all of them, and also the idea of locking stuff behind/into “the uber discipline” was and is annoying
2) similarly I really like the Metacreativity discipline in 3e, because making stuff is cool, manipulating ectoplasm — originally as much considering a psychic manifestation as a ~ghosty manifestation, thanks so much Ghostbusters *grumbles* — is cool, and why I never liked anything to do with crystal anythings why do you ask *shifty look*
3) if psionics is powered by your will, your “you”, your spirit/soul/insert-whatever-term, there should be spirit stuff in general
4) buuuut I hate the (often frankly creepy and not in a horror way) “occult” trappings that get slathered all over that end of things (a turnoff I have with Pathfinder’s approach to psionics, for example, because it lays it on thick)
5) I wanted to try to avoid the exoticizing/Orientalizing that keeps slinking into psionics stuff, from names to definitions

Also “telepathy” needed some tweaking, although in the end it really is about messing with people’s minds as much as talking to them and that’s annoying. I’ve avoided the worst mind control, though, I hope.

So in the end I have seven groups, labeled with one-word titles because frankly I think a good amount of the “psionics doesn’t belong in fantasy” crowd — aside from having missed whole branches of the fantasy genre in general for the many decades — are put off by the oft-deliberate pseudo-scientific name schemes in place.

To whit:

– Sight (“clairsentience”)
– Mind (“telepathy”)
– Body (“psychometabolism”)
– Forces (“psychokinetics”)
– Motion (“psychoportation”)
– Matter (3e “metacreativity”, tweaked just a smidge)
– Spirit (“metapsionics” 2e stripped down and recombined with spirit- and ghosty- and intangible stuff)

Twelve talents each, and I did my best to avoid jargon with the talent names also. (oh gawd I wrote another 80-odd thingers plz end me *lol*)


Hopefully I get some simple formatting done and these up by the end of the week or maybe next week. Definitely debating over a CC version also though.

And of course, nothing’s stopping anyone from using these, once they’re up, as just another pile of spells to add to a spell pool anyway; there’s nothing inherently different about them in the end. It’s all cool.

Dicember 2021 – slow

Sometimes a spell needs cast, but the target is nowhere around. Or they moved out of range (that jerk), or they were never actually really in range to begin with (dammit) but you just know they need that cure spell/fireball/dark hex dropped on their head and they needed it yesterday.

There’s a way to get around that!

The downside is that it’s not the nice swift casting many sorcerers, wyches and swordmages are used to. Not by a long shot.

The upside is that not only can you whittle that loooong timeframe down, you can also choose to boost the spell’s power the same way — by throwing bodies and treasure at the problem. Sort of like everything else in the world, when you think about it.

The basic premise is:

– You need a catalyst to fuel such extended spellcasting.
– You need to know where your target is (scrying magic is totally allowable).
– If you don’t also know your target well, you need a physical sample or a closely-associated object to draw the connection to the target.
– Any casting will take one hour, minimum. For every 10 miles away, add another hour.
– Anyone, including the target, who can sense magical energies will notice the buildup halfway through the process — and some may have the ability to target you, back through the building spell.

However, there are mitigating circumstances to make this slightly less painful:

– For every extra caster taking part in the ritual, either the total time may be lowered by one hour, or the spell (or the test against it) can be given a one-increment boost — another effective level’s damage die, if using those, or a save against it is given a -1 penalty, for example.
– Non-casters can help, but each requires an additional catalyst and, on top of that, take 1d3 “damage” to an ability for 24 hrs.
So if you really, really badly want that long-distance spell cast — or just to seriously boost a spell result closer to home — put in the time and give it a shot.


Needed Catalyst

01. dragon’s tear
02. jadetree twig
03. lunargent ingot
04. lock of bloodlord’s hair
05. page of centuries-old manuscript
06. pair of darkwolf teeth
07. shadowmoth cocoon
08. swordsaint’s relic
09. angel’s talon
10. solaurum ingot
11. chain of blue-celestine links
12. consecrated altar-wood


Oh no, the spell was thwarted! What was the cause?

01. Nullmagic zone
02. Circle of countercasting ritualists
03. Sleeping in protective circle inscribed by tusk-wand
04. Was in a holy (or unholy) sanctuary
05. Peach-stone talisman, now charred
06. Angelic intervention
07. Diabolic intervention
08. Pact with a bloodlord
09. Transferred spell to second, willing target
10. Location and/or identity of target was not in fact accurate
11. Purified by salt and rose petals
12. Flaw in catalyst(s) used by ritual

Dicember 2021 – huge

Something I poke at on occasion is oversized (“dire”, “grand”, etc) weapons.

Because yes, sometimes I just want to play Cloud for a while, and I’m not even sorry.

So how to go about it with most of the games I’ve been poking at lately? (Exalted, of course, has this answer baked in already, so it can doodle in the corner over there for a while.) What needs to be covered to fit a sword that’s more like a sharpened steel ironing board into a game?

The way I see it, you need:

– the ironing-board-sized sword (or whatever)
– how its going to be wielded
– what it’s going to do
– what other results/effects

Now, the last thing I want is anything complicated, and while I could just try to bolt on Exalted’s reasoning, it’s fairly intrinsic to Exalts-as-existing-in-universe so that could get a little weird just about anywhere else. (but hold that thought for another time. lol.) I want something fairly simple, so I can apply it to OSE or Black Hack or Wandering Jewel Moons or whatever; sort of like my scratch rules for adding mecha.

So, I think I’ll tinker around with the following.

– A “grand” weapon adds a die of the appropriate type to its damage. Big chopper based on a standard sword in OSE? 2d8. This does still have a low end, but even slabs of metal can just graze.

– You cannot deal subdual damage with a “grand” weapon. (come on, now.)

So how to introduce these? Maybe

– If your system has any kind of class or other abilities, make “Grand Weapon Wielder” an optional choice. Replace one of the Warrior abilities in TBH; make it a selectable Trait in Wandering Jewel Moons; add it to the list of OSE Fighter combat options from Carrion Crawler #1 or let it replace a feature from the Cavalier or Paladin. You get the idea.

But what if your Fighter is a basic Fighter type, with no extras? Or if you don’t want someone to pay for the ability mechanically in quite that way?

– Then I suppose you can say a Strength/Body/whatever minimum is needed; say 17-18 on the usual 3d6 possibility. Maybe 16-18 or even 15, you want PCs to be able to do this or why put it in there as an option?

Yes, it’s a lot of damage. Yes, that’s the entire point.

What these behemoths will do, though, even if their wielder knows what they’re doing, is get in the way the rest of the time. Even if you can and know how to carry the thing, that slab is big, awkward, and intractible.

Which means they eat up encumbrance like a mofo.

Play a game with equipment/encumbrance slots? A Grand weapon eats at least two. Probably three. Definitely twice a normal weapon of its type, for sure.

Track encumbrance by weight? The thing weighs a shitton. This will vary by actual weapon of course, but come on now, the Buster Sword is surely easily comparable to a pile of armour in weight at the very least.

And if you want to be devilish, say if Grand weapons are enchanted (if they are enchanted at all) they have a high chance of being sentient if not sapient. And willful. Lol.

Planar travel: Ringwalking

Work on my pocket-planes addon has gotten some core portions committed to words. Yay!

One of those is ringwalking; in other words, how all this dimensional-planar-world travel is actually happening a lot of the time.

(not all the time, of course, because there’s still plenty of place for mysterious arches and exactingly-wrought spells and magical doodads that just need twisted and poked in the right way)

Do your characters like collecting patterns and brushing up on calligraphy and illo work by any chance?

Ringwalking

To ringwalk across the planes, one must be taught; and then, one must have learned the pattern of the ring of ghostly sigils that needs to be inscribed (on a surface or even in empty air, though that’s certainly more difficult) in order to open said ring and walk on through to the other side ~

  • Inscribing a ring requires two successful tests, one of Alacrity and one of Psyche. Failing the Psyche test means that the ring fails to ignite at all; failing the Alacrity test means a flaw in the pattern of sigils, and you wind up somewhere other than the intended destination, and the greater the failure of the test the farther out you find yourself.
  • 1 advancement point may be spent to indicate the memorization of a specific pattern to the point that no rolls need be made barring extreme circumstances.
  • Inscribing a ring will take at least a few minutes, even if the pattern has been memorized. (2d6 is a nice roll.) Conditions at the time may add to that!
  • Some patterns are easy to inscribe, the plane familiar (like one’s home) or easy to reach, and give a bonus (+1 to +3) to one or both attributes; similarly, others are fiendishly tricky, or the plane is distant, tenuously connected, barricaded by gods or dragons or wards, or otherwise a complication.
  • It’s possible to find patterns that have been written down! Of course, whether enough information is also there to say anything about the destination is a trickier question, and so is the accuracy of any such information — or the accuracy of the sigils themselves, for that matter. More than one ringwalker learned a broken ring from physical records and found themselves walking into very unexpected terrain indeed.

Bolt-on mecha (and random tables)

I like mecha. I like mecha a lot, from personal power armours to towering colossi, sci-fi to fantasy and everything in between; Gundam to Escaflowne, Tekkaman to Xenogears. So of course I get the itch to add mecha to my games, settings and most everything else.

That itch meandered its way back and forth across my hindbrain and eventually stumbled over a small passage I wrote for my still-unfinished spacehack concerning fantasy spaceships and fighting them — and so here we are, because I also don’t feel like bolting a massive new system onto anything to get my death machines going, lol.

Back-of-napkin Mecha Rules

To add mecha to an existing rpg, rules-wise (how you add them into a setting/story is entirely up to you and well~ outside the scope of this little project, lol), try this:

  • Mecha use the exact same sort of stats as other potential antagonists.  So, monster statblocks with Hit Dice in many many games, the antagonist rankings in my pocketrpg, shorthand NPC statblocks from Shadowrun, etc etc.  Reskin as desired.  

What’s the notable difference?  The following:

  • Mecha deal damage to other mecha (or mecha-equivalents) normally.
    • They will obliterate a squishy target such as your average adventurer outright; a person is not surviving getting even broadsided by the backwash of a beam sabre. Or being stepped on. Depending on the situation a save or test to get the hell out of the way might be allowable though.
  • Under most circumstances, the average living body with typical weaponry is not going to damage a mecha.

But!  All is not lost, because adventurers gotta adventure and also Sabin Figaro and Master Asia exist.  So to the above, if desired, add the concept of [antimech] — renamed appropriately for setting and campaign, if it has a name at all — which is a fancy way of saying “deals normal damage to mecha targets”.

Some ways to make antimech abilities available:

  • Make it an intrinsic trait of some character (types); say, all Fighters can damage mecha, for example
  • Make it an acquirable trait, whether replacing an existing ability or as a purchaseable trait in games that use those
  • Some spells, psychic abilities, or magic/tech/special items may have the ability to damage mecha
  • You could also assign broad damage types as antimech; biomecha might be vulnerable to flames or to poison or necromantic energies, for example.

Please note that being able to damage a mecha doesn’t mean it won’t still turn Ixion Iron-Thewed into a bloody smear if he gets stepped on by it.  Gauge risk and rewards accordingly, lol.  Some special equipment/magic/etc might mitigate some or all damage from mecha attacks, though!

Some further considerations and ruminations:

  • Hit Dice/challenge tiers/etc correspond to a given mecha unit’s capabilities but not necessarily its size, any more than they do in “mundane” encounters.  That relatively shrimpy machine might be a top of the line prototype bristling with pain-dealing weapons and unusual systems!
    • “Power Armour”: Similarly, if you want a power armour-like unit that is basically a fancy suit for a person but conceivably can be damaged by a person, just go the [antimech] route — the machine can be damaged by routine sources, but its own attacks damage mecha (and may or may not instant-splatter other targets, depending on the suit’s power).
  • A mecha isn’t a perfectly impenetrable barrier just because it’s a death machine.  If something can still specifically target the pilot — mindprobes, curses, and so on — it’s going to still work.
  • Repair rates are largely going to be up to individual tables as well as the base system being used; maybe something along the lines of using base “healing” rules, doubled if swarmed by techs or using hyper-mending abilities of some sort, halved if no one familiar with maintenance is available or if supplies are poor, etc.  Healing magic isn’t going to work (unless the mecha is biological, perhaps ~).
  • It’s best to establish a baseline for mecha in a setting, especially if making specific mecha traits purchaseable or assignable to a unit.  Do typical machines have open cockpits/are they ridden, like FFVI Magitek Armours, or enclosed cockpits, like a Gundam?  Is flying standard or is it a special feature?  How about aquatic capabilities, or sealed cockpits/internal environments?
    • If average mecha have open cockpits, then an enclosed one (with its added protection) is worth making a special feature to acquire, especially if its capable of being a sealed environment.  Flight is a big thing, if mecha are normally ground-based.  And so on and so forth.
    • Of course an absolute free-for-all is also on the table if you want it ~
  • Themes are also good.  Are mecha in your world entirely mechanical?  Are they metal, or crystal, or biological?  Plant or meat?  Solidified light?  Solid thought?  Animated bone?  Uncountable porcelain petals held together by blood ritual channeled through amber focus-studs?  Does it vary by culture?

And now random tables, because random tables

Need some quick inspiration to help reskin that statblock or conjure up a new one? Here’s some ideas to get the ol’ creative mecha juices no, not Protoculture flowing —

Composition IComposition IIAesthetics IAesthetics II
01. Common metal01. Exotic alloy01. Sleek01. Asymmetrical
02. Bone02. Ivory02. Ponderous02. Jagged
03. Ceramic03. Stone03. Attenuated03. Angular
04. Chitin04. Shell04. Bulky04. Bulbous
05. Crystal05. Soulstuff05. Crude05. Corded
06. Mundane wood06. Plasm06. Delicate06. Chiseled
07. Precious metal07. Glass07. Jury-rigged07. Squamous
08. Living flesh08. Dead flesh08. Militaristic08. Organic
09. Hard light09. Petals09. Minimalist09. Bladed
10. Concrete10. Solid thought10. Baroque10. Halo’d
11. Pearl11. Plasteel11. Predatory11. Inscribed
12. Marble 12. Rare wood12. Mass-produced12. Banner’d
mix and match for best and most hilarious results; some more suitable for fantasy than others, lol.
using a roll on both Aesthetics tables gives nice shorthand descriptions.
FormPower SourceControlsWake it up with …
01. Humanoid01. Biojelly01. Reins & spurs01. Bond-brand
02. Piscine02. Fighting Spirit02. Ship’s wheel02. Skinprint
03. Bipedal walker03. Lightning shards03. Paired joysticks03. Circuit medallion
04. Quadruped04. Harvested souls04. Steering yoke04. Soul scanner
05. Avian05. Reactor core05. Thoughtgem05. Eye reader
06. Centaurine06. Radiant prism06. Empathetic skinsuit06. Blood sampling
07. Serpentine 07. Manastones07. Pulse-point pearls07. Sung command
08. Arthropod08. Refined fuels08. Enclosing shell08. Tuned chime
09. Amorphous09. Energy cells09. Body harness09. Answered riddle
10. Cephalopod10. Solar generator10. Gradient keyboard10. Inscribed code
11. Vehicular11. Steamworks11. Thinking cap11. Button sequence
12. Hybrid (roll twice)12. Heartjewel12. Uplink jack(s)12. Inserted prism
yes, yes, “vehicular”, because Dairugger XV exists damnit and also the Guntank is hilarious
Features IFeatures IIWeapons AWeapons B
01. Extra armour01. Long-distance flight01. Beam02. Shot
02. Generates nutrition02. Amphibious02. Razor02. Pulser
03. Life-supporting cockpit03. Barrier-generator03. Monoline 03. Blade
04. Weapon supercharger04. Network transmission node04. Banishing04. Wing
05. Magic channeler05. Cockpit sub-mecha05. Frost (Cryonic)05. Sabre
06. Psychic channeler06. Linked drone(s)06. Flame (Pyretic)06. Fang
07. Self-regeneration07. Weapon absorption07. Souleating07. Bolter
08. Flight08. Damage immunity08. Plasma08. Whip
09. Bits/dragoons/weapon drones09. Burrower09. Repeating09. Cannon
10. Transformation10. Soul-storage of pilot10. Corrosive10. Claw
11. Mana/psychic/comms jammer11. Cloaked11. Thunder11. Disrupter
12. Unusual sensor suite12. Holographic projector12. Hardlight12. Hammer
do please use both Weapons tables simultaneously! “Thunder Pulser”, anyone?

[BLHack] Multiclassing

Multiclassing isn’t built into the Blue Lotus Hack as-is, but all things being equal I don’t see any reason not to have it on the table as an option.  The more variety the merrier, says I, and this is one way to handle it.

Something maybe like this:

  • first and foremost: since there is no XP, when you gain a level you just decide which class you’re adding the level to
    • but remember, this is a 10-level system and you will lose options quickly; you will never “max out” a class if you multiclass
  • when you first take a level in a new class you gain:
    • hit points according to a roll of that class’s Hit Die
    • access to that class’s weapon and armour permissions
    • the attack damage of that class, if better than your initial class
    • the basic abilities of the class
  • choose which class you’re gaining a level in whenever the opportunity comes up; you do not need to abandon your initial class (unless this is a game houserule)
  • you do not get to stack hp rolls, or bonuses to attribute checks when leveling up
    • use whatever Hit Die or check bonus is appropriate to the gained you just leveled
  • only non-caster levels count towards gaining a new ability; only caster levels count towards gaining new gift/spell slots
  • if a level is lost due to level drain or similar, start with the most recently gained class; if you can’t remember the order after that, alternate them
    • or: drop the highest class level until they match, then alternate

[BLHack] Familiars and Animal Companions

Something left out of the BLH was the idea of a sorcerer’s familiar/bonded animal companion/etc, mainly because I didn’t want to put as many extras onto the sorcerer as I did the other classes.

So why not make the idea available to everyone? For a price, that is.

Try this on for size —

Any normal (or even not so normal) beast can be trained with time, effort and care, but to forge a deeper link between a PC and an animal takes sacrifice. The ritual to forge that link eats into the vital essence, but many consider the results worth it.

A PC with a bonded beast loses hit points from their total HP equal to twice the Hit Dice of the creature. In return, the following features are gained:

– The beast is unfailingly loyal, barring extreme abuse
– The bonded and their beast can communicate without words, heedless of distance
– The beast is more intelligent than the usual for their kind and can follow instructions at least as well as a child can
– When the beast is Close, the bonded gains AP equal to the beast’s HD, minimum of 1 AP
– A sorcerer can use their bonded beast as a conduit for their spells, up to Far-Away

Lowering one’s maximum hit points is a dangerous proposition, particularly for sorcerers, but the ability to gain a spell conduit outweighs the danger for many.

[spacehack] Ships and Ship Combat

Aetherships come in a bewildering variety of shapes, sizes and building materials, restricted only by the imagination and resources of the people building them (and, of course, what the GM has defined as likely). Archaic galleons, massive flower buds, stony skeletons planked with silk and bloodwood, sculpted asteroids — anything is possible. Equally varied are the possibilities for what actually makes the ship move through the Void, from vaporized shard fragments to the blood of fallen angels.

For quick determination of ship materials and propulsion sources within a given system (or for ships failing from a given system), roll on the following tables or make a selection as desired:

Ship Material

01. Voidseed11. Moonsilver
02. Giant blossom12. Porcelain
03. Godbone13. Black iron
04. Hollowed crystal14. Bone behemoth
05. Brass filigree15. Hollowed asteroid
06. Lacquer and bamboo16. Blown glass
07. An immense shell17. Leather and bone
08. Glass mosaic18. Tangled vines
09. Wood marquetry19. Sculpted ivory
10. A single leaf20. Solid light (or darkness)

Ship Propulsion

01. Godblood11. Elder bones
02. Aether shards12. “Water”wheels
03. Royal jelly13. Oars
04. Life force14. Crystallized belief
05. Essence of amber15. Distilled prayers
06. Pure magic16. Elemental cysts
07. Physical exertion17. Voidflowers
08. Void currents18. Drake hearts
09. Cosmic wind19. Precious stones
10. Sunlight20. Mental exertion

The Nuts and Bolts of Ship Stats

An aethership is statted like a monster, with Hit Dice, damage, and a handful of traits. Ships also use the standard monster damage-per-HD chart; this damage is rolled only against other ships, ship-sized or larger objects, and monsters with the [shipwreck] trait. Against small squishy targets like trees, space cows or adventurers, it can be assumed that a direct hit with a ship’s weapon means certain death. So, adventurers, be on your guard.

In similar fashion, a ship does not take damage from adventurer or monster attacks unless explictly stated, usually via the [shipwreck] trait. Dramatically setting sails on fire or severing all the guide ropes, though, that’s perfectly allowed!

* But What If I Want My Players To Smite More Stuff? (the Shipkiller Rule)

Player Characters are capable of awesome feats, it’s true, and having them have little effect on any ship — to say nothing of the many beasties with the [shipwrecker] trait — could be disappointing. To combat that, feel free to use the Shipkiller Rule:

If a PC has two more levels than a ship (or equivalent beastie) has Hit Dice, the PC can attack or otherwise affect that ship as normal. So a fighter with some experience under their belt, say, could totally throw themselves onto the hull of a ship and go ham with violent joy.

Note that this does not offer protection from ship-sized weaponry, which will still splatter a PC to particles. A normal DEX test to avoid said splattering is allowed, though!

Ships by Hit Dice (suggestions)

Fighter1 HD
Yacht2 HD
Clipper4 HD
Caravel8 HD
Merchantman6 HD
Corvette10 HD
Armada12+ HD
Station15+ HD
(yes, these are more than a bit of nonsense as names. I’m okie with that. lol.)

A ship has one weapon to attack with. Ship damage is more or less standard, but the kind of weapon involved can be wildly variable; would-be shipwrights are encouraged to get creative, or can roll on (or choose from) the following table.

Ship Weapons

01. starlance11. fairyflames
02. beaked ram12. hull razors
03. thorncannon13. plasma rain
04. light prisms14. rotbolts
05. crusher ram15. hullborer
06. stoneshot16. thunder pikes
07. vinecaster17. shellpiercer
08. vitality siphon18. ambergel sprayer
09. steelshot19. mauler jaws
10. bone ballistae20. slivershards

Additionally, for every HD a ship possesses, it gains two slots for extra traits. Sample ship traits include:

– Comfy Crewspace: Whether custom cabins or the special accomodations of a luxury liner, this ship has it. Rest and its benefits are assured.

Extra Crewspace: For each time this trait is selected, increase crew maximums by 20%.

– Speedy: Transit times are reduced by 25%.

– Responsive: The ship’s pilot has their Pilot score effectively raised by 1. This trait costs two slots.

– Reactive: Gain an extra ship action per Moment or equivalent. This trait costs two slots.

– Cargo Space: Roomy, outfitted with restraining loops, and designed to keep your goods safe. Ships without dedicated cargo space have room for crew belongings, ship’s stores, munitions and not much else.

– Armoured: Plated with black iron, fibrous crystal, shelly scales, mystic runes or stranger things, the ship gains 2 Armour Points. (per HD? works as a shield? both?)

– Greenery: The ship possesses a greenhouse, hydroponic deck, implanted microflora — or is perhaps itself a plant — and will produce breathable air for the crew. This trait must be selected at least once for every dozen crewmembers and it will nullify the penalties for going unmasked in the Void while reducing Shard Sea effects to Void levels. For food sources, see Living Larder.

– Living Larder: By growing or otherwise producing its own food sources, the ship lengthens the time between Supply Usage checks by half again.

Self-Repair: Whether enchantment, a living ship, dedicated clockworks or other, the ship will mend 1d3 hp per day without needing repair work in a dockyard.

– Special Weapon Trait: Maybe a successful attack grapples the ships, or sets the target on fire, or oozes acid, or blinds with a brilliant flash, or …

– Terrestrial Landing Capable: What it says on the tin.

– Aquatic Landing Capable: Also what it says on the tin.

Traits may be selected more than once, to reflect even greater dedication to that feature. Trait slots can be swapped for more weapons at two slots per weapon.

Ship Combat

Attacks from the party’s ship are made as for a normal character, using the attributes of whoever is helming the ship. The difference lies in what is rolled: average the character’s DEX, WIS and INT scores, this is their Pilot score that must be rolled under to attack and to avoid damage. The Powerful Foes rule still applies to ship combat.

A ship with a quarter or less of its hit points left can only attack half as often, reflecting the struggling crew and ruined structure. A ship taken to 0 hit points is effectively destroyed and all crew must test CON or be killed as the ship breaks up.

Hit points can be restored by repair work undertaken by the crew (1d4 hp/week) or in a dedicated port on land or in the void (1d8 hp/week but might get pricy).

Life Aboardship

Unless the ship has one or more instances of the Comfy Crewspace trait, the typical crewmember can assume to have enough space for a bunk or webbed hammock, with space beneath for one or two storage chests and a small shelf above, plus a lantern or other light source. Officers, the ship’s helm and the captain can generally commandeer more space for themselves, but not all do (and some ships simply don’t have the space to permit it.

* Crew numbers

A ship’s minimum crew is equal to twice its Hit Dice, to a minimum of one for a sub-1 HD ship such as a fighter or a messenger shuttle. The maximum number of bodies that can be housed is equal to three times the minimum. (For example, a 6 HD ship would have a minimum crew of 12 and a maximum of 36). However, the maximum crew number strains the capabilities of a ship to support the bodies housed inside it, and the captain must test CHA every week or face a mutiny from the over-packed crew.

Supply

While breathing is not an issue as long as proper precautions are taken, a crew must still eat and drink. The ship’s water supply and food stores must have their Usage Die checked on the following rotation:

* Minimum Crew: every month

* Median Crew: every fortnight

* Maximum Crew: every week

The ship can try to eke out supplies, but working on less than full rations will inflict Disadvantage on all rolls after a week and prompt CHA tests from the captain to avoid mutiny every week thereafter in addition to the Disadvantage penalty.

Ship rations and similar “voidfood” includes syrup tapped from voidblossoms and other cometary trees, and gelatinous billets condensed from same; pickled starvine shoots and buds; more mundane corned meats and biscuit; couscous; sugarwaxes; poppy cakes; aetherkrill, fresh and dried; and a bewildering variety of nut and legume pastes and curds.

Nine Black Jewel Moons: Scattered Jewels

Well, I have done the thing, or at least a thing — a companion document of sorts for Nine Black Jewel Moons.  Scattered Jewels has two small rules options, some enchantments and prodigies of the primordia, more ideas for antagonists, a scatter of NPCs and a few brief sketches of new places beyond the Edge of the world.

Scattered Jewels

I have an idea or two for a small adventure I could fit on a pocketmod that would use Jewel Moons, if not quite~ the setting itself, being much smaller in scope.  We’ll see if I can figure it out?

A companion with some ideas for Neon Burning Skies is, at least, almost finished …

[spacehack] The Void and the Shard Sea

The Aetherous Void

This is “space” as commonly conceived of; mostly empty, but has planets and moons and comets and asteroids (and odder things), and a sun or something very much like a sun. What it isn’t is expansive — the Void consists of a single system, or, rarely, two or three or so such systems sharing a common “void” (the source of the term) nestled inside the vast Shard Sea. Most systems have their sun at their centre, but not all.

The void of space is chilly (dress appropriately!) but is not a vacuum; however, the aether is thin and slightly toxic and a mask is required for long exposure and safety’s sake by most sapients.

* After a day of exposure, CON test or all rolls are at Disadvantage until victim has breathed pure air for a day without interruption

Rare systems possess completely breathable aether and these are highly valued for settling if there are no prior claims; in the past, more than one war has broken out over the “true peoples” of such systems.

The Shard Sea

Outside of the pockets created by systems, the aetherous void is filled with a biting cold and completely filled with a field of glittering, waxy, solidified aether shards and stranger things still. From the vantage point of a system’s interior, the brightest shards of the Sea’s inner edge are the stars. From inside the Sea, all is darkness packed with the sudden shining rubble of the shards themselves, stretching out in all directions. Ships destined to sail the Shard Sea are best equipped with some form of light.

Some parts of the Sea are less filled with shards and remnants, as if some immense creature burrowed its way through and left tunnels behind. Some of these twisting lanes intersect, or open into pockets inside the Sea that may hold derelict ships, eldritch lairs or sealed fortresses; the most stable of these passages link systems one to another, so long as a ship has the mettle — and the supplies — to make the trip.

Once the safety of a system has been left behind and a ship is threading its way along the twisting lanes of the Sea — or, braver still, forging a new path — conditions worsen.

* A mask must be worn at all times, unless in the pure-air bowels of a ship or similar structure; and the cold becomes a potential danger, forcing a CON test each day or 1d4 hit points of damage are taken, healed only by warmth and rest.

Plotting travel through the Shard Sea is treacherous and many prefer to stay within a system, or stick to the known shardlanes, already mapped and relatively stable.

* How Do I Map The Shard Sea?

The GM should theoretically have an abundance of ready-made “maps” of Shard Sea lanes, whether known to the PCs via charts or being charted out by the PCs and their intrepid crews — dungeon maps make ideal facscimiles of the Sea’s twisting lanes and unexpected hollows. Change the elevations here and there, scale the size up, and fill with Sea encounters and stranger things, and turn the party loose!

* So, gravity …

Gravity works by the rule of “the larger object attracts the smaller object” and otherwise essentially by the rule of cool and the needs of the game being played. Planets and even wee planetoids pull towards their centres, gravity keeps a PC’s feet squarely on the deck of the ship, and so on. Get tossed into the emptiness of the Void or the Sea, though, and all bets are off.

Travel Times

Travel via aethership is measured in “standard” days of 24 hours; similarly, the length of time a given ship can travel without refueling or replenishing water or stores is measured in days.

Typical transit times:

* 1d4+2 days between two adjacent planetary objects

* 2d8 days from the innermost planetary object to the centre point of a system

* 1d12+2 days from the outermost planetary object to the inner edge of the Shard Sea

* Shard Sea travel is unpredictable at best, and logged on individual shardcharts; relatively straight travel from system to system, with no complications, may still take 6d6+10 days or even longer

Warp Nebulae (Nebular Gates)

These rare manifestations, eerily resembling ghostly stained glass windows or peaked doorways, can send a ship — or anything else that passes through their maw — to another system without needing to find a route through the Shard Sea. A knowledgeable observer can identify the sort of nebula they’re looking at from the colours mixing in its whorls.

Some nebulae are one-way trips, others will work from either “side”. Some are permanent, and others are technically temporary but have such a lifespan as makes no difference. Others have vanishingly swift lives.

Building A System

Sometimes getting together the details of a system is inconvenient or you aren’t feeling the inspiration right this moment.  Sometimes, you might just want –or need! — to pull together a system to explore quickly.  For those kinds of times, here are some steps and tables to spur the creative process along — but don’t feel constrained by their results.  Pick and choose, alter the numbers of rolls, whatever you like.

The first step is to determine whether the system has an object at its centre. Roll a d20; a result of 1-15 indicates a central object, 16-20 that the centre is lacking or destroyed. If a central focus is indicated, choose or roll for the centre of the system using the following table:

System Centre

01. sun (of near any colour …)

11. city-fortress

02. diamond sun

12. frozen flame

03. dead sun

13. fire ring

04. abyss (black hole)

14. prismatic ring

05. cluster of sunlets

15. eclipsing sun

06. planet (sun is elsewhere)

16. luminous water orb

07. planet (no sun)

17. petrified elder starvine

08. nebular gate

18. neon aurora

09. frozen god

19. binary system (roll or choose two)

10. misplaced Shard field

20. trinary system (roll or choose three)

Then, roll for the number of planets depending on how heavily “filled” you wish the system to be:

* Sparse: 1d4-1 planetary objects

* Average: 2d8 planetary objects

* Populous: 1d10+1d12 planetary objects

And the type and shapes of those planets:

Planet Type

01. temperate

06. molten

11. artificial

16. hollow

02. forest

07. desert

12. labyrinth world

17. cluster of worldlets

03. aquatic

08. dead

13. garden world

18. split (roll again twice)

04. tundra

09. metropolis

14. gaseous

19. cratered

05. ice

10. living

15. crystalline

20. Earthlike

Planet Shape

01. spherical

05. spiral

09. half-moon

02. ovoid

06. rubble belt

10. dodecahedron

03. Mobius

07. godcorpse

11. honeycomb

04. ribbon (like a ring around the sun)

08. on turtle or other beast’s back

12. knotwork

If looking for some moons or or exotica for your planet, try this table, rolling 1d4 times or as many as you like:

Planetary Extras

01. One moon

05. 1d4+1 moons

02. Ring (of ice, fire, crystal, rubble, greenery …)

06. Extensive ring system

03. Two moons

07. Asteroids at Trojan points

04. Twin planets

08. Exotica (voidblossom field, massive orbiting dock-city, fire cometoids …)

The distance between each planet in sequence — as well as the centre to the first planet, and the last planet to the Shard Sea — can be rolled now to have a set number, or left to chance as time rolls by and celestial objects move about.