Starfaring Exploration for Delving Deeper ver1.1.pdf

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Starfaring Exploration for
and OSR
By Brett Slocum
Weird Realm Games
Starfaring Exploration for
Delving Deeper
and OSR
v1.1
Copyright 2016, 2017 by Brett Slocum.
Released under the Open Game License (OGL v1.0a)
Author, Editor:
Brett Slocum
Cover art:
"Sailing to Lyra" by Brett Slocum, copyright 2016.
Dedication
This book is dedicated to Gary Gygax and Dave Arneson. Your creativity set us
free; free to make our own worlds, our own rules.
Acknowledgements
Thanks go to Simon Bull for creating such a great retro-clone.
Weird Realm Games
Starfaring Exploration
Starfaring ships travel in the
Æther Sea
driven by the solar winds; sometimes they are
aided or harried by the fickle
ætheric
currents. Outer space regions unknown to the
players can be mapped in advance by the referee or as they are explored. The principal
features should be placed thoughtfully with the remainder being filled in by random
determination.
In addition to its terrain type, each hex can possibly contain one (or more) distinctive
features. Both can be determined as below:
Table S.1 Random Space Terrain
Random Terrain Adjacent to Hex of Known Type
Space
Nebula
Asteroids Dust
Storm
Dust
Space
Space
Space
Asteroids
Space
Asteroids Space
Asteroids Storm
Space
Nebula
Dust
Asteroids Space
Asteroids Space
Asteroids Dust
Storm
Space
Nebula
Asteroids Space
Dust
Space
Space
Space
Space
Space
Space
Nebula
Asteroids Dust
Storm
Nebula
Space
Space
Dust
Nebula
Space
Nebula
Asteroids Dust
Storm
Space
Space
Space
Space
Space
Storm
Storm
Storm
Storm
Space
Table S.2 Random Space Features
Nebula
Asteroids
Dust
Current
.
Current
Current†
Special
.
.
.
.
.
.
.
.
.
.
.
.
.
Planet
.
.
.
Planet
Planet
.
.
.
Wormhole
Wormhole
Wormhole
Starbase‡
Starbase‡
Starbase
2d6
2
3
4
5
6
7
8
9
10
11
12
Random
Terrain
Dust
Dust
Space
Space
Nebula
Asteroids
Nebula
Space
Space
Space
Storm
2d6
2
3
4
5
6
7
8
9
10
11
12
Space
Special
Confluence
.
Current
Planet
Planet
.
.
.
Wormhole
Starbase
Storm
.
Special
Current
Current
Wormhole
.
.
.
.
.
Starbase‡
† Roll d6 again:
1 = Special, and 6 = Starbase.
Add a
wormhole.
Asteroids:
a group of dwarf planets and smaller bodies.
Confluence:
a confluence of ætheric currents. Add two ætheric currents and roll d6: 1
= Special, and 6 = Planet.
Current:
an ætheric current
Dust:
a dust or dark nebula
Nebula:
a gas or emission nebula
Planet:
roll on the Random Planet table.
Special:
roll a d6: 1-3 = Lair, 4-5 = Derelict, 6 = Worm hole.
Starbase:
stronghold of a powerful NPC. See Starbase section that follows.
Storm:
space storm
Wormhole:
a shortcut between regions of space. When a ship enters a wormhole, they
exit another wormhole connected to it without passing through the space between.
Note that ætheric currents and wormholes span several hexes. The referee should
connect these features without dicing when all other adjoining hexes have been
resolved without these occurring.
Table S.3 Random Planet
d12
Planet Type
2
Desert
3
Desert
4
Ice
5
Water
6
Forest/Jungle
7
Temperate
8
Forest/Jungle
9
Ice
10 Temperate
11 Water
12 Exotic
The Random Planet table gives the predominant terrain of the planet. They will be
inhabited by man-types and monsters. Use the terrain tables from Delving Deeper to
create random areas on these planets.
Time and Movement
Distances are measured in star miles, an abstract representation of the vast distances in
space. The standard movement rates in inches are therefore the number of star miles
covered per day. Each hex is assumed to be 6 star miles across, so the standard
movement rates can be translated easily into a number of hexes covered per day.
Planetary space (up to 3 hexes from a planet) has a scale where each 1" of movement
rate represents 1 space mile traveled per day. Interplanetary space, however, is so vast
and largely free of obstruction that sailing rates are improved threefold such that 1" of
movement represents 3 star miles traveled per day. Travel through Nebula, Dust, and
Asteroids is at half movement rate. Wormholes have been cleared of obstacles and the
travel rate is unaffected by terrain.
Exploration in space is otherwise like seafaring exploration, except that players must
have a space-going vessel. The same types of ships used in seafaring exploration can
be used in starfaring exploration (except rafts), if they have the proper magical devices
installed. Two common forms of propulsion are solar sails and ætheric oars. Other
more exotic forms of propulsion are possible. Oars can be replaced by other labor-
intensive propulsion methods. For instance, dwarven war galleys may have dozens of
dwarven laborers shoveling coal into the
ætheric
steam engines. A magic user or cleric
is required at the helm to operate the magical propulsion.
Oared vessels
such as galleys and longships are not restricted by solar wind direction,
but are unable to withstand the stresses of interplanetary space. These are limited to
planetary space, except in calm space weather.
Sailed vessels
such as merchants and warships can run swiftly before the solar wind,
but otherwise must progress by a series of turns and tacks at impaired speed. Travel
directly into the solar wind is generally impossible.
Movement rates for oared ships assume a full and well-trained crew. Poor or
incomplete crews can achieve half the listed rate.
Table S.3 Starfaring Exploration Rate
Movement Rate
Hexes per Day
Oared
Sailing
Planetary
Interplanetary
.
6"
1
3
6"
6"
1
1
12"
.
2
2
18"
.
3
3
12"
12"
2
2
.
18"
3
9
.
12"
2
6
.
6"
1
3
Transportation
Sailboat
Raft
Galley, small
Galley, large
Longship
Merchant, small
Merchant, large
Warship
Movement rates for sailing ships assume running before the
solar
wind. All other
movement is at half rate. Note that sailing rates are faster in interplanetary space due to
sailing unimpeded day and night. One hex should be added to movement rates when
traveling with or subtracted when traveling against an ætheric current.
Reserves
All sailing ships, except sailboats and rafts, carry reserve oars. All oared ships carry
reserve sails to be used if necessary. These allow movement at half rate.
Resting
All crews require a full day of rest after six days at sea or immediately after weathering
a space storm.
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