04-28-2008, 11:49 PM | #21 |
Join Date: Feb 2008
Location: Portland, Oregon
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Re: Magical Airships
I really like the idea of the vacuumed atmosphere domes....Since water vapor is being "pushed" out of the area, I agree with the clouds/mist idea (plus it just plain looks cool), and that may even give a nickname for them. Something like "Cloud Caravels" or "Mist yachts" or something.
Being nonsolid, these vacuum volumes have other effects, as well. Birds flying through them had better hold their breath...and maneuvering your ship under your enemies for a long enough time can cause some problems....And it would work as an flame countermeasure as well (as long as you don't asphyxiate the crew, of course).
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Warmest regards, StevenH My current worldbuilding project. You can find the Adventure Logs of the campaign here. I try to write them up as narrative prose, with illustrations. As such, they are "embellished" accounts of the play sessions. Link of the moment: Bestiary of Plants. In a world of mana, plants evolved to use it as an energy source. It is also the new home of the Alaconius Lectures, a series of essays about the various Colleges of Spells. |
04-28-2008, 11:59 PM | #22 |
Join Date: Sep 2004
Location: Murrieta, ca
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Re: Magical Airships
It could be worked as some kind of bound air spirit; a summonable ally with a low IQ, flight, slave mentality, and a large lifting capacity. A 150 point air spirit could carry around 5 tons depending on the build, and summoning a team of 10 would be a 60 point advantage. That might be steep for a PC though. Some sort of Airmen's Guild NPC might take it though.
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"God, give me the strength to bear what I cannot change, the courage to change what I cannot bear, and FLAMETHROWERS FOR HANDS!" |
04-29-2008, 02:24 AM | #23 | |||
Join Date: Apr 2005
Location: Vilnius, Lithuania
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Re: Magical Airships
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A final remark: I think it is very nice and inspiring to have for instance airships or other cool things in the game. And it is even better if they fit into the economy. But the setting will be larger than life and then the consistency will break down, when inspected too closely. Just go for the fun and consciously ignore economic limitations when they do not fit your ideas!
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garfield |
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04-29-2008, 06:03 AM | #24 |
Join Date: Mar 2008
Location: LFK
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Re: Magical Airships
The atmosphere dome spell sounds like a great idea, there's just one part I'm not sure on (and it may just be because it's 7am where I am). As I understand it, once you define what composition the air inside the dome is, the dome is locked into it. I guess my question is how would you get the airship back down again?
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04-29-2008, 06:43 AM | #25 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Magical Airships
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I think you won't see many such vessels to start - they're on the sort of cost scale that royal castles and large fortresses were. However, once their utility becomes clear, and the profits from ownership of such vessels start rolling in they'll rapidly be reinvested in more such vessels, and that'll result in growth, more wealth, more people able to afford air ships...
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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04-29-2008, 08:53 AM | #26 | |
Join Date: Mar 2005
Location: The deep dark haunted woods
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Re: Magical Airships
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04-29-2008, 09:01 AM | #27 |
Join Date: Jun 2005
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Re: Magical Airships
I did the flying sailing ship thing a bunch of years ago, but I never worked out the economics or anything, they were mostly for flavor and only became part of the game a couple of times.
The spell I used was a variation of the Levitation spell. I don't remember the specifics, but it couldn't be used on living creatures, could only go up and down, only had a move of 1 (or less), and cost much less FP's than Levitation. Once they got it into the air they would unfurl the sails and use wind power for forward movement. Don't know if that will help or not, but there it is. |
04-29-2008, 09:07 AM | #28 | |
Join Date: Feb 2008
Location: Portland, Oregon
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Re: Magical Airships
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I would just figure out what kinds of things could be done, and then see how that affects the local economy, without trying to hit some sort of economic target. Don't worry about "medieval economies".
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Warmest regards, StevenH My current worldbuilding project. You can find the Adventure Logs of the campaign here. I try to write them up as narrative prose, with illustrations. As such, they are "embellished" accounts of the play sessions. Link of the moment: Bestiary of Plants. In a world of mana, plants evolved to use it as an energy source. It is also the new home of the Alaconius Lectures, a series of essays about the various Colleges of Spells. |
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05-01-2008, 09:12 AM | #29 | |
Join Date: Apr 2005
Location: Vilnius, Lithuania
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Re: Magical Airships
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garfield |
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