New Airship Skills and O.C.C.s
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- Stone Gargoyle
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New Airship Skills and O.C.C.s
I don't have my books available, they are in storage, but I am trying to write up an OCC for airship flyers in a steampunk environment using PFRPG and compatible books.
Last edited by Stone Gargoyle on Mon Oct 01, 2012 3:55 pm, edited 1 time in total.
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- zyanitevp
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Re: OCC Help needed
Stone Gargoyle wrote:I don't have my books available, they are in storage, but I am trying to write up an OCC for airship flyers in a steampunk environment using PFRPG and compatible books.
So, needing more info- what exactly are you looking for? There are the ships that fly in Library of Bletherad.
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Re: OCC Help needed
zyanitevp wrote:Stone Gargoyle wrote:I don't have my books available, they are in storage, but I am trying to write up an OCC for airship flyers in a steampunk environment using PFRPG and compatible books.
So, needing more info- what exactly are you looking for? There are the ships that fly in Library of Bletherad.
I am writing up a setting for my realm of Kh'ron, which is detailed in my "Kronos, God of Time" thread. Kh'ron is a place where clockwork trees and animals live alongside regular ones, and the land areas are all gears which float and make travel between them impossible without winged flight, teleportation, or airships. I am in the process of getting my Monsters and Animals book out of storage to write up some races to inhabit the realm, including steampunk-style elves and bunny men. I have the airship creation rules already, I just am in need of OCCS for flying them, as well as other OCCS related to clockwork and steam machine maintenance and repair.
Last edited by Stone Gargoyle on Tue Sep 25, 2012 12:29 pm, edited 1 time in total.
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- novatomato
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Re: OCC Help needed
Well, you could probably just slightly alter any of the marine ship OCC's to fit. A couple things that I think would be really important to a sky bound sailor would be, incredible rope works skill (maybe sitting at +25% or even+30) because if that rope fails while you are out on the side or whatever, you are really really dead, secondly they would probably learn a variety of navigation techniques (Astronomy & Navigation as well as Land Navigation both at maybe +10-15%).
You would then need to create a couple skills solely for the airship, obviously a piloting skill but also some skills for maintenance as the vessel would require a highly different skill set for upkeep than a standard water ship would)
Thats all I got at the moment, though I would also hazard a guess that there would be some siege machinery on board in smoe form or another so maybe make that an option.
You would then need to create a couple skills solely for the airship, obviously a piloting skill but also some skills for maintenance as the vessel would require a highly different skill set for upkeep than a standard water ship would)
Thats all I got at the moment, though I would also hazard a guess that there would be some siege machinery on board in smoe form or another so maybe make that an option.
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Re: OCC Help needed
novatomato wrote:Well, you could probably just slightly alter any of the marine ship OCC's to fit. A couple things that I think would be really important to a sky bound sailor would be, incredible rope works skill (maybe sitting at +25% or even+30) because if that rope fails while you are out on the side or whatever, you are really really dead, secondly they would probably learn a variety of navigation techniques (Astronomy & Navigation as well as Land Navigation both at maybe +10-15%).
You would then need to create a couple skills solely for the airship, obviously a piloting skill but also some skills for maintenance as the vessel would require a highly different skill set for upkeep than a standard water ship would)
Thats all I got at the moment, though I would also hazard a guess that there would be some siege machinery on board in smoe form or another so maybe make that an option.
Yeah, there is a great similarity to marine vessels and airships, so I suppose I could do that, using the Pilot: Lighter-Than-Air vessels skill instead of the Pilot: Ships skill. Maintaining the boilers that feed in the steam would also be of major importance, so mechanical skills would be a necessity.
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- novatomato
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Re: OCC Help needed
under mechanical or technical skills you could add
Steam Engine Mechanics: The knowledge of the workings and maintenance of steam engines and the dangers they present to the operator. Base Skill: 30% +5% per level
Steam Engineering: Understanding the principles and theories of steam engines. Requires Steam Engine Mechanics. Base Skill:30/20% +5% per level. The first number indicates the theoretical and design process while the second indicates the actual building process.
The ships mechanic would probably also have various metal working skills
Steam Engine Mechanics: The knowledge of the workings and maintenance of steam engines and the dangers they present to the operator. Base Skill: 30% +5% per level
Steam Engineering: Understanding the principles and theories of steam engines. Requires Steam Engine Mechanics. Base Skill:30/20% +5% per level. The first number indicates the theoretical and design process while the second indicates the actual building process.
The ships mechanic would probably also have various metal working skills
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Re: OCC Help needed
novatomato wrote:under mechanical or technical skills you could add
Steam Engine Mechanics: The knowledge of the workings and maintenance of steam engines and the dangers they present to the operator. Base Skill: 30% +5% per level
Steam Engineering: Understanding the principles and theories of steam engines. Requires Steam Engine Mechanics. Base Skill:30/20% +5% per level. The first number indicates the theoretical and design process while the second indicates the actual building process.
The ships mechanic would probably also have various metal working skills
So maybe find a blacksmithing OCC for some ideas?
I like these skills, though they could do with being a bit more descriptive.
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- novatomato
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Re: OCC Help needed
There would be some similarities to a steam-mechanic and a blacksmith, though the mechanic would need a lot more science-type skills, unless it was just a maintenance guy.
I'll try my best to flesh out those skills but I'm not a huge steam-punk person so if anyone else wants to give it a go feel free to.
One more thing to look at; Steam hurts so take a look at some of the magic and psychic powers relating to steam for an idea of what would happen to the hapless worker (or to those sky-pirates foolish enough to board the ship)
I'll try my best to flesh out those skills but I'm not a huge steam-punk person so if anyone else wants to give it a go feel free to.
One more thing to look at; Steam hurts so take a look at some of the magic and psychic powers relating to steam for an idea of what would happen to the hapless worker (or to those sky-pirates foolish enough to board the ship)
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Re: OCC Help needed
Blacksmith (I believe) is in Northern Hinterlands..
It's likely that just as most clipper ships had carpenters on board, a steam powered ship would have a blacksmith as part of the crew.. good call.
It's likely that just as most clipper ships had carpenters on board, a steam powered ship would have a blacksmith as part of the crew.. good call.
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Re: OCC Help needed
Well, you have one person who maintains the boilers, pilots to navigate, people to maintain the ropes and rigging of the airbag, and the captain, all of which might require different skills and OCCs.
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Re: OCC Help needed
There is that PF Tinker 'mage' class in one of the rifters. *shrugs*
(It is a Gyzmoteer type class but for PF...thus they end being called 'mages' since they use the "magic" of science.)
(It is a Gyzmoteer type class but for PF...thus they end being called 'mages' since they use the "magic" of science.)
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Re: OCC Help needed
Kinda want some non-magical characters in the realm, too, not all tinker mages. But thanks, Drew.
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Re: OCC Help needed
Now that I finished my Bunny Men I'll get started on working up the OCCs next.
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Re: OCC Help needed
I am in the process now of rewriting the seamanship and shipwright skills to fit with a steampunk-style airship. Rewriting the Pilot: Lighter-Than-Air Vehicles skill as well, as I don't see why being able to pilot an airship should automatically grant you the skills to fix it.
Airmanship: (Technical and/or Pilot Related Categories) Most airship crew don't really need to have the Pilot:Ligher-Than-Air vehicles skill, they just need to be able to follow orders when it comes to securing ropes and filling or venting the gasbag, which means they need to understand how the parts of an airship fit together and what they are called. The skill includes being able to judge, evaluate and repair gasbags, ropes and rigging (every airshipman has to be handy with a needle and thread, as well as knowing how to braid rope). Also involves the basics of ship cleaning and maintenance, as well as how to skillfully remove birds and insects which collect on the hull. Base Skill: 22% +4% per level of experience. Requirement: Must also have the sewing skill.
Airship Shipwright: (Technical and/or Pilot Related Categories) Like an army's field armorer, the airship shipwright has the necessary skills of a carpenter and blacksmith needed to repair ships in the air or outside a hangar. After any storm or battle, numerous repairs are needed and even in peaceful, calm flights or upon landing a ship's structure should be continuously maintained. On a wooden ship, one task that is never finished is repairing breaks in the hull and boards of the ship. In a metal ship, he might be called upon to replace areas of the hull that become damaged as well. Repairing weapons, armor, and other metal objects also falls among the airship shipwright's responsibilities. An airship shipwright can make finished objects out of wood and metal to create replacement parts for the ship and engines as well. Base Skill: 26% +4% per level of experience. Requirement: The character must also have the Carpentry skill, but gains a +5% bonus to Carpentry with this skill-combo. Adds +10% to skills for working on airship engines.
Pilot: Lighter-Than-Air Vehicles (Revised): Includes skill in both hot air balloons and powered dirigibles. Character can work as a member of an airship crew, pilot, steer, raise and lower, and dock (lower to ground, or attach to docking tower) all airships. Can also locate problems and make minor repairs in the structure of the airship and the engine. Note: Must have Airmanship or Airship Wright to facilitate large repairs on the airship, and airship mechanic skills to work on dirigible engines. Base Skill: 50% +5% per level of experience.
Airmanship: (Technical and/or Pilot Related Categories) Most airship crew don't really need to have the Pilot:Ligher-Than-Air vehicles skill, they just need to be able to follow orders when it comes to securing ropes and filling or venting the gasbag, which means they need to understand how the parts of an airship fit together and what they are called. The skill includes being able to judge, evaluate and repair gasbags, ropes and rigging (every airshipman has to be handy with a needle and thread, as well as knowing how to braid rope). Also involves the basics of ship cleaning and maintenance, as well as how to skillfully remove birds and insects which collect on the hull. Base Skill: 22% +4% per level of experience. Requirement: Must also have the sewing skill.
Airship Shipwright: (Technical and/or Pilot Related Categories) Like an army's field armorer, the airship shipwright has the necessary skills of a carpenter and blacksmith needed to repair ships in the air or outside a hangar. After any storm or battle, numerous repairs are needed and even in peaceful, calm flights or upon landing a ship's structure should be continuously maintained. On a wooden ship, one task that is never finished is repairing breaks in the hull and boards of the ship. In a metal ship, he might be called upon to replace areas of the hull that become damaged as well. Repairing weapons, armor, and other metal objects also falls among the airship shipwright's responsibilities. An airship shipwright can make finished objects out of wood and metal to create replacement parts for the ship and engines as well. Base Skill: 26% +4% per level of experience. Requirement: The character must also have the Carpentry skill, but gains a +5% bonus to Carpentry with this skill-combo. Adds +10% to skills for working on airship engines.
Pilot: Lighter-Than-Air Vehicles (Revised): Includes skill in both hot air balloons and powered dirigibles. Character can work as a member of an airship crew, pilot, steer, raise and lower, and dock (lower to ground, or attach to docking tower) all airships. Can also locate problems and make minor repairs in the structure of the airship and the engine. Note: Must have Airmanship or Airship Wright to facilitate large repairs on the airship, and airship mechanic skills to work on dirigible engines. Base Skill: 50% +5% per level of experience.
Last edited by Stone Gargoyle on Wed Oct 03, 2012 7:15 pm, edited 1 time in total.
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Re: OCC Help needed
novatomato wrote:under mechanical or technical skills you could add
Steam Engine Mechanics: The knowledge of the workings and maintenance of steam engines and the dangers they present to the operator. Base Skill: 30% +5% per level
Steam Engineering: Understanding the principles and theories of steam engines. Requires Steam Engine Mechanics. Base Skill:30/20% +5% per level. The first number indicates the theoretical and design process while the second indicates the actual building process.
These seem a bit weak as written. Maybe you could be more descriptive or have someone help you to flesh them out.
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Re: OCC Help needed
Gryphon Chick wrote:novatomato wrote:under mechanical or technical skills you could add
Steam Engine Mechanics: The knowledge of the workings and maintenance of steam engines and the dangers they present to the operator. Base Skill: 30% +5% per level
Steam Engineering: Understanding the principles and theories of steam engines. Requires Steam Engine Mechanics. Base Skill:30/20% +5% per level. The first number indicates the theoretical and design process while the second indicates the actual building process.
These seem a bit weak as written. Maybe you could be more descriptive or have someone help you to flesh them out.
yeah they are quite weak in terms of description. I merely typed out the very basics that occurred to me when I first read the thread. As several people have mentioned it I may now get around to fleshing it out a bit.
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Re: New Airship Skills and O.C.C.s
Sky Sailor O.C.C.
The airship pilot, or "sky sailor", is a brave sort of individual who abandons all fear and good sense to go traveling the skies in search of adventure. They are tough and hardy men who like the feel of the air around them and under their feet. The sky sailor works hard and pits himself against the dangers of the upper atmosphere.
Alignments: Any.
Attribute Minimum Requirements: P.S. 7 and P.P. 9 or higher.
O.C.C. Bonuses: +1 initiative, and +2 to maintain balance.
O.C.C. Skills:
Astronomy & Navigation (+10%)
Pilot: Lighter-Than-Air Vehicles (+10%)
Airmanship (+20%)
Rope Works (+10%)
Basic Mechanics (+10%)
Castaway/Shipwreck Survival (+5%)
Parachuting (+5%)
Climb/Scale Walls (+5%)
W.P. Knife
W.P. Grappling Hook
W.P. Pistol
Hand To Hand: Basic. Can be changed to Hand To Hand: Expert for the cost of one "other" skill, or to Martial Arts or Assassin (if evil) for the cost of two "other" skills.
O.C.C. Related Skills: Select ten other skills at level one, plus select two additional skills at level two, and one skill at levels 4, 6, 8, 10 and 12. All new skills start at level one proficiency.
Communications and Performing Arts: Any (+5% for any languages)
Domestic: Any
Espionage: Any
Horsemanship: General only
Medical: First Aid only
Military: Any
Physical: Any
Pilot Related: Any
Rogue: Any
Scholar & Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The character also gets to select four secondary skills from the previous list at level one, and two additional skills at levels 3, 7, 9 and 11. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated.
Starting Equipment: One suit of ordinary (street) clothing and a working airship pilot outfit (leather flying cap, goggles, long coat or jacket, leather boots, leather gloves, scarf, shirt, leather belt and pants). Other gear includes a few tools, a sewing kit suitable for mending the gasbag, a gas mask, a marlin spike (for splicing rope), a large, well-made clothing bag, sleeping roll, and a purse or wallet.
Armor: Sky sailors rarely wear armor as such. Most armor is considered a personal item and must be purchased by the individual character out of his/her own money. Quilt and leather types are most commonly used because they allow good movement, are lightweight, and the wearer can swim in them should he have to. Magic armor is the most coveted (and extremely rare). The character starts with no personal armor.
Weapons: The pirate pistol has become the trademark of most sky sailors, however, daggers are more commonly used.
Money: The character starts out with 180 gold.
The airship pilot, or "sky sailor", is a brave sort of individual who abandons all fear and good sense to go traveling the skies in search of adventure. They are tough and hardy men who like the feel of the air around them and under their feet. The sky sailor works hard and pits himself against the dangers of the upper atmosphere.
Alignments: Any.
Attribute Minimum Requirements: P.S. 7 and P.P. 9 or higher.
O.C.C. Bonuses: +1 initiative, and +2 to maintain balance.
O.C.C. Skills:
Astronomy & Navigation (+10%)
Pilot: Lighter-Than-Air Vehicles (+10%)
Airmanship (+20%)
Rope Works (+10%)
Basic Mechanics (+10%)
Castaway/Shipwreck Survival (+5%)
Parachuting (+5%)
Climb/Scale Walls (+5%)
W.P. Knife
W.P. Grappling Hook
W.P. Pistol
Hand To Hand: Basic. Can be changed to Hand To Hand: Expert for the cost of one "other" skill, or to Martial Arts or Assassin (if evil) for the cost of two "other" skills.
O.C.C. Related Skills: Select ten other skills at level one, plus select two additional skills at level two, and one skill at levels 4, 6, 8, 10 and 12. All new skills start at level one proficiency.
Communications and Performing Arts: Any (+5% for any languages)
Domestic: Any
Espionage: Any
Horsemanship: General only
Medical: First Aid only
Military: Any
Physical: Any
Pilot Related: Any
Rogue: Any
Scholar & Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The character also gets to select four secondary skills from the previous list at level one, and two additional skills at levels 3, 7, 9 and 11. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated.
Starting Equipment: One suit of ordinary (street) clothing and a working airship pilot outfit (leather flying cap, goggles, long coat or jacket, leather boots, leather gloves, scarf, shirt, leather belt and pants). Other gear includes a few tools, a sewing kit suitable for mending the gasbag, a gas mask, a marlin spike (for splicing rope), a large, well-made clothing bag, sleeping roll, and a purse or wallet.
Armor: Sky sailors rarely wear armor as such. Most armor is considered a personal item and must be purchased by the individual character out of his/her own money. Quilt and leather types are most commonly used because they allow good movement, are lightweight, and the wearer can swim in them should he have to. Magic armor is the most coveted (and extremely rare). The character starts with no personal armor.
Weapons: The pirate pistol has become the trademark of most sky sailors, however, daggers are more commonly used.
Money: The character starts out with 180 gold.
Last edited by Stone Gargoyle on Thu Dec 06, 2012 6:24 pm, edited 2 times in total.
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Re: OCC Help needed
Stone Gargoyle wrote:I am in the process now of rewriting the seamanship and shipwright skills to fit with a steampunk-style airship. Rewriting the Pilot: Lighter-Than-Air Vehicles skill as well, as I don't see why being able to pilot an airship should automatically grant you the skills to fix it.
Airmanship: (Technical and/or Pilot Related Categories) Most airship crew don't really need to have the Pilot:Ligher-Than-Air vehicles skill, they just need to be able to follow orders when it comes to securing ropes and filling or venting the gasbag, which means they need to understand how the parts of an airship fit together and what they are called. The skill includes being able to judge, evaluate and repair gasbags, ropes and rigging (every airshipman has to be handy with a needle and thread, as well as knowing how to braid rope). Also involves the basics of ship cleaning and maintenance, as well as how to skillfully remove birds and insects which collect on the hull. Base Skill: 22% +4% per level of experience. Requirement: Must also have the sewing skill.
Airship Shipwright: (Technical and/or Pilot Related Categories) Like an army's field armorer, the airship shipwright has the necessary skills of a carpenter and blacksmith needed to repair ships in the air or outside a hangar. After any storm or battle, numerous repairs are needed and even in peaceful, calm flights or upon landing a ship's structure should be continuously maintained. On a wooden ship, one task that is never finished is repairing breaks in the hull and boards of the ship. In a metal ship, he might be called upon to replace areas of the hull that become damaged as well. Repairing weapons, armor, and other metal objects also falls among the airship shipwright's responsibilities. An airship shipwright can make finished objects out of wood and metal to create replacement parts for the ship and engines as well. Base Skill: 26% +4% per level of experience. Requirement: The character must also have the Carpentry skill, but gains a +5% bonus to Carpentry with this skill-combo. Adds +10% to skills for working on airship engines.
Pilot: Lighter-Than-Air Vehicles (Revised): Includes skill in both hot air balloons and powered dirigibles. Character can work as a member of an airship crew, pilot, steer, raise and lower, and dock (lower to ground, or attach to docking tower) all airships. Can also locate problems and make minor repairs in the structure of the airship and the engine. Note: Must have Airmanship or Airship Wright to facilitate large repairs on the airship, and airship mechanic skills to work on dirigible engines. Base Skill: 50% +5% per level of experience.
Cool!
Re: New Airship Skills and O.C.C.s
Stone Gargoyle wrote:Sky Sailor O.C.C.
The airship pilot, or "sky sailor", is a brave sort of individual who abandons all fear and good sense to go traveling the skies in search of adventure. They are tough and hardy men who like the feel of the air around them and under their feet. The sky sailor works hard and pits himself against the dangers of the upper atmosphere.
Alignments: Any.
Attribute Minimum Requirements: P.S. 7 and P.P. 9 or higher.
O.C.C. Bonuses: +1 initiative, and +2 to maintain balance.
O.C.C. Skills:
Astronomy & Navigation (+10%)
Pilot: Lighter-Than-Air Vehicles (+10%)
Airmanship (+20%)
Rope Works (+10%)
Basic Mechanics (+10%)
Castaway/Shipwreck Survival (+5%)
Wilderness Survival (+5%)
Climb/Scale Walls (+5%)
W.P. Knife
W.P. Grappling Hook
W.P. Pistol
Hand To Hand: Basic. Can be changed to Hand To Hand: Expert for the cost of one "other" skill, or to Martial Arts or Assassin (if evil) for the cost of two "other" skills.
O.C.C. Related Skills: Select ten other skills at level one, plus select two additional skills at level two, and one skill at levels 4, 6, 8, 10 and 12. All new skills start at level one proficiency.
Communications and Performing Arts: Any (+5% for any languages)
Domestic: Any
Espionage: Any
Horsemanship: General only
Medical: First Aid only
Military: Any
Physical: Any
Rogue: Any
Scholar & Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The character also gets to select four secondary skills from the previous list at level one, and two additional skills at levels 3, 7, 9 and 11. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated.
Starting Equipment: One suit of ordinary (street) clothing and a working airship pilot outfit (leather flying cap, goggles, long coat or jacket, leather boots, leather gloves, scarf, shirt, leather belt and pants). Other gear includes a few tools, a sewing kit suitable for mending the gasbag, a gas mask, a marlin spike (for splicing rope), a large, well-made clothing bag, sleeping roll, and a purse or wallet.
Armor: Sky sailors rarely wear armor as such. Most armor is considered a personal item and must be purchased by the individual character out of his/her own money. Quilt and leather types are most commonly used because they allow good movement, are lightweight, and the wearer can swim in them should he have to. Magic armor is the most coveted (and extremely rare). The character starts with no personal armor.
Weapons: The pirate pistol has become the trademark of most sky sailors, however, daggers are more commonly used.
Money: The character starts out with 180 gold.
Special OCC Bonuses: +2 to Save vs. Horror Factor, +1 to All Perception rolls (anything to do with working at high altitudes).
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Re: New Airship Skills and O.C.C.s
Nice additions.Kovoston wrote:Stone Gargoyle wrote:Sky Sailor O.C.C.
The airship pilot, or "sky sailor", is a brave sort of individual who abandons all fear and good sense to go traveling the skies in search of adventure. They are tough and hardy men who like the feel of the air around them and under their feet. The sky sailor works hard and pits himself against the dangers of the upper atmosphere.
Alignments: Any.
Attribute Minimum Requirements: P.S. 7 and P.P. 9 or higher.
O.C.C. Bonuses: +1 initiative, and +2 to maintain balance.
O.C.C. Skills:
Astronomy & Navigation (+10%)
Pilot: Lighter-Than-Air Vehicles (+10%)
Airmanship (+20%)
Rope Works (+10%)
Basic Mechanics (+10%)
Castaway/Shipwreck Survival (+5%)
Wilderness Survival (+5%)
Climb/Scale Walls (+5%)
W.P. Knife
W.P. Grappling Hook
W.P. Pistol
Hand To Hand: Basic. Can be changed to Hand To Hand: Expert for the cost of one "other" skill, or to Martial Arts or Assassin (if evil) for the cost of two "other" skills.
O.C.C. Related Skills: Select ten other skills at level one, plus select two additional skills at level two, and one skill at levels 4, 6, 8, 10 and 12. All new skills start at level one proficiency.
Communications and Performing Arts: Any (+5% for any languages)
Domestic: Any
Espionage: Any
Horsemanship: General only
Medical: First Aid only
Military: Any
Physical: Any
Rogue: Any
Scholar & Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The character also gets to select four secondary skills from the previous list at level one, and two additional skills at levels 3, 7, 9 and 11. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated.
Starting Equipment: One suit of ordinary (street) clothing and a working airship pilot outfit (leather flying cap, goggles, long coat or jacket, leather boots, leather gloves, scarf, shirt, leather belt and pants). Other gear includes a few tools, a sewing kit suitable for mending the gasbag, a gas mask, a marlin spike (for splicing rope), a large, well-made clothing bag, sleeping roll, and a purse or wallet.
Armor: Sky sailors rarely wear armor as such. Most armor is considered a personal item and must be purchased by the individual character out of his/her own money. Quilt and leather types are most commonly used because they allow good movement, are lightweight, and the wearer can swim in them should he have to. Magic armor is the most coveted (and extremely rare). The character starts with no personal armor.
Weapons: The pirate pistol has become the trademark of most sky sailors, however, daggers are more commonly used.
Money: The character starts out with 180 gold.
Special OCC Bonuses: +2 to Save vs. Horror Factor, +1 to All Perception rolls (anything to do with working at high altitudes).
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Re: OCC Help needed
mokthul wrote:Stone Gargoyle wrote:zyanitevp wrote:Stone Gargoyle wrote:I don't have my books available, they are in storage, but I am trying to write up an OCC for airship flyers in a steampunk environment using PFRPG and compatible books.
So, needing more info- what exactly are you looking for? There are the ships that fly in Library of Bletherad.
I am writing up a setting for my realm of Kh'ron, which is detailed in my "Kronos, God of Time" thread. Kh'ron is a place where clockwork trees and animals live alongside regular ones, and the land areas are all gears which float and make travel between them impossible without winged flight, teleportation, or airships. I am in the process of getting my Monsters and Animals book out of storage to write up some races to inhabit the realm, including steampunk-style elves and bunny men. I have the airship creation rules already, I just am in need of OCCS for flying them, as well as other OCCS related to clockwork and steam machine maintenance and repair.
What do you mean all the land areas are gears? are you being literal or is it something akin to Dark City? And where does the water come from for the steam engines? I get that it's a fantasy setting but i have always felt that a little realism can really put the players in the setting Vs. just playing the setting. If its a similar world in the vein of Dark City, you could have that the water from the mountains flows underneath the floating gears into hydro generators powering them so that the float. then the water gets pumped back up to the mountains repeating the cycle. My $0.02
P.S. great stuff by the way. Huge fan of Steampunk settings.
The realm of Kh'ron is a work in progress and is detailed in the Kronos, God of Time topic thread. The land masses have water, but not oceans, as there is no water flowing between the gears, which just float in space. The concept is kind of surreal, and I am still working the kinks out.
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Re: New Airship Skills and O.C.C.s
don't forget parachutes......it is not outside the realm of possibility in that day and age
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Chronicle
Cosmic Forge or bust.
Love me some Phood
Where is the wood in Wormwood.
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Re: New Airship Skills and O.C.C.s
Parachuting could come under skills that could be taken, more essential for a sky pirate than just a sky sailor, though, I would imagine.Chronicle wrote:don't forget parachutes......it is not outside the realm of possibility in that day and age
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Re: New Airship Skills and O.C.C.s
Stone Gargoyle wrote:Parachuting could come under skills that could be taken, more essential for a sky pirate than just a sky sailor, though, I would imagine.Chronicle wrote:don't forget parachutes......it is not outside the realm of possibility in that day and age
So write it up then.
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Re: New Airship Skills and O.C.C.s
I might still do that eventually. Swamped with other projects at the moment, though.Gryphon Chick wrote:Stone Gargoyle wrote:Parachuting could come under skills that could be taken, more essential for a sky pirate than just a sky sailor, though, I would imagine.Chronicle wrote:don't forget parachutes......it is not outside the realm of possibility in that day and age
So write it up then.
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Re: New Airship Skills and O.C.C.s
you need at least one more OCC Navigator- This is the person that can use the sextant and charts to determine the present location, and then plot the best course to get to the destination. would need high IQ, read and write, advanced math skills and . . . well you get the idea. The pilot knows how to point in the right direction, the navigator determines what that direction is!
The answer to Life the Universe and Everything is 42!!! but just what is the question? hmm . .
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Re: New Airship Skills and O.C.C.s
I shall be writing more up eventually, so I will consider writing up the navigator OCC at such time as I do.Justthis Guy wrote:you need at least one more OCC Navigator- This is the person that can use the sextant and charts to determine the present location, and then plot the best course to get to the destination. would need high IQ, read and write, advanced math skills and . . . well you get the idea. The pilot knows how to point in the right direction, the navigator determines what that direction is!
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Re: New Airship Skills and O.C.C.s
Any updates on this information? I've been planning a steampunk style PF game for a while now and airship skills, stats and OCCs would be very helpful.
19+ years and still posting.
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Re: New Airship Skills and O.C.C.s
So far I have just written the one O.C.C., the Sky Sailor, and the skills for airship crew listed above. I have not written more, though it has been on my to-do list because I am restricted by how many books I can access at a time. I am in the middle of writing up a number of tauric creatures for the Monstrous Creations topic thread, which is why I have not gotten back to this thread and why I currently only have the Monsters & Animals book handy. I can get the book I need to do more O.C.C.s out of the storage unit tomorrow and possibly write up more O.C.C.s by the beginning of next week. I have basically been basing them off the seafarer O.C.C.s in Adventures on the High Seas. Stats for airships themselves are in Mutants Down Under, a TMNT book that is compatible with PFRPG and ATB. Somebody also mentioned there being material in Library of Bletharad on airships.--Remi Diel-- wrote:Any updates on this information? I've been planning a steampunk style PF game for a while now and airship skills, stats and OCCs would be very helpful.
Update: Okay, got the book out of storage and will work on the Sky Pirate O.C.C. Any other specific O.C.C.s you would like to see done?
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Re: New Airship Skills and O.C.C.s
Parachuting (Airship Revision): The skill of parachuting includes methods, procedures, and techniques of parachuting, packing the chute, skydiving techniques, precision landing, landing without injury, and practice of jumping from high altitude aircraft and structures. The advantage of parachuting is secrecy, since the characters' insertion into enemy territory or arrival is silent and often goes unnoticed. It is used by Sky Pirates and other airship travelers to cross between ships and to board, often with the element of surprise.
Failure on a parachuting roll indicates that there are complications somewhere along the jump. This might mean an improperly packed chute, tangling of lines, etc. On a high altitude jump, the character gets a second roll for the reserve chute. If the second roll also fails then the character falls to his death! There is not enough time on a low altitude drop to use a reserve chute, so a failed roll means the character hits the ground (meaning death or severe injury) without a second chance. Can be selected as a Pilot Related skill. Base Skill: 40% +5% per level of experience.
Failure on a parachuting roll indicates that there are complications somewhere along the jump. This might mean an improperly packed chute, tangling of lines, etc. On a high altitude jump, the character gets a second roll for the reserve chute. If the second roll also fails then the character falls to his death! There is not enough time on a low altitude drop to use a reserve chute, so a failed roll means the character hits the ground (meaning death or severe injury) without a second chance. Can be selected as a Pilot Related skill. Base Skill: 40% +5% per level of experience.
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Re: New Airship Skills and O.C.C.s
Skydiving: This skill may be taken with parachuting to give added bonuses, but may also be taken by characters without parachuting who have other means of stopping themselves from falling, such as flight. Note that jumping from high altitudes for most creatures without a means of stopping themselves before hitting the ground will result in severe injury or death.
The character with this skill can engage in diving from aircraft or tall structures. This allows them to estimate distance from the ground, catch themselves with wind to slow their descent, and be clearheaded enough to pull their chute if parachuting or engage any flight power or ability they might have. Flying characters can use such dives to increase their speed by double when in pursuit of other flying creatures or aircraft.
Failure in a Skydiving roll indicates that the character has not moved correctly and is falling uncontrollably. If at high enough altitude, a second roll may be made to correct their position, but if the second roll fails or if they are at too low an altitude to make a second roll, the character will be considered to be disoriented and the character will hit the ground (meaning death or severe injury). Can be selected as a Physical skill. Base Skill: 30% +5% per level of experience. Bonuses: Adds +5% to the Parachuting skill, +2 to initiative when fighting at high altitude or engaged in midair combat.
The character with this skill can engage in diving from aircraft or tall structures. This allows them to estimate distance from the ground, catch themselves with wind to slow their descent, and be clearheaded enough to pull their chute if parachuting or engage any flight power or ability they might have. Flying characters can use such dives to increase their speed by double when in pursuit of other flying creatures or aircraft.
Failure in a Skydiving roll indicates that the character has not moved correctly and is falling uncontrollably. If at high enough altitude, a second roll may be made to correct their position, but if the second roll fails or if they are at too low an altitude to make a second roll, the character will be considered to be disoriented and the character will hit the ground (meaning death or severe injury). Can be selected as a Physical skill. Base Skill: 30% +5% per level of experience. Bonuses: Adds +5% to the Parachuting skill, +2 to initiative when fighting at high altitude or engaged in midair combat.
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Re: New Airship Skills and O.C.C.s
Sky Pirate O.C.C.
One of the more sinister men of arms O.C.C.s, combining the skills of the sky sailor and mercenary warrior O.C.C., is the Sky Pirate. They are rarely found, as theirs is a highly dangerous profession. They will typically hide at higher altitudes than other airships and attack those flying below, or fly over seagoing vessels or towns and attack them. Even though they make their fortune by attacking, plundering, kidnapping and extortion, they frequently follow their own code, their own laws, and often engage in legitimate trade in addition to their illegal activities, depending on where they can make the most money.
Pay is usually a small percentage of the plundering (very small percentage, varying depending on the number of crew on their airship). A larger percentage goes to proven officers and particularly capable, powerful, valuable or deadly individuals. The captain and his first mate get the largest portion.
Since Sky Pirates generally don't live aboard their airship, fringe benefits generally don't include meals or a place to sleep, so Sky Pirates have to fend for themselves between adventures. They do get a fair share of adventure and travel, as well as a means to vent their foul side, by terrorizing, stealing, destroying, torturing, raping, maiming and murdering.
The Sky Pirate is a combination thief and warrior. Some are more warrior than thief and vice versa. Consequently, the skills and alignments of a Sky Pirate may vary widely. Occasionally, regular thieves and assassins join the crew, as do practitioners of magic and psychics, but being part of the crew is not the same as being a Sky Pirate, and such characters keep their thief, assassin, etc., O.C.C. and may not know a thing about flying.
Alignments: Usually anarchist or evil. While a Sky Pirate cannot be of a good alignment, they usually have to be team players, so the majority are rarely diabolic. Of course, there are always a few bad apples (rotten to the core) in every group of Sky Pirates.
Attribute Minimum Requirements: P.S. 7, P.P. 8
O.C.C. Bonuses: +2 initiative, +2 to maintain balance, +2 to save vs. Horror Factor, +1 to all Perception rolls (anything to do with working at high altitudes)
O.C.C. Skills:
Airmanship (+15%)
Rope Works (+10%)
Castaway/Shipwreck Survival (+10%)
Climb/Scale Walls (+10%)
Parachuting (+5%)
W.P. Blunt
W.P. Grappling Hook
W.P. Two of choice
Hand to Hand: Expert. Can be changed to Hand to Hand: Assassin (if evil) at the cost of one "other" skill, or to Hand to Hand: Martial Arts for the cost of two "other" skills.
O.C.C. Related Skills: Select eight other skills at level one, plus select two additional skills at levels 4, 8 and 12. All new skills start at level one proficiency.
Communications and Performing Arts: Any (+5% for any languages)
Domestic: Any
Espionage: Any
Horsemanship: General only
Medical: First Aid only
Military: Any
Physical: Any (Skydiving is typical)
Pilot: Lighter-Than-Air Vehicles only
Pilot Related: Any
Rogue: Any (+5%)
Science: Astronomy & Navigation, or Mathematics: Basic, only
Scholar & Technical: Any (+15%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The character also gets to select four secondary skills from the previous list at level one, and one additional skill at levels 3, 6, 9 and 11. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated.
Starting Equipment: One suit of clothing, including a good pair of leather boots and a wide leather belt, plus a spare pair of pants, and two spare shirts. Also goggles, leather gloves, a large sack, a small sack, a small pouch, a sewing kit with an over-sized needle for repairing the gasbag, and a marlin spike (looks like an ice pick) used for splicing rope (also does 1d6 damage in combat). Parachutes are usually also provided.
Armor: Sky Pirates wear leather armor or none at all. Leather armor provides freedom of movement, light weight, and the wearer can wear it when parachuting. Most Sky Pirates wear hard leather or studded, the two which afford maximum protection. Heavy armor is too restrictive when climbing and parachuting. Sky Pirates start out with hard leather armor (A.R. 11, 39 S.D.C.), typically either provided by their captain/employer, or scavenged as booty from one of their fallen victims.
Weapons: The cutlass and scimitar are commonly identified with Sky Pirates, but almost any small and medium type weapon can be used. Sky Pirates usually have a wide variety of weapons and armor from plundering them, but starting characters have either a cutlass or scimitar, plus two knives (one for cooking and eating, the other for combat, but both can be used either as throwing weapons or for hand to hand combat.
Money: The character starts out with 100 gold in pocket.
One of the more sinister men of arms O.C.C.s, combining the skills of the sky sailor and mercenary warrior O.C.C., is the Sky Pirate. They are rarely found, as theirs is a highly dangerous profession. They will typically hide at higher altitudes than other airships and attack those flying below, or fly over seagoing vessels or towns and attack them. Even though they make their fortune by attacking, plundering, kidnapping and extortion, they frequently follow their own code, their own laws, and often engage in legitimate trade in addition to their illegal activities, depending on where they can make the most money.
Pay is usually a small percentage of the plundering (very small percentage, varying depending on the number of crew on their airship). A larger percentage goes to proven officers and particularly capable, powerful, valuable or deadly individuals. The captain and his first mate get the largest portion.
Since Sky Pirates generally don't live aboard their airship, fringe benefits generally don't include meals or a place to sleep, so Sky Pirates have to fend for themselves between adventures. They do get a fair share of adventure and travel, as well as a means to vent their foul side, by terrorizing, stealing, destroying, torturing, raping, maiming and murdering.
The Sky Pirate is a combination thief and warrior. Some are more warrior than thief and vice versa. Consequently, the skills and alignments of a Sky Pirate may vary widely. Occasionally, regular thieves and assassins join the crew, as do practitioners of magic and psychics, but being part of the crew is not the same as being a Sky Pirate, and such characters keep their thief, assassin, etc., O.C.C. and may not know a thing about flying.
Alignments: Usually anarchist or evil. While a Sky Pirate cannot be of a good alignment, they usually have to be team players, so the majority are rarely diabolic. Of course, there are always a few bad apples (rotten to the core) in every group of Sky Pirates.
Attribute Minimum Requirements: P.S. 7, P.P. 8
O.C.C. Bonuses: +2 initiative, +2 to maintain balance, +2 to save vs. Horror Factor, +1 to all Perception rolls (anything to do with working at high altitudes)
O.C.C. Skills:
Airmanship (+15%)
Rope Works (+10%)
Castaway/Shipwreck Survival (+10%)
Climb/Scale Walls (+10%)
Parachuting (+5%)
W.P. Blunt
W.P. Grappling Hook
W.P. Two of choice
Hand to Hand: Expert. Can be changed to Hand to Hand: Assassin (if evil) at the cost of one "other" skill, or to Hand to Hand: Martial Arts for the cost of two "other" skills.
O.C.C. Related Skills: Select eight other skills at level one, plus select two additional skills at levels 4, 8 and 12. All new skills start at level one proficiency.
Communications and Performing Arts: Any (+5% for any languages)
Domestic: Any
Espionage: Any
Horsemanship: General only
Medical: First Aid only
Military: Any
Physical: Any (Skydiving is typical)
Pilot: Lighter-Than-Air Vehicles only
Pilot Related: Any
Rogue: Any (+5%)
Science: Astronomy & Navigation, or Mathematics: Basic, only
Scholar & Technical: Any (+15%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The character also gets to select four secondary skills from the previous list at level one, and one additional skill at levels 3, 6, 9 and 11. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated.
Starting Equipment: One suit of clothing, including a good pair of leather boots and a wide leather belt, plus a spare pair of pants, and two spare shirts. Also goggles, leather gloves, a large sack, a small sack, a small pouch, a sewing kit with an over-sized needle for repairing the gasbag, and a marlin spike (looks like an ice pick) used for splicing rope (also does 1d6 damage in combat). Parachutes are usually also provided.
Armor: Sky Pirates wear leather armor or none at all. Leather armor provides freedom of movement, light weight, and the wearer can wear it when parachuting. Most Sky Pirates wear hard leather or studded, the two which afford maximum protection. Heavy armor is too restrictive when climbing and parachuting. Sky Pirates start out with hard leather armor (A.R. 11, 39 S.D.C.), typically either provided by their captain/employer, or scavenged as booty from one of their fallen victims.
Weapons: The cutlass and scimitar are commonly identified with Sky Pirates, but almost any small and medium type weapon can be used. Sky Pirates usually have a wide variety of weapons and armor from plundering them, but starting characters have either a cutlass or scimitar, plus two knives (one for cooking and eating, the other for combat, but both can be used either as throwing weapons or for hand to hand combat.
Money: The character starts out with 100 gold in pocket.
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Re: New Airship Skills and O.C.C.s
Navigator O.C.C.
As distinguished from the Sky Sailor, the Navigator is a character who is trained primarily in the navigation and steering of an airship. Often, Navigators will serve as command officers aboard airships or actually be the owners or builders of the very airships they fly upon. In any case, they will have an interest in all workings of the airship. In most places, Navigators start off as scholars who are educated in maps and ship design.
Alignments: Any
Attribute Minimum Requirements: I.Q. 10, P.P. 8 or higher
O.C.C. Bonuses: None
O.C.C. Skills:
Astronomy & Navigation (+20%)
Pilot: Lighter-Than-Air Vehicles (+15%)
Carpentry (+15%)
Airmanship (+15%)
Rope Works (+5%)
Parachuting (+10%)
Castaway/Shipwreck Survival (+15%)
Climb/Scale Walls
Languages: Native tongue at 98%, plus two of choice
Literacy: Two languages of choice (native plus one additional)
Mathematics: Basic
W.P. Blunt
W.P. Two of choice
Hand to Hand: Basic. Can be changed to Hand to Hand: Expert at the cost of one "other" skill, or to Martial Arts or Assassin (if evil) for the cost of two "other" skills.
O.C.C. Related Skills: Select five other skills at level one, plus select one additional skill at levels 2,4,6,8,10 and 12. All new skills start at level one proficiency.
Naval Skills: Any (+15%)
Communications and Performing Arts: Any
Domestic: Any
Espionage: Any
Horsemanship: General only
Medical: First Aid only
Military: Any
Physical: Any
Pilot Related: Any
Rogue: Any
Science: Any
Scholar & Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The character also gets to select four secondary skills from the previous list at level one, and one additional skill at levels 3,7,9 and 11. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. Al secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated.
Starting Equipment: One suit of ordinary (street) clothing, and one set of working clothes (leather cap, goggles, leather jacket, shirt, leather belt, pants, leather boots), all kept in a personal trunk. Personal kit is usually kept in a leather suitcase or backpack and includes navigational instruments, a personal diary and a textbook of navigation. Also a personal oil lantern, along with writing supplies that include a pencil, pen and ink, and a supply of parchment or paper.
Armor: None other than the leather clothing which serves as a kind of armor.
Weapons: A pirate pistol, one cutlass and two daggers.
Money: The character starts out with 200 gold
As distinguished from the Sky Sailor, the Navigator is a character who is trained primarily in the navigation and steering of an airship. Often, Navigators will serve as command officers aboard airships or actually be the owners or builders of the very airships they fly upon. In any case, they will have an interest in all workings of the airship. In most places, Navigators start off as scholars who are educated in maps and ship design.
Alignments: Any
Attribute Minimum Requirements: I.Q. 10, P.P. 8 or higher
O.C.C. Bonuses: None
O.C.C. Skills:
Astronomy & Navigation (+20%)
Pilot: Lighter-Than-Air Vehicles (+15%)
Carpentry (+15%)
Airmanship (+15%)
Rope Works (+5%)
Parachuting (+10%)
Castaway/Shipwreck Survival (+15%)
Climb/Scale Walls
Languages: Native tongue at 98%, plus two of choice
Literacy: Two languages of choice (native plus one additional)
Mathematics: Basic
W.P. Blunt
W.P. Two of choice
Hand to Hand: Basic. Can be changed to Hand to Hand: Expert at the cost of one "other" skill, or to Martial Arts or Assassin (if evil) for the cost of two "other" skills.
O.C.C. Related Skills: Select five other skills at level one, plus select one additional skill at levels 2,4,6,8,10 and 12. All new skills start at level one proficiency.
Naval Skills: Any (+15%)
Communications and Performing Arts: Any
Domestic: Any
Espionage: Any
Horsemanship: General only
Medical: First Aid only
Military: Any
Physical: Any
Pilot Related: Any
Rogue: Any
Science: Any
Scholar & Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The character also gets to select four secondary skills from the previous list at level one, and one additional skill at levels 3,7,9 and 11. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. Al secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated.
Starting Equipment: One suit of ordinary (street) clothing, and one set of working clothes (leather cap, goggles, leather jacket, shirt, leather belt, pants, leather boots), all kept in a personal trunk. Personal kit is usually kept in a leather suitcase or backpack and includes navigational instruments, a personal diary and a textbook of navigation. Also a personal oil lantern, along with writing supplies that include a pencil, pen and ink, and a supply of parchment or paper.
Armor: None other than the leather clothing which serves as a kind of armor.
Weapons: A pirate pistol, one cutlass and two daggers.
Money: The character starts out with 200 gold
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
- Gryphon Chick
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Re: New Airship Skills and O.C.C.s
Good job on the recent O.C.C.s, SG. You might want to go back and give the Sky Sailor O.C.C. the parachuting skill, though.
"Sorry, I'm busy tonight...Same thing I do every night...Trying the take over the world..."
- Stone Gargoyle
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Re: New Airship Skills and O.C.C.s
I had already considered doing so. I would have included it initially, but the thought hadn't occurred to me.Gryphon Chick wrote:Good job on the recent O.C.C.s, SG. You might want to go back and give the Sky Sailor O.C.C. the parachuting skill, though.
Update: I replaced the Wilderness Survival skill for Parachuting since the bonus was the same and they can always take wilderness survival as an "other" skill.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
- Gryphon Chick
- Adventurer
- Posts: 605
- Joined: Fri Aug 21, 2009 9:01 pm
- Comment: "Incredible Cosmic Power! ...teeny tiny living space."
- Location: "France...We come from France."
Re: New Airship Skills and O.C.C.s
I wouldn't think survival skills would play so much into the class as it would for sailors. With flying, there is no telling where you'll end up, so hard to prepare for it. Better to have to take them as "other" skills or secondary skills.Stone Gargoyle wrote:I had already considered doing so. I would have included it initially, but the thought hadn't occurred to me.Gryphon Chick wrote:Good job on the recent O.C.C.s, SG. You might want to go back and give the Sky Sailor O.C.C. the parachuting skill, though.
Update: I replaced the Wilderness Survival skill for Parachuting since the bonus was the same and they can always take wilderness survival as an "other" skill.
"Sorry, I'm busy tonight...Same thing I do every night...Trying the take over the world..."
- Stone Gargoyle
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- Joined: Tue Jan 30, 2007 2:18 pm
- Comment: "Your inferiority complex might be justified."
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- Contact:
Re: New Airship Skills and O.C.C.s
Glad you like it. It was born out of necessity.Ninjabunny wrote:REally enjoyed this thread stone.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
- Stone Gargoyle
- Virtuoso of Variants
- Posts: 10356
- Joined: Tue Jan 30, 2007 2:18 pm
- Comment: "Your inferiority complex might be justified."
- Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
- Contact:
Re: New Airship Skills and O.C.C.s
Ninjabunny wrote:Stone Gargoyle wrote:Glad you like it. It was born out of necessity.Ninjabunny wrote:REally enjoyed this thread stone.
It seems like a great take on a classic fantasy setting idea. In my own game we had used the Sailor and Pirate occ and add the skills pilot airship and aerial navigation. Your take on it however is much better thought out then ours. I think I am going to print them out and add slip them into my High seas book.
I pretty much adapted the sailing OCCs from High Seas anyhow. Glad you find them useful.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD