Ship Parts

Airships are not a single object. Like most complicated vehicles, they are composed of smaller, less complicated pieces that work together systematically. Because of the modular design of most airships, this allows them to be built piece by piece, with only the skeletal structure of the ship being unchangeable. Ships can be upgraded with new parts or have other parts exchanged. However, the number of available slots is determined by the chassis. For instance, small ships usually have one engine, while larger ships typically have two or more.

Chassis: This determines the basic outline to which all other parts must conform. The chassis determines the ship's size, hit die, number of part slots, part compatibility, and weak points. Once selected, this cannot be changed, since upgrading a chassis is essentially cannibalizing the old ship's materials to build a new one.

Engines: Most ships have sails to take advantage of Aether's prevailing winds. When the winds aren't going the way you want, however, you need to rely on mechanical power to get there. The engine selected determines the ship's speed and maneuverability, and can be used regardless of wind conditions. Unfortunately, they require fuel and may introduce new problems associated with their maintenance.

Armor: Airships usually don't have armor beyond that granted by the chassis. Ships designed for adventuring or combat, however, are often reinforced or armor plated, with flagships or ships that transport royalty often sporting enchanted armor. Unlike with the other parts, ships may only possess one kind of armor, which covers the entire ship.

Automatic Mechanisms: Most ships lack automatic mechanisms. Some, however, possess mechanical or magical abilities designed to prevent boarding or guard a ship's weak points. Automatic mechanisms are almost always defensive in nature.

Sensory Mechanisms: Ship captains often make due with a spyglass and a map, but airships can be installed with sophisticated mechanisms both technological and magical that can augment a ship's ability to perceive its environment, granting the ship and its crew a multitude of bonuses or extra perception.

Communication Mechanisms: Various means of ship-to-ship communication are available, ranging from simple lantern morse-code to sendings and divinations.

Weapons: Civilian ships typically lack weapons, but nearly any airship can be equipped with them. Weapons come in various sizes, however, and ships must have a sufficient number of the appropriate slots to equip them. A coracle, for instance, is too small to support a heavy cannon. Weapons come in multiple types that function differently and are useful in different situations.

Cannons: Cannons are a class of high-powered, single shot weapons. They deal a large amount of damage, but are slow. The primary attacker may apply his Strength modifier to attack rolls, and one-and-a-half his Strength modifier to damage rolls made with a cannon, representing the greater efficiency and power with which a strong character can load, adjust and re-aim, and compact a cannon and its gunpowder.

Turrets: Turrets are rarer, clockwork mechanisms that fire smaller projectiles but at a significantly faster rate. Turrets are usually self-feeding, requiring a reload only when their magazine runs out of ammunition. Turrets can be fired as many times as the user has attacks in a round, and the user may add his dexterity modifier to attack and damage rolls made with a turret.

Eldritch Artillery: Appearing to be an oddly shaped cannon decorated with sigils and runes, eldritch artillery allows a spellcaster to channel a spell through it, firing the magical energy like a cannonball. Spells so channeled use the artillery's range and become single-target, taking effect on the struck ship itself, not on its crew. For this reason, some casters are desired more strongly than others; Evokers can find an easy job manning (or womanning) eldritch artillery, while enchanters and abjurers should find employment elsewhere. A spellcaster uses their Intelligence or Charisma modifier instead of their Dexterity modifier on attack rolls made with eldritch artillery.

Drones: Drones are a special, very rare clockwork device. They are small flying devices capable of being programmed and controlled from a distance, and have found use in combat as a delivery mechanism for explosives. Drones may be programmed to attack at a later time, and can be targeted at any location on the enemy ship, regardless of line of sight or firing angle. When they deliver their cargo, they are destroyed. A character may apply his or her Wisdom modifier to attack and damage rolls made with drones.

Magic: Ships, like most other objects, can be permanently enchanted. Enchantments and supernatural effects that do not fall into other categories, such as a permanent mage armor, is specified here.