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'''<u> <span style="color:#ff0000"> UNDER CONSTRUCTION!!! </span> </u>  '''


This section is dedicated to personal modes of transportation. This includes everything from a horse and carriage to hover boards. However this does not include Mechs or Space Ships.  
This section is dedicated to personal modes of transportation. The point of such detail is to help GM plan games that involve trekking large distances especially when time is important. For more on person modes of transportation visit the [[Vehicles]] or the [[Space_Ships]] page.  


== Personal Transportation ==
The purpose of these rules are to provide a tool for the GM when dealing with adventures that spawn across large distances especially when time may be a factor.


=== Walking/Swimming/Climbing ===
== Planetary Transportation ==


Simply put the old fashion way. Manual propulsion through space/time. In [[Combat|combat]] a character is already in a state of a x2 run speed of 30ft per 3 seconds. There is also a sprint speed of x3 which takes a full round action. And if the character has the skill their sprint speed can be x4. However this means that the average speed of a character not in combat is 15ft per 3 seconds. Also the speed of a character can be slower faster based on there species.  
To learn about different personal planetary Vehicles and modes of transportation visit the [[Vehicles]] page.


Climbing and Swimming are all 1/2 a characters walking speed unless specified otherwise.
=== Walking/Swimming/Climbing ===


Walking across rough terrain or unfavorable conditions can also slow down a parties movement. Say you are stuck on an alien world that is abnormally hot for your species. This may not slow down your character immediately so it doesn't count against movement speed while in combat. However the hot weather does account for the other all speed of a long trip. (Long being anything an hour or more).
{| class="wikitable" style="float:right; margin-left: 10px;"
 
In combat the terrain is made up of 5ft squares and not all squares may be considered unfavorable. The GM has to announce if the players are going to cross terrain that is unfavorable or rough. Normally a unfavorable or rough terrain block costs twice the movement the character has. A 5ft block now takes 10ft of movement for a character to transfers. If the character attempts to run across an that terrain they have to take an Acrobatics skill check of DC12 (up to the GM on the level of difficulty) or else trip and fall. Same goes for Climbing. However in Swimming it becomes a Str check.
 
Below is a table to help show movement over time based on character speed. 
{| class="wikitable" style="margin-left: 10px;"
|+ Table: Movement and Distance
|+ Table: Movement and Distance
! style="text-algin:left;"| Speed
! style="text-algin:left;"| Speed
Line 28: Line 24:
|-
|-
| Run (x2) || 30ft || 40ft || 50ft || 60ft
| Run (x2) || 30ft || 40ft || 50ft || 60ft
|-
| Sprint(x3) || 45ft || 60ft || 75ft || 90ft
|-
|-
| Sprint(x4) || 60ft || 80ft || 100ft || 120ft
| Sprint(x4) || 60ft || 80ft || 100ft || 120ft
Line 55: Line 49:
|}
|}


=== Riding an Animal ===
Simply put the old fashion way. Manual propulsion through space/time. In [[Combat|combat]] a character is already in a state of a x2 run speed of 30ft per 3 seconds. There is also a sprint speed of x4 which takes a full round action.


Animals are a low tech solution to being able to go further other time. They are great if you do not have much in the means of advance technologies to help pave the way. They are also great a carrying things.  
Climbing and Swimming are all 1/2 a characters walking speed unless specified otherwise.


The carrying capacity of an animal is based on the Strength of the animal. If the animal is burdened with extra load it will travel slower. Below is a table using the horses as an example:
Walking across rough terrain or unfavorable conditions can also slow down a parties movement. Say you are stuck on an alien world that is abnormally hot for your species. This may not slow down your character immediately so it doesn't count against movement speed while in combat. However the hot weather does account for the other all speed of a long trip. (Long being anything an hour or more).


{| class="wikitable" style="margin-left: 10px;"
In combat the terrain is made up of 5ft squares and not all squares may be considered unfavorable. The GM has to announce if the players are going to cross terrain that is unfavorable or rough. Normally a unfavorable or rough terrain block costs twice the movement the character has. A 5ft block now takes 10ft of movement for a character to transfers. If the character attempts to run across an that terrain they have to take an Acrobatics skill check of DC12 (up to the GM on the level of difficulty) or else trip and fall. The DC is 15 if they are attempting to sprint through unfavorable terrain. Same goes for Climbing and Swimming in unfavorable conditions. However the check becomes an Athletics check
|+ Table: Horse Mount
! style="text-algin:left;"| Horse (carrying load)
! Per Hour
! Per Day
|-
| Light horse || 5 miles || 40 miles
|-
| Light horse(175-525 lbs.)|| ~3.5 miles || 28 miles
|-
| Heavy horse || 5 miles || 40 miles
|-
| Heavy horse(229-690 lbs.) || ~3.5 miles || 28 miles
|-
| Pony || 4 miles || 32 miles
|-
| Pony(151-300 lbs.) || 3 miles ||24 miles
|-
| Cart or Wagon || 2 miles || 16 miles
|}


=== Driving/Riding a Vehicle ===
Below is a table to help show movement over time based on character speed.


This is a wide range of vehicles for most Tech Level ~0 to ~1ish Civilizations.
=== Vehicles ===


==== Boats/Ships ====
Personal or Mass transportation can be used. The Characters will have to acquire the transportation or already have a reason for owning or having access to different mods of transportation.


To drive a Boat or Ship requires the Drive skill. Driving may be intuitive for a motor vehicle but it is not with boats and sailing ships. The skill is required if the character is to attempt to drive anything Sea/floating related or else suffer a Major (-4) disadvantage when doing the skill check. This includes hybrid vehicles such as a hover craft.  
On average a Vehicle is 20x faster then walking and a form of plan or super fast magnetic left train or other such system is 200x faster then walking.


Below is an example table for different boats.
== Space Transportation ==


{| class="wikitable" style="margin-left: 10px;"
To learn about different space ships and FTL you can visit the [[Space Ships]] page.
|+ Table: Boats and Ships
! style="text-algin:left;"| Ship Size
! Avg. Speed
! Cost
|-
| Sail Boat Small(6 person)|| 5 knots || $1,0000/2,500
|-
| Sail Boat Medium(12 person)|| 5 knots || $20,000/30,000
|-
| Sail Boat Large(24 person)|| 5 knots || $65,000/75,000
|-
| Motor Boat Small(~6 person)|| 40 knots || $10,000
|-
| Speed Boat Small(~4 person)|| 70 knots || $100,000
|-
| Cruisers Boat Medium(~12 persons)|| 30 knots || $80,000/110,000
|-
| Yacht Boat Small(6-8 persons)|| 5/30 knots || $200,000/300,000
|-
| Yacht Boat Medium(9-12 persons)|| 5/30 knots || $450,000/2,000,000
|-
| Yacht Boat Large(12+ persons) || 4/30 knots || $4,000,000/10,000,000
|}


==== Motor Vehicles ====
Space is MASSIVE. So in order to break down FTL speeds it is easier to think in terms of fuel usage and break distance into 4 simple increments. Small, Medium, Large and Extreme. To learn what FTLs have what distances you can learn about them [[Space_Ships#Space_Ship_FTL_Drive|here]].


These are vehicles that generally stay on the ground of a planet. Although hybrid version of these vehicles can float and even fly the basic principle ferrying persons from one point to another usually within a short (short being relative to the species and there technical level) distance. Longer distances would normally require a more powerful vehicle that is large enough to carry the proper amount of fuel and recourse to keep its occupants alive. Such as air and food.
;Small: This distance is considered anything within a solar system. Roughly 250 AUs of distance. AU stands for Astronomical Unit and one AU is the average distance from the Sun to the Earth.
;Medium: This is anything within a few solar systems reach. Anything within a Stars neighboring systems. No more then 50ly. LY is Light Year or the distance light can travel in one year or 63,241.1 AU.
;Large: This is anything within a cluster of stars and its neighboring clusters. Anything within 250ly.
;Extreme: This is anything within 1,000ly. The Milky Way Galaxy is 100,000 light years across.


Most tech level 0 too tech 1 Civilizations will likely use the invention of the wheel as a way to move across a flat service. Unless they live on a water world. Most of these vehicles will have attributes such as speed/carrying capacity and distance traveled before refueling (This can include charging). The better at any one of these things and the greater the cost and rarer the vehicle.  
A ship normally has enough fuel to go 1.5 times it's distance. The 0.5 is reserve emergency fuel.


Below is the average options sorted by Carrying Capacity.
The Epic Star Gates that have been setup by the Jove over the course of tens of thousands of years are Super-Extreme Jump Gates capable of hurdling tens of thousands of ships of any size daily up to 2,500ly. They are what links the Ring together. There are 90 working ones however there are some that are disabled or even abandoned in the deep far reaches of space.


{| class="wikitable" style="margin-left: 10px;"
A ship will need fuel. Its fuel cost is based on the Size of the craft and its FTL type.  
|+ Table: Motor Vehicles
! style="text-algin:left;"| Carrying Capacity
! Avg. Speed
! Distance Traveled
! Avg. Cost
|-
| 1(Motor Cycle) || 0-60 in 4 sec || 50 Mpg || $12,000
|-
| 2(Sports Car)  || 0-60 in 3.4sec || 20 Mpg || $120,000/500,000
|-
| 5(Sedan) || 0-60 in 5+sec || 30 Mpg || $35,000
|-
| 8(Mini Van) || 0-60 in 6+sec || 30 Mpg || $45,000
|-
| 11(Event Van) || 0-60 in 7+sec || 27mpg || $55,000
|-
| 12+(Bus) || 0-60 in 10+sec || 17mpg || $100,000
|}


==== Planes ====
Assisted Jump Drive: (N/A)
Personal Jump Drive: $1,000
Warp Drive: $500
Slip Stream: $750
Phase Shift: $1,500


These are vehicles that fly within a planets atmosphere. Some may be able to leave a planet to travel outward. However the basic idea is any vehicle with the ability to fly in a planets atmosphere is considered a plan and requires the Pilot skill to fly. A Character cannot even attempt to fly a Plane without the skill. If they do its considered an automatic failure unless they roll a natural 20 on the check. With the skill Pilot the Character does not need to do a skill check to fly a plane unless there are conditions that require checks. Such as preforming a stunt, evading an enemy, flying in unfavorable conditions or landing in unfavorable conditions.
The base price is doubled each ship size above small.  


Plans are expensive not only to own for one selves but depending on the tech level of the civilization also expensive to ride. Getting a ticket may be a one in a life time experience for some people and possibly dangerous one at that. Take Earth back in the early 1900s. Flying was a fairly new thing and most people didn't get to do it. And some that did died in the experience.  
Fuel can also be obtained by a [[Ship_Equipment#Gas_Extractor|Gas Extractor]] communally known as a fuel scope. A Refinery Bay is also required to take the Gas and convert it to fuel.


The main driver for the cost of a plane is its size. Which usually dictates how many passengers it can carry.
=== Dangers of Space Travel ===
 
{| class="wikitable" style="margin-left: 10px;"
|+ Table: Planes
! style="text-algin:left;"| Size
! Carrying Capacity
! (Procure Diff)/Cost
|-
| Private Single Engine || 2/4 || (0)$200,000/500,000
|-
| Twin Turbo || 4/8 || (0)$1/6 Million
|-
| Small Passenger Plane || 12/24 || (0)$22/44 Million
|-
| Medium Passenger Plane || ~100 || (1)$70/150 Million
|-
| Large Passenger Plane || ~200 || (2)$150/300 Million
|-
| Jumbo Passenger Plane || ~300 || (3)$300/500 Million
|-
| Small Business Bi-Plane || ~12 || (0)$6/12 Million
|-
| Medium Business Plane || ~20 || (0)$20/30 Million
|-
| Large Business Plane || ~100 || (0)$50/100 Million
|-
| Cargo Plane || - || (2)$30/300 Million
|}
 
==== Mass Transit ====
 
A Civilization advance enough may have the infrastructure to support Mass Transportation. If so normally the Characters will have to pay in some way to ride the transportation. They may also need to show papers or proof of citizenship as some mass transportation systems are designed to not only move a population but also track them. Depending on the civilization and its tech level Mass Transportation can be a many different varieties. Everything from a large system of horses and buggies to a web of Quantum teleporters zipping mass in the form of information instantly across great distances.
 
Just note that the Characters, if not local citizens may be confused and overwhelmed by mass transit or possibly not even able to access it. The price for a ticket if there is one should be based on the distance traveled retaliative to that civilizations capabilities.
 
{| class="wikitable"
|+Transportation
! style="text-algin:left;"|Airfare
! Cost
 
|-
| Domestic, coach || $140
|-
| Domestic, first class || $300
|-
| International, coach || $500
|-
| International, first class || $1000
|-
 
! style="text-algin:left;"|Car rental
! Cost
 
|-
| Economy car || $20
|-
| Mid-size or truck || $25
|-
| Luxury || $1,000
|-
 
! style="text-algin:left;"|Lodging
! Cost Per Night
 
|-
| Budget motel || $50
|-
| Average hotel || $100
|-
| Upscale hotel || $250
|-
| First Class || $500
|}


=== Futuristic Forms of Transportation ===
Space travel can be hazardous. If pirates do not get you thing accidental navigation malfunctions or safety failures can cause other issues. Rogue planets, micro meteoroid pockets, plasma storms, dust clouds and micro black holes are just some of the things a good FTL is suppose to protect its ship from. However this doesn't always work.


Civilizations that are Tech 1 and above may have found other ways to travel then burning fossil fuels or using wheels to transfer energy. Below is a list of different types of high tech forms of transportation.
FTLs have a durability rating. This rating is used to help defend the ship against unwanted interruptions like the hazardous things mentioned above but also bounty hunters, police, military, pirates and in-laws that may all want to stop you from where you are going. A special ship Accessory called an Introdictor that utilizes the Ship Jamming Function is checked against a ships FTL durability rating which is enhanced by the Ships Engines Mod + Pilot Mod.  


== The Science of Space Travel ==
Random Hazards have static DC that a Pilot has to check against. However enemy vessels attempting too pull a ship out of warp go against the Pilots static Mod + Engines Mod + FTL Durability rating. The default Durability rating on all FTL's is 10. You cannot pull a ship out of a Jump. Also a ship itself is not technically in warp if it is traveling through a wormhole so there is no need for Introdiction then.

Latest revision as of 06:19, 21 January 2019

UNDER CONSTRUCTION!!!

This section is dedicated to personal modes of transportation. The point of such detail is to help GM plan games that involve trekking large distances especially when time is important. For more on person modes of transportation visit the Vehicles or the Space_Ships page.

The purpose of these rules are to provide a tool for the GM when dealing with adventures that spawn across large distances especially when time may be a factor.

Planetary Transportation

To learn about different personal planetary Vehicles and modes of transportation visit the Vehicles page.

Walking/Swimming/Climbing

Table: Movement and Distance
Speed 15 Feet 20 Feet 25 Feet 30 Feet
One Round (Combat)
Walk 15ft 20ft 25ft 30ft
Run (x2) 30ft 40ft 50ft 60ft
Sprint(x4) 60ft 80ft 100ft 120ft
One Minute
Walk 150ft 200ft 250ft 300ft
Run (x2) 300ft 400ft 500ft 600ft
Sprint(x3) 450ft 600ft 750ft 900ft
Sprint(x4) 600ft 800ft 1000ft 1200ft
One Hour
Walk ~1.5 Miles 2 Miles 2.5 Miles 3 Miles
Hustle(x2) 3 Miles 4 Miles 5 Miles 6 Miles
One Day
Walk 12 Miles 16 Miles 20 Miles 24 Miles

Simply put the old fashion way. Manual propulsion through space/time. In combat a character is already in a state of a x2 run speed of 30ft per 3 seconds. There is also a sprint speed of x4 which takes a full round action.

Climbing and Swimming are all 1/2 a characters walking speed unless specified otherwise.

Walking across rough terrain or unfavorable conditions can also slow down a parties movement. Say you are stuck on an alien world that is abnormally hot for your species. This may not slow down your character immediately so it doesn't count against movement speed while in combat. However the hot weather does account for the other all speed of a long trip. (Long being anything an hour or more).

In combat the terrain is made up of 5ft squares and not all squares may be considered unfavorable. The GM has to announce if the players are going to cross terrain that is unfavorable or rough. Normally a unfavorable or rough terrain block costs twice the movement the character has. A 5ft block now takes 10ft of movement for a character to transfers. If the character attempts to run across an that terrain they have to take an Acrobatics skill check of DC12 (up to the GM on the level of difficulty) or else trip and fall. The DC is 15 if they are attempting to sprint through unfavorable terrain. Same goes for Climbing and Swimming in unfavorable conditions. However the check becomes an Athletics check

Below is a table to help show movement over time based on character speed.

Vehicles

Personal or Mass transportation can be used. The Characters will have to acquire the transportation or already have a reason for owning or having access to different mods of transportation.

On average a Vehicle is 20x faster then walking and a form of plan or super fast magnetic left train or other such system is 200x faster then walking.

Space Transportation

To learn about different space ships and FTL you can visit the Space Ships page.

Space is MASSIVE. So in order to break down FTL speeds it is easier to think in terms of fuel usage and break distance into 4 simple increments. Small, Medium, Large and Extreme. To learn what FTLs have what distances you can learn about them here.

Small
This distance is considered anything within a solar system. Roughly 250 AUs of distance. AU stands for Astronomical Unit and one AU is the average distance from the Sun to the Earth.
Medium
This is anything within a few solar systems reach. Anything within a Stars neighboring systems. No more then 50ly. LY is Light Year or the distance light can travel in one year or 63,241.1 AU.
Large
This is anything within a cluster of stars and its neighboring clusters. Anything within 250ly.
Extreme
This is anything within 1,000ly. The Milky Way Galaxy is 100,000 light years across.

A ship normally has enough fuel to go 1.5 times it's distance. The 0.5 is reserve emergency fuel.

The Epic Star Gates that have been setup by the Jove over the course of tens of thousands of years are Super-Extreme Jump Gates capable of hurdling tens of thousands of ships of any size daily up to 2,500ly. They are what links the Ring together. There are 90 working ones however there are some that are disabled or even abandoned in the deep far reaches of space.

A ship will need fuel. Its fuel cost is based on the Size of the craft and its FTL type.

Assisted Jump Drive: (N/A) Personal Jump Drive: $1,000 Warp Drive: $500 Slip Stream: $750 Phase Shift: $1,500

The base price is doubled each ship size above small.

Fuel can also be obtained by a Gas Extractor communally known as a fuel scope. A Refinery Bay is also required to take the Gas and convert it to fuel.

Dangers of Space Travel

Space travel can be hazardous. If pirates do not get you thing accidental navigation malfunctions or safety failures can cause other issues. Rogue planets, micro meteoroid pockets, plasma storms, dust clouds and micro black holes are just some of the things a good FTL is suppose to protect its ship from. However this doesn't always work.

FTLs have a durability rating. This rating is used to help defend the ship against unwanted interruptions like the hazardous things mentioned above but also bounty hunters, police, military, pirates and in-laws that may all want to stop you from where you are going. A special ship Accessory called an Introdictor that utilizes the Ship Jamming Function is checked against a ships FTL durability rating which is enhanced by the Ships Engines Mod + Pilot Mod.

Random Hazards have static DC that a Pilot has to check against. However enemy vessels attempting too pull a ship out of warp go against the Pilots static Mod + Engines Mod + FTL Durability rating. The default Durability rating on all FTL's is 10. You cannot pull a ship out of a Jump. Also a ship itself is not technically in warp if it is traveling through a wormhole so there is no need for Introdiction then.