Sunday, November 6, 2016

It is better to travel well than to arrive (OSR)

Any fool can sail the sea, but it takes a true madman to sail the land. Art By: Simon Stevins

Pictures Mangled by Me: Any picture with this in its caption means it is a collage I made using 19th and early 20th century illustrations. All these illustrations are public domain, meaning I didn't rob anyone by using these pictures for my own gains.

Author's Note: Here are a couple vehicles for your game. I should have more later.

A better form of motion, we all want it, and so many will sacrifice much to get it. Why? We left out sense of adventure behind in the trenches, in the abandoned villages, in the dead eyes of friendly bodies. Short journeys mean less time to think, shorter moments to contemplate the fact that maybe you left more in the trenches than a few pints of blood and most of your friends. Walk. Take time with these horrors. Don't buy travel machines, otherwise you'll never get enough time to sort it all out. Grow familiar with your pain, make it your new house guest. Nothing can make it ever disappear, but eventually it'll grow bored and visit less often, eventually you won't be caught so off guard when it stops by to say, 'Hey pal, your best friends died in the trench, but you didn't. Just in case you forgot...'
- Peculiar Author

Everyone thought she was mad for racing a train on her bike... Everyone was right.

Encyclopedia Infinica – No. 3 Mechanized Travel in the City and Beyond.

While one may alight on the many trains in the Infinite City Railway System, there are a plethora of other modalities of travel any man, woman, or even child may use to travel about the city. It is good for citizens to know all the options they may have at their disposal. It is great for citizens to know all the rules and regulations that apply to travel. You do want to be a Great Citizen, don't you?

No, you don't. You want to be you, don't you? - Peculiar Author.

The following rules apply to ground and waterborne vehicles, but not to airborne vehicles which are strictly forbidden within the City proper.

Muscle Powered Vehicles
These vehicles do not require any sort of license to pilot legally under the following conditions: the vehicle does not seat more than 2 other individuals besides the pilot, the vehicle is not being used as part of a business venture such as a taxi or courier service, the pilot has not been accused or convicted of a type 7 or 13 metaphysical crime, the pilot is not a practitioner of Ambulomancy or Itineramancy, the pilot is not under the influence of substances created from paranatural beings, or is not transporting anything noted on the City's list of dangerous substances. 

Cycling Angel.
IMPORTANT: Written materials containing seditious language or ideas is considered a dangerous substance. If something you read makes you question the just and right order of the City, it is most likely seditious. Or you are naturally seditious, please contact the local constabulary if you are.

Animal Powered Vehicles
Please note that this does not apply to engines powered by Soul Fission Furnaces which use animal souls. Wind powered vehicles operate under the same laws and animal powered vehicles do. These vehicles may be operated within the city as long as the pilot's certification has not expired. These certifications can be obtained by paying a biannual fee of 2 copper pennies.

Anyone over the age of twelve years may obtain a certification as long as the intended vehicle is not: intended to exceed a maximum altitude of 1 yard off the surface of the street, does not use carnivorous animals that are sentient or near-sentient, does not use animals that are capable of transplanar shifting, does not use animals that are innately skilled at higher level mathematics such as calculus or arithromancy, or any animal that was previously a sentient being.

A steam coach!

Mechanically or Metaphysically Powered Vehicles
These vehicles require special permissions in the form of licensing from the City Works Agency. A license may be applied for after petitioning the City Works Agency, and a fee of 200 gold pieces for the petition alone.

After the petition, the City Works Agency will review the petitioner, which may involve up to a year of visual or auditory surveillance. After the term of surveillance, if the City Works Agency determines that the petitioner is trustworthy, they may be allowed to test for the privileges associated with owning a vehicle of this type. Assuming the individual earns the privilege of owning such a vehicle they may test for the privileges of being able to pilot such a vehicle on the streets of the Infinite City. If such testing is successful, the individual is granted a license with the city which they must renew on a bi-monthly basis.

The city fears what someone with a 'powered' vehicle might do. They may go so far as deliver seditious materials to bookstores faster than the city may be able to follow. - Peculiar Author.

These vehicles are powered by a person or persons walking along a belt or treadmill. The belt or treadmill is attached to a number of gears and sprockets, making the effort of walking more efficient, resulting in quicker movement. Ambulacycles are far more useful in combat than bicycles and unicycles, since they can be stopped quickly without adverse effects to the pilot.

Rules presented here are for in combat only, out of combat, assuming the pilot isn't attempting to do anything fancy, no real roll would be required. If the pilot attempts to do something 'fancy' out of combat, refer to the rolls required for whichever system you are using, and apply bonuses or penalties as per your best judgment. 

So glamorous and graceful!
OSR / AD&D / LotFP
Cost: 50 sp (LotFP) 50 gp (OSR / AD&D)
Increases base speed of the pilot:
OSR / LotFP: +20 Feet (Combat), +60 Feet (Exploration/Running), +12 Miles (Travel)
AD&D: +6 to Movement Rate (Humans), +3 to Movement Rate (Dwarves, Halflings, and Gnomes).

Mechanics: Movement in combat requires stat or skill checks in order not to fall over.
LotFP and other Non-Proficiency Skill Systems: Character must roll under their Dexterity score using 1D20. Specialists/Thieves may subtract their level from the die-roll to better ensure a successful result. Anyone with more than 1 point in the X out of 6 Tinkering skill may subtract 1 from the 1D20 die-roll, this is on top of the bonus any Specialist/Thief receives.

AD&D: Anyone with the Tumbling Non-Weapon Proficiency receives a +/-3 bonus to their roll. Anyone without Tumbling must roll under their Dexterity score using 1D20.

Combat: If the pilot is attacked from the side, or if the pilot attempts to attack anyone at their side, the target receives a +/-3 bonus to AC due to the large wheels obscuring them from attack.

Kinda like this, only with a way more complicated treadmill setup.

Pits and Perils
Cost: 50 gp
Increases the base speed of the pilot by +25 feet.
Movement in combat requires a 7+ on a 2D6 roll in order not to fall over. Those with the Dexterity ability may add their level to the roll.
If the pilot is attacked from the side, or if the pilot attempts to attack anyone at their side, the attacker is at -1 to their 2D6 rolls due to the wheels being in the way. 

So many places for your finger to get amputated in.
Into the Odd
Cost: 50 Shillings
Allows a character to move as fast as an average horse.
Movement in combat requires a successful Dexterity save in order not to fall over. The GM may allow certain bonuses to the roll if the character is particularly graceful, or makes an effort to practice using the vehicle beforehand.
If the pilot is attacked from the side, or if the pilot attempts to attack anyone at their side, all attacks are considered Impaired.

Land Yacht / Wind Wagon
These are basically sailboats with wheels or wagons with sails. While this sounds like an odd or unrealistic form of travel, a number of Chinese emperors used vehicles like these as pleasure craft. These vehicles were also popular among beach-going aristocrats during the 1600's. 

Weird and wacky, just like me. Pictures Mangled By: Me
Land Yachts may also be powered through the use of windmills and belts, reducing the complexity of piloting the craft. The vehicle presented here is outfitted with a windmill.

OSR / AD&D / LotFP
Cost: 6,000 sp (LotFP) 6,000 gp (AD&D / OSR)
HP: 50 w/ Hardness: 5 (AD&D / OSR)
SHP: 5 (LotFP)
Cargo: 1 Ton
Movement / Miles Per Day: 4D
Normal Acceleration/Deceleration: ½ movement rate

Wind Speed: The speed of the wind determines the speed of the Land Yacht, which is expressed in the type of die used for movement. A new movement rating is rolled during combat every turn (10 minutes). The miles covered in a day is rolled at the start of the day. In cities, the wind typically never gets above a light level unless there is stormy weather involved.

Still: D3
Light Winds: D4
Moderate Winds: D6
Heavy Winds: D8
Storm Winds: D10

Crew: 1

Combat: Movement and time is determined normally as if it were a standard combat encounter. In order to keep control of the vehicle during combat, the pilot must make a successful roll each round. If the driver attempts any sudden movements or accelerates/decelerates more than the norm with the vehicle, their roll will receive a penalty depending on the skill system used. On a failed roll the vehicle will maintain its current speed, as well as drift randomly. To determine drift direction roll 1D3: 1) Drifts to the left, 2) Travels straight, 3) Drifts to the right.

X out of 6: The skill used is Tinkering. Sudden Movements and Hard Acceleration/Deceleration result in a -1 penalty to the skill.

Non-Weapon Proficiencies: The proficiency used is Seamanship or Landmanship (which works exactly like Seamanship, but is way cooler... for some reason). Sudden Movements and Hard Acceleration/Deceleration result in a -3 penalty to the proficiency.

Pits & Perils / Into the Odd
I need to read the rules more in order to figure out how I can make this thing work in the systems.

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