Travel is achieved through a system that collects solar energy and stores it as plasma. A spellcaster uses mana to convert the plasma into propulsion energy.
Minor helms take 10 mana minus ACU per hour to helm, with a minimum of 2 mana.
Major helms take 15 mana minus ACU per hour to helm, with a minimum of 3 mana.
The final ingredient to space travel is VotaraVotara is the extract of a void whale which allows for space... More. VotaraVotara is the extract of a void whale which allows for space... More is a natural byproduct of a gland inside void whalesVoid whales are mysterious creatures who are farmed for Vota... More. A void whale is a giant space born creature. Void whalesVoid whales are mysterious creatures who are farmed for Vota... More are both farmed and hunted, but they are an endangered speciesNo one species can claim the Verse as its own. Ancient civil... More which has made VotaraVotara is the extract of a void whale which allows for space... More precious. VotaraVotara is the extract of a void whale which allows for space... More allows the spellcaster to link with the ship and control it as if it is their body. VotaraVotara is the extract of a void whale which allows for space... More is mildly addictive and stains navigators’ teeth and tongues gray.
Plasma batteries
A single plasma battery can hold 100 joules of plasma. 100 joules of plasma can run a helm for 48 hours in Voidspace . As long as a battery has 200 square feet of sail and direct view of a solar body, the battery recharges in 10 hours.
Traveling through the In-Between uses 25 joules of plasma per “jump”.
A ship can only have one battery in use at a time, but they can carry as many batteries as weight allows. Each battery needs 200 square feet of sails to recharge.
A plasma battery is highly explosive, so it is often encased in metal. If a plasma battery chamber is pierced and exposed to air and flame, it does 6d10 elemental damage to all within 100’ and damages the ship.
Rigging
The rigging of a ship holds the sails in place and allows the crew to position them for maximum energy collection and for aiding the navigator in steering the ship at tactical speed. If rigging is destroyed, batteries charge at 1/2 speed and a ship’s MB is 1/2.
Solar sails
All shipsShips provide two things, travel through Voidspace and air. ... More have solar sails that collect power from any nearby solar bodies. Even stars give a small amount of power. The general rule is that as long as the ship is not in the shadow of another larger body or has had its sails destroyed, it can recharge power. If sails are destroyed, a ship moves at 1/2 speed.
Navigating
A navigator uses a ship as if it is their natural body. They see around the ship as if their eyes are a mobile object along any runed surface. They can even cast from the ship’s body as if it was their own.
The navigator cannot sleep on the helm, as they would constantly be woken by activities on the ship.
Air
VotaraVotara is the extract of a void whale which allows for space... More and plasma combined convert carbon dioxide into oxygen. One ounce of each provides 8 hours of oxygen to a medium sized creature .
While navigating, the conversion of mana and plasma to energy provides one cubic ton of oxygen per hour (40 cubic feet). A human uses 20 cubic feet of oxygen per day.
The air bubble around the ship extends from the center of the runed vessel. Its diameter is equal to double the longest side of the object.
Votara
VotaraVotara is the extract of a void whale which allows for space... More must be used by a navigator each time they bond with the ship. VotaraVotara is the extract of a void whale which allows for space... More is addictive, and after 10 uses the user feels a draw to use it more often. After 30 uses, they become addicted and must use a little votaraVotara is the extract of a void whale which allows for space... More each day otherwise they become Fatigued. Once the character has used VotaraVotara is the extract of a void whale which allows for space... More for a year, they must have a little each day or they become Exhausted.
Gravity
A gravity field runs along the ship where the runes mark gravity focus. The field is 3.4 miles (18,000 ft.) radius, measured from the center of the ship. If another body is in the ship’s gravity field, the ship can not bend space to enter the Inbetween. Whichever body’s largest overpowers the smaller body’s gravity field and they drift into alignment.
Waygate
For a ship to fold space they must jump to a waygate. The waygate must be large enough to accommodate the ship passing through it.
When a ship jumps to a waygate, a magical blast of energy expands out from all sides of the gate pushing away any object for a half a mile. A blue burst of light fills the gate and the folding ship bursts through, slowing down to tactical speed after half a mile.
Waygates have their own gravity field which extends out the same as any starborn shipsShips provide two things, travel through Voidspace and air. ... More.
Each waygate has a unique symbol etched in its lockstone. A navigator must be familiar with the gate’s symbol in order to jump to that waygate. A navigator’s starmap and known waygate symbols are their most prized possession. Often they keep this information hidden and encoded.
Planetside
Landing planetside is a very tricky thing. If the planet has an atmosphere and heavy gravity, it takes double the standard Mana to navigate a ship and takes on average 2 hours to land a ship (depending on the availability of landing areas). To keep the rules loose, we suggest an average Skill Challenge of at least three skills, with the navigator rolling at least one of them. More successes than failures means a successful landing, while more failures means the ship takes at least 1d6 hit point damage to the Hull.