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Biological Hulls
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by Darrin Drader
August 6th, 2003
The hulls
in the book Airships represent the most common and easy to
manufacture hull types. In addition to these are ships sailing the
skies with hulls made from more exotic materials that have either
once been alive, or are alive now. These are the biological hulls,
which are often employed by the more intelligent or magically
advanced races of the world.
The advantage of biological hulls is
that they are usually lighter, able to heal their own damage over
time, and sometimes they have the ability to increase in size as
they grow older. The disadvantages are that nourishment must somehow
be provided for, they are slightly weaker than hulls constructed
from standard wood or other inorganic materials, and they eventually
die of old age.
Unlike standard hulls, biological
hulls are grown rather than created from inorganic materials. These
living materials, are either put into place in chunks and then
grafted together into a cohesive whole, or they are grown slowly,
stretched, and molded to take the desired form. They still require
the standard airship production facility, frames, and laborers to
build. The laborers must all be experts in order to construct
biological hulls.
Sustaining damage is an inevitable
occurrence during the ship’s lifetime of service. Healing occurs at
the rate listed in each entry, though hulls must still be alive in
order to heal themselves. Clerics and other classes capable of
healing may heal biological hulls. When they do so, hardness is not
taken into account, and they cure a number of hull points equal to
the number of hit points their spells normally heal.
Biological hulls require nourishment.
In some cases this nourishment takes the form of food, while in
other cases it may be sunlight or even water. If the hull does not
receive the necessary amount of nourishment each day, it begins to
starve. The starvation rules in the DMG apply, though the subdual
damage applies to each ton of the ship. A ship with a hull that has
dropped to 0 points because of subdual damage is no longer airworthy
and must receive nourishment within 1d6 days or die.
The types of biological hulls
available are chitin, plant, coral, and shell.
Chitin
Chitin is the hard material that forms the exoskeleton of most
insects. The process involved in making a chitinous hull begins with
polymorphing a regular size beetle into a new creature known as a
radipon. A radipon initially appears as little more than a large
bowl shaped object made of chitin. The radipon is then grown on a
ship frame, all the while being treated with oils that make the
shell malleable and prevent the polymorph effect from being
dispelled. The chitinous hull is in fact a living insect, fully
encased in its shell. The only portion of the insect that retains
movement is its mouth, which is located at the bottom of what
becomes the hold. It must be fed 5 lbs. of meat each day. The waste
material from this creature is released from a small opening in the
tail end of the vehicle once per week. This is a popular hull type
among insectoid creatures, as well as the xill.
Benefit: This is a strong
biological hull material that is able to heal damage at a rate of 2
HP per ton per day. Creatures that use this hull point also gain a
+5 bonus to Intimidate checks while aboard against creatures that do
not serve aboard the vessel.
Penalty: As a living, non-plant
like organism, it is possible for a chitin hull to die as the result
of massive damage. Massive damage to a hull is defined as a single
strike that deals 150 hull points in a single attack.
Plant
Plant hulls are made of a single type of plant called steelreed.
This leafy plant is found in nature, though usually doesn’t grow
larger than 5 ft. tall. When used for a hull, the plant is placed on
the ship frame, treated with nutrients, and stretched. Part of this
process includes a natural hardening of the exterior shell. The
plant hull requires only sunlight and water for nourishment. The
ordinary light from the sun is enough to provide for most of its
required nourishment. Once per week it must land and float in a body
of water larger than it’s own size for eight hours so that it can be
properly nourished. This hull is popular among elves and other
creatures that like to be near nature at all times.
Benefit: The plant hull is
light, reducing the tonnage of the vehicle. It can be crafted into
vehicles of any size, and if desired by the owner, it can grow into
a larger sized hull after 1d4 years. It heals at a rate of 1 point
per ton per day.
Penalty: Aside from glass, the
plant hull is the weakest hull available.
Coral
Coral hulls are created underwater by cutting pieces of coral,
carving them into the desired shape, placing the pieces near each
other, and then grafting them together with new coral-forming
organisms. Unlike the majority of the other biological hulls, coral
hulls are no longer alive, and neither heal themselves nor require
nourishment. Despite this, they must be set down in salt water once
per week for at least 8 hours in order to preserve its structural
integrity. Repairing coral hulls requires the ship to be set down in
a body of water for three days per cumulative ton of damage (15
points), and the expenditure of one quarter the base price of the
hull (10,000 gp. per ton).
Benefit: It has the properties
of a rock hull while being lighter and easier to repair.
Penalty: The unusual facilities
needed to construct them makes this hull expensive.
Shell
Created from two massive interlocking creatures similar in
nature to crabs, these hulls are strong and durable. The creatures
used for these hulls remain alive, although they lose their freedom
of movement. Their large black eyes are front faced. It is believed
that these are intelligent creatures that choose this life so that
they can explore the world in a way that would be impossible while
living beneath the sea. Shell hulls require landing in a body of
water larger than it for 8 hours once ever 2 days. During this time
they replenish their supply of water and gain nourishment by eating
bacteria and small microbial creatures.
Benefit: This is a strong hull
type that is able to heal 3 HP per ton per day.
Penalty: It must return to the
sea for nourishment more often than other hulls.
Material
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Cost/Ton
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Hull Points/Ton
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Craft DC
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Hardness
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Fort. Save
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Ref. Save
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Chitin
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7,000
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12
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25
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5
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+8
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+5
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Plant
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5,000
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3
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25
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3
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+5
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+15
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Coral
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40,000
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15
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30
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8
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+10
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+0
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Shell
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15,000
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14
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20
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7
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+8
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+5
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