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#Airships
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Makoto Kobayashi
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marlynnofmany · 5 months
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"You need necromancy to fix a rotten board."
Highlight from a conversation about airship mechanics, and the way you can't just remove rot the same way you'd remove paint or bloodstains. See, rot isn't so much a thing that befouls a surface so much as a sign of what has occurred. Like burn marks.
You gotta regrow the damaged area, and we all know what branch of magic handles regrowing dead material.
("And that's above my pay grade," says the mechanic. "Or above board, if you'll pardon the pun.")
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thecrystalcompass · 6 months
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The first 12 pages of my Graphic Novel "The Crystal Compass." Hope you guys dig it, you can help make this project real by backing us on Kickstarter https://inked.pub/thecrystalcompass
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Red_Pirate_Skiff
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uwmspeccoll · 6 months
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Milestone Monday
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On this day, October 23, 1906, aeronaut Alberto Santos-Dumont (1873-1932) flew his biplane 14-bis for 50 meters at an altitude of about four meters. 14-bis, also known as Oiseau du Proie or “Bird of Prey,” was a powered heavier-than-air machine that took off unassisted by an external launch system at the Bagatelle Gamefield in Paris. This was one of the first heavier-than-air flights certified by the Aeroclub of France and recognized by the Fédération Aéronautique Internationale.  
In celebration of this momentous shift within aerodynamics, we are exploring Santos-Dumont's earlier flights through his autobiography My Air-Ships published in New York in 1904 by The Century Company. Santos-Dumont's first experiments with flight were conducted in lighter-than-air balloons, oblong shaped and filled with buoyant gas. He conveniently named them numerically No. 1- No. 10 and kept detailed records of the successes and failures of each balloon.  
Most notably was Santos-Dumont's flight No. 6 in 1901 when he flew around the Eiffel Tower. The flight took 29 minutes and 30 seconds and awarded him the Deutsch Prize. The flight is heavily documented in his autobiography along with all of Santos-Dumont's lighter-than-air designs and airships.  
My Air-Ships features a lovely publisher's binding, is a gift of George Hardie, and is part of the George Hardie Aerospace Collection at UW-Milwaukee.
View other Milestone Monday posts.
– Jenna, Special Collections Graduate Intern 
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dragon-inc · 6 months
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scriberat · 21 days
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tagging @thydungeongal since you're the one who got me thinking on it.
the post regarding severity of HP and hits and depth of damage on the body in ttrpgs has got me thinking about airships again (what doesnt)
SO
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on a watership, there are a few layers of differing severity for an attack to land on: below the waterline, above the waterline, the masts, and the powder room. here, ive outlined how immediately fucked you are based on what gets hit. - mast, whatever, steering is screwed (also goes for the rudder, youre not done for but your steering is.) the bottom part specifically is highlighted because thats the part most likely to hit the deck and deal additional damage when it does - above the waterline, way worse as that is a hole in the ship itself. structural integrity is down but overall, it's not the end of the world and you can limp without really limping until you get to port to fix it, and things might collapse from above but youre still in good shape - below the waterline is... obvious. while it can be patched, someone has to be there to do so within a few minutes or youre going to sink where you are, and the larger the hole, the less time you have. a badly wounded ship means fewer fighters as you need to dedicate the bodies to fix the issue before everyone goes under - powder room. if you've got cannons you have a powder room which means an entire central spot full of explosives <3 one hit here and you're looking at a catastrophic event. best case scenario, you lose half the ship in a kaboom.
now, of course, not a lot of people are going to be aiming for the powder room, as a captured ship is a solid 40k in your pocket, 20k after repairs, and since most crews dont even number a hundred, thats a hefty sum in your pocket post-sale, or you can increase your own sea strength for higher payloads along the way. worth it to box the crew and save the boat.
airships, on the other hand, seem to have that in reverse, in which the hull itself is mostly expendable as long as you have the mode of locomotion and standing room. the integrity of an airship comes down to how it floats and how it propels. traditionally on that front, there are balloon types and sail types with engines. - with balloons, popping that balloon will result in the entire airship sinking. the balloon is "below the waterline." - with a sail-and-engine, the engine is akin to the powder room, a OHKO spot
THEREFORE
to roll this well, the dice master in question would need to roll a die per cannon. if the ship being attacked takes up 10 squares and you have 5 cannons, each cannon would have a chance of dealing damage. the cannonballs should be able to pierce about 50 feet, so the closer you are the further the cannonball can go. then you have to consider if the cannons are on the gunwhales or gundeck for the elevation, and the further they are away, the more likely theyll hit the next layer down, though the power is also reduced.
rambly
nat 20 roll on the cannon that's facing the powder room will cause an explosion. anything less won't as it's difficult to ignite powder with a lump of iron.
so basically: roll for each cannon involved, calculate based on map distance, account for any armor that the ship may have (plate the sides), and you can make the ships themselves into players in a battle, and each table player can handle a part of it, from steering to loading and firing, etc.
grappling and boarding are also a part of this, but i havent gotten to that yet. itd shrink the focus lens from the ships (environmental) to the decks (stage) though
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dndsettingsinfo · 10 months
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Basilisk Airship / Spelljammer by MapXilla
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stone-cold-groove · 3 months
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Overflight of the U.S. Capitol building by Germany’s Graf Zeppelin - 1931.
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masterhallmark · 4 months
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Interior (and a cannon) of The Iron Vulture
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Makoto Kobayashi
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alethianightsong · 4 months
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The worldbuilding of Nausicaa of the Valley of the Wind is so f*cking good and so casual.
A thousand years ago, there was a global nuclear war dubbed "The 7 Days of Fire" in which nuclear destruction covered the world and threw humanity back into the Iron Age. In present day, a toxic jungle covers most of the landmass with humans literally being marginalized and pushed to the edge of the map. Within the jungle lives giant peaceful insects that will violently defend their home, meaning if you chop down a tree, they will bulldoze your village in minutes. So it's either die slowly from the toxins in the jungle or die violently but quickly by insect stampede. The result is that humanity is endangered and live in isolated tribes ranging from pacifistic to militaristic. Our heroine Nausicaa lives in a Valley of the Wind where the constant air flow keeps the toxic jungle from seeding there. At the end of the 1st act, Nausicaa reveals that she's been growing plants from the toxic jungle in clean water & soil, rendering them safe for humans. This strongly implies that the Toxic Jungle was bioengineered to be a giant filtration system, cleansing the air, water, & soil of the pollution caused by radioactive fallout; the insects are meant to protect the plants so the jungle can do its job. The problem is that it's been 1,000 years, the jungle still isn't done, and humanity can't wait another century let alone millennium. The rest of humanity isn't fortunate enough to live in a valley of wind so they'll be killed by the encroaching jungle long before the jungle finishes its purification.
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thesmartartslibrary · 4 months
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70sscifiart · 1 year
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Anyone know the artist for this Sep 1971 cover to True magazine? 
Edit: Artist is Ted Lodigensky!
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Attack_Skiffs
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vintagegeekculture · 1 year
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