Search SJML Archives! (Powered by Google)

Previous Message: Mystaraspace and Rightspace
Next Message: The Elemental Gods
Month Index: September, 1995


From:     "Thomas O. Magann Jr." <tomjr@???.com>
Date:     Mon, 25 Sep 95 18:12:52 PDT
Subject:  Re: Psi in Space
I disagree on a couple of points, and have a question or two.

>Control Wind
>    This power can be used against a ship's air envelope.  Each round the
>psionicist can blow one man-days worth of air out of the envelope.  This
>rises to two and a half days if the user rolls his power score.

My campaign's psi has also used it to get the +1 MR that a Gust of Wind
spell gives.

>Detonate
>    If used against a ship, it suffers the Hull Holed critical hit and
>takes 1d4+1 hull points of damage.

The above sounds a little potent except for a power score. We used 1 hull
point and only gave a hole hulled crit if the d10 roll was a 10 (100%
destruction).

>Disintegrate
>    If used against a ship, it suffers the Hull Holed critical hit and
>takes 1d6+1 hull points of damage.

We always treated it identically to the spell, which is caster's choice of
1HP, 1 MR, or 1 AR, as well as a hole hulled crit. Given that the spell
destroies up to 1000 cu. ft. and the psionic science only 8 cu. ft., the
d6+1 hp sounds a little overpowered.

>Kinetic Control
>    The kinetic energy behind a spelljammer is too great to absorb,
>whether travelling at tactical or spelljamming speeds.  A character
>standing on a spelljamming ship's deck could not simply touch it,
>absorbing its kinetic energy.
>    This power does work against attacks from heavy weapons.  Any dmagae
>he absorbs can be dealt to either a ship or creature.  If delivered to a
>ship, use the heavy weapons hull damage value.  If delivered to a
>creature, use its personnel damage value.  When using absorbed damage from
>melee weapons, remember that 10 hit points equals 1 hull point.

I agree with all of the above, but my psi player tricked me. He drank a
potion of growth then used expansion to put himself up to 100 foot tall and
let a ship ram him. The rules say that ramming size G creatures does 1d6 per
hull point. It was messy (he'd used Will & Way research rules to acquire a
refection ability). Thankfully he only had the one potion.

>Project Force
>    A ship's AR should be halved, rounded down, to find it's AC for the
>effects of this power.

Why? It's not halved for an axe blow.

>Cellular Adjustment
>    This power can be used to repair even ships.  For every 10 hit points
>healed, 1 hul point is repaired.

This is a psionic variant of the various Healing Sphere spells, not the
Repair spell. It shouldn't effect ships at all (well, possibly Elven living
ships, if you'd let it efffect plants).




Thank You For Your Time,

Thomas O Magann Jr
tomjr@???.com
Or my back-up: TMagann@???.com
http://www.sfo.com/~tomjr




Previous Message: Mystaraspace and Rightspace
Next Message: The Elemental Gods
Month Index: September, 1995

SubjectFromDate (UTC)
Psi in Space    Orion    26 Sep 1995 00:57:08
Re: Psi in Space    Thomas O. Magann Jr.    26 Sep 1995 01:12:52
Re: Psi in Space    Orion    26 Sep 1995 02:13:04
Re: Psi in Space    Thomas O. Magann Jr.    26 Sep 1995 02:38:25
Re: Psi in Space    Orion    26 Sep 1995 03:15:56
Re: Psi in Space    Thomas O. Magann Jr.    26 Sep 1995 03:22:56
Re: Psi in Space    Ken Lipka    26 Sep 1995 11:47:37
Re: Psi in Space    Thomas O. Magann Jr.    26 Sep 1995 11:59:49
Re: Psi in Space    Orion    26 Sep 1995 12:26:52
Re: Psi in Space    Ken Lipka    26 Sep 1995 14:14:30
Re: Psi in Space    Thomas O. Magann Jr.    26 Sep 1995 16:58:40
Psi in Space    Ken Lipka    26 Sep 1995 18:25:20

[ SPJ-L@Cornell.edu ] [ Spelljammer@Leicester.ac.uk ] [ Spelljammer@MPGN.com ] [ Spelljammer-L@Oracle.Wizards.com ]