From: Paul Westermeyer <westermeyer.3@???.edu> Date: Fri, 24 Nov 1995 19:44:42 -0500 Subject: Re: Non-magical and Furnace helms
Consensus seems to be that Furnace helms work for anyone who sits in them while powered and no one seems to know how or if non-magical helms work. It occurred to me that the power mechanism might only need to produce flight, as oppossed to "escape acceleration". I think I recall a satement in the original boxed set stating that dragons or other flying creatures can reach space but move only at tactical speeds and so run out of air before they can reach anywhere. Elven flitters would need to RETURN to their ships after contacting terrestial elves unless the Elven Imperial Fleet was willing to throw a flitter and pilot away everytime they needed to land, they have a strict policy against allowing Helmed vessels to land on planets after all. A gnomish steam powered Biplane could probably reach the edge of its planets atmosphere, can it use its propeller within its own atmosphere to move it in wildspace? I think yes, at tactical speed. Any ideas how a flitter might move through underpower without a helm? flapping wings perhaps? Leroy van Camp III's idea of minor helms that can only be used at tactical speeds is a great one, the Rudder of Propulsion used by the navy of Wa (described in Realmspace) is similar but it has a permanent SR (6) unaffectted by the skill of the pilot and it can not climb within the atomosphere of a large body, it only goes down or at the same level. Furnace Helms Any thoughts out there on how long a non-mage can pilot a furnace helm before exhaustion sets in? I think eight hours seems reasonable, followed by eight hours of sleep before attempting to navigate that helm again.
|Non-magical and Furnace helms||Paul Westermeyer|
|Re: Non-magical and Furnace helms||Thomas O. Magann Jr.|
|Re: Non-magical and Furnace helms||Marco Camacho E.|