Previous Message: Re: [none]
Next Message: Capital Ships (AKA Huge Freakin' Ships)
Month Index: November, 1996
From: "John W. Bowden" <jwbcs@????.com> Date: Wed, 27 Nov 1996 02:32:00 EST Subject: Re: Whew! I'm online again...
Boy! That took some work... All right... You guys wanted to hear about Mage-Tech for SpellJammer. No Problem, Just let me get it typed up and ready for me to paste to my e-mail system. I'll give you something close to my final copies. What I'll do right now is discuss what it is based on and how it works. Here is an overview of my version of Mage-Tech/SpellJammer 1> Arcane are more militant. They control the trade and prevent outside forces (neogi, Mind-Flayers, etc...) from harming the core spheres (Oerth, Torel, and Krynn). They control several super spelljammers ranging from 100 - 10000 tons. 2> Normal spelljamming ships exist, but are seen as old and out of date... 3> Larger ships are powered from a mage-tech generator. Some basics follow: SpellFire generators: First system made by Arcane. Like a "Dirty" nuke reactor. Gnomish Plasma Gen: Take a steel ball 10' across. Compress it on the elemental plane of earth to a 6" diameter. Place an admantum mesh around it and place it in a Quin-Dar crystal casing. The Sphere will give off enough heat to ignite even the air around it, creating what the Gnomes dubbed "Plasma". The Quin-Dar crystal can convert this heat to Spell-Jamming energy for Weapons, Helms, Shields, Etc... 4> Quin-Dar crystals are capable of absorbing heat and generating Spell-Jamming Fields. These fields can move ships, act as shields, create beams of energy for weapons, and any other basicly "physical" thing. They even use this field system for communicating between ships! I'll have more for later... Sorry about it sounding like Star-Trek, Just seemed to come out that way... *** Second star to the right... And straight on till morning...
Previous Message: Re: [none]
Next Message: Capital Ships (AKA Huge Freakin' Ships)
Month Index: November, 1996