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Month Index: December, 1996
From: Lyndon Baugh <lyndon@????.net> Date: Sun, 8 Dec 1996 19:29:14 -0800 (PST) Subject: Re: Helmsman vision
I run it as the spelljamming character has 360 degree senses as if he, she
or it was the ship ... capable of seeing thousands of miles around (if the
ship has eyes painted on it or figurehead or windows that look like eyes),
and able to clumsily move the ship, and to feel pain if hit by catapults,
but not being able to distinguish something as small as humans running
around the decks. (Umber hulks tearing holes through the deck would be
noticeable). Time sense is slowed to something more appropriate for a
hundred foot long body.
I allow real clumsy manuevering just from the helm, amplified by
rigging, etc. For a roof guideline on lack of "normal" crew, check critical
hit table and see what kind of losses being 20, 40, 100% short on crew would
inflict.
I also run it as a somewhat addictive experience that they are reluctant to
come out of. (Robes of eyes are another sense-expanding thingie that
wearer is reluctant to ever remove because of the diminished senses to mere
180 degree tunnel vision).
>What can the spelljamming character see? I know he can "feel" the ship,
>but can he see as well as if he was standing on deck?
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Month Index: December, 1996
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Helmsman vision | Hand of God | |||
| Re: Helmsman vision | Eugene Shumu1insky | |||
| Re: Helmsman vision | The Mage | |||
| Re: Helmsman vision | Lyndon Baugh |