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Month Index: December, 1996


From:     jerry tausz <tausz@?????.net>
Date:     Fri, 27 Dec 1996 18:08:32 -0600
Subject:  Re: Star Trek and Spell Jammer
>My campaign has taken a decidedly weird turn.   We have combined Star
>Trek with Spell Jammers.  I have developed several rules for the setting
>and I am hoping to discuss some of the ideas with you and I hope you can
>help me with some of the problems I have run into.  Please respond if
>you are interested. 

I am very interested, I have some matereal for it sent to me by a friend, & 
I even have constructed part of a med kit, wich I will post later in the 
message. If you want the files for it just e-mail me.  Also I would like to 
here & have your rules.

here is the med kit:

item #          item                   what it does


1.)        Medical trycorder     Imediatly diagnoses the problem on ayny     
                                 number but a 10 on a 1D10 (20 on a 1d20 if  
                                 high teck medical or medacin proficiancy).

2.)        Hypospray             It ingects it's contents into the           
                                 bloodstream without puncturing the skin.

3.)        Broad detox vile      A braod range of detoxens for all known     
                                 poisonis elements (the things allmost all   
                                 poisons are made of) there is a 1 in 1000
                                 chance that a Star Trek (or other Earth     
                                 universe poisons) will not be in it (see    
                                 below) (not counting known poisons) & there 
                                 are a few (determined by the DM & told to   
                                 the players by a NPC) known poisons that are 
                                 not curable by this vile, & a 1 in 100
                                 chance that a fanticy poison (that dose not 
                                 also exist on earth) is not in it) (works   
                                 in three rounds).

4.)        Fanticy Detox vile    My personal invention for fanticy poisons   
                                 (there is a 1 in 1000 chance (role 1d100   
                                 twice, 7 if they mach roll a 1d10 & if that 
                                 is 1 then the poison is not curable by this 
                                 vile) (works in 3 rounds).

5.)        Clerical Detox vile   A clerical cure for poisons when all else   
                                 fails works as the cerical spell "Cure      
                                 Poison".

7.)        That stuff that       Wakes people from unconchesnes al but 20 on 
           wakes people up       a 1d20, & from sleep spells on a 1 or 2
on a 
          (forgot the name)      1d6.


8.)       That stuff that       Puts people (or creatures) to sleep based on
        puts people to sleep    size (help!)
       (forgot the name again)


9.)        Nuril stiumlator      Cures a held person on any number but a 8   
                                 on a 1d8, & a charmed person on any number  
                                 but a 6 on a 1d6.

10 & on)   Any others you think
             migh be in there


I need help compleating it.

                                Kudos dude,

                                        Tanil


Previous Message: Star Trek and Spell Jammer
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Month Index: December, 1996

SubjectFromDate (UTC)
Star Trek and Spell Jammer    Steven Swenson    27 Dec 1996 23:47:46
Star Trek and Spell Jammer    jerry tausz    28 Dec 1996 00:08:32
Re: Star Trek and Spell Jammer    DRG1NKNT@???.com    28 Dec 1996 14:46:59
Re: Star Trek and Spell Jammer    PenileUser@???.com    29 Dec 1996 05:59:40
Re: Star Trek and Spell Jammer    jerry tausz    29 Dec 1996 14:32:48

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