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Month Index: January, 1997


From:     steve swenson <scott@??????.????????.com>
Date:     Thu, 2 Jan 1997 14:12:05 -0600 (CST)
Subject:  Re: Outline draft for Star Trek/Spell Jammer rules-> Comments please!
    Ok Here are all the rules I and my players have come up with so far.
Please review them and let me know of any problems you may have or
suggestions for the areas I have not covered yet.
    I am sure there is some bad writing and some organizational problems but
this is a preliminary draft not a finished set of rules.

   Ask me questions!!!!

Should I repost the entire thing whenever it gets updated or just the
changed parts?

       --Steve

----------------------------------------------------------------------------
     Star  Trek   and SpellJammer Multigenre role-playing

  This will cover all aspects of this particular genre when finished but
prmarily deals with Star Trek ships, ship to ship combat and rules
particular to Star Trek Vessels and Federation ships in particular.

UNIVERSE

How Spell Jammer and Star Trek Mesh.

   The phlogiston is red and so is the barrier around the Milky Way Galaxy.
 All Individuals should be of Low esper rating in order to pass thru the
 "Hyperspace interface" safely.

  If an individual has a high esper rating roll% dice
               01-97   Individual dies
               98        Individual must make a system shock roll or Die;
                     Latent PSI is awakened... over the course of 2d10 days
                     his/her power will grow to = 1st level psionicist.
               99        Roll system shock or die; Latent PSI awakened =1st
                     level psionicist Increases level by 1 every day for 1d10
                     days.
               00        Roll System shock; Individual gains intelligence
                     =18 if already 18 gain 1 point every day for 1d6+1 days.
                     PSI =level 1 pscionist increase level by 1 for 1d10 days; after this gain 1 level
                     and 10psp every day for 2d10 days.   Character must save
                     vs wisdom every day or Alignment will shift towards
                     neutral evil.

  This Galactic Barrier is what is left of the Milky Way & Andromeda's crystal
sphere.  A Galaxy slowly drops from Hyperspace into its own self-contained
universe.  Special modifications or jump gate portals must be made to cross
the barrier without damaging electronic, or transtator technology.   See TOS
pilot episode "Where No Man has Gone Before" for more information on some of
the barrier's effects.

  It (the barrier) does not register mass or energy yet it is visible and
an unprepared ship will sustain 1d4 critical hits while it remains in contact
with the barrier,  The ship must also make a breakdown roll with failure
indicating one or more systems are severely damaged.



I. Federation Ships
   A.  Every Ship Class has Specificationsfor safe operation
   B.  Power Systems
        1. Warp Power
                           Power Generated by Warp Engines may be used for
           any purpose on the ship, except Impulse Speed Manuvers and speed
           changes.

        2. Impulse Power
                          Impulse power may not be used for Warp manuvering
           but may be used for all other ship functions.
unless the system forbids it.

        3. Emergency Power and Auxillary Batteries
                          Emergency power may be used for any purpose
            including warp and/or impulse manuvers if those systems remain
            online.

   C.  Auxilliary Systems
              1. SIF/IDF
                         Under Normal conditions these systems do not need to
                 be managed. However, A ship captain may need to rely on these
                 systems in the event of extreme situations.

                 SIF :  This System is used to hold a ship together, if it is
                 off-line any manuever causes a critical hit. The computer
                 will alert the captain and overide these manuvers
                 automatically if it is on-line.  The captain may order
                 emergency manuvers shutting down this computer function.
                    This system may also be used as an auxillary shield
                 system holding a wounded ship together.  This costs 1 energy
                 point for every 5 hull points maintained.  Energy used this
                 way is automatically reassigned until repairs are made or the
                 system is shutdown.  That is spending 4 points of energy
                 reduces a players pool by 4 points for subsequent combat
                 rounds.
                         A ship that depends upon SIF to hold it together must
                 make a "Breakdown roll" if it exceeds 1/4 of  any ship
                 specification.  This system may also be used offensively
                 giving a +1 per energy to saves against crashes, this gives
                 brave captains a usable ram.  While the ram is maintained
                 energy may not be added to the system.  In other words this
                 system can be used offensively, defensively or left to
                 automatic management(normal stresses).

                       IDF:  If this System goes offline the present course
                 and speed must be maintained to avoid killing the crew.
                 Manuvers require the crew to save vs death magic or Die.
                 Those that save receive maximum falling damage.(There are
                 3 backups on destroyers, 5 on cruisers and carriers and 6 on
                 battle ships, smaller vessels have one generator).

              2. Life support:
                       There are two days of air on most starfleet vessels,
                 however if it is not circulated a given room will use up
                 its oxygen in 1d6 turns.

              3. Communications
                       Subspace Communications cannot pass thru a crystal
                 sphere but communication is possible out in phlogiston and
                 across the "Hyperspace Interface"

              4. Command/control
                       If command control center is knocked out the ship
                 cannot take any action until an alternate control system is
                 established.  Control centers include:  Bridge,
                 Auxillary Control, and Main Engineering.  Other computer
                 systems can be used but require an engineering team to make
                 it available.

              5. Navigation
                        Without this system the ship requires a navigator to
                 make periodic observations to make any course changes
                 correctly.

              6. Environmental Control:
                        This system controls the gravity, temperature and
                 humidity aboard ship.  This system has numerous backups,
                 with each loss assign a 10% chance (cumulative) of random
                 changes to onboard "weather".  Total failure results in
                 zero-G  and temp and humidity aproaching that of surrounding
                 space.

              7. Thrusters :
                         This is an auxilliary propulsion system speeds range
                 from a few yards/sec to hundreds of miles per hour. For game
                 purposes this system gives a ship an SR1 (tactical) MC B.
                         The system can be used for up to a two weeks at full burn
                 it is fueled by watervapor jetted through the thruster
                 nozzles.

              8. Nav Shields: This system makes a federation ship almost
                 invunerable to most jettison and other light debris fields.
                 Ship debris, and Asteroid fields still pose a danger if the
                 captain is a thoughtless or desperate person.

              9.  Computer Core-- If this system goes down the ship will
                 require 2/3 maximum complement to perform properly,  Weapons
                 locks are impossible, Library functions gone, in addition
                 random malfunctions may occur unpredictably over the ship as
                 program routines crash trying toaccess files.  All turbolifts
                 will be off line increasing movement time between deck.
                 Most security features such as Intruder Alert, and PHASER
                 Alert(Star TRek VI) and any other security scan implemented
                 using internal sensors will not function until or unless
                 Engineering or Science personnel come up with something.

               10. Power Conduits -- Affected decks must use auxillary power
                 or lose life support, environmental control, and IDF
                 functions in 1 turn.  Each conduit takes an engineering team
                 1 round repair and  1d8 rounds to re-route.  Only severly
                 damaged conduits will require on-site attention to re-route.

    D.  Hull Materials:  Duranium is identical in properties to Admantium,
      the two metals will bond with welds. Iron and steel do not weld well to
      admantium.

   E.  Weapon Systems

-------------------------------------------------------------------------------
            Crit  HP  Hitpoint  FR  E   PB(x2)   S   M(-2) L(-5) EL(-8) SPD R
-------------------------------------------------------------------------------
Ph-1         17   3d10  30-100  1/1 2/1  <3      5   8     12    35      -  -
Ph-2         18   3d10  30-100  1/1 2/1  <1      5   8     10    12      -  -
Ph-3         18   2d10  20-200  1/1 2/1   1      1   2      3     5      -  -
Ph-4(Bases)  17
Ph-G         17   3d10  30-100  4/1 6/2  <3      5   8     12    35      -  -
PH1-Array    17 4d10/shots fired12/1 12/1 <3     6   10    20    40      -  -
Ph2-G       17 2d8*2d10 40-1600 1/2 20/5 <3      8   12    12    30      -  -
Disr         16   4d10  40-100  1/1 3/1  <3      8   12    15    40      -  -
Ph-Disr      15   5d10  50-100  1/1 4/1  <4      8   12    20    40      -  -
P-torp       18   50     500    1/2 2/1   -      8   15    20    50      4  3
Pl-torp       ?   ?       ?     1/3 ?     ?      ?   ?      ?     ?      ?  ?
P-torp MKII  18   50     800    1/2 3/1   -      12  15    25    40      8  3
QTorp        17   150    1500   1/2 9/1   -      10  12    16    30      4  6
Laser-I      19   2-5    20-50  1/1 1/1  <1      3    5    10    10      -  -
Laser-II     18   1d10   10-100 1/1 2/1  <1      4    6    10    12      -  -
Laser-III    18   3d6    30-180 1/1 3/1  <2      5    8    10    12      -  -
Laser-IV     18   2d10   10-200 1/1 4/1  <3      5    8    10    20      -  -
NclrMsl(1MT) 19    10    100    1/3 2/0   -      5    6     8    10      2  ?
C-Missle     18   2D6    20-60  1/1 1/0   -      3    8    12    15      2  2
Nclr plt     17    10    100    1/1 3/2   -      2    5     8     8      -  1
cannon
      10MM   19   2-5    20-50  1/1 1/0  <1      2    3     4     8      -  1
      20MM   18   2D6    20-120 1/2 1/0  <1      3    4     5     8      -  1
      30MM   17   1D10   10-100 1/3 1/0  <1      3    5     6     9      -  1

With the exception of torpedoes damage inflicted by long-range and extreme-
range hits inflict only 1/2 and 1/4 normal damage.

Explanation of the Table
    Crit  --  The Roll required to cause a critical hit against an opponent.
    HP   --   Damage in Hull Points to an opposing ship
    Hitpoints  --- What happens if an individual is unfortunate enough
to be struck directly by one of these weapons.
    FR    -- Firing rate of the weapon
    E      -- Energy requirements  the first number is how much is
required to have the weapon ready and the second is  energy required to
fire.
    PB  -- Point Blank range  this range is a +2 to hit and many tech
weapons inflict 2x normal damage exceptions are
               missiles and torpedoes
    S,M,L  ---  Short Medium and Long ranges in Hex Spaces.  1 Hex = 10 kilometers

    SPD --#hexes weapon may move in one round.

    R  --  Min safe distance

   F.  Shields
        Shields are Tech's answer to the Wall of Force and are in fact more or
      less the same as that spell.  The differences being that they can
      eventually be battered down and can stand up to some things that would
      bring a wall of force down instantly.

        Shields are classified by number and letter. The letters are
      strength multipliers A=x1 B=x2 C=x3.  The number indicates the shield
      level.  Each shield level gives a ship protection equivalent to
      10HP*(ClassLevel) damage.

        For example a class 8A shield (The most common TOS shield type)
      protects against 80HP of damage while a class 8C chield will
      absorb 240HP of damage (Most TNG class shields are at this level
      though some are probably 12B shields for smaller ships; the
      Defiant has 8C level shields)

        There are six shield generators on most vessels, some TNG and TOS
      ships had Auxillary shields in the hull to allow the outer deck areas
      to be used as armor.  Once a shield has taken damage shieldpoints can
      be restored by redistributing from other shields or assigning an
      engineering team to maintain shields.

        If assigned an engineering team can restore 1 shield level every round
      the ship avoids being hit.

        Should a shield generator be taken out others can compensate for it.
      If a Generator is compensating for other generators that are down it
      must make a breakdown roll for each generator it replaces; an additional
      roll is also required if it exceeds its stated capacity.  For example
      one 8A generator that is functioning for itself and one out of commision
      generator can maintain level 4A shields safely on both shield fronts
      but must make one breakdown roll because of the extra strain.  If that
      generator was maintaining level 8A shields on both shields it has exceeded
      its design specs by 2 times and so must make 3 breakdown checks to remain
      functional.  In addition if these shields are hit a breakdown roll is also
      required after damage is absorbed.
        If a shield is taken out completely the generator must make a
      breakdown roll.

      NOTE: Shields DO NOT PREVENT critical hits or damage inflicted from
the critical hit roll.

   G. Movement
              For the most part, SR for Trek type ships is equal warp the ship
      is currently travelling or Impulse Speed for sublight travel, thrusters
      are always SR1 Tactical speed only.
              Each round the ship captain selects one of several
      configurations for his ship which reflect energy output.  These are
      written out on an index card ahead of time and can only be changed at
      the start of the next round.   If the computer is down or if the
      captain so elects he may allocate energy by hand.  SR = to amount of
      energy used for warp propulsion  or if at tactical speeds amount of
      impulse energy used for propulsion.
              Accelleration and deceleration costs 1 energy point as per the
      MC chart in the SpellJammer source book.

   H. Sensors
       Not sure how to handle these yet... We have worked out a general idea
     of what active and passive sensors can detect same with internal
     sensors.  I need ideas here


II  Combat
   A. Shield Points -- See Shields
   B. Damage Control
         About a third of most crews are members of Engineering.
      Engineering teams are made up of 5 people each.  PC Engineers
      and Head engineers may act as a team by themselves.
         Two Teams working together or a Head Engineer with a team can
      cut normal repair time in half.
         In emergencies Damage control teams can be made up of 1 engineer
      and 4 personnel from other departments.  These teams can stabalize
      systems and put out fires re-route power systems at twice normal time
      periods.  Actual repairs proceed at 4 times normal time periods.

   C. Systems Failures: see Breakdown Roll

   D. Emergency Manuvers
      1. High Energy Turn
            A High energy turn is performed in emergencies and
         allows a ship to temporarily improve its manuveability class
         to MC:A .  This however comes at at a cost.  First there must
         be a number of unallocated energy units = to the current speed
         of the ship + the number of hexes turned (3 in 2d games..
         havn't playtested in 3d yet) at this point the SR is reduced
         to 0 but if energy still remains (warp energy only! assuming
         we're performing warp manuvers) may accelerate normally at
         energy point cost =SR points on the SpellJammer MC chart.

      2. Evasive Manuvers
            No Handle on this yet... players seem to think it should
        apply to missiles that take more than a round to hit and
        any extreme-range attack.
            Another possibility is the helmsman's skill can be rolled and
        if successful decreases AR by 1.
            Problem How do we differentiate (Evasive pattern Alpha and
        delta?)

      3. Warp Core Jettison
              This never works in the shows or the movies. To keep the
flavor but still retain the system if a captain orders warp core dump and
the computer is still on-line have an engineer make a roll at difficult
level (1/2 engineering skill) if the computer is offline have him make a
roll at extremely difficult (1/4 engineering skill).

      4. Saucer Separation
              Yes ST:TOS ships can do this too! Theyjust never got around to
doing it for the series.  Most Federation saucers have impulse engines only
(SR = 2-5 tactical speeds only) MC:F This manuver takes 2 rounds to perform
and if the engineering hull is being abandoned 1 additional round per
hundred crew to get them aboard the saucer.  TOS Enterprise would take
6 rounds.  TNG crews have faster turbo lifts so for every 300 add 1 roun.
Saucers usually have Three of the SIF/IDF generators two shield generators
which will compensate for 1 additional generator each to form a complete
shield.  75% of Computer functions will be down, essential function only
remain.


      5. Warp Nacelle Jettison

            An alternative to saucer seperation, but more dangerous as well
        see Warp Core jettison.

      6. Abandon ship
            A ship typically can be abandoned in 1 round per 100 crew
        All available shuttles + emergency pods located at strategic areas.
        Note the Federation drastically improved emergency transportation
        with the advent of the Ambassador class (c 2320?) and refits on the
        remaining TOS class vessels Miranda and Excelsior Classes.

      7. Self-Destruct:
           Self Destruct requires a functioning computer to be executed
        anywhere except main engineering.  Three senior officer's approval
        are needed.  Presumably the ship keeps tabs on who is
        incapacititated missing etc hence the computer requirement.
           If the computer is down the destruct sequence may be started by
        the captain alone who knows all the cyphers required... there is an
        interlock that prevents use while the Main computer is on-line.
        I am sure that a hack or engineer could in theory activate this
        system but how long would it take?
           If the computer is on-line it begins a verbal countdown at
        intervals decided by the captain when the destruct is activated.

       0-10% of the ship would be salvageble.... in the unlikely event
       someone is trapped on board there is a microscopic chance of
       surviving the self destruct.

         How to survive a self destruct
          #1  Get as close to the peripheral as possible and as far from
explosives as possible, forward middle decks bridge, astrogation are good
chioces.
          #2  Be wearing as much armor/thermal protection as you can

          #3 Now you need lots of luck

             A )  5% or more othe ship must be intact i.e. salvageable
             b)   Initial Explosion   -- Save vs Death -5
             C)   Thermal Wave        --Save  vs Dragon Breath -5
             D)   Explosive decompression -- Save vs Petrification
             E)   Warp Core and fuel Dump Explosion  Save vs Death -10

             Now If you survive all this you are now officially at death's
          door and require medical attention within 1 turn or you have died.
          NOTE: TOS medical labratories have 1% chance per level of Doctor
	  of recovering patients that have reached -10 hp.
                TNG medical Labs have a 1% for EMH programs and 4%/level for
          doctors.
                Double these for specialized hospitals or hospital ships.

   E. Exceeding Specifications
      1. The Breakdown roll
          Each Starship has a breakdown rating.  This is checked when
       a player does something that strains a system past design
       specifications.
          A d6 is rolled and compared to the BDR if the roll is in the range
       something bad has happened.  The system may be down or destroyed.
       Alternatively the ship tries to compensate for the strain and
       if breakdown occurs it results in a critical hit being inflicted upon
       the vessel.

   F. Repair
      1. Hull and Structural Material
         Each Engineering team can repair 1 Hull point per day with
       sufficient materials.  Duranium can be fabricated by mining iron
       asteroids at the rate of 10HP/Week per geological team.

      2. Ship Systems
         Auxilliary systems require an engineering roll(1/2) to repair.
       1 roll per day per system.   add +1 per engineering team, add +2
       if the Chief engineer is working on it and add +1 per day of repair.
         In an emergency, function can be restored by jury-rigging the
       damaged component. In this case time is reduced to rounds or turns
       but funtion is affected.
              Rounds ... System functions at 1/2 or lower efficiency,
                 1/2 or slower speed 1/2 whatever. If it took more than 10
                 rounds to jury-rig use turns instead.
                 Breakdown roll for system is at -2

              Turns ... system functions at nominal performance but
                   extreme range or demand for high performance use
                 breakdown roll at -1 to determine proper functioning.

          Primary Systems -- Requires the Chief engineer and two engineering
              teams with the same rules as above except one roll is
permitted per week at normal engineering skill and +1 per engineering team
over two only.

             Jurry-rigging primary systems
                     These systems are difficult to patch and repair
             requiring checks at 1/4 normal and manpower requirement of
             three engineering teams + the chief engineer to do so.

                     Repair Times:
                           Turns -- 1/8 normal specifications
                              system breakdown rating 2-6
                           Hours -- 1/4 normal specifications
                              system breakdown rating -1
                           Days  -- 1/2 normal specs
                              system breakdown rating normal

     All jury rigged systems make a daily breakdown roll to continue
functioning.  "She cant take much more o' this cap'n!!!"
  Primary systems:  Warp, Impulse, Shields, Weapons

      3. In low Tech environments
         Availability of materials is the principle concern here.

      4. Dry dock
           A space dock facility halves the time to repair all systems.

   G. Alert Protocols
      1. Red Alert
      2. Yellow Alert
      3. Battle Stations
      4. General Quarters
      5. Intruder Alert
      6. Phaser Alert
      7. Threat CON I-- Security  Personnel Only
      8. Threat Con II
      9. Threat Con III
     10. Security Breach

   H. Tech Ship Critical Hits

       Critical hit  Table
       --------------------
       1 Loss 5 hull points
       2 Roll 1d6  1-3 Deck crew Casualty 4-5 Aux System 6 crit hit twice
         more

       3 Auxilliary system damaged
       4 Ship Shaken
       5 Roll 1d6  1-3 Large weapon damaged, 4-6 Auxillary system damaged
       6 Crew Casuality
       7 Hull Holed +Crew Casualty
       8 Manuverability loss
       9 loss 10 hull points
      10 Ship Shaken
      11 Fire, Breakdown check for environmental systems
      12 Max safe Warp spec at -1
      13 Crew Casualty
      14 Large weapon damaged
      15 Ship Shaken
      16 Hull Holed
      17 Manuverability loss
      18 loss 10 hull points
      19 Max safe warp -1
      20 Roll d6  1-4 Warp offline
                  5-6 Warp core Breach (1d10 rounds)
              (Ships with Warp offline can only use impulse and
               Aux and batteries for power)

      Auxillary system
 ---------------------------



III. Ship Specifications
    A.  Saladin Class Destroyer
        MC : C  AR: 0 HP:150  Shields: 8A  Energy: 20w,2i,2bat,1aux
        Breakdown Rating: 3-6
        Weapons:
           6 PH-1, Arcs: 1rp,2p,4fp,6f,4fs,2s,1rs
           2 P-torp Arcs 2f
        Max Safe Warp: 8
        3 SIF/IDF

    B.  Nelson Class Destroyer
    C.  Light Cruiser
    D.  Constitution Class
    E.  Nimitz Class Carrier
    F.  Federation Fighters
       1. Viper
       2. Recluse
       3. Bonaparte
       4. Armed Shuttle

    G.  D5 Battle Cruiser(Klingon)
    H.  D3 Raider (Klingon)
    I.  D7 Command Battle Cruiser
    J.  D7 Battle cruiser
    K.  D6 "Boat Anchor" Tactical Cruiser
    L.  B10 Battle Ship
    M.  Klingon Fighters
      1. Dagger
      2. Avenger
      3.



IV. Federation Characters
    A. Classes
      1. Kits.
      2. Proficiencies.
      3. Weapon Skills.
      4. Basic Training.

V. Equipment

VI Spell Effects.

   Illusions in general. -- Illusions cast to fool the starship will generally
 fail because the ship's sensors will report the absolute truth.  This could be
 circumvented in two ways, either the illusions must give false information on
 all factors the ship currently measures or a knowledgable mage could make false
 or useless displays on computer consoles.
 Note :  These Descriptions assume active sensor mode unless otherwise stated.


   Invisibility -- Masks Visual spectrum only... Life sign scans, radar, sonar
    will reveal the creature that is hidden though not well enough to escape
    a -2 to hit.

   Improved Invisibility --as above

  Veil -- The Arcane version of the cloaking device, only very careful active
    scans (character at console must make an observation roll to recognize
    anomolies in the scan) will reveal the object hidden.  Movement under
    power by a Helm may (10% per SR used) give away a ship that is hiding.
    While this spell operates treat it as a cloaking device.

  Disintegrate -- The fantasy disruptor,  this registers as a disruptor
    discharge to sensors and is powerful enough to cause the folding of up to
    level 2C shields(This means all level 2 shields only 2A- 2C are nullified
    by the spell)

  Wall of Force -- treat as level 2C shields to Energy Weapons

VII  SPell Jammer Rules Modifications
    1. The Helm
           Under these rules Spelljammer speeds are equivalent to
       warp factors.  Tactical speeds are arbitrarily equivalent to impulse
       speeds.  In addition the Helm also functions as an IDF generator
       allowing survival of crew in crashes and ramming.

    2. Weapons
           While a helm is operating it allows weapons to be transported at
       speed sufficient to be delivered  at the appropriate ranges.
       Standard hex distances have been doubled or quadrupled i.e. 1 hex =
       1km or 4km depending on approach distances  SR and weapon ranges
       expand to cover these hex differences.  (We haven't decided which
       scale to use yet and one player wants a 10km hex.)

    3. Tactical and Spelljamming Speeds
        Tactical speed is no longer forced on a Spell Jamming vessel unless
      it is in the vicinity of a large gravity well. Outside orbital areas
      Spelljamming manuvers can occur at spell jamming speeds because of the
      IDF effect of an active helm.   In effect a pilot of a SpellJammer can
      elect Warp Speed or impulse speed.



VIII New Spell Jammer Ships
    1. Gnomish Carrier
    2. Gnomish Wringer Fighter
    3. Beholder Terror Class
    4. Beholder Interceptor
    5. Beholder Fighter
    6. Beholder Hive Ship
    7. Beholder Wasp
    8. Beholder Bee
    9. Beholder Hornet
    10. Beholder Render

IX  The Starship Machiavelli
    Saladin Class (modified)



Previous Message: Re: Mystaraspace and list archives
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Month Index: January, 1997

SubjectFromDate (UTC)
Outline draft for Star Trek/Spell Jammer rules-> Comments please!    steve swenson    02 Jan 1997 20:12:05
Re: Outline draft for Star Trek/Spell Jammer rules-> Comments please!    Ziggy    03 Jan 1997 19:29:42
Re: Outline draft for Star Trek/Spell Jammer rules-> Comments please!    Urklore The Iron    07 Jan 1997 21:29:34

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