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Month Index: February, 1997
From: JAMES E MCFARLAND <JMcF@???????.com> Date: Fri, 7 Feb 1997 23:55:20, -0500 Subject: Re: An idea for a super-jammer...
Before I jump into the main topic of the e-mail, a quick question. How come when I recieve e-mail from this mailing list, it occationally shows up with the subject line, but sometimes shows up as "Internet Message?" (this could just be a Prodigy thing, but I just wanted to make sure) While working on a fiction for the Planescape campaign setting, I got this idea for a super powerful spelljammer by the name of the Vengence Flower. I have no idea how to design a SJ, so I thought maybe you folks could help. The Vengence Flower is a creation of the God-child of Vengence Sylfox (my own campaign setting) as a gift to his greatest proxy, Lady Carrie of the Dark Light. It is organic, like the elven ships (and what I understand, the Spelljammer) and sentient. It's primary purpose is to strike at the Neogi, who are just now beginning to move in on nearby space. (centered on Erinth-space, also part of my campaign setting) At first glance, it looks like a huge, stemless flower in space. It's "petals" are a dark black, flecked with silver to blend with the surrounding space. The bridge of the ship consists of the upper most petal curled up and sealed in a translucent amber-like material. The bridge is flanked by two petals that act as steering sails when the ship is landed (ocean only), and the ship's primary sail is a large petal that rises up behind the bridge. Two petals push out at right angles and function as forward and flank weapon turrets, as well as stablizers in atmosphere flight. From the rear, one long petal extends outward along the plane of gravity to act as a landing strip for smaller scout class ships. Accompanying the landing petal are two more weapons turrets for rear defence. It should be noted that all these petals are above the gravity plane, forming a flat surface on the bottom of the ship for water landings. The Vengence Flowers most notable features are it's two main weapons. The first is the Stem Cannon. This fires a beam of concentrated magical energy from the forward tip of the ship, giving the visual effect of adding a stem to the flower. (can we say "Just like the Shadow ships do on Babylon 5?" Good, I knew you could!) The second weapon is actually the Flower's means of reproduction. The tenth petal curls down, below the gravity plane of the ship, and wraps in on itself to form an apparatus that looks very much like a rudder. (in fact, during water landings, it functions as a rudder) The bottom third of the rudder is wrapped to house the spores that the ship generates during its pollinating cycle. The spores are organized into rough, tightly packed spheres and launched at an enemy ship. The spores can be aimed in a 45 degree angle in front of the ship. (any direction, below the gravity plane only) Once the spore "pack" makes contact with the enemy ship, it breaks apart, the individual spores attempting to feed on the substance of the enemy ship. The fast moving spores quickly eat through the entire ship (about three rounds) shattering it from the inside out. This weapon can be used twenty times before the ship needs to rest and re- polinate. The ship itself can house up to 500 crew members, as well as comfortably housing the occational visiting dignitary from the Elven fleet. (AND his entire cabinet) It was designed as a warship, so does not often carry families. All members of the crew are at least lvl. 2 fighters, most being 5th or 6th lvl. The vesel also sports impressive medical facilities, not just clerical, but capable of resorting to the old fashioned barbaric "cut- the-guy-open-and-sow-him-back-up" routine in spheres where they don't have access to their dieties. (the facilities, coupled with the ships telepathic abilities, allow anyone with the healing proficiency to make their check with a +5 bonus) The jamming is done through use of a standard jamming helm coupled with a tap into the raw magical energy of the multiverse. The raw magical energy being fed through the spelljammer allows the Flower to be moved at incredible speeds. (for it's size, it can't move much faster than a 40 ton vessel equiped with a Major Helm) The Flower's Captain is The Lady Carrie of the Dark Light, proxy of Sylfox. Carrie has been granted so many gifts by her god that she is capable of chanelling the very essence of Sylfox. Carrie is also capable of using nearly all Wizard and Priest spells, as well as a large number of Psionic sciences and devotions. She can use thieving abilities of a master thief (95% on all abilities) and can commune with nature as a ranger. Note, Carrie does not have any druidic powers, though she is capable of speaking with plants due to a long association with her ship. The first officer is an Erinyes Baatezu named Skeltesra, conscripted from the Baatezu ranks by Sylfox. As well as the standard Erinyes abilities, Skeltesra is a Fiendish Mage (see Hellbound: The Blood War for the Planescape setting) and can function as a 7th lvl. mage. Skeltesra is capable of a direct link with the ship, and usually serves as the Navigator. Serving as a goodly counterpart is the paladin Helen. Helen is the one to interact with the troops, and often acts as a buffer between the crew and the rather dark and brooding Captain and First Officer. That is all the info I have right now. Comments and suggestions are welcome. Chris McFarland ____ Chris McFarland Pres. and Founder of Sailor Moon Society International
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Month Index: February, 1997
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| An idea for a super-jammer... | JAMES E MCFARLAND | |||
| Re: An idea for a super-jammer... | Eugene Shumu1insky |