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Previous Message: FLUFF: Jammers: [Grp I] Turns 21, 22, & 23 Chapter 1 pt A
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Month Index: April, 2004


From:     David Stairs <garhkal@?????.com>
Date:     Sat, 3 Apr 2004 02:58:31 -0800
Subject:  Re: New spelljammer magic items.
I had the following items made up from back in 95 time frame, when i was
running a Spell Jammer campaign.  The main NPC who created several of the
items, is a Human Female, wild mage (17th level)...

Motive.

SERIES MAJOR HELMS.
This new device, made in the aftermath of the 2nd Unhuman wars, and the
fiasco with the Vodonii and emperor Vulcarous.  They allow a ship to be
powered by up to 5 helms at the same time, and do combine their power for
the weight limit.  Each SMH after the first one installed, allows the
movement of an additional 75 tons.  To figure out the SR, add the levels
together of ALL the helm users as if they were normal helms, divide by the
number of helms in use (rounding down ALWAYS).  E.G. 4 helms installed on
ship, with 3 7th level and 1 6th level cleric powering.  That equates to 27
levels divided by 4, for an SR of 7.
XP: 32,000.  Cost: 400,000 Gp.

MINOR/MAJOR PSIONIC HELMS
 These 2 helms, were made by co-operative efforts of the Arcane and the
militant order of Psionic known as the Belham bringers.  They operate on the
same principle as normal helms with one distinction.  A Psionist is still
able to use his Psionic powers.
The Minor helm, allows a Psionist to move a SJ ship of up to 50 tons.  His
SR will be 1 for every 35 PSP’s he/she possesses.  Major helms, operate on
ships up to 100 tons, and grant a SR of 1 per 25 PSP’s possessed.
Psionist’s who wish to try and use their powers while attached to the helm,
have a –3 penalty applied to all power checks, and add 10% of the expended
psp total.
Only the following disciplines can be used: Clairsentience,
Psycho-metabolic, Telepathic.  All powers with a range can be used as if the
ship was the character, but this doubles the initial psp expenditure for
this benefit.
XP:  Minor helms – 18,000.  Major – 24,000.
Cost:  minor – 180,000 Gp.  Major – 320,000 Gp.

Weaponry.

SUPER BOMBARD
 Range- (SR) 5  ROF- 1/3  Crew- 2 + 1 spell caster
 THACO- 16  Damage- 2D12 hp or 1D3 hull points
 Critical- 19+  Cost- NFS
These modified regular bombards, were manufactured by the wild mage Ithrador
Balrog, of the Balrog’s fist Mercenary Company.  They incorporate rifling
into the barrel, granting a little better THACO and range over regular
bombards.  They also incorporate a bound minor Air Elemental, which gives
the shot its ‘push’.  Therefore these can be used in the Flow.  As yet, the
BFMC has not sold any, but it has been broached by the Arcane, that if they
were to be sold, they would be worth almost as much as great bombards, at
around 45-50 thousand Gp.

FOCUS LENSES.
 Range- (SR) 5  ROF- Special  Crew- 2
 THACO- as gunner Damage- special
 Critical- none  Cost- NFS
Members of the Balrog’s fist merc co found these strange weapons, in an
uncharted crystal sphere.  They look like a big chair with an iris of glass
or crystal.  They seem to have the power to absorb energy based attacks
directed within 20 feet of them into the ‘lens’ then redirect some of that
power in a blinding blast.  If an energy attack comes within 20 feet of one
of these weapons, and the person sitting in the chair (who HAS to be a magic
user of some type), they can make a saving throw.  If this save is
successful, the lens absorbs all the energy.  Once 50 hit points worth of
damage is stored, the lens can be used to fire a blast, doing 2D8 hit points
of damage or 1D2 hull points of damage.  If the ‘gunner’ waits until it has
absorbed 75 hit points worth of damage, he can unleash 2 blasts of 2D10/1D3
damage.  If he waits until 100 hit points, or more, worth have been
absorbed, he gets 4 shots at 2D12/1D4 damage.  Once the shot(s) have been
made, the lens is out of power for 1D6 rounds, while it resets.  It saves as
gems, at +2 to all rolls, but saves versus shatter type spells at –3.

FANG BOMBARD
 Range- 6  ROF- 1/4  Crew- 2 + 1 spell caster
 THACO- 16  Damage as super bombard + special
 Critical- 19+  Cost- NFS
These specially enhanced variants of the super bombard only appear on 7
ships from the BFMC fleet.  As yet, they are the only ones made by Ithrador
Balrog.  They incorporate a longer barrel, and a slightly more powerful Air
elemental who is bound, granting yet even more range.  In addition, all the
‘shots’ used are enhanced by the Impact fireball spell.


Previous Message: FLUFF: Jammers: [Grp I] Turns 21, 22, & 23 Chapter 1 pt A
Next Message: Re: Xixchil
Month Index: April, 2004

SubjectFromDate (UTC)
New spelljammer magic items.    David Stairs    03 Apr 2004 10:58:31
Re: New spelljammer magic items.    David Stairs    05 Apr 2004 19:10:48
Re: New spelljammer magic items.    Static    13 Apr 2004 23:11:51
Re: New spelljammer magic items.    David Stairs    14 Apr 2004 06:22:03
Re: New spelljammer magic items.    Static    14 Apr 2004 07:33:25
Re: New spelljammer magic items.    David Stairs    14 Apr 2004 15:47:12
Re: New spelljammer magic items.    David Stairs    15 Apr 2004 19:23:21

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