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Month Index: January, 2007


From:     "Alessandro \"La Vecchia\" Damiani" <LaVecchiacciaSulWeb@??????.it>
Date:     Tue, 16 Jan 2007 18:15:13 +0100
Subject:  Re: More Helms 6
Phlogiston reactor

Crafted by some foolish gnome this extremely dangerous type of helm is 
becoming poular enough to be considered more than an oddity.
As the name implies this non - magical helm propels the ship igniting 
phologiston and expelling exhausted hot fumes backward; hot gas creates 
a tongue of red flame 15 ft long 5 ft high. Every one caught in the area 
suffer 15d6 of fire damage per round (Reflex half DC 25) and catch on fire.
When operative the reactor quickly become searing hot and glows of a 
fiery red light: everyone touching it will suffer 2d6 of fire damage per 
round.
While reactor is operating the ship leaves behind a 400 ft long trail of 
black smoke that dissipates into nothing after 10 rounds, every ship 
caught in the somke trail suffer a Spelljaming Shock and lose 
spelljamming ability for 1d3 hours.
A single reactor can propel ships of 40 tons, multiple reactors can be 
mounted together on a ship like series helms.  An important quirk is 
that  all the reactors must be ignited  in the same istant or the 
propulsion will be asmimmetrical and will damage the ship (Critical 
Damage roll for every round until all reactors are ignited, reroll if 
Spelljammer Shock).
The shape of the helm varies based on the personal taste and whim of the 
gnome which crafted the contraption but commonly resembles a large metal 
tube of 20 ft x 10 ft width and height ranging from  5  to  10 ft.; the 
weight varies from 0.5 to 1.5 tons.
At both ends of the tube are situated a number of metal plates that form 
something similar to an iris; these plates are moved using pulleys, 
levers and cables to regulate the ignited phlogiston flux: closing them 
the flux will be reduced and opening them will be augmented.
Trough the iris the gnomes can control heading and speed of the ship; a 
skill check (Disable Device or Use Technological Device if the skill is 
available) is required for every change of course, increasing and 
decreasing of speed and every other operation. A failed check imply that 
the ship will continue to sail on precedent course with precedent speed.
   
    Operation           DC
   Ignite              15
   Change course       20
   Change speed        18 + 1 per 10 % 
   Shut down           25
   
The "helm" must be ignited prior to be used: an extremely dangerous 
operation done by a daring (foolish) gnome. He must sit atop the tube 
and activate a magic ignitor (a modified wand of shocking grasp 3 feet 
long and made of iron; increase the cost by 50 %, the wand is consumed 
in the ignition); everytime this is done there is a 15 % chance +1% per 
every day passed from the last repairing that the helm explode treat it 
a 10th lvl fireball and apply the needed adjustment for being in the 
phlogiston; as you can see the explosion will likely tear apart the 
entire ship.
If everything goes well the ship is propelled foward with a crushing 
acceleration (ST Reflex DC 15 or being knocked prone, repeat for every 
round of acceleration) for 2d4 rounds + 1 round per 10 tons of ship 
tonnage, after that time it's assumed that the ship has reached maximum 
velocity attainable;  multiple reactors don't increase maximum speed 
attainable,  they only allow bigger ships to move.
After reaching cruising speed the ship will continue to sail trough 
phlogiston until the reactor is shut. At that point the ship will lose 
speed until complete halt in 2d6 min.
The reactor make a deafening noise: everyone closer than 30 ft is 
considered "deafened"; it also fouls air as a creature of Huge size for 
every hour of operation. Every failed ignition counts as 2 hours of 
operation.
Travel time in the phlogiston using a ship propelled in this way is 
increased by 10 % - 40%; the reactor is obviously useless in wildspace.

Repairing of the reactor costs 20% of original price + 2% per every 
month passed since the last repair.

Caster Level: 0 (Non - Magical); Prerequisites: None (but depends on 
Campaign Setting specifics); Market Price: 12000 gp; Weight:  0.5 - 1.5 
tons.


Previous Message: Re: SPELLJAMMER Ship sizes
Next Message: Re: More Helms 6
Month Index: January, 2007

SubjectFromDate (UTC)
More Helms 6    Alessandro "La Vecchia" Damiani    16 Jan 2007 17:15:13
Re: More Helms 6    Bill Olander    16 Jan 2007 17:35:59
Re: More Helms 6    Steve    16 Jan 2007 18:19:49
Re: More Helms 6    Alessandro "La Vecchia" Damiani    16 Jan 2007 18:44:03
Re: More Helms 6    Alessandro "La Vecchia" Damiani    16 Jan 2007 18:50:24
Re: More Helms 6    Bill Olander    16 Jan 2007 19:21:43
Re: More Helms 6    Alessandro "La Vecchia" Damiani    16 Jan 2007 19:39:35
Re: More Helms 6    Jason Hosler    17 Jan 2007 15:03:26
Re: More Helms 6    Bill Olander    17 Jan 2007 15:34:45
Re: More Helms 6    David Shepheard    18 Jan 2007 23:39:02

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