Copyright (c) 1996 by Winterchilde Spelljamming and the GURPS system Spelljamming is the ability to "bend" the magical flow of power in such a way as to make a vessel "fly". Unlike normal flight, however, Spelljamming is very fast "in atmosphere", and provides capabilities to bridge the vastness between the Stars. The skill Spelljamming reflects the magi's ability to control this magical flow, moving the ship as though an extension of his own body. The skill is exercised upon initial control of an unknown vessel, when maneuvering in atmosphere, for movement in combat, in gravitational "warp" situations, to warm up a vessel prior to take off, and any time a strenuous, delicate or unusual move is called for. Skill alone is not enough, however, as the Mage must also employ a device called a Spelljamming Helm to correctly channel the flow of magic. The type of Spelljamming Helm can effect use of the Spelljamming skill, as can prior success/failure with a particular Helm. The amount of control and flexibility a particular individual has with a vessel is the Ship's Rating or SR. High skill ratings in the Spelljamming skill will improve the ship's SR regardless of device used, as shown on the chart following this article. Upon the initial Spelljamming attempt for a particular vessel - usually in the "warm-up phase" - the Spelljammer should make note of the amount of points that he succeeds by (but only if this first attempt is a success). These points raise the SR of the ship by this amount - at a ratio of 2 "success points" to 1 SR point - every time the Jammer "Helms" that vessel. A critical success doubles the Jammer's SR with that vessel forever, but a critical failure on the first roll penalizes the Jammer with a -5 to SpellJammer skill every time it's called for, plus a -2 to SR forevermore with that vessel. In Wildspace, the way in which a vessel changes facing is a function of it's Maneuverability class. See the Charts section for details. A successful Spelljamming roll can improve the maneuverability rating by one class for the following turn only. Further attempts cost 1 Fatigue point and are made at -2 to the Skill roll. This skill penalty is cumulative. In Atmosphere, use the GURPS rules for movement and maneuvering. Fatigue As with all magic in GURPS, both skill and power are necessary to create a functioning Spelljammer. Because the Jammer acts as a conduit for magical flow, Magery is a prerequisite to "take the helm" [In most cases]. The SR rating of a ship is based on the maximum Fatigue of the Jammer, with better Helms and instruments converting greater ratios of Power to Control. The actual fatigue drain for Spelljamming is but 1 point per hour. Fatigue drain from Jamming the ship, while making those points unavailable for spell casting, does not lower the Fatigue rating for SR. Spells cannot be used to supplement fatigue while the Spelljammer is in contact with the Helm. Spell Casting "in the Helm" Spells can be thrown by an active Spelljammer if certain conditions are met. The Spelljammer: 1) must have at least Magery 1. 2) must know the spell being cast at a minimum skill level of 21. 3) cannot be engaged in maneuvers requiring concentration [as expressed by skill rolls, see below]. Any spell cast from the Spelljamming Helm is "thrown" at a - 6 to the skill roll. Fatigue drained for casting & maintaining a spell drops the maximum Fatigue of the caster when calculating SR. No more then one spell may be maintained while actively Spelljamming, and any time a situation calls for a Spelljamming Skill roll, the maintenance is broken. Power from a Powerstone can be used to fuel & maintain cast spells, circumnavigating most of these restrictions. Spelljamming Helms To use a Minor Spelljamming Helm requires Magery 1, and training in the Spelljamming skill. A Minor Helm converts fatigue points at a 3 to 1 ratio, 2:1 on a critical success roll of the Spelljammer skill made during the warming up procedures. Cost is $100,000. To use a Major Spelljamming Helm requires Magery 2, and training in the Spelljamming skill at least to level 12. A Major Helm converts fatigue points at a 2 to 1 ratio, 1:1 on a critical success roll of the Spelljammer skill made during the warming up procedures. Cost is $250,000 A Crown of Stars, while a rare item, is mentioned here because it allows anyone to Spelljam, as long as they have at least minimum training in any Magical area - regardless of what area that is. Only with this item is there a Default for the Spelljamming skill, equal to IQ-4 or Ship Piloting -2. The conversion ratio with the Crown is 2:1. A trained Spelljammer with this item has x2 SR, and unlimited fatigue. Cost is Priceless. A Series Helm is used by Psionic creatures to form a Gestalt (Psi37) capable of Spelljamming. Generally the strongest Psi amongst a given group is designated the Coordinator, and the rest of the group simple Contributors. A Series Helm functions as a Minor Helm for power conversion. The Series Helm is similar to a Gestalt Web, and grants the ability to communicate as if gifted with Telesend & Telereceive, with no skill roll required. No being linked in a Series Helm may attempt an "extra-effort" to modify their abilities. There are rumors of a Slaver (Pool) Helm, used by the Illithid, in which the Controller can mentally "access" beings who are forced into the Helm [which often looks like a large cage, or other "holding area"] tapping their very life force (Fatigue, then HT) and converting it into power to fuel the ship. Each being "contributes" 3 Fatigue/HT per hour, use Gestalt formula to calculate power gained (3 x number of contributors / hour). Those "contributing" through a Pool Helm must be sentient, though they may not realize what is happening to them. To actually use Telepathy or other Psionics on these contributors, the Controller must follow normal Psionic procedures. The drain of the Pool is dangerous to those contributing, and is often fatal, as the Helm will not stop draining Fatigue - then Health - unless the Controller stops to grant a respite or to replace a deceased contributor. Anti-Psi which are placed in either of these Helms Drain away power at a ratio of 5 levels of Controller / Contributor's Power per 1 level of Anti-Psi. Thus, a level 5 Anti-Psi could effectively counter 25 levels of Psionic energy directed towards Spelljamming. Needless to say, Anti-Psi are anathema to races dependent on Series Helms. Movement Values Each SR point grants a movement speed of 17 mph "in atmosphere". In GURPS movement, a flying object determines it's turn radius using the formula { Speed2 / 10*G }. In Spelljammer, G (gravitational force) is almost always 1. Translated into yard/second speed, 17 mph equals 8.31 yd./second - a GURPS Move Speed of 8.3. Thus, at maximum speed, the turn radius is 7 per SR point (8.32 / 10 = 6.889 rounded to 7). Wildspace speed is 100 million miles per standard "day" (24 hours) regardless of SR. Tactical speed is attained automatically upon approaching other bodies in Wildspace. Tactical speed is 1 [500yd] hex per SR point. Facing changes are discussed under maneuverability above. Speed is meaningless in the Flow. Generally, Spheres are 10 to 100 days travel apart although a specific Sphere may be closer or further. Upon approaching other bodies, tactical speed is attained. An "approach" in either Wildspace or the Flow occurs if objects get within 20 hexes ( 10,000 yd. or a little over 3/4 of a mile). Warm up Time To ready a vessel for Spelljamming, a period of "warming up" time must be spent. To initiate this, a successful Spelljamming skill roll must be made. The time a vessel takes to warm up is 2d seconds for a Major Helm, 3d seconds for a Minor Helm. A failed roll indicates an additional 1d seconds before another attempt can be made. A critical success halves the warm-up time, a critical failure doubles warm-up time (plus 1d for the failure). Power Stones Powerstones can be used by a Spelljammer to supplement the fatigue drain caused by active Jamming, but not to fuel the ship directly or to artificially raise the Jammer's fatigue/SR. There are items named Stone Mountings which drain power permanently from a stone and allow it to fuel a vessel. As Power Stones are expensive, these are rare and a "last-ditch" way of getting about. When supplementing fatigue with a Stone, a Spelljamming skill roll must be made to bring the Stone "online". On a failed roll, any Stone quirks become ship-wide for the duration the Stone is used, on a critical failure, the quirks actually mutate to become permanent ship quirks. Skills.....New / Modified Spelljamming Mental / Very Hard Default is IQ-6. This is the skill required to "bend" a ship's power flow to the will of the Jammer. It is exercised upon initial control of an unknown vessel, when maneuvering in atmosphere, for movement in combat situations, in gravitational "warp" situations, to warm up a vessel prior to take off, and any time a strenuous, delicate or unusual move is called for. The type of Spelljamming Helm can effect use of this skill, as can prior success/failure with a particular Helm. Specific Area Knowledge (Planet) Mental / Hard Unlike a normal campaign, Spelljammer encompasses the entire universe. To have intimate knowledge of a specific planet is a rare thing. Therefore, a character must have Specific Area Knowledge of a Planet to answer question authoritatively. In terms of what is known, this skill is the same as Area Knowledge (B62). Area Knowledge (Crystal Sphere) Mental / Average In the vastness of Space, an "Area" is a much larger chunk of real estate then normal. Therefore, Area Knowledge generally pertains to an entire Crystal Sphere. To gain intimate knowledge of a given area of a planet therein, a character must purchase Specific Area Knowledge (above). In terms of what is known, this skill is the same as Area Knowledge (B62). Astrology (Mental/Hard) Astronomy - 3 or IQ - 6 This is the ability to determine the effects of a Sphere's constellations' positions upon the inhabitants of, and those currently in, that Sphere. These often help determine the nature of those born under a particular "sign", and have an effect upon a day's events (particularly those of an occult nature). Rappelling (Physical/Hard) Climbing -6 This is the ability to use a series of ropes to descend vertical surfaces. If possible a second person should be anchoring the rappeller’s line. If this can be arranged, then upon a failed roll by the rappeler the anchor can roll against ST. A success engages a safety catch. This allows the rappeler to fall only 10' then "catches" him. On a Critical Failure (by either rapeller or anchor) the safety equipment has failed as well, or is tangled, and the rappeler falls the full distance to the ground. If no anchor is used, this feature is useless. Rope Use (Mental/Average) Seamanship -2 or IQ-4 Grants the ability to recognize, tie, and untie any of a myriad of useful knots, create and use rigging aboard ships, and other "mundane" skills involving ropes. This skill also grants the ability to throw a line with a Grapple attached, and to get that grapple to hold. (Default for grapple use is DX -3). Rope Use can be used as Defaults for Escape (Rope Use -3); Lasso (Rope Use -4); and Survival (Various areas, for snare building only) (Rope Use -3). Spelunking (Physical/Hard) Climbing -6 The ability to go "Caving". Allows the user to determine footholds, where to best lie lines, drives pitons, to locate water, and avoid foul air pockets, in an underground setting. This ability can used as defaults for Geology (Spelunking -6); Climbing (Spelunking -4); or Survival, Underground (Spelunking -3). Advantages/Disadvantages New "Flux" Combat Advantage, 5 Points This advantage grants the character the ability to Fight without penalty in Partial Gravity, Cross-Gravity, or Zero Gravity ("Flux") situations. Accuracy 3 pts / +1 (Max 4) Adds to the Accuracy of the user if using missile weapons, and has aimed. Recommended 3D Spatial Sense Advantage, 10 points Improved G-Tolerance Advantage, 5 - 25 pts Handy for Unusual Planets Charts for GURPS Spelljamming SJG1 Effects of High Skill on Ship's Ratings Spelljammer Skill SR Improvement 15 - 17 1 18 - 20 2 21 + 3, warm up time is halved *************************************************************** * The Spelljamming skill suffers a flat -1 modifier for * * every 10 tons or increment thereof that the vessel weighs. * * This applies to all but the "warm up" roll. * *************************************************************** SJG2 Take Off / Landing Times & Atmospheric Conditions Planet Size Class Escape Time A 10 minutes B & C 20 minutes D 30 minutes E 40 minutes F 1 Hours G 2 Hours H 4 Hours I 8 Hours J 16 Hours Atmospheric Take Off/Landing Tactical Conditions Time Speed Becalmed Normal x 1 Light Breeze Normal x 1 Favorable Normal x 1 Strong Winds x 2 x 1/2 Rain or Snow x 2 x 1/2 Storm or Gale x 4 x 1/4 Hurricane Impossible Speed of 1* SJG3 Maneuverability Classifications in Wildspace Classification Maneuvers Available F Change one hex face per movement. They cannot change facing as first action, must move into hex they are facing before turning. D & E Cannot change facing by more then one hex side in any given hex. They can change facing as a first action. B & C Can change facing by two hex sides per hex. A Can change facing at will in any direction, up to 180o. Does not expend SR to change facing. Note - Facing Changes cost one SR point per hex side changed. Obviously, most of this stuff is TM, owned and operated by the fine folks at T$R, and no infringement of those rights is intended. Note no profit is made by the distribution of this conversion (you can hear the Ferengi weep).