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#1theyeti1775Jul 13, 2005 10:48:33 | A lot of people have problems with the way helms were handled (essentially there were only two main ones and a handfull of others). Unless otherwise noted All Helms are for within a sphere only, incapablie of generating the power necessary to breach the Crystal Sphere. Elemental - These are good only in the Gravity well of a Planetoid body. Use Eberron Skyships for an example. Jumper Helms - Good for only for Planetoid to Planetoid. Planet to Moon essentially. Anything further than that invites helm failure. Max SR of 2 (1/2 Caster). These helms are the most common. Worth 10k gp value. Failure occurs after 3 hours, 10%/30 minutes cumalitive. A failure indicates the helm will not function for 3 times the amount of time used (i.e. 4 hours of use including the first 3 would render it inactive for 12 hours). If a critical failure 1-10% then the helm is rendered useless drained of magic permanently. Requires at least 1 hour rest between uses. Trade Helms - They operate at Spelljamming speeds and at SR 1/4 of Caster Level Max 5 Mainly used on slow trade ships, that don't need speed. Fairly common, but generally not used on ships with important cargo. Max tonnage is 200. Worth 20k gp. Flitter/Lifeboat helms - Same 3 hour and penalty limits as the Jumper Helms except they do not limit the max SR of the caster piloting. They are limited in they can only move up to 10 tons to include cargo. Mainly used by the Elves on their Flitter Fleets. Worth 30k gp. The Elves do frown upon any non-elves owning a Flitter Helm. Speed (Smuggler/Raider) Helms - SR Caster -2, Have a max tonnage of 40. These are used for speed trade runs, or for raiding. Merchants hold these close do to their speed. Pirates favor them for the same reason. Worth 100k gp. They are an Uncommon Helm. Patrol / Crusier Helms - There are two of these type of helms. 1. SR 3/4 Caster - Worth 150k gp. 2. SR Full Caster - Worth 200k gp. Max tonnage of 100. Primarily used on fast moving warships. Few are seen on trading vessels. Rare outside of military circles. Helms below here are specially made to fit that ship only. Capital Ship Helm - SR 1/2 Caster, Max tonnage of 500. Elven Sphere Armada's are the best know examples of these helms. Each of these helms are specially crafted for the ship they belong too and can not be moved ship to ship. They are capable of breaching the Sphere Wall. Generally used on Capital Ships. Breach Helm - SR 1/2 Caster, Max tonnage of 50. Worth 125-150k gp. Capable of breaching the Sphere Wall. Sphere Trader Helm - SR 3/4 Caster, Max tonnage of 100. Worth 150-200k gp. Capable of breaching the Sphere Wall. Full Helm - SR Caster, Max tonnage of 100. Worth 200k gp. Capable of breaching the Sphere Wall. Series Helm - SR (same as 2E, don't have the books with me currently) Max tonnage is # in series * 50. Worth 50k per series. Capable of breaching the Sphere Wall. Life Force Helm - SR Special, Max tonnage 100 though there are rumors of larger versions on Capital Slave Ships. Worth 200k gp. Capable of breaching the Sphere Wall. SR is calculated by the lifeforce sacrificed, 1 level will power at spelljamming speeds for 8 hour period. If dropped to SR, max of creature's hit die (d4;d6;d8; etc) hit points drained per 5 rounds. (i.e. A Fighter d10 is put into it. The ship would gain a SR of 10 for 5 rounds and drain 10 hit points and one level from the fighter.) Those who die in the Life Force Helm become shadows under the control of the Captain (at time of death). Considered highly Evil, 200k+ to the right buyer. Ultimate Helms - SR 2xCaster, Capable of breaching the Sphere Wall. And all other powers previousily associated with them. So what do you all think? That's just a quick run down of about 40 minutes of thought. So don't be too harsh on me. Only had 2 hours sleep last night. :D Yeti |
#2old_sageJul 13, 2005 20:14:43 | Jumper Helms - Good for only for Planetoid to Planetoid. Planet to Moon essentially. Anything further than that invites helm failure. Max SR of 2 (1/2 Caster). These helms are the most common. Worth 10k gp value. Failure occurs after 3 hours, 10%/30 minutes cumalitive. A failure indicates the helm will not function for 3 times the amount of time used (i.e. 4 hours of use including the first 3 would render it inactive for 12 hours). If a critical failure 1-10% then the helm is rendered useless drained of magic permanently. Requires at least 1 hour rest between uses. This helm has some potential. It reminds me a lot of the 'interplanetary drives' you sometimes see in forms of sci-fi. They don't allow interstellar travel, just power to access worlds in the same planetary system. |
#3theyeti1775Jul 13, 2005 23:06:35 | Thanks, Feel free to use whatever. I just threw all those all together in a little spare time during work. Well time for me to get to bed, gotta work in the morning. So off to dream of a SJ release in the future of WOTC. |
#4aelryinthJul 14, 2005 1:53:03 | Major helms in Spelljammer had a max SR of caster level/2. I don't think it's a good idea to violate that rule, UNLESS you are talking about speed when in 'full jam'...i.e. travelling between worlds. Otherwise the difference in speeds is just horrendous. But I can certainly see that certain helms would move faster Between worlds as being a good thing, as opposed to flagrantly blowing away the speed of other helms at tactical. Bit of an imbalance, there. Why don't you work with the Least/Minor/Major Limits on Helms, stick on a new limit for Capital Ships, and then play with the 'long distance travel time' as the kicker? ==Aelryinth |
#5theyeti1775Jul 14, 2005 4:59:59 | I was thinking more of a rarity thing. Where in 2E everyone eventually had a Major Helm, here they become the thing of epic (brokeness) talk. But you are right looking back at it. Maybe I'll come up with something during lunch for it. Looks like I need to make a handy dandy excel doc to keep track of it anyways so I don't lose my own notes. Yeti |