SpellJammer
- Technospawn
- Diamond Patron
- Posts: 598
- Joined: Thu Mar 12, 2020 9:28 pm
SpellJammer
SpellJammer
Still working out all the details. Here is a rough draft of setting rules. Check it often because I will be updating it right up to the start of the game.
Looking for up to 8 players. Here is a list of the ships positions that are open. Any positions not taken can be filled with extras if needed. Depending on how many we get some players may have 2 positions.
Captain: Squidward
First Mate:
Navigator: Caleb
Helmsman: Balanor
Boatswain: Cerulean
Chief:
Master at Arms: Giff no name
Cook: halfling no name
Medic:
Remember the setting is not complete yet so be prepared to adjust characters if needed.
Still working out all the details. Here is a rough draft of setting rules. Check it often because I will be updating it right up to the start of the game.
Looking for up to 8 players. Here is a list of the ships positions that are open. Any positions not taken can be filled with extras if needed. Depending on how many we get some players may have 2 positions.
Captain: Squidward
First Mate:
Navigator: Caleb
Helmsman: Balanor
Boatswain: Cerulean
Chief:
Master at Arms: Giff no name
Cook: halfling no name
Medic:
Remember the setting is not complete yet so be prepared to adjust characters if needed.
GM Stuff
- Captain Blackfoot
- Posts: 26
- Joined: Thu Oct 01, 2020 9:52 pm
Re: SpellJammer
A wayward Ilithid captaining a ship through...DnD space? Some persuasion, a bit of mind mojo, and some command edges?
Captain Blackfoot
- Hans Greuber
- Diamond Patron
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- Location: The Black Company
Re: SpellJammer
Half Folk Cook. Sneaky, and can get into places he shouldn't be in.
- Ndreare
- Savage Siri
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- Joined: Tue Aug 08, 2017 12:55 pm
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Re: SpellJammer
Mr Brandt, and Academic (read weird science alchemist/navigator)
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Captain Blackfoot
- Posts: 26
- Joined: Thu Oct 01, 2020 9:52 pm
Re: SpellJammer
For squidward...
Idea 1)
Ilithid
Bite (+1) - Tentacle-y brain nommers
Low Light Vision or Infravision (+1)
Power (+3) - AB (Gifted) w/ Mind Link and Burst powers
Dependency (-2) - Brains
Frail? (-1) - I'm not sure if they're actually frail, it popped into my head that they were physically squishy, but balances out to +2, so woot.
Idea 2)
Ilithid
Attribute (+2) - Smarts for Big Brain Time
Bite (+1) - Tentacle-y brain nommers
Edge (+2) - AB Psionics with two of the starting powers being Mind Link and Burst
Low Light Vision or Infravision (+1)
Dependency (-2) - Brains
Hindrance (-2) - Outsider? Something social/reptuation based
Concern: Mostly the Brain dependency. For SW/Ilithid it feels like more of a difficult dependency than it should be. A brain a day feels..rough. Dependencies are usually relatively easy things to manage like sunlight or fuel.
I actually kind of like the Power from the first build, as the monster manual shows that all mind flayers have psychic communication and mind blast cones, but not all mind flayers are psionicists. Either way works for me, though.
Input would be super cool.
Idea 1)
Ilithid
Bite (+1) - Tentacle-y brain nommers
Low Light Vision or Infravision (+1)
Power (+3) - AB (Gifted) w/ Mind Link and Burst powers
Dependency (-2) - Brains
Frail? (-1) - I'm not sure if they're actually frail, it popped into my head that they were physically squishy, but balances out to +2, so woot.
Idea 2)
Ilithid
Attribute (+2) - Smarts for Big Brain Time
Bite (+1) - Tentacle-y brain nommers
Edge (+2) - AB Psionics with two of the starting powers being Mind Link and Burst
Low Light Vision or Infravision (+1)
Dependency (-2) - Brains
Hindrance (-2) - Outsider? Something social/reptuation based
Concern: Mostly the Brain dependency. For SW/Ilithid it feels like more of a difficult dependency than it should be. A brain a day feels..rough. Dependencies are usually relatively easy things to manage like sunlight or fuel.
I actually kind of like the Power from the first build, as the monster manual shows that all mind flayers have psychic communication and mind blast cones, but not all mind flayers are psionicists. Either way works for me, though.
Input would be super cool.
Captain Blackfoot
- Falderol Grelemis
- Posts: 80
- Joined: Wed Mar 04, 2020 10:02 am
Re: SpellJammer
Balanor, male elf that has 'recently' been disowned by his (nobal) family for... reasons.
With a magic AB would make a decent helmsman though he is always saying he should be captain because of who he is.
With a magic AB would make a decent helmsman though he is always saying he should be captain because of who he is.
- Technospawn
- Diamond Patron
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- Joined: Thu Mar 12, 2020 9:28 pm
- Jarvis Ursus
- Diamond Patron
- Posts: 185
- Joined: Tue Feb 28, 2017 6:12 pm
Re: SpellJammer
Hi there,
I posted in Discord about playing the Giff Master of Arms. Here is my take on the racial breakdown:
Bigger Than Your Average Elf: Giff average 8 or9 feet tall. SIze 1 (+1)
Strong and Powerful: Giff are strong as a Hill Giant. Strength +1 die (+2)
Tough and Resilient: Giff have a thick hide and have exceptional endurance. Vigor +1 die (+2)
Hard Headed: The thick chitinous plates on a Giff's head give him a natural head butt attack of Str+1d4 (+1)
Magic is for the Weak: Giff cannot become spellcasters. Restricted Path: Magic (-1)
Stocky and Broad Frame: Armor and clothing must be custom made for a Giff's build. Non-Standard Build (-1)
War is the Answer to Everything: Giff act accordingly to their extremely militant culture. Other intellectual pursuits are uncommon and they suffer a -1 to Smarts checks but not Smarts linked skills. Attribute Penalty Smarts (-2)
I posted in Discord about playing the Giff Master of Arms. Here is my take on the racial breakdown:
Bigger Than Your Average Elf: Giff average 8 or9 feet tall. SIze 1 (+1)
Strong and Powerful: Giff are strong as a Hill Giant. Strength +1 die (+2)
Tough and Resilient: Giff have a thick hide and have exceptional endurance. Vigor +1 die (+2)
Hard Headed: The thick chitinous plates on a Giff's head give him a natural head butt attack of Str+1d4 (+1)
Magic is for the Weak: Giff cannot become spellcasters. Restricted Path: Magic (-1)
Stocky and Broad Frame: Armor and clothing must be custom made for a Giff's build. Non-Standard Build (-1)
War is the Answer to Everything: Giff act accordingly to their extremely militant culture. Other intellectual pursuits are uncommon and they suffer a -1 to Smarts checks but not Smarts linked skills. Attribute Penalty Smarts (-2)
Jarvis Ursus
- Captain Blackfoot
- Posts: 26
- Joined: Thu Oct 01, 2020 9:52 pm
Re: SpellJammer
Idea 3)
Ilithid
Attribute (+2) - Smarts for Big Brain Time
Bite (+1) - Tentacle-y brain nommers
Edge (+2) - AB Psionics with two of the starting powers being Mind Link and Burst. The third starting power is Mind Reading, limited to Touch and also limited to only when eating brains. (I couldn't figure out a better way, RAW, to do the whole "euphoric cascade of memories" thing mindflayers get when eating brains.)
Low Light Vision or Infravision (+1)
Dependency (-2) - Brains
Hindrance (-2) - Outsider? Something social/reptuation based
Concern: Mostly the Brain dependency. For SW/Ilithid it feels like more of a difficult dependency than it should be. A brain a day feels..rough. Dependencies are usually relatively easy things to manage like sunlight or fuel.
Ilithid
Attribute (+2) - Smarts for Big Brain Time
Bite (+1) - Tentacle-y brain nommers
Edge (+2) - AB Psionics with two of the starting powers being Mind Link and Burst. The third starting power is Mind Reading, limited to Touch and also limited to only when eating brains. (I couldn't figure out a better way, RAW, to do the whole "euphoric cascade of memories" thing mindflayers get when eating brains.)
Low Light Vision or Infravision (+1)
Dependency (-2) - Brains
Hindrance (-2) - Outsider? Something social/reptuation based
Concern: Mostly the Brain dependency. For SW/Ilithid it feels like more of a difficult dependency than it should be. A brain a day feels..rough. Dependencies are usually relatively easy things to manage like sunlight or fuel.
Captain Blackfoot
Re: SpellJammer
I'll play the bosun.
Cerulean the elf, used to be in the Elven Navy as a marine sergeant and left due to the interference of an enemy. Cerulean intends to defeat his enemy (by humiliation if possible).
Cerulean the elf, used to be in the Elven Navy as a marine sergeant and left due to the interference of an enemy. Cerulean intends to defeat his enemy (by humiliation if possible).
Savage Spelljammer: Cerulean the Elf boatswain https://savagerifts.com/sr/viewtopic.php?f=350&t=5652
- KahlessNestor
- Posts: 666
- Joined: Thu Feb 15, 2018 4:02 am
Re: SpellJammer
I am interested, though I don't know much about the setting. Guess I will have to google something. What does the party need? (Fighter, rogue, wizard, cleric, ranger?) I can take any of those positions listed above.
GM Notes
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: SpellJammer
I was working with Boyce and the suggestions above by Derrick for his own race.
Races should be 4 points total, they should have no more than 4 negative points, but will be scrutinized for gaming the system (such as bonuses to more than one attribute, and access to arcane backgrounds).
For core D&D races we will look at Immaterial Plane by Kristian Serrano where he has done an excellent job of core conversions. The only adjustment made to his work is simplifying the Human.
Technospawn is working on spell lists and arcane background restrictions so for example my Artificer does not have every power.
Races
The races presented below are balanced to 4 points of positive abilities.
See setting document
Races should be 4 points total, they should have no more than 4 negative points, but will be scrutinized for gaming the system (such as bonuses to more than one attribute, and access to arcane backgrounds).
For core D&D races we will look at Immaterial Plane by Kristian Serrano where he has done an excellent job of core conversions. The only adjustment made to his work is simplifying the Human.
Technospawn is working on spell lists and arcane background restrictions so for example my Artificer does not have every power.
Races
The races presented below are balanced to 4 points of positive abilities.
See setting document
OOC Comments
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: SpellJammer
Giff updated per player request as follows
Giff
- []Big (-2): The race is particularly large in a world where most others aren’t. He subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price.
[]Gun Training (+2): Giff are trained from a young age in the use of firearms. All Giff begin with Shooting d6 and a Shooting maximum of d12+1.
[]Size +2 (+2): Giff are huge by nature and begin with Size +2, while only standing 7' tall they are incredibly wide and dense. This also grants them +2 Toughness.
[]Strong (+2): Giff are known for their incredible strength. They begin with d6 Strength and their Strength maximum is increased to d12+1
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: SpellJammer
I need to know if you will be an Ace so you can actually fulfill the role of helmsman or if I need to and can fulfill that role.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- KahlessNestor
- Posts: 666
- Joined: Thu Feb 15, 2018 4:02 am
Re: SpellJammer
So regarding the poll above, I think a Firefly type of ship/missions would be good. Some legit work, some not so legit work.
GM Notes
- Technospawn
- Diamond Patron
- Posts: 598
- Joined: Thu Mar 12, 2020 9:28 pm
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: SpellJammer
This is exactly what I am hoping for.KahlessNestor wrote: ↑Thu Oct 01, 2020 12:19 am So regarding the poll above, I think a Firefly type of ship/missions would be good. Some legit work, some not so legit work.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Captain Blackfoot
- Posts: 26
- Joined: Thu Oct 01, 2020 9:52 pm
Re: SpellJammer
One person didn't vote. Technically, if Ship for Hire got one of their votes and Smugglers didn't get one, they would be tied. Although, I imagine there can be a fine line between Ship for Hire and Smugglers in the first place :p.
Captain Blackfoot
Re: SpellJammer
I didn't vote cause I don't care.