07-16-2011, 07:06 PM | #31 | |
Join Date: Aug 2007
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Re: Spelljammer Banestorm
Quote:
If the whole air envelope goes away that's different (and deadly in only a couple of minutes). What I did about helm game mechanics was to say that the helm was built around a device that raised mana in a one hex area to Very High. The mage was necessary to complete a magical circuit. He drew his entire FP pool every turn from the VH mana and then the helm drained him back down to the edge of zero. If the mage needs to leave the helm in a hurry you could allow a Quick Contest of Wills with the mage retaining 1 FP per pt of success. I think I calculated tactical move with a formula of hexes of movement = Magery + (FP/10).
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Fred Brackin |
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07-16-2011, 08:44 PM | #32 | |
Join Date: Nov 2004
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Re: Spelljammer Banestorm
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07-16-2011, 09:14 PM | #33 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Spelljammer Banestorm
GURPS Spaceships actually has spelljamming systems.
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07-17-2011, 08:14 AM | #34 |
Join Date: Aug 2007
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Re: Spelljammer Banestorm
Better to say that it has magical proplusion systems.
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Fred Brackin |
07-17-2011, 08:40 AM | #35 |
Join Date: Dec 2007
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Re: Spelljammer Banestorm
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07-17-2011, 10:48 AM | #36 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Spelljammer Banestorm
I wouldn't say that. In spelljammer, strapping a helm to the Eiffel Tower or a random asteroid will get you exactly as much speed as the most expertly crafted spelljamming vessel. The only thing sails does is improve you maneuverability, it seems. The Spaceships systems actually change your performance, which is my I intend to (somehow) integrate helms and the various ethereal drives to all those sails-leafs and slave galleys make some sort of design sense.
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07-17-2011, 12:31 PM | #37 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Spelljammer Banestorm
In the context I figured it wouldnt be a copyright issue and wanted to keep it simple.
But its a system I think even the designer notes said was inspired by Spelljammer for propulsion and it has systems to hold the air in and other things. As well as some additional systems and I think the Soulburner engines would be great for the Illitids as Villains. |
07-17-2011, 12:36 PM | #38 |
Join Date: Jul 2007
Location: West Virginia
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Re: Spelljammer Banestorm
Instead of having all asteriods be airless or bases, some should fill the role of deserted islands. Places were pirates hide treasure, odd kingdoms and tribes live in enchanted seclusion, or elderly dukes of Milan and their lovely daughters suffer exile. Think of the role of Islands in adventure and fantasy stories. Asteriods make lovely islands in the streams of space!
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Per Ardua Per Astra! Ancora Imparo |
07-17-2011, 02:19 PM | #39 |
Join Date: Sep 2007
Location: Verona, NJ
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Re: Spelljammer Banestorm
GURPS Spaceships. Of course!
In the meantime, this image comes to mind: Luna elf wearing a white silk cape that turns into large mothlike wings of flying.
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07-17-2011, 02:58 PM | #40 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Spelljammer Banestorm
I must warn you about trying to use GURPS Spaceships with Spelljammer. The usual complaint is that GURPS Spaceships is a game of eggshells with hammers, I've discovered that the SJ ships are so small, and have such low TL weapons, it becomes a game of tanks fighting with pillows. dDR 2 armor vs 1d-5 dDamage weapons? Yeah, I figured I was better off modeling combat as personal scale combat on 2 (or more) moving platforms.
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