Post by Dungeon Master on Apr 7, 2006 23:08:57 GMT -5
A Spelljammer Primer
10/13/02
by Paul Westermeyer <mailto:westermeyer3@osu.edu>
This primer has Paul's own campaign modifications built in to it, so it defers from the basic spelljammer rules, not by much though, and Paul's modifications are pretty decent. So if you don't have or can't find the core spelljammer set, Paul's primer will fit the bill nicely.
1. The Universe
Worlds in SJ are typically planets which are part of larger systems called a "spheres". Sphere systems are literally surrounded by unimaginably huge spheres made up of an unknown material which seems indestructible (called "Cyrstal Spheres"). These spheres in turn bob about in a substance called phlogiston, or the Flow, which is incredibly flammable but seems to be incapable of existing within a sphere. Otherwise it is undectable except for the brilliant, chaotic collors it is composed of. It is odorless and seems to have no effect on breathing. In the Flow planar contact of any sort is impossible, even for the gods/powers.
2. Gravity
Physics operate differently in the SJ universe. Gravity is a constant earth-normal powered force. Every object exerts this, but the direction alters according to shape, and only objects of a certain size (generally about 25' long) exert enough force for a gravity plane to develop. Spherical objects attract objects towards their surfaces uniformly, much as gravity works in our own universe. Objects with a more irregular shape develop a gravitational "plane" which extends along the most convenient axis, generally the longest. This plane works in both direction so that it is possible, for instance, to walk on the bottom of a ship.
This gravitational plane exerts a "field" which extends to the limit of a body's air envelope. When two such fields come into conflict the gravitational field of the larger body dominates. (ie: for those familiar with the debate, I follow the gravity at the air envelope theory rather then the gravity at touch school). This makes it dangerous to be out of pitch or alignment with a larger ship if you enter its gravitational field/air envelope. Specifically, this means that when a 'jammer enters a planetary atmosphere the planet's gravity becomes dominant.(you can walk on the bottom of your ship in space, but in a planet's atmosphere you would fall off and land on your head:))
Like all things in SJ, local conditions may vary. On some worlds the gravity might be more or less powerful then Earth Standard; this is rare however. An active helm does tend to lessen the effects of worlds with extremly low or high gravity but it does not negate them. Sages disagree on the reasons for this.
Also, though gravity fields only extend to the edge of the air envelope anything larger then 10 SJ tons in size produces a gravity "well" which extends 5,000 yrds (at least; some planets have larger wells) out from that body. For those knowledgeable about these wells (and using a proper craft) one can "sail" or "ride" these wells much like a sailing craft uses the wind. This movement is always tactical and thus only practical for movement in dense astroid fields and similar locations.
The more common manifestation of these wells is the way they pull vessels out of spelljamming speeds when entered. Within these wells ships shift instantly to tactical movement. This shift is obvious to the crew as a lurching sensation but causes no damage.
10/13/02
by Paul Westermeyer <mailto:westermeyer3@osu.edu>
This primer has Paul's own campaign modifications built in to it, so it defers from the basic spelljammer rules, not by much though, and Paul's modifications are pretty decent. So if you don't have or can't find the core spelljammer set, Paul's primer will fit the bill nicely.
1. The Universe
Worlds in SJ are typically planets which are part of larger systems called a "spheres". Sphere systems are literally surrounded by unimaginably huge spheres made up of an unknown material which seems indestructible (called "Cyrstal Spheres"). These spheres in turn bob about in a substance called phlogiston, or the Flow, which is incredibly flammable but seems to be incapable of existing within a sphere. Otherwise it is undectable except for the brilliant, chaotic collors it is composed of. It is odorless and seems to have no effect on breathing. In the Flow planar contact of any sort is impossible, even for the gods/powers.
2. Gravity
Physics operate differently in the SJ universe. Gravity is a constant earth-normal powered force. Every object exerts this, but the direction alters according to shape, and only objects of a certain size (generally about 25' long) exert enough force for a gravity plane to develop. Spherical objects attract objects towards their surfaces uniformly, much as gravity works in our own universe. Objects with a more irregular shape develop a gravitational "plane" which extends along the most convenient axis, generally the longest. This plane works in both direction so that it is possible, for instance, to walk on the bottom of a ship.
This gravitational plane exerts a "field" which extends to the limit of a body's air envelope. When two such fields come into conflict the gravitational field of the larger body dominates. (ie: for those familiar with the debate, I follow the gravity at the air envelope theory rather then the gravity at touch school). This makes it dangerous to be out of pitch or alignment with a larger ship if you enter its gravitational field/air envelope. Specifically, this means that when a 'jammer enters a planetary atmosphere the planet's gravity becomes dominant.(you can walk on the bottom of your ship in space, but in a planet's atmosphere you would fall off and land on your head:))
Like all things in SJ, local conditions may vary. On some worlds the gravity might be more or less powerful then Earth Standard; this is rare however. An active helm does tend to lessen the effects of worlds with extremly low or high gravity but it does not negate them. Sages disagree on the reasons for this.
Also, though gravity fields only extend to the edge of the air envelope anything larger then 10 SJ tons in size produces a gravity "well" which extends 5,000 yrds (at least; some planets have larger wells) out from that body. For those knowledgeable about these wells (and using a proper craft) one can "sail" or "ride" these wells much like a sailing craft uses the wind. This movement is always tactical and thus only practical for movement in dense astroid fields and similar locations.
The more common manifestation of these wells is the way they pull vessels out of spelljamming speeds when entered. Within these wells ships shift instantly to tactical movement. This shift is obvious to the crew as a lurching sensation but causes no damage.