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GURPS Spelljammer Fanmod
GURPS Spelljammer Fanmod
GURPS Spelljammer Fanmod
GURPS Spelljammer
One day I put this message on the rec.games.frp.gurps newsgroup:
"Has anyone ever thought of doing a great deed of rescuing Spelljammer, one of the most original
settings in the gaming universe, from the evil claws od AD&D system and converting it to GURPS?
I intended to do it myself, but I don't have much time lately, and I have also realized that in all those
years of being a GURPS-worshiper I have lost my (once extensive) AD&D knowledge."
"Well, pardon the length, but here are the conversions I used years ago when I ran a GURPSJammer
campaign. I enjoyed taking my (almost) AD&D-exclusive players into a new system along with a new
multiverse.
These do require the SJ rules, though most could be used "on the fly" (no pun intended). I've left some
skills and such I created for the game here as well. I also have some misc notes and a ship chart.
E-mail me and I'll send them (or post them if I get enough requests). Have Fun!
John"
I asked him for permission to put his text to the Web, and he said OK. So, here it is:
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.
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).
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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.
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 {Speed 2/10*G}. In Spelljammer, G (gravitational force) is almost
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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).
Powerstones
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
Spelljamming (Mental / Very Hard) -- Defaults to 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.
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).
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).
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).
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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.
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).
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 be used as defaults for Geology
(Spelunking -6); Climbing (Spelunking -4); or Survival, Underground (Spelunking -3).
Advantages/Disadvantages
"Flux" Combat -- 5 Points
This advantage grants the character the ability to Fight without penalty in Partial Gravity, Cross-Gravity, or Zero
Gravity ("Flux") situations.
Each level adds +1 to the Accuracy of the user if using missile weapons, and has aimed.
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Religions
Each of the Churches that travel in Spelljammer space operate in basically the same way. Because of the
varying nature of Mana from Sphere to Sphere, each Church has learned not to become wholly dependent upon
spell-casting Priests to be their power base. Most Churches have at least three branches of service within their
ranks, each with it's own "Priesthood".
Magi-Priests
These are the spell casters amongst the Church, and most often constitute it's leadership. They almost always
possess Magery of some level, are often Blessed or Very Blessed, and have an impressive array of spells at their
disposal. Most, but not all, churches insist that Magi-Priests are born and raised to the miracles of their Gods.
Few who serve in the other branches, regardless of how powerful they become in that branch or in magic, can
"transfer" into the Magi-Priest "caste".
Most Churches have limited access to but a few of the Colleges of Magic (usually those that have a direct bearing
upon the nature of their deity, or which mirror that deity's powers). Most Churches can access the newly created
"Divine" College, and use spells freely from that school.
Clerics are the "mundane" Priests who often lay the groundwork in a new sphere to bring their Deity there. They
often have limited magics, strong weapon skills, and high Charisma. Clerics must be very self-reliant, and are
often the "characters" of a given Church. Their enforced independence from the ritual and rigors placed by their
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Deities upon the other Branches make them "loose cannons" in many respects, often including their
personalities. However, in a Sphere where your Deity holds no sway, not being dependent upon that Deity can
be an asset. Clerics are often the most faithful of a Church, because it is Faith alone that drives them.
Though a quick glance may reveal Clerics as being the weakest of the three Branches, they enjoy much respect
from their Church and Deity in that they are the backbone of expansion of the Church and the primary
"gatherers" of new power for their Deity.
Holy Warriors
Are the fighting arm of the Church. Holy Warriors often exhibit magical abilities granted by their deity, rather
then using magical spells. This simultaneously makes them amongst the most powerful and least flexible of
their God's followers. In areas where their deity holds little or no sway, the Holy Warrior's powers are
proportionally weaker.
The real strength of the Holy Warrior is their martial skills, however. Ever vigilant, whether it is to Defend or
Conquer in the name of his God, the Holy Warrior hones and seeks to ever increase his ability in battle.
As mentioned above, the three branches outlined above are common to most all Churches. Others do exist,
dependent upon the nature of the Deity involved. Other branches, or priesthoods, include:
Sages -- Learned men and keepers of the dogma of the Church. Most respected in Knowledge and Information
oriented Churches. Also Churches dealing with Merchants.
Monks -- An unusual branch, often quite small. Monks dedicate themselves almost exclusively to the pursuit of
one or two ideals, always in the name of their Deity -- even if what they are pursuing has little or nothing to do
with their Deity. Everything from the Martial Arts to Wine making has been pursued by Monks' Orders (called
Brotherhoods) in the "real" world.
Inquisitors / Judges / etc. -- Enforcers of the Church's doctrines within the Church, often to lethal limits. Men
of this branch usually carry some weight within the hierarchy, and are fanatical in their "devotion". Abuse of
such positions are common. Can bring Church Law to bear upon any within the Church from Lay person to the
Church Head (if done carefully).
Note that for Priests, Clerics and the like, the Advantages Blessed and Very Blessed can be substituted for
Magery in Colleges common to the Church they serve. Blessed will "cover" spells requiring Magery 1, while Very
Blessed will cover Magery 2 and most Magery 3 spells.
If a character wishes to serve as a Holy professional and cast spells from more then just the Church's college
list, then they must buy at least Magery to do so. Magery of appropriate level for a desired spell is required
regardless of other advantages if outside the proscribed Church colleges.
Ships of Wildspace
Vessel Race Wt. Material Min. Crew Max. Crew MC Classification
Skeletal Ships Undead Var Bone 1 12 C Warship
Locust Human >1 Lt Wood 2 3 A Kamakasi Warship
Flitter Elves 1 Ceramic 1 1 B Personal Vehicle
Kobold Arrow Kobold 2 Lt Metal 1 2 A Light Warship
Skybourne Elf 2 Crystal 1 2 A Light Warship
Thorn Ship Tandu 3 Ceramic 1 6 B Light Warship / Scout
Wreck Boat Human 4 Hvy Wood 1 4 A Escape Craft
Mosquito Human 6 Lt Wood 1 6 C Stealth / Shuttle
Caravel Groundling 10 Wood 8 10 F Light Vehicle
Dragonfly Human 10 Wood 3 10 C Trader
Damselfly Human 10 Hvy Wood 2 10 D Trader
Drakker Viking 15 Wood 8 15 E Warship
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Lt Metal 20 4 4
Hvy Metal 40 8 5
Lt Armoured 45 5 5
Hvy Armoured 80 10 7
Each listing is for a 10' square area of the material in question.
Spelljammer Spells
The following spells are from two sources -- TSRs Spelljammer and from Different Worlds, a RPG magazine
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published years ago. (Specifically the articles on Specialty Mages by Mike Gunderloy.) As stated with the original
conversion notes -- no TM or copyright infringement is intended, no profit is made by the use of this material.
The Elemental Crystal college is new. [It could be treated as a subcollege of Earth Elemental college, just like
there are Elemental Water subcolleges of Acid and Ice -- see GURPS Grimoire. -- Incanus] Spells do not have
prerequisites listed, due to the fact that I don't use them.
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must designate it's use, as this determines it's elasticity - solid or flexible. Solid, the filaments have a DR of
3, and 8 hp per cubic foot. The amount created is 3 cubic feet per hex, though this fills the hex to 4 yards
high (due to the "fluffiness" of the spun filaments).
Opponents caught within an area filled with these "crystal webs" can breathe, but must either wait out the
duration of the spell to be freed or roll versus ST-3 to damage the "web" and break free. Other physical
attacks are impossible due to the restrictive interior of the web. Flexible (DR 8, hp 4), the filaments can be
used to bind, engulfing opponents in a cocoon of Crystal fibers. The restrictive nature of these cocoons
disallow unaided escape from within.
Crystallize -- Regular
Causes any object of natural origin to turn to eternal crystal, in colors resembling the object as it once was,
although translucent. The time to cast & energy requirement listed is per every five pounds of non-living
material or portion thereof. If a living creature is targeted, then casting time and point cost is increased by
50% and the affected "increment" becomes 3 pounds or portion thereof. The spell never affects
magical/enchanted items or creatures. College: Elemental / Crystal
Duration: perm
Time to Cast: 1 minute
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Cost: 3
Such magical manifestation is reflected by bonuses to resistance rolls, magical awareness, and the like,
with no bonus to exceed a +1.
Note that an empowered crystal glows with the power instilled within it.
Encase -- Regular
This encases the target in a cube of crystal which dissipates at the spell's end leaving the target unharmed.
When encased, the target is placed into a state of suspended animation.
Item: a 1 foot diameter crystal or glass globe, engraved with longitude and latitude lines. minimum cost $
2,000
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Item: It is said a huge Ruby of great value and renowned exists, and is the only known item with this
ability.
Splinter -- Missile
Creates a bolt of blue crystal, which explodes upon impact with it's target. The Bolt causes 1d-2 of cutting
damage per point of energy imbibed. This spell has SS 14, Acc +3, 1/2D 30, Max 70.
College: Meta-Spells
Duration: 1 hour
Time to Cast: 10 seconds
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Cost: 1 / (1/2)
College: Enchantment
Duration: 1 week
Time to Cast: 1 minute
Cost: 7 / kWh
College: Enchantment
Duration: 1 week
Time to Cast: 30 seconds
Cost: 5 / kWh
College: Meta-Spell
Duration: Instant
Time to Cast: 30 seconds
Cost: 10
College: Meta-Spell
Duration: Instant
Time to Cast: 10 seconds
Cost: 5
College: Meta-Spell
Duration: 1 hour
Time to Cast: 2 seconds
Cost: 3 / 1
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College: Enchantment
Duration: instant
Time to Cast: 1 second
Cost: 7
Copyright
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).
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