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Author Topic: [Fantasy Craft][Spelljammer] Ætherjammer  (Read 959 times)
Mister Andersen
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« on: January 21, 2010, 12:45:36 AM »

Ætherjammer (Expert Class)
For some people a journey is about the final destination, while for others it's all about the experiences along the way. Ætherjammers are all about the how, as they ply the expanses between the crystal spheres aboard fantastic and often almost unreal ships. While many Ætherjammers are experienced magic users, it's been known for the talent to spontaneously awaken in an individual when he encounters the 'right' vessel.
      Depending on the campaign, an Ætherjammer may be...
 
  • Part of a long familial tradition of otherworldly magic-using pilots moving between worlds.
  • A callow youth awakened to new worlds of possibilities upon discovering an abandoned jammer.
  • A cocky explorer opening up the final frontier.

     Party Role: Specialist. The Ætherjammer can do with ease what few others can, sacrificing raw power to do so.

Class Features
      Requirements: Sorcery campaign quality, Acrobatics 4+ ranks, Ride 6+ ranks, Extra Holdings (must be invested in an ætherjammer).
      Caster Level: Each level in this class increases your Caster Level by 1.
      Favored Attributes: Charisma., Wisdom, Dexterity.
      Class Skills: Acrobatics, Athletics, Crafting, Haggle, Notice, Resolve, Ride, Search, Survival, Tactics.
      Skill Points: 6 + Int modifier per level.
      Vitality: 9 + Con modifier per level.

Core Ability
      Scion of Æther: You have a distinct affinity for getting your jammer to perform well beyond expectations. When seated at the helm of an ætherjammer vessel, you gain a number of additional spell points equal to your level in this class.

Class Abilities
      Path of the Wanderer: At Level 1, you may purchase ranks in the Spellcasting skill, learn Compass, Shapeshifting, and Weather spells, and cast Level 0 and 1 spells you know. Also, when you fail a Spellcasting check to cast a spell of these Disciplines, no spell points are spent on the attempt.
      If you already possess this ability from another class, you instead gain an additional Spellcasting feat.
      Helmsman: At 2nd, 7th, and 10th level, you may choose to gain one of the following abilities, each of which may only be selected once:
      Environmental Resistance: You gain Cold Resistance 4, Falling Resistance 4 and Vacuum Resistance 4.
      Expertise: Choose one: Acrobatics, Athletics, Crafting, Haggle, Notice, Resolve, Ride, Search, Survival, Tactics. Taking 10 with this skill doesn’t take twice as long and taking 20 takes only 10 times as long.
      Gone with the Wind: A number of times per scene equal to your starting action dice as a free action, you may spend Spell Points to increase the multiplier when taking a vehicular run action with an ætherjammer craft you control. The effects of this ability last until your initiative count the following round.
      How Crewed!: You gain the Followers feat (see page 98), the NPC group consisting of Seadogs (see below). You may gain the Followers feat a second time later, as your character options allow.
      Interdictor: Once per scene you may spend an action die to increase the Natural Gravity of your ætherjammer craft in relation to a single object by your Charisma modifier (minimum 1).
      Magic Motion: Your Acrobatics, Athletics, Ride and Spellcasting skills always grant a synergy bonus to each other. Further, once per session you may spend a number of spell points up to your Charisma modifier (minimum 1) to reduce the error range of any one check with these four skills by an equal amount, but the check may never result in a critical success.
      Mass Shallow: Once per scene you may spend an action die to treat the Natural Gravity of a single object as though it was half its standard value (rounded down).
      Only for the Money: The amount of money retained due to your Prudence score increases by 5% and your income increases by 10 silver.
      Pedagogue: You gain a number of bonus Interests equal to your Wisdom modifier +1 (minimum 1).
       Skyfall: Whenever you are at the helm of an ætherjammer vessel, you and the vessel benefit from Damage Defiance against falling damage.
      Circle of Power: At 3rd level, you gain the Circle of Power I ability, as written.
      At 5th level, you gain the Circle of Power II ability, as written
      At 7th level, you gain the Circle of Power III ability, as written.
      At 9th level, you gain the Circle of Power IV ability, as written.
     Fancy Flying I: Starting at 4th level, when you are sitting on the helm of an ætherjammer craft benefiting from your Take Command ability, you may as a full action spend spell points to increase the vessel's Defense by an equal amount until the end of the scene
      Fancy Flying II: Starting at 8th level, you may attempt to negate attacks that manage to strike your ætherjammer vessel. Spend a spell point and roll Spellcasting against a DC equal to the attack check. If successful, the attack deals no damage but triggers all other effects of a successful attack.
      Take Command: At 4th & 8th level, you gain an iteration of the Captain class ability of this name.
      Slick Moves: At 6th level, once per session while operating an ætherjammer benefiting from your Take Command ability, you may make a Maneuver check with a DC up to 50 without making a skill check. Alternately, while operating such a vehicle during a chase Conflict, you may choose the “That’s Impossible!” Strategy.
      The Wind Beneath My Wings: You've taken the bond between an ætherjammer and its pilot to its zenith, and then moved beyond that. As long as you are within the effective natural gravity of your ætherjammer vessel, you do not need to be in physical contact with the helm in order to gain its benefits or pilot it.
      Additionally, with the exception of How Crewed and Only for the Money, at the beginning of a session you may select an additional Helmsman option as a temporary ability until the end of the session.

Progressions
      BAB: Low
      Defense: Medium
      Initiative: Medium
      Fortitude: Low
      Reflex: Low
      Will: High
      Lifestyle: Medium
      Legend: Medium
      Spell Points: High
« Last Edit: December 18, 2012, 02:31:12 PM by Mister Andersen » Logged

Mister Andersen
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« Reply #1 on: January 21, 2010, 03:35:17 AM »

New Skill Focus

     Ride (Ætherjammer). Focus may only be taken if you have a character option granting Spell Points. All æther-vessels possess the QKY quality that can only be countered by possessing both this focus and the appropriate water- or air-borne Ride proficiency as appropriate to the design of the vessel being piloted.
     Special Rules: Though sea-worthy vessels and dirigibles use their normal speed ratings when operating in their native environment, an ætherjammer vessel derives its base Speed Rating from the Spell Points supplied through its helm on a 1-for-1 basis. The SR is multiplied by 10 ft. to determine an ætherjammer vessel's tactical speed. If utilizing the Chase dramatic conflict, the base A/T ratings are equal to the pilot's Charisma and Intelligence modifiers respectively with the value of SR distributed between them as the pilot chooses. These ratings may be rearranged as a full action. Spell Points spent ætherjamming are recovered as normal.
« Last Edit: January 21, 2010, 03:38:38 AM by Mister Andersen » Logged

JELEINEN
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« Reply #2 on: January 22, 2010, 01:39:19 AM »

Very cool stuff and consider that class swiped.  I have a class I made myself that I'll be posting in my thread, though mine is a lot more generic.  The only issue I see is that the Spelljamming helms only provide motive power to the ships.  The steering is all done by the crew.  Although, the helms were one of the more problematic things in the setting, so there are a bunch of different house rules concerning them.
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Mister Andersen
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« Reply #3 on: January 22, 2010, 02:35:24 AM »

The way I read it -- and I'm basing this mostly on the Polyhedreon article for 3rd edition that seems to have greatly simplified the AD&D mechanics -- the crew were responsible for the "finer details" of navigating larger vessels, but gross directional concerns as well as motive energy were the purview of the pilot. So effectively I read that as "a jammer's crew is equivalent to a kit when making manouver checks". More importantly, such a take means the character isn't just stuck in a chair unable to participate in the action of a chase or ship-to-ship combat.

I like that Fantasy Craft has essentially reduced vehicle movement to that of a character, just using a different master skill (Ride), but I think you pretty much have to import the Chase rules from Spycraft (including Smash!), as well as the Acceleration and Turning metrics
« Last Edit: January 22, 2010, 02:37:42 AM by Mister Andersen » Logged

JELEINEN
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« Reply #4 on: January 22, 2010, 12:30:03 PM »

In the original, a crew was required to have anything other than very rudimentary control.  I agree that sitting the helmsman in a chair and turning them into a motor is a bad idea, but I plan on going a different direction in changing it (I haven't finished working it out yet, but I know where I want to go with it).  I definitely need to go back and re-read the chase rules in Spycraft.  What's Smash?
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Mister Andersen
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« Reply #5 on: January 22, 2010, 09:43:39 PM »

Height advantage. While largely meaningless in most spelljammer style encounters , it becomes a factor during pursuit and combat in an atmosphere
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Krensky
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« Reply #6 on: January 22, 2010, 09:47:06 PM »

Height advantage. While largely meaningless in most spelljammer style encounters , it becomes a factor during pursuit and combat in an atmosphere

Well, if you don't think of it as a height advantage specifically, but instead think of it as what an altitude advantage actually is (potential energy) in a dog fight it makes sense in space combat as well.
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Mister Andersen
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« Reply #7 on: January 22, 2010, 10:06:32 PM »

Smash is reliant upon a common force of gravity acting identically on all vehicles involved. The moment you enter the aether where notions like up and down are purely relative to each vessel, Smash is rendered useless because one ship is simultaneously higher than, lower than, and next to another, and the only valid metric again becomes Lead.

The big consideration in spelljammer combat would seem to be being able to get beneath your opponent, as the average flying ship doesn't have ventral defences.
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JELEINEN
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« Reply #8 on: January 23, 2010, 12:58:05 AM »

Height advantage. While largely meaningless in most spelljammer style encounters , it becomes a factor during pursuit and combat in an atmosphere

Yeah, I just re-read the rules tonight.  It'd been quite a while, and so I was thinking that Smash was the name of a product.
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Morgenstern
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« Reply #9 on: February 15, 2010, 06:54:44 AM »

Meant to comment on this earlier. Very clever all around (the Path of the Wanderer is a slick set of Disciplines for this theme). Only sad thing is Helmsman having so many choices but so few opportunities. You might allow one more choices at 10th level as the current game breaker doesnt' seem overwhelming by itself.
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