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croiduire:refuge:space:other_essential_equipment

Other Essential Equipment

In addition to the expected charts, sextants, chronometers, compasses, spyglasses, and orreries, certain items of equipment are both indispensable and unique to starsailing vessels.

Nepheligenous Sphere

As vital as the Helm to the conquest of space is the Nepheligenous Sphere, the magical device that creates a perfect sphere of force around the spelljamming vessel to contain a breathable atmosphere for its crew, while the bow wave thus generated simultaneously deflects an assortment of dangerous particles, abrasive dust, and harmful gases, without allowing a rupture into the essentially vacuous nature of space. (Larger obstacles will penetrate and cause damage, and must be avoided.)

The Nepheligenous Sphere, however, existing as it does in the material plane, doesn't inhibit the eddies and currents of the ether, the intangible, yet in its own way substantial, medium against which the Helm, sails, and oars move. The ether occupies all space; it is what permits the propagation of gravitic, electromagnetic, and dweometric radiation, and provides the substrate for movement, both intra-and interspheral, whenever a ship is not engaged within a Discontinuity Point.

Suspiriant Aura Apparatus

The Suspiriant Aura Apparatus is similar in operative principle to the Nepheligenous Sphere, in that, when activated, it forms a nimbus of force that conserves a breathable atmosphere around the user. However, unlike the Nepheligenous Sphere, the field created by the Suspiriant Aura Apparatus is a flexible envelope that moves with the wearer, compressing and flexing so that he can walk, bend, twist and use his hands with only a slight diminishment in dexterity (+1 penalty on all dexterity related NWPs and climbing worsens by one category). The price for this flexibility is that, unlike the Nepheligenous Sphere, the Suspiriant Aura Apparatus provides no protection against damage from falling, missile fire, other projectiles, or bladed weapons. It does grant a 1 hp reduction in damage from blunt weapons or from punching. If pierced, both the Aura and the Nepheligenous Sphere reseal without loss of integrity; the effect is similar to plunging a knife into water.

The Suspiriant Aura Apparatus, enchanted into the form of a brooch, is standard issue for officers and crew on every Constitutional Dominion Navy ship.

Standard Issue Constitutional Dominion Navy Suspiriant Aura Apparatus (CDNSAA)

Latent

Primed

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Live

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Teleportation Chamber

Although every CDN ship is equipped with a Teleportation Chamber, they are illegal on any other spelljamming vessel, and in a court of law are considered proof of smuggling activity, just as the possession of thieves' picks substantiate the suspicion of burglary. On planets where the technomancy exists, they are strictly regulated and heavily taxed; private export is completely forbidden. However, that is not as great an enforcement issue as might be surmised. Since the devices can only be made out of mithral lined with mica, they are innately prohibitively expensive.

Nonetheless, they are highly coveted. Although a planet-based teleportation chamber might be no larger than a 1 x 1 x 1 ft box, those few with the money and legitimacy to acquire one consider the ability to transfer information, valuables and documents hundreds of miles in little more than the blink of an eye well worth the cost and effort. Most are owned by government entities, important banking houses, and the very wealthiest mercantile establishments.

The ones on CDN vessels are used to transport personnel and materiel and are much larger.

CDN Teleportation Chamber Sizes and Capacities

Size (in feet) Personnel Capacity Weight Limit (pounds)
3 x 3 x 8 1 350
3 x 6 x 8 2 700
6 x 6 x 8 4 1400
6 x 12 x 8 8 2800
12 x 12 x 8 16 5600

Just as with the familiar arcane spell, there is a chance that teleportation can go badly wrong, but the Teleportation Mates, who operate the Chambers under the supervision of the Chief, study long and hard to minimize the risk. While only when transferring between two Teleportation Chambers is the chance of mishap 0%, the skilful use of the Scry-glass, built into the Chamber controls, brings an area seen distantly (for example, from a parking orbit above the target) into close view, minimizing the chance of error to between 2% to 5%. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible. All travellers and materials in the chamber arrive at the same destination, which is determined by the activator. Distance is not a factor.

Ship Class Number of Units Size of Units Personnel Capacity
Greatship 6 12 x 12 x 8 96
Flagship 5 12 x 12 x 8 80
Large Lineship 4 12 x 12 x 8 64
Small Lineship 3 12 x 12 x 8 48
Large Frigate 2 12 x 12 x 8 32
Small Frigate 2 6 x 12 x 8 16
Sloop 2 6 x 6 x 8 8
Cutter 2 3 x 6 x 8 4

Greenhouse

The means to keep the air fresh aboard ship is the same one that is used on a planetary surface: the simple miracle of photosynthesis. It takes 10 sq ft of leaf surface for every person on board. As a safe margin--to allow for other air uses such as lanterns, cooking fires, animals and passengers, and to help compensate for any mishap or blight to the plants--the CDN mandates 15 sq ft. At least one hold on every ship is always devoted to "farming". The volume required for the growth area of every 10 sq ft is 1 cu yd, plus an additional 1/2 cu yd for equipment. Lit by Continual Light Lamps that perfectly simulate the full spectrum of radiation of natural sunlight, the planters are stacked two high in long rows, anchored to the deck, the overhead, and each other and separated by narrow passageways so that the mates can tend them. As an additional benefit, edible plants that maintain the nutritional, as well as the respiratory, health of the crew are also grown.

Sails and Rigging

The use of sails and rigging is as vital to the safe operation and movement of a spelljammer as it is to any watergoing vessel. A Small Frigate, one of the smallest navy ships, with (on average) an overall length of 180 ft, a beam of 32 ft, and a main mast 130 ft high, carries between 10,000 and 13,000 sq ft of sail and 10 to 15 miles of rigging! The skilful control of rope and sail is what allows a spelljammer to steer through the treacherous flows and eddies of space.

Scry-glass

This tool allows someone on board a spelljammer as far as fifty miles above the planetary surface to sight on an area and magnify it at a rate of 1 mile actual distance to 1 yard apparent distance, allowing full visualization of terrain features. While it takes someone with training in planetology or teleportation to realize the full potential of the device, anyone, with only a minimum of orientation, can see as if with the eyes of an eagle.

Ship's Chronometer

A simple but absolutely vital item, this magical hourglass turns itself every thirty minutes with absolute accuracy and rings the ship's bells, keeping the watch and enabling navigation.

croiduire/refuge/space/other_essential_equipment.txt · Last modified: 2016/02/16 02:21 by Croi Duire