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PlaneJammer: Sailing the Astral Sea
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<blockquote data-quote="Reynard" data-source="post: 8339867" data-attributes="member: 467"><p><u>How do ‘Jammers Work?</u></p><p></p><p>Many different factions sail the Astral Sea, and they use different ‘jammers to do so. All ‘jammers are similar in that each one includes a ship that has been built to accept “commands” from a Helm, and the Helm has been built to accept commands from a Helmsman (aka pilot). That is where the similarities end. Each different faction -- infernal creatures, celestials, abominations, fey, and so on -- has a developed ‘jammer “technology” to best utilize their natural talents and inherent abilities. The Helm is infused with magical energy of a sort easily manipulated by the members of the faction -- tortured souls for infernals, faith for celestials, madness for abominations, and so on -- and the Helmsman uses their skill with that energy to guide the ship throw the Astral Sea. Technically there is no “top speed” in the Astral Sea, but any ship’s maximum speed is dependent upon the power and skill of the Helmsman. BUT, speed isn’t everything. In addition to a Helmsman, every ship needs a Navigator that is knowledgeable about the Astral Sea and its dangers, currents and trade routes. Navigators are not faction specific, because their area of expertise is on the constantly shifting, infinitely expansive geography of the Astral Sea. The Navigator plots the course and tries to avoid everything from planar anomalies to pirates which determines the actual distance, while the Helmsman sets the speed. Together they determine the most important thing: how long travel actually takes.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8339867, member: 467"] [U]How do ‘Jammers Work?[/U] Many different factions sail the Astral Sea, and they use different ‘jammers to do so. All ‘jammers are similar in that each one includes a ship that has been built to accept “commands” from a Helm, and the Helm has been built to accept commands from a Helmsman (aka pilot). That is where the similarities end. Each different faction -- infernal creatures, celestials, abominations, fey, and so on -- has a developed ‘jammer “technology” to best utilize their natural talents and inherent abilities. The Helm is infused with magical energy of a sort easily manipulated by the members of the faction -- tortured souls for infernals, faith for celestials, madness for abominations, and so on -- and the Helmsman uses their skill with that energy to guide the ship throw the Astral Sea. Technically there is no “top speed” in the Astral Sea, but any ship’s maximum speed is dependent upon the power and skill of the Helmsman. BUT, speed isn’t everything. In addition to a Helmsman, every ship needs a Navigator that is knowledgeable about the Astral Sea and its dangers, currents and trade routes. Navigators are not faction specific, because their area of expertise is on the constantly shifting, infinitely expansive geography of the Astral Sea. The Navigator plots the course and tries to avoid everything from planar anomalies to pirates which determines the actual distance, while the Helmsman sets the speed. Together they determine the most important thing: how long travel actually takes. [/QUOTE]
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PlaneJammer: Sailing the Astral Sea
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