So, about a year ago I came up with this thing for spelljammers in DW. It’s a little bit playbook, a little bit steading. Anyhow, it was requested that I share it. See below:
Good: When another planet or jammer’s problem is solved, the jammer marks XP.
Neutral: When a new planet is reached and goods are exchanged, the jammer marks XP.
Evil: When a jammer or planet is plundered, the jammer marks XP.
Illithid: The jammer has tenticals which can snare other vessels
Thrikreen: The jammer has mandibles that can sever parts of other ships
Dwarven: The jammer is entirely encased in an asteroid
Elfish: The jammer’s complex sails and rigging make it exceedingly maneuverable
Scro: The jammer is cobbled together from parts and can accept parts from other ships
Human: The jammer is built on the pack of a being of enormous proportions, describe it
Tinker Gnomes: The jammer has parts that can transform mechanically
Look (pick on from each):
Built for speed, build for capacity, or built for defense.
Decorative trappings, utilitarian trappings, or no trappings.
Abundant crew, normal crew, or skeleton crew
Mechanical, magical, or biological
Cargo (pick one from each):
Full rations or full envelope
Passengers or cargo
Arms or armor
Charter or letter of marque
Envelope: _____ (max 2)
Fill in the name of a soul on this jammer in at least one space.
________ is an officer on the jammer.
________ knows the secret places where things are stored
________ has the captain’s ear
________ is shunned by the crew
When a jammer undertakes a perilous journey, roll+envelope expended. On a 10+, the jammer avoids hardship in the wild space and reaches its destination. On a 7-9, it reaches its destination but the GM chooses one:
-The jammer runs out of rations
-The jammer runs out of envelope
-The jammer is in need of repair (take -1 forward until it is fixed)
-The jammer has been followed to its destination
When a jammer leaves a planet with a suitable atmosphere, it refills its envelope to max.
End of Session
When you reach the end of a session, check to see if one of the jammer’s bonds has played a key
role in the fiction or been resolved (completely explored, no longer relevant, or otherwise). Ask the
player of the character that it has the bond with if they agree. If they do, the jammer marks XP and
writes a new bond with whomever the players and GM wish.
Once bonds have been updated, answer these three questions as a group:
• Did we learn something new and important about a planet or jammer?
• Did we encounter a notable monster or enemy?
• Did we bring a memorable treasure aboard the jammer?
For each “yes” answer, the jammer marks XP.
The jammer gains a level by expending 5+LVL XP. When it does, it gains an advanced move and
increases its max envelope by 1.
When you take this move, each of you are promoted to being a ranking ship’s officer. The party now controls where the jammer goes and what the jammer does.
The jammer gains a retinue of marines adept at executing and repelling boarding actions.
Each time the jammer gains a level, it also gains an scholar, list their expertise.
The jammer gains an extra hold, specially suited to contain something. Describe what it was build to contain.
Each time the jammer gains a level, it can travel to a new crystal sphere.
Nooks & Crannies
Jammers are enormous and ancient things, there are always forgotten, unexplored areas aboard.
Other vessels may enter the jammer’s command.