Difference between revisions of "Fleet Ship (3.5e Location)"
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| || X || 36 || 1450+ || Colossal+26 || 23 | | || X || 36 || 1450+ || Colossal+26 || 23 | ||
− | | class="left" | [[# | + | | class="left" | [[#Guild Houses|♠]], [[#Guild Houses|♥]], [[#Guild Houses|♣]], [[#Guild Houses|₴]], [[#Guild Houses|♦]], [[#Guild Houses|L]], [[#Guild Houses|¥]], [[#Guild Houses|₪]], [[#Guild Houses|₩]] || || || Dark Energy, Thermal(star) || || || || |
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| class="foot" colspan="15" | | | class="foot" colspan="15" | |
Revision as of 10:30, 24 October 2010
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Contents
Star Ship, Cites
Plane Traits
Physical Traits
- Gravity: Normal
- Time: Normal
- Size: From Colossal+5 to Colossal+26
- Morphic: Static
Magic, Alignment, and Energy/Elemental Traits
- Elemental Dominance: None
- Energy Dominance: Positive-Dominant, minor (Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy. All individuals gain fast healing 2 as an extraordinary ability).
- Alignment Trait: Law-Aligned, mild (Creatures who have a chaotic alignment take a –2 circumstance penalty on all Charisma-based checks.
- Magic Trait: Impeded Magic (make a Spellcraft check DC 20 + the level of the spell. If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally).
Plane Links
Info
Plane Inhabitants
Movement and Combat
Info
Features of the Plane
Info
Plane Links
Info
Plane Encounters
Info
Types
Name | Class | Knowledge Xenotechnology DC | HD + bonus hp (HP) | Sector Size | Sectors | Sector Features | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Guilds | Govt.1 | Arts & Entertainment3 | Power | Industry | Shops | Quarters | Docks4 | |||||||
Village | I | 21 | 125+ | Colossal+5 | 2 | Incinerator, Petrol(solid) | ||||||||
Village | II | 21 | 150+ | Colossal+6 | 3 | Incinerator, Petrol(liquid), Solar | ||||||||
Town | III | 22 | 200+ | Colossal+8 | 5 | Incinerator, Magnetic, Solar | ||||||||
Town | IV | 22 | 250+ | Colossal+9 | 6 | Incinerator, Magnetic, Solar | ||||||||
Monopolise | V | 23 | 350+ | Colossal+11 | 8 | Incinerator, Magnetic, Nuclear(fission) | ||||||||
Monopolise | VI | 23 | 450+ | Colossal+12 | 9 | Incinerator, Magnetic, Nuclear(fission) | ||||||||
Metropolis | VI | 24 | 600+ | Colossal+15 | 12 | Incinerator, Nuclear(fusion) | ||||||||
Metropolis | VII | 24 | 750+ | Colossal+17 | 14 | Nuclear(fusion), Thermal(core) | ||||||||
Cosmopolis | VIII | 28 | 950+ | Colossal+20 | 17 | Thermal(core) | ||||||||
Cosmopolis | IX | 30 | 1150+ | Colossal+22 | 19 | Thermal(star) | ||||||||
X | 36 | 1450+ | Colossal+26 | 23 | ♠, ♥, ♣, ₴, ♦, L, ¥, ₪, ₩ | Dark Energy, Thermal(star) | ||||||||
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Sector Features
Guild Houses
Sectors posses guilds houses, to facilitate the many versatile classes that its inhabitants may have. Guilds usually encompass a few classes. If a guild is noted above, all classes within are offered. Some classes have multiple guild options, can only have one at a time. Each guild has its own a symbol as noted in parenthesis after name, and in table. Guilds are as follows:
- Agriculture(♠) - classes included: Commoner; Farmer
- Engineer(♥) - classes included: Forcemaster, Gadgeteer, Puppeteer
- Gunner(♣) - classes included: Ranger; Marksman,
- Mind(₴) - classes included: Psion, Psychic Warrior, Soulknife;
- Pilot(♦) - classes included: Fighter;
- Police(L) - classes included: Monk; Biotic Vanguard,
- SEAL(¥) - classes included: Bounty Hunter
- Smith(₪) - classes included: Battlesmith, Puppeteer
- Warrior(₩) - classes included: Barbarian, Soulknife; Autoplate Pilot
Government
Always lawful.
Arts & Entertainment
Theatre:
- Lesser:
- Moderate:
- Greater:
Librarys: For each sequential day (after first), must make a Will save of (noted DC +5 each day(culminates), -1 per 4HD, -1 per 5 concentration skill modifiers) each day, to continue study. Is negated if one spends a day doing something else between each sturdy day.
- Lesser: After four day's of study, and a search check DC above 15 (or a librarian); gain a permanent +2 circumstance bonus to a craft, knowledge, profession, or survival skill that does not involve secrets.
- Moderate: After three day's of study, and a search check DC above 20 (or a librarian); gain a permanent +4 circumstance bonus to an craft, decipher script, knowledge, profession, or survival skill that does not involve secrets.
- Greater: After two day's of study, and a search check DC above 25 (or a librarian), gain a permanent +6 circumstance bonus to an craft, decipher script, knowledge, profession, psicraft, spellcraft, or survival skill that does not involve secrets.
- Specialised: After three day's of study, and a search check DC above 20 (or a librarian), gain a permanent +10 circumstance bonus to librarys' craft, decipher script, knowledge, profession, psicraft, spellcraft, or survival speciality that can include secrets.
Museums: No will save needed to continue research. Non-permanent, divide effects by 2 every year after until 1/3 of original benefit; can be negated if one does another setion. Setions last three hours.
- Lesser: After four setions, and a search check DC above 15 (or a guide); gain a non-permanent +2 circumstance bonus to a craft, or knowledge, skill that does not involve secrets.
- Moderate: After three setions, and a search check DC above 20 (or a guide); gain a non-permanent +4 circumstance bonus to an craft, or knowledge, skill that does not involve secrets.
- Greater: After two setions, and a search check DC above 25 (or a guide), gain a non-permanent +6 circumstance bonus to an craft, knowledge, psicraft, or spellcraft, skill that does not involve secrets.
- Specialised: After one setion, and a search check DC above 20 (or a guide), gain a non-permanent +10 circumstance bonus to museums' craft, knowledge, psicraft, or spellcraft speciality that can include secrets.
Power Source
Dark Energy: Derived from dark matter
Incinerator: Burns waist material
Magnetic:
Nuclear:
- fission
- fusion
Petro: Explodes ancient waist material
- solid:
- liquid:
Solar:
Thermal: Uses heat form planet cores, or stars.
- Planet Core
- Star
Industry
Bulk Production, exported
Agriculture:
Armor & Weapon Smithing:
Food Stuff:
Ship Building:
- Drones:
- Transports:
- Fighters:
- Gun Ships
- Stealth:
- Destroyers:
- Cites:
- Villages:
- Towns:
- Monopolises:
Engine Building:
Shops
Apothecary
Quarters
Docks
Extra Guns:
- Force Gun
- Mini-gun:
- Mines:
- Neddler:
Thickened Shield:
Weapons Manufacture:
Turbo Boosters:
Downgrades
The Destroyer can never be downgraded.
Decrease the CR and price.
Second Hand: Stealth and Destroyer cannot be downgraded this way, all others can. Benefit: Ship costs 2/3 the listed price, and are 2/3 the total CR (including pilots addition) Drawback: Max hp, shields, fly speed, AC, and max cargo are 3/4 listed value.
Minimum Guns: Only Destroyer cannot be downgraded this way, all others can. The only drawback is one less gun.
- Force Gun: -1/6th per biplaner force gun for gun ships. Cannot be removed from any other ship.
- Mines: -1/50th to cost per mine for transports. Cannot be removed from any other ship.
- Mini-gun: -1/20th to cost per gun for gun ships. -1/10th for transports. Cannot be removed from fighters.
- Neddler: -1/15th to cost per needler for transports. Cannot be removed from any other ship.
- Repeating Heavy Crossbow: -1/30th to cost per crossbow for stealth. Cannot be removed from any other ship.
Craft Construct; Price 10,500-500,000 gp.
<nowiki>
Author | Franken Kesey + |
Cost | 10,500-500,000 gp + |
Help Wanted Reason | Ideas on Government, Shops, and other inhabitants + |
Identifier | 3.5e Location + |
Rating | Unrated + |
Summary | The variant cites of the Uongo-mijusi + |
Title | Fleet Ship + |
Type | City + |