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Star Ship, Cites
Star ships were originality build as a frontier transport for Uongo-mijusi, and Replicator's - coexisting
Plane Traits
Physical Traits
- Gravity: Normal
- Time: Normal
- Size: From Colossal+5 to Colossal+22
- 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
Star ships were originality build solely for Uongo-mijusi, and Replicator's - gaining slight diversity over the eons. Yet, even after the countless ages, its creators remain dominate.
Uongo-mijusi(45%) ~1/4 are always asleep, unless in danger.
Replicator's(20%)
Osteon(15%)
Invicibles(12%)
V'Kai(5%)
Others(2%)
Movement and Combat
Info
Features of the Plane
Info
Plane Links
Info
Plane Encounters
Info
Types
Name | Class | Knowledge Xenotechnology DC | HD + bonus hp1 (HP) | Sector Size | Sectors | Sector Features | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Guilds | Govt.2 | Entertainment3 | Power | Industry | Shops | Quarters | Docks4 | ||||||
Village | I | 21 | 125+210 (6,523) | Colossal+5 | 2 | ♠, ♥, ₴, ♦, L | Theatre(lesser), Library(lesser) | Incinerator, Petrol(solid) | |||||
Village | II | 21 | 150+240 (7,815) | Colossal+6 | 3 | ♠, ♥, ₴, ♦, L | Theatre(lesser, moderate), Library(lesser, moderate), Museum(lesser) | Incinerator, Petrol(liquid), Solar | |||||
Town | III | 22 | 200+320 (10,420) | Colossal+8 | 5 | ♠, ♥, ₴, ♦, L, ₩ | Theatre(lesser, moderate, greater), Library(lesser, moderate, greater), Museum(lesser, moderate) | Incinerator, Magnetic, Solar | |||||
Town | IV | 22 | 250+360 (12,985) | Colossal+9 | 6 | ♠, ♥, ₴, ♦, L, ₩ | Theatre(moderate, greater, royal), Library(moderate, greater, specialised(2)5), Museum(lesser, moderate, greater) | Incinerator, Magnetic, Solar | |||||
Monopolise | V | 23 | 350+450 (18,125) | Colossal+11 | 8 | ♠, ♥, ₴, ♦, L, ₪, ₩ | Theatre(moderate, greater, royal), Library(moderate, greater, specialised(4)5), Museum(moderate, greater, specialised(2)6) | Incinerator, Magnetic, Nuclear(fission) | |||||
Monopolise | VI | 23 | 450+500 (23,225) | Colossal+12 | 9 | ♠, ♥, ₴, ♦, L, ₪, ₩ | Theatre(moderate, greater, royal), Library(moderate, greater, specialised(6)5), Museum(moderate, greater, specialised(4)6) | Incinerator, Magnetic, Nuclear(fission) | |||||
Metropolis | VII | 24 | 600+660 (30,960) | Colossal+15 | 12 | ♥, ♣, ₴, ♦, L, ₪ | Theatre(moderate, greater, royal), Library(moderate, greater, specialised(8)5), Museum(moderate, greater, specialised(6)6) | Incinerator, Nuclear(fusion) | |||||
Metropolis | VIII | 24 | 750+780 (38,655) | Colossal+17 | 14 | ♥, ♣, ₴, ♦, L, ₪ | Theatre(moderate, greater, royal), Library(moderate, greater, specialised(10)5), Museum(moderate, greater, specialised(8)6) | Nuclear(fusion), Thermal(core) | |||||
Cosmopolis | IX | 28 | 950+980 (48,955) | Colossal+20 | 17 | ♥, ♣, ₴, ♦, ¥, ₪ | Theatre(greater, royal), Library(greater, specialised(14)5), Museum(greater, specialised(11)6) | Thermal(core) | |||||
Cosmopolis | X | 30 | 1150+1120 (59,195) | Colossal+22 | 19 | ♥, ♣, ₴, ♦, ¥, ₪ | Theatre(greater, royal), Library(greater, specialised(18)5), Museum(greater, specialised(14)6) | 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; Airship Pilot (3.5e Prestige Class)
- Police(L) - classes included: Monk; Biotic Vanguard; Imperial Policeman (3.5e Prestige Class)
- SEAL(¥) - classes included: Rogue; Bounty Hunter; Assassin
- Smith(₪) - classes included: Battlesmith, Puppeteer
- Warrior(₩) - classes included: Barbarian, Soulknife; Autoplate Pilot
Government
Always lawful.
Entertainment
Theatre: Theatres do not stack, take the benefits of the higher stack, and the drawbacks of the lower stack
- Lesser: +2 to Diplomacy, Gather Information, and Perform checks and fear effects; and +5 to concentration checks the following two day's. -2 against charms or compulsions during the act and a day after. Regain 1 point from a drained ability score. Cost 50gp for three hours
- Moderate: +4 to Diplomacy, Gather Information, and Perform checks and fear effects; and +7 to concentration checks the following three day's. -4 against charms or compulsions during the act and a day and a half after. Regain 2 point's from a drained ability score (can be split between two scores). Cost 100gp for two hours
- Greater: +6 to Diplomacy, Gather Information, and Perform checks and fear effects; and +10 to concentration checks the following four day's. -6 against charms or compulsions during the act and two days after. Regain 3 point's from a drained ability score (can be split between two scores). Cost 150gp for one hour
- Royal: +8 to Diplomacy, and Gather Information checks the following six day's. -8 against charms or compulsions, and -2 concentration during the act and three days after. Regain 4 point's from a drained ability score (can be split between three scores); or regain a lossed level. Cost 200gp for one hour
Library: 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.
Museum: 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
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:
Hyperdrive Building:
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.
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