Open main menu

Dungeons and Dragons Wiki β

Fleet Ship (3.5e Location)

Revision as of 21:21, 25 October 2010 by Franken Kesey (talk | contribs)
Help Wanted
Someone thinks this page needs a bit of help...

Ideas on Government, Shops, and other inhabitants


This template was placed here to direct user suggestions to the page. It may be removed at any time.


Homebrew.png
Author: Franken Kesey (talk)
Date Created: 10/23/10
Status: genesis
Editing: ideas on talk page
ArticleUnrated.png
Rate this article
Discuss this article


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%)

Hedoro (3.5e Monster)(1%)

Others(2%)

Movement and Combat

Info

Features of the Plane

Info

Plane Links

Info

Plane Encounters

Info

Types

Table: Cites

Hit Die: d100

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)
  1. from construct traits. +120(C+2){20}, +240(C+6){30}, +400(C+10){40}, +600(C+14){50}, +840(C+18){60}, +1120(+22){70}.
  2. number of types
  3. number of types

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:

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.


<nowiki>


Template:3.5e Environments Breadcrumb