Fleet Ship (3.5e Location)

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Author: Franken Kesey (talk)
Date Created: 10/23/10
Status: genesis
Editing: ideas on talk page
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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%)

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.


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Template:3.5e Environments Breadcrumb

AuthorFranken Kesey +
Cost10,500-500,000 gp +
Help Wanted ReasonIdeas on Government, Shops, and other inhabitants +
Identifier3.5e Location +
RatingUnrated +
SummaryThe variant cites of the Uongo-mijusi +
TitleFleet Ship +
TypeCity +