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Fleet Ship (3.5e Location)

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{{#set:Type=City/Planet/PlaneShip}}<onlyinclude>==Fleet ShipsShip==
[[File:Fleet Ship 2.jpg|thumb|right|600px|A Fleet Ship]]
===Plane Features==='''Physical Ship Traits:'''*Gravity: [[SRD:About Planes#Light Gravity|lightLight Gravity]]: A fleet has light gravity.*[[SRD:About Planes#Time|Time]]: NormalThe fleet experiences normal time.*[[SRD:About Planes#Shape and Size|Shape and Size]]: A fleet is a [[Greater Character Sizes (3.5e Other)|Gigamega]]-sized [[SRD:About Planes#Self-Contained Shape|self-contained shape]]with a length of three miles, width of two miles, and weight of 500,000 tons.*Morphic: A Fleet Ship is [[SRD:About Planes#Static|staticStatic]], : A fleet is static to such an extent that only [[Siege (3.5e Subtype)|siege]] weapons can damage themit.*[[SRD:About Planes#Air-Dominant|Elemental and Energy Dominance]]: No elemental or energy dominance. *[[SRD:About Planes#Good-Aligned/Evil-Aligned|Good Aligned]]: A fleet is mildly good aligned.*[[SRD:About Planes#Magic Traits|Magic Traits]]:**Impeded Magic: Make a [[SRD:Spellcraft Skill|Spellcraft]] check [[SRD:DC|DC]] 20+spell level. 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.**Limited Magic: Can only use spells in the [[SRD:Divination School|Divination]] school, or [[SRD:Charm Subschool|charm]], [[SRD:Figment Subschool|figment]], [[SRD:Pattern Subschool|pattern]] or [[SRD:Healing Subschool|healing]] subschools, and all [[SRD:Inflict Spells|inflict spells]]. And no spell or spell-like ability can be above level 7.**Power Trait: Limited Manifestation: Can only use powers in the [[SRD:Clairsentience Discipline|Clairsentience]], [[SRD:Psychometabolism Discipline|Psychometabolism]] [[SRD:Psychokinesis Discipline|Psychokinesis]] disciplines, or [[SRD:Charm Subdiscipline|charm]] subdiscipline.
'''Power, Magic, Alignment, & Energy/Elemental Traits:'''*Elemental Dominance: Electricity, and Metal*Energy Dominance: Minor Positive-Dominant: 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 [[SRD:Extraordinary Ability|extraordinary ability]].*Magic Trait: Impeded Magic: Make a [[SRD:Spellcraft Skill|Spellcraft]] check [[SRD:DC|DC]] 20+spell level. 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.*Magic Trait: Limited Magic: Can only use spells in the [[SRD:Divination School|Divination]] school, [[SRD:Charm Subschool|charm]], [[SRD:Figment Subschool|figment]], [[SRD:Pattern Subschool|pattern]], or [[SRD:Healing Subschool|healing]] subschool's, and all [[SRD:Inflict Spells|inflict spells]]. And no spell or spell-like ability can be above level 7.*Power Trait: Limited Manifestation: Can only use powers in the [[SRD:Clairsentience Discipline|Clairsentience]], [[SRD:Psychometabolism Discipline|Psychometabolism]] [[SRD:Psychokinesis Discipline|Psychokinesis]] discipline's, or [[SRD:Charm Subdiscipline|charm]] subdiscipline. '''Plane LinksPlanar Connections:''' Whenever a city fleet makes a [[Hyperjump (3.5e Creature Ability)|hyper-jump]], it briefly visits visit the [[SRD:Plane of Shadow|Plane plane of Shadowshadow]]. Does But does not link to any other planeplanes, including the [[SRD:Astral Plane|Astralastral]] and or [[SRD:Ethereal Plane|Etherealethereal]] planes.
'''Movement and Combat:''' As an Earth-like planet.
===Ship Features===
{{:Template:Standard Ship Features|fleet|cannot be bought|40|A space city.}}
 
{{:Template:Complex Ship Features|fleet|15|6|60|12|4|16|20|10,000, medium 10,000–30,000, and max is 50,000}}
'''Fleet {{:Template:City Ship Changes:''' A singe Features|fleet ship has the following qualities: 40HD, 1750 HP<!--1570+180construct-->(+150 Shield HP, see below), 200' [[SRD:Fly|fly speed (clumsy)]], [[Hyperjump (3.5e Creature Ability)35|15|8|10|4|16|hyperdrive]]25, a length of four miles000, width of two milesmedium 25, and weighs 100000–50,000 tons. It requires 2 minutes and 2000’ to turn the ship 90 degrees.*''More than Massive:'' The sheer size of a fleet ship, means it always fails Hide checks, and fails AC checks against Siege weapons (but only siege weapons can harm it). The fleet ship has not attack of its own (outside of ramming)max is 75, instead it fights with gun rooms (see below).*''Extra Engineer Room:'' A fleet ship has three engine rooms. But can operate with only one (at one third speed).*''Stronger Gun Rooms and Docks:'' A fleet ship’s gun rooms and docks have 60HP each (instead of 40).*''Comprehensive Systems:'' A fleet ship has two [[FT20 Defense System (3.5e Equipment)000|FT20 Defense Systems]] (on rear and top)35HD, six [[FT25 Assault System (3.5e Equipment)1400 HP<!--1220+180construct-->|FT25 Assault Systems]] (on all six sides), two [[FT28 Ship Killer (3.5e Equipment)|FT28 Ship Killers]] (on both sides), and two [[FT29 Moon Killer (3.5e Equipment)|FT29 Moon Killers]] (on bottom and front)|A Fleet city.*''Gravitational Pull:'' The sheer magnitude of a fleet ship makes it have its own gravitational pull, acting in many ways like a tractor beam. This pulls in all objects smaller than it within five miles, at a rate of 100’/round. Ships caught this way are unable to hyper-jump, unless they beat a DC 30 escape artist check. Ships can still move away from the fleet ship if they have a speed greater than 100’. The fleet ship does not receive collision damage from objects or other ships hitting it.}}
===Ship Sections===
'''Dock:''' To enter a A fleet ship, one first goes through a thick air-tight door with dimensions 10x100x50 (LxWxH), reaching a dock is an ovular room (200x150x60150x90x40). This room is has anywhere from 4-6 [[Uon Turret (3.5e Monster)|uon turrets]], has purple lights emerging from where the floor and wall touch, and has a circular door (5x30x30) at the end of it. There always is a [[Uon Turret (3.5e Monster)|Uon Turret III]] at the end of the hall to ask for entry. Quite commonly a ship is pulled into the foray dock by the ships ship’s gravitational pull. This room has enough space for 20 [[Fighter Ship (3.5e Monster)|Fighter III]]s one deka-sized battle, transport or one [[Transport Ship (3.5e Monster)|Transport III]]utility ship.*''Exterior ElevatorVehicle Repair Center:'' Larger ships cannot fit within a fleet ship dock. They must move cargo and passengers through an elevator. This elevator There is controlled from the bridge (or an engineer room if disabled). And hooks up to another ship’s docks directly. This links to a fleet ship’s dock. The external elevator has a mobile mechanics room with internal dimensions of 30x30x20. The distance between docks which is 500’, and it takes one minute attached to shuttle materials betweenthe dock.
'''Corridors:''' To go from one of the four docks to the commerce district requires passage through two different corridors:
*''First Corridor:'' Upon going through the second airtight door, one enters an ovular room (60x30x4040x30x40), with a balcony encircling 30' above. The lighting is similar to the foray. Standard ships have two [[Uon Turret (3.5e Monster)|uon turrets]], 2-3 [[Speeder Ship (3.5e Monster)|speeders]], 3-4 [[Crescendo (3.5e Monster)|crescendos]], and 2-3 [[Scarab Monarch (3.5e Monster)|scarab monarchs]]. The balcony is 5' wide, with a slight inward slant that curves at its extremities. The balcony possesses a similarly shaped door on one of its sides (not at the end like the lower one). This door opens to a serious of hallways that lead to the gun rooms and second corridor. The corridor ends in a strange doorway. The doorway is latterly round, though in a convex shape; while it starts with 10' diameter, it ends with a 30' diameter. Closer examination of the door shows a small unique rune imprinted on it. After passing through this doorway, one enters into a second corridor.
*''Second Corridor:'' Unlike the first corridor there is a customs/security office at the end of the room (and the second corridor has no balcony). The second defensive corridor is 20x30x30, and has four [[Uon Turret (3.5e Monster)|uon turrets]], with a similar doorway, but different rune. The door leads to the commerce district of the ship proper. The inner commerce side of the door is colored yellow.
'''Commerce District:''' All second corridors link up to one commerce district. This is shaped shaped like an oval ring, with a ring-width of 50’ 40’ and height of 40’, and has a balcony 30’ above it on the outer and inner bands (5’ wide each). The commerce district has apothecaries, taverns, merchants and mechanics. The ring links to to the administrative, engineering, and living districts. Two doorways are at the front of the ring (on the external side), are blue in color, 3’ thick, and are heavily guarded; these link to the administrative district. Two doorways are at the rear of the ring (on the external side), are orange in color, 5’ thick, and also heavily guarded; these link to the engineering district. Lastly, there are eight doors (on the internal side) that link to the living district, which are red in color, and 2’ thick. All doors are convex in shape with a 30’ diameter.
'''Administrative District:''' The administrative district houses the bridge, barracks, armory, and prison blocks. The bridge is small, only 15x15x8 15x20x10 and able to seat 6 8 pilots. The barracks is much larger, able to house 300 soldiers and leaders. The armory is able to hold 500 medium-sized weapons.
*''Anti-magic prisons:'' Each fleet ship has two different cell blocks. Each cell block consist of eight 10x10x10 cells (made for two), a cafeteria, small recreation area; all surrounded by a larger 50x50x20 perimeter cell with an upper walkway. The bars consist of a quasi-metallic core, and anti-magic plasma coat that glows. The bars must be activated and deactivated individually, and there is a 2” square between each. Each prison has a small guard house to operate the bars; yet the [[Uon Turret (3.5e Monster)|uon turrets]] on every entrance are operated elsewhere.
'''Engineering District:''' The engineering district houses three different engine rooms, a hyperdrive, and engineer housing and a mechanics room. The engineer housing has enough space for 50 40 engineers.
'''Living District:''' The living District is at the center of the ship, and houses enough living quarters for 2000 medium-sized creatures, a government building, hospital, library, two theaters and an agricultural section.
'''Inhabitants:''' [[Octoxeno (3.5e Race)|Octoxeno]], [[Seppia (3.5e Race)|Seppia]], [[Uongo-mijusi (3.5e Race)|Uongo-mijusi]] and [[Zherihnghil (3.5e Race)|Zherihnghil]] make up most of the leadership of a Fleet Ship. They are the original races, and are most of the culture.
Small sects of [[Ethergaunt (3.5e Race)|Ethergaunt]], [[Gear Actua (3.5e Race)|Gear Actua]], [[SRD:Humans (Race)|Human]], [[Life Elemental Energon (3.5e Race)|Life ElementalEnergon]], [[Skandar (3.5e Race)|Skandar]] and [[Tempus (3.5e Race)|Tempus]] have inhabited The Fleet for at least a millennium. Allowing some to gain high seats of power in Fleet society.
There is a plethora of other species that inhabit fleet ships.
==='''Government===:''' Fleet Ship is a federal republic oligarchy. Meaning 3% of population is voted for to rule a government with divisions of power. This body has a commander, that it votes for to lead only with military affairs. The commander has no power over trade or inner ship affairs outside of security, and all powers can be challenged by the senate. <span style="display:none">[[Challenge Rating::35]] [[Pilot::35]] [[Size::[[Greater Character Sizes (3.5e Other)|Mega]](15,840x10,560x100/500,000 tons)]] [[Costs::cannot be bought]]</span>
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{{Template:3.5e Locations Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Location]] [[Category:Starship]]
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