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		<id>https://d20futurepath.com/index.php?title=Timeline&amp;diff=2837</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Timeline&amp;diff=2837"/>
		<updated>2016-01-27T07:52:01Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The light shined through the tall windows and bounced off the dust in the air before illuminated large hall with a deep red. Towing shelves are navigated by a few care takers as they search &lt;br /&gt;
for the books housed within this maze. Most no longer bother the lengthy expedition to the archives &lt;br /&gt;
when more modern means are possible. But some cannot resist the physical feel of ancient knowledge. &lt;br /&gt;
&lt;br /&gt;
An old and respected species the Aconians have always valued history. There place in it as well as others. No species can claim such a curiosity for forgotten things as the Aconians. &lt;br /&gt;
And here on their home world sits the largest Library and Museum. The Aconian Great Archive of the Ages. It is accompanied by an University dedicated to preserving and adding &lt;br /&gt;
to its halls. &lt;br /&gt;
&lt;br /&gt;
Today a young and most adventurous Aconian student quietly transverses the hallways searching for material. He has always been curious about the most ancient of things and the untold secrets&lt;br /&gt;
of long go civilizations. He boldly thinks it will be him to make the next big discovery about the mysteries of the Galaxy. What were the ancient civilizations like? Did many of them exist&lt;br /&gt;
to begin with? If so where did they all go? Why isn&#039;t only in the past 250,000 years has there been an rise in intelligent life? What was the galaxy truly like before?&lt;br /&gt;
&lt;br /&gt;
To discover these mysteries any good scholar would of course try to start where others left off. So here would be the start of his adventure. So here every weekend he would roam these halls. Get lost in ancient books and stories of old. He knew of course of the well understood A.J Years.  Everything from the First Encounter and on where considered A.J. It was when the Jove first arrived to this Galaxy, possibly from another galaxy, and started to circumnavigate the Great Ring of Life. Sense that point one history gets more and more clearer. This student cared little for the more well known going ons of the last few&lt;br /&gt;
millennium. He was more interested in the times before the First Encounter. The Twin Empires, before that the Chaos Epoc and even before that the Era of Awaking. Finally... the Time Before &lt;br /&gt;
Remembrance or simply put the unknown. &lt;br /&gt;
&lt;br /&gt;
A few relics and old little trinkets from civilizations that meat there demise by the cruel hand of the Great Filter are all that remain of the Time Before Remembrance. Why did no &lt;br /&gt;
civilizations ever reach out into the stars until the Era of Awaking? What happened? Did some make it and flee this galaxy or some other secret fate? He must know!&lt;br /&gt;
&lt;br /&gt;
== Before Jove ==&lt;br /&gt;
&lt;br /&gt;
Before the Jove came the Galaxy is entering chaos once again. The Twin Empires where crumbling under there wait and war even though deemed madness seamed the only solution to keep power.&lt;br /&gt;
But the Jove changed everything. Before Jove is a time where the galaxy had a chance to go down its own path and make its own history. What the finial pages would say about the Milky Way &lt;br /&gt;
and the Ring of Life? We will never know. But if the past 200,000 years where any indication it would not be good.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Time Before Remembrance&#039;&#039;&#039; ( - : ~ -200,000): This is as far back in time any recovered texts written by a space faring civilization. Little is know about intelligent life before this point. There seams to be little evidence of any space faring civilizations ever existing before this time. Which is mysterious because the Galaxy is over 13,210,000,000 years old. It seams odd that so much life would seemingly spring forth only in the last 250,000 years.&lt;br /&gt;
# &#039;&#039;&#039;Era of Awaking&#039;&#039;&#039; (~ -200,000: ~ -100,000): The first great and oldest civilizations emerge during this time. Most scholars assume many great things happened within this time. But many of the Civilizations that reached into the stars eventually died or vanished. Most of them likely encountered other hostile forces and where wiped out. The largest records come from the few surviving Civilizations and they are in many ways biased. There also was the problem that these Civilizations never truly reached across the whole of the galaxy. And thus there records are limited to the sectors they where most familiar with. &lt;br /&gt;
# &#039;&#039;&#039;Chaos Epoc&#039;&#039;&#039; (~ -90,000): One of the most recorded galactic wars and perhaps the first galactic in scale war of the Milky Way happened during this time. However how and when this war actually started is hotly debated amongst historians. It lastly for roughly 1,000 years and started sometime in -90,000 BJ. &lt;br /&gt;
# &#039;&#039;&#039;Twin Empires&#039;&#039;&#039; (~90,000: 0): After all the devastation and terror that was the Chaos Epoc the galaxy saw two super powers rise. These Powers are now called by historians as the &#039;Twin Empires&#039;. This is because they started out having so many similarities that its hard sometimes to distinguish an historical event that happened to one Empire from an event that happened to the other. Or a leader from one Empire that is so like a leader from the other. The Empires came from the to most powerful Civilizations from the winning side of the wars of the Chaos Epoc. The Empires started on the other side of the Galaxy and thus at first only barely knew one another. But as the years moved on the empires territories finally expanded into one another. And after both Empires and greatly out stretched themselves that started to collapse under there own weight. Blaming one another for there own problems war seamed impossible to avoid. This is the climate the Jove entered into.&lt;br /&gt;
&lt;br /&gt;
== After Jove == &lt;br /&gt;
&lt;br /&gt;
A new age started with the Jove. Although there are other times lines used by different species to help standardize time all space faring species people use Jove time. Which starts with when the Jove robots first boot. Although more recently it has been adjusted to be the First Encounter with the Jove.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Reboot:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year -256) This is when Jove robots came back from a long sleep. Once the Jove died they didn&#039;t send their robots out immediately. The Jove set there robots to hibernate and programmed them to wait for an unknown amount of time in which the metal machines lay still and quite. All except one computer. The computer was tasked to reboot all the Jove. The origin of the Jove is hotly debated but the true evidence of there home would be this one computer which has yet to be found. Some believe the Jove came from another Galaxy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Encounter:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 0) Supposedly this is when the Jove first encountered a young space faring race. However this didn&#039;t go over well. For whatever reason the Jove had to defend themselves which lead this species near extinction. This also lead to a new set of rules the Jove most fallow. The species was moved to a new planet and its inhabits where sent back to pre dark ages. Jove has kept this species location a secret, they say its for the species on good. Many people look for for evidence of such possible ancient yet gone civilization when looking for the possible origin of the Jove. Word of this got to the Twin Empires. And they both noticed that the Jove where popping up all over there domain and others. This was disturbing too them and it forced there leaders to take pause on war plans against each other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Spiral Voyage:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 312) It was here the Jove changed the algorithms for finding new species after discovering the &amp;quot;Ring of Life&amp;quot;. It was the logical conclusion determined by observation of the past 312 years.  That the majority of life in this galaxy would be within a circular space at a range out from the center of the galaxy. A somewhat wide circle. This discovery (although not only made by the Jove) was considered to be one of the most important in early history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Coalition:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 2690) Although this coalition of species wasn&#039;t the first or only in this galaxy even after the &amp;quot;The Reboot&amp;quot; there was several things that stood out. Firstly it was the largest known at the time. Secondly it was not done out of war but of trade and the desire for lasting peace. And third the Jove arbitrated over the proceeds. This was the first time that species recognized the Jove as more then just random machines that navigated the galaxy. Although it was largely out of necessity to get a truly natural side. This is probably the reason for the coalition being so large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Great Collapse:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3451) The is the beginning of the first great war. Known as Space War One or the War of the First Ones. This came into being because of multi Coalitions/Alliances/ Federations and so forth that where springing up into what was soon going to be the first fully navigated (Thanks to the Jove, universe) This all started when information supposedly held secret by the Jove was leaked. The Jove had kept secret the mass majority of navigation charts and maps of the galaxy. Also all the species that where not yet discovered any of the species that where part of what the Jove called &amp;quot;Coalescences&amp;quot;. This was all space faring species that choose to interact and be made aware of and known by other species. Once the information was leaked it knocked of a series of events that cascaded into the break down of the Coalescences. Many great and powerful weapons where used during this war. The weapons where capable of taking out whole planets and even solar systems. Once the War was finished the remaining peoples of the galaxy agreed to never again use these Weapons of Extreme Devastation. Under the authority placed upon the Jove by the peoples of the galaxy the Jove destroyed all known remaining weapons and technology and forbid others from creating such weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The New Birth:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3692) A few years after Space War One was done and all the First Ones destroyed Jove was given governing authority of the new rising species in one simple aspect. To make sure that they did not research and produce new WEDs. (Weapons of Extreme Devastation). In order to invest such authority and to enforce judgement if someone was to disobey a new Coalition was formed. Considered to be the Second &amp;quot;Great&amp;quot; Coalition there first job was to ensure there was no more WEDs and to insure safety and peace. They became the arm that acted with prejudice to anybody that acted out of line. And they used the Jove simply because there where everywhere and among everybody. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Miners Revolt of Talas:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3730) Not long after the new order was established a revolt happened. It started because of wrongfully accused miners on a Planet named Talas. The blame for the mistake has been debated. It was originally thought as a mistake by the Jove. But then later found out to be caused by over eager politicians wanting to justify keeping the &amp;quot;Inquisition of Peace&amp;quot;  force in power. The force started soon after &amp;quot;New Birth&amp;quot; and used the Jove communication network to find and destroy peoples of the galaxy that went against harmony. All the miners where brutally killed before further investigation could happen. This caused a revolt and even though the Coalition didn&#039;t cease its state of power was changed. Some would argue it was a step in the wrong direction. But no scholar would argue weather or not the first move of the new powers that be was wrong. Which was to stop the &amp;quot;Inquisition of Peace&amp;quot;. The Jove also stopped sharing there communication channels. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;One Complete Circle:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3811) This event is considered by some to be the crowning moment by the Jove and one of if not the most signification even in recording galactic history. It was when the two main exploratory robot teams met again at the other side of the galaxy from where they started finishing their &amp;quot;Spiral Voyage&amp;quot;. It would be a long time until artificial worm wholes would be created for quicker exploration. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Council of Larian:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year ~4130) Its hard to say when this grouped was formed. It started out as a very secretive society and thus little is known of its origin. It eventually created a more public off shoot that helped advise and ease trade between large amounts of space. Especially areas where there where lots of pirates. It became know as the Council of Larian. Larian being a moon where the Council took up residents. Over time the Council became an economic and even military power. Although its greatest influence was in politics it eventually became the only single entity that processed no government or origin species to have a say in galactic policy.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Two:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 6340)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Waring Years:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 9230 - 11300)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Three:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15420 - 15601)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities Exposure:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15859) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities WW3:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15862 - 67)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Present Day:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15920)&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Timeline&amp;diff=2836</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Timeline&amp;diff=2836"/>
		<updated>2016-01-27T07:28:00Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The light shined through the tall windows and bounced off the dust in the air before illuminated large hall with a deep red. Towing shelves are navigated by a few care takers as they search &lt;br /&gt;
for the books housed within this maze. Most no longer bother the lengthy expedition to the archives &lt;br /&gt;
when more modern means are possible. But some cannot resist the physical feel of ancient knowledge. &lt;br /&gt;
&lt;br /&gt;
An old and respected species the Aconians have always valued history. There place in it as well as others. No species can claim such a curiosity for forgotten things as the Aconians. &lt;br /&gt;
And here on their home worl sits the largest Library and Museum. The Aconian Great Archive of the Ages. It is accompanied by an University dedicated to preserving and adding &lt;br /&gt;
to its halls. &lt;br /&gt;
&lt;br /&gt;
Today a young and most adventurous Aconian student quietly transverses the hallways searching for material. He has always been curious about the most ancient of things and the untold secrets&lt;br /&gt;
of long go civilizations. He boldly thinks it will be him to make the next big discovery about the mysteries of the Galaxy. What were the ancient civilizations like? Did many of them exist&lt;br /&gt;
to begin with? If so where did they all go? Why isn&#039;t only in the past 250,000 years has there been an rise in intelligent life? What was the galaxy truly like before?&lt;br /&gt;
&lt;br /&gt;
To discover these mysteries any good scholar would of course try to start where others left off. So here would be the start of his adventure. Besides he had no money and still had years of &lt;br /&gt;
schooling left of course he couldn&#039;t leave. So here every weekend he would roam these halls. Get lost in ancient books and stories of old. He knew of course of the well understood A.J Years. &lt;br /&gt;
The years After Jove has its &#039;First Encounter&#039;. Everything from the First Encounter and on where considered AJ. It was when the Jove first arrived to tgis Galaxy, possibly from another galaxy, and started to circumnavigate the Great Ring of Life. Sense that point one history gets more and more clearer. This student cared little for the more well known going ons of the last few&lt;br /&gt;
millennium. He was more interested in the times before the First Encounter. The Twin Empires, before that the Chaos Epoc and even before that the Era of Awaking. Finally... the Time Before &lt;br /&gt;
Remembrance or simply put the unknown. &lt;br /&gt;
&lt;br /&gt;
A few relics and old little trinkets from civilizations that meat there demise by the cruel hand of the Great Filter are all that remain of the Time Before Remembrance. Why did no &lt;br /&gt;
civilizations ever reach out into the stars until the Era of Awaking? What happened? Did some make it and flee this galaxy or some other secret fate? He must know!&lt;br /&gt;
&lt;br /&gt;
== Before Jove ==&lt;br /&gt;
&lt;br /&gt;
Before the Jove came the Galaxy is entering chaos once again. The Twin Empires where crumbling under there wait and war even though deemed madness seamed the only solution to keep power.&lt;br /&gt;
But the Jove changed everything. Before Jove is a time where the galaxy had a chance to go down its own path and make its own history. What the finial pages would say about the Milky Way &lt;br /&gt;
and the Ring of Life? We will never know. But if the past 200,000 years where any indication it would not be good.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Time Before Remembrance&#039;&#039;&#039; ( - : ~ -200,000): This is as far back in time any recovered texts written by a space faring civilization. Little is know about intelligent life before this point. There seams to be little evidence of any space faring civilizations ever existing before this time. Which is mysterious because the Galaxy is over 13,210,000,000 years old. It seams odd that so much life would seemingly spring forth only in the last 250,000 years.&lt;br /&gt;
# &#039;&#039;&#039;Era of Awaking&#039;&#039;&#039; (~ -200,000: ~ -100,000): The first great and oldest civilizations emerge during this time. Most scholars assume many great things happened within this time. But many of the Civilizations that reached into the stars eventually died or vanished. Most of them likely encountered other hostile forces and where wiped out. The largest records come from the few surviving Civilizations and they are in many ways biased. There also was the problem that these Civilizations never truly reached across the whole of the galaxy. And thus there records are limited to the sectors they where most familiar with. &lt;br /&gt;
# &#039;&#039;&#039;Chaos Epoc&#039;&#039;&#039; (~ -90,000): One of the most recorded galactic wars and perhaps the first galactic in scale war of the Milky Way happened during this time. However how and when this war actually started is hotly debated amongst historians. It lastly for roughly 1,000 years and started sometime in -90,000 BJ. &lt;br /&gt;
# &#039;&#039;&#039;Twin Empires&#039;&#039;&#039; (~90,000: 0): After all the devastation and terror that was the Chaos Epoc the galaxy saw two super powers rise. These Powers are now called by historians as the &#039;Twin Empires&#039;. This is because they started out having so many similarities that its hard sometimes to distinguish an historical event that happened to one Empire from an event that happened to the other. Or a leader from one Empire that is so like a leader from the other. The Empires came from the to most powerful Civilizations from the winning side of the wars of the Chaos Epoc. The Empires started on the other side of the Galaxy and thus at first only barely knew one another. But as the years moved on the empires territories finally expanded into one another. And after both Empires and greatly out stretched themselves that started to collapse under there own weight. Blaming one another for there own problems war seamed impossible to avoid. This is the climate the Jove entered into.&lt;br /&gt;
&lt;br /&gt;
== After Jove == &lt;br /&gt;
&lt;br /&gt;
A new age started with the Jove. Although there are other times lines used by different species to help standardize time all space faring species people use Jove time. Which starts with when the Jove robots first boot. Although more recently it has been adjusted to be the First Encounter with the Jove.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Reboot:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year -256) This is when Jove robots came back from a long sleep. Once the Jove died they didn&#039;t send their robots out immediately. The Jove set there robots to hibernate and programmed them to wait for an unknown amount of time in which the metal machines lay still and quite. All except one computer. The computer was tasked to reboot all the Jove. The origin of the Jove is hotly debated but the true evidence of there home would be this one computer which has yet to be found. Some believe the Jove came from another Galaxy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Encounter:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 0) Supposedly this is when the Jove first encountered a young space faring race. However this didn&#039;t go over well. For whatever reason the Jove had to defend themselves which lead this species near extinction. This also lead to a new set of rules the Jove most fallow. The species was moved to a new planet and its inhabits where sent back to pre dark ages. Jove has kept this species location a secret, they say its for the species on good. Many people look for for evidence of such possible ancient yet gone civilization when looking for the possible origin of the Jove. Word of this got to the Twin Empires. And they both noticed that the Jove where popping up all over there domain and others. This was disturbing too them and it forced there leaders to take pause on war plans against each other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Spiral Voyage:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 312) It was here the Jove changed the algorithms for finding new species after discovering the &amp;quot;Ring of Life&amp;quot;. It was the logical conclusion determined by observation of the past 312 years.  That the majority of life in this galaxy would be within a circular space at a range out from the center of the galaxy. A somewhat wide circle. This discovery (although not only made by the Jove) was considered to be one of the most important in early history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Coalition:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 2690) Although this coalition of species wasn&#039;t the first or only in this galaxy even after the &amp;quot;The Reboot&amp;quot; there was several things that stood out. Firstly it was the largest known at the time. Secondly it was not done out of war but of trade and the desire for lasting peace. And third the Jove arbitrated over the proceeds. This was the first time that species recognized the Jove as more then just random machines that navigated the galaxy. Although it was largely out of necessity to get a truly natural side. This is probably the reason for the coalition being so large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Great Collapse:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3451) The is the beginning of the first great war. Known as Space War One or the War of the First Ones. This came into being because of multi Coalitions/Alliances/ Federations and so forth that where springing up into what was soon going to be the first fully navigated (Thanks to the Jove, universe) This all started when information supposedly held secret by the Jove was leaked. The Jove had kept secret the mass majority of navigation charts and maps of the galaxy. Also all the species that where not yet discovered any of the species that where part of what the Jove called &amp;quot;Coalescences&amp;quot;. This was all space faring species that choose to interact and be made aware of and known by other species. Once the information was leaked it knocked of a series of events that cascaded into the break down of the Coalescences. Many great and powerful weapons where used during this war. The weapons where capable of taking out whole planets and even solar systems. Once the War was finished the remaining peoples of the galaxy agreed to never again use these Weapons of Extreme Devastation. Under the authority placed upon the Jove by the peoples of the galaxy the Jove destroyed all known remaining weapons and technology and forbid others from creating such weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The New Birth:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3692) A few years after Space War One was done and all the First Ones destroyed Jove was given governing authority of the new rising species in one simple aspect. To make sure that they did not research and produce new WEDs. (Weapons of Extreme Devastation). In order to invest such authority and to enforce judgement if someone was to disobey a new Coalition was formed. Considered to be the Second &amp;quot;Great&amp;quot; Coalition there first job was to ensure there was no more WEDs and to insure safety and peace. They became the arm that acted with prejudice to anybody that acted out of line. And they used the Jove simply because there where everywhere and among everybody. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Miners Revolt of Talas:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3730) Not long after the new order was established a revolt happened. It started because of wrongfully accused miners on a Planet named Talas. The blame for the mistake has been debated. It was originally thought as a mistake by the Jove. But then later found out to be caused by over eager politicians wanting to justify keeping the &amp;quot;Inquisition of Peace&amp;quot;  force in power. The force started soon after &amp;quot;New Birth&amp;quot; and used the Jove communication network to find and destroy peoples of the galaxy that went against harmony. All the miners where brutally killed before further investigation could happen. This caused a revolt and even though the Coalition didn&#039;t cease its state of power was changed. Some would argue it was a step in the wrong direction. But no scholar would argue weather or not the first move of the new powers that be was wrong. Which was to stop the &amp;quot;Inquisition of Peace&amp;quot;. The Jove also stopped sharing there communication channels. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;One Complete Circle:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3811) This event is considered by some to be the crowning moment by the Jove and one of if not the most signification even in recording galactic history. It was when the two main exploratory robot teams met again at the other side of the galaxy from where they started finishing their &amp;quot;Spiral Voyage&amp;quot;. It would be a long time until artificial worm wholes would be created for quicker exploration. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Council of Larian:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year ~4130) Its hard to say when this grouped was formed. It started out as a very secretive society and thus little is known of its origin. It eventually created a more public off shoot that helped advise and ease trade between large amounts of space. Especially areas where there where lots of pirates. It became know as the Council of Larian. Larian being a moon where the Council took up residents. Over time the Council became an economic and even military power. Although its greatest influence was in politics it eventually became the only single entity that processed no government or origin species to have a say in galactic policy.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Two:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 6340)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Waring Years:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 9230 - 11300)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Three:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15420 - 15601)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities Exposure:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15859) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities WW3:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15862 - 67)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Present Day:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15920)&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Timeline&amp;diff=2835</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Timeline&amp;diff=2835"/>
		<updated>2016-01-27T07:25:13Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The light shined through the tall windows and bounced off the dust in the air before illuminated large hall with a deep red. Towing shelves are navigated by a few care takers as they search &lt;br /&gt;
for the books housed within this maze. Most no longer bother the lengthy expedition to the archives &lt;br /&gt;
when more modern means are possible. But some cannot resist the physical feel of ancient knowledge. &lt;br /&gt;
&lt;br /&gt;
An old and respected species the Aconians have always valued history. There place in it as well as others. No species can claim such a curiosity for forgotten things as the Aconians. &lt;br /&gt;
And here on their home worl sits the largest Library and Museum. The Aconian Great Archive of the Ages. It is accompanied by an University dedicated to preserving and adding &lt;br /&gt;
to its halls. &lt;br /&gt;
&lt;br /&gt;
Today a young and most adventurous Aconian student quietly transverses the hallways searching for material. He has always been curious about the most ancient of things and the untold secrets&lt;br /&gt;
of long go civilizations. He boldly thinks it will be him to make the next big discovery about the mysteries of the Galaxy. What were the ancient civilizations like? Did many of them exist&lt;br /&gt;
to begin with? If so where did they all go? Why isn&#039;t only in the past 250,000 years has there been an rise in intelligent life? What was the galaxy truly like before?&lt;br /&gt;
&lt;br /&gt;
To discover these mysteries any good scholar would of course try to start where others left off. So here would be the start of his adventure. Besides he had no money and still had years of &lt;br /&gt;
schooling left of course he couldn&#039;t leave. So here every weekend he would roam these halls. Get lost in ancient books and stories of old. He knew of course of the well understood A.J Years. &lt;br /&gt;
The years After Jove has its &#039;First Encounter&#039;. Everything from the First Encounter and on where considered AJ. It was when the Jove first arrived from another Galaxy and &lt;br /&gt;
started to circumnavigate the Great Ring of Life. Sense that point one history gets more and more clearer. This student cared little for the more well known going ons of the last few&lt;br /&gt;
millennium. He was more interested in the times before the First Encounter. The Twin Empires, before that the Chaos Epoc and even before that the Era of Awaking. Finally... the Time Before &lt;br /&gt;
Remembrance or simply put the unknown. &lt;br /&gt;
&lt;br /&gt;
A few relics and old little trinkets from civilizations that meat there demise by the cruel hand of the Great Filter are all the remain of the Time Before Remembrance. Why did no &lt;br /&gt;
civilizations ever reach out into the stars until the Era of Awaking? What happened? Did some make it and flee this galaxy or some other secret fate? He must know!&lt;br /&gt;
&lt;br /&gt;
== Before Jove ==&lt;br /&gt;
&lt;br /&gt;
Before the Jove came the Galaxy is entering chaos once again. The Twin Empires where crumbling under there wait and war even though deemed madness seamed the only solution to keep power.&lt;br /&gt;
But the Jove changed everything. Before Jove is a time where the galaxy had a chance to go down its own path and make its own history. What the finial pages would say about the Milky Way &lt;br /&gt;
and the Ring of Life? We will never know. But if the past 200,000 years where any indication it would not be good.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Time Before Remembrance&#039;&#039;&#039; ( - : ~ -200,000): This is as far back in time any recovered texts written by a space faring civilization. Little is know about intelligent life before this point. There seams to be little evidence of any space faring civilizations ever existing before this time. Which is mysterious because the Galaxy is over 13,210,000,000 years old. It seams odd that so much life would seemingly spring forth only in the last 250,000 years.&lt;br /&gt;
# &#039;&#039;&#039;Era of Awaking&#039;&#039;&#039; (~ -200,000: ~ -100,000): The first great and oldest civilizations emerge during this time. Most scholars assume many great things happened within this time. But many of the Civilizations that reached into the stars eventually died or vanished. Most of them likely encountered other hostile forces and where wiped out. The largest records come from the few surviving Civilizations and they are in many ways biased. There also was the problem that these Civilizations never truly reached across the whole of the galaxy. And thus there records are limited to the sectors they where most familiar with. &lt;br /&gt;
# &#039;&#039;&#039;Chaos Epoc&#039;&#039;&#039; (~ -90,000): One of the most recorded galactic wars and perhaps the first galactic in scale war of the Milky Way happened during this time. However how and when this war actually started is hotly debated amongst historians. It lastly for roughly 1,000 years and started sometime in -90,000 BJ. &lt;br /&gt;
# &#039;&#039;&#039;Twin Empires&#039;&#039;&#039; (~90,000: 0): After all the devastation and terror that was the Chaos Epoc the galaxy saw two super powers rise. These Powers are now called by historians as the &#039;Twin Empires&#039;. This is because they started out having so many similarities that its hard sometimes to distinguish an historical event that happened to one Empire from an event that happened to the other. Or a leader from one Empire that is so like a leader from the other. The Empires came from the to most powerful Civilizations from the winning side of the wars of the Chaos Epoc. The Empires started on the other side of the Galaxy and thus at first only barely knew one another. But as the years moved on the empires territories finally expanded into one another. And after both Empires and greatly out stretched themselves that started to collapse under there own weight. Blaming one another for there own problems war seamed impossible to avoid. This is the climate the Jove entered into.&lt;br /&gt;
&lt;br /&gt;
== After Jove == &lt;br /&gt;
&lt;br /&gt;
A new age started with the Jove. Although there are other times lines used by different species to help standardize time all space faring species people use Jove time. Which starts with when the Jove robots first boot. Although more recently it has been adjusted to be the First Encounter with the Jove.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Reboot:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year -256) This is when Jove robots came back from a long sleep. Once the Jove died they didn&#039;t send their robots out immediately. The Jove set there robots to hibernate and programmed them to wait for an unknown amount of time in which the metal machines lay still and quite. All except one computer. The computer was tasked to reboot all the Jove. The origin of the Jove is hotly debated but the true evidence of there home would be this one computer which has yet to be found. Some believe the Jove came from another Galaxy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Encounter:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 0) Supposedly this is when the Jove first encountered a young space faring race. However this didn&#039;t go over well. For whatever reason the Jove had to defend themselves which lead this species near extinction. This also lead to a new set of rules the Jove most fallow. The species was moved to a new planet and its inhabits where sent back to pre dark ages. Jove has kept this species location a secret, they say its for the species on good. Many people look for for evidence of such possible ancient yet gone civilization when looking for the possible origin of the Jove. Word of this got to the Twin Empires. And they both noticed that the Jove where popping up all over there domain and others. This was disturbing too them and it forced there leaders to take pause on war plans against each other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Spiral Voyage:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 312) It was here the Jove changed the algorithms for finding new species after discovering the &amp;quot;Ring of Life&amp;quot;. It was the logical conclusion determined by observation of the past 312 years.  That the majority of life in this galaxy would be within a circular space at a range out from the center of the galaxy. A somewhat wide circle. This discovery (although not only made by the Jove) was considered to be one of the most important in early history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Coalition:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 2690) Although this coalition of species wasn&#039;t the first or only in this galaxy even after the &amp;quot;The Reboot&amp;quot; there was several things that stood out. Firstly it was the largest known at the time. Secondly it was not done out of war but of trade and the desire for lasting peace. And third the Jove arbitrated over the proceeds. This was the first time that species recognized the Jove as more then just random machines that navigated the galaxy. Although it was largely out of necessity to get a truly natural side. This is probably the reason for the coalition being so large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Great Collapse:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3451) The is the beginning of the first great war. Known as Space War One or the War of the First Ones. This came into being because of multi Coalitions/Alliances/ Federations and so forth that where springing up into what was soon going to be the first fully navigated (Thanks to the Jove, universe) This all started when information supposedly held secret by the Jove was leaked. The Jove had kept secret the mass majority of navigation charts and maps of the galaxy. Also all the species that where not yet discovered any of the species that where part of what the Jove called &amp;quot;Coalescences&amp;quot;. This was all space faring species that choose to interact and be made aware of and known by other species. Once the information was leaked it knocked of a series of events that cascaded into the break down of the Coalescences. Many great and powerful weapons where used during this war. The weapons where capable of taking out whole planets and even solar systems. Once the War was finished the remaining peoples of the galaxy agreed to never again use these Weapons of Extreme Devastation. Under the authority placed upon the Jove by the peoples of the galaxy the Jove destroyed all known remaining weapons and technology and forbid others from creating such weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The New Birth:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3692) A few years after Space War One was done and all the First Ones destroyed Jove was given governing authority of the new rising species in one simple aspect. To make sure that they did not research and produce new WEDs. (Weapons of Extreme Devastation). In order to invest such authority and to enforce judgement if someone was to disobey a new Coalition was formed. Considered to be the Second &amp;quot;Great&amp;quot; Coalition there first job was to ensure there was no more WEDs and to insure safety and peace. They became the arm that acted with prejudice to anybody that acted out of line. And they used the Jove simply because there where everywhere and among everybody. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Miners Revolt of Talas:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3730) Not long after the new order was established a revolt happened. It started because of wrongfully accused miners on a Planet named Talas. The blame for the mistake has been debated. It was originally thought as a mistake by the Jove. But then later found out to be caused by over eager politicians wanting to justify keeping the &amp;quot;Inquisition of Peace&amp;quot;  force in power. The force started soon after &amp;quot;New Birth&amp;quot; and used the Jove communication network to find and destroy peoples of the galaxy that went against harmony. All the miners where brutally killed before further investigation could happen. This caused a revolt and even though the Coalition didn&#039;t cease its state of power was changed. Some would argue it was a step in the wrong direction. But no scholar would argue weather or not the first move of the new powers that be was wrong. Which was to stop the &amp;quot;Inquisition of Peace&amp;quot;. The Jove also stopped sharing there communication channels. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;One Complete Circle:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3811) This event is considered by some to be the crowning moment by the Jove and one of if not the most signification even in recording galactic history. It was when the two main exploratory robot teams met again at the other side of the galaxy from where they started finishing their &amp;quot;Spiral Voyage&amp;quot;. It would be a long time until artificial worm wholes would be created for quicker exploration. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Council of Larian:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year ~4130) Its hard to say when this grouped was formed. It started out as a very secretive society and thus little is known of its origin. It eventually created a more public off shoot that helped advise and ease trade between large amounts of space. Especially areas where there where lots of pirates. It became know as the Council of Larian. Larian being a moon where the Council took up residents. Over time the Council became an economic and even military power. Although its greatest influence was in politics it eventually became the only single entity that processed no government or origin species to have a say in galactic policy.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Two:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 6340)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Waring Years:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 9230 - 11300)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Three:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15420 - 15601)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities Exposure:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15859) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities WW3:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15862 - 67)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Present Day:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15920)&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Timeline&amp;diff=2834</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Timeline&amp;diff=2834"/>
		<updated>2016-01-27T07:24:01Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The light shined through the tall windows and bounced off the dust in the air before illuminated large hall with a deep red. Towing shelves are navigated by a few care takers as they search &lt;br /&gt;
for the books housed within this maze. Most no longer bother the lengthy expedition to the archives &lt;br /&gt;
when more modern means are possible. But some cannot resist the physical feel of ancient knowledge. &lt;br /&gt;
&lt;br /&gt;
An old and respected species the Aconians have always valued history. There place in it as well as others. No species can claim such a curiosity for forgotten things as the Aconians. &lt;br /&gt;
And here on their home worl sits the largest Library and Museum. The Aconian Great Archive of the Ages. It is accompanied by an University dedicated to preserving and adding &lt;br /&gt;
to its halls. &lt;br /&gt;
&lt;br /&gt;
Today a young and most adventurous Aconian student quietly transverses the hallways searching for material. He has always been curious about the most ancient of things and the untold secrets&lt;br /&gt;
of long go civilizations. He boldly thinks it will be him to make the next big discovery about the mysteries of the Galaxy. What were the ancient civilizations like? Did many of them exist&lt;br /&gt;
to begin with? If so where did they all go? Why isn&#039;t only in the past 250,000 years has there been an rise in intelligent life? What was the galaxy truly like before?&lt;br /&gt;
&lt;br /&gt;
To discover these mysteries any good scholar would of course try to start where others left off. So here would be the start of his adventure. Besides he had no money and still had years of &lt;br /&gt;
schooling left of course he couldn&#039;t leave. So here every weekend he would roam these halls. Get lost in ancient books and stories of old. He knew of course of the well understood A.J Years. &lt;br /&gt;
The years After Jove sectioned off as the &#039;First Encounter&#039;. Everything from the First Encounter and on where considered AJ. It was when the Jove first arrived from another Galaxy and &lt;br /&gt;
started to circumnavigate the Great Ring of Life. Sense that point one history gets more and more clearer. This student cared little for the more well known going ons of the last few&lt;br /&gt;
millennium. He was more interested in the times before the First Encounter. The Twin Empires, before that the Chaos Epoc and even before that the Era of Awaking. Finally... the Time Before &lt;br /&gt;
Remembrance or simply put the unknown. &lt;br /&gt;
&lt;br /&gt;
A few relics and old little trinkets from civilizations that meat there demise by the cruel hand of the Great Filter are all the remain of the Time Before Remembrance. Why did no &lt;br /&gt;
civilizations ever reach out into the stars until the Era of Awaking? What happened? Did some make it and flee this galaxy or some other secret fate? He must know!&lt;br /&gt;
&lt;br /&gt;
== Before Jove ==&lt;br /&gt;
&lt;br /&gt;
Before the Jove came the Galaxy is entering chaos once again. The Twin Empires where crumbling under there wait and war even though deemed madness seamed the only solution to keep power.&lt;br /&gt;
But the Jove changed everything. Before Jove is a time where the galaxy had a chance to go down its own path and make its own history. What the finial pages would say about the Milky Way &lt;br /&gt;
and the Ring of Life? We will never know. But if the past 200,000 years where any indication it would not be good.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Time Before Remembrance&#039;&#039;&#039; ( - : ~ -200,000): This is as far back in time any recovered texts written by a space faring civilization. Little is know about intelligent life before this point. There seams to be little evidence of any space faring civilizations ever existing before this time. Which is mysterious because the Galaxy is over 13,210,000,000 years old. It seams odd that so much life would seemingly spring forth only in the last 250,000 years.&lt;br /&gt;
# &#039;&#039;&#039;Era of Awaking&#039;&#039;&#039; (~ -200,000: ~ -100,000): The first great and oldest civilizations emerge during this time. Most scholars assume many great things happened within this time. But many of the Civilizations that reached into the stars eventually died or vanished. Most of them likely encountered other hostile forces and where wiped out. The largest records come from the few surviving Civilizations and they are in many ways biased. There also was the problem that these Civilizations never truly reached across the whole of the galaxy. And thus there records are limited to the sectors they where most familiar with. &lt;br /&gt;
# &#039;&#039;&#039;Chaos Epoc&#039;&#039;&#039; (~ -90,000): One of the most recorded galactic wars and perhaps the first galactic in scale war of the Milky Way happened during this time. However how and when this war actually started is hotly debated amongst historians. It lastly for roughly 1,000 years and started sometime in -90,000 BJ. &lt;br /&gt;
# &#039;&#039;&#039;Twin Empires&#039;&#039;&#039; (~90,000: 0): After all the devastation and terror that was the Chaos Epoc the galaxy saw two super powers rise. These Powers are now called by historians as the &#039;Twin Empires&#039;. This is because they started out having so many similarities that its hard sometimes to distinguish an historical event that happened to one Empire from an event that happened to the other. Or a leader from one Empire that is so like a leader from the other. The Empires came from the to most powerful Civilizations from the winning side of the wars of the Chaos Epoc. The Empires started on the other side of the Galaxy and thus at first only barely knew one another. But as the years moved on the empires territories finally expanded into one another. And after both Empires and greatly out stretched themselves that started to collapse under there own weight. Blaming one another for there own problems war seamed impossible to avoid. This is the climate the Jove entered into.&lt;br /&gt;
&lt;br /&gt;
== After Jove == &lt;br /&gt;
&lt;br /&gt;
A new age started with the Jove. Although there are other times lines used by different species to help standardize time all space faring species people use Jove time. Which starts with when the Jove robots first boot. Although more recently it has been adjusted to be the First Encounter with the Jove.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Reboot:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year -256) This is when Jove robots came back from a long sleep. Once the Jove died they didn&#039;t send their robots out immediately. The Jove set there robots to hibernate and programmed them to wait for an unknown amount of time in which the metal machines lay still and quite. All except one computer. The computer was tasked to reboot all the Jove. The origin of the Jove is hotly debated but the true evidence of there home would be this one computer which has yet to be found. Some believe the Jove came from another Galaxy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Encounter:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 0) Supposedly this is when the Jove first encountered a young space faring race. However this didn&#039;t go over well. For whatever reason the Jove had to defend themselves which lead this species near extinction. This also lead to a new set of rules the Jove most fallow. The species was moved to a new planet and its inhabits where sent back to pre dark ages. Jove has kept this species location a secret, they say its for the species on good. Many people look for for evidence of such possible ancient yet gone civilization when looking for the possible origin of the Jove. Word of this got to the Twin Empires. And they both noticed that the Jove where popping up all over there domain and others. This was disturbing too them and it forced there leaders to take pause on war plans against each other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Spiral Voyage:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 312) It was here the Jove changed the algorithms for finding new species after discovering the &amp;quot;Ring of Life&amp;quot;. It was the logical conclusion determined by observation of the past 312 years.  That the majority of life in this galaxy would be within a circular space at a range out from the center of the galaxy. A somewhat wide circle. This discovery (although not only made by the Jove) was considered to be one of the most important in early history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Coalition:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 2690) Although this coalition of species wasn&#039;t the first or only in this galaxy even after the &amp;quot;The Reboot&amp;quot; there was several things that stood out. Firstly it was the largest known at the time. Secondly it was not done out of war but of trade and the desire for lasting peace. And third the Jove arbitrated over the proceeds. This was the first time that species recognized the Jove as more then just random machines that navigated the galaxy. Although it was largely out of necessity to get a truly natural side. This is probably the reason for the coalition being so large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Great Collapse:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3451) The is the beginning of the first great war. Known as Space War One or the War of the First Ones. This came into being because of multi Coalitions/Alliances/ Federations and so forth that where springing up into what was soon going to be the first fully navigated (Thanks to the Jove, universe) This all started when information supposedly held secret by the Jove was leaked. The Jove had kept secret the mass majority of navigation charts and maps of the galaxy. Also all the species that where not yet discovered any of the species that where part of what the Jove called &amp;quot;Coalescences&amp;quot;. This was all space faring species that choose to interact and be made aware of and known by other species. Once the information was leaked it knocked of a series of events that cascaded into the break down of the Coalescences. Many great and powerful weapons where used during this war. The weapons where capable of taking out whole planets and even solar systems. Once the War was finished the remaining peoples of the galaxy agreed to never again use these Weapons of Extreme Devastation. Under the authority placed upon the Jove by the peoples of the galaxy the Jove destroyed all known remaining weapons and technology and forbid others from creating such weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The New Birth:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3692) A few years after Space War One was done and all the First Ones destroyed Jove was given governing authority of the new rising species in one simple aspect. To make sure that they did not research and produce new WEDs. (Weapons of Extreme Devastation). In order to invest such authority and to enforce judgement if someone was to disobey a new Coalition was formed. Considered to be the Second &amp;quot;Great&amp;quot; Coalition there first job was to ensure there was no more WEDs and to insure safety and peace. They became the arm that acted with prejudice to anybody that acted out of line. And they used the Jove simply because there where everywhere and among everybody. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Miners Revolt of Talas:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3730) Not long after the new order was established a revolt happened. It started because of wrongfully accused miners on a Planet named Talas. The blame for the mistake has been debated. It was originally thought as a mistake by the Jove. But then later found out to be caused by over eager politicians wanting to justify keeping the &amp;quot;Inquisition of Peace&amp;quot;  force in power. The force started soon after &amp;quot;New Birth&amp;quot; and used the Jove communication network to find and destroy peoples of the galaxy that went against harmony. All the miners where brutally killed before further investigation could happen. This caused a revolt and even though the Coalition didn&#039;t cease its state of power was changed. Some would argue it was a step in the wrong direction. But no scholar would argue weather or not the first move of the new powers that be was wrong. Which was to stop the &amp;quot;Inquisition of Peace&amp;quot;. The Jove also stopped sharing there communication channels. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;One Complete Circle:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3811) This event is considered by some to be the crowning moment by the Jove and one of if not the most signification even in recording galactic history. It was when the two main exploratory robot teams met again at the other side of the galaxy from where they started finishing their &amp;quot;Spiral Voyage&amp;quot;. It would be a long time until artificial worm wholes would be created for quicker exploration. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Council of Larian:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year ~4130) Its hard to say when this grouped was formed. It started out as a very secretive society and thus little is known of its origin. It eventually created a more public off shoot that helped advise and ease trade between large amounts of space. Especially areas where there where lots of pirates. It became know as the Council of Larian. Larian being a moon where the Council took up residents. Over time the Council became an economic and even military power. Although its greatest influence was in politics it eventually became the only single entity that processed no government or origin species to have a say in galactic policy.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Two:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 6340)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Waring Years:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 9230 - 11300)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Three:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15420 - 15601)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities Exposure:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15859) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities WW3:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15862 - 67)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Present Day:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15920)&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Timeline&amp;diff=2833</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Timeline&amp;diff=2833"/>
		<updated>2016-01-27T07:23:14Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The light shined through the tall windows and bounced off the dust in the air before illuminated large hall with a deep red. Towing shelves are navigated by a few care takers as they search &lt;br /&gt;
for the books housed within this maze. Most no longer bother the lengthy expedition to the archives &lt;br /&gt;
when more modern means are possible. But some cannot resist the physical feel of ancient knowledge. &lt;br /&gt;
&lt;br /&gt;
An old and respected species the Aconians have always valued history. There place in it as well as others. No species can claim such a curiosity for forgotten things as the Aconians. &lt;br /&gt;
And here on their home worl sits the largest Library and Museum. The Aconian Great Archive of the Ages. It is accompanied by an University dedicated to preserving and adding &lt;br /&gt;
to its halls. &lt;br /&gt;
&lt;br /&gt;
Today a young and most adventurous Aconian student quietly transverses the hallways searching for material. He has always been curious about the most ancient of things and the untold secrets&lt;br /&gt;
of long go civilizations. He boldly thinks it will be him to make the next big discovery about the mysteries of the Galaxy. What were the ancient civilizations like? Did many of them exist&lt;br /&gt;
to begin with? If so where did they all go? Why isn&#039;t only in the past 250,000 years has there been an assurance of intelligent life? What was the galaxy truly like before?&lt;br /&gt;
&lt;br /&gt;
To discover these mysteries any good scholar would of course try to start where others left off. So here would be the start of his adventure. Besides he had no money and still had years of &lt;br /&gt;
schooling left of course he couldn&#039;t leave. So here every weekend he would roam these halls. Get lost in ancient books and stories of old. He knew of course of the well understood A.J Years. &lt;br /&gt;
The years After Jove sectioned off as the &#039;First Encounter&#039;. Everything from the First Encounter and on where considered AJ. It was when the Jove first arrived from another Galaxy and &lt;br /&gt;
started to circumnavigate the Great Ring of Life. Sense that point one history gets more and more clearer. This student cared little for the more well known going ons of the last few&lt;br /&gt;
millennium. He was more interested in the times before the First Encounter. The Twin Empires, before that the Chaos Epoc and even before that the Era of Awaking. Finally... the Time Before &lt;br /&gt;
Remembrance or simply put the unknown. &lt;br /&gt;
&lt;br /&gt;
A few relics and old little trinkets from civilizations that meat there demise by the cruel hand of the Great Filter are all the remain of the Time Before Remembrance. Why did no &lt;br /&gt;
civilizations ever reach out into the stars until the Era of Awaking? What happened? Did some make it and flee this galaxy or some other secret fate? He must know!&lt;br /&gt;
&lt;br /&gt;
== Before Jove ==&lt;br /&gt;
&lt;br /&gt;
Before the Jove came the Galaxy is entering chaos once again. The Twin Empires where crumbling under there wait and war even though deemed madness seamed the only solution to keep power.&lt;br /&gt;
But the Jove changed everything. Before Jove is a time where the galaxy had a chance to go down its own path and make its own history. What the finial pages would say about the Milky Way &lt;br /&gt;
and the Ring of Life? We will never know. But if the past 200,000 years where any indication it would not be good.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Time Before Remembrance&#039;&#039;&#039; ( - : ~ -200,000): This is as far back in time any recovered texts written by a space faring civilization. Little is know about intelligent life before this point. There seams to be little evidence of any space faring civilizations ever existing before this time. Which is mysterious because the Galaxy is over 13,210,000,000 years old. It seams odd that so much life would seemingly spring forth only in the last 250,000 years.&lt;br /&gt;
# &#039;&#039;&#039;Era of Awaking&#039;&#039;&#039; (~ -200,000: ~ -100,000): The first great and oldest civilizations emerge during this time. Most scholars assume many great things happened within this time. But many of the Civilizations that reached into the stars eventually died or vanished. Most of them likely encountered other hostile forces and where wiped out. The largest records come from the few surviving Civilizations and they are in many ways biased. There also was the problem that these Civilizations never truly reached across the whole of the galaxy. And thus there records are limited to the sectors they where most familiar with. &lt;br /&gt;
# &#039;&#039;&#039;Chaos Epoc&#039;&#039;&#039; (~ -90,000): One of the most recorded galactic wars and perhaps the first galactic in scale war of the Milky Way happened during this time. However how and when this war actually started is hotly debated amongst historians. It lastly for roughly 1,000 years and started sometime in -90,000 BJ. &lt;br /&gt;
# &#039;&#039;&#039;Twin Empires&#039;&#039;&#039; (~90,000: 0): After all the devastation and terror that was the Chaos Epoc the galaxy saw two super powers rise. These Powers are now called by historians as the &#039;Twin Empires&#039;. This is because they started out having so many similarities that its hard sometimes to distinguish an historical event that happened to one Empire from an event that happened to the other. Or a leader from one Empire that is so like a leader from the other. The Empires came from the to most powerful Civilizations from the winning side of the wars of the Chaos Epoc. The Empires started on the other side of the Galaxy and thus at first only barely knew one another. But as the years moved on the empires territories finally expanded into one another. And after both Empires and greatly out stretched themselves that started to collapse under there own weight. Blaming one another for there own problems war seamed impossible to avoid. This is the climate the Jove entered into.&lt;br /&gt;
&lt;br /&gt;
== After Jove == &lt;br /&gt;
&lt;br /&gt;
A new age started with the Jove. Although there are other times lines used by different species to help standardize time all space faring species people use Jove time. Which starts with when the Jove robots first boot. Although more recently it has been adjusted to be the First Encounter with the Jove.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Reboot:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year -256) This is when Jove robots came back from a long sleep. Once the Jove died they didn&#039;t send their robots out immediately. The Jove set there robots to hibernate and programmed them to wait for an unknown amount of time in which the metal machines lay still and quite. All except one computer. The computer was tasked to reboot all the Jove. The origin of the Jove is hotly debated but the true evidence of there home would be this one computer which has yet to be found. Some believe the Jove came from another Galaxy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Encounter:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 0) Supposedly this is when the Jove first encountered a young space faring race. However this didn&#039;t go over well. For whatever reason the Jove had to defend themselves which lead this species near extinction. This also lead to a new set of rules the Jove most fallow. The species was moved to a new planet and its inhabits where sent back to pre dark ages. Jove has kept this species location a secret, they say its for the species on good. Many people look for for evidence of such possible ancient yet gone civilization when looking for the possible origin of the Jove. Word of this got to the Twin Empires. And they both noticed that the Jove where popping up all over there domain and others. This was disturbing too them and it forced there leaders to take pause on war plans against each other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Spiral Voyage:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 312) It was here the Jove changed the algorithms for finding new species after discovering the &amp;quot;Ring of Life&amp;quot;. It was the logical conclusion determined by observation of the past 312 years.  That the majority of life in this galaxy would be within a circular space at a range out from the center of the galaxy. A somewhat wide circle. This discovery (although not only made by the Jove) was considered to be one of the most important in early history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Coalition:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 2690) Although this coalition of species wasn&#039;t the first or only in this galaxy even after the &amp;quot;The Reboot&amp;quot; there was several things that stood out. Firstly it was the largest known at the time. Secondly it was not done out of war but of trade and the desire for lasting peace. And third the Jove arbitrated over the proceeds. This was the first time that species recognized the Jove as more then just random machines that navigated the galaxy. Although it was largely out of necessity to get a truly natural side. This is probably the reason for the coalition being so large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Great Collapse:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3451) The is the beginning of the first great war. Known as Space War One or the War of the First Ones. This came into being because of multi Coalitions/Alliances/ Federations and so forth that where springing up into what was soon going to be the first fully navigated (Thanks to the Jove, universe) This all started when information supposedly held secret by the Jove was leaked. The Jove had kept secret the mass majority of navigation charts and maps of the galaxy. Also all the species that where not yet discovered any of the species that where part of what the Jove called &amp;quot;Coalescences&amp;quot;. This was all space faring species that choose to interact and be made aware of and known by other species. Once the information was leaked it knocked of a series of events that cascaded into the break down of the Coalescences. Many great and powerful weapons where used during this war. The weapons where capable of taking out whole planets and even solar systems. Once the War was finished the remaining peoples of the galaxy agreed to never again use these Weapons of Extreme Devastation. Under the authority placed upon the Jove by the peoples of the galaxy the Jove destroyed all known remaining weapons and technology and forbid others from creating such weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The New Birth:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3692) A few years after Space War One was done and all the First Ones destroyed Jove was given governing authority of the new rising species in one simple aspect. To make sure that they did not research and produce new WEDs. (Weapons of Extreme Devastation). In order to invest such authority and to enforce judgement if someone was to disobey a new Coalition was formed. Considered to be the Second &amp;quot;Great&amp;quot; Coalition there first job was to ensure there was no more WEDs and to insure safety and peace. They became the arm that acted with prejudice to anybody that acted out of line. And they used the Jove simply because there where everywhere and among everybody. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Miners Revolt of Talas:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3730) Not long after the new order was established a revolt happened. It started because of wrongfully accused miners on a Planet named Talas. The blame for the mistake has been debated. It was originally thought as a mistake by the Jove. But then later found out to be caused by over eager politicians wanting to justify keeping the &amp;quot;Inquisition of Peace&amp;quot;  force in power. The force started soon after &amp;quot;New Birth&amp;quot; and used the Jove communication network to find and destroy peoples of the galaxy that went against harmony. All the miners where brutally killed before further investigation could happen. This caused a revolt and even though the Coalition didn&#039;t cease its state of power was changed. Some would argue it was a step in the wrong direction. But no scholar would argue weather or not the first move of the new powers that be was wrong. Which was to stop the &amp;quot;Inquisition of Peace&amp;quot;. The Jove also stopped sharing there communication channels. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;One Complete Circle:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3811) This event is considered by some to be the crowning moment by the Jove and one of if not the most signification even in recording galactic history. It was when the two main exploratory robot teams met again at the other side of the galaxy from where they started finishing their &amp;quot;Spiral Voyage&amp;quot;. It would be a long time until artificial worm wholes would be created for quicker exploration. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Council of Larian:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year ~4130) Its hard to say when this grouped was formed. It started out as a very secretive society and thus little is known of its origin. It eventually created a more public off shoot that helped advise and ease trade between large amounts of space. Especially areas where there where lots of pirates. It became know as the Council of Larian. Larian being a moon where the Council took up residents. Over time the Council became an economic and even military power. Although its greatest influence was in politics it eventually became the only single entity that processed no government or origin species to have a say in galactic policy.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Two:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 6340)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Waring Years:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 9230 - 11300)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Three:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15420 - 15601)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities Exposure:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15859) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities WW3:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15862 - 67)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Present Day:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15920)&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Timeline&amp;diff=2832</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Timeline&amp;diff=2832"/>
		<updated>2016-01-27T07:22:45Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The light shined through the tall windows and bounced off the dust in the air before illuminated large hall with a deep red. Towing shelves are navigated by a few care takers as they search &lt;br /&gt;
for the books housed within this maze. Most no longer bother the lengthy expedition to the archives &lt;br /&gt;
when more modern means are possible. But some cannot resist the physical feel of ancient knowledge. &lt;br /&gt;
&lt;br /&gt;
An old and respected species the Aconians have always valued history. There place in it as well as others. No species can claim such a curiosity for forgotten things as the Aconians. &lt;br /&gt;
And here on their home worl sits the largest Library and Museum. The Aconian Great Archive of the Ages. It is accompanied by an University dedicated to preserving and adding &lt;br /&gt;
to its halls. &lt;br /&gt;
&lt;br /&gt;
Today a young and most adventurous Aconian student quietly transverses the hallways searching for material. He has always been curious about the most ancient of things and the untold secrets&lt;br /&gt;
of long go civilizations. He boldly thinks it will be him to make the next big discovery about the mysteries of the Galaxy. What were the ancient civilizations like? Did many of them exist&lt;br /&gt;
to begin with? If so where did they all go? Why isn&#039;t only in the past 300,000 years has there been an assurance of intelligent life? What was the galaxy truly like before?&lt;br /&gt;
&lt;br /&gt;
To discover these mysteries any good scholar would of course try to start where others left off. So here would be the start of his adventure. Besides he had no money and still had years of &lt;br /&gt;
schooling left of course he couldn&#039;t leave. So here every weekend he would roam these halls. Get lost in ancient books and stories of old. He knew of course of the well understood A.J Years. &lt;br /&gt;
The years After Jove sectioned off as the &#039;First Encounter&#039;. Everything from the First Encounter and on where considered AJ. It was when the Jove first arrived from another Galaxy and &lt;br /&gt;
started to circumnavigate the Great Ring of Life. Sense that point one history gets more and more clearer. This student cared little for the more well known going ons of the last few&lt;br /&gt;
millennium. He was more interested in the times before the First Encounter. The Twin Empires, before that the Chaos Epoc and even before that the Era of Awaking. Finally... the Time Before &lt;br /&gt;
Remembrance or simply put the unknown. &lt;br /&gt;
&lt;br /&gt;
A few relics and old little trinkets from civilizations that meat there demise by the cruel hand of the Great Filter are all the remain of the Time Before Remembrance. Why did no &lt;br /&gt;
civilizations ever reach out into the stars until the Era of Awaking? What happened? Did some make it and flee this galaxy or some other secret fate? He must know!&lt;br /&gt;
&lt;br /&gt;
== Before Jove ==&lt;br /&gt;
&lt;br /&gt;
Before the Jove came the Galaxy is entering chaos once again. The Twin Empires where crumbling under there wait and war even though deemed madness seamed the only solution to keep power.&lt;br /&gt;
But the Jove changed everything. Before Jove is a time where the galaxy had a chance to go down its own path and make its own history. What the finial pages would say about the Milky Way &lt;br /&gt;
and the Ring of Life? We will never know. But if the past 200,000 years where any indication it would not be good.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Time Before Remembrance&#039;&#039;&#039; ( - : ~ -200,000): This is as far back in time any recovered texts written by a space faring civilization. Little is know about intelligent life before this point. There seams to be little evidence of any space faring civilizations ever existing before this time. Which is mysterious because the Galaxy is over 13,210,000,000 years old. It seams odd that so much life would seemingly spring forth only in the last 250,000 years.&lt;br /&gt;
# &#039;&#039;&#039;Era of Awaking&#039;&#039;&#039; (~ -200,000: ~ -100,000): The first great and oldest civilizations emerge during this time. Most scholars assume many great things happened within this time. But many of the Civilizations that reached into the stars eventually died or vanished. Most of them likely encountered other hostile forces and where wiped out. The largest records come from the few surviving Civilizations and they are in many ways biased. There also was the problem that these Civilizations never truly reached across the whole of the galaxy. And thus there records are limited to the sectors they where most familiar with. &lt;br /&gt;
# &#039;&#039;&#039;Chaos Epoc&#039;&#039;&#039; (~ -90,000): One of the most recorded galactic wars and perhaps the first galactic in scale war of the Milky Way happened during this time. However how and when this war actually started is hotly debated amongst historians. It lastly for roughly 1,000 years and started sometime in -90,000 BJ. &lt;br /&gt;
# &#039;&#039;&#039;Twin Empires&#039;&#039;&#039; (~90,000: 0): After all the devastation and terror that was the Chaos Epoc the galaxy saw two super powers rise. These Powers are now called by historians as the &#039;Twin Empires&#039;. This is because they started out having so many similarities that its hard sometimes to distinguish an historical event that happened to one Empire from an event that happened to the other. Or a leader from one Empire that is so like a leader from the other. The Empires came from the to most powerful Civilizations from the winning side of the wars of the Chaos Epoc. The Empires started on the other side of the Galaxy and thus at first only barely knew one another. But as the years moved on the empires territories finally expanded into one another. And after both Empires and greatly out stretched themselves that started to collapse under there own weight. Blaming one another for there own problems war seamed impossible to avoid. This is the climate the Jove entered into.&lt;br /&gt;
&lt;br /&gt;
== After Jove == &lt;br /&gt;
&lt;br /&gt;
A new age started with the Jove. Although there are other times lines used by different species to help standardize time all space faring species people use Jove time. Which starts with when the Jove robots first boot. Although more recently it has been adjusted to be the First Encounter with the Jove.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Reboot:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year -256) This is when Jove robots came back from a long sleep. Once the Jove died they didn&#039;t send their robots out immediately. The Jove set there robots to hibernate and programmed them to wait for an unknown amount of time in which the metal machines lay still and quite. All except one computer. The computer was tasked to reboot all the Jove. The origin of the Jove is hotly debated but the true evidence of there home would be this one computer which has yet to be found. Some believe the Jove came from another Galaxy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Encounter:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 0) Supposedly this is when the Jove first encountered a young space faring race. However this didn&#039;t go over well. For whatever reason the Jove had to defend themselves which lead this species near extinction. This also lead to a new set of rules the Jove most fallow. The species was moved to a new planet and its inhabits where sent back to pre dark ages. Jove has kept this species location a secret, they say its for the species on good. Many people look for for evidence of such possible ancient yet gone civilization when looking for the possible origin of the Jove. Word of this got to the Twin Empires. And they both noticed that the Jove where popping up all over there domain and others. This was disturbing too them and it forced there leaders to take pause on war plans against each other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Spiral Voyage:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 312) It was here the Jove changed the algorithms for finding new species after discovering the &amp;quot;Ring of Life&amp;quot;. It was the logical conclusion determined by observation of the past 312 years.  That the majority of life in this galaxy would be within a circular space at a range out from the center of the galaxy. A somewhat wide circle. This discovery (although not only made by the Jove) was considered to be one of the most important in early history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Coalition:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 2690) Although this coalition of species wasn&#039;t the first or only in this galaxy even after the &amp;quot;The Reboot&amp;quot; there was several things that stood out. Firstly it was the largest known at the time. Secondly it was not done out of war but of trade and the desire for lasting peace. And third the Jove arbitrated over the proceeds. This was the first time that species recognized the Jove as more then just random machines that navigated the galaxy. Although it was largely out of necessity to get a truly natural side. This is probably the reason for the coalition being so large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Great Collapse:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3451) The is the beginning of the first great war. Known as Space War One or the War of the First Ones. This came into being because of multi Coalitions/Alliances/ Federations and so forth that where springing up into what was soon going to be the first fully navigated (Thanks to the Jove, universe) This all started when information supposedly held secret by the Jove was leaked. The Jove had kept secret the mass majority of navigation charts and maps of the galaxy. Also all the species that where not yet discovered any of the species that where part of what the Jove called &amp;quot;Coalescences&amp;quot;. This was all space faring species that choose to interact and be made aware of and known by other species. Once the information was leaked it knocked of a series of events that cascaded into the break down of the Coalescences. Many great and powerful weapons where used during this war. The weapons where capable of taking out whole planets and even solar systems. Once the War was finished the remaining peoples of the galaxy agreed to never again use these Weapons of Extreme Devastation. Under the authority placed upon the Jove by the peoples of the galaxy the Jove destroyed all known remaining weapons and technology and forbid others from creating such weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The New Birth:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3692) A few years after Space War One was done and all the First Ones destroyed Jove was given governing authority of the new rising species in one simple aspect. To make sure that they did not research and produce new WEDs. (Weapons of Extreme Devastation). In order to invest such authority and to enforce judgement if someone was to disobey a new Coalition was formed. Considered to be the Second &amp;quot;Great&amp;quot; Coalition there first job was to ensure there was no more WEDs and to insure safety and peace. They became the arm that acted with prejudice to anybody that acted out of line. And they used the Jove simply because there where everywhere and among everybody. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Miners Revolt of Talas:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3730) Not long after the new order was established a revolt happened. It started because of wrongfully accused miners on a Planet named Talas. The blame for the mistake has been debated. It was originally thought as a mistake by the Jove. But then later found out to be caused by over eager politicians wanting to justify keeping the &amp;quot;Inquisition of Peace&amp;quot;  force in power. The force started soon after &amp;quot;New Birth&amp;quot; and used the Jove communication network to find and destroy peoples of the galaxy that went against harmony. All the miners where brutally killed before further investigation could happen. This caused a revolt and even though the Coalition didn&#039;t cease its state of power was changed. Some would argue it was a step in the wrong direction. But no scholar would argue weather or not the first move of the new powers that be was wrong. Which was to stop the &amp;quot;Inquisition of Peace&amp;quot;. The Jove also stopped sharing there communication channels. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;One Complete Circle:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3811) This event is considered by some to be the crowning moment by the Jove and one of if not the most signification even in recording galactic history. It was when the two main exploratory robot teams met again at the other side of the galaxy from where they started finishing their &amp;quot;Spiral Voyage&amp;quot;. It would be a long time until artificial worm wholes would be created for quicker exploration. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Council of Larian:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year ~4130) Its hard to say when this grouped was formed. It started out as a very secretive society and thus little is known of its origin. It eventually created a more public off shoot that helped advise and ease trade between large amounts of space. Especially areas where there where lots of pirates. It became know as the Council of Larian. Larian being a moon where the Council took up residents. Over time the Council became an economic and even military power. Although its greatest influence was in politics it eventually became the only single entity that processed no government or origin species to have a say in galactic policy.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Two:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 6340)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Waring Years:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 9230 - 11300)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Three:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15420 - 15601)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities Exposure:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15859) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities WW3:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15862 - 67)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Present Day:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15920)&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Timeline&amp;diff=2831</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Timeline&amp;diff=2831"/>
		<updated>2016-01-27T07:21:34Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The light shined through the tall windows and bounced off the dust in the air before illuminated large hall with a deep red. Towing shelves are navigated by a few care takers as they search &lt;br /&gt;
for the books housed within this maze. Most no longer bother the lengthy expedition to the archives &lt;br /&gt;
when more modern means are possible. But some cannot resist the physical feel of ancient knowledge. &lt;br /&gt;
&lt;br /&gt;
An old and respected species the Aconians have always valued history. There place in it as well as others. No species can claim such a curiosity for forgotten things as the Aconians. &lt;br /&gt;
And here on their home worl sits the largest Library and Museum. The Aconian Great Archive of the Ages. It is accompanied by an University dedicated to preserving and adding &lt;br /&gt;
to its halls. &lt;br /&gt;
&lt;br /&gt;
Today a young and most adventurous Aconian student quietly transverses the hallways searching for material. He has always been curious about the most ancient of things and the untold secrets&lt;br /&gt;
of long go civilizations. He boldly thinks it will be him to make the next big discovery about the mysteries of the Galaxy. What where the ancient civilizations like? Did many of them exist&lt;br /&gt;
to begin with? If so where did they all go? Why isn&#039;t only in the past 300,000 years has there been an assurance of intelligent life? What was the galaxy truly like before?&lt;br /&gt;
&lt;br /&gt;
To discover these mysteries any good scholar would of course try to start where others left off. So here would be the start of his adventure. Besides he had no money and still had years of &lt;br /&gt;
schooling left of course he couldn&#039;t leave. So here every weekend he would roam these halls. Get lost in ancient books and stories of old. He knew of course of the well understood A.J Years. &lt;br /&gt;
The years After Jove sectioned off as the &#039;First Encounter&#039;. Everything from the First Encounter and on where considered AJ. It was when the Jove first arrived from another Galaxy and &lt;br /&gt;
started to circumnavigate the Great Ring of Life. Sense that point one history gets more and more clearer. This student cared little for the more well known going ons of the last few&lt;br /&gt;
millennium. He was more interested in the times before the First Encounter. The Twin Empires, before that the Chaos Epoc and even before that the Era of Awaking. Finally... the Time Before &lt;br /&gt;
Remembrance or simply put the unknown. &lt;br /&gt;
&lt;br /&gt;
A few relics and old little trinkets from civilizations that meat there demise by the cruel hand of the Great Filter are all the remain of the Time Before Remembrance. Why did no &lt;br /&gt;
civilizations ever reach out into the stars until the Era of Awaking? What happened? Did some make it and flee this galaxy or some other secret fate? He must know!&lt;br /&gt;
&lt;br /&gt;
== Before Jove ==&lt;br /&gt;
&lt;br /&gt;
Before the Jove came the Galaxy is entering chaos once again. The Twin Empires where crumbling under there wait and war even though deemed madness seamed the only solution to keep power.&lt;br /&gt;
But the Jove changed everything. Before Jove is a time where the galaxy had a chance to go down its own path and make its own history. What the finial pages would say about the Milky Way &lt;br /&gt;
and the Ring of Life? We will never know. But if the past 200,000 years where any indication it would not be good.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Time Before Remembrance&#039;&#039;&#039; ( - : ~ -200,000): This is as far back in time any recovered texts written by a space faring civilization. Little is know about intelligent life before this point. There seams to be little evidence of any space faring civilizations ever existing before this time. Which is mysterious because the Galaxy is over 13,210,000,000 years old. It seams odd that so much life would seemingly spring forth only in the last 250,000 years.&lt;br /&gt;
# &#039;&#039;&#039;Era of Awaking&#039;&#039;&#039; (~ -200,000: ~ -100,000): The first great and oldest civilizations emerge during this time. Most scholars assume many great things happened within this time. But many of the Civilizations that reached into the stars eventually died or vanished. Most of them likely encountered other hostile forces and where wiped out. The largest records come from the few surviving Civilizations and they are in many ways biased. There also was the problem that these Civilizations never truly reached across the whole of the galaxy. And thus there records are limited to the sectors they where most familiar with. &lt;br /&gt;
# &#039;&#039;&#039;Chaos Epoc&#039;&#039;&#039; (~ -90,000): One of the most recorded galactic wars and perhaps the first galactic in scale war of the Milky Way happened during this time. However how and when this war actually started is hotly debated amongst historians. It lastly for roughly 1,000 years and started sometime in -90,000 BJ. &lt;br /&gt;
# &#039;&#039;&#039;Twin Empires&#039;&#039;&#039; (~90,000: 0): After all the devastation and terror that was the Chaos Epoc the galaxy saw two super powers rise. These Powers are now called by historians as the &#039;Twin Empires&#039;. This is because they started out having so many similarities that its hard sometimes to distinguish an historical event that happened to one Empire from an event that happened to the other. Or a leader from one Empire that is so like a leader from the other. The Empires came from the to most powerful Civilizations from the winning side of the wars of the Chaos Epoc. The Empires started on the other side of the Galaxy and thus at first only barely knew one another. But as the years moved on the empires territories finally expanded into one another. And after both Empires and greatly out stretched themselves that started to collapse under there own weight. Blaming one another for there own problems war seamed impossible to avoid. This is the climate the Jove entered into.&lt;br /&gt;
&lt;br /&gt;
== After Jove == &lt;br /&gt;
&lt;br /&gt;
A new age started with the Jove. Although there are other times lines used by different species to help standardize time all space faring species people use Jove time. Which starts with when the Jove robots first boot. Although more recently it has been adjusted to be the First Encounter with the Jove.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Reboot:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year -256) This is when Jove robots came back from a long sleep. Once the Jove died they didn&#039;t send their robots out immediately. The Jove set there robots to hibernate and programmed them to wait for an unknown amount of time in which the metal machines lay still and quite. All except one computer. The computer was tasked to reboot all the Jove. The origin of the Jove is hotly debated but the true evidence of there home would be this one computer which has yet to be found. Some believe the Jove came from another Galaxy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Encounter:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 0) Supposedly this is when the Jove first encountered a young space faring race. However this didn&#039;t go over well. For whatever reason the Jove had to defend themselves which lead this species near extinction. This also lead to a new set of rules the Jove most fallow. The species was moved to a new planet and its inhabits where sent back to pre dark ages. Jove has kept this species location a secret, they say its for the species on good. Many people look for for evidence of such possible ancient yet gone civilization when looking for the possible origin of the Jove. Word of this got to the Twin Empires. And they both noticed that the Jove where popping up all over there domain and others. This was disturbing too them and it forced there leaders to take pause on war plans against each other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Spiral Voyage:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 312) It was here the Jove changed the algorithms for finding new species after discovering the &amp;quot;Ring of Life&amp;quot;. It was the logical conclusion determined by observation of the past 312 years.  That the majority of life in this galaxy would be within a circular space at a range out from the center of the galaxy. A somewhat wide circle. This discovery (although not only made by the Jove) was considered to be one of the most important in early history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Coalition:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 2690) Although this coalition of species wasn&#039;t the first or only in this galaxy even after the &amp;quot;The Reboot&amp;quot; there was several things that stood out. Firstly it was the largest known at the time. Secondly it was not done out of war but of trade and the desire for lasting peace. And third the Jove arbitrated over the proceeds. This was the first time that species recognized the Jove as more then just random machines that navigated the galaxy. Although it was largely out of necessity to get a truly natural side. This is probably the reason for the coalition being so large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Great Collapse:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3451) The is the beginning of the first great war. Known as Space War One or the War of the First Ones. This came into being because of multi Coalitions/Alliances/ Federations and so forth that where springing up into what was soon going to be the first fully navigated (Thanks to the Jove, universe) This all started when information supposedly held secret by the Jove was leaked. The Jove had kept secret the mass majority of navigation charts and maps of the galaxy. Also all the species that where not yet discovered any of the species that where part of what the Jove called &amp;quot;Coalescences&amp;quot;. This was all space faring species that choose to interact and be made aware of and known by other species. Once the information was leaked it knocked of a series of events that cascaded into the break down of the Coalescences. Many great and powerful weapons where used during this war. The weapons where capable of taking out whole planets and even solar systems. Once the War was finished the remaining peoples of the galaxy agreed to never again use these Weapons of Extreme Devastation. Under the authority placed upon the Jove by the peoples of the galaxy the Jove destroyed all known remaining weapons and technology and forbid others from creating such weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The New Birth:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3692) A few years after Space War One was done and all the First Ones destroyed Jove was given governing authority of the new rising species in one simple aspect. To make sure that they did not research and produce new WEDs. (Weapons of Extreme Devastation). In order to invest such authority and to enforce judgement if someone was to disobey a new Coalition was formed. Considered to be the Second &amp;quot;Great&amp;quot; Coalition there first job was to ensure there was no more WEDs and to insure safety and peace. They became the arm that acted with prejudice to anybody that acted out of line. And they used the Jove simply because there where everywhere and among everybody. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Miners Revolt of Talas:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3730) Not long after the new order was established a revolt happened. It started because of wrongfully accused miners on a Planet named Talas. The blame for the mistake has been debated. It was originally thought as a mistake by the Jove. But then later found out to be caused by over eager politicians wanting to justify keeping the &amp;quot;Inquisition of Peace&amp;quot;  force in power. The force started soon after &amp;quot;New Birth&amp;quot; and used the Jove communication network to find and destroy peoples of the galaxy that went against harmony. All the miners where brutally killed before further investigation could happen. This caused a revolt and even though the Coalition didn&#039;t cease its state of power was changed. Some would argue it was a step in the wrong direction. But no scholar would argue weather or not the first move of the new powers that be was wrong. Which was to stop the &amp;quot;Inquisition of Peace&amp;quot;. The Jove also stopped sharing there communication channels. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;One Complete Circle:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3811) This event is considered by some to be the crowning moment by the Jove and one of if not the most signification even in recording galactic history. It was when the two main exploratory robot teams met again at the other side of the galaxy from where they started finishing their &amp;quot;Spiral Voyage&amp;quot;. It would be a long time until artificial worm wholes would be created for quicker exploration. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Council of Larian:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year ~4130) Its hard to say when this grouped was formed. It started out as a very secretive society and thus little is known of its origin. It eventually created a more public off shoot that helped advise and ease trade between large amounts of space. Especially areas where there where lots of pirates. It became know as the Council of Larian. Larian being a moon where the Council took up residents. Over time the Council became an economic and even military power. Although its greatest influence was in politics it eventually became the only single entity that processed no government or origin species to have a say in galactic policy.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Two:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 6340)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Waring Years:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 9230 - 11300)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Three:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15420 - 15601)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities Exposure:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15859) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities WW3:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15862 - 67)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Present Day:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15920)&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Timeline&amp;diff=2830</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Timeline&amp;diff=2830"/>
		<updated>2016-01-27T07:19:38Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The light shined through the tall windows and bounced off the dust in the air before illuminated large hall with a deep red. Towing shelves are navigated by a few care takers as they search &lt;br /&gt;
for the books housed within this maze. Most no longer bother the lengthy expedition to the archives &lt;br /&gt;
when more modern means are possible. But some cannot resist the physical feel of ancient knowledge. &lt;br /&gt;
&lt;br /&gt;
An old and respected species the Aconians have always valued history. There place in it as well as others. No species can claim such a curiosity for forgotten things as the Aconians. &lt;br /&gt;
And here in there home world there oldest and largest Library and Museum sits. The Aconian Great Archive of the Ages. It is accompanied by an University dedicated to preserving and adding &lt;br /&gt;
to its halls. &lt;br /&gt;
&lt;br /&gt;
Today a young and most adventurous Aconian student quietly transverses the hallways searching for material. He has always been curious about the most ancient of things and the untold secrets&lt;br /&gt;
of long go civilizations. He boldly thinks it will be him to make the next big discovery about the mysteries of the Galaxy. What where the ancient civilizations like? Did many of them exist&lt;br /&gt;
to begin with? If so where did they all go? Why isn&#039;t only in the past 300,000 years has there been an assurance of intelligent life? What was the galaxy truly like before?&lt;br /&gt;
&lt;br /&gt;
To discover these mysteries any good scholar would of course try to start where others left off. So here would be the start of his adventure. Besides he had no money and still had years of &lt;br /&gt;
schooling left of course he couldn&#039;t leave. So here every weekend he would roam these halls. Get lost in ancient books and stories of old. He knew of course of the well understood A.J Years. &lt;br /&gt;
The years After Jove sectioned off as the &#039;First Encounter&#039;. Everything from the First Encounter and on where considered AJ. It was when the Jove first arrived from another Galaxy and &lt;br /&gt;
started to circumnavigate the Great Ring of Life. Sense that point one history gets more and more clearer. This student cared little for the more well known going ons of the last few&lt;br /&gt;
millennium. He was more interested in the times before the First Encounter. The Twin Empires, before that the Chaos Epoc and even before that the Era of Awaking. Finally... the Time Before &lt;br /&gt;
Remembrance or simply put the unknown. &lt;br /&gt;
&lt;br /&gt;
A few relics and old little trinkets from civilizations that meat there demise by the cruel hand of the Great Filter are all the remain of the Time Before Remembrance. Why did no &lt;br /&gt;
civilizations ever reach out into the stars until the Era of Awaking? What happened? Did some make it and flee this galaxy or some other secret fate? He must know!&lt;br /&gt;
&lt;br /&gt;
== Before Jove ==&lt;br /&gt;
&lt;br /&gt;
Before the Jove came the Galaxy is entering chaos once again. The Twin Empires where crumbling under there wait and war even though deemed madness seamed the only solution to keep power.&lt;br /&gt;
But the Jove changed everything. Before Jove is a time where the galaxy had a chance to go down its own path and make its own history. What the finial pages would say about the Milky Way &lt;br /&gt;
and the Ring of Life? We will never know. But if the past 200,000 years where any indication it would not be good.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Time Before Remembrance&#039;&#039;&#039; ( - : ~ -200,000): This is as far back in time any recovered texts written by a space faring civilization. Little is know about intelligent life before this point. There seams to be little evidence of any space faring civilizations ever existing before this time. Which is mysterious because the Galaxy is over 13,210,000,000 years old. It seams odd that so much life would seemingly spring forth only in the last 250,000 years.&lt;br /&gt;
# &#039;&#039;&#039;Era of Awaking&#039;&#039;&#039; (~ -200,000: ~ -100,000): The first great and oldest civilizations emerge during this time. Most scholars assume many great things happened within this time. But many of the Civilizations that reached into the stars eventually died or vanished. Most of them likely encountered other hostile forces and where wiped out. The largest records come from the few surviving Civilizations and they are in many ways biased. There also was the problem that these Civilizations never truly reached across the whole of the galaxy. And thus there records are limited to the sectors they where most familiar with. &lt;br /&gt;
# &#039;&#039;&#039;Chaos Epoc&#039;&#039;&#039; (~ -90,000): One of the most recorded galactic wars and perhaps the first galactic in scale war of the Milky Way happened during this time. However how and when this war actually started is hotly debated amongst historians. It lastly for roughly 1,000 years and started sometime in -90,000 BJ. &lt;br /&gt;
# &#039;&#039;&#039;Twin Empires&#039;&#039;&#039; (~90,000: 0): After all the devastation and terror that was the Chaos Epoc the galaxy saw two super powers rise. These Powers are now called by historians as the &#039;Twin Empires&#039;. This is because they started out having so many similarities that its hard sometimes to distinguish an historical event that happened to one Empire from an event that happened to the other. Or a leader from one Empire that is so like a leader from the other. The Empires came from the to most powerful Civilizations from the winning side of the wars of the Chaos Epoc. The Empires started on the other side of the Galaxy and thus at first only barely knew one another. But as the years moved on the empires territories finally expanded into one another. And after both Empires and greatly out stretched themselves that started to collapse under there own weight. Blaming one another for there own problems war seamed impossible to avoid. This is the climate the Jove entered into.&lt;br /&gt;
&lt;br /&gt;
== After Jove == &lt;br /&gt;
&lt;br /&gt;
A new age started with the Jove. Although there are other times lines used by different species to help standardize time all space faring species people use Jove time. Which starts with when the Jove robots first boot. Although more recently it has been adjusted to be the First Encounter with the Jove.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Reboot:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year -256) This is when Jove robots came back from a long sleep. Once the Jove died they didn&#039;t send their robots out immediately. The Jove set there robots to hibernate and programmed them to wait for an unknown amount of time in which the metal machines lay still and quite. All except one computer. The computer was tasked to reboot all the Jove. The origin of the Jove is hotly debated but the true evidence of there home would be this one computer which has yet to be found. Some believe the Jove came from another Galaxy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Encounter:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 0) Supposedly this is when the Jove first encountered a young space faring race. However this didn&#039;t go over well. For whatever reason the Jove had to defend themselves which lead this species near extinction. This also lead to a new set of rules the Jove most fallow. The species was moved to a new planet and its inhabits where sent back to pre dark ages. Jove has kept this species location a secret, they say its for the species on good. Many people look for for evidence of such possible ancient yet gone civilization when looking for the possible origin of the Jove. Word of this got to the Twin Empires. And they both noticed that the Jove where popping up all over there domain and others. This was disturbing too them and it forced there leaders to take pause on war plans against each other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Spiral Voyage:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 312) It was here the Jove changed the algorithms for finding new species after discovering the &amp;quot;Ring of Life&amp;quot;. It was the logical conclusion determined by observation of the past 312 years.  That the majority of life in this galaxy would be within a circular space at a range out from the center of the galaxy. A somewhat wide circle. This discovery (although not only made by the Jove) was considered to be one of the most important in early history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Coalition:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 2690) Although this coalition of species wasn&#039;t the first or only in this galaxy even after the &amp;quot;The Reboot&amp;quot; there was several things that stood out. Firstly it was the largest known at the time. Secondly it was not done out of war but of trade and the desire for lasting peace. And third the Jove arbitrated over the proceeds. This was the first time that species recognized the Jove as more then just random machines that navigated the galaxy. Although it was largely out of necessity to get a truly natural side. This is probably the reason for the coalition being so large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Great Collapse:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3451) The is the beginning of the first great war. Known as Space War One or the War of the First Ones. This came into being because of multi Coalitions/Alliances/ Federations and so forth that where springing up into what was soon going to be the first fully navigated (Thanks to the Jove, universe) This all started when information supposedly held secret by the Jove was leaked. The Jove had kept secret the mass majority of navigation charts and maps of the galaxy. Also all the species that where not yet discovered any of the species that where part of what the Jove called &amp;quot;Coalescences&amp;quot;. This was all space faring species that choose to interact and be made aware of and known by other species. Once the information was leaked it knocked of a series of events that cascaded into the break down of the Coalescences. Many great and powerful weapons where used during this war. The weapons where capable of taking out whole planets and even solar systems. Once the War was finished the remaining peoples of the galaxy agreed to never again use these Weapons of Extreme Devastation. Under the authority placed upon the Jove by the peoples of the galaxy the Jove destroyed all known remaining weapons and technology and forbid others from creating such weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The New Birth:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3692) A few years after Space War One was done and all the First Ones destroyed Jove was given governing authority of the new rising species in one simple aspect. To make sure that they did not research and produce new WEDs. (Weapons of Extreme Devastation). In order to invest such authority and to enforce judgement if someone was to disobey a new Coalition was formed. Considered to be the Second &amp;quot;Great&amp;quot; Coalition there first job was to ensure there was no more WEDs and to insure safety and peace. They became the arm that acted with prejudice to anybody that acted out of line. And they used the Jove simply because there where everywhere and among everybody. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Miners Revolt of Talas:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3730) Not long after the new order was established a revolt happened. It started because of wrongfully accused miners on a Planet named Talas. The blame for the mistake has been debated. It was originally thought as a mistake by the Jove. But then later found out to be caused by over eager politicians wanting to justify keeping the &amp;quot;Inquisition of Peace&amp;quot;  force in power. The force started soon after &amp;quot;New Birth&amp;quot; and used the Jove communication network to find and destroy peoples of the galaxy that went against harmony. All the miners where brutally killed before further investigation could happen. This caused a revolt and even though the Coalition didn&#039;t cease its state of power was changed. Some would argue it was a step in the wrong direction. But no scholar would argue weather or not the first move of the new powers that be was wrong. Which was to stop the &amp;quot;Inquisition of Peace&amp;quot;. The Jove also stopped sharing there communication channels. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;One Complete Circle:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3811) This event is considered by some to be the crowning moment by the Jove and one of if not the most signification even in recording galactic history. It was when the two main exploratory robot teams met again at the other side of the galaxy from where they started finishing their &amp;quot;Spiral Voyage&amp;quot;. It would be a long time until artificial worm wholes would be created for quicker exploration. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Council of Larian:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year ~4130) Its hard to say when this grouped was formed. It started out as a very secretive society and thus little is known of its origin. It eventually created a more public off shoot that helped advise and ease trade between large amounts of space. Especially areas where there where lots of pirates. It became know as the Council of Larian. Larian being a moon where the Council took up residents. Over time the Council became an economic and even military power. Although its greatest influence was in politics it eventually became the only single entity that processed no government or origin species to have a say in galactic policy.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Two:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 6340)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Waring Years:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 9230 - 11300)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Three:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15420 - 15601)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities Exposure:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15859) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities WW3:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15862 - 67)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Present Day:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15920)&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Timeline&amp;diff=2829</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Timeline&amp;diff=2829"/>
		<updated>2016-01-27T07:19:18Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The light shined through the tall windows and bounced off the dust in the air before illuminated large hall with a deep red. Towing shelves are navigated by a few care takers as they search &lt;br /&gt;
for the books housed within this maze. Most no longer bother the lengthy expedition to the archives &lt;br /&gt;
when more modern means are possible. But some cannot resist the physical feel of ancient knowledge. &lt;br /&gt;
&lt;br /&gt;
An old and respected species the Aconians have always valued history. There place in it as well as the others. No species can claim such a curiosity for forgotten things as the Aconians. &lt;br /&gt;
And here in there home world there oldest and largest Library and Museum sits. The Aconian Great Archive of the Ages. It is accompanied by an University dedicated to preserving and adding &lt;br /&gt;
to its halls. &lt;br /&gt;
&lt;br /&gt;
Today a young and most adventurous Aconian student quietly transverses the hallways searching for material. He has always been curious about the most ancient of things and the untold secrets&lt;br /&gt;
of long go civilizations. He boldly thinks it will be him to make the next big discovery about the mysteries of the Galaxy. What where the ancient civilizations like? Did many of them exist&lt;br /&gt;
to begin with? If so where did they all go? Why isn&#039;t only in the past 300,000 years has there been an assurance of intelligent life? What was the galaxy truly like before?&lt;br /&gt;
&lt;br /&gt;
To discover these mysteries any good scholar would of course try to start where others left off. So here would be the start of his adventure. Besides he had no money and still had years of &lt;br /&gt;
schooling left of course he couldn&#039;t leave. So here every weekend he would roam these halls. Get lost in ancient books and stories of old. He knew of course of the well understood A.J Years. &lt;br /&gt;
The years After Jove sectioned off as the &#039;First Encounter&#039;. Everything from the First Encounter and on where considered AJ. It was when the Jove first arrived from another Galaxy and &lt;br /&gt;
started to circumnavigate the Great Ring of Life. Sense that point one history gets more and more clearer. This student cared little for the more well known going ons of the last few&lt;br /&gt;
millennium. He was more interested in the times before the First Encounter. The Twin Empires, before that the Chaos Epoc and even before that the Era of Awaking. Finally... the Time Before &lt;br /&gt;
Remembrance or simply put the unknown. &lt;br /&gt;
&lt;br /&gt;
A few relics and old little trinkets from civilizations that meat there demise by the cruel hand of the Great Filter are all the remain of the Time Before Remembrance. Why did no &lt;br /&gt;
civilizations ever reach out into the stars until the Era of Awaking? What happened? Did some make it and flee this galaxy or some other secret fate? He must know!&lt;br /&gt;
&lt;br /&gt;
== Before Jove ==&lt;br /&gt;
&lt;br /&gt;
Before the Jove came the Galaxy is entering chaos once again. The Twin Empires where crumbling under there wait and war even though deemed madness seamed the only solution to keep power.&lt;br /&gt;
But the Jove changed everything. Before Jove is a time where the galaxy had a chance to go down its own path and make its own history. What the finial pages would say about the Milky Way &lt;br /&gt;
and the Ring of Life? We will never know. But if the past 200,000 years where any indication it would not be good.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Time Before Remembrance&#039;&#039;&#039; ( - : ~ -200,000): This is as far back in time any recovered texts written by a space faring civilization. Little is know about intelligent life before this point. There seams to be little evidence of any space faring civilizations ever existing before this time. Which is mysterious because the Galaxy is over 13,210,000,000 years old. It seams odd that so much life would seemingly spring forth only in the last 250,000 years.&lt;br /&gt;
# &#039;&#039;&#039;Era of Awaking&#039;&#039;&#039; (~ -200,000: ~ -100,000): The first great and oldest civilizations emerge during this time. Most scholars assume many great things happened within this time. But many of the Civilizations that reached into the stars eventually died or vanished. Most of them likely encountered other hostile forces and where wiped out. The largest records come from the few surviving Civilizations and they are in many ways biased. There also was the problem that these Civilizations never truly reached across the whole of the galaxy. And thus there records are limited to the sectors they where most familiar with. &lt;br /&gt;
# &#039;&#039;&#039;Chaos Epoc&#039;&#039;&#039; (~ -90,000): One of the most recorded galactic wars and perhaps the first galactic in scale war of the Milky Way happened during this time. However how and when this war actually started is hotly debated amongst historians. It lastly for roughly 1,000 years and started sometime in -90,000 BJ. &lt;br /&gt;
# &#039;&#039;&#039;Twin Empires&#039;&#039;&#039; (~90,000: 0): After all the devastation and terror that was the Chaos Epoc the galaxy saw two super powers rise. These Powers are now called by historians as the &#039;Twin Empires&#039;. This is because they started out having so many similarities that its hard sometimes to distinguish an historical event that happened to one Empire from an event that happened to the other. Or a leader from one Empire that is so like a leader from the other. The Empires came from the to most powerful Civilizations from the winning side of the wars of the Chaos Epoc. The Empires started on the other side of the Galaxy and thus at first only barely knew one another. But as the years moved on the empires territories finally expanded into one another. And after both Empires and greatly out stretched themselves that started to collapse under there own weight. Blaming one another for there own problems war seamed impossible to avoid. This is the climate the Jove entered into.&lt;br /&gt;
&lt;br /&gt;
== After Jove == &lt;br /&gt;
&lt;br /&gt;
A new age started with the Jove. Although there are other times lines used by different species to help standardize time all space faring species people use Jove time. Which starts with when the Jove robots first boot. Although more recently it has been adjusted to be the First Encounter with the Jove.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Reboot:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year -256) This is when Jove robots came back from a long sleep. Once the Jove died they didn&#039;t send their robots out immediately. The Jove set there robots to hibernate and programmed them to wait for an unknown amount of time in which the metal machines lay still and quite. All except one computer. The computer was tasked to reboot all the Jove. The origin of the Jove is hotly debated but the true evidence of there home would be this one computer which has yet to be found. Some believe the Jove came from another Galaxy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Encounter:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 0) Supposedly this is when the Jove first encountered a young space faring race. However this didn&#039;t go over well. For whatever reason the Jove had to defend themselves which lead this species near extinction. This also lead to a new set of rules the Jove most fallow. The species was moved to a new planet and its inhabits where sent back to pre dark ages. Jove has kept this species location a secret, they say its for the species on good. Many people look for for evidence of such possible ancient yet gone civilization when looking for the possible origin of the Jove. Word of this got to the Twin Empires. And they both noticed that the Jove where popping up all over there domain and others. This was disturbing too them and it forced there leaders to take pause on war plans against each other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Spiral Voyage:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 312) It was here the Jove changed the algorithms for finding new species after discovering the &amp;quot;Ring of Life&amp;quot;. It was the logical conclusion determined by observation of the past 312 years.  That the majority of life in this galaxy would be within a circular space at a range out from the center of the galaxy. A somewhat wide circle. This discovery (although not only made by the Jove) was considered to be one of the most important in early history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Coalition:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 2690) Although this coalition of species wasn&#039;t the first or only in this galaxy even after the &amp;quot;The Reboot&amp;quot; there was several things that stood out. Firstly it was the largest known at the time. Secondly it was not done out of war but of trade and the desire for lasting peace. And third the Jove arbitrated over the proceeds. This was the first time that species recognized the Jove as more then just random machines that navigated the galaxy. Although it was largely out of necessity to get a truly natural side. This is probably the reason for the coalition being so large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Great Collapse:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3451) The is the beginning of the first great war. Known as Space War One or the War of the First Ones. This came into being because of multi Coalitions/Alliances/ Federations and so forth that where springing up into what was soon going to be the first fully navigated (Thanks to the Jove, universe) This all started when information supposedly held secret by the Jove was leaked. The Jove had kept secret the mass majority of navigation charts and maps of the galaxy. Also all the species that where not yet discovered any of the species that where part of what the Jove called &amp;quot;Coalescences&amp;quot;. This was all space faring species that choose to interact and be made aware of and known by other species. Once the information was leaked it knocked of a series of events that cascaded into the break down of the Coalescences. Many great and powerful weapons where used during this war. The weapons where capable of taking out whole planets and even solar systems. Once the War was finished the remaining peoples of the galaxy agreed to never again use these Weapons of Extreme Devastation. Under the authority placed upon the Jove by the peoples of the galaxy the Jove destroyed all known remaining weapons and technology and forbid others from creating such weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The New Birth:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3692) A few years after Space War One was done and all the First Ones destroyed Jove was given governing authority of the new rising species in one simple aspect. To make sure that they did not research and produce new WEDs. (Weapons of Extreme Devastation). In order to invest such authority and to enforce judgement if someone was to disobey a new Coalition was formed. Considered to be the Second &amp;quot;Great&amp;quot; Coalition there first job was to ensure there was no more WEDs and to insure safety and peace. They became the arm that acted with prejudice to anybody that acted out of line. And they used the Jove simply because there where everywhere and among everybody. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Miners Revolt of Talas:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3730) Not long after the new order was established a revolt happened. It started because of wrongfully accused miners on a Planet named Talas. The blame for the mistake has been debated. It was originally thought as a mistake by the Jove. But then later found out to be caused by over eager politicians wanting to justify keeping the &amp;quot;Inquisition of Peace&amp;quot;  force in power. The force started soon after &amp;quot;New Birth&amp;quot; and used the Jove communication network to find and destroy peoples of the galaxy that went against harmony. All the miners where brutally killed before further investigation could happen. This caused a revolt and even though the Coalition didn&#039;t cease its state of power was changed. Some would argue it was a step in the wrong direction. But no scholar would argue weather or not the first move of the new powers that be was wrong. Which was to stop the &amp;quot;Inquisition of Peace&amp;quot;. The Jove also stopped sharing there communication channels. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;One Complete Circle:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3811) This event is considered by some to be the crowning moment by the Jove and one of if not the most signification even in recording galactic history. It was when the two main exploratory robot teams met again at the other side of the galaxy from where they started finishing their &amp;quot;Spiral Voyage&amp;quot;. It would be a long time until artificial worm wholes would be created for quicker exploration. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Council of Larian:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year ~4130) Its hard to say when this grouped was formed. It started out as a very secretive society and thus little is known of its origin. It eventually created a more public off shoot that helped advise and ease trade between large amounts of space. Especially areas where there where lots of pirates. It became know as the Council of Larian. Larian being a moon where the Council took up residents. Over time the Council became an economic and even military power. Although its greatest influence was in politics it eventually became the only single entity that processed no government or origin species to have a say in galactic policy.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Two:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 6340)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Waring Years:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 9230 - 11300)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Three:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15420 - 15601)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities Exposure:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15859) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities WW3:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15862 - 67)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Present Day:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15920)&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Tech_Level_and_Civ_Progress&amp;diff=2824</id>
		<title>Tech Level and Civ Progress</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Tech_Level_and_Civ_Progress&amp;diff=2824"/>
		<updated>2016-01-26T06:09:16Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* The levels of a Civilization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First and for most the Milky Way if full of life. But not as full as it should have been? And only in the last 100,000 years has life really started explore beyond its surroundings. Gone to new worlds and setup home and meet new intelligent life. The question that plagued Humanity for so long is summed up with the [https://en.wikipedia.org/wiki/Fermi_paradox Fermi Paradox]. The Fermi Paradox brings to light the interesting question of &amp;quot;Are we along in the Universe&amp;quot;. In Future Path the answer is most certainly not. But the Galaxy isn&#039;t so over flowing with alien life and it has been totally explored and conquered a dozen times over. Even though there is estimated to be 40 Billion inhabitable planets in our galaxy alone. Many of which are far older then Earth. Most life is only possibly within the &#039;Ring of Life&#039;. This is a boundary line similar to the [https://en.wikipedia.org/wiki/Circumstellar_habitable_zone Goldilocks Zone] of a solar system but instead of for planets its for the solar systems themselves. Stars that form within this range are not too close to the center of the Milky Way and thus experience much more radiation. They are also not to far out of the reaches where the density and thus probability of life is less. Its not to say that life is impossible outside of this Ring but the mass majority of Sentient life was found within this Ring. &lt;br /&gt;
&lt;br /&gt;
The other reason for why the Galaxy isn&#039;t already teaming with life is because of The Great Filter. This is a name given to all the major milstons that a civilization will have to cross in order to join the elite group of Sentient species that are able too spread across the galaxy. Although the Great Filter is a ever present cruel force of nature and it will never leave there are a few milestones a Civilization must pass before being considered a Tech Level 1 Civilization. Part of continuing to climb the Tech Level ladder is over coming the challenges the Great Filter presents however it is not the only way one improves. &lt;br /&gt;
&lt;br /&gt;
The Tech Level system is loosely based on the [https://en.wikipedia.org/wiki/Kardashev_scale Kardashev Scale] with the idea of &#039;The Great Filter&#039;. It combines the original scale with a few different interpretations which include the Type 4 civilization and &#039;Information Mastery&#039; scale created by Carl Sagan.&lt;br /&gt;
&lt;br /&gt;
== The Great Filter ==&lt;br /&gt;
&lt;br /&gt;
A true force of nature this ever present filter cruelly extinguishes all species unable to pass its tests. It is represented by challenges that a species will face. Sadly as a species progresses the old challenges never fully go away they just become less serious as new challenges arise. &lt;br /&gt;
&lt;br /&gt;
# The first challenge is becoming sentient. And during this type a mindless microbial or beast of the wild is unable to fathom the cosmos or its position in it. It is unable to be aware of the harm that may come to it or it may in fact be doing to its species changes of survival. The celestial body it is on could be hit by an asteroid that could wipe out all life. The star could be too unstable or too old. The solar system could collide with another causing gravitometic swears that would rip the celestial body away from its home and cause it go become adrift in space. All life would likely die out over time. Such is the cruel hand of the Great Filter. Such is the fate of most life. Death before it ever had a chance. &lt;br /&gt;
# Once sentient these creatures must continue to evolve into a species capable of space flight. Capable of dealing with at least a few of the first challenges. All sentient species question at some point about what it all means. About who they are and what there place in the cosmos is. What are those dots up there? How far away are there? Is there somebody else looking down at us? Most that are able to answer these questions succeed eventually at reaching out into the void. However during these fragile curious time the first challenge still looms over head. However now there is a new challenger that nature has brought. The species now must also contend with itself. Technology is a double edge sword. It strengths the individual to influence an ever larger number of people. And with that power comes the possibility of total destruction. There has been many species who could not resolve there differences and choose a path of mutual destruction rather then embarrassing life. There have also been species who had little problem dealing with such issues. Although few are so lucky to have this challenge be a minor one.&lt;br /&gt;
# At this point most Civilizations are considered at least Tech Level 1. Although many would argue that this achievement typically doesn&#039;t happen until a Civilization starts to colonize space. Some Civilizations reach space still not quite a Tech Level 1. At this point in time a Civilization has been experimenting with Advance Technology. Several major break throughs that can lead to further advancement or total destruction. The careful use of Anti-Matter is one. This can become an planet killing weapon well beyond the scope of a Fusion Bomb. Another is A.I. An event called the &#039;Singularity&#039; can occur. This is where an A.I system can start to learn and improve upon itself faster then its flesh and blood creators can. Sometimes this is a joyess occasion. While other times it is a joyless occasion as the machines attempt to take over the flesh. These Civilizations are carefully monitored by the other more advanced Civilizations to make sure things do not get out of hand. (Mainly for there own selfless protection). Advanced A.I is usually illegal or has many heavy stipulations placed on them to insure control.&lt;br /&gt;
# Warp drive is usually a staple of a fully mature Tech 1 Civilization. Although space travel really doesn&#039;t start to become common place for most Civilizations until they reach Tech Level 2 having a Civilization reach out beyond there own solar system and colonize other systems is a curial step in helping reduce the threat of the Great Filter. It is at this point where a Civilization has to worry most about other alien species. Most advanced civilizations ignore lower species until they are Tech Level 1. Inter-Galatic law forbids the abuse of lower species by higher Civilizations. But once a Civilization reaches a certain point Inter-Galatic law no longer protects them. At this point the threat of being enslaved or wiped out by another advanced Civilization not willing to share its neighbor space.&lt;br /&gt;
&lt;br /&gt;
== The levels of a Civilization ==&lt;br /&gt;
There are 6 levels. -1 through 4. Levels are hotly debated among the scholars of the Milky-way Galaxy. Many people like to have a firm definition that creates a solid boundary between levels. However the different rules do not always apply in all cases. Some species may have technology well beyond a Lvl 2 Civ yet still haven&#039;t go out into the heavens. Instead scholars have created a system that helps to loosely describe accomplishments that a Civilization would more then likely achieve in the early years of there lvl and goals that they will need to achieve or at least make major head way toward in order to get to the next lvl. These achievements and goals interestingly have a pattern to where the amount of energy that a species is capable of safely using and the amount of unique information they are able to process and understand &lt;br /&gt;
&lt;br /&gt;
Although Tech level is represented by a Civilizations over all level its a loose approximation.  Tech level zero for instance accounts for both -1 and 0 Civilization Level. Also Tech Level 4 is represented by both Civilizations that are strong level 3s and any possible level 4 Civ. For a Civilization there are two different types of Tech that it can focus on. It can focus on Military Tech, (Armor, Weapons, some Equipment/Chemicals) or Social Tech (General Equipment/Transporation/Chemicals/Some Armor). A new Level 2 Civilization may still have a Military Tech Level of 1 but a Social Tech Level of 2. However a strong Level 2 Civilization implies that it has at least level 2 in both Tech Levels. &lt;br /&gt;
&lt;br /&gt;
There are three different levels of understanding that a Civilization can have over any one subject. Ignorance/Awareness/Understanding. Understanding doesn&#039;t mean to say the civilization posses complete understanding. Only that it has a working/piratical knowledge of it in a way that could be used to benefit the Civilization. Ignorance implies that the Civilization is ignorant of the subject and if a Character was to attempt to mention it or explain it to a common place citizen that character would hit a brick wall in the conversation. Awareness means that there is a knowledge of such things but not enough that the civilization has incorporated it into daily life. Such to say that it isn&#039;t being used in common technologies in a conscience and practical way. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Level 1===&lt;br /&gt;
&lt;br /&gt;
* Energy: ~4x10^16 Watts&lt;br /&gt;
* Unique Bits: 10^6 ~ 10^12 unique bits&lt;br /&gt;
&lt;br /&gt;
* Accomplishments:&lt;br /&gt;
This is when a Civilization first reaches space. (Not probes but actual sentient member of the Species). Space travel is now possible although probably difficult and not yet common place. &lt;br /&gt;
There home planet is likely largely explored. Perhaps not 100% but the subject of Geography should be at Understanding. They should be able to harness the power of there planet and the majority if not all its resources. From fossil fuels to radioactivity to geothermal. Subjects, Chemistry and Physics and other such subjects should be at an Awareness level.&lt;br /&gt;
&lt;br /&gt;
*Self-Awareness Accomplishments:&lt;br /&gt;
It is likely that a Civilization has reached a point where they began to understand there own brains and how they think. Psychology, Neurology and Biology(may be different depending on Species) subjects should be at least Awareness level of Knowledge. The subject of ones Local History should be at Understanding.&lt;br /&gt;
&lt;br /&gt;
* Goals:&lt;br /&gt;
The local solar system is now theirs for the taking. Resources abound. One major goal for new space faring species is being able to hold dominion over ones own solar system. A strong lvl 1 Species will be able to easily go too and fro within their solar system. Space travel should become more of a common thing. Harnessing the power of the local star. Not only does these mean a better understanding of renewable energies but also of Fusion power. A species may start to think about going faster then Sub-Light Travel (SLT) and start working on Faster-Then-Light or FTL transportation. They may acquire FTL at this stage although many consider this to be the point a Civilization enters Level 2.&lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
&lt;br /&gt;
* Energy: ~4x10^33 Watts &lt;br /&gt;
* Unique Bits: 10^12 ~ 10^18 unique bits&lt;br /&gt;
&lt;br /&gt;
* Accomplishments:&lt;br /&gt;
One debated marker for a Tech Level 2 Civ is FTL travel. Or simply the ability to travel between stars in a piratical manor. (Which doesn&#039;t always mean FTL). Either case nobody ever considers an mature lvl 2 Civ to be without FTL. Subjects such as Physics, Quantum Mechanics, Electromagnetism to all be within and Understanding level. The local solar system is largely explored. Its resources have been made known and is being exploited for the benefit of the Civilization. If the solar system has another planet the species can live on or at least land on they have done that by now and are building settlements. Power is also important. Fusion is being used to its fullest and new forms of power are coming around. Anti-Matter generators are a thing now. The subject of Anti-Matter should be at least an Awareness level.&lt;br /&gt;
&lt;br /&gt;
* Self-Awareness Accomplishments: &lt;br /&gt;
A Species now has a much better understanding of themselves and there place within the universe. Fully understanding its role may still be debated but at least the conversation has a new seriousness to it. They may start to spend much more time devoted to the arts or to war or learning. Species are better informed about mental illness and are usually able to cure it or at least diagnose it. Psychology, Neurology and Biology are all likely to be at or around Understanding level. Species are working on dealing with problems like death at and removing all possible types of sickness.&lt;br /&gt;
&lt;br /&gt;
*Goals:&lt;br /&gt;
Being more aware of themselves Species may start to weed out negative aspects of there behavior. Things that the species may find as a whole distasteful or to be a deterrent to the survival of the Species. For example Humanity at this level may start to try to remove irrational emotions like Hate and Fear. These emotions although powerful tools at times can also lead to irrational decision making and have never been very socially acceptable. Having a better understanding of how emotions work and how/why humanity reacts can help to stop them. Although this can also led to horrible sudo-utopias where people are forced to live a certain way. Species will likely struggle with this issue as they become more aware of how to possibly &amp;quot;Fix&amp;quot; the problem. Species will want to learn more faster and powerful ways of space travel and power generation. They will need to gain an much deeper understanding of the universe and how it works to achieve these lofty goals. A lvl 2 species that is on the verge of lvl 3 may also be able to unlock the mysteries of longevity and possibly immortality. They will start to take major rules in the galaxy and effect its occupants. &lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
&lt;br /&gt;
* Energy: ~4x10^44 Watts &lt;br /&gt;
* Unique Bits: 10^18 ~ 10^24 unique bits&lt;br /&gt;
&lt;br /&gt;
* Accomplishments:&lt;br /&gt;
These are tried and true civilizations. Few truly reach such a height. Many believe that the people who created the Jove where lvl3. These people are capable of exploring whole galaxies within a reasonable amount of time. lvl 3 Civs have either discovered or are on the way to discovering faster forms of FTL. Instant forms of travel such as being able to create worm holes or use Jump drives. All the subjects attributed to a lvl 3 civilization either are or will soon become Understanding level. Most Species raised within this type of Civilization gain bonuses for learning new Subjects. The Species will be expanding across the whole galaxy.&lt;br /&gt;
&lt;br /&gt;
* Self-Awareness Accomplishments: &lt;br /&gt;
These Species will likely have learned many lessons from their past trials of attempting to self improve. Wither that means physical, emotional, spiritual. It is likely that these people have worked out how to govern themselves without massive conflict (notice not no conflict) and are more easily able to relate and deal with other Species/Civs. They are now truly capable or self improvement without the conflicts that may have originated before. All Subjects that deal with this from Politics to History and such should all be Understanding level. &lt;br /&gt;
&lt;br /&gt;
* Goal: &lt;br /&gt;
More Power and more powerful ways of travel. The Galaxy may start to feel to small for the explorers and adventures of this Species. Although no known Civ has yet to figure out a piratical way of Inter-Galatic travel it is thought to be possible. The few truly lvl3 Civilizations of the Milky Way having been working on the problem. Self improvement is another type of adventure. Depending on the success in the past some lvl3 Species may still be working on longevity. However other more drastic improvements may be on the horizon for these power Species. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Level 4===&lt;br /&gt;
&lt;br /&gt;
Little is known about lvl4. It is there simply because it is thought to be reachable. Some Species for whatever reason be it pride or narcissism or simply ignorance have claimed to be in the ranks of lvl4. Either-case all things need to be categorized by some philosopher or another. &lt;br /&gt;
&lt;br /&gt;
* Energy: &amp;lt; Infinity Watts (These means that although the Civilization doesn&#039;t actually have Infinity, it may seam that way from lower civilizations. Energy no longer a problem at all.)&lt;br /&gt;
* Unique Bits: 10^24 ~ 10^31 unique bits&lt;br /&gt;
&lt;br /&gt;
* Accomplishments: &lt;br /&gt;
All Subjects attributed to the Civi would be at a &amp;quot;beyond understanding&amp;quot; level and would be common knowledge among all its members. All other Subjects that the Species has yet to master would be at an Awareness level. These types of people would be intergalactic in power. They would have an Understanding level of Knowledge regarding inter-dimensions, multi-verse, cosmology. The Universe would become there play ground. &lt;br /&gt;
&lt;br /&gt;
* Self-Awareness Accomplishments:&lt;br /&gt;
For these people conflicts would be pointless except as a way to avoid boredom. It is doubtful that a Species of such knowledge and technology wouldn&#039;t have beat back the powers of Time and death. They would likely be immortal in one way or another. &lt;br /&gt;
&lt;br /&gt;
* Goals:&lt;br /&gt;
It is debated if there would be anything a fully realized lvl4 civilization would try to achieve. That would imply a Lvl 5. It is also hard to image if there was anything else beyond. Some people debate that there is a spiritual plan of existence and that perhaps that it may be possible for there to be a lvl 5. If there was then the Universe would seam small and malleable as clay in the hand of a potter to a lvl5 Civ. Are we created by such a Civilization? Would they allow such power Species to join them? Such Questions have sparked millions of debates but it is believed that if there was something left for lvl 4 to do except rule the Universe it would be to answer them. &lt;br /&gt;
&lt;br /&gt;
Now what about sentient species that do not have space flight yet or are not considered lvl 1. Well there are two levels for them. &lt;br /&gt;
&lt;br /&gt;
=== Level Zero === &lt;br /&gt;
This is a Civilization that has yet to go to space but shows all the promise of accomplishing such a goal. This is a civilization that has discovered a way of categorizing the things around them as well as use logical steps to prove ideas and thoughts amongst each other. For humans they would of become level Zero around the renaissance era. (Although you could argue that certain cultures reach this level before the renaissance era).&lt;br /&gt;
&lt;br /&gt;
===Level Negative One===&lt;br /&gt;
This is a Species just as they come into sentient and start to gather amongst themselves. There only goals would be to start to become aware of the world around them and also themselves and individuals of that world. The step from -1 to 0 is when they start to have a Aware level of Knowledge regarding the world around them. Biology and Chemistry and Math.&lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
What determines a Civilizations Knowledge level of a subject when I am creating a Civ? &lt;br /&gt;
&lt;br /&gt;
Common Knowledge. Ask yourself if an everyday person living in that time can explain at least the most simplest way that particular Subject. You may not be a Math major but you can explain 1+1. You may not know how a car works but if someone from 200 years ago was to ask you. You probably could explain that it uses fire to move and instead of burning wood or coal you burn super flammable liquid that comes from oil similar to the oil you may use in a lamp. They may not understand how it all relates but they got a good enough answer that it would likely satisfy most common people. (except for maybe some super curious folk). Once a Subject is common enough then it should become available. When leveling up or creating a Civilization you should ask what drives them. What things would they want to focus on. Those are the Subjects you want them to have.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Tech_Level_and_Civ_Progress&amp;diff=2823</id>
		<title>Tech Level and Civ Progress</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Tech_Level_and_Civ_Progress&amp;diff=2823"/>
		<updated>2016-01-26T05:49:04Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* The levels of a Civilization */&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
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First and for most the Milky Way if full of life. But not as full as it should have been? And only in the last 100,000 years has life really started explore beyond its surroundings. Gone to new worlds and setup home and meet new intelligent life. The question that plagued Humanity for so long is summed up with the [https://en.wikipedia.org/wiki/Fermi_paradox Fermi Paradox]. The Fermi Paradox brings to light the interesting question of &amp;quot;Are we along in the Universe&amp;quot;. In Future Path the answer is most certainly not. But the Galaxy isn&#039;t so over flowing with alien life and it has been totally explored and conquered a dozen times over. Even though there is estimated to be 40 Billion inhabitable planets in our galaxy alone. Many of which are far older then Earth. Most life is only possibly within the &#039;Ring of Life&#039;. This is a boundary line similar to the [https://en.wikipedia.org/wiki/Circumstellar_habitable_zone Goldilocks Zone] of a solar system but instead of for planets its for the solar systems themselves. Stars that form within this range are not too close to the center of the Milky Way and thus experience much more radiation. They are also not to far out of the reaches where the density and thus probability of life is less. Its not to say that life is impossible outside of this Ring but the mass majority of Sentient life was found within this Ring. &lt;br /&gt;
&lt;br /&gt;
The other reason for why the Galaxy isn&#039;t already teaming with life is because of The Great Filter. This is a name given to all the major milstons that a civilization will have to cross in order to join the elite group of Sentient species that are able too spread across the galaxy. Although the Great Filter is a ever present cruel force of nature and it will never leave there are a few milestones a Civilization must pass before being considered a Tech Level 1 Civilization. Part of continuing to climb the Tech Level ladder is over coming the challenges the Great Filter presents however it is not the only way one improves. &lt;br /&gt;
&lt;br /&gt;
The Tech Level system is loosely based on the [https://en.wikipedia.org/wiki/Kardashev_scale Kardashev Scale] with the idea of &#039;The Great Filter&#039;. It combines the original scale with a few different interpretations which include the Type 4 civilization and &#039;Information Mastery&#039; scale created by Carl Sagan.&lt;br /&gt;
&lt;br /&gt;
== The Great Filter ==&lt;br /&gt;
&lt;br /&gt;
A true force of nature this ever present filter cruelly extinguishes all species unable to pass its tests. It is represented by challenges that a species will face. Sadly as a species progresses the old challenges never fully go away they just become less serious as new challenges arise. &lt;br /&gt;
&lt;br /&gt;
# The first challenge is becoming sentient. And during this type a mindless microbial or beast of the wild is unable to fathom the cosmos or its position in it. It is unable to be aware of the harm that may come to it or it may in fact be doing to its species changes of survival. The celestial body it is on could be hit by an asteroid that could wipe out all life. The star could be too unstable or too old. The solar system could collide with another causing gravitometic swears that would rip the celestial body away from its home and cause it go become adrift in space. All life would likely die out over time. Such is the cruel hand of the Great Filter. Such is the fate of most life. Death before it ever had a chance. &lt;br /&gt;
# Once sentient these creatures must continue to evolve into a species capable of space flight. Capable of dealing with at least a few of the first challenges. All sentient species question at some point about what it all means. About who they are and what there place in the cosmos is. What are those dots up there? How far away are there? Is there somebody else looking down at us? Most that are able to answer these questions succeed eventually at reaching out into the void. However during these fragile curious time the first challenge still looms over head. However now there is a new challenger that nature has brought. The species now must also contend with itself. Technology is a double edge sword. It strengths the individual to influence an ever larger number of people. And with that power comes the possibility of total destruction. There has been many species who could not resolve there differences and choose a path of mutual destruction rather then embarrassing life. There have also been species who had little problem dealing with such issues. Although few are so lucky to have this challenge be a minor one.&lt;br /&gt;
# At this point most Civilizations are considered at least Tech Level 1. Although many would argue that this achievement typically doesn&#039;t happen until a Civilization starts to colonize space. Some Civilizations reach space still not quite a Tech Level 1. At this point in time a Civilization has been experimenting with Advance Technology. Several major break throughs that can lead to further advancement or total destruction. The careful use of Anti-Matter is one. This can become an planet killing weapon well beyond the scope of a Fusion Bomb. Another is A.I. An event called the &#039;Singularity&#039; can occur. This is where an A.I system can start to learn and improve upon itself faster then its flesh and blood creators can. Sometimes this is a joyess occasion. While other times it is a joyless occasion as the machines attempt to take over the flesh. These Civilizations are carefully monitored by the other more advanced Civilizations to make sure things do not get out of hand. (Mainly for there own selfless protection). Advanced A.I is usually illegal or has many heavy stipulations placed on them to insure control.&lt;br /&gt;
# Warp drive is usually a staple of a fully mature Tech 1 Civilization. Although space travel really doesn&#039;t start to become common place for most Civilizations until they reach Tech Level 2 having a Civilization reach out beyond there own solar system and colonize other systems is a curial step in helping reduce the threat of the Great Filter. It is at this point where a Civilization has to worry most about other alien species. Most advanced civilizations ignore lower species until they are Tech Level 1. Inter-Galatic law forbids the abuse of lower species by higher Civilizations. But once a Civilization reaches a certain point Inter-Galatic law no longer protects them. At this point the threat of being enslaved or wiped out by another advanced Civilization not willing to share its neighbor space.&lt;br /&gt;
&lt;br /&gt;
== The levels of a Civilization ==&lt;br /&gt;
There are 6 levels. -1 through 4. Levels are hotly debated among the scholars of the Milky-way Galaxy. Many people like to have a firm definition that creates a solid boundary between levels. However the different rules do not always apply in all cases. Some species may have technology well beyond a Lvl 2 Civ yet still haven&#039;t go out into the heavens. Instead scholars have created a system that helps to loosely describe accomplishments that a Civilization would more then likely achieve in the early years of there lvl and goals that they will need to achieve or at least make major head way toward in order to get to the next lvl. &lt;br /&gt;
&lt;br /&gt;
Although Tech level is represented by a Civilizations over all level its a loose approximation.  Tech level zero for instance accounts for both -1 and 0 Civilization Level. Also Tech Level 4 is represented by both Civilizations that are strong level 3s and any possible level 4 Civ. For a Civilization there are two different types of Tech that it can focus on. It can focus on Military Tech, (Armor, Weapons, some Equipment/Chemicals) or Social Tech (General Equipment/Transporation/Chemicals/Some Armor). A new Level 2 Civilization may still have a Military Tech Level of 1 but a Social Tech Level of 2. However a strong Level 2 Civilization implies that it has at least level 2 in both Tech Levels. &lt;br /&gt;
&lt;br /&gt;
To help explain how a Civilization progresses there is some extra vocabulary that is not completely necessary beyond this page. The below text mentions subject matter like History or Biology and even things such as Quantum Mechanics. There are three different levels of understanding that a Civilization can have over any one subject. Ignorance/Awareness/Understanding. Understanding doesn&#039;t mean to say the civilization posses complete understanding. Only that it has a working/piratical knowledge of it in a way that could be used to benefit the Civilization. Ignorance implies that the Civilization is ignorant of the subject and if a Character was to attempt to mention it or explain it to a common place citizen that character would hit a brick wall in there conversation. Awareness means that there is a knowledge of such things but not enough that the civilization has incorporated it into daily life. Such to say that it isn&#039;t being used in common technologies in a conscience and practical way. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Level 1===&lt;br /&gt;
&lt;br /&gt;
* Accomplishments:&lt;br /&gt;
This is when a Civilization first reaches space. (Not probes but actual sentient member of the Species). Space travel is now possible although probably difficult and not yet common place. &lt;br /&gt;
There home planet is likely largely explored. Perhaps not 100% but Subject of Geography should be at Understanding. They should be able to harness the power of there planet and the majority if not all its resources. From fossil fuels to radioactivity to geothermal. Subjects, Chemistry and Physics should be at an Awareness level and other such Subjects.&lt;br /&gt;
&lt;br /&gt;
*Self-Awareness Accomplishments:&lt;br /&gt;
It is likely that a Civilization has reached a point where they began to understand there own brains and how they think. Psychology, Neurology and Biology(may be different depending on Species) Subjects should be at least Awareness level of Knowledge. The Subject of ones Local History should be at Understanding. &lt;br /&gt;
&lt;br /&gt;
* Goals:&lt;br /&gt;
The local solar system is now theirs for the taking. Recourse abound. One major goal for new space faring species is being able to hold dominion over ones own solar system. A strong lvl 1 Species will be able to easily go too and fro within their solar system. Space travel should become more of a common thing. Harnessing the power of the local star. Not only does these mean a better understanding of renewable energies but also of Fusion power. A species may start to think about going faster then Sub-Light Travel (SLT) and start working on Faster-Then-Light or FTL transportation. &lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
&lt;br /&gt;
* Accomplishments:&lt;br /&gt;
One debated marker for lvl 2 Civ is FTL travel. Or simply the ability to travel between stars in a piratical manor. (Which doesn&#039;t always mean FTL). Either case nobody ever considers an lvl 3 Civ to be without FTL. Subjects such as Physics, Quantum Mechanics, Electromagnetism to all be within and Understanding level. The local solar system is largely explored. Its resources have been made known and is being exploited for the benefit of the Civilization. If the solar system has another planet the species can live on or at least land on they have done that by now and are building settlements. Power is also important. Fusion is being used to its fullest and new forms of power are coming around. Anti-Matter generators are a thing now. The subject of Anti-Matter should be at least an Awareness level.&lt;br /&gt;
&lt;br /&gt;
* Self-Awareness Accomplishments: &lt;br /&gt;
A Species now has a much better understanding of themselves and there place within the universe. Fully understanding its role may still be debated but at least the conversation has a new seriousness to it. They may start to spend much more time devoted to the arts or to war or learning. Species are better informed about mental illness and are usually able to cure it or at least diagnose it. Psychology, Neurology and Biology are all likely to be at or around Understanding level. Species are working on dealing with problems like death at and removing all possible types of sickness.&lt;br /&gt;
&lt;br /&gt;
*Goals:&lt;br /&gt;
Being more aware of themselves Species may start to weed out negative aspects of there behavior. Things that the species may find as a whole distasteful or to be a deterrent to the survival of the Species. For example Humanity at this level may start to try to remove irrational emotions like Hate and Fear. These emotions although powerful tools at times can also lead to irrational decision making and have never been very socially acceptable. Having a better understanding of how emotions work and how/why humanity reacts can help to stop them. Although this can also led to horrible sudo-utopias where people are forced to live a certain way. Species will likely struggle with this issue as they become more aware of how to possibly &amp;quot;Fix&amp;quot; the problem. Species will want to learn more faster and powerful ways of space travel and power generation. They will need to gain an much deeper understanding of the universe and how it works to achieve these lofty goals. A lvl 2 species that is on the verge of lvl 3 may also be able to unlock the mysteries of longevity and possibly immortality. They will start to take major rules in the galaxy and effect its occupants. &lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
&lt;br /&gt;
* Accomplishments:&lt;br /&gt;
These are tried and true civilizations. Few truly reach such a height. Many believe that the people who created the Jove where lvl3. These people are capable of exploring whole galaxies within a reasonable amount of time. lvl 3 Civs have either discovered or are on the way to discovering faster forms of FTL. Instant forms of travel such as being able to create worm holes or use Jump drives. &lt;br /&gt;
All the Subjects attributed to a lvl 3 civilization either are or will soon become Understanding level. Most Species raised within this type of Civilization gain bonuses for learning new Subjects. &lt;br /&gt;
The Species will be expanding across the whole galaxy.&lt;br /&gt;
&lt;br /&gt;
* Self-Awareness Accomplishments: &lt;br /&gt;
These Species will likely have learned many lessons from their past trials of attempting to self improve. Wither that means physical, emotional, spiritual. It is likely that these people have worked out how to govern themselves without massive conflict (notice not no conflict) and are more easily able to relate and deal with other Species/Civs. They are now truly capable or self improvement without the conflicts that may have originated before. All Subjects that deal with this from Politics to History and such should all be Understanding level. &lt;br /&gt;
&lt;br /&gt;
* Goal: &lt;br /&gt;
More Power and more powerful ways of travel. The Galaxy may start to feel to small for the explorers and adventures of this Species. Although no known Civ has yet to figure out a piratical way of Inter-Galatic travel it is thought to be possible. The few truly lvl3 Civilizations of the Milky Way having been working on the problem. Self improvement is another type of adventure. Depending on the success in the past some lvl3 Species may still be working on longevity. However other more drastic improvements may be on the horizon for these power Species. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Level 4===&lt;br /&gt;
&lt;br /&gt;
Little is known about lvl4. It is there simply because it is thought to be reachable. Some Species for whatever reason be it pride or narcissism or simply ignorance have claimed to be in the ranks of lvl4. Either-case all things need to be categorized by some philosopher or another. &lt;br /&gt;
&lt;br /&gt;
* Accomplishments: &lt;br /&gt;
All Subjects attributed to the Civi would be at a &amp;quot;beyond understanding&amp;quot; level and would be common knowledge among all its members. All other Subjects that the Species has yet to master would be at an Awareness level. These types of people would be intergalactic in power. They would have an Understanding level of Knowledge regarding inter-dimensions, multi-verse, cosmology. The Universe would become there play ground. &lt;br /&gt;
&lt;br /&gt;
* Self-Awareness Accomplishments:&lt;br /&gt;
For these people conflicts would be pointless except as a way to avoid boredom. It is doubtful that a Species of such knowledge and technology wouldn&#039;t have beat back the powers of Time and death. They would likely be immortal in one way or another. &lt;br /&gt;
&lt;br /&gt;
* Goals:&lt;br /&gt;
It is debated if there would be anything a fully lvl4 civilization would try to achieve. That would imply a Lvl 5. It is also hard to image if there was anything else beyond. Some people debate that there is a spiritual plan of existence and that perhaps that it may be possible for there to be a lvl 5. If there was then the Universe would seam and small and malleable as clay in the hand of a potter to a lvl5 Civ. Are we created by such a Civilization? Would they allow such power Species to join them? Such Questions have sparked millions of debates but it is believed that if there was something left for lvl 4 to do except rule the Universe it would be to answer them. &lt;br /&gt;
&lt;br /&gt;
Now what about sentient species that do not have space flight yet or are not considered lvl 1. Well there are two levels for them. &lt;br /&gt;
&lt;br /&gt;
=== Level Zero === &lt;br /&gt;
This is a Civilization that has yet to go to space but shows all the promise of accomplishing such a goal. This is a civilization that has discovered a way of categorizing the things around them as well as use logical steps to prove ideas and thoughts amongst each other. For humans they would of become level Zero around the renaissance era. (Although you could argue that certain cultures reach this level before the renaissance era).&lt;br /&gt;
&lt;br /&gt;
===Level Negative One===&lt;br /&gt;
This is a Species just as they come into sentient and start to gather amongst themselves. There only goals would be to start to become aware of the world around them and also themselves and individuals of that world. The step from -1 to 0 is when they start to have a Aware level of Knowledge regarding the world around them. Biology and Chemistry and Math.&lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
What determines a Civilizations Knowledge level of a subject when I am creating a Civ? &lt;br /&gt;
&lt;br /&gt;
Common Knowledge. Ask yourself if an everyday person living in that time can explain at least the most simplest way that particular Subject. You may not be a Math major but you can explain 1+1. You may not know how a car works but if someone from 200 years ago was to ask you. You probably could explain that it uses fire to move and instead of burning wood or coal you burn super flammable liquid that comes from oil similar to the oil you may use in a lamp. They may not understand how it all relates but they got a good enough answer that it would likely satisfy most common people. (except for maybe some super curious folk). Once a Subject is common enough then it should become available. When leveling up or creating a Civilization you should ask what drives them. What things would they want to focus on. Those are the Subjects you want them to have.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Tech_Level_and_Civ_Progress&amp;diff=2822</id>
		<title>Tech Level and Civ Progress</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Tech_Level_and_Civ_Progress&amp;diff=2822"/>
		<updated>2016-01-26T05:47:33Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Level Zero */&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
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First and for most the Milky Way if full of life. But not as full as it should have been? And only in the last 100,000 years has life really started explore beyond its surroundings. Gone to new worlds and setup home and meet new intelligent life. The question that plagued Humanity for so long is summed up with the [https://en.wikipedia.org/wiki/Fermi_paradox Fermi Paradox]. The Fermi Paradox brings to light the interesting question of &amp;quot;Are we along in the Universe&amp;quot;. In Future Path the answer is most certainly not. But the Galaxy isn&#039;t so over flowing with alien life and it has been totally explored and conquered a dozen times over. Even though there is estimated to be 40 Billion inhabitable planets in our galaxy alone. Many of which are far older then Earth. Most life is only possibly within the &#039;Ring of Life&#039;. This is a boundary line similar to the [https://en.wikipedia.org/wiki/Circumstellar_habitable_zone Goldilocks Zone] of a solar system but instead of for planets its for the solar systems themselves. Stars that form within this range are not too close to the center of the Milky Way and thus experience much more radiation. They are also not to far out of the reaches where the density and thus probability of life is less. Its not to say that life is impossible outside of this Ring but the mass majority of Sentient life was found within this Ring. &lt;br /&gt;
&lt;br /&gt;
The other reason for why the Galaxy isn&#039;t already teaming with life is because of The Great Filter. This is a name given to all the major milstons that a civilization will have to cross in order to join the elite group of Sentient species that are able too spread across the galaxy. Although the Great Filter is a ever present cruel force of nature and it will never leave there are a few milestones a Civilization must pass before being considered a Tech Level 1 Civilization. Part of continuing to climb the Tech Level ladder is over coming the challenges the Great Filter presents however it is not the only way one improves. &lt;br /&gt;
&lt;br /&gt;
The Tech Level system is loosely based on the [https://en.wikipedia.org/wiki/Kardashev_scale Kardashev Scale] with the idea of &#039;The Great Filter&#039;. It combines the original scale with a few different interpretations which include the Type 4 civilization and &#039;Information Mastery&#039; scale created by Carl Sagan.&lt;br /&gt;
&lt;br /&gt;
== The Great Filter ==&lt;br /&gt;
&lt;br /&gt;
A true force of nature this ever present filter cruelly extinguishes all species unable to pass its tests. It is represented by challenges that a species will face. Sadly as a species progresses the old challenges never fully go away they just become less serious as new challenges arise. &lt;br /&gt;
&lt;br /&gt;
# The first challenge is becoming sentient. And during this type a mindless microbial or beast of the wild is unable to fathom the cosmos or its position in it. It is unable to be aware of the harm that may come to it or it may in fact be doing to its species changes of survival. The celestial body it is on could be hit by an asteroid that could wipe out all life. The star could be too unstable or too old. The solar system could collide with another causing gravitometic swears that would rip the celestial body away from its home and cause it go become adrift in space. All life would likely die out over time. Such is the cruel hand of the Great Filter. Such is the fate of most life. Death before it ever had a chance. &lt;br /&gt;
# Once sentient these creatures must continue to evolve into a species capable of space flight. Capable of dealing with at least a few of the first challenges. All sentient species question at some point about what it all means. About who they are and what there place in the cosmos is. What are those dots up there? How far away are there? Is there somebody else looking down at us? Most that are able to answer these questions succeed eventually at reaching out into the void. However during these fragile curious time the first challenge still looms over head. However now there is a new challenger that nature has brought. The species now must also contend with itself. Technology is a double edge sword. It strengths the individual to influence an ever larger number of people. And with that power comes the possibility of total destruction. There has been many species who could not resolve there differences and choose a path of mutual destruction rather then embarrassing life. There have also been species who had little problem dealing with such issues. Although few are so lucky to have this challenge be a minor one.&lt;br /&gt;
# At this point most Civilizations are considered at least Tech Level 1. Although many would argue that this achievement typically doesn&#039;t happen until a Civilization starts to colonize space. Some Civilizations reach space still not quite a Tech Level 1. At this point in time a Civilization has been experimenting with Advance Technology. Several major break throughs that can lead to further advancement or total destruction. The careful use of Anti-Matter is one. This can become an planet killing weapon well beyond the scope of a Fusion Bomb. Another is A.I. An event called the &#039;Singularity&#039; can occur. This is where an A.I system can start to learn and improve upon itself faster then its flesh and blood creators can. Sometimes this is a joyess occasion. While other times it is a joyless occasion as the machines attempt to take over the flesh. These Civilizations are carefully monitored by the other more advanced Civilizations to make sure things do not get out of hand. (Mainly for there own selfless protection). Advanced A.I is usually illegal or has many heavy stipulations placed on them to insure control.&lt;br /&gt;
# Warp drive is usually a staple of a fully mature Tech 1 Civilization. Although space travel really doesn&#039;t start to become common place for most Civilizations until they reach Tech Level 2 having a Civilization reach out beyond there own solar system and colonize other systems is a curial step in helping reduce the threat of the Great Filter. It is at this point where a Civilization has to worry most about other alien species. Most advanced civilizations ignore lower species until they are Tech Level 1. Inter-Galatic law forbids the abuse of lower species by higher Civilizations. But once a Civilization reaches a certain point Inter-Galatic law no longer protects them. At this point the threat of being enslaved or wiped out by another advanced Civilization not willing to share its neighbor space.&lt;br /&gt;
&lt;br /&gt;
== The levels of a Civilization ==&lt;br /&gt;
There are 6 levels. -1 through 4. Levels are hotly debated among the scholars of the Milky-way Galaxy. Many people like to have a firm definition that creates a solid boundary between levels. However the different rules do not always apply in all cases. Some species may have technology well beyond a Lvl 2 Civ yet still haven&#039;t go out into the heavens. Instead scholars have created a system that helps to loosely describe accomplishments that a Civilization would more then likely achieve in the early years of there lvl and goals that they will need to achieve or at least make major head way toward in order to get to the next lvl. &lt;br /&gt;
&lt;br /&gt;
Although Tech level is represented by a Civilizations over all Level its a loose approximation.  Tech level zero for instance accounts for both -1 and 0 Civilization Level. Also Tech Level 4 is represented by both Civilizations that are strong level 3s and any possible level 4 Civ. For a Civilization there are two different types of Tech that it can focus on. It can focus on Military Tech, (Armor, Weapons, some Equipment/Chemicals) or Social Tech (General Equipment/Transporation/Chemicals/Some Armor). A new Level 2 Civilization may still have a Military Tech Level of 1 but a Social Tech Level of 2. However a strong Level 2 Civilization implies that it has at least level 2 in both Tech Levels. &lt;br /&gt;
&lt;br /&gt;
To help explain how a Civilization progresses there is some extra vocabulary that is not completely necessary beyond this page. The below text mentions subject matter like History or Biology and even things such as Quantum Mechanics. There are three different levels of understanding that a Civilization can have over any one subject. Ignorance/Awareness/Understanding. Understanding doesn&#039;t mean to say the civilization posses complete understanding. Only that it has a working/piratical knowledge of it in a way that could be used to benefit the Civilization. Ignorance implies that the Civilization is ignorant of the subject and if a Character was to attempt to mention it or explain it to a common place citizen that character would hit a brick wall in there conversation. Awareness means that there is a knowledge of such things but not enough that the civilization has incorporated it into daily life. Such to say that it isn&#039;t being used in common technologies in a conscience and practical way. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Level 1===&lt;br /&gt;
&lt;br /&gt;
* Accomplishments:&lt;br /&gt;
This is when a Civilization first reaches space. (Not probes but actual sentient member of the Species). Space travel is now possible although probably difficult and not yet common place. &lt;br /&gt;
There home planet is likely largely explored. Perhaps not 100% but Subject of Geography should be at Understanding. They should be able to harness the power of there planet and the majority if not all its resources. From fossil fuels to radioactivity to geothermal. Subjects, Chemistry and Physics should be at an Awareness level and other such Subjects.&lt;br /&gt;
&lt;br /&gt;
*Self-Awareness Accomplishments:&lt;br /&gt;
It is likely that a Civilization has reached a point where they began to understand there own brains and how they think. Psychology, Neurology and Biology(may be different depending on Species) Subjects should be at least Awareness level of Knowledge. The Subject of ones Local History should be at Understanding. &lt;br /&gt;
&lt;br /&gt;
* Goals:&lt;br /&gt;
The local solar system is now theirs for the taking. Recourse abound. One major goal for new space faring species is being able to hold dominion over ones own solar system. A strong lvl 1 Species will be able to easily go too and fro within their solar system. Space travel should become more of a common thing. Harnessing the power of the local star. Not only does these mean a better understanding of renewable energies but also of Fusion power. A species may start to think about going faster then Sub-Light Travel (SLT) and start working on Faster-Then-Light or FTL transportation. &lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
&lt;br /&gt;
* Accomplishments:&lt;br /&gt;
One debated marker for lvl 2 Civ is FTL travel. Or simply the ability to travel between stars in a piratical manor. (Which doesn&#039;t always mean FTL). Either case nobody ever considers an lvl 3 Civ to be without FTL. Subjects such as Physics, Quantum Mechanics, Electromagnetism to all be within and Understanding level. The local solar system is largely explored. Its resources have been made known and is being exploited for the benefit of the Civilization. If the solar system has another planet the species can live on or at least land on they have done that by now and are building settlements. Power is also important. Fusion is being used to its fullest and new forms of power are coming around. Anti-Matter generators are a thing now. The subject of Anti-Matter should be at least an Awareness level.&lt;br /&gt;
&lt;br /&gt;
* Self-Awareness Accomplishments: &lt;br /&gt;
A Species now has a much better understanding of themselves and there place within the universe. Fully understanding its role may still be debated but at least the conversation has a new seriousness to it. They may start to spend much more time devoted to the arts or to war or learning. Species are better informed about mental illness and are usually able to cure it or at least diagnose it. Psychology, Neurology and Biology are all likely to be at or around Understanding level. Species are working on dealing with problems like death at and removing all possible types of sickness.&lt;br /&gt;
&lt;br /&gt;
*Goals:&lt;br /&gt;
Being more aware of themselves Species may start to weed out negative aspects of there behavior. Things that the species may find as a whole distasteful or to be a deterrent to the survival of the Species. For example Humanity at this level may start to try to remove irrational emotions like Hate and Fear. These emotions although powerful tools at times can also lead to irrational decision making and have never been very socially acceptable. Having a better understanding of how emotions work and how/why humanity reacts can help to stop them. Although this can also led to horrible sudo-utopias where people are forced to live a certain way. Species will likely struggle with this issue as they become more aware of how to possibly &amp;quot;Fix&amp;quot; the problem. Species will want to learn more faster and powerful ways of space travel and power generation. They will need to gain an much deeper understanding of the universe and how it works to achieve these lofty goals. A lvl 2 species that is on the verge of lvl 3 may also be able to unlock the mysteries of longevity and possibly immortality. They will start to take major rules in the galaxy and effect its occupants. &lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
&lt;br /&gt;
* Accomplishments:&lt;br /&gt;
These are tried and true civilizations. Few truly reach such a height. Many believe that the people who created the Jove where lvl3. These people are capable of exploring whole galaxies within a reasonable amount of time. lvl 3 Civs have either discovered or are on the way to discovering faster forms of FTL. Instant forms of travel such as being able to create worm holes or use Jump drives. &lt;br /&gt;
All the Subjects attributed to a lvl 3 civilization either are or will soon become Understanding level. Most Species raised within this type of Civilization gain bonuses for learning new Subjects. &lt;br /&gt;
The Species will be expanding across the whole galaxy.&lt;br /&gt;
&lt;br /&gt;
* Self-Awareness Accomplishments: &lt;br /&gt;
These Species will likely have learned many lessons from their past trials of attempting to self improve. Wither that means physical, emotional, spiritual. It is likely that these people have worked out how to govern themselves without massive conflict (notice not no conflict) and are more easily able to relate and deal with other Species/Civs. They are now truly capable or self improvement without the conflicts that may have originated before. All Subjects that deal with this from Politics to History and such should all be Understanding level. &lt;br /&gt;
&lt;br /&gt;
* Goal: &lt;br /&gt;
More Power and more powerful ways of travel. The Galaxy may start to feel to small for the explorers and adventures of this Species. Although no known Civ has yet to figure out a piratical way of Inter-Galatic travel it is thought to be possible. The few truly lvl3 Civilizations of the Milky Way having been working on the problem. Self improvement is another type of adventure. Depending on the success in the past some lvl3 Species may still be working on longevity. However other more drastic improvements may be on the horizon for these power Species. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Level 4===&lt;br /&gt;
&lt;br /&gt;
Little is known about lvl4. It is there simply because it is thought to be reachable. Some Species for whatever reason be it pride or narcissism or simply ignorance have claimed to be in the ranks of lvl4. Either-case all things need to be categorized by some philosopher or another. &lt;br /&gt;
&lt;br /&gt;
* Accomplishments: &lt;br /&gt;
All Subjects attributed to the Civi would be at a &amp;quot;beyond understanding&amp;quot; level and would be common knowledge among all its members. All other Subjects that the Species has yet to master would be at an Awareness level. These types of people would be intergalactic in power. They would have an Understanding level of Knowledge regarding inter-dimensions, multi-verse, cosmology. The Universe would become there play ground. &lt;br /&gt;
&lt;br /&gt;
* Self-Awareness Accomplishments:&lt;br /&gt;
For these people conflicts would be pointless except as a way to avoid boredom. It is doubtful that a Species of such knowledge and technology wouldn&#039;t have beat back the powers of Time and death. They would likely be immortal in one way or another. &lt;br /&gt;
&lt;br /&gt;
* Goals:&lt;br /&gt;
It is debated if there would be anything a fully lvl4 civilization would try to achieve. That would imply a Lvl 5. It is also hard to image if there was anything else beyond. Some people debate that there is a spiritual plan of existence and that perhaps that it may be possible for there to be a lvl 5. If there was then the Universe would seam and small and malleable as clay in the hand of a potter to a lvl5 Civ. Are we created by such a Civilization? Would they allow such power Species to join them? Such Questions have sparked millions of debates but it is believed that if there was something left for lvl 4 to do except rule the Universe it would be to answer them. &lt;br /&gt;
&lt;br /&gt;
Now what about sentient species that do not have space flight yet or are not considered lvl 1. Well there are two levels for them. &lt;br /&gt;
&lt;br /&gt;
=== Level Zero === &lt;br /&gt;
This is a Civilization that has yet to go to space but shows all the promise of accomplishing such a goal. This is a civilization that has discovered a way of categorizing the things around them as well as use logical steps to prove ideas and thoughts amongst each other. For humans they would of become level Zero around the renaissance era. (Although you could argue that certain cultures reach this level before the renaissance era).&lt;br /&gt;
&lt;br /&gt;
===Level Negative One===&lt;br /&gt;
This is a Species just as they come into sentient and start to gather amongst themselves. There only goals would be to start to become aware of the world around them and also themselves and individuals of that world. The step from -1 to 0 is when they start to have a Aware level of Knowledge regarding the world around them. Biology and Chemistry and Math. &lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
What determines a Civilizations Knowledge level of a subject when I am creating a Civ? &lt;br /&gt;
&lt;br /&gt;
Common Knowledge. Ask yourself if an everyday person living in that time can explain at least the most simplest way that particular Subject. You may not be a Math major but you can explain 1+1. You may not know how a car works but if someone from 200 years ago was to ask you. You probably could explain that it uses fire to move and instead of burning wood or coal you burn super flammable liquid that comes from oil similar to the oil you may use in a lamp. They may not understand how it all relates but they got a good enough answer that it would likely satisfy most common people. (except for maybe some super curious folk). Once a Subject is common enough then it should become available. When leveling up or creating a Civilization you should ask what drives them. What things would they want to focus on. Those are the Subjects you want them to have.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Tech_Level_and_Civ_Progress&amp;diff=2821</id>
		<title>Tech Level and Civ Progress</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Tech_Level_and_Civ_Progress&amp;diff=2821"/>
		<updated>2016-01-26T05:39:52Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
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First and for most the Milky Way if full of life. But not as full as it should have been? And only in the last 100,000 years has life really started explore beyond its surroundings. Gone to new worlds and setup home and meet new intelligent life. The question that plagued Humanity for so long is summed up with the [https://en.wikipedia.org/wiki/Fermi_paradox Fermi Paradox]. The Fermi Paradox brings to light the interesting question of &amp;quot;Are we along in the Universe&amp;quot;. In Future Path the answer is most certainly not. But the Galaxy isn&#039;t so over flowing with alien life and it has been totally explored and conquered a dozen times over. Even though there is estimated to be 40 Billion inhabitable planets in our galaxy alone. Many of which are far older then Earth. Most life is only possibly within the &#039;Ring of Life&#039;. This is a boundary line similar to the [https://en.wikipedia.org/wiki/Circumstellar_habitable_zone Goldilocks Zone] of a solar system but instead of for planets its for the solar systems themselves. Stars that form within this range are not too close to the center of the Milky Way and thus experience much more radiation. They are also not to far out of the reaches where the density and thus probability of life is less. Its not to say that life is impossible outside of this Ring but the mass majority of Sentient life was found within this Ring. &lt;br /&gt;
&lt;br /&gt;
The other reason for why the Galaxy isn&#039;t already teaming with life is because of The Great Filter. This is a name given to all the major milstons that a civilization will have to cross in order to join the elite group of Sentient species that are able too spread across the galaxy. Although the Great Filter is a ever present cruel force of nature and it will never leave there are a few milestones a Civilization must pass before being considered a Tech Level 1 Civilization. Part of continuing to climb the Tech Level ladder is over coming the challenges the Great Filter presents however it is not the only way one improves. &lt;br /&gt;
&lt;br /&gt;
The Tech Level system is loosely based on the [https://en.wikipedia.org/wiki/Kardashev_scale Kardashev Scale] with the idea of &#039;The Great Filter&#039;. It combines the original scale with a few different interpretations which include the Type 4 civilization and &#039;Information Mastery&#039; scale created by Carl Sagan.&lt;br /&gt;
&lt;br /&gt;
== The Great Filter ==&lt;br /&gt;
&lt;br /&gt;
A true force of nature this ever present filter cruelly extinguishes all species unable to pass its tests. It is represented by challenges that a species will face. Sadly as a species progresses the old challenges never fully go away they just become less serious as new challenges arise. &lt;br /&gt;
&lt;br /&gt;
# The first challenge is becoming sentient. And during this type a mindless microbial or beast of the wild is unable to fathom the cosmos or its position in it. It is unable to be aware of the harm that may come to it or it may in fact be doing to its species changes of survival. The celestial body it is on could be hit by an asteroid that could wipe out all life. The star could be too unstable or too old. The solar system could collide with another causing gravitometic swears that would rip the celestial body away from its home and cause it go become adrift in space. All life would likely die out over time. Such is the cruel hand of the Great Filter. Such is the fate of most life. Death before it ever had a chance. &lt;br /&gt;
# Once sentient these creatures must continue to evolve into a species capable of space flight. Capable of dealing with at least a few of the first challenges. All sentient species question at some point about what it all means. About who they are and what there place in the cosmos is. What are those dots up there? How far away are there? Is there somebody else looking down at us? Most that are able to answer these questions succeed eventually at reaching out into the void. However during these fragile curious time the first challenge still looms over head. However now there is a new challenger that nature has brought. The species now must also contend with itself. Technology is a double edge sword. It strengths the individual to influence an ever larger number of people. And with that power comes the possibility of total destruction. There has been many species who could not resolve there differences and choose a path of mutual destruction rather then embarrassing life. There have also been species who had little problem dealing with such issues. Although few are so lucky to have this challenge be a minor one.&lt;br /&gt;
# At this point most Civilizations are considered at least Tech Level 1. Although many would argue that this achievement typically doesn&#039;t happen until a Civilization starts to colonize space. Some Civilizations reach space still not quite a Tech Level 1. At this point in time a Civilization has been experimenting with Advance Technology. Several major break throughs that can lead to further advancement or total destruction. The careful use of Anti-Matter is one. This can become an planet killing weapon well beyond the scope of a Fusion Bomb. Another is A.I. An event called the &#039;Singularity&#039; can occur. This is where an A.I system can start to learn and improve upon itself faster then its flesh and blood creators can. Sometimes this is a joyess occasion. While other times it is a joyless occasion as the machines attempt to take over the flesh. These Civilizations are carefully monitored by the other more advanced Civilizations to make sure things do not get out of hand. (Mainly for there own selfless protection). Advanced A.I is usually illegal or has many heavy stipulations placed on them to insure control.&lt;br /&gt;
# Warp drive is usually a staple of a fully mature Tech 1 Civilization. Although space travel really doesn&#039;t start to become common place for most Civilizations until they reach Tech Level 2 having a Civilization reach out beyond there own solar system and colonize other systems is a curial step in helping reduce the threat of the Great Filter. It is at this point where a Civilization has to worry most about other alien species. Most advanced civilizations ignore lower species until they are Tech Level 1. Inter-Galatic law forbids the abuse of lower species by higher Civilizations. But once a Civilization reaches a certain point Inter-Galatic law no longer protects them. At this point the threat of being enslaved or wiped out by another advanced Civilization not willing to share its neighbor space.&lt;br /&gt;
&lt;br /&gt;
== The levels of a Civilization ==&lt;br /&gt;
There are 6 levels. -1 through 4. Levels are hotly debated among the scholars of the Milky-way Galaxy. Many people like to have a firm definition that creates a solid boundary between levels. However the different rules do not always apply in all cases. Some species may have technology well beyond a Lvl 2 Civ yet still haven&#039;t go out into the heavens. Instead scholars have created a system that helps to loosely describe accomplishments that a Civilization would more then likely achieve in the early years of there lvl and goals that they will need to achieve or at least make major head way toward in order to get to the next lvl. &lt;br /&gt;
&lt;br /&gt;
Although Tech level is represented by a Civilizations over all Level its a loose approximation.  Tech level zero for instance accounts for both -1 and 0 Civilization Level. Also Tech Level 4 is represented by both Civilizations that are strong level 3s and any possible level 4 Civ. For a Civilization there are two different types of Tech that it can focus on. It can focus on Military Tech, (Armor, Weapons, some Equipment/Chemicals) or Social Tech (General Equipment/Transporation/Chemicals/Some Armor). A new Level 2 Civilization may still have a Military Tech Level of 1 but a Social Tech Level of 2. However a strong Level 2 Civilization implies that it has at least level 2 in both Tech Levels. &lt;br /&gt;
&lt;br /&gt;
To help explain how a Civilization progresses there is some extra vocabulary that is not completely necessary beyond this page. The below text mentions subject matter like History or Biology and even things such as Quantum Mechanics. There are three different levels of understanding that a Civilization can have over any one subject. Ignorance/Awareness/Understanding. Understanding doesn&#039;t mean to say the civilization posses complete understanding. Only that it has a working/piratical knowledge of it in a way that could be used to benefit the Civilization. Ignorance implies that the Civilization is ignorant of the subject and if a Character was to attempt to mention it or explain it to a common place citizen that character would hit a brick wall in there conversation. Awareness means that there is a knowledge of such things but not enough that the civilization has incorporated it into daily life. Such to say that it isn&#039;t being used in common technologies in a conscience and practical way. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Level 1===&lt;br /&gt;
&lt;br /&gt;
* Accomplishments:&lt;br /&gt;
This is when a Civilization first reaches space. (Not probes but actual sentient member of the Species). Space travel is now possible although probably difficult and not yet common place. &lt;br /&gt;
There home planet is likely largely explored. Perhaps not 100% but Subject of Geography should be at Understanding. They should be able to harness the power of there planet and the majority if not all its resources. From fossil fuels to radioactivity to geothermal. Subjects, Chemistry and Physics should be at an Awareness level and other such Subjects.&lt;br /&gt;
&lt;br /&gt;
*Self-Awareness Accomplishments:&lt;br /&gt;
It is likely that a Civilization has reached a point where they began to understand there own brains and how they think. Psychology, Neurology and Biology(may be different depending on Species) Subjects should be at least Awareness level of Knowledge. The Subject of ones Local History should be at Understanding. &lt;br /&gt;
&lt;br /&gt;
* Goals:&lt;br /&gt;
The local solar system is now theirs for the taking. Recourse abound. One major goal for new space faring species is being able to hold dominion over ones own solar system. A strong lvl 1 Species will be able to easily go too and fro within their solar system. Space travel should become more of a common thing. Harnessing the power of the local star. Not only does these mean a better understanding of renewable energies but also of Fusion power. A species may start to think about going faster then Sub-Light Travel (SLT) and start working on Faster-Then-Light or FTL transportation. &lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
&lt;br /&gt;
* Accomplishments:&lt;br /&gt;
One debated marker for lvl 2 Civ is FTL travel. Or simply the ability to travel between stars in a piratical manor. (Which doesn&#039;t always mean FTL). Either case nobody ever considers an lvl 3 Civ to be without FTL. Subjects such as Physics, Quantum Mechanics, Electromagnetism to all be within and Understanding level. The local solar system is largely explored. Its resources have been made known and is being exploited for the benefit of the Civilization. If the solar system has another planet the species can live on or at least land on they have done that by now and are building settlements. Power is also important. Fusion is being used to its fullest and new forms of power are coming around. Anti-Matter generators are a thing now. The subject of Anti-Matter should be at least an Awareness level.&lt;br /&gt;
&lt;br /&gt;
* Self-Awareness Accomplishments: &lt;br /&gt;
A Species now has a much better understanding of themselves and there place within the universe. Fully understanding its role may still be debated but at least the conversation has a new seriousness to it. They may start to spend much more time devoted to the arts or to war or learning. Species are better informed about mental illness and are usually able to cure it or at least diagnose it. Psychology, Neurology and Biology are all likely to be at or around Understanding level. Species are working on dealing with problems like death at and removing all possible types of sickness.&lt;br /&gt;
&lt;br /&gt;
*Goals:&lt;br /&gt;
Being more aware of themselves Species may start to weed out negative aspects of there behavior. Things that the species may find as a whole distasteful or to be a deterrent to the survival of the Species. For example Humanity at this level may start to try to remove irrational emotions like Hate and Fear. These emotions although powerful tools at times can also lead to irrational decision making and have never been very socially acceptable. Having a better understanding of how emotions work and how/why humanity reacts can help to stop them. Although this can also led to horrible sudo-utopias where people are forced to live a certain way. Species will likely struggle with this issue as they become more aware of how to possibly &amp;quot;Fix&amp;quot; the problem. Species will want to learn more faster and powerful ways of space travel and power generation. They will need to gain an much deeper understanding of the universe and how it works to achieve these lofty goals. A lvl 2 species that is on the verge of lvl 3 may also be able to unlock the mysteries of longevity and possibly immortality. They will start to take major rules in the galaxy and effect its occupants. &lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
&lt;br /&gt;
* Accomplishments:&lt;br /&gt;
These are tried and true civilizations. Few truly reach such a height. Many believe that the people who created the Jove where lvl3. These people are capable of exploring whole galaxies within a reasonable amount of time. lvl 3 Civs have either discovered or are on the way to discovering faster forms of FTL. Instant forms of travel such as being able to create worm holes or use Jump drives. &lt;br /&gt;
All the Subjects attributed to a lvl 3 civilization either are or will soon become Understanding level. Most Species raised within this type of Civilization gain bonuses for learning new Subjects. &lt;br /&gt;
The Species will be expanding across the whole galaxy.&lt;br /&gt;
&lt;br /&gt;
* Self-Awareness Accomplishments: &lt;br /&gt;
These Species will likely have learned many lessons from their past trials of attempting to self improve. Wither that means physical, emotional, spiritual. It is likely that these people have worked out how to govern themselves without massive conflict (notice not no conflict) and are more easily able to relate and deal with other Species/Civs. They are now truly capable or self improvement without the conflicts that may have originated before. All Subjects that deal with this from Politics to History and such should all be Understanding level. &lt;br /&gt;
&lt;br /&gt;
* Goal: &lt;br /&gt;
More Power and more powerful ways of travel. The Galaxy may start to feel to small for the explorers and adventures of this Species. Although no known Civ has yet to figure out a piratical way of Inter-Galatic travel it is thought to be possible. The few truly lvl3 Civilizations of the Milky Way having been working on the problem. Self improvement is another type of adventure. Depending on the success in the past some lvl3 Species may still be working on longevity. However other more drastic improvements may be on the horizon for these power Species. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Level 4===&lt;br /&gt;
&lt;br /&gt;
Little is known about lvl4. It is there simply because it is thought to be reachable. Some Species for whatever reason be it pride or narcissism or simply ignorance have claimed to be in the ranks of lvl4. Either-case all things need to be categorized by some philosopher or another. &lt;br /&gt;
&lt;br /&gt;
* Accomplishments: &lt;br /&gt;
All Subjects attributed to the Civi would be at a &amp;quot;beyond understanding&amp;quot; level and would be common knowledge among all its members. All other Subjects that the Species has yet to master would be at an Awareness level. These types of people would be intergalactic in power. They would have an Understanding level of Knowledge regarding inter-dimensions, multi-verse, cosmology. The Universe would become there play ground. &lt;br /&gt;
&lt;br /&gt;
* Self-Awareness Accomplishments:&lt;br /&gt;
For these people conflicts would be pointless except as a way to avoid boredom. It is doubtful that a Species of such knowledge and technology wouldn&#039;t have beat back the powers of Time and death. They would likely be immortal in one way or another. &lt;br /&gt;
&lt;br /&gt;
* Goals:&lt;br /&gt;
It is debated if there would be anything a fully lvl4 civilization would try to achieve. That would imply a Lvl 5. It is also hard to image if there was anything else beyond. Some people debate that there is a spiritual plan of existence and that perhaps that it may be possible for there to be a lvl 5. If there was then the Universe would seam and small and malleable as clay in the hand of a potter to a lvl5 Civ. Are we created by such a Civilization? Would they allow such power Species to join them? Such Questions have sparked millions of debates but it is believed that if there was something left for lvl 4 to do except rule the Universe it would be to answer them. &lt;br /&gt;
&lt;br /&gt;
Now what about sentient species that do not have space flight yet or are not considered lvl 1. Well there are two levels for them. &lt;br /&gt;
&lt;br /&gt;
===Level Zero=== &lt;br /&gt;
This is a Civilization that has yet to go to space but shows all the promise of accomplishing such a goal. This is a civilization that has discovered a way of categorizing the things around them as well as use logical steps to prove ideas and thoughts amongst each other. For humans They would of become level Zero around the renaissance era. &lt;br /&gt;
&lt;br /&gt;
===Level Negative One===&lt;br /&gt;
This is a Species just as they come into sentient and start to gather amongst themselves. There only goals would be to start to become aware of the world around them and also themselves and individuals of that world. The step from -1 to 0 is when they start to have a Aware level of Knowledge regarding the world around them. Biology and Chemistry and Math. &lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
What determines a Civilizations Knowledge level of a subject when I am creating a Civ? &lt;br /&gt;
&lt;br /&gt;
Common Knowledge. Ask yourself if an everyday person living in that time can explain at least the most simplest way that particular Subject. You may not be a Math major but you can explain 1+1. You may not know how a car works but if someone from 200 years ago was to ask you. You probably could explain that it uses fire to move and instead of burning wood or coal you burn super flammable liquid that comes from oil similar to the oil you may use in a lamp. They may not understand how it all relates but they got a good enough answer that it would likely satisfy most common people. (except for maybe some super curious folk). Once a Subject is common enough then it should become available. When leveling up or creating a Civilization you should ask what drives them. What things would they want to focus on. Those are the Subjects you want them to have.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Tech_Level_and_Civ_Progress&amp;diff=2820</id>
		<title>Tech Level and Civ Progress</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Tech_Level_and_Civ_Progress&amp;diff=2820"/>
		<updated>2016-01-26T05:39:29Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
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First and for most the Milky Way if full of life. But not as full as it should have been? And only in the last 100,000 years has life really started explore beyond its surroundings. Gone to new worlds and setup home and meet new intelligent life. The question that plagued Humanity for so long is summed up with the https://en.wikipedia.org/wiki/Fermi_paradox Fermi Paradox]. The Fermi Paradox brings to light the interesting question of &amp;quot;Are we along in the Universe&amp;quot;. In Future Path the answer is most certainly not. But the Galaxy isn&#039;t so over flowing with alien life and it has been totally explored and conquered a dozen times over. Even though there is estimated to be 40 Billion inhabitable planets in our galaxy alone. Many of which are far older then Earth. Most life is only possibly within the &#039;Ring of Life&#039;. This is a boundary line similar to the [https://en.wikipedia.org/wiki/Circumstellar_habitable_zone Goldilocks Zone] of a solar system but instead of for planets its for the solar systems themselves. Stars that form within this range are not too close to the center of the Milky Way and thus experience much more radiation. They are also not to far out of the reaches where the density and thus probability of life is less. Its not to say that life is impossible outside of this Ring but the mass majority of Sentient life was found within this Ring. &lt;br /&gt;
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The other reason for why the Galaxy isn&#039;t already teaming with life is because of The Great Filter. This is a name given to all the major milstons that a civilization will have to cross in order to join the elite group of Sentient species that are able too spread across the galaxy. Although the Great Filter is a ever present cruel force of nature and it will never leave there are a few milestones a Civilization must pass before being considered a Tech Level 1 Civilization. Part of continuing to climb the Tech Level ladder is over coming the challenges the Great Filter presents however it is not the only way one improves. &lt;br /&gt;
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The Tech Level system is loosely based on the [https://en.wikipedia.org/wiki/Kardashev_scale Kardashev Scale] with the idea of &#039;The Great Filter&#039;. It combines the original scale with a few different interpretations which include the Type 4 civilization and &#039;Information Mastery&#039; scale created by Carl Sagan.&lt;br /&gt;
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== The Great Filter ==&lt;br /&gt;
&lt;br /&gt;
A true force of nature this ever present filter cruelly extinguishes all species unable to pass its tests. It is represented by challenges that a species will face. Sadly as a species progresses the old challenges never fully go away they just become less serious as new challenges arise. &lt;br /&gt;
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# The first challenge is becoming sentient. And during this type a mindless microbial or beast of the wild is unable to fathom the cosmos or its position in it. It is unable to be aware of the harm that may come to it or it may in fact be doing to its species changes of survival. The celestial body it is on could be hit by an asteroid that could wipe out all life. The star could be too unstable or too old. The solar system could collide with another causing gravitometic swears that would rip the celestial body away from its home and cause it go become adrift in space. All life would likely die out over time. Such is the cruel hand of the Great Filter. Such is the fate of most life. Death before it ever had a chance. &lt;br /&gt;
# Once sentient these creatures must continue to evolve into a species capable of space flight. Capable of dealing with at least a few of the first challenges. All sentient species question at some point about what it all means. About who they are and what there place in the cosmos is. What are those dots up there? How far away are there? Is there somebody else looking down at us? Most that are able to answer these questions succeed eventually at reaching out into the void. However during these fragile curious time the first challenge still looms over head. However now there is a new challenger that nature has brought. The species now must also contend with itself. Technology is a double edge sword. It strengths the individual to influence an ever larger number of people. And with that power comes the possibility of total destruction. There has been many species who could not resolve there differences and choose a path of mutual destruction rather then embarrassing life. There have also been species who had little problem dealing with such issues. Although few are so lucky to have this challenge be a minor one.&lt;br /&gt;
# At this point most Civilizations are considered at least Tech Level 1. Although many would argue that this achievement typically doesn&#039;t happen until a Civilization starts to colonize space. Some Civilizations reach space still not quite a Tech Level 1. At this point in time a Civilization has been experimenting with Advance Technology. Several major break throughs that can lead to further advancement or total destruction. The careful use of Anti-Matter is one. This can become an planet killing weapon well beyond the scope of a Fusion Bomb. Another is A.I. An event called the &#039;Singularity&#039; can occur. This is where an A.I system can start to learn and improve upon itself faster then its flesh and blood creators can. Sometimes this is a joyess occasion. While other times it is a joyless occasion as the machines attempt to take over the flesh. These Civilizations are carefully monitored by the other more advanced Civilizations to make sure things do not get out of hand. (Mainly for there own selfless protection). Advanced A.I is usually illegal or has many heavy stipulations placed on them to insure control.&lt;br /&gt;
# Warp drive is usually a staple of a fully mature Tech 1 Civilization. Although space travel really doesn&#039;t start to become common place for most Civilizations until they reach Tech Level 2 having a Civilization reach out beyond there own solar system and colonize other systems is a curial step in helping reduce the threat of the Great Filter. It is at this point where a Civilization has to worry most about other alien species. Most advanced civilizations ignore lower species until they are Tech Level 1. Inter-Galatic law forbids the abuse of lower species by higher Civilizations. But once a Civilization reaches a certain point Inter-Galatic law no longer protects them. At this point the threat of being enslaved or wiped out by another advanced Civilization not willing to share its neighbor space.&lt;br /&gt;
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== The levels of a Civilization ==&lt;br /&gt;
There are 6 levels. -1 through 4. Levels are hotly debated among the scholars of the Milky-way Galaxy. Many people like to have a firm definition that creates a solid boundary between levels. However the different rules do not always apply in all cases. Some species may have technology well beyond a Lvl 2 Civ yet still haven&#039;t go out into the heavens. Instead scholars have created a system that helps to loosely describe accomplishments that a Civilization would more then likely achieve in the early years of there lvl and goals that they will need to achieve or at least make major head way toward in order to get to the next lvl. &lt;br /&gt;
&lt;br /&gt;
Although Tech level is represented by a Civilizations over all Level its a loose approximation.  Tech level zero for instance accounts for both -1 and 0 Civilization Level. Also Tech Level 4 is represented by both Civilizations that are strong level 3s and any possible level 4 Civ. For a Civilization there are two different types of Tech that it can focus on. It can focus on Military Tech, (Armor, Weapons, some Equipment/Chemicals) or Social Tech (General Equipment/Transporation/Chemicals/Some Armor). A new Level 2 Civilization may still have a Military Tech Level of 1 but a Social Tech Level of 2. However a strong Level 2 Civilization implies that it has at least level 2 in both Tech Levels. &lt;br /&gt;
&lt;br /&gt;
To help explain how a Civilization progresses there is some extra vocabulary that is not completely necessary beyond this page. The below text mentions subject matter like History or Biology and even things such as Quantum Mechanics. There are three different levels of understanding that a Civilization can have over any one subject. Ignorance/Awareness/Understanding. Understanding doesn&#039;t mean to say the civilization posses complete understanding. Only that it has a working/piratical knowledge of it in a way that could be used to benefit the Civilization. Ignorance implies that the Civilization is ignorant of the subject and if a Character was to attempt to mention it or explain it to a common place citizen that character would hit a brick wall in there conversation. Awareness means that there is a knowledge of such things but not enough that the civilization has incorporated it into daily life. Such to say that it isn&#039;t being used in common technologies in a conscience and practical way. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Level 1===&lt;br /&gt;
&lt;br /&gt;
* Accomplishments:&lt;br /&gt;
This is when a Civilization first reaches space. (Not probes but actual sentient member of the Species). Space travel is now possible although probably difficult and not yet common place. &lt;br /&gt;
There home planet is likely largely explored. Perhaps not 100% but Subject of Geography should be at Understanding. They should be able to harness the power of there planet and the majority if not all its resources. From fossil fuels to radioactivity to geothermal. Subjects, Chemistry and Physics should be at an Awareness level and other such Subjects.&lt;br /&gt;
&lt;br /&gt;
*Self-Awareness Accomplishments:&lt;br /&gt;
It is likely that a Civilization has reached a point where they began to understand there own brains and how they think. Psychology, Neurology and Biology(may be different depending on Species) Subjects should be at least Awareness level of Knowledge. The Subject of ones Local History should be at Understanding. &lt;br /&gt;
&lt;br /&gt;
* Goals:&lt;br /&gt;
The local solar system is now theirs for the taking. Recourse abound. One major goal for new space faring species is being able to hold dominion over ones own solar system. A strong lvl 1 Species will be able to easily go too and fro within their solar system. Space travel should become more of a common thing. Harnessing the power of the local star. Not only does these mean a better understanding of renewable energies but also of Fusion power. A species may start to think about going faster then Sub-Light Travel (SLT) and start working on Faster-Then-Light or FTL transportation. &lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
&lt;br /&gt;
* Accomplishments:&lt;br /&gt;
One debated marker for lvl 2 Civ is FTL travel. Or simply the ability to travel between stars in a piratical manor. (Which doesn&#039;t always mean FTL). Either case nobody ever considers an lvl 3 Civ to be without FTL. Subjects such as Physics, Quantum Mechanics, Electromagnetism to all be within and Understanding level. The local solar system is largely explored. Its resources have been made known and is being exploited for the benefit of the Civilization. If the solar system has another planet the species can live on or at least land on they have done that by now and are building settlements. Power is also important. Fusion is being used to its fullest and new forms of power are coming around. Anti-Matter generators are a thing now. The subject of Anti-Matter should be at least an Awareness level.&lt;br /&gt;
&lt;br /&gt;
* Self-Awareness Accomplishments: &lt;br /&gt;
A Species now has a much better understanding of themselves and there place within the universe. Fully understanding its role may still be debated but at least the conversation has a new seriousness to it. They may start to spend much more time devoted to the arts or to war or learning. Species are better informed about mental illness and are usually able to cure it or at least diagnose it. Psychology, Neurology and Biology are all likely to be at or around Understanding level. Species are working on dealing with problems like death at and removing all possible types of sickness.&lt;br /&gt;
&lt;br /&gt;
*Goals:&lt;br /&gt;
Being more aware of themselves Species may start to weed out negative aspects of there behavior. Things that the species may find as a whole distasteful or to be a deterrent to the survival of the Species. For example Humanity at this level may start to try to remove irrational emotions like Hate and Fear. These emotions although powerful tools at times can also lead to irrational decision making and have never been very socially acceptable. Having a better understanding of how emotions work and how/why humanity reacts can help to stop them. Although this can also led to horrible sudo-utopias where people are forced to live a certain way. Species will likely struggle with this issue as they become more aware of how to possibly &amp;quot;Fix&amp;quot; the problem. Species will want to learn more faster and powerful ways of space travel and power generation. They will need to gain an much deeper understanding of the universe and how it works to achieve these lofty goals. A lvl 2 species that is on the verge of lvl 3 may also be able to unlock the mysteries of longevity and possibly immortality. They will start to take major rules in the galaxy and effect its occupants. &lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
&lt;br /&gt;
* Accomplishments:&lt;br /&gt;
These are tried and true civilizations. Few truly reach such a height. Many believe that the people who created the Jove where lvl3. These people are capable of exploring whole galaxies within a reasonable amount of time. lvl 3 Civs have either discovered or are on the way to discovering faster forms of FTL. Instant forms of travel such as being able to create worm holes or use Jump drives. &lt;br /&gt;
All the Subjects attributed to a lvl 3 civilization either are or will soon become Understanding level. Most Species raised within this type of Civilization gain bonuses for learning new Subjects. &lt;br /&gt;
The Species will be expanding across the whole galaxy.&lt;br /&gt;
&lt;br /&gt;
* Self-Awareness Accomplishments: &lt;br /&gt;
These Species will likely have learned many lessons from their past trials of attempting to self improve. Wither that means physical, emotional, spiritual. It is likely that these people have worked out how to govern themselves without massive conflict (notice not no conflict) and are more easily able to relate and deal with other Species/Civs. They are now truly capable or self improvement without the conflicts that may have originated before. All Subjects that deal with this from Politics to History and such should all be Understanding level. &lt;br /&gt;
&lt;br /&gt;
* Goal: &lt;br /&gt;
More Power and more powerful ways of travel. The Galaxy may start to feel to small for the explorers and adventures of this Species. Although no known Civ has yet to figure out a piratical way of Inter-Galatic travel it is thought to be possible. The few truly lvl3 Civilizations of the Milky Way having been working on the problem. Self improvement is another type of adventure. Depending on the success in the past some lvl3 Species may still be working on longevity. However other more drastic improvements may be on the horizon for these power Species. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Level 4===&lt;br /&gt;
&lt;br /&gt;
Little is known about lvl4. It is there simply because it is thought to be reachable. Some Species for whatever reason be it pride or narcissism or simply ignorance have claimed to be in the ranks of lvl4. Either-case all things need to be categorized by some philosopher or another. &lt;br /&gt;
&lt;br /&gt;
* Accomplishments: &lt;br /&gt;
All Subjects attributed to the Civi would be at a &amp;quot;beyond understanding&amp;quot; level and would be common knowledge among all its members. All other Subjects that the Species has yet to master would be at an Awareness level. These types of people would be intergalactic in power. They would have an Understanding level of Knowledge regarding inter-dimensions, multi-verse, cosmology. The Universe would become there play ground. &lt;br /&gt;
&lt;br /&gt;
* Self-Awareness Accomplishments:&lt;br /&gt;
For these people conflicts would be pointless except as a way to avoid boredom. It is doubtful that a Species of such knowledge and technology wouldn&#039;t have beat back the powers of Time and death. They would likely be immortal in one way or another. &lt;br /&gt;
&lt;br /&gt;
* Goals:&lt;br /&gt;
It is debated if there would be anything a fully lvl4 civilization would try to achieve. That would imply a Lvl 5. It is also hard to image if there was anything else beyond. Some people debate that there is a spiritual plan of existence and that perhaps that it may be possible for there to be a lvl 5. If there was then the Universe would seam and small and malleable as clay in the hand of a potter to a lvl5 Civ. Are we created by such a Civilization? Would they allow such power Species to join them? Such Questions have sparked millions of debates but it is believed that if there was something left for lvl 4 to do except rule the Universe it would be to answer them. &lt;br /&gt;
&lt;br /&gt;
Now what about sentient species that do not have space flight yet or are not considered lvl 1. Well there are two levels for them. &lt;br /&gt;
&lt;br /&gt;
===Level Zero=== &lt;br /&gt;
This is a Civilization that has yet to go to space but shows all the promise of accomplishing such a goal. This is a civilization that has discovered a way of categorizing the things around them as well as use logical steps to prove ideas and thoughts amongst each other. For humans They would of become level Zero around the renaissance era. &lt;br /&gt;
&lt;br /&gt;
===Level Negative One===&lt;br /&gt;
This is a Species just as they come into sentient and start to gather amongst themselves. There only goals would be to start to become aware of the world around them and also themselves and individuals of that world. The step from -1 to 0 is when they start to have a Aware level of Knowledge regarding the world around them. Biology and Chemistry and Math. &lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
What determines a Civilizations Knowledge level of a subject when I am creating a Civ? &lt;br /&gt;
&lt;br /&gt;
Common Knowledge. Ask yourself if an everyday person living in that time can explain at least the most simplest way that particular Subject. You may not be a Math major but you can explain 1+1. You may not know how a car works but if someone from 200 years ago was to ask you. You probably could explain that it uses fire to move and instead of burning wood or coal you burn super flammable liquid that comes from oil similar to the oil you may use in a lamp. They may not understand how it all relates but they got a good enough answer that it would likely satisfy most common people. (except for maybe some super curious folk). Once a Subject is common enough then it should become available. When leveling up or creating a Civilization you should ask what drives them. What things would they want to focus on. Those are the Subjects you want them to have.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2818</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2818"/>
		<updated>2016-01-20T01:10:34Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Ship Positions */&lt;/p&gt;
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This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]] For Space ship Weapons and other equipment go [[Ship_Equipment|here]]&lt;br /&gt;
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Space ships in Future Path are designed to be in many ways similar to a Character. Many peoples and cultures and personified there ships and in honor of that tradition this game system represents ships with similar rules and layout to that of a Character. Ships have 6 Core System Attributes similar in nature too Character Abilities and thus these Core System Attributes or C.S.A affect the other stats of a ship in similar fashion. The 6 C.S.A are determined with a point buy system which is explained below. This allows players to customize there own dream ship build. It also allows them to be able to quickly relate and visualize what a ship is capable of doing. &lt;br /&gt;
&lt;br /&gt;
Instead of leveling up Space Ships can gain upgrades and Quirks. Ships have Hard Points and Bays which are similar to the slots that Characters have for there armor and gear that can improve there stats. Also Characters with the right skills, or enough money, can refit/reallocate the 6 C.S.A when the ship is docked at a ship yard. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Ship Core ==&lt;br /&gt;
&lt;br /&gt;
The Core of the ship represents the foundation for its main systems otherwise known as the 6 core System Attributes. The Core is the power generator also known as a Reactor and a power distribution sub-system. Many different civilizations have built many different kinds of Cores. For example Nuclear reactors, Fusion Reactors, Anti-Matter Reactors, Black-Hole Reactor. They also need materials and components designed to distribute large amounts of power successfully across the ship. From simply using copper wiring, to super-conductive materials and even sub-space wireless power transmission. These Cores represent in many ways the latest and greatest of a civilizations technological advancement. &lt;br /&gt;
&lt;br /&gt;
Even though there are many different types, too many in fact to list here, there is a simple way to categorize them.  Using the Tech level system Cores are divided up into Classes. Class 1 is for Tech Level 1 Cores and Class 2 is for TL2 and so on. The Tech Level of a Core can affect how powerful the Engines or Sensors and so on can be. This will be explained in the next section below. Class level also determines how advanced the FTL drive can be. FTLs are explained in the [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]] section below.&lt;br /&gt;
&lt;br /&gt;
Players must choose what Tech level there Ship Core is. Do remember that a player with a lower Tech Skill rank cannot make repairs or modifications on any item of a higher Tech rank. Also the higher the Tech level the more expensive the price is. Tech Level 1 or Class 1 ships have not price increase. However Class 2 has 50% increase. Class 3 is x2 the base price. And Class 4 is x3 the base price.&lt;br /&gt;
&lt;br /&gt;
== The 6 Core System Attributes of Space Ships ==&lt;br /&gt;
&lt;br /&gt;
These 6 Core.System.Attributes are the galactic modern standard for ship building. They represent the foundation of a ship and its main functions. All other sub-systems and functions are effected by the performance of the 6 Core System Attributes. A ship&#039;s Core can only handle so much power flowing through it. It can only provide so much output. So the 6 C.S.A have to be balanced so as to no overload the Ship Core. The more technologically advanced the ship core is the more powerful equipment can be installed. &lt;br /&gt;
&lt;br /&gt;
The amount of points a ship can have to spend on improvements to the 6 C.S.As is based on its Core. The chart to the right shows those numbers. &lt;br /&gt;
&lt;br /&gt;
The 6 CSAs effect most other ship statistics. These sub-systems and there stats will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 20&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Maneuvers as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Maneuvers and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. For more rules on Character&#039;s crafting there own ships or ship components review the [[Space_Ships#Ship_Crafting|ship crafting]] rules below. &lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
| 19||21&lt;br /&gt;
|-&lt;br /&gt;
| 20||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 C.S.As that they want to see increased. &lt;br /&gt;
&lt;br /&gt;
For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost 2 points and so on.&lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 10 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. You now have 8 points left. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +4 for Comms. This requires the 5 points for a Communications score of 14. You now only have 3 points left. You must deiced where to spend these finial 3 points. If you do not spend the point when building the craft those points still exist. And if in a facility that allows for the crafting or repairing of a ship you can spend those remaining points. You can also re-align them.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull Size is what lays out the default stats too a Space Craft. These default stats may be modified by the 6 C.S.As, Hull Configuration, or [[Ship_Equipment|Ship Equipment]]. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). &lt;br /&gt;
&lt;br /&gt;
Configurations are an attempt at giving a space craft a more specialized purpose. It helps too determine what purpose the craft has. However it is not a requirement for ship building. A ship can have no specific Configuration and thus be a generic build. Configurations will be explained in further detail in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes represent the number of squares that a craft will take up in space as well as what the base statistics of the ship. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. For more information about each column please review the text below the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&amp;lt;br /&amp;gt; Mod&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | AC&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Hit Die&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shield DR /&amp;lt;br /&amp;gt;Multiplier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Sq ft /&amp;lt;br /&amp;gt;Num of Squares&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Support&amp;lt;br /&amp;gt;Life&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pass.&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Avg. Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cargo Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cost / Procure Diff&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Military Ship&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Civilian Ship&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || 8 || 30d12 || DR 15 / Mod 5 || ~32,000+ ft / 64+ sq || Yes || 324 || 32,400 Tons || 128,000 Units || 972 Million / 4 || Huge / 10 || 8 || Huge / 5 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || 8 || 24d10 || DR 10 / Mod 4 || ~18,000+ ft / ~36 sq || Yes || 108 || 10,800 Tons || 32,000 Units || 324 Million / 3 || Large / 10 || 6 || Large / 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || 9 || 18d10 || DR 7 / Mod 4 || ~8,000+ ft / ~16 sq || Yes || 36 || 3,600 Tons || 8,000 Units || 108 Million / 2 || Large / 8 || 4 || Large / 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || 9 || 16d8 || DR 5 / Mod 3 || ~2,000+ ft / ~4 sq || Yes || 12 || 360 Tons || 1,920 Units || 36 Million / 1 || Medium / 8 || 2 || Medium / 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || 10 || 12d8 || DR 4 / Mod 3 || ~500+ ft / ~1 sq || Yes || 4 || 120 Tons || 480 Units || 12 Million / 0 || Medium / 6 || 1 || Medium / 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || 11 || 8d8 || DR 3 / Mod 2 || ~250+ ft / 4 per sq || Yes || 2 || 40 Tons || 70 Units ||  4 Million / 0 || Small / 4 || 0 || Small / 2||2&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || 11 || 6d6 || DR 2 / Mod 2 || ~125+ ft / 16 per sq || Yes || 1 || 4 Tons || 16 Units || 320,000 / 0 || Small / 2 || 0 || Small / 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 ||  -2 || 12 || 4d6 || DR 1 / Mod 1 || ~75+ ft / 64 per sq || No* || 0  || 2 Ton || 4 Unit || 160,000 / 0 || N/A / 3 || 0 || N/A / 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || 12 || 2d6 || N/A || &amp;lt;75 ft / 256 per sq || No* || 0  || 1 Ton || 0 || 80,000 / 0 || N/A / 2 || 0 || N/A / 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;14&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Size: The Size Modifier&#039;s act like they do for creatures of the same size. They either add or take away from the total AC. Size is also what predetermines the majority of the base stats of the ship.&lt;br /&gt;
&lt;br /&gt;
;Armor Bonus: The Armor bonus represents the hulls of the ships. Lager ships can have thicker, heavy hulls. Ships that have a positive gain a natural DR equal too the bonus on top of its bonus to AC.&lt;br /&gt;
&lt;br /&gt;
;AC: The AC in the chart above is the total after the Size Modifier and Armor Bonus is applied. &lt;br /&gt;
&lt;br /&gt;
;Shield DR / Multiplier: The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the [[Space_Ships#Ship_Statistics|Ship Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
;Sq ft: Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe no craft of that magnitude could preform Faster Then Light travel without help from external sources. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
;Cargo Capacity: The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume on average. Going over this unit amount will cause the ship to be over burdened. Which will cut Combat Speed in half as well as Transpiration speed. The maximum a ship can actually carry is twice the Unit amount. However that is if there are no passengers other then the necessary crew. As every spare room and all the hallways would be filled with cargo containers. &lt;br /&gt;
&lt;br /&gt;
;Cost / Procure Diff: The prices in the above graph already include the procure difficulty. Procure Diff and price can increase due to Hull Configurations and customizations. The Cost is considered what a Civilian ship would cost. Any Military class hull will cost 4 times as much and have a +1 to the Procure Diff.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Movement:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Mobility Bonus of the ship plus the Pilot Bonus if applicable. This is rolled every turn during combat usually by the Player whose character is piloting the ship. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Provided by the Hull Size this attribute can be modified by the Hull Configuration as well as by the Players that may want to modify there ship to hold more. More unit space is provided by converting bays into cargo holds. Each bay adds 1/4 of the default cargo space of the Hull Size of the ship. So if the ship is a medium size hull then converting one of the bays would provided an additional 120Units of space.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost/Procure Diff:&lt;br /&gt;
|-&lt;br /&gt;
| This is the cost of and procure diff of the ship. It is always nice to record what you paid for the ship. Or what your appraisal of the ship might be. The GM might tell the Players what the ship is worth if they find it. However the GM might not. The Characters may have to roll checks to appraise the ship.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| This is a place to record who is the crew of the ship and what there bonuses are. If one of the crew takes over piloting for example you can look here to find there pilot bonus so you do not have to re-write it.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| Simply a place to record its size. The only requirement here is that you record the Squares that the ship officially occupies which is based on size. However specific dimensions of the ship so that players can get a sense of the ships look and feel is always a nice touch of detail! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Ships can carry crew and passengers. This capacity refers to the total number of people that require life support on board the ship. However passenger count is not the same as the required amount of crew members to manage a ship. Ships can run on a surprisingly small number of crew members due to advanced automation technology. It makes no sense to carry more &#039;meat bags&#039; that could die at any moment into the harassed place in the universe. In order to carry more then the average necessary crew of 8 (only applies for ships that have a higher passenger count then 8) a ship needs Passenger Bays installed. If all available bays are installed then the maximum amount passenger capacity is reached + the crew. This is dictated by the Hull Size. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Dex Mod of the Pilot. This only is applied if the Pilot has the [[Pilot|Pilot]] skill. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| Of course a ship has to have a name! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Tactical Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This is the speed of the ship during combat.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! FTL Engine/Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This the FTL of the ship. Which also determined the Travel speed of the craft. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| A summary including Hull Size/Configuration/Quarks and other interesting tid pits of info. Such as history of the ship and what not. This is a nice place to add detail and &#039;character&#039; to the ship. Kinda like giving a character a backstory this is where one would record such things.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 350,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Tiny || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
:*Dis-Advantages: -2 to Mobility, -3 Hard Points&lt;br /&gt;
:*Advantages: +2 Bays (Both are forcefully converted into Cargo Holds) as a 240Units of Cargo Space, Super Common Bonus -1 to Procure Diff and 50% less time/cost to repair&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 480Units, Passenger Cap is 8, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Mobility, +1 Non-Weapon Hard Point&lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 1,920Units, Passenger Cap is 12, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Armor, All weapons gain the &#039;Barrage&#039; mode for free.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -4 Mobility, -3 Hard Points&lt;br /&gt;
:*Advantage: +4 Bays, +2 Sensors, +2 Communications, +2 Electronics&lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Mobility, -5 Hard Points&lt;br /&gt;
:*Advantages: +6 Bays, +2 Sensors, +2 Electronics, Built is Repair Bay for Large ships or smaller.&lt;br /&gt;
:*Misc: Can carry, deploy, repair ships of Large size or smaller. &lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Dis-Advantages: -2 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Dis-Advantages: -2 Armor&lt;br /&gt;
:*Advantages: -4 Hard Points, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium sized craft, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; for free. &lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defenses. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerized but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -5 Ability Points, -2 Hard Points&lt;br /&gt;
:*Advantages: Can mount a single Gigantic sized weapon without taking up any hard points. This Gigantic weapon has double the base range and a +2 Moderate Advantage to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
:*Dis-Advantages: -2 Armor, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
:*Dis-Advantages: -1 to Sensors&lt;br /&gt;
:*Advantages: This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
:*Dis-Advantages: -4 Mobility, -4 Hard Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +6 Cargo Bays which adds an additional 20,000 Units of space for a total of 28,000 Units if no other bays converted.&lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -2 Hard Points&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Bay of the largest size that the Hull configuration can hold. The Industrial Bay provides a +2 bonus with the correctly skill person.&lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
:*Dis-Advantages: -2 Armor, -2 Engines, -2 Electronics, -2 Hard Points&lt;br /&gt;
:*Advantages: +4 Mobility, +2 Communications, Pilot doesn&#039;t need the Pilot skill to provide Dex bonus, +2 Passengers&lt;br /&gt;
&lt;br /&gt;
== Ship Functions ==&lt;br /&gt;
&lt;br /&gt;
Ship Functions are special abilities much like Skills for a Character. Some are meant for combat while others for day to day use. Some functions are standard on all ships. While others require a Ship Upgrade to use. The default ship Functions are Ram, Target and Scan. All of ship functions require a Ship Upgrade too use. Ship upgrades and there rules located on the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The full list is as follows: (Click for a full description)&lt;br /&gt;
* [[Beam|Beam]]: A semi-instant form of transportation where matter is transformed into energy and beamed to a new location where it is converted back to matter. &lt;br /&gt;
* [[Bombard|Bombard]]: A tactical maneuver where the weapons are given the &#039;Suppressive Fire&#039; ability.&lt;br /&gt;
* [[Cloak|Cloak]]: Cloaking implies some form of stealth technology designed to full Sensor Scans. &lt;br /&gt;
* [[Crypto|Crypto]]: A way to send or receive protected communications. Similar to [[Decipher_Script|Decipher_Script]].&lt;br /&gt;
* [[Feint|Feint]]: An A.I computer supplement for combat maneuvers. If activated the ship will attempt to make automatic &#039;corrections&#039; to ship movement to full targeting sensors.&lt;br /&gt;
* [[Grapple|Grapple]]: Different kinds of ways to &#039;grab&#039; a ship and hold or even move its position.&lt;br /&gt;
* [[Jam|Jam]]: Designed to target a specific component of an opponent Sensor array. Either Targeting, scanners or other devices and keep them from functioning.&lt;br /&gt;
* [[Ram|Ram]]: The ability to drive a ship directly into another in such a way to cause the most damage to the opponent ship and the least to itself.&lt;br /&gt;
* [[Scan|Scan]]: The ability to search for or study a object or objects in space.&lt;br /&gt;
* [[Target|Target]]: The ability to lock onto a specific object and accurately track its position.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Accessories ==&lt;br /&gt;
&lt;br /&gt;
Space Ship Accessories are all the extra components that go into the ship after the 6 Core System Attributes and the default Hull/Configuration components have been installed. These are Hard Points which are external mounting points for weapons and other devices, Bays which are large internal spaces within the ship that can be customized for specific tasks like a Medical Bay, Cargo Bay and etc, and Upgrades/Modifications which may require the use of Hard Points and/or Bays but either directly effect Core System Attributes or introduce new ship Functions. All of these items can be found on the [[Ship_Equipment|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
! Number of Bays&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10 || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 || 6  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;4&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Ship_Equipment#Ship_Weapons|Ship Weapons]] page. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. More information on Ship Bays in the [[Ship_Equipment#Ship_Bays|Ship Bays]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrades &amp;amp; Modifications ===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Space Ship FTL Drive ==&lt;br /&gt;
&lt;br /&gt;
FTL is short for Faster Then Light. The FTL drive is one of the most important aspects of a ship. Without them conquering or exploring the galaxy would be impossible. However this aspect of the ship doesn&#039;t help much in the terms of combat it is what allows the ship to get its crew safely across the stars. The better an FTL drive the faster a ship can get to its destination. But also safer as many possible dangers arise from traveling the cosmos and FTLs help steer the ship away from encounters. They can also make it harder for enemy ships to track or pull your ship out of FTL. &lt;br /&gt;
&lt;br /&gt;
FTLs have a Range rating and a Speed rating. Ranged its based on the distance to the destination and is categorized in four ranges. Small, Medium, Large, Extreme (Because the galaxy is extremely big). Speed is incremented by a Warp factor. Warp 1 through Warp 10. For more information about Range, Warp Factors and the hazards of space travel please review the [[Transportation|Transportation]] rules.&lt;br /&gt;
&lt;br /&gt;
FTLs are rated by Tech Level. You cannot put an FTL of a higher level in a lower level ship core. Each ship comes standard with the starting out FTL of its Tech Level which should always be the Jump drive. Upgrades cost.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Tech 1&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Jump Drive&lt;br /&gt;
:** Description: This system allows the ship to work with an external jump gate station to jump the ship to its destination. The Jump sends the ship at Warp 10 speeds up to Medium distances. However this can only work with the assistance of a jump gate.&lt;br /&gt;
:** Price: $50,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Hopper)&lt;br /&gt;
:** Description: This system is the most common form of FTL travel. Most every space fairing civilization has made a variation of the warp drive. The Warp Drive creates a protective energy bubble and then shots a massive amount of positive energy in front of the ship and negative energy out the rear of the ship. These energy blasts stretch space-time by shrinking it in front of the ship and expanding it behind the ship. The ship has to first accelerate to roughly 5% the speed of light as the ship need to move slightly itself while space itself also moves the ship within its bubble. The lower tech level version of the Warp Drive, only capable of speeds of Warp 1 through 4, is called &#039;The Hopper&#039;. This is because a steady stream of energy is impossible too achieve as the energy would have to be traveling faster then the speed of light to always be at the right position. In order to get around this issue the ship &#039;hops&#039; from one burst of energy too the next. Up to a few thousand bursts a second combined with the fact that bursts don&#039;t move the ship itself but space around the ship means that the passengers on board do not feel like they are moving in jolts.   &lt;br /&gt;
:** Price: $150,000 / 0&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 2&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Advanced Jump Drive&lt;br /&gt;
:** Description: This is Jump Drive system is similar too its Tech 1 counter part. But now can travel Long and Extreme distances. However it still can only do so with the assistance of a jump gate. &lt;br /&gt;
:** Price: $100,000 /0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Skimmer)&lt;br /&gt;
:** Description: This Warp Drive is the next technological evolution of Warp Drive technology. Similar to its Tech 1 counter part but now with advances in its sub-light propulsion systems and advanced energy distribution systems new speeds can be achieved. This Drive can now go up to Warp 7. This system is called the skimmer because it achieves these speeds by going at near 50% light speed using sub-light engines. This allows it to skim over the nearly shrunken space in front of it eventually leading to that space being considered behind the ship. This space sense it very recently shrunk can be expanded with less energy faster. Thus helping the ship go at faster speeds. Also the warp engine is capable of bursting at a faster frequency. &lt;br /&gt;
:** Price: $300,000 / 0&lt;br /&gt;
:** Modifier: +1&lt;br /&gt;
:* Slip Stream Drive&lt;br /&gt;
:** Description: This uses a new concept of FTL. It makes a small tear in space that a ship can &#039;slip&#039; into. The ship is protected by a similar &#039;bubble&#039; of space that is made for a Warp Drive while the pressures felt within this sub-space pushes unevenly on the ship. The pressure is much greater where the tear is. Now the ship rapidly moves away from the tear. In Sub-Space objects are not limited by the Speed of Causality (The Maximum Speed of Light) meaning the ship zooms across a fast amount of space relative too its position in subspace. The ship then produces another tear and bursts its way out into normal space. Both the entering and existing of this tear causes a lot of excess radiation that can be seen for millions of AUs. The top speed of this is Warp 6. The act of making a Tear requires 30 seconds at which time a ship cannot cloak and it&#039;s easier to target. Opponents get a moderate +2 bonus. The same goes for after leaving a tear. Tracking where a ship went after entering a Tear is fairly easy. +4 to Scanning when traking a ship after it has entered a Tear.&lt;br /&gt;
:** Price: $450,000 / 1&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 3&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Jump Drive&lt;br /&gt;
:** Description: Much like its lower level counter parts. Except now this system can make Warp 10 jumps on its own. As long as its a Small or Medium distance. It only preform a single jump before having to re-fuel.&lt;br /&gt;
:** Price: $1,000,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The High Pulse Drive)&lt;br /&gt;
:** Description: Capable of speeds up to Warp 8 this is too many the most advanced version of Warp Drive achievable. The High Pulse Drive gets its name because advances in near loss less energy teleportation allow for the constant stream of energy to be placed in the correct positions as the ship travels. Reducing the burst effect to a frequency in the billions. Adjusting Warp speed is extremely smooth and allows for the Drive to &#039;jump&#039; into high Warp almost instantly and just as quickly &#039;jump&#039; out.&lt;br /&gt;
:** Price: $3,500,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Phase Shift Drive&lt;br /&gt;
:** Description: Shifting the ship out of phase with the rest of the Universe this ship can easily accelerate as if it didn&#039;t have mass. This would appear to only make a ship goes at the speed of light if it wasn&#039;t also for utilizing Slip Stream Drive technology. This allows the ship to enter and exit sub-space with ease and allows for a faster total speed of Warp 7. Just like a Slip Stream drive except it now only takes 6 seconds or two combat turns to make a tear and enter it. The same modifiers still apply and a ship can still not cloak for the 2 turns before entering and after exiting. &lt;br /&gt;
:** Price: $5,000,000 / 2&lt;br /&gt;
:** Modifier: +4&lt;br /&gt;
: &#039;&#039;&#039;Tech 4&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Advanced Jump Drive&lt;br /&gt;
:** Description: Much like the Jump drives before it except this can be used to itself at Warp 10 to distances up to Extreme. &lt;br /&gt;
:** Price: $10,000,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Expert Warp Drive&lt;br /&gt;
:** Description: The most advanced and complicated Warp device ever designed. The fastest way to travel except through a Worm Hole or Advanced Jump Drive this personal Warp Drive can send a ship up to speeds of Warp 9.&lt;br /&gt;
:** Price: $15,000,000 / 2&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
:* Advanced Slip Stream Drive&lt;br /&gt;
:** Description: This system uses the Jump Drive mechanics combined with Phase Shift technology and Slip Stream Tear technology to make the most stealthy form of Space Travel. Tears in space are made within the ship itself much like a Personal Jump Drive works. The Phase Shift system allows a ship to be one second at a stand still and the next accelerating to near the speed of light only to Jump itself into a tear which is projected within the front part of the ship. Sensors will find it extremely difficult to detect the Jump Into subspace sense the ship is mostly out of phase when its done. The tear is almost completely concealed by the ship. The tear when existing still gives away the ships destination however the ship itself comes back into normal space out of phase and thus stealthed by default. A ship can now enter a Tear in just 1 turn. Although the cloak has to be deactivated. It can be reactivated only 1 turn after exiting the tear. &lt;br /&gt;
:** Price: $25,000,000 / 3&lt;br /&gt;
:** Modifier: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A ship can have more then 1 FTL. However an FTL always takes up 2 Bays and 1 Hard Point. &lt;br /&gt;
&lt;br /&gt;
=== Crafting FTL Drives ===&lt;br /&gt;
&lt;br /&gt;
FTL drives are considered one of the most complicated pieces of equipment ever invited. It requires at least 1 rank in the following 3 crafting skills. Craft Mechanical, Electronics, Structure. Making a FTL follows the Craft Structure rules and thus requires a facility. To learn more about crafting go [[Craft|here]].&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventurer is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. The quirks are permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
* Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: When getting massive damage or receiving a crit on the ship the there is a 50% chance a component may start to malfunction requiring a crew member to waste a turn finding and banging the part back into shape.&lt;br /&gt;
* Positive: Instead of repairing an item over possibly multi turns a crew member can act even without the appropriate skills to quickly repair a single broken part of the ship once per day by simply hitting it really hard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
* Description:  Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component. &lt;br /&gt;
* Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. There is a 20% chance something will go wrong. A percentile dice roll is used to confirm.&lt;br /&gt;
**1-10%: Superficial problem. The ship is just a little more bumpy/noisy then normal.&lt;br /&gt;
**11-20%: A minor problem with the engines. -1 to the engines until they are repaired.&lt;br /&gt;
**21-30%: A minor problem with the crafts Mobility. -1 to Mobility until repaired.&lt;br /&gt;
**31-40%: A minor problem with the Amour. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
**41-50%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
**51-60%: A minor problem with the Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.&lt;br /&gt;
**61-70%: A minor problem with communications. -1 to Communications. Or random calls from unknown sources show up. Or calls end when they shouldn&#039;t. GM Choice.&lt;br /&gt;
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
**91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is a minor one it requires no materials and 1 work day of no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done.&lt;br /&gt;
* Positive: Because of the experience the crew must gain through repairing the darn ship all the time the crew gain the Advanced Jerry Rigging Feat when making repairs to only this ship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Infested &#039;&#039;&#039;:&lt;br /&gt;
* Description: You do not know how or when and frankly you don&#039;t care. You just want these dam pests gone! They are smelling, annoying, and fur gets everywhere. And that&#039;s if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have they all have one thing in common. They know how to stay alive and most notably THRIVE on board a space ship. They do this by living off the ship systems. Some people swear they live solely off the frustrations and agony of the crew. &lt;br /&gt;
* Negative: You will have a hard time taking on passengers on your ship. All crew and passengers have to roll Constitution saves once a day with a DC12. If they fail they become sick and gain the condition [[Conditions#Sickened|Sickened]]. The condition has no specifications except that it lasts 1d4 days and can be cured by 1 day of full rest off the ship or if onboard the ship one day of rest an a successful [[Treat_Injury#Treat_Disease_.28DC_15.29|Treat Disease]] check. Engineers have a -1 to repair checks on the ship.&lt;br /&gt;
* Positive: The likely hood of a stowaway on your ship is nearly nill. And if one does deiced to come on board they have a -10 to stealth. Pests don&#039;t like sharing! +2 to Communications when dealing with pirates/smugglers. Not only do must sympathies with your problem they also don&#039;t want to even think about docking with your ship. Making stealing your stuff all that much harder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bad Past &#039;&#039;&#039;:&lt;br /&gt;
* Description: However owned this ship deserves to be shot right next to the person who sold ship too you. For some reason this ship seams to bring out all the ugly when trekking around space. It seams like whoever owned this before you was wanted in all the systems and not in a good way. If its not pirates then its [[Advance_Classes#Tracer|Tracers]] or local police or the military. Or some princess who just wants to know when she will see your ship docking in her port again. Take advantage of the situation or try to correct is up too you. Almost assuredly this ships past is gonna get in your way and likely when you least expect it.&lt;br /&gt;
* Negative: -4 to communications. The ship is communally known along with its systems. People may attack you without provocation. &lt;br /&gt;
* Positive: Its likely that this ship can open as many doors as it closes. Its a 50/50% chance the person that knows your ship wants to kill you or pretend to be your friend and then maybe kill you later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Artificial Intelligence &#039;&#039;&#039;: &lt;br /&gt;
* Description: Wait what? I thought that was illegal for space ships to have fully aware AI computer linked too all ship systems. (Especially Weapons) Well that may be one reason why the ship didn&#039;t tell you right away it was smarter then you. But now you know. Hopefully it is nice and wont kill you. (Open the bay doors damit!) Nightmares aside you are in a deep pile of crock! If authorities find out they may as well put you in jail. Helping AI is breaking serious rules. One the other note this ship is pretty awesome! I mean wow! You sure hope it doesn&#039;t turn on you! *gulp*.&lt;br /&gt;
* Negative: Illegal! You cannot sell this through official markets. If you are caught most civilizations completely outlaw AI with such freedom and power with extremely harsh penalties. (This Negative cannot be ignored using the &#039;Out Dated&#039; quirk) &lt;br /&gt;
* Positives: +1 to Sensors, Mobility, Electronics. The ship can drive itself and pretend to be someone onboard. Oh the possibilities! &lt;br /&gt;
* Misc: The ship has to have a personality. Below are some options. You can roll for these or the GM can choose one. Or a blend&lt;br /&gt;
** Optimist&lt;br /&gt;
** Bully&lt;br /&gt;
** Physio&lt;br /&gt;
** Shy/Unsure&lt;br /&gt;
** Over achiever&lt;br /&gt;
** Whimsical&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Noisy &#039;&#039;&#039;:&lt;br /&gt;
* Description: Something somewhere is loose. Maybe as simple as a loose screw or as complicated as a electromagnetic field is off alignment. Either case this ship doesn&#039;t stop humming, whizzing, and ever now and then for excitement it jitters. You consistently think that&#039;s the last jitter it will make before the whole thing falls apart like a house of cards. But the she still is flying straight. So whatever it is it must not be important. Annoying as hell but not important.&lt;br /&gt;
* Negative: -1 to Communications.&lt;br /&gt;
* Positives: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Battle Scars &#039;&#039;&#039;:&lt;br /&gt;
* Description: Like a painting the hull of your ship speaks a thousand words. It seams like each panel is telling some story of great deeps and glorious conquest. Or at the very least oh my gosh look how close we got to being vaporized! The first option defiantly sounds better in a bar! &lt;br /&gt;
* Negative: -1 HD worth of Hit Points.&lt;br /&gt;
* Positive: +2 Communications, +4 to Communications when using the [[Intimidate|Intimidate]] skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Lucky &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t quite know how and thinking about it is likely a waste of time. But you guys always seam to get through some of the craziest scraps! Maybe this ship is just good luck!&lt;br /&gt;
* Negative: None&lt;br /&gt;
* Positive: One per day a player can re-roll a check that uses one of the ships Attribute modifiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cursed &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t know why... and damit you wish you did but ever sense you been on this ship things just suck!&lt;br /&gt;
* Negative: Once per day negate the first Crit that is rolled when rolling for something that uses the ships Attribute modifiers.&lt;br /&gt;
* Positive: None&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
* The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
* The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
* The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
Building or repairing a ship requires a Ship Yard. A Docking Bay can also be used to repair a ship if the ship/station that has the Docking Bay also has a Industrial or Engineering bay.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including any customizations or accessories unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.&lt;br /&gt;
&lt;br /&gt;
Other players can also help in the building of a ship. The same rules associated with building a structure apply. To review the rules go [[Craft|here]]. Repair work can also be divided up. &lt;br /&gt;
&lt;br /&gt;
Building a Weapon or other hard point accessory is also considered like building a structure. With the except of Diminutive and Fine as they are normal sized weapon rules and thus the same rules for crafting. Making a hard point requires either a ship yard or a Engineering facility. The default time for crafting a non-weapon hard point accessory is 20 days. Weapon crafting times are based on there weapon sizes just like ships. &lt;br /&gt;
*Gigantic: 80 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Large: 40 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Medium: 20 Days&lt;br /&gt;
*Small: 10 Days&lt;br /&gt;
&lt;br /&gt;
Building a Bay requires 20 days for normal size bays and 40 days for Large sized bays. They can be built in any facility designed to handle the construction of a structure. They can be built directly into the ship or be built in pieces and then shipped and assembled inside of the ship. It takes two days to assemble a normal bay or 4 days to assemble a large bay. You cannot speed up the assemble process by dividing up work. Only the crafting of the item can other characters assist. You do not need to account for assembling a bay if it is directly built into the ship.&lt;br /&gt;
&lt;br /&gt;
Building an upgrade or other accessory is completely dependent on the item itself. However installing it from a time perspective is like repairing the ship of a major problem. Which is a full day while not being in FTL. Some upgrades may require that the ship be in a ship yard or a facility that supports repairs.&lt;br /&gt;
&lt;br /&gt;
=== Master Work Craft ===&lt;br /&gt;
&lt;br /&gt;
A ship can be master worked. This is represented by an additional point toward the 6 Core System Attributes for each Crafting skill a character has the required rank in. To make Master Work structures a Character must have a rank of 5 or higher in the appropriate skill. There are 3 crafting skills that effect ship building and those again are Electrical, Mechanical, Structural. That means there is a total of +3 points that can go toward a ship. &lt;br /&gt;
&lt;br /&gt;
If a ship has already been built it can be modified in a ship yard to add the additional point or points. These takes 1/3rd the total crafting time of the ship per point added. This means that if all 3 points are added at once it will take the total time of crafting the ship to complete the work. Just like in normal crafting the work can be divided up. Giving that each person doing the work has the correct crafting skill rank. If you have three characters each character can have one of the crafting skills at the correct rank not all characters have to have all the crafts at the correct rank. &lt;br /&gt;
&lt;br /&gt;
If you pay for assistance in building a master worked ship the cost of extra labor is 50% more for each extra point. Making the finial price an additional 150% of the original cost. Also the procure difficulty is increased by 1. This means an additional adjustment in price if the Character is buying a Master worked ship not building it.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2817</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2817"/>
		<updated>2016-01-20T01:08:54Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Hull Sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]] For Space ship Weapons and other equipment go [[Ship_Equipment|here]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Space ships in Future Path are designed to be in many ways similar to a Character. Many peoples and cultures and personified there ships and in honor of that tradition this game system represents ships with similar rules and layout to that of a Character. Ships have 6 Core System Attributes similar in nature too Character Abilities and thus these Core System Attributes or C.S.A affect the other stats of a ship in similar fashion. The 6 C.S.A are determined with a point buy system which is explained below. This allows players to customize there own dream ship build. It also allows them to be able to quickly relate and visualize what a ship is capable of doing. &lt;br /&gt;
&lt;br /&gt;
Instead of leveling up Space Ships can gain upgrades and Quirks. Ships have Hard Points and Bays which are similar to the slots that Characters have for there armor and gear that can improve there stats. Also Characters with the right skills, or enough money, can refit/reallocate the 6 C.S.A when the ship is docked at a ship yard. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Ship Core ==&lt;br /&gt;
&lt;br /&gt;
The Core of the ship represents the foundation for its main systems otherwise known as the 6 core System Attributes. The Core is the power generator also known as a Reactor and a power distribution sub-system. Many different civilizations have built many different kinds of Cores. For example Nuclear reactors, Fusion Reactors, Anti-Matter Reactors, Black-Hole Reactor. They also need materials and components designed to distribute large amounts of power successfully across the ship. From simply using copper wiring, to super-conductive materials and even sub-space wireless power transmission. These Cores represent in many ways the latest and greatest of a civilizations technological advancement. &lt;br /&gt;
&lt;br /&gt;
Even though there are many different types, too many in fact to list here, there is a simple way to categorize them.  Using the Tech level system Cores are divided up into Classes. Class 1 is for Tech Level 1 Cores and Class 2 is for TL2 and so on. The Tech Level of a Core can affect how powerful the Engines or Sensors and so on can be. This will be explained in the next section below. Class level also determines how advanced the FTL drive can be. FTLs are explained in the [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]] section below.&lt;br /&gt;
&lt;br /&gt;
Players must choose what Tech level there Ship Core is. Do remember that a player with a lower Tech Skill rank cannot make repairs or modifications on any item of a higher Tech rank. Also the higher the Tech level the more expensive the price is. Tech Level 1 or Class 1 ships have not price increase. However Class 2 has 50% increase. Class 3 is x2 the base price. And Class 4 is x3 the base price.&lt;br /&gt;
&lt;br /&gt;
== The 6 Core System Attributes of Space Ships ==&lt;br /&gt;
&lt;br /&gt;
These 6 Core.System.Attributes are the galactic modern standard for ship building. They represent the foundation of a ship and its main functions. All other sub-systems and functions are effected by the performance of the 6 Core System Attributes. A ship&#039;s Core can only handle so much power flowing through it. It can only provide so much output. So the 6 C.S.A have to be balanced so as to no overload the Ship Core. The more technologically advanced the ship core is the more powerful equipment can be installed. &lt;br /&gt;
&lt;br /&gt;
The amount of points a ship can have to spend on improvements to the 6 C.S.As is based on its Core. The chart to the right shows those numbers. &lt;br /&gt;
&lt;br /&gt;
The 6 CSAs effect most other ship statistics. These sub-systems and there stats will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 20&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Maneuvers as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Maneuvers and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. For more rules on Character&#039;s crafting there own ships or ship components review the [[Space_Ships#Ship_Crafting|ship crafting]] rules below. &lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
| 19||21&lt;br /&gt;
|-&lt;br /&gt;
| 20||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 C.S.As that they want to see increased. &lt;br /&gt;
&lt;br /&gt;
For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost 2 points and so on.&lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 10 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. You now have 8 points left. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +4 for Comms. This requires the 5 points for a Communications score of 14. You now only have 3 points left. You must deiced where to spend these finial 3 points. If you do not spend the point when building the craft those points still exist. And if in a facility that allows for the crafting or repairing of a ship you can spend those remaining points. You can also re-align them.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull Size is what lays out the default stats too a Space Craft. These default stats may be modified by the 6 C.S.As, Hull Configuration, or [[Ship_Equipment|Ship Equipment]]. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). &lt;br /&gt;
&lt;br /&gt;
Configurations are an attempt at giving a space craft a more specialized purpose. It helps too determine what purpose the craft has. However it is not a requirement for ship building. A ship can have no specific Configuration and thus be a generic build. Configurations will be explained in further detail in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes represent the number of squares that a craft will take up in space as well as what the base statistics of the ship. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. For more information about each column please review the text below the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&amp;lt;br /&amp;gt; Mod&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | AC&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Hit Die&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shield DR /&amp;lt;br /&amp;gt;Multiplier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Sq ft /&amp;lt;br /&amp;gt;Num of Squares&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Support&amp;lt;br /&amp;gt;Life&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pass.&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Avg. Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cargo Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cost / Procure Diff&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Military Ship&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Civilian Ship&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || 8 || 30d12 || DR 15 / Mod 5 || ~32,000+ ft / 64+ sq || Yes || 324 || 32,400 Tons || 128,000 Units || 972 Million / 4 || Huge / 10 || 8 || Huge / 5 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || 8 || 24d10 || DR 10 / Mod 4 || ~18,000+ ft / ~36 sq || Yes || 108 || 10,800 Tons || 32,000 Units || 324 Million / 3 || Large / 10 || 6 || Large / 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || 9 || 18d10 || DR 7 / Mod 4 || ~8,000+ ft / ~16 sq || Yes || 36 || 3,600 Tons || 8,000 Units || 108 Million / 2 || Large / 8 || 4 || Large / 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || 9 || 16d8 || DR 5 / Mod 3 || ~2,000+ ft / ~4 sq || Yes || 12 || 360 Tons || 1,920 Units || 36 Million / 1 || Medium / 8 || 2 || Medium / 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || 10 || 12d8 || DR 4 / Mod 3 || ~500+ ft / ~1 sq || Yes || 4 || 120 Tons || 480 Units || 12 Million / 0 || Medium / 6 || 1 || Medium / 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || 11 || 8d8 || DR 3 / Mod 2 || ~250+ ft / 4 per sq || Yes || 2 || 40 Tons || 70 Units ||  4 Million / 0 || Small / 4 || 0 || Small / 2||2&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || 11 || 6d6 || DR 2 / Mod 2 || ~125+ ft / 16 per sq || Yes || 1 || 4 Tons || 16 Units || 320,000 / 0 || Small / 2 || 0 || Small / 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 ||  -2 || 12 || 4d6 || DR 1 / Mod 1 || ~75+ ft / 64 per sq || No* || 0  || 2 Ton || 4 Unit || 160,000 / 0 || N/A / 3 || 0 || N/A / 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || 12 || 2d6 || N/A || &amp;lt;75 ft / 256 per sq || No* || 0  || 1 Ton || 0 || 80,000 / 0 || N/A / 2 || 0 || N/A / 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;14&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Size: The Size Modifier&#039;s act like they do for creatures of the same size. They either add or take away from the total AC. Size is also what predetermines the majority of the base stats of the ship.&lt;br /&gt;
&lt;br /&gt;
;Armor Bonus: The Armor bonus represents the hulls of the ships. Lager ships can have thicker, heavy hulls. Ships that have a positive gain a natural DR equal too the bonus on top of its bonus to AC.&lt;br /&gt;
&lt;br /&gt;
;AC: The AC in the chart above is the total after the Size Modifier and Armor Bonus is applied. &lt;br /&gt;
&lt;br /&gt;
;Shield DR / Multiplier: The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the [[Space_Ships#Ship_Statistics|Ship Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
;Sq ft: Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe no craft of that magnitude could preform Faster Then Light travel without help from external sources. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
;Cargo Capacity: The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume on average. Going over this unit amount will cause the ship to be over burdened. Which will cut Combat Speed in half as well as Transpiration speed. The maximum a ship can actually carry is twice the Unit amount. However that is if there are no passengers other then the necessary crew. As every spare room and all the hallways would be filled with cargo containers. &lt;br /&gt;
&lt;br /&gt;
;Cost / Procure Diff: The prices in the above graph already include the procure difficulty. Procure Diff and price can increase due to Hull Configurations and customizations. The Cost is considered what a Civilian ship would cost. Any Military class hull will cost 4 times as much and have a +1 to the Procure Diff.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Movement:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Mobility Bonus of the ship plus the Pilot Bonus if applicable. This is rolled every turn during combat usually by the Player whose character is piloting the ship. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Provided by the Hull Size this attribute can be modified by the Hull Configuration as well as by the Players that may want to modify there ship to hold more. More unit space is provided by converting bays into cargo holds. Each bay adds 1/4 of the default cargo space of the Hull Size of the ship. So if the ship is a medium size hull then converting one of the bays would provided an additional 120Units of space.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost/Procure Diff:&lt;br /&gt;
|-&lt;br /&gt;
| This is the cost of and procure diff of the ship. It is always nice to record what you paid for the ship. Or what your appraisal of the ship might be. The GM might tell the Players what the ship is worth if they find it. However the GM might not. The Characters may have to roll checks to appraise the ship.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| This is a place to record who is the crew of the ship and what there bonuses are. If one of the crew takes over piloting for example you can look here to find there pilot bonus so you do not have to re-write it.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| Simply a place to record its size. The only requirement here is that you record the Squares that the ship officially occupies which is based on size. However specific dimensions of the ship so that players can get a sense of the ships look and feel is always a nice touch of detail! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Ships can carry crew and passengers. This capacity refers to the total number of people that require life support on board the ship. However passenger count is not the same as the required amount of crew members to manage a ship. Ships can run on a surprisingly small number of crew members due to advanced automation technology. It makes no sense to carry more &#039;meat bags&#039; that could die at any moment into the harassed place in the universe. In order to carry more then the average necessary crew of 8 (only applies for ships that have a higher passenger count then 8) a ship needs Passenger Bays installed. If all available bays are installed then the maximum amount passenger capacity is reached + the crew. This is dictated by the Hull Size. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Dex Mod of the Pilot. This only is applied if the Pilot has the [[Pilot|Pilot]] skill. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| Of course a ship has to have a name! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Tactical Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This is the speed of the ship during combat.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! FTL Engine/Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This the FTL of the ship. Which also determined the Travel speed of the craft. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| A summary including Hull Size/Configuration/Quarks and other interesting tid pits of info. Such as history of the ship and what not. This is a nice place to add detail and &#039;character&#039; to the ship. Kinda like giving a character a backstory this is where one would record such things.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 350,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Tiny || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
:*Dis-Advantages: -2 to Mobility, -3 Hard Points&lt;br /&gt;
:*Advantages: +2 Bays (Both are forcefully converted into Cargo Holds) as a 240Units of Cargo Space, Super Common Bonus -1 to Procure Diff and 50% less time/cost to repair&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 480Units, Passenger Cap is 8, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Mobility, +1 Non-Weapon Hard Point&lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 1,920Units, Passenger Cap is 12, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Armor, All weapons gain the &#039;Barrage&#039; mode for free.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -4 Mobility, -3 Hard Points&lt;br /&gt;
:*Advantage: +4 Bays, +2 Sensors, +2 Communications, +2 Electronics&lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Mobility, -5 Hard Points&lt;br /&gt;
:*Advantages: +6 Bays, +2 Sensors, +2 Electronics, Built is Repair Bay for Large ships or smaller.&lt;br /&gt;
:*Misc: Can carry, deploy, repair ships of Large size or smaller. &lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Dis-Advantages: -2 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Dis-Advantages: -2 Armor&lt;br /&gt;
:*Advantages: -4 Hard Points, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium sized craft, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; for free. &lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defenses. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerized but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -5 Ability Points, -2 Hard Points&lt;br /&gt;
:*Advantages: Can mount a single Gigantic sized weapon without taking up any hard points. This Gigantic weapon has double the base range and a +2 Moderate Advantage to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
:*Dis-Advantages: -2 Armor, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
:*Dis-Advantages: -1 to Sensors&lt;br /&gt;
:*Advantages: This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
:*Dis-Advantages: -4 Mobility, -4 Hard Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +6 Cargo Bays which adds an additional 20,000 Units of space for a total of 28,000 Units if no other bays converted.&lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -2 Hard Points&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Bay of the largest size that the Hull configuration can hold. The Industrial Bay provides a +2 bonus with the correctly skill person.&lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
:*Dis-Advantages: -2 Armor, -2 Engines, -2 Electronics, -2 Hard Points&lt;br /&gt;
:*Advantages: +4 Mobility, +2 Communications, Pilot doesn&#039;t need the Pilot skill to provide Dex bonus, +2 Passengers&lt;br /&gt;
&lt;br /&gt;
== Ship Functions ==&lt;br /&gt;
&lt;br /&gt;
Ship Functions are special abilities much like Skills for a Character. Some are meant for combat while others for day to day use. Some functions are standard on all ships. While others require a Ship Upgrade to use. The default ship Functions are Ram, Target and Scan. All of ship functions require a Ship Upgrade too use. Ship upgrades and there rules located on the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The full list is as follows: (Click for a full description)&lt;br /&gt;
* [[Beam|Beam]]: A semi-instant form of transportation where matter is transformed into energy and beamed to a new location where it is converted back to matter. &lt;br /&gt;
* [[Bombard|Bombard]]: A tactical maneuver where the weapons are given the &#039;Suppressive Fire&#039; ability.&lt;br /&gt;
* [[Cloak|Cloak]]: Cloaking implies some form of stealth technology designed to full Sensor Scans. &lt;br /&gt;
* [[Crypto|Crypto]]: A way to send or receive protected communications. Similar to [[Decipher_Script|Decipher_Script]].&lt;br /&gt;
* [[Feint|Feint]]: An A.I computer supplement for combat maneuvers. If activated the ship will attempt to make automatic &#039;corrections&#039; to ship movement to full targeting sensors.&lt;br /&gt;
* [[Grapple|Grapple]]: Different kinds of ways to &#039;grab&#039; a ship and hold or even move its position.&lt;br /&gt;
* [[Jam|Jam]]: Designed to target a specific component of an opponent Sensor array. Either Targeting, scanners or other devices and keep them from functioning.&lt;br /&gt;
* [[Ram|Ram]]: The ability to drive a ship directly into another in such a way to cause the most damage to the opponent ship and the least to itself.&lt;br /&gt;
* [[Scan|Scan]]: The ability to search for or study a object or objects in space.&lt;br /&gt;
* [[Target|Target]]: The ability to lock onto a specific object and accurately track its position.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Accessories ==&lt;br /&gt;
&lt;br /&gt;
Space Ship Accessories are all the extra components that go into the ship after the 6 Core System Attributes and the default Hull/Configuration components have been installed. These are Hard Points which are external mounting points for weapons and other devices, Bays which are large internal spaces within the ship that can be customized for specific tasks like a Medical Bay, Cargo Bay and etc, and Upgrades/Modifications which may require the use of Hard Points and/or Bays but either directly effect Core System Attributes or introduce new ship Functions. All of these items can be found on the [[Ship_Equipment|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
! Number of Bays&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10 || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 || 6  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;4&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Ship_Equipment#Ship_Weapons|Ship Weapons]] page. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. More information on Ship Bays in the [[Ship_Equipment#Ship_Bays|Ship Bays]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrades &amp;amp; Modifications ===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Space Ship FTL Drive ==&lt;br /&gt;
&lt;br /&gt;
FTL is short for Faster Then Light. The FTL drive is one of the most important aspects of a ship. Without them conquering or exploring the galaxy would be impossible. However this aspect of the ship doesn&#039;t help much in the terms of combat it is what allows the ship to get its crew safely across the stars. The better an FTL drive the faster a ship can get to its destination. But also safer as many possible dangers arise from traveling the cosmos and FTLs help steer the ship away from encounters. They can also make it harder for enemy ships to track or pull your ship out of FTL. &lt;br /&gt;
&lt;br /&gt;
FTLs have a Range rating and a Speed rating. Ranged its based on the distance to the destination and is categorized in four ranges. Small, Medium, Large, Extreme (Because the galaxy is extremely big). Speed is incremented by a Warp factor. Warp 1 through Warp 10. For more information about Range, Warp Factors and the hazards of space travel please review the [[Transportation|Transportation]] rules.&lt;br /&gt;
&lt;br /&gt;
FTLs are rated by Tech Level. You cannot put an FTL of a higher level in a lower level ship core. Each ship comes standard with the starting out FTL of its Tech Level which should always be the Jump drive. Upgrades cost.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Tech 1&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Jump Drive&lt;br /&gt;
:** Description: This system allows the ship to work with an external jump gate station to jump the ship to its destination. The Jump sends the ship at Warp 10 speeds up to Medium distances. However this can only work with the assistance of a jump gate.&lt;br /&gt;
:** Price: $50,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Hopper)&lt;br /&gt;
:** Description: This system is the most common form of FTL travel. Most every space fairing civilization has made a variation of the warp drive. The Warp Drive creates a protective energy bubble and then shots a massive amount of positive energy in front of the ship and negative energy out the rear of the ship. These energy blasts stretch space-time by shrinking it in front of the ship and expanding it behind the ship. The ship has to first accelerate to roughly 5% the speed of light as the ship need to move slightly itself while space itself also moves the ship within its bubble. The lower tech level version of the Warp Drive, only capable of speeds of Warp 1 through 4, is called &#039;The Hopper&#039;. This is because a steady stream of energy is impossible too achieve as the energy would have to be traveling faster then the speed of light to always be at the right position. In order to get around this issue the ship &#039;hops&#039; from one burst of energy too the next. Up to a few thousand bursts a second combined with the fact that bursts don&#039;t move the ship itself but space around the ship means that the passengers on board do not feel like they are moving in jolts.   &lt;br /&gt;
:** Price: $150,000 / 0&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 2&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Advanced Jump Drive&lt;br /&gt;
:** Description: This is Jump Drive system is similar too its Tech 1 counter part. But now can travel Long and Extreme distances. However it still can only do so with the assistance of a jump gate. &lt;br /&gt;
:** Price: $100,000 /0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Skimmer)&lt;br /&gt;
:** Description: This Warp Drive is the next technological evolution of Warp Drive technology. Similar to its Tech 1 counter part but now with advances in its sub-light propulsion systems and advanced energy distribution systems new speeds can be achieved. This Drive can now go up to Warp 7. This system is called the skimmer because it achieves these speeds by going at near 50% light speed using sub-light engines. This allows it to skim over the nearly shrunken space in front of it eventually leading to that space being considered behind the ship. This space sense it very recently shrunk can be expanded with less energy faster. Thus helping the ship go at faster speeds. Also the warp engine is capable of bursting at a faster frequency. &lt;br /&gt;
:** Price: $300,000 / 0&lt;br /&gt;
:** Modifier: +1&lt;br /&gt;
:* Slip Stream Drive&lt;br /&gt;
:** Description: This uses a new concept of FTL. It makes a small tear in space that a ship can &#039;slip&#039; into. The ship is protected by a similar &#039;bubble&#039; of space that is made for a Warp Drive while the pressures felt within this sub-space pushes unevenly on the ship. The pressure is much greater where the tear is. Now the ship rapidly moves away from the tear. In Sub-Space objects are not limited by the Speed of Causality (The Maximum Speed of Light) meaning the ship zooms across a fast amount of space relative too its position in subspace. The ship then produces another tear and bursts its way out into normal space. Both the entering and existing of this tear causes a lot of excess radiation that can be seen for millions of AUs. The top speed of this is Warp 6. The act of making a Tear requires 30 seconds at which time a ship cannot cloak and it&#039;s easier to target. Opponents get a moderate +2 bonus. The same goes for after leaving a tear. Tracking where a ship went after entering a Tear is fairly easy. +4 to Scanning when traking a ship after it has entered a Tear.&lt;br /&gt;
:** Price: $450,000 / 1&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 3&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Jump Drive&lt;br /&gt;
:** Description: Much like its lower level counter parts. Except now this system can make Warp 10 jumps on its own. As long as its a Small or Medium distance. It only preform a single jump before having to re-fuel.&lt;br /&gt;
:** Price: $1,000,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The High Pulse Drive)&lt;br /&gt;
:** Description: Capable of speeds up to Warp 8 this is too many the most advanced version of Warp Drive achievable. The High Pulse Drive gets its name because advances in near loss less energy teleportation allow for the constant stream of energy to be placed in the correct positions as the ship travels. Reducing the burst effect to a frequency in the billions. Adjusting Warp speed is extremely smooth and allows for the Drive to &#039;jump&#039; into high Warp almost instantly and just as quickly &#039;jump&#039; out.&lt;br /&gt;
:** Price: $3,500,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Phase Shift Drive&lt;br /&gt;
:** Description: Shifting the ship out of phase with the rest of the Universe this ship can easily accelerate as if it didn&#039;t have mass. This would appear to only make a ship goes at the speed of light if it wasn&#039;t also for utilizing Slip Stream Drive technology. This allows the ship to enter and exit sub-space with ease and allows for a faster total speed of Warp 7. Just like a Slip Stream drive except it now only takes 6 seconds or two combat turns to make a tear and enter it. The same modifiers still apply and a ship can still not cloak for the 2 turns before entering and after exiting. &lt;br /&gt;
:** Price: $5,000,000 / 2&lt;br /&gt;
:** Modifier: +4&lt;br /&gt;
: &#039;&#039;&#039;Tech 4&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Advanced Jump Drive&lt;br /&gt;
:** Description: Much like the Jump drives before it except this can be used to itself at Warp 10 to distances up to Extreme. &lt;br /&gt;
:** Price: $10,000,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Expert Warp Drive&lt;br /&gt;
:** Description: The most advanced and complicated Warp device ever designed. The fastest way to travel except through a Worm Hole or Advanced Jump Drive this personal Warp Drive can send a ship up to speeds of Warp 9.&lt;br /&gt;
:** Price: $15,000,000 / 2&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
:* Advanced Slip Stream Drive&lt;br /&gt;
:** Description: This system uses the Jump Drive mechanics combined with Phase Shift technology and Slip Stream Tear technology to make the most stealthy form of Space Travel. Tears in space are made within the ship itself much like a Personal Jump Drive works. The Phase Shift system allows a ship to be one second at a stand still and the next accelerating to near the speed of light only to Jump itself into a tear which is projected within the front part of the ship. Sensors will find it extremely difficult to detect the Jump Into subspace sense the ship is mostly out of phase when its done. The tear is almost completely concealed by the ship. The tear when existing still gives away the ships destination however the ship itself comes back into normal space out of phase and thus stealthed by default. A ship can now enter a Tear in just 1 turn. Although the cloak has to be deactivated. It can be reactivated only 1 turn after exiting the tear. &lt;br /&gt;
:** Price: $25,000,000 / 3&lt;br /&gt;
:** Modifier: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A ship can have more then 1 FTL. However an FTL always takes up 2 Bays and 1 Hard Point. &lt;br /&gt;
&lt;br /&gt;
=== Crafting FTL Drives ===&lt;br /&gt;
&lt;br /&gt;
FTL drives are considered one of the most complicated pieces of equipment ever invited. It requires at least 1 rank in the following 3 crafting skills. Craft Mechanical, Electronics, Structure. Making a FTL follows the Craft Structure rules and thus requires a facility. To learn more about crafting go [[Craft|here]].&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventurer is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. The quirks are permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
* Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: When getting massive damage or receiving a crit on the ship the there is a 50% chance a component may start to malfunction requiring a crew member to waste a turn finding and banging the part back into shape.&lt;br /&gt;
* Positive: Instead of repairing an item over possibly multi turns a crew member can act even without the appropriate skills to quickly repair a single broken part of the ship once per day by simply hitting it really hard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
* Description:  Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component. &lt;br /&gt;
* Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. There is a 20% chance something will go wrong. A percentile dice roll is used to confirm.&lt;br /&gt;
**1-10%: Superficial problem. The ship is just a little more bumpy/noisy then normal.&lt;br /&gt;
**11-20%: A minor problem with the engines. -1 to the engines until they are repaired.&lt;br /&gt;
**21-30%: A minor problem with the crafts Mobility. -1 to Mobility until repaired.&lt;br /&gt;
**31-40%: A minor problem with the Amour. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
**41-50%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
**51-60%: A minor problem with the Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.&lt;br /&gt;
**61-70%: A minor problem with communications. -1 to Communications. Or random calls from unknown sources show up. Or calls end when they shouldn&#039;t. GM Choice.&lt;br /&gt;
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
**91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is a minor one it requires no materials and 1 work day of no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done.&lt;br /&gt;
* Positive: Because of the experience the crew must gain through repairing the darn ship all the time the crew gain the Advanced Jerry Rigging Feat when making repairs to only this ship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Infested &#039;&#039;&#039;:&lt;br /&gt;
* Description: You do not know how or when and frankly you don&#039;t care. You just want these dam pests gone! They are smelling, annoying, and fur gets everywhere. And that&#039;s if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have they all have one thing in common. They know how to stay alive and most notably THRIVE on board a space ship. They do this by living off the ship systems. Some people swear they live solely off the frustrations and agony of the crew. &lt;br /&gt;
* Negative: You will have a hard time taking on passengers on your ship. All crew and passengers have to roll Constitution saves once a day with a DC12. If they fail they become sick and gain the condition [[Conditions#Sickened|Sickened]]. The condition has no specifications except that it lasts 1d4 days and can be cured by 1 day of full rest off the ship or if onboard the ship one day of rest an a successful [[Treat_Injury#Treat_Disease_.28DC_15.29|Treat Disease]] check. Engineers have a -1 to repair checks on the ship.&lt;br /&gt;
* Positive: The likely hood of a stowaway on your ship is nearly nill. And if one does deiced to come on board they have a -10 to stealth. Pests don&#039;t like sharing! +2 to Communications when dealing with pirates/smugglers. Not only do must sympathies with your problem they also don&#039;t want to even think about docking with your ship. Making stealing your stuff all that much harder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bad Past &#039;&#039;&#039;:&lt;br /&gt;
* Description: However owned this ship deserves to be shot right next to the person who sold ship too you. For some reason this ship seams to bring out all the ugly when trekking around space. It seams like whoever owned this before you was wanted in all the systems and not in a good way. If its not pirates then its [[Advance_Classes#Tracer|Tracers]] or local police or the military. Or some princess who just wants to know when she will see your ship docking in her port again. Take advantage of the situation or try to correct is up too you. Almost assuredly this ships past is gonna get in your way and likely when you least expect it.&lt;br /&gt;
* Negative: -4 to communications. The ship is communally known along with its systems. People may attack you without provocation. &lt;br /&gt;
* Positive: Its likely that this ship can open as many doors as it closes. Its a 50/50% chance the person that knows your ship wants to kill you or pretend to be your friend and then maybe kill you later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Artificial Intelligence &#039;&#039;&#039;: &lt;br /&gt;
* Description: Wait what? I thought that was illegal for space ships to have fully aware AI computer linked too all ship systems. (Especially Weapons) Well that may be one reason why the ship didn&#039;t tell you right away it was smarter then you. But now you know. Hopefully it is nice and wont kill you. (Open the bay doors damit!) Nightmares aside you are in a deep pile of crock! If authorities find out they may as well put you in jail. Helping AI is breaking serious rules. One the other note this ship is pretty awesome! I mean wow! You sure hope it doesn&#039;t turn on you! *gulp*.&lt;br /&gt;
* Negative: Illegal! You cannot sell this through official markets. If you are caught most civilizations completely outlaw AI with such freedom and power with extremely harsh penalties. (This Negative cannot be ignored using the &#039;Out Dated&#039; quirk) &lt;br /&gt;
* Positives: +1 to Sensors, Mobility, Electronics. The ship can drive itself and pretend to be someone onboard. Oh the possibilities! &lt;br /&gt;
* Misc: The ship has to have a personality. Below are some options. You can roll for these or the GM can choose one. Or a blend&lt;br /&gt;
** Optimist&lt;br /&gt;
** Bully&lt;br /&gt;
** Physio&lt;br /&gt;
** Shy/Unsure&lt;br /&gt;
** Over achiever&lt;br /&gt;
** Whimsical&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Noisy &#039;&#039;&#039;:&lt;br /&gt;
* Description: Something somewhere is loose. Maybe as simple as a loose screw or as complicated as a electromagnetic field is off alignment. Either case this ship doesn&#039;t stop humming, whizzing, and ever now and then for excitement it jitters. You consistently think that&#039;s the last jitter it will make before the whole thing falls apart like a house of cards. But the she still is flying straight. So whatever it is it must not be important. Annoying as hell but not important.&lt;br /&gt;
* Negative: -1 to Communications.&lt;br /&gt;
* Positives: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Battle Scars &#039;&#039;&#039;:&lt;br /&gt;
* Description: Like a painting the hull of your ship speaks a thousand words. It seams like each panel is telling some story of great deeps and glorious conquest. Or at the very least oh my gosh look how close we got to being vaporized! The first option defiantly sounds better in a bar! &lt;br /&gt;
* Negative: -1 HD worth of Hit Points.&lt;br /&gt;
* Positive: +2 Communications, +4 to Communications when using the [[Intimidate|Intimidate]] skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Lucky &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t quite know how and thinking about it is likely a waste of time. But you guys always seam to get through some of the craziest scraps! Maybe this ship is just good luck!&lt;br /&gt;
* Negative: None&lt;br /&gt;
* Positive: One per day a player can re-roll a check that uses one of the ships Attribute modifiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cursed &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t know why... and damit you wish you did but ever sense you been on this ship things just suck!&lt;br /&gt;
* Negative: Once per day negate the first Crit that is rolled when rolling for something that uses the ships Attribute modifiers.&lt;br /&gt;
* Positive: None&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
Building or repairing a ship requires a Ship Yard. A Docking Bay can also be used to repair a ship if the ship/station that has the Docking Bay also has a Industrial or Engineering bay.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including any customizations or accessories unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.&lt;br /&gt;
&lt;br /&gt;
Other players can also help in the building of a ship. The same rules associated with building a structure apply. To review the rules go [[Craft|here]]. Repair work can also be divided up. &lt;br /&gt;
&lt;br /&gt;
Building a Weapon or other hard point accessory is also considered like building a structure. With the except of Diminutive and Fine as they are normal sized weapon rules and thus the same rules for crafting. Making a hard point requires either a ship yard or a Engineering facility. The default time for crafting a non-weapon hard point accessory is 20 days. Weapon crafting times are based on there weapon sizes just like ships. &lt;br /&gt;
*Gigantic: 80 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Large: 40 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Medium: 20 Days&lt;br /&gt;
*Small: 10 Days&lt;br /&gt;
&lt;br /&gt;
Building a Bay requires 20 days for normal size bays and 40 days for Large sized bays. They can be built in any facility designed to handle the construction of a structure. They can be built directly into the ship or be built in pieces and then shipped and assembled inside of the ship. It takes two days to assemble a normal bay or 4 days to assemble a large bay. You cannot speed up the assemble process by dividing up work. Only the crafting of the item can other characters assist. You do not need to account for assembling a bay if it is directly built into the ship.&lt;br /&gt;
&lt;br /&gt;
Building an upgrade or other accessory is completely dependent on the item itself. However installing it from a time perspective is like repairing the ship of a major problem. Which is a full day while not being in FTL. Some upgrades may require that the ship be in a ship yard or a facility that supports repairs.&lt;br /&gt;
&lt;br /&gt;
=== Master Work Craft ===&lt;br /&gt;
&lt;br /&gt;
A ship can be master worked. This is represented by an additional point toward the 6 Core System Attributes for each Crafting skill a character has the required rank in. To make Master Work structures a Character must have a rank of 5 or higher in the appropriate skill. There are 3 crafting skills that effect ship building and those again are Electrical, Mechanical, Structural. That means there is a total of +3 points that can go toward a ship. &lt;br /&gt;
&lt;br /&gt;
If a ship has already been built it can be modified in a ship yard to add the additional point or points. These takes 1/3rd the total crafting time of the ship per point added. This means that if all 3 points are added at once it will take the total time of crafting the ship to complete the work. Just like in normal crafting the work can be divided up. Giving that each person doing the work has the correct crafting skill rank. If you have three characters each character can have one of the crafting skills at the correct rank not all characters have to have all the crafts at the correct rank. &lt;br /&gt;
&lt;br /&gt;
If you pay for assistance in building a master worked ship the cost of extra labor is 50% more for each extra point. Making the finial price an additional 150% of the original cost. Also the procure difficulty is increased by 1. This means an additional adjustment in price if the Character is buying a Master worked ship not building it.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=2816</id>
		<title>Advance Classes</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=2816"/>
		<updated>2016-01-20T00:53:05Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Robotic Master */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ambassador ==&lt;br /&gt;
Diplomats, Dignitaries and Consultants can all fall under the title of Ambassador. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Ambassador&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Ambassador strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Ambassador will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Ambassador chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Ambassador does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Ambassador if you want your Character to excel at negotiations and have political connections and influence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become an Ambassador, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skills: Diplomacy 2 Ranks, Knowledge (civics) 2 ranks, Knowledge (theology and philosophy) 1 ranks.&lt;br /&gt;
# Allegiance: An Ambassador must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Ambassador breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Ambassador cannot have Armor Proficiency (heavy) or (power) feats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Ambassador’s class skills are as follows. Diplomacy (Cha), Intimidate (Cha), Profession (Wis), Sense Motive (Wis), and Language (none). Choose Two Knowledge Skills: [(behavioral sciences, civics, current events, history, theology and philosophy)](Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Ambassador must pick a faction type that most closely resembles the type of faction that the Ambassador swears allegiance too. The list is located [[Advance_Classes#Ambassador.27s_Allegiances|here]]. This will add extra bonuses too the Ambassador.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Ambassador&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br \&amp;gt;Bonus&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Diplomatic immunity&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+0||Open arms&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+0||&lt;br /&gt;
|-&lt;br /&gt;
|4th||+0||Information access&lt;br /&gt;
|-&lt;br /&gt;
|5th||+0||Stipend&lt;br /&gt;
|-&lt;br /&gt;
|6th||+1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|7th||+1||Restricted access,&amp;lt;br \&amp;gt;Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|8th||+1||Stipend&lt;br /&gt;
|-&lt;br /&gt;
|9th||+1||&lt;br /&gt;
|-&lt;br /&gt;
|10th||+1||Select consuls&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ambassador&#039;s Class Features  ===&lt;br /&gt;
;Diplomatic Immunity:&lt;br /&gt;
: Starting at 1st level, if the Ambassador is arrested for a crime, she can make a Diplomacy check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how authorities react if the Ambassador succeeds. See Table: Diplomatic Immunity for Diplomacy check DCs based on the severity of the crime. If one of the Ambassador’s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Ambassador may intercede on the consul’s behalf. One may aid the other’s Diplomacy check. An Ambassador who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Diplomatic Immunity&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Severity of Crime &lt;br /&gt;
! Examples &lt;br /&gt;
! DC&lt;br /&gt;
! Effect of Successful Diplomacy Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Class 5|| Disturbing the peace, public intoxication, noninjurious traffic violation||15||–2 penalty on subsequent Diplomacy checks in that area&lt;br /&gt;
|-&lt;br /&gt;
|Class 4 ||Possession of controlled substance, injurious traffic violation, operating business without a license, operating a vehicle or starship without a license, assault without a deadly weapon||20||–5 penalty on subsequent Diplomacy a checks in that area&lt;br /&gt;
|-&lt;br /&gt;
|Class 3 ||Attempted bribery of a public official, robbery or grand theft, aiding and abetting a known felon, assault with a deadly weapon, possession of a concealed weapon||25||–10 penalty on subsequent Diplomacy checks in the area&lt;br /&gt;
|-&lt;br /&gt;
|Class 2 ||Murder or manslaughter, fraud, smuggling, assault against a public official, trafficking in controlled substances||30||Deportation within 2d6 hours&lt;br /&gt;
|-&lt;br /&gt;
|Class 1 ||Conspiracy against the government, murder of a public official, sabotage of public utilities||35||Detention pending the diplomatic action by character’s affiliated government&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Ambassador is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Ambassador class level on all Diplomacy checks.&lt;br /&gt;
&lt;br /&gt;
;Information Access&lt;br /&gt;
:Starting at 4th level, the Ambassador can make Gather Information checks without spending money or making Wealth checks, provided she is dealing with individuals or organizations that are helpful, friendly, indifferent, or unfriendly toward her or those she represents. Dealing with individuals or organizations that are hostile requires the Ambassador to make Wealth checks as usual when using the Gather Information skill.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
:Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 5th level, and again at 8th level, the Ambassador gains a one-time Wealth bonus increase of +4.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 6th level the Ambassador gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Ambassador gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +5 bonus on Computer Use checks made to defeat computer security and a +5 bonus on Study checks.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 10th level, the Ambassador may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Ambassador may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Ambassador to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
=== Ambassador&#039;s Allegiances ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Ambassadors on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Ambassador&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Ambassador too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Ambassador could be sent to peacefully resolve the situation. Ambassador&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: Insider Knowledge: A bonus too Diplomacy and Intimidate checks equal to the Ambassador Class level when dealing with any Corporation personal. A Major +4 advantage bonus too Computer Use checks when attempting to get information from a computer owned by a corporation. The class also gets the Knowledge Business as a Class skill and gets a Moderate +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Ambassador&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Ambassadors would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: Ambitious: The Ambassador is more likely to get promoted. Moderate +2 bonus too Profession checks. The Ambassador also gets a Minor +1 to Intimidate checks when dealing with government agencies. The Ambassador also gets Knowledge Local as a class skill with a Moderate +2 bonus when using it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Ambassadors are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Ambassadors will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: Powerful connections: The Ambassador has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the Knowledge Civics as a Class skill and gets a Moderate +2 bonus too it. The Ambassador also gets a Moderate +2 to Intimidate checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the globe and some religions have fared well. These mega religions have power and influence and Ambassadors are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Ambassadors to make there will known to the people, governments, and corporations. Sometimes Ambassadors are sent to work in secret while others walk openly and proudly about there faith. Ambassadors would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: Strong Convictions: The Ambassador who swears alliance to a small or medium sized government has a Moderate +2 advantage bonus to Wisdom saves. Also the Ambassador gets a Minor +1 bonus to Int and Wis Modifiers when someone is attempting to Bluff,Intimidate or use Diplomacy against them.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had traveled too a new dimension and now looked tried from her experiences laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets including her&#039;s. Mars. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have the powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in spacetime to not cause inter-dimensional gates. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become an Dimension Knight , a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skills: Survival 2 Ranks, Athletics 2 Ranks&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. Intimidate (Cha), Choose One Knowledge: [(civics, history, theology and philosophy)] (Int), Study (Int), Sense Motive (Wis), and Language (none).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br \&amp;gt;Bonus&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Detect Rift&amp;lt;br /&amp;gt;Gate Traveler&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+1|| Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+1|| Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|4th||+1|| &lt;br /&gt;
|-&lt;br /&gt;
|5th||+1|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|6th||+1|| &lt;br /&gt;
|-&lt;br /&gt;
|7th||+1|| &lt;br /&gt;
|-&lt;br /&gt;
|8th||+2|| Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|9th||+2|| Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||+2|| Bend SpaceTime&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Using a Perception check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and useable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these otherwise undetectable Gates and make them temporarily useful to them and possibly others. To do so requires a Survival Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 30. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +10 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: Lastly if you want to travel through the Gate another Survival check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. A Characters much make this check. Which is a DC 15 + additional difficulty for an unstable Gate. The Dimension Knight can there total Character Affinity Bonus too the check because of their expertise. &lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: A Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This is done over the course of at least 7 days using a Survival Check ever day of a DC of 15. They do not have to be consecutive. Once this is complete the Dimension Knight can teleport herself (And anyone of her choosing within a 5ft radius) back to this location no matter where she is in the universe or which dimension she is in. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed Perception check against the Dimension Knights average score of Survival checks used to make the location. The process has to be over again after a teleportation happens or any other Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. This also means that the Dimension Knight can only do this teleportation once per day and must rest before using ANY other Dimension Knight talents. &lt;br /&gt;
&lt;br /&gt;
; Bend SpaceTime&lt;br /&gt;
: Using there advanced gifts the Dimension Knight can bend Spacetime slightly to help get an advantage. When declared the combat action becomes a full round if it already is a full round action this Talent cannot be used. The Player rolls twice for whatever dice rolls are associated with the combat action and then takes the highest rolls. The Dimension Knight can only do this 1 + 1 every 5 levels of Dimension Knight. &lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. Still unknown too this day of exactly how or why this power was ever given Dimensional heroes roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves Unity. The Order of Unity dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly necessary. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves The Divergent. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional Peoples that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims that is when the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides all but extinct they went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed and more and more people emerged with these powers and once again sides are starting to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The Order of Chaos. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Chaos banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Chaos tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Chaos are made up of ex members of the other orders. They identify themselves and such to try to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Affinity bonus too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
:; Dimensional Jump&lt;br /&gt;
:: At level 2 the Unity Knight can preform a jump as a full round action up to 30ft + 5ft per Dimension Knight level. This &#039;jump&#039; instantly teleports the Character to the location which doesn&#039;t even have to be in line of site. However it *HAS* to be a location the Character has been before. At level 5 the Dimension Knight can take along additional people as long as they are touching her. At level 10 the Dimension Knight can even take large and in motion objects such as a vehicle as long as its touching and the Dimension Knight no longer needs to go with. &lt;br /&gt;
&lt;br /&gt;
:; The Cosmos&#039;s Judgement&lt;br /&gt;
:: At 9th level the Unity Knight can use their ability to warp spacetime to produce terrible amounts of damage onto a target. If the target is another Knight then the Knight can preform a Survival Check as a saving throw against the DC of 5 + Knight Level + Str Mod to only receive half damage. The attack is a Touch Attack and the damage is: 6d6 (negate any and all DR) A unity Knight can do this 2 + Wisdom Mod times a day and will need full rest before attempting anymore.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Affinity bonus too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
:; Disruption&lt;br /&gt;
:: At level 2 the Divergent Knight can disrupt space to make it unstable or dangerous for FTL (Faster Then Light) travel. This can cause spaceships that fly through this disruption to fall out of stability and slow down to sub-light speeds until the engines can be repaired. This also can cause certain types of power systems that depend on gravity or anti-matter to fail to run or not run at maxim efficiency. In combat this is a full round action that provokes and Attack of Opportunity. The Knight can generate a 15ft radius field of disrupted space for 1d6 turns. People within that space that have power suits will be unable to use anything evolving force fields or anti-gravity. And any Psionic Talents or techniques will have to roll a Wisdom check against a DC15 or be unable to preform.&lt;br /&gt;
&lt;br /&gt;
:; Shatter Dimension&lt;br /&gt;
:: At level 9 the Divergent Knight can with a full round action that provokes and Attack of Opportunity cause a sudden a deadly shock of sub-space energy that creates a small temporary rift into nothingness. Like a micro black hole that latest for less then a micro second the devastation it wrecks within a 20ft radius is intense. A Dexterity saving through of DC20 reduces the damage too half. The range is 60ft + 5ft per Strength Mod. The Damage is: 5d8 (negate any and all DR) &lt;br /&gt;
&lt;br /&gt;
; The Order of Chaos&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Chaos Knight gets to add a Major +4 advantage bonus to Survival checks when traveling through a dimensional Gate.&lt;br /&gt;
:; Travel Safely&lt;br /&gt;
:: At level 2 the Chaos Knight can peer into a gate with a Perception check against a DC20 to determine what conditions await her on the other side. Determine if its safe or not. With a successful survival check when traveling through a Gate the Chaos Knight can actually change the course of the Gate slightly to avoid danger. How far can be determined by how far the survival check beat the DC and up to the GM.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: At 9th level the Chaos Knight can preform a dangerous move that causes energy from the closest other dimension to break into the current dimension. This is a full round action and provokes an Attack of Opportunity. It can be preformed only once per day and requires full rest before doing again. The Player rolls a percentile dice. If 1-30% the damage is: 6d6. If 31-60% its an explosion with a radius of 20ft and 5d8 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an Acrobatics check against DC15 to be flat footed because they fell over. They also all move 5ft toward the explosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 350ft radius in to a random alternate universe. The Gate will only stay open for 1d2 hours and then will collapse causing massive damage within roughly 1,000 miles radius.&lt;br /&gt;
&lt;br /&gt;
== Dogfighter ==&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Dogfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible. On the canvas of stars that makes up the milky-way the scene is illuminated in flashes by weapon fire almost seaming to twinkle. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Dogfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as some of the greatest pilots. &lt;br /&gt;
&lt;br /&gt;
Choose the Dogfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Dogfighter, a character must fulfil the following criteria.&lt;br /&gt;
# Skills: Pilot 2 ranks.&lt;br /&gt;
# Feat: Starship Operation (ultralight).&lt;br /&gt;
# Dexterity Modifier of: +2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hero Points&amp;lt;/u&amp;gt;: This class grants 1 extra Hero point to the Character every time it gains a level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dogfighter’s class skills are as follows. Acrobatics(Dex), Bluff (Cha), Drive(Dex), Pilot (Dex), Profession (Wis), Survival(Wis). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Dogfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0|| Pilot Training&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+1||Defender of the universe&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+1||Extra Attack&amp;lt;br /&amp;gt; Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th||+1||Shake, rattle, and roll (1/day)&lt;br /&gt;
|-&lt;br /&gt;
|5th||+1||To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th||+2|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|7th||+2||Shake, rattle, and roll (2/day)+&amp;lt;br /&amp;gt;Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th||+2||Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th||+2||Extra Attack&amp;lt;br /&amp;gt;Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|10th||+2||Shake, rattle, and roll (3/day)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dogfighter&#039;s Class Features:  ===&lt;br /&gt;
&lt;br /&gt;
;Pilot Training&lt;br /&gt;
: The Dogfighter uses his training and knowledge to better adept himself with all sorts of different starships Any penalties for flying a ship not proficient in is halved. &lt;br /&gt;
&lt;br /&gt;
;Defender Of The Universe&lt;br /&gt;
: Starting at 2nd level, a Dogfighter applies his new found skills in the forum of a bonus to the die result whenever he spends a Hero point to modify an attack roll, skill check, ability check, or saving throw made aboard a starship. The bonus is equal to his Dogfighter class level divided by 2 round down. So (Class Level / 2) round down.&lt;br /&gt;
&lt;br /&gt;
;Do a barrel roll!&lt;br /&gt;
: At 3rd level the Dogfighter can spend a Hero point to preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a Moderate +2 bonus to AC until this next turn.&lt;br /&gt;
&lt;br /&gt;
: At 6th level the acrobatic maneuver only takes a standard action. At 9th level the acrobatic maneuver can be done as a free action.   &lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At 4th level, a Dogfighter learns how rock an enemy starship with weapons fire. The Dogfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). A starship damaged by the Dogfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and gunners included) aboard the shaken ship take a –2 penalty on attack rolls, saving throws, and skill checks for 1 round. A Dogfighter may use this ability once per day at 4th level, twice per day at 7th level, and three times per day at 10th level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At 5th level and beyond, a Dogfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet. The Dogfighter must be piloting the ship to increase its tactical speed.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Dogfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At level 7 The Dogfighter gets a Major +4 bonus too Intimidate Skill checks. Also if the Dogfighter is in the pilot set of a crewed ship and another player attempts to Intimidate the enemy they can make reference too there skilled Pilot at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At 8th level, a Dogfighter can continue to operate a starship even after it has been reduced to negative hit points and has begun breaking apart. The ship may take one move action or one attack action each round. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Dogfighter and all other personnel aboard the ship are considered shaken, taking a –2 penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Dreadnought, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skill: Intimidate 2 ranks.&lt;br /&gt;
# Feat: Improved Damage Threshold.&lt;br /&gt;
# Hero Talents: Any one Tough Hero or Fast Hero talent.&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hero Points&amp;lt;/u&amp;gt;: This class grants 1 extra Hero point to the Character every time it gains a level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. Acrobatics (Dex), Athletics (Str), Intimidate (Cha), Profession (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
   &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Affinity Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st||+0 ||Fearless, stability, unhindered &lt;br /&gt;
|-&lt;br /&gt;
| 2nd||+1 ||Ability surge (1/day), steamroller &lt;br /&gt;
|-&lt;br /&gt;
| 3rd||+1 ||Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
| 4th||+1 ||Master defender (+2)&lt;br /&gt;
|-&lt;br /&gt;
| 5th||+1 ||Ability surge (2/day), knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 6th||+2 ||&lt;br /&gt;
|-&lt;br /&gt;
| 7th||+2 ||Master defender (+4) &lt;br /&gt;
|-&lt;br /&gt;
| 8th||+2 ||Ability surge (3/day), heavy artillery &lt;br /&gt;
|-&lt;br /&gt;
| 9th||+2 ||Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
| 10th||+3||Master defender (+6) &lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
The Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Stability&lt;br /&gt;
The Dreadnought is incredibly sure-footed. She gains a Major +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
The Dreadnought treats any suit of armor worn as though its armor penalty is 2 better.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
At 2nd level, the Dreadnought can temporarily increase her Strength, but at a penalty to AC. At 5th and 8th level, she can use this ability more frequently.&lt;br /&gt;
&lt;br /&gt;
The Dreadnought gains a +8 morale bonus to Strength, but takes a –2 penalty to AC. Activating ability surge is a free action, and the surge lasts for a number of rounds equal to the Dreadnought’s class level. Following the ability surge, the Dreadnought is fatigued for as many rounds as she surged, but may negate this penalty as a free action by spending a Hero point. The Dreadnought may use the ability surge once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level.&lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
Starting at 2nd level, the Dreadnought does not need to move before making an overrun attempt against an opponent. She also gains a +2 bonus on any trip attack made against an opponent who blocks her overrun attempt.&lt;br /&gt;
&lt;br /&gt;
;Master Defender&lt;br /&gt;
Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +2 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total AC)&lt;br /&gt;
&lt;br /&gt;
The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
The bonus increases to +4 at 7th level and +6 and 10th level.&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
At 5th level and beyond, whenever the Dreadnought is allowed to apply her Strength modifier to damage, she forces the target of her successful attack to make at a Fortitude save (DC = damage dealt) or be knocked prone by the force of the blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
Beginning at 8th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnaught under this ideology works for and follows the authority of the land. Whatever time of government that may be. He may be as good too people or as evil. However following the law is the most important part. Dreadnaughts of this Ideologies are most like knights sworn to follow there king. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: I Am The Law!: The Dreadnought gains the Diplomatic Immunity Class Feature from the Ambassador when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: Big Heart: A Minor +2 bonus too all Diplomacy checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnaught under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnaught sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: Indoctrination: A Moderate +2 bonus to Int and Wis Modifiers when defending against Bluff,Diplomacy, Intimidate checks. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Survival of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnaught under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: Self Sufficient: The Dreadnaught gets a Moderate +2 bonus too Survival skill checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnaught is most feared by governments and other factions. A Vigilante Dreadnaught usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnaught may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: Justifying Reasoning: The Dreadnaught gets a Moderate +2 bonus to Intimate and Bluff checks. The Dreadnaught also gets the Knowledge Current Events as a class skill.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make this useful and piratical in every day life. Engineers are the corner stone of modern Civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. In the middle of a battle if the teams firearms prove useless because of the atmosphere. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become an Engineer, a character must fulfil the following criteria.&lt;br /&gt;
# Skills: Computer Use 1 rank, Craft (electrical) 2 ranks, Craft (mechanical) 2 ranks, Knowledge (technology) 1 rank, Repair 1 rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. Computer Use (Int), Craft (Electronic, Mechanical, Structural)(Int), Disable Device (Int), Demolitions(Int), Knowledge (Physical sciences, Technology)(Int), Study(Int)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Builder, improve kit (+1)&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+0||Quick craft, superior repair&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+0|| Sabotage&lt;br /&gt;
|-&lt;br /&gt;
|4th||+0||Improve kit (+2), Reconfigure weapon &lt;br /&gt;
|-&lt;br /&gt;
|5th||+0||Craft XP reserve, quick craft&amp;lt;br \&amp;gt;Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|6th||+1||Craft XP reserve&amp;lt;br /&amp;gt;Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|7th||+1||Craft XP reserve, improve kit (+3), quick fix&lt;br /&gt;
|-&lt;br /&gt;
|8th||+1||Craft XP reserve, weapon upgrade&lt;br /&gt;
|-&lt;br /&gt;
|9th||+1||Craft XP reserve&lt;br /&gt;
|-&lt;br /&gt;
|10th||+1||Craft XP reserve, Unflustered&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
&lt;br /&gt;
;Builder&lt;br /&gt;
:At 1st level, the Engineer gains the bonus feat Builder.&lt;br /&gt;
&lt;br /&gt;
;Improve Kit:&lt;br /&gt;
: An engineer can use his know-how to upgrade an electrical or mechanical tool kit at no additional cost.&lt;br /&gt;
: Electrical Tool Kit, Basic: For the cost of a basic electrical tool kit, an Engineer can assemble a mastercraft (+1) version of the kit that grants a +1 equipment bonus on all Repair checks made to fix electrical devices.&lt;br /&gt;
: Electrical Tool Kit, Deluxe: For the cost of a deluxe electrical tool kit, an Engineer can assemble a mastercraft (+1) version that grants a +3 equipment bonus (instead of the usual +2 equipment bonus) on all Repair checks made to fix electrical devices and a +1 equipment bonus on all Craft (electrical) checks.&lt;br /&gt;
: Mechanical Tool Kit, Basic: For the cost of a basic mechanical tool kit, an Engineer can assemble a mastercraft (+1) version of the kit that grants a +1 equipment bonus on all Repair checks made to fix mechanical devices.&lt;br /&gt;
: Mechanical Tool Kit, Deluxe: For the cost of a deluxe mechanical kit, an Engineer can assemble a mastercraft (+1) version that grants a +3 equipment bonus (instead of the usual +2 equipment bonus) on all Repair checks made to fix mechanical devices and a +1 equipment bonus on all Craft (mechanical) and Craft (structural) checks.&lt;br /&gt;
&lt;br /&gt;
: At 4th level the bonus to mastercraft kits goes up to +2. At 7th level this goes up to +3&lt;br /&gt;
&lt;br /&gt;
;Quick Craft&lt;br /&gt;
: At 2nd level, an engineer learns how to craft ordinary scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build an ordinary scratch-built item, the Engineer reduces the building time by one-quarter. At 5th level, the Engineer reduces the building time of ordinary objects and mastercraft objects by half.&lt;br /&gt;
&lt;br /&gt;
;Superior Repair&lt;br /&gt;
: At 2nd level, an Engineer learns improved ways of repairing robots, vehicles, mecha, starships, and cybernetic attachments.&lt;br /&gt;
An Engineer with a mechanical tool kit and an appropriate facility (a workshop, garage, or hangar) can repair damage to a robot, vehicle, mecha, starship, or cybernetic attachment. (Without a mechanical tool kit, the Engineer takes a –4 penalty on the Repair check.) With 1 hour of work, the engineer can restore a number of hit points based on his Repair check result, as shown in Table: Superior Repair. If damage remains, the Engineer may continue to make repairs for as many hours as needed to fully repair the damaged robot, vehicle, mecha, starship, or cybernetic attachment.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Superior Repair:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Repair Check Result&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| Less than 20||None&lt;br /&gt;
|-&lt;br /&gt;
| 20–29||2d6 + Engineer class level&lt;br /&gt;
|-&lt;br /&gt;
| 30–39||3d6 + Engineer class level&lt;br /&gt;
|-&lt;br /&gt;
| 40||4d6 + Engineer class level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Sabotage&lt;br /&gt;
: At 3rd level and beyond, the Engineer can sabotage an electrical or mechanical object so that it operates poorly. The Engineer must succeed on a Disable Device check (DC 20) to accomplish the downgrade, and sabotaging a mastercraft object is slightly harder (DC 20 + the mastercraft object’s bonus feature). Noticing the Engineer’s handiwork without first testing the sabotaged device requires a successful Search check (DC = the Engineer’s Disable Device check result). Fixing the sabotaged item requires a successful Repair.&lt;br /&gt;
:: Sabotage Device: As a full-round action, the Engineer can reconfigure a device with electrical or mechanical components so that anyone who uses it suffers a penalty equal to the Engineer’s class level on skill checks made to use the device.&lt;br /&gt;
:: Sabotage Weapon: As a full-round action, the Engineer can sabotage a weapon so that it misfires or breaks the next time it is used. A sabotaged weapon cannot be used effectively until repaired. This use of sabotage also applies to vehicle and starship weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfiguring a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfiguring a mastercraft weapon is slightly harder (DC 20 + the weapon’s mastercraft bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration imposes a –1 penalty on attack rolls made with the weapon but grants one of the following benefits indefinitely:&lt;br /&gt;
:: Changed Rate of Fire: The reconfiguration changes the weapon’s rate of fire. A semiautomatic-only weapon switches to an automatic-only weapon, or vice versa. This benefit applies only to a ranged weapon with either a semiautomatic or automatic fire setting.&lt;br /&gt;
:: Greater Ammo Capacity: The reconfigured weapon can hold 50% more ammunition than normal. This benefit applies only to weapons that take ammunition.&lt;br /&gt;
:: Greater Concealment: The reconfiguration grants a +2 bonus on Sleight of Hand checks made to conceal the reconfigured weapon.&lt;br /&gt;
:: Greater Range Increment: The reconfigured weapon’s range increment increases by 10 feet. This benefit applies only to weapons with range increments.&lt;br /&gt;
:: Signature Shooter: The weapon is reconfigured for a single individual’s use only and is treated as a unique exotic weapon. Anyone else who uses the weapon takes a –4 nonproficient penalty on attack rolls.&lt;br /&gt;
: Weapons can be reconfigured multiple times; each time a weapon is reconfigured, it imparts a new benefit. Undoing an Engineer’s weapon reconfiguration requires 1 hour and a successful Disable Device check (DC 20 + the Engineer’s class level). The reconfiguration must still follow the rules laid out in the [[Weapons|Weapons]] page. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Craft XP Reserve&lt;br /&gt;
: Starting at 5th level, an Engineer with the Mastercrafter feat can build mastercraft electronic and mechanical devices without investing as much of himself in the process.&lt;br /&gt;
: At 5th level and every level thereafter, an Engineer gains a special reserve of experience points equal to 100 × his Engineer class level. These extra experience points are separate from experience gained through level advancement and can only be used to make mastercraft items; they do not count toward level gain.&lt;br /&gt;
: An Engineer must spend the extra experience points he gains at each level, for when the Engineer gains a level, he loses any unspent experience points in his reserve.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 6th level the Engineer can gain a Bonus Feat for free if eligible&lt;br /&gt;
&lt;br /&gt;
;Quick Fix&lt;br /&gt;
:At 7th level, the Engineer can repair a mechanical or electrical device in half the normal time; see the Repair skill description for normal repair times. However, cutting the repair time increases the Repair check DC by 5.&lt;br /&gt;
&lt;br /&gt;
;Weapon Upgrade&lt;br /&gt;
: At 8th level, an Engineer can upgrade handheld or robot-installed weapons, as well as weapon systems aboard vehicles, mecha, or starships.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Handheld/Robot Weapon Upgrade &lt;br /&gt;
! DC&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also dazes target for 1 round ||25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also knocks target prone ||30&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target shaken for 1d4 rounds ||35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle/Mecha/Starship Weapon Upgrade ||DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon deals an extra two dice of damage ||25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 5 points of target’s hardness/DR ||30&lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s critical hit multiplier increases by 1 ||35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 10 points of target’s hardness/DR ||40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: The Engineer must spend 1 hour tinkering with the weapon, after which he must succeed at a Craft (mechanical) check. The DC varies depending on how the weapon is modified, as shown in Table: Weapon Upgrade. If the skill check fails, the attempt to modify the weapon also fails, although the Engineer may try again. (The engineer may take 20 on the skill check, but the upgrade takes 20 hours to complete.) An upgraded weapon has a 10% chance of breaking after each time it is used; it cannot be used again until repaired, and repairing it requires 1 hour and a successful Repair check (DC 40).&lt;br /&gt;
&lt;br /&gt;
;Unflustered&lt;br /&gt;
: A 10th-level Engineer can perform complicated tasks without provoking attacks of opportunity from adjacent foes.&lt;br /&gt;
: During any round in which the Engineer uses the Computer Use, Craft, Demolitions, Disable Device, or Repair skill, he can first make a Concentration check (DC 15) to use the desired skill without provoking attacks of opportunity. Making the Concentration check doesn’t cost the Engineer an action. He may take 10 on the Concentration check, but he cannot take 20.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer == &lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The Cryous, where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with powerful energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become an Electro-Mancer, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Base Class: Must have at least two levels in either the Path of Intelligence or the Path of Dexterity.&lt;br /&gt;
# Skills: 2 ranks in Computer Use, 2 ranks in Craft (Electronic), 2 ranks in Tech&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Computer Use(Int), Craft(Electronic, Mechanical), Decipher Script(Int), Disable Device(Int), Perception(Wis), Tech(RD)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Electric Attack|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+0|| Talent  || 3 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+1||Extra Attack|| 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||+1|| Talent || 3 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th||+1|| Improved Electric Attack || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th||+1|| Talent || 4 || 4 || 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||+2|| || 4 || 4 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||+2|| Talent || 4 || 5 || 4 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th||+2||Extra Attack|| 4 || 6 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th||+2|| Talent&amp;lt;br &amp;gt;Greater Electric Attack || 4 || 6 || 5 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *This only applies to how many the Character can learn. Level 0 Techniques can be cast at will infinity. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
&lt;br /&gt;
;Electric Attack&lt;br /&gt;
: Starting at level one the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and acts like a Ranged attack except you use Int as the modifier instead of Dex. &lt;br /&gt;
Damage is: 1d6 + 1/2 Electro-Mancer level. (Your Dex/Str do not factor into this attack like normal.)&lt;br /&gt;
&lt;br /&gt;
;Improved Electric Attack&lt;br /&gt;
: Starting at level five the Electro-Mancer improves his natural attack ability by changing the hit die.&lt;br /&gt;
Damage is: 1d8 + 1/2 Electro-Mancer level. &lt;br /&gt;
&lt;br /&gt;
;Greater Electric Attack&lt;br /&gt;
: Starting at level 10 the Electro-Mancer again improves his natural attack ability by changing the hit die.&lt;br /&gt;
Damage is: 1d10 + 5. (The Electro-Mancer&#039;s max level is 10. 1/2 of 10 is 5)&lt;br /&gt;
&lt;br /&gt;
=== Talent Trees: ===&lt;br /&gt;
&lt;br /&gt;
The two following talent trees focus on two different play styles for the Electro-Mancer. At 2nd, 4th, 6th, 8th, 10th the Electro-Mancer gets to pick a new talent. &lt;br /&gt;
&lt;br /&gt;
==== Close Combat Expert ====&lt;br /&gt;
: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
# Quickened Electric Attack: The Electro-Mancer no longer invokes an attack of opportunity against his target when using Electric Attack when applicable. However this only accounts for his target. If other enemies are near Electric Attack is an Ranged attack and invoking an attack of opportunity may still apply. &lt;br /&gt;
# Imbued Force: Sacrificing a lvl 2 Technique the Electro-Mancer can get a +4 to any Melee/Ranged attack for the number of rounds equal to the characters Int Mod. &lt;br /&gt;
# Quicken Imbue Weapon: Permanently removing the use of one lvl 1 Technique per day once this talent is taken the Electro-Mancer can now cast Imbue Weapon as an Fast Action and does not invoke an attack of opportunity. The weapon not only gets the additional 1d6 of electric damage but it now has a +1 to hit. &lt;br /&gt;
# Electrified Focus: Permanently removing the use of a lvl 4 Technique per day once this talent is taken the Electro-Mancer can pump the weapon hit die up to the next level. Which will bring it to d10. At level 10 this now goes to d12. &lt;br /&gt;
# Electric Speed: Permanently removing the use of a lvl 5 Technique per day once this talent is taken the Electro-Mancer now has the &#039;Spring Attack&#039; feat even if he does not qualify. This will now allow the Electro-Mancer to move and attack and possibly move again in the same round. However the movement cannot add up to more then 30 feet and only counts as ground movement not other move actions.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
# Electric Savant: Add your 1/2 the character&#039;s Int modifier (round down) to the number of Techniques can be used in every level. (Not learned however, this is just how many times a technique of a certain level can be used between resting.) This only counts if the character is already able to preform a Technique at that level. So a Level 1 Electro-Mancer with the Electric Savant tree does not add the Electric Savant bonus to level 2 and above techniques. &lt;br /&gt;
# Circuit Integration: +2 to Computer Use, and +2 to Decipher Script (Considered as a Misc Moderate Advantage), can access simple electronics wirelessly as a fast action even in combat. A range of 5 ft per Int mod. &lt;br /&gt;
# Electric Meditation: Declare a full round action to focus on electric energy. And for 1/2 the Electro-Mancer&#039;s level of round afterwards add a +4 Major Advantage bonus to all electric biased checks and techniques including damage.&lt;br /&gt;
# Sheer Force: Declaring a full round action the Electro-Mancer can preform two techniques in one turn. However the character can only use this talent once between rests. &lt;br /&gt;
# Electric Master: The Electro-Mancer can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage, treated as a fast action, double range). The Electro-Mancer can do this as many times as 1/2 the Int Mod a day (in between rests). &lt;br /&gt;
::Note: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique.&lt;br /&gt;
&lt;br /&gt;
== Explorer ==&lt;br /&gt;
Uncharted star system, newly discovered ancient civilization, new planet that no sentient being has landed on. The explorer thrives at bring first, in the unknown, or simply for the challenge of it all. Some have their own agendas or work with an organization. But wither its money, frame or simply personal need, the Explorer&#039;s investigative abilities and curiosity is both impressive and dangerous. Explorers are driven too unravelling the secrets of vanished alien civilizations, mapping new star systems, surveying distant planets for colonization, digging for ancient treasures or even trying to travel beyond this dimension. &lt;br /&gt;
&lt;br /&gt;
If Explorers aren&#039;t out alone they are found acting as scouts and guides in the far reaches of space. &lt;br /&gt;
&lt;br /&gt;
Choose the Explorer if you want your Character to excel at exploration and uncovering secrets in places where most others fear to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become an Explorer, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skills: Has to have 2 of the follow Knowledge skills (life sciences, history, physical sciences, current events or theology and philosophy) with at least 1 rank per skill, Survival 2 rank.&lt;br /&gt;
# Hero Talent: A talent in Dedicated Hero or Charismatic Hero&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hero Points&amp;lt;/u&amp;gt;: This class grants 1 extra Hero point to the Character every time it gains a level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Explorer’s class skills are as follows. Decipher Script(Int), Choose Two Knowledges: [(Arcane lore, Art, Life sciences, History, Theology and Philosophy)](Int), Perception(Wis), Pilot(Dex), Language(RD), Study(Int), Survival(Wis).&lt;br /&gt;
&lt;br /&gt;
 	   &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Explorer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Affinity Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st||+0 ||Explorer lore, survivalist &lt;br /&gt;
|-&lt;br /&gt;
| 2nd||+1 ||Resolve, skilled searcher &lt;br /&gt;
|-&lt;br /&gt;
| 3rd||+1 || Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
| 4th||+1 ||Trap sense (+1) &lt;br /&gt;
|-&lt;br /&gt;
| 5th||+1 ||Extra step &lt;br /&gt;
|-&lt;br /&gt;
| 6th||+1 || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 7th||+2 ||Trap sense (+2) &lt;br /&gt;
|-&lt;br /&gt;
| 8th||+2 ||Explorer’s evasion &lt;br /&gt;
|-&lt;br /&gt;
| 9th||+2 || Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
| 10th||+2 ||Extra step, trap sense (+3) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explorer&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Explorer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Explorer Lore&lt;br /&gt;
An Explorer picks up stray and obscure facts during her adventures. Starting at level 1 the Explorer may make a special Explorer lore check with a bonus equal to her Explorer class level + her Intelligence modifier to see whether or not she knows some relevant knowledge about notable people, legendary items, or noteworthy places. If the Explorer has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check. She may take 10 but cannot take 20 on this check.&lt;br /&gt;
An Explorer lore check does not reveal the powers of a magic or psionic item but may give some hint as to its general function; an Explorer may not take 10 or take 20 on this check.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Explorer Lore&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | DC&lt;br /&gt;
! Type of Knowledge&lt;br /&gt;
! Examples&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Common,  known  by  at  least  a  substantial  minority  of  the  local  population.  ||A  local  official’s  hobbies  and  interests;  common  legends  or  rumors  about  a  powerful  place  of  mystery. &lt;br /&gt;
|-&lt;br /&gt;
| 20 || Uncommon  but  available,  known  by  only  a  few  people  in  the  area.  ||The  coordinates  of  an  known  but  uncharted  world;  legends  or  rumors  about  a  powerful  psionic  artifact. &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Obscure,  known  by  few,  hard  to  come  by.  ||The  customs  of  a  documented  alien  species;  the  true  homeworld  of  an  ancient  royal  dynasty. &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Extremely  obscure,  known  by  very  few,  possibly  forgotten  by  most  who  once  knew  it,  possibly  known  only  by  those  who  don’t  understand  the  knowledge’s  significance.  ||The  most  likely  location  of  a  long-lost  pharaoh’s  tomb;  the  history  of  a  powerful  artifact  and  its  creator;  the  likely  coordinates  of  a  fabled  but  as-yet-undiscovered  planet. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
;Survivalist&lt;br /&gt;
At 1st level, the Explorer gains the bonus feats Guide and Track.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
Beginning at 2nd level, an Explorer gains a morale bonus equal to one-half her Explorer class level (rounded down) on saving throws to resist fear effects and Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
;Skilled Searcher&lt;br /&gt;
When actively searching for secret doors or traps, an Explorer of 2nd level or higher gains a bonus on her Perception checks equal to one-half her Explorer class level (rounded down).&lt;br /&gt;
&lt;br /&gt;
;Trap Sense&lt;br /&gt;
At 4th level, an Explorer gains an intuitive sense that alerts her to danger from traps, giving her a Minor +1 bonus on Dexterity saves made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
These bonuses rise to Moderate +2 at 7th level and Major +4 at 10th level.&lt;br /&gt;
&lt;br /&gt;
;Extra Step&lt;br /&gt;
An Explorer of 5th level or higher can spend a Hero point to take an extra 5-foot step during her turn, as a free action. This extra 5-foot step does not provoke attacks of opportunity. &lt;br /&gt;
&lt;br /&gt;
At 10th level, the Explorer can take the extra 5-foot step without spending a Hero point.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 6th level the Explore gets a free additional Bonus Feat of her choice as long as she is eligible. &lt;br /&gt;
&lt;br /&gt;
;Explorer’s Evasion&lt;br /&gt;
If an Explorer of 8th level or higher is exposed to any effect that normally allows a character to attempt a Dexterity saving throw for half damage, the Explorer suffers no damage if she makes a successful saving throw. If the Explorer already has evasion, she gains improved evasion instead. Improved evasion works similar to evasion, except the Explorer suffers only half damage on a failed saving throw.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawls up the soldier&#039;s legs to their minds as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades could of been sitting. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his mean and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Field Officer, a character must fulfil the following criteria.&lt;br /&gt;
# Affinity Bonus: +1&lt;br /&gt;
# Skills: Diplomacy 2 ranks, Knowledge (tactics) 2 ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hero Points&amp;lt;/u&amp;gt;: This class grants 1 extra Hero point to the Character every time it gains a level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Choose One Knowledge: [(Behavioral Sciences, Civics, History, Streetwise, Tactics, Philosophy)], Language (none), Sense Motive (Wis), Treat Injury(Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0|| Leadership || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd||+1|| Uncanny Survival || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd||+1||  || 3 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||+1|| Tactical Expertise&amp;lt;br /&amp;gt;Extra Attack || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th||+1|| || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th||+1|| Commanding Presence || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th||+1|| Tactical Mastery || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||+2|| Commanding Presence || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||+2|| Extra Attack || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th||+2|| Tactical Master || 6 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *This only applies to how many the Character can learn. Level 0 Techniques&amp;lt;br /&amp;gt; can be preformed at will infinity. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leadership&lt;br /&gt;
: The Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a Diplomacy check against DC10 + Number of effected allies. If successful the allies get a Moderate +2 too Accuracy checks for the next 1d4 rounds + 1/2 Field Officer Level (round down) The Field Officer cannot take 10 or 20. If done in combat the action can provoke an Attack of Opportunity.&lt;br /&gt;
&lt;br /&gt;
;Uncanny Survival&lt;br /&gt;
: Beginning at 2nd level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
;Tactical Expertise&lt;br /&gt;
: Starting at 4th level, as a full-round action, a Field Officer can use his tactical knowledge to coordinate allies. Allies to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer must make a Knowledge (tactics) check with a DC equal to 15 + the number of allies affected. He cannot take 10 or take 20 on the check. If the check succeeds, all affected allies gain a competence bonus on attack rolls or AC equal to the Field Officer’s Charisma bonus. The Field Officer chooses which of the two benefits to impart and must impart the same benefit to all affected allies. The benefits last for 1 round.&lt;br /&gt;
&lt;br /&gt;
: If the check fails, the Field Officer’s allies gain no benefit, but the action is still spent.&lt;br /&gt;
&lt;br /&gt;
: A Field Officer cannot apply the benefits of this ability to himself.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At 6th level the Field Officer can now add his Character Total Affinity bonus to Diplomacy and Intimidate checks. &lt;br /&gt;
&lt;br /&gt;
;Tactical Mastery&lt;br /&gt;
: At 7th level, the Field Officer requires less time to direct his allies. This ability is similar to tactical expertise (see Tactical Expertise, above) but requires an attack action instead of a full-round action. The bonus added is now the Charisma bonus + Field Officer Affinity Bonus. (The Affinity Bonus the Field Officer Class provides too the overall Character not the total Affinity bonus)&lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: The Field Officer can spend a Hero point to be able to preform two Techniques in one turn as long as both Techniques do not require a Full Round. The Field Officer can only preform this twice in a 24 hour period and requires full rest before being able to use this Talent again.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Helix Warrior, a character must fulfil the following criteria.&lt;br /&gt;
# Affinity Bonus: +1&lt;br /&gt;
# Skill: Athletics 3 ranks.&lt;br /&gt;
# Feat: Endurance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hero Points&amp;lt;/u&amp;gt;: This class grants 1 extra Hero point to the Character every time it gains a level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. Acrobatics (Dex), Athletics (Str), Escape Artist (Dex), Intimidate (Cha), Stealth (Dex), Survival (Wis), &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Haul, Light Sleeper, Survivor || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd||+1||Darkvision (60 ft.) || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd||+1||Extra Attack || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||+1||Strong as an Ox || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th||+1||Darkvision (90 ft.),&amp;lt;br \&amp;gt; Superior Conditioning || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th||+2|| || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||+2||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||+2||Darkvision (120 ft. ) || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||+2||Bonus feat&amp;lt;br \&amp;gt;Extra Attack || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||+3||Decisive Attack || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *This only applies to how many the Character can learn. Level 0 Techniques&amp;lt;br /&amp;gt; can be preformed at will infinity. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Helix Warriors are light sleepers and can make Perception checks even while asleep, without penalty. (A sleeping character normally takes a –15 penalty on Perception checks.)&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: When a Helix Warrior spends a Hero point to modify the result of a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll(s).&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at 2nd level, a Helix Warrior gains darkvision. She can see in total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
The range of the Helix Warrior’s darkvision improves to 90 feet at 5th level and 120 feet at 8th level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at 2nd , 5th, and 8th level.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At 4th level and beyond, the Helix Warrior’s carrying capacity increases as if she were one size category larger (Large instead of Medium-size, for example). This also negates the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on weight.&lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at 5th level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralysed, shaken, and stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At 7th level, a Helix Warrior gains a Moderate +2 competence bonus to initiative. As well as a minor +1 to Dexterity Checks while in combat.&lt;br /&gt;
&lt;br /&gt;
;Decisive Attack&lt;br /&gt;
: At 10th level, when a Helix Warrior spends a Hero point to modify the result of an attack roll, she may roll an additional damage die and take the best result, discarding the lower roll(s). For example if the damage is 2d8. Roll the d8 twice and take the highest roll. That highest roll is now considered your first highest roll. Then roll the pair a 2nd time and take the highest again.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
The Acarions had a vast empire. They where second too none. Except for the Cryous. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Acarion&#039;s ground troop superiority away. As a response the Acarions made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfil the following criteria. &lt;br /&gt;
# Base Class: Must have at least two levels in either the Path of Constitution or the Path of Wisdom.&lt;br /&gt;
# Skills: 2 ranks in Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. Acrobatics (Dex), Athletics (Str), Choose One Craft: [(mechanical, structural)](Int), Choose One Knowledge: [(Pyshical Sciences, Technology)](Int), Perception (Wis), Survival (Wis), Treat Injury (Wis), &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either becomes a Shield wielder or a Shield Defender. The choice is based on what base class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both base classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Shield Manipulator&amp;lt;br /&amp;gt;Mind over Shield|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+0|| Talent  || 3 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+1||Extra Attack|| 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||+1|| Talent || 3 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th||+1|| || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th||+1|| Talent || 4 || 4 || 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||+1|| || 4 || 4 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||+2|| Talent || 4 || 5 || 4 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th||+2||Extra Attack|| 4 || 6 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th||+2|| Talent || 4 || 6 || 5 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *This only applies to how many the Character can learn. Level 0 Techniques&amp;lt;br /&amp;gt; can be preformed at will infinity. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
&lt;br /&gt;
;Shield Manipulator&lt;br /&gt;
: Starting at Level 1 the Shield Splicer is able to Manipulate 5ft 2d square of shield. The shield is two way. Meaning that it attempts to adsorb damage going both directions. The shield has a Total DR of 1 per Shield Splicer level. The Shield Splicer is also able to manipulate the shape of the shield within 5ft per level of Shield Splicer. To activate the shield is a Standard Action and it does provoke an Attack of Opportunity. This ability can be used infinitely without rest. &lt;br /&gt;
&lt;br /&gt;
: The shield cannot assume a 3d shape unless specified otherwise. Meaning that it has to be a 2d plane. Kinda like a sheet of paper or a window. The shield is only barely visible and normally has a slight orange hue. The shield can be reshaped as a free action as well as deactivated as a free action. &lt;br /&gt;
&lt;br /&gt;
: The shield moves relative too the Character and can interact with physical and energetic objects in the surrounding environment. Meaning that when a Character moves the shield moves with the Character. If the shield was put up in front of an ally and the Splicer moves to the left the Shield also moves too the left. The ally will have to move with the shield or be left without its defence. If the Splicer makes a shield to defend an ally to the right of them that has a wall too their right and then the Shield Splicer attempts to move to the right the shield will attempt to move into the wall. The Shield is locked to the relative position of Splicer so if the shield cannot go into the wall the Splicer cannot move to the right without disabling the shield or forcing it. The shield itself cannot be forced to move and thus cannot cause the Shield Splicer to move. The Shield Splicer can feel what the shield touches and thus will know that there is a wall there that he/she cannot walk into. &lt;br /&gt;
&lt;br /&gt;
:A shield cannot hold up more then roughly 10lbs of weight. So if the shield is moving across the ground and comes across a can it should be able to easily move it as long as the can weights less then 10bls. The Splicer can also feel the can and with a free action reshape the shield to avoid it.&lt;br /&gt;
&lt;br /&gt;
: A Shield Splicer&#039;s shield is designed to absorb energy not completely block it. This means that it cannot be targeted directly unless specified otherwise. However this doesn&#039;t mean that the more damage a shield absorbs the harder it is to absorb more damage. Once a shield absorbs to much energy it shatters. Forcing a shield into a large physical object such as a wall or the other way around such as forcing a large object to cohabit the space the shield is in can instantly cause massive amounts of energy to be absorbed into the shield shattering it. Shattering a shield will cause the Player to have to roll a Constitution Save or suffer Conn damage and pass out for 1d4 turns.&lt;br /&gt;
&lt;br /&gt;
: A shields HP is: 10 + 2 per level of Shield Splicer. The damage normally absorbed by a shield&#039;s Total DR doesn&#039;t count against HP. HP of a shield only counts when using other talents like Mind over Shield or certain techniques.&lt;br /&gt;
&lt;br /&gt;
;Mind over Shield&lt;br /&gt;
: Starting at level one the Shield Splicer is able to absorb damage that is going through the shield. So instead of the shield acting like Total DR it takes the damage directly to its HP. (Shields HP is: 10 + 2 per level of Shield Splicer) This causes energy built up in the shield to flow back into the suit and cybernetic systems which have to be directly linked to the brain and nervous system of the Character. This can cause Con damage and if the shield shatters it can possibly cause the Shield Splicer to pass out.&lt;br /&gt;
&lt;br /&gt;
: The save for Mind over Shield is 1d20 + Conn Mod. The DC is the the damage dealt. The penalty is 1 Conn damage for ever 5 points under the DC the Player rolled. Minimum of 1 point. If the shield is shattered then if the roll fails an extra penalty is 1d4 turns where the Character is unconscious due to a black out from the pain and shock.&lt;br /&gt;
&lt;br /&gt;
=== Talent Trees: ===&lt;br /&gt;
&lt;br /&gt;
The two following talent trees focus on two different play styles for the Shield Splicer. One type is for people with a focus on Constitution while the other is on Wisdom. At 2nd, 4th, 6th, 8th, 10th the Electro-Mancer gets to pick a new talent.&lt;br /&gt;
&lt;br /&gt;
===== Shield Wielder(Con) =====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Base Class.&lt;br /&gt;
&lt;br /&gt;
# Shield Attack: The Shield Splicer gets the ability to mold a shield into a small concentrated sphere to cause damage at a range. Sense the shield is connected directly too the mind of the wielder the damage can only be enhanced by how much pain the user can mentally handle. Ranged (15ft) Touch Melee Attack Damage: 1d6 + Con Mod &lt;br /&gt;
# Shield Wielder Novice: The Shield Splicer can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
# Improved Shield Attack: The Shield Splicer&#039;s Shield Attack has now been improved upon. Ranged (30ft) Touch Melee Attack Damage: 1d8 + Con Mod (DR2) &lt;br /&gt;
# Shield Wielder Master: The Shield Splicer can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
# Greater Shield Attack: The shield Splicer&#039;s Shield Attack has now been improved too its ultimate form. Ranged(90ft) Touch Melee Attack, Damage: 1d10 + Con Mod (DR4) &lt;br /&gt;
&lt;br /&gt;
===== Shield Defender(Wis) =====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Base Class. &lt;br /&gt;
&amp;lt;u&amp;gt;Note:&amp;lt;/u&amp;gt; At level 1 the Shield Defender talent tree grants the Shield Splicer the Skill Treat Injury as a Class skill.&lt;br /&gt;
&lt;br /&gt;
# Imbue Person with Shield: The Shield Splicer can shape a personal shield around the body of a person. This shield is especially shaped for that person unlike other person shield devices. The shield is disassociated with the Splicer and is instead powered and connected to the target by a small device planted by the shield Splice. To planet the device the Shield Splicer has to touch the target. The device can be recovered and recharged. The shield lasts for 4 turns + 1 turn for ever 2 levels of Shield Defender. The shield has a Total DR of 2 + 2 for ever 5 levels of Shield Splicer. This can be preformed 1 + 1 for every 3 levels of Shield Splicer.&lt;br /&gt;
# Shield Master: +2 Moderate Advantage to any Check or Saving through that has to do with dealing with Shield Technology. (This does not include Techniques or combat situations)&lt;br /&gt;
# Substitution: As a standard action the Shield Splicer can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to preform the &#039;Mind over Shield&#039; talent even out of turn by sacrificing a standard action in her next turn. This also causes any shield created by the &#039;Shield Manipulator&#039; talent to instantly dissolve. &lt;br /&gt;
# Extra Life: As a touch attack the Shield Splicer can put a small shield protection device on a target. Much like the &#039;Imbue Person with Shield&#039; talent except this shield doesn&#039;t provide Total DR. This shield simply takes damage until its HP runs out and it shatters. The device used is broken but the shatter shield doesn&#039;t effect the Shield Splicer. The HP is 10 + 2 per 2 levels of Shield Splicer. This can be preformed 1 + 1 for ever 3 levels of Shield Splicer.&lt;br /&gt;
# Healing Chamber: As a full round action the Shield Splicer can generate a 3d shield that surrounds themselves with a 10ft 2 Square radius. The shield doesn&#039;t provide Total DR but takes damage until its HP runs to zero like the Extra Life shield. The shield has 10 + 2 per 2 levels of Shield Splicer. The Shield Splicer cannot move more then 5ft or the shield dissolves. Shattering the shield doesn&#039;t effect the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
== Space Monkey ==&lt;br /&gt;
Astronauts? What civilization would be without them? They would be backwater, Tech Level 0 or worse -1. One of the defining moments and perhaps the most significant in terms of its neighbors is when a Civilization becomes space worthy. And this is achieved by Astronauts. As a Civilization continues its prestigious climb into space it begins to realize that some of its citizens are more comfortable in the harshness of space. Long veterans of space flight and adventuring usually start to personify space as a harsh mistress and other titles. Different Civilizations have different names for these people but the common name is Space Monkey. &lt;br /&gt;
&lt;br /&gt;
Comfort and willingness to go into the dangerous far reaches of space isn&#039;t the only reason these Space Monkeys become valuable to there society.  Its there talent and knack for all things space. Its one thing to just survive in space, its another thing to thrive in it. When a Nation, or mega-corporation needs to tame a hostile world, moon or build a massive jump station in the deep reaches of space to help connect distance parts of a fast empire or trade route the Space Monkey is the perfect person for the job. Willing to take on almost any challenge for cash Space Monkey&#039;s are seen all over the galaxy making space a safer or at least easier place to leave for the rest of civilization. Often caught on the fringe of space having to deal with problems with nothing but a Monkey Wrench (Possible where the name came from) they are great at adapting to the situation.&lt;br /&gt;
&lt;br /&gt;
Choose Space Monkey if you want a Character who can survive and thrive in the far-flung reaches of space. Far from modern civilization, risking it all for adventure and/or money.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]]. though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Space Monkey, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Starting Occupation: Astronaut Trainee.&lt;br /&gt;
# Skills: Craft either Mechanical or Structural with 1 rank, Survival 2 ranks, Athletics 1 Rank.&lt;br /&gt;
# Hero Talent: Any one talent from either the Tough Hero or Strong Hero&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hero Points&amp;lt;/u&amp;gt;: This class grants 1 extra Hero point to the Character every time it gains a level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Space Monkey’s class skills are as follows. Athletics (Str), Computer Use (Int), Craft both (Mechanical, Structural)(Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Escape Artist (Dex),  Choose One Knowledge: [(Physical Sciences, Technology)](Int), Pilot (Dex), Perception (Wis), Survival (Wis), Treat Injury (Wis)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Space Monkey&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Hibernation Trance&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+0||Monkey&#039;s Wrench&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+1||Extra Attack&amp;lt;br /&amp;gt;Space Suitable(1)&lt;br /&gt;
|-&lt;br /&gt;
|4th||+1||Monkey&#039;s Unite&lt;br /&gt;
|-&lt;br /&gt;
|5th||+1||Know Location (+2)&lt;br /&gt;
|-&lt;br /&gt;
|6th||+1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|7th||+2||Monkey Shines&lt;br /&gt;
|-&lt;br /&gt;
|8th||+2||Know Location (+4),&amp;lt;br /&amp;gt; Space Suitable(2)&lt;br /&gt;
|-&lt;br /&gt;
|9th||+2||Extra Attack&amp;lt;br /&amp;gt;The Pilot is a Monkey&lt;br /&gt;
|-&lt;br /&gt;
|10th||+2||Monkey Shot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space Monkey&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Space Monkey advanced class.&lt;br /&gt;
&lt;br /&gt;
;Hibernation Trance&lt;br /&gt;
: A Space Monkey can enter a deep trance that allows him to gain the full benefits of sleep or bed rest in half the usual time. &lt;br /&gt;
&lt;br /&gt;
;Monkey’s Wrench&lt;br /&gt;
: Space Monkeys use tools expertly and creatively. Starting at 2nd level, a Space Monkey gains a competence bonus equal to one-half his Space Monkey class level on skill checks made when using a tool kit. This bonus stacks with the tool kit’s normal equipment bonus.&lt;br /&gt;
&lt;br /&gt;
;Space Suitable&lt;br /&gt;
: At 3rd level, a Space Monkey becomes more comfortable in armour. He treats any suit of armour as though its armour penalty and maximum Dexterity bonus were 1 better.&lt;br /&gt;
: At 8th level the armour penalty and maximum Dexterity bonus are 2 better.&lt;br /&gt;
&lt;br /&gt;
;Monkeys Unite&lt;br /&gt;
: Space Monkeys fight better together. Starting at 4th level, a Space Monkey gains a Minor +1 morale bonus on attack rolls when fighting adjacent to another Space Monkey.&lt;br /&gt;
: Furthermore, a Space Monkey gains an additional Moderate +1 morale bonus on attack rolls against an opponent flanked by another Space Monkey; this bonus is in addition to the usual Moderate +2 bonus for flanking.&lt;br /&gt;
&lt;br /&gt;
;Know Location&lt;br /&gt;
: At 5th level, a Space Monkey gains a Moderate +2 competence bonus on Navigate and Survival checks to avoid becoming lost. This bonus increases to Major +4 at 8th level.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 6th level the Space Monkey can pick a Bonus Feat for free. The Character still has to be eligible for the Feat.&lt;br /&gt;
&lt;br /&gt;
;Monkey Shines&lt;br /&gt;
: Upon reaching 7th level, a Space Monkey has learned sneaky tactics. He can use the Bluff technique of feinting in combat as a free action, allowing him to feint and attack in the same round.&lt;br /&gt;
: If the Space Monkey also has the Improved Feint feat, he gains a Major +4 bonus (instead of the feat’s usual Moderate +2 bonus) on Bluff checks made to feint in combat.&lt;br /&gt;
&lt;br /&gt;
;The Pilot is a Monkey&lt;br /&gt;
: At 9th level the Space Monkey only takes 1/2 penalty for flying craft that he isn&#039;t proficient in. &lt;br /&gt;
&lt;br /&gt;
;Monkey Shot&lt;br /&gt;
: By spending a Hero point at the end of his turn, a 10th-level Space Monkey gains an extra attack while still applying his Affinity Bonus. (Remember that a character can spend only one Hero point per round.)&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult like religion that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Swindler, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skills: Bluff 2 ranks, Disguise 1 rank, Sleight of Hand 1 rank.&lt;br /&gt;
# Hero Talents: A talent from with the Charismatic or Dexterity Base Class trees. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hero Points&amp;lt;/u&amp;gt;: This class grants 1 extra Hero point to the Character every time it gains a level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Choose Two Knowledges: [(behavioral sciences, business, civics, current events, history, popular culture, streetwise)](Int), Perform (act) (Cha), Language (none), Perception (Wis), Sleight of Hand (Dex).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d6 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd||+0||Thousand Faces || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd||+1|| Extra Attack || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||+1||Fortune&#039;s Favour (5%)&amp;lt;br /&amp;gt;Sneak Attack +2d6 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th||+1||Warp Probability&amp;lt;br /&amp;gt;Lucky Strike(+2)  || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th||+1|| || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||+2||Fortune&#039;s Favour (10%) || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th||+2|| Sneak Attack +3d6 || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th||+2|| Extra Attack&amp;lt;br /&amp;gt;Lucky Strike(+4) || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||+2||Fortune&#039;s Favour (15%)&amp;lt;br /&amp;gt;Turn Back Time || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *This only applies to how many the Character can learn. Level 0 Techniques&amp;lt;br /&amp;gt; can be preformed at will infinity. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Fortune favours the Swindler. Once per day, he may reroll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the reroll, even if it’s worse than the original roll. At 9th level this ability can be used twice.&lt;br /&gt;
&lt;br /&gt;
;Sneak Attack&lt;br /&gt;
: At 1st level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d6 points of damage on successful melee weapon attacks made against a flat-footed opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with weapons the Character has an Affinity with ad only on opponents that are unaware of the Character. &lt;br /&gt;
&lt;br /&gt;
: The attack cannot come from a location that the target can see such as the front of the target. It has to be from behind or if from the side it has to be a flanking attack. Meaning that on the other side of the target there is something else attacking or in anyway keeping the attention of the target. More about flanking here. In the Opponent becomes aware of the Tracer at any time the Tracer will have to relocate and attempt to hide using a Stealth check against the Target&#039;s Perception check in order for the Target to become unaware of the Character. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d6 at 5th level and +3d6 at 8th level.&lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At 2nd level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes). At level 5th level the Swindler gets a +2 Moderate bonus to Disguise. A 10th level it goes to +4 Major bonus.&lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favour&lt;br /&gt;
: At 4th level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets a Major +4 advantage bonus too profession checks. A Moderate +2 bonus to Diplomacy checks when attempting to sell an object. If the Swindler comes across loot or a stash of items and is the first one to touch the container or enter the room then there the predetermined (by GM) value of any non-specific items (Specific items are Weapons/Armour/General Equipment are not effected) go up by 5%. This includes Money, random items of attire, jewellery.&lt;br /&gt;
&lt;br /&gt;
: This talent only applies once per day and is either random by rolling a percentile dice and getting anything above 50% or alternate rules (so you do not have to roll so much) simply the first time the Swindler encounters a situation where this applies. Rolling a Profession Check, Selling an Item, finding Loot.&lt;br /&gt;
&lt;br /&gt;
: At 7th level this goes up to 10% and at 10th level its 15%.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.&lt;br /&gt;
&lt;br /&gt;
At 8th level, the range of this ability increases to 60 feet&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At 5th level the Swindler gets a Moderate +2 bonus to confirm critical hits.&lt;br /&gt;
&lt;br /&gt;
: At 9th level the bonus becomes Major +4 bonus to confirm crits.&lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At 8th level the Swindler can re-roll a Saving throw once per day. The Player must announce they are using this ability before the roll the saving throw.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noting for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Technosavant, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skills: Computer Use 2 ranks, Craft (electrical or mechanical) 2 ranks, Disable Device 1 rank, Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity bonus to Charisma based checks/saves even if a Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows. Computer Use(Int), Craft both (Electrical, Mechanical)(Int), Demolitions(Int), Disable Device(Int), Drive(Dex), Choose one Knowledge: [(Physical Sciences, Popular Culture, Technology)](Int), Language(none), Study(Int),&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Technocant&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+0||Robomancer, Technophile&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+0||Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|4th||+0||Cybermancer&lt;br /&gt;
|-&lt;br /&gt;
|5th||+1||&lt;br /&gt;
|-&lt;br /&gt;
|6th||+1||Super CyberSurgeon&lt;br /&gt;
|-&lt;br /&gt;
|7th||+1||Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|8th||+1||&lt;br /&gt;
|-&lt;br /&gt;
|9th||+1||Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|10th||+2||Build Prototype&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: A Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 2. It goes up automatically by 1 for every 2 levels of Technosavant Class the Character has. Characters without the Technocant skill can translate written Technocant with a successful Decipher Script check (DC 20). Characters without the Technocant skill can translate spoken Technocant with a successful Intelligence check (DC 20), although any character with the linguist talent can add her Smart hero levels to the check.&lt;br /&gt;
&lt;br /&gt;
;Robomancer&lt;br /&gt;
: At 2nd level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At 2nd level, the Technosavant adds one-half her Technosavant class level to any Knowledge (technology) check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Cybermancer&lt;br /&gt;
: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
;Super Cybersurgeon&lt;br /&gt;
: At 6th level, the Technosavant gains a +4 competence bonus on Treat Injury checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of 7th level or higher can perform small wonders with a computer. She gains the following benefits when using the Computer Use skill:&lt;br /&gt;
:Find File, Degrade Programming, or Write Program: When attempting to find a file, degrade a computer program, or write a program, a Technosavant who exceeds the Computer Use check DC by 5 or more accomplishes her intended task in half the normal time (minimum 1 round).&lt;br /&gt;
&lt;br /&gt;
:Cover Tracks: A Technosavant who successfully covers her tracks while hacking into a computer system imposes a –10 penalty (instead of the normal –5 penalty) on any attempt made to identify her.&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At 10th level, a Technosavant can build robots, robotic components, and cybernetic attachments of a Progress Level one step higher. However, the Craft check DCs for such items are increased by +10.&lt;br /&gt;
&lt;br /&gt;
==== Techno Hoarder ====&lt;br /&gt;
A Techno Hoarder values some sort of technology or geeky knowledge and collects things that are associated with whatever that may be. They often have large rooms full of all sorts of stuff. Spare computer parts, half built robots. Their computers may have tons of programs some not even finished. They often start projects only to find a new hobby that interests them. They do not have the focus or time needed to build a truly great robot companion although they make think about it a lot and have some great ideas to contribute. They most valuable trait is knowledge and a whole lot of spare parts to do something with it.&lt;br /&gt;
&lt;br /&gt;
:;Salvage&lt;br /&gt;
:: A Techno Hoarder at level 1 gains the Salvage feat for free.&lt;br /&gt;
&lt;br /&gt;
:;Skilled Salvager&lt;br /&gt;
:: A Techno Hoarderof 4th level or higher has a special knack for scavenging useful components from destroyed vehicles, mecha, starships, robots, and cybernetic attachments.&lt;br /&gt;
:: When using the Salvage feat, the Techno Hoardergains a competence bonus on her Search checks equal to one-half her Techno Hoarderclass level.&lt;br /&gt;
&lt;br /&gt;
:;Down With Robots&lt;br /&gt;
:: A Techno Hoarder of 5th level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains a +4 bonus on grapple checks against robots, enabling her to deactivate them more easily using the Disable &lt;br /&gt;
&lt;br /&gt;
:;Device skill.&lt;br /&gt;
:: At 8th level, the bonus to damage against robots increases to +2d6, and the bonus on grapple checks against robots improves to +8.&lt;br /&gt;
&lt;br /&gt;
:;Exotic Weapon Adept&lt;br /&gt;
:: Starting at 5th level, the Techno Hoarder becomes more adept at handling exotic weapons without any formal training. She suffers only a –2 penalty (instead of the usual –4 penalty) when wielding an exotic melee weapon or exotic ranged weapon with which she is not proficient.&lt;br /&gt;
&lt;br /&gt;
:;Expeditious Salvager&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can use the Salvage feat to salvage a wrecked vehicle, mecha, starship, robot, or cybernetic attachment in half the usual time (see the Salvage feat description for details).&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and partially worships you. Ok ok... it defiantly worships me. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level one the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others will be explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: At level 4 the Robotic Master gets the ability too preform repairs too her MARS robotic companion. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a full round action she can preform a Craft skill check to repair her robot as if it was a Treat Injury skill with a HP bonus of the Characters Affinity bonus + Character Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At 5th level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At level 8 the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets a Major +4 bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, truant officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Tracer, a character must fulfil the following criteria.&lt;br /&gt;
# Affinity Bonus: +1.&lt;br /&gt;
# Skills: Perception 2 ranks, Study 1 rank, Knowledge (Behavioral Sciences or Streetwise) 1 rank, Survival 1 rank.&lt;br /&gt;
# Feat: Track.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hero Points&amp;lt;/u&amp;gt;: This class grants 1 extra Hero point to the Character every time it gains a level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. Computer Use (Int), Drive (Dex), Choose Two Knowledges: [(Behavioral Sciences, Civics, Streetwise, Tactics)](Int), Perception (Wis), Stealth (Dex), Sense Motive (Wis), Study (Int), Survival (Wis).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Target Species, &amp;lt;br /&amp;gt;Swift Strike +1d6&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+1|| Urban Tracking&lt;br /&gt;
|- &lt;br /&gt;
|3rd||+1||Extra Attack&amp;lt;br /&amp;gt;Master Tracker(+2)&lt;br /&gt;
|-&lt;br /&gt;
|4th||+1||Uncanny Stealth (full speed)&lt;br /&gt;
|-&lt;br /&gt;
|5th||+1||Swift Strike +2d6&lt;br /&gt;
|-&lt;br /&gt;
|6th||+2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|7th||+2||Uncanny Stealth (Charge/Sprint)&lt;br /&gt;
|-&lt;br /&gt;
|8th||+2||Swift Strike +3d6&lt;br /&gt;
|-&lt;br /&gt;
|9th||+2||Extra Attack&amp;lt;br /&amp;gt;Master Tracker(+4)&lt;br /&gt;
|-&lt;br /&gt;
|10th||+2||Swift Tracking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Target Species&lt;br /&gt;
: At 1st level, a Tracer selects a species or specific kind of creature his “target species&amp;quot;. The Tracer must have previously encountered at least one member of the target species to select it. &lt;br /&gt;
: An expert tracker, the Tracer gains a +2 bonus on Bluff, Intimidate, Perception, Sense Motive, and Survival checks when using these skills against members of the target species. Likewise, he gets a +2 bonus on weapon accuracy rolls against such creatures.&lt;br /&gt;
&lt;br /&gt;
: A Tracer may spend a Hero point to change his target species but it cannot be done while in combat and takes 24 hours to take effect.&lt;br /&gt;
&lt;br /&gt;
: At 5th level the Tracer gets to have two Target Species. At 10th the Tracer gets 3 target species.&lt;br /&gt;
&lt;br /&gt;
;Swift Strike&lt;br /&gt;
: At 1st level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d6 points of damage on successful ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with weapons the Character has an Affinity with ad only on opponents that are unaware of the Character. &lt;br /&gt;
&lt;br /&gt;
: The attack cannot come from a location that the target can see such as the front of the target. It has to be from behind or if from the side it has to be a flanking attack. Meaning that on the other side of the target there is something else attacking or in anyway keeping the attention of the target. More about flanking [[Combat|here]]. In the Opponent becomes aware of the Tracer at any time the Tracer will have to relocate and attempt to hide using a Stealth check against the Target&#039;s Perception check in order for the Target to become unaware of the Character. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d6 at 5th level and +3d6 at 8th level.&lt;br /&gt;
&lt;br /&gt;
;Urban Tracking&lt;br /&gt;
: At 2nd level, a Tracer gains the bonus feat Urban Tracking.&lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At 3rd level the Tracer gets a Moderate +2 bonus too Knowledge Checks, Perception checks and Diplomacy checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
: At level 9th level the bonus becomes a Major +4. &lt;br /&gt;
&lt;br /&gt;
;Uncanny Stealth&lt;br /&gt;
: Tracers learn to move quickly yet quietly.&lt;br /&gt;
&lt;br /&gt;
: At 4th level, a Tracer no longer suffers the –5 penalty on Stealth checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At 7th level, a Tracer suffers only a –10 penalty on Stealth checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Tracer gets a free Bonus Feat at 6th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At 10th level, the Tracer can move a full speed without penalty when using the Survival skill to track. He can move at twice normal speed while tracking, but takes a –5 penalty on the check when doing so. The Tracer can now provide the Survival bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Xenophile, a character must fulfil the following criteria.&lt;br /&gt;
# Skills: Knowledge (Life Sciences) 2 ranks, Knowledge (Technology) 1 ranks.&lt;br /&gt;
# Hero Talent: Talent from either The Smart Hero or Charismatic Hero. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Computer Use (Int), Craft (pharmaceutical)(Int), Diplomacy (Cha), Choose Two Knowledges: (Arcane lore, Behavioral Sciences, Life Sciences, History, Technology)](Int), Language (none), Sense Motive (Wis), Study (Int), Treat Injury (Wis).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| - || - || - Xeno-Master - &amp;lt;br /&amp;gt; * Xeno Philotherian *&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0|| - Xenolore, Xenotype(1st) - &amp;lt;br /&amp;gt; * Xenolore, Xeno Imprinting *&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+0|| - Xenoresistance (+1) - &amp;lt;br /&amp;gt; * XenoBiology *&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+0|| - Extra Attack -&lt;br /&gt;
|-&lt;br /&gt;
|4th||+0|| - Xenotype (2nd) - &amp;lt;br /&amp;gt; * Xeno Training(1st) * &lt;br /&gt;
|-&lt;br /&gt;
|5th||+1|| - Xenodefense(+1), Xenoresistance (+2) - &amp;lt;br /&amp;gt; * Extra Attack *&lt;br /&gt;
|-&lt;br /&gt;
|6th||+1|| &lt;br /&gt;
|-&lt;br /&gt;
|7th||+1|| - Xenotype (3rd) - &amp;lt;br /&amp;gt; * Xeno Training(2nd) *&lt;br /&gt;
|-&lt;br /&gt;
|8th||+1|| - Xenoresistance (+3) -&lt;br /&gt;
|-&lt;br /&gt;
|9th||+1|| - Extra Attack - &amp;lt;br /&amp;gt; * Advanced XenoBiology *&lt;br /&gt;
|-&lt;br /&gt;
|10th||+2|| - Xenodefense(+2), Xenotype (4th) - &amp;lt;br /&amp;gt; * Xeno Training(3rd) *&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: A Xenophile can make a Knowledge check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the Knowledge check equals 10 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information. Other Character&#039;s can preform Knowledge checks as well. However the DC is 15 + Hit Dice. Also Xenophiles can preform this Knowledge checks without Knowledge being trained as long as its for studying an Alien creature. &lt;br /&gt;
&lt;br /&gt;
: The type of Knowledge check depends on the xenomorph’s creature type, as shown below:&lt;br /&gt;
:* Knowledge (arcane lore): Fey, magical beasts.&lt;br /&gt;
:* Knowledge (earth and life sciences): Aberrations, animals, dragons, elementals, giants, humanoids, monstrous humanoids, oozes, plants, vermin.&lt;br /&gt;
:* Knowledge (technology): Constructs.&lt;br /&gt;
:* Knowledge (theology and philosophy): Outsiders, undead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Extra-Attacks&lt;br /&gt;
:: At 3rd and 9th level the Xeno-Master gets an extra attack.&lt;br /&gt;
&lt;br /&gt;
:;Xenotype&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Xenotypes&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Selected Xenotype&lt;br /&gt;
! Special Prerequisite&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Aberration||Knowledge (earth and life sciences) 7 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Animal||None &lt;br /&gt;
|-&lt;br /&gt;
| Construct||Knowledge (technology) 4 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Dragon||Knowledge (earth and life sciences) 4 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Elemental||Knowledge (earth and life sciences) 4 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Fey||Knowledge (arcane lore) 3 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Giant||None &lt;br /&gt;
|-&lt;br /&gt;
| Humanoid1||None &lt;br /&gt;
|-&lt;br /&gt;
| Magical||beast Knowledge (arcane lore) 5 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Monstrous||humanoid Knowledge (earth and life sciences) 5 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Ooze||Knowledge (earth and life sciences) 5 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Outsider||Knowledge (theology and philosophy) 4 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Plant||None &lt;br /&gt;
|-&lt;br /&gt;
| Undead||Knowledge (theology and philosophy) 4 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Vermin||None &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:: A Xenophile studies the behaviors and weaknesses of particular xenomorphs and knows how to exploit them.&lt;br /&gt;
&lt;br /&gt;
:: At 1st level, a Xenophile may select a type of creature (also called a “xenotype”) from among those given on Table: Xenotypes. She must meet the special prerequisite to choose a xenotype, as specified in the table. Due to her extensive study of the chosen type of foe and training in the proper techniques for combating or negotiating with such creatures, the Xenophile gains a +2 bonus on Bluff, Intimidate, Perception, Sense Motive, and Survival checks when using these skills against members of the chosen xenotype. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.&lt;br /&gt;
&lt;br /&gt;
:: At 4th, 7th, and 10th level, the Xenophile may select an additional xenotype from those given on the table. In addition, at each such interval, the bonus against any one xenotype (including the one just selected, if desired) increases by 2. A Xenophile who chooses humanoids as a xenotype must also specify a particular species.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Xenoresistance&lt;br /&gt;
:: At 2nd level, a Xenophile gains a Minor +1 bonus on saving throws to resist the extraordinary, spell-like, or supernatural attacks of species other than her own. This bonus increases to Moderate +2 at 5th level and Major +4 at 8th level.&lt;br /&gt;
&lt;br /&gt;
:;Xenodefense&lt;br /&gt;
:: At 5th level, during her action, the Xenophile can designate an opponent and receive a Moderate +1 insight bonus (counts a Misc bonus) to there AC against any subsequent attacks from that opponent. The opponent must belong to one of the Xenophile’s chosen xenotypes (see Xenotype, above).&lt;br /&gt;
&lt;br /&gt;
:: The Xenophile can select a new opponent on any action. At 10th level, the insight bonus to AC increases to a Moderate +2.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:;Extra-Attacks&lt;br /&gt;
:: At 5th level the Xeno Philotherian gets an extra attack.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 15 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; XenoBiology&lt;br /&gt;
:: At 2nd level The Xeno Philotherian has gained knowledge from studying her creature companion. And can use her knowledge to craft (Craft Chemical skill) (using a Chemistry Field Kit) different Chemical injections that can be giving too the animal as a touch action. The chemicals can be crafted to preform different things such as restore HP, provide resistance, enhance an ability. However this items are experimental and have an short expiration date. They will need to attended (re-mixed, completely redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time and can mostly use materials gathered in the environment (when suitable). If not the materials follow the same price as normal.&lt;br /&gt;
&lt;br /&gt;
:: Over time the Xeno Philotherian gets better and preparing these concoctions and can prepare more of them a day. Number of concoctions prepared per day is: 3 + 1/2 Xeno Philotherian level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short self life.)&lt;br /&gt;
&lt;br /&gt;
:: The level of the crafted concoction is based on the Craft Chemical Skill Rank.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
:; Advanced XenoBiology&lt;br /&gt;
:: At 9th level the Xeno Philotherian starts to take the concoctions made for her animal companion to the next level. She starts to experiment on other creatures including herself. She can now craft both positive and negative effecting injections. If she uses them on any target other then her animal companion then the Player must roll a percentile dice. 0-10% the effect is opposite. 11-30% there is no effect. 31-100% the intended effect happens.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a special class type that attempts to grow and add onto an Advance Class to make it a more specific and themed. It can also be a group of Advance Classes that when combined generate a particular theme. The Prestige class then attempts to add new features and abilities keeping within the spirit of the theme. Usually only having 3 to 5 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== ArchTypes ==&lt;br /&gt;
&lt;br /&gt;
An ArchType Class is a cover or re-write to a portion of an already existing Advance Class/Prestige Class. Much like a Prestige Class this is designed to be more specific to a roll. However instead of making a whole new class that requires its own leveling an ArchType slightly modifies an existing class. The big difference between Prestige and ArchType is ArchTypes are modifications of a Class and require that the Player declare they are going to attempt to be that specific ArchType. Where as Prestige Classes are independent classes that do not modify only expand upon previous classes. &lt;br /&gt;
&lt;br /&gt;
ArchTypes are great for helping make your existing Character better fit the person you are attempting to roll play. While Prestige is good at getting a Character to progress to the next stage in their advancement.&lt;br /&gt;
&lt;br /&gt;
You can see a list of available ArchTypes [[ArchTypes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Base Class Level is also the Character Level(Unless they are Multi-Base Classing). If you are a level 10 Strength Hero then you are a level 10 Hero. Base class levels do not compete with all other class types. As you level up you always level up your Base Class. You can choose another Base Class and thus have Mutli Base Classes and the rules for this are explained [[Future_Hero_Base_Class#Multi_Base_Class|here]].&lt;br /&gt;
&lt;br /&gt;
Here we will talk about Multi-Classing Advance Classes&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up from a level 4 Strong Hero to a level 5 Strong Hero who happens to also be a level 3 Dogfighter then you can add another level in your Dogfighter class. However if you wanted to MutliClass and also become say a Tracer level 1 you can. Except you will have to sacrifice taking a new level in Dogfighter. So in the end you will be a level 5 Strong Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the player advances his Character they will want to take more then one class type. Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. There are also Prestige classes that are designed to continue to advance a Character with a more specific theme and usually require levels in mutli classes. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# The additional Affinity bonus is calculated by adding the two Advance classes Affinity Bonus together. Then add that too the Base Hero Affinity Bonus for the total Affinity score.&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
: (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same goes for Prestige classes. And ArchTypes are just modifications to existing Advance Classes so the same rule applies. &lt;br /&gt;
&lt;br /&gt;
You can MultiClass as long as your Character meets the requirements. &lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=2815</id>
		<title>Advance Classes</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=2815"/>
		<updated>2016-01-20T00:51:45Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Xeno Philotherian */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ambassador ==&lt;br /&gt;
Diplomats, Dignitaries and Consultants can all fall under the title of Ambassador. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Ambassador&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Ambassador strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Ambassador will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Ambassador chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Ambassador does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Ambassador if you want your Character to excel at negotiations and have political connections and influence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become an Ambassador, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skills: Diplomacy 2 Ranks, Knowledge (civics) 2 ranks, Knowledge (theology and philosophy) 1 ranks.&lt;br /&gt;
# Allegiance: An Ambassador must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Ambassador breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Ambassador cannot have Armor Proficiency (heavy) or (power) feats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Ambassador’s class skills are as follows. Diplomacy (Cha), Intimidate (Cha), Profession (Wis), Sense Motive (Wis), and Language (none). Choose Two Knowledge Skills: [(behavioral sciences, civics, current events, history, theology and philosophy)](Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Ambassador must pick a faction type that most closely resembles the type of faction that the Ambassador swears allegiance too. The list is located [[Advance_Classes#Ambassador.27s_Allegiances|here]]. This will add extra bonuses too the Ambassador.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Ambassador&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br \&amp;gt;Bonus&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Diplomatic immunity&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+0||Open arms&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+0||&lt;br /&gt;
|-&lt;br /&gt;
|4th||+0||Information access&lt;br /&gt;
|-&lt;br /&gt;
|5th||+0||Stipend&lt;br /&gt;
|-&lt;br /&gt;
|6th||+1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|7th||+1||Restricted access,&amp;lt;br \&amp;gt;Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|8th||+1||Stipend&lt;br /&gt;
|-&lt;br /&gt;
|9th||+1||&lt;br /&gt;
|-&lt;br /&gt;
|10th||+1||Select consuls&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ambassador&#039;s Class Features  ===&lt;br /&gt;
;Diplomatic Immunity:&lt;br /&gt;
: Starting at 1st level, if the Ambassador is arrested for a crime, she can make a Diplomacy check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how authorities react if the Ambassador succeeds. See Table: Diplomatic Immunity for Diplomacy check DCs based on the severity of the crime. If one of the Ambassador’s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Ambassador may intercede on the consul’s behalf. One may aid the other’s Diplomacy check. An Ambassador who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Diplomatic Immunity&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Severity of Crime &lt;br /&gt;
! Examples &lt;br /&gt;
! DC&lt;br /&gt;
! Effect of Successful Diplomacy Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Class 5|| Disturbing the peace, public intoxication, noninjurious traffic violation||15||–2 penalty on subsequent Diplomacy checks in that area&lt;br /&gt;
|-&lt;br /&gt;
|Class 4 ||Possession of controlled substance, injurious traffic violation, operating business without a license, operating a vehicle or starship without a license, assault without a deadly weapon||20||–5 penalty on subsequent Diplomacy a checks in that area&lt;br /&gt;
|-&lt;br /&gt;
|Class 3 ||Attempted bribery of a public official, robbery or grand theft, aiding and abetting a known felon, assault with a deadly weapon, possession of a concealed weapon||25||–10 penalty on subsequent Diplomacy checks in the area&lt;br /&gt;
|-&lt;br /&gt;
|Class 2 ||Murder or manslaughter, fraud, smuggling, assault against a public official, trafficking in controlled substances||30||Deportation within 2d6 hours&lt;br /&gt;
|-&lt;br /&gt;
|Class 1 ||Conspiracy against the government, murder of a public official, sabotage of public utilities||35||Detention pending the diplomatic action by character’s affiliated government&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Ambassador is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Ambassador class level on all Diplomacy checks.&lt;br /&gt;
&lt;br /&gt;
;Information Access&lt;br /&gt;
:Starting at 4th level, the Ambassador can make Gather Information checks without spending money or making Wealth checks, provided she is dealing with individuals or organizations that are helpful, friendly, indifferent, or unfriendly toward her or those she represents. Dealing with individuals or organizations that are hostile requires the Ambassador to make Wealth checks as usual when using the Gather Information skill.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
:Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 5th level, and again at 8th level, the Ambassador gains a one-time Wealth bonus increase of +4.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 6th level the Ambassador gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Ambassador gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +5 bonus on Computer Use checks made to defeat computer security and a +5 bonus on Study checks.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 10th level, the Ambassador may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Ambassador may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Ambassador to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
=== Ambassador&#039;s Allegiances ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Ambassadors on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Ambassador&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Ambassador too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Ambassador could be sent to peacefully resolve the situation. Ambassador&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: Insider Knowledge: A bonus too Diplomacy and Intimidate checks equal to the Ambassador Class level when dealing with any Corporation personal. A Major +4 advantage bonus too Computer Use checks when attempting to get information from a computer owned by a corporation. The class also gets the Knowledge Business as a Class skill and gets a Moderate +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Ambassador&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Ambassadors would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: Ambitious: The Ambassador is more likely to get promoted. Moderate +2 bonus too Profession checks. The Ambassador also gets a Minor +1 to Intimidate checks when dealing with government agencies. The Ambassador also gets Knowledge Local as a class skill with a Moderate +2 bonus when using it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Ambassadors are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Ambassadors will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: Powerful connections: The Ambassador has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the Knowledge Civics as a Class skill and gets a Moderate +2 bonus too it. The Ambassador also gets a Moderate +2 to Intimidate checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the globe and some religions have fared well. These mega religions have power and influence and Ambassadors are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Ambassadors to make there will known to the people, governments, and corporations. Sometimes Ambassadors are sent to work in secret while others walk openly and proudly about there faith. Ambassadors would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: Strong Convictions: The Ambassador who swears alliance to a small or medium sized government has a Moderate +2 advantage bonus to Wisdom saves. Also the Ambassador gets a Minor +1 bonus to Int and Wis Modifiers when someone is attempting to Bluff,Intimidate or use Diplomacy against them.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had traveled too a new dimension and now looked tried from her experiences laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets including her&#039;s. Mars. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have the powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in spacetime to not cause inter-dimensional gates. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become an Dimension Knight , a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skills: Survival 2 Ranks, Athletics 2 Ranks&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. Intimidate (Cha), Choose One Knowledge: [(civics, history, theology and philosophy)] (Int), Study (Int), Sense Motive (Wis), and Language (none).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br \&amp;gt;Bonus&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Detect Rift&amp;lt;br /&amp;gt;Gate Traveler&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+1|| Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+1|| Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|4th||+1|| &lt;br /&gt;
|-&lt;br /&gt;
|5th||+1|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|6th||+1|| &lt;br /&gt;
|-&lt;br /&gt;
|7th||+1|| &lt;br /&gt;
|-&lt;br /&gt;
|8th||+2|| Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|9th||+2|| Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||+2|| Bend SpaceTime&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Using a Perception check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and useable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these otherwise undetectable Gates and make them temporarily useful to them and possibly others. To do so requires a Survival Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 30. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +10 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: Lastly if you want to travel through the Gate another Survival check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. A Characters much make this check. Which is a DC 15 + additional difficulty for an unstable Gate. The Dimension Knight can there total Character Affinity Bonus too the check because of their expertise. &lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: A Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This is done over the course of at least 7 days using a Survival Check ever day of a DC of 15. They do not have to be consecutive. Once this is complete the Dimension Knight can teleport herself (And anyone of her choosing within a 5ft radius) back to this location no matter where she is in the universe or which dimension she is in. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed Perception check against the Dimension Knights average score of Survival checks used to make the location. The process has to be over again after a teleportation happens or any other Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. This also means that the Dimension Knight can only do this teleportation once per day and must rest before using ANY other Dimension Knight talents. &lt;br /&gt;
&lt;br /&gt;
; Bend SpaceTime&lt;br /&gt;
: Using there advanced gifts the Dimension Knight can bend Spacetime slightly to help get an advantage. When declared the combat action becomes a full round if it already is a full round action this Talent cannot be used. The Player rolls twice for whatever dice rolls are associated with the combat action and then takes the highest rolls. The Dimension Knight can only do this 1 + 1 every 5 levels of Dimension Knight. &lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. Still unknown too this day of exactly how or why this power was ever given Dimensional heroes roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves Unity. The Order of Unity dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly necessary. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves The Divergent. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional Peoples that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims that is when the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides all but extinct they went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed and more and more people emerged with these powers and once again sides are starting to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The Order of Chaos. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Chaos banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Chaos tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Chaos are made up of ex members of the other orders. They identify themselves and such to try to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Affinity bonus too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
:; Dimensional Jump&lt;br /&gt;
:: At level 2 the Unity Knight can preform a jump as a full round action up to 30ft + 5ft per Dimension Knight level. This &#039;jump&#039; instantly teleports the Character to the location which doesn&#039;t even have to be in line of site. However it *HAS* to be a location the Character has been before. At level 5 the Dimension Knight can take along additional people as long as they are touching her. At level 10 the Dimension Knight can even take large and in motion objects such as a vehicle as long as its touching and the Dimension Knight no longer needs to go with. &lt;br /&gt;
&lt;br /&gt;
:; The Cosmos&#039;s Judgement&lt;br /&gt;
:: At 9th level the Unity Knight can use their ability to warp spacetime to produce terrible amounts of damage onto a target. If the target is another Knight then the Knight can preform a Survival Check as a saving throw against the DC of 5 + Knight Level + Str Mod to only receive half damage. The attack is a Touch Attack and the damage is: 6d6 (negate any and all DR) A unity Knight can do this 2 + Wisdom Mod times a day and will need full rest before attempting anymore.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Affinity bonus too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
:; Disruption&lt;br /&gt;
:: At level 2 the Divergent Knight can disrupt space to make it unstable or dangerous for FTL (Faster Then Light) travel. This can cause spaceships that fly through this disruption to fall out of stability and slow down to sub-light speeds until the engines can be repaired. This also can cause certain types of power systems that depend on gravity or anti-matter to fail to run or not run at maxim efficiency. In combat this is a full round action that provokes and Attack of Opportunity. The Knight can generate a 15ft radius field of disrupted space for 1d6 turns. People within that space that have power suits will be unable to use anything evolving force fields or anti-gravity. And any Psionic Talents or techniques will have to roll a Wisdom check against a DC15 or be unable to preform.&lt;br /&gt;
&lt;br /&gt;
:; Shatter Dimension&lt;br /&gt;
:: At level 9 the Divergent Knight can with a full round action that provokes and Attack of Opportunity cause a sudden a deadly shock of sub-space energy that creates a small temporary rift into nothingness. Like a micro black hole that latest for less then a micro second the devastation it wrecks within a 20ft radius is intense. A Dexterity saving through of DC20 reduces the damage too half. The range is 60ft + 5ft per Strength Mod. The Damage is: 5d8 (negate any and all DR) &lt;br /&gt;
&lt;br /&gt;
; The Order of Chaos&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Chaos Knight gets to add a Major +4 advantage bonus to Survival checks when traveling through a dimensional Gate.&lt;br /&gt;
:; Travel Safely&lt;br /&gt;
:: At level 2 the Chaos Knight can peer into a gate with a Perception check against a DC20 to determine what conditions await her on the other side. Determine if its safe or not. With a successful survival check when traveling through a Gate the Chaos Knight can actually change the course of the Gate slightly to avoid danger. How far can be determined by how far the survival check beat the DC and up to the GM.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: At 9th level the Chaos Knight can preform a dangerous move that causes energy from the closest other dimension to break into the current dimension. This is a full round action and provokes an Attack of Opportunity. It can be preformed only once per day and requires full rest before doing again. The Player rolls a percentile dice. If 1-30% the damage is: 6d6. If 31-60% its an explosion with a radius of 20ft and 5d8 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an Acrobatics check against DC15 to be flat footed because they fell over. They also all move 5ft toward the explosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 350ft radius in to a random alternate universe. The Gate will only stay open for 1d2 hours and then will collapse causing massive damage within roughly 1,000 miles radius.&lt;br /&gt;
&lt;br /&gt;
== Dogfighter ==&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Dogfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible. On the canvas of stars that makes up the milky-way the scene is illuminated in flashes by weapon fire almost seaming to twinkle. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Dogfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as some of the greatest pilots. &lt;br /&gt;
&lt;br /&gt;
Choose the Dogfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Dogfighter, a character must fulfil the following criteria.&lt;br /&gt;
# Skills: Pilot 2 ranks.&lt;br /&gt;
# Feat: Starship Operation (ultralight).&lt;br /&gt;
# Dexterity Modifier of: +2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hero Points&amp;lt;/u&amp;gt;: This class grants 1 extra Hero point to the Character every time it gains a level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dogfighter’s class skills are as follows. Acrobatics(Dex), Bluff (Cha), Drive(Dex), Pilot (Dex), Profession (Wis), Survival(Wis). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Dogfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0|| Pilot Training&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+1||Defender of the universe&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+1||Extra Attack&amp;lt;br /&amp;gt; Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th||+1||Shake, rattle, and roll (1/day)&lt;br /&gt;
|-&lt;br /&gt;
|5th||+1||To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th||+2|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|7th||+2||Shake, rattle, and roll (2/day)+&amp;lt;br /&amp;gt;Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th||+2||Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th||+2||Extra Attack&amp;lt;br /&amp;gt;Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|10th||+2||Shake, rattle, and roll (3/day)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dogfighter&#039;s Class Features:  ===&lt;br /&gt;
&lt;br /&gt;
;Pilot Training&lt;br /&gt;
: The Dogfighter uses his training and knowledge to better adept himself with all sorts of different starships Any penalties for flying a ship not proficient in is halved. &lt;br /&gt;
&lt;br /&gt;
;Defender Of The Universe&lt;br /&gt;
: Starting at 2nd level, a Dogfighter applies his new found skills in the forum of a bonus to the die result whenever he spends a Hero point to modify an attack roll, skill check, ability check, or saving throw made aboard a starship. The bonus is equal to his Dogfighter class level divided by 2 round down. So (Class Level / 2) round down.&lt;br /&gt;
&lt;br /&gt;
;Do a barrel roll!&lt;br /&gt;
: At 3rd level the Dogfighter can spend a Hero point to preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a Moderate +2 bonus to AC until this next turn.&lt;br /&gt;
&lt;br /&gt;
: At 6th level the acrobatic maneuver only takes a standard action. At 9th level the acrobatic maneuver can be done as a free action.   &lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At 4th level, a Dogfighter learns how rock an enemy starship with weapons fire. The Dogfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). A starship damaged by the Dogfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and gunners included) aboard the shaken ship take a –2 penalty on attack rolls, saving throws, and skill checks for 1 round. A Dogfighter may use this ability once per day at 4th level, twice per day at 7th level, and three times per day at 10th level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At 5th level and beyond, a Dogfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet. The Dogfighter must be piloting the ship to increase its tactical speed.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Dogfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At level 7 The Dogfighter gets a Major +4 bonus too Intimidate Skill checks. Also if the Dogfighter is in the pilot set of a crewed ship and another player attempts to Intimidate the enemy they can make reference too there skilled Pilot at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At 8th level, a Dogfighter can continue to operate a starship even after it has been reduced to negative hit points and has begun breaking apart. The ship may take one move action or one attack action each round. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Dogfighter and all other personnel aboard the ship are considered shaken, taking a –2 penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Dreadnought, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skill: Intimidate 2 ranks.&lt;br /&gt;
# Feat: Improved Damage Threshold.&lt;br /&gt;
# Hero Talents: Any one Tough Hero or Fast Hero talent.&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hero Points&amp;lt;/u&amp;gt;: This class grants 1 extra Hero point to the Character every time it gains a level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. Acrobatics (Dex), Athletics (Str), Intimidate (Cha), Profession (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
   &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Affinity Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st||+0 ||Fearless, stability, unhindered &lt;br /&gt;
|-&lt;br /&gt;
| 2nd||+1 ||Ability surge (1/day), steamroller &lt;br /&gt;
|-&lt;br /&gt;
| 3rd||+1 ||Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
| 4th||+1 ||Master defender (+2)&lt;br /&gt;
|-&lt;br /&gt;
| 5th||+1 ||Ability surge (2/day), knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 6th||+2 ||&lt;br /&gt;
|-&lt;br /&gt;
| 7th||+2 ||Master defender (+4) &lt;br /&gt;
|-&lt;br /&gt;
| 8th||+2 ||Ability surge (3/day), heavy artillery &lt;br /&gt;
|-&lt;br /&gt;
| 9th||+2 ||Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
| 10th||+3||Master defender (+6) &lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
The Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Stability&lt;br /&gt;
The Dreadnought is incredibly sure-footed. She gains a Major +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
The Dreadnought treats any suit of armor worn as though its armor penalty is 2 better.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
At 2nd level, the Dreadnought can temporarily increase her Strength, but at a penalty to AC. At 5th and 8th level, she can use this ability more frequently.&lt;br /&gt;
&lt;br /&gt;
The Dreadnought gains a +8 morale bonus to Strength, but takes a –2 penalty to AC. Activating ability surge is a free action, and the surge lasts for a number of rounds equal to the Dreadnought’s class level. Following the ability surge, the Dreadnought is fatigued for as many rounds as she surged, but may negate this penalty as a free action by spending a Hero point. The Dreadnought may use the ability surge once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level.&lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
Starting at 2nd level, the Dreadnought does not need to move before making an overrun attempt against an opponent. She also gains a +2 bonus on any trip attack made against an opponent who blocks her overrun attempt.&lt;br /&gt;
&lt;br /&gt;
;Master Defender&lt;br /&gt;
Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +2 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total AC)&lt;br /&gt;
&lt;br /&gt;
The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
The bonus increases to +4 at 7th level and +6 and 10th level.&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
At 5th level and beyond, whenever the Dreadnought is allowed to apply her Strength modifier to damage, she forces the target of her successful attack to make at a Fortitude save (DC = damage dealt) or be knocked prone by the force of the blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
Beginning at 8th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnaught under this ideology works for and follows the authority of the land. Whatever time of government that may be. He may be as good too people or as evil. However following the law is the most important part. Dreadnaughts of this Ideologies are most like knights sworn to follow there king. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: I Am The Law!: The Dreadnought gains the Diplomatic Immunity Class Feature from the Ambassador when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: Big Heart: A Minor +2 bonus too all Diplomacy checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnaught under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnaught sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: Indoctrination: A Moderate +2 bonus to Int and Wis Modifiers when defending against Bluff,Diplomacy, Intimidate checks. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Survival of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnaught under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: Self Sufficient: The Dreadnaught gets a Moderate +2 bonus too Survival skill checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnaught is most feared by governments and other factions. A Vigilante Dreadnaught usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnaught may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: Justifying Reasoning: The Dreadnaught gets a Moderate +2 bonus to Intimate and Bluff checks. The Dreadnaught also gets the Knowledge Current Events as a class skill.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make this useful and piratical in every day life. Engineers are the corner stone of modern Civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. In the middle of a battle if the teams firearms prove useless because of the atmosphere. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become an Engineer, a character must fulfil the following criteria.&lt;br /&gt;
# Skills: Computer Use 1 rank, Craft (electrical) 2 ranks, Craft (mechanical) 2 ranks, Knowledge (technology) 1 rank, Repair 1 rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. Computer Use (Int), Craft (Electronic, Mechanical, Structural)(Int), Disable Device (Int), Demolitions(Int), Knowledge (Physical sciences, Technology)(Int), Study(Int)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Builder, improve kit (+1)&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+0||Quick craft, superior repair&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+0|| Sabotage&lt;br /&gt;
|-&lt;br /&gt;
|4th||+0||Improve kit (+2), Reconfigure weapon &lt;br /&gt;
|-&lt;br /&gt;
|5th||+0||Craft XP reserve, quick craft&amp;lt;br \&amp;gt;Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|6th||+1||Craft XP reserve&amp;lt;br /&amp;gt;Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|7th||+1||Craft XP reserve, improve kit (+3), quick fix&lt;br /&gt;
|-&lt;br /&gt;
|8th||+1||Craft XP reserve, weapon upgrade&lt;br /&gt;
|-&lt;br /&gt;
|9th||+1||Craft XP reserve&lt;br /&gt;
|-&lt;br /&gt;
|10th||+1||Craft XP reserve, Unflustered&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
&lt;br /&gt;
;Builder&lt;br /&gt;
:At 1st level, the Engineer gains the bonus feat Builder.&lt;br /&gt;
&lt;br /&gt;
;Improve Kit:&lt;br /&gt;
: An engineer can use his know-how to upgrade an electrical or mechanical tool kit at no additional cost.&lt;br /&gt;
: Electrical Tool Kit, Basic: For the cost of a basic electrical tool kit, an Engineer can assemble a mastercraft (+1) version of the kit that grants a +1 equipment bonus on all Repair checks made to fix electrical devices.&lt;br /&gt;
: Electrical Tool Kit, Deluxe: For the cost of a deluxe electrical tool kit, an Engineer can assemble a mastercraft (+1) version that grants a +3 equipment bonus (instead of the usual +2 equipment bonus) on all Repair checks made to fix electrical devices and a +1 equipment bonus on all Craft (electrical) checks.&lt;br /&gt;
: Mechanical Tool Kit, Basic: For the cost of a basic mechanical tool kit, an Engineer can assemble a mastercraft (+1) version of the kit that grants a +1 equipment bonus on all Repair checks made to fix mechanical devices.&lt;br /&gt;
: Mechanical Tool Kit, Deluxe: For the cost of a deluxe mechanical kit, an Engineer can assemble a mastercraft (+1) version that grants a +3 equipment bonus (instead of the usual +2 equipment bonus) on all Repair checks made to fix mechanical devices and a +1 equipment bonus on all Craft (mechanical) and Craft (structural) checks.&lt;br /&gt;
&lt;br /&gt;
: At 4th level the bonus to mastercraft kits goes up to +2. At 7th level this goes up to +3&lt;br /&gt;
&lt;br /&gt;
;Quick Craft&lt;br /&gt;
: At 2nd level, an engineer learns how to craft ordinary scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build an ordinary scratch-built item, the Engineer reduces the building time by one-quarter. At 5th level, the Engineer reduces the building time of ordinary objects and mastercraft objects by half.&lt;br /&gt;
&lt;br /&gt;
;Superior Repair&lt;br /&gt;
: At 2nd level, an Engineer learns improved ways of repairing robots, vehicles, mecha, starships, and cybernetic attachments.&lt;br /&gt;
An Engineer with a mechanical tool kit and an appropriate facility (a workshop, garage, or hangar) can repair damage to a robot, vehicle, mecha, starship, or cybernetic attachment. (Without a mechanical tool kit, the Engineer takes a –4 penalty on the Repair check.) With 1 hour of work, the engineer can restore a number of hit points based on his Repair check result, as shown in Table: Superior Repair. If damage remains, the Engineer may continue to make repairs for as many hours as needed to fully repair the damaged robot, vehicle, mecha, starship, or cybernetic attachment.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Superior Repair:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Repair Check Result&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| Less than 20||None&lt;br /&gt;
|-&lt;br /&gt;
| 20–29||2d6 + Engineer class level&lt;br /&gt;
|-&lt;br /&gt;
| 30–39||3d6 + Engineer class level&lt;br /&gt;
|-&lt;br /&gt;
| 40||4d6 + Engineer class level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Sabotage&lt;br /&gt;
: At 3rd level and beyond, the Engineer can sabotage an electrical or mechanical object so that it operates poorly. The Engineer must succeed on a Disable Device check (DC 20) to accomplish the downgrade, and sabotaging a mastercraft object is slightly harder (DC 20 + the mastercraft object’s bonus feature). Noticing the Engineer’s handiwork without first testing the sabotaged device requires a successful Search check (DC = the Engineer’s Disable Device check result). Fixing the sabotaged item requires a successful Repair.&lt;br /&gt;
:: Sabotage Device: As a full-round action, the Engineer can reconfigure a device with electrical or mechanical components so that anyone who uses it suffers a penalty equal to the Engineer’s class level on skill checks made to use the device.&lt;br /&gt;
:: Sabotage Weapon: As a full-round action, the Engineer can sabotage a weapon so that it misfires or breaks the next time it is used. A sabotaged weapon cannot be used effectively until repaired. This use of sabotage also applies to vehicle and starship weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfiguring a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfiguring a mastercraft weapon is slightly harder (DC 20 + the weapon’s mastercraft bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration imposes a –1 penalty on attack rolls made with the weapon but grants one of the following benefits indefinitely:&lt;br /&gt;
:: Changed Rate of Fire: The reconfiguration changes the weapon’s rate of fire. A semiautomatic-only weapon switches to an automatic-only weapon, or vice versa. This benefit applies only to a ranged weapon with either a semiautomatic or automatic fire setting.&lt;br /&gt;
:: Greater Ammo Capacity: The reconfigured weapon can hold 50% more ammunition than normal. This benefit applies only to weapons that take ammunition.&lt;br /&gt;
:: Greater Concealment: The reconfiguration grants a +2 bonus on Sleight of Hand checks made to conceal the reconfigured weapon.&lt;br /&gt;
:: Greater Range Increment: The reconfigured weapon’s range increment increases by 10 feet. This benefit applies only to weapons with range increments.&lt;br /&gt;
:: Signature Shooter: The weapon is reconfigured for a single individual’s use only and is treated as a unique exotic weapon. Anyone else who uses the weapon takes a –4 nonproficient penalty on attack rolls.&lt;br /&gt;
: Weapons can be reconfigured multiple times; each time a weapon is reconfigured, it imparts a new benefit. Undoing an Engineer’s weapon reconfiguration requires 1 hour and a successful Disable Device check (DC 20 + the Engineer’s class level). The reconfiguration must still follow the rules laid out in the [[Weapons|Weapons]] page. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Craft XP Reserve&lt;br /&gt;
: Starting at 5th level, an Engineer with the Mastercrafter feat can build mastercraft electronic and mechanical devices without investing as much of himself in the process.&lt;br /&gt;
: At 5th level and every level thereafter, an Engineer gains a special reserve of experience points equal to 100 × his Engineer class level. These extra experience points are separate from experience gained through level advancement and can only be used to make mastercraft items; they do not count toward level gain.&lt;br /&gt;
: An Engineer must spend the extra experience points he gains at each level, for when the Engineer gains a level, he loses any unspent experience points in his reserve.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 6th level the Engineer can gain a Bonus Feat for free if eligible&lt;br /&gt;
&lt;br /&gt;
;Quick Fix&lt;br /&gt;
:At 7th level, the Engineer can repair a mechanical or electrical device in half the normal time; see the Repair skill description for normal repair times. However, cutting the repair time increases the Repair check DC by 5.&lt;br /&gt;
&lt;br /&gt;
;Weapon Upgrade&lt;br /&gt;
: At 8th level, an Engineer can upgrade handheld or robot-installed weapons, as well as weapon systems aboard vehicles, mecha, or starships.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Handheld/Robot Weapon Upgrade &lt;br /&gt;
! DC&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also dazes target for 1 round ||25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also knocks target prone ||30&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target shaken for 1d4 rounds ||35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle/Mecha/Starship Weapon Upgrade ||DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon deals an extra two dice of damage ||25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 5 points of target’s hardness/DR ||30&lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s critical hit multiplier increases by 1 ||35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 10 points of target’s hardness/DR ||40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: The Engineer must spend 1 hour tinkering with the weapon, after which he must succeed at a Craft (mechanical) check. The DC varies depending on how the weapon is modified, as shown in Table: Weapon Upgrade. If the skill check fails, the attempt to modify the weapon also fails, although the Engineer may try again. (The engineer may take 20 on the skill check, but the upgrade takes 20 hours to complete.) An upgraded weapon has a 10% chance of breaking after each time it is used; it cannot be used again until repaired, and repairing it requires 1 hour and a successful Repair check (DC 40).&lt;br /&gt;
&lt;br /&gt;
;Unflustered&lt;br /&gt;
: A 10th-level Engineer can perform complicated tasks without provoking attacks of opportunity from adjacent foes.&lt;br /&gt;
: During any round in which the Engineer uses the Computer Use, Craft, Demolitions, Disable Device, or Repair skill, he can first make a Concentration check (DC 15) to use the desired skill without provoking attacks of opportunity. Making the Concentration check doesn’t cost the Engineer an action. He may take 10 on the Concentration check, but he cannot take 20.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer == &lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The Cryous, where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with powerful energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become an Electro-Mancer, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Base Class: Must have at least two levels in either the Path of Intelligence or the Path of Dexterity.&lt;br /&gt;
# Skills: 2 ranks in Computer Use, 2 ranks in Craft (Electronic), 2 ranks in Tech&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Computer Use(Int), Craft(Electronic, Mechanical), Decipher Script(Int), Disable Device(Int), Perception(Wis), Tech(RD)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Electric Attack|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+0|| Talent  || 3 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+1||Extra Attack|| 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||+1|| Talent || 3 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th||+1|| Improved Electric Attack || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th||+1|| Talent || 4 || 4 || 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||+2|| || 4 || 4 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||+2|| Talent || 4 || 5 || 4 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th||+2||Extra Attack|| 4 || 6 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th||+2|| Talent&amp;lt;br &amp;gt;Greater Electric Attack || 4 || 6 || 5 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *This only applies to how many the Character can learn. Level 0 Techniques can be cast at will infinity. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
&lt;br /&gt;
;Electric Attack&lt;br /&gt;
: Starting at level one the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and acts like a Ranged attack except you use Int as the modifier instead of Dex. &lt;br /&gt;
Damage is: 1d6 + 1/2 Electro-Mancer level. (Your Dex/Str do not factor into this attack like normal.)&lt;br /&gt;
&lt;br /&gt;
;Improved Electric Attack&lt;br /&gt;
: Starting at level five the Electro-Mancer improves his natural attack ability by changing the hit die.&lt;br /&gt;
Damage is: 1d8 + 1/2 Electro-Mancer level. &lt;br /&gt;
&lt;br /&gt;
;Greater Electric Attack&lt;br /&gt;
: Starting at level 10 the Electro-Mancer again improves his natural attack ability by changing the hit die.&lt;br /&gt;
Damage is: 1d10 + 5. (The Electro-Mancer&#039;s max level is 10. 1/2 of 10 is 5)&lt;br /&gt;
&lt;br /&gt;
=== Talent Trees: ===&lt;br /&gt;
&lt;br /&gt;
The two following talent trees focus on two different play styles for the Electro-Mancer. At 2nd, 4th, 6th, 8th, 10th the Electro-Mancer gets to pick a new talent. &lt;br /&gt;
&lt;br /&gt;
==== Close Combat Expert ====&lt;br /&gt;
: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
# Quickened Electric Attack: The Electro-Mancer no longer invokes an attack of opportunity against his target when using Electric Attack when applicable. However this only accounts for his target. If other enemies are near Electric Attack is an Ranged attack and invoking an attack of opportunity may still apply. &lt;br /&gt;
# Imbued Force: Sacrificing a lvl 2 Technique the Electro-Mancer can get a +4 to any Melee/Ranged attack for the number of rounds equal to the characters Int Mod. &lt;br /&gt;
# Quicken Imbue Weapon: Permanently removing the use of one lvl 1 Technique per day once this talent is taken the Electro-Mancer can now cast Imbue Weapon as an Fast Action and does not invoke an attack of opportunity. The weapon not only gets the additional 1d6 of electric damage but it now has a +1 to hit. &lt;br /&gt;
# Electrified Focus: Permanently removing the use of a lvl 4 Technique per day once this talent is taken the Electro-Mancer can pump the weapon hit die up to the next level. Which will bring it to d10. At level 10 this now goes to d12. &lt;br /&gt;
# Electric Speed: Permanently removing the use of a lvl 5 Technique per day once this talent is taken the Electro-Mancer now has the &#039;Spring Attack&#039; feat even if he does not qualify. This will now allow the Electro-Mancer to move and attack and possibly move again in the same round. However the movement cannot add up to more then 30 feet and only counts as ground movement not other move actions.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
# Electric Savant: Add your 1/2 the character&#039;s Int modifier (round down) to the number of Techniques can be used in every level. (Not learned however, this is just how many times a technique of a certain level can be used between resting.) This only counts if the character is already able to preform a Technique at that level. So a Level 1 Electro-Mancer with the Electric Savant tree does not add the Electric Savant bonus to level 2 and above techniques. &lt;br /&gt;
# Circuit Integration: +2 to Computer Use, and +2 to Decipher Script (Considered as a Misc Moderate Advantage), can access simple electronics wirelessly as a fast action even in combat. A range of 5 ft per Int mod. &lt;br /&gt;
# Electric Meditation: Declare a full round action to focus on electric energy. And for 1/2 the Electro-Mancer&#039;s level of round afterwards add a +4 Major Advantage bonus to all electric biased checks and techniques including damage.&lt;br /&gt;
# Sheer Force: Declaring a full round action the Electro-Mancer can preform two techniques in one turn. However the character can only use this talent once between rests. &lt;br /&gt;
# Electric Master: The Electro-Mancer can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage, treated as a fast action, double range). The Electro-Mancer can do this as many times as 1/2 the Int Mod a day (in between rests). &lt;br /&gt;
::Note: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique.&lt;br /&gt;
&lt;br /&gt;
== Explorer ==&lt;br /&gt;
Uncharted star system, newly discovered ancient civilization, new planet that no sentient being has landed on. The explorer thrives at bring first, in the unknown, or simply for the challenge of it all. Some have their own agendas or work with an organization. But wither its money, frame or simply personal need, the Explorer&#039;s investigative abilities and curiosity is both impressive and dangerous. Explorers are driven too unravelling the secrets of vanished alien civilizations, mapping new star systems, surveying distant planets for colonization, digging for ancient treasures or even trying to travel beyond this dimension. &lt;br /&gt;
&lt;br /&gt;
If Explorers aren&#039;t out alone they are found acting as scouts and guides in the far reaches of space. &lt;br /&gt;
&lt;br /&gt;
Choose the Explorer if you want your Character to excel at exploration and uncovering secrets in places where most others fear to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become an Explorer, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skills: Has to have 2 of the follow Knowledge skills (life sciences, history, physical sciences, current events or theology and philosophy) with at least 1 rank per skill, Survival 2 rank.&lt;br /&gt;
# Hero Talent: A talent in Dedicated Hero or Charismatic Hero&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hero Points&amp;lt;/u&amp;gt;: This class grants 1 extra Hero point to the Character every time it gains a level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Explorer’s class skills are as follows. Decipher Script(Int), Choose Two Knowledges: [(Arcane lore, Art, Life sciences, History, Theology and Philosophy)](Int), Perception(Wis), Pilot(Dex), Language(RD), Study(Int), Survival(Wis).&lt;br /&gt;
&lt;br /&gt;
 	   &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Explorer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Affinity Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st||+0 ||Explorer lore, survivalist &lt;br /&gt;
|-&lt;br /&gt;
| 2nd||+1 ||Resolve, skilled searcher &lt;br /&gt;
|-&lt;br /&gt;
| 3rd||+1 || Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
| 4th||+1 ||Trap sense (+1) &lt;br /&gt;
|-&lt;br /&gt;
| 5th||+1 ||Extra step &lt;br /&gt;
|-&lt;br /&gt;
| 6th||+1 || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 7th||+2 ||Trap sense (+2) &lt;br /&gt;
|-&lt;br /&gt;
| 8th||+2 ||Explorer’s evasion &lt;br /&gt;
|-&lt;br /&gt;
| 9th||+2 || Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
| 10th||+2 ||Extra step, trap sense (+3) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explorer&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Explorer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Explorer Lore&lt;br /&gt;
An Explorer picks up stray and obscure facts during her adventures. Starting at level 1 the Explorer may make a special Explorer lore check with a bonus equal to her Explorer class level + her Intelligence modifier to see whether or not she knows some relevant knowledge about notable people, legendary items, or noteworthy places. If the Explorer has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check. She may take 10 but cannot take 20 on this check.&lt;br /&gt;
An Explorer lore check does not reveal the powers of a magic or psionic item but may give some hint as to its general function; an Explorer may not take 10 or take 20 on this check.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Explorer Lore&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | DC&lt;br /&gt;
! Type of Knowledge&lt;br /&gt;
! Examples&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Common,  known  by  at  least  a  substantial  minority  of  the  local  population.  ||A  local  official’s  hobbies  and  interests;  common  legends  or  rumors  about  a  powerful  place  of  mystery. &lt;br /&gt;
|-&lt;br /&gt;
| 20 || Uncommon  but  available,  known  by  only  a  few  people  in  the  area.  ||The  coordinates  of  an  known  but  uncharted  world;  legends  or  rumors  about  a  powerful  psionic  artifact. &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Obscure,  known  by  few,  hard  to  come  by.  ||The  customs  of  a  documented  alien  species;  the  true  homeworld  of  an  ancient  royal  dynasty. &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Extremely  obscure,  known  by  very  few,  possibly  forgotten  by  most  who  once  knew  it,  possibly  known  only  by  those  who  don’t  understand  the  knowledge’s  significance.  ||The  most  likely  location  of  a  long-lost  pharaoh’s  tomb;  the  history  of  a  powerful  artifact  and  its  creator;  the  likely  coordinates  of  a  fabled  but  as-yet-undiscovered  planet. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
;Survivalist&lt;br /&gt;
At 1st level, the Explorer gains the bonus feats Guide and Track.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
Beginning at 2nd level, an Explorer gains a morale bonus equal to one-half her Explorer class level (rounded down) on saving throws to resist fear effects and Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
;Skilled Searcher&lt;br /&gt;
When actively searching for secret doors or traps, an Explorer of 2nd level or higher gains a bonus on her Perception checks equal to one-half her Explorer class level (rounded down).&lt;br /&gt;
&lt;br /&gt;
;Trap Sense&lt;br /&gt;
At 4th level, an Explorer gains an intuitive sense that alerts her to danger from traps, giving her a Minor +1 bonus on Dexterity saves made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
These bonuses rise to Moderate +2 at 7th level and Major +4 at 10th level.&lt;br /&gt;
&lt;br /&gt;
;Extra Step&lt;br /&gt;
An Explorer of 5th level or higher can spend a Hero point to take an extra 5-foot step during her turn, as a free action. This extra 5-foot step does not provoke attacks of opportunity. &lt;br /&gt;
&lt;br /&gt;
At 10th level, the Explorer can take the extra 5-foot step without spending a Hero point.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 6th level the Explore gets a free additional Bonus Feat of her choice as long as she is eligible. &lt;br /&gt;
&lt;br /&gt;
;Explorer’s Evasion&lt;br /&gt;
If an Explorer of 8th level or higher is exposed to any effect that normally allows a character to attempt a Dexterity saving throw for half damage, the Explorer suffers no damage if she makes a successful saving throw. If the Explorer already has evasion, she gains improved evasion instead. Improved evasion works similar to evasion, except the Explorer suffers only half damage on a failed saving throw.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawls up the soldier&#039;s legs to their minds as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades could of been sitting. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his mean and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Field Officer, a character must fulfil the following criteria.&lt;br /&gt;
# Affinity Bonus: +1&lt;br /&gt;
# Skills: Diplomacy 2 ranks, Knowledge (tactics) 2 ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hero Points&amp;lt;/u&amp;gt;: This class grants 1 extra Hero point to the Character every time it gains a level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Choose One Knowledge: [(Behavioral Sciences, Civics, History, Streetwise, Tactics, Philosophy)], Language (none), Sense Motive (Wis), Treat Injury(Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0|| Leadership || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd||+1|| Uncanny Survival || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd||+1||  || 3 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||+1|| Tactical Expertise&amp;lt;br /&amp;gt;Extra Attack || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th||+1|| || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th||+1|| Commanding Presence || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th||+1|| Tactical Mastery || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||+2|| Commanding Presence || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||+2|| Extra Attack || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th||+2|| Tactical Master || 6 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *This only applies to how many the Character can learn. Level 0 Techniques&amp;lt;br /&amp;gt; can be preformed at will infinity. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leadership&lt;br /&gt;
: The Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a Diplomacy check against DC10 + Number of effected allies. If successful the allies get a Moderate +2 too Accuracy checks for the next 1d4 rounds + 1/2 Field Officer Level (round down) The Field Officer cannot take 10 or 20. If done in combat the action can provoke an Attack of Opportunity.&lt;br /&gt;
&lt;br /&gt;
;Uncanny Survival&lt;br /&gt;
: Beginning at 2nd level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
;Tactical Expertise&lt;br /&gt;
: Starting at 4th level, as a full-round action, a Field Officer can use his tactical knowledge to coordinate allies. Allies to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer must make a Knowledge (tactics) check with a DC equal to 15 + the number of allies affected. He cannot take 10 or take 20 on the check. If the check succeeds, all affected allies gain a competence bonus on attack rolls or AC equal to the Field Officer’s Charisma bonus. The Field Officer chooses which of the two benefits to impart and must impart the same benefit to all affected allies. The benefits last for 1 round.&lt;br /&gt;
&lt;br /&gt;
: If the check fails, the Field Officer’s allies gain no benefit, but the action is still spent.&lt;br /&gt;
&lt;br /&gt;
: A Field Officer cannot apply the benefits of this ability to himself.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At 6th level the Field Officer can now add his Character Total Affinity bonus to Diplomacy and Intimidate checks. &lt;br /&gt;
&lt;br /&gt;
;Tactical Mastery&lt;br /&gt;
: At 7th level, the Field Officer requires less time to direct his allies. This ability is similar to tactical expertise (see Tactical Expertise, above) but requires an attack action instead of a full-round action. The bonus added is now the Charisma bonus + Field Officer Affinity Bonus. (The Affinity Bonus the Field Officer Class provides too the overall Character not the total Affinity bonus)&lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: The Field Officer can spend a Hero point to be able to preform two Techniques in one turn as long as both Techniques do not require a Full Round. The Field Officer can only preform this twice in a 24 hour period and requires full rest before being able to use this Talent again.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Helix Warrior, a character must fulfil the following criteria.&lt;br /&gt;
# Affinity Bonus: +1&lt;br /&gt;
# Skill: Athletics 3 ranks.&lt;br /&gt;
# Feat: Endurance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hero Points&amp;lt;/u&amp;gt;: This class grants 1 extra Hero point to the Character every time it gains a level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. Acrobatics (Dex), Athletics (Str), Escape Artist (Dex), Intimidate (Cha), Stealth (Dex), Survival (Wis), &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Haul, Light Sleeper, Survivor || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd||+1||Darkvision (60 ft.) || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd||+1||Extra Attack || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||+1||Strong as an Ox || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th||+1||Darkvision (90 ft.),&amp;lt;br \&amp;gt; Superior Conditioning || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th||+2|| || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||+2||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||+2||Darkvision (120 ft. ) || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||+2||Bonus feat&amp;lt;br \&amp;gt;Extra Attack || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||+3||Decisive Attack || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *This only applies to how many the Character can learn. Level 0 Techniques&amp;lt;br /&amp;gt; can be preformed at will infinity. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Helix Warriors are light sleepers and can make Perception checks even while asleep, without penalty. (A sleeping character normally takes a –15 penalty on Perception checks.)&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: When a Helix Warrior spends a Hero point to modify the result of a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll(s).&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at 2nd level, a Helix Warrior gains darkvision. She can see in total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
The range of the Helix Warrior’s darkvision improves to 90 feet at 5th level and 120 feet at 8th level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at 2nd , 5th, and 8th level.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At 4th level and beyond, the Helix Warrior’s carrying capacity increases as if she were one size category larger (Large instead of Medium-size, for example). This also negates the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on weight.&lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at 5th level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralysed, shaken, and stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At 7th level, a Helix Warrior gains a Moderate +2 competence bonus to initiative. As well as a minor +1 to Dexterity Checks while in combat.&lt;br /&gt;
&lt;br /&gt;
;Decisive Attack&lt;br /&gt;
: At 10th level, when a Helix Warrior spends a Hero point to modify the result of an attack roll, she may roll an additional damage die and take the best result, discarding the lower roll(s). For example if the damage is 2d8. Roll the d8 twice and take the highest roll. That highest roll is now considered your first highest roll. Then roll the pair a 2nd time and take the highest again.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
The Acarions had a vast empire. They where second too none. Except for the Cryous. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Acarion&#039;s ground troop superiority away. As a response the Acarions made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfil the following criteria. &lt;br /&gt;
# Base Class: Must have at least two levels in either the Path of Constitution or the Path of Wisdom.&lt;br /&gt;
# Skills: 2 ranks in Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. Acrobatics (Dex), Athletics (Str), Choose One Craft: [(mechanical, structural)](Int), Choose One Knowledge: [(Pyshical Sciences, Technology)](Int), Perception (Wis), Survival (Wis), Treat Injury (Wis), &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either becomes a Shield wielder or a Shield Defender. The choice is based on what base class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both base classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Shield Manipulator&amp;lt;br /&amp;gt;Mind over Shield|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+0|| Talent  || 3 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+1||Extra Attack|| 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||+1|| Talent || 3 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th||+1|| || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th||+1|| Talent || 4 || 4 || 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||+1|| || 4 || 4 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||+2|| Talent || 4 || 5 || 4 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th||+2||Extra Attack|| 4 || 6 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th||+2|| Talent || 4 || 6 || 5 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *This only applies to how many the Character can learn. Level 0 Techniques&amp;lt;br /&amp;gt; can be preformed at will infinity. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
&lt;br /&gt;
;Shield Manipulator&lt;br /&gt;
: Starting at Level 1 the Shield Splicer is able to Manipulate 5ft 2d square of shield. The shield is two way. Meaning that it attempts to adsorb damage going both directions. The shield has a Total DR of 1 per Shield Splicer level. The Shield Splicer is also able to manipulate the shape of the shield within 5ft per level of Shield Splicer. To activate the shield is a Standard Action and it does provoke an Attack of Opportunity. This ability can be used infinitely without rest. &lt;br /&gt;
&lt;br /&gt;
: The shield cannot assume a 3d shape unless specified otherwise. Meaning that it has to be a 2d plane. Kinda like a sheet of paper or a window. The shield is only barely visible and normally has a slight orange hue. The shield can be reshaped as a free action as well as deactivated as a free action. &lt;br /&gt;
&lt;br /&gt;
: The shield moves relative too the Character and can interact with physical and energetic objects in the surrounding environment. Meaning that when a Character moves the shield moves with the Character. If the shield was put up in front of an ally and the Splicer moves to the left the Shield also moves too the left. The ally will have to move with the shield or be left without its defence. If the Splicer makes a shield to defend an ally to the right of them that has a wall too their right and then the Shield Splicer attempts to move to the right the shield will attempt to move into the wall. The Shield is locked to the relative position of Splicer so if the shield cannot go into the wall the Splicer cannot move to the right without disabling the shield or forcing it. The shield itself cannot be forced to move and thus cannot cause the Shield Splicer to move. The Shield Splicer can feel what the shield touches and thus will know that there is a wall there that he/she cannot walk into. &lt;br /&gt;
&lt;br /&gt;
:A shield cannot hold up more then roughly 10lbs of weight. So if the shield is moving across the ground and comes across a can it should be able to easily move it as long as the can weights less then 10bls. The Splicer can also feel the can and with a free action reshape the shield to avoid it.&lt;br /&gt;
&lt;br /&gt;
: A Shield Splicer&#039;s shield is designed to absorb energy not completely block it. This means that it cannot be targeted directly unless specified otherwise. However this doesn&#039;t mean that the more damage a shield absorbs the harder it is to absorb more damage. Once a shield absorbs to much energy it shatters. Forcing a shield into a large physical object such as a wall or the other way around such as forcing a large object to cohabit the space the shield is in can instantly cause massive amounts of energy to be absorbed into the shield shattering it. Shattering a shield will cause the Player to have to roll a Constitution Save or suffer Conn damage and pass out for 1d4 turns.&lt;br /&gt;
&lt;br /&gt;
: A shields HP is: 10 + 2 per level of Shield Splicer. The damage normally absorbed by a shield&#039;s Total DR doesn&#039;t count against HP. HP of a shield only counts when using other talents like Mind over Shield or certain techniques.&lt;br /&gt;
&lt;br /&gt;
;Mind over Shield&lt;br /&gt;
: Starting at level one the Shield Splicer is able to absorb damage that is going through the shield. So instead of the shield acting like Total DR it takes the damage directly to its HP. (Shields HP is: 10 + 2 per level of Shield Splicer) This causes energy built up in the shield to flow back into the suit and cybernetic systems which have to be directly linked to the brain and nervous system of the Character. This can cause Con damage and if the shield shatters it can possibly cause the Shield Splicer to pass out.&lt;br /&gt;
&lt;br /&gt;
: The save for Mind over Shield is 1d20 + Conn Mod. The DC is the the damage dealt. The penalty is 1 Conn damage for ever 5 points under the DC the Player rolled. Minimum of 1 point. If the shield is shattered then if the roll fails an extra penalty is 1d4 turns where the Character is unconscious due to a black out from the pain and shock.&lt;br /&gt;
&lt;br /&gt;
=== Talent Trees: ===&lt;br /&gt;
&lt;br /&gt;
The two following talent trees focus on two different play styles for the Shield Splicer. One type is for people with a focus on Constitution while the other is on Wisdom. At 2nd, 4th, 6th, 8th, 10th the Electro-Mancer gets to pick a new talent.&lt;br /&gt;
&lt;br /&gt;
===== Shield Wielder(Con) =====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Base Class.&lt;br /&gt;
&lt;br /&gt;
# Shield Attack: The Shield Splicer gets the ability to mold a shield into a small concentrated sphere to cause damage at a range. Sense the shield is connected directly too the mind of the wielder the damage can only be enhanced by how much pain the user can mentally handle. Ranged (15ft) Touch Melee Attack Damage: 1d6 + Con Mod &lt;br /&gt;
# Shield Wielder Novice: The Shield Splicer can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
# Improved Shield Attack: The Shield Splicer&#039;s Shield Attack has now been improved upon. Ranged (30ft) Touch Melee Attack Damage: 1d8 + Con Mod (DR2) &lt;br /&gt;
# Shield Wielder Master: The Shield Splicer can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
# Greater Shield Attack: The shield Splicer&#039;s Shield Attack has now been improved too its ultimate form. Ranged(90ft) Touch Melee Attack, Damage: 1d10 + Con Mod (DR4) &lt;br /&gt;
&lt;br /&gt;
===== Shield Defender(Wis) =====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Base Class. &lt;br /&gt;
&amp;lt;u&amp;gt;Note:&amp;lt;/u&amp;gt; At level 1 the Shield Defender talent tree grants the Shield Splicer the Skill Treat Injury as a Class skill.&lt;br /&gt;
&lt;br /&gt;
# Imbue Person with Shield: The Shield Splicer can shape a personal shield around the body of a person. This shield is especially shaped for that person unlike other person shield devices. The shield is disassociated with the Splicer and is instead powered and connected to the target by a small device planted by the shield Splice. To planet the device the Shield Splicer has to touch the target. The device can be recovered and recharged. The shield lasts for 4 turns + 1 turn for ever 2 levels of Shield Defender. The shield has a Total DR of 2 + 2 for ever 5 levels of Shield Splicer. This can be preformed 1 + 1 for every 3 levels of Shield Splicer.&lt;br /&gt;
# Shield Master: +2 Moderate Advantage to any Check or Saving through that has to do with dealing with Shield Technology. (This does not include Techniques or combat situations)&lt;br /&gt;
# Substitution: As a standard action the Shield Splicer can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to preform the &#039;Mind over Shield&#039; talent even out of turn by sacrificing a standard action in her next turn. This also causes any shield created by the &#039;Shield Manipulator&#039; talent to instantly dissolve. &lt;br /&gt;
# Extra Life: As a touch attack the Shield Splicer can put a small shield protection device on a target. Much like the &#039;Imbue Person with Shield&#039; talent except this shield doesn&#039;t provide Total DR. This shield simply takes damage until its HP runs out and it shatters. The device used is broken but the shatter shield doesn&#039;t effect the Shield Splicer. The HP is 10 + 2 per 2 levels of Shield Splicer. This can be preformed 1 + 1 for ever 3 levels of Shield Splicer.&lt;br /&gt;
# Healing Chamber: As a full round action the Shield Splicer can generate a 3d shield that surrounds themselves with a 10ft 2 Square radius. The shield doesn&#039;t provide Total DR but takes damage until its HP runs to zero like the Extra Life shield. The shield has 10 + 2 per 2 levels of Shield Splicer. The Shield Splicer cannot move more then 5ft or the shield dissolves. Shattering the shield doesn&#039;t effect the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
== Space Monkey ==&lt;br /&gt;
Astronauts? What civilization would be without them? They would be backwater, Tech Level 0 or worse -1. One of the defining moments and perhaps the most significant in terms of its neighbors is when a Civilization becomes space worthy. And this is achieved by Astronauts. As a Civilization continues its prestigious climb into space it begins to realize that some of its citizens are more comfortable in the harshness of space. Long veterans of space flight and adventuring usually start to personify space as a harsh mistress and other titles. Different Civilizations have different names for these people but the common name is Space Monkey. &lt;br /&gt;
&lt;br /&gt;
Comfort and willingness to go into the dangerous far reaches of space isn&#039;t the only reason these Space Monkeys become valuable to there society.  Its there talent and knack for all things space. Its one thing to just survive in space, its another thing to thrive in it. When a Nation, or mega-corporation needs to tame a hostile world, moon or build a massive jump station in the deep reaches of space to help connect distance parts of a fast empire or trade route the Space Monkey is the perfect person for the job. Willing to take on almost any challenge for cash Space Monkey&#039;s are seen all over the galaxy making space a safer or at least easier place to leave for the rest of civilization. Often caught on the fringe of space having to deal with problems with nothing but a Monkey Wrench (Possible where the name came from) they are great at adapting to the situation.&lt;br /&gt;
&lt;br /&gt;
Choose Space Monkey if you want a Character who can survive and thrive in the far-flung reaches of space. Far from modern civilization, risking it all for adventure and/or money.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]]. though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Space Monkey, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Starting Occupation: Astronaut Trainee.&lt;br /&gt;
# Skills: Craft either Mechanical or Structural with 1 rank, Survival 2 ranks, Athletics 1 Rank.&lt;br /&gt;
# Hero Talent: Any one talent from either the Tough Hero or Strong Hero&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hero Points&amp;lt;/u&amp;gt;: This class grants 1 extra Hero point to the Character every time it gains a level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Space Monkey’s class skills are as follows. Athletics (Str), Computer Use (Int), Craft both (Mechanical, Structural)(Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Escape Artist (Dex),  Choose One Knowledge: [(Physical Sciences, Technology)](Int), Pilot (Dex), Perception (Wis), Survival (Wis), Treat Injury (Wis)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Space Monkey&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Hibernation Trance&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+0||Monkey&#039;s Wrench&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+1||Extra Attack&amp;lt;br /&amp;gt;Space Suitable(1)&lt;br /&gt;
|-&lt;br /&gt;
|4th||+1||Monkey&#039;s Unite&lt;br /&gt;
|-&lt;br /&gt;
|5th||+1||Know Location (+2)&lt;br /&gt;
|-&lt;br /&gt;
|6th||+1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|7th||+2||Monkey Shines&lt;br /&gt;
|-&lt;br /&gt;
|8th||+2||Know Location (+4),&amp;lt;br /&amp;gt; Space Suitable(2)&lt;br /&gt;
|-&lt;br /&gt;
|9th||+2||Extra Attack&amp;lt;br /&amp;gt;The Pilot is a Monkey&lt;br /&gt;
|-&lt;br /&gt;
|10th||+2||Monkey Shot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space Monkey&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Space Monkey advanced class.&lt;br /&gt;
&lt;br /&gt;
;Hibernation Trance&lt;br /&gt;
: A Space Monkey can enter a deep trance that allows him to gain the full benefits of sleep or bed rest in half the usual time. &lt;br /&gt;
&lt;br /&gt;
;Monkey’s Wrench&lt;br /&gt;
: Space Monkeys use tools expertly and creatively. Starting at 2nd level, a Space Monkey gains a competence bonus equal to one-half his Space Monkey class level on skill checks made when using a tool kit. This bonus stacks with the tool kit’s normal equipment bonus.&lt;br /&gt;
&lt;br /&gt;
;Space Suitable&lt;br /&gt;
: At 3rd level, a Space Monkey becomes more comfortable in armour. He treats any suit of armour as though its armour penalty and maximum Dexterity bonus were 1 better.&lt;br /&gt;
: At 8th level the armour penalty and maximum Dexterity bonus are 2 better.&lt;br /&gt;
&lt;br /&gt;
;Monkeys Unite&lt;br /&gt;
: Space Monkeys fight better together. Starting at 4th level, a Space Monkey gains a Minor +1 morale bonus on attack rolls when fighting adjacent to another Space Monkey.&lt;br /&gt;
: Furthermore, a Space Monkey gains an additional Moderate +1 morale bonus on attack rolls against an opponent flanked by another Space Monkey; this bonus is in addition to the usual Moderate +2 bonus for flanking.&lt;br /&gt;
&lt;br /&gt;
;Know Location&lt;br /&gt;
: At 5th level, a Space Monkey gains a Moderate +2 competence bonus on Navigate and Survival checks to avoid becoming lost. This bonus increases to Major +4 at 8th level.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 6th level the Space Monkey can pick a Bonus Feat for free. The Character still has to be eligible for the Feat.&lt;br /&gt;
&lt;br /&gt;
;Monkey Shines&lt;br /&gt;
: Upon reaching 7th level, a Space Monkey has learned sneaky tactics. He can use the Bluff technique of feinting in combat as a free action, allowing him to feint and attack in the same round.&lt;br /&gt;
: If the Space Monkey also has the Improved Feint feat, he gains a Major +4 bonus (instead of the feat’s usual Moderate +2 bonus) on Bluff checks made to feint in combat.&lt;br /&gt;
&lt;br /&gt;
;The Pilot is a Monkey&lt;br /&gt;
: At 9th level the Space Monkey only takes 1/2 penalty for flying craft that he isn&#039;t proficient in. &lt;br /&gt;
&lt;br /&gt;
;Monkey Shot&lt;br /&gt;
: By spending a Hero point at the end of his turn, a 10th-level Space Monkey gains an extra attack while still applying his Affinity Bonus. (Remember that a character can spend only one Hero point per round.)&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult like religion that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Swindler, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skills: Bluff 2 ranks, Disguise 1 rank, Sleight of Hand 1 rank.&lt;br /&gt;
# Hero Talents: A talent from with the Charismatic or Dexterity Base Class trees. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hero Points&amp;lt;/u&amp;gt;: This class grants 1 extra Hero point to the Character every time it gains a level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Choose Two Knowledges: [(behavioral sciences, business, civics, current events, history, popular culture, streetwise)](Int), Perform (act) (Cha), Language (none), Perception (Wis), Sleight of Hand (Dex).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d6 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd||+0||Thousand Faces || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd||+1|| Extra Attack || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||+1||Fortune&#039;s Favour (5%)&amp;lt;br /&amp;gt;Sneak Attack +2d6 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th||+1||Warp Probability&amp;lt;br /&amp;gt;Lucky Strike(+2)  || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th||+1|| || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||+2||Fortune&#039;s Favour (10%) || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th||+2|| Sneak Attack +3d6 || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th||+2|| Extra Attack&amp;lt;br /&amp;gt;Lucky Strike(+4) || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||+2||Fortune&#039;s Favour (15%)&amp;lt;br /&amp;gt;Turn Back Time || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *This only applies to how many the Character can learn. Level 0 Techniques&amp;lt;br /&amp;gt; can be preformed at will infinity. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Fortune favours the Swindler. Once per day, he may reroll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the reroll, even if it’s worse than the original roll. At 9th level this ability can be used twice.&lt;br /&gt;
&lt;br /&gt;
;Sneak Attack&lt;br /&gt;
: At 1st level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d6 points of damage on successful melee weapon attacks made against a flat-footed opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with weapons the Character has an Affinity with ad only on opponents that are unaware of the Character. &lt;br /&gt;
&lt;br /&gt;
: The attack cannot come from a location that the target can see such as the front of the target. It has to be from behind or if from the side it has to be a flanking attack. Meaning that on the other side of the target there is something else attacking or in anyway keeping the attention of the target. More about flanking here. In the Opponent becomes aware of the Tracer at any time the Tracer will have to relocate and attempt to hide using a Stealth check against the Target&#039;s Perception check in order for the Target to become unaware of the Character. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d6 at 5th level and +3d6 at 8th level.&lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At 2nd level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes). At level 5th level the Swindler gets a +2 Moderate bonus to Disguise. A 10th level it goes to +4 Major bonus.&lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favour&lt;br /&gt;
: At 4th level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets a Major +4 advantage bonus too profession checks. A Moderate +2 bonus to Diplomacy checks when attempting to sell an object. If the Swindler comes across loot or a stash of items and is the first one to touch the container or enter the room then there the predetermined (by GM) value of any non-specific items (Specific items are Weapons/Armour/General Equipment are not effected) go up by 5%. This includes Money, random items of attire, jewellery.&lt;br /&gt;
&lt;br /&gt;
: This talent only applies once per day and is either random by rolling a percentile dice and getting anything above 50% or alternate rules (so you do not have to roll so much) simply the first time the Swindler encounters a situation where this applies. Rolling a Profession Check, Selling an Item, finding Loot.&lt;br /&gt;
&lt;br /&gt;
: At 7th level this goes up to 10% and at 10th level its 15%.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.&lt;br /&gt;
&lt;br /&gt;
At 8th level, the range of this ability increases to 60 feet&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At 5th level the Swindler gets a Moderate +2 bonus to confirm critical hits.&lt;br /&gt;
&lt;br /&gt;
: At 9th level the bonus becomes Major +4 bonus to confirm crits.&lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At 8th level the Swindler can re-roll a Saving throw once per day. The Player must announce they are using this ability before the roll the saving throw.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noting for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Technosavant, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skills: Computer Use 2 ranks, Craft (electrical or mechanical) 2 ranks, Disable Device 1 rank, Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity bonus to Charisma based checks/saves even if a Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows. Computer Use(Int), Craft both (Electrical, Mechanical)(Int), Demolitions(Int), Disable Device(Int), Drive(Dex), Choose one Knowledge: [(Physical Sciences, Popular Culture, Technology)](Int), Language(none), Study(Int),&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Technocant&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+0||Robomancer, Technophile&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+0||Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|4th||+0||Cybermancer&lt;br /&gt;
|-&lt;br /&gt;
|5th||+1||&lt;br /&gt;
|-&lt;br /&gt;
|6th||+1||Super CyberSurgeon&lt;br /&gt;
|-&lt;br /&gt;
|7th||+1||Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|8th||+1||&lt;br /&gt;
|-&lt;br /&gt;
|9th||+1||Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|10th||+2||Build Prototype&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: A Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 2. It goes up automatically by 1 for every 2 levels of Technosavant Class the Character has. Characters without the Technocant skill can translate written Technocant with a successful Decipher Script check (DC 20). Characters without the Technocant skill can translate spoken Technocant with a successful Intelligence check (DC 20), although any character with the linguist talent can add her Smart hero levels to the check.&lt;br /&gt;
&lt;br /&gt;
;Robomancer&lt;br /&gt;
: At 2nd level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At 2nd level, the Technosavant adds one-half her Technosavant class level to any Knowledge (technology) check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Cybermancer&lt;br /&gt;
: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
;Super Cybersurgeon&lt;br /&gt;
: At 6th level, the Technosavant gains a +4 competence bonus on Treat Injury checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of 7th level or higher can perform small wonders with a computer. She gains the following benefits when using the Computer Use skill:&lt;br /&gt;
:Find File, Degrade Programming, or Write Program: When attempting to find a file, degrade a computer program, or write a program, a Technosavant who exceeds the Computer Use check DC by 5 or more accomplishes her intended task in half the normal time (minimum 1 round).&lt;br /&gt;
&lt;br /&gt;
:Cover Tracks: A Technosavant who successfully covers her tracks while hacking into a computer system imposes a –10 penalty (instead of the normal –5 penalty) on any attempt made to identify her.&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At 10th level, a Technosavant can build robots, robotic components, and cybernetic attachments of a Progress Level one step higher. However, the Craft check DCs for such items are increased by +10.&lt;br /&gt;
&lt;br /&gt;
==== Techno Hoarder ====&lt;br /&gt;
A Techno Hoarder values some sort of technology or geeky knowledge and collects things that are associated with whatever that may be. They often have large rooms full of all sorts of stuff. Spare computer parts, half built robots. Their computers may have tons of programs some not even finished. They often start projects only to find a new hobby that interests them. They do not have the focus or time needed to build a truly great robot companion although they make think about it a lot and have some great ideas to contribute. They most valuable trait is knowledge and a whole lot of spare parts to do something with it.&lt;br /&gt;
&lt;br /&gt;
:;Salvage&lt;br /&gt;
:: A Techno Hoarder at level 1 gains the Salvage feat for free.&lt;br /&gt;
&lt;br /&gt;
:;Skilled Salvager&lt;br /&gt;
:: A Techno Hoarderof 4th level or higher has a special knack for scavenging useful components from destroyed vehicles, mecha, starships, robots, and cybernetic attachments.&lt;br /&gt;
:: When using the Salvage feat, the Techno Hoardergains a competence bonus on her Search checks equal to one-half her Techno Hoarderclass level.&lt;br /&gt;
&lt;br /&gt;
:;Down With Robots&lt;br /&gt;
:: A Techno Hoarder of 5th level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains a +4 bonus on grapple checks against robots, enabling her to deactivate them more easily using the Disable &lt;br /&gt;
&lt;br /&gt;
:;Device skill.&lt;br /&gt;
:: At 8th level, the bonus to damage against robots increases to +2d6, and the bonus on grapple checks against robots improves to +8.&lt;br /&gt;
&lt;br /&gt;
:;Exotic Weapon Adept&lt;br /&gt;
:: Starting at 5th level, the Techno Hoarder becomes more adept at handling exotic weapons without any formal training. She suffers only a –2 penalty (instead of the usual –4 penalty) when wielding an exotic melee weapon or exotic ranged weapon with which she is not proficient.&lt;br /&gt;
&lt;br /&gt;
:;Expeditious Salvager&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can use the Salvage feat to salvage a wrecked vehicle, mecha, starship, robot, or cybernetic attachment in half the usual time (see the Salvage feat description for details).&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and partially worships you. Ok ok... it defiantly worships me. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level one the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others will be explained in the &amp;lt;INSERT SECTION HERE&amp;gt; page. (Yeah.. i know). Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is 1/2 the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: At level 4 the Robotic Master gets the ability too preform repairs too her MARS robotic companion. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a full round action she can preform a Craft skill check to repair her robot as if it was a Treat Injury skill with a HP bonus of the Characters Affinity bonus + Character Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At 5th level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At level 8 the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets a Major +4 bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, truant officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Tracer, a character must fulfil the following criteria.&lt;br /&gt;
# Affinity Bonus: +1.&lt;br /&gt;
# Skills: Perception 2 ranks, Study 1 rank, Knowledge (Behavioral Sciences or Streetwise) 1 rank, Survival 1 rank.&lt;br /&gt;
# Feat: Track.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hero Points&amp;lt;/u&amp;gt;: This class grants 1 extra Hero point to the Character every time it gains a level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. Computer Use (Int), Drive (Dex), Choose Two Knowledges: [(Behavioral Sciences, Civics, Streetwise, Tactics)](Int), Perception (Wis), Stealth (Dex), Sense Motive (Wis), Study (Int), Survival (Wis).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||Target Species, &amp;lt;br /&amp;gt;Swift Strike +1d6&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+1|| Urban Tracking&lt;br /&gt;
|- &lt;br /&gt;
|3rd||+1||Extra Attack&amp;lt;br /&amp;gt;Master Tracker(+2)&lt;br /&gt;
|-&lt;br /&gt;
|4th||+1||Uncanny Stealth (full speed)&lt;br /&gt;
|-&lt;br /&gt;
|5th||+1||Swift Strike +2d6&lt;br /&gt;
|-&lt;br /&gt;
|6th||+2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|7th||+2||Uncanny Stealth (Charge/Sprint)&lt;br /&gt;
|-&lt;br /&gt;
|8th||+2||Swift Strike +3d6&lt;br /&gt;
|-&lt;br /&gt;
|9th||+2||Extra Attack&amp;lt;br /&amp;gt;Master Tracker(+4)&lt;br /&gt;
|-&lt;br /&gt;
|10th||+2||Swift Tracking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Target Species&lt;br /&gt;
: At 1st level, a Tracer selects a species or specific kind of creature his “target species&amp;quot;. The Tracer must have previously encountered at least one member of the target species to select it. &lt;br /&gt;
: An expert tracker, the Tracer gains a +2 bonus on Bluff, Intimidate, Perception, Sense Motive, and Survival checks when using these skills against members of the target species. Likewise, he gets a +2 bonus on weapon accuracy rolls against such creatures.&lt;br /&gt;
&lt;br /&gt;
: A Tracer may spend a Hero point to change his target species but it cannot be done while in combat and takes 24 hours to take effect.&lt;br /&gt;
&lt;br /&gt;
: At 5th level the Tracer gets to have two Target Species. At 10th the Tracer gets 3 target species.&lt;br /&gt;
&lt;br /&gt;
;Swift Strike&lt;br /&gt;
: At 1st level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d6 points of damage on successful ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with weapons the Character has an Affinity with ad only on opponents that are unaware of the Character. &lt;br /&gt;
&lt;br /&gt;
: The attack cannot come from a location that the target can see such as the front of the target. It has to be from behind or if from the side it has to be a flanking attack. Meaning that on the other side of the target there is something else attacking or in anyway keeping the attention of the target. More about flanking [[Combat|here]]. In the Opponent becomes aware of the Tracer at any time the Tracer will have to relocate and attempt to hide using a Stealth check against the Target&#039;s Perception check in order for the Target to become unaware of the Character. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d6 at 5th level and +3d6 at 8th level.&lt;br /&gt;
&lt;br /&gt;
;Urban Tracking&lt;br /&gt;
: At 2nd level, a Tracer gains the bonus feat Urban Tracking.&lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At 3rd level the Tracer gets a Moderate +2 bonus too Knowledge Checks, Perception checks and Diplomacy checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
: At level 9th level the bonus becomes a Major +4. &lt;br /&gt;
&lt;br /&gt;
;Uncanny Stealth&lt;br /&gt;
: Tracers learn to move quickly yet quietly.&lt;br /&gt;
&lt;br /&gt;
: At 4th level, a Tracer no longer suffers the –5 penalty on Stealth checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At 7th level, a Tracer suffers only a –10 penalty on Stealth checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Tracer gets a free Bonus Feat at 6th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At 10th level, the Tracer can move a full speed without penalty when using the Survival skill to track. He can move at twice normal speed while tracking, but takes a –5 penalty on the check when doing so. The Tracer can now provide the Survival bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Xenophile, a character must fulfil the following criteria.&lt;br /&gt;
# Skills: Knowledge (Life Sciences) 2 ranks, Knowledge (Technology) 1 ranks.&lt;br /&gt;
# Hero Talent: Talent from either The Smart Hero or Charismatic Hero. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Computer Use (Int), Craft (pharmaceutical)(Int), Diplomacy (Cha), Choose Two Knowledges: (Arcane lore, Behavioral Sciences, Life Sciences, History, Technology)](Int), Language (none), Sense Motive (Wis), Study (Int), Treat Injury (Wis).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| - || - || - Xeno-Master - &amp;lt;br /&amp;gt; * Xeno Philotherian *&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0|| - Xenolore, Xenotype(1st) - &amp;lt;br /&amp;gt; * Xenolore, Xeno Imprinting *&lt;br /&gt;
|-&lt;br /&gt;
|2nd||+0|| - Xenoresistance (+1) - &amp;lt;br /&amp;gt; * XenoBiology *&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+0|| - Extra Attack -&lt;br /&gt;
|-&lt;br /&gt;
|4th||+0|| - Xenotype (2nd) - &amp;lt;br /&amp;gt; * Xeno Training(1st) * &lt;br /&gt;
|-&lt;br /&gt;
|5th||+1|| - Xenodefense(+1), Xenoresistance (+2) - &amp;lt;br /&amp;gt; * Extra Attack *&lt;br /&gt;
|-&lt;br /&gt;
|6th||+1|| &lt;br /&gt;
|-&lt;br /&gt;
|7th||+1|| - Xenotype (3rd) - &amp;lt;br /&amp;gt; * Xeno Training(2nd) *&lt;br /&gt;
|-&lt;br /&gt;
|8th||+1|| - Xenoresistance (+3) -&lt;br /&gt;
|-&lt;br /&gt;
|9th||+1|| - Extra Attack - &amp;lt;br /&amp;gt; * Advanced XenoBiology *&lt;br /&gt;
|-&lt;br /&gt;
|10th||+2|| - Xenodefense(+2), Xenotype (4th) - &amp;lt;br /&amp;gt; * Xeno Training(3rd) *&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: A Xenophile can make a Knowledge check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the Knowledge check equals 10 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information. Other Character&#039;s can preform Knowledge checks as well. However the DC is 15 + Hit Dice. Also Xenophiles can preform this Knowledge checks without Knowledge being trained as long as its for studying an Alien creature. &lt;br /&gt;
&lt;br /&gt;
: The type of Knowledge check depends on the xenomorph’s creature type, as shown below:&lt;br /&gt;
:* Knowledge (arcane lore): Fey, magical beasts.&lt;br /&gt;
:* Knowledge (earth and life sciences): Aberrations, animals, dragons, elementals, giants, humanoids, monstrous humanoids, oozes, plants, vermin.&lt;br /&gt;
:* Knowledge (technology): Constructs.&lt;br /&gt;
:* Knowledge (theology and philosophy): Outsiders, undead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Extra-Attacks&lt;br /&gt;
:: At 3rd and 9th level the Xeno-Master gets an extra attack.&lt;br /&gt;
&lt;br /&gt;
:;Xenotype&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Xenotypes&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Selected Xenotype&lt;br /&gt;
! Special Prerequisite&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Aberration||Knowledge (earth and life sciences) 7 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Animal||None &lt;br /&gt;
|-&lt;br /&gt;
| Construct||Knowledge (technology) 4 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Dragon||Knowledge (earth and life sciences) 4 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Elemental||Knowledge (earth and life sciences) 4 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Fey||Knowledge (arcane lore) 3 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Giant||None &lt;br /&gt;
|-&lt;br /&gt;
| Humanoid1||None &lt;br /&gt;
|-&lt;br /&gt;
| Magical||beast Knowledge (arcane lore) 5 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Monstrous||humanoid Knowledge (earth and life sciences) 5 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Ooze||Knowledge (earth and life sciences) 5 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Outsider||Knowledge (theology and philosophy) 4 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Plant||None &lt;br /&gt;
|-&lt;br /&gt;
| Undead||Knowledge (theology and philosophy) 4 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Vermin||None &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:: A Xenophile studies the behaviors and weaknesses of particular xenomorphs and knows how to exploit them.&lt;br /&gt;
&lt;br /&gt;
:: At 1st level, a Xenophile may select a type of creature (also called a “xenotype”) from among those given on Table: Xenotypes. She must meet the special prerequisite to choose a xenotype, as specified in the table. Due to her extensive study of the chosen type of foe and training in the proper techniques for combating or negotiating with such creatures, the Xenophile gains a +2 bonus on Bluff, Intimidate, Perception, Sense Motive, and Survival checks when using these skills against members of the chosen xenotype. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.&lt;br /&gt;
&lt;br /&gt;
:: At 4th, 7th, and 10th level, the Xenophile may select an additional xenotype from those given on the table. In addition, at each such interval, the bonus against any one xenotype (including the one just selected, if desired) increases by 2. A Xenophile who chooses humanoids as a xenotype must also specify a particular species.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Xenoresistance&lt;br /&gt;
:: At 2nd level, a Xenophile gains a Minor +1 bonus on saving throws to resist the extraordinary, spell-like, or supernatural attacks of species other than her own. This bonus increases to Moderate +2 at 5th level and Major +4 at 8th level.&lt;br /&gt;
&lt;br /&gt;
:;Xenodefense&lt;br /&gt;
:: At 5th level, during her action, the Xenophile can designate an opponent and receive a Moderate +1 insight bonus (counts a Misc bonus) to there AC against any subsequent attacks from that opponent. The opponent must belong to one of the Xenophile’s chosen xenotypes (see Xenotype, above).&lt;br /&gt;
&lt;br /&gt;
:: The Xenophile can select a new opponent on any action. At 10th level, the insight bonus to AC increases to a Moderate +2.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:;Extra-Attacks&lt;br /&gt;
:: At 5th level the Xeno Philotherian gets an extra attack.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 15 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; XenoBiology&lt;br /&gt;
:: At 2nd level The Xeno Philotherian has gained knowledge from studying her creature companion. And can use her knowledge to craft (Craft Chemical skill) (using a Chemistry Field Kit) different Chemical injections that can be giving too the animal as a touch action. The chemicals can be crafted to preform different things such as restore HP, provide resistance, enhance an ability. However this items are experimental and have an short expiration date. They will need to attended (re-mixed, completely redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time and can mostly use materials gathered in the environment (when suitable). If not the materials follow the same price as normal.&lt;br /&gt;
&lt;br /&gt;
:: Over time the Xeno Philotherian gets better and preparing these concoctions and can prepare more of them a day. Number of concoctions prepared per day is: 3 + 1/2 Xeno Philotherian level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short self life.)&lt;br /&gt;
&lt;br /&gt;
:: The level of the crafted concoction is based on the Craft Chemical Skill Rank.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
:; Advanced XenoBiology&lt;br /&gt;
:: At 9th level the Xeno Philotherian starts to take the concoctions made for her animal companion to the next level. She starts to experiment on other creatures including herself. She can now craft both positive and negative effecting injections. If she uses them on any target other then her animal companion then the Player must roll a percentile dice. 0-10% the effect is opposite. 11-30% there is no effect. 31-100% the intended effect happens.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a special class type that attempts to grow and add onto an Advance Class to make it a more specific and themed. It can also be a group of Advance Classes that when combined generate a particular theme. The Prestige class then attempts to add new features and abilities keeping within the spirit of the theme. Usually only having 3 to 5 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== ArchTypes ==&lt;br /&gt;
&lt;br /&gt;
An ArchType Class is a cover or re-write to a portion of an already existing Advance Class/Prestige Class. Much like a Prestige Class this is designed to be more specific to a roll. However instead of making a whole new class that requires its own leveling an ArchType slightly modifies an existing class. The big difference between Prestige and ArchType is ArchTypes are modifications of a Class and require that the Player declare they are going to attempt to be that specific ArchType. Where as Prestige Classes are independent classes that do not modify only expand upon previous classes. &lt;br /&gt;
&lt;br /&gt;
ArchTypes are great for helping make your existing Character better fit the person you are attempting to roll play. While Prestige is good at getting a Character to progress to the next stage in their advancement.&lt;br /&gt;
&lt;br /&gt;
You can see a list of available ArchTypes [[ArchTypes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Base Class Level is also the Character Level(Unless they are Multi-Base Classing). If you are a level 10 Strength Hero then you are a level 10 Hero. Base class levels do not compete with all other class types. As you level up you always level up your Base Class. You can choose another Base Class and thus have Mutli Base Classes and the rules for this are explained [[Future_Hero_Base_Class#Multi_Base_Class|here]].&lt;br /&gt;
&lt;br /&gt;
Here we will talk about Multi-Classing Advance Classes&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up from a level 4 Strong Hero to a level 5 Strong Hero who happens to also be a level 3 Dogfighter then you can add another level in your Dogfighter class. However if you wanted to MutliClass and also become say a Tracer level 1 you can. Except you will have to sacrifice taking a new level in Dogfighter. So in the end you will be a level 5 Strong Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the player advances his Character they will want to take more then one class type. Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. There are also Prestige classes that are designed to continue to advance a Character with a more specific theme and usually require levels in mutli classes. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# The additional Affinity bonus is calculated by adding the two Advance classes Affinity Bonus together. Then add that too the Base Hero Affinity Bonus for the total Affinity score.&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
: (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same goes for Prestige classes. And ArchTypes are just modifications to existing Advance Classes so the same rule applies. &lt;br /&gt;
&lt;br /&gt;
You can MultiClass as long as your Character meets the requirements. &lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Improved_Overrun&amp;diff=2814</id>
		<title>Improved Overrun</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Improved_Overrun&amp;diff=2814"/>
		<updated>2016-01-20T00:48:54Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: Created page with &amp;quot;You are skilled at running down your foes.  Prerequisite: Str 13, Power Attack, Affinity +1.  &amp;#039;&amp;#039;&amp;#039;Benefit&amp;#039;&amp;#039;&amp;#039;: You do not provoke an attack of opportunity when performing an ove...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You are skilled at running down your foes.&lt;br /&gt;
&lt;br /&gt;
Prerequisite: Str 13, Power Attack, Affinity +1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You do not provoke an attack of opportunity when performing an overrun combat technique. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Technique Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;: You provoke an attack of opportunity when performing an overrun combat maneuver.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Hero_Companions&amp;diff=2813</id>
		<title>Hero Companions</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Hero_Companions&amp;diff=2813"/>
		<updated>2016-01-20T00:47:42Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
THIS PAGE IS UNDER CONSTRUCTION! &lt;br /&gt;
&lt;br /&gt;
Some hero&#039;s can have companions in the form of pet animals or robots. This page focuses on the rules around having a Pet Animal or Robot and how to level the companion and teach it new abilities.&lt;br /&gt;
&lt;br /&gt;
The two common Advance Classes that can have companions are the [[Advance_Classes#Xenophile|Xenophile]] and the [[Advance_Classes#Technosavant|Technosavant]]. To learn more about these classes please review there respected pages.&lt;br /&gt;
&lt;br /&gt;
== Companion Base Stats ==&lt;br /&gt;
&lt;br /&gt;
Companions have stats just like Characters do. For example they all have 6 ability scores, Hit Points, Initiative, and so on. There are two sources for a Companion&#039;s stats. First there is the table below, which provides information about some base stats for a Companion based on there Class Level. All other stats are provide by the Companion itself. In a section further below there are examples of some Animal and Robot Companions that Characters can acquire while on there adventures. These examples come with the rest of the stats.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Companion Base Stats Table&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! HD&lt;br /&gt;
! Affinity&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Skills&lt;br /&gt;
! Feats&lt;br /&gt;
! Tricks&amp;lt;br /&amp;gt;Functions&lt;br /&gt;
! Natural&amp;lt;br /&amp;gt;Armor Bonus&lt;br /&gt;
! Str/Dex&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
! Base Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st||2 ||+0 ||2 ||1 ||1 ||+0 ||+0  || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| 2nd||3 ||+0 ||2 ||2 ||1 ||+0 ||+0  || - || $1,000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd||3 ||+0 ||3 ||2 ||2 ||+2 ||+1 || - || $5,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th||4 ||+1 ||3 ||2 ||2 ||+2 ||+1 || - || $10,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th||5 ||+1 ||4 ||3 ||2 ||+2 ||+1 || - || $20,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th||6 ||+1 ||4 ||3 ||3 ||+4 ||+2 || - || $40,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th||6 ||+2 ||5 ||3 ||3 ||+4 ||+2 || - || $90,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th||7 ||+2 ||5 ||4 ||3 ||+4 ||+2 || - || $180,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th||8 ||+2 ||6 ||4 ||4 ||+6 ||+3 || - || $320,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th||9 ||+3 ||6 ||5 ||4 ||+6 ||+3 || - || $650,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th||9 ||+3 ||7 ||5 ||4 ||+6 ||+3 || - || $1,200,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th||10 ||+3 ||7 ||5 ||5 ||+8 ||+4 || - || $2,500,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th||11 ||+4 ||8 ||6 ||5 ||+8 ||+4 || - || $5,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th||12 ||+4 ||8 ||6 ||5 ||+8 ||+4 || - || $10,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th||12 ||+4 ||9 ||6 ||6 ||+10 ||+5 || - || $20,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th||13 ||+5 ||9 ||7 ||6 ||+10 ||+5 || - || $40,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th||14 ||+5 ||10 ||7 ||6 ||+10 ||+5 || - || $60,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th||15 ||+5 ||10 ||8 ||7 ||+12 ||+6 || - || $120,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th||15 ||+6 ||11 ||8 ||7 ||+12 ||+6 || - || $340,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th||16 ||+6 ||12 ||8 ||7 ||+12 ||+6 || - || $680,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class Level ===&lt;br /&gt;
&lt;br /&gt;
This level is based on the Advance Class or Character level of the Companion&#039;s owner. With the Technosavant or Xenophile its associated with there Advance Class level unless the Character has the &#039;Improved Companionship&#039; feat. If the Character is not playing an Advanced Class that provides the ability to have a Companion the Character must have the &#039;Companionship&#039; feat and then the Class Level of the companion is based on 1/5 there Character Level. &lt;br /&gt;
&lt;br /&gt;
=== HD ===&lt;br /&gt;
&lt;br /&gt;
HD stands for Hit Die. Its the number of Hit Die the Companion will have. The Hit Die itself is determined by the animal itself or the make of the robot.&lt;br /&gt;
&lt;br /&gt;
=== Affinity Bonus ===&lt;br /&gt;
&lt;br /&gt;
The Affinity Bonus is just like a Character&#039;s affinity bonus. It is the bonus added to roles that the Companion has an affinity with. In most cases this is either Strength or Dexterity. However in some cases the Companion can specify a different Affinity. If it doesn&#039;t specify it is Strength.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The Companion has skills just like a Companion. However the number of skills available is limited. Below is the list of available skills for both Robots and Animal Companions:&lt;br /&gt;
&lt;br /&gt;
Athletics(Str), Acrobatics(Dex), Escape Artist(Dex), Intimidate(Cha), Perception(Wis), Stealth(Dex), Survival(Wis).&lt;br /&gt;
&lt;br /&gt;
Robots Class Skills are: Intimidate, Perception&lt;br /&gt;
Animal Class Skills are: Athletics, Survival&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
Just like Character&#039;s Companion&#039;s can utilize feats. However not all feats are available. Below is a list of all the available feats.&lt;br /&gt;
&lt;br /&gt;
[[Acrobatic|Acrobatic]], [[Agile_Riposte|Agile Riposte]], [[Athletic|Athletic]], [[Blind-Fight|Blind Fight]], [[Combat_Reflexes|Combat Reflexes]], [[Dodge|Dodge]], [[Endurance|Endurance]], [[Great_Fortitude|Great Fortitude]], [[Improved_Bull_Rush|Improved Bull Rush]], [[Intimidating Prowess|Intimidating Prowess]], [[Iron_Will|Iron Will]], [[Lightning_Reflexes|Lightning Reflexes]], [[Mobility|Mobility]], [[Power_Attack|Power Attack]], [[Run|Run]], [[Spring_Attack|Spring Attack]], [[Stealthy|Stealthy]], [[Toughness|Toughness]], [[Weapon_Finesse|Weapon Finesse]], and [[Weapon_Focus|Weapon Focus]].&lt;br /&gt;
&lt;br /&gt;
Companion Specific Feats:&lt;br /&gt;
[[Jumper|Jumper]], [[Lithe Attacker|Lithe Attacker]], [[Master of Your Kind|Master of Your Kind]], [[Narrow Frame|Narrow Frame]], [[Stable Gallop|Stable Gallop]], [[Sure Footed|Sure Footed]], [[Valiant Steed|Valiant Steed]], [[Improved Natural Attack|Improved Natural Attack]], [[Improve Natural Armor|Improve Natural Armor]] [[Improved Overrun|Improved Overrun]].&lt;br /&gt;
&lt;br /&gt;
=== Tricks &amp;amp; Functions ===&lt;br /&gt;
&lt;br /&gt;
Animal Companions can be taught Tricks and Robots can have Functions programmed. Some are the same. For example the Combat Techniques Character can do can be taught as Tricks or Functions. Most other Tricks and Functions are different as they pertain to either animals or robots. &lt;br /&gt;
&lt;br /&gt;
The section below titled [[Hero_Companions#Companion_Tricks.2FFunctions|Tricks &amp;amp; Functions]] has more on this.&lt;br /&gt;
&lt;br /&gt;
=== Natural Armor Bonus ===&lt;br /&gt;
&lt;br /&gt;
This is added to the Companions AC and represents how much more difficult is to hit the battle hardened companion. It could represent improved Armor or flexibility or a little bit of both. &lt;br /&gt;
&lt;br /&gt;
=== Str/Dex Bonus ===&lt;br /&gt;
&lt;br /&gt;
As the Companion levels up two of the most important stats are improved. Their Strength and Dexterity. The Xenophile or Technosavant may be able to change these bonuses to fit there needs.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
&lt;br /&gt;
These are specials that are provided as the Companion improves. These are specific too the either Animals or Robots.&lt;br /&gt;
&lt;br /&gt;
== Companion Leveling ==&lt;br /&gt;
&lt;br /&gt;
Companions level up in relation too there owners. If a owner doesn&#039;t have any levels in an Advance Class that provides the ability to have an Companion the only way a Character can own a companion is through the &#039;Companionship&#039; feat. If this is the case then the Class Level of the companion is 1/5th the Character level of the owner.&lt;br /&gt;
&lt;br /&gt;
When leveling up an Animal Companion a Character can instantly improve upon there stats, choose new feats if applicable, and apply any new specials. However if the companion can learn a new trick the Character must take 1 week of training to teach the new trick to the Companion. During this time the Character acts as if crafting. So this will take 8 hours per day and any other labor after that point would cause the Character to be [[Conditions#Fatigued|Fatigued]]. With the &#039;Improved Training&#039; feat a Character can train an Animal Companion in just 1 day.&lt;br /&gt;
&lt;br /&gt;
When leveling up a Robot Companion a Character has to craft the new features onto the Robot. The improved Class level is a representation of the Characters understanding and familiarity with the Robot as well as the Robot&#039;s AI having improved and better capable of taking new instructions. Each robot level Costs Money. Take 1/3rd the cost difference between the Current Robot level and the new level and that is the cost in building materials. The Crafting takes 1 day worth of labor and is considered repair work. No roll is needed if the Character has an Advanced Class that grants the ability to have Robot Companions. Once done the Robot has all the new stats, specials, functions of the next Class Level. If the Character takes the &#039;Improved Training&#039; feat this can be done in 1 hour.&lt;br /&gt;
&lt;br /&gt;
Finally if a Character takes the &#039;Improved Companionship&#039; feat this means different things depending on if the Character has an Advance Class granting the ability to own a Companion. If the Character doesn&#039;t have an Advance Class that allows for Companions then this feat simply allows for the Companion Class Level to be 1/4th the Character level. If the Character does have said Advanced Class then it means that the Companion Class Level now depends not on the Advance Class level put the Character level meaning that the Companion can reach level 20 as well.&lt;br /&gt;
&lt;br /&gt;
== Companion Tricks/Functions ==&lt;br /&gt;
&lt;br /&gt;
If the Companion has the &#039;Advanced Combat Technique&#039; feat then it can learn Advance Combat Techniques as Tricks or Functions. Some Tricks and Functions are allows for both Animals and Robots. The list of shared Tricks/Functions is first. Then Animal Tricks and then Robot Functions.&lt;br /&gt;
&lt;br /&gt;
=== Shared Tricks/Functions ===&lt;br /&gt;
----&lt;br /&gt;
;Aid (DC 20): The Companion can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.&lt;br /&gt;
&lt;br /&gt;
;Attack (DC 20): The Companion attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, a Companion will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.&lt;br /&gt;
&lt;br /&gt;
;Defend (DC 20): The Companion defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the Companion to defend a specific other character.&lt;br /&gt;
&lt;br /&gt;
;Entertain (DC 25): The Companion can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can make a Perform check (or a Charisma check if it has no ranks in Perform) to show off its talent. Willing onlookers or those who fail an opposed Sense Motive check take a –2 penalty on Perception checks to notice anything but the animal entertaining them. Tricksters and con artists often teach their Companion to perform this trick while they pickpocket viewers or sneak about unnoticed.&lt;br /&gt;
&lt;br /&gt;
;Flank (DC 20): You can instruct an Companion to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the Companion attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.&lt;br /&gt;
&lt;br /&gt;
;Guard (DC 20): The Companion stays in place and prevents others from approaching.&lt;br /&gt;
&lt;br /&gt;
;Maneuver (DC 20): The Companion is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to a Companion multiple times. Each time it is taught, the Companion can be commanded to use a different combat maneuver.&lt;br /&gt;
&lt;br /&gt;
;Watch (DC 15): The Companion can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.&lt;br /&gt;
&lt;br /&gt;
;Work (DC 15): The animal pulls or pushes a medium or heavy load.&lt;br /&gt;
&lt;br /&gt;
=== Animal Tricks ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Animal&#039;s have a sense of self and a primal intelligence which can act as both an advantage and a disadvantage. Animals do not instantly obey the commands of there owners. This is both in part because they simply may not want to and also that they may not understand. Getting them to understand what you want and instilling the knowledge that you the owner knows best is all part of training an animal companion new tricks.&lt;br /&gt;
&lt;br /&gt;
;Bombard (DC 20): A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist&#039;s fire or some other incendiary) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target.&lt;br /&gt;
&lt;br /&gt;
;Break Out (DC 20): On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a +4 circumstance bonus on Escape Artist checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal&#039;s ability.&lt;br /&gt;
&lt;br /&gt;
;Bury (DC 15): An animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both bury and fetch can be instructed to fetch an item it has buried.&lt;br /&gt;
&lt;br /&gt;
;Come (DC 15): The animal comes to you, even if it normally would not do so.&lt;br /&gt;
&lt;br /&gt;
;Deliver (DC 15): The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)&lt;br /&gt;
&lt;br /&gt;
;Detect (DC 25): The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal&#039;s attention, and it cannot attempt the same Perception check more than once in this way.&lt;br /&gt;
&lt;br /&gt;
;Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.&lt;br /&gt;
&lt;br /&gt;
;Exclusive (DC 20): The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer&#039;s serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.&lt;br /&gt;
&lt;br /&gt;
;Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.&lt;br /&gt;
&lt;br /&gt;
;Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.&lt;br /&gt;
&lt;br /&gt;
;Get Help (DC 20): With this trick, a trainer can designate a number of creatures up to the animal&#039;s Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.&lt;br /&gt;
&lt;br /&gt;
;Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.&lt;br /&gt;
&lt;br /&gt;
;Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal&#039;s handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.&lt;br /&gt;
&lt;br /&gt;
;Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.&lt;br /&gt;
&lt;br /&gt;
;Menace (DC 20): A menacing animal attempts to keep a creature you indicate from moving. It does its best to intimidate the target, but only attacks if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming one). As soon as the target stops moving, the animal ceases attacking, but continues to menace.&lt;br /&gt;
&lt;br /&gt;
;Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.&lt;br /&gt;
&lt;br /&gt;
;Serve (DC 15): An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your Handle Animal bonus on the check instead of its own. The animal treats the designated ally as friendly. An animal can unlearn this trick with 1 week of training. This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate.&lt;br /&gt;
&lt;br /&gt;
;Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.&lt;br /&gt;
&lt;br /&gt;
;Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.&lt;br /&gt;
&lt;br /&gt;
;Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)&lt;br /&gt;
&lt;br /&gt;
;Throw Rider (DC 15): The animal can attempt to fling a creature riding it to the ground. Treat this as a trip combat maneuver that applies to all creatures riding the animal, and that does not provoke attacks of opportunity. An animal that knows the throw rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it.&lt;br /&gt;
&lt;br /&gt;
=== Robot Functions ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Robot&#039;s are selfless mechanic thinking machines. They may have sophisticated AI that can even at times appear sentient but in the end they just follow a series of predetermined coding with learning algorithms. They have no sense of self and they obey without question. Commanding a Robot around is simple, they will obey until they can no longer. But teaching them complicated series of actions that may change depending on outcome even though the command is the same.. that is more difficult. &lt;br /&gt;
&lt;br /&gt;
;Disguise: This Robot can attempt to act as if its true purpose was not its own. Meaning that someone may think this Robot is specified/configured to do some other specific task like garbage collection or food dispenser. This acts like the &#039;Disguise&#039; skill too the robot.&lt;br /&gt;
&lt;br /&gt;
;Distract: This Robot can attempt to grab the attention of a target opponent. This can be used in or outside of combat. It required a Wisdom Check done by the target against DC10 + Robot level.&lt;br /&gt;
&lt;br /&gt;
;Fake Malfunction: This Robot will attempt to pretend that it is non-operational. This gives the robot the ability too Disguise itself as being damage in some way that will make the onlooker not consider it a threat. This provides a +2 moderate bonus to Disguise when faking damage if the Robot already has the Disguise skill. &lt;br /&gt;
&lt;br /&gt;
;Identify: This Robot can attempt to identify a given Object or Phrase as if it had the Knowledge skill. Robots has extensive databases of information so it has access to all knowledgeable as if they where Trained with 0 ranks.&lt;br /&gt;
&lt;br /&gt;
;Lie: Normally Robots cannot lie. All A.I. is built in with certain rules and one of them is that they cannot lie. Any A.I that is able to change outgoing information in order to deceive a living person is considered Illegal. The Robot will become illegal if taught the Lie trick. However this provides a Moderate +2 bonus to Intimidate skill checks and also to Disguise if the Robot has that trick. The Robot is now able to lie.&lt;br /&gt;
&lt;br /&gt;
;Medical Assist: The Robot can now act as a Medical-Kit and can also provide assistance. Robotic assistance is an auto-success which means you do not need to roll to see if the Robot is able to assist a person in using the Treat Injury skill. &lt;br /&gt;
&lt;br /&gt;
;Monitor: The Robot can monitor communications systems and electronic systems for any changes or for a specific piece of information, such as a phrase, picture, email attachment, password... etc. &lt;br /&gt;
&lt;br /&gt;
;Urban Tracking: The robot gains a moderate +2 bonus to Survival checks while in an urban environment.&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
;Canine:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Feline:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
7th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).&lt;br /&gt;
&lt;br /&gt;
;Beast of Burden:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
:* This is a secondary natural attack, see Combat for more information on how secondary attacks work.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Ability Scores Str +2, Con +2; Special Qualities combat trained.&lt;br /&gt;
&lt;br /&gt;
;Avian:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 20 ft., fly 50 ft. (average); Attack bite (1d4); Ability Scores Str 8, Dex 13, Con 10, Int 2, Wis 15, Cha 7; Special Qualities low-light vision, scavenger.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; AC +2 natural armor; Attack bite (1d6); Ability Scores Str +4, Dex +2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Reptilian:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus poison [Frequency 1 round (6), effect 1 Con damage, cure 1 save, Con-based DC]); Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Insect:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d4 plus grab); Ability Scores Str 10, Dex 12, Con 15, Int —, Wis 12, Cha 10; Special Qualities low-light vision, scent; CMD trip +8.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d6 plus grab), sting (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2; Special Attacks poison ( frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC).&lt;br /&gt;
&lt;br /&gt;
=== Robots ===&lt;br /&gt;
&lt;br /&gt;
;Combat Assistance:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 15, Dex 14, Con 15, Int 12, Wis 1, Cha 5; Special Qualities low-light vision&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d6); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Emergency Medical Robot:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 13, Dex 17, Con 14, Int 14, Wis 1, Cha 1; Special Qualities Treat Injury Skill (Uses Int instead of Wisdom), Acts like Medical Kit&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d4); Ability Scores Int +4, Con +2; Special Qualities: Acts like a Master worked Medical Kit + Surgery Kit&lt;br /&gt;
&lt;br /&gt;
;Technomancy Robot:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 14, Dex 17, Con 14, Int 12, Wis 1, Cha 2; Special Qualities Craft Electrical, Mechanical, Structural, Acts like an Engineering Toolkit.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d4); Ability Scores Str +4, Dex –2, Con +2; Special Qualities: Craft +3 to Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
;Range Finding Robot:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack (Ranged Weapon max power level of 2); Ability Scores Str 7, Dex 18, Con 15, Int 12, Wis 1, Cha 2; Special Qualities: Can fire a ranged weapon&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack (Ranged Weapon max power level of 4); Ability Scores Dex +4, Con +1&lt;br /&gt;
&lt;br /&gt;
;Tracking Assistance:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 12, Dex 17, Con 15, Int 12, Wis 1, Cha 5; Special Qualities: Survival is now a Class skill and it gains a +2 Misc Bonus.  (Survival is uses Int instead of Wis)&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d6); Ability Scores Dex +2, Int +2.&lt;br /&gt;
&lt;br /&gt;
== Companion Accessories ==&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Improve_Natural_Armor&amp;diff=2812</id>
		<title>Improve Natural Armor</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Improve_Natural_Armor&amp;diff=2812"/>
		<updated>2016-01-20T00:47:24Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: Created page with &amp;quot;This creature&amp;#039;s hide is tougher than most.  &amp;#039;&amp;#039;&amp;#039;Prerequisites&amp;#039;&amp;#039;&amp;#039;: Natural armor, Con 13.  &amp;#039;&amp;#039;&amp;#039;Benefit&amp;#039;&amp;#039;&amp;#039;: The creature&amp;#039;s natural armor bonus increases by +1.  &amp;#039;&amp;#039;&amp;#039;Special&amp;#039;&amp;#039;&amp;#039;: A c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This creature&#039;s hide is tougher than most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;: Natural armor, Con 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: The creature&#039;s natural armor bonus increases by +1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: A creature can gain this feat multiple times. Each time the creature takes the feat, its natural armor bonus increases by another point.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Improved_Natural_Attack&amp;diff=2811</id>
		<title>Improved Natural Attack</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Improved_Natural_Attack&amp;diff=2811"/>
		<updated>2016-01-20T00:46:55Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: Created page with &amp;quot;Attacks made by one of this creature&amp;#039;s natural attacks leave vicious wounds.  &amp;#039;&amp;#039;&amp;#039;Prerequisite&amp;#039;&amp;#039;&amp;#039;: Natural weapon, base attack bonus +4.  &amp;#039;&amp;#039;&amp;#039;Benefit&amp;#039;&amp;#039;&amp;#039;: Choose one of the creat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Attacks made by one of this creature&#039;s natural attacks leave vicious wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Natural weapon, base attack bonus +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Choose one of the creature&#039;s natural attack forms. The damage for this natural attack is increased by one Hit Die Level.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Hero_Companions&amp;diff=2810</id>
		<title>Hero Companions</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Hero_Companions&amp;diff=2810"/>
		<updated>2016-01-20T00:45:37Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
THIS PAGE IS UNDER CONSTRUCTION! &lt;br /&gt;
&lt;br /&gt;
Some hero&#039;s can have companions in the form of pet animals or robots. This page focuses on the rules around having a Pet Animal or Robot and how to level the companion and teach it new abilities.&lt;br /&gt;
&lt;br /&gt;
The two common Advance Classes that can have companions are the [[Advance_Classes#Xenophile|Xenophile]] and the [[Advance_Classes#Technosavant|Technosavant]]. To learn more about these classes please review there respected pages.&lt;br /&gt;
&lt;br /&gt;
== Companion Base Stats ==&lt;br /&gt;
&lt;br /&gt;
Companions have stats just like Characters do. For example they all have 6 ability scores, Hit Points, Initiative, and so on. There are two sources for a Companion&#039;s stats. First there is the table below, which provides information about some base stats for a Companion based on there Class Level. All other stats are provide by the Companion itself. In a section further below there are examples of some Animal and Robot Companions that Characters can acquire while on there adventures. These examples come with the rest of the stats.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Companion Base Stats Table&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! HD&lt;br /&gt;
! Affinity&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Skills&lt;br /&gt;
! Feats&lt;br /&gt;
! Tricks&amp;lt;br /&amp;gt;Functions&lt;br /&gt;
! Natural&amp;lt;br /&amp;gt;Armor Bonus&lt;br /&gt;
! Str/Dex&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
! Base Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st||2 ||+0 ||2 ||1 ||1 ||+0 ||+0  || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| 2nd||3 ||+0 ||2 ||2 ||1 ||+0 ||+0  || - || $1,000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd||3 ||+0 ||3 ||2 ||2 ||+2 ||+1 || - || $5,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th||4 ||+1 ||3 ||2 ||2 ||+2 ||+1 || - || $10,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th||5 ||+1 ||4 ||3 ||2 ||+2 ||+1 || - || $20,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th||6 ||+1 ||4 ||3 ||3 ||+4 ||+2 || - || $40,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th||6 ||+2 ||5 ||3 ||3 ||+4 ||+2 || - || $90,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th||7 ||+2 ||5 ||4 ||3 ||+4 ||+2 || - || $180,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th||8 ||+2 ||6 ||4 ||4 ||+6 ||+3 || - || $320,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th||9 ||+3 ||6 ||5 ||4 ||+6 ||+3 || - || $650,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th||9 ||+3 ||7 ||5 ||4 ||+6 ||+3 || - || $1,200,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th||10 ||+3 ||7 ||5 ||5 ||+8 ||+4 || - || $2,500,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th||11 ||+4 ||8 ||6 ||5 ||+8 ||+4 || - || $5,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th||12 ||+4 ||8 ||6 ||5 ||+8 ||+4 || - || $10,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th||12 ||+4 ||9 ||6 ||6 ||+10 ||+5 || - || $20,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th||13 ||+5 ||9 ||7 ||6 ||+10 ||+5 || - || $40,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th||14 ||+5 ||10 ||7 ||6 ||+10 ||+5 || - || $60,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th||15 ||+5 ||10 ||8 ||7 ||+12 ||+6 || - || $120,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th||15 ||+6 ||11 ||8 ||7 ||+12 ||+6 || - || $340,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th||16 ||+6 ||12 ||8 ||7 ||+12 ||+6 || - || $680,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class Level ===&lt;br /&gt;
&lt;br /&gt;
This level is based on the Advance Class or Character level of the Companion&#039;s owner. With the Technosavant or Xenophile its associated with there Advance Class level unless the Character has the &#039;Improved Companionship&#039; feat. If the Character is not playing an Advanced Class that provides the ability to have a Companion the Character must have the &#039;Companionship&#039; feat and then the Class Level of the companion is based on 1/5 there Character Level. &lt;br /&gt;
&lt;br /&gt;
=== HD ===&lt;br /&gt;
&lt;br /&gt;
HD stands for Hit Die. Its the number of Hit Die the Companion will have. The Hit Die itself is determined by the animal itself or the make of the robot.&lt;br /&gt;
&lt;br /&gt;
=== Affinity Bonus ===&lt;br /&gt;
&lt;br /&gt;
The Affinity Bonus is just like a Character&#039;s affinity bonus. It is the bonus added to roles that the Companion has an affinity with. In most cases this is either Strength or Dexterity. However in some cases the Companion can specify a different Affinity. If it doesn&#039;t specify it is Strength.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The Companion has skills just like a Companion. However the number of skills available is limited. Below is the list of available skills for both Robots and Animal Companions:&lt;br /&gt;
&lt;br /&gt;
Athletics(Str), Acrobatics(Dex), Escape Artist(Dex), Intimidate(Cha), Perception(Wis), Stealth(Dex), Survival(Wis).&lt;br /&gt;
&lt;br /&gt;
Robots Class Skills are: Intimidate, Perception&lt;br /&gt;
Animal Class Skills are: Athletics, Survival&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
Just like Character&#039;s Companion&#039;s can utilize feats. However not all feats are available. Below is a list of all the available feats.&lt;br /&gt;
&lt;br /&gt;
[[Acrobatic|Acrobatic]], [[Agile_Riposte|Agile Riposte]], [[Athletic|Athletic]], [[Blind-Fight|Blind Fight]], [[Combat_Reflexes|Combat Reflexes]], [[Dodge|Dodge]], [[Endurance|Endurance]], [[Great_Fortitude|Great Fortitude]], [[Improved_Bull_Rush|Improved Bull Rush]], [[Intimidating Prowess|Intimidating Prowess]], [[Iron_Will|Iron Will]], [[Lightning_Reflexes|Lightning Reflexes]], [[Mobility|Mobility]], [[Power_Attack|Power Attack]], [[Run|Run]], [[Spring_Attack|Spring Attack]], [[Stealthy|Stealthy]], [[Toughness|Toughness]], [[Weapon_Finesse|Weapon Finesse]], and [[Weapon_Focus|Weapon Focus]].&lt;br /&gt;
&lt;br /&gt;
Animal Specific Feats:&lt;br /&gt;
[[Jumper|Jumper]], [[Lithe Attacker|Lithe Attacker]], [[Master of Your Kind|Master of Your Kind]], [[Narrow Frame|Narrow Frame]], [[Stable Gallop|Stable Gallop]], [[Sure Footed|Sure Footed]], [[Valiant Steed|Valiant Steed]], [[Improved Natural Attack|Improved Natural Attack]], [[Improve Natural Armor|Improve Natural Armor]] [[Improved Overrun|Improved Overrun]].&lt;br /&gt;
&lt;br /&gt;
Robot Specific Feats:&lt;br /&gt;
&lt;br /&gt;
=== Tricks &amp;amp; Functions ===&lt;br /&gt;
&lt;br /&gt;
Animal Companions can be taught Tricks and Robots can have Functions programmed. Some are the same. For example the Combat Techniques Character can do can be taught as Tricks or Functions. Most other Tricks and Functions are different as they pertain to either animals or robots. &lt;br /&gt;
&lt;br /&gt;
The section below titled [[Hero_Companions#Companion_Tricks.2FFunctions|Tricks &amp;amp; Functions]] has more on this.&lt;br /&gt;
&lt;br /&gt;
=== Natural Armor Bonus ===&lt;br /&gt;
&lt;br /&gt;
This is added to the Companions AC and represents how much more difficult is to hit the battle hardened companion. It could represent improved Armor or flexibility or a little bit of both. &lt;br /&gt;
&lt;br /&gt;
=== Str/Dex Bonus ===&lt;br /&gt;
&lt;br /&gt;
As the Companion levels up two of the most important stats are improved. Their Strength and Dexterity. The Xenophile or Technosavant may be able to change these bonuses to fit there needs.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
&lt;br /&gt;
These are specials that are provided as the Companion improves. These are specific too the either Animals or Robots.&lt;br /&gt;
&lt;br /&gt;
== Companion Leveling ==&lt;br /&gt;
&lt;br /&gt;
Companions level up in relation too there owners. If a owner doesn&#039;t have any levels in an Advance Class that provides the ability to have an Companion the only way a Character can own a companion is through the &#039;Companionship&#039; feat. If this is the case then the Class Level of the companion is 1/5th the Character level of the owner.&lt;br /&gt;
&lt;br /&gt;
When leveling up an Animal Companion a Character can instantly improve upon there stats, choose new feats if applicable, and apply any new specials. However if the companion can learn a new trick the Character must take 1 week of training to teach the new trick to the Companion. During this time the Character acts as if crafting. So this will take 8 hours per day and any other labor after that point would cause the Character to be [[Conditions#Fatigued|Fatigued]]. With the &#039;Improved Training&#039; feat a Character can train an Animal Companion in just 1 day.&lt;br /&gt;
&lt;br /&gt;
When leveling up a Robot Companion a Character has to craft the new features onto the Robot. The improved Class level is a representation of the Characters understanding and familiarity with the Robot as well as the Robot&#039;s AI having improved and better capable of taking new instructions. Each robot level Costs Money. Take 1/3rd the cost difference between the Current Robot level and the new level and that is the cost in building materials. The Crafting takes 1 day worth of labor and is considered repair work. No roll is needed if the Character has an Advanced Class that grants the ability to have Robot Companions. Once done the Robot has all the new stats, specials, functions of the next Class Level. If the Character takes the &#039;Improved Training&#039; feat this can be done in 1 hour.&lt;br /&gt;
&lt;br /&gt;
Finally if a Character takes the &#039;Improved Companionship&#039; feat this means different things depending on if the Character has an Advance Class granting the ability to own a Companion. If the Character doesn&#039;t have an Advance Class that allows for Companions then this feat simply allows for the Companion Class Level to be 1/4th the Character level. If the Character does have said Advanced Class then it means that the Companion Class Level now depends not on the Advance Class level put the Character level meaning that the Companion can reach level 20 as well.&lt;br /&gt;
&lt;br /&gt;
== Companion Tricks/Functions ==&lt;br /&gt;
&lt;br /&gt;
If the Companion has the &#039;Advanced Combat Technique&#039; feat then it can learn Advance Combat Techniques as Tricks or Functions. Some Tricks and Functions are allows for both Animals and Robots. The list of shared Tricks/Functions is first. Then Animal Tricks and then Robot Functions.&lt;br /&gt;
&lt;br /&gt;
=== Shared Tricks/Functions ===&lt;br /&gt;
----&lt;br /&gt;
;Aid (DC 20): The Companion can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.&lt;br /&gt;
&lt;br /&gt;
;Attack (DC 20): The Companion attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, a Companion will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.&lt;br /&gt;
&lt;br /&gt;
;Defend (DC 20): The Companion defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the Companion to defend a specific other character.&lt;br /&gt;
&lt;br /&gt;
;Entertain (DC 25): The Companion can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can make a Perform check (or a Charisma check if it has no ranks in Perform) to show off its talent. Willing onlookers or those who fail an opposed Sense Motive check take a –2 penalty on Perception checks to notice anything but the animal entertaining them. Tricksters and con artists often teach their Companion to perform this trick while they pickpocket viewers or sneak about unnoticed.&lt;br /&gt;
&lt;br /&gt;
;Flank (DC 20): You can instruct an Companion to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the Companion attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.&lt;br /&gt;
&lt;br /&gt;
;Guard (DC 20): The Companion stays in place and prevents others from approaching.&lt;br /&gt;
&lt;br /&gt;
;Maneuver (DC 20): The Companion is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to a Companion multiple times. Each time it is taught, the Companion can be commanded to use a different combat maneuver.&lt;br /&gt;
&lt;br /&gt;
;Watch (DC 15): The Companion can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.&lt;br /&gt;
&lt;br /&gt;
;Work (DC 15): The animal pulls or pushes a medium or heavy load.&lt;br /&gt;
&lt;br /&gt;
=== Animal Tricks ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Animal&#039;s have a sense of self and a primal intelligence which can act as both an advantage and a disadvantage. Animals do not instantly obey the commands of there owners. This is both in part because they simply may not want to and also that they may not understand. Getting them to understand what you want and instilling the knowledge that you the owner knows best is all part of training an animal companion new tricks.&lt;br /&gt;
&lt;br /&gt;
;Bombard (DC 20): A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist&#039;s fire or some other incendiary) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target.&lt;br /&gt;
&lt;br /&gt;
;Break Out (DC 20): On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a +4 circumstance bonus on Escape Artist checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal&#039;s ability.&lt;br /&gt;
&lt;br /&gt;
;Bury (DC 15): An animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both bury and fetch can be instructed to fetch an item it has buried.&lt;br /&gt;
&lt;br /&gt;
;Come (DC 15): The animal comes to you, even if it normally would not do so.&lt;br /&gt;
&lt;br /&gt;
;Deliver (DC 15): The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)&lt;br /&gt;
&lt;br /&gt;
;Detect (DC 25): The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal&#039;s attention, and it cannot attempt the same Perception check more than once in this way.&lt;br /&gt;
&lt;br /&gt;
;Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.&lt;br /&gt;
&lt;br /&gt;
;Exclusive (DC 20): The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer&#039;s serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.&lt;br /&gt;
&lt;br /&gt;
;Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.&lt;br /&gt;
&lt;br /&gt;
;Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.&lt;br /&gt;
&lt;br /&gt;
;Get Help (DC 20): With this trick, a trainer can designate a number of creatures up to the animal&#039;s Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.&lt;br /&gt;
&lt;br /&gt;
;Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.&lt;br /&gt;
&lt;br /&gt;
;Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal&#039;s handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.&lt;br /&gt;
&lt;br /&gt;
;Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.&lt;br /&gt;
&lt;br /&gt;
;Menace (DC 20): A menacing animal attempts to keep a creature you indicate from moving. It does its best to intimidate the target, but only attacks if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming one). As soon as the target stops moving, the animal ceases attacking, but continues to menace.&lt;br /&gt;
&lt;br /&gt;
;Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.&lt;br /&gt;
&lt;br /&gt;
;Serve (DC 15): An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your Handle Animal bonus on the check instead of its own. The animal treats the designated ally as friendly. An animal can unlearn this trick with 1 week of training. This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate.&lt;br /&gt;
&lt;br /&gt;
;Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.&lt;br /&gt;
&lt;br /&gt;
;Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.&lt;br /&gt;
&lt;br /&gt;
;Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)&lt;br /&gt;
&lt;br /&gt;
;Throw Rider (DC 15): The animal can attempt to fling a creature riding it to the ground. Treat this as a trip combat maneuver that applies to all creatures riding the animal, and that does not provoke attacks of opportunity. An animal that knows the throw rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it.&lt;br /&gt;
&lt;br /&gt;
=== Robot Functions ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Robot&#039;s are selfless mechanic thinking machines. They may have sophisticated AI that can even at times appear sentient but in the end they just follow a series of predetermined coding with learning algorithms. They have no sense of self and they obey without question. Commanding a Robot around is simple, they will obey until they can no longer. But teaching them complicated series of actions that may change depending on outcome even though the command is the same.. that is more difficult. &lt;br /&gt;
&lt;br /&gt;
;Disguise: This Robot can attempt to act as if its true purpose was not its own. Meaning that someone may think this Robot is specified/configured to do some other specific task like garbage collection or food dispenser. This acts like the &#039;Disguise&#039; skill too the robot.&lt;br /&gt;
&lt;br /&gt;
;Distract: This Robot can attempt to grab the attention of a target opponent. This can be used in or outside of combat. It required a Wisdom Check done by the target against DC10 + Robot level.&lt;br /&gt;
&lt;br /&gt;
;Fake Malfunction: This Robot will attempt to pretend that it is non-operational. This gives the robot the ability too Disguise itself as being damage in some way that will make the onlooker not consider it a threat. This provides a +2 moderate bonus to Disguise when faking damage if the Robot already has the Disguise skill. &lt;br /&gt;
&lt;br /&gt;
;Identify: This Robot can attempt to identify a given Object or Phrase as if it had the Knowledge skill. Robots has extensive databases of information so it has access to all knowledgeable as if they where Trained with 0 ranks.&lt;br /&gt;
&lt;br /&gt;
;Lie: Normally Robots cannot lie. All A.I. is built in with certain rules and one of them is that they cannot lie. Any A.I that is able to change outgoing information in order to deceive a living person is considered Illegal. The Robot will become illegal if taught the Lie trick. However this provides a Moderate +2 bonus to Intimidate skill checks and also to Disguise if the Robot has that trick. The Robot is now able to lie.&lt;br /&gt;
&lt;br /&gt;
;Medical Assist: The Robot can now act as a Medical-Kit and can also provide assistance. Robotic assistance is an auto-success which means you do not need to roll to see if the Robot is able to assist a person in using the Treat Injury skill. &lt;br /&gt;
&lt;br /&gt;
;Monitor: The Robot can monitor communications systems and electronic systems for any changes or for a specific piece of information, such as a phrase, picture, email attachment, password... etc. &lt;br /&gt;
&lt;br /&gt;
;Urban Tracking: The robot gains a moderate +2 bonus to Survival checks while in an urban environment.&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
;Canine:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Feline:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
7th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).&lt;br /&gt;
&lt;br /&gt;
;Beast of Burden:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
:* This is a secondary natural attack, see Combat for more information on how secondary attacks work.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Ability Scores Str +2, Con +2; Special Qualities combat trained.&lt;br /&gt;
&lt;br /&gt;
;Avian:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 20 ft., fly 50 ft. (average); Attack bite (1d4); Ability Scores Str 8, Dex 13, Con 10, Int 2, Wis 15, Cha 7; Special Qualities low-light vision, scavenger.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; AC +2 natural armor; Attack bite (1d6); Ability Scores Str +4, Dex +2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Reptilian:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus poison [Frequency 1 round (6), effect 1 Con damage, cure 1 save, Con-based DC]); Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Insect:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d4 plus grab); Ability Scores Str 10, Dex 12, Con 15, Int —, Wis 12, Cha 10; Special Qualities low-light vision, scent; CMD trip +8.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d6 plus grab), sting (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2; Special Attacks poison ( frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC).&lt;br /&gt;
&lt;br /&gt;
=== Robots ===&lt;br /&gt;
&lt;br /&gt;
;Combat Assistance:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 15, Dex 14, Con 15, Int 12, Wis 1, Cha 5; Special Qualities low-light vision&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d6); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Emergency Medical Robot:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 13, Dex 17, Con 14, Int 14, Wis 1, Cha 1; Special Qualities Treat Injury Skill (Uses Int instead of Wisdom), Acts like Medical Kit&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d4); Ability Scores Int +4, Con +2; Special Qualities: Acts like a Master worked Medical Kit + Surgery Kit&lt;br /&gt;
&lt;br /&gt;
;Technomancy Robot:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 14, Dex 17, Con 14, Int 12, Wis 1, Cha 2; Special Qualities Craft Electrical, Mechanical, Structural, Acts like an Engineering Toolkit.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d4); Ability Scores Str +4, Dex –2, Con +2; Special Qualities: Craft +3 to Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
;Range Finding Robot:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack (Ranged Weapon max power level of 2); Ability Scores Str 7, Dex 18, Con 15, Int 12, Wis 1, Cha 2; Special Qualities: Can fire a ranged weapon&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack (Ranged Weapon max power level of 4); Ability Scores Dex +4, Con +1&lt;br /&gt;
&lt;br /&gt;
;Tracking Assistance:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 12, Dex 17, Con 15, Int 12, Wis 1, Cha 5; Special Qualities: Survival is now a Class skill and it gains a +2 Misc Bonus.  (Survival is uses Int instead of Wis)&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d6); Ability Scores Dex +2, Int +2.&lt;br /&gt;
&lt;br /&gt;
== Companion Accessories ==&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Hero_Companions&amp;diff=2809</id>
		<title>Hero Companions</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Hero_Companions&amp;diff=2809"/>
		<updated>2016-01-20T00:45:07Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
THIS PAGE IS UNDER CONSTRUCTION! &lt;br /&gt;
&lt;br /&gt;
Some hero&#039;s can have companions in the form of pet animals or robots. This page focuses on the rules around having a Pet Animal or Robot and how to level the companion and teach it new abilities.&lt;br /&gt;
&lt;br /&gt;
The two common Advance Classes that can have companions are the [[Advance_Classes#Xenophile|Xenophile]] and the [[Advance_Classes#Technosavant|Technosavant]]. To learn more about these classes please review there respected pages.&lt;br /&gt;
&lt;br /&gt;
== Companion Base Stats ==&lt;br /&gt;
&lt;br /&gt;
Companions have stats just like Characters do. For example they all have 6 ability scores, Hit Points, Initiative, and so on. There are two sources for a Companion&#039;s stats. First there is the table below, which provides information about some base stats for a Companion based on there Class Level. All other stats are provide by the Companion itself. In a section further below there are examples of some Animal and Robot Companions that Characters can acquire while on there adventures. These examples come with the rest of the stats.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Companion Base Stats Table&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! HD&lt;br /&gt;
! Affinity&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Skills&lt;br /&gt;
! Feats&lt;br /&gt;
! Tricks&amp;lt;br /&amp;gt;Functions&lt;br /&gt;
! Natural&amp;lt;br /&amp;gt;Armor Bonus&lt;br /&gt;
! Str/Dex&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
! Base Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st||2 ||+0 ||2 ||1 ||1 ||+0 ||+0  || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| 2nd||3 ||+0 ||2 ||2 ||1 ||+0 ||+0  || - || $1,000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd||3 ||+0 ||3 ||2 ||2 ||+2 ||+1 || - || $5,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th||4 ||+1 ||3 ||2 ||2 ||+2 ||+1 || - || $10,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th||5 ||+1 ||4 ||3 ||2 ||+2 ||+1 || - || $20,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th||6 ||+1 ||4 ||3 ||3 ||+4 ||+2 || - || $40,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th||6 ||+2 ||5 ||3 ||3 ||+4 ||+2 || - || $90,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th||7 ||+2 ||5 ||4 ||3 ||+4 ||+2 || - || $180,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th||8 ||+2 ||6 ||4 ||4 ||+6 ||+3 || - || $320,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th||9 ||+3 ||6 ||5 ||4 ||+6 ||+3 || - || $650,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th||9 ||+3 ||7 ||5 ||4 ||+6 ||+3 || - || $1,200,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th||10 ||+3 ||7 ||5 ||5 ||+8 ||+4 || - || $2,500,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th||11 ||+4 ||8 ||6 ||5 ||+8 ||+4 || - || $5,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th||12 ||+4 ||8 ||6 ||5 ||+8 ||+4 || - || $10,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th||12 ||+4 ||9 ||6 ||6 ||+10 ||+5 || - || $20,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th||13 ||+5 ||9 ||7 ||6 ||+10 ||+5 || - || $40,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th||14 ||+5 ||10 ||7 ||6 ||+10 ||+5 || - || $60,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th||15 ||+5 ||10 ||8 ||7 ||+12 ||+6 || - || $120,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th||15 ||+6 ||11 ||8 ||7 ||+12 ||+6 || - || $340,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th||16 ||+6 ||12 ||8 ||7 ||+12 ||+6 || - || $680,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class Level ===&lt;br /&gt;
&lt;br /&gt;
This level is based on the Advance Class or Character level of the Companion&#039;s owner. With the Technosavant or Xenophile its associated with there Advance Class level unless the Character has the &#039;Improved Companionship&#039; feat. If the Character is not playing an Advanced Class that provides the ability to have a Companion the Character must have the &#039;Companionship&#039; feat and then the Class Level of the companion is based on 1/5 there Character Level. &lt;br /&gt;
&lt;br /&gt;
=== HD ===&lt;br /&gt;
&lt;br /&gt;
HD stands for Hit Die. Its the number of Hit Die the Companion will have. The Hit Die itself is determined by the animal itself or the make of the robot.&lt;br /&gt;
&lt;br /&gt;
=== Affinity Bonus ===&lt;br /&gt;
&lt;br /&gt;
The Affinity Bonus is just like a Character&#039;s affinity bonus. It is the bonus added to roles that the Companion has an affinity with. In most cases this is either Strength or Dexterity. However in some cases the Companion can specify a different Affinity. If it doesn&#039;t specify it is Strength.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The Companion has skills just like a Companion. However the number of skills available is limited. Below is the list of available skills for both Robots and Animal Companions:&lt;br /&gt;
&lt;br /&gt;
Athletics(Str), Acrobatics(Dex), Escape Artist(Dex), Intimidate(Cha), Perception(Wis), Stealth(Dex), Survival(Wis).&lt;br /&gt;
&lt;br /&gt;
Robots Class Skills are: Intimidate, Perception&lt;br /&gt;
Animal Class Skills are: Athletics, Survival&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
Just like Character&#039;s Companion&#039;s can utilize feats. However not all feats are available. Below is a list of all the available feats.&lt;br /&gt;
&lt;br /&gt;
[[Acrobatic|Acrobatic]], [[Agile_Riposte|Agile Riposte]], [[Athletic|Athletic]], [[Blind-Fight|Blind Fight]], [[Combat_Reflexes|Combat Reflexes]], [[Dodge|Dodge]], [[Endurance|Endurance]], [[Great_Fortitude|Great Fortitude]], [[Improved_Bull_Rush|Improved Bull Rush]], [[Intimidating Prowess|Intimidating Prowess]], [[Iron_Will|Iron Will]], [[Lightning_Reflexes|Lightning Reflexes]], [[Mobility|Mobility]], [[Power_Attack|Power Attack]], [[Run|Run]], [[Spring_Attack|Spring Attack]], [[Stealthy|Stealthy]], [[Toughness|Toughness]], [[Weapon_Finesse|Weapon Finesse]], and [[Weapon_Focus|Weapon Focus]].&lt;br /&gt;
&lt;br /&gt;
Animal Specific Feats:&lt;br /&gt;
[[Jumper|Jumper]], [[Lithe Attacker|Lithe Attacker]], [[Master of Your Kind|Master of Your Kind]], [[Narrow Frame|Narrow Frame]], [[Stable Gallop|Stable Gallop]], [[Sure Footed|Sure Footed]], [[Valiant Steed|Valiant Steed]], [[Improved Natural Attack|Improved Natural Attack]], [[Improved Overrun|Improved Overrun]].&lt;br /&gt;
&lt;br /&gt;
Robot Specific Feats:&lt;br /&gt;
&lt;br /&gt;
=== Tricks &amp;amp; Functions ===&lt;br /&gt;
&lt;br /&gt;
Animal Companions can be taught Tricks and Robots can have Functions programmed. Some are the same. For example the Combat Techniques Character can do can be taught as Tricks or Functions. Most other Tricks and Functions are different as they pertain to either animals or robots. &lt;br /&gt;
&lt;br /&gt;
The section below titled [[Hero_Companions#Companion_Tricks.2FFunctions|Tricks &amp;amp; Functions]] has more on this.&lt;br /&gt;
&lt;br /&gt;
=== Natural Armor Bonus ===&lt;br /&gt;
&lt;br /&gt;
This is added to the Companions AC and represents how much more difficult is to hit the battle hardened companion. It could represent improved Armor or flexibility or a little bit of both. &lt;br /&gt;
&lt;br /&gt;
=== Str/Dex Bonus ===&lt;br /&gt;
&lt;br /&gt;
As the Companion levels up two of the most important stats are improved. Their Strength and Dexterity. The Xenophile or Technosavant may be able to change these bonuses to fit there needs.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
&lt;br /&gt;
These are specials that are provided as the Companion improves. These are specific too the either Animals or Robots.&lt;br /&gt;
&lt;br /&gt;
== Companion Leveling ==&lt;br /&gt;
&lt;br /&gt;
Companions level up in relation too there owners. If a owner doesn&#039;t have any levels in an Advance Class that provides the ability to have an Companion the only way a Character can own a companion is through the &#039;Companionship&#039; feat. If this is the case then the Class Level of the companion is 1/5th the Character level of the owner.&lt;br /&gt;
&lt;br /&gt;
When leveling up an Animal Companion a Character can instantly improve upon there stats, choose new feats if applicable, and apply any new specials. However if the companion can learn a new trick the Character must take 1 week of training to teach the new trick to the Companion. During this time the Character acts as if crafting. So this will take 8 hours per day and any other labor after that point would cause the Character to be [[Conditions#Fatigued|Fatigued]]. With the &#039;Improved Training&#039; feat a Character can train an Animal Companion in just 1 day.&lt;br /&gt;
&lt;br /&gt;
When leveling up a Robot Companion a Character has to craft the new features onto the Robot. The improved Class level is a representation of the Characters understanding and familiarity with the Robot as well as the Robot&#039;s AI having improved and better capable of taking new instructions. Each robot level Costs Money. Take 1/3rd the cost difference between the Current Robot level and the new level and that is the cost in building materials. The Crafting takes 1 day worth of labor and is considered repair work. No roll is needed if the Character has an Advanced Class that grants the ability to have Robot Companions. Once done the Robot has all the new stats, specials, functions of the next Class Level. If the Character takes the &#039;Improved Training&#039; feat this can be done in 1 hour.&lt;br /&gt;
&lt;br /&gt;
Finally if a Character takes the &#039;Improved Companionship&#039; feat this means different things depending on if the Character has an Advance Class granting the ability to own a Companion. If the Character doesn&#039;t have an Advance Class that allows for Companions then this feat simply allows for the Companion Class Level to be 1/4th the Character level. If the Character does have said Advanced Class then it means that the Companion Class Level now depends not on the Advance Class level put the Character level meaning that the Companion can reach level 20 as well.&lt;br /&gt;
&lt;br /&gt;
== Companion Tricks/Functions ==&lt;br /&gt;
&lt;br /&gt;
If the Companion has the &#039;Advanced Combat Technique&#039; feat then it can learn Advance Combat Techniques as Tricks or Functions. Some Tricks and Functions are allows for both Animals and Robots. The list of shared Tricks/Functions is first. Then Animal Tricks and then Robot Functions.&lt;br /&gt;
&lt;br /&gt;
=== Shared Tricks/Functions ===&lt;br /&gt;
----&lt;br /&gt;
;Aid (DC 20): The Companion can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.&lt;br /&gt;
&lt;br /&gt;
;Attack (DC 20): The Companion attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, a Companion will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.&lt;br /&gt;
&lt;br /&gt;
;Defend (DC 20): The Companion defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the Companion to defend a specific other character.&lt;br /&gt;
&lt;br /&gt;
;Entertain (DC 25): The Companion can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can make a Perform check (or a Charisma check if it has no ranks in Perform) to show off its talent. Willing onlookers or those who fail an opposed Sense Motive check take a –2 penalty on Perception checks to notice anything but the animal entertaining them. Tricksters and con artists often teach their Companion to perform this trick while they pickpocket viewers or sneak about unnoticed.&lt;br /&gt;
&lt;br /&gt;
;Flank (DC 20): You can instruct an Companion to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the Companion attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.&lt;br /&gt;
&lt;br /&gt;
;Guard (DC 20): The Companion stays in place and prevents others from approaching.&lt;br /&gt;
&lt;br /&gt;
;Maneuver (DC 20): The Companion is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to a Companion multiple times. Each time it is taught, the Companion can be commanded to use a different combat maneuver.&lt;br /&gt;
&lt;br /&gt;
;Watch (DC 15): The Companion can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.&lt;br /&gt;
&lt;br /&gt;
;Work (DC 15): The animal pulls or pushes a medium or heavy load.&lt;br /&gt;
&lt;br /&gt;
=== Animal Tricks ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Animal&#039;s have a sense of self and a primal intelligence which can act as both an advantage and a disadvantage. Animals do not instantly obey the commands of there owners. This is both in part because they simply may not want to and also that they may not understand. Getting them to understand what you want and instilling the knowledge that you the owner knows best is all part of training an animal companion new tricks.&lt;br /&gt;
&lt;br /&gt;
;Bombard (DC 20): A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist&#039;s fire or some other incendiary) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target.&lt;br /&gt;
&lt;br /&gt;
;Break Out (DC 20): On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a +4 circumstance bonus on Escape Artist checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal&#039;s ability.&lt;br /&gt;
&lt;br /&gt;
;Bury (DC 15): An animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both bury and fetch can be instructed to fetch an item it has buried.&lt;br /&gt;
&lt;br /&gt;
;Come (DC 15): The animal comes to you, even if it normally would not do so.&lt;br /&gt;
&lt;br /&gt;
;Deliver (DC 15): The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)&lt;br /&gt;
&lt;br /&gt;
;Detect (DC 25): The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal&#039;s attention, and it cannot attempt the same Perception check more than once in this way.&lt;br /&gt;
&lt;br /&gt;
;Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.&lt;br /&gt;
&lt;br /&gt;
;Exclusive (DC 20): The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer&#039;s serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.&lt;br /&gt;
&lt;br /&gt;
;Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.&lt;br /&gt;
&lt;br /&gt;
;Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.&lt;br /&gt;
&lt;br /&gt;
;Get Help (DC 20): With this trick, a trainer can designate a number of creatures up to the animal&#039;s Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.&lt;br /&gt;
&lt;br /&gt;
;Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.&lt;br /&gt;
&lt;br /&gt;
;Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal&#039;s handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.&lt;br /&gt;
&lt;br /&gt;
;Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.&lt;br /&gt;
&lt;br /&gt;
;Menace (DC 20): A menacing animal attempts to keep a creature you indicate from moving. It does its best to intimidate the target, but only attacks if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming one). As soon as the target stops moving, the animal ceases attacking, but continues to menace.&lt;br /&gt;
&lt;br /&gt;
;Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.&lt;br /&gt;
&lt;br /&gt;
;Serve (DC 15): An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your Handle Animal bonus on the check instead of its own. The animal treats the designated ally as friendly. An animal can unlearn this trick with 1 week of training. This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate.&lt;br /&gt;
&lt;br /&gt;
;Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.&lt;br /&gt;
&lt;br /&gt;
;Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.&lt;br /&gt;
&lt;br /&gt;
;Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)&lt;br /&gt;
&lt;br /&gt;
;Throw Rider (DC 15): The animal can attempt to fling a creature riding it to the ground. Treat this as a trip combat maneuver that applies to all creatures riding the animal, and that does not provoke attacks of opportunity. An animal that knows the throw rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it.&lt;br /&gt;
&lt;br /&gt;
=== Robot Functions ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Robot&#039;s are selfless mechanic thinking machines. They may have sophisticated AI that can even at times appear sentient but in the end they just follow a series of predetermined coding with learning algorithms. They have no sense of self and they obey without question. Commanding a Robot around is simple, they will obey until they can no longer. But teaching them complicated series of actions that may change depending on outcome even though the command is the same.. that is more difficult. &lt;br /&gt;
&lt;br /&gt;
;Disguise: This Robot can attempt to act as if its true purpose was not its own. Meaning that someone may think this Robot is specified/configured to do some other specific task like garbage collection or food dispenser. This acts like the &#039;Disguise&#039; skill too the robot.&lt;br /&gt;
&lt;br /&gt;
;Distract: This Robot can attempt to grab the attention of a target opponent. This can be used in or outside of combat. It required a Wisdom Check done by the target against DC10 + Robot level.&lt;br /&gt;
&lt;br /&gt;
;Fake Malfunction: This Robot will attempt to pretend that it is non-operational. This gives the robot the ability too Disguise itself as being damage in some way that will make the onlooker not consider it a threat. This provides a +2 moderate bonus to Disguise when faking damage if the Robot already has the Disguise skill. &lt;br /&gt;
&lt;br /&gt;
;Identify: This Robot can attempt to identify a given Object or Phrase as if it had the Knowledge skill. Robots has extensive databases of information so it has access to all knowledgeable as if they where Trained with 0 ranks.&lt;br /&gt;
&lt;br /&gt;
;Lie: Normally Robots cannot lie. All A.I. is built in with certain rules and one of them is that they cannot lie. Any A.I that is able to change outgoing information in order to deceive a living person is considered Illegal. The Robot will become illegal if taught the Lie trick. However this provides a Moderate +2 bonus to Intimidate skill checks and also to Disguise if the Robot has that trick. The Robot is now able to lie.&lt;br /&gt;
&lt;br /&gt;
;Medical Assist: The Robot can now act as a Medical-Kit and can also provide assistance. Robotic assistance is an auto-success which means you do not need to roll to see if the Robot is able to assist a person in using the Treat Injury skill. &lt;br /&gt;
&lt;br /&gt;
;Monitor: The Robot can monitor communications systems and electronic systems for any changes or for a specific piece of information, such as a phrase, picture, email attachment, password... etc. &lt;br /&gt;
&lt;br /&gt;
;Urban Tracking: The robot gains a moderate +2 bonus to Survival checks while in an urban environment.&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
;Canine:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Feline:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
7th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).&lt;br /&gt;
&lt;br /&gt;
;Beast of Burden:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
:* This is a secondary natural attack, see Combat for more information on how secondary attacks work.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Ability Scores Str +2, Con +2; Special Qualities combat trained.&lt;br /&gt;
&lt;br /&gt;
;Avian:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 20 ft., fly 50 ft. (average); Attack bite (1d4); Ability Scores Str 8, Dex 13, Con 10, Int 2, Wis 15, Cha 7; Special Qualities low-light vision, scavenger.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; AC +2 natural armor; Attack bite (1d6); Ability Scores Str +4, Dex +2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Reptilian:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus poison [Frequency 1 round (6), effect 1 Con damage, cure 1 save, Con-based DC]); Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Insect:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d4 plus grab); Ability Scores Str 10, Dex 12, Con 15, Int —, Wis 12, Cha 10; Special Qualities low-light vision, scent; CMD trip +8.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d6 plus grab), sting (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2; Special Attacks poison ( frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC).&lt;br /&gt;
&lt;br /&gt;
=== Robots ===&lt;br /&gt;
&lt;br /&gt;
;Combat Assistance:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 15, Dex 14, Con 15, Int 12, Wis 1, Cha 5; Special Qualities low-light vision&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d6); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Emergency Medical Robot:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 13, Dex 17, Con 14, Int 14, Wis 1, Cha 1; Special Qualities Treat Injury Skill (Uses Int instead of Wisdom), Acts like Medical Kit&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d4); Ability Scores Int +4, Con +2; Special Qualities: Acts like a Master worked Medical Kit + Surgery Kit&lt;br /&gt;
&lt;br /&gt;
;Technomancy Robot:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 14, Dex 17, Con 14, Int 12, Wis 1, Cha 2; Special Qualities Craft Electrical, Mechanical, Structural, Acts like an Engineering Toolkit.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d4); Ability Scores Str +4, Dex –2, Con +2; Special Qualities: Craft +3 to Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
;Range Finding Robot:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack (Ranged Weapon max power level of 2); Ability Scores Str 7, Dex 18, Con 15, Int 12, Wis 1, Cha 2; Special Qualities: Can fire a ranged weapon&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack (Ranged Weapon max power level of 4); Ability Scores Dex +4, Con +1&lt;br /&gt;
&lt;br /&gt;
;Tracking Assistance:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 12, Dex 17, Con 15, Int 12, Wis 1, Cha 5; Special Qualities: Survival is now a Class skill and it gains a +2 Misc Bonus.  (Survival is uses Int instead of Wis)&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d6); Ability Scores Dex +2, Int +2.&lt;br /&gt;
&lt;br /&gt;
== Companion Accessories ==&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Hero_Companions&amp;diff=2808</id>
		<title>Hero Companions</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Hero_Companions&amp;diff=2808"/>
		<updated>2016-01-20T00:44:31Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
THIS PAGE IS UNDER CONSTRUCTION! &lt;br /&gt;
&lt;br /&gt;
Some hero&#039;s can have companions in the form of pet animals or robots. This page focuses on the rules around having a Pet Animal or Robot and how to level the companion and teach it new abilities.&lt;br /&gt;
&lt;br /&gt;
The two common Advance Classes that can have companions are the [[Advance_Classes#Xenophile|Xenophile]] and the [[Advance_Classes#Technosavant|Technosavant]]. To learn more about these classes please review there respected pages.&lt;br /&gt;
&lt;br /&gt;
== Companion Base Stats ==&lt;br /&gt;
&lt;br /&gt;
Companions have stats just like Characters do. For example they all have 6 ability scores, Hit Points, Initiative, and so on. There are two sources for a Companion&#039;s stats. First there is the table below, which provides information about some base stats for a Companion based on there Class Level. All other stats are provide by the Companion itself. In a section further below there are examples of some Animal and Robot Companions that Characters can acquire while on there adventures. These examples come with the rest of the stats.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Companion Base Stats Table&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! HD&lt;br /&gt;
! Affinity&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Skills&lt;br /&gt;
! Feats&lt;br /&gt;
! Tricks&amp;lt;br /&amp;gt;Functions&lt;br /&gt;
! Natural&amp;lt;br /&amp;gt;Armor Bonus&lt;br /&gt;
! Str/Dex&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
! Base Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st||2 ||+0 ||2 ||1 ||1 ||+0 ||+0  || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| 2nd||3 ||+0 ||2 ||2 ||1 ||+0 ||+0  || - || $1,000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd||3 ||+0 ||3 ||2 ||2 ||+2 ||+1 || - || $5,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th||4 ||+1 ||3 ||2 ||2 ||+2 ||+1 || - || $10,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th||5 ||+1 ||4 ||3 ||2 ||+2 ||+1 || - || $20,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th||6 ||+1 ||4 ||3 ||3 ||+4 ||+2 || - || $40,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th||6 ||+2 ||5 ||3 ||3 ||+4 ||+2 || - || $90,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th||7 ||+2 ||5 ||4 ||3 ||+4 ||+2 || - || $180,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th||8 ||+2 ||6 ||4 ||4 ||+6 ||+3 || - || $320,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th||9 ||+3 ||6 ||5 ||4 ||+6 ||+3 || - || $650,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th||9 ||+3 ||7 ||5 ||4 ||+6 ||+3 || - || $1,200,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th||10 ||+3 ||7 ||5 ||5 ||+8 ||+4 || - || $2,500,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th||11 ||+4 ||8 ||6 ||5 ||+8 ||+4 || - || $5,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th||12 ||+4 ||8 ||6 ||5 ||+8 ||+4 || - || $10,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th||12 ||+4 ||9 ||6 ||6 ||+10 ||+5 || - || $20,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th||13 ||+5 ||9 ||7 ||6 ||+10 ||+5 || - || $40,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th||14 ||+5 ||10 ||7 ||6 ||+10 ||+5 || - || $60,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th||15 ||+5 ||10 ||8 ||7 ||+12 ||+6 || - || $120,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th||15 ||+6 ||11 ||8 ||7 ||+12 ||+6 || - || $340,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th||16 ||+6 ||12 ||8 ||7 ||+12 ||+6 || - || $680,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class Level ===&lt;br /&gt;
&lt;br /&gt;
This level is based on the Advance Class or Character level of the Companion&#039;s owner. With the Technosavant or Xenophile its associated with there Advance Class level unless the Character has the &#039;Improved Companionship&#039; feat. If the Character is not playing an Advanced Class that provides the ability to have a Companion the Character must have the &#039;Companionship&#039; feat and then the Class Level of the companion is based on 1/5 there Character Level. &lt;br /&gt;
&lt;br /&gt;
=== HD ===&lt;br /&gt;
&lt;br /&gt;
HD stands for Hit Die. Its the number of Hit Die the Companion will have. The Hit Die itself is determined by the animal itself or the make of the robot.&lt;br /&gt;
&lt;br /&gt;
=== Affinity Bonus ===&lt;br /&gt;
&lt;br /&gt;
The Affinity Bonus is just like a Character&#039;s affinity bonus. It is the bonus added to roles that the Companion has an affinity with. In most cases this is either Strength or Dexterity. However in some cases the Companion can specify a different Affinity. If it doesn&#039;t specify it is Strength.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The Companion has skills just like a Companion. However the number of skills available is limited. Below is the list of available skills for both Robots and Animal Companions:&lt;br /&gt;
&lt;br /&gt;
Athletics(Str), Acrobatics(Dex), Escape Artist(Dex), Intimidate(Cha), Perception(Wis), Stealth(Dex), Survival(Wis).&lt;br /&gt;
&lt;br /&gt;
Robots Class Skills are: Intimidate, Perception&lt;br /&gt;
Animal Class Skills are: Athletics, Survival&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
Just like Character&#039;s Companion&#039;s can utilize feats. However not all feats are available. Below is a list of all the available feats.&lt;br /&gt;
&lt;br /&gt;
[[Acrobatic|Acrobatic]], [[Agile_Riposte|Agile Riposte]], [[Athletic|Athletic]], [[Blind-Fight|Blind Fight]], [[Combat_Reflexes|Combat Reflexes]], [[Dodge|Dodge]], [[Endurance|Endurance]], [[Great_Fortitude|Great Fortitude]], [[Improved_Bull_Rush|Improved Bull Rush]], Improved Natural Armor, [[Intimidating Prowess|Intimidating Prowess]], [[Iron_Will|Iron Will]], [[Lightning_Reflexes|Lightning Reflexes]], [[Mobility|Mobility]], [[Power_Attack|Power Attack]], [[Run|Run]], [[Spring_Attack|Spring Attack]], [[Stealthy|Stealthy]], [[Toughness|Toughness]], [[Weapon_Finesse|Weapon Finesse]], and [[Weapon_Focus|Weapon Focus]].&lt;br /&gt;
&lt;br /&gt;
Animal Specific Feats:&lt;br /&gt;
[[Jumper|Jumper]], [[Lithe Attacker|Lithe Attacker]], [[Master of Your Kind|Master of Your Kind]], [[Narrow Frame|Narrow Frame]], [[Stable Gallop|Stable Gallop]], [[Sure Footed|Sure Footed]], [[Valiant Steed|Valiant Steed]], [[Improved Natural Attack|Improved Natural Attack]], [[Improved Overrun|Improved Overrun]].&lt;br /&gt;
&lt;br /&gt;
Robot Specific Feats:&lt;br /&gt;
&lt;br /&gt;
=== Tricks &amp;amp; Functions ===&lt;br /&gt;
&lt;br /&gt;
Animal Companions can be taught Tricks and Robots can have Functions programmed. Some are the same. For example the Combat Techniques Character can do can be taught as Tricks or Functions. Most other Tricks and Functions are different as they pertain to either animals or robots. &lt;br /&gt;
&lt;br /&gt;
The section below titled [[Hero_Companions#Companion_Tricks.2FFunctions|Tricks &amp;amp; Functions]] has more on this.&lt;br /&gt;
&lt;br /&gt;
=== Natural Armor Bonus ===&lt;br /&gt;
&lt;br /&gt;
This is added to the Companions AC and represents how much more difficult is to hit the battle hardened companion. It could represent improved Armor or flexibility or a little bit of both. &lt;br /&gt;
&lt;br /&gt;
=== Str/Dex Bonus ===&lt;br /&gt;
&lt;br /&gt;
As the Companion levels up two of the most important stats are improved. Their Strength and Dexterity. The Xenophile or Technosavant may be able to change these bonuses to fit there needs.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
&lt;br /&gt;
These are specials that are provided as the Companion improves. These are specific too the either Animals or Robots.&lt;br /&gt;
&lt;br /&gt;
== Companion Leveling ==&lt;br /&gt;
&lt;br /&gt;
Companions level up in relation too there owners. If a owner doesn&#039;t have any levels in an Advance Class that provides the ability to have an Companion the only way a Character can own a companion is through the &#039;Companionship&#039; feat. If this is the case then the Class Level of the companion is 1/5th the Character level of the owner.&lt;br /&gt;
&lt;br /&gt;
When leveling up an Animal Companion a Character can instantly improve upon there stats, choose new feats if applicable, and apply any new specials. However if the companion can learn a new trick the Character must take 1 week of training to teach the new trick to the Companion. During this time the Character acts as if crafting. So this will take 8 hours per day and any other labor after that point would cause the Character to be [[Conditions#Fatigued|Fatigued]]. With the &#039;Improved Training&#039; feat a Character can train an Animal Companion in just 1 day.&lt;br /&gt;
&lt;br /&gt;
When leveling up a Robot Companion a Character has to craft the new features onto the Robot. The improved Class level is a representation of the Characters understanding and familiarity with the Robot as well as the Robot&#039;s AI having improved and better capable of taking new instructions. Each robot level Costs Money. Take 1/3rd the cost difference between the Current Robot level and the new level and that is the cost in building materials. The Crafting takes 1 day worth of labor and is considered repair work. No roll is needed if the Character has an Advanced Class that grants the ability to have Robot Companions. Once done the Robot has all the new stats, specials, functions of the next Class Level. If the Character takes the &#039;Improved Training&#039; feat this can be done in 1 hour.&lt;br /&gt;
&lt;br /&gt;
Finally if a Character takes the &#039;Improved Companionship&#039; feat this means different things depending on if the Character has an Advance Class granting the ability to own a Companion. If the Character doesn&#039;t have an Advance Class that allows for Companions then this feat simply allows for the Companion Class Level to be 1/4th the Character level. If the Character does have said Advanced Class then it means that the Companion Class Level now depends not on the Advance Class level put the Character level meaning that the Companion can reach level 20 as well.&lt;br /&gt;
&lt;br /&gt;
== Companion Tricks/Functions ==&lt;br /&gt;
&lt;br /&gt;
If the Companion has the &#039;Advanced Combat Technique&#039; feat then it can learn Advance Combat Techniques as Tricks or Functions. Some Tricks and Functions are allows for both Animals and Robots. The list of shared Tricks/Functions is first. Then Animal Tricks and then Robot Functions.&lt;br /&gt;
&lt;br /&gt;
=== Shared Tricks/Functions ===&lt;br /&gt;
----&lt;br /&gt;
;Aid (DC 20): The Companion can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.&lt;br /&gt;
&lt;br /&gt;
;Attack (DC 20): The Companion attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, a Companion will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.&lt;br /&gt;
&lt;br /&gt;
;Defend (DC 20): The Companion defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the Companion to defend a specific other character.&lt;br /&gt;
&lt;br /&gt;
;Entertain (DC 25): The Companion can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can make a Perform check (or a Charisma check if it has no ranks in Perform) to show off its talent. Willing onlookers or those who fail an opposed Sense Motive check take a –2 penalty on Perception checks to notice anything but the animal entertaining them. Tricksters and con artists often teach their Companion to perform this trick while they pickpocket viewers or sneak about unnoticed.&lt;br /&gt;
&lt;br /&gt;
;Flank (DC 20): You can instruct an Companion to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the Companion attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.&lt;br /&gt;
&lt;br /&gt;
;Guard (DC 20): The Companion stays in place and prevents others from approaching.&lt;br /&gt;
&lt;br /&gt;
;Maneuver (DC 20): The Companion is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to a Companion multiple times. Each time it is taught, the Companion can be commanded to use a different combat maneuver.&lt;br /&gt;
&lt;br /&gt;
;Watch (DC 15): The Companion can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.&lt;br /&gt;
&lt;br /&gt;
;Work (DC 15): The animal pulls or pushes a medium or heavy load.&lt;br /&gt;
&lt;br /&gt;
=== Animal Tricks ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Animal&#039;s have a sense of self and a primal intelligence which can act as both an advantage and a disadvantage. Animals do not instantly obey the commands of there owners. This is both in part because they simply may not want to and also that they may not understand. Getting them to understand what you want and instilling the knowledge that you the owner knows best is all part of training an animal companion new tricks.&lt;br /&gt;
&lt;br /&gt;
;Bombard (DC 20): A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist&#039;s fire or some other incendiary) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target.&lt;br /&gt;
&lt;br /&gt;
;Break Out (DC 20): On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a +4 circumstance bonus on Escape Artist checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal&#039;s ability.&lt;br /&gt;
&lt;br /&gt;
;Bury (DC 15): An animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both bury and fetch can be instructed to fetch an item it has buried.&lt;br /&gt;
&lt;br /&gt;
;Come (DC 15): The animal comes to you, even if it normally would not do so.&lt;br /&gt;
&lt;br /&gt;
;Deliver (DC 15): The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)&lt;br /&gt;
&lt;br /&gt;
;Detect (DC 25): The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal&#039;s attention, and it cannot attempt the same Perception check more than once in this way.&lt;br /&gt;
&lt;br /&gt;
;Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.&lt;br /&gt;
&lt;br /&gt;
;Exclusive (DC 20): The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer&#039;s serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.&lt;br /&gt;
&lt;br /&gt;
;Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.&lt;br /&gt;
&lt;br /&gt;
;Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.&lt;br /&gt;
&lt;br /&gt;
;Get Help (DC 20): With this trick, a trainer can designate a number of creatures up to the animal&#039;s Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.&lt;br /&gt;
&lt;br /&gt;
;Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.&lt;br /&gt;
&lt;br /&gt;
;Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal&#039;s handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.&lt;br /&gt;
&lt;br /&gt;
;Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.&lt;br /&gt;
&lt;br /&gt;
;Menace (DC 20): A menacing animal attempts to keep a creature you indicate from moving. It does its best to intimidate the target, but only attacks if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming one). As soon as the target stops moving, the animal ceases attacking, but continues to menace.&lt;br /&gt;
&lt;br /&gt;
;Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.&lt;br /&gt;
&lt;br /&gt;
;Serve (DC 15): An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your Handle Animal bonus on the check instead of its own. The animal treats the designated ally as friendly. An animal can unlearn this trick with 1 week of training. This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate.&lt;br /&gt;
&lt;br /&gt;
;Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.&lt;br /&gt;
&lt;br /&gt;
;Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.&lt;br /&gt;
&lt;br /&gt;
;Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)&lt;br /&gt;
&lt;br /&gt;
;Throw Rider (DC 15): The animal can attempt to fling a creature riding it to the ground. Treat this as a trip combat maneuver that applies to all creatures riding the animal, and that does not provoke attacks of opportunity. An animal that knows the throw rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it.&lt;br /&gt;
&lt;br /&gt;
=== Robot Functions ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Robot&#039;s are selfless mechanic thinking machines. They may have sophisticated AI that can even at times appear sentient but in the end they just follow a series of predetermined coding with learning algorithms. They have no sense of self and they obey without question. Commanding a Robot around is simple, they will obey until they can no longer. But teaching them complicated series of actions that may change depending on outcome even though the command is the same.. that is more difficult. &lt;br /&gt;
&lt;br /&gt;
;Disguise: This Robot can attempt to act as if its true purpose was not its own. Meaning that someone may think this Robot is specified/configured to do some other specific task like garbage collection or food dispenser. This acts like the &#039;Disguise&#039; skill too the robot.&lt;br /&gt;
&lt;br /&gt;
;Distract: This Robot can attempt to grab the attention of a target opponent. This can be used in or outside of combat. It required a Wisdom Check done by the target against DC10 + Robot level.&lt;br /&gt;
&lt;br /&gt;
;Fake Malfunction: This Robot will attempt to pretend that it is non-operational. This gives the robot the ability too Disguise itself as being damage in some way that will make the onlooker not consider it a threat. This provides a +2 moderate bonus to Disguise when faking damage if the Robot already has the Disguise skill. &lt;br /&gt;
&lt;br /&gt;
;Identify: This Robot can attempt to identify a given Object or Phrase as if it had the Knowledge skill. Robots has extensive databases of information so it has access to all knowledgeable as if they where Trained with 0 ranks.&lt;br /&gt;
&lt;br /&gt;
;Lie: Normally Robots cannot lie. All A.I. is built in with certain rules and one of them is that they cannot lie. Any A.I that is able to change outgoing information in order to deceive a living person is considered Illegal. The Robot will become illegal if taught the Lie trick. However this provides a Moderate +2 bonus to Intimidate skill checks and also to Disguise if the Robot has that trick. The Robot is now able to lie.&lt;br /&gt;
&lt;br /&gt;
;Medical Assist: The Robot can now act as a Medical-Kit and can also provide assistance. Robotic assistance is an auto-success which means you do not need to roll to see if the Robot is able to assist a person in using the Treat Injury skill. &lt;br /&gt;
&lt;br /&gt;
;Monitor: The Robot can monitor communications systems and electronic systems for any changes or for a specific piece of information, such as a phrase, picture, email attachment, password... etc. &lt;br /&gt;
&lt;br /&gt;
;Urban Tracking: The robot gains a moderate +2 bonus to Survival checks while in an urban environment.&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
;Canine:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Feline:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
7th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).&lt;br /&gt;
&lt;br /&gt;
;Beast of Burden:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
:* This is a secondary natural attack, see Combat for more information on how secondary attacks work.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Ability Scores Str +2, Con +2; Special Qualities combat trained.&lt;br /&gt;
&lt;br /&gt;
;Avian:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 20 ft., fly 50 ft. (average); Attack bite (1d4); Ability Scores Str 8, Dex 13, Con 10, Int 2, Wis 15, Cha 7; Special Qualities low-light vision, scavenger.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; AC +2 natural armor; Attack bite (1d6); Ability Scores Str +4, Dex +2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Reptilian:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus poison [Frequency 1 round (6), effect 1 Con damage, cure 1 save, Con-based DC]); Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Insect:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d4 plus grab); Ability Scores Str 10, Dex 12, Con 15, Int —, Wis 12, Cha 10; Special Qualities low-light vision, scent; CMD trip +8.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d6 plus grab), sting (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2; Special Attacks poison ( frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC).&lt;br /&gt;
&lt;br /&gt;
=== Robots ===&lt;br /&gt;
&lt;br /&gt;
;Combat Assistance:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 15, Dex 14, Con 15, Int 12, Wis 1, Cha 5; Special Qualities low-light vision&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d6); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Emergency Medical Robot:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 13, Dex 17, Con 14, Int 14, Wis 1, Cha 1; Special Qualities Treat Injury Skill (Uses Int instead of Wisdom), Acts like Medical Kit&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d4); Ability Scores Int +4, Con +2; Special Qualities: Acts like a Master worked Medical Kit + Surgery Kit&lt;br /&gt;
&lt;br /&gt;
;Technomancy Robot:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 14, Dex 17, Con 14, Int 12, Wis 1, Cha 2; Special Qualities Craft Electrical, Mechanical, Structural, Acts like an Engineering Toolkit.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d4); Ability Scores Str +4, Dex –2, Con +2; Special Qualities: Craft +3 to Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
;Range Finding Robot:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack (Ranged Weapon max power level of 2); Ability Scores Str 7, Dex 18, Con 15, Int 12, Wis 1, Cha 2; Special Qualities: Can fire a ranged weapon&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack (Ranged Weapon max power level of 4); Ability Scores Dex +4, Con +1&lt;br /&gt;
&lt;br /&gt;
;Tracking Assistance:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 12, Dex 17, Con 15, Int 12, Wis 1, Cha 5; Special Qualities: Survival is now a Class skill and it gains a +2 Misc Bonus.  (Survival is uses Int instead of Wis)&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d6); Ability Scores Dex +2, Int +2.&lt;br /&gt;
&lt;br /&gt;
== Companion Accessories ==&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Intimidating_Prowess&amp;diff=2807</id>
		<title>Intimidating Prowess</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Intimidating_Prowess&amp;diff=2807"/>
		<updated>2016-01-20T00:43:04Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: Created page with &amp;quot;Your physical might is intimidating to others.  &amp;#039;&amp;#039;&amp;#039;Benefit&amp;#039;&amp;#039;&amp;#039;: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your physical might is intimidating to others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Valiant_Steed&amp;diff=2806</id>
		<title>Valiant Steed</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Valiant_Steed&amp;diff=2806"/>
		<updated>2016-01-20T00:41:40Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your courage is unnaturally strong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;: Animal or magical beast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +4 morale bonus on saves against fear and emotion effects. If you can serve as a mount, your rider gains a +4 morale bonus on Handle Animal, Ride, and wild empathy checks to force you within range of a creature with the unnatural aura universal monster rule. In addition, the DC to push you with the Handle Animal skill does not increase if you are wounded or have taken any nonlethal damage or ability score damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;: The DC to push an animal increases by 2 if the animal is wounded or has taken any nonlethal damage or ability score damage.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Sure_Footed&amp;diff=2805</id>
		<title>Sure Footed</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Sure_Footed&amp;diff=2805"/>
		<updated>2016-01-20T00:41:23Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Your footing is secure in unstable terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;: Quadruped animal or magical beast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Acrobatics checks to keep your balance and Reflex saves to avoid falling. You can move at a normal speed on steep slopes and stairs and do not risk falling when running or charging downhill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;: Moving uphill costs 2 squares of movement to enter each square of steep slope. Running or charging downhill requires a successful DC 10 Acrobatics check (or DC 10 Ride check for mounted characters) or you risk falling.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Stable_Gallop&amp;diff=2804</id>
		<title>Stable Gallop</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Stable_Gallop&amp;diff=2804"/>
		<updated>2016-01-20T00:41:08Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You run with a smooth and steady gait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;: Animal or magical beast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Your AC penalty when charging is halved. The penalties on ranged attacks made by your rider are reduced by 1 when you take a double move and by 2 when you run (minimum penalty of 0). Your rider gains a +4 bonus on concentration checks caused by your motion.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Narrow_Frame&amp;diff=2803</id>
		<title>Narrow Frame</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Narrow_Frame&amp;diff=2803"/>
		<updated>2016-01-20T00:40:55Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Your excellent coordination allows you to maneuver better in close quarters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;: Escape Artist 1 rank, animal or magical beast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You do not take penalties on your attack rolls or to your AC for squeezing through a narrow space that is at least half as wide as your normal space, though each move into or through a narrow space still counts as if it were 2 squares.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;: You take a –4 penalty on attack rolls and a –4 penalty to AC while squeezing.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Master_of_Your_Kind&amp;diff=2802</id>
		<title>Master of Your Kind</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Master_of_Your_Kind&amp;diff=2802"/>
		<updated>2016-01-20T00:40:41Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you speak to other animals of your kind, you can influence them to act according to your wishes and those of your master.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;: Familiar, speak with animals of its kind ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Your master gains a +2 bonus on Handle Animal checks with animals of your kind. In addition, once per day you can use animal messenger, animal trance, or charm animal as a spell-like ability, using your master&#039;s caster level but your own Charisma modifier. These abilities affect only animals of your kind, and you gain only one use of this ability per day (not one of each ability); however, you can gain one additional use of any one of these three abilities by having your master sacrifice a prepared spell or spell slot of the same level or higher as a standard action.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Lithe_Attacker&amp;diff=2801</id>
		<title>Lithe Attacker</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Lithe_Attacker&amp;diff=2801"/>
		<updated>2016-01-20T00:40:29Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your unmatched grace allows you to strike even from the tightest crevices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;: Narrow Frame, Escape Artist 5 ranks, animal or magical beast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You can attack from nooks and crannies, even while using Escape Artist to squeeze through or into a narrow space less than half as wide as your normal space, and you do not lose your Dexterity bonus to AC while using Escape Artist to squeeze through or into a narrow space. You still take a –4 penalty to AC while using Escape Artist in this way.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Jumper&amp;diff=2800</id>
		<title>Jumper</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Jumper&amp;diff=2800"/>
		<updated>2016-01-20T00:40:16Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You are a natural leaper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;: Acrobatics 1 rank, creature type other than humanoid or outsider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You always count as having a running start when making jump checks using Acrobatics. Acrobatics becomes a class skill for you.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Valiant_Steed&amp;diff=2799</id>
		<title>Valiant Steed</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Valiant_Steed&amp;diff=2799"/>
		<updated>2016-01-20T00:39:40Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: Created page with &amp;quot;Your courage is unnaturally strong.  Prerequisites: Animal or magical beast.  Benefit: You gain a +4 morale bonus on saves against fear and emotion effects. If you can serve a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your courage is unnaturally strong.&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Animal or magical beast.&lt;br /&gt;
&lt;br /&gt;
Benefit: You gain a +4 morale bonus on saves against fear and emotion effects. If you can serve as a mount, your rider gains a +4 morale bonus on Handle Animal, Ride, and wild empathy checks to force you within range of a creature with the unnatural aura universal monster rule. In addition, the DC to push you with the Handle Animal skill does not increase if you are wounded or have taken any nonlethal damage or ability score damage.&lt;br /&gt;
&lt;br /&gt;
Normal: The DC to push an animal increases by 2 if the animal is wounded or has taken any nonlethal damage or ability score damage.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Sure_Footed&amp;diff=2798</id>
		<title>Sure Footed</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Sure_Footed&amp;diff=2798"/>
		<updated>2016-01-20T00:39:25Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: Created page with &amp;quot; Your footing is secure in unstable terrain.  Prerequisites: Quadruped animal or magical beast.  Benefit: You gain a +2 bonus on Acrobatics checks to keep your balance and Ref...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Your footing is secure in unstable terrain.&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Quadruped animal or magical beast.&lt;br /&gt;
&lt;br /&gt;
Benefit: You gain a +2 bonus on Acrobatics checks to keep your balance and Reflex saves to avoid falling. You can move at a normal speed on steep slopes and stairs and do not risk falling when running or charging downhill.&lt;br /&gt;
&lt;br /&gt;
Normal: Moving uphill costs 2 squares of movement to enter each square of steep slope. Running or charging downhill requires a successful DC 10 Acrobatics check (or DC 10 Ride check for mounted characters) or you risk falling.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Stable_Gallop&amp;diff=2797</id>
		<title>Stable Gallop</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Stable_Gallop&amp;diff=2797"/>
		<updated>2016-01-20T00:39:04Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: Created page with &amp;quot;You run with a smooth and steady gait.  Prerequisites: Animal or magical beast.  Benefit: Your AC penalty when charging is halved. The penalties on ranged attacks made by your...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You run with a smooth and steady gait.&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Animal or magical beast.&lt;br /&gt;
&lt;br /&gt;
Benefit: Your AC penalty when charging is halved. The penalties on ranged attacks made by your rider are reduced by 1 when you take a double move and by 2 when you run (minimum penalty of 0). Your rider gains a +4 bonus on concentration checks caused by your motion.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Narrow_Frame&amp;diff=2796</id>
		<title>Narrow Frame</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Narrow_Frame&amp;diff=2796"/>
		<updated>2016-01-20T00:38:46Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: Created page with &amp;quot; Your excellent coordination allows you to maneuver better in close quarters.  Prerequisites: Escape Artist 1 rank, animal or magical beast.  Benefit: You do not take penaltie...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Your excellent coordination allows you to maneuver better in close quarters.&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Escape Artist 1 rank, animal or magical beast.&lt;br /&gt;
&lt;br /&gt;
Benefit: You do not take penalties on your attack rolls or to your AC for squeezing through a narrow space that is at least half as wide as your normal space, though each move into or through a narrow space still counts as if it were 2 squares.&lt;br /&gt;
&lt;br /&gt;
Normal: You take a –4 penalty on attack rolls and a –4 penalty to AC while squeezing.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Master_of_Your_Kind&amp;diff=2795</id>
		<title>Master of Your Kind</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Master_of_Your_Kind&amp;diff=2795"/>
		<updated>2016-01-20T00:38:27Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: Created page with &amp;quot;When you speak to other animals of your kind, you can influence them to act according to your wishes and those of your master.  Prerequisites: Familiar, speak with animals of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you speak to other animals of your kind, you can influence them to act according to your wishes and those of your master.&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Familiar, speak with animals of its kind ability.&lt;br /&gt;
&lt;br /&gt;
Benefit: Your master gains a +2 bonus on Handle Animal checks with animals of your kind. In addition, once per day you can use animal messenger, animal trance, or charm animal as a spell-like ability, using your master&#039;s caster level but your own Charisma modifier. These abilities affect only animals of your kind, and you gain only one use of this ability per day (not one of each ability); however, you can gain one additional use of any one of these three abilities by having your master sacrifice a prepared spell or spell slot of the same level or higher as a standard action.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Lithe_Attacker&amp;diff=2794</id>
		<title>Lithe Attacker</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Lithe_Attacker&amp;diff=2794"/>
		<updated>2016-01-20T00:38:09Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: Created page with &amp;quot;Your unmatched grace allows you to strike even from the tightest crevices.  Prerequisites: Narrow Frame, Escape Artist 5 ranks, animal or magical beast.  Benefit: You can atta...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your unmatched grace allows you to strike even from the tightest crevices.&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Narrow Frame, Escape Artist 5 ranks, animal or magical beast.&lt;br /&gt;
&lt;br /&gt;
Benefit: You can attack from nooks and crannies, even while using Escape Artist to squeeze through or into a narrow space less than half as wide as your normal space, and you do not lose your Dexterity bonus to AC while using Escape Artist to squeeze through or into a narrow space. You still take a –4 penalty to AC while using Escape Artist in this way.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Jumper&amp;diff=2793</id>
		<title>Jumper</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Jumper&amp;diff=2793"/>
		<updated>2016-01-20T00:37:51Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: Created page with &amp;quot;You are a natural leaper.  Prerequisites: Acrobatics 1 rank, creature type other than humanoid or outsider.  Benefit: You always count as having a running start when making ju...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You are a natural leaper.&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Acrobatics 1 rank, creature type other than humanoid or outsider.&lt;br /&gt;
&lt;br /&gt;
Benefit: You always count as having a running start when making jump checks using Acrobatics. Acrobatics becomes a class skill for you.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Hero_Companions&amp;diff=2792</id>
		<title>Hero Companions</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Hero_Companions&amp;diff=2792"/>
		<updated>2016-01-20T00:36:38Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Robots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
THIS PAGE IS UNDER CONSTRUCTION! &lt;br /&gt;
&lt;br /&gt;
Some hero&#039;s can have companions in the form of pet animals or robots. This page focuses on the rules around having a Pet Animal or Robot and how to level the companion and teach it new abilities.&lt;br /&gt;
&lt;br /&gt;
The two common Advance Classes that can have companions are the [[Advance_Classes#Xenophile|Xenophile]] and the [[Advance_Classes#Technosavant|Technosavant]]. To learn more about these classes please review there respected pages.&lt;br /&gt;
&lt;br /&gt;
== Companion Base Stats ==&lt;br /&gt;
&lt;br /&gt;
Companions have stats just like Characters do. For example they all have 6 ability scores, Hit Points, Initiative, and so on. There are two sources for a Companion&#039;s stats. First there is the table below, which provides information about some base stats for a Companion based on there Class Level. All other stats are provide by the Companion itself. In a section further below there are examples of some Animal and Robot Companions that Characters can acquire while on there adventures. These examples come with the rest of the stats.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Companion Base Stats Table&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! HD&lt;br /&gt;
! Affinity&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Skills&lt;br /&gt;
! Feats&lt;br /&gt;
! Tricks&amp;lt;br /&amp;gt;Functions&lt;br /&gt;
! Natural&amp;lt;br /&amp;gt;Armor Bonus&lt;br /&gt;
! Str/Dex&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
! Base Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st||2 ||+0 ||2 ||1 ||1 ||+0 ||+0  || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| 2nd||3 ||+0 ||2 ||2 ||1 ||+0 ||+0  || - || $1,000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd||3 ||+0 ||3 ||2 ||2 ||+2 ||+1 || - || $5,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th||4 ||+1 ||3 ||2 ||2 ||+2 ||+1 || - || $10,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th||5 ||+1 ||4 ||3 ||2 ||+2 ||+1 || - || $20,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th||6 ||+1 ||4 ||3 ||3 ||+4 ||+2 || - || $40,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th||6 ||+2 ||5 ||3 ||3 ||+4 ||+2 || - || $90,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th||7 ||+2 ||5 ||4 ||3 ||+4 ||+2 || - || $180,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th||8 ||+2 ||6 ||4 ||4 ||+6 ||+3 || - || $320,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th||9 ||+3 ||6 ||5 ||4 ||+6 ||+3 || - || $650,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th||9 ||+3 ||7 ||5 ||4 ||+6 ||+3 || - || $1,200,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th||10 ||+3 ||7 ||5 ||5 ||+8 ||+4 || - || $2,500,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th||11 ||+4 ||8 ||6 ||5 ||+8 ||+4 || - || $5,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th||12 ||+4 ||8 ||6 ||5 ||+8 ||+4 || - || $10,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th||12 ||+4 ||9 ||6 ||6 ||+10 ||+5 || - || $20,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th||13 ||+5 ||9 ||7 ||6 ||+10 ||+5 || - || $40,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th||14 ||+5 ||10 ||7 ||6 ||+10 ||+5 || - || $60,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th||15 ||+5 ||10 ||8 ||7 ||+12 ||+6 || - || $120,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th||15 ||+6 ||11 ||8 ||7 ||+12 ||+6 || - || $340,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th||16 ||+6 ||12 ||8 ||7 ||+12 ||+6 || - || $680,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class Level ===&lt;br /&gt;
&lt;br /&gt;
This level is based on the Advance Class or Character level of the Companion&#039;s owner. With the Technosavant or Xenophile its associated with there Advance Class level unless the Character has the &#039;Improved Companionship&#039; feat. If the Character is not playing an Advanced Class that provides the ability to have a Companion the Character must have the &#039;Companionship&#039; feat and then the Class Level of the companion is based on 1/5 there Character Level. &lt;br /&gt;
&lt;br /&gt;
=== HD ===&lt;br /&gt;
&lt;br /&gt;
HD stands for Hit Die. Its the number of Hit Die the Companion will have. The Hit Die itself is determined by the animal itself or the make of the robot.&lt;br /&gt;
&lt;br /&gt;
=== Affinity Bonus ===&lt;br /&gt;
&lt;br /&gt;
The Affinity Bonus is just like a Character&#039;s affinity bonus. It is the bonus added to roles that the Companion has an affinity with. In most cases this is either Strength or Dexterity. However in some cases the Companion can specify a different Affinity. If it doesn&#039;t specify it is Strength.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The Companion has skills just like a Companion. However the number of skills available is limited. Below is the list of available skills for both Robots and Animal Companions:&lt;br /&gt;
&lt;br /&gt;
Athletics(Str), Acrobatics(Dex), Escape Artist(Dex), Intimidate(Cha), Perception(Wis), Stealth(Dex), Survival(Wis).&lt;br /&gt;
&lt;br /&gt;
Robots Class Skills are: Intimidate, Perception&lt;br /&gt;
Animal Class Skills are: Athletics, Survival&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
Just like Character&#039;s Companion&#039;s can utilize feats. However not all feats are available. Below is a list of all the available feats.&lt;br /&gt;
&lt;br /&gt;
[[Acrobatic|Acrobatic]], [[Agile_Riposte|Agile Riposte]], [[Athletic|Athletic]], [[Blind-Fight|Blind Fight]], [[Combat_Reflexes|Combat Reflexes]], [[Dodge|Dodge]], [[Endurance|Endurance]], [[Great_Fortitude|Great Fortitude]], [[Improved_Bull_Rush|Improved Bull Rush]], Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, [[Iron_Will|Iron Will]], [[Lightning_Reflexes|Lightning Reflexes]], [[Mobility|Mobility]], [[Power_Attack|Power Attack]], [[Run|Run]], [[Spring_Attack|Spring Attack]], [[Stealthy|Stealthy]], [[Toughness|Toughness]], [[Weapon_Finesse|Weapon Finesse]], and [[Weapon_Focus|Weapon Focus]].&lt;br /&gt;
&lt;br /&gt;
Animal Specific Feats:&lt;br /&gt;
[[Jumper|Jumper]], [[Lithe Attacker|Lithe Attacker]], [[Master of Your Kind|Master of Your Kind]], [[Narrow Frame|Narrow Frame]], [[Stable Gallop|Stable Gallop]], [[Sure Footed|Sure Footed]], [[Valiant Steed|Valiant Steed]].&lt;br /&gt;
&lt;br /&gt;
Robot Specific Feats:&lt;br /&gt;
&lt;br /&gt;
=== Tricks &amp;amp; Functions ===&lt;br /&gt;
&lt;br /&gt;
Animal Companions can be taught Tricks and Robots can have Functions programmed. Some are the same. For example the Combat Techniques Character can do can be taught as Tricks or Functions. Most other Tricks and Functions are different as they pertain to either animals or robots. &lt;br /&gt;
&lt;br /&gt;
The section below titled [[Hero_Companions#Companion_Tricks.2FFunctions|Tricks &amp;amp; Functions]] has more on this.&lt;br /&gt;
&lt;br /&gt;
=== Natural Armor Bonus ===&lt;br /&gt;
&lt;br /&gt;
This is added to the Companions AC and represents how much more difficult is to hit the battle hardened companion. It could represent improved Armor or flexibility or a little bit of both. &lt;br /&gt;
&lt;br /&gt;
=== Str/Dex Bonus ===&lt;br /&gt;
&lt;br /&gt;
As the Companion levels up two of the most important stats are improved. Their Strength and Dexterity. The Xenophile or Technosavant may be able to change these bonuses to fit there needs.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
&lt;br /&gt;
These are specials that are provided as the Companion improves. These are specific too the either Animals or Robots.&lt;br /&gt;
&lt;br /&gt;
== Companion Leveling ==&lt;br /&gt;
&lt;br /&gt;
Companions level up in relation too there owners. If a owner doesn&#039;t have any levels in an Advance Class that provides the ability to have an Companion the only way a Character can own a companion is through the &#039;Companionship&#039; feat. If this is the case then the Class Level of the companion is 1/5th the Character level of the owner.&lt;br /&gt;
&lt;br /&gt;
When leveling up an Animal Companion a Character can instantly improve upon there stats, choose new feats if applicable, and apply any new specials. However if the companion can learn a new trick the Character must take 1 week of training to teach the new trick to the Companion. During this time the Character acts as if crafting. So this will take 8 hours per day and any other labor after that point would cause the Character to be [[Conditions#Fatigued|Fatigued]]. With the &#039;Improved Training&#039; feat a Character can train an Animal Companion in just 1 day.&lt;br /&gt;
&lt;br /&gt;
When leveling up a Robot Companion a Character has to craft the new features onto the Robot. The improved Class level is a representation of the Characters understanding and familiarity with the Robot as well as the Robot&#039;s AI having improved and better capable of taking new instructions. Each robot level Costs Money. Take 1/3rd the cost difference between the Current Robot level and the new level and that is the cost in building materials. The Crafting takes 1 day worth of labor and is considered repair work. No roll is needed if the Character has an Advanced Class that grants the ability to have Robot Companions. Once done the Robot has all the new stats, specials, functions of the next Class Level. If the Character takes the &#039;Improved Training&#039; feat this can be done in 1 hour.&lt;br /&gt;
&lt;br /&gt;
Finally if a Character takes the &#039;Improved Companionship&#039; feat this means different things depending on if the Character has an Advance Class granting the ability to own a Companion. If the Character doesn&#039;t have an Advance Class that allows for Companions then this feat simply allows for the Companion Class Level to be 1/4th the Character level. If the Character does have said Advanced Class then it means that the Companion Class Level now depends not on the Advance Class level put the Character level meaning that the Companion can reach level 20 as well.&lt;br /&gt;
&lt;br /&gt;
== Companion Tricks/Functions ==&lt;br /&gt;
&lt;br /&gt;
If the Companion has the &#039;Advanced Combat Technique&#039; feat then it can learn Advance Combat Techniques as Tricks or Functions. Some Tricks and Functions are allows for both Animals and Robots. The list of shared Tricks/Functions is first. Then Animal Tricks and then Robot Functions.&lt;br /&gt;
&lt;br /&gt;
=== Shared Tricks/Functions ===&lt;br /&gt;
----&lt;br /&gt;
;Aid (DC 20): The Companion can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.&lt;br /&gt;
&lt;br /&gt;
;Attack (DC 20): The Companion attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, a Companion will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.&lt;br /&gt;
&lt;br /&gt;
;Defend (DC 20): The Companion defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the Companion to defend a specific other character.&lt;br /&gt;
&lt;br /&gt;
;Entertain (DC 25): The Companion can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can make a Perform check (or a Charisma check if it has no ranks in Perform) to show off its talent. Willing onlookers or those who fail an opposed Sense Motive check take a –2 penalty on Perception checks to notice anything but the animal entertaining them. Tricksters and con artists often teach their Companion to perform this trick while they pickpocket viewers or sneak about unnoticed.&lt;br /&gt;
&lt;br /&gt;
;Flank (DC 20): You can instruct an Companion to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the Companion attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.&lt;br /&gt;
&lt;br /&gt;
;Guard (DC 20): The Companion stays in place and prevents others from approaching.&lt;br /&gt;
&lt;br /&gt;
;Maneuver (DC 20): The Companion is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to a Companion multiple times. Each time it is taught, the Companion can be commanded to use a different combat maneuver.&lt;br /&gt;
&lt;br /&gt;
;Watch (DC 15): The Companion can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.&lt;br /&gt;
&lt;br /&gt;
;Work (DC 15): The animal pulls or pushes a medium or heavy load.&lt;br /&gt;
&lt;br /&gt;
=== Animal Tricks ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Animal&#039;s have a sense of self and a primal intelligence which can act as both an advantage and a disadvantage. Animals do not instantly obey the commands of there owners. This is both in part because they simply may not want to and also that they may not understand. Getting them to understand what you want and instilling the knowledge that you the owner knows best is all part of training an animal companion new tricks.&lt;br /&gt;
&lt;br /&gt;
;Bombard (DC 20): A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist&#039;s fire or some other incendiary) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target.&lt;br /&gt;
&lt;br /&gt;
;Break Out (DC 20): On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a +4 circumstance bonus on Escape Artist checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal&#039;s ability.&lt;br /&gt;
&lt;br /&gt;
;Bury (DC 15): An animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both bury and fetch can be instructed to fetch an item it has buried.&lt;br /&gt;
&lt;br /&gt;
;Come (DC 15): The animal comes to you, even if it normally would not do so.&lt;br /&gt;
&lt;br /&gt;
;Deliver (DC 15): The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)&lt;br /&gt;
&lt;br /&gt;
;Detect (DC 25): The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal&#039;s attention, and it cannot attempt the same Perception check more than once in this way.&lt;br /&gt;
&lt;br /&gt;
;Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.&lt;br /&gt;
&lt;br /&gt;
;Exclusive (DC 20): The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer&#039;s serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.&lt;br /&gt;
&lt;br /&gt;
;Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.&lt;br /&gt;
&lt;br /&gt;
;Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.&lt;br /&gt;
&lt;br /&gt;
;Get Help (DC 20): With this trick, a trainer can designate a number of creatures up to the animal&#039;s Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.&lt;br /&gt;
&lt;br /&gt;
;Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.&lt;br /&gt;
&lt;br /&gt;
;Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal&#039;s handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.&lt;br /&gt;
&lt;br /&gt;
;Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.&lt;br /&gt;
&lt;br /&gt;
;Menace (DC 20): A menacing animal attempts to keep a creature you indicate from moving. It does its best to intimidate the target, but only attacks if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming one). As soon as the target stops moving, the animal ceases attacking, but continues to menace.&lt;br /&gt;
&lt;br /&gt;
;Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.&lt;br /&gt;
&lt;br /&gt;
;Serve (DC 15): An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your Handle Animal bonus on the check instead of its own. The animal treats the designated ally as friendly. An animal can unlearn this trick with 1 week of training. This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate.&lt;br /&gt;
&lt;br /&gt;
;Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.&lt;br /&gt;
&lt;br /&gt;
;Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.&lt;br /&gt;
&lt;br /&gt;
;Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)&lt;br /&gt;
&lt;br /&gt;
;Throw Rider (DC 15): The animal can attempt to fling a creature riding it to the ground. Treat this as a trip combat maneuver that applies to all creatures riding the animal, and that does not provoke attacks of opportunity. An animal that knows the throw rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it.&lt;br /&gt;
&lt;br /&gt;
=== Robot Functions ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Robot&#039;s are selfless mechanic thinking machines. They may have sophisticated AI that can even at times appear sentient but in the end they just follow a series of predetermined coding with learning algorithms. They have no sense of self and they obey without question. Commanding a Robot around is simple, they will obey until they can no longer. But teaching them complicated series of actions that may change depending on outcome even though the command is the same.. that is more difficult. &lt;br /&gt;
&lt;br /&gt;
;Disguise: This Robot can attempt to act as if its true purpose was not its own. Meaning that someone may think this Robot is specified/configured to do some other specific task like garbage collection or food dispenser. This acts like the &#039;Disguise&#039; skill too the robot.&lt;br /&gt;
&lt;br /&gt;
;Distract: This Robot can attempt to grab the attention of a target opponent. This can be used in or outside of combat. It required a Wisdom Check done by the target against DC10 + Robot level.&lt;br /&gt;
&lt;br /&gt;
;Fake Malfunction: This Robot will attempt to pretend that it is non-operational. This gives the robot the ability too Disguise itself as being damage in some way that will make the onlooker not consider it a threat. This provides a +2 moderate bonus to Disguise when faking damage if the Robot already has the Disguise skill. &lt;br /&gt;
&lt;br /&gt;
;Identify: This Robot can attempt to identify a given Object or Phrase as if it had the Knowledge skill. Robots has extensive databases of information so it has access to all knowledgeable as if they where Trained with 0 ranks.&lt;br /&gt;
&lt;br /&gt;
;Lie: Normally Robots cannot lie. All A.I. is built in with certain rules and one of them is that they cannot lie. Any A.I that is able to change outgoing information in order to deceive a living person is considered Illegal. The Robot will become illegal if taught the Lie trick. However this provides a Moderate +2 bonus to Intimidate skill checks and also to Disguise if the Robot has that trick. The Robot is now able to lie.&lt;br /&gt;
&lt;br /&gt;
;Medical Assist: The Robot can now act as a Medical-Kit and can also provide assistance. Robotic assistance is an auto-success which means you do not need to roll to see if the Robot is able to assist a person in using the Treat Injury skill. &lt;br /&gt;
&lt;br /&gt;
;Monitor: The Robot can monitor communications systems and electronic systems for any changes or for a specific piece of information, such as a phrase, picture, email attachment, password... etc. &lt;br /&gt;
&lt;br /&gt;
;Urban Tracking: The robot gains a moderate +2 bonus to Survival checks while in an urban environment.&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
;Canine:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Feline:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
7th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).&lt;br /&gt;
&lt;br /&gt;
;Beast of Burden:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
:* This is a secondary natural attack, see Combat for more information on how secondary attacks work.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Ability Scores Str +2, Con +2; Special Qualities combat trained.&lt;br /&gt;
&lt;br /&gt;
;Avian:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 20 ft., fly 50 ft. (average); Attack bite (1d4); Ability Scores Str 8, Dex 13, Con 10, Int 2, Wis 15, Cha 7; Special Qualities low-light vision, scavenger.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; AC +2 natural armor; Attack bite (1d6); Ability Scores Str +4, Dex +2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Reptilian:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus poison [Frequency 1 round (6), effect 1 Con damage, cure 1 save, Con-based DC]); Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Insect:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d4 plus grab); Ability Scores Str 10, Dex 12, Con 15, Int —, Wis 12, Cha 10; Special Qualities low-light vision, scent; CMD trip +8.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d6 plus grab), sting (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2; Special Attacks poison ( frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC).&lt;br /&gt;
&lt;br /&gt;
=== Robots ===&lt;br /&gt;
&lt;br /&gt;
;Combat Assistance:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 15, Dex 14, Con 15, Int 12, Wis 1, Cha 5; Special Qualities low-light vision&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d6); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Emergency Medical Robot:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 13, Dex 17, Con 14, Int 14, Wis 1, Cha 1; Special Qualities Treat Injury Skill (Uses Int instead of Wisdom), Acts like Medical Kit&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d4); Ability Scores Int +4, Con +2; Special Qualities: Acts like a Master worked Medical Kit + Surgery Kit&lt;br /&gt;
&lt;br /&gt;
;Technomancy Robot:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 14, Dex 17, Con 14, Int 12, Wis 1, Cha 2; Special Qualities Craft Electrical, Mechanical, Structural, Acts like an Engineering Toolkit.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d4); Ability Scores Str +4, Dex –2, Con +2; Special Qualities: Craft +3 to Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
;Range Finding Robot:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack (Ranged Weapon max power level of 2); Ability Scores Str 7, Dex 18, Con 15, Int 12, Wis 1, Cha 2; Special Qualities: Can fire a ranged weapon&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack (Ranged Weapon max power level of 4); Ability Scores Dex +4, Con +1&lt;br /&gt;
&lt;br /&gt;
;Tracking Assistance:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 12, Dex 17, Con 15, Int 12, Wis 1, Cha 5; Special Qualities: Survival is now a Class skill and it gains a +2 Misc Bonus.  (Survival is uses Int instead of Wis)&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack Punch (1d6); Ability Scores Dex +2, Int +2.&lt;br /&gt;
&lt;br /&gt;
== Companion Accessories ==&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Hero_Companions&amp;diff=2791</id>
		<title>Hero Companions</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Hero_Companions&amp;diff=2791"/>
		<updated>2016-01-20T00:25:06Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
THIS PAGE IS UNDER CONSTRUCTION! &lt;br /&gt;
&lt;br /&gt;
Some hero&#039;s can have companions in the form of pet animals or robots. This page focuses on the rules around having a Pet Animal or Robot and how to level the companion and teach it new abilities.&lt;br /&gt;
&lt;br /&gt;
The two common Advance Classes that can have companions are the [[Advance_Classes#Xenophile|Xenophile]] and the [[Advance_Classes#Technosavant|Technosavant]]. To learn more about these classes please review there respected pages.&lt;br /&gt;
&lt;br /&gt;
== Companion Base Stats ==&lt;br /&gt;
&lt;br /&gt;
Companions have stats just like Characters do. For example they all have 6 ability scores, Hit Points, Initiative, and so on. There are two sources for a Companion&#039;s stats. First there is the table below, which provides information about some base stats for a Companion based on there Class Level. All other stats are provide by the Companion itself. In a section further below there are examples of some Animal and Robot Companions that Characters can acquire while on there adventures. These examples come with the rest of the stats.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Companion Base Stats Table&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! HD&lt;br /&gt;
! Affinity&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Skills&lt;br /&gt;
! Feats&lt;br /&gt;
! Tricks&amp;lt;br /&amp;gt;Functions&lt;br /&gt;
! Natural&amp;lt;br /&amp;gt;Armor Bonus&lt;br /&gt;
! Str/Dex&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
! Base Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st||2 ||+0 ||2 ||1 ||1 ||+0 ||+0  || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| 2nd||3 ||+0 ||2 ||2 ||1 ||+0 ||+0  || - || $1,000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd||3 ||+0 ||3 ||2 ||2 ||+2 ||+1 || - || $5,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th||4 ||+1 ||3 ||2 ||2 ||+2 ||+1 || - || $10,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th||5 ||+1 ||4 ||3 ||2 ||+2 ||+1 || - || $20,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th||6 ||+1 ||4 ||3 ||3 ||+4 ||+2 || - || $40,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th||6 ||+2 ||5 ||3 ||3 ||+4 ||+2 || - || $90,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th||7 ||+2 ||5 ||4 ||3 ||+4 ||+2 || - || $180,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th||8 ||+2 ||6 ||4 ||4 ||+6 ||+3 || - || $320,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th||9 ||+3 ||6 ||5 ||4 ||+6 ||+3 || - || $650,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th||9 ||+3 ||7 ||5 ||4 ||+6 ||+3 || - || $1,200,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th||10 ||+3 ||7 ||5 ||5 ||+8 ||+4 || - || $2,500,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th||11 ||+4 ||8 ||6 ||5 ||+8 ||+4 || - || $5,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th||12 ||+4 ||8 ||6 ||5 ||+8 ||+4 || - || $10,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th||12 ||+4 ||9 ||6 ||6 ||+10 ||+5 || - || $20,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th||13 ||+5 ||9 ||7 ||6 ||+10 ||+5 || - || $40,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th||14 ||+5 ||10 ||7 ||6 ||+10 ||+5 || - || $60,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th||15 ||+5 ||10 ||8 ||7 ||+12 ||+6 || - || $120,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th||15 ||+6 ||11 ||8 ||7 ||+12 ||+6 || - || $340,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th||16 ||+6 ||12 ||8 ||7 ||+12 ||+6 || - || $680,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class Level ===&lt;br /&gt;
&lt;br /&gt;
This level is based on the Advance Class or Character level of the Companion&#039;s owner. With the Technosavant or Xenophile its associated with there Advance Class level unless the Character has the &#039;Improved Companionship&#039; feat. If the Character is not playing an Advanced Class that provides the ability to have a Companion the Character must have the &#039;Companionship&#039; feat and then the Class Level of the companion is based on 1/5 there Character Level. &lt;br /&gt;
&lt;br /&gt;
=== HD ===&lt;br /&gt;
&lt;br /&gt;
HD stands for Hit Die. Its the number of Hit Die the Companion will have. The Hit Die itself is determined by the animal itself or the make of the robot.&lt;br /&gt;
&lt;br /&gt;
=== Affinity Bonus ===&lt;br /&gt;
&lt;br /&gt;
The Affinity Bonus is just like a Character&#039;s affinity bonus. It is the bonus added to roles that the Companion has an affinity with. In most cases this is either Strength or Dexterity. However in some cases the Companion can specify a different Affinity. If it doesn&#039;t specify it is Strength.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The Companion has skills just like a Companion. However the number of skills available is limited. Below is the list of available skills for both Robots and Animal Companions:&lt;br /&gt;
&lt;br /&gt;
Athletics(Str), Acrobatics(Dex), Escape Artist(Dex), Intimidate(Cha), Perception(Wis), Stealth(Dex), Survival(Wis).&lt;br /&gt;
&lt;br /&gt;
Robots Class Skills are: Intimidate, Perception&lt;br /&gt;
Animal Class Skills are: Athletics, Survival&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
Just like Character&#039;s Companion&#039;s can utilize feats. However not all feats are available. Below is a list of all the available feats.&lt;br /&gt;
&lt;br /&gt;
[[Acrobatic|Acrobatic]], [[Agile_Riposte|Agile Riposte]], [[Athletic|Athletic]], [[Blind-Fight|Blind Fight]], [[Combat_Reflexes|Combat Reflexes]], [[Dodge|Dodge]], [[Endurance|Endurance]], [[Great_Fortitude|Great Fortitude]], [[Improved_Bull_Rush|Improved Bull Rush]], Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, [[Iron_Will|Iron Will]], [[Lightning_Reflexes|Lightning Reflexes]], [[Mobility|Mobility]], [[Power_Attack|Power Attack]], [[Run|Run]], [[Spring_Attack|Spring Attack]], [[Stealthy|Stealthy]], [[Toughness|Toughness]], [[Weapon_Finesse|Weapon Finesse]], and [[Weapon_Focus|Weapon Focus]].&lt;br /&gt;
&lt;br /&gt;
Animal Specific Feats:&lt;br /&gt;
[[Jumper|Jumper]], [[Lithe Attacker|Lithe Attacker]], [[Master of Your Kind|Master of Your Kind]], [[Narrow Frame|Narrow Frame]], [[Stable Gallop|Stable Gallop]], [[Sure Footed|Sure Footed]], [[Valiant Steed|Valiant Steed]].&lt;br /&gt;
&lt;br /&gt;
Robot Specific Feats:&lt;br /&gt;
&lt;br /&gt;
=== Tricks &amp;amp; Functions ===&lt;br /&gt;
&lt;br /&gt;
Animal Companions can be taught Tricks and Robots can have Functions programmed. Some are the same. For example the Combat Techniques Character can do can be taught as Tricks or Functions. Most other Tricks and Functions are different as they pertain to either animals or robots. &lt;br /&gt;
&lt;br /&gt;
The section below titled [[Hero_Companions#Companion_Tricks.2FFunctions|Tricks &amp;amp; Functions]] has more on this.&lt;br /&gt;
&lt;br /&gt;
=== Natural Armor Bonus ===&lt;br /&gt;
&lt;br /&gt;
This is added to the Companions AC and represents how much more difficult is to hit the battle hardened companion. It could represent improved Armor or flexibility or a little bit of both. &lt;br /&gt;
&lt;br /&gt;
=== Str/Dex Bonus ===&lt;br /&gt;
&lt;br /&gt;
As the Companion levels up two of the most important stats are improved. Their Strength and Dexterity. The Xenophile or Technosavant may be able to change these bonuses to fit there needs.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
&lt;br /&gt;
These are specials that are provided as the Companion improves. These are specific too the either Animals or Robots.&lt;br /&gt;
&lt;br /&gt;
== Companion Leveling ==&lt;br /&gt;
&lt;br /&gt;
Companions level up in relation too there owners. If a owner doesn&#039;t have any levels in an Advance Class that provides the ability to have an Companion the only way a Character can own a companion is through the &#039;Companionship&#039; feat. If this is the case then the Class Level of the companion is 1/5th the Character level of the owner.&lt;br /&gt;
&lt;br /&gt;
When leveling up an Animal Companion a Character can instantly improve upon there stats, choose new feats if applicable, and apply any new specials. However if the companion can learn a new trick the Character must take 1 week of training to teach the new trick to the Companion. During this time the Character acts as if crafting. So this will take 8 hours per day and any other labor after that point would cause the Character to be [[Conditions#Fatigued|Fatigued]]. With the &#039;Improved Training&#039; feat a Character can train an Animal Companion in just 1 day.&lt;br /&gt;
&lt;br /&gt;
When leveling up a Robot Companion a Character has to craft the new features onto the Robot. The improved Class level is a representation of the Characters understanding and familiarity with the Robot as well as the Robot&#039;s AI having improved and better capable of taking new instructions. Each robot level Costs Money. Take 1/3rd the cost difference between the Current Robot level and the new level and that is the cost in building materials. The Crafting takes 1 day worth of labor and is considered repair work. No roll is needed if the Character has an Advanced Class that grants the ability to have Robot Companions. Once done the Robot has all the new stats, specials, functions of the next Class Level. If the Character takes the &#039;Improved Training&#039; feat this can be done in 1 hour.&lt;br /&gt;
&lt;br /&gt;
Finally if a Character takes the &#039;Improved Companionship&#039; feat this means different things depending on if the Character has an Advance Class granting the ability to own a Companion. If the Character doesn&#039;t have an Advance Class that allows for Companions then this feat simply allows for the Companion Class Level to be 1/4th the Character level. If the Character does have said Advanced Class then it means that the Companion Class Level now depends not on the Advance Class level put the Character level meaning that the Companion can reach level 20 as well.&lt;br /&gt;
&lt;br /&gt;
== Companion Tricks/Functions ==&lt;br /&gt;
&lt;br /&gt;
If the Companion has the &#039;Advanced Combat Technique&#039; feat then it can learn Advance Combat Techniques as Tricks or Functions. Some Tricks and Functions are allows for both Animals and Robots. The list of shared Tricks/Functions is first. Then Animal Tricks and then Robot Functions.&lt;br /&gt;
&lt;br /&gt;
=== Shared Tricks/Functions ===&lt;br /&gt;
----&lt;br /&gt;
;Aid (DC 20): The Companion can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.&lt;br /&gt;
&lt;br /&gt;
;Attack (DC 20): The Companion attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, a Companion will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.&lt;br /&gt;
&lt;br /&gt;
;Defend (DC 20): The Companion defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the Companion to defend a specific other character.&lt;br /&gt;
&lt;br /&gt;
;Entertain (DC 25): The Companion can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can make a Perform check (or a Charisma check if it has no ranks in Perform) to show off its talent. Willing onlookers or those who fail an opposed Sense Motive check take a –2 penalty on Perception checks to notice anything but the animal entertaining them. Tricksters and con artists often teach their Companion to perform this trick while they pickpocket viewers or sneak about unnoticed.&lt;br /&gt;
&lt;br /&gt;
;Flank (DC 20): You can instruct an Companion to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the Companion attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.&lt;br /&gt;
&lt;br /&gt;
;Guard (DC 20): The Companion stays in place and prevents others from approaching.&lt;br /&gt;
&lt;br /&gt;
;Maneuver (DC 20): The Companion is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to a Companion multiple times. Each time it is taught, the Companion can be commanded to use a different combat maneuver.&lt;br /&gt;
&lt;br /&gt;
;Watch (DC 15): The Companion can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.&lt;br /&gt;
&lt;br /&gt;
;Work (DC 15): The animal pulls or pushes a medium or heavy load.&lt;br /&gt;
&lt;br /&gt;
=== Animal Tricks ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Animal&#039;s have a sense of self and a primal intelligence which can act as both an advantage and a disadvantage. Animals do not instantly obey the commands of there owners. This is both in part because they simply may not want to and also that they may not understand. Getting them to understand what you want and instilling the knowledge that you the owner knows best is all part of training an animal companion new tricks.&lt;br /&gt;
&lt;br /&gt;
;Bombard (DC 20): A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist&#039;s fire or some other incendiary) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target.&lt;br /&gt;
&lt;br /&gt;
;Break Out (DC 20): On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a +4 circumstance bonus on Escape Artist checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal&#039;s ability.&lt;br /&gt;
&lt;br /&gt;
;Bury (DC 15): An animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both bury and fetch can be instructed to fetch an item it has buried.&lt;br /&gt;
&lt;br /&gt;
;Come (DC 15): The animal comes to you, even if it normally would not do so.&lt;br /&gt;
&lt;br /&gt;
;Deliver (DC 15): The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)&lt;br /&gt;
&lt;br /&gt;
;Detect (DC 25): The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal&#039;s attention, and it cannot attempt the same Perception check more than once in this way.&lt;br /&gt;
&lt;br /&gt;
;Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.&lt;br /&gt;
&lt;br /&gt;
;Exclusive (DC 20): The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer&#039;s serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.&lt;br /&gt;
&lt;br /&gt;
;Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.&lt;br /&gt;
&lt;br /&gt;
;Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.&lt;br /&gt;
&lt;br /&gt;
;Get Help (DC 20): With this trick, a trainer can designate a number of creatures up to the animal&#039;s Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.&lt;br /&gt;
&lt;br /&gt;
;Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.&lt;br /&gt;
&lt;br /&gt;
;Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal&#039;s handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.&lt;br /&gt;
&lt;br /&gt;
;Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.&lt;br /&gt;
&lt;br /&gt;
;Menace (DC 20): A menacing animal attempts to keep a creature you indicate from moving. It does its best to intimidate the target, but only attacks if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming one). As soon as the target stops moving, the animal ceases attacking, but continues to menace.&lt;br /&gt;
&lt;br /&gt;
;Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.&lt;br /&gt;
&lt;br /&gt;
;Serve (DC 15): An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your Handle Animal bonus on the check instead of its own. The animal treats the designated ally as friendly. An animal can unlearn this trick with 1 week of training. This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate.&lt;br /&gt;
&lt;br /&gt;
;Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.&lt;br /&gt;
&lt;br /&gt;
;Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.&lt;br /&gt;
&lt;br /&gt;
;Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)&lt;br /&gt;
&lt;br /&gt;
;Throw Rider (DC 15): The animal can attempt to fling a creature riding it to the ground. Treat this as a trip combat maneuver that applies to all creatures riding the animal, and that does not provoke attacks of opportunity. An animal that knows the throw rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it.&lt;br /&gt;
&lt;br /&gt;
=== Robot Functions ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Robot&#039;s are selfless mechanic thinking machines. They may have sophisticated AI that can even at times appear sentient but in the end they just follow a series of predetermined coding with learning algorithms. They have no sense of self and they obey without question. Commanding a Robot around is simple, they will obey until they can no longer. But teaching them complicated series of actions that may change depending on outcome even though the command is the same.. that is more difficult. &lt;br /&gt;
&lt;br /&gt;
;Disguise: This Robot can attempt to act as if its true purpose was not its own. Meaning that someone may think this Robot is specified/configured to do some other specific task like garbage collection or food dispenser. This acts like the &#039;Disguise&#039; skill too the robot.&lt;br /&gt;
&lt;br /&gt;
;Distract: This Robot can attempt to grab the attention of a target opponent. This can be used in or outside of combat. It required a Wisdom Check done by the target against DC10 + Robot level.&lt;br /&gt;
&lt;br /&gt;
;Fake Malfunction: This Robot will attempt to pretend that it is non-operational. This gives the robot the ability too Disguise itself as being damage in some way that will make the onlooker not consider it a threat. This provides a +2 moderate bonus to Disguise when faking damage if the Robot already has the Disguise skill. &lt;br /&gt;
&lt;br /&gt;
;Identify: This Robot can attempt to identify a given Object or Phrase as if it had the Knowledge skill. Robots has extensive databases of information so it has access to all knowledgeable as if they where Trained with 0 ranks.&lt;br /&gt;
&lt;br /&gt;
;Lie: Normally Robots cannot lie. All A.I. is built in with certain rules and one of them is that they cannot lie. Any A.I that is able to change outgoing information in order to deceive a living person is considered Illegal. The Robot will become illegal if taught the Lie trick. However this provides a Moderate +2 bonus to Intimidate skill checks and also to Disguise if the Robot has that trick. The Robot is now able to lie.&lt;br /&gt;
&lt;br /&gt;
;Medical Assist: The Robot can now act as a Medical-Kit and can also provide assistance. Robotic assistance is an auto-success which means you do not need to roll to see if the Robot is able to assist a person in using the Treat Injury skill. &lt;br /&gt;
&lt;br /&gt;
;Monitor: The Robot can monitor communications systems and electronic systems for any changes or for a specific piece of information, such as a phrase, picture, email attachment, password... etc. &lt;br /&gt;
&lt;br /&gt;
;Urban Tracking: The robot gains a moderate +2 bonus to Survival checks while in an urban environment.&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
;Canine:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Feline:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
7th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).&lt;br /&gt;
&lt;br /&gt;
;Beast of Burden:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
:* This is a secondary natural attack, see Combat for more information on how secondary attacks work.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Ability Scores Str +2, Con +2; Special Qualities combat trained.&lt;br /&gt;
&lt;br /&gt;
;Avian:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 20 ft., fly 50 ft. (average); Attack bite (1d4); Ability Scores Str 8, Dex 13, Con 10, Int 2, Wis 15, Cha 7; Special Qualities low-light vision, scavenger.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; AC +2 natural armor; Attack bite (1d6); Ability Scores Str +4, Dex +2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Reptilian:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus poison [Frequency 1 round (6), effect 1 Con damage, cure 1 save, Con-based DC]); Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Insect:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
:Size Small; Speed 30 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d4 plus grab); Ability Scores Str 10, Dex 12, Con 15, Int —, Wis 12, Cha 10; Special Qualities low-light vision, scent; CMD trip +8.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
:Size Medium; Attack bite (1d6 plus grab), sting (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2; Special Attacks poison ( frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC).&lt;br /&gt;
&lt;br /&gt;
=== Robots ===&lt;br /&gt;
&lt;br /&gt;
;Combat Assistance:&lt;br /&gt;
&lt;br /&gt;
;Emergency Medical Robot:&lt;br /&gt;
&lt;br /&gt;
;Technomancy Robot:&lt;br /&gt;
&lt;br /&gt;
;Range Finding Robot:&lt;br /&gt;
&lt;br /&gt;
;Tracking Assistance:&lt;br /&gt;
&lt;br /&gt;
== Companion Accessories ==&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Hero_Companions&amp;diff=2790</id>
		<title>Hero Companions</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Hero_Companions&amp;diff=2790"/>
		<updated>2016-01-20T00:24:17Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
THIS PAGE IS UNDER CONSTRUCTION! &lt;br /&gt;
&lt;br /&gt;
Some hero&#039;s can have companions in the form of pet animals or robots. This page focuses on the rules around having a Pet Animal or Robot and how to level the companion and teach it new abilities.&lt;br /&gt;
&lt;br /&gt;
The two common Advance Classes that can have companions are the [[Advance_Classes#Xenophile|Xenophile]] and the [[Advance_Classes#Technosavant|Technosavant]]. To learn more about these classes please review there respected pages.&lt;br /&gt;
&lt;br /&gt;
== Companion Base Stats ==&lt;br /&gt;
&lt;br /&gt;
Companions have stats just like Characters do. For example they all have 6 ability scores, Hit Points, Initiative, and so on. There are two sources for a Companion&#039;s stats. First there is the table below, which provides information about some base stats for a Companion based on there Class Level. All other stats are provide by the Companion itself. In a section further below there are examples of some Animal and Robot Companions that Characters can acquire while on there adventures. These examples come with the rest of the stats.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Companion Base Stats Table&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! HD&lt;br /&gt;
! Affinity&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Skills&lt;br /&gt;
! Feats&lt;br /&gt;
! Tricks&amp;lt;br /&amp;gt;Functions&lt;br /&gt;
! Natural&amp;lt;br /&amp;gt;Armor Bonus&lt;br /&gt;
! Str/Dex&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
! Base Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st||2 ||+0 ||2 ||1 ||1 ||+0 ||+0  || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| 2nd||3 ||+0 ||2 ||2 ||1 ||+0 ||+0  || - || $1,000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd||3 ||+0 ||3 ||2 ||2 ||+2 ||+1 || - || $5,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th||4 ||+1 ||3 ||2 ||2 ||+2 ||+1 || - || $10,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th||5 ||+1 ||4 ||3 ||2 ||+2 ||+1 || - || $20,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th||6 ||+1 ||4 ||3 ||3 ||+4 ||+2 || - || $40,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th||6 ||+2 ||5 ||3 ||3 ||+4 ||+2 || - || $90,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th||7 ||+2 ||5 ||4 ||3 ||+4 ||+2 || - || $180,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th||8 ||+2 ||6 ||4 ||4 ||+6 ||+3 || - || $320,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th||9 ||+3 ||6 ||5 ||4 ||+6 ||+3 || - || $650,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th||9 ||+3 ||7 ||5 ||4 ||+6 ||+3 || - || $1,200,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th||10 ||+3 ||7 ||5 ||5 ||+8 ||+4 || - || $2,500,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th||11 ||+4 ||8 ||6 ||5 ||+8 ||+4 || - || $5,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th||12 ||+4 ||8 ||6 ||5 ||+8 ||+4 || - || $10,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th||12 ||+4 ||9 ||6 ||6 ||+10 ||+5 || - || $20,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th||13 ||+5 ||9 ||7 ||6 ||+10 ||+5 || - || $40,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th||14 ||+5 ||10 ||7 ||6 ||+10 ||+5 || - || $60,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th||15 ||+5 ||10 ||8 ||7 ||+12 ||+6 || - || $120,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th||15 ||+6 ||11 ||8 ||7 ||+12 ||+6 || - || $340,000,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th||16 ||+6 ||12 ||8 ||7 ||+12 ||+6 || - || $680,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class Level ===&lt;br /&gt;
&lt;br /&gt;
This level is based on the Advance Class or Character level of the Companion&#039;s owner. With the Technosavant or Xenophile its associated with there Advance Class level unless the Character has the &#039;Improved Companionship&#039; feat. If the Character is not playing an Advanced Class that provides the ability to have a Companion the Character must have the &#039;Companionship&#039; feat and then the Class Level of the companion is based on 1/5 there Character Level. &lt;br /&gt;
&lt;br /&gt;
=== HD ===&lt;br /&gt;
&lt;br /&gt;
HD stands for Hit Die. Its the number of Hit Die the Companion will have. The Hit Die itself is determined by the animal itself or the make of the robot.&lt;br /&gt;
&lt;br /&gt;
=== Affinity Bonus ===&lt;br /&gt;
&lt;br /&gt;
The Affinity Bonus is just like a Character&#039;s affinity bonus. It is the bonus added to roles that the Companion has an affinity with. In most cases this is either Strength or Dexterity. However in some cases the Companion can specify a different Affinity. If it doesn&#039;t specify it is Strength.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The Companion has skills just like a Companion. However the number of skills available is limited. Below is the list of available skills for both Robots and Animal Companions:&lt;br /&gt;
&lt;br /&gt;
Athletics(Str), Acrobatics(Dex), Escape Artist(Dex), Intimidate(Cha), Perception(Wis), Stealth(Dex), Survival(Wis).&lt;br /&gt;
&lt;br /&gt;
Robots Class Skills are: Intimidate, Perception&lt;br /&gt;
Animal Class Skills are: Athletics, Survival&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
Just like Character&#039;s Companion&#039;s can utilize feats. However not all feats are available. Below is a list of all the available feats.&lt;br /&gt;
&lt;br /&gt;
[[Acrobatic|Acrobatic]], [[Agile_Riposte|Agile Riposte]], [[Athletic|Athletic]], [[Blind-Fight|Blind Fight]], [[Combat_Reflexes|Combat Reflexes]], [[Dodge|Dodge]], [[Endurance|Endurance]], [[Great_Fortitude|Great Fortitude]], [[Improved_Bull_Rush|Improved Bull Rush]], Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, [[Iron_Will|Iron Will]], [[Lightning_Reflexes|Lightning Reflexes]], [[Mobility|Mobility]], [[Power_Attack|Power Attack]], [[Run|Run]], [[Spring_Attack|Spring Attack]], [[Stealthy|Stealthy]], [[Toughness|Toughness]], [[Weapon_Finesse|Weapon Finesse]], and [[Weapon_Focus|Weapon Focus]].&lt;br /&gt;
&lt;br /&gt;
Animal Specific Feats:&lt;br /&gt;
[[Jumper|Jumper]], [[Lithe Attacker|Lithe Attacker]], [[Master of Your Kind|Master of Your Kind]], [[Narrow Frame|Narrow Frame]], [[Stable Gallop|Stable Gallop]], [[Sure Footed|Sure Footed]], [[Valiant Steed|Valiant Steed]].&lt;br /&gt;
&lt;br /&gt;
Robot Specific Feats:&lt;br /&gt;
&lt;br /&gt;
=== Tricks &amp;amp; Functions ===&lt;br /&gt;
&lt;br /&gt;
Animal Companions can be taught Tricks and Robots can have Functions programmed. Some are the same. For example the Combat Techniques Character can do can be taught as Tricks or Functions. Most other Tricks and Functions are different as they pertain to either animals or robots. &lt;br /&gt;
&lt;br /&gt;
The section below titled [[Hero_Companions#Companion_Tricks.2FFunctions|Tricks &amp;amp; Functions]] has more on this.&lt;br /&gt;
&lt;br /&gt;
=== Natural Armor Bonus ===&lt;br /&gt;
&lt;br /&gt;
This is added to the Companions AC and represents how much more difficult is to hit the battle hardened companion. It could represent improved Armor or flexibility or a little bit of both. &lt;br /&gt;
&lt;br /&gt;
=== Str/Dex Bonus ===&lt;br /&gt;
&lt;br /&gt;
As the Companion levels up two of the most important stats are improved. Their Strength and Dexterity. The Xenophile or Technosavant may be able to change these bonuses to fit there needs.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
&lt;br /&gt;
These are specials that are provided as the Companion improves. These are specific too the either Animals or Robots.&lt;br /&gt;
&lt;br /&gt;
== Companion Leveling ==&lt;br /&gt;
&lt;br /&gt;
Companions level up in relation too there owners. If a owner doesn&#039;t have any levels in an Advance Class that provides the ability to have an Companion the only way a Character can own a companion is through the &#039;Companionship&#039; feat. If this is the case then the Class Level of the companion is 1/5th the Character level of the owner.&lt;br /&gt;
&lt;br /&gt;
When leveling up an Animal Companion a Character can instantly improve upon there stats, choose new feats if applicable, and apply any new specials. However if the companion can learn a new trick the Character must take 1 week of training to teach the new trick to the Companion. During this time the Character acts as if crafting. So this will take 8 hours per day and any other labor after that point would cause the Character to be [[Conditions#Fatigued|Fatigued]]. With the &#039;Improved Training&#039; feat a Character can train an Animal Companion in just 1 day.&lt;br /&gt;
&lt;br /&gt;
When leveling up a Robot Companion a Character has to craft the new features onto the Robot. The improved Class level is a representation of the Characters understanding and familiarity with the Robot as well as the Robot&#039;s AI having improved and better capable of taking new instructions. Each robot level Costs Money. Take 1/3rd the cost difference between the Current Robot level and the new level and that is the cost in building materials. The Crafting takes 1 day worth of labor and is considered repair work. No roll is needed if the Character has an Advanced Class that grants the ability to have Robot Companions. Once done the Robot has all the new stats, specials, functions of the next Class Level. If the Character takes the &#039;Improved Training&#039; feat this can be done in 1 hour.&lt;br /&gt;
&lt;br /&gt;
Finally if a Character takes the &#039;Improved Companionship&#039; feat this means different things depending on if the Character has an Advance Class granting the ability to own a Companion. If the Character doesn&#039;t have an Advance Class that allows for Companions then this feat simply allows for the Companion Class Level to be 1/4th the Character level. If the Character does have said Advanced Class then it means that the Companion Class Level now depends not on the Advance Class level put the Character level meaning that the Companion can reach level 20 as well.&lt;br /&gt;
&lt;br /&gt;
== Companion Tricks/Functions ==&lt;br /&gt;
&lt;br /&gt;
If the Companion has the &#039;Advanced Combat Technique&#039; feat then it can learn Advance Combat Techniques as Tricks or Functions. Some Tricks and Functions are allows for both Animals and Robots. The list of shared Tricks/Functions is first. Then Animal Tricks and then Robot Functions.&lt;br /&gt;
&lt;br /&gt;
=== Shared Tricks/Functions ===&lt;br /&gt;
----&lt;br /&gt;
;Aid (DC 20): The Companion can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.&lt;br /&gt;
&lt;br /&gt;
;Attack (DC 20): The Companion attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, a Companion will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.&lt;br /&gt;
&lt;br /&gt;
;Defend (DC 20): The Companion defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the Companion to defend a specific other character.&lt;br /&gt;
&lt;br /&gt;
;Entertain (DC 25): The Companion can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can make a Perform check (or a Charisma check if it has no ranks in Perform) to show off its talent. Willing onlookers or those who fail an opposed Sense Motive check take a –2 penalty on Perception checks to notice anything but the animal entertaining them. Tricksters and con artists often teach their Companion to perform this trick while they pickpocket viewers or sneak about unnoticed.&lt;br /&gt;
&lt;br /&gt;
;Flank (DC 20): You can instruct an Companion to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the Companion attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.&lt;br /&gt;
&lt;br /&gt;
;Guard (DC 20): The Companion stays in place and prevents others from approaching.&lt;br /&gt;
&lt;br /&gt;
;Maneuver (DC 20): The Companion is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to a Companion multiple times. Each time it is taught, the Companion can be commanded to use a different combat maneuver.&lt;br /&gt;
&lt;br /&gt;
;Watch (DC 15): The Companion can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.&lt;br /&gt;
&lt;br /&gt;
;Work (DC 15): The animal pulls or pushes a medium or heavy load.&lt;br /&gt;
&lt;br /&gt;
=== Animal Tricks ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Animal&#039;s have a sense of self and a primal intelligence which can act as both an advantage and a disadvantage. Animals do not instantly obey the commands of there owners. This is both in part because they simply may not want to and also that they may not understand. Getting them to understand what you want and instilling the knowledge that you the owner knows best is all part of training an animal companion new tricks.&lt;br /&gt;
&lt;br /&gt;
;Bombard (DC 20): A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist&#039;s fire or some other incendiary) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target.&lt;br /&gt;
&lt;br /&gt;
;Break Out (DC 20): On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a +4 circumstance bonus on Escape Artist checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal&#039;s ability.&lt;br /&gt;
&lt;br /&gt;
;Bury (DC 15): An animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both bury and fetch can be instructed to fetch an item it has buried.&lt;br /&gt;
&lt;br /&gt;
;Come (DC 15): The animal comes to you, even if it normally would not do so.&lt;br /&gt;
&lt;br /&gt;
;Deliver (DC 15): The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)&lt;br /&gt;
&lt;br /&gt;
;Detect (DC 25): The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal&#039;s attention, and it cannot attempt the same Perception check more than once in this way.&lt;br /&gt;
&lt;br /&gt;
;Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.&lt;br /&gt;
&lt;br /&gt;
;Exclusive (DC 20): The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer&#039;s serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.&lt;br /&gt;
&lt;br /&gt;
;Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.&lt;br /&gt;
&lt;br /&gt;
;Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.&lt;br /&gt;
&lt;br /&gt;
;Get Help (DC 20): With this trick, a trainer can designate a number of creatures up to the animal&#039;s Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.&lt;br /&gt;
&lt;br /&gt;
;Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.&lt;br /&gt;
&lt;br /&gt;
;Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal&#039;s handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.&lt;br /&gt;
&lt;br /&gt;
;Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.&lt;br /&gt;
&lt;br /&gt;
;Menace (DC 20): A menacing animal attempts to keep a creature you indicate from moving. It does its best to intimidate the target, but only attacks if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming one). As soon as the target stops moving, the animal ceases attacking, but continues to menace.&lt;br /&gt;
&lt;br /&gt;
;Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.&lt;br /&gt;
&lt;br /&gt;
;Serve (DC 15): An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your Handle Animal bonus on the check instead of its own. The animal treats the designated ally as friendly. An animal can unlearn this trick with 1 week of training. This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate.&lt;br /&gt;
&lt;br /&gt;
;Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.&lt;br /&gt;
&lt;br /&gt;
;Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.&lt;br /&gt;
&lt;br /&gt;
;Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)&lt;br /&gt;
&lt;br /&gt;
;Throw Rider (DC 15): The animal can attempt to fling a creature riding it to the ground. Treat this as a trip combat maneuver that applies to all creatures riding the animal, and that does not provoke attacks of opportunity. An animal that knows the throw rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it.&lt;br /&gt;
&lt;br /&gt;
=== Robot Functions ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Robot&#039;s are selfless mechanic thinking machines. They may have sophisticated AI that can even at times appear sentient but in the end they just follow a series of predetermined coding with learning algorithms. They have no sense of self and they obey without question. Commanding a Robot around is simple, they will obey until they can no longer. But teaching them complicated series of actions that may change depending on outcome even though the command is the same.. that is more difficult. &lt;br /&gt;
&lt;br /&gt;
;Disguise: This Robot can attempt to act as if its true purpose was not its own. Meaning that someone may think this Robot is specified/configured to do some other specific task like garbage collection or food dispenser. This acts like the &#039;Disguise&#039; skill too the robot.&lt;br /&gt;
&lt;br /&gt;
;Distract: This Robot can attempt to grab the attention of a target opponent. This can be used in or outside of combat. It required a Wisdom Check done by the target against DC10 + Robot level.&lt;br /&gt;
&lt;br /&gt;
;Fake Malfunction: This Robot will attempt to pretend that it is non-operational. This gives the robot the ability too Disguise itself as being damage in some way that will make the onlooker not consider it a threat. This provides a +2 moderate bonus to Disguise when faking damage if the Robot already has the Disguise skill. &lt;br /&gt;
&lt;br /&gt;
;Identify: This Robot can attempt to identify a given Object or Phrase as if it had the Knowledge skill. Robots has extensive databases of information so it has access to all knowledgeable as if they where Trained with 0 ranks.&lt;br /&gt;
&lt;br /&gt;
;Lie: Normally Robots cannot lie. All A.I. is built in with certain rules and one of them is that they cannot lie. Any A.I that is able to change outgoing information in order to deceive a living person is considered Illegal. The Robot will become illegal if taught the Lie trick. However this provides a Moderate +2 bonus to Intimidate skill checks and also to Disguise if the Robot has that trick. The Robot is now able to lie.&lt;br /&gt;
&lt;br /&gt;
;Medical Assist: The Robot can now act as a Medical-Kit and can also provide assistance. Robotic assistance is an auto-success which means you do not need to roll to see if the Robot is able to assist a person in using the Treat Injury skill. &lt;br /&gt;
&lt;br /&gt;
;Monitor: The Robot can monitor communications systems and electronic systems for any changes or for a specific piece of information, such as a phrase, picture, email attachment, password... etc. &lt;br /&gt;
&lt;br /&gt;
;Urban Tracking: The robot gains a moderate +2 bonus to Survival checks while in an urban environment.&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
&lt;br /&gt;
;Tonton:&lt;br /&gt;
&lt;br /&gt;
;Canine:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Feline:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
7th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).&lt;br /&gt;
&lt;br /&gt;
;Beast of Burden:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
* This is a secondary natural attack, see Combat for more information on how secondary attacks work.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
Ability Scores Str +2, Con +2; Special Qualities combat trained.&lt;br /&gt;
&lt;br /&gt;
;Avian:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
Size Small; Speed 20 ft., fly 50 ft. (average); Attack bite (1d4); Ability Scores Str 8, Dex 13, Con 10, Int 2, Wis 15, Cha 7; Special Qualities low-light vision, scavenger.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
Size Medium; AC +2 natural armor; Attack bite (1d6); Ability Scores Str +4, Dex +2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Reptilian:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus poison [Frequency 1 round (6), effect 1 Con damage, cure 1 save, Con-based DC]); Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Special Qualities low-light vision, scent.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
Size Medium; Attack bite (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2.&lt;br /&gt;
&lt;br /&gt;
;Insect:&lt;br /&gt;
----&lt;br /&gt;
Starting Statistics&lt;br /&gt;
&lt;br /&gt;
Size Small; Speed 30 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d4 plus grab); Ability Scores Str 10, Dex 12, Con 15, Int —, Wis 12, Cha 10; Special Qualities low-light vision, scent; CMD trip +8.&lt;br /&gt;
&lt;br /&gt;
4th-Level Advancement&lt;br /&gt;
&lt;br /&gt;
Size Medium; Attack bite (1d6 plus grab), sting (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2; Special Attacks poison ( frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC).&lt;br /&gt;
&lt;br /&gt;
=== Robots ===&lt;br /&gt;
&lt;br /&gt;
;Combat Assistance:&lt;br /&gt;
&lt;br /&gt;
;Emergency Medical Robot:&lt;br /&gt;
&lt;br /&gt;
;Technomancy Robot:&lt;br /&gt;
&lt;br /&gt;
;Range Finding Robot:&lt;br /&gt;
&lt;br /&gt;
;Tracking Assistance:&lt;br /&gt;
&lt;br /&gt;
== Companion Accessories ==&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2789</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2789"/>
		<updated>2016-01-18T05:41:03Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Hull Sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]] For Space ship Weapons and other equipment go [[Ship_Equipment|here]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Space ships in Future Path are designed to be in many ways similar to a Character. Many peoples and cultures and personified there ships and in honor of that tradition this game system represents ships with similar rules and layout to that of a Character. Ships have 6 Core System Attributes similar in nature too Character Abilities and thus these Core System Attributes or C.S.A affect the other stats of a ship in similar fashion. The 6 C.S.A are determined with a point buy system which is explained below. This allows players to customize there own dream ship build. It also allows them to be able to quickly relate and visualize what a ship is capable of doing. &lt;br /&gt;
&lt;br /&gt;
Instead of leveling up Space Ships can gain upgrades and Quirks. Ships have Hard Points and Bays which are similar to the slots that Characters have for there armor and gear that can improve there stats. Also Characters with the right skills, or enough money, can refit/reallocate the 6 C.S.A when the ship is docked at a ship yard. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Ship Core ==&lt;br /&gt;
&lt;br /&gt;
The Core of the ship represents the foundation for its main systems otherwise known as the 6 core System Attributes. The Core is the power generator also known as a Reactor and a power distribution sub-system. Many different civilizations have built many different kinds of Cores. For example Nuclear reactors, Fusion Reactors, Anti-Matter Reactors, Black-Hole Reactor. They also need materials and components designed to distribute large amounts of power successfully across the ship. From simply using copper wiring, to super-conductive materials and even sub-space wireless power transmission. These Cores represent in many ways the latest and greatest of a civilizations technological advancement. &lt;br /&gt;
&lt;br /&gt;
Even though there are many different types, too many in fact to list here, there is a simple way to categorize them.  Using the Tech level system Cores are divided up into Classes. Class 1 is for Tech Level 1 Cores and Class 2 is for TL2 and so on. The Tech Level of a Core can affect how powerful the Engines or Sensors and so on can be. This will be explained in the next section below. Class level also determines how advanced the FTL drive can be. FTLs are explained in the [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]] section below.&lt;br /&gt;
&lt;br /&gt;
Players must choose what Tech level there Ship Core is. Do remember that a player with a lower Tech Skill rank cannot make repairs or modifications on any item of a higher Tech rank. Also the higher the Tech level the more expensive the price is. Tech Level 1 or Class 1 ships have not price increase. However Class 2 has 50% increase. Class 3 is x2 the base price. And Class 4 is x3 the base price.&lt;br /&gt;
&lt;br /&gt;
== The 6 Core System Attributes of Space Ships ==&lt;br /&gt;
&lt;br /&gt;
These 6 Core.System.Attributes are the galactic modern standard for ship building. They represent the foundation of a ship and its main functions. All other sub-systems and functions are effected by the performance of the 6 Core System Attributes. A ship&#039;s Core can only handle so much power flowing through it. It can only provide so much output. So the 6 C.S.A have to be balanced so as to no overload the Ship Core. The more technologically advanced the ship core is the more powerful equipment can be installed. &lt;br /&gt;
&lt;br /&gt;
The amount of points a ship can have to spend on improvements to the 6 C.S.As is based on its Core. The chart to the right shows those numbers. &lt;br /&gt;
&lt;br /&gt;
The 6 CSAs effect most other ship statistics. These sub-systems and there stats will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 20&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Maneuvers as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Maneuvers and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. For more rules on Character&#039;s crafting there own ships or ship components review the [[Space_Ships#Ship_Crafting|ship crafting]] rules below. &lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
| 19||21&lt;br /&gt;
|-&lt;br /&gt;
| 20||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 C.S.As that they want to see increased. &lt;br /&gt;
&lt;br /&gt;
For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost 2 points and so on.&lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 10 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. You now have 8 points left. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +4 for Comms. This requires the 5 points for a Communications score of 14. You now only have 3 points left. You must deiced where to spend these finial 3 points. If you do not spend the point when building the craft those points still exist. And if in a facility that allows for the crafting or repairing of a ship you can spend those remaining points. You can also re-align them.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull Size is what lays out the default stats too a Space Craft. These default stats may be modified by the 6 C.S.As, Hull Configuration, or [[Ship_Equipment|Ship Equipment]]. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). &lt;br /&gt;
&lt;br /&gt;
Configurations are an attempt at giving a space craft a more specialized purpose. It helps too determine what purpose the craft has. However it is not a requirement for ship building. A ship can have no specific Configuration and thus be a generic build. Configurations will be explained in further detail in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes represent the number of squares that a craft will take up in space as well as what the base statistics of the ship. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. For more information about each column please review the text below the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&amp;lt;br /&amp;gt; Mod&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | AC&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Hit Die&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shield DR /&amp;lt;br /&amp;gt;Multiplier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Sq ft /&amp;lt;br /&amp;gt;Num of Squares&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Support&amp;lt;br /&amp;gt;Life&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pass.&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Avg. Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cargo Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cost / Procure Diff&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Military Ship&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Civilian Ship&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || 8 || 30d12 || DR 15 / Mod 5 || ~32,000+ ft / 64+ sq || Yes || 324 || 32,400 Tons || 128,000 Units || 972 Million / 4 || Huge / 10 || 8 || Huge / 5 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || 8 || 24d10 || DR 10 / Mod 4 || ~18,000+ ft / ~36 sq || Yes || 108 || 10,800 Tons || 32,000 Units || 324 Million / 3 || Large / 10 || 6 || Large / 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || 9 || 18d10 || DR 7 / Mod 4 || ~8,000+ ft / ~16 sq || Yes || 36 || 3,600 Tons || 8,000 Units || 108 Million / 2 || Large / 8 || 4 || Large / 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || 9 || 16d8 || DR 5 / Mod 3 || ~2,000+ ft / ~4 sq || Yes || 12 || 360 Tons || 1,920 Units || 36 Million / 1 || Medium / 8 || 2 || Medium / 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || 10 || 12d8 || DR 4 / Mod 3 || ~500+ ft / ~1 sq || Yes || 4 || 120 Tons || 480 Units || 12 Million / 0 || Medium / 6 || 1 || Medium / 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || 11 || 8d8 || DR 3 / Mod 2 || ~250+ ft / 4 per sq || Yes || 2 || 40 Tons || 70 Units ||  4 Million / 0 || Small / 4 || 0 || Small / 2||2&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || 11 || 6d6 || DR 2 / Mod 2 || ~125+ ft / 16 per sq || Yes || 1 || 4 Tons || 16 Units || 320,000 / 0 || Small / 2 || 0 || Small / 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 ||  -2 || 12 || 4d6 || DR 1 / Mod 1 || ~75+ ft / 64 per sq || No* || 0  || 2 Ton || 4 Unit || 160,000 / 0 || N/A / 3 || 0 || N/A / 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || 12 || 2d6 || N/A || &amp;lt;75 ft / 256 per sq || No* || 0  || 1 Ton || 0 || 80,000 / 0 || N/A / 2 || 0 || N/A / 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;14&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe no craft of that magnitude could preform Faster Then Light travel without help from external sources. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
Size Modifier&#039;s act like they do for creatures of the same size. They either add or take away from the total AC. &lt;br /&gt;
&lt;br /&gt;
Armor bonus represents the hulls of the ships. Lager ships can have thicker, heavy hulls. Ships that have a positive gain a natural DR equal too the bonus on top of its bonus to AC.&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier and Armor Bonus is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the [[Space_Ships#Ship_Statistics|Ship Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume on average. Going over this unit amount will cause the ship to be over burdened. Which will cut Combat Speed in half as well as Transpiration speed. The maximum a ship can actually carry is twice the Unit amount. However that is if there are no passengers other then the necessary crew. As every spare room and all the hallways would be filled with cargo containers. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Movement:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Mobility Bonus of the ship plus the Pilot Bonus if applicable. This is rolled every turn during combat usually by the Player whose character is piloting the ship. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Provided by the Hull Size this attribute can be modified by the Hull Configuration as well as by the Players that may want to modify there ship to hold more. More unit space is provided by converting bays into cargo holds. Each bay adds 1/4 of the default cargo space of the Hull Size of the ship. So if the ship is a medium size hull then converting one of the bays would provided an additional 120Units of space.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost/Procure Diff:&lt;br /&gt;
|-&lt;br /&gt;
| This is the cost of and procure diff of the ship. It is always nice to record what you paid for the ship. Or what your appraisal of the ship might be. The GM might tell the Players what the ship is worth if they find it. However the GM might not. The Characters may have to roll checks to appraise the ship.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| This is a place to record who is the crew of the ship and what there bonuses are. If one of the crew takes over piloting for example you can look here to find there pilot bonus so you do not have to re-write it.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| Simply a place to record its size. The only requirement here is that you record the Squares that the ship officially occupies which is based on size. However specific dimensions of the ship so that players can get a sense of the ships look and feel is always a nice touch of detail! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Ships can carry crew and passengers. This capacity refers to the total number of people that require life support on board the ship. However passenger count is not the same as the required amount of crew members to manage a ship. Ships can run on a surprisingly small number of crew members due to advanced automation technology. It makes no sense to carry more &#039;meat bags&#039; that could die at any moment into the harassed place in the universe. In order to carry more then the average necessary crew of 8 (only applies for ships that have a higher passenger count then 8) a ship needs Passenger Bays installed. If all available bays are installed then the maximum amount passenger capacity is reached + the crew. This is dictated by the Hull Size. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Dex Mod of the Pilot. This only is applied if the Pilot has the [[Pilot|Pilot]] skill. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| Of course a ship has to have a name! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Tactical Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This is the speed of the ship during combat.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! FTL Engine/Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This the FTL of the ship. Which also determined the Travel speed of the craft. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| A summary including Hull Size/Configuration/Quarks and other interesting tid pits of info. Such as history of the ship and what not. This is a nice place to add detail and &#039;character&#039; to the ship. Kinda like giving a character a backstory this is where one would record such things.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 350,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Tiny || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
:*Dis-Advantages: -2 to Mobility, -3 Hard Points&lt;br /&gt;
:*Advantages: +2 Bays (Both are forcefully converted into Cargo Holds) as a 240Units of Cargo Space, Super Common Bonus -1 to Procure Diff and 50% less time/cost to repair&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 480Units, Passenger Cap is 8, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Mobility, +1 Non-Weapon Hard Point&lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 1,920Units, Passenger Cap is 12, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Armor, All weapons gain the &#039;Barrage&#039; mode for free.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -4 Mobility, -3 Hard Points&lt;br /&gt;
:*Advantage: +4 Bays, +2 Sensors, +2 Communications, +2 Electronics&lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Mobility, -5 Hard Points&lt;br /&gt;
:*Advantages: +6 Bays, +2 Sensors, +2 Electronics, Built is Repair Bay for Large ships or smaller.&lt;br /&gt;
:*Misc: Can carry, deploy, repair ships of Large size or smaller. &lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Dis-Advantages: -2 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Dis-Advantages: -2 Armor&lt;br /&gt;
:*Advantages: -4 Hard Points, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium sized craft, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; for free. &lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defenses. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerized but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -5 Ability Points, -2 Hard Points&lt;br /&gt;
:*Advantages: Can mount a single Gigantic sized weapon without taking up any hard points. This Gigantic weapon has double the base range and a +2 Moderate Advantage to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
:*Dis-Advantages: -2 Armor, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
:*Dis-Advantages: -1 to Sensors&lt;br /&gt;
:*Advantages: This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
:*Dis-Advantages: -4 Mobility, -4 Hard Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +6 Cargo Bays which adds an additional 20,000 Units of space for a total of 28,000 Units if no other bays converted.&lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -2 Hard Points&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Bay of the largest size that the Hull configuration can hold. The Industrial Bay provides a +2 bonus with the correctly skill person.&lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
:*Dis-Advantages: -2 Armor, -2 Engines, -2 Electronics, -2 Hard Points&lt;br /&gt;
:*Advantages: +4 Mobility, +2 Communications, Pilot doesn&#039;t need the Pilot skill to provide Dex bonus, +2 Passengers&lt;br /&gt;
&lt;br /&gt;
== Ship Functions ==&lt;br /&gt;
&lt;br /&gt;
Ship Functions are special abilities much like Skills for a Character. Some are meant for combat while others for day to day use. Some functions are standard on all ships. While others require a Ship Upgrade to use. The default ship Functions are Ram, Target and Scan. All of ship functions require a Ship Upgrade too use. Ship upgrades and there rules located on the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The full list is as follows: (Click for a full description)&lt;br /&gt;
* [[Beam|Beam]]: A semi-instant form of transportation where matter is transformed into energy and beamed to a new location where it is converted back to matter. &lt;br /&gt;
* [[Bombard|Bombard]]: A tactical maneuver where the weapons are given the &#039;Suppressive Fire&#039; ability.&lt;br /&gt;
* [[Cloak|Cloak]]: Cloaking implies some form of stealth technology designed to full Sensor Scans. &lt;br /&gt;
* [[Crypto|Crypto]]: A way to send or receive protected communications. Similar to [[Decipher_Script|Decipher_Script]].&lt;br /&gt;
* [[Feint|Feint]]: An A.I computer supplement for combat maneuvers. If activated the ship will attempt to make automatic &#039;corrections&#039; to ship movement to full targeting sensors.&lt;br /&gt;
* [[Grapple|Grapple]]: Different kinds of ways to &#039;grab&#039; a ship and hold or even move its position.&lt;br /&gt;
* [[Jam|Jam]]: Designed to target a specific component of an opponent Sensor array. Either Targeting, scanners or other devices and keep them from functioning.&lt;br /&gt;
* [[Ram|Ram]]: The ability to drive a ship directly into another in such a way to cause the most damage to the opponent ship and the least to itself.&lt;br /&gt;
* [[Scan|Scan]]: The ability to search for or study a object or objects in space.&lt;br /&gt;
* [[Target|Target]]: The ability to lock onto a specific object and accurately track its position.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Accessories ==&lt;br /&gt;
&lt;br /&gt;
Space Ship Accessories are all the extra components that go into the ship after the 6 Core System Attributes and the default Hull/Configuration components have been installed. These are Hard Points which are external mounting points for weapons and other devices, Bays which are large internal spaces within the ship that can be customized for specific tasks like a Medical Bay, Cargo Bay and etc, and Upgrades/Modifications which may require the use of Hard Points and/or Bays but either directly effect Core System Attributes or introduce new ship Functions. All of these items can be found on the [[Ship_Equipment|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
! Number of Bays&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10 || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 || 6  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;4&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Ship_Equipment#Ship_Weapons|Ship Weapons]] page. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. More information on Ship Bays in the [[Ship_Equipment#Ship_Bays|Ship Bays]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrades &amp;amp; Modifications ===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Space Ship FTL Drive ==&lt;br /&gt;
&lt;br /&gt;
FTL is short for Faster Then Light. The FTL drive is one of the most important aspects of a ship. Without them conquering or exploring the galaxy would be impossible. However this aspect of the ship doesn&#039;t help much in the terms of combat it is what allows the ship to get its crew safely across the stars. The better an FTL drive the faster a ship can get to its destination. But also safer as many possible dangers arise from traveling the cosmos and FTLs help steer the ship away from encounters. They can also make it harder for enemy ships to track or pull your ship out of FTL. &lt;br /&gt;
&lt;br /&gt;
FTLs have a Range rating and a Speed rating. Ranged its based on the distance to the destination and is categorized in four ranges. Small, Medium, Large, Extreme (Because the galaxy is extremely big). Speed is incremented by a Warp factor. Warp 1 through Warp 10. For more information about Range, Warp Factors and the hazards of space travel please review the [[Transportation|Transportation]] rules.&lt;br /&gt;
&lt;br /&gt;
FTLs are rated by Tech Level. You cannot put an FTL of a higher level in a lower level ship core. Each ship comes standard with the starting out FTL of its Tech Level which should always be the Jump drive. Upgrades cost.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Tech 1&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Jump Drive&lt;br /&gt;
:** Description: This system allows the ship to work with an external jump gate station to jump the ship to its destination. The Jump sends the ship at Warp 10 speeds up to Medium distances. However this can only work with the assistance of a jump gate.&lt;br /&gt;
:** Price: $50,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Hopper)&lt;br /&gt;
:** Description: This system is the most common form of FTL travel. Most every space fairing civilization has made a variation of the warp drive. The Warp Drive creates a protective energy bubble and then shots a massive amount of positive energy in front of the ship and negative energy out the rear of the ship. These energy blasts stretch space-time by shrinking it in front of the ship and expanding it behind the ship. The ship has to first accelerate to roughly 5% the speed of light as the ship need to move slightly itself while space itself also moves the ship within its bubble. The lower tech level version of the Warp Drive, only capable of speeds of Warp 1 through 4, is called &#039;The Hopper&#039;. This is because a steady stream of energy is impossible too achieve as the energy would have to be traveling faster then the speed of light to always be at the right position. In order to get around this issue the ship &#039;hops&#039; from one burst of energy too the next. Up to a few thousand bursts a second combined with the fact that bursts don&#039;t move the ship itself but space around the ship means that the passengers on board do not feel like they are moving in jolts.   &lt;br /&gt;
:** Price: $150,000 / 0&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 2&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Advanced Jump Drive&lt;br /&gt;
:** Description: This is Jump Drive system is similar too its Tech 1 counter part. But now can travel Long and Extreme distances. However it still can only do so with the assistance of a jump gate. &lt;br /&gt;
:** Price: $100,000 /0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Skimmer)&lt;br /&gt;
:** Description: This Warp Drive is the next technological evolution of Warp Drive technology. Similar to its Tech 1 counter part but now with advances in its sub-light propulsion systems and advanced energy distribution systems new speeds can be achieved. This Drive can now go up to Warp 7. This system is called the skimmer because it achieves these speeds by going at near 50% light speed using sub-light engines. This allows it to skim over the nearly shrunken space in front of it eventually leading to that space being considered behind the ship. This space sense it very recently shrunk can be expanded with less energy faster. Thus helping the ship go at faster speeds. Also the warp engine is capable of bursting at a faster frequency. &lt;br /&gt;
:** Price: $300,000 / 0&lt;br /&gt;
:** Modifier: +1&lt;br /&gt;
:* Slip Stream Drive&lt;br /&gt;
:** Description: This uses a new concept of FTL. It makes a small tear in space that a ship can &#039;slip&#039; into. The ship is protected by a similar &#039;bubble&#039; of space that is made for a Warp Drive while the pressures felt within this sub-space pushes unevenly on the ship. The pressure is much greater where the tear is. Now the ship rapidly moves away from the tear. In Sub-Space objects are not limited by the Speed of Causality (The Maximum Speed of Light) meaning the ship zooms across a fast amount of space relative too its position in subspace. The ship then produces another tear and bursts its way out into normal space. Both the entering and existing of this tear causes a lot of excess radiation that can be seen for millions of AUs. The top speed of this is Warp 6. The act of making a Tear requires 30 seconds at which time a ship cannot cloak and it&#039;s easier to target. Opponents get a moderate +2 bonus. The same goes for after leaving a tear. Tracking where a ship went after entering a Tear is fairly easy. +4 to Scanning when traking a ship after it has entered a Tear.&lt;br /&gt;
:** Price: $450,000 / 1&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 3&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Jump Drive&lt;br /&gt;
:** Description: Much like its lower level counter parts. Except now this system can make Warp 10 jumps on its own. As long as its a Small or Medium distance. It only preform a single jump before having to re-fuel.&lt;br /&gt;
:** Price: $1,000,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The High Pulse Drive)&lt;br /&gt;
:** Description: Capable of speeds up to Warp 8 this is too many the most advanced version of Warp Drive achievable. The High Pulse Drive gets its name because advances in near loss less energy teleportation allow for the constant stream of energy to be placed in the correct positions as the ship travels. Reducing the burst effect to a frequency in the billions. Adjusting Warp speed is extremely smooth and allows for the Drive to &#039;jump&#039; into high Warp almost instantly and just as quickly &#039;jump&#039; out.&lt;br /&gt;
:** Price: $3,500,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Phase Shift Drive&lt;br /&gt;
:** Description: Shifting the ship out of phase with the rest of the Universe this ship can easily accelerate as if it didn&#039;t have mass. This would appear to only make a ship goes at the speed of light if it wasn&#039;t also for utilizing Slip Stream Drive technology. This allows the ship to enter and exit sub-space with ease and allows for a faster total speed of Warp 7. Just like a Slip Stream drive except it now only takes 6 seconds or two combat turns to make a tear and enter it. The same modifiers still apply and a ship can still not cloak for the 2 turns before entering and after exiting. &lt;br /&gt;
:** Price: $5,000,000 / 2&lt;br /&gt;
:** Modifier: +4&lt;br /&gt;
: &#039;&#039;&#039;Tech 4&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Advanced Jump Drive&lt;br /&gt;
:** Description: Much like the Jump drives before it except this can be used to itself at Warp 10 to distances up to Extreme. &lt;br /&gt;
:** Price: $10,000,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Expert Warp Drive&lt;br /&gt;
:** Description: The most advanced and complicated Warp device ever designed. The fastest way to travel except through a Worm Hole or Advanced Jump Drive this personal Warp Drive can send a ship up to speeds of Warp 9.&lt;br /&gt;
:** Price: $15,000,000 / 2&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
:* Advanced Slip Stream Drive&lt;br /&gt;
:** Description: This system uses the Jump Drive mechanics combined with Phase Shift technology and Slip Stream Tear technology to make the most stealthy form of Space Travel. Tears in space are made within the ship itself much like a Personal Jump Drive works. The Phase Shift system allows a ship to be one second at a stand still and the next accelerating to near the speed of light only to Jump itself into a tear which is projected within the front part of the ship. Sensors will find it extremely difficult to detect the Jump Into subspace sense the ship is mostly out of phase when its done. The tear is almost completely concealed by the ship. The tear when existing still gives away the ships destination however the ship itself comes back into normal space out of phase and thus stealthed by default. A ship can now enter a Tear in just 1 turn. Although the cloak has to be deactivated. It can be reactivated only 1 turn after exiting the tear. &lt;br /&gt;
:** Price: $25,000,000 / 3&lt;br /&gt;
:** Modifier: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A ship can have more then 1 FTL. However an FTL always takes up 2 Bays and 1 Hard Point. &lt;br /&gt;
&lt;br /&gt;
=== Crafting FTL Drives ===&lt;br /&gt;
&lt;br /&gt;
FTL drives are considered one of the most complicated pieces of equipment ever invited. It requires at least 1 rank in the following 3 crafting skills. Craft Mechanical, Electronics, Structure. Making a FTL follows the Craft Structure rules and thus requires a facility. To learn more about crafting go [[Craft|here]].&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventurer is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. The quirks are permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
* Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: When getting massive damage or receiving a crit on the ship the there is a 50% chance a component may start to malfunction requiring a crew member to waste a turn finding and banging the part back into shape.&lt;br /&gt;
* Positive: Instead of repairing an item over possibly multi turns a crew member can act even without the appropriate skills to quickly repair a single broken part of the ship once per day by simply hitting it really hard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
* Description:  Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component. &lt;br /&gt;
* Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. There is a 20% chance something will go wrong. A percentile dice roll is used to confirm.&lt;br /&gt;
**1-10%: Superficial problem. The ship is just a little more bumpy/noisy then normal.&lt;br /&gt;
**11-20%: A minor problem with the engines. -1 to the engines until they are repaired.&lt;br /&gt;
**21-30%: A minor problem with the crafts Mobility. -1 to Mobility until repaired.&lt;br /&gt;
**31-40%: A minor problem with the Amour. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
**41-50%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
**51-60%: A minor problem with the Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.&lt;br /&gt;
**61-70%: A minor problem with communications. -1 to Communications. Or random calls from unknown sources show up. Or calls end when they shouldn&#039;t. GM Choice.&lt;br /&gt;
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
**91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is a minor one it requires no materials and 1 work day of no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done.&lt;br /&gt;
* Positive: Because of the experience the crew must gain through repairing the darn ship all the time the crew gain the Advanced Jerry Rigging Feat when making repairs to only this ship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Infested &#039;&#039;&#039;:&lt;br /&gt;
* Description: You do not know how or when and frankly you don&#039;t care. You just want these dam pests gone! They are smelling, annoying, and fur gets everywhere. And that&#039;s if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have they all have one thing in common. They know how to stay alive and most notably THRIVE on board a space ship. They do this by living off the ship systems. Some people swear they live solely off the frustrations and agony of the crew. &lt;br /&gt;
* Negative: You will have a hard time taking on passengers on your ship. All crew and passengers have to roll Constitution saves once a day with a DC12. If they fail they become sick and gain the condition [[Conditions#Sickened|Sickened]]. The condition has no specifications except that it lasts 1d4 days and can be cured by 1 day of full rest off the ship or if onboard the ship one day of rest an a successful [[Treat_Injury#Treat_Disease_.28DC_15.29|Treat Disease]] check. Engineers have a -1 to repair checks on the ship.&lt;br /&gt;
* Positive: The likely hood of a stowaway on your ship is nearly nill. And if one does deiced to come on board they have a -10 to stealth. Pests don&#039;t like sharing! +2 to Communications when dealing with pirates/smugglers. Not only do must sympathies with your problem they also don&#039;t want to even think about docking with your ship. Making stealing your stuff all that much harder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bad Past &#039;&#039;&#039;:&lt;br /&gt;
* Description: However owned this ship deserves to be shot right next to the person who sold ship too you. For some reason this ship seams to bring out all the ugly when trekking around space. It seams like whoever owned this before you was wanted in all the systems and not in a good way. If its not pirates then its [[Advance_Classes#Tracer|Tracers]] or local police or the military. Or some princess who just wants to know when she will see your ship docking in her port again. Take advantage of the situation or try to correct is up too you. Almost assuredly this ships past is gonna get in your way and likely when you least expect it.&lt;br /&gt;
* Negative: -4 to communications. The ship is communally known along with its systems. People may attack you without provocation. &lt;br /&gt;
* Positive: Its likely that this ship can open as many doors as it closes. Its a 50/50% chance the person that knows your ship wants to kill you or pretend to be your friend and then maybe kill you later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Artificial Intelligence &#039;&#039;&#039;: &lt;br /&gt;
* Description: Wait what? I thought that was illegal for space ships to have fully aware AI computer linked too all ship systems. (Especially Weapons) Well that may be one reason why the ship didn&#039;t tell you right away it was smarter then you. But now you know. Hopefully it is nice and wont kill you. (Open the bay doors damit!) Nightmares aside you are in a deep pile of crock! If authorities find out they may as well put you in jail. Helping AI is breaking serious rules. One the other note this ship is pretty awesome! I mean wow! You sure hope it doesn&#039;t turn on you! *gulp*.&lt;br /&gt;
* Negative: Illegal! You cannot sell this through official markets. If you are caught most civilizations completely outlaw AI with such freedom and power with extremely harsh penalties. (This Negative cannot be ignored using the &#039;Out Dated&#039; quirk) &lt;br /&gt;
* Positives: +1 to Sensors, Mobility, Electronics. The ship can drive itself and pretend to be someone onboard. Oh the possibilities! &lt;br /&gt;
* Misc: The ship has to have a personality. Below are some options. You can roll for these or the GM can choose one. Or a blend&lt;br /&gt;
** Optimist&lt;br /&gt;
** Bully&lt;br /&gt;
** Physio&lt;br /&gt;
** Shy/Unsure&lt;br /&gt;
** Over achiever&lt;br /&gt;
** Whimsical&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Noisy &#039;&#039;&#039;:&lt;br /&gt;
* Description: Something somewhere is loose. Maybe as simple as a loose screw or as complicated as a electromagnetic field is off alignment. Either case this ship doesn&#039;t stop humming, whizzing, and ever now and then for excitement it jitters. You consistently think that&#039;s the last jitter it will make before the whole thing falls apart like a house of cards. But the she still is flying straight. So whatever it is it must not be important. Annoying as hell but not important.&lt;br /&gt;
* Negative: -1 to Communications.&lt;br /&gt;
* Positives: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Battle Scars &#039;&#039;&#039;:&lt;br /&gt;
* Description: Like a painting the hull of your ship speaks a thousand words. It seams like each panel is telling some story of great deeps and glorious conquest. Or at the very least oh my gosh look how close we got to being vaporized! The first option defiantly sounds better in a bar! &lt;br /&gt;
* Negative: -1 HD worth of Hit Points.&lt;br /&gt;
* Positive: +2 Communications, +4 to Communications when using the [[Intimidate|Intimidate]] skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Lucky &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t quite know how and thinking about it is likely a waste of time. But you guys always seam to get through some of the craziest scraps! Maybe this ship is just good luck!&lt;br /&gt;
* Negative: None&lt;br /&gt;
* Positive: One per day a player can re-roll a check that uses one of the ships Attribute modifiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cursed &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t know why... and damit you wish you did but ever sense you been on this ship things just suck!&lt;br /&gt;
* Negative: Once per day negate the first Crit that is rolled when rolling for something that uses the ships Attribute modifiers.&lt;br /&gt;
* Positive: None&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
Building or repairing a ship requires a Ship Yard. A Docking Bay can also be used to repair a ship if the ship/station that has the Docking Bay also has a Industrial or Engineering bay.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including any customizations or accessories unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.&lt;br /&gt;
&lt;br /&gt;
Other players can also help in the building of a ship. The same rules associated with building a structure apply. To review the rules go [[Craft|here]]. Repair work can also be divided up. &lt;br /&gt;
&lt;br /&gt;
Building a Weapon or other hard point accessory is also considered like building a structure. With the except of Diminutive and Fine as they are normal sized weapon rules and thus the same rules for crafting. Making a hard point requires either a ship yard or a Engineering facility. The default time for crafting a non-weapon hard point accessory is 20 days. Weapon crafting times are based on there weapon sizes just like ships. &lt;br /&gt;
*Gigantic: 80 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Large: 40 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Medium: 20 Days&lt;br /&gt;
*Small: 10 Days&lt;br /&gt;
&lt;br /&gt;
Building a Bay requires 20 days for normal size bays and 40 days for Large sized bays. They can be built in any facility designed to handle the construction of a structure. They can be built directly into the ship or be built in pieces and then shipped and assembled inside of the ship. It takes two days to assemble a normal bay or 4 days to assemble a large bay. You cannot speed up the assemble process by dividing up work. Only the crafting of the item can other characters assist. You do not need to account for assembling a bay if it is directly built into the ship.&lt;br /&gt;
&lt;br /&gt;
Building an upgrade or other accessory is completely dependent on the item itself. However installing it from a time perspective is like repairing the ship of a major problem. Which is a full day while not being in FTL. Some upgrades may require that the ship be in a ship yard or a facility that supports repairs.&lt;br /&gt;
&lt;br /&gt;
=== Master Work Craft ===&lt;br /&gt;
&lt;br /&gt;
A ship can be master worked. This is represented by an additional point toward the 6 Core System Attributes for each Crafting skill a character has the required rank in. To make Master Work structures a Character must have a rank of 5 or higher in the appropriate skill. There are 3 crafting skills that effect ship building and those again are Electrical, Mechanical, Structural. That means there is a total of +3 points that can go toward a ship. &lt;br /&gt;
&lt;br /&gt;
If a ship has already been built it can be modified in a ship yard to add the additional point or points. These takes 1/3rd the total crafting time of the ship per point added. This means that if all 3 points are added at once it will take the total time of crafting the ship to complete the work. Just like in normal crafting the work can be divided up. Giving that each person doing the work has the correct crafting skill rank. If you have three characters each character can have one of the crafting skills at the correct rank not all characters have to have all the crafts at the correct rank. &lt;br /&gt;
&lt;br /&gt;
If you pay for assistance in building a master worked ship the cost of extra labor is 50% more for each extra point. Making the finial price an additional 150% of the original cost. Also the procure difficulty is increased by 1. This means an additional adjustment in price if the Character is buying a Master worked ship not building it.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2788</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2788"/>
		<updated>2016-01-18T05:39:29Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Hull Sizes */&lt;/p&gt;
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This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]] For Space ship Weapons and other equipment go [[Ship_Equipment|here]]&lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Space ships in Future Path are designed to be in many ways similar to a Character. Many peoples and cultures and personified there ships and in honor of that tradition this game system represents ships with similar rules and layout to that of a Character. Ships have 6 Core System Attributes similar in nature too Character Abilities and thus these Core System Attributes or C.S.A affect the other stats of a ship in similar fashion. The 6 C.S.A are determined with a point buy system which is explained below. This allows players to customize there own dream ship build. It also allows them to be able to quickly relate and visualize what a ship is capable of doing. &lt;br /&gt;
&lt;br /&gt;
Instead of leveling up Space Ships can gain upgrades and Quirks. Ships have Hard Points and Bays which are similar to the slots that Characters have for there armor and gear that can improve there stats. Also Characters with the right skills, or enough money, can refit/reallocate the 6 C.S.A when the ship is docked at a ship yard. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Ship Core ==&lt;br /&gt;
&lt;br /&gt;
The Core of the ship represents the foundation for its main systems otherwise known as the 6 core System Attributes. The Core is the power generator also known as a Reactor and a power distribution sub-system. Many different civilizations have built many different kinds of Cores. For example Nuclear reactors, Fusion Reactors, Anti-Matter Reactors, Black-Hole Reactor. They also need materials and components designed to distribute large amounts of power successfully across the ship. From simply using copper wiring, to super-conductive materials and even sub-space wireless power transmission. These Cores represent in many ways the latest and greatest of a civilizations technological advancement. &lt;br /&gt;
&lt;br /&gt;
Even though there are many different types, too many in fact to list here, there is a simple way to categorize them.  Using the Tech level system Cores are divided up into Classes. Class 1 is for Tech Level 1 Cores and Class 2 is for TL2 and so on. The Tech Level of a Core can affect how powerful the Engines or Sensors and so on can be. This will be explained in the next section below. Class level also determines how advanced the FTL drive can be. FTLs are explained in the [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]] section below.&lt;br /&gt;
&lt;br /&gt;
Players must choose what Tech level there Ship Core is. Do remember that a player with a lower Tech Skill rank cannot make repairs or modifications on any item of a higher Tech rank. Also the higher the Tech level the more expensive the price is. Tech Level 1 or Class 1 ships have not price increase. However Class 2 has 50% increase. Class 3 is x2 the base price. And Class 4 is x3 the base price.&lt;br /&gt;
&lt;br /&gt;
== The 6 Core System Attributes of Space Ships ==&lt;br /&gt;
&lt;br /&gt;
These 6 Core.System.Attributes are the galactic modern standard for ship building. They represent the foundation of a ship and its main functions. All other sub-systems and functions are effected by the performance of the 6 Core System Attributes. A ship&#039;s Core can only handle so much power flowing through it. It can only provide so much output. So the 6 C.S.A have to be balanced so as to no overload the Ship Core. The more technologically advanced the ship core is the more powerful equipment can be installed. &lt;br /&gt;
&lt;br /&gt;
The amount of points a ship can have to spend on improvements to the 6 C.S.As is based on its Core. The chart to the right shows those numbers. &lt;br /&gt;
&lt;br /&gt;
The 6 CSAs effect most other ship statistics. These sub-systems and there stats will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 20&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Maneuvers as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Maneuvers and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. For more rules on Character&#039;s crafting there own ships or ship components review the [[Space_Ships#Ship_Crafting|ship crafting]] rules below. &lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
| 19||21&lt;br /&gt;
|-&lt;br /&gt;
| 20||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 C.S.As that they want to see increased. &lt;br /&gt;
&lt;br /&gt;
For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost 2 points and so on.&lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 10 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. You now have 8 points left. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +4 for Comms. This requires the 5 points for a Communications score of 14. You now only have 3 points left. You must deiced where to spend these finial 3 points. If you do not spend the point when building the craft those points still exist. And if in a facility that allows for the crafting or repairing of a ship you can spend those remaining points. You can also re-align them.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull Size is what lays out the default stats too a Space Craft. These default stats may be modified by the 6 C.S.As, Hull Configuration, or [[Ship_Equipment|Ship Equipment]]. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). &lt;br /&gt;
&lt;br /&gt;
Configurations are an attempt at giving a space craft a more specialized purpose. It helps too determine what purpose the craft has. However it is not a requirement for ship building. A ship can have no specific Configuration and thus be a generic build. Configurations will be explained in further detail in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes represent the number of squares that a craft will take up in space as well as what the base statistics of the ship. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. For more information about each column please review the text below the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&amp;lt;br /&amp;gt; Mod&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | AC&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Hit Die&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shield DR /&amp;lt;br /&amp;gt;Multiplier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Sq ft /&amp;lt;br /&amp;gt;Num of Squares&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Support&amp;lt;br /&amp;gt;Life&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pass.&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Avg. Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cargo Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cost / Procure Diff&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Military Ship&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Civilian Ship&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || 8 || 30d12 || DR 15 / Mod 5 || ~32,000+ ft / 64+ sq || Yes || 324 || 32,400 Tons || 128,000 Units || 972 Million / 4 || Huge / 10 || 8 || Huge / 5 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || 8 || 24d10 || DR 10 / Mod 4 || ~18,000+ ft / ~36 sq || Yes || 108 || 10,800 Tons || 32,000 Units || 324 Million / 3 || Large / 10 || 6 || Large / 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || 9 || 18d10 || DR 7 / Mod 4 || ~8,000+ ft / ~16 sq || Yes || 36 || 3,600 Tons || 8,000 Units || 108 Million / 2 || Large / 8 || 4 || Large / 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || 9 || 16d8 || DR 5 / Mod 3 || ~2,000+ ft / ~4 sq || Yes || 12 || 360 Tons || 1,920 Units || 36 Million / 1 || Medium / 8 || 2 || Medium / 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || 10 || 12d8 || DR 4 / Mod 3 || ~500+ ft / ~1 sq || Yes || 4 || 120 Tons || 480 Units || 12 Million / 0 || Medium / 6 || 1 || Medium / 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || 11 || 8d8 || DR 3 / Mod 2 || ~250+ ft / 4 per sq || Yes || 2 || 40 Tons || 70 Units ||  4 Million / 0 || Small / 4 || 0 || Small / 2||2&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || 11 || 6d6 || DR 2 / Mod 2 || ~125+ ft / 16 per sq || Yes || 1 || 4 Tons || 16 Units || 320,000 / 0 || Small / 2 || 0 || Small / 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 ||  -2 || 12 || 4d6 || DR 2 / Mod 2 || ~75+ ft / 64 per sq || No* || 0  || 2 Ton || 4 Unit || 160,000 / 0 || N/A / 3 || 0 || N/A / 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || 12 || 2d6 || N/A || &amp;lt;75 ft / 256 per sq || No* || 0  || 1 Ton || 0 || 80,000 / 0 || N/A / 2 || 0 || N/A / 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;14&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe no craft of that magnitude could preform Faster Then Light travel without help from external sources. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
Size Modifier&#039;s act like they do for creatures of the same size. They either add or take away from the total AC. &lt;br /&gt;
&lt;br /&gt;
Armor bonus represents the hulls of the ships. Lager ships can have thicker, heavy hulls. Ships that have a positive gain a natural DR equal too the bonus on top of its bonus to AC.&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier and Armor Bonus is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the [[Space_Ships#Ship_Statistics|Ship Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume on average. Going over this unit amount will cause the ship to be over burdened. Which will cut Combat Speed in half as well as Transpiration speed. The maximum a ship can actually carry is twice the Unit amount. However that is if there are no passengers other then the necessary crew. As every spare room and all the hallways would be filled with cargo containers. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Movement:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Mobility Bonus of the ship plus the Pilot Bonus if applicable. This is rolled every turn during combat usually by the Player whose character is piloting the ship. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Provided by the Hull Size this attribute can be modified by the Hull Configuration as well as by the Players that may want to modify there ship to hold more. More unit space is provided by converting bays into cargo holds. Each bay adds 1/4 of the default cargo space of the Hull Size of the ship. So if the ship is a medium size hull then converting one of the bays would provided an additional 120Units of space.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost/Procure Diff:&lt;br /&gt;
|-&lt;br /&gt;
| This is the cost of and procure diff of the ship. It is always nice to record what you paid for the ship. Or what your appraisal of the ship might be. The GM might tell the Players what the ship is worth if they find it. However the GM might not. The Characters may have to roll checks to appraise the ship.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| This is a place to record who is the crew of the ship and what there bonuses are. If one of the crew takes over piloting for example you can look here to find there pilot bonus so you do not have to re-write it.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| Simply a place to record its size. The only requirement here is that you record the Squares that the ship officially occupies which is based on size. However specific dimensions of the ship so that players can get a sense of the ships look and feel is always a nice touch of detail! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Ships can carry crew and passengers. This capacity refers to the total number of people that require life support on board the ship. However passenger count is not the same as the required amount of crew members to manage a ship. Ships can run on a surprisingly small number of crew members due to advanced automation technology. It makes no sense to carry more &#039;meat bags&#039; that could die at any moment into the harassed place in the universe. In order to carry more then the average necessary crew of 8 (only applies for ships that have a higher passenger count then 8) a ship needs Passenger Bays installed. If all available bays are installed then the maximum amount passenger capacity is reached + the crew. This is dictated by the Hull Size. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Dex Mod of the Pilot. This only is applied if the Pilot has the [[Pilot|Pilot]] skill. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| Of course a ship has to have a name! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Tactical Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This is the speed of the ship during combat.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! FTL Engine/Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This the FTL of the ship. Which also determined the Travel speed of the craft. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| A summary including Hull Size/Configuration/Quarks and other interesting tid pits of info. Such as history of the ship and what not. This is a nice place to add detail and &#039;character&#039; to the ship. Kinda like giving a character a backstory this is where one would record such things.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 350,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Tiny || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
:*Dis-Advantages: -2 to Mobility, -3 Hard Points&lt;br /&gt;
:*Advantages: +2 Bays (Both are forcefully converted into Cargo Holds) as a 240Units of Cargo Space, Super Common Bonus -1 to Procure Diff and 50% less time/cost to repair&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 480Units, Passenger Cap is 8, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Mobility, +1 Non-Weapon Hard Point&lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 1,920Units, Passenger Cap is 12, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Armor, All weapons gain the &#039;Barrage&#039; mode for free.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -4 Mobility, -3 Hard Points&lt;br /&gt;
:*Advantage: +4 Bays, +2 Sensors, +2 Communications, +2 Electronics&lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Mobility, -5 Hard Points&lt;br /&gt;
:*Advantages: +6 Bays, +2 Sensors, +2 Electronics, Built is Repair Bay for Large ships or smaller.&lt;br /&gt;
:*Misc: Can carry, deploy, repair ships of Large size or smaller. &lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Dis-Advantages: -2 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Dis-Advantages: -2 Armor&lt;br /&gt;
:*Advantages: -4 Hard Points, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium sized craft, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; for free. &lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defenses. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerized but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -5 Ability Points, -2 Hard Points&lt;br /&gt;
:*Advantages: Can mount a single Gigantic sized weapon without taking up any hard points. This Gigantic weapon has double the base range and a +2 Moderate Advantage to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
:*Dis-Advantages: -2 Armor, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
:*Dis-Advantages: -1 to Sensors&lt;br /&gt;
:*Advantages: This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
:*Dis-Advantages: -4 Mobility, -4 Hard Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +6 Cargo Bays which adds an additional 20,000 Units of space for a total of 28,000 Units if no other bays converted.&lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -2 Hard Points&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Bay of the largest size that the Hull configuration can hold. The Industrial Bay provides a +2 bonus with the correctly skill person.&lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
:*Dis-Advantages: -2 Armor, -2 Engines, -2 Electronics, -2 Hard Points&lt;br /&gt;
:*Advantages: +4 Mobility, +2 Communications, Pilot doesn&#039;t need the Pilot skill to provide Dex bonus, +2 Passengers&lt;br /&gt;
&lt;br /&gt;
== Ship Functions ==&lt;br /&gt;
&lt;br /&gt;
Ship Functions are special abilities much like Skills for a Character. Some are meant for combat while others for day to day use. Some functions are standard on all ships. While others require a Ship Upgrade to use. The default ship Functions are Ram, Target and Scan. All of ship functions require a Ship Upgrade too use. Ship upgrades and there rules located on the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The full list is as follows: (Click for a full description)&lt;br /&gt;
* [[Beam|Beam]]: A semi-instant form of transportation where matter is transformed into energy and beamed to a new location where it is converted back to matter. &lt;br /&gt;
* [[Bombard|Bombard]]: A tactical maneuver where the weapons are given the &#039;Suppressive Fire&#039; ability.&lt;br /&gt;
* [[Cloak|Cloak]]: Cloaking implies some form of stealth technology designed to full Sensor Scans. &lt;br /&gt;
* [[Crypto|Crypto]]: A way to send or receive protected communications. Similar to [[Decipher_Script|Decipher_Script]].&lt;br /&gt;
* [[Feint|Feint]]: An A.I computer supplement for combat maneuvers. If activated the ship will attempt to make automatic &#039;corrections&#039; to ship movement to full targeting sensors.&lt;br /&gt;
* [[Grapple|Grapple]]: Different kinds of ways to &#039;grab&#039; a ship and hold or even move its position.&lt;br /&gt;
* [[Jam|Jam]]: Designed to target a specific component of an opponent Sensor array. Either Targeting, scanners or other devices and keep them from functioning.&lt;br /&gt;
* [[Ram|Ram]]: The ability to drive a ship directly into another in such a way to cause the most damage to the opponent ship and the least to itself.&lt;br /&gt;
* [[Scan|Scan]]: The ability to search for or study a object or objects in space.&lt;br /&gt;
* [[Target|Target]]: The ability to lock onto a specific object and accurately track its position.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Accessories ==&lt;br /&gt;
&lt;br /&gt;
Space Ship Accessories are all the extra components that go into the ship after the 6 Core System Attributes and the default Hull/Configuration components have been installed. These are Hard Points which are external mounting points for weapons and other devices, Bays which are large internal spaces within the ship that can be customized for specific tasks like a Medical Bay, Cargo Bay and etc, and Upgrades/Modifications which may require the use of Hard Points and/or Bays but either directly effect Core System Attributes or introduce new ship Functions. All of these items can be found on the [[Ship_Equipment|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
! Number of Bays&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10 || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 || 6  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;4&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Ship_Equipment#Ship_Weapons|Ship Weapons]] page. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. More information on Ship Bays in the [[Ship_Equipment#Ship_Bays|Ship Bays]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrades &amp;amp; Modifications ===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Space Ship FTL Drive ==&lt;br /&gt;
&lt;br /&gt;
FTL is short for Faster Then Light. The FTL drive is one of the most important aspects of a ship. Without them conquering or exploring the galaxy would be impossible. However this aspect of the ship doesn&#039;t help much in the terms of combat it is what allows the ship to get its crew safely across the stars. The better an FTL drive the faster a ship can get to its destination. But also safer as many possible dangers arise from traveling the cosmos and FTLs help steer the ship away from encounters. They can also make it harder for enemy ships to track or pull your ship out of FTL. &lt;br /&gt;
&lt;br /&gt;
FTLs have a Range rating and a Speed rating. Ranged its based on the distance to the destination and is categorized in four ranges. Small, Medium, Large, Extreme (Because the galaxy is extremely big). Speed is incremented by a Warp factor. Warp 1 through Warp 10. For more information about Range, Warp Factors and the hazards of space travel please review the [[Transportation|Transportation]] rules.&lt;br /&gt;
&lt;br /&gt;
FTLs are rated by Tech Level. You cannot put an FTL of a higher level in a lower level ship core. Each ship comes standard with the starting out FTL of its Tech Level which should always be the Jump drive. Upgrades cost.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Tech 1&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Jump Drive&lt;br /&gt;
:** Description: This system allows the ship to work with an external jump gate station to jump the ship to its destination. The Jump sends the ship at Warp 10 speeds up to Medium distances. However this can only work with the assistance of a jump gate.&lt;br /&gt;
:** Price: $50,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Hopper)&lt;br /&gt;
:** Description: This system is the most common form of FTL travel. Most every space fairing civilization has made a variation of the warp drive. The Warp Drive creates a protective energy bubble and then shots a massive amount of positive energy in front of the ship and negative energy out the rear of the ship. These energy blasts stretch space-time by shrinking it in front of the ship and expanding it behind the ship. The ship has to first accelerate to roughly 5% the speed of light as the ship need to move slightly itself while space itself also moves the ship within its bubble. The lower tech level version of the Warp Drive, only capable of speeds of Warp 1 through 4, is called &#039;The Hopper&#039;. This is because a steady stream of energy is impossible too achieve as the energy would have to be traveling faster then the speed of light to always be at the right position. In order to get around this issue the ship &#039;hops&#039; from one burst of energy too the next. Up to a few thousand bursts a second combined with the fact that bursts don&#039;t move the ship itself but space around the ship means that the passengers on board do not feel like they are moving in jolts.   &lt;br /&gt;
:** Price: $150,000 / 0&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 2&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Advanced Jump Drive&lt;br /&gt;
:** Description: This is Jump Drive system is similar too its Tech 1 counter part. But now can travel Long and Extreme distances. However it still can only do so with the assistance of a jump gate. &lt;br /&gt;
:** Price: $100,000 /0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Skimmer)&lt;br /&gt;
:** Description: This Warp Drive is the next technological evolution of Warp Drive technology. Similar to its Tech 1 counter part but now with advances in its sub-light propulsion systems and advanced energy distribution systems new speeds can be achieved. This Drive can now go up to Warp 7. This system is called the skimmer because it achieves these speeds by going at near 50% light speed using sub-light engines. This allows it to skim over the nearly shrunken space in front of it eventually leading to that space being considered behind the ship. This space sense it very recently shrunk can be expanded with less energy faster. Thus helping the ship go at faster speeds. Also the warp engine is capable of bursting at a faster frequency. &lt;br /&gt;
:** Price: $300,000 / 0&lt;br /&gt;
:** Modifier: +1&lt;br /&gt;
:* Slip Stream Drive&lt;br /&gt;
:** Description: This uses a new concept of FTL. It makes a small tear in space that a ship can &#039;slip&#039; into. The ship is protected by a similar &#039;bubble&#039; of space that is made for a Warp Drive while the pressures felt within this sub-space pushes unevenly on the ship. The pressure is much greater where the tear is. Now the ship rapidly moves away from the tear. In Sub-Space objects are not limited by the Speed of Causality (The Maximum Speed of Light) meaning the ship zooms across a fast amount of space relative too its position in subspace. The ship then produces another tear and bursts its way out into normal space. Both the entering and existing of this tear causes a lot of excess radiation that can be seen for millions of AUs. The top speed of this is Warp 6. The act of making a Tear requires 30 seconds at which time a ship cannot cloak and it&#039;s easier to target. Opponents get a moderate +2 bonus. The same goes for after leaving a tear. Tracking where a ship went after entering a Tear is fairly easy. +4 to Scanning when traking a ship after it has entered a Tear.&lt;br /&gt;
:** Price: $450,000 / 1&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 3&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Jump Drive&lt;br /&gt;
:** Description: Much like its lower level counter parts. Except now this system can make Warp 10 jumps on its own. As long as its a Small or Medium distance. It only preform a single jump before having to re-fuel.&lt;br /&gt;
:** Price: $1,000,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The High Pulse Drive)&lt;br /&gt;
:** Description: Capable of speeds up to Warp 8 this is too many the most advanced version of Warp Drive achievable. The High Pulse Drive gets its name because advances in near loss less energy teleportation allow for the constant stream of energy to be placed in the correct positions as the ship travels. Reducing the burst effect to a frequency in the billions. Adjusting Warp speed is extremely smooth and allows for the Drive to &#039;jump&#039; into high Warp almost instantly and just as quickly &#039;jump&#039; out.&lt;br /&gt;
:** Price: $3,500,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Phase Shift Drive&lt;br /&gt;
:** Description: Shifting the ship out of phase with the rest of the Universe this ship can easily accelerate as if it didn&#039;t have mass. This would appear to only make a ship goes at the speed of light if it wasn&#039;t also for utilizing Slip Stream Drive technology. This allows the ship to enter and exit sub-space with ease and allows for a faster total speed of Warp 7. Just like a Slip Stream drive except it now only takes 6 seconds or two combat turns to make a tear and enter it. The same modifiers still apply and a ship can still not cloak for the 2 turns before entering and after exiting. &lt;br /&gt;
:** Price: $5,000,000 / 2&lt;br /&gt;
:** Modifier: +4&lt;br /&gt;
: &#039;&#039;&#039;Tech 4&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Advanced Jump Drive&lt;br /&gt;
:** Description: Much like the Jump drives before it except this can be used to itself at Warp 10 to distances up to Extreme. &lt;br /&gt;
:** Price: $10,000,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Expert Warp Drive&lt;br /&gt;
:** Description: The most advanced and complicated Warp device ever designed. The fastest way to travel except through a Worm Hole or Advanced Jump Drive this personal Warp Drive can send a ship up to speeds of Warp 9.&lt;br /&gt;
:** Price: $15,000,000 / 2&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
:* Advanced Slip Stream Drive&lt;br /&gt;
:** Description: This system uses the Jump Drive mechanics combined with Phase Shift technology and Slip Stream Tear technology to make the most stealthy form of Space Travel. Tears in space are made within the ship itself much like a Personal Jump Drive works. The Phase Shift system allows a ship to be one second at a stand still and the next accelerating to near the speed of light only to Jump itself into a tear which is projected within the front part of the ship. Sensors will find it extremely difficult to detect the Jump Into subspace sense the ship is mostly out of phase when its done. The tear is almost completely concealed by the ship. The tear when existing still gives away the ships destination however the ship itself comes back into normal space out of phase and thus stealthed by default. A ship can now enter a Tear in just 1 turn. Although the cloak has to be deactivated. It can be reactivated only 1 turn after exiting the tear. &lt;br /&gt;
:** Price: $25,000,000 / 3&lt;br /&gt;
:** Modifier: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A ship can have more then 1 FTL. However an FTL always takes up 2 Bays and 1 Hard Point. &lt;br /&gt;
&lt;br /&gt;
=== Crafting FTL Drives ===&lt;br /&gt;
&lt;br /&gt;
FTL drives are considered one of the most complicated pieces of equipment ever invited. It requires at least 1 rank in the following 3 crafting skills. Craft Mechanical, Electronics, Structure. Making a FTL follows the Craft Structure rules and thus requires a facility. To learn more about crafting go [[Craft|here]].&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventurer is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. The quirks are permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
* Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: When getting massive damage or receiving a crit on the ship the there is a 50% chance a component may start to malfunction requiring a crew member to waste a turn finding and banging the part back into shape.&lt;br /&gt;
* Positive: Instead of repairing an item over possibly multi turns a crew member can act even without the appropriate skills to quickly repair a single broken part of the ship once per day by simply hitting it really hard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
* Description:  Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component. &lt;br /&gt;
* Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. There is a 20% chance something will go wrong. A percentile dice roll is used to confirm.&lt;br /&gt;
**1-10%: Superficial problem. The ship is just a little more bumpy/noisy then normal.&lt;br /&gt;
**11-20%: A minor problem with the engines. -1 to the engines until they are repaired.&lt;br /&gt;
**21-30%: A minor problem with the crafts Mobility. -1 to Mobility until repaired.&lt;br /&gt;
**31-40%: A minor problem with the Amour. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
**41-50%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
**51-60%: A minor problem with the Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.&lt;br /&gt;
**61-70%: A minor problem with communications. -1 to Communications. Or random calls from unknown sources show up. Or calls end when they shouldn&#039;t. GM Choice.&lt;br /&gt;
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
**91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is a minor one it requires no materials and 1 work day of no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done.&lt;br /&gt;
* Positive: Because of the experience the crew must gain through repairing the darn ship all the time the crew gain the Advanced Jerry Rigging Feat when making repairs to only this ship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Infested &#039;&#039;&#039;:&lt;br /&gt;
* Description: You do not know how or when and frankly you don&#039;t care. You just want these dam pests gone! They are smelling, annoying, and fur gets everywhere. And that&#039;s if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have they all have one thing in common. They know how to stay alive and most notably THRIVE on board a space ship. They do this by living off the ship systems. Some people swear they live solely off the frustrations and agony of the crew. &lt;br /&gt;
* Negative: You will have a hard time taking on passengers on your ship. All crew and passengers have to roll Constitution saves once a day with a DC12. If they fail they become sick and gain the condition [[Conditions#Sickened|Sickened]]. The condition has no specifications except that it lasts 1d4 days and can be cured by 1 day of full rest off the ship or if onboard the ship one day of rest an a successful [[Treat_Injury#Treat_Disease_.28DC_15.29|Treat Disease]] check. Engineers have a -1 to repair checks on the ship.&lt;br /&gt;
* Positive: The likely hood of a stowaway on your ship is nearly nill. And if one does deiced to come on board they have a -10 to stealth. Pests don&#039;t like sharing! +2 to Communications when dealing with pirates/smugglers. Not only do must sympathies with your problem they also don&#039;t want to even think about docking with your ship. Making stealing your stuff all that much harder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bad Past &#039;&#039;&#039;:&lt;br /&gt;
* Description: However owned this ship deserves to be shot right next to the person who sold ship too you. For some reason this ship seams to bring out all the ugly when trekking around space. It seams like whoever owned this before you was wanted in all the systems and not in a good way. If its not pirates then its [[Advance_Classes#Tracer|Tracers]] or local police or the military. Or some princess who just wants to know when she will see your ship docking in her port again. Take advantage of the situation or try to correct is up too you. Almost assuredly this ships past is gonna get in your way and likely when you least expect it.&lt;br /&gt;
* Negative: -4 to communications. The ship is communally known along with its systems. People may attack you without provocation. &lt;br /&gt;
* Positive: Its likely that this ship can open as many doors as it closes. Its a 50/50% chance the person that knows your ship wants to kill you or pretend to be your friend and then maybe kill you later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Artificial Intelligence &#039;&#039;&#039;: &lt;br /&gt;
* Description: Wait what? I thought that was illegal for space ships to have fully aware AI computer linked too all ship systems. (Especially Weapons) Well that may be one reason why the ship didn&#039;t tell you right away it was smarter then you. But now you know. Hopefully it is nice and wont kill you. (Open the bay doors damit!) Nightmares aside you are in a deep pile of crock! If authorities find out they may as well put you in jail. Helping AI is breaking serious rules. One the other note this ship is pretty awesome! I mean wow! You sure hope it doesn&#039;t turn on you! *gulp*.&lt;br /&gt;
* Negative: Illegal! You cannot sell this through official markets. If you are caught most civilizations completely outlaw AI with such freedom and power with extremely harsh penalties. (This Negative cannot be ignored using the &#039;Out Dated&#039; quirk) &lt;br /&gt;
* Positives: +1 to Sensors, Mobility, Electronics. The ship can drive itself and pretend to be someone onboard. Oh the possibilities! &lt;br /&gt;
* Misc: The ship has to have a personality. Below are some options. You can roll for these or the GM can choose one. Or a blend&lt;br /&gt;
** Optimist&lt;br /&gt;
** Bully&lt;br /&gt;
** Physio&lt;br /&gt;
** Shy/Unsure&lt;br /&gt;
** Over achiever&lt;br /&gt;
** Whimsical&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Noisy &#039;&#039;&#039;:&lt;br /&gt;
* Description: Something somewhere is loose. Maybe as simple as a loose screw or as complicated as a electromagnetic field is off alignment. Either case this ship doesn&#039;t stop humming, whizzing, and ever now and then for excitement it jitters. You consistently think that&#039;s the last jitter it will make before the whole thing falls apart like a house of cards. But the she still is flying straight. So whatever it is it must not be important. Annoying as hell but not important.&lt;br /&gt;
* Negative: -1 to Communications.&lt;br /&gt;
* Positives: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Battle Scars &#039;&#039;&#039;:&lt;br /&gt;
* Description: Like a painting the hull of your ship speaks a thousand words. It seams like each panel is telling some story of great deeps and glorious conquest. Or at the very least oh my gosh look how close we got to being vaporized! The first option defiantly sounds better in a bar! &lt;br /&gt;
* Negative: -1 HD worth of Hit Points.&lt;br /&gt;
* Positive: +2 Communications, +4 to Communications when using the [[Intimidate|Intimidate]] skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Lucky &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t quite know how and thinking about it is likely a waste of time. But you guys always seam to get through some of the craziest scraps! Maybe this ship is just good luck!&lt;br /&gt;
* Negative: None&lt;br /&gt;
* Positive: One per day a player can re-roll a check that uses one of the ships Attribute modifiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cursed &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t know why... and damit you wish you did but ever sense you been on this ship things just suck!&lt;br /&gt;
* Negative: Once per day negate the first Crit that is rolled when rolling for something that uses the ships Attribute modifiers.&lt;br /&gt;
* Positive: None&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
Building or repairing a ship requires a Ship Yard. A Docking Bay can also be used to repair a ship if the ship/station that has the Docking Bay also has a Industrial or Engineering bay.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including any customizations or accessories unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.&lt;br /&gt;
&lt;br /&gt;
Other players can also help in the building of a ship. The same rules associated with building a structure apply. To review the rules go [[Craft|here]]. Repair work can also be divided up. &lt;br /&gt;
&lt;br /&gt;
Building a Weapon or other hard point accessory is also considered like building a structure. With the except of Diminutive and Fine as they are normal sized weapon rules and thus the same rules for crafting. Making a hard point requires either a ship yard or a Engineering facility. The default time for crafting a non-weapon hard point accessory is 20 days. Weapon crafting times are based on there weapon sizes just like ships. &lt;br /&gt;
*Gigantic: 80 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Large: 40 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Medium: 20 Days&lt;br /&gt;
*Small: 10 Days&lt;br /&gt;
&lt;br /&gt;
Building a Bay requires 20 days for normal size bays and 40 days for Large sized bays. They can be built in any facility designed to handle the construction of a structure. They can be built directly into the ship or be built in pieces and then shipped and assembled inside of the ship. It takes two days to assemble a normal bay or 4 days to assemble a large bay. You cannot speed up the assemble process by dividing up work. Only the crafting of the item can other characters assist. You do not need to account for assembling a bay if it is directly built into the ship.&lt;br /&gt;
&lt;br /&gt;
Building an upgrade or other accessory is completely dependent on the item itself. However installing it from a time perspective is like repairing the ship of a major problem. Which is a full day while not being in FTL. Some upgrades may require that the ship be in a ship yard or a facility that supports repairs.&lt;br /&gt;
&lt;br /&gt;
=== Master Work Craft ===&lt;br /&gt;
&lt;br /&gt;
A ship can be master worked. This is represented by an additional point toward the 6 Core System Attributes for each Crafting skill a character has the required rank in. To make Master Work structures a Character must have a rank of 5 or higher in the appropriate skill. There are 3 crafting skills that effect ship building and those again are Electrical, Mechanical, Structural. That means there is a total of +3 points that can go toward a ship. &lt;br /&gt;
&lt;br /&gt;
If a ship has already been built it can be modified in a ship yard to add the additional point or points. These takes 1/3rd the total crafting time of the ship per point added. This means that if all 3 points are added at once it will take the total time of crafting the ship to complete the work. Just like in normal crafting the work can be divided up. Giving that each person doing the work has the correct crafting skill rank. If you have three characters each character can have one of the crafting skills at the correct rank not all characters have to have all the crafts at the correct rank. &lt;br /&gt;
&lt;br /&gt;
If you pay for assistance in building a master worked ship the cost of extra labor is 50% more for each extra point. Making the finial price an additional 150% of the original cost. Also the procure difficulty is increased by 1. This means an additional adjustment in price if the Character is buying a Master worked ship not building it.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2787</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2787"/>
		<updated>2016-01-18T05:38:15Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Hull Sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]] For Space ship Weapons and other equipment go [[Ship_Equipment|here]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Space ships in Future Path are designed to be in many ways similar to a Character. Many peoples and cultures and personified there ships and in honor of that tradition this game system represents ships with similar rules and layout to that of a Character. Ships have 6 Core System Attributes similar in nature too Character Abilities and thus these Core System Attributes or C.S.A affect the other stats of a ship in similar fashion. The 6 C.S.A are determined with a point buy system which is explained below. This allows players to customize there own dream ship build. It also allows them to be able to quickly relate and visualize what a ship is capable of doing. &lt;br /&gt;
&lt;br /&gt;
Instead of leveling up Space Ships can gain upgrades and Quirks. Ships have Hard Points and Bays which are similar to the slots that Characters have for there armor and gear that can improve there stats. Also Characters with the right skills, or enough money, can refit/reallocate the 6 C.S.A when the ship is docked at a ship yard. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Ship Core ==&lt;br /&gt;
&lt;br /&gt;
The Core of the ship represents the foundation for its main systems otherwise known as the 6 core System Attributes. The Core is the power generator also known as a Reactor and a power distribution sub-system. Many different civilizations have built many different kinds of Cores. For example Nuclear reactors, Fusion Reactors, Anti-Matter Reactors, Black-Hole Reactor. They also need materials and components designed to distribute large amounts of power successfully across the ship. From simply using copper wiring, to super-conductive materials and even sub-space wireless power transmission. These Cores represent in many ways the latest and greatest of a civilizations technological advancement. &lt;br /&gt;
&lt;br /&gt;
Even though there are many different types, too many in fact to list here, there is a simple way to categorize them.  Using the Tech level system Cores are divided up into Classes. Class 1 is for Tech Level 1 Cores and Class 2 is for TL2 and so on. The Tech Level of a Core can affect how powerful the Engines or Sensors and so on can be. This will be explained in the next section below. Class level also determines how advanced the FTL drive can be. FTLs are explained in the [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]] section below.&lt;br /&gt;
&lt;br /&gt;
Players must choose what Tech level there Ship Core is. Do remember that a player with a lower Tech Skill rank cannot make repairs or modifications on any item of a higher Tech rank. Also the higher the Tech level the more expensive the price is. Tech Level 1 or Class 1 ships have not price increase. However Class 2 has 50% increase. Class 3 is x2 the base price. And Class 4 is x3 the base price.&lt;br /&gt;
&lt;br /&gt;
== The 6 Core System Attributes of Space Ships ==&lt;br /&gt;
&lt;br /&gt;
These 6 Core.System.Attributes are the galactic modern standard for ship building. They represent the foundation of a ship and its main functions. All other sub-systems and functions are effected by the performance of the 6 Core System Attributes. A ship&#039;s Core can only handle so much power flowing through it. It can only provide so much output. So the 6 C.S.A have to be balanced so as to no overload the Ship Core. The more technologically advanced the ship core is the more powerful equipment can be installed. &lt;br /&gt;
&lt;br /&gt;
The amount of points a ship can have to spend on improvements to the 6 C.S.As is based on its Core. The chart to the right shows those numbers. &lt;br /&gt;
&lt;br /&gt;
The 6 CSAs effect most other ship statistics. These sub-systems and there stats will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 20&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Maneuvers as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Maneuvers and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. For more rules on Character&#039;s crafting there own ships or ship components review the [[Space_Ships#Ship_Crafting|ship crafting]] rules below. &lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
| 19||21&lt;br /&gt;
|-&lt;br /&gt;
| 20||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 C.S.As that they want to see increased. &lt;br /&gt;
&lt;br /&gt;
For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost 2 points and so on.&lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 10 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. You now have 8 points left. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +4 for Comms. This requires the 5 points for a Communications score of 14. You now only have 3 points left. You must deiced where to spend these finial 3 points. If you do not spend the point when building the craft those points still exist. And if in a facility that allows for the crafting or repairing of a ship you can spend those remaining points. You can also re-align them.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull Size is what lays out the default stats too a Space Craft. These default stats may be modified by the 6 C.S.As, Hull Configuration, or [[Ship_Equipment|Ship Equipment]]. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). &lt;br /&gt;
&lt;br /&gt;
Configurations are an attempt at giving a space craft a more specialized purpose. It helps too determine what purpose the craft has. However it is not a requirement for ship building. A ship can have no specific Configuration and thus be a generic build. Configurations will be explained in further detail in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes represent the number of squares that a craft will take up in space as well as what the base statistics of the ship. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. For more information about each column please review the text below the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&amp;lt;br /&amp;gt; Mod&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | AC&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Hit Die&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shield DR /&amp;lt;br /&amp;gt;Multiplier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Sq ft /&amp;lt;br /&amp;gt;Num of Squares&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Support&amp;lt;br /&amp;gt;Life&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pass.&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Avg. Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cargo Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cost / Procure Diff&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Military Ship&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Civilian Ship&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || 8 || 30d12 || DR 15 / Mod 5 || ~32,000+ ft / 64+ sq || Yes || 324 || 32,400 Tons || 128,000 Units || 972 Million / 4 || Huge / 10 || 10 || Huge / 5 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || 8 || 24d10 || DR 10 / Mod 4 || ~18,000+ ft / ~36 sq || Yes || 108 || 10,800 Tons || 32,000 Units || 324 Million / 3 || Large / 10 || 8 || Large / 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || 9 || 18d10 || DR 7 / Mod 4 || ~8,000+ ft / ~16 sq || Yes || 36 || 3,600 Tons || 8,000 Units || 108 Million / 2 || Large / 8 || 6 || Large / 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || 9 || 16d8 || DR 5 / Mod 3 || ~2,000+ ft / ~4 sq || Yes || 12 || 360 Tons || 1,920 Units || 36 Million / 1 || Medium / 8 || 4 || Medium / 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || 10 || 12d8 || DR 4 / Mod 3 || ~500+ ft / ~1 sq || Yes || 4 || 120 Tons || 480 Units || 12 Million / 0 || Medium / 6 || 2 || Medium / 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || 11 || 8d8 || DR 3 / Mod 2 || ~250+ ft / 4 per sq || Yes || 2 || 40 Tons || 70 Units ||  4 Million / 0 || Small / 4 || 1 || Small / 2||2&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || 11 || 6d6 || DR 2 / Mod 2 || ~125+ ft / 16 per sq || Yes || 1 || 4 Tons || 16 Units || 320,000 / 0 || Small / 2 || 0 || Small / 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 ||  -2 || 12 || 4d6 || DR 2 / Mod 2 || ~75+ ft / 64 per sq || No* || 0  || 2 Ton || 4 Unit || 160,000 / 0 || N/A / 3 || 0 || N/A / 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || 12 || 2d6 || N/A || &amp;lt;75 ft / 256 per sq || No* || 0  || 1 Ton || 0 || 80,000 / 0 || N/A / 2 || 0 || N/A / 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;14&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe no craft of that magnitude could preform Faster Then Light travel without help from external sources. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
Size Modifier&#039;s act like they do for creatures of the same size. They either add or take away from the total AC. &lt;br /&gt;
&lt;br /&gt;
Armor bonus represents the hulls of the ships. Lager ships can have thicker, heavy hulls. Ships that have a positive gain a natural DR equal too the bonus on top of its bonus to AC.&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier and Armor Bonus is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the [[Space_Ships#Ship_Statistics|Ship Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume on average. Going over this unit amount will cause the ship to be over burdened. Which will cut Combat Speed in half as well as Transpiration speed. The maximum a ship can actually carry is twice the Unit amount. However that is if there are no passengers other then the necessary crew. As every spare room and all the hallways would be filled with cargo containers. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Movement:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Mobility Bonus of the ship plus the Pilot Bonus if applicable. This is rolled every turn during combat usually by the Player whose character is piloting the ship. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Provided by the Hull Size this attribute can be modified by the Hull Configuration as well as by the Players that may want to modify there ship to hold more. More unit space is provided by converting bays into cargo holds. Each bay adds 1/4 of the default cargo space of the Hull Size of the ship. So if the ship is a medium size hull then converting one of the bays would provided an additional 120Units of space.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost/Procure Diff:&lt;br /&gt;
|-&lt;br /&gt;
| This is the cost of and procure diff of the ship. It is always nice to record what you paid for the ship. Or what your appraisal of the ship might be. The GM might tell the Players what the ship is worth if they find it. However the GM might not. The Characters may have to roll checks to appraise the ship.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| This is a place to record who is the crew of the ship and what there bonuses are. If one of the crew takes over piloting for example you can look here to find there pilot bonus so you do not have to re-write it.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| Simply a place to record its size. The only requirement here is that you record the Squares that the ship officially occupies which is based on size. However specific dimensions of the ship so that players can get a sense of the ships look and feel is always a nice touch of detail! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Ships can carry crew and passengers. This capacity refers to the total number of people that require life support on board the ship. However passenger count is not the same as the required amount of crew members to manage a ship. Ships can run on a surprisingly small number of crew members due to advanced automation technology. It makes no sense to carry more &#039;meat bags&#039; that could die at any moment into the harassed place in the universe. In order to carry more then the average necessary crew of 8 (only applies for ships that have a higher passenger count then 8) a ship needs Passenger Bays installed. If all available bays are installed then the maximum amount passenger capacity is reached + the crew. This is dictated by the Hull Size. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Dex Mod of the Pilot. This only is applied if the Pilot has the [[Pilot|Pilot]] skill. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| Of course a ship has to have a name! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Tactical Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This is the speed of the ship during combat.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! FTL Engine/Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This the FTL of the ship. Which also determined the Travel speed of the craft. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| A summary including Hull Size/Configuration/Quarks and other interesting tid pits of info. Such as history of the ship and what not. This is a nice place to add detail and &#039;character&#039; to the ship. Kinda like giving a character a backstory this is where one would record such things.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 350,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Tiny || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
:*Dis-Advantages: -2 to Mobility, -3 Hard Points&lt;br /&gt;
:*Advantages: +2 Bays (Both are forcefully converted into Cargo Holds) as a 240Units of Cargo Space, Super Common Bonus -1 to Procure Diff and 50% less time/cost to repair&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 480Units, Passenger Cap is 8, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Mobility, +1 Non-Weapon Hard Point&lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 1,920Units, Passenger Cap is 12, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Armor, All weapons gain the &#039;Barrage&#039; mode for free.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -4 Mobility, -3 Hard Points&lt;br /&gt;
:*Advantage: +4 Bays, +2 Sensors, +2 Communications, +2 Electronics&lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Mobility, -5 Hard Points&lt;br /&gt;
:*Advantages: +6 Bays, +2 Sensors, +2 Electronics, Built is Repair Bay for Large ships or smaller.&lt;br /&gt;
:*Misc: Can carry, deploy, repair ships of Large size or smaller. &lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Dis-Advantages: -2 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Dis-Advantages: -2 Armor&lt;br /&gt;
:*Advantages: -4 Hard Points, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium sized craft, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; for free. &lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defenses. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerized but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -5 Ability Points, -2 Hard Points&lt;br /&gt;
:*Advantages: Can mount a single Gigantic sized weapon without taking up any hard points. This Gigantic weapon has double the base range and a +2 Moderate Advantage to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
:*Dis-Advantages: -2 Armor, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
:*Dis-Advantages: -1 to Sensors&lt;br /&gt;
:*Advantages: This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
:*Dis-Advantages: -4 Mobility, -4 Hard Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +6 Cargo Bays which adds an additional 20,000 Units of space for a total of 28,000 Units if no other bays converted.&lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -2 Hard Points&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Bay of the largest size that the Hull configuration can hold. The Industrial Bay provides a +2 bonus with the correctly skill person.&lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
:*Dis-Advantages: -2 Armor, -2 Engines, -2 Electronics, -2 Hard Points&lt;br /&gt;
:*Advantages: +4 Mobility, +2 Communications, Pilot doesn&#039;t need the Pilot skill to provide Dex bonus, +2 Passengers&lt;br /&gt;
&lt;br /&gt;
== Ship Functions ==&lt;br /&gt;
&lt;br /&gt;
Ship Functions are special abilities much like Skills for a Character. Some are meant for combat while others for day to day use. Some functions are standard on all ships. While others require a Ship Upgrade to use. The default ship Functions are Ram, Target and Scan. All of ship functions require a Ship Upgrade too use. Ship upgrades and there rules located on the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Equipment]] page.&lt;br /&gt;
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The full list is as follows: (Click for a full description)&lt;br /&gt;
* [[Beam|Beam]]: A semi-instant form of transportation where matter is transformed into energy and beamed to a new location where it is converted back to matter. &lt;br /&gt;
* [[Bombard|Bombard]]: A tactical maneuver where the weapons are given the &#039;Suppressive Fire&#039; ability.&lt;br /&gt;
* [[Cloak|Cloak]]: Cloaking implies some form of stealth technology designed to full Sensor Scans. &lt;br /&gt;
* [[Crypto|Crypto]]: A way to send or receive protected communications. Similar to [[Decipher_Script|Decipher_Script]].&lt;br /&gt;
* [[Feint|Feint]]: An A.I computer supplement for combat maneuvers. If activated the ship will attempt to make automatic &#039;corrections&#039; to ship movement to full targeting sensors.&lt;br /&gt;
* [[Grapple|Grapple]]: Different kinds of ways to &#039;grab&#039; a ship and hold or even move its position.&lt;br /&gt;
* [[Jam|Jam]]: Designed to target a specific component of an opponent Sensor array. Either Targeting, scanners or other devices and keep them from functioning.&lt;br /&gt;
* [[Ram|Ram]]: The ability to drive a ship directly into another in such a way to cause the most damage to the opponent ship and the least to itself.&lt;br /&gt;
* [[Scan|Scan]]: The ability to search for or study a object or objects in space.&lt;br /&gt;
* [[Target|Target]]: The ability to lock onto a specific object and accurately track its position.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Accessories ==&lt;br /&gt;
&lt;br /&gt;
Space Ship Accessories are all the extra components that go into the ship after the 6 Core System Attributes and the default Hull/Configuration components have been installed. These are Hard Points which are external mounting points for weapons and other devices, Bays which are large internal spaces within the ship that can be customized for specific tasks like a Medical Bay, Cargo Bay and etc, and Upgrades/Modifications which may require the use of Hard Points and/or Bays but either directly effect Core System Attributes or introduce new ship Functions. All of these items can be found on the [[Ship_Equipment|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
! Number of Bays&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10 || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 || 6  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;4&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Ship_Equipment#Ship_Weapons|Ship Weapons]] page. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. More information on Ship Bays in the [[Ship_Equipment#Ship_Bays|Ship Bays]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrades &amp;amp; Modifications ===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Space Ship FTL Drive ==&lt;br /&gt;
&lt;br /&gt;
FTL is short for Faster Then Light. The FTL drive is one of the most important aspects of a ship. Without them conquering or exploring the galaxy would be impossible. However this aspect of the ship doesn&#039;t help much in the terms of combat it is what allows the ship to get its crew safely across the stars. The better an FTL drive the faster a ship can get to its destination. But also safer as many possible dangers arise from traveling the cosmos and FTLs help steer the ship away from encounters. They can also make it harder for enemy ships to track or pull your ship out of FTL. &lt;br /&gt;
&lt;br /&gt;
FTLs have a Range rating and a Speed rating. Ranged its based on the distance to the destination and is categorized in four ranges. Small, Medium, Large, Extreme (Because the galaxy is extremely big). Speed is incremented by a Warp factor. Warp 1 through Warp 10. For more information about Range, Warp Factors and the hazards of space travel please review the [[Transportation|Transportation]] rules.&lt;br /&gt;
&lt;br /&gt;
FTLs are rated by Tech Level. You cannot put an FTL of a higher level in a lower level ship core. Each ship comes standard with the starting out FTL of its Tech Level which should always be the Jump drive. Upgrades cost.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Tech 1&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Jump Drive&lt;br /&gt;
:** Description: This system allows the ship to work with an external jump gate station to jump the ship to its destination. The Jump sends the ship at Warp 10 speeds up to Medium distances. However this can only work with the assistance of a jump gate.&lt;br /&gt;
:** Price: $50,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Hopper)&lt;br /&gt;
:** Description: This system is the most common form of FTL travel. Most every space fairing civilization has made a variation of the warp drive. The Warp Drive creates a protective energy bubble and then shots a massive amount of positive energy in front of the ship and negative energy out the rear of the ship. These energy blasts stretch space-time by shrinking it in front of the ship and expanding it behind the ship. The ship has to first accelerate to roughly 5% the speed of light as the ship need to move slightly itself while space itself also moves the ship within its bubble. The lower tech level version of the Warp Drive, only capable of speeds of Warp 1 through 4, is called &#039;The Hopper&#039;. This is because a steady stream of energy is impossible too achieve as the energy would have to be traveling faster then the speed of light to always be at the right position. In order to get around this issue the ship &#039;hops&#039; from one burst of energy too the next. Up to a few thousand bursts a second combined with the fact that bursts don&#039;t move the ship itself but space around the ship means that the passengers on board do not feel like they are moving in jolts.   &lt;br /&gt;
:** Price: $150,000 / 0&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 2&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Advanced Jump Drive&lt;br /&gt;
:** Description: This is Jump Drive system is similar too its Tech 1 counter part. But now can travel Long and Extreme distances. However it still can only do so with the assistance of a jump gate. &lt;br /&gt;
:** Price: $100,000 /0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Skimmer)&lt;br /&gt;
:** Description: This Warp Drive is the next technological evolution of Warp Drive technology. Similar to its Tech 1 counter part but now with advances in its sub-light propulsion systems and advanced energy distribution systems new speeds can be achieved. This Drive can now go up to Warp 7. This system is called the skimmer because it achieves these speeds by going at near 50% light speed using sub-light engines. This allows it to skim over the nearly shrunken space in front of it eventually leading to that space being considered behind the ship. This space sense it very recently shrunk can be expanded with less energy faster. Thus helping the ship go at faster speeds. Also the warp engine is capable of bursting at a faster frequency. &lt;br /&gt;
:** Price: $300,000 / 0&lt;br /&gt;
:** Modifier: +1&lt;br /&gt;
:* Slip Stream Drive&lt;br /&gt;
:** Description: This uses a new concept of FTL. It makes a small tear in space that a ship can &#039;slip&#039; into. The ship is protected by a similar &#039;bubble&#039; of space that is made for a Warp Drive while the pressures felt within this sub-space pushes unevenly on the ship. The pressure is much greater where the tear is. Now the ship rapidly moves away from the tear. In Sub-Space objects are not limited by the Speed of Causality (The Maximum Speed of Light) meaning the ship zooms across a fast amount of space relative too its position in subspace. The ship then produces another tear and bursts its way out into normal space. Both the entering and existing of this tear causes a lot of excess radiation that can be seen for millions of AUs. The top speed of this is Warp 6. The act of making a Tear requires 30 seconds at which time a ship cannot cloak and it&#039;s easier to target. Opponents get a moderate +2 bonus. The same goes for after leaving a tear. Tracking where a ship went after entering a Tear is fairly easy. +4 to Scanning when traking a ship after it has entered a Tear.&lt;br /&gt;
:** Price: $450,000 / 1&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 3&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Jump Drive&lt;br /&gt;
:** Description: Much like its lower level counter parts. Except now this system can make Warp 10 jumps on its own. As long as its a Small or Medium distance. It only preform a single jump before having to re-fuel.&lt;br /&gt;
:** Price: $1,000,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The High Pulse Drive)&lt;br /&gt;
:** Description: Capable of speeds up to Warp 8 this is too many the most advanced version of Warp Drive achievable. The High Pulse Drive gets its name because advances in near loss less energy teleportation allow for the constant stream of energy to be placed in the correct positions as the ship travels. Reducing the burst effect to a frequency in the billions. Adjusting Warp speed is extremely smooth and allows for the Drive to &#039;jump&#039; into high Warp almost instantly and just as quickly &#039;jump&#039; out.&lt;br /&gt;
:** Price: $3,500,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Phase Shift Drive&lt;br /&gt;
:** Description: Shifting the ship out of phase with the rest of the Universe this ship can easily accelerate as if it didn&#039;t have mass. This would appear to only make a ship goes at the speed of light if it wasn&#039;t also for utilizing Slip Stream Drive technology. This allows the ship to enter and exit sub-space with ease and allows for a faster total speed of Warp 7. Just like a Slip Stream drive except it now only takes 6 seconds or two combat turns to make a tear and enter it. The same modifiers still apply and a ship can still not cloak for the 2 turns before entering and after exiting. &lt;br /&gt;
:** Price: $5,000,000 / 2&lt;br /&gt;
:** Modifier: +4&lt;br /&gt;
: &#039;&#039;&#039;Tech 4&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Advanced Jump Drive&lt;br /&gt;
:** Description: Much like the Jump drives before it except this can be used to itself at Warp 10 to distances up to Extreme. &lt;br /&gt;
:** Price: $10,000,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Expert Warp Drive&lt;br /&gt;
:** Description: The most advanced and complicated Warp device ever designed. The fastest way to travel except through a Worm Hole or Advanced Jump Drive this personal Warp Drive can send a ship up to speeds of Warp 9.&lt;br /&gt;
:** Price: $15,000,000 / 2&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
:* Advanced Slip Stream Drive&lt;br /&gt;
:** Description: This system uses the Jump Drive mechanics combined with Phase Shift technology and Slip Stream Tear technology to make the most stealthy form of Space Travel. Tears in space are made within the ship itself much like a Personal Jump Drive works. The Phase Shift system allows a ship to be one second at a stand still and the next accelerating to near the speed of light only to Jump itself into a tear which is projected within the front part of the ship. Sensors will find it extremely difficult to detect the Jump Into subspace sense the ship is mostly out of phase when its done. The tear is almost completely concealed by the ship. The tear when existing still gives away the ships destination however the ship itself comes back into normal space out of phase and thus stealthed by default. A ship can now enter a Tear in just 1 turn. Although the cloak has to be deactivated. It can be reactivated only 1 turn after exiting the tear. &lt;br /&gt;
:** Price: $25,000,000 / 3&lt;br /&gt;
:** Modifier: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A ship can have more then 1 FTL. However an FTL always takes up 2 Bays and 1 Hard Point. &lt;br /&gt;
&lt;br /&gt;
=== Crafting FTL Drives ===&lt;br /&gt;
&lt;br /&gt;
FTL drives are considered one of the most complicated pieces of equipment ever invited. It requires at least 1 rank in the following 3 crafting skills. Craft Mechanical, Electronics, Structure. Making a FTL follows the Craft Structure rules and thus requires a facility. To learn more about crafting go [[Craft|here]].&lt;br /&gt;
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== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventurer is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. The quirks are permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
* Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: When getting massive damage or receiving a crit on the ship the there is a 50% chance a component may start to malfunction requiring a crew member to waste a turn finding and banging the part back into shape.&lt;br /&gt;
* Positive: Instead of repairing an item over possibly multi turns a crew member can act even without the appropriate skills to quickly repair a single broken part of the ship once per day by simply hitting it really hard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
* Description:  Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component. &lt;br /&gt;
* Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. There is a 20% chance something will go wrong. A percentile dice roll is used to confirm.&lt;br /&gt;
**1-10%: Superficial problem. The ship is just a little more bumpy/noisy then normal.&lt;br /&gt;
**11-20%: A minor problem with the engines. -1 to the engines until they are repaired.&lt;br /&gt;
**21-30%: A minor problem with the crafts Mobility. -1 to Mobility until repaired.&lt;br /&gt;
**31-40%: A minor problem with the Amour. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
**41-50%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
**51-60%: A minor problem with the Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.&lt;br /&gt;
**61-70%: A minor problem with communications. -1 to Communications. Or random calls from unknown sources show up. Or calls end when they shouldn&#039;t. GM Choice.&lt;br /&gt;
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
**91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is a minor one it requires no materials and 1 work day of no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done.&lt;br /&gt;
* Positive: Because of the experience the crew must gain through repairing the darn ship all the time the crew gain the Advanced Jerry Rigging Feat when making repairs to only this ship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Infested &#039;&#039;&#039;:&lt;br /&gt;
* Description: You do not know how or when and frankly you don&#039;t care. You just want these dam pests gone! They are smelling, annoying, and fur gets everywhere. And that&#039;s if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have they all have one thing in common. They know how to stay alive and most notably THRIVE on board a space ship. They do this by living off the ship systems. Some people swear they live solely off the frustrations and agony of the crew. &lt;br /&gt;
* Negative: You will have a hard time taking on passengers on your ship. All crew and passengers have to roll Constitution saves once a day with a DC12. If they fail they become sick and gain the condition [[Conditions#Sickened|Sickened]]. The condition has no specifications except that it lasts 1d4 days and can be cured by 1 day of full rest off the ship or if onboard the ship one day of rest an a successful [[Treat_Injury#Treat_Disease_.28DC_15.29|Treat Disease]] check. Engineers have a -1 to repair checks on the ship.&lt;br /&gt;
* Positive: The likely hood of a stowaway on your ship is nearly nill. And if one does deiced to come on board they have a -10 to stealth. Pests don&#039;t like sharing! +2 to Communications when dealing with pirates/smugglers. Not only do must sympathies with your problem they also don&#039;t want to even think about docking with your ship. Making stealing your stuff all that much harder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bad Past &#039;&#039;&#039;:&lt;br /&gt;
* Description: However owned this ship deserves to be shot right next to the person who sold ship too you. For some reason this ship seams to bring out all the ugly when trekking around space. It seams like whoever owned this before you was wanted in all the systems and not in a good way. If its not pirates then its [[Advance_Classes#Tracer|Tracers]] or local police or the military. Or some princess who just wants to know when she will see your ship docking in her port again. Take advantage of the situation or try to correct is up too you. Almost assuredly this ships past is gonna get in your way and likely when you least expect it.&lt;br /&gt;
* Negative: -4 to communications. The ship is communally known along with its systems. People may attack you without provocation. &lt;br /&gt;
* Positive: Its likely that this ship can open as many doors as it closes. Its a 50/50% chance the person that knows your ship wants to kill you or pretend to be your friend and then maybe kill you later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Artificial Intelligence &#039;&#039;&#039;: &lt;br /&gt;
* Description: Wait what? I thought that was illegal for space ships to have fully aware AI computer linked too all ship systems. (Especially Weapons) Well that may be one reason why the ship didn&#039;t tell you right away it was smarter then you. But now you know. Hopefully it is nice and wont kill you. (Open the bay doors damit!) Nightmares aside you are in a deep pile of crock! If authorities find out they may as well put you in jail. Helping AI is breaking serious rules. One the other note this ship is pretty awesome! I mean wow! You sure hope it doesn&#039;t turn on you! *gulp*.&lt;br /&gt;
* Negative: Illegal! You cannot sell this through official markets. If you are caught most civilizations completely outlaw AI with such freedom and power with extremely harsh penalties. (This Negative cannot be ignored using the &#039;Out Dated&#039; quirk) &lt;br /&gt;
* Positives: +1 to Sensors, Mobility, Electronics. The ship can drive itself and pretend to be someone onboard. Oh the possibilities! &lt;br /&gt;
* Misc: The ship has to have a personality. Below are some options. You can roll for these or the GM can choose one. Or a blend&lt;br /&gt;
** Optimist&lt;br /&gt;
** Bully&lt;br /&gt;
** Physio&lt;br /&gt;
** Shy/Unsure&lt;br /&gt;
** Over achiever&lt;br /&gt;
** Whimsical&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Noisy &#039;&#039;&#039;:&lt;br /&gt;
* Description: Something somewhere is loose. Maybe as simple as a loose screw or as complicated as a electromagnetic field is off alignment. Either case this ship doesn&#039;t stop humming, whizzing, and ever now and then for excitement it jitters. You consistently think that&#039;s the last jitter it will make before the whole thing falls apart like a house of cards. But the she still is flying straight. So whatever it is it must not be important. Annoying as hell but not important.&lt;br /&gt;
* Negative: -1 to Communications.&lt;br /&gt;
* Positives: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Battle Scars &#039;&#039;&#039;:&lt;br /&gt;
* Description: Like a painting the hull of your ship speaks a thousand words. It seams like each panel is telling some story of great deeps and glorious conquest. Or at the very least oh my gosh look how close we got to being vaporized! The first option defiantly sounds better in a bar! &lt;br /&gt;
* Negative: -1 HD worth of Hit Points.&lt;br /&gt;
* Positive: +2 Communications, +4 to Communications when using the [[Intimidate|Intimidate]] skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Lucky &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t quite know how and thinking about it is likely a waste of time. But you guys always seam to get through some of the craziest scraps! Maybe this ship is just good luck!&lt;br /&gt;
* Negative: None&lt;br /&gt;
* Positive: One per day a player can re-roll a check that uses one of the ships Attribute modifiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cursed &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t know why... and damit you wish you did but ever sense you been on this ship things just suck!&lt;br /&gt;
* Negative: Once per day negate the first Crit that is rolled when rolling for something that uses the ships Attribute modifiers.&lt;br /&gt;
* Positive: None&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
Building or repairing a ship requires a Ship Yard. A Docking Bay can also be used to repair a ship if the ship/station that has the Docking Bay also has a Industrial or Engineering bay.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including any customizations or accessories unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.&lt;br /&gt;
&lt;br /&gt;
Other players can also help in the building of a ship. The same rules associated with building a structure apply. To review the rules go [[Craft|here]]. Repair work can also be divided up. &lt;br /&gt;
&lt;br /&gt;
Building a Weapon or other hard point accessory is also considered like building a structure. With the except of Diminutive and Fine as they are normal sized weapon rules and thus the same rules for crafting. Making a hard point requires either a ship yard or a Engineering facility. The default time for crafting a non-weapon hard point accessory is 20 days. Weapon crafting times are based on there weapon sizes just like ships. &lt;br /&gt;
*Gigantic: 80 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Large: 40 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Medium: 20 Days&lt;br /&gt;
*Small: 10 Days&lt;br /&gt;
&lt;br /&gt;
Building a Bay requires 20 days for normal size bays and 40 days for Large sized bays. They can be built in any facility designed to handle the construction of a structure. They can be built directly into the ship or be built in pieces and then shipped and assembled inside of the ship. It takes two days to assemble a normal bay or 4 days to assemble a large bay. You cannot speed up the assemble process by dividing up work. Only the crafting of the item can other characters assist. You do not need to account for assembling a bay if it is directly built into the ship.&lt;br /&gt;
&lt;br /&gt;
Building an upgrade or other accessory is completely dependent on the item itself. However installing it from a time perspective is like repairing the ship of a major problem. Which is a full day while not being in FTL. Some upgrades may require that the ship be in a ship yard or a facility that supports repairs.&lt;br /&gt;
&lt;br /&gt;
=== Master Work Craft ===&lt;br /&gt;
&lt;br /&gt;
A ship can be master worked. This is represented by an additional point toward the 6 Core System Attributes for each Crafting skill a character has the required rank in. To make Master Work structures a Character must have a rank of 5 or higher in the appropriate skill. There are 3 crafting skills that effect ship building and those again are Electrical, Mechanical, Structural. That means there is a total of +3 points that can go toward a ship. &lt;br /&gt;
&lt;br /&gt;
If a ship has already been built it can be modified in a ship yard to add the additional point or points. These takes 1/3rd the total crafting time of the ship per point added. This means that if all 3 points are added at once it will take the total time of crafting the ship to complete the work. Just like in normal crafting the work can be divided up. Giving that each person doing the work has the correct crafting skill rank. If you have three characters each character can have one of the crafting skills at the correct rank not all characters have to have all the crafts at the correct rank. &lt;br /&gt;
&lt;br /&gt;
If you pay for assistance in building a master worked ship the cost of extra labor is 50% more for each extra point. Making the finial price an additional 150% of the original cost. Also the procure difficulty is increased by 1. This means an additional adjustment in price if the Character is buying a Master worked ship not building it.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2786</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2786"/>
		<updated>2016-01-18T05:36:43Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Hull Sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]] For Space ship Weapons and other equipment go [[Ship_Equipment|here]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Space ships in Future Path are designed to be in many ways similar to a Character. Many peoples and cultures and personified there ships and in honor of that tradition this game system represents ships with similar rules and layout to that of a Character. Ships have 6 Core System Attributes similar in nature too Character Abilities and thus these Core System Attributes or C.S.A affect the other stats of a ship in similar fashion. The 6 C.S.A are determined with a point buy system which is explained below. This allows players to customize there own dream ship build. It also allows them to be able to quickly relate and visualize what a ship is capable of doing. &lt;br /&gt;
&lt;br /&gt;
Instead of leveling up Space Ships can gain upgrades and Quirks. Ships have Hard Points and Bays which are similar to the slots that Characters have for there armor and gear that can improve there stats. Also Characters with the right skills, or enough money, can refit/reallocate the 6 C.S.A when the ship is docked at a ship yard. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Ship Core ==&lt;br /&gt;
&lt;br /&gt;
The Core of the ship represents the foundation for its main systems otherwise known as the 6 core System Attributes. The Core is the power generator also known as a Reactor and a power distribution sub-system. Many different civilizations have built many different kinds of Cores. For example Nuclear reactors, Fusion Reactors, Anti-Matter Reactors, Black-Hole Reactor. They also need materials and components designed to distribute large amounts of power successfully across the ship. From simply using copper wiring, to super-conductive materials and even sub-space wireless power transmission. These Cores represent in many ways the latest and greatest of a civilizations technological advancement. &lt;br /&gt;
&lt;br /&gt;
Even though there are many different types, too many in fact to list here, there is a simple way to categorize them.  Using the Tech level system Cores are divided up into Classes. Class 1 is for Tech Level 1 Cores and Class 2 is for TL2 and so on. The Tech Level of a Core can affect how powerful the Engines or Sensors and so on can be. This will be explained in the next section below. Class level also determines how advanced the FTL drive can be. FTLs are explained in the [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]] section below.&lt;br /&gt;
&lt;br /&gt;
Players must choose what Tech level there Ship Core is. Do remember that a player with a lower Tech Skill rank cannot make repairs or modifications on any item of a higher Tech rank. Also the higher the Tech level the more expensive the price is. Tech Level 1 or Class 1 ships have not price increase. However Class 2 has 50% increase. Class 3 is x2 the base price. And Class 4 is x3 the base price.&lt;br /&gt;
&lt;br /&gt;
== The 6 Core System Attributes of Space Ships ==&lt;br /&gt;
&lt;br /&gt;
These 6 Core.System.Attributes are the galactic modern standard for ship building. They represent the foundation of a ship and its main functions. All other sub-systems and functions are effected by the performance of the 6 Core System Attributes. A ship&#039;s Core can only handle so much power flowing through it. It can only provide so much output. So the 6 C.S.A have to be balanced so as to no overload the Ship Core. The more technologically advanced the ship core is the more powerful equipment can be installed. &lt;br /&gt;
&lt;br /&gt;
The amount of points a ship can have to spend on improvements to the 6 C.S.As is based on its Core. The chart to the right shows those numbers. &lt;br /&gt;
&lt;br /&gt;
The 6 CSAs effect most other ship statistics. These sub-systems and there stats will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 20&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Maneuvers as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Maneuvers and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. For more rules on Character&#039;s crafting there own ships or ship components review the [[Space_Ships#Ship_Crafting|ship crafting]] rules below. &lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
| 19||21&lt;br /&gt;
|-&lt;br /&gt;
| 20||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 C.S.As that they want to see increased. &lt;br /&gt;
&lt;br /&gt;
For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost 2 points and so on.&lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 10 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. You now have 8 points left. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +4 for Comms. This requires the 5 points for a Communications score of 14. You now only have 3 points left. You must deiced where to spend these finial 3 points. If you do not spend the point when building the craft those points still exist. And if in a facility that allows for the crafting or repairing of a ship you can spend those remaining points. You can also re-align them.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull Size is what lays out the default stats too a Space Craft. These default stats may be modified by the 6 C.S.As, Hull Configuration, or [[Ship_Equipment|Ship Equipment]]. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). &lt;br /&gt;
&lt;br /&gt;
Configurations are an attempt at giving a space craft a more specialized purpose. It helps too determine what purpose the craft has. However it is not a requirement for ship building. A ship can have no specific Configuration and thus be a generic build. Configurations will be explained in further detail in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes represent the number of squares that a craft will take up in space as well as what the base statistics of the ship. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. For more information about each column please review the text below the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&amp;lt;br /&amp;gt; Mod&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | AC&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Hit Die&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shield DR / Multiplier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Sq ft /&amp;lt;br /&amp;gt;Num of Squares&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Support&amp;lt;br /&amp;gt;Life&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pass.&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Avg. Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cargo Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cost / Procure Diff&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Military Ship&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Civilian Ship&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || 8 || 30d12 || DR 15 / Mod 5 || ~32,000+ ft / 64+ sq || Yes || 324 || 32,400 Tons || 128,000 Units || 972 Million / 4 || Huge / 10 || 10 || Huge / 5 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || 8 || 24d10 || DR 10 / Mod 4 || ~18,000+ ft / ~36 sq || Yes || 108 || 10,800 Tons || 32,000 Units || 324 Million / 3 || Large / 10 || 8 || Large / 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || 9 || 18d10 || DR 7 / Mod 4 || ~8,000+ ft / ~16 sq || Yes || 36 || 3,600 Tons || 8,000 Units || 108 Million / 2 || Large / 8 || 6 || Large / 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || 9 || 16d8 || DR 5 / Mod 3 || ~2,000+ ft / ~4 sq || Yes || 12 || 360 Tons || 1,920 Units || 36 Million / 1 || Medium / 8 || 4 || Medium / 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || 10 || 12d8 || DR 4 / Mod 3 || ~500+ ft / ~1 sq || Yes || 4 || 120 Tons || 480 Units || 12 Million / 0 || Medium / 6 || 2 || Medium / 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || 11 || 8d8 || DR 3 / Mod 2 || ~250+ ft / 4 per sq || Yes || 2 || 40 Tons || 70 Units ||  4 Million / 0 || Small / 4 || 1 || Small / 2||2&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || 11 || 6d6 || DR 2 / Mod 2 || ~125+ ft / 16 per sq || Yes || 1 || 4 Tons || 16 Units || 320,000 / 0 || Small / 2 || 0 || Small / 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 ||  -2 || 12 || 4d6 || DR 2 / Mod 2 || ~75+ ft / 64 per sq || No* || 0  || 2 Ton || 4 Unit || 160,000 / 0 || N/A / 3 || 0 || N/A / 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || 12 || 2d6 || N/A || &amp;lt;75 ft / 256 per sq || No* || 0  || 1 Ton || 0 || 80,000 / 0 || N/A / 2 || 0 || N/A / 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;14&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe no craft of that magnitude could preform Faster Then Light travel without help from external sources. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
Size Modifier&#039;s act like they do for creatures of the same size. They either add or take away from the total AC. &lt;br /&gt;
&lt;br /&gt;
Armor bonus represents the hulls of the ships. Lager ships can have thicker, heavy hulls. Ships that have a positive gain a natural DR equal too the bonus on top of its bonus to AC.&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier and Armor Bonus is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the [[Space_Ships#Ship_Statistics|Ship Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume on average. Going over this unit amount will cause the ship to be over burdened. Which will cut Combat Speed in half as well as Transpiration speed. The maximum a ship can actually carry is twice the Unit amount. However that is if there are no passengers other then the necessary crew. As every spare room and all the hallways would be filled with cargo containers. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Movement:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Mobility Bonus of the ship plus the Pilot Bonus if applicable. This is rolled every turn during combat usually by the Player whose character is piloting the ship. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Provided by the Hull Size this attribute can be modified by the Hull Configuration as well as by the Players that may want to modify there ship to hold more. More unit space is provided by converting bays into cargo holds. Each bay adds 1/4 of the default cargo space of the Hull Size of the ship. So if the ship is a medium size hull then converting one of the bays would provided an additional 120Units of space.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost/Procure Diff:&lt;br /&gt;
|-&lt;br /&gt;
| This is the cost of and procure diff of the ship. It is always nice to record what you paid for the ship. Or what your appraisal of the ship might be. The GM might tell the Players what the ship is worth if they find it. However the GM might not. The Characters may have to roll checks to appraise the ship.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| This is a place to record who is the crew of the ship and what there bonuses are. If one of the crew takes over piloting for example you can look here to find there pilot bonus so you do not have to re-write it.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| Simply a place to record its size. The only requirement here is that you record the Squares that the ship officially occupies which is based on size. However specific dimensions of the ship so that players can get a sense of the ships look and feel is always a nice touch of detail! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Ships can carry crew and passengers. This capacity refers to the total number of people that require life support on board the ship. However passenger count is not the same as the required amount of crew members to manage a ship. Ships can run on a surprisingly small number of crew members due to advanced automation technology. It makes no sense to carry more &#039;meat bags&#039; that could die at any moment into the harassed place in the universe. In order to carry more then the average necessary crew of 8 (only applies for ships that have a higher passenger count then 8) a ship needs Passenger Bays installed. If all available bays are installed then the maximum amount passenger capacity is reached + the crew. This is dictated by the Hull Size. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Dex Mod of the Pilot. This only is applied if the Pilot has the [[Pilot|Pilot]] skill. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| Of course a ship has to have a name! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Tactical Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This is the speed of the ship during combat.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! FTL Engine/Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This the FTL of the ship. Which also determined the Travel speed of the craft. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| A summary including Hull Size/Configuration/Quarks and other interesting tid pits of info. Such as history of the ship and what not. This is a nice place to add detail and &#039;character&#039; to the ship. Kinda like giving a character a backstory this is where one would record such things.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 350,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Tiny || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
:*Dis-Advantages: -2 to Mobility, -3 Hard Points&lt;br /&gt;
:*Advantages: +2 Bays (Both are forcefully converted into Cargo Holds) as a 240Units of Cargo Space, Super Common Bonus -1 to Procure Diff and 50% less time/cost to repair&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 480Units, Passenger Cap is 8, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Mobility, +1 Non-Weapon Hard Point&lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 1,920Units, Passenger Cap is 12, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Armor, All weapons gain the &#039;Barrage&#039; mode for free.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -4 Mobility, -3 Hard Points&lt;br /&gt;
:*Advantage: +4 Bays, +2 Sensors, +2 Communications, +2 Electronics&lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Mobility, -5 Hard Points&lt;br /&gt;
:*Advantages: +6 Bays, +2 Sensors, +2 Electronics, Built is Repair Bay for Large ships or smaller.&lt;br /&gt;
:*Misc: Can carry, deploy, repair ships of Large size or smaller. &lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Dis-Advantages: -2 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Dis-Advantages: -2 Armor&lt;br /&gt;
:*Advantages: -4 Hard Points, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium sized craft, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; for free. &lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defenses. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerized but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -5 Ability Points, -2 Hard Points&lt;br /&gt;
:*Advantages: Can mount a single Gigantic sized weapon without taking up any hard points. This Gigantic weapon has double the base range and a +2 Moderate Advantage to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
:*Dis-Advantages: -2 Armor, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
:*Dis-Advantages: -1 to Sensors&lt;br /&gt;
:*Advantages: This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
:*Dis-Advantages: -4 Mobility, -4 Hard Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +6 Cargo Bays which adds an additional 20,000 Units of space for a total of 28,000 Units if no other bays converted.&lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -2 Hard Points&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Bay of the largest size that the Hull configuration can hold. The Industrial Bay provides a +2 bonus with the correctly skill person.&lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
:*Dis-Advantages: -2 Armor, -2 Engines, -2 Electronics, -2 Hard Points&lt;br /&gt;
:*Advantages: +4 Mobility, +2 Communications, Pilot doesn&#039;t need the Pilot skill to provide Dex bonus, +2 Passengers&lt;br /&gt;
&lt;br /&gt;
== Ship Functions ==&lt;br /&gt;
&lt;br /&gt;
Ship Functions are special abilities much like Skills for a Character. Some are meant for combat while others for day to day use. Some functions are standard on all ships. While others require a Ship Upgrade to use. The default ship Functions are Ram, Target and Scan. All of ship functions require a Ship Upgrade too use. Ship upgrades and there rules located on the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The full list is as follows: (Click for a full description)&lt;br /&gt;
* [[Beam|Beam]]: A semi-instant form of transportation where matter is transformed into energy and beamed to a new location where it is converted back to matter. &lt;br /&gt;
* [[Bombard|Bombard]]: A tactical maneuver where the weapons are given the &#039;Suppressive Fire&#039; ability.&lt;br /&gt;
* [[Cloak|Cloak]]: Cloaking implies some form of stealth technology designed to full Sensor Scans. &lt;br /&gt;
* [[Crypto|Crypto]]: A way to send or receive protected communications. Similar to [[Decipher_Script|Decipher_Script]].&lt;br /&gt;
* [[Feint|Feint]]: An A.I computer supplement for combat maneuvers. If activated the ship will attempt to make automatic &#039;corrections&#039; to ship movement to full targeting sensors.&lt;br /&gt;
* [[Grapple|Grapple]]: Different kinds of ways to &#039;grab&#039; a ship and hold or even move its position.&lt;br /&gt;
* [[Jam|Jam]]: Designed to target a specific component of an opponent Sensor array. Either Targeting, scanners or other devices and keep them from functioning.&lt;br /&gt;
* [[Ram|Ram]]: The ability to drive a ship directly into another in such a way to cause the most damage to the opponent ship and the least to itself.&lt;br /&gt;
* [[Scan|Scan]]: The ability to search for or study a object or objects in space.&lt;br /&gt;
* [[Target|Target]]: The ability to lock onto a specific object and accurately track its position.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Accessories ==&lt;br /&gt;
&lt;br /&gt;
Space Ship Accessories are all the extra components that go into the ship after the 6 Core System Attributes and the default Hull/Configuration components have been installed. These are Hard Points which are external mounting points for weapons and other devices, Bays which are large internal spaces within the ship that can be customized for specific tasks like a Medical Bay, Cargo Bay and etc, and Upgrades/Modifications which may require the use of Hard Points and/or Bays but either directly effect Core System Attributes or introduce new ship Functions. All of these items can be found on the [[Ship_Equipment|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
! Number of Bays&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10 || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 || 6  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;4&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Ship_Equipment#Ship_Weapons|Ship Weapons]] page. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. More information on Ship Bays in the [[Ship_Equipment#Ship_Bays|Ship Bays]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrades &amp;amp; Modifications ===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Space Ship FTL Drive ==&lt;br /&gt;
&lt;br /&gt;
FTL is short for Faster Then Light. The FTL drive is one of the most important aspects of a ship. Without them conquering or exploring the galaxy would be impossible. However this aspect of the ship doesn&#039;t help much in the terms of combat it is what allows the ship to get its crew safely across the stars. The better an FTL drive the faster a ship can get to its destination. But also safer as many possible dangers arise from traveling the cosmos and FTLs help steer the ship away from encounters. They can also make it harder for enemy ships to track or pull your ship out of FTL. &lt;br /&gt;
&lt;br /&gt;
FTLs have a Range rating and a Speed rating. Ranged its based on the distance to the destination and is categorized in four ranges. Small, Medium, Large, Extreme (Because the galaxy is extremely big). Speed is incremented by a Warp factor. Warp 1 through Warp 10. For more information about Range, Warp Factors and the hazards of space travel please review the [[Transportation|Transportation]] rules.&lt;br /&gt;
&lt;br /&gt;
FTLs are rated by Tech Level. You cannot put an FTL of a higher level in a lower level ship core. Each ship comes standard with the starting out FTL of its Tech Level which should always be the Jump drive. Upgrades cost.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Tech 1&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Jump Drive&lt;br /&gt;
:** Description: This system allows the ship to work with an external jump gate station to jump the ship to its destination. The Jump sends the ship at Warp 10 speeds up to Medium distances. However this can only work with the assistance of a jump gate.&lt;br /&gt;
:** Price: $50,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Hopper)&lt;br /&gt;
:** Description: This system is the most common form of FTL travel. Most every space fairing civilization has made a variation of the warp drive. The Warp Drive creates a protective energy bubble and then shots a massive amount of positive energy in front of the ship and negative energy out the rear of the ship. These energy blasts stretch space-time by shrinking it in front of the ship and expanding it behind the ship. The ship has to first accelerate to roughly 5% the speed of light as the ship need to move slightly itself while space itself also moves the ship within its bubble. The lower tech level version of the Warp Drive, only capable of speeds of Warp 1 through 4, is called &#039;The Hopper&#039;. This is because a steady stream of energy is impossible too achieve as the energy would have to be traveling faster then the speed of light to always be at the right position. In order to get around this issue the ship &#039;hops&#039; from one burst of energy too the next. Up to a few thousand bursts a second combined with the fact that bursts don&#039;t move the ship itself but space around the ship means that the passengers on board do not feel like they are moving in jolts.   &lt;br /&gt;
:** Price: $150,000 / 0&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 2&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Advanced Jump Drive&lt;br /&gt;
:** Description: This is Jump Drive system is similar too its Tech 1 counter part. But now can travel Long and Extreme distances. However it still can only do so with the assistance of a jump gate. &lt;br /&gt;
:** Price: $100,000 /0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Skimmer)&lt;br /&gt;
:** Description: This Warp Drive is the next technological evolution of Warp Drive technology. Similar to its Tech 1 counter part but now with advances in its sub-light propulsion systems and advanced energy distribution systems new speeds can be achieved. This Drive can now go up to Warp 7. This system is called the skimmer because it achieves these speeds by going at near 50% light speed using sub-light engines. This allows it to skim over the nearly shrunken space in front of it eventually leading to that space being considered behind the ship. This space sense it very recently shrunk can be expanded with less energy faster. Thus helping the ship go at faster speeds. Also the warp engine is capable of bursting at a faster frequency. &lt;br /&gt;
:** Price: $300,000 / 0&lt;br /&gt;
:** Modifier: +1&lt;br /&gt;
:* Slip Stream Drive&lt;br /&gt;
:** Description: This uses a new concept of FTL. It makes a small tear in space that a ship can &#039;slip&#039; into. The ship is protected by a similar &#039;bubble&#039; of space that is made for a Warp Drive while the pressures felt within this sub-space pushes unevenly on the ship. The pressure is much greater where the tear is. Now the ship rapidly moves away from the tear. In Sub-Space objects are not limited by the Speed of Causality (The Maximum Speed of Light) meaning the ship zooms across a fast amount of space relative too its position in subspace. The ship then produces another tear and bursts its way out into normal space. Both the entering and existing of this tear causes a lot of excess radiation that can be seen for millions of AUs. The top speed of this is Warp 6. The act of making a Tear requires 30 seconds at which time a ship cannot cloak and it&#039;s easier to target. Opponents get a moderate +2 bonus. The same goes for after leaving a tear. Tracking where a ship went after entering a Tear is fairly easy. +4 to Scanning when traking a ship after it has entered a Tear.&lt;br /&gt;
:** Price: $450,000 / 1&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 3&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Jump Drive&lt;br /&gt;
:** Description: Much like its lower level counter parts. Except now this system can make Warp 10 jumps on its own. As long as its a Small or Medium distance. It only preform a single jump before having to re-fuel.&lt;br /&gt;
:** Price: $1,000,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The High Pulse Drive)&lt;br /&gt;
:** Description: Capable of speeds up to Warp 8 this is too many the most advanced version of Warp Drive achievable. The High Pulse Drive gets its name because advances in near loss less energy teleportation allow for the constant stream of energy to be placed in the correct positions as the ship travels. Reducing the burst effect to a frequency in the billions. Adjusting Warp speed is extremely smooth and allows for the Drive to &#039;jump&#039; into high Warp almost instantly and just as quickly &#039;jump&#039; out.&lt;br /&gt;
:** Price: $3,500,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Phase Shift Drive&lt;br /&gt;
:** Description: Shifting the ship out of phase with the rest of the Universe this ship can easily accelerate as if it didn&#039;t have mass. This would appear to only make a ship goes at the speed of light if it wasn&#039;t also for utilizing Slip Stream Drive technology. This allows the ship to enter and exit sub-space with ease and allows for a faster total speed of Warp 7. Just like a Slip Stream drive except it now only takes 6 seconds or two combat turns to make a tear and enter it. The same modifiers still apply and a ship can still not cloak for the 2 turns before entering and after exiting. &lt;br /&gt;
:** Price: $5,000,000 / 2&lt;br /&gt;
:** Modifier: +4&lt;br /&gt;
: &#039;&#039;&#039;Tech 4&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Advanced Jump Drive&lt;br /&gt;
:** Description: Much like the Jump drives before it except this can be used to itself at Warp 10 to distances up to Extreme. &lt;br /&gt;
:** Price: $10,000,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Expert Warp Drive&lt;br /&gt;
:** Description: The most advanced and complicated Warp device ever designed. The fastest way to travel except through a Worm Hole or Advanced Jump Drive this personal Warp Drive can send a ship up to speeds of Warp 9.&lt;br /&gt;
:** Price: $15,000,000 / 2&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
:* Advanced Slip Stream Drive&lt;br /&gt;
:** Description: This system uses the Jump Drive mechanics combined with Phase Shift technology and Slip Stream Tear technology to make the most stealthy form of Space Travel. Tears in space are made within the ship itself much like a Personal Jump Drive works. The Phase Shift system allows a ship to be one second at a stand still and the next accelerating to near the speed of light only to Jump itself into a tear which is projected within the front part of the ship. Sensors will find it extremely difficult to detect the Jump Into subspace sense the ship is mostly out of phase when its done. The tear is almost completely concealed by the ship. The tear when existing still gives away the ships destination however the ship itself comes back into normal space out of phase and thus stealthed by default. A ship can now enter a Tear in just 1 turn. Although the cloak has to be deactivated. It can be reactivated only 1 turn after exiting the tear. &lt;br /&gt;
:** Price: $25,000,000 / 3&lt;br /&gt;
:** Modifier: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A ship can have more then 1 FTL. However an FTL always takes up 2 Bays and 1 Hard Point. &lt;br /&gt;
&lt;br /&gt;
=== Crafting FTL Drives ===&lt;br /&gt;
&lt;br /&gt;
FTL drives are considered one of the most complicated pieces of equipment ever invited. It requires at least 1 rank in the following 3 crafting skills. Craft Mechanical, Electronics, Structure. Making a FTL follows the Craft Structure rules and thus requires a facility. To learn more about crafting go [[Craft|here]].&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventurer is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. The quirks are permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
* Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: When getting massive damage or receiving a crit on the ship the there is a 50% chance a component may start to malfunction requiring a crew member to waste a turn finding and banging the part back into shape.&lt;br /&gt;
* Positive: Instead of repairing an item over possibly multi turns a crew member can act even without the appropriate skills to quickly repair a single broken part of the ship once per day by simply hitting it really hard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
* Description:  Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component. &lt;br /&gt;
* Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. There is a 20% chance something will go wrong. A percentile dice roll is used to confirm.&lt;br /&gt;
**1-10%: Superficial problem. The ship is just a little more bumpy/noisy then normal.&lt;br /&gt;
**11-20%: A minor problem with the engines. -1 to the engines until they are repaired.&lt;br /&gt;
**21-30%: A minor problem with the crafts Mobility. -1 to Mobility until repaired.&lt;br /&gt;
**31-40%: A minor problem with the Amour. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
**41-50%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
**51-60%: A minor problem with the Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.&lt;br /&gt;
**61-70%: A minor problem with communications. -1 to Communications. Or random calls from unknown sources show up. Or calls end when they shouldn&#039;t. GM Choice.&lt;br /&gt;
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
**91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is a minor one it requires no materials and 1 work day of no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done.&lt;br /&gt;
* Positive: Because of the experience the crew must gain through repairing the darn ship all the time the crew gain the Advanced Jerry Rigging Feat when making repairs to only this ship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Infested &#039;&#039;&#039;:&lt;br /&gt;
* Description: You do not know how or when and frankly you don&#039;t care. You just want these dam pests gone! They are smelling, annoying, and fur gets everywhere. And that&#039;s if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have they all have one thing in common. They know how to stay alive and most notably THRIVE on board a space ship. They do this by living off the ship systems. Some people swear they live solely off the frustrations and agony of the crew. &lt;br /&gt;
* Negative: You will have a hard time taking on passengers on your ship. All crew and passengers have to roll Constitution saves once a day with a DC12. If they fail they become sick and gain the condition [[Conditions#Sickened|Sickened]]. The condition has no specifications except that it lasts 1d4 days and can be cured by 1 day of full rest off the ship or if onboard the ship one day of rest an a successful [[Treat_Injury#Treat_Disease_.28DC_15.29|Treat Disease]] check. Engineers have a -1 to repair checks on the ship.&lt;br /&gt;
* Positive: The likely hood of a stowaway on your ship is nearly nill. And if one does deiced to come on board they have a -10 to stealth. Pests don&#039;t like sharing! +2 to Communications when dealing with pirates/smugglers. Not only do must sympathies with your problem they also don&#039;t want to even think about docking with your ship. Making stealing your stuff all that much harder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bad Past &#039;&#039;&#039;:&lt;br /&gt;
* Description: However owned this ship deserves to be shot right next to the person who sold ship too you. For some reason this ship seams to bring out all the ugly when trekking around space. It seams like whoever owned this before you was wanted in all the systems and not in a good way. If its not pirates then its [[Advance_Classes#Tracer|Tracers]] or local police or the military. Or some princess who just wants to know when she will see your ship docking in her port again. Take advantage of the situation or try to correct is up too you. Almost assuredly this ships past is gonna get in your way and likely when you least expect it.&lt;br /&gt;
* Negative: -4 to communications. The ship is communally known along with its systems. People may attack you without provocation. &lt;br /&gt;
* Positive: Its likely that this ship can open as many doors as it closes. Its a 50/50% chance the person that knows your ship wants to kill you or pretend to be your friend and then maybe kill you later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Artificial Intelligence &#039;&#039;&#039;: &lt;br /&gt;
* Description: Wait what? I thought that was illegal for space ships to have fully aware AI computer linked too all ship systems. (Especially Weapons) Well that may be one reason why the ship didn&#039;t tell you right away it was smarter then you. But now you know. Hopefully it is nice and wont kill you. (Open the bay doors damit!) Nightmares aside you are in a deep pile of crock! If authorities find out they may as well put you in jail. Helping AI is breaking serious rules. One the other note this ship is pretty awesome! I mean wow! You sure hope it doesn&#039;t turn on you! *gulp*.&lt;br /&gt;
* Negative: Illegal! You cannot sell this through official markets. If you are caught most civilizations completely outlaw AI with such freedom and power with extremely harsh penalties. (This Negative cannot be ignored using the &#039;Out Dated&#039; quirk) &lt;br /&gt;
* Positives: +1 to Sensors, Mobility, Electronics. The ship can drive itself and pretend to be someone onboard. Oh the possibilities! &lt;br /&gt;
* Misc: The ship has to have a personality. Below are some options. You can roll for these or the GM can choose one. Or a blend&lt;br /&gt;
** Optimist&lt;br /&gt;
** Bully&lt;br /&gt;
** Physio&lt;br /&gt;
** Shy/Unsure&lt;br /&gt;
** Over achiever&lt;br /&gt;
** Whimsical&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Noisy &#039;&#039;&#039;:&lt;br /&gt;
* Description: Something somewhere is loose. Maybe as simple as a loose screw or as complicated as a electromagnetic field is off alignment. Either case this ship doesn&#039;t stop humming, whizzing, and ever now and then for excitement it jitters. You consistently think that&#039;s the last jitter it will make before the whole thing falls apart like a house of cards. But the she still is flying straight. So whatever it is it must not be important. Annoying as hell but not important.&lt;br /&gt;
* Negative: -1 to Communications.&lt;br /&gt;
* Positives: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Battle Scars &#039;&#039;&#039;:&lt;br /&gt;
* Description: Like a painting the hull of your ship speaks a thousand words. It seams like each panel is telling some story of great deeps and glorious conquest. Or at the very least oh my gosh look how close we got to being vaporized! The first option defiantly sounds better in a bar! &lt;br /&gt;
* Negative: -1 HD worth of Hit Points.&lt;br /&gt;
* Positive: +2 Communications, +4 to Communications when using the [[Intimidate|Intimidate]] skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Lucky &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t quite know how and thinking about it is likely a waste of time. But you guys always seam to get through some of the craziest scraps! Maybe this ship is just good luck!&lt;br /&gt;
* Negative: None&lt;br /&gt;
* Positive: One per day a player can re-roll a check that uses one of the ships Attribute modifiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cursed &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t know why... and damit you wish you did but ever sense you been on this ship things just suck!&lt;br /&gt;
* Negative: Once per day negate the first Crit that is rolled when rolling for something that uses the ships Attribute modifiers.&lt;br /&gt;
* Positive: None&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
Building or repairing a ship requires a Ship Yard. A Docking Bay can also be used to repair a ship if the ship/station that has the Docking Bay also has a Industrial or Engineering bay.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including any customizations or accessories unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.&lt;br /&gt;
&lt;br /&gt;
Other players can also help in the building of a ship. The same rules associated with building a structure apply. To review the rules go [[Craft|here]]. Repair work can also be divided up. &lt;br /&gt;
&lt;br /&gt;
Building a Weapon or other hard point accessory is also considered like building a structure. With the except of Diminutive and Fine as they are normal sized weapon rules and thus the same rules for crafting. Making a hard point requires either a ship yard or a Engineering facility. The default time for crafting a non-weapon hard point accessory is 20 days. Weapon crafting times are based on there weapon sizes just like ships. &lt;br /&gt;
*Gigantic: 80 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Large: 40 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Medium: 20 Days&lt;br /&gt;
*Small: 10 Days&lt;br /&gt;
&lt;br /&gt;
Building a Bay requires 20 days for normal size bays and 40 days for Large sized bays. They can be built in any facility designed to handle the construction of a structure. They can be built directly into the ship or be built in pieces and then shipped and assembled inside of the ship. It takes two days to assemble a normal bay or 4 days to assemble a large bay. You cannot speed up the assemble process by dividing up work. Only the crafting of the item can other characters assist. You do not need to account for assembling a bay if it is directly built into the ship.&lt;br /&gt;
&lt;br /&gt;
Building an upgrade or other accessory is completely dependent on the item itself. However installing it from a time perspective is like repairing the ship of a major problem. Which is a full day while not being in FTL. Some upgrades may require that the ship be in a ship yard or a facility that supports repairs.&lt;br /&gt;
&lt;br /&gt;
=== Master Work Craft ===&lt;br /&gt;
&lt;br /&gt;
A ship can be master worked. This is represented by an additional point toward the 6 Core System Attributes for each Crafting skill a character has the required rank in. To make Master Work structures a Character must have a rank of 5 or higher in the appropriate skill. There are 3 crafting skills that effect ship building and those again are Electrical, Mechanical, Structural. That means there is a total of +3 points that can go toward a ship. &lt;br /&gt;
&lt;br /&gt;
If a ship has already been built it can be modified in a ship yard to add the additional point or points. These takes 1/3rd the total crafting time of the ship per point added. This means that if all 3 points are added at once it will take the total time of crafting the ship to complete the work. Just like in normal crafting the work can be divided up. Giving that each person doing the work has the correct crafting skill rank. If you have three characters each character can have one of the crafting skills at the correct rank not all characters have to have all the crafts at the correct rank. &lt;br /&gt;
&lt;br /&gt;
If you pay for assistance in building a master worked ship the cost of extra labor is 50% more for each extra point. Making the finial price an additional 150% of the original cost. Also the procure difficulty is increased by 1. This means an additional adjustment in price if the Character is buying a Master worked ship not building it.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2785</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2785"/>
		<updated>2016-01-18T05:35:10Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Hull Sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]] For Space ship Weapons and other equipment go [[Ship_Equipment|here]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Space ships in Future Path are designed to be in many ways similar to a Character. Many peoples and cultures and personified there ships and in honor of that tradition this game system represents ships with similar rules and layout to that of a Character. Ships have 6 Core System Attributes similar in nature too Character Abilities and thus these Core System Attributes or C.S.A affect the other stats of a ship in similar fashion. The 6 C.S.A are determined with a point buy system which is explained below. This allows players to customize there own dream ship build. It also allows them to be able to quickly relate and visualize what a ship is capable of doing. &lt;br /&gt;
&lt;br /&gt;
Instead of leveling up Space Ships can gain upgrades and Quirks. Ships have Hard Points and Bays which are similar to the slots that Characters have for there armor and gear that can improve there stats. Also Characters with the right skills, or enough money, can refit/reallocate the 6 C.S.A when the ship is docked at a ship yard. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Ship Core ==&lt;br /&gt;
&lt;br /&gt;
The Core of the ship represents the foundation for its main systems otherwise known as the 6 core System Attributes. The Core is the power generator also known as a Reactor and a power distribution sub-system. Many different civilizations have built many different kinds of Cores. For example Nuclear reactors, Fusion Reactors, Anti-Matter Reactors, Black-Hole Reactor. They also need materials and components designed to distribute large amounts of power successfully across the ship. From simply using copper wiring, to super-conductive materials and even sub-space wireless power transmission. These Cores represent in many ways the latest and greatest of a civilizations technological advancement. &lt;br /&gt;
&lt;br /&gt;
Even though there are many different types, too many in fact to list here, there is a simple way to categorize them.  Using the Tech level system Cores are divided up into Classes. Class 1 is for Tech Level 1 Cores and Class 2 is for TL2 and so on. The Tech Level of a Core can affect how powerful the Engines or Sensors and so on can be. This will be explained in the next section below. Class level also determines how advanced the FTL drive can be. FTLs are explained in the [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]] section below.&lt;br /&gt;
&lt;br /&gt;
Players must choose what Tech level there Ship Core is. Do remember that a player with a lower Tech Skill rank cannot make repairs or modifications on any item of a higher Tech rank. Also the higher the Tech level the more expensive the price is. Tech Level 1 or Class 1 ships have not price increase. However Class 2 has 50% increase. Class 3 is x2 the base price. And Class 4 is x3 the base price.&lt;br /&gt;
&lt;br /&gt;
== The 6 Core System Attributes of Space Ships ==&lt;br /&gt;
&lt;br /&gt;
These 6 Core.System.Attributes are the galactic modern standard for ship building. They represent the foundation of a ship and its main functions. All other sub-systems and functions are effected by the performance of the 6 Core System Attributes. A ship&#039;s Core can only handle so much power flowing through it. It can only provide so much output. So the 6 C.S.A have to be balanced so as to no overload the Ship Core. The more technologically advanced the ship core is the more powerful equipment can be installed. &lt;br /&gt;
&lt;br /&gt;
The amount of points a ship can have to spend on improvements to the 6 C.S.As is based on its Core. The chart to the right shows those numbers. &lt;br /&gt;
&lt;br /&gt;
The 6 CSAs effect most other ship statistics. These sub-systems and there stats will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 20&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Maneuvers as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Maneuvers and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. For more rules on Character&#039;s crafting there own ships or ship components review the [[Space_Ships#Ship_Crafting|ship crafting]] rules below. &lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
| 19||21&lt;br /&gt;
|-&lt;br /&gt;
| 20||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 C.S.As that they want to see increased. &lt;br /&gt;
&lt;br /&gt;
For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost 2 points and so on.&lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 10 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. You now have 8 points left. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +4 for Comms. This requires the 5 points for a Communications score of 14. You now only have 3 points left. You must deiced where to spend these finial 3 points. If you do not spend the point when building the craft those points still exist. And if in a facility that allows for the crafting or repairing of a ship you can spend those remaining points. You can also re-align them.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull Size is what lays out the default stats too a Space Craft. These default stats may be modified by the 6 C.S.As, Hull Configuration, or [[Ship_Equipment|Ship Equipment]]. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). &lt;br /&gt;
&lt;br /&gt;
Configurations are an attempt at giving a space craft a more specialized purpose. It helps too determine what purpose the craft has. However it is not a requirement for ship building. A ship can have no specific Configuration and thus be a generic build. Configurations will be explained in further detail in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes represent the number of squares that a craft will take up in space as well as what the base statistics of the ship. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. For more information about each column please review the text below the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&amp;lt;br /&amp;gt; Mod&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | AC&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Hit Die&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shield DR / Multiplier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Sq ft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Num of Squares&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Support&amp;lt;br /&amp;gt;Life&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pass.&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Avg. Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cargo Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cost / Procure Diff&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Military Ship&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Civilian Ship&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || 8 || 30d12 || DR 15 / Mod 5 || ~32,000+ ft || 64+ sq || Yes || 324 || 32,400 Tons || 128,000 Units || 972 Million / 4 || Huge / 10 || 10 || Huge / 5 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || 8 || 24d10 || DR 10 / Mod 4 || ~18,000+ ft || ~36 sq || Yes || 108 || 10,800 Tons || 32,000 Units || 324 Million / 3 || Large / 10 || 8 || Large / 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || 9 || 18d10 || DR 7 / Mod 4 || ~8,000+ ft || ~16 sq || Yes || 36 || 3,600 Tons || 8,000 Units || 108 Million / 2 || Large / 8 || 6 || Large / 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || 9 || 16d8 || DR 5 / Mod 3 || ~2,000+ ft || ~4 sq || Yes || 12 || 360 Tons || 1,920 Units || 36 Million / 1 || Medium / 8 || 4 || Medium / 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || 10 || 12d8 || DR 4 / Mod 3 || ~500+ ft || ~1 sq || Yes || 4 || 120 Tons || 480 Units || 12 Million / 0 || Medium / 6 || 2 || Medium / 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || 11 || 8d8 || DR 3 / Mod 2 || ~250+ ft || 4 per sq || Yes || 2 || 40 Tons || 70 Units ||  4 Million / 0 || Small / 4 || 1 || Small / 2||2&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || 11 || 6d6 || DR 2 / Mod 2 || ~125+ ft || 16 per sq || Yes || 1 || 4 Tons || 16 Units || 320,000 / 0 || Small / 2 || 0 || Small / 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 ||  -2 || 12 || 4d6 || DR 2 / Mod 2 || ~75+ ft || 64 per sq || No* || 0  || 2 Ton || 4 Unit || 160,000 / 0 || N/A / 3 || 0 || N/A / 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || 12 || 2d6 || N/A || &amp;lt;75 ft || 256 per sq || No* || 0  || 1 Ton || 0 || 80,000 / 0 || N/A / 2 || 0 || N/A / 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;14&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe no craft of that magnitude could preform Faster Then Light travel without help from external sources. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
Size Modifier&#039;s act like they do for creatures of the same size. They either add or take away from the total AC. &lt;br /&gt;
&lt;br /&gt;
Armor bonus represents the hulls of the ships. Lager ships can have thicker, heavy hulls. Ships that have a positive gain a natural DR equal too the bonus on top of its bonus to AC.&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier and Armor Bonus is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the [[Space_Ships#Ship_Statistics|Ship Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume on average. Going over this unit amount will cause the ship to be over burdened. Which will cut Combat Speed in half as well as Transpiration speed. The maximum a ship can actually carry is twice the Unit amount. However that is if there are no passengers other then the necessary crew. As every spare room and all the hallways would be filled with cargo containers. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Movement:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Mobility Bonus of the ship plus the Pilot Bonus if applicable. This is rolled every turn during combat usually by the Player whose character is piloting the ship. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Provided by the Hull Size this attribute can be modified by the Hull Configuration as well as by the Players that may want to modify there ship to hold more. More unit space is provided by converting bays into cargo holds. Each bay adds 1/4 of the default cargo space of the Hull Size of the ship. So if the ship is a medium size hull then converting one of the bays would provided an additional 120Units of space.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost/Procure Diff:&lt;br /&gt;
|-&lt;br /&gt;
| This is the cost of and procure diff of the ship. It is always nice to record what you paid for the ship. Or what your appraisal of the ship might be. The GM might tell the Players what the ship is worth if they find it. However the GM might not. The Characters may have to roll checks to appraise the ship.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| This is a place to record who is the crew of the ship and what there bonuses are. If one of the crew takes over piloting for example you can look here to find there pilot bonus so you do not have to re-write it.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| Simply a place to record its size. The only requirement here is that you record the Squares that the ship officially occupies which is based on size. However specific dimensions of the ship so that players can get a sense of the ships look and feel is always a nice touch of detail! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Ships can carry crew and passengers. This capacity refers to the total number of people that require life support on board the ship. However passenger count is not the same as the required amount of crew members to manage a ship. Ships can run on a surprisingly small number of crew members due to advanced automation technology. It makes no sense to carry more &#039;meat bags&#039; that could die at any moment into the harassed place in the universe. In order to carry more then the average necessary crew of 8 (only applies for ships that have a higher passenger count then 8) a ship needs Passenger Bays installed. If all available bays are installed then the maximum amount passenger capacity is reached + the crew. This is dictated by the Hull Size. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Dex Mod of the Pilot. This only is applied if the Pilot has the [[Pilot|Pilot]] skill. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| Of course a ship has to have a name! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Tactical Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This is the speed of the ship during combat.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! FTL Engine/Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This the FTL of the ship. Which also determined the Travel speed of the craft. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| A summary including Hull Size/Configuration/Quarks and other interesting tid pits of info. Such as history of the ship and what not. This is a nice place to add detail and &#039;character&#039; to the ship. Kinda like giving a character a backstory this is where one would record such things.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 350,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Tiny || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
:*Dis-Advantages: -2 to Mobility, -3 Hard Points&lt;br /&gt;
:*Advantages: +2 Bays (Both are forcefully converted into Cargo Holds) as a 240Units of Cargo Space, Super Common Bonus -1 to Procure Diff and 50% less time/cost to repair&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 480Units, Passenger Cap is 8, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Mobility, +1 Non-Weapon Hard Point&lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 1,920Units, Passenger Cap is 12, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Armor, All weapons gain the &#039;Barrage&#039; mode for free.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -4 Mobility, -3 Hard Points&lt;br /&gt;
:*Advantage: +4 Bays, +2 Sensors, +2 Communications, +2 Electronics&lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Mobility, -5 Hard Points&lt;br /&gt;
:*Advantages: +6 Bays, +2 Sensors, +2 Electronics, Built is Repair Bay for Large ships or smaller.&lt;br /&gt;
:*Misc: Can carry, deploy, repair ships of Large size or smaller. &lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Dis-Advantages: -2 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Dis-Advantages: -2 Armor&lt;br /&gt;
:*Advantages: -4 Hard Points, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium sized craft, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; for free. &lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defenses. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerized but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -5 Ability Points, -2 Hard Points&lt;br /&gt;
:*Advantages: Can mount a single Gigantic sized weapon without taking up any hard points. This Gigantic weapon has double the base range and a +2 Moderate Advantage to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
:*Dis-Advantages: -2 Armor, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
:*Dis-Advantages: -1 to Sensors&lt;br /&gt;
:*Advantages: This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
:*Dis-Advantages: -4 Mobility, -4 Hard Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +6 Cargo Bays which adds an additional 20,000 Units of space for a total of 28,000 Units if no other bays converted.&lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -2 Hard Points&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Bay of the largest size that the Hull configuration can hold. The Industrial Bay provides a +2 bonus with the correctly skill person.&lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
:*Dis-Advantages: -2 Armor, -2 Engines, -2 Electronics, -2 Hard Points&lt;br /&gt;
:*Advantages: +4 Mobility, +2 Communications, Pilot doesn&#039;t need the Pilot skill to provide Dex bonus, +2 Passengers&lt;br /&gt;
&lt;br /&gt;
== Ship Functions ==&lt;br /&gt;
&lt;br /&gt;
Ship Functions are special abilities much like Skills for a Character. Some are meant for combat while others for day to day use. Some functions are standard on all ships. While others require a Ship Upgrade to use. The default ship Functions are Ram, Target and Scan. All of ship functions require a Ship Upgrade too use. Ship upgrades and there rules located on the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The full list is as follows: (Click for a full description)&lt;br /&gt;
* [[Beam|Beam]]: A semi-instant form of transportation where matter is transformed into energy and beamed to a new location where it is converted back to matter. &lt;br /&gt;
* [[Bombard|Bombard]]: A tactical maneuver where the weapons are given the &#039;Suppressive Fire&#039; ability.&lt;br /&gt;
* [[Cloak|Cloak]]: Cloaking implies some form of stealth technology designed to full Sensor Scans. &lt;br /&gt;
* [[Crypto|Crypto]]: A way to send or receive protected communications. Similar to [[Decipher_Script|Decipher_Script]].&lt;br /&gt;
* [[Feint|Feint]]: An A.I computer supplement for combat maneuvers. If activated the ship will attempt to make automatic &#039;corrections&#039; to ship movement to full targeting sensors.&lt;br /&gt;
* [[Grapple|Grapple]]: Different kinds of ways to &#039;grab&#039; a ship and hold or even move its position.&lt;br /&gt;
* [[Jam|Jam]]: Designed to target a specific component of an opponent Sensor array. Either Targeting, scanners or other devices and keep them from functioning.&lt;br /&gt;
* [[Ram|Ram]]: The ability to drive a ship directly into another in such a way to cause the most damage to the opponent ship and the least to itself.&lt;br /&gt;
* [[Scan|Scan]]: The ability to search for or study a object or objects in space.&lt;br /&gt;
* [[Target|Target]]: The ability to lock onto a specific object and accurately track its position.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Accessories ==&lt;br /&gt;
&lt;br /&gt;
Space Ship Accessories are all the extra components that go into the ship after the 6 Core System Attributes and the default Hull/Configuration components have been installed. These are Hard Points which are external mounting points for weapons and other devices, Bays which are large internal spaces within the ship that can be customized for specific tasks like a Medical Bay, Cargo Bay and etc, and Upgrades/Modifications which may require the use of Hard Points and/or Bays but either directly effect Core System Attributes or introduce new ship Functions. All of these items can be found on the [[Ship_Equipment|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
! Number of Bays&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10 || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 || 6  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;4&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Ship_Equipment#Ship_Weapons|Ship Weapons]] page. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. More information on Ship Bays in the [[Ship_Equipment#Ship_Bays|Ship Bays]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrades &amp;amp; Modifications ===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Space Ship FTL Drive ==&lt;br /&gt;
&lt;br /&gt;
FTL is short for Faster Then Light. The FTL drive is one of the most important aspects of a ship. Without them conquering or exploring the galaxy would be impossible. However this aspect of the ship doesn&#039;t help much in the terms of combat it is what allows the ship to get its crew safely across the stars. The better an FTL drive the faster a ship can get to its destination. But also safer as many possible dangers arise from traveling the cosmos and FTLs help steer the ship away from encounters. They can also make it harder for enemy ships to track or pull your ship out of FTL. &lt;br /&gt;
&lt;br /&gt;
FTLs have a Range rating and a Speed rating. Ranged its based on the distance to the destination and is categorized in four ranges. Small, Medium, Large, Extreme (Because the galaxy is extremely big). Speed is incremented by a Warp factor. Warp 1 through Warp 10. For more information about Range, Warp Factors and the hazards of space travel please review the [[Transportation|Transportation]] rules.&lt;br /&gt;
&lt;br /&gt;
FTLs are rated by Tech Level. You cannot put an FTL of a higher level in a lower level ship core. Each ship comes standard with the starting out FTL of its Tech Level which should always be the Jump drive. Upgrades cost.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Tech 1&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Jump Drive&lt;br /&gt;
:** Description: This system allows the ship to work with an external jump gate station to jump the ship to its destination. The Jump sends the ship at Warp 10 speeds up to Medium distances. However this can only work with the assistance of a jump gate.&lt;br /&gt;
:** Price: $50,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Hopper)&lt;br /&gt;
:** Description: This system is the most common form of FTL travel. Most every space fairing civilization has made a variation of the warp drive. The Warp Drive creates a protective energy bubble and then shots a massive amount of positive energy in front of the ship and negative energy out the rear of the ship. These energy blasts stretch space-time by shrinking it in front of the ship and expanding it behind the ship. The ship has to first accelerate to roughly 5% the speed of light as the ship need to move slightly itself while space itself also moves the ship within its bubble. The lower tech level version of the Warp Drive, only capable of speeds of Warp 1 through 4, is called &#039;The Hopper&#039;. This is because a steady stream of energy is impossible too achieve as the energy would have to be traveling faster then the speed of light to always be at the right position. In order to get around this issue the ship &#039;hops&#039; from one burst of energy too the next. Up to a few thousand bursts a second combined with the fact that bursts don&#039;t move the ship itself but space around the ship means that the passengers on board do not feel like they are moving in jolts.   &lt;br /&gt;
:** Price: $150,000 / 0&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 2&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Advanced Jump Drive&lt;br /&gt;
:** Description: This is Jump Drive system is similar too its Tech 1 counter part. But now can travel Long and Extreme distances. However it still can only do so with the assistance of a jump gate. &lt;br /&gt;
:** Price: $100,000 /0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Skimmer)&lt;br /&gt;
:** Description: This Warp Drive is the next technological evolution of Warp Drive technology. Similar to its Tech 1 counter part but now with advances in its sub-light propulsion systems and advanced energy distribution systems new speeds can be achieved. This Drive can now go up to Warp 7. This system is called the skimmer because it achieves these speeds by going at near 50% light speed using sub-light engines. This allows it to skim over the nearly shrunken space in front of it eventually leading to that space being considered behind the ship. This space sense it very recently shrunk can be expanded with less energy faster. Thus helping the ship go at faster speeds. Also the warp engine is capable of bursting at a faster frequency. &lt;br /&gt;
:** Price: $300,000 / 0&lt;br /&gt;
:** Modifier: +1&lt;br /&gt;
:* Slip Stream Drive&lt;br /&gt;
:** Description: This uses a new concept of FTL. It makes a small tear in space that a ship can &#039;slip&#039; into. The ship is protected by a similar &#039;bubble&#039; of space that is made for a Warp Drive while the pressures felt within this sub-space pushes unevenly on the ship. The pressure is much greater where the tear is. Now the ship rapidly moves away from the tear. In Sub-Space objects are not limited by the Speed of Causality (The Maximum Speed of Light) meaning the ship zooms across a fast amount of space relative too its position in subspace. The ship then produces another tear and bursts its way out into normal space. Both the entering and existing of this tear causes a lot of excess radiation that can be seen for millions of AUs. The top speed of this is Warp 6. The act of making a Tear requires 30 seconds at which time a ship cannot cloak and it&#039;s easier to target. Opponents get a moderate +2 bonus. The same goes for after leaving a tear. Tracking where a ship went after entering a Tear is fairly easy. +4 to Scanning when traking a ship after it has entered a Tear.&lt;br /&gt;
:** Price: $450,000 / 1&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 3&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Jump Drive&lt;br /&gt;
:** Description: Much like its lower level counter parts. Except now this system can make Warp 10 jumps on its own. As long as its a Small or Medium distance. It only preform a single jump before having to re-fuel.&lt;br /&gt;
:** Price: $1,000,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The High Pulse Drive)&lt;br /&gt;
:** Description: Capable of speeds up to Warp 8 this is too many the most advanced version of Warp Drive achievable. The High Pulse Drive gets its name because advances in near loss less energy teleportation allow for the constant stream of energy to be placed in the correct positions as the ship travels. Reducing the burst effect to a frequency in the billions. Adjusting Warp speed is extremely smooth and allows for the Drive to &#039;jump&#039; into high Warp almost instantly and just as quickly &#039;jump&#039; out.&lt;br /&gt;
:** Price: $3,500,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Phase Shift Drive&lt;br /&gt;
:** Description: Shifting the ship out of phase with the rest of the Universe this ship can easily accelerate as if it didn&#039;t have mass. This would appear to only make a ship goes at the speed of light if it wasn&#039;t also for utilizing Slip Stream Drive technology. This allows the ship to enter and exit sub-space with ease and allows for a faster total speed of Warp 7. Just like a Slip Stream drive except it now only takes 6 seconds or two combat turns to make a tear and enter it. The same modifiers still apply and a ship can still not cloak for the 2 turns before entering and after exiting. &lt;br /&gt;
:** Price: $5,000,000 / 2&lt;br /&gt;
:** Modifier: +4&lt;br /&gt;
: &#039;&#039;&#039;Tech 4&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Advanced Jump Drive&lt;br /&gt;
:** Description: Much like the Jump drives before it except this can be used to itself at Warp 10 to distances up to Extreme. &lt;br /&gt;
:** Price: $10,000,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Expert Warp Drive&lt;br /&gt;
:** Description: The most advanced and complicated Warp device ever designed. The fastest way to travel except through a Worm Hole or Advanced Jump Drive this personal Warp Drive can send a ship up to speeds of Warp 9.&lt;br /&gt;
:** Price: $15,000,000 / 2&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
:* Advanced Slip Stream Drive&lt;br /&gt;
:** Description: This system uses the Jump Drive mechanics combined with Phase Shift technology and Slip Stream Tear technology to make the most stealthy form of Space Travel. Tears in space are made within the ship itself much like a Personal Jump Drive works. The Phase Shift system allows a ship to be one second at a stand still and the next accelerating to near the speed of light only to Jump itself into a tear which is projected within the front part of the ship. Sensors will find it extremely difficult to detect the Jump Into subspace sense the ship is mostly out of phase when its done. The tear is almost completely concealed by the ship. The tear when existing still gives away the ships destination however the ship itself comes back into normal space out of phase and thus stealthed by default. A ship can now enter a Tear in just 1 turn. Although the cloak has to be deactivated. It can be reactivated only 1 turn after exiting the tear. &lt;br /&gt;
:** Price: $25,000,000 / 3&lt;br /&gt;
:** Modifier: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A ship can have more then 1 FTL. However an FTL always takes up 2 Bays and 1 Hard Point. &lt;br /&gt;
&lt;br /&gt;
=== Crafting FTL Drives ===&lt;br /&gt;
&lt;br /&gt;
FTL drives are considered one of the most complicated pieces of equipment ever invited. It requires at least 1 rank in the following 3 crafting skills. Craft Mechanical, Electronics, Structure. Making a FTL follows the Craft Structure rules and thus requires a facility. To learn more about crafting go [[Craft|here]].&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventurer is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. The quirks are permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
* Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: When getting massive damage or receiving a crit on the ship the there is a 50% chance a component may start to malfunction requiring a crew member to waste a turn finding and banging the part back into shape.&lt;br /&gt;
* Positive: Instead of repairing an item over possibly multi turns a crew member can act even without the appropriate skills to quickly repair a single broken part of the ship once per day by simply hitting it really hard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
* Description:  Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component. &lt;br /&gt;
* Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. There is a 20% chance something will go wrong. A percentile dice roll is used to confirm.&lt;br /&gt;
**1-10%: Superficial problem. The ship is just a little more bumpy/noisy then normal.&lt;br /&gt;
**11-20%: A minor problem with the engines. -1 to the engines until they are repaired.&lt;br /&gt;
**21-30%: A minor problem with the crafts Mobility. -1 to Mobility until repaired.&lt;br /&gt;
**31-40%: A minor problem with the Amour. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
**41-50%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
**51-60%: A minor problem with the Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.&lt;br /&gt;
**61-70%: A minor problem with communications. -1 to Communications. Or random calls from unknown sources show up. Or calls end when they shouldn&#039;t. GM Choice.&lt;br /&gt;
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
**91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is a minor one it requires no materials and 1 work day of no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done.&lt;br /&gt;
* Positive: Because of the experience the crew must gain through repairing the darn ship all the time the crew gain the Advanced Jerry Rigging Feat when making repairs to only this ship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Infested &#039;&#039;&#039;:&lt;br /&gt;
* Description: You do not know how or when and frankly you don&#039;t care. You just want these dam pests gone! They are smelling, annoying, and fur gets everywhere. And that&#039;s if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have they all have one thing in common. They know how to stay alive and most notably THRIVE on board a space ship. They do this by living off the ship systems. Some people swear they live solely off the frustrations and agony of the crew. &lt;br /&gt;
* Negative: You will have a hard time taking on passengers on your ship. All crew and passengers have to roll Constitution saves once a day with a DC12. If they fail they become sick and gain the condition [[Conditions#Sickened|Sickened]]. The condition has no specifications except that it lasts 1d4 days and can be cured by 1 day of full rest off the ship or if onboard the ship one day of rest an a successful [[Treat_Injury#Treat_Disease_.28DC_15.29|Treat Disease]] check. Engineers have a -1 to repair checks on the ship.&lt;br /&gt;
* Positive: The likely hood of a stowaway on your ship is nearly nill. And if one does deiced to come on board they have a -10 to stealth. Pests don&#039;t like sharing! +2 to Communications when dealing with pirates/smugglers. Not only do must sympathies with your problem they also don&#039;t want to even think about docking with your ship. Making stealing your stuff all that much harder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bad Past &#039;&#039;&#039;:&lt;br /&gt;
* Description: However owned this ship deserves to be shot right next to the person who sold ship too you. For some reason this ship seams to bring out all the ugly when trekking around space. It seams like whoever owned this before you was wanted in all the systems and not in a good way. If its not pirates then its [[Advance_Classes#Tracer|Tracers]] or local police or the military. Or some princess who just wants to know when she will see your ship docking in her port again. Take advantage of the situation or try to correct is up too you. Almost assuredly this ships past is gonna get in your way and likely when you least expect it.&lt;br /&gt;
* Negative: -4 to communications. The ship is communally known along with its systems. People may attack you without provocation. &lt;br /&gt;
* Positive: Its likely that this ship can open as many doors as it closes. Its a 50/50% chance the person that knows your ship wants to kill you or pretend to be your friend and then maybe kill you later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Artificial Intelligence &#039;&#039;&#039;: &lt;br /&gt;
* Description: Wait what? I thought that was illegal for space ships to have fully aware AI computer linked too all ship systems. (Especially Weapons) Well that may be one reason why the ship didn&#039;t tell you right away it was smarter then you. But now you know. Hopefully it is nice and wont kill you. (Open the bay doors damit!) Nightmares aside you are in a deep pile of crock! If authorities find out they may as well put you in jail. Helping AI is breaking serious rules. One the other note this ship is pretty awesome! I mean wow! You sure hope it doesn&#039;t turn on you! *gulp*.&lt;br /&gt;
* Negative: Illegal! You cannot sell this through official markets. If you are caught most civilizations completely outlaw AI with such freedom and power with extremely harsh penalties. (This Negative cannot be ignored using the &#039;Out Dated&#039; quirk) &lt;br /&gt;
* Positives: +1 to Sensors, Mobility, Electronics. The ship can drive itself and pretend to be someone onboard. Oh the possibilities! &lt;br /&gt;
* Misc: The ship has to have a personality. Below are some options. You can roll for these or the GM can choose one. Or a blend&lt;br /&gt;
** Optimist&lt;br /&gt;
** Bully&lt;br /&gt;
** Physio&lt;br /&gt;
** Shy/Unsure&lt;br /&gt;
** Over achiever&lt;br /&gt;
** Whimsical&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Noisy &#039;&#039;&#039;:&lt;br /&gt;
* Description: Something somewhere is loose. Maybe as simple as a loose screw or as complicated as a electromagnetic field is off alignment. Either case this ship doesn&#039;t stop humming, whizzing, and ever now and then for excitement it jitters. You consistently think that&#039;s the last jitter it will make before the whole thing falls apart like a house of cards. But the she still is flying straight. So whatever it is it must not be important. Annoying as hell but not important.&lt;br /&gt;
* Negative: -1 to Communications.&lt;br /&gt;
* Positives: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Battle Scars &#039;&#039;&#039;:&lt;br /&gt;
* Description: Like a painting the hull of your ship speaks a thousand words. It seams like each panel is telling some story of great deeps and glorious conquest. Or at the very least oh my gosh look how close we got to being vaporized! The first option defiantly sounds better in a bar! &lt;br /&gt;
* Negative: -1 HD worth of Hit Points.&lt;br /&gt;
* Positive: +2 Communications, +4 to Communications when using the [[Intimidate|Intimidate]] skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Lucky &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t quite know how and thinking about it is likely a waste of time. But you guys always seam to get through some of the craziest scraps! Maybe this ship is just good luck!&lt;br /&gt;
* Negative: None&lt;br /&gt;
* Positive: One per day a player can re-roll a check that uses one of the ships Attribute modifiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cursed &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t know why... and damit you wish you did but ever sense you been on this ship things just suck!&lt;br /&gt;
* Negative: Once per day negate the first Crit that is rolled when rolling for something that uses the ships Attribute modifiers.&lt;br /&gt;
* Positive: None&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
Building or repairing a ship requires a Ship Yard. A Docking Bay can also be used to repair a ship if the ship/station that has the Docking Bay also has a Industrial or Engineering bay.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including any customizations or accessories unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.&lt;br /&gt;
&lt;br /&gt;
Other players can also help in the building of a ship. The same rules associated with building a structure apply. To review the rules go [[Craft|here]]. Repair work can also be divided up. &lt;br /&gt;
&lt;br /&gt;
Building a Weapon or other hard point accessory is also considered like building a structure. With the except of Diminutive and Fine as they are normal sized weapon rules and thus the same rules for crafting. Making a hard point requires either a ship yard or a Engineering facility. The default time for crafting a non-weapon hard point accessory is 20 days. Weapon crafting times are based on there weapon sizes just like ships. &lt;br /&gt;
*Gigantic: 80 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Large: 40 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Medium: 20 Days&lt;br /&gt;
*Small: 10 Days&lt;br /&gt;
&lt;br /&gt;
Building a Bay requires 20 days for normal size bays and 40 days for Large sized bays. They can be built in any facility designed to handle the construction of a structure. They can be built directly into the ship or be built in pieces and then shipped and assembled inside of the ship. It takes two days to assemble a normal bay or 4 days to assemble a large bay. You cannot speed up the assemble process by dividing up work. Only the crafting of the item can other characters assist. You do not need to account for assembling a bay if it is directly built into the ship.&lt;br /&gt;
&lt;br /&gt;
Building an upgrade or other accessory is completely dependent on the item itself. However installing it from a time perspective is like repairing the ship of a major problem. Which is a full day while not being in FTL. Some upgrades may require that the ship be in a ship yard or a facility that supports repairs.&lt;br /&gt;
&lt;br /&gt;
=== Master Work Craft ===&lt;br /&gt;
&lt;br /&gt;
A ship can be master worked. This is represented by an additional point toward the 6 Core System Attributes for each Crafting skill a character has the required rank in. To make Master Work structures a Character must have a rank of 5 or higher in the appropriate skill. There are 3 crafting skills that effect ship building and those again are Electrical, Mechanical, Structural. That means there is a total of +3 points that can go toward a ship. &lt;br /&gt;
&lt;br /&gt;
If a ship has already been built it can be modified in a ship yard to add the additional point or points. These takes 1/3rd the total crafting time of the ship per point added. This means that if all 3 points are added at once it will take the total time of crafting the ship to complete the work. Just like in normal crafting the work can be divided up. Giving that each person doing the work has the correct crafting skill rank. If you have three characters each character can have one of the crafting skills at the correct rank not all characters have to have all the crafts at the correct rank. &lt;br /&gt;
&lt;br /&gt;
If you pay for assistance in building a master worked ship the cost of extra labor is 50% more for each extra point. Making the finial price an additional 150% of the original cost. Also the procure difficulty is increased by 1. This means an additional adjustment in price if the Character is buying a Master worked ship not building it.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2784</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2784"/>
		<updated>2016-01-18T05:34:35Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Hull Sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]] For Space ship Weapons and other equipment go [[Ship_Equipment|here]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Space ships in Future Path are designed to be in many ways similar to a Character. Many peoples and cultures and personified there ships and in honor of that tradition this game system represents ships with similar rules and layout to that of a Character. Ships have 6 Core System Attributes similar in nature too Character Abilities and thus these Core System Attributes or C.S.A affect the other stats of a ship in similar fashion. The 6 C.S.A are determined with a point buy system which is explained below. This allows players to customize there own dream ship build. It also allows them to be able to quickly relate and visualize what a ship is capable of doing. &lt;br /&gt;
&lt;br /&gt;
Instead of leveling up Space Ships can gain upgrades and Quirks. Ships have Hard Points and Bays which are similar to the slots that Characters have for there armor and gear that can improve there stats. Also Characters with the right skills, or enough money, can refit/reallocate the 6 C.S.A when the ship is docked at a ship yard. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Ship Core ==&lt;br /&gt;
&lt;br /&gt;
The Core of the ship represents the foundation for its main systems otherwise known as the 6 core System Attributes. The Core is the power generator also known as a Reactor and a power distribution sub-system. Many different civilizations have built many different kinds of Cores. For example Nuclear reactors, Fusion Reactors, Anti-Matter Reactors, Black-Hole Reactor. They also need materials and components designed to distribute large amounts of power successfully across the ship. From simply using copper wiring, to super-conductive materials and even sub-space wireless power transmission. These Cores represent in many ways the latest and greatest of a civilizations technological advancement. &lt;br /&gt;
&lt;br /&gt;
Even though there are many different types, too many in fact to list here, there is a simple way to categorize them.  Using the Tech level system Cores are divided up into Classes. Class 1 is for Tech Level 1 Cores and Class 2 is for TL2 and so on. The Tech Level of a Core can affect how powerful the Engines or Sensors and so on can be. This will be explained in the next section below. Class level also determines how advanced the FTL drive can be. FTLs are explained in the [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]] section below.&lt;br /&gt;
&lt;br /&gt;
Players must choose what Tech level there Ship Core is. Do remember that a player with a lower Tech Skill rank cannot make repairs or modifications on any item of a higher Tech rank. Also the higher the Tech level the more expensive the price is. Tech Level 1 or Class 1 ships have not price increase. However Class 2 has 50% increase. Class 3 is x2 the base price. And Class 4 is x3 the base price.&lt;br /&gt;
&lt;br /&gt;
== The 6 Core System Attributes of Space Ships ==&lt;br /&gt;
&lt;br /&gt;
These 6 Core.System.Attributes are the galactic modern standard for ship building. They represent the foundation of a ship and its main functions. All other sub-systems and functions are effected by the performance of the 6 Core System Attributes. A ship&#039;s Core can only handle so much power flowing through it. It can only provide so much output. So the 6 C.S.A have to be balanced so as to no overload the Ship Core. The more technologically advanced the ship core is the more powerful equipment can be installed. &lt;br /&gt;
&lt;br /&gt;
The amount of points a ship can have to spend on improvements to the 6 C.S.As is based on its Core. The chart to the right shows those numbers. &lt;br /&gt;
&lt;br /&gt;
The 6 CSAs effect most other ship statistics. These sub-systems and there stats will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 20&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Maneuvers as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Maneuvers and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. For more rules on Character&#039;s crafting there own ships or ship components review the [[Space_Ships#Ship_Crafting|ship crafting]] rules below. &lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
| 19||21&lt;br /&gt;
|-&lt;br /&gt;
| 20||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 C.S.As that they want to see increased. &lt;br /&gt;
&lt;br /&gt;
For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost 2 points and so on.&lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 10 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. You now have 8 points left. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +4 for Comms. This requires the 5 points for a Communications score of 14. You now only have 3 points left. You must deiced where to spend these finial 3 points. If you do not spend the point when building the craft those points still exist. And if in a facility that allows for the crafting or repairing of a ship you can spend those remaining points. You can also re-align them.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull Size is what lays out the default stats too a Space Craft. These default stats may be modified by the 6 C.S.As, Hull Configuration, or [[Ship_Equipment|Ship Equipment]]. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). &lt;br /&gt;
&lt;br /&gt;
Configurations are an attempt at giving a space craft a more specialized purpose. It helps too determine what purpose the craft has. However it is not a requirement for ship building. A ship can have no specific Configuration and thus be a generic build. Configurations will be explained in further detail in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes represent the number of squares that a craft will take up in space as well as what the base statistics of the ship. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. For more information about each column please review the text below the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&amp;lt;br /&amp;gt; Mod&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | AC&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Hit Die&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shield DR /&amp;lt;br /&amp;gt;Multiplier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Sq ft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Num of Squares&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Support&amp;lt;br /&amp;gt;Life&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pass.&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Avg. Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cargo Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cost / Procure Diff&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Military Ship&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Civilian Ship&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || 8 || 30d12 || DR 15 / Mod 5 || ~32,000+ ft || 64+ sq || Yes || 324 || 32,400 Tons || 128,000 Units || 972 Million / 4 || Huge / 10 || 10 || Huge / 5 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || 8 || 24d10 || DR 10 / Mod 4 || ~18,000+ ft || ~36 sq || Yes || 108 || 10,800 Tons || 32,000 Units || 324 Million / 3 || Large / 10 || 8 || Large / 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || 9 || 18d10 || DR 7 / Mod 4 || ~8,000+ ft || ~16 sq || Yes || 36 || 3,600 Tons || 8,000 Units || 108 Million / 2 || Large / 8 || 6 || Large / 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || 9 || 16d8 || DR 5 / Mod 3 || ~2,000+ ft || ~4 sq || Yes || 12 || 360 Tons || 1,920 Units || 36 Million / 1 || Medium / 8 || 4 || Medium / 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || 10 || 12d8 || DR 4 / Mod 3 || ~500+ ft || ~1 sq || Yes || 4 || 120 Tons || 480 Units || 12 Million / 0 || Medium / 6 || 2 || Medium / 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || 11 || 8d8 || DR 3 / Mod 2 || ~250+ ft || 4 per sq || Yes || 2 || 40 Tons || 70 Units ||  4 Million / 0 || Small / 4 || 1 || Small / 2||2&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || 11 || 6d6 || DR 2 / Mod 2 || ~125+ ft || 16 per sq || Yes || 1 || 4 Tons || 16 Units || 320,000 / 0 || Small / 2 || 0 || Small / 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 ||  -2 || 12 || 4d6 || DR 2 / Mod 2 || ~75+ ft || 64 per sq || No* || 0  || 2 Ton || 4 Unit || 160,000 / 0 || N/A / 3 || 0 || N/A / 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || 12 || 2d6 || N/A || &amp;lt;75 ft || 256 per sq || No* || 0  || 1 Ton || 0 || 80,000 / 0 || N/A / 2 || 0 || N/A / 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;14&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe no craft of that magnitude could preform Faster Then Light travel without help from external sources. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
Size Modifier&#039;s act like they do for creatures of the same size. They either add or take away from the total AC. &lt;br /&gt;
&lt;br /&gt;
Armor bonus represents the hulls of the ships. Lager ships can have thicker, heavy hulls. Ships that have a positive gain a natural DR equal too the bonus on top of its bonus to AC.&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier and Armor Bonus is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the [[Space_Ships#Ship_Statistics|Ship Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume on average. Going over this unit amount will cause the ship to be over burdened. Which will cut Combat Speed in half as well as Transpiration speed. The maximum a ship can actually carry is twice the Unit amount. However that is if there are no passengers other then the necessary crew. As every spare room and all the hallways would be filled with cargo containers. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Movement:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Mobility Bonus of the ship plus the Pilot Bonus if applicable. This is rolled every turn during combat usually by the Player whose character is piloting the ship. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Provided by the Hull Size this attribute can be modified by the Hull Configuration as well as by the Players that may want to modify there ship to hold more. More unit space is provided by converting bays into cargo holds. Each bay adds 1/4 of the default cargo space of the Hull Size of the ship. So if the ship is a medium size hull then converting one of the bays would provided an additional 120Units of space.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost/Procure Diff:&lt;br /&gt;
|-&lt;br /&gt;
| This is the cost of and procure diff of the ship. It is always nice to record what you paid for the ship. Or what your appraisal of the ship might be. The GM might tell the Players what the ship is worth if they find it. However the GM might not. The Characters may have to roll checks to appraise the ship.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| This is a place to record who is the crew of the ship and what there bonuses are. If one of the crew takes over piloting for example you can look here to find there pilot bonus so you do not have to re-write it.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| Simply a place to record its size. The only requirement here is that you record the Squares that the ship officially occupies which is based on size. However specific dimensions of the ship so that players can get a sense of the ships look and feel is always a nice touch of detail! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Ships can carry crew and passengers. This capacity refers to the total number of people that require life support on board the ship. However passenger count is not the same as the required amount of crew members to manage a ship. Ships can run on a surprisingly small number of crew members due to advanced automation technology. It makes no sense to carry more &#039;meat bags&#039; that could die at any moment into the harassed place in the universe. In order to carry more then the average necessary crew of 8 (only applies for ships that have a higher passenger count then 8) a ship needs Passenger Bays installed. If all available bays are installed then the maximum amount passenger capacity is reached + the crew. This is dictated by the Hull Size. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Dex Mod of the Pilot. This only is applied if the Pilot has the [[Pilot|Pilot]] skill. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| Of course a ship has to have a name! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Tactical Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This is the speed of the ship during combat.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! FTL Engine/Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This the FTL of the ship. Which also determined the Travel speed of the craft. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| A summary including Hull Size/Configuration/Quarks and other interesting tid pits of info. Such as history of the ship and what not. This is a nice place to add detail and &#039;character&#039; to the ship. Kinda like giving a character a backstory this is where one would record such things.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 350,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Tiny || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
:*Dis-Advantages: -2 to Mobility, -3 Hard Points&lt;br /&gt;
:*Advantages: +2 Bays (Both are forcefully converted into Cargo Holds) as a 240Units of Cargo Space, Super Common Bonus -1 to Procure Diff and 50% less time/cost to repair&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 480Units, Passenger Cap is 8, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Mobility, +1 Non-Weapon Hard Point&lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 1,920Units, Passenger Cap is 12, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Armor, All weapons gain the &#039;Barrage&#039; mode for free.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -4 Mobility, -3 Hard Points&lt;br /&gt;
:*Advantage: +4 Bays, +2 Sensors, +2 Communications, +2 Electronics&lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Mobility, -5 Hard Points&lt;br /&gt;
:*Advantages: +6 Bays, +2 Sensors, +2 Electronics, Built is Repair Bay for Large ships or smaller.&lt;br /&gt;
:*Misc: Can carry, deploy, repair ships of Large size or smaller. &lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Dis-Advantages: -2 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Dis-Advantages: -2 Armor&lt;br /&gt;
:*Advantages: -4 Hard Points, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium sized craft, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; for free. &lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defenses. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerized but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -5 Ability Points, -2 Hard Points&lt;br /&gt;
:*Advantages: Can mount a single Gigantic sized weapon without taking up any hard points. This Gigantic weapon has double the base range and a +2 Moderate Advantage to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
:*Dis-Advantages: -2 Armor, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
:*Dis-Advantages: -1 to Sensors&lt;br /&gt;
:*Advantages: This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
:*Dis-Advantages: -4 Mobility, -4 Hard Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +6 Cargo Bays which adds an additional 20,000 Units of space for a total of 28,000 Units if no other bays converted.&lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -2 Hard Points&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Bay of the largest size that the Hull configuration can hold. The Industrial Bay provides a +2 bonus with the correctly skill person.&lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
:*Dis-Advantages: -2 Armor, -2 Engines, -2 Electronics, -2 Hard Points&lt;br /&gt;
:*Advantages: +4 Mobility, +2 Communications, Pilot doesn&#039;t need the Pilot skill to provide Dex bonus, +2 Passengers&lt;br /&gt;
&lt;br /&gt;
== Ship Functions ==&lt;br /&gt;
&lt;br /&gt;
Ship Functions are special abilities much like Skills for a Character. Some are meant for combat while others for day to day use. Some functions are standard on all ships. While others require a Ship Upgrade to use. The default ship Functions are Ram, Target and Scan. All of ship functions require a Ship Upgrade too use. Ship upgrades and there rules located on the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The full list is as follows: (Click for a full description)&lt;br /&gt;
* [[Beam|Beam]]: A semi-instant form of transportation where matter is transformed into energy and beamed to a new location where it is converted back to matter. &lt;br /&gt;
* [[Bombard|Bombard]]: A tactical maneuver where the weapons are given the &#039;Suppressive Fire&#039; ability.&lt;br /&gt;
* [[Cloak|Cloak]]: Cloaking implies some form of stealth technology designed to full Sensor Scans. &lt;br /&gt;
* [[Crypto|Crypto]]: A way to send or receive protected communications. Similar to [[Decipher_Script|Decipher_Script]].&lt;br /&gt;
* [[Feint|Feint]]: An A.I computer supplement for combat maneuvers. If activated the ship will attempt to make automatic &#039;corrections&#039; to ship movement to full targeting sensors.&lt;br /&gt;
* [[Grapple|Grapple]]: Different kinds of ways to &#039;grab&#039; a ship and hold or even move its position.&lt;br /&gt;
* [[Jam|Jam]]: Designed to target a specific component of an opponent Sensor array. Either Targeting, scanners or other devices and keep them from functioning.&lt;br /&gt;
* [[Ram|Ram]]: The ability to drive a ship directly into another in such a way to cause the most damage to the opponent ship and the least to itself.&lt;br /&gt;
* [[Scan|Scan]]: The ability to search for or study a object or objects in space.&lt;br /&gt;
* [[Target|Target]]: The ability to lock onto a specific object and accurately track its position.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Accessories ==&lt;br /&gt;
&lt;br /&gt;
Space Ship Accessories are all the extra components that go into the ship after the 6 Core System Attributes and the default Hull/Configuration components have been installed. These are Hard Points which are external mounting points for weapons and other devices, Bays which are large internal spaces within the ship that can be customized for specific tasks like a Medical Bay, Cargo Bay and etc, and Upgrades/Modifications which may require the use of Hard Points and/or Bays but either directly effect Core System Attributes or introduce new ship Functions. All of these items can be found on the [[Ship_Equipment|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
! Number of Bays&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10 || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 || 6  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;4&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Ship_Equipment#Ship_Weapons|Ship Weapons]] page. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. More information on Ship Bays in the [[Ship_Equipment#Ship_Bays|Ship Bays]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrades &amp;amp; Modifications ===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Space Ship FTL Drive ==&lt;br /&gt;
&lt;br /&gt;
FTL is short for Faster Then Light. The FTL drive is one of the most important aspects of a ship. Without them conquering or exploring the galaxy would be impossible. However this aspect of the ship doesn&#039;t help much in the terms of combat it is what allows the ship to get its crew safely across the stars. The better an FTL drive the faster a ship can get to its destination. But also safer as many possible dangers arise from traveling the cosmos and FTLs help steer the ship away from encounters. They can also make it harder for enemy ships to track or pull your ship out of FTL. &lt;br /&gt;
&lt;br /&gt;
FTLs have a Range rating and a Speed rating. Ranged its based on the distance to the destination and is categorized in four ranges. Small, Medium, Large, Extreme (Because the galaxy is extremely big). Speed is incremented by a Warp factor. Warp 1 through Warp 10. For more information about Range, Warp Factors and the hazards of space travel please review the [[Transportation|Transportation]] rules.&lt;br /&gt;
&lt;br /&gt;
FTLs are rated by Tech Level. You cannot put an FTL of a higher level in a lower level ship core. Each ship comes standard with the starting out FTL of its Tech Level which should always be the Jump drive. Upgrades cost.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Tech 1&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Jump Drive&lt;br /&gt;
:** Description: This system allows the ship to work with an external jump gate station to jump the ship to its destination. The Jump sends the ship at Warp 10 speeds up to Medium distances. However this can only work with the assistance of a jump gate.&lt;br /&gt;
:** Price: $50,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Hopper)&lt;br /&gt;
:** Description: This system is the most common form of FTL travel. Most every space fairing civilization has made a variation of the warp drive. The Warp Drive creates a protective energy bubble and then shots a massive amount of positive energy in front of the ship and negative energy out the rear of the ship. These energy blasts stretch space-time by shrinking it in front of the ship and expanding it behind the ship. The ship has to first accelerate to roughly 5% the speed of light as the ship need to move slightly itself while space itself also moves the ship within its bubble. The lower tech level version of the Warp Drive, only capable of speeds of Warp 1 through 4, is called &#039;The Hopper&#039;. This is because a steady stream of energy is impossible too achieve as the energy would have to be traveling faster then the speed of light to always be at the right position. In order to get around this issue the ship &#039;hops&#039; from one burst of energy too the next. Up to a few thousand bursts a second combined with the fact that bursts don&#039;t move the ship itself but space around the ship means that the passengers on board do not feel like they are moving in jolts.   &lt;br /&gt;
:** Price: $150,000 / 0&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 2&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Advanced Jump Drive&lt;br /&gt;
:** Description: This is Jump Drive system is similar too its Tech 1 counter part. But now can travel Long and Extreme distances. However it still can only do so with the assistance of a jump gate. &lt;br /&gt;
:** Price: $100,000 /0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Skimmer)&lt;br /&gt;
:** Description: This Warp Drive is the next technological evolution of Warp Drive technology. Similar to its Tech 1 counter part but now with advances in its sub-light propulsion systems and advanced energy distribution systems new speeds can be achieved. This Drive can now go up to Warp 7. This system is called the skimmer because it achieves these speeds by going at near 50% light speed using sub-light engines. This allows it to skim over the nearly shrunken space in front of it eventually leading to that space being considered behind the ship. This space sense it very recently shrunk can be expanded with less energy faster. Thus helping the ship go at faster speeds. Also the warp engine is capable of bursting at a faster frequency. &lt;br /&gt;
:** Price: $300,000 / 0&lt;br /&gt;
:** Modifier: +1&lt;br /&gt;
:* Slip Stream Drive&lt;br /&gt;
:** Description: This uses a new concept of FTL. It makes a small tear in space that a ship can &#039;slip&#039; into. The ship is protected by a similar &#039;bubble&#039; of space that is made for a Warp Drive while the pressures felt within this sub-space pushes unevenly on the ship. The pressure is much greater where the tear is. Now the ship rapidly moves away from the tear. In Sub-Space objects are not limited by the Speed of Causality (The Maximum Speed of Light) meaning the ship zooms across a fast amount of space relative too its position in subspace. The ship then produces another tear and bursts its way out into normal space. Both the entering and existing of this tear causes a lot of excess radiation that can be seen for millions of AUs. The top speed of this is Warp 6. The act of making a Tear requires 30 seconds at which time a ship cannot cloak and it&#039;s easier to target. Opponents get a moderate +2 bonus. The same goes for after leaving a tear. Tracking where a ship went after entering a Tear is fairly easy. +4 to Scanning when traking a ship after it has entered a Tear.&lt;br /&gt;
:** Price: $450,000 / 1&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 3&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Jump Drive&lt;br /&gt;
:** Description: Much like its lower level counter parts. Except now this system can make Warp 10 jumps on its own. As long as its a Small or Medium distance. It only preform a single jump before having to re-fuel.&lt;br /&gt;
:** Price: $1,000,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The High Pulse Drive)&lt;br /&gt;
:** Description: Capable of speeds up to Warp 8 this is too many the most advanced version of Warp Drive achievable. The High Pulse Drive gets its name because advances in near loss less energy teleportation allow for the constant stream of energy to be placed in the correct positions as the ship travels. Reducing the burst effect to a frequency in the billions. Adjusting Warp speed is extremely smooth and allows for the Drive to &#039;jump&#039; into high Warp almost instantly and just as quickly &#039;jump&#039; out.&lt;br /&gt;
:** Price: $3,500,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Phase Shift Drive&lt;br /&gt;
:** Description: Shifting the ship out of phase with the rest of the Universe this ship can easily accelerate as if it didn&#039;t have mass. This would appear to only make a ship goes at the speed of light if it wasn&#039;t also for utilizing Slip Stream Drive technology. This allows the ship to enter and exit sub-space with ease and allows for a faster total speed of Warp 7. Just like a Slip Stream drive except it now only takes 6 seconds or two combat turns to make a tear and enter it. The same modifiers still apply and a ship can still not cloak for the 2 turns before entering and after exiting. &lt;br /&gt;
:** Price: $5,000,000 / 2&lt;br /&gt;
:** Modifier: +4&lt;br /&gt;
: &#039;&#039;&#039;Tech 4&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Advanced Jump Drive&lt;br /&gt;
:** Description: Much like the Jump drives before it except this can be used to itself at Warp 10 to distances up to Extreme. &lt;br /&gt;
:** Price: $10,000,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Expert Warp Drive&lt;br /&gt;
:** Description: The most advanced and complicated Warp device ever designed. The fastest way to travel except through a Worm Hole or Advanced Jump Drive this personal Warp Drive can send a ship up to speeds of Warp 9.&lt;br /&gt;
:** Price: $15,000,000 / 2&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
:* Advanced Slip Stream Drive&lt;br /&gt;
:** Description: This system uses the Jump Drive mechanics combined with Phase Shift technology and Slip Stream Tear technology to make the most stealthy form of Space Travel. Tears in space are made within the ship itself much like a Personal Jump Drive works. The Phase Shift system allows a ship to be one second at a stand still and the next accelerating to near the speed of light only to Jump itself into a tear which is projected within the front part of the ship. Sensors will find it extremely difficult to detect the Jump Into subspace sense the ship is mostly out of phase when its done. The tear is almost completely concealed by the ship. The tear when existing still gives away the ships destination however the ship itself comes back into normal space out of phase and thus stealthed by default. A ship can now enter a Tear in just 1 turn. Although the cloak has to be deactivated. It can be reactivated only 1 turn after exiting the tear. &lt;br /&gt;
:** Price: $25,000,000 / 3&lt;br /&gt;
:** Modifier: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A ship can have more then 1 FTL. However an FTL always takes up 2 Bays and 1 Hard Point. &lt;br /&gt;
&lt;br /&gt;
=== Crafting FTL Drives ===&lt;br /&gt;
&lt;br /&gt;
FTL drives are considered one of the most complicated pieces of equipment ever invited. It requires at least 1 rank in the following 3 crafting skills. Craft Mechanical, Electronics, Structure. Making a FTL follows the Craft Structure rules and thus requires a facility. To learn more about crafting go [[Craft|here]].&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventurer is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. The quirks are permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
* Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: When getting massive damage or receiving a crit on the ship the there is a 50% chance a component may start to malfunction requiring a crew member to waste a turn finding and banging the part back into shape.&lt;br /&gt;
* Positive: Instead of repairing an item over possibly multi turns a crew member can act even without the appropriate skills to quickly repair a single broken part of the ship once per day by simply hitting it really hard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
* Description:  Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component. &lt;br /&gt;
* Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. There is a 20% chance something will go wrong. A percentile dice roll is used to confirm.&lt;br /&gt;
**1-10%: Superficial problem. The ship is just a little more bumpy/noisy then normal.&lt;br /&gt;
**11-20%: A minor problem with the engines. -1 to the engines until they are repaired.&lt;br /&gt;
**21-30%: A minor problem with the crafts Mobility. -1 to Mobility until repaired.&lt;br /&gt;
**31-40%: A minor problem with the Amour. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
**41-50%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
**51-60%: A minor problem with the Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.&lt;br /&gt;
**61-70%: A minor problem with communications. -1 to Communications. Or random calls from unknown sources show up. Or calls end when they shouldn&#039;t. GM Choice.&lt;br /&gt;
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
**91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is a minor one it requires no materials and 1 work day of no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done.&lt;br /&gt;
* Positive: Because of the experience the crew must gain through repairing the darn ship all the time the crew gain the Advanced Jerry Rigging Feat when making repairs to only this ship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Infested &#039;&#039;&#039;:&lt;br /&gt;
* Description: You do not know how or when and frankly you don&#039;t care. You just want these dam pests gone! They are smelling, annoying, and fur gets everywhere. And that&#039;s if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have they all have one thing in common. They know how to stay alive and most notably THRIVE on board a space ship. They do this by living off the ship systems. Some people swear they live solely off the frustrations and agony of the crew. &lt;br /&gt;
* Negative: You will have a hard time taking on passengers on your ship. All crew and passengers have to roll Constitution saves once a day with a DC12. If they fail they become sick and gain the condition [[Conditions#Sickened|Sickened]]. The condition has no specifications except that it lasts 1d4 days and can be cured by 1 day of full rest off the ship or if onboard the ship one day of rest an a successful [[Treat_Injury#Treat_Disease_.28DC_15.29|Treat Disease]] check. Engineers have a -1 to repair checks on the ship.&lt;br /&gt;
* Positive: The likely hood of a stowaway on your ship is nearly nill. And if one does deiced to come on board they have a -10 to stealth. Pests don&#039;t like sharing! +2 to Communications when dealing with pirates/smugglers. Not only do must sympathies with your problem they also don&#039;t want to even think about docking with your ship. Making stealing your stuff all that much harder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bad Past &#039;&#039;&#039;:&lt;br /&gt;
* Description: However owned this ship deserves to be shot right next to the person who sold ship too you. For some reason this ship seams to bring out all the ugly when trekking around space. It seams like whoever owned this before you was wanted in all the systems and not in a good way. If its not pirates then its [[Advance_Classes#Tracer|Tracers]] or local police or the military. Or some princess who just wants to know when she will see your ship docking in her port again. Take advantage of the situation or try to correct is up too you. Almost assuredly this ships past is gonna get in your way and likely when you least expect it.&lt;br /&gt;
* Negative: -4 to communications. The ship is communally known along with its systems. People may attack you without provocation. &lt;br /&gt;
* Positive: Its likely that this ship can open as many doors as it closes. Its a 50/50% chance the person that knows your ship wants to kill you or pretend to be your friend and then maybe kill you later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Artificial Intelligence &#039;&#039;&#039;: &lt;br /&gt;
* Description: Wait what? I thought that was illegal for space ships to have fully aware AI computer linked too all ship systems. (Especially Weapons) Well that may be one reason why the ship didn&#039;t tell you right away it was smarter then you. But now you know. Hopefully it is nice and wont kill you. (Open the bay doors damit!) Nightmares aside you are in a deep pile of crock! If authorities find out they may as well put you in jail. Helping AI is breaking serious rules. One the other note this ship is pretty awesome! I mean wow! You sure hope it doesn&#039;t turn on you! *gulp*.&lt;br /&gt;
* Negative: Illegal! You cannot sell this through official markets. If you are caught most civilizations completely outlaw AI with such freedom and power with extremely harsh penalties. (This Negative cannot be ignored using the &#039;Out Dated&#039; quirk) &lt;br /&gt;
* Positives: +1 to Sensors, Mobility, Electronics. The ship can drive itself and pretend to be someone onboard. Oh the possibilities! &lt;br /&gt;
* Misc: The ship has to have a personality. Below are some options. You can roll for these or the GM can choose one. Or a blend&lt;br /&gt;
** Optimist&lt;br /&gt;
** Bully&lt;br /&gt;
** Physio&lt;br /&gt;
** Shy/Unsure&lt;br /&gt;
** Over achiever&lt;br /&gt;
** Whimsical&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Noisy &#039;&#039;&#039;:&lt;br /&gt;
* Description: Something somewhere is loose. Maybe as simple as a loose screw or as complicated as a electromagnetic field is off alignment. Either case this ship doesn&#039;t stop humming, whizzing, and ever now and then for excitement it jitters. You consistently think that&#039;s the last jitter it will make before the whole thing falls apart like a house of cards. But the she still is flying straight. So whatever it is it must not be important. Annoying as hell but not important.&lt;br /&gt;
* Negative: -1 to Communications.&lt;br /&gt;
* Positives: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Battle Scars &#039;&#039;&#039;:&lt;br /&gt;
* Description: Like a painting the hull of your ship speaks a thousand words. It seams like each panel is telling some story of great deeps and glorious conquest. Or at the very least oh my gosh look how close we got to being vaporized! The first option defiantly sounds better in a bar! &lt;br /&gt;
* Negative: -1 HD worth of Hit Points.&lt;br /&gt;
* Positive: +2 Communications, +4 to Communications when using the [[Intimidate|Intimidate]] skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Lucky &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t quite know how and thinking about it is likely a waste of time. But you guys always seam to get through some of the craziest scraps! Maybe this ship is just good luck!&lt;br /&gt;
* Negative: None&lt;br /&gt;
* Positive: One per day a player can re-roll a check that uses one of the ships Attribute modifiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cursed &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t know why... and damit you wish you did but ever sense you been on this ship things just suck!&lt;br /&gt;
* Negative: Once per day negate the first Crit that is rolled when rolling for something that uses the ships Attribute modifiers.&lt;br /&gt;
* Positive: None&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
Building or repairing a ship requires a Ship Yard. A Docking Bay can also be used to repair a ship if the ship/station that has the Docking Bay also has a Industrial or Engineering bay.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including any customizations or accessories unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.&lt;br /&gt;
&lt;br /&gt;
Other players can also help in the building of a ship. The same rules associated with building a structure apply. To review the rules go [[Craft|here]]. Repair work can also be divided up. &lt;br /&gt;
&lt;br /&gt;
Building a Weapon or other hard point accessory is also considered like building a structure. With the except of Diminutive and Fine as they are normal sized weapon rules and thus the same rules for crafting. Making a hard point requires either a ship yard or a Engineering facility. The default time for crafting a non-weapon hard point accessory is 20 days. Weapon crafting times are based on there weapon sizes just like ships. &lt;br /&gt;
*Gigantic: 80 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Large: 40 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Medium: 20 Days&lt;br /&gt;
*Small: 10 Days&lt;br /&gt;
&lt;br /&gt;
Building a Bay requires 20 days for normal size bays and 40 days for Large sized bays. They can be built in any facility designed to handle the construction of a structure. They can be built directly into the ship or be built in pieces and then shipped and assembled inside of the ship. It takes two days to assemble a normal bay or 4 days to assemble a large bay. You cannot speed up the assemble process by dividing up work. Only the crafting of the item can other characters assist. You do not need to account for assembling a bay if it is directly built into the ship.&lt;br /&gt;
&lt;br /&gt;
Building an upgrade or other accessory is completely dependent on the item itself. However installing it from a time perspective is like repairing the ship of a major problem. Which is a full day while not being in FTL. Some upgrades may require that the ship be in a ship yard or a facility that supports repairs.&lt;br /&gt;
&lt;br /&gt;
=== Master Work Craft ===&lt;br /&gt;
&lt;br /&gt;
A ship can be master worked. This is represented by an additional point toward the 6 Core System Attributes for each Crafting skill a character has the required rank in. To make Master Work structures a Character must have a rank of 5 or higher in the appropriate skill. There are 3 crafting skills that effect ship building and those again are Electrical, Mechanical, Structural. That means there is a total of +3 points that can go toward a ship. &lt;br /&gt;
&lt;br /&gt;
If a ship has already been built it can be modified in a ship yard to add the additional point or points. These takes 1/3rd the total crafting time of the ship per point added. This means that if all 3 points are added at once it will take the total time of crafting the ship to complete the work. Just like in normal crafting the work can be divided up. Giving that each person doing the work has the correct crafting skill rank. If you have three characters each character can have one of the crafting skills at the correct rank not all characters have to have all the crafts at the correct rank. &lt;br /&gt;
&lt;br /&gt;
If you pay for assistance in building a master worked ship the cost of extra labor is 50% more for each extra point. Making the finial price an additional 150% of the original cost. Also the procure difficulty is increased by 1. This means an additional adjustment in price if the Character is buying a Master worked ship not building it.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2783</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2783"/>
		<updated>2016-01-18T05:33:38Z</updated>

		<summary type="html">&lt;p&gt;70.125.142.17: /* Hull Sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]] For Space ship Weapons and other equipment go [[Ship_Equipment|here]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Space ships in Future Path are designed to be in many ways similar to a Character. Many peoples and cultures and personified there ships and in honor of that tradition this game system represents ships with similar rules and layout to that of a Character. Ships have 6 Core System Attributes similar in nature too Character Abilities and thus these Core System Attributes or C.S.A affect the other stats of a ship in similar fashion. The 6 C.S.A are determined with a point buy system which is explained below. This allows players to customize there own dream ship build. It also allows them to be able to quickly relate and visualize what a ship is capable of doing. &lt;br /&gt;
&lt;br /&gt;
Instead of leveling up Space Ships can gain upgrades and Quirks. Ships have Hard Points and Bays which are similar to the slots that Characters have for there armor and gear that can improve there stats. Also Characters with the right skills, or enough money, can refit/reallocate the 6 C.S.A when the ship is docked at a ship yard. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Ship Core ==&lt;br /&gt;
&lt;br /&gt;
The Core of the ship represents the foundation for its main systems otherwise known as the 6 core System Attributes. The Core is the power generator also known as a Reactor and a power distribution sub-system. Many different civilizations have built many different kinds of Cores. For example Nuclear reactors, Fusion Reactors, Anti-Matter Reactors, Black-Hole Reactor. They also need materials and components designed to distribute large amounts of power successfully across the ship. From simply using copper wiring, to super-conductive materials and even sub-space wireless power transmission. These Cores represent in many ways the latest and greatest of a civilizations technological advancement. &lt;br /&gt;
&lt;br /&gt;
Even though there are many different types, too many in fact to list here, there is a simple way to categorize them.  Using the Tech level system Cores are divided up into Classes. Class 1 is for Tech Level 1 Cores and Class 2 is for TL2 and so on. The Tech Level of a Core can affect how powerful the Engines or Sensors and so on can be. This will be explained in the next section below. Class level also determines how advanced the FTL drive can be. FTLs are explained in the [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]] section below.&lt;br /&gt;
&lt;br /&gt;
Players must choose what Tech level there Ship Core is. Do remember that a player with a lower Tech Skill rank cannot make repairs or modifications on any item of a higher Tech rank. Also the higher the Tech level the more expensive the price is. Tech Level 1 or Class 1 ships have not price increase. However Class 2 has 50% increase. Class 3 is x2 the base price. And Class 4 is x3 the base price.&lt;br /&gt;
&lt;br /&gt;
== The 6 Core System Attributes of Space Ships ==&lt;br /&gt;
&lt;br /&gt;
These 6 Core.System.Attributes are the galactic modern standard for ship building. They represent the foundation of a ship and its main functions. All other sub-systems and functions are effected by the performance of the 6 Core System Attributes. A ship&#039;s Core can only handle so much power flowing through it. It can only provide so much output. So the 6 C.S.A have to be balanced so as to no overload the Ship Core. The more technologically advanced the ship core is the more powerful equipment can be installed. &lt;br /&gt;
&lt;br /&gt;
The amount of points a ship can have to spend on improvements to the 6 C.S.As is based on its Core. The chart to the right shows those numbers. &lt;br /&gt;
&lt;br /&gt;
The 6 CSAs effect most other ship statistics. These sub-systems and there stats will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 20&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Maneuvers as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Maneuvers and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. For more rules on Character&#039;s crafting there own ships or ship components review the [[Space_Ships#Ship_Crafting|ship crafting]] rules below. &lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
| 19||21&lt;br /&gt;
|-&lt;br /&gt;
| 20||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 C.S.As that they want to see increased. &lt;br /&gt;
&lt;br /&gt;
For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost 2 points and so on.&lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 10 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. You now have 8 points left. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +4 for Comms. This requires the 5 points for a Communications score of 14. You now only have 3 points left. You must deiced where to spend these finial 3 points. If you do not spend the point when building the craft those points still exist. And if in a facility that allows for the crafting or repairing of a ship you can spend those remaining points. You can also re-align them.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull Size is what lays out the default stats too a Space Craft. These default stats may be modified by the 6 C.S.As, Hull Configuration, or [[Ship_Equipment|Ship Equipment]]. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). &lt;br /&gt;
&lt;br /&gt;
Configurations are an attempt at giving a space craft a more specialized purpose. It helps too determine what purpose the craft has. However it is not a requirement for ship building. A ship can have no specific Configuration and thus be a generic build. Configurations will be explained in further detail in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes represent the number of squares that a craft will take up in space as well as what the base statistics of the ship. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. For more information about each column please review the text below the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&amp;lt;br /&amp;gt; Mod&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | AC&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Hit Die&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shield DR /&amp;lt;br /&amp;gt;Multiplier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Sq ft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Num of Squares&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Support&amp;lt;br /&amp;gt;Life&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pass.&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Avg. Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cargo Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cost /&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Military Ship&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Civilian Ship&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
! Weapon Size /&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || 8 || 30d12 || DR 15 / Mod 5 || ~32,000+ ft || 64+ sq || Yes || 324 || 32,400 Tons || 128,000 Units || 972 Million / 4 || Huge / 10 || 10 || Huge / 5 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || 8 || 24d10 || DR 10 / Mod 4 || ~18,000+ ft || ~36 sq || Yes || 108 || 10,800 Tons || 32,000 Units || 324 Million / 3 || Large / 10 || 8 || Large / 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || 9 || 18d10 || DR 7 / Mod 4 || ~8,000+ ft || ~16 sq || Yes || 36 || 3,600 Tons || 8,000 Units || 108 Million / 2 || Large / 8 || 6 || Large / 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || 9 || 16d8 || DR 5 / Mod 3 || ~2,000+ ft || ~4 sq || Yes || 12 || 360 Tons || 1,920 Units || 36 Million / 1 || Medium / 8 || 4 || Medium / 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || 10 || 12d8 || DR 4 / Mod 3 || ~500+ ft || ~1 sq || Yes || 4 || 120 Tons || 480 Units || 12 Million / 0 || Medium / 6 || 2 || Medium / 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || 11 || 8d8 || DR 3 / Mod 2 || ~250+ ft || 4 per sq || Yes || 2 || 40 Tons || 70 Units ||  4 Million / 0 || Small / 4 || 1 || Small / 2||2&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || 11 || 6d6 || DR 2 / Mod 2 || ~125+ ft || 16 per sq || Yes || 1 || 4 Tons || 16 Units || 320,000 / 0 || Small / 2 || 0 || Small / 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 ||  -2 || 12 || 4d6 || DR 2 / Mod 2 || ~75+ ft || 64 per sq || No* || 0  || 2 Ton || 4 Unit || 160,000 / 0 || N/A / 3 || 0 || N/A / 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || 12 || 2d6 || N/A || &amp;lt;75 ft || 256 per sq || No* || 0  || 1 Ton || 0 || 80,000 / 0 || N/A / 2 || 0 || N/A / 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;14&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe no craft of that magnitude could preform Faster Then Light travel without help from external sources. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
Size Modifier&#039;s act like they do for creatures of the same size. They either add or take away from the total AC. &lt;br /&gt;
&lt;br /&gt;
Armor bonus represents the hulls of the ships. Lager ships can have thicker, heavy hulls. Ships that have a positive gain a natural DR equal too the bonus on top of its bonus to AC.&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier and Armor Bonus is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the [[Space_Ships#Ship_Statistics|Ship Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume on average. Going over this unit amount will cause the ship to be over burdened. Which will cut Combat Speed in half as well as Transpiration speed. The maximum a ship can actually carry is twice the Unit amount. However that is if there are no passengers other then the necessary crew. As every spare room and all the hallways would be filled with cargo containers. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Movement:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Mobility Bonus of the ship plus the Pilot Bonus if applicable. This is rolled every turn during combat usually by the Player whose character is piloting the ship. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Provided by the Hull Size this attribute can be modified by the Hull Configuration as well as by the Players that may want to modify there ship to hold more. More unit space is provided by converting bays into cargo holds. Each bay adds 1/4 of the default cargo space of the Hull Size of the ship. So if the ship is a medium size hull then converting one of the bays would provided an additional 120Units of space.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost/Procure Diff:&lt;br /&gt;
|-&lt;br /&gt;
| This is the cost of and procure diff of the ship. It is always nice to record what you paid for the ship. Or what your appraisal of the ship might be. The GM might tell the Players what the ship is worth if they find it. However the GM might not. The Characters may have to roll checks to appraise the ship.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| This is a place to record who is the crew of the ship and what there bonuses are. If one of the crew takes over piloting for example you can look here to find there pilot bonus so you do not have to re-write it.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| Simply a place to record its size. The only requirement here is that you record the Squares that the ship officially occupies which is based on size. However specific dimensions of the ship so that players can get a sense of the ships look and feel is always a nice touch of detail! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Ships can carry crew and passengers. This capacity refers to the total number of people that require life support on board the ship. However passenger count is not the same as the required amount of crew members to manage a ship. Ships can run on a surprisingly small number of crew members due to advanced automation technology. It makes no sense to carry more &#039;meat bags&#039; that could die at any moment into the harassed place in the universe. In order to carry more then the average necessary crew of 8 (only applies for ships that have a higher passenger count then 8) a ship needs Passenger Bays installed. If all available bays are installed then the maximum amount passenger capacity is reached + the crew. This is dictated by the Hull Size. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Dex Mod of the Pilot. This only is applied if the Pilot has the [[Pilot|Pilot]] skill. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| Of course a ship has to have a name! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Tactical Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This is the speed of the ship during combat.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! FTL Engine/Speed:&lt;br /&gt;
|-&lt;br /&gt;
| This the FTL of the ship. Which also determined the Travel speed of the craft. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| A summary including Hull Size/Configuration/Quarks and other interesting tid pits of info. Such as history of the ship and what not. This is a nice place to add detail and &#039;character&#039; to the ship. Kinda like giving a character a backstory this is where one would record such things.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 350,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Tiny || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
:*Dis-Advantages: -2 to Mobility, -3 Hard Points&lt;br /&gt;
:*Advantages: +2 Bays (Both are forcefully converted into Cargo Holds) as a 240Units of Cargo Space, Super Common Bonus -1 to Procure Diff and 50% less time/cost to repair&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 480Units, Passenger Cap is 8, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Mobility, +1 Non-Weapon Hard Point&lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 1,920Units, Passenger Cap is 12, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Armor, All weapons gain the &#039;Barrage&#039; mode for free.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -4 Mobility, -3 Hard Points&lt;br /&gt;
:*Advantage: +4 Bays, +2 Sensors, +2 Communications, +2 Electronics&lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Mobility, -5 Hard Points&lt;br /&gt;
:*Advantages: +6 Bays, +2 Sensors, +2 Electronics, Built is Repair Bay for Large ships or smaller.&lt;br /&gt;
:*Misc: Can carry, deploy, repair ships of Large size or smaller. &lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Dis-Advantages: -2 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Dis-Advantages: -2 Armor&lt;br /&gt;
:*Advantages: -4 Hard Points, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium sized craft, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; for free. &lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defenses. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerized but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -5 Ability Points, -2 Hard Points&lt;br /&gt;
:*Advantages: Can mount a single Gigantic sized weapon without taking up any hard points. This Gigantic weapon has double the base range and a +2 Moderate Advantage to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
:*Dis-Advantages: -2 Armor, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
:*Dis-Advantages: -1 to Sensors&lt;br /&gt;
:*Advantages: This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
:*Dis-Advantages: -4 Mobility, -4 Hard Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +6 Cargo Bays which adds an additional 20,000 Units of space for a total of 28,000 Units if no other bays converted.&lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -2 Hard Points&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Bay of the largest size that the Hull configuration can hold. The Industrial Bay provides a +2 bonus with the correctly skill person.&lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
:*Dis-Advantages: -2 Armor, -2 Engines, -2 Electronics, -2 Hard Points&lt;br /&gt;
:*Advantages: +4 Mobility, +2 Communications, Pilot doesn&#039;t need the Pilot skill to provide Dex bonus, +2 Passengers&lt;br /&gt;
&lt;br /&gt;
== Ship Functions ==&lt;br /&gt;
&lt;br /&gt;
Ship Functions are special abilities much like Skills for a Character. Some are meant for combat while others for day to day use. Some functions are standard on all ships. While others require a Ship Upgrade to use. The default ship Functions are Ram, Target and Scan. All of ship functions require a Ship Upgrade too use. Ship upgrades and there rules located on the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The full list is as follows: (Click for a full description)&lt;br /&gt;
* [[Beam|Beam]]: A semi-instant form of transportation where matter is transformed into energy and beamed to a new location where it is converted back to matter. &lt;br /&gt;
* [[Bombard|Bombard]]: A tactical maneuver where the weapons are given the &#039;Suppressive Fire&#039; ability.&lt;br /&gt;
* [[Cloak|Cloak]]: Cloaking implies some form of stealth technology designed to full Sensor Scans. &lt;br /&gt;
* [[Crypto|Crypto]]: A way to send or receive protected communications. Similar to [[Decipher_Script|Decipher_Script]].&lt;br /&gt;
* [[Feint|Feint]]: An A.I computer supplement for combat maneuvers. If activated the ship will attempt to make automatic &#039;corrections&#039; to ship movement to full targeting sensors.&lt;br /&gt;
* [[Grapple|Grapple]]: Different kinds of ways to &#039;grab&#039; a ship and hold or even move its position.&lt;br /&gt;
* [[Jam|Jam]]: Designed to target a specific component of an opponent Sensor array. Either Targeting, scanners or other devices and keep them from functioning.&lt;br /&gt;
* [[Ram|Ram]]: The ability to drive a ship directly into another in such a way to cause the most damage to the opponent ship and the least to itself.&lt;br /&gt;
* [[Scan|Scan]]: The ability to search for or study a object or objects in space.&lt;br /&gt;
* [[Target|Target]]: The ability to lock onto a specific object and accurately track its position.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Accessories ==&lt;br /&gt;
&lt;br /&gt;
Space Ship Accessories are all the extra components that go into the ship after the 6 Core System Attributes and the default Hull/Configuration components have been installed. These are Hard Points which are external mounting points for weapons and other devices, Bays which are large internal spaces within the ship that can be customized for specific tasks like a Medical Bay, Cargo Bay and etc, and Upgrades/Modifications which may require the use of Hard Points and/or Bays but either directly effect Core System Attributes or introduce new ship Functions. All of these items can be found on the [[Ship_Equipment|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
! Number of Bays&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10 || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 || 6  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;4&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Ship_Equipment#Ship_Weapons|Ship Weapons]] page. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. More information on Ship Bays in the [[Ship_Equipment#Ship_Bays|Ship Bays]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrades &amp;amp; Modifications ===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Space Ship FTL Drive ==&lt;br /&gt;
&lt;br /&gt;
FTL is short for Faster Then Light. The FTL drive is one of the most important aspects of a ship. Without them conquering or exploring the galaxy would be impossible. However this aspect of the ship doesn&#039;t help much in the terms of combat it is what allows the ship to get its crew safely across the stars. The better an FTL drive the faster a ship can get to its destination. But also safer as many possible dangers arise from traveling the cosmos and FTLs help steer the ship away from encounters. They can also make it harder for enemy ships to track or pull your ship out of FTL. &lt;br /&gt;
&lt;br /&gt;
FTLs have a Range rating and a Speed rating. Ranged its based on the distance to the destination and is categorized in four ranges. Small, Medium, Large, Extreme (Because the galaxy is extremely big). Speed is incremented by a Warp factor. Warp 1 through Warp 10. For more information about Range, Warp Factors and the hazards of space travel please review the [[Transportation|Transportation]] rules.&lt;br /&gt;
&lt;br /&gt;
FTLs are rated by Tech Level. You cannot put an FTL of a higher level in a lower level ship core. Each ship comes standard with the starting out FTL of its Tech Level which should always be the Jump drive. Upgrades cost.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Tech 1&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Jump Drive&lt;br /&gt;
:** Description: This system allows the ship to work with an external jump gate station to jump the ship to its destination. The Jump sends the ship at Warp 10 speeds up to Medium distances. However this can only work with the assistance of a jump gate.&lt;br /&gt;
:** Price: $50,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Hopper)&lt;br /&gt;
:** Description: This system is the most common form of FTL travel. Most every space fairing civilization has made a variation of the warp drive. The Warp Drive creates a protective energy bubble and then shots a massive amount of positive energy in front of the ship and negative energy out the rear of the ship. These energy blasts stretch space-time by shrinking it in front of the ship and expanding it behind the ship. The ship has to first accelerate to roughly 5% the speed of light as the ship need to move slightly itself while space itself also moves the ship within its bubble. The lower tech level version of the Warp Drive, only capable of speeds of Warp 1 through 4, is called &#039;The Hopper&#039;. This is because a steady stream of energy is impossible too achieve as the energy would have to be traveling faster then the speed of light to always be at the right position. In order to get around this issue the ship &#039;hops&#039; from one burst of energy too the next. Up to a few thousand bursts a second combined with the fact that bursts don&#039;t move the ship itself but space around the ship means that the passengers on board do not feel like they are moving in jolts.   &lt;br /&gt;
:** Price: $150,000 / 0&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 2&#039;&#039;&#039;:&lt;br /&gt;
:* Assisted Advanced Jump Drive&lt;br /&gt;
:** Description: This is Jump Drive system is similar too its Tech 1 counter part. But now can travel Long and Extreme distances. However it still can only do so with the assistance of a jump gate. &lt;br /&gt;
:** Price: $100,000 /0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The Skimmer)&lt;br /&gt;
:** Description: This Warp Drive is the next technological evolution of Warp Drive technology. Similar to its Tech 1 counter part but now with advances in its sub-light propulsion systems and advanced energy distribution systems new speeds can be achieved. This Drive can now go up to Warp 7. This system is called the skimmer because it achieves these speeds by going at near 50% light speed using sub-light engines. This allows it to skim over the nearly shrunken space in front of it eventually leading to that space being considered behind the ship. This space sense it very recently shrunk can be expanded with less energy faster. Thus helping the ship go at faster speeds. Also the warp engine is capable of bursting at a faster frequency. &lt;br /&gt;
:** Price: $300,000 / 0&lt;br /&gt;
:** Modifier: +1&lt;br /&gt;
:* Slip Stream Drive&lt;br /&gt;
:** Description: This uses a new concept of FTL. It makes a small tear in space that a ship can &#039;slip&#039; into. The ship is protected by a similar &#039;bubble&#039; of space that is made for a Warp Drive while the pressures felt within this sub-space pushes unevenly on the ship. The pressure is much greater where the tear is. Now the ship rapidly moves away from the tear. In Sub-Space objects are not limited by the Speed of Causality (The Maximum Speed of Light) meaning the ship zooms across a fast amount of space relative too its position in subspace. The ship then produces another tear and bursts its way out into normal space. Both the entering and existing of this tear causes a lot of excess radiation that can be seen for millions of AUs. The top speed of this is Warp 6. The act of making a Tear requires 30 seconds at which time a ship cannot cloak and it&#039;s easier to target. Opponents get a moderate +2 bonus. The same goes for after leaving a tear. Tracking where a ship went after entering a Tear is fairly easy. +4 to Scanning when traking a ship after it has entered a Tear.&lt;br /&gt;
:** Price: $450,000 / 1&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
: &#039;&#039;&#039;Tech 3&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Jump Drive&lt;br /&gt;
:** Description: Much like its lower level counter parts. Except now this system can make Warp 10 jumps on its own. As long as its a Small or Medium distance. It only preform a single jump before having to re-fuel.&lt;br /&gt;
:** Price: $1,000,000 / 0&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Warp Drive (The High Pulse Drive)&lt;br /&gt;
:** Description: Capable of speeds up to Warp 8 this is too many the most advanced version of Warp Drive achievable. The High Pulse Drive gets its name because advances in near loss less energy teleportation allow for the constant stream of energy to be placed in the correct positions as the ship travels. Reducing the burst effect to a frequency in the billions. Adjusting Warp speed is extremely smooth and allows for the Drive to &#039;jump&#039; into high Warp almost instantly and just as quickly &#039;jump&#039; out.&lt;br /&gt;
:** Price: $3,500,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Phase Shift Drive&lt;br /&gt;
:** Description: Shifting the ship out of phase with the rest of the Universe this ship can easily accelerate as if it didn&#039;t have mass. This would appear to only make a ship goes at the speed of light if it wasn&#039;t also for utilizing Slip Stream Drive technology. This allows the ship to enter and exit sub-space with ease and allows for a faster total speed of Warp 7. Just like a Slip Stream drive except it now only takes 6 seconds or two combat turns to make a tear and enter it. The same modifiers still apply and a ship can still not cloak for the 2 turns before entering and after exiting. &lt;br /&gt;
:** Price: $5,000,000 / 2&lt;br /&gt;
:** Modifier: +4&lt;br /&gt;
: &#039;&#039;&#039;Tech 4&#039;&#039;&#039;:&lt;br /&gt;
:* Personal Advanced Jump Drive&lt;br /&gt;
:** Description: Much like the Jump drives before it except this can be used to itself at Warp 10 to distances up to Extreme. &lt;br /&gt;
:** Price: $10,000,000 / 1&lt;br /&gt;
:** Modifier: 0&lt;br /&gt;
:* Expert Warp Drive&lt;br /&gt;
:** Description: The most advanced and complicated Warp device ever designed. The fastest way to travel except through a Worm Hole or Advanced Jump Drive this personal Warp Drive can send a ship up to speeds of Warp 9.&lt;br /&gt;
:** Price: $15,000,000 / 2&lt;br /&gt;
:** Modifier: +2&lt;br /&gt;
:* Advanced Slip Stream Drive&lt;br /&gt;
:** Description: This system uses the Jump Drive mechanics combined with Phase Shift technology and Slip Stream Tear technology to make the most stealthy form of Space Travel. Tears in space are made within the ship itself much like a Personal Jump Drive works. The Phase Shift system allows a ship to be one second at a stand still and the next accelerating to near the speed of light only to Jump itself into a tear which is projected within the front part of the ship. Sensors will find it extremely difficult to detect the Jump Into subspace sense the ship is mostly out of phase when its done. The tear is almost completely concealed by the ship. The tear when existing still gives away the ships destination however the ship itself comes back into normal space out of phase and thus stealthed by default. A ship can now enter a Tear in just 1 turn. Although the cloak has to be deactivated. It can be reactivated only 1 turn after exiting the tear. &lt;br /&gt;
:** Price: $25,000,000 / 3&lt;br /&gt;
:** Modifier: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A ship can have more then 1 FTL. However an FTL always takes up 2 Bays and 1 Hard Point. &lt;br /&gt;
&lt;br /&gt;
=== Crafting FTL Drives ===&lt;br /&gt;
&lt;br /&gt;
FTL drives are considered one of the most complicated pieces of equipment ever invited. It requires at least 1 rank in the following 3 crafting skills. Craft Mechanical, Electronics, Structure. Making a FTL follows the Craft Structure rules and thus requires a facility. To learn more about crafting go [[Craft|here]].&lt;br /&gt;
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== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventurer is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. The quirks are permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
* Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: When getting massive damage or receiving a crit on the ship the there is a 50% chance a component may start to malfunction requiring a crew member to waste a turn finding and banging the part back into shape.&lt;br /&gt;
* Positive: Instead of repairing an item over possibly multi turns a crew member can act even without the appropriate skills to quickly repair a single broken part of the ship once per day by simply hitting it really hard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
* Description:  Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component. &lt;br /&gt;
* Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. There is a 20% chance something will go wrong. A percentile dice roll is used to confirm.&lt;br /&gt;
**1-10%: Superficial problem. The ship is just a little more bumpy/noisy then normal.&lt;br /&gt;
**11-20%: A minor problem with the engines. -1 to the engines until they are repaired.&lt;br /&gt;
**21-30%: A minor problem with the crafts Mobility. -1 to Mobility until repaired.&lt;br /&gt;
**31-40%: A minor problem with the Amour. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
**41-50%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
**51-60%: A minor problem with the Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.&lt;br /&gt;
**61-70%: A minor problem with communications. -1 to Communications. Or random calls from unknown sources show up. Or calls end when they shouldn&#039;t. GM Choice.&lt;br /&gt;
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
**91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is a minor one it requires no materials and 1 work day of no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done.&lt;br /&gt;
* Positive: Because of the experience the crew must gain through repairing the darn ship all the time the crew gain the Advanced Jerry Rigging Feat when making repairs to only this ship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Infested &#039;&#039;&#039;:&lt;br /&gt;
* Description: You do not know how or when and frankly you don&#039;t care. You just want these dam pests gone! They are smelling, annoying, and fur gets everywhere. And that&#039;s if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have they all have one thing in common. They know how to stay alive and most notably THRIVE on board a space ship. They do this by living off the ship systems. Some people swear they live solely off the frustrations and agony of the crew. &lt;br /&gt;
* Negative: You will have a hard time taking on passengers on your ship. All crew and passengers have to roll Constitution saves once a day with a DC12. If they fail they become sick and gain the condition [[Conditions#Sickened|Sickened]]. The condition has no specifications except that it lasts 1d4 days and can be cured by 1 day of full rest off the ship or if onboard the ship one day of rest an a successful [[Treat_Injury#Treat_Disease_.28DC_15.29|Treat Disease]] check. Engineers have a -1 to repair checks on the ship.&lt;br /&gt;
* Positive: The likely hood of a stowaway on your ship is nearly nill. And if one does deiced to come on board they have a -10 to stealth. Pests don&#039;t like sharing! +2 to Communications when dealing with pirates/smugglers. Not only do must sympathies with your problem they also don&#039;t want to even think about docking with your ship. Making stealing your stuff all that much harder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bad Past &#039;&#039;&#039;:&lt;br /&gt;
* Description: However owned this ship deserves to be shot right next to the person who sold ship too you. For some reason this ship seams to bring out all the ugly when trekking around space. It seams like whoever owned this before you was wanted in all the systems and not in a good way. If its not pirates then its [[Advance_Classes#Tracer|Tracers]] or local police or the military. Or some princess who just wants to know when she will see your ship docking in her port again. Take advantage of the situation or try to correct is up too you. Almost assuredly this ships past is gonna get in your way and likely when you least expect it.&lt;br /&gt;
* Negative: -4 to communications. The ship is communally known along with its systems. People may attack you without provocation. &lt;br /&gt;
* Positive: Its likely that this ship can open as many doors as it closes. Its a 50/50% chance the person that knows your ship wants to kill you or pretend to be your friend and then maybe kill you later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Artificial Intelligence &#039;&#039;&#039;: &lt;br /&gt;
* Description: Wait what? I thought that was illegal for space ships to have fully aware AI computer linked too all ship systems. (Especially Weapons) Well that may be one reason why the ship didn&#039;t tell you right away it was smarter then you. But now you know. Hopefully it is nice and wont kill you. (Open the bay doors damit!) Nightmares aside you are in a deep pile of crock! If authorities find out they may as well put you in jail. Helping AI is breaking serious rules. One the other note this ship is pretty awesome! I mean wow! You sure hope it doesn&#039;t turn on you! *gulp*.&lt;br /&gt;
* Negative: Illegal! You cannot sell this through official markets. If you are caught most civilizations completely outlaw AI with such freedom and power with extremely harsh penalties. (This Negative cannot be ignored using the &#039;Out Dated&#039; quirk) &lt;br /&gt;
* Positives: +1 to Sensors, Mobility, Electronics. The ship can drive itself and pretend to be someone onboard. Oh the possibilities! &lt;br /&gt;
* Misc: The ship has to have a personality. Below are some options. You can roll for these or the GM can choose one. Or a blend&lt;br /&gt;
** Optimist&lt;br /&gt;
** Bully&lt;br /&gt;
** Physio&lt;br /&gt;
** Shy/Unsure&lt;br /&gt;
** Over achiever&lt;br /&gt;
** Whimsical&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Noisy &#039;&#039;&#039;:&lt;br /&gt;
* Description: Something somewhere is loose. Maybe as simple as a loose screw or as complicated as a electromagnetic field is off alignment. Either case this ship doesn&#039;t stop humming, whizzing, and ever now and then for excitement it jitters. You consistently think that&#039;s the last jitter it will make before the whole thing falls apart like a house of cards. But the she still is flying straight. So whatever it is it must not be important. Annoying as hell but not important.&lt;br /&gt;
* Negative: -1 to Communications.&lt;br /&gt;
* Positives: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Battle Scars &#039;&#039;&#039;:&lt;br /&gt;
* Description: Like a painting the hull of your ship speaks a thousand words. It seams like each panel is telling some story of great deeps and glorious conquest. Or at the very least oh my gosh look how close we got to being vaporized! The first option defiantly sounds better in a bar! &lt;br /&gt;
* Negative: -1 HD worth of Hit Points.&lt;br /&gt;
* Positive: +2 Communications, +4 to Communications when using the [[Intimidate|Intimidate]] skill. &lt;br /&gt;
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&#039;&#039;&#039; Lucky &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t quite know how and thinking about it is likely a waste of time. But you guys always seam to get through some of the craziest scraps! Maybe this ship is just good luck!&lt;br /&gt;
* Negative: None&lt;br /&gt;
* Positive: One per day a player can re-roll a check that uses one of the ships Attribute modifiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cursed &#039;&#039;&#039;:&lt;br /&gt;
* Description: You don&#039;t know why... and damit you wish you did but ever sense you been on this ship things just suck!&lt;br /&gt;
* Negative: Once per day negate the first Crit that is rolled when rolling for something that uses the ships Attribute modifiers.&lt;br /&gt;
* Positive: None&lt;br /&gt;
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== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
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The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
Building or repairing a ship requires a Ship Yard. A Docking Bay can also be used to repair a ship if the ship/station that has the Docking Bay also has a Industrial or Engineering bay.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including any customizations or accessories unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.&lt;br /&gt;
&lt;br /&gt;
Other players can also help in the building of a ship. The same rules associated with building a structure apply. To review the rules go [[Craft|here]]. Repair work can also be divided up. &lt;br /&gt;
&lt;br /&gt;
Building a Weapon or other hard point accessory is also considered like building a structure. With the except of Diminutive and Fine as they are normal sized weapon rules and thus the same rules for crafting. Making a hard point requires either a ship yard or a Engineering facility. The default time for crafting a non-weapon hard point accessory is 20 days. Weapon crafting times are based on there weapon sizes just like ships. &lt;br /&gt;
*Gigantic: 80 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Large: 40 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Medium: 20 Days&lt;br /&gt;
*Small: 10 Days&lt;br /&gt;
&lt;br /&gt;
Building a Bay requires 20 days for normal size bays and 40 days for Large sized bays. They can be built in any facility designed to handle the construction of a structure. They can be built directly into the ship or be built in pieces and then shipped and assembled inside of the ship. It takes two days to assemble a normal bay or 4 days to assemble a large bay. You cannot speed up the assemble process by dividing up work. Only the crafting of the item can other characters assist. You do not need to account for assembling a bay if it is directly built into the ship.&lt;br /&gt;
&lt;br /&gt;
Building an upgrade or other accessory is completely dependent on the item itself. However installing it from a time perspective is like repairing the ship of a major problem. Which is a full day while not being in FTL. Some upgrades may require that the ship be in a ship yard or a facility that supports repairs.&lt;br /&gt;
&lt;br /&gt;
=== Master Work Craft ===&lt;br /&gt;
&lt;br /&gt;
A ship can be master worked. This is represented by an additional point toward the 6 Core System Attributes for each Crafting skill a character has the required rank in. To make Master Work structures a Character must have a rank of 5 or higher in the appropriate skill. There are 3 crafting skills that effect ship building and those again are Electrical, Mechanical, Structural. That means there is a total of +3 points that can go toward a ship. &lt;br /&gt;
&lt;br /&gt;
If a ship has already been built it can be modified in a ship yard to add the additional point or points. These takes 1/3rd the total crafting time of the ship per point added. This means that if all 3 points are added at once it will take the total time of crafting the ship to complete the work. Just like in normal crafting the work can be divided up. Giving that each person doing the work has the correct crafting skill rank. If you have three characters each character can have one of the crafting skills at the correct rank not all characters have to have all the crafts at the correct rank. &lt;br /&gt;
&lt;br /&gt;
If you pay for assistance in building a master worked ship the cost of extra labor is 50% more for each extra point. Making the finial price an additional 150% of the original cost. Also the procure difficulty is increased by 1. This means an additional adjustment in price if the Character is buying a Master worked ship not building it.&lt;/div&gt;</summary>
		<author><name>70.125.142.17</name></author>
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