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	<id>http://www.gempunks.com/mediawiki-1.44.2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Foxwarrior</id>
	<title>Gempunks - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://www.gempunks.com/mediawiki-1.44.2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Foxwarrior"/>
	<link rel="alternate" type="text/html" href="http://www.gempunks.com/game/Special:Contributions/Foxwarrior"/>
	<updated>2026-07-26T06:46:46Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.2</generator>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_vehicles&amp;diff=14551</id>
		<title>Starpunks vehicles</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_vehicles&amp;diff=14551"/>
		<updated>2024-10-17T18:33:42Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A vehicle is a special type of creature, in that it has facing, and non-removable equipment which can only be hit from certain angles. &lt;br /&gt;
&lt;br /&gt;
=== Facing ===&lt;br /&gt;
&lt;br /&gt;
When a vehicle moves, its facing becomes equal to the direction it was moving at the end of that movement. Vehicles frequently have a minimum turning radius, as well, which is the smallest distance the vehicle can pivot around while moving.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
Vehicular movement is fundamentally different from the movement of other creatures. Rather than taking actions to move, at the beginning of a vehicle&#039;s turn it travels according to its current Movement Mode; after doing so, it may adjust its mode up or down one step. The following are statistics of a Mode:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minimum Speed:&#039;&#039;&#039; The minimum distance that the vehicle must travel each turn in this Mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maximum Speed:&#039;&#039;&#039; The maximum distance that the vehicle may travel each turn in this Mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; Space movement has no maximum speed (except in an atmosphere) so instead of a maximum speed, it has a maximum amount it can change its momentum by each round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turning Radius:&#039;&#039;&#039; The minimum radius of the circle that the vehicle may pivot around while moving in this Mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; Some movement modes (generally Space) allow the vehicle to drift in any direction but accelerate in the direction it&#039;s facing, and thus can turn a certain number of degrees per round instead of having a turning radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instability:&#039;&#039;&#039; How shaky the movement mode is. It is a penalty applied to all attacks made by the vehicle or creatures on it against targets beyond their weapons&#039; second range increment. Half the penalty, rounded down, is applied to all attacks made &#039;&#039;against&#039;&#039; the vehicle or creatures or objects on it from beyond the attacking weapon&#039;s second range increment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Climb:&#039;&#039;&#039; How rapidly the vehicle can go upwards. If specified in meters, this distance is measured independently of lateral travel. If specified in degrees, this is the steepest angle it can use. It only matters for Aerial and Submarine movement modes in a gravitational field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Altitude:&#039;&#039;&#039; Some aerial vehicles have a max altitude, and can&#039;t climb upwards in a round when there&#039;s nothing below it within that distance.&lt;br /&gt;
&lt;br /&gt;
Types of movement modes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default (Ground):&#039;&#039;&#039; The vehicle travels along the ground. Unless otherwise specified, it collides with objects, rather than rolling over them, if they are more than 0.25 meters high.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerial:&#039;&#039;&#039; The vehicle travels through the air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Submarine:&#039;&#039;&#039; The vehicle travels through liquids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic:&#039;&#039;&#039; The vehicle travels on the surfaces of liquids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space:&#039;&#039;&#039; The vehicle accelerates in the void of space. In space, carrying capacity does not matter. Instead, if the total amount it is carrying equals or exceeds its weight, divide its acceleration by 1+the number of multiples. &#039;&#039;So a 10 thousand kilogram ship carrying 43 thousand kilograms of stuff would divide its acceleration by 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Crashing ====&lt;br /&gt;
&lt;br /&gt;
When a vehicle collides with something, both the vehicle and that thing share an attack with values dependent on their relative velocity; if the other thing is [[stationary]] or an unattended object, it is never missed. The relative velocity for a vehicle/non-vehicle collision is simply equal to the full distance the vehicle would have moved this turn. The relative velocity for a vehicle/vehicle collision is equal to that full distance added to the distance the other vehicle moved on its previous turn, using vector subtraction. The damage of the attack is 1d6-7 with 0 [[Demolition]], and it [[fling|flings]] the target 45 degrees to the side of forwards, 4 meters per wound. It deals +2 damage and +1 demolition with a relative velocity of at least 50 meters/round, another +2 damage and +1 demolition if at least 100 meters/round, and +2 additional damage and +1 demolition for every doubling of velocity. The weight of the attacker (see below) applies to the damage and Demolition it deals as well.&lt;br /&gt;
&lt;br /&gt;
If both parties wish to avoid the collision, the [[accuracy]] of the attack is -1, and the [[AD]] being targeted is that of the higher entity. If only one party wishes to avoid the collision, the attack is equal to the non-avoiding entity&#039;s [[AD]] minus 2 and the [[AD]] being targeted is that of the other entity. If neither entity is willing to avoid the collision, the attack hits. If the attack hits, both entities are hit, and if it misses, both entities are missed, but critical hits are rolled individually.&lt;br /&gt;
&lt;br /&gt;
The moving vehicle is slowed by each thing it collides with: if it hits something and does not reduce that thing to 0 or less HP or destroy it, it ends its movement there. Even if it is not stopped, its remaining movement is reduced by 40 meters times the Slowdown Multiplier for the obstruction, divided by the Slowdown Multiplier for the vehicle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{Anchor|Table: Collision Damage and Slowdown by Weight}}&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Weight&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Damage Modifier&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Demolition&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Slowdown Multiplier&lt;br /&gt;
|- &lt;br /&gt;
| Less than 1 [[kilograms|kilogram]] || -6 || -3 || &amp;amp;times;1/8&lt;br /&gt;
|- &lt;br /&gt;
| 1-10 [[kilograms]] || -4 || -2 || &amp;amp;times;1/4&lt;br /&gt;
|- &lt;br /&gt;
| 11-40 [[kilograms]] || -2 || -1 || &amp;amp;times;1/2&lt;br /&gt;
|- &lt;br /&gt;
| 41-200 [[kilograms]] || +0 || +0 || &amp;amp;times;1&lt;br /&gt;
|-&lt;br /&gt;
| 201-1000 [[kilograms]] || +2 || +1 || &amp;amp;times;2&lt;br /&gt;
|-&lt;br /&gt;
| 1001-5000 [[kilograms]] || +4 || +2 || &amp;amp;times;4&lt;br /&gt;
|-&lt;br /&gt;
| 5001-25000 [[kilograms]] || +6 || +3 || &amp;amp;times;8&lt;br /&gt;
|-&lt;br /&gt;
| 25001 or more [[kilograms]] || +8 || +4 || &amp;amp;times;16&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sinking ====&lt;br /&gt;
&lt;br /&gt;
When [[overloaded]] in a gravitational field, a vehicle sinks. In the air, it falls at half the normal rate, and counts only half the distance fallen for fall damage. In the water, it has a sink distance of 5 meters. In neither case can the vehicle travel upward.&lt;br /&gt;
&lt;br /&gt;
=== Attacking Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Vehicles in Starpunks have Hull instead of HP and Toughness. All vehicles have 8 Chips of Hull, and anything that triggers on a wound triggers when it inflicts any Chips. At low Hull values, damage can potentially destroy a vehicle (demolition bonus damage is added), but at higher Hull values, only demolition matters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{Anchor|Table: Hull Damage}}&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Hull&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Chips&lt;br /&gt;
|-&lt;br /&gt;
! 1 || 2 || 4 || 8 (all)&lt;br /&gt;
|- &lt;br /&gt;
| 1 || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || 8 damage&lt;br /&gt;
|- &lt;br /&gt;
| 2 || &amp;amp;mdash; || &amp;amp;mdash; || 8 damage || 16 damage&lt;br /&gt;
|- &lt;br /&gt;
| 3 || &amp;amp;mdash; || 8 damage || 16 damage || Demolition 6&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 8 damage || 16 damage || Demolition 6 || Demolition 7&lt;br /&gt;
|- &lt;br /&gt;
| 5 || 16 damage || Demolition 6 || Demolition 7 || Demolition 8&lt;br /&gt;
|-&lt;br /&gt;
| X || Demolition X || Demolition X+1 || Demolition X+2 || Demolition X+3&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A combined volley of multiple identical weapons fired together can be added together to increase their demolition against a vehicle, if the weapons have at least Demolition 4. For every doubling in number of hits, the attacker may treat it as one hit with +1 Demolition.&lt;br /&gt;
&lt;br /&gt;
==== Main Body ====&lt;br /&gt;
&lt;br /&gt;
The main body of the vehicle is subject to accelerated destruction from attacks that deal a lot of damage or have a high [[Demolition]] value, [[Environment#Materials|like objects are]]. [[Piercing]] weapons do not do actual harm to the body of the vehicle, but can pass through it with the same amount of ease as when shooting through a wall with the same [[HP]] and [[Toughness]].&lt;br /&gt;
&lt;br /&gt;
When a vehicle is reduced to 0 HP or less, it is destroyed, and each creature inside it takes one hit that does damage equal to the amount of damage left over after destroying the vehicle.&lt;br /&gt;
&lt;br /&gt;
The [[AD]] and [[GD]] of a vehicle indicate how hard it is to get a good square hit on it when it&#039;s in motion. When parked or drifting uncontrolled through space, a vehicle is [[stationary]]. Some vehicles get [[AD]] and [[GD]] from having a good pilot: [ [[Deft]] ] vehicles add the pilot&#039;s bonuses to [[AD]] and [[GD]] from their Specialties; [ [[Half-Deft]] ] vehicles add half that much, rounded down.&lt;br /&gt;
&lt;br /&gt;
==== Components ====&lt;br /&gt;
&lt;br /&gt;
Vehicles have special equipment which can only be hit from certain angles. A Left Side item, for example, can only be hit by creatures that have a firing line to the left side of the vehicle. A glancing shot is less likely to be effective than a perpendicular one: if the angle from the firer to the vehicle&#039;s side is more than 45 degrees, the item has Cover.&lt;br /&gt;
&lt;br /&gt;
There is no penalty for attacking components normally, unlike when [[sunder|sundering]] items, although some components get [[AD]] bonuses. Stronger components have Hull instead of HP and Toughness, but ignore all attacks that don&#039;t do at least 4 Chips of damage.&lt;br /&gt;
&lt;br /&gt;
==== Passengers ====&lt;br /&gt;
&lt;br /&gt;
Creatures inside a vehicle are protected by it: An attack that tries to hit the creature must do at least 1 Chip to the vehicle first, using the normal rules for firing through objects. The wound to the vehicle, if it is successfully inflicted by a non-[[Piercing]] attack, applies to its total Chips.&lt;br /&gt;
&lt;br /&gt;
If a creature wants to shoot from inside a vehicle at targets outside of it without harming the vehicle itself, they must open some hole in the vehicle, like a window or porthole, and others that wish to fire back may then choose to treat the vehicle as [[total cover]] instead of shooting through it.&lt;br /&gt;
&lt;br /&gt;
=== Mounting Weapons ===&lt;br /&gt;
&lt;br /&gt;
Weapons can be mounted to vehicles with varying amounts of rotational ability depending on their weight. If it weighs less than half of the vehicle&#039;s carrying capacity, it is a &#039;&#039;&#039;Light Weapon&#039;&#039;&#039;, and can be mounted to fire in every direction except for a specified 90 degree cone. If it weighs more than that, but no more than the vehicle&#039;s carrying capacity, it is a &#039;&#039;&#039;Medium Weapon&#039;&#039;&#039;, and can be mounted to fire anywhere in a specified 90 degree cone. If it weighs as much as the vehicle&#039;s carrying capacity or more, it is a &#039;&#039;&#039;Strong Weapon&#039;&#039;&#039;, and can only be mounted to fire in one very specific direction, and the vehicle must be turned precisely to face its target.&lt;br /&gt;
&lt;br /&gt;
Each properly mounted vehicle weapon comes with a specialized reloader, which contributes all actions necessary to reload the weapon, delaying when no reloading is necessary. The weapon braces count as two hands devoted to holding the weapon. For incremental reloads, the reloader has an effective carrying capacity equal to twice the reloader&#039;s weight (any weight may be chosen for the reloader, but it&#039;s added to the weapon&#039;s weight to determine if it&#039;s &#039;&#039;&#039;Light&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, or &#039;&#039;&#039;Strong&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Once per round, a gunner standing at the weapon can use a [[Standard action]] to fire a weapon two times, or once if it is [[Heavy]], taking penalties to accuracy in order to make extra attacks with semiautomatic and automatic weapons as desired. The gunner uses their own accuracy, at a -1 penalty if &#039;&#039;&#039;Light&#039;&#039;&#039;, -2 if &#039;&#039;&#039;Medium&#039;&#039;&#039;, and -3 if &#039;&#039;&#039;Strong&#039;&#039;&#039;. It is also possible to use a [[Standard action]] to [[Ranged Guard]] with a non-[[Heavy]] mounted weapon.&lt;br /&gt;
&lt;br /&gt;
==== Grouping Weapons ====&lt;br /&gt;
&lt;br /&gt;
Multiple weapons can be grouped together in order to make them easier for a gunner to fire, letting them all be fired with full effect at once as a single action, although they must always share the same group of targets, and no more than one hit may be allocated to each target per round. The attachments needed to group multiple weapons together cost 200 credits per weapon and weigh 20 kilograms per weapon. Use the total weight of the set of weapons including attachments to determine whether they work as &#039;&#039;&#039;Light&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, or &#039;&#039;&#039;Strong&#039;&#039;&#039;. If ten or more attacks are made by identical weapons in a weapon group, they use [[regiments#Rapid Rolling|Regiment Rapid Rolling]] rules.&lt;br /&gt;
&lt;br /&gt;
=== Pilot ===&lt;br /&gt;
&lt;br /&gt;
A vehicle can be built to be controlled by one or both of the following methods:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Driver:&#039;&#039;&#039; The Driver controls the vehicle&#039;s actions from within as a [[move action]] each round. This takes two limbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remote Control:&#039;&#039;&#039; As per a &#039;&#039;&#039;Driver&#039;&#039;&#039;, but the Driver controls the vehicle via a radio connection. The radio connection can be turned on or off at the vehicle as a [[standard action]].&lt;br /&gt;
&lt;br /&gt;
==== Pilot Actions ====&lt;br /&gt;
&lt;br /&gt;
A pilot can attempt difficult piloting actions using an Agility check, when piloting a [ [[Deft]] ] or [ [[Half-Deft]] ] vehicle. For a [ [[Half-Deft]] ] vehicle, the pilot&#039;s Agility is halved. The Agility modifiers from being Small or Big are ignored. Each [[move action]] Pilot Action can only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot (DC 3) &amp;amp;mdash; [[lesser action|Lesser Action]]:&#039;&#039;&#039; The pilot can attempt to pilot the vehicle as a lesser action. Failing this check means the vehicle is not piloted this round. All other pilot actions they attempt this round also get +2 to the DC. For another +2 to the DC on top of that, they may do other Pilot Actions that are [[move action|move actions]] as [[lesser action|lesser actions]] this round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharp Turn (DC 6) &amp;amp;mdash; [[move action|Move Action]]:&#039;&#039;&#039; The pilot pushes the craft to its limit, this turn when it moves its turn radius is halved and its turn rate is doubled, but it must adjust its mode down one step. This can&#039;t be used when in the lowest movement mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smooth Turn (DC 9) &amp;amp;mdash; [[move action|Move Action]]:&#039;&#039;&#039; The pilot pushes the craft to its limit more gracefully, this turn when it moves its turn radius is halved and its turn rate is doubled. This can&#039;t be used in combination with Sharp Turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juke (DC 8) &amp;amp;mdash; [[immediate action|Immediate Action]]:&#039;&#039;&#039; The pilot makes the craft hop to the side. They move it 5 meters in any direction (except into the air if it&#039;s a ground vehicle), and the vehicle gets +2 to [[AD]] and [[GD]] against whatever attack this interrupted. Failing the check means the vehicle moves 5 meters in a random direction, but only after the attack is resolved, with no bonus [[AD]] or [[GD]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pedal to the Metal (DC 6) &amp;amp;mdash; [[move action|Move Action]]:&#039;&#039;&#039; The pilot puts a bit of extra oomf in there. This turn its Maximum Speed and/or Acceleration for the current mode is increased by 25%, but it can&#039;t decrease its movement mode this round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barrel Roll (DC 10) &amp;amp;mdash; [[standard action|Standard Action]]:&#039;&#039;&#039; The pilot tries spinning, it&#039;s a good trick. This can only be used in an Aerial, Submarine, or Space movement mode. The vehicle gets +2 [[AD]] and [[GD]] until the pilot&#039;s next turn, but gets -25% to Maximum Speed and Acceleration this round. Failing the check means it still gets the reduced Maximum Speed and Acceleration, but no bonus [[AD]] and [[GD]].&lt;br /&gt;
&lt;br /&gt;
=== Vehicular Stealth ===&lt;br /&gt;
&lt;br /&gt;
The Stealth of a vehicle is equal to that of the pilot, or -1 if there is no pilot.&lt;br /&gt;
&lt;br /&gt;
A vehicle&#039;s engine can be heard at a distance equal to three times the distance it moved that turn, plus its size. Keep in mind that sound only travels about 5000 meters per round through air.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Many vehicles have options, chosen when the vehicle is created.&lt;br /&gt;
&lt;br /&gt;
=== Hijacking ===&lt;br /&gt;
&lt;br /&gt;
If a vehicle is not open topped, it will have some access hatches or doors. Wrenching open or blasting the hinges off an access hatch has [[AD]] and [[GD]] as the vehicle +1 (unless you are [[grappled|grappling]] or [[riding]] the vehicle in which case it has [[AD]] and [[GD]] 2), [[HP]] 1, and [[Toughness]] 8. The walls of the vehicle have [[Toughness]] 8 and [[HP]] 2 for the purposes of blowing a hole in to get inside; 1 Chip to the hull is also sufficient.&lt;br /&gt;
&lt;br /&gt;
=== Pricing ===&lt;br /&gt;
&lt;br /&gt;
Larger vehicles are extremely expensive, but difficult to sell. In typical situations, safely fencing off a stolen vehicle should only reward 10% of the list price, or even less for the biggest kinds.&lt;br /&gt;
&lt;br /&gt;
Buying a used or stolen vehicle can also bring down the price a bit, to maybe half of the list price. If a player establishes theirself as a reliable fence somehow, they can probably bring down the price for stolen vehicles to closer to 20%, including all the overhead for laundering the registration and such.&lt;br /&gt;
&lt;br /&gt;
=== Vehicle List ===&lt;br /&gt;
&lt;br /&gt;
{{:Hoverbike}}&lt;br /&gt;
&lt;br /&gt;
{{:Hover car}}&lt;br /&gt;
&lt;br /&gt;
{{:Hover tank}}&lt;br /&gt;
&lt;br /&gt;
{{:Light walker}}&lt;br /&gt;
&lt;br /&gt;
{{:Tall walker}}&lt;br /&gt;
&lt;br /&gt;
{{:Heavy walker}}&lt;br /&gt;
&lt;br /&gt;
{{:Starfighter}}&lt;br /&gt;
&lt;br /&gt;
{{:Space corvette}}&lt;br /&gt;
&lt;br /&gt;
{{:Starfrigate}}&lt;br /&gt;
&lt;br /&gt;
{{:Space freighter}}&lt;br /&gt;
&lt;br /&gt;
{{:Starcruiser}}&lt;br /&gt;
&lt;br /&gt;
{{:Starcarrier}}&lt;br /&gt;
&lt;br /&gt;
{{:Battle station}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperspace_projector_cannon&amp;diff=14550</id>
		<title>Hyperspace projector cannon</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperspace_projector_cannon&amp;diff=14550"/>
		<updated>2024-10-16T22:38:28Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;{{Staritem |name=Hyperspace Projector Cannon |itemtype=Ancient Weapon |descriptors=[ Heavy ], [ Loud 10 kilometers ], [ Trigger Grip ] |damage=N/A |demolition...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Hyperspace Projector Cannon&lt;br /&gt;
|itemtype=Ancient Weapon&lt;br /&gt;
|descriptors=[ [[Heavy]] ], [ [[Loud|Loud 10 kilometers]] ], [ [[Trigger Grip]] ]&lt;br /&gt;
|damage=N/A&lt;br /&gt;
|demolition=N/A&lt;br /&gt;
|weight=5 million [[Kilograms]]&lt;br /&gt;
|range=500 meters&lt;br /&gt;
|ammunition=Each shot consumes 1000 [[kilograms]] of tachyonium.&lt;br /&gt;
|siegereload=&lt;br /&gt;
|effect1=The beam cannon takes 1 round to charge (activated as ten [[standard action|standard actions]] typing in the coordinates) before it fires in exactly the direction it was aiming (if a target moved in that time, it will likely get out of the way). If it charges, it must fire.&lt;br /&gt;
|effect2=The hyperspace transports everything in a 100 meter wide, 500 meter long cylindrical region to the specified jump coordinates.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperspace_ring_sphere&amp;diff=14549</id>
		<title>Hyperspace ring sphere</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperspace_ring_sphere&amp;diff=14549"/>
		<updated>2024-10-16T22:36:41Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Hyperspace Ring Sphere&lt;br /&gt;
|itemtype=Ancient Gadget&lt;br /&gt;
|fluff=Three concentric spinning rings of stone and glowing symbols, with a comparatively small control panel on one side of the outer ring&lt;br /&gt;
|weight=1 million [[Kilograms]] (small), 1 billion [[Kilograms]] (large)&lt;br /&gt;
|effect1=When the coordinates are typed in by pressing the enormous stone symbols (ten [[Standard actions]]), anything within the rings is transported to the coordinates, in formation, accurately without error. The rings are not transported with them. Each use expends 100 [[kilograms]] of [[Tachyonium]] if small, or 1000 kilograms if large.&lt;br /&gt;
|special=The rings have a radius of 1000 meters if large, or 100 meters if small.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Template:Staritem&amp;diff=14548</id>
		<title>Template:Staritem</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Template:Staritem&amp;diff=14548"/>
		<updated>2024-10-16T22:30:37Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;table style=&amp;quot;line-height: 1.25em; width:600px; border: 2px solid&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;color: #fdf9d3; {{#switch: {{{itemtype}}}&lt;br /&gt;
        |Weapon=background-color: #706060;&lt;br /&gt;
        |Warhead=background-color: #807070;&lt;br /&gt;
        |Weapon Attachment=background-color: #606050;&lt;br /&gt;
        |Armor=background-color: #606060;&lt;br /&gt;
        |Gadget=background-color: #606070;&lt;br /&gt;
        |Ancient Weapon=background-color: #006060;&lt;br /&gt;
        |Ancient Warhead=background-color: #007070;&lt;br /&gt;
        |Ancient Weapon Attachment=background-color: #006050;&lt;br /&gt;
        |Ancient Armor=background-color: #006060;&lt;br /&gt;
        |Ancient Gadget=background-color: #006070;&lt;br /&gt;
        |Commodity=background-color: #505080;&lt;br /&gt;
        |Drug=background-color: #607060;&lt;br /&gt;
        |Augment=background-color: #505070;&lt;br /&gt;
        |background-color: #FF00FF; [[Category:Typeless Items]]&lt;br /&gt;
        }}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.625em 0.625em 0.0625em;text-align:inherit;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;strong class=&amp;quot;selflink&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#fdf9d3;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;{{{name}}}&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/strong&amp;gt; &amp;lt;div style=&amp;quot;text-align:right; float:right;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#fdf9d3;&amp;quot;&amp;gt;{{{itemtype}}}&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{#if: {{{fluff|}}} |&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #eee3a4;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 0.625em;text-align:inherit;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;i&amp;gt;{{{fluff}}}&amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{descriptors|}}} | &lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #fff4b5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: -0.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;b&amp;gt;{{{descriptors}}}&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{bodypart|}}} |&lt;br /&gt;
&amp;lt;tr style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: -0.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;b&amp;gt;Body Part&amp;lt;/b&amp;gt;&amp;amp;nbsp; {{{bodypart}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#ifeq: {{{itemtype}}} | Warhead | |&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #ddd293;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: -0.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; {{#if: {{{credits|}}} |&amp;lt;b&amp;gt;[[Credits]]&amp;lt;/b&amp;gt;&amp;amp;nbsp;{{{credits}}}  }}     &amp;lt;div style=&amp;quot;text-align:right; float:right;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#000000;&amp;quot;&amp;gt;{{#if: {{{weight|}}} |&amp;lt;b&amp;gt;Weight&amp;lt;/b&amp;gt;&amp;amp;nbsp;{{{weight}}}}}&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{technologies|}}} | &lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #dddddd;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: -0.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;b&amp;gt;Technologies:&amp;lt;/b&amp;gt; {{{technologies}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{damage|}}} | &lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #fff4b5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: -0.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;b&amp;gt;Damage:&amp;lt;/b&amp;gt; {{{damage}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}     &lt;br /&gt;
{{#if: {{{demolition|}}} | &lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #fff4b5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: -0.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;b&amp;gt;[[Demolition]]:&amp;lt;/b&amp;gt; {{{demolition}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{range|}}} | &lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #fff4b5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: -0.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;b&amp;gt;[[Attack rules#Far|Range]]:&amp;lt;/b&amp;gt; {{{range}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{reload|}}} | &lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #fff4b5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: -0.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;b&amp;gt;Reload Time:&amp;lt;/b&amp;gt; {{{reload}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{siegereload|}}} | &lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #fff4b5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: -0.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;b&amp;gt;[[Incremental Reload]]:&amp;lt;/b&amp;gt; {{{siegereload}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{ammunition|}}} | &lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #fff4b5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: -0.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;b&amp;gt;Ammunition:&amp;lt;/b&amp;gt; {{{ammunition}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{handedness|}}} | &lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #fff4b5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: -0.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;b&amp;gt;Handedness:&amp;lt;/b&amp;gt; {{{handedness}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{stattrade|}}} | &lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #fff4b5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: -0.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; {{{stattrade}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{effect1|}}} | &lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #fff4b5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: -0.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;b&amp;gt;Effects:&amp;lt;/b&amp;gt; {{{effect1}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{effect2|}}} | &lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #fff4b5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: 2.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; {{{effect2}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{effect3|}}} | &lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #fff4b5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: 2.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; {{{effect3}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{effect4|}}} | &lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #fff4b5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: 2.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; {{{effect4}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{warhead|}}} | &lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #fff4b5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: -0.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;b&amp;gt;[[Gear and Gadgets#Warheads|Warhead]]:&amp;lt;/b&amp;gt; {{{warhead}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{supersize|}}} |&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #fff4b5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: -0.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;b&amp;gt;Supersize:&amp;lt;/b&amp;gt; {{{supersize}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{special|}}} | &lt;br /&gt;
&amp;lt;tr style=&amp;quot;background: #fff4b5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0.0625em 0.625em 0.0625em 1.25em;text-align:inherit;text-indent: -0.625em;&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;b&amp;gt;Special:&amp;lt;/b&amp;gt; {{{special}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}     &amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperspace_beacon&amp;diff=14547</id>
		<title>Hyperspace beacon</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperspace_beacon&amp;diff=14547"/>
		<updated>2024-10-16T22:29:22Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;{{Staritem |name=Hyperspace Beacon |itemtype=Ancient Gadget |fluff=A glowing core surrounded by gently floating stone monoliths, with the coordinates written on the monoliths...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Hyperspace Beacon&lt;br /&gt;
|itemtype=Ancient Gadget&lt;br /&gt;
|fluff=A glowing core surrounded by gently floating stone monoliths, with the coordinates written on the monoliths in Ancient.&lt;br /&gt;
|weight=1 billion [[Kilograms]]&lt;br /&gt;
|effect1=1000 meters directly above the Hyperspace Beacon is a valid jump target, with the jump coordinates written on the monoliths, even though the hyperspace beacon is so lightweight.&lt;br /&gt;
|special=The hyperspace beacon is 100 meters wide.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperspace_ring_sphere&amp;diff=14546</id>
		<title>Hyperspace ring sphere</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperspace_ring_sphere&amp;diff=14546"/>
		<updated>2024-10-16T22:26:09Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;{{Staritem |name=Hyperspace Ring Sphere |itemtype=Ancient Gadget |fluff=Three concentric spinning rings of stone and glowing symbols, with a comparatively small control panel...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Hyperspace Ring Sphere&lt;br /&gt;
|itemtype=Ancient Gadget&lt;br /&gt;
|fluff=Three concentric spinning rings of stone and glowing symbols, with a comparatively small control panel on one side of the outer ring&lt;br /&gt;
|weight=1 million [[Kilograms]] (small), 1 billion [[Kilograms]] (large)&lt;br /&gt;
|effect1=When the coordinates are typed in by pressing the enormous stone symbols (ten [[Standard actions]]), anything within the rings is transported to the coordinates, in formation, accurately without error. The rings are not transported with them.&lt;br /&gt;
|special=The rings have a radius of 1000 meters if large, or 100 meters if small.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Environment&amp;diff=14545</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Environment&amp;diff=14545"/>
		<updated>2024-10-16T22:19:11Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Environmental Hazards ===&lt;br /&gt;
{{Image|Lava cave|550px}}&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Falling}}&#039;&#039;&#039;: A creature or object of roughly human density falls 900 meters per round. Falling 2 meters or more deals 1d6 Physical damage. The damage increases by 2 and the demolition by 1 for every doubling in distance, to a maximum of 1d6+14 damage with 7 demolition at 256 meters fallen. Damage taken is adjusted by a weight-dependent modifier from the table below: this change is applied after the maximum. Soft surfaces like sand or grass reduce the damage by 1, very soft surfaces like hay bales or bushes reduce the damage by 2, and sharp objects like spikes increase the damage by 2. Falling creatures and objects also damage whatever they land on, and use an accuracy of +0 to hit creatures in their path rather than the ground below those creatures.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{Anchor|Table: Fall Damage Modifier by Weight}}&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Weight&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Damage Modifier&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Demolition&lt;br /&gt;
|- &lt;br /&gt;
| Less than 1 [[kilograms|kilogram]] || -6 || -3&lt;br /&gt;
|- &lt;br /&gt;
| 1-10 [[kilograms]] || -4 || -2&lt;br /&gt;
|- &lt;br /&gt;
| 11-40 [[kilograms]] || -2 || -1&lt;br /&gt;
|- &lt;br /&gt;
| 41-200 [[kilograms]] || +0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 201-1000 [[kilograms]] || +2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1001-5000 [[kilograms]] || +4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5001-25000 [[kilograms]] || +6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 25001 or more [[kilograms]] || +8 || 4&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Light Wind}}&#039;&#039;&#039;: Light wind interferes with projectiles, causing [[Attack rules#Wind|penalties to attack rolls]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Strong Wind}}&#039;&#039;&#039;: Strong wind interferes with projectiles, causing [[Attack rules#Wind|penalties to attack rolls]]. It also [[fling|flings]] creatures in the area 5 meters at the beginnings of their turns unless they succeed on a DC 6 [[Muscle]] check. Flying creatures are [[fling|flung]] 10 meters, which is reduced to 5 meters on a DC 6 [[Muscle]] check. Strong Wind also gives creatures in the area a -3 penalty to [[Agility]] checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Heavy Rain}}&#039;&#039;&#039;: Heavy rain grants [[concealment]] to any creature that is more than 10 meters away from its observer or attacker, and creates sufficient sound to count as significant ambient noise for [[detection|Auditory Stealth]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Hail}}&#039;&#039;&#039;: Hail functions as [[#Heavy Rain|Heavy Rain]], but also deals 1d6-2 Physical damage to each creature and unattended object at the beginning of its turn. Damage increases to 1d6-1 for more severe hail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Lightning Storm}}&#039;&#039;&#039;: Each round, 1d6-4 (minimum 0) lightning bolts strike beneath the thundercloud. Each lightning bolt picks a random 5 meter wide cylinder beneath the cloud, and strikes the highest creature or unattended object in that cylinder, for an attack with a +3 [[Accuracy]] and 1d6+3 Electricity damage; wounded targets are [[stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Lava}}&#039;&#039;&#039;: Anything that touches lava is lit on fire, and a creature that spends any part of its turn partly or fully immersed in lava takes 1d6+4 points of Heat damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Toxic Waste}}&#039;&#039;&#039;: Toxic waste is swum through rather than walked on. Anything that touches toxic waste takes 1d6 Acid damage, and a creature that spends any part of its turn partly or fully immersed in toxic waste takes 1d6+3 points of Acid damage instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Toxic Fumes}}&#039;&#039;&#039;: At the end of each creature&#039;s turn, if that creature has toxic fumes in its lungs, it takes 1d6+2 Acid damage. If the creature (or an object) is merely surrounded by the fumes, it takes only 1d6-2 Acid damage instead. Completely exhaling all air from one&#039;s lungs removes the toxic fumes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Extreme Temperature}}&#039;&#039;&#039;: Extremely hot or cold atmospheres or metal surfaces are unpleasant to touch. At 100° C, the atmosphere or surface deals 1d6-2 Heat damage per round. This increases by 1 damage for every 50 additional degrees.&lt;br /&gt;
:At -20° C, the atmosphere or surface deals 1d6-2 Cold damage per round. This increases by 1 damage for every 50 fewer degrees.&lt;br /&gt;
:In the vacuum of space it is very cold but doesn&#039;t chill all that quickly. As long as a creature keeps active, it is unharmed. If it remains still (not burning energy to stay warm), then it takes 1d6 Cold damage every ten minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Vacuum}}&#039;&#039;&#039;: Extremely low pressure environments are low on friction, and breathability. Any creature that ends its turn holding its breath with more than one-tenth of its total number of rounds remaining in a vacuum takes 1d6+2 Noise damage. Projectiles can travel unlimited distances in a vacuum: unless a projectile speed is specified they travel 8 times their maximum range per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Decompression}}&#039;&#039;&#039;: Going from a higher-pressure area to a lower-pressure one during the course of a single round can be quite dangerous. If a character goes down one atmosphere very rapidly (as by opening a relatively small room to the outside, or teleporting from an area with one pressure or another), they take 1d6-1 Noise damage, with a +2 bonus to damage for every additional atmosphere of change. If the change is more gradual over the course of the round, the damage is decreased to 1d6-2, +1 for every additional atmosphere.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
{{Jpeg|Destruction|550px}}&lt;br /&gt;
Sometimes, people may wish to destroy objects. Objects have an AD (and GD) of 2, unless otherwise noted. Attacking an object or series of objects typically destroys approximately a 2x2 meter square of it (unless it&#039;s an area of effect attack, in which case it destroys the touched regions, or a [[Piercing]] attack, in which case it destroys a 6x6 centimeter hole), with depth depending on the damage dealt: every point of damage it takes to wound an obstacle is subtracted from the current damage of the attack (only one damage roll is made, no matter how many layers there are). If the remaining damage is insufficient to inflict another wound, the attack stops there.&lt;br /&gt;
&lt;br /&gt;
However, if the attack has more than 0 &#039;&#039;&#039;{{Anchor|Demolition}}&#039;&#039;&#039;, the attack deals bonus damage against objects, which is subtracted first when attacking through objects and ignored for creatures. [[Piercing]] attacks get +2 Demolition.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Demolition&#039;&#039;&#039; of an attack is normally 0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{Anchor|Table: Bonus Object Damage by Demolition}}&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Demolition&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Bonus Damage&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Demolition (continued)&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Bonus Damage (continued)&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Bonus Area (continued)&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 9 || 128 || x2&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 10 || 256 || x2&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2 || 11 || 256 || x4&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 12 || 512 || x4&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 8 || 13 || 512 || x8&lt;br /&gt;
|- &lt;br /&gt;
| 5 || 16 || 14 || 1024 || x8&lt;br /&gt;
|- &lt;br /&gt;
| 6 || 32 || 15 || 1024 || x16&lt;br /&gt;
|- &lt;br /&gt;
| 7 || 64 || 16 || 2048 || x16&lt;br /&gt;
|- &lt;br /&gt;
| 8 || 128 || Every+2 || x2 of 2 less || x2 of 2 less&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At higher Demolition levels, the area destroyed gets wider at the expense of less damage and therefore less depth. At 9 it doubles (to 4x4 for a normal attack, or twice the radius of an area of effect), and [[piercing]] attacks are raised to make a hole 1/4 as big as a non-[[piercing]] (now doubled) attack would.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Against Armor&#039;&#039;&#039;: [[Piercing]] attacks do not cause significant harm to the armor itself.&lt;br /&gt;
&lt;br /&gt;
If trying to attack something with a higher [[AD]] behind an object, critical hits only count if confirmed against the higher [[AD]], and you get all attack penalties for attacking either target, other than [[cover]] or [[total cover]] granted by the obstacle itself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, Bobby &amp;quot;Sledgehammer&amp;quot; Stone is trying to kill a guy wearing fullplate hiding behind a quarter meter of brick with a single swing of his massive hammer. Through the use of [[Sniper]], he easily gets a critical hit on both the wall&#039;s [[AD]] (2) and the guy&#039;s (4), for a relatively low amount of damage, considering his 4 Strongman, of only 21. Since he has 3 Demolition, he gets 4 bonus object damage. The smashed granite&#039;s 3 HP and 5 Toughness takes away all the bonus damage and 11 of the normal damage (the 21 goes down to 10). The poor sod&#039;s fullplate takes all the remaining damage exactly, so the guy&#039;s armor shatters but he is fine. Bobby&#039;s reputation is ruined.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The guy turns around and stabs Bobby in the face with a sword, accepting the Cover penalty to avoid Bobby&#039;s armor. His Demolition of 2 gives him 2 bonus object damage, but it doesn&#039;t help him hurt Bobby at all, so his pathetic damage roll of 3 does nothing to Bobby. The guy had no reputation, so he&#039;s fine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The sound created by a breaking object is audible at a distance equal to the original damage roll plus demolition damage, squared, in meters, or only a quarter that for [[Piercing]] weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{Anchor|Table: Common Materials}}&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Name&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Toughness&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | HP per meter&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Can be lit [[on fire]]&lt;br /&gt;
|-&lt;br /&gt;
| Dirt || 2 || 30 || No&lt;br /&gt;
|-&lt;br /&gt;
| Wood || 4 || 15 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Ice || 4 || 4 || No&lt;br /&gt;
|-&lt;br /&gt;
| Brick || 6 || 12 || No&lt;br /&gt;
|- &lt;br /&gt;
| Granite || 8 || 10 || No&lt;br /&gt;
|- &lt;br /&gt;
| Iron || 7 || 15 || No&lt;br /&gt;
|- &lt;br /&gt;
| Steel || 8 || 15 || No&lt;br /&gt;
|- &lt;br /&gt;
| Gold || 6 || 17 || No&lt;br /&gt;
|-&lt;br /&gt;
| Salt || 6 || 5 || No&lt;br /&gt;
|-&lt;br /&gt;
| Bone || 4 || 15 || No&lt;br /&gt;
|-&lt;br /&gt;
| Glass || 4 || 7 || No&lt;br /&gt;
|-&lt;br /&gt;
| Water || 1 || 5 || No&lt;br /&gt;
|-&lt;br /&gt;
| Timestone || 6 || 5 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Cherelith || 6 || 8 || No&lt;br /&gt;
|-&lt;br /&gt;
| Airsteel || 8 || - || No&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{{Image|Materials|300px}}&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Water}}:&#039;&#039;&#039; Water is difficult to see through. 100 meters of clear water or 5 meters of murky water grants [[concealment]], and it&#039;s impossible to see more than 10 times that far through it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Timestone}}:&#039;&#039;&#039; Timestone is a material much like sandstone, aside from its unique interaction with [ [[time]] ] effects: If an object would be affected by a [ [[time]] ] effect, all timestone in contact with that object is affected as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Cherelith}}:&#039;&#039;&#039; Cherelith is a type of marbled rock, part dark and metallic, part transparent and glowing blue. Any significant quantity of Cherelith emits [[light and shadow|bright]] illumination out to 2 meters, and deals 1d6+1 Light damage to creatures in a 10 meter [[spray]] each round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Airsteel}}:&#039;&#039;&#039; Airsteel is air that has been linked to form a single solid shape. 1 wound is enough to break the link and shatter the Airsteel, independent of its size. Airsteel, being air, looks like air.&lt;br /&gt;
&lt;br /&gt;
==== Attacking Projectiles ====&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, projectiles have AD 6, GD 6, 1 HP, and 6 Toughness. The Toughness, AD, and GD get adjusted according to its weight following the [[#Table: Fall Damage Modifier by Weight|Fall Damage Modifier by Weight]] table, with Toughness getting the demolition modifier as a bonus, while AD and GD get it as a penalty (&#039;&#039;Thus, a &amp;lt; 1 kilogram projectile like an arrow or bullet would have AD 9, GD 9, and Toughness 3, while a 100 kilogram projectile like a small boulder would have AD 6, GD 6, and Toughness 6&#039;&#039;). Lasers and beams of light are not projectiles, and so cannot be attacked.&lt;br /&gt;
&lt;br /&gt;
Blaster weapons fire weightless projectiles with AD 6, GD 6, 1 HP, and 1 Toughness. If they would be destroyed, they are deflected instead, and the deflector can use that attack roll -5 to hit whatever they want within the remaining range of the projectile.&lt;br /&gt;
&lt;br /&gt;
[[Category:base rules]]&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Med_bay&amp;diff=14544</id>
		<title>Med bay</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Med_bay&amp;diff=14544"/>
		<updated>2024-10-16T22:11:18Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;{{Staritem |name=Med Bay |itemtype=Gadget |fluff=This is a varied set of medical devices, both diagnostic and otherwise. |credits=30000 |weight=10 thousand Kilograms |effe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Med Bay&lt;br /&gt;
|itemtype=Gadget&lt;br /&gt;
|fluff=This is a varied set of medical devices, both diagnostic and otherwise.&lt;br /&gt;
|credits=30000 |weight=10 thousand [[Kilograms]]&lt;br /&gt;
|effect1=[[Cure]] actions can be done in a third the time, and [[Nature]] checks using this equipment get a +3 bonus.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Scanner_array&amp;diff=14543</id>
		<title>Scanner array</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Scanner_array&amp;diff=14543"/>
		<updated>2024-10-16T22:08:11Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Scanner Array&lt;br /&gt;
|itemtype=Gadget&lt;br /&gt;
|fluff=This is an elaborate set of radar and telescopic senses.&lt;br /&gt;
|credits=25000 |weight=10 thousand [[Kilograms]]&lt;br /&gt;
|effect1=The Scanner Array has a visual sense with a base range of 10 million kilometers. It has no need for light: lack of light does not provide concealment. It always has a Perception of -2, no matter who is using it.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Scanner_array&amp;diff=14542</id>
		<title>Scanner array</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Scanner_array&amp;diff=14542"/>
		<updated>2024-10-16T22:07:55Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;{{Staritem |name=Scanner Array |itemtype=Gadget |fluff=This is an elaborate set of radar and telescopic senses. |credits=5000 |weight=10 thousand Kilograms |effect1=The Sc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Scanner Array&lt;br /&gt;
|itemtype=Gadget&lt;br /&gt;
|fluff=This is an elaborate set of radar and telescopic senses.&lt;br /&gt;
|credits=5000 |weight=10 thousand [[Kilograms]]&lt;br /&gt;
|effect1=The Scanner Array has a visual sense with a base range of 10 million kilometers. It has no need for light: lack of light does not provide concealment. It always has a Perception of -2, no matter who is using it.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_equipment&amp;diff=14541</id>
		<title>Starpunks equipment</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_equipment&amp;diff=14541"/>
		<updated>2024-10-16T21:59:32Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Starpunks version of Arms and Armor. The mundane equipment in [[Arms and Armor]] is also available for purchase, at a rate of 1 [[credits|Credit]] per copper. &lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
{{:Beam blade}}&lt;br /&gt;
&lt;br /&gt;
{{:Beam axe}}&lt;br /&gt;
&lt;br /&gt;
{{:Beam flail}}&lt;br /&gt;
&lt;br /&gt;
{{:Energy whip}}&lt;br /&gt;
&lt;br /&gt;
{{:Stun stick}}&lt;br /&gt;
&lt;br /&gt;
{{:Beam glaive}}&lt;br /&gt;
&lt;br /&gt;
{{:Beamerang}}&lt;br /&gt;
&lt;br /&gt;
{{:Blaster pistol}}&lt;br /&gt;
&lt;br /&gt;
{{:Blaster rifle}}&lt;br /&gt;
&lt;br /&gt;
{{:Blaster minigun}}&lt;br /&gt;
&lt;br /&gt;
{{:Blaster sniper}}&lt;br /&gt;
&lt;br /&gt;
{{:Zap gun}}&lt;br /&gt;
&lt;br /&gt;
{{:Concussion cannon}}&lt;br /&gt;
&lt;br /&gt;
{{:Explosive sphere}}&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
&lt;br /&gt;
{{:Personal shield}}&lt;br /&gt;
&lt;br /&gt;
{{:Battle armor}}&lt;br /&gt;
&lt;br /&gt;
{{:Mega battle armor}}&lt;br /&gt;
&lt;br /&gt;
{{:Hyperdrive armor}}&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
&lt;br /&gt;
{{:Rocket pack}}&lt;br /&gt;
&lt;br /&gt;
{{:Antigravity belt}}&lt;br /&gt;
&lt;br /&gt;
{{:Hook launcher}}&lt;br /&gt;
&lt;br /&gt;
{{:Telephone wire}}&lt;br /&gt;
&lt;br /&gt;
{{:CRT}}&lt;br /&gt;
&lt;br /&gt;
{{:Radio}}&lt;br /&gt;
&lt;br /&gt;
{{:Hologram projector}}&lt;br /&gt;
&lt;br /&gt;
{{:Hologram scanner}}&lt;br /&gt;
&lt;br /&gt;
{{:Monocular}}&lt;br /&gt;
&lt;br /&gt;
=== Vehicular Equipment ===&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
{{:Ultrablaster}}&lt;br /&gt;
&lt;br /&gt;
{{:Autoblaster}}&lt;br /&gt;
&lt;br /&gt;
{{:Positron torpedo launcher}}&lt;br /&gt;
&lt;br /&gt;
{{:Flakster}}&lt;br /&gt;
&lt;br /&gt;
{{:Megablaster}}&lt;br /&gt;
&lt;br /&gt;
{{:Gigablaster}}&lt;br /&gt;
&lt;br /&gt;
{{:Planet destroyer beam cannon}}&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
&lt;br /&gt;
{{:Starship shield}}&lt;br /&gt;
&lt;br /&gt;
{{:Planetary shield}}&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
&lt;br /&gt;
{{:Hand-cranked hyperdrive}}&lt;br /&gt;
&lt;br /&gt;
{{:Standard hyperdrive}}&lt;br /&gt;
&lt;br /&gt;
{{:Long haul hyperdrive}}&lt;br /&gt;
&lt;br /&gt;
{{:High speed hyperdrive}}&lt;br /&gt;
&lt;br /&gt;
{{:Jump calculator}}&lt;br /&gt;
&lt;br /&gt;
{{:Hyperspace coordinates tome}}&lt;br /&gt;
&lt;br /&gt;
{{:Hyperlabe}}&lt;br /&gt;
&lt;br /&gt;
{{:Jump tracker}}&lt;br /&gt;
&lt;br /&gt;
{{:Scanner array}}&lt;br /&gt;
&lt;br /&gt;
{{:Med bay}}&lt;br /&gt;
&lt;br /&gt;
{{:Oxygen recycler}}&lt;br /&gt;
&lt;br /&gt;
=== Commodities ===&lt;br /&gt;
&lt;br /&gt;
{{:Tachyonium}}&lt;br /&gt;
&lt;br /&gt;
=== Ancient Tech ===&lt;br /&gt;
&lt;br /&gt;
Ancient tech is so old, and so advanced, that even taking it apart gives no clue as to how it works. Ancient items can&#039;t be crafted, and all but the most common items are too rare for there to be a consistent market price for them. Maybe someone might be able to sell or buy such an item with considerable negotiation, but usually these items are stolen from each other or ancient ruins.&lt;br /&gt;
&lt;br /&gt;
{{:Hyperspace ring sphere}}&lt;br /&gt;
&lt;br /&gt;
{{:Hyperspace projector cannon}}&lt;br /&gt;
&lt;br /&gt;
{{:Hyperspace beacon}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperdrive_armor&amp;diff=14540</id>
		<title>Hyperdrive armor</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperdrive_armor&amp;diff=14540"/>
		<updated>2024-10-16T19:29:12Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Hyperdrive Armor&lt;br /&gt;
|itemtype=Armor&lt;br /&gt;
|fluff=This battle armor with extra pockets is (probably unwisely) equipped with a miniature hyper drive&lt;br /&gt;
|stattrade=-1 [[Stealth]], -2 [[Agility]], -2 [[Legerdemain]]&lt;br /&gt;
|credits=10000 |weight=15 [[Kilograms]]&lt;br /&gt;
|effect1=The hyperdrive armor contains life support sufficient for withstanding the airless void of space.&lt;br /&gt;
|effect2=As a standard action, the hyperdrive armor can make a 1000c/1ly [[hyperspace jump]] for its wearer, itself, and anything stored in the many pockets, consuming 0.1 [[Kilograms|kilograms]] of [[tachyonium]].&lt;br /&gt;
|special=Battle Armor counts as an obstacle for firing through, or [[total cover]], attacker&#039;s choice. Its [[AD]] is the same as its wearer&#039;s, and it has 2 [[HP]] and 4 [[Toughness]].&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=High_speed_hyperdrive&amp;diff=14539</id>
		<title>High speed hyperdrive</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=High_speed_hyperdrive&amp;diff=14539"/>
		<updated>2024-10-16T19:27:58Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=High Speed Hyperdrive&lt;br /&gt;
|itemtype=Gadget&lt;br /&gt;
|fluff=This is a partially encased glowing beam of energy, accompanied by a cage of silver wires distributed just under the outside shell of whatever is supposed to be transported.&lt;br /&gt;
|credits=6000, plus 1000 per meter |weight=200 [[Kilograms|Kilogram]] per meter&lt;br /&gt;
|effect1=After a standard action inputting the calculated jump, the high speed hyperdrive takes one round to align and make a 100000c/10ly [[hyperspace jump]] for everything within the confines of the cage of the silver wires, plus 5 meters beyond, consuming 5 [[Kilograms|kilogram]] of [[tachyonium]] per meter of hyperdrive size.&lt;br /&gt;
|special=A High Speed Hyperdrive is an energy beam of a specific length which limits how large of an area the metal cage defining what gets transported can cover: no part of the cage may be beyond a distance from the beam equal to the length of the beam, otherwise the jump fails.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Long_haul_hyperdrive&amp;diff=14538</id>
		<title>Long haul hyperdrive</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Long_haul_hyperdrive&amp;diff=14538"/>
		<updated>2024-10-16T19:27:26Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Long Haul Hyperdrive&lt;br /&gt;
|itemtype=Gadget&lt;br /&gt;
|fluff=This is a partially encased glowing beam of energy, accompanied by a cage of silver wires distributed just under the outside shell of whatever is supposed to be transported.&lt;br /&gt;
|credits=3000, plus 100 per meter |weight=100 [[Kilograms|Kilogram]] per meter&lt;br /&gt;
|effect1=After a standard action inputting the calculated jump, the long haul hyperdrive takes two rounds to align and make a 10000c/1000ly [[hyperspace jump]] for everything within the confines of the cage of the silver wires, plus 5 meters beyond, consuming 5 [[Kilograms|kilogram]] of [[tachyonium]] per meter of hyperdrive size.&lt;br /&gt;
|special=A Long Haul Hyperdrive is an energy beam of a specific length which limits how large of an area the metal cage defining what gets transported can cover: no part of the cage may be beyond a distance from the beam equal to the length of the beam, otherwise the jump fails.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Standard_hyperdrive&amp;diff=14537</id>
		<title>Standard hyperdrive</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Standard_hyperdrive&amp;diff=14537"/>
		<updated>2024-10-16T19:27:09Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Standard Hyperdrive&lt;br /&gt;
|itemtype=Gadget&lt;br /&gt;
|fluff=This is a partially encased glowing beam of energy, accompanied by a cage of silver wires distributed just under the outside shell of whatever is supposed to be transported.&lt;br /&gt;
|credits=3000, plus 100 per meter |weight=100 [[Kilograms|Kilogram]] per meter&lt;br /&gt;
|effect1=After a standard action inputting the calculated jump, the standard hyperdrive takes one round to align and make a 10000c/10ly [[hyperspace jump]] for everything within the confines of the cage of the silver wires, plus 5 meters beyond, consuming 1 [[Kilograms|kilogram]] of [[tachyonium]] per meter of hyperdrive size.&lt;br /&gt;
|special=A Standard Hyperdrive is an energy beam of a specific length which limits how large of an area the metal cage defining what gets transported can cover: no part of the cage may be beyond a distance from the beam equal to the length of the beam, otherwise the jump fails.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperspace&amp;diff=14536</id>
		<title>Hyperspace</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperspace&amp;diff=14536"/>
		<updated>2024-10-16T19:26:54Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: /* Hyper Drive Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyperspace is actually a misnomer. While it appears from the inside that a jump via hyperspace causes the ship to enter a glowing void that it stays in for but a moment, in actuality a hyperspace jump causes the ship to dematerialize and spontaneously appear at the destination through the manipulation of fluctuations in the quantum foam.&lt;br /&gt;
&lt;br /&gt;
=== Jumping ===&lt;br /&gt;
&lt;br /&gt;
==== Calculation ====&lt;br /&gt;
&lt;br /&gt;
Planning a hyperspace jump is a matter of hashing your current position and momentum with some known jump coordinates, to determine twenty numbers which can be used to calibrate the hyper drive for converting from one position to the other. Aside from the use of devices such as a [[jump calculator]], this can be done with a DC 5 Items check and ten minutes, or eyeballed as a lesser action with a DC 10 Items check. The check is rolled secretly, trying an unsuccessfully plotted jump results in appearing in a completely random place within the hyperdrive&#039;s range, moving at a velocity of 1d6% the speed of light in a random direction.&lt;br /&gt;
&lt;br /&gt;
As things shift around in space, a calculation is only good for ten hours before it becomes out of date, but you can plan in advance which ten hour period you calculate it for. You also need to be in roughly the right position in space for the calculation to be accurate, within 10 kilometers of where you planned to be.&lt;br /&gt;
&lt;br /&gt;
A normal jump has an inaccuracy of 4d6 kilometers in a random direction from the desired destination. By spending 5 times as long calculating the jump, and increasing the DC by 3 (a [[jump calculator]] cannot do this), you may entirely remove the inaccuracy of the jump. Failing on this increased DC but succeeding on the normal one results in merely having the regular amount of inaccuracy, not ending up in a random place.&lt;br /&gt;
&lt;br /&gt;
Multiple ships within 10 kilometers of each other who have the same momentum and matching hyperdrive speeds may share a single jump coordinate and jump at the same time to arrive at the destination in formation, even with the inaccuracy.&lt;br /&gt;
&lt;br /&gt;
==== Returning to Realspace ====&lt;br /&gt;
&lt;br /&gt;
When a ship reappears, it rapidly contracts into its full size, potentially being ripped apart by whatever it collides with. If it collides with solid ground, the ship, the ground, and the ship&#039;s occupants take 1d6+4 Noise damage with 5 demolition. If it collides with loose matter such as pieces of shrapnel of 1 kilogram or more, or gas like an atmosphere, the ship, the shrapnel, and the ship&#039;s occupants take 1d6+2 Noise damage with 2 demolition. When the ship reappears, it takes on the velocity that the [[#Jump Coordinates|jump coordinates]] were measured with.&lt;br /&gt;
&lt;br /&gt;
==== Jump Coordinates ====&lt;br /&gt;
&lt;br /&gt;
Jump coordinates are long numbers that correspond to a particular position and velocity relative to a planetary body or other object weighing at least 100 quintillion kilograms. Standard jump coordinates are recorded in orbit around planets, relative to those planets, so a ship jumping to the planet using those coordinates will appear above that same point on the planet, in that orbit. If the planet were to be moved out of orbit of its star (say, by someone using an enormous hyperdrive to jump it to another system), then ships using those coordinates would still appear in orbit above the planet, in that new part of the universe.&lt;br /&gt;
&lt;br /&gt;
Jump coordinates do not have to be in stable orbit in space, they can be measured for all sorts of things, like inside a garage or moving at relativistic velocity through deep space just as easily, however those coordinates are not typically printed in a [[hyperspace coordinates tome]] as they are very hazardous or pointless for typical pilots.&lt;br /&gt;
&lt;br /&gt;
If the anchor object that a jump coordinate is relative to is destroyed or split so that more than 10% of it is no longer with the rest, the coordinates are relative to its center of mass.&lt;br /&gt;
&lt;br /&gt;
==== Hyper Drive Statistics ====&lt;br /&gt;
&lt;br /&gt;
Hyperspace jumps are very fast, but appear from the perspective of the person using it to be pretty much instantaneous. Each hyperdrive lists its jump capabilities in the format &amp;quot;10000c/10ly&amp;quot;, where the first number is its speed in multiples of the speed of light (from an outsider&#039;s perspective), and the second number is the maximum range of a jump.&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hand-cranked_hyperdrive&amp;diff=14535</id>
		<title>Hand-cranked hyperdrive</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hand-cranked_hyperdrive&amp;diff=14535"/>
		<updated>2024-10-16T19:26:01Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Hand-Cranked Hyperdrive&lt;br /&gt;
|itemtype=Gadget&lt;br /&gt;
|fluff=This is a partially encased glowing beam of energy, accompanied by a cage of silver wires distributed just under the outside shell of whatever is supposed to be transported. An older, more primitive model of hyperdrive, where other hyperdrives have plenty of motors to align the beam for exactly the sine and distance desired, the Hand-Cranked Hyperdrive has hand cranks.&lt;br /&gt;
|credits=500, plus 50 per meter |weight=150 [[Kilograms|Kilogram]] per meter&lt;br /&gt;
|effect1=With twenty standard actions by characters who&#039;ve been told what to set the cranks to (turning twenty cranks, spaced evenly along the length of the beam), the Hand-Cranked Hyperdrive makes a 1000c/10ly [[hyperspace jump]] for everything within the confines of the cage of the silver wires, plus 5 meters beyond, consuming 1 [[Kilograms|kilogram]] of [[tachyonium]] per meter of hyperdrive size.&lt;br /&gt;
|special=A Hand-Cranked Hyperdrive is an energy beam of a specific length which limits how large of an area the metal cage defining what gets transported can cover: no part of the cage may be beyond a distance from the beam equal to the length of the beam, otherwise the jump fails.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_swarm_sac&amp;diff=14534</id>
		<title>Skranx swarm sac</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_swarm_sac&amp;diff=14534"/>
		<updated>2024-10-13T05:32:44Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;{{Classlevel |name=Skranx Swarm Sac |prerequisites=Skranx drone |tier=Elite |bonus1=You can project a cloud of tiny biting monsters up to 100 meters as a standard action...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Classlevel&lt;br /&gt;
|name=Skranx Swarm Sac&lt;br /&gt;
|prerequisites=[[Skranx drone]]&lt;br /&gt;
|tier=Elite&lt;br /&gt;
|bonus1=You can project a cloud of tiny biting monsters up to 100 meters as a [[standard action]]. It has a [[blast]] radius of 10 meters, and the cloud provides [[detection|concealment]] to anything behind it, or [[detection|total concealment]] to anything blocked by at least 5 meters of the cloud. Once you have fired a cloud, you cannot fire another one until this one returns to you or you are healed by a [[skranx host]].&lt;br /&gt;
|bonus2=You can direct the cloud as a [[standard action]] to fly with a 30 meter [[fly speed]] with 0 meters aerobatics or 30 meter [[space speed]], and then bite any number of targets you designate within the cloud with a [[muscle-damage]] attack against [[AD]] for 1d6-1 Physical damage (using your [[muscle]] and [[accuracy]]).&lt;br /&gt;
|bonus3=You get +1 to [[Agility]].&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_drone&amp;diff=14533</id>
		<title>Skranx drone</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_drone&amp;diff=14533"/>
		<updated>2024-10-13T05:24:01Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: /* Unique Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Skranx Drone ====&lt;br /&gt;
&lt;br /&gt;
The skranx drones are physically very diverse, but only because they aren&#039;t created by self-replicating cellular biology, but rather intelligent design. They have no genetic code, and their cells cannot multiply at all. However, a skranx host can quickly dissolve and rebuild skranx drones. This often leads to a social structure where one skranx host leads dozens or hundreds of skranx drones, working together with such great coordination that they can frequently be called a &amp;quot;hive mind&amp;quot;. Like all hive minds, this group is still composed of individuals, where some of the skranx drones have hundreds of years of personal experiences (as the rebuilding prevents any aging-related death) working under a series of skranx hosts (as they are normal organisms who eventually wither and die).&lt;br /&gt;
&lt;br /&gt;
===== Base Stats =====&lt;br /&gt;
&lt;br /&gt;
{{Creature&lt;br /&gt;
|name=Skranx Drone |points=3&lt;br /&gt;
|race=[[Skranx drone|Skranx Drone]]&lt;br /&gt;
|descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ]&lt;br /&gt;
|tier=Common&lt;br /&gt;
|ad=4 |gd=4 |will=0&lt;br /&gt;
|accuracy=0 |stealth=0 |perception=0 |agility=0&lt;br /&gt;
|hp=1 |toughness=4 |savedc=4 |muscle=0 |magic=-2&lt;br /&gt;
|size=1 meter |reach=1 meter |movement=15 meter [[land speed|land]] with 1 meter jump. 3 meter [[swim speed|swim]] with 5 meter sink.&lt;br /&gt;
|weight=50-150 [[Kilograms]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Skranx drone immune systems have no need to detect and avoid killing symbiotic organisms, so they get +3 to [[GD]] against diseases. However, &lt;br /&gt;
&lt;br /&gt;
===== Unique Options =====&lt;br /&gt;
&lt;br /&gt;
{{:Skranx wings}}&lt;br /&gt;
&lt;br /&gt;
{{:Skranx claws}}&lt;br /&gt;
&lt;br /&gt;
{{:Skranx burrowing}}&lt;br /&gt;
&lt;br /&gt;
{{:Skranx gas thruster}}&lt;br /&gt;
&lt;br /&gt;
{{:Skranx swarm sac}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_gas_thruster&amp;diff=14532</id>
		<title>Skranx gas thruster</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_gas_thruster&amp;diff=14532"/>
		<updated>2024-10-13T05:22:45Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Classlevel&lt;br /&gt;
|name=Skranx Gas Thruster&lt;br /&gt;
|prerequisites=[[Skranx drone]]&lt;br /&gt;
|tier=Common&lt;br /&gt;
|bonus1=You gain a 30 meter [[space speed]].&lt;br /&gt;
|bonus2=If you have a [[fly speed]], you get +10 meters to it.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_gas_thruster&amp;diff=14531</id>
		<title>Skranx gas thruster</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_gas_thruster&amp;diff=14531"/>
		<updated>2024-10-13T05:22:37Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;{{Classlevel |name=Skranx Gas Thruster |prerequisites=Skranx drone |tier=Common |bonus1=You gain a 30 meter space speed |bonus2=If you have a fly speed, you get +1...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Classlevel&lt;br /&gt;
|name=Skranx Gas Thruster&lt;br /&gt;
|prerequisites=[[Skranx drone]]&lt;br /&gt;
|tier=Common&lt;br /&gt;
|bonus1=You gain a 30 meter [[space speed]]&lt;br /&gt;
|bonus2=If you have a [[fly speed]], you get +10 meters to it.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_burrowing&amp;diff=14530</id>
		<title>Skranx burrowing</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_burrowing&amp;diff=14530"/>
		<updated>2024-10-13T05:21:35Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;{{Classlevel |name=Skranx Burrowing |tier=Common |prerequisites=Skranx drone |bonus1=You gain a 1 meter burrow speed. }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Classlevel&lt;br /&gt;
|name=Skranx Burrowing&lt;br /&gt;
|tier=Common&lt;br /&gt;
|prerequisites=[[Skranx drone]]&lt;br /&gt;
|bonus1=You gain a 1 meter [[burrow speed]].&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_claws&amp;diff=14529</id>
		<title>Skranx claws</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_claws&amp;diff=14529"/>
		<updated>2024-10-13T05:20:35Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Classlevel&lt;br /&gt;
|name=Skranx Claws&lt;br /&gt;
|tier=Common&lt;br /&gt;
|prerequisites=[[Skranx drone]]&lt;br /&gt;
|bonus1=You gain a pair of [[Muscle-Damage]] claws that deal 1d6 Physical damage. If you already had this ability, the claws get +1 Demolition.&lt;br /&gt;
|bonus2=You get +1 to [[Agility]].&lt;br /&gt;
|special=This class may be taken multiple times.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_wings&amp;diff=14528</id>
		<title>Skranx wings</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_wings&amp;diff=14528"/>
		<updated>2024-10-13T05:20:19Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;{{Classlevel |name=Skranx Wings |prerequisites=Skranx drone |tier=Common |bonus1=You gain a 30 meter fly speed with 3 meter aerobatics distance. |bonus2=You get +3 met...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Classlevel&lt;br /&gt;
|name=Skranx Wings&lt;br /&gt;
|prerequisites=[[Skranx drone]]&lt;br /&gt;
|tier=Common&lt;br /&gt;
|bonus1=You gain a 30 meter [[fly speed]] with 3 meter aerobatics distance.&lt;br /&gt;
|bonus2=You get +3 meters to your movement speeds.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Personal_shield&amp;diff=14527</id>
		<title>Personal shield</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Personal_shield&amp;diff=14527"/>
		<updated>2024-10-13T05:18:40Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: It doesn&amp;#039;t need to be &amp;#039;&amp;#039;so&amp;#039;&amp;#039; cheap that everyone gets one, just cheap enough that you wouldn&amp;#039;t bring a gun to a gun fight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Personal Shield&lt;br /&gt;
|itemtype=Gadget&lt;br /&gt;
|credits=1000 |weight=2 [[Kilograms]]&lt;br /&gt;
|effect1=The wearer and their equipment cannot be actually wounded by Physical damage. Physical damage that would be enough to wound, but for some reason does not (such as a [[Grapple]]) still has its effect.&lt;br /&gt;
&lt;br /&gt;
The Personal Shield also provides [[Resistances|Noise Resist 1]].&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_claws&amp;diff=14526</id>
		<title>Skranx claws</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_claws&amp;diff=14526"/>
		<updated>2024-10-13T05:17:16Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;{{Classlevel |name=Skranx Claws |tier=Common |bonus1=You gain a pair of Muscle-Damage claws that deal 1d6 Physical damage. If you already had this ability, the claws get +...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Classlevel&lt;br /&gt;
|name=Skranx Claws&lt;br /&gt;
|tier=Common&lt;br /&gt;
|bonus1=You gain a pair of [[Muscle-Damage]] claws that deal 1d6 Physical damage. If you already had this ability, the claws get +1 Demolition.&lt;br /&gt;
|bonus2=You get +1 to [[Agility]].&lt;br /&gt;
|special=This class may be taken multiple times.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_drone&amp;diff=14525</id>
		<title>Skranx drone</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_drone&amp;diff=14525"/>
		<updated>2024-10-13T05:14:30Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Skranx Drone ====&lt;br /&gt;
&lt;br /&gt;
The skranx drones are physically very diverse, but only because they aren&#039;t created by self-replicating cellular biology, but rather intelligent design. They have no genetic code, and their cells cannot multiply at all. However, a skranx host can quickly dissolve and rebuild skranx drones. This often leads to a social structure where one skranx host leads dozens or hundreds of skranx drones, working together with such great coordination that they can frequently be called a &amp;quot;hive mind&amp;quot;. Like all hive minds, this group is still composed of individuals, where some of the skranx drones have hundreds of years of personal experiences (as the rebuilding prevents any aging-related death) working under a series of skranx hosts (as they are normal organisms who eventually wither and die).&lt;br /&gt;
&lt;br /&gt;
===== Base Stats =====&lt;br /&gt;
&lt;br /&gt;
{{Creature&lt;br /&gt;
|name=Skranx Drone |points=3&lt;br /&gt;
|race=[[Skranx drone|Skranx Drone]]&lt;br /&gt;
|descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ]&lt;br /&gt;
|tier=Common&lt;br /&gt;
|ad=4 |gd=4 |will=0&lt;br /&gt;
|accuracy=0 |stealth=0 |perception=0 |agility=0&lt;br /&gt;
|hp=1 |toughness=4 |savedc=4 |muscle=0 |magic=-2&lt;br /&gt;
|size=1 meter |reach=1 meter |movement=15 meter [[land speed|land]] with 1 meter jump. 3 meter [[swim speed|swim]] with 5 meter sink.&lt;br /&gt;
|weight=50-150 [[Kilograms]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Skranx drone immune systems have no need to detect and avoid killing symbiotic organisms, so they get +3 to [[GD]] against diseases. However, &lt;br /&gt;
&lt;br /&gt;
===== Unique Options =====&lt;br /&gt;
&lt;br /&gt;
{{:Skranx wings}}&lt;br /&gt;
&lt;br /&gt;
{{:Skranx claws}}&lt;br /&gt;
&lt;br /&gt;
{{:Skranx acid spit}}&lt;br /&gt;
&lt;br /&gt;
{{:Skranx burrowing}}&lt;br /&gt;
&lt;br /&gt;
{{:Skranx gas thruster}}&lt;br /&gt;
&lt;br /&gt;
{{:Skranx mobile burrowing}}&lt;br /&gt;
&lt;br /&gt;
{{:Skranx spinerow}}&lt;br /&gt;
&lt;br /&gt;
{{:Skranx glaives}}&lt;br /&gt;
&lt;br /&gt;
{{:Skranx swarm sac}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_host&amp;diff=14524</id>
		<title>Skranx host</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_host&amp;diff=14524"/>
		<updated>2024-10-13T05:03:17Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;==== Skranx Hosts ====  The skranx hosts are enormous, fleshy creatures that move gastropodally. A large portion of their body mass is devoted to a fleshy sac which can create...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Skranx Hosts ====&lt;br /&gt;
&lt;br /&gt;
The skranx hosts are enormous, fleshy creatures that move gastropodally. A large portion of their body mass is devoted to a fleshy sac which can create and modify skranx drones.&lt;br /&gt;
&lt;br /&gt;
Skranx hosts have genetic code in spherical molecules, and reproduce with a twin-sexes method like People or Terranimals, using small organs in the rear.&lt;br /&gt;
&lt;br /&gt;
===== Base Stats =====&lt;br /&gt;
&lt;br /&gt;
{{Creature&lt;br /&gt;
|name=Skranx Host |points=50&lt;br /&gt;
|race=[[Skranx host|Skranx Host]]&lt;br /&gt;
|descriptors=[ [[Blooded]] ], [ [[Living]] ]&lt;br /&gt;
|tier=Common&lt;br /&gt;
|ad=2 |gd=4 |will=0&lt;br /&gt;
|accuracy=0 |stealth=0 |perception=0 |agility=-4&lt;br /&gt;
|hp=2 |toughness=6 |savedc=4 |muscle=4 |magic=-2&lt;br /&gt;
|size=4 meters |reach=2.25 meters |movement=10 meter [[land speed|land]] with 0 meter jump. 4 meter [[swim speed|swim]] with 2 meter sink.&lt;br /&gt;
|weight=5000-15000 [[Kilograms]]&lt;br /&gt;
|extras=Big x2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Skranx hosts have no arms. They can move on walls and ceilings as easily as the floor, and effects that would [[fling]] them when they&#039;re attached to a surface fling them 4 meters less (reducing a fling to 0 means they are not flung).&lt;br /&gt;
&lt;br /&gt;
Skranx hosts can spit acid with a range of 10m/50m, for 1d6+2 Acid damage ([[muscle]] included).&lt;br /&gt;
&lt;br /&gt;
As a [[standard action]], the Skranx Host can engulf or disgorge a willing or stationary Skranx Drone. As a [[standard action]], the Skranx Host can heal all of an engulfed Skranx Drone&#039;s wounds, and replace one of its Unique Option class levels with another one of the same tier. With four [[standard actions]], the Skranx Host can replace all of an engulfed Skranx Drone&#039;s [[extras]] with different ones. The Skranx Host can only have one Skranx Drone engulfed at a time.&lt;br /&gt;
&lt;br /&gt;
The Skranx Host can create a new [[skranx drone]] with 1 hour of [[concentration]] by eating twice the new drone&#039;s weight in food.&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_drone&amp;diff=14523</id>
		<title>Skranx drone</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Skranx_drone&amp;diff=14523"/>
		<updated>2024-10-13T04:43:22Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;==== Skranx Drone ====  The skranx drones are physically very diverse, but only because they aren&amp;#039;t created by self-replicating cellular biology, but rather intelligent design...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Skranx Drone ====&lt;br /&gt;
&lt;br /&gt;
The skranx drones are physically very diverse, but only because they aren&#039;t created by self-replicating cellular biology, but rather intelligent design. They have no genetic code, and their cells cannot multiply at all. However, a skranx host can quickly dissolve and rebuild skranx drones. This often leads to a social structure where one skranx host leads dozens or hundreds of skranx drones, working together with such great coordination that they can frequently be called a &amp;quot;hive mind&amp;quot;. Like all hive minds, this group is still composed of individuals, where some of the skranx drones have hundreds of years of personal experiences (as the rebuilding prevents any aging-related death) working under a series of skranx hosts (as they are normal organisms who eventually wither and die).&lt;br /&gt;
&lt;br /&gt;
===== Base Stats =====&lt;br /&gt;
&lt;br /&gt;
{{Creature&lt;br /&gt;
|name=Skranx Drone |points=3&lt;br /&gt;
|race=[[Skranx drone|Skranx Drone]]&lt;br /&gt;
|descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ]&lt;br /&gt;
|tier=Common&lt;br /&gt;
|ad=4 |gd=4 |will=0&lt;br /&gt;
|accuracy=0 |stealth=0 |perception=0 |agility=0&lt;br /&gt;
|hp=1 |toughness=4 |savedc=4 |muscle=0 |magic=-2&lt;br /&gt;
|size=1 meter |reach=1 meter |movement=15 meter [[land speed|land]] with 1 meter jump. 3 meter [[swim speed|swim]] with 5 meter sink.&lt;br /&gt;
|weight=50-150 [[Kilograms]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Skranx drone immune systems have no need to detect and avoid killing symbiotic organisms, so they get +3 to [[GD]] against diseases.&lt;br /&gt;
&lt;br /&gt;
===== Unique Options =====&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_races&amp;diff=14522</id>
		<title>Starpunks races</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_races&amp;diff=14522"/>
		<updated>2024-10-13T04:12:35Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Races ===&lt;br /&gt;
&lt;br /&gt;
Some creatures derive the majority of their power from training. These are those creatures.&lt;br /&gt;
&lt;br /&gt;
{{:Person}}&lt;br /&gt;
&lt;br /&gt;
{{:Terranimal}}&lt;br /&gt;
&lt;br /&gt;
{{:Pthalcant}}&lt;br /&gt;
&lt;br /&gt;
{{:Skranx drone}}&lt;br /&gt;
&lt;br /&gt;
{{:Skranx host}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Pthalcant&amp;diff=14521</id>
		<title>Pthalcant</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Pthalcant&amp;diff=14521"/>
		<updated>2024-10-13T03:45:57Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;==== Pthalcant ====  Pthalcants are blinking masses of durable eyeballs, standing 1-2 meters tall on their twenty long rubbery tentacles. Having no mouths, they eat by staring...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Pthalcant ====&lt;br /&gt;
&lt;br /&gt;
Pthalcants are blinking masses of durable eyeballs, standing 1-2 meters tall on their twenty long rubbery tentacles. Having no mouths, they eat by staring closely at their food for many minutes in order to mystically extract its caloric energy. They reproduce by splitting in half, each half retaining half of the original&#039;s memories.&lt;br /&gt;
&lt;br /&gt;
Pthalcants don&#039;t have DNA, but rather a different, triple helix-based genetic code.&lt;br /&gt;
&lt;br /&gt;
===== Base Stats =====&lt;br /&gt;
&lt;br /&gt;
{{Creature&lt;br /&gt;
|name=Pthalcant |points=4&lt;br /&gt;
|race=[[Pthalcant]]&lt;br /&gt;
|descriptors=[ [[Blooded]] ], [ [[Living]] ]&lt;br /&gt;
|tier=Common&lt;br /&gt;
|ad=4 |gd=4 |will=0&lt;br /&gt;
|accuracy=0 |stealth=0 |perception=-1 |agility=0&lt;br /&gt;
|hp=1 |toughness=4 |savedc=4 |muscle=0 |magic=1&lt;br /&gt;
|size=1 meter |reach=1 meter |movement=10 meter [[land speed|land]] with 0.5 meter jump. 5 meter [[swim speed|swim]] with 5 meter sink.&lt;br /&gt;
|weight=60-180 [[Kilograms]]&lt;br /&gt;
|extras=Heightened Awareness&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Pthalcants have twenty tentacles, which are used both for locomotion and for holding things. It takes two tentacles to have the function equivalent to one hand. For every 4 tentacles that they use for holding things, they move 25% slower, to a minimum of 100% slower (0% speed) when using 16 or more tentacles.&lt;br /&gt;
&lt;br /&gt;
Pthalcants get +3 to [[Agility]] for climbing checks.&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Terranimal&amp;diff=14520</id>
		<title>Terranimal</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Terranimal&amp;diff=14520"/>
		<updated>2024-10-13T03:35:04Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;==== Terranimal ====  Terranimals are an even more diverse bunch of aliens, coming in a wide range of colors, skin coverings, and body shapes. Many of them care strongly about...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Terranimal ====&lt;br /&gt;
&lt;br /&gt;
Terranimals are an even more diverse bunch of aliens, coming in a wide range of colors, skin coverings, and body shapes. Many of them care strongly about their physical and cultural differences, and aspire to demonstrate that their race of aliens is the best.&lt;br /&gt;
&lt;br /&gt;
Terranimals are genetically far more diverse than People, and have slightly more variety in personalities than People do.&lt;br /&gt;
&lt;br /&gt;
===== Base Stats =====&lt;br /&gt;
&lt;br /&gt;
{{Creature&lt;br /&gt;
|name=Canid |points=3&lt;br /&gt;
|race=[[Terranimal|Terranimal (Canid)]]&lt;br /&gt;
|descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ]&lt;br /&gt;
|tier=Common&lt;br /&gt;
|ad=4 |gd=4 |will=0&lt;br /&gt;
|accuracy=0 |stealth=0 |perception=0 |agility=0&lt;br /&gt;
|hp=1 |toughness=4 |savedc=4 |muscle=0 |magic=0&lt;br /&gt;
|size=1 meter |reach=1 meter |movement=20 meter [[land speed|land]] with 2 meter jump. 5 meter [[swim speed|swim]] with 5 meter sink.&lt;br /&gt;
|weight=50-150 [[Kilograms]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Canids have one &amp;quot;hand&amp;quot;, their mouths, and deal 1d6-1 damage with [[unarmed]] attacks that use that hand ([[muscle]] included).&lt;br /&gt;
&lt;br /&gt;
The base range of their [[detection|scent]] sense is 30 meters.&lt;br /&gt;
&lt;br /&gt;
They range in typical size from Foxes with Small x2, to Bears with Big x1.&lt;br /&gt;
&lt;br /&gt;
{{Creature&lt;br /&gt;
|name=Grazer |points=3&lt;br /&gt;
|race=[[Terranimal|Terranimal (Grazer)]]&lt;br /&gt;
|descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ]&lt;br /&gt;
|tier=Common&lt;br /&gt;
|ad=4 |gd=4 |will=0&lt;br /&gt;
|accuracy=0 |stealth=-1 |perception=1 |agility=-1&lt;br /&gt;
|hp=1 |toughness=4 |savedc=4 |muscle=0 |magic=0&lt;br /&gt;
|size=1 meter |reach=1 meter |movement=25 meter [[land speed|land]] with 2 meter jump. 3 meter [[swim speed|swim]] with 5 meter sink.&lt;br /&gt;
|weight=50-150 [[Kilograms]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Grazers have one &amp;quot;hand&amp;quot;, their mouths. They deal 1d6 damage with no-handed [[unarmed]] attacks ([[muscle]] included).&lt;br /&gt;
&lt;br /&gt;
They range in typical size from Rabbits with Small x2, to Elephants with Big x2.&lt;br /&gt;
&lt;br /&gt;
{{Creature&lt;br /&gt;
|name=Bird |points=3&lt;br /&gt;
|race=[[Terranimal|Terranimal (Bird)]]&lt;br /&gt;
|descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ]&lt;br /&gt;
|tier=Common&lt;br /&gt;
|ad=4 |gd=4 |will=0&lt;br /&gt;
|accuracy=0 |stealth=0 |perception=0 |agility=0&lt;br /&gt;
|hp=1 |toughness=4 |savedc=4 |muscle=0 |magic=0&lt;br /&gt;
|size=1 meter |reach=1 meter |movement=10 meter [[land speed|land]] with 1 meter jump. 3 meter [[swim speed|swim]] with 5 meter sink. 30 meter [[fly speed|fly]] with 1 meter aerobatics.&lt;br /&gt;
|weight=50-150 [[Kilograms]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Birds have one &amp;quot;hand&amp;quot;, their mouths.&lt;br /&gt;
&lt;br /&gt;
They range in typical size from Owls with Small x3, to Condors with Small x1.&lt;br /&gt;
&lt;br /&gt;
{{Creature&lt;br /&gt;
|name=Octopus |points=3&lt;br /&gt;
|race=[[Terranimal|Terranimal (Octopus)]]&lt;br /&gt;
|descriptors=[ [[Blooded]] ], [ [[Living]] ]&lt;br /&gt;
|tier=Common&lt;br /&gt;
|ad=4 |gd=4 |will=0&lt;br /&gt;
|accuracy=0 |stealth=0 |perception=0 |agility=0&lt;br /&gt;
|hp=1 |toughness=4 |savedc=4 |muscle=0 |magic=0&lt;br /&gt;
|size=1 meter |reach=1 meter |movement=10 meter [[land speed|land]] with 1 meter jump. 10 meter [[swim speed|swim]] with 0 meter sink.&lt;br /&gt;
|weight=50-150 [[Kilograms]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Octopi have eight arms, although they move at half speed while using 2-4 to hold things, and one quarter speed when using 5 or more.&lt;br /&gt;
&lt;br /&gt;
They&#039;re typically roughly the size of a Person, thrive equally on land and in the water, and have lifespans in the centuries.&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_races&amp;diff=14519</id>
		<title>Starpunks races</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_races&amp;diff=14519"/>
		<updated>2024-10-13T03:06:38Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Races ===&lt;br /&gt;
&lt;br /&gt;
Some creatures derive the majority of their power from training. These are those creatures.&lt;br /&gt;
&lt;br /&gt;
{{:Person}}&lt;br /&gt;
&lt;br /&gt;
{{:Terranimal}}&lt;br /&gt;
&lt;br /&gt;
{{:Pthalcant}}&lt;br /&gt;
&lt;br /&gt;
{{:Skranx}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_characters&amp;diff=14518</id>
		<title>Starpunks characters</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_characters&amp;diff=14518"/>
		<updated>2024-10-13T02:53:38Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: /* Making a Character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each player other than the DM controls one or more creatures, thinking for them and [[roleplaying]] their personalities, with the overall aim of accomplishing goals with the other players in the world the DM is providing. The total point value of all of the creatures a player controls should be equal to or less than the point limit the DM declares.&lt;br /&gt;
&lt;br /&gt;
A player is limited to controlling up to three &amp;quot;Units&amp;quot; at a time. A Unit can be either a [[regiment]] of identical Minion characters, or a single Hero character. The DM should refrain from controlling more than five Units in any given battle whenever possible.&lt;br /&gt;
&lt;br /&gt;
=== Recruiting ===&lt;br /&gt;
&lt;br /&gt;
It takes 24 hours or less to recruit new characters and upgrade old ones up to as high as the player&#039;s point limit. The exact mechanism by which characters improve or arrive in this way is left up to the DM to decide on a case-by-case basis; perhaps the creatures were captives of some enemy force, or happen to be old friends in the area, or the old character has a sudden epiphany which unlocks new powers or acquires training from a master.&lt;br /&gt;
&lt;br /&gt;
Newly acquired minion characters may be added to existing [[regiments]].&lt;br /&gt;
&lt;br /&gt;
If a player somehow ends up with more characters than their point limit allows, they must [[retire]] characters until this is no longer the case after 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a player may acquire characters who were previously controlled by the DM or even another player. That player has the freedom to make those characters act however the player wishes; disagreement by the other players or DM is limited to: disapproving looks and speech, and the option to reclaim the character after 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Only if an ally character has a good chance of acting in a traitorous or tactically unhelpful manner should the DM control it while it is fighting on the players&#039; side. If the DM wants to temporarily introduce non-traitorous and non-stupid ally characters, they should be distributed among the players as fairly as possible. If the characters are not temporary, the point limit should be raised to accommodate them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Normally, a character may only gain [[Starpunks classes|Classes]], [[Specialties]], [[Extras]], and [[Skills]], not get rid of them.&lt;br /&gt;
&lt;br /&gt;
=== Making a Character ===&lt;br /&gt;
When building a character, first choose a [[starpunks races|race]].&lt;br /&gt;
&lt;br /&gt;
Then, in any order:&lt;br /&gt;
&lt;br /&gt;
Pick a [[fight or flight|fear response]]. Pick [[extras]]. Pick [[starpunks classes|classes]], and a matching number of [[specialties]] for those classes by tier. Pick a [[mystical tradition]] and [[mystical powers|elements]] if you want the character to have mystical powers. Get bonus HP for being a higher tier than common (+1 for Elite, +2 for Paragon, +3 for Legend). Distribute [[skills|Skill Points]] between your characters.&lt;br /&gt;
&lt;br /&gt;
The order you take things in does not matter as long as the finished character meets all prerequisites and limits.&lt;br /&gt;
&lt;br /&gt;
==== Pricing ====&lt;br /&gt;
&lt;br /&gt;
Each of these things has a minimum and maximum value, determined by Tier, and a cost per item, listed in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{Anchor|Table: Character Building Limitations}}&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Tier&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Classes by Tier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Heroes Only&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Bonus HP&lt;br /&gt;
|-&lt;br /&gt;
! [[starpunks classes#Common Classes|Common Tier]] || [[starpunks classes#Elite Classes|Elite Tier]] || [[starpunks classes#Paragon Classes|Paragon Tier]] || [[starpunks classes#Legend Classes|Legend Tier]]&lt;br /&gt;
|- &lt;br /&gt;
| Common || 0-5 (2) || 0-0 || 0-0 || 0-0 || No || +0&lt;br /&gt;
|- &lt;br /&gt;
| Elite || 3-5 (2) || 1-5 (5) || 0-0 || 0-0 || No || +1&lt;br /&gt;
|- &lt;br /&gt;
| Paragon || 5-5 (2) || 3-5 (5) || 1-5 (20) || 0-0 || Yes || +2&lt;br /&gt;
|- &lt;br /&gt;
| Legend || 5-5 (2) || 5-5 (5) || 3-5 (20) || 1-5 (75) || Yes || +3&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
That is, common classes cost 2 points each, elite classes cost 5 points each, paragon classes cost 20 points each, and legend classes cost 75 points each. A character does not need to have any classes at all, and can never have more than 5 in any given tier. A character&#039;s tier is equal to the tier of their highest-tier class, and they can&#039;t get classes in a tier unless they have at least 3 of the tier below and a full five of any tiers below that. Only Hero characters can have Paragon or Legend classes.&lt;br /&gt;
&lt;br /&gt;
You can choose to take a class as though it was a higher tier class, using the higher tier&#039;s cost and specialties. &#039;&#039;Getting [[Meditator]] as though it was a Paragon tier class, for example.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Special tier classes are free, but can normally only be gotten through specific circumstances. When making a new character (even a high point cost one), you may write the prerequisites into the character&#039;s backstory in order to take the class, so long as the Special tier class does not depend on a [ [[Bound]] ] spell, and the prerequisite exists in the setting.&lt;br /&gt;
&lt;br /&gt;
==== Sample Characters ====&lt;br /&gt;
&lt;br /&gt;
See some sample characters [[Starpunks NPCs|here]].&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
[[Starpunks Monsters|Monsters]] are creatures that don&#039;t have a race or classes. When you use a monster, you only have to choose a [[fight or flight|fear response]], and may optionally also give them [[Extras]], Advancements (listed under the monster stat block), and [[skills|Skill Points]].&lt;br /&gt;
&lt;br /&gt;
==== Character Sheets ====&lt;br /&gt;
&lt;br /&gt;
You may use a [http://gempunks.com/Gempunks%20Character%20Sheet%205.0(3).pdf character sheet]&lt;br /&gt;
&lt;br /&gt;
==== Equipment ====&lt;br /&gt;
&lt;br /&gt;
If making starting characters, you can supply your entire force with equipment with whatever total [[credits]] value your DM indicated. Equipment is described under [[arms and armor|arms and armor]].&lt;br /&gt;
&lt;br /&gt;
=== DM Characters ===&lt;br /&gt;
&lt;br /&gt;
The DM also controls creatures, with numbers appropriate for the situation, as covered under [[dm guidelines|DM Guidelines]].&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_characters&amp;diff=14517</id>
		<title>Starpunks characters</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_characters&amp;diff=14517"/>
		<updated>2024-10-13T02:53:29Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each player other than the DM controls one or more creatures, thinking for them and [[roleplaying]] their personalities, with the overall aim of accomplishing goals with the other players in the world the DM is providing. The total point value of all of the creatures a player controls should be equal to or less than the point limit the DM declares.&lt;br /&gt;
&lt;br /&gt;
A player is limited to controlling up to three &amp;quot;Units&amp;quot; at a time. A Unit can be either a [[regiment]] of identical Minion characters, or a single Hero character. The DM should refrain from controlling more than five Units in any given battle whenever possible.&lt;br /&gt;
&lt;br /&gt;
=== Recruiting ===&lt;br /&gt;
&lt;br /&gt;
It takes 24 hours or less to recruit new characters and upgrade old ones up to as high as the player&#039;s point limit. The exact mechanism by which characters improve or arrive in this way is left up to the DM to decide on a case-by-case basis; perhaps the creatures were captives of some enemy force, or happen to be old friends in the area, or the old character has a sudden epiphany which unlocks new powers or acquires training from a master.&lt;br /&gt;
&lt;br /&gt;
Newly acquired minion characters may be added to existing [[regiments]].&lt;br /&gt;
&lt;br /&gt;
If a player somehow ends up with more characters than their point limit allows, they must [[retire]] characters until this is no longer the case after 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a player may acquire characters who were previously controlled by the DM or even another player. That player has the freedom to make those characters act however the player wishes; disagreement by the other players or DM is limited to: disapproving looks and speech, and the option to reclaim the character after 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Only if an ally character has a good chance of acting in a traitorous or tactically unhelpful manner should the DM control it while it is fighting on the players&#039; side. If the DM wants to temporarily introduce non-traitorous and non-stupid ally characters, they should be distributed among the players as fairly as possible. If the characters are not temporary, the point limit should be raised to accommodate them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Normally, a character may only gain [[Starpunks classes|Classes]], [[Specialties]], [[Extras]], and [[Skills]], not get rid of them.&lt;br /&gt;
&lt;br /&gt;
=== Making a Character ===&lt;br /&gt;
When building a character, first choose a [[starpunks races|race]]: &lt;br /&gt;
&lt;br /&gt;
Then, in any order:&lt;br /&gt;
&lt;br /&gt;
Pick a [[fight or flight|fear response]]. Pick [[extras]]. Pick [[starpunks classes|classes]], and a matching number of [[specialties]] for those classes by tier. Pick a [[mystical tradition]] and [[mystical powers|elements]] if you want the character to have mystical powers. Get bonus HP for being a higher tier than common (+1 for Elite, +2 for Paragon, +3 for Legend). Distribute [[skills|Skill Points]] between your characters.&lt;br /&gt;
&lt;br /&gt;
The order you take things in does not matter as long as the finished character meets all prerequisites and limits.&lt;br /&gt;
&lt;br /&gt;
==== Pricing ====&lt;br /&gt;
&lt;br /&gt;
Each of these things has a minimum and maximum value, determined by Tier, and a cost per item, listed in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{Anchor|Table: Character Building Limitations}}&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Tier&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Classes by Tier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Heroes Only&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Bonus HP&lt;br /&gt;
|-&lt;br /&gt;
! [[starpunks classes#Common Classes|Common Tier]] || [[starpunks classes#Elite Classes|Elite Tier]] || [[starpunks classes#Paragon Classes|Paragon Tier]] || [[starpunks classes#Legend Classes|Legend Tier]]&lt;br /&gt;
|- &lt;br /&gt;
| Common || 0-5 (2) || 0-0 || 0-0 || 0-0 || No || +0&lt;br /&gt;
|- &lt;br /&gt;
| Elite || 3-5 (2) || 1-5 (5) || 0-0 || 0-0 || No || +1&lt;br /&gt;
|- &lt;br /&gt;
| Paragon || 5-5 (2) || 3-5 (5) || 1-5 (20) || 0-0 || Yes || +2&lt;br /&gt;
|- &lt;br /&gt;
| Legend || 5-5 (2) || 5-5 (5) || 3-5 (20) || 1-5 (75) || Yes || +3&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
That is, common classes cost 2 points each, elite classes cost 5 points each, paragon classes cost 20 points each, and legend classes cost 75 points each. A character does not need to have any classes at all, and can never have more than 5 in any given tier. A character&#039;s tier is equal to the tier of their highest-tier class, and they can&#039;t get classes in a tier unless they have at least 3 of the tier below and a full five of any tiers below that. Only Hero characters can have Paragon or Legend classes.&lt;br /&gt;
&lt;br /&gt;
You can choose to take a class as though it was a higher tier class, using the higher tier&#039;s cost and specialties. &#039;&#039;Getting [[Meditator]] as though it was a Paragon tier class, for example.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Special tier classes are free, but can normally only be gotten through specific circumstances. When making a new character (even a high point cost one), you may write the prerequisites into the character&#039;s backstory in order to take the class, so long as the Special tier class does not depend on a [ [[Bound]] ] spell, and the prerequisite exists in the setting.&lt;br /&gt;
&lt;br /&gt;
==== Sample Characters ====&lt;br /&gt;
&lt;br /&gt;
See some sample characters [[Starpunks NPCs|here]].&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
[[Starpunks Monsters|Monsters]] are creatures that don&#039;t have a race or classes. When you use a monster, you only have to choose a [[fight or flight|fear response]], and may optionally also give them [[Extras]], Advancements (listed under the monster stat block), and [[skills|Skill Points]].&lt;br /&gt;
&lt;br /&gt;
==== Character Sheets ====&lt;br /&gt;
&lt;br /&gt;
You may use a [http://gempunks.com/Gempunks%20Character%20Sheet%205.0(3).pdf character sheet]&lt;br /&gt;
&lt;br /&gt;
==== Equipment ====&lt;br /&gt;
&lt;br /&gt;
If making starting characters, you can supply your entire force with equipment with whatever total [[credits]] value your DM indicated. Equipment is described under [[arms and armor|arms and armor]].&lt;br /&gt;
&lt;br /&gt;
=== DM Characters ===&lt;br /&gt;
&lt;br /&gt;
The DM also controls creatures, with numbers appropriate for the situation, as covered under [[dm guidelines|DM Guidelines]].&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_characters&amp;diff=14516</id>
		<title>Starpunks characters</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_characters&amp;diff=14516"/>
		<updated>2024-10-13T02:52:27Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;Each player other than the DM controls one or more creatures, thinking for them and roleplaying their personalities, with the overall aim of accomplishing goals with the o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each player other than the DM controls one or more creatures, thinking for them and [[roleplaying]] their personalities, with the overall aim of accomplishing goals with the other players in the world the DM is providing. The total point value of all of the creatures a player controls should be equal to or less than the point limit the DM declares.&lt;br /&gt;
&lt;br /&gt;
A player is limited to controlling up to three &amp;quot;Units&amp;quot; at a time. A Unit can be either a [[regiment]] of identical Minion characters, or a single Hero character. The DM should refrain from controlling more than five Units in any given battle whenever possible.&lt;br /&gt;
&lt;br /&gt;
=== Recruiting ===&lt;br /&gt;
&lt;br /&gt;
It takes 24 hours or less to recruit new characters and upgrade old ones up to as high as the player&#039;s point limit. The exact mechanism by which characters improve or arrive in this way is left up to the DM to decide on a case-by-case basis; perhaps the creatures were captives of some enemy force, or happen to be old friends in the area, or the old character has a sudden epiphany which unlocks new powers or acquires training from a master.&lt;br /&gt;
&lt;br /&gt;
Newly acquired minion characters may be added to existing [[regiments]].&lt;br /&gt;
&lt;br /&gt;
If a player somehow ends up with more characters than their point limit allows, they must [[retire]] characters until this is no longer the case after 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a player may acquire characters who were previously controlled by the DM or even another player. That player has the freedom to make those characters act however the player wishes; disagreement by the other players or DM is limited to: disapproving looks and speech, and the option to reclaim the character after 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Only if an ally character has a good chance of acting in a traitorous or tactically unhelpful manner should the DM control it while it is fighting on the players&#039; side. If the DM wants to temporarily introduce non-traitorous and non-stupid ally characters, they should be distributed among the players as fairly as possible. If the characters are not temporary, the point limit should be raised to accommodate them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Normally, a character may only gain [[Starpunks classes|Classes]], [[Specialties]], [[Extras]], and [[Skills]], not get rid of them.&lt;br /&gt;
&lt;br /&gt;
=== Making a Character ===&lt;br /&gt;
When building a character, first start with the normal set of [[person]] [[statistics]] or choose a different [[starpunks races|race]]: &lt;br /&gt;
{{:Human stat block}}&lt;br /&gt;
&lt;br /&gt;
Then, in any order:&lt;br /&gt;
&lt;br /&gt;
Pick a [[fight or flight|fear response]]. Pick [[extras]]. Pick [[starpunks classes|classes]], and a matching number of [[specialties]] for those classes by tier. Pick a [[mystical tradition]] and [[mystical powers|elements]] if you want the character to have mystical powers. Get bonus HP for being a higher tier than common (+1 for Elite, +2 for Paragon, +3 for Legend). Distribute [[skills|Skill Points]] between your characters.&lt;br /&gt;
&lt;br /&gt;
The order you take things in does not matter as long as the finished character meets all prerequisites and limits.&lt;br /&gt;
&lt;br /&gt;
==== Pricing ====&lt;br /&gt;
&lt;br /&gt;
Each of these things has a minimum and maximum value, determined by Tier, and a cost per item, listed in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{Anchor|Table: Character Building Limitations}}&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Tier&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Classes by Tier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Heroes Only&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Bonus HP&lt;br /&gt;
|-&lt;br /&gt;
! [[starpunks classes#Common Classes|Common Tier]] || [[starpunks classes#Elite Classes|Elite Tier]] || [[starpunks classes#Paragon Classes|Paragon Tier]] || [[starpunks classes#Legend Classes|Legend Tier]]&lt;br /&gt;
|- &lt;br /&gt;
| Common || 0-5 (2) || 0-0 || 0-0 || 0-0 || No || +0&lt;br /&gt;
|- &lt;br /&gt;
| Elite || 3-5 (2) || 1-5 (5) || 0-0 || 0-0 || No || +1&lt;br /&gt;
|- &lt;br /&gt;
| Paragon || 5-5 (2) || 3-5 (5) || 1-5 (20) || 0-0 || Yes || +2&lt;br /&gt;
|- &lt;br /&gt;
| Legend || 5-5 (2) || 5-5 (5) || 3-5 (20) || 1-5 (75) || Yes || +3&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
That is, common classes cost 2 points each, elite classes cost 5 points each, paragon classes cost 20 points each, and legend classes cost 75 points each. A character does not need to have any classes at all, and can never have more than 5 in any given tier. A character&#039;s tier is equal to the tier of their highest-tier class, and they can&#039;t get classes in a tier unless they have at least 3 of the tier below and a full five of any tiers below that. Only Hero characters can have Paragon or Legend classes.&lt;br /&gt;
&lt;br /&gt;
You can choose to take a class as though it was a higher tier class, using the higher tier&#039;s cost and specialties. &#039;&#039;Getting [[Meditator]] as though it was a Paragon tier class, for example.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Special tier classes are free, but can normally only be gotten through specific circumstances. When making a new character (even a high point cost one), you may write the prerequisites into the character&#039;s backstory in order to take the class, so long as the Special tier class does not depend on a [ [[Bound]] ] spell, and the prerequisite exists in the setting.&lt;br /&gt;
&lt;br /&gt;
==== Sample Characters ====&lt;br /&gt;
&lt;br /&gt;
See some sample characters [[Starpunks NPCs|here]].&lt;br /&gt;
&lt;br /&gt;
==== Monsters ====&lt;br /&gt;
&lt;br /&gt;
[[Starpunks Monsters|Monsters]] are creatures that don&#039;t have a race or classes. When you use a monster, you only have to choose a [[fight or flight|fear response]], and may optionally also give them [[Extras]], Advancements (listed under the monster stat block), and [[skills|Skill Points]].&lt;br /&gt;
&lt;br /&gt;
==== Character Sheets ====&lt;br /&gt;
&lt;br /&gt;
You may use a [http://gempunks.com/Gempunks%20Character%20Sheet%205.0(3).pdf character sheet]&lt;br /&gt;
&lt;br /&gt;
==== Equipment ====&lt;br /&gt;
&lt;br /&gt;
If making starting characters, you can supply your entire force with equipment with whatever total [[credits]] value your DM indicated. Equipment is described under [[arms and armor|arms and armor]].&lt;br /&gt;
&lt;br /&gt;
=== DM Characters ===&lt;br /&gt;
&lt;br /&gt;
The DM also controls creatures, with numbers appropriate for the situation, as covered under [[dm guidelines|DM Guidelines]].&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperspace&amp;diff=14515</id>
		<title>Hyperspace</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperspace&amp;diff=14515"/>
		<updated>2024-10-12T00:06:35Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyperspace is actually a misnomer. While it appears from the inside that a jump via hyperspace causes the ship to enter a glowing void that it stays in for but a moment, in actuality a hyperspace jump causes the ship to dematerialize and spontaneously appear at the destination through the manipulation of fluctuations in the quantum foam.&lt;br /&gt;
&lt;br /&gt;
=== Jumping ===&lt;br /&gt;
&lt;br /&gt;
==== Calculation ====&lt;br /&gt;
&lt;br /&gt;
Planning a hyperspace jump is a matter of hashing your current position and momentum with some known jump coordinates, to determine twenty numbers which can be used to calibrate the hyper drive for converting from one position to the other. Aside from the use of devices such as a [[jump calculator]], this can be done with a DC 5 Items check and ten minutes, or eyeballed as a lesser action with a DC 10 Items check. The check is rolled secretly, trying an unsuccessfully plotted jump results in appearing in a completely random place within the hyperdrive&#039;s range, moving at a velocity of 1d6% the speed of light in a random direction.&lt;br /&gt;
&lt;br /&gt;
As things shift around in space, a calculation is only good for ten hours before it becomes out of date, but you can plan in advance which ten hour period you calculate it for. You also need to be in roughly the right position in space for the calculation to be accurate, within 10 kilometers of where you planned to be.&lt;br /&gt;
&lt;br /&gt;
A normal jump has an inaccuracy of 4d6 kilometers in a random direction from the desired destination. By spending 5 times as long calculating the jump, and increasing the DC by 3 (a [[jump calculator]] cannot do this), you may entirely remove the inaccuracy of the jump. Failing on this increased DC but succeeding on the normal one results in merely having the regular amount of inaccuracy, not ending up in a random place.&lt;br /&gt;
&lt;br /&gt;
Multiple ships within 10 kilometers of each other who have the same momentum and matching hyperdrive speeds may share a single jump coordinate and jump at the same time to arrive at the destination in formation, even with the inaccuracy.&lt;br /&gt;
&lt;br /&gt;
==== Returning to Realspace ====&lt;br /&gt;
&lt;br /&gt;
When a ship reappears, it rapidly contracts into its full size, potentially being ripped apart by whatever it collides with. If it collides with solid ground, the ship, the ground, and the ship&#039;s occupants take 1d6+4 Noise damage with 5 demolition. If it collides with loose matter such as pieces of shrapnel of 1 kilogram or more, or gas like an atmosphere, the ship, the shrapnel, and the ship&#039;s occupants take 1d6+2 Noise damage with 2 demolition. When the ship reappears, it takes on the velocity that the [[#Jump Coordinates|jump coordinates]] were measured with.&lt;br /&gt;
&lt;br /&gt;
==== Jump Coordinates ====&lt;br /&gt;
&lt;br /&gt;
Jump coordinates are long numbers that correspond to a particular position and velocity relative to a planetary body or other object weighing at least 100 quintillion kilograms. Standard jump coordinates are recorded in orbit around planets, relative to those planets, so a ship jumping to the planet using those coordinates will appear above that same point on the planet, in that orbit. If the planet were to be moved out of orbit of its star (say, by someone using an enormous hyperdrive to jump it to another system), then ships using those coordinates would still appear in orbit above the planet, in that new part of the universe.&lt;br /&gt;
&lt;br /&gt;
Jump coordinates do not have to be in stable orbit in space, they can be measured for all sorts of things, like inside a garage or moving at relativistic velocity through deep space just as easily, however those coordinates are not typically printed in a [[hyperspace coordinates tome]] as they are very hazardous or pointless for typical pilots.&lt;br /&gt;
&lt;br /&gt;
If the anchor object that a jump coordinate is relative to is destroyed or split so that more than 10% of it is no longer with the rest, the coordinates are relative to its center of mass.&lt;br /&gt;
&lt;br /&gt;
==== Hyper Drive Statistics ====&lt;br /&gt;
&lt;br /&gt;
Hyperspace jumps are very fast, but have only mild relativistic effects. Each hyperdrive lists its jump capabilities in the format &amp;quot;10000c/10ly&amp;quot;, where the first number is its speed in multiples of the speed of light (from an outsider&#039;s perspective), and the second number is the maximum range of a jump.&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_equipment&amp;diff=14514</id>
		<title>Starpunks equipment</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_equipment&amp;diff=14514"/>
		<updated>2024-10-11T23:51:01Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Starpunks version of Arms and Armor. The mundane equipment in [[Arms and Armor]] is also available for purchase, at a rate of 1 [[credits|Credit]] per copper. &lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
{{:Beam blade}}&lt;br /&gt;
&lt;br /&gt;
{{:Beam axe}}&lt;br /&gt;
&lt;br /&gt;
{{:Beam flail}}&lt;br /&gt;
&lt;br /&gt;
{{:Energy whip}}&lt;br /&gt;
&lt;br /&gt;
{{:Stun stick}}&lt;br /&gt;
&lt;br /&gt;
{{:Beam glaive}}&lt;br /&gt;
&lt;br /&gt;
{{:Beamerang}}&lt;br /&gt;
&lt;br /&gt;
{{:Blaster pistol}}&lt;br /&gt;
&lt;br /&gt;
{{:Blaster rifle}}&lt;br /&gt;
&lt;br /&gt;
{{:Blaster minigun}}&lt;br /&gt;
&lt;br /&gt;
{{:Blaster sniper}}&lt;br /&gt;
&lt;br /&gt;
{{:Zap gun}}&lt;br /&gt;
&lt;br /&gt;
{{:Concussion cannon}}&lt;br /&gt;
&lt;br /&gt;
{{:Explosive sphere}}&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
&lt;br /&gt;
{{:Personal shield}}&lt;br /&gt;
&lt;br /&gt;
{{:Battle armor}}&lt;br /&gt;
&lt;br /&gt;
{{:Mega battle armor}}&lt;br /&gt;
&lt;br /&gt;
{{:Hyperdrive armor}}&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
&lt;br /&gt;
{{:Rocket pack}}&lt;br /&gt;
&lt;br /&gt;
{{:Antigravity belt}}&lt;br /&gt;
&lt;br /&gt;
{{:Hook launcher}}&lt;br /&gt;
&lt;br /&gt;
{{:Telephone wire}}&lt;br /&gt;
&lt;br /&gt;
{{:CRT}}&lt;br /&gt;
&lt;br /&gt;
{{:Radio}}&lt;br /&gt;
&lt;br /&gt;
{{:Hologram projector}}&lt;br /&gt;
&lt;br /&gt;
{{:Hologram scanner}}&lt;br /&gt;
&lt;br /&gt;
{{:Monocular}}&lt;br /&gt;
&lt;br /&gt;
=== Vehicular Equipment ===&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
{{:Ultrablaster}}&lt;br /&gt;
&lt;br /&gt;
{{:Autoblaster}}&lt;br /&gt;
&lt;br /&gt;
{{:Positron torpedo launcher}}&lt;br /&gt;
&lt;br /&gt;
{{:Flakster}}&lt;br /&gt;
&lt;br /&gt;
{{:Megablaster}}&lt;br /&gt;
&lt;br /&gt;
{{:Gigablaster}}&lt;br /&gt;
&lt;br /&gt;
{{:Planet destroyer beam cannon}}&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
&lt;br /&gt;
{{:Starship shield}}&lt;br /&gt;
&lt;br /&gt;
{{:Planetary shield}}&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
&lt;br /&gt;
{{:Hand-cranked hyperdrive}}&lt;br /&gt;
&lt;br /&gt;
{{:Standard hyperdrive}}&lt;br /&gt;
&lt;br /&gt;
{{:Long haul hyperdrive}}&lt;br /&gt;
&lt;br /&gt;
{{:High speed hyperdrive}}&lt;br /&gt;
&lt;br /&gt;
{{:Jump calculator}}&lt;br /&gt;
&lt;br /&gt;
{{:Hyperspace coordinates tome}}&lt;br /&gt;
&lt;br /&gt;
{{:Hyperlabe}}&lt;br /&gt;
&lt;br /&gt;
{{:Jump tracker}}&lt;br /&gt;
&lt;br /&gt;
=== Commodities ===&lt;br /&gt;
&lt;br /&gt;
{{:Tachyonium}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperspace_coordinates_tome&amp;diff=14513</id>
		<title>Hyperspace coordinates tome</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperspace_coordinates_tome&amp;diff=14513"/>
		<updated>2024-10-11T23:36:56Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;{{Staritem |name=Hyperspace Coordinates Tome |itemtype=Gadget |fluff=This is a large book with very thin, fragile pages. On every page there are endless rows of names of place...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Hyperspace Coordinates Tome&lt;br /&gt;
|itemtype=Gadget&lt;br /&gt;
|fluff=This is a large book with very thin, fragile pages. On every page there are endless rows of names of places and corresponding numbers.&lt;br /&gt;
|credits=30 |weight=2 [[Kilograms]]&lt;br /&gt;
|effect1=The hyperspace coordinates tome contains all publicly known jump coordinates. If you don&#039;t already know which page the coordinates you are looking for are on, it takes 1 minute to find them.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperlabe&amp;diff=14512</id>
		<title>Hyperlabe</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Hyperlabe&amp;diff=14512"/>
		<updated>2024-10-11T23:32:22Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;{{Staritem |name=Hyperlabe |itemtype=Gadget |fluff=This is complex mechanical device of layered wheels with sliding elements on them, pendulums and whirring gears. |credits=20...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Hyperlabe&lt;br /&gt;
|itemtype=Gadget&lt;br /&gt;
|fluff=This is complex mechanical device of layered wheels with sliding elements on them, pendulums and whirring gears.&lt;br /&gt;
|credits=20000 |weight=5000 [[Kilograms]]&lt;br /&gt;
|effect1=With an hour of careful use and a DC 5 [[Items]] check, a character can use the Hyperlabe to measure the jump coordinates for the current position and velocity.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_equipment&amp;diff=14511</id>
		<title>Starpunks equipment</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_equipment&amp;diff=14511"/>
		<updated>2024-10-11T23:28:44Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Starpunks version of Arms and Armor. The mundane equipment in [[Arms and Armor]] is also available for purchase, at a rate of 1 [[credits|Credit]] per copper. &lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
{{:Beam blade}}&lt;br /&gt;
&lt;br /&gt;
{{:Beam axe}}&lt;br /&gt;
&lt;br /&gt;
{{:Beam flail}}&lt;br /&gt;
&lt;br /&gt;
{{:Energy whip}}&lt;br /&gt;
&lt;br /&gt;
{{:Stun stick}}&lt;br /&gt;
&lt;br /&gt;
{{:Beam glaive}}&lt;br /&gt;
&lt;br /&gt;
{{:Beamerang}}&lt;br /&gt;
&lt;br /&gt;
{{:Blaster pistol}}&lt;br /&gt;
&lt;br /&gt;
{{:Blaster rifle}}&lt;br /&gt;
&lt;br /&gt;
{{:Blaster minigun}}&lt;br /&gt;
&lt;br /&gt;
{{:Blaster sniper}}&lt;br /&gt;
&lt;br /&gt;
{{:Zap gun}}&lt;br /&gt;
&lt;br /&gt;
{{:Concussion cannon}}&lt;br /&gt;
&lt;br /&gt;
{{:Explosive sphere}}&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
&lt;br /&gt;
{{:Personal shield}}&lt;br /&gt;
&lt;br /&gt;
{{:Battle armor}}&lt;br /&gt;
&lt;br /&gt;
{{:Mega battle armor}}&lt;br /&gt;
&lt;br /&gt;
{{:Hyperdrive armor}}&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
&lt;br /&gt;
{{:Rocket pack}}&lt;br /&gt;
&lt;br /&gt;
{{:Antigravity belt}}&lt;br /&gt;
&lt;br /&gt;
{{:Hook launcher}}&lt;br /&gt;
&lt;br /&gt;
{{:Telephone wire}}&lt;br /&gt;
&lt;br /&gt;
{{:CRT}}&lt;br /&gt;
&lt;br /&gt;
{{:Radio}}&lt;br /&gt;
&lt;br /&gt;
{{:Hologram projector}}&lt;br /&gt;
&lt;br /&gt;
{{:Hologram scanner}}&lt;br /&gt;
&lt;br /&gt;
{{:Monocular}}&lt;br /&gt;
&lt;br /&gt;
=== Vehicular Equipment ===&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
{{:Ultrablaster}}&lt;br /&gt;
&lt;br /&gt;
{{:Autoblaster}}&lt;br /&gt;
&lt;br /&gt;
{{:Positron torpedo launcher}}&lt;br /&gt;
&lt;br /&gt;
{{:Flakster}}&lt;br /&gt;
&lt;br /&gt;
{{:Megablaster}}&lt;br /&gt;
&lt;br /&gt;
{{:Gigablaster}}&lt;br /&gt;
&lt;br /&gt;
{{:Planet destroyer beam cannon}}&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
&lt;br /&gt;
{{:Starship shield}}&lt;br /&gt;
&lt;br /&gt;
{{:Planetary shield}}&lt;br /&gt;
&lt;br /&gt;
{{:Hyperspace inhibitor}}&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
&lt;br /&gt;
{{:Hand-cranked hyperdrive}}&lt;br /&gt;
&lt;br /&gt;
{{:Standard hyperdrive}}&lt;br /&gt;
&lt;br /&gt;
{{:Long haul hyperdrive}}&lt;br /&gt;
&lt;br /&gt;
{{:High speed hyperdrive}}&lt;br /&gt;
&lt;br /&gt;
{{:Jump calculator}}&lt;br /&gt;
&lt;br /&gt;
{{:Hyperspace coordinates tome}}&lt;br /&gt;
&lt;br /&gt;
{{:Hyperlabe}}&lt;br /&gt;
&lt;br /&gt;
{{:Jump tracker}}&lt;br /&gt;
&lt;br /&gt;
=== Commodities ===&lt;br /&gt;
&lt;br /&gt;
{{:Tachyonium}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Person&amp;diff=14510</id>
		<title>Person</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Person&amp;diff=14510"/>
		<updated>2024-10-08T22:28:30Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: all this to sneak in four arms as a minor bonus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Persons ====&lt;br /&gt;
&lt;br /&gt;
People are a diverse bunch of aliens, coming in a wide range of colors and facial structures. Many of them care strongly about their physical and cultural differences, and aspire to demonstrate that their race of aliens is the best. The civilized, bureaucratic &amp;quot;humans&amp;quot;, with their empires and federations and disciplined fleets, are particularly arrogant about the superiority of their regimented way of life.&lt;br /&gt;
&lt;br /&gt;
The tentacled Vordak, living in desert cave planets, are quite confident in the unparalleled excellence of their meditants.&lt;br /&gt;
&lt;br /&gt;
The hairy Kwoi in their giant forest homes know that no other kind of people observes its surroundings as keenly.&lt;br /&gt;
&lt;br /&gt;
The wrinkleheaded Glonkin of the airless moons know that their practice of rewarding enterprise over empathy has led them to produce the greatest architectural wonders and best-trained mercenaries of any race of aliens.&lt;br /&gt;
&lt;br /&gt;
the four-armed Useev have the greatest museums in the galaxy.&lt;br /&gt;
&lt;br /&gt;
Scientists who&#039;ve done DNA analysis have found that all People must have had a common ancestor, but it&#039;s very difficult to narrow it down exactly when, some time between 3000 and 20000 years ago. Myths and legends of various cultures often have a reference to a &amp;quot;first terrain&amp;quot; that created their People somehow.&lt;br /&gt;
&lt;br /&gt;
===== Base Stats =====&lt;br /&gt;
&lt;br /&gt;
{{Creature&lt;br /&gt;
|name=Person |points=3&lt;br /&gt;
|race=[[Person]]&lt;br /&gt;
|descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ]&lt;br /&gt;
|tier=Common&lt;br /&gt;
|ad=4 |gd=4 |will=0&lt;br /&gt;
|accuracy=0 |stealth=0 |perception=0 |agility=0&lt;br /&gt;
|hp=1 |toughness=4 |savedc=4 |muscle=0 |magic=0&lt;br /&gt;
|size=1 meter |reach=1 meter |movement=15 meter [[land speed|land]] with 1 meter jump. 3 meter [[swim speed|swim]] with 5 meter sink.&lt;br /&gt;
|weight=50-150 [[Kilograms]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
People get a small bonus based on which kind of Person they are:&lt;br /&gt;
&lt;br /&gt;
Humans can go without eating for an extra day before penalties start, and hold their breaths for an extra round.&lt;br /&gt;
&lt;br /&gt;
Vordak get +1 to [[Bluff]] and [[Insight]] against creatures they&#039;re currently touching with their tentacles.&lt;br /&gt;
&lt;br /&gt;
Kwoi can sense things as though they were 10% larger.&lt;br /&gt;
&lt;br /&gt;
Glonkin get 1 extra skill point that doesn&#039;t count against your total.&lt;br /&gt;
&lt;br /&gt;
Useev have four arms.&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Beamerang&amp;diff=14509</id>
		<title>Beamerang</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Beamerang&amp;diff=14509"/>
		<updated>2024-10-07T07:56:15Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: I dunno about the balance of this one, it&amp;#039;s goofy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Beamerang&lt;br /&gt;
|itemtype=Weapon&lt;br /&gt;
|fluff=This is an simple sword hilt with a switch. When turned on, two gently curved heavy humming beams of glowing colored energy springs forth.&lt;br /&gt;
|descriptors=[ [[Muscle-Damage]] ], [ [[Thrown]] ], [ [[Semiautomatic]] ]&lt;br /&gt;
|damage=1d6-1 Heat&lt;br /&gt;
|demolition=2&lt;br /&gt;
|credits=120 |weight=1 [[Kilograms|Kilogram]] (off), 4 [[Kilograms]] (on)&lt;br /&gt;
|handedness=Beamerangs must be wielded in two hands for +1 Damage, except when throwing them.&lt;br /&gt;
|effect1=If thrown while active, the Beamerang returns to you after the attack, at which point you must [[Catch]] it or it attacks you with an [[accuracy]] of +0 and lands 2 meters behind you.&lt;br /&gt;
|special=The Beamerang can be turned on or off as a [[lesser action]]. When off, it deals 1d6-2 Physical and has no bonus Demolition. It can be thrown with an increased range of 30m while on.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Beamerang&amp;diff=14508</id>
		<title>Beamerang</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Beamerang&amp;diff=14508"/>
		<updated>2024-10-07T07:54:07Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: those who use doubled bladed beam weapons get mauled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Beamerang&lt;br /&gt;
|itemtype=Weapon&lt;br /&gt;
|fluff=This is an simple sword hilt with a switch. When turned on, two gently curved heavy humming beams of glowing colored energy springs forth.&lt;br /&gt;
|descriptors=[ [[Muscle-Damage]] ], [ [[Thrown]] ], [ [[Semiautomatic]] ]&lt;br /&gt;
|damage=1d6-1 Heat&lt;br /&gt;
|demolition=2&lt;br /&gt;
|credits=120 |weight=1 [[Kilograms|Kilogram]] (off), 4 [[Kilograms]] (on)&lt;br /&gt;
|handedness=Beamerangs must be wielded in two hands for +1 Damage, except when throwing them.&lt;br /&gt;
|effect1=If thrown while active, the Beamerang returns to you after the attack, at which point you must [[Catch]] it or it attacks you with an [[accuracy]] of +0.&lt;br /&gt;
|special=The Beamerang can be turned on or off as a [[lesser action]]. When off, it deals 1d6-2 Physical and has no bonus Demolition.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Beam_glaive&amp;diff=14507</id>
		<title>Beam glaive</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Beam_glaive&amp;diff=14507"/>
		<updated>2024-10-07T07:49:47Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: hmm I imagined it being more different from a beam blade than this...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Staritem&lt;br /&gt;
|name=Beam Glaive&lt;br /&gt;
|itemtype=Weapon&lt;br /&gt;
|fluff=This is an X shape with a switch. When turned on, four heavy humming beams of glowing colored energy springs forth, making it resemble an oversized shuriken&lt;br /&gt;
|descriptors=[ [[Muscle-Damage]] ], [ [[Thrown]] ]&lt;br /&gt;
|damage=1d6-1 Heat&lt;br /&gt;
|demolition=2&lt;br /&gt;
|credits=40 |weight=0.25 [[Kilograms]] (off), 1 [[Kilograms|Kilogram]] (on)&lt;br /&gt;
|handedness=Beam Glaives can only be wielded in one hand.&lt;br /&gt;
|special=The Beam Glaives can be turned on or off as a [[lesser action]]. When off, it deals 1d6-2 Physical and has no bonus Demolition.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_equipment&amp;diff=14506</id>
		<title>Starpunks equipment</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_equipment&amp;diff=14506"/>
		<updated>2024-10-07T07:46:03Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Starpunks version of Arms and Armor. The mundane equipment in [[Arms and Armor]] is also available for purchase, at a rate of 1 [[credits|Credit]] per copper. &lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
{{:Beam blade}}&lt;br /&gt;
&lt;br /&gt;
{{:Beam axe}}&lt;br /&gt;
&lt;br /&gt;
{{:Beam flail}}&lt;br /&gt;
&lt;br /&gt;
{{:Energy whip}}&lt;br /&gt;
&lt;br /&gt;
{{:Stun stick}}&lt;br /&gt;
&lt;br /&gt;
{{:Beam glaive}}&lt;br /&gt;
&lt;br /&gt;
{{:Beamerang}}&lt;br /&gt;
&lt;br /&gt;
{{:Blaster pistol}}&lt;br /&gt;
&lt;br /&gt;
{{:Blaster rifle}}&lt;br /&gt;
&lt;br /&gt;
{{:Blaster minigun}}&lt;br /&gt;
&lt;br /&gt;
{{:Blaster sniper}}&lt;br /&gt;
&lt;br /&gt;
{{:Zap gun}}&lt;br /&gt;
&lt;br /&gt;
{{:Concussion cannon}}&lt;br /&gt;
&lt;br /&gt;
{{:Explosive sphere}}&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
&lt;br /&gt;
{{:Personal shield}}&lt;br /&gt;
&lt;br /&gt;
{{:Battle armor}}&lt;br /&gt;
&lt;br /&gt;
{{:Mega battle armor}}&lt;br /&gt;
&lt;br /&gt;
{{:Hyperdrive armor}}&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
&lt;br /&gt;
{{:Rocket pack}}&lt;br /&gt;
&lt;br /&gt;
{{:Antigravity belt}}&lt;br /&gt;
&lt;br /&gt;
{{:Hook launcher}}&lt;br /&gt;
&lt;br /&gt;
{{:Telephone wire}}&lt;br /&gt;
&lt;br /&gt;
{{:CRT}}&lt;br /&gt;
&lt;br /&gt;
{{:Radio}}&lt;br /&gt;
&lt;br /&gt;
{{:Hologram projector}}&lt;br /&gt;
&lt;br /&gt;
{{:Hologram scanner}}&lt;br /&gt;
&lt;br /&gt;
{{:Monocular}}&lt;br /&gt;
&lt;br /&gt;
=== Vehicular Equipment ===&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
{{:Ultrablaster}}&lt;br /&gt;
&lt;br /&gt;
{{:Autoblaster}}&lt;br /&gt;
&lt;br /&gt;
{{:Positron torpedo launcher}}&lt;br /&gt;
&lt;br /&gt;
{{:Flakster}}&lt;br /&gt;
&lt;br /&gt;
{{:Megablaster}}&lt;br /&gt;
&lt;br /&gt;
{{:Gigablaster}}&lt;br /&gt;
&lt;br /&gt;
{{:Planet destroyer beam cannon}}&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
&lt;br /&gt;
{{:Starship shield}}&lt;br /&gt;
&lt;br /&gt;
{{:Planetary shield}}&lt;br /&gt;
&lt;br /&gt;
{{:Hyperspace inhibitor}}&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
&lt;br /&gt;
{{:Hand-cranked hyperdrive}}&lt;br /&gt;
&lt;br /&gt;
{{:Standard hyperdrive}}&lt;br /&gt;
&lt;br /&gt;
{{:Long haul hyperdrive}}&lt;br /&gt;
&lt;br /&gt;
{{:High speed hyperdrive}}&lt;br /&gt;
&lt;br /&gt;
{{:Jump calculator}}&lt;br /&gt;
&lt;br /&gt;
{{:Jump tracker}}&lt;br /&gt;
&lt;br /&gt;
=== Commodities ===&lt;br /&gt;
&lt;br /&gt;
{{:Tachyonium}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_vehicles&amp;diff=14505</id>
		<title>Starpunks vehicles</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_vehicles&amp;diff=14505"/>
		<updated>2024-10-07T06:58:21Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: This might be putting too much on Agility...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A vehicle is a special type of creature, in that it has facing, and non-removable equipment which can only be hit from certain angles. &lt;br /&gt;
&lt;br /&gt;
=== Facing ===&lt;br /&gt;
&lt;br /&gt;
When a vehicle moves, its facing becomes equal to the direction it was moving at the end of that movement. Vehicles frequently have a minimum turning radius, as well, which is the smallest distance the vehicle can pivot around while moving.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
Vehicular movement is fundamentally different from the movement of other creatures. Rather than taking actions to move, at the beginning of a vehicle&#039;s turn it travels according to its current Movement Mode; after doing so, it may adjust its mode up or down one step. The following are statistics of a Mode:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minimum Speed:&#039;&#039;&#039; The minimum distance that the vehicle must travel each turn in this Mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maximum Speed:&#039;&#039;&#039; The maximum distance that the vehicle may travel each turn in this Mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; Space movement has no maximum speed (except in an atmosphere) so instead of a maximum speed, it has a maximum amount it can change its momentum by each round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turning Radius:&#039;&#039;&#039; The minimum radius of the circle that the vehicle may pivot around while moving in this Mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; Some movement modes (generally Space) allow the vehicle to drift in any direction but accelerate in the direction it&#039;s facing, and thus can turn a certain number of degrees per round instead of having a turning radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instability:&#039;&#039;&#039; How shaky the movement mode is. It is a penalty applied to all attacks made by the vehicle or creatures on it against targets beyond their weapons&#039; second range increment. Half the penalty, rounded down, is applied to all attacks made &#039;&#039;against&#039;&#039; the vehicle or creatures or objects on it from beyond the attacking weapon&#039;s second range increment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Climb:&#039;&#039;&#039; How rapidly the vehicle can go upwards. If specified in meters, this distance is measured independently of lateral travel. If specified in degrees, this is the steepest angle it can use. It only matters for Aerial and Submarine movement modes in a gravitational field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Altitude:&#039;&#039;&#039; Some aerial vehicles have a max altitude, and can&#039;t climb upwards in a round when there&#039;s nothing below it within that distance.&lt;br /&gt;
&lt;br /&gt;
Types of movement modes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default (Ground):&#039;&#039;&#039; The vehicle travels along the ground. Unless otherwise specified, it collides with objects, rather than rolling over them, if they are more than 0.25 meters high.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerial:&#039;&#039;&#039; The vehicle travels through the air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Submarine:&#039;&#039;&#039; The vehicle travels through liquids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic:&#039;&#039;&#039; The vehicle travels on the surfaces of liquids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space:&#039;&#039;&#039; The vehicle accelerates in the void of space. In space, carrying capacity does not matter. Instead, if the total amount it is carrying equals or exceeds its weight, divide its acceleration by 1+the number of multiples. &#039;&#039;So a 10 thousand kilogram ship carrying 43 thousand kilograms of stuff would divide its acceleration by 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Crashing ====&lt;br /&gt;
&lt;br /&gt;
When a vehicle collides with something, both the vehicle and that thing share an attack with values dependent on their relative velocity; if the other thing is [[stationary]] or an unattended object, it is never missed. The relative velocity for a vehicle/non-vehicle collision is simply equal to the full distance the vehicle would have moved this turn. The relative velocity for a vehicle/vehicle collision is equal to that full distance added to the distance the other vehicle moved on its previous turn, using vector subtraction. The damage of the attack is 1d6-7 with 0 [[Demolition]], and it [[fling|flings]] the target 45 degrees to the side of forwards, 4 meters per wound. It deals +2 damage and +1 demolition with a relative velocity of at least 50 meters/round, another +2 damage and +1 demolition if at least 100 meters/round, and +2 additional damage and +1 demolition for every doubling of velocity. The weight of the attacker (see below) applies to the damage and Demolition it deals as well.&lt;br /&gt;
&lt;br /&gt;
If both parties wish to avoid the collision, the [[accuracy]] of the attack is -1, and the [[AD]] being targeted is that of the higher entity. If only one party wishes to avoid the collision, the attack is equal to the non-avoiding entity&#039;s [[AD]] minus 2 and the [[AD]] being targeted is that of the other entity. If neither entity is willing to avoid the collision, the attack hits. If the attack hits, both entities are hit, and if it misses, both entities are missed, but critical hits are rolled individually.&lt;br /&gt;
&lt;br /&gt;
The moving vehicle is slowed by each thing it collides with: if it hits something and does not reduce that thing to 0 or less HP or destroy it, it ends its movement there. Even if it is not stopped, its remaining movement is reduced by 40 meters times the Slowdown Multiplier for the obstruction, divided by the Slowdown Multiplier for the vehicle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{Anchor|Table: Collision Damage and Slowdown by Weight}}&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Weight&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Damage Modifier&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Demolition&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Slowdown Multiplier&lt;br /&gt;
|- &lt;br /&gt;
| Less than 1 [[kilograms|kilogram]] || -6 || -3 || &amp;amp;times;1/8&lt;br /&gt;
|- &lt;br /&gt;
| 1-10 [[kilograms]] || -4 || -2 || &amp;amp;times;1/4&lt;br /&gt;
|- &lt;br /&gt;
| 11-40 [[kilograms]] || -2 || -1 || &amp;amp;times;1/2&lt;br /&gt;
|- &lt;br /&gt;
| 41-200 [[kilograms]] || +0 || +0 || &amp;amp;times;1&lt;br /&gt;
|-&lt;br /&gt;
| 201-1000 [[kilograms]] || +2 || +1 || &amp;amp;times;2&lt;br /&gt;
|-&lt;br /&gt;
| 1001-5000 [[kilograms]] || +4 || +2 || &amp;amp;times;4&lt;br /&gt;
|-&lt;br /&gt;
| 5001-25000 [[kilograms]] || +6 || +3 || &amp;amp;times;8&lt;br /&gt;
|-&lt;br /&gt;
| 25001 or more [[kilograms]] || +8 || +4 || &amp;amp;times;16&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sinking ====&lt;br /&gt;
&lt;br /&gt;
When [[overloaded]] in a gravitational field, a vehicle sinks. In the air, it falls at half the normal rate, and counts only half the distance fallen for fall damage. In the water, it has a sink distance of 5 meters. In neither case can the vehicle travel upward.&lt;br /&gt;
&lt;br /&gt;
=== Attacking Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Vehicles in Starpunks have Hull instead of HP and Toughness. All vehicles have 8 Chips of Hull, and anything that triggers on a wound triggers when it inflicts any Chips. At low Hull values, damage can potentially destroy a vehicle (demolition bonus damage is added), but at higher Hull values, only demolition matters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{Anchor|Table: Hull Damage}}&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Hull&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Chips&lt;br /&gt;
|-&lt;br /&gt;
! 1 || 2 || 4 || 8 (all)&lt;br /&gt;
|- &lt;br /&gt;
| 1 || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || 8 damage&lt;br /&gt;
|- &lt;br /&gt;
| 2 || &amp;amp;mdash; || &amp;amp;mdash; || 8 damage || 16 damage&lt;br /&gt;
|- &lt;br /&gt;
| 3 || &amp;amp;mdash; || 8 damage || 16 damage || Demolition 6&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 8 damage || 16 damage || Demolition 6 || Demolition 7&lt;br /&gt;
|- &lt;br /&gt;
| 5 || 16 damage || Demolition 6 || Demolition 7 || Demolition 8&lt;br /&gt;
|-&lt;br /&gt;
| X || Demolition X || Demolition X+1 || Demolition X+2 || Demolition X+3&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A combined volley of multiple identical weapons fired together can be added together to increase their demolition against a vehicle, if the weapons have at least Demolition 4. For every doubling in number of hits, the attacker may treat it as one hit with +1 Demolition.&lt;br /&gt;
&lt;br /&gt;
==== Main Body ====&lt;br /&gt;
&lt;br /&gt;
The main body of the vehicle is subject to accelerated destruction from attacks that deal a lot of damage or have a high [[Demolition]] value, [[Environment#Materials|like objects are]]. [[Piercing]] weapons do not do actual harm to the body of the vehicle, but can pass through it with the same amount of ease as when shooting through a wall with the same [[HP]] and [[Toughness]].&lt;br /&gt;
&lt;br /&gt;
When a vehicle is reduced to 0 HP or less, it is destroyed, and each creature inside it takes one hit that does damage equal to the amount of damage left over after destroying the vehicle.&lt;br /&gt;
&lt;br /&gt;
The [[AD]] and [[GD]] of a vehicle indicate how hard it is to get a good square hit on it when it&#039;s in motion. When parked or drifting uncontrolled through space, a vehicle is [[stationary]]. Some vehicles get [[AD]] and [[GD]] from having a good pilot: [ [[Deft]] ] vehicles add the pilot&#039;s bonuses to [[AD]] and [[GD]] from their Specialties; [ [[Half-Deft]] ] vehicles add half that much, rounded down.&lt;br /&gt;
&lt;br /&gt;
==== Components ====&lt;br /&gt;
&lt;br /&gt;
Vehicles have special equipment which can only be hit from certain angles. A Left Side item, for example, can only be hit by creatures that have a firing line to the left side of the vehicle. A glancing shot is less likely to be effective than a perpendicular one: if the angle from the firer to the vehicle&#039;s side is more than 45 degrees, the item has Cover.&lt;br /&gt;
&lt;br /&gt;
There is no penalty for attacking components normally, unlike when [[sunder|sundering]] items, although some components get [[AD]] bonuses. Stronger components have Hull instead of HP and Toughness, but ignore all attacks that don&#039;t do at least 4 Chips of damage.&lt;br /&gt;
&lt;br /&gt;
==== Passengers ====&lt;br /&gt;
&lt;br /&gt;
Creatures inside a vehicle are protected by it: An attack that tries to hit the creature must do at least 1 Chip to the vehicle first, using the normal rules for firing through objects. The wound to the vehicle, if it is successfully inflicted by a non-[[Piercing]] attack, applies to its total Chips.&lt;br /&gt;
&lt;br /&gt;
If a creature wants to shoot from inside a vehicle at targets outside of it without harming the vehicle itself, they must open some hole in the vehicle, like a window or porthole, and others that wish to fire back may then choose to treat the vehicle as [[total cover]] instead of shooting through it.&lt;br /&gt;
&lt;br /&gt;
=== Mounting Weapons ===&lt;br /&gt;
&lt;br /&gt;
Weapons can be mounted to vehicles with varying amounts of rotational ability depending on their weight. If it weighs less than half of the vehicle&#039;s carrying capacity, it is a &#039;&#039;&#039;Light Weapon&#039;&#039;&#039;, and can be mounted to fire in every direction except for a specified 90 degree cone. If it weighs more than that, but no more than the vehicle&#039;s carrying capacity, it is a &#039;&#039;&#039;Medium Weapon&#039;&#039;&#039;, and can be mounted to fire anywhere in a specified 90 degree cone. If it weighs as much as the vehicle&#039;s carrying capacity or more, it is a &#039;&#039;&#039;Strong Weapon&#039;&#039;&#039;, and can only be mounted to fire in one very specific direction, and the vehicle must be turned precisely to face its target.&lt;br /&gt;
&lt;br /&gt;
Each properly mounted vehicle weapon comes with a specialized reloader, which contributes all actions necessary to reload the weapon, delaying when no reloading is necessary. The weapon braces count as two hands devoted to holding the weapon. For incremental reloads, the reloader has an effective carrying capacity equal to twice the reloader&#039;s weight (any weight may be chosen for the reloader, but it&#039;s added to the weapon&#039;s weight to determine if it&#039;s &#039;&#039;&#039;Light&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, or &#039;&#039;&#039;Strong&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Once per round, a gunner standing at the weapon can use a [[Standard action]] to fire a weapon two times, or once if it is [[Heavy]], taking penalties to accuracy in order to make extra attacks with semiautomatic and automatic weapons as desired. The gunner uses their own accuracy, at a -1 penalty if &#039;&#039;&#039;Light&#039;&#039;&#039;, -2 if &#039;&#039;&#039;Medium&#039;&#039;&#039;, and -3 if &#039;&#039;&#039;Strong&#039;&#039;&#039;. It is also possible to use a [[Standard action]] to [[Ranged Guard]] with a non-[[Heavy]] mounted weapon.&lt;br /&gt;
&lt;br /&gt;
==== Grouping Weapons ====&lt;br /&gt;
&lt;br /&gt;
Multiple weapons can be grouped together in order to make them easier for a gunner to fire, letting them all be fired with full effect at once as a single action, although they must always share the same group of targets, and no more than one hit may be allocated to each target per round. The attachments needed to group multiple weapons together cost 200 credits per weapon and weigh 20 kilograms per weapon. Use the total weight of the set of weapons including attachments to determine whether they work as &#039;&#039;&#039;Light&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, or &#039;&#039;&#039;Strong&#039;&#039;&#039;. If ten or more attacks are made by identical weapons in a weapon group, they use [[regiments#Rapid Rolling|Regiment Rapid Rolling]] rules.&lt;br /&gt;
&lt;br /&gt;
=== Pilot ===&lt;br /&gt;
&lt;br /&gt;
A vehicle can be built to be controlled by one or both of the following methods:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Driver:&#039;&#039;&#039; The Driver controls the vehicle&#039;s actions from within as a [[move action]] each round. This takes two limbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remote Control:&#039;&#039;&#039; As per a &#039;&#039;&#039;Driver&#039;&#039;&#039;, but the Driver controls the vehicle via a radio connection. The radio connection can be turned on or off at the vehicle as a [[standard action]].&lt;br /&gt;
&lt;br /&gt;
==== Pilot Actions ====&lt;br /&gt;
&lt;br /&gt;
A pilot can attempt difficult piloting actions using an Agility check, when piloting a [ [[Deft]] ] or [ [[Half-Deft]] ] vehicle. For a [ [[Half-Deft]] ] vehicle, the pilot&#039;s Agility is halved. The Agility modifiers from being Small or Big are ignored. Each [[move action]] Pilot Action can only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot (DC 3) &amp;amp;mdash; [[lesser action|Lesser Action]]:&#039;&#039;&#039; The pilot can attempt to pilot the vehicle as a lesser action. Failing this check means the vehicle is not piloted this round. All other pilot actions they attempt this round also get +2 to the DC. For another +2 to the DC on top of that, they may do other Pilot Actions that are [[move action|move actions]] as [[lesser action|lesser actions]] this round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharp Turn (DC 6) &amp;amp;mdash; [[move action|Move Action]]:&#039;&#039;&#039; The pilot pushes the craft to its limit, this turn when it moves its turn radius is halved and its turn rate is doubled, but it must adjust its mode down one step. This can&#039;t be used when in the lowest movement mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smooth Turn (DC 9) &amp;amp;mdash; [[move action|Move Action]]:&#039;&#039;&#039; The pilot pushes the craft to its limit more gracefully, this turn when it moves its turn radius is halved and its turn rate is doubled. This can&#039;t be used in combination with Sharp Turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juke (DC 8) &amp;amp;mdash; [[immediate action|Immediate Action]]:&#039;&#039;&#039; The pilot makes the craft hop to the side. They move it 5 meters in any direction (except into the air if it&#039;s a ground vehicle), and the vehicle gets +2 to [[AD]] and [[GD]] against whatever attack this interrupted. Failing the check means the vehicle moves 5 meters in a random direction, but only after the attack is resolved, with no bonus [[AD]] or [[GD]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pedal to the Metal (DC 6) &amp;amp;mdash; [[move action|Move Action]]:&#039;&#039;&#039; The pilot puts a bit of extra oomf in there. This turn its Maximum Speed and/or Acceleration for the current mode is increased by 25%, but it can&#039;t decrease its movement mode this round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barrel Roll (DC 10) &amp;amp;mdash; [[standard action|Standard Action]]:&#039;&#039;&#039; The pilot tries spinning, it&#039;s a good trick. This can only be used in an Aerial, Submarine, or Space movement mode. The vehicle gets +2 [[AD]] and [[GD]] until the pilot&#039;s next turn, but gets -25% to Maximum Speed and Acceleration this round. Failing the check means it still gets the reduced Maximum Speed and Acceleration, but no bonus [[AD]] and [[GD]].&lt;br /&gt;
&lt;br /&gt;
=== Vehicular Stealth ===&lt;br /&gt;
&lt;br /&gt;
The Stealth of a vehicle is equal to that of the pilot, or -1 if there is no pilot.&lt;br /&gt;
&lt;br /&gt;
A vehicle&#039;s engine can be heard at a distance equal to three times the distance it moved that turn, plus its size. Keep in mind that sound only travels about 5000 meters per round through air.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Many vehicles have options, chosen when the vehicle is created.&lt;br /&gt;
&lt;br /&gt;
=== Hijacking ===&lt;br /&gt;
&lt;br /&gt;
If a vehicle is not open topped, it will have some access hatches or doors. Wrenching open or blasting the hinges off an access hatch has [[AD]] and [[GD]] as the vehicle +1 (unless you are [[grappled|grappling]] or [[riding]] the vehicle in which case it has [[AD]] and [[GD]] 2), [[HP]] 1, and [[Toughness]] 8. The walls of the vehicle have [[Toughness]] 8 and [[HP]] 2 for the purposes of blowing a hole in to get inside; 1 Chip to the hull is also sufficient.&lt;br /&gt;
&lt;br /&gt;
=== Vehicle List ===&lt;br /&gt;
&lt;br /&gt;
{{:Hoverbike}}&lt;br /&gt;
&lt;br /&gt;
{{:Hover car}}&lt;br /&gt;
&lt;br /&gt;
{{:Hover tank}}&lt;br /&gt;
&lt;br /&gt;
{{:Light walker}}&lt;br /&gt;
&lt;br /&gt;
{{:Tall walker}}&lt;br /&gt;
&lt;br /&gt;
{{:Heavy walker}}&lt;br /&gt;
&lt;br /&gt;
{{:Starfighter}}&lt;br /&gt;
&lt;br /&gt;
{{:Space corvette}}&lt;br /&gt;
&lt;br /&gt;
{{:Starfrigate}}&lt;br /&gt;
&lt;br /&gt;
{{:Space freighter}}&lt;br /&gt;
&lt;br /&gt;
{{:Starcruiser}}&lt;br /&gt;
&lt;br /&gt;
{{:Starcarrier}}&lt;br /&gt;
&lt;br /&gt;
{{:Battle station}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_classes&amp;diff=14504</id>
		<title>Starpunks classes</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Starpunks_classes&amp;diff=14504"/>
		<updated>2024-10-07T02:23:46Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: /* Legend Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Characters obtain most of their important powers from classes.&lt;br /&gt;
&lt;br /&gt;
=== Special Classes ===&lt;br /&gt;
&lt;br /&gt;
Special classes, for whatever reason, don&#039;t belong to any particular tier.&lt;br /&gt;
&lt;br /&gt;
=== Common Classes ===&lt;br /&gt;
&lt;br /&gt;
Common classes cost 2 points each.&lt;br /&gt;
&lt;br /&gt;
{{:semicompetent fighter}}&lt;br /&gt;
&lt;br /&gt;
{{:meat shield}}&lt;br /&gt;
&lt;br /&gt;
{{:scout}}&lt;br /&gt;
&lt;br /&gt;
{{:apothecary}}&lt;br /&gt;
&lt;br /&gt;
{{:tinker}}&lt;br /&gt;
&lt;br /&gt;
{{:meditator}}&lt;br /&gt;
&lt;br /&gt;
Also, see [[Mystical traditions]]&lt;br /&gt;
&lt;br /&gt;
=== Elite Classes ===&lt;br /&gt;
&lt;br /&gt;
Elite classes cost 5 points each.&lt;br /&gt;
&lt;br /&gt;
{{:competent fighter}}&lt;br /&gt;
&lt;br /&gt;
{{:dodger}}&lt;br /&gt;
&lt;br /&gt;
{{:parrier}}&lt;br /&gt;
&lt;br /&gt;
{{:face tank}}&lt;br /&gt;
&lt;br /&gt;
{{:parry shield}}&lt;br /&gt;
&lt;br /&gt;
{{:sniper}}&lt;br /&gt;
&lt;br /&gt;
{{:combat whirlwind}}&lt;br /&gt;
&lt;br /&gt;
{{:spelunker}}&lt;br /&gt;
&lt;br /&gt;
{{:mountaineer}}&lt;br /&gt;
&lt;br /&gt;
{{:hunter}}&lt;br /&gt;
&lt;br /&gt;
{{:inquisitor}}&lt;br /&gt;
&lt;br /&gt;
{{:poisoner}}&lt;br /&gt;
&lt;br /&gt;
{{:mechanic}}&lt;br /&gt;
&lt;br /&gt;
Also, see [[Mystical traditions]]&lt;br /&gt;
&lt;br /&gt;
=== Paragon Classes ===&lt;br /&gt;
&lt;br /&gt;
Paragon classes cost 20 points each.&lt;br /&gt;
&lt;br /&gt;
{{:very competent fighter}}&lt;br /&gt;
&lt;br /&gt;
{{:quick dodger}}&lt;br /&gt;
&lt;br /&gt;
{{:deflector}}&lt;br /&gt;
&lt;br /&gt;
{{:ambidexter}}&lt;br /&gt;
&lt;br /&gt;
{{:stunt shooter}}&lt;br /&gt;
&lt;br /&gt;
{{:marksman}}&lt;br /&gt;
&lt;br /&gt;
{{:opportunist}}&lt;br /&gt;
&lt;br /&gt;
{{:interrupter}}&lt;br /&gt;
&lt;br /&gt;
{{:street fighter}}&lt;br /&gt;
&lt;br /&gt;
{{:centered one}}&lt;br /&gt;
&lt;br /&gt;
{{:tracker}}&lt;br /&gt;
&lt;br /&gt;
{{:duelist}}&lt;br /&gt;
&lt;br /&gt;
{{:pyromaniac}}&lt;br /&gt;
&lt;br /&gt;
{{:doctor}}&lt;br /&gt;
&lt;br /&gt;
{{:crippler}}&lt;br /&gt;
&lt;br /&gt;
{{:sentinel}}&lt;br /&gt;
&lt;br /&gt;
{{:staunchheart}}&lt;br /&gt;
&lt;br /&gt;
{{:warlord}}&lt;br /&gt;
&lt;br /&gt;
{{:diplomat}}&lt;br /&gt;
&lt;br /&gt;
{{:covert scout}}&lt;br /&gt;
&lt;br /&gt;
{{:pneumatist}}&lt;br /&gt;
&lt;br /&gt;
{{:alchemist}}&lt;br /&gt;
&lt;br /&gt;
{{:engineer}}&lt;br /&gt;
&lt;br /&gt;
Also, see [[Mystical traditions]]&lt;br /&gt;
&lt;br /&gt;
=== Legend Classes ===&lt;br /&gt;
&lt;br /&gt;
Legend classes cost 75 points each.&lt;br /&gt;
&lt;br /&gt;
{{:hypercompetent fighter}}&lt;br /&gt;
&lt;br /&gt;
{{:dodge spammer}}&lt;br /&gt;
&lt;br /&gt;
{{:mobile deflector}}&lt;br /&gt;
&lt;br /&gt;
{{:champion}}&lt;br /&gt;
&lt;br /&gt;
{{:stalker}}&lt;br /&gt;
&lt;br /&gt;
{{:versatile guardian}}&lt;br /&gt;
&lt;br /&gt;
{{:spinwhiz}}&lt;br /&gt;
&lt;br /&gt;
{{:arc shooter}}&lt;br /&gt;
&lt;br /&gt;
{{:rapid builder}}&lt;br /&gt;
&lt;br /&gt;
{{:manipulator}}&lt;br /&gt;
&lt;br /&gt;
{{:venomist}}&lt;br /&gt;
&lt;br /&gt;
{{:mad engineer}}&lt;br /&gt;
&lt;br /&gt;
Also, see [[Mystical traditions]]&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Mobile_deflector&amp;diff=14503</id>
		<title>Mobile deflector</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Mobile_deflector&amp;diff=14503"/>
		<updated>2024-10-07T01:57:38Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;{{Classlevel |name=Mobile Deflector |tier=Legend |prerequisites=Parrier |bonus1=When you &amp;#039;&amp;#039;Parry&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Deflect&amp;#039;&amp;#039;, you may first move 5 meters to get close enough to use t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Classlevel&lt;br /&gt;
|name=Mobile Deflector&lt;br /&gt;
|tier=Legend&lt;br /&gt;
|prerequisites=[[Parrier]]&lt;br /&gt;
|bonus1=When you &#039;&#039;Parry&#039;&#039; or &#039;&#039;Deflect&#039;&#039;, you may first move 5 meters to get close enough to use those abilities. If you already had this ability, the distance increases by 10 meters.&lt;br /&gt;
|special=This class may be taken multiple times. &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
	<entry>
		<id>http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Dodge_spammer&amp;diff=14502</id>
		<title>Dodge spammer</title>
		<link rel="alternate" type="text/html" href="http://www.gempunks.com/mediawiki-1.44.2/index.php?title=Dodge_spammer&amp;diff=14502"/>
		<updated>2024-10-07T01:55:46Z</updated>

		<summary type="html">&lt;p&gt;Foxwarrior: Created page with &amp;quot;{{Classlevel |name=Dodge Spammer |tier=Legend |prerequisites=Dodger |bonus1=You get an extra immediate action per round that you can only use to &amp;#039;&amp;#039;Dodge&amp;#039;&amp;#039;. |bonus2=You...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Classlevel&lt;br /&gt;
|name=Dodge Spammer&lt;br /&gt;
|tier=Legend&lt;br /&gt;
|prerequisites=[[Dodger]]&lt;br /&gt;
|bonus1=You get an extra [[immediate action]] per round that you can only use to &#039;&#039;Dodge&#039;&#039;.&lt;br /&gt;
|bonus2=You get +10 meters to your movement speeds.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Foxwarrior</name></author>
	</entry>
</feed>