Class: Greasemonkey

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The Greasemonkey
Level BAB Fort Ref Will Special Rigs Devices Known Max Device Level
1 +0 +0 +2 +0 Vehicle, Vehicle Style 0 3 1
2 +1 +0 +3 +0 Vehicle Expertise 0 4 1
3 +2 +1 +3 +1   1 5 1
4 +3 +1 +4 +1 Vehicle Expertise 1 7 2
5 +3 +1 +4 +1   2 8 2
6 +4 +2 +5 +2 Vehicle Expertise 2 9 2
7 +5 +2 +5 +2   2 11 3
8 +6/+1 +2 +6 +2 Vehicle Expertise 2 12 3
9 +6/+1 +3 +6 +3   3 13 3
10 +7/+2 +3 +7 +3 Greasemonkey Talent 3 15 4
11 +8/+3 +3 +7 +3   4 16 4
12 +9/+4 +4 +8 +4 Greasemonkey Talent 4 17 4
13 +9/+4 +4 +8 +4   4 19 5
14 +10/+5 +4 +9 +4 Greasemonkey Talent 4 20 5
15 +11/+6/+1 +5 +9 +5   5 21 5
16 +12/+7/+2 +5 +10 +5 Greasemonkey Talent 5 23 6
17 +12/+7/+2 +5 +10 +5   6 24 6
18 +13/+8/+3 +6 +11 +6 Greasemonkey Talent 6 25 6
19 +14/+9/+4 +6 +11 +6   7 27 6
20 +15/+10/+5 +6 +12 +6 Greasemonkey Talent 7 28 6

 

Greasemonkey

Kaylee, iconic greasemonkey
"Burn the land, boil the sea: you can't take the skies from me..."

The vehicle is arguably the epitome of technological endeavor. Enabling individuals to travel land far faster than on foot, to voyage across the seas, to traverse the skies, or even to venture into the unknown depths of space: vehicles are the means to extreme exploration on a monumental scale.

Greasemonkeys come in a variety of flavors. Some are hotshot pilots, and while they have the minimal know-how to keep their vehicles in prime condition, their primary skills lie in taking any vehicle and pushing it to its limits - and sometimes beyond; some are tinkers and modders, and what they lack in pure piloting skill or technical knowledge they make up for with the ability to make any vehicle suit their needs; while others are engineers, devising new devices and contraptions that can be added to vehicles, vastly extending their capabilities, while somewhat lacking in piloting or the ability to modify vehicles on the fly.

It is important to note that a greasemonkey without a vehicle is at a severe disadvantage. While greasemonkeys have basic combat skills and knowledge of firearms, their devices are useless without the context of the energy output of a vehicle, and their marksmanship is nowhere near comparable to that of gunslingers. While they can pass for a gadgeteer in a pinch, with some ability to recognize and disable traps and similar devices, they are sorely outmatched unless seated behind the wheel. Fortunately, greasemonkeys are quite capable of building and piloting vehicles of a smaller scale, and while such vehicles tend to be out-classed by larger ones, they are certainly able to hold their own in the sorts of encounters adventuring greasemonkeys will likely find themselves in.

Game Rule Information

Greasemonkeys have the following game statistics.

Force Alignment: Technology.

Force Resistances: SR 5 + level, PR 5 + level.

Abilities: Dexterity is the most important ability for a greasemonkey, as that is what modifies their ability to pilot vehicles. Vehicles often make use of firearms, and as such Perception can also be important.

Hit Die: d6.

Class Skills: The greasemonkey's class skills (and the key ability for each) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Jump (Str), Knowledge (Technology) (Int), Listen (Per), Pilot (Dex), Profession (Wis), Repair (Int), Techcraft (Int), and Search (Per).

Skill Points at Each Level: 6 + Int.

Alignment: Any.

Starting Age: Simple (as a rogue).

Starting Gold: 4d4 x 10gp.

Favored By: Moogles.

Class Features

All of the following are class features of the greasemonkey core class.

Weapons and Armor Proficiency: Greasemonkeys are proficient with all simple weapons, all crossbows, and a single basic or advanced firearm of his choice. Greasemonkeys are proficient with light armor, but not with shields.

Greasemonkeys are also proficient with all weapons mounted on a vehicle.

Vehicle: A greasemonkey gains a vehicle at first level. This vehicle is always first level, and is built normally according to the vehicle creation guidelines.

Rules for vehicles are found later on this page.

Vehicle Style: At first level, the greasemonkey chooses a particular style with which she approaches vehicles: pilot, modder, or engineer. Once selected, this choice cannot be changed.

  • Pilot: You gain the Weapon Finesse and Quick Draw feats, and add your greasemonkey level to all Pilot checks.
  • Modder: You gain a number of bonus rigs known equal to your Intelligence modifier; you gain these bonus rigs at even class levels until you reach your max bonus known. You treat vehicles as having additional calibration equal to your Dexterity modifier; individuals cannot modify the rigs in a vehicle if the vehicle's effective calibration for them is less than 0.
  • Engineer: You gain the Mechanical Awareness ability, which allows you to make trap-related Search and Disable Device checks with DCs over 20 in the same manner as a rogue, but only related to mechanical traps and devices. You gain bonus greasemonkey devices known based on your Intelligence.

Your choice of vehicle style also determines your access to vehicle expertise abilities: you can only access vehicle expertise abilities related to your chosen style.

Vehicle Expertise: At 2nd level, and every two levels thereafter until 10th, the greasemonkey learns a new ability relevant to her chosen specialty in regards to vehicles. She may select one of the following special features; unless otherwise specified, each ability can be selected only once.

Pilot

  • Extension of Self: While piloting a vehicle, you can make Strength- and Dexterity-based skill checks, such as Acrobatics and Tumble. Use the vehicle's ability scores, but your ranks in those skills.
  • Evasive Maneuvers: When you use a move action to move a vehicle, the vehicle gains a dodge bonus to its AC equal to your Dexterity modifier.
    • Do A Barrel Roll: As an immediate action, you can cause a vehicle you are piloting to spin rapidly, allowing you to avoid a single ranged attack. Make a Reflex save against the attack roll of the attack to be avoided; if you succeed, the attack automatically misses. (Prerequisites: Evasive Maneuvers)
      • Leaf on the Wind: If you take a full-round action to pilot defensively, until your next action, you may declare a number of ranged attacks against your vehicle to simply miss, up to 1 + your Dexterity modifier. (Prerequisites: Do A Barrel Roll, Evasive Maneuvers)
    • Evasion: You gain evasion, as does any vehicle you pilot. (Prerequisites: Evasive Maneuvers)
  • Leadfoot: Any vehicle you pilot has its movement speeds increased by 10 feet. You can take this ability multiple times; its effect stacks.
  • Redline: Once per day, you can push a vehicle to its limits. As a swift action, a vehicle you are currently piloting gains +2 to attack and damage rolls, +2 to all saving throws, +10 feet to its movement speeds, and +2 to capacitor recharge. This lasts for a number of rounds up to 3 + your Dexterity modifier. At the end of the duration, the vehicle gains the overheat status for 1d4+2 rounds, during which it suffers -2 to all attack and damage rolls, -1 to all saving throws, halves all of its movement speeds, and its capacitor recharge rate is reduced to 0. You can take this ability multiple times; each time you do, you can use this ability an additional time per day.
    • Extreme Redlining: When you use redline, the bonuses increase as follows: +2 to attack and damage rolls, +1 to saving throws, +10 feet to movement speeds, and +1 to capacitor recharge. You can take this ability multiple times; its effect stacks. (Prerequisites: Redline)
      • Bury the Needle: When you use redline, you can double the bonuses granted, but halve the duration, rounded down to the nearest round. (Prerequisites: Redline, Extreme Redlining)
    • No Overheat: When you use redline, the vehicle is no longer overheated after the duration. (Prerequisites: Redline)
    • Push the Envelope: When you use redline, increase the duration by 2 rounds. You can take this ability multiple times; its effect stacks. (Prerequisites: Redline)

Modder

  • Built This In A Cave: You can change out a vehicle's fitting slots without a workshop or similar large-scale resources. Replacing a fitted device requires 8 hours.
    • From Scraps: You can scrap a technological device, turning it into sufficient parts to construct a new device of equal level, or a number of devices whose total cost does not exceed the value of the original. The scrapped device need not be a greasemonkey device, but you must make a Techcraft check to identify a device before you can scrap it if you do not have the device on any of your class device lists. The time required to scrap a device is 1 hour per device level. (Prerequisite: Built This In A Cave)
Overclock
Degree Duration Inactive
1 3 + Dex mod 1d4 + 2
2 1 + Dex mod 1d6 + 3
3 Dex mod - 1 1d8 + 4
4 Dex mod - 3 1d10 + 5
5 Dex mod - 5 1d12 + 6
  • Overclock: Once per day, you can push a vehicle's fitted device beyond its technical limitations. As a swift action, one fitted device behaves as its next best variant, but without an increase in power usage (if it uses power); this effect lasts for a number of rounds equal to 3 + your Dexterity modifier. At the end of the duration, the device is exhausted, and becomes inactive for 1d4+2 rounds. You can take this ability multiple times; each time you do, you can use it an additional time per day.
    • Clock Recovery: When you overclock a fitted device, reduce the inactivity period for the device by 1 round (minimum 1 round). You can take this ability multiple times; its effect stacks. (Prerequisite: Overclock)
    • Power Surge: When you overclock a fitted device, you can improve the device by another degree. You can take this ability multiple times; each time you do, you can increase a device by an additional degree. If the duration of the overclock would be reduced to fewer than 0 rounds, you can still use the device once, but it is immediately destroyed afterwards. (Prerequisite: Overclock)
    • Race the Clock: When you overclock a device, increase the duration of that effect by 1 round. You can take this ability multiple times; its effect stacks. (Prerequisite: Overclock)
  • Read the Manual: You gain knowledge of a rig. You can take this ability multiple times; its effect stacks.
  • Void the Warranty: You treat vehicles as having +1 calibration. You can take this ability multiple times; its effect stacks.
    • Free Lunch: When applying the penalties to a vehicle from a rig, reduce the calibration counted for purposes of drawbacks by 1, to a minimum of half the calibration actually given to that rig. You can take this ability multiple times; its effect stacks. (Prerequisite: Void the Warranty)
    • Unintended Purpose: When calculating a vehicle's calibration penalty for vehicle base classes, you can treat one class as one level higher or lower. You can take this talent multiple times; each time you do, you can increase either parameter (number of classes or number of levels) by one. (Prerequisite: Void the Warranty)

Engineer

  • Device Knowledge: You gain knowledge of two additional devices, of your choice. You can take this talent multiple times.
  • Eminent Design: When you grant a vehicle you have constructed an additional vehicle level, if its level in that class is a multiple of 5, it gains an additional Design class feature of the relevant type (thus, if a vehicle would gain its 5th level in Weapons, it gains an additional Weapon Design ability).
    • Design Perfection: Reduce the level multiple for eminent design by 1. You can take this ability multiple times; its effect stacks, to a minimum of a multiple of 2. (Prerequisite: Eminent Design)
  • Mechanical Engineering: When you build a vehicle, you have 2 bonus Build Points to distribute among Speed, Cargo, and Power. You can modify a vehicle you have built that has not benefited from this ability if you spend 8 hours modifying it.
    • Aerodynamics: Vehicles you construct are treated as up to two sizes smaller for purposes of Speed modifiers based on size. You can modify a vehicle you have built that has not benefited from this ability if you spend 8 hours modifying it. You can take this talent multiple times; each time you do, you can treat a vehicle as up to one additional size smaller. (Prerequisite: Mechanical Engineering)
    • Electrical Optimization: Vehicles you construct are treated as up to one size larger for purposes of Power modifiers based on size. You can modify a vehicle you have built that has not benefited from this ability if you spend 8 hours modifying it. You can take this talent multiple times; each time you do, you can treat a vehicle as up to one additional size larger. (Prerequisite: Mechanical Engineering)
    • Spatial Maximization: Vehicles you construct are treated as up to one size larger for purposes of Cargo modifiers based on size. You can modify a vehicle you have built that has not benefited from this ability if you spend 8 hours modifying it. You can take this talent multiple times; each time you do, you can treat a vehicle as up to one additional size larger. (Prerequisite: Mechanical Engineering)
  • Percussive Maintenance: If a vehicle module fails to function due to failing a TDM roll, you can deal 1d4 + your Strength modifier in damage to the vehicle as a standard action; this damage bypasses Shield Rating and DR. If you do, the module can function again (but does not reduce its TDM).
  • Tinker: When installing modules in a vehicle, you can treat the vehicle as having one additional slot of any type of your choice (high, mid, or low). If you install more modules in a vehicle than it could normally have, no one other than you can modify the modules installed in that vehicle.
    • Improving Tinkering: You can treat vehicles as having an additional module slot; this effect stacks with tinker. You can take this talent multiple times; its effect stacks. (Prerequisite: Tinker)

Greasemonkey Talent: At 10th level, and every two levels thereafter, the greasemonkey learns a new ability. He may select one of the following special features; unless otherwise specified, each ability can be selected only once.

  • Expanded Style: You can choose another vehicle style that differs from styles you already possess. You can take this talent twice; each time, the selection must be different.
  • Flip All the Switches!: When you activate a vehicle module with an activation time of a swift action, you can activate one additional device with the same activation time. You can take this talent multiple times; its effect stacks.
  • Improved Expertise: You can select another vehicle expertise ability that relates to one of your vehicle styles. You can take this talent multiple times.
  • Feat: The greasemonkey may select a bonus feat in place of a talent.

Rigs

Calibration Loss
Level Base Class Prestige Class
1 0 -1
2 -1 -2
3 -2 -5
4 -4 -8
5 -6 -13
6 -9 -18
7 -12 -25
8 -16 -32
9 -20 -41
10 -25 -50

Rigs are modifications performed on the base functionality of a vehicle. While some can mimic the effects of greasemonkey devices, they do not occupy a vehicle's slots, and instead have their own resource pool that they draw from for each vehicle: calibration. As such, you can use rigs to reinforce and amplify a vehicle's strengths, or use them to shore up its weaknesses.

Rigs do not have levels. Instead, a rig's effectiveness is dependent upon how much calibration you want to sacrifice for it: the more calibration spent on a given rig, the more effective the rig is, both in terms of its benefits and its drawbacks. While not all rigs have drawbacks, almost all do. In addition, while a rig has no base cost, there is a limit to how much calibration you can spend on it: you can invest no more than your Intelligence modifier + your greasemonkey class level in calibration towards a given rig.

The more specialized a vehicle becomes, the less calibration is available to work with. This is due to specialized vehicles having more hardwired systems in place to support their purpose, leaving less room for tinkering and modification. Generalist vehicles are incredibly open to modification.

A vehicle begins with calibration equal to its Constitution score. To determine calibration loss due to specialization, take each vehicle base class, and subtract all other vehicle base class levels from that. Find the corresponding line on the Calibration Loss table, and that is your vehicle's calibration loss.

Example: You have a vehicle with 7 levels in Weapons, 3 in Armor, and 2 in Engines. For purposes of calibration, your vehicle has effectively 2 levels in Weapons (7 - [3 + 2]), and none in Armor (3 - [7 + 2]) or Engines (2 - [7 + 3]). Consulting the table, an effective level of 2 in a base class yields -1 calibration.

Vehicle prestige classes are counted differently. Each vehicle prestige class specifics a number of vehicle base classes that count against it for purposes of calibration, referred to as its "calibrators." Only the calibrators count against the prestige class's level for purposes of calibration.

Example: You have a vehicle with 5 levels in Weapons, 2 in Armor, and 5 in Marauder. Marauder specifies only Armor as its calibrator. Your calibration from base classes is -2 from Weapons. Meanwhile, your Marauder levels count as three (5 - 2), and thus cause an additional -5 calibration, for a total calibration penalty of -7.

Rigs are not nearly as easily utilized as vehicle devices, however. Installing a rig into a vehicle requires time, and its removal is also a lengthy process. While rigging does not necessarily require a workshop, and thus can be done in the field, it does require time and tools, and thus cannot be done at a moment's notice. Installing or removing a rig requires 1 hour per point of calibration applied for the rig.

Modders (a vehicle style) gain additional calibration that they can apply to any vehicle they interact with. While a modder's rigs will work for anyone, even if the vehicle is later passed on to someone else, an individual cannot change the rigs present in a vehicle if - for them - the effective calibration of the vehicle is less than 0.

Example: Kaylee, a modder with a Dexterity modifier of +3, treats her ship, Serenity, as having a base calibration of 15. She installs numerous rigs, reducing the ship's remaining calibration to 0. When Jennifer, a pilot, examines the rigs, she sees that the ship's effective calibration rating for her is -3. Because of this, Jennifer cannot change or even disable any of the rigs present, because the modifications are simply beyond her ability to follow.

When a greasemonkey applies a new level to a vehicle, if the change in calibration would reduce the vehicle's calibration below 0, sufficient rigs must be removed before the new level is applied such that, after the new level, its calibration is at least 0.

If a vehicle has multiple rigs installed that have the same drawback, their effects stack.

Greasemonkey Rigs
Rig Name Effect Drawback
Anti-Energy Pump When installed, choose an energy type. The vehicle gains +5 Energy Resist per calibration to that energy type. For every 2 calibration, reduce vehicle's move speeds by 2 feet (round down to nearest 5 foot increment).
Anti-Energy Screen Reinforcer When installed, choose an energy type. The vehicle's shield (if it has one) gains +5 Energy Resist per calibration to that energy type. For every 2 calibration, reduce vehicle's AC by 1.
Auxiliary Nano Pump Installed modules that restore hit points restore +2 hit points per calibration. For every 2 calibration, reduce vehicle's move speeds by 2 feet (round down to nearest 5 foot increment).
Auxiliary Thrusters The vehicle gains a +3 bonus to all movement speeds per calibration (round down to nearest 5 foot increment). For every calibration, -2 vehicle hit points.
Capacitor Control Circuit Increase vehicle's capacitor recharge rate by +1 per calibration. None.
Cargohold Optimization Increase vehicle's cargo space by +20 lbs per calibration. For every calibration, -2 vehicle hit points.
Core Defense Field Extender If vehicle has a shield, increase SH by +4 per calibration. For every 2 calibration, reduce vehicle's AC by 1.
Core Defense Field Purger If vehicle has a shield, increase shield recharge rate by +2 per calibration. For every 2 calibration, reduce vehicle's AC by 1.
Core Defense Operational Solidifier Installed modules that restore shields have their duration decreased by 1 round per 4 calibration (minimum 1 round). For every 2 calibration, reduce vehicle's AC by 1.
Dynamic Fuel Valve Installed modules that increase vehicle speed require -1 capacitor usage per calibration (minimum 1). For every calibration, -2 vehicle hit points.
Engine Thermal Shielding Installed modules that increase vehicle speed have their duration increased by 1 round per 4 calibration. For every calibration, -2 vehicle hit points.
Hybrid Discharge Elutriation Installed (Hybrid) modules reduce capacitor usage by 1 per 2 calibration (minimum half). None.
Low Friction Nozzle Joints The vehicle gains a +2 inherent bonus to Dexterity per 4 calibration. For every calibration, -2 vehicle hit points.
Particle Dispersion Projector Installed (Electronic Warfare) modules gain +10 feet to their maximum range per calibration. For every calibration, vehicle's Shield Rating suffers a -4 penalty.
Projectile Ambit Extension Installed (Projectile) modules gain +1 max range increment per 4 calibration. None.
Projectile Collision Accelerator Installed (Projectile) modules gain +1 to damage per calibration. None.
Projectile Locus Coordinator Installed (Projectile) modules gain +5 feet to their range increment per calibration. None.
Projectile Metastasis Adjustor Installed (Projectile) modules gain a +1 bonus to attack rolls per calibration. None.
Propellant Injection Vent Installed modules that increase vehicle speed improve that increase by +5 feet per calibration. For every calibration, -2 vehicle hit points.
Repair Accelerant Valve Installed modules that restore hit points have their duration decreased by 1 round per 4 calibration (minimum 1 round). For every 2 calibration, reduce vehicle's move speeds by 2 feet (round down to nearest 5 foot increment).
Semiconductor Memory Cell Increase vehicle's max capacitor by +1 per calibration. None.
Targeting System Subcontroller Installed (Electronic Warfare) modules gain a +1 bonus to attack rolls. For every calibration, vehicle's Shield Rating suffers a -4 penalty.
Trimark Armor Pump Increase vehicle's hit points by +4 per calibration. For every 2 calibration, reduce vehicle's move speeds by 2 feet (round down to nearest 5 foot increment).

 

Devices

Device Repair
Level Repair Check Extra Repair
1 14 2
2 18 3
3 24 4
4 30 5
5 38 6
6 46 7

Greasemonkey devices mostly follow the standard technological device rules, but have a few exceptions.

Greasemonkey devices are not useful on their own; an individual cannot hold an ancillary armor repair, for instance, and expect it to function. These devices need to be "plugged into" a vehicle in order to function. Without the context of a vehicle, these devices are entirely inert and useless.

Unlike standard devices, greasemonkey devices do not have charges. Instead, they pull power - if they require it - from the vehicle they are mounted to.

Given that not all greasemonkey devices require power to function, not all devices have a chance to fail, either. Only devices that require power - that is, use capacitor and are activated - have a chance to fail. As with all students, a greasemonkey's devices of the highest level he can access have a base 10% chance to fail, his second highest-level devices have a base 5% chance to fail. Each time a fitted device is activated, it gains a 5% chance to fail. Once a device fails to operate, it is rendered inoperable until it is repaired.

Repairing a greasemonkey device requires a Repair check against the relevant DC, shown in the table on the right. If the check is successful, the device is repaired and can once again function. For every extra amount that the DC is overcome, dependent upon the device level, the malfunction rate is reduced by 5%. You cannot reduce a device's malfunction rate below its default chance to fail, which is dependent upon the device's builder, not its repairer (thus if you buy greasemonkey devices from others, their base TDM is based upon who built it, not yours).

Example: Kaylee is attempting to repair a capacitor flux coil that was rendered inoperable at 35% TDM. Such a device is 4th level, and thus requires a Repair check of at least 30, and for every 5 points she beats that DC, she reduces the malfunction rate by 5%. She rolls a 42, repairing the device and reducing its TDM to 25%. Given that the device is purchased and Kaylee didn't build it, even if she had rolled exceptionally well, the device could not have less than a 10% TDM.

Unlike normal devices, which can be repaired fairly rapidly, greasemonkey devices are significantly more complex, given that they plug into a vehicular framework. As such, making a single Repair check for a single greasemonkey device requires 1 hour.

Note that a greasemonkey device can be repaired at any time, not just when it fails. Thus a greasemonkey with downtime can keep all his vehicle's fitted devices at their minimum TDM, provided he has time and tools to do so.

Every four greasemonkey levels, the greasemonkey can replace previously-learned devices with new ones. She may swap up to two devices in this way. If she decides to "upgrade" her devices known (that is, learn devices of the same family), she may instead swap up to three devices, but all such devices must be swapped for devices in their respective families.

1st Level Greasemonkey Devices
Slot Device Name Needs Power? Effect
High 125mm Railgun Yes Short-range, high damage hybrid turret.
  150mm Light Autocannon No Short-range, high damage projectile weapon.
  280mm Artillery Cannon No Long-range, low damage projectile weapon.
  Dual Light Beam Laser Yes Long-range, low damage energy turret.
  Gatling Pulse Laser Yes Short-range, high damage energy turret.
  Light Ion Blaster Yes Long-range, low damage hybrid turret.
  Shield Generator No Generates a shield with SH rating of 2.
Mid 1MN Afterburner Yes Increase vehicle speeds by +30 feet, adjusted for size.
  Target Painter Yes Target becomes easier to hit.
  Tracking Engine Yes Grants all fitted turrets +1 attack and +5 to range.
  Shield Extender No Improves vehicle SH by +2.
  Shield Recharger No Increase shield recharge rate by +1.
Low Ancillary Armor Repair Yes Automated repair system restores vehicle integrity slowly over time.
  Armor Hardener, Basic Yes Protects the vehicle from one type of energy while active.
  Gyrostabilizer No Projectile weapons gain +1 to damage.
  Iron Plates No Simple iron plating for minor protection.
  Lightweight Structures, Basic No Improve vehicle speed in exchange for durability.
  Overdrive Injector System I No Improves vehicle speed at cost of cargo space.
  Reinforced Bulkheads, Basic No Improve vehicle hit points in exchange for speed.

 

2nd Level Greasemonkey Devices
Slot Device Name Needs Power? Effect
High 220mm Vulcan Autocannon No Short-range, high damage projectile weapon.
  650mm Artillery Cannon No Long-range, low damage projectile weapon.
  Barrier Emitter No Generates a shield with SH rating of 4.
Mid Cold-Gas Arcjet Thruster Yes Increase vehicle speeds by +60 feet, adjusted for size.
  'Inception' Target Painter Yes Target becomes easier to hit.
  Optical Tracking Engine Yes Grants all fitted turrets +2 attack and +10 to range.
  Passive Barrier Compensator No Increase shield recharge rate by +2.
  Subordinate Screen Stabilizer No Improves vehicle SH by +4, but gives -1 AC.
Low Cross-Lateral Gyrostabilizer No Projectile weapons gain +2 to damage.
  Energized Plating, Basic No Grants the vehicle passive resistance to one energy type.
  Expanded Cargohold, Basic No Gain additional cargo space.
  Inertia Stabilizer I No Improves vehicle agility.
  Steel Plates No Advanced steel plates for armor reinforcement.

 

3rd Level Greasemonkey Devices
Slot Device Name Needs Power? Effect
High 425mm Autocannon No Short-range, high damage projectile weapon.
  720mm Artillery Cannon No Long-range, low damage projectile weapon.
  Azeotropic Shield Generator No Generates a shield with SH rating of 6.
Mid 10MN Afterburner Yes Increase vehicle speeds by +90 feet, adjusted for size.
  Monopulse Tracking Mechanism Yes Grants all fitted turrets +4 attack and +20 to range.
  Partial Weapon Navigation Yes Target becomes easier to hit.
  Supplemental Barrier Emitter No Improves vehicle SH by +8, but gives -2 AC.
  Supplemental Screen Generator No Increase shield recharge rate by +4.
Low Armor Hardener, Improved Yes Protects the vehicle from one type of energy while active.
  Damage Control System, Basic Yes Improves all the vehicle's defensive measures.
  Lightweight Structures, Improved No Improve vehicle speed in exchange for durability.
  Overdrive Injector System II No Improves vehicle speed at cost of cargo space.
  Pneumatic Stabilization Actuator No Projectile weapons gain +4 to damage.
  Polarized Armor Regenerator Yes Automated repair system repairs moderate damage over time.
  Reactive Armor Membrane Yes Improves the vehicle's resistances to energy types affecting the vehicle.
  Reinforced Bulkheads, Improved No Improve vehicle hit points in exchange for speed.
  Titanium Plates No Titanium plates for increased protection.

 

4th Level Greasemonkey Devices
Slot Device Name Needs Power? Effect
High 1200mm Artillery Cannon No Long-range, low damage projectile weapon.
  Dual 425mm Autocannon No Short-range, high damage projectile weapon.
  Regolith Barrier Emitter No Generates a shield with SH rating of 8.
Mid Azeotropic Ward Salubrity No Improves vehicle SH by +16, but gives -4 AC.
  'Benefactor' Ward Reconstructor No Increase shield recharge rate by +7.
  F-12 Nonlinear Tracking Gear Yes Grants all fitted turrets +6 attack and +30 to range.
  Peripheral Weapon Navigation Diameter Yes Target becomes easier to hit.
  Monopropellant Hydrazine Booster Yes Increase vehicle speeds by +120 feet, adjusted for size.
Low Crystalline Carbide Plates No Armor plates made out of a crystalline material.
  Energized Plating, Improved No Grants the vehicle passive resistance to one energy type.
  Expanded Cargohold, Improved No Gain additional cargo space.
  F-M3 Munition Inertial Suspensor No Projectile weapons gain +8 to damage.
  Inertia Stabilizer II No Improves vehicle agility.

 

5th Level Greasemonkey Devices
Slot Device Name Needs Power? Effect
High 1400mm Artillery Cannon No Long-range, low damage projectile weapon.
  Dual 650mm Autocannon No Short-range, high damage projectile weapon.
  'Reflect' Shield Generator No Generates a shield with SH rating of 12.
Mid 100MN Afterburner Yes Increase vehicle speeds by +150 feet, adjusted for size.
  'Canyon' Shield Extender No Improves vehicle SH by +32, but gives -8 AC.
  'Economist' Tracking Engine Yes Grants all fitted turrets +8 attack and +40 to range.
  M51 Iterative Shield Recharger No Increase shield recharge rate by +11.
  Parallel Weapon Navigation Transmitter Yes Target becomes easier to hit.
Low Armor Hardener, Advanced Yes Protects the vehicle from one type of energy while active.
  Automated Carapace Reconstructor Yes Automated repair system repairs significant damage over time.
  'Kindred' Stabilization Actuator No Projectile weapons gain +16 to damage.
  Lightweight Structures, Advanced No Improve vehicle speed in exchange for durability.
  Overdrive Injector System III No Improves vehicle speed at cost of cargo space.
  Reinforced Bulkheads, Advanced No Improve vehicle hit points in exchange for speed.
  Rolled Tungsten Plates No Armor plating made from rolled tungsten.

 

6th Level Greasemonkey Devices
Slot Device Name Needs Power? Effect
High 2500mm Autocannon No Short-range, high damage projectile weapon.
  3500mm Artillery Cannon No Long-range, low damage projectile weapon.
  'Turtle' Barrier Emitter No Generates a shield with SH rating of 16.
Mid F-S9 Regolith Shield Inductor No Improves vehicle SH by +64, but gives -16 AC.
  'Halo' Shield Recharger No Increase shield recharge rate by +16.
  Phased Weapon Navigation Array Generation Extron Yes Target becomes easier to hit.
  'Shadow' Tracking Mechanism Yes Grants all fitted turrets +10 attack and +50 to range.
  Y-S8 Hydrocarbon Afterburner Yes Increase vehicle speeds by +180 feet, adjusted for size.
Low Damage Control System, Advanced Yes Improves all the vehicle's defensive measures.
  Energized Plating, Advanced No Grants the vehicle passive resistance to one energy type.
  Expanded Cargohold, Advanced No Gain additional cargo space.
  Inertia Stabilizer III No Improves vehicle agility.
  Monophonic Stabilization Actuator No Projectile weapons gain +32 to damage.
  Orichalcum Plates No Sophisticated orichalcum plating for superior protection.

 

Vehicles

This section will outline, in general terms, how vehicles work. Notable sections will be vehicle construction, vehicle classes, and rules specific to vehicles regarding their function.

Vehicle Overview

Vehicles function similarly to characters: they have hit points, an AC, ability scores, classes, and so forth. However, vehicles are not creatures, but are objects, and so their interactions with other rules are a bit unusual.

All vehicles have a base AC of 5, rather than 10.

Ability Scores

Vehicles have Strength, Dexterity, Constitution, and Perception scores. In a vehicle's class, its Strength represents the raw force the vehicle can apply; its Dexterity represents its agility and maneuverability; its Constitution represents how well-constructed and sturdy it is; and its Perception represents the quality of its sensors and the ability of occupants to see outside the vehicle.

When created, the greasemonkey chooses what the vehicle's stats are, using the point buy system; the greasemonkey has 18 points to distribute to his vehicle's stats. Alternatively, the greasemonkey may opt to roll his vehicle's ability scores, in a manner similar to how a character is created.

A vehicle's ability scores are modified by its size.

Vehicle Level

Vehicles have levels independent of the greasemonkey that built them. Many stock vehicles, such as those that are available for purchase, have levels of their own, and come with modules already installed, with the intent that an end-user not have to tinker with the vehicle to make it function.

When a greasemonkey constructs a vehicle, he can make a vehicle with a vehicle level no higher than his student level. He can also modify previously-existing vehicles, adding levels to them provided that their total vehicle level is no higher than his student level. A greasemonkey can have any number of vehicles built at a time.

Vehicle Configuration

Once a vehicle's ability scores are determined, the greasemonkey must now design the configuration of the vehicle. In order, the greasemonkey will determine the following:

  • Slot Layout and Progression
  • Base Speed, Cargo, and Power
  • Size
  • Hardpoints
  • Power Plant(s)
  • Locomotion Type

Slot Layout

Slot Layouts
Level Worst Poor Average Good Best
Cost -1 0 1 2 4
1 0 0 1 1 2
2 0 0 1 1 2
3 0 0 1 1 2
4 0 0 1 2 3
5 0 0 1 2 2
6 0 0 2 2 3
7 0 0 2 2 4
8 0 1 2 3 4
9 0 1 2 3 4
10 0 1 2 3 5
11 0 1 3 4 5
12 0 1 3 4 5
13 0 1 3 4 6
14 0 1 3 4 6
15 0 1 3 5 6
16 0 2 4 5 7
17 0 2 4 5 7
18 0 2 4 6 7
19 0 2 4 6 8
20 0 2 4 6 8

Vehicles use slots, into which the greasemonkey places devices. Unlike other students, the greasemonkey's devices are intended to be "plugged into" a vehicle - that is, a greasemonkey's devices are useless on their own. In essence, a vehicle becomes a device platform, capable of quite a bit of versatility in its own right. Mechanically, all greasemonkey vehicles have the [module] descriptor, which indicates that the device must be slotted into a vehicle in order to function.

Slots come in three grades: high, mid, and low. These slots are vaguely indicative of how much power from the vehicle's power plant the device must draw, though this is not represented directly mechanically. In general, high slots are used for weapons, shield generators, and similar "high-power" devices; mid slots are used for armor, shield modifications, significant weapon enhancements, engine and capacitor enhancements, or "electronic warfare" modules that have a variety of effects, such as making targets easier to hit; and low slots are for minor weapon and shield enhancements, small but persistent speed boosts, mild modifications of the power plant, or changing the configuration of the vehicle in a variety of ways.

When constructing a vehicle, the greasemonkey has a pool of 5 points to spend on their slot layout. Some greasemonkey abilities, or some feats, can modify this initial value. For each type of slot - high, mid, and low - the greasemonkey spends a number of points, which grants the vehicle some number of initial slots (at first level), and allows the greasemonkey to improve the vehicle over time to accommodate a higher number of slots over time (these additional slots are gained when the greasemonkey has at least eight hours of downtime to modify the vehicle, and does not require a workshop or facility to do so).

Slot layout has a significant impact on a vehicle's function. In addition, later decisions - specifically, the configuration for turret, shield, and reactor hardpoints - relate to this decision, as hardpoints effectively act as modifiers to previously-existing slots and do not exist by themselves (for instance, if you have a vehicle that has 1 turret hardpoint but no high slots, there are no available high slots to attach the turret hardpoint to, and thus the turret hardpoint is useless).

Regardless of slot layout, talents, or feats that grant additional slots, a vehicle cannot have any more slots of a given type than its vehicle level.

 

 

 

Design Layout

Design Layouts
Points Speed Cargo Power
-1 20 ft. 10 lb. 4
0 30 ft. 20 lb. 8
1 40 ft. 30 lb. 10
2 50 ft. 50 lb. 12
3 60 ft. 80 lb. 16
4 80 ft. 120 lb. 20
5 100 ft. 150 lb. 26
7 120 ft. 200 lb. 32
10 150 ft. 300 lb. 40

Independent of slot layout is the design layout. At this step, the greasemonkey makes structural decisions about the vehicle, determining the vehicle's base values for its speed, cargo capacity, and available power, or capacitor.

Similar to slot layout, the greasemonkey has 5 points to spend on each category, which results in a base value; this base value will then be modified, later, based upon the vehicle's size.

A vehicle with a speed of 0 feet cannot move, and is essentially an immobile platform. A vehicle with a capacitor of 0 cannot use devices of any kind, even those that do not require capacitor to use. A vehicle with a cargo capacity of 0 lbs. can fit nothing other than its pilot carrying at most a light load, but vehicles always have room for a pilot of at least the vehicle's size.

Carrying capacity within a vehicle can also be used to fit passengers: in essence, the notion that a vehicle has to have specified additional slots for passengers - or even crew - is pretty much dead.

A passenger takes up 100 lbs' worth of cargo, for a Medium-size passenger. Every size category smaller halves the amount (so Small take up 50 lbs, Tiny take up 25, and so forth), while every category larger doubles it (so Large is 200 lbs, Huge is 400 lbs, and so forth).

Size

Vehicle Sizes
      Design Layout Modifiers Combat Modifiers  
Size Abrev Space Speed Cargo Power Size Grapple Hide PCP Available at...
Medium M 5 ft. x1.5 x1 x0.75 +0 +0 +0 +0 1st
Large L 10 ft. x1 x2 x1 -1 +4 -4 +0 1st
Huge H 15 ft. x1 x4 x1.25 -2 +8 -8 -2 3rd
Gargantuan G 20 ft. x0.75 x6 x1.5 -4 +12 -12 -4 6th
Colossal C 30 ft. x0.75 x8 x2 -8 +16 -16 -6 9th
Vast V 40 ft. x0.75 x10 x2.5 -12 +20 -20 -8 12th
Enormous E 50 ft. x0.5 x15 x3 -16 +24 -24 -10 15th
Immense I 60 ft. x0.5 x20 x3.5 -20 +28 -28 -12 18th
Titanic T 80 ft. x0.5 x25 x4 -20 +32 -32 -16 21st
Awesome A 100 ft. x0.25 x40 x5 -20 +36 -36 -20 24th

At this point, the greasemonkey can decide on the size of the vehicle being constructed.

A vehicle's size impacts the vehicle in a number of significant ways. Larger vehicles are slower, but have more cargo capacity and can hold significantly larger capacitor reserves. In addition, larger vehicles suffer all the standard penalties that characters do for being larger: a lower AC, penalties to attack rolls, and penalties to Hide checks. On the other hand, larger vehicles gain bonuses to grapple checks (if they are capable of doing so), overrun attacks, and can mount larger, more powerful weapons on their hardpoints.

In addition, larger vehicles are also considerably harder to control. Characters attempting to make Pilot checks to control a vehicle suffer a penalty to that check equal to the PCP (Pilot Check Penalty) of the vehicle, as per the table.

Larger vehicles, however, tend to be more complex, and require more skill to build and maintain. The minimum greasemonkey level necessary to construct a vehicle of a given size is listed on the table. That said, greasemonkeys can maintain previously-existing vehicles of sizes larger than they can handle, but usually require larger crews (see below).

Note that vehicles of unusually large size are more common than the requisite greasemonkey level would indicate. The level indicated is the level at which the greasemonkey can reasonably construct a vehicle of such size on her own, and also operate on her own, without a copilot or crew.

In terms of larger vehicles, the number of greasemonkeys required to maintain its operation is dependent upon its size; in essence, each greasemonkey on a larger vehicle can take a "chunk" of the vehicle equal to the size of the largest vehicle she herself could pilot. So a vehicle that is 400 feet long, 50 feet wide, and 100 feet tall would consist of 2,000,000 cubic feet; a 24th-level greasemonkey can singly control and maintain a vehicle of 1,000,000 cubic feet, and a 400x50x100 vehicle would require two 24th-level greasemonkeys.

Hardpoints

Hardpoints come in three varieties: turret, shield, and reactor. Turret hardpoints are used to mount weapons on the vehicle; shield hardpoints allow for a shield generator, and accompanying shield-modifying modules; reactor hardpoints allow for additional power generation or otherwise manipulating the vehicle's power plant.

There are two default configurations available for vehicles: one hardpoint of each type (turret, shield, reactor); or two hardpoints of one type of your choice.

Hardpoints do not have designated slot types, and are not associated with a specific slot. Instead, a vehicle's build is valid if it has a number of modules with a given descriptor (turret, shield, or reactor) equal to or less than the number of hardpoints it has of the same type.

Vehicle classes - weapons, armor, and engines - grant additional hardpoints of a particular type (weapons grants turret hardpoints; armor grants shield hardpoints; and engines grants reactor hardpoints). The fourth basic vehicle class, systems, does not grant hardpoints.

Power Plant

Every vehicle has a power plant. A vehicle cannot have more than one power plant; redundant power plants can be added to a vehicle by using reactor modules that replicate power plant function.

Power plants impact two factors on a vehicle: its maximum capacitor and its recharge rate.

A vehicle regains an amount of capacitor at the beginning of its pilot's turn equal to its recharge rate; if the vehicle has no pilot, the vehicle instead recharges its capacitor on its own turn or at the end of a round.

...we're not going to deal with different varieties of power plants just this second.

The base recharge rate for vehicles is equal to 5% (rounded down, minimum 1) of its max capacitor.

Locomotion Type

Placeholder for now, but we need to talk about this when the time comes.

Vehicle Classes

There are four basic vehicle classes, and a number of vehicle prestige classes. Basic classes are generic, and do not trend towards any specific type of usage beyond what the class suggests. Prestige classes represent a degree of specialization of the vehicle in many ways, represented in the vehicle's chassis, wiring, and general capabilities.

Vehicle classes grant two hit dice per level, to represent that vehicles are objects and thus typically significantly sturdier than those that pilot them.

Weapons Class

Weapons Vehicle Class
Level BAB BDB Fort Ref Special
1 +1 +0 +0 +0 Turret Hardpoint (+1)
2 +2 +1 +0 +0 Weapons Design
3 +3 +1 +1 +1 Weapons Design
4 +4 +2 +1 +1 Turret Hardpoint (+1)
5 +5 +2 +1 +1 Weapons Design
6 +6 +3 +2 +2 Weapons Design
7 +7 +3 +2 +2 Turret Hardpoints (+2)
8 +8 +4 +2 +2 Weapons Design
9 +9 +4 +3 +3 Weapons Design
10 +10 +5 +3 +3 Turret Hardpoints (+2)

HD: 2d6.

Turret Hardpoint: At 1st, 4th, 7th, and 10th levels, the vehicle gains the listed number of turret hardpoints.

A turret hardpoint allows a greasemonkey device with the [Turret] descriptor to be fitted to a slot of the appropriate type. A vehicle can only have a number of [Turret] devices fitted equal to the number of turret hardpoints it has.

Weapons Design: At 2nd, 3rd, 5th, 6th, 8th, and 9th levels, the vehicle is modified in such a way that specifically enables weaponry. Choose one of the following abilities.

  • Compact Weapon Racks: The vehicle can fit [Turret] devices built for vehicles up to two size categories larger. A vehicle can take this design multiple times; its effect stacks.
  • Efficient Tracking: The vehicle gains a +2 inherent bonus to attack rolls, with an additional +1 for each time this design has been taken. A vehicle can take this design multiple times; its effect stacks.
  • Falloff Optimization: The range increment of all [Turret] devices fitted to the vehicle is increased by 50%. A vehicle can take this design multiple times; each time, the percentage increase is increased by 50% (so the second time, ranges are doubled; third, 150%; fourth, tripled; and so on).
  • Hardpoint: The vehicle gains a turret hardpoint. A vehicle can take this design multiple times.
  • Improved Targeting: The vehicle gains a +4 inherent bonus to weapon damage, with an additional +2 for each time this design has been taken. A vehicle can take this design multiple times; its effect stacks.
  • Point Defense: The vehicle gains the ability to make a single Attack of Opportunity each round. This design can be taken multiple times; each time, the vehicle can make another AoO each round, to a maximum of its Dexterity modifier or the pilot's Dexterity modifier, whichever is lower.
  • Reduced Power Usage: [Turret] devices fitted to the vehicle consume an amount of power as though they were one size smaller. A vehicle can take this design multiple times; its effect stacks.
  • Weapon Linkage: The vehicle can link together fitted [Turret] devices. Linked weapons make a single attack roll (using the lowest attack roll among linked weapons), but a successful hit deals all of the linked weapons' damage to the target.

Design Notes

Might as well put this section here, because there's going to be notes.