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5E Spelljammer Mechanics Fix/Advanced Rules (+)
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<blockquote data-quote="Stormonu" data-source="post: 8758418" data-attributes="member: 52734"><p>STANDARD SHIP POSITIONS</p><p>While a spelljamming vessel at the minimum requires a pilot to maneuver the vessel, on any sizable ship there are number of positions that characters might fulfill - other than as crew or passengers. The more notable positions are listed below, along with their duties and possible skills they need to perform those duties.</p><p></p><p><strong>Pilot (Required).</strong> This is the individual responsible for maneuvering the vessel at spelljamming and tactical speeds. Spelljamming ships rarely turn on a dime, thus the pilot generally relies on Wisdom (Spelljammer Vessel) skill checks to deftly maneuver the vessel to a desired position.</p><p></p><p><strong>Captain (Required).</strong> This individual is responsible for the efficient running of the ship, and has the final say in all matters regarding the ship's disposition. The captain's duty is to co-ordinate the actions of everyone else aboard the ship. On some ships, the pilot also acts as the Captain, but in stressful situations such as combat the demands of maneuvering and commanding is difficult, causing such an individual to suffer disadvantage on skill checks for both positions.</p><p></p><p><strong>Navigator (Required).</strong> This individual is responsible for tracking the course of the vessel. They must be able to juggle many facts at once to both know where they've been, where they are going and how long it will take them. They generally use Wisdom (Survival) to plot courses directly, though a dose of Intelligence (History) is often desired to know about the local inhabitants and hazards in an area. Military vessels and ships with valuable cargo generally have a dedicated individual as the navigator - who keeps the route secret from the general crew. Most other vessels regulate the navigator's job to the Pilot, Captain, Master of the Tops or First Mate.</p><p></p><p><strong>Tops (Required).</strong> This individual is responsible for adjusting whatever means the vessel uses for maneuvering at tactical speeds - usually sails. The Master of the Tops generally isn't actually maneuvering the ship, but instead adjusting and trimming the sails to catch the maximum amount of celestial winds to keep the vessel moving. This generally requires a Wisdom (Nature or Survival) skill check to get top speed. In a pinch, the Pilot can also acts as the Master of the Tops, but attempting to do both jobs at once inflicts disadvantage on both checks. <strong></strong></p><p><strong></strong></p><p><strong>Quartermaster (Required).</strong><em> </em>This individual is responsible for storing and doling out supplies on the vessel. Generally the quartermaster holds the money purse for the ship, doling out salaries as well as being in charge of purchasing supplies for the next voyage. The quartermaster's duties requires a mix of Intelligence (Investigation) to locate hard-to-find items, Charisma (Persuasion) to barter deals and Intelligence (Survival) to properly plan purchases for upcoming voyages. During a voyage, the quartermaster may also act as the ship's cooks, since its food stores are their responsibility. On very small ships, the Captain or Pilot may act as the quartermaster.</p><p></p><p><strong>First Mate (Optional).</strong> The first mate is generally only a position filled on large ships that have a significant number of crew on board. They are the assistant to the Captain, ensuring the orders given to them are filled out by the crew in an efficient fashion, allowing the Captain to tend to other duties. They should be skilled in Charisma (Persuasion), Wisdom (Insight) and Charisma (Intimidation) when the situation calls for it. On some ships, the First Mate may act as a Navigator, or may even be the spokesperson for the crew, relaying their mood and needs to the Captain.</p><p></p><p><strong>Weapons Master (Optional).</strong> This individual is responsible for the co-ordination of a vessel's weapons and armory. This individual is in charge of training the crew to fight and fight effectively. They also generally are in charge of the keys to the armory - a position not enviable for those on a ship nearing mutiny. A Weapon Master's duties generally come on line in combat, but in-between combats their duties include training others in the use of personal and ship-board weapons, as well as keeping the crew discipline in line - usually through Charisma (Persuasion), but Charisma (Intimidation) if necessary.</p><p></p><p><strong>Cook (Optional).</strong> This individual is responsible for feeding and watering the crew. Many are consummate rumormongers as well, and are charged with keeping up the morale of the crew along long voyages. Cooks need to be proficient with Intelligence (Cooking Utensils), and it never hurts to be good at Charisma (Performance) and Wisdom (Insight). Cooks tend to work hand-in-hand with the Quartermaster, and it may even be a position filled by the Quartermaster themselves.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8758418, member: 52734"] STANDARD SHIP POSITIONS While a spelljamming vessel at the minimum requires a pilot to maneuver the vessel, on any sizable ship there are number of positions that characters might fulfill - other than as crew or passengers. The more notable positions are listed below, along with their duties and possible skills they need to perform those duties. [B]Pilot (Required).[/B] This is the individual responsible for maneuvering the vessel at spelljamming and tactical speeds. Spelljamming ships rarely turn on a dime, thus the pilot generally relies on Wisdom (Spelljammer Vessel) skill checks to deftly maneuver the vessel to a desired position. [B]Captain (Required).[/B] This individual is responsible for the efficient running of the ship, and has the final say in all matters regarding the ship's disposition. The captain's duty is to co-ordinate the actions of everyone else aboard the ship. On some ships, the pilot also acts as the Captain, but in stressful situations such as combat the demands of maneuvering and commanding is difficult, causing such an individual to suffer disadvantage on skill checks for both positions. [B]Navigator (Required).[/B] This individual is responsible for tracking the course of the vessel. They must be able to juggle many facts at once to both know where they've been, where they are going and how long it will take them. They generally use Wisdom (Survival) to plot courses directly, though a dose of Intelligence (History) is often desired to know about the local inhabitants and hazards in an area. Military vessels and ships with valuable cargo generally have a dedicated individual as the navigator - who keeps the route secret from the general crew. Most other vessels regulate the navigator's job to the Pilot, Captain, Master of the Tops or First Mate. [B]Tops (Required).[/B] This individual is responsible for adjusting whatever means the vessel uses for maneuvering at tactical speeds - usually sails. The Master of the Tops generally isn't actually maneuvering the ship, but instead adjusting and trimming the sails to catch the maximum amount of celestial winds to keep the vessel moving. This generally requires a Wisdom (Nature or Survival) skill check to get top speed. In a pinch, the Pilot can also acts as the Master of the Tops, but attempting to do both jobs at once inflicts disadvantage on both checks. [B] Quartermaster (Required).[/B][I] [/I]This individual is responsible for storing and doling out supplies on the vessel. Generally the quartermaster holds the money purse for the ship, doling out salaries as well as being in charge of purchasing supplies for the next voyage. The quartermaster's duties requires a mix of Intelligence (Investigation) to locate hard-to-find items, Charisma (Persuasion) to barter deals and Intelligence (Survival) to properly plan purchases for upcoming voyages. During a voyage, the quartermaster may also act as the ship's cooks, since its food stores are their responsibility. On very small ships, the Captain or Pilot may act as the quartermaster. [B]First Mate (Optional).[/B] The first mate is generally only a position filled on large ships that have a significant number of crew on board. They are the assistant to the Captain, ensuring the orders given to them are filled out by the crew in an efficient fashion, allowing the Captain to tend to other duties. They should be skilled in Charisma (Persuasion), Wisdom (Insight) and Charisma (Intimidation) when the situation calls for it. On some ships, the First Mate may act as a Navigator, or may even be the spokesperson for the crew, relaying their mood and needs to the Captain. [B]Weapons Master (Optional).[/B] This individual is responsible for the co-ordination of a vessel's weapons and armory. This individual is in charge of training the crew to fight and fight effectively. They also generally are in charge of the keys to the armory - a position not enviable for those on a ship nearing mutiny. A Weapon Master's duties generally come on line in combat, but in-between combats their duties include training others in the use of personal and ship-board weapons, as well as keeping the crew discipline in line - usually through Charisma (Persuasion), but Charisma (Intimidation) if necessary. [B]Cook (Optional).[/B] This individual is responsible for feeding and watering the crew. Many are consummate rumormongers as well, and are charged with keeping up the morale of the crew along long voyages. Cooks need to be proficient with Intelligence (Cooking Utensils), and it never hurts to be good at Charisma (Performance) and Wisdom (Insight). Cooks tend to work hand-in-hand with the Quartermaster, and it may even be a position filled by the Quartermaster themselves. [/QUOTE]
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