After taking some time to become accustomed with Pathfinder's vehicle rules, I've created stats for four types of vessels--the dhow, junk, merchantman and galleon--using old deck plans, and based off of the stats for the bark (sailing ship). I hope they can be of use.
-Nate
Ships of the Sea PDF
Tuesday, October 14, 2014
Sunday, October 12, 2014
New Feats and Combat Rules
Continuing with the space fantasy material, here are some new feats and combat rules.
-Nate
-Nate
New Feats
These feats are ones that seem appropriate for a space fantasy
campaign. As always, the GM should determine which one are allowed
for players to select.
Artillerist
You are an experienced artillery commander, familiar with the use of
ballistae, catapults and other such siege weapons.
Prerequsite:
Base attack bonus +1.
Benefit:
You receive a +2 familiarity bonus to checks made when firing siege
engines.
Normal:
Siege weapons are fired by making a check using a character's base
attack bonus, Intelligence bonus or penalty, range modifier and other
relevant modifiers.
Force
of Personality
This character
has such a strong personality that she becomes more resistant to
magic and other mental influences.
Benefit:
The hero applies her Charisma modifier rather than her Wisdom
modifier to her Will save.
Heirloom
You begin play possessing an item that has been passed down through
your family from generation to generation, one that is unusual in its
value or potency.
Benefit:
You begin play with a minor wondrous item or a magical item of
equivalent value, as determined by you and the GM.
Herbalist
You know how to use local plants as medicinal applications, making
your treatments more effective.
Prerequsite:
Heal 1 rank; Knowledge: nature 1 rank.
Benefit:
You can make a Knowledge: nature check (DC 10) to aid your own Heal
check, providing a +2 circumstance bonus if you succeed.
Normal:
Characters cannot make Aid Another efforts to help themselves.
Special:
This check suffers a -5 circumstance penalty if you are located on a
world that you have not previously visited.
Improved
Zero-Gee Combatant
You are so accustomed to fighting in the absence of gravity that you
perform better than other characters in that situation.
Prerequsite:
Base attack bonus +1, Zero-Gee Combatant.
Benefit:
You gain a +2 circumstance bonus to attack rolls when fighting in
zero gravity.
Normal:
Characters who fight in the absence of gravity suffer a -2
circumstance penalty due to the unusual nature of it. Those who have
the Zero-Gee Combatant feat do not suffer this penalty, but do not
gain a bonus either.
Mental
Acumen
This character
is so intelligent that he has built up unusual defenses against
influences that would affect his mind.
Benefit:
The hero applies his Intelligence modifier rather than his Wisdom
modifier to his Will save.
Spacefarer
Either you were born on an aethership, or you have taken to space
travel as if you had been. Whatever the case, the challenges of
aetherial travel are less of a challenge for you.
Prerequsite:
Profession: sailor 1 rank; Knowledge: geography 1 rank.
Benefit:
You receive a +2 bonus to Knowledge: geography and Profession:
sailor checks made in regard to handling aetherships.
Spiritual
Determination
Stubborn is one
way to describe this character. When she decides on a course of
action, it becomes physically more difficult to force her to do
otherwise.
Benefit:
This hero applies her Wisdom modifier rather than her Constitution
modifier to her Fortitude saves.
Unusual
Aptitude
Now and again a
character possesses some sort of talent that seems completely
out-of-the-ordinary for his profession or background. A man of the
church might be a highly skilled gambler, for instance, or an
enforcer might be particularly knowledgeably about Renaissance art.
Benefit:
The hero may choose one skill that immediately becomes a class skill
for him.
Special:
This feat can be selected multiple times. Each time it is selected,
it allows an additional class skill to be acquired.
Unusual
Approach
There are also
times when a character can perform a particular task in an
extraordinary manner.
Benefit:
The hero may designate a new ability modifier that is applied when
using a particular skill, selected from the list below.
Special:
This feat can be selected multiple times. Each time it is selected,
it allows another skill to be affected.
Old
and New Modifiers for Skills
Acrobatics—Dexterity
can be replaced by Strength.
Climb—Strength
can be replaced by Dexterity
Craft (visual
arts)—Intelligence can be replaced by Wisdom
Craft
(writing)—Intelligence can be replaced by Wisdom
Diplomacy—Charisma
can be replaced by Wisdom
Handle
Animal—Charisma can be replaced by Wisdom
Heal—Wisdom
can be replaced by Intelligence
Intimidate—Charisma
can be replaced by Strength
Knowledge
(religion)—Intelligence can be replaced by Wisdom
Perception—Wisdom
can be replaced by Intelligence
Perform
(dance)—Charisma can be replaced by Dexterity
Ride—Dexterity
can be replaced by Strength
Zero-Gee
Combatant
You are accustomed to fighting in the absence of gravity.
Prerequsite:
Base attack bonus +1.
Benefit:
You do not suffer the normal -2 penalty when fighting in zero
gravity.
Normal:
Characters who fight in the absence of gravity suffer a -2
circumstance penalty due to the unusual nature of it.
New
Combat Rules
For the most part, combat between aetherships—along
with combat between characters aboard them, or elsewhere in
space—functions in the same manner as the rules presented in the
Pathfinder core rulebook and Ultimate Combat. There are
some exceptions, however.
Air
Envelopes
The
magical effect that provides breathable air and warmth to aetherships
has a limited range. It extends forward and aft, to port and
starboard, above and below, to a distance of half the vessel's
overall length. For example, the air envelope on the Skylark
(detailed above) extends for ninety feet beyond the ship's hull in
all directions.
Damage
to Aetherships
In combat, damage caused to aetherships can have two
notably different effects.
Should
the sails and rigging be destroyed, the vessel loses all propulsion.
What is more, the air in its envelope begins to turn foul, at a rate
determined by the size of the aethership and the size of the crew.
The air remains fresh for a number of minutes equal to the vessel's
total number of hit points divided by the number of crew members. For
example, the Skylark,
with 900 hp and 20 crew members, has an air envelope that lasts for
45 minutes after the sails and rigging are destroyed. As far as
calculation is concerned, small characters count as half a crew
member, large ones count as two, huge ones as four, etc. Refer to
page 445 of the core rulebook for the effects of suffocation.
In
the event that an aethership's hull is destroyed, it loses its
artificial gravity. Additionally, the air aboard it slowly turns
cold. Refer to page 442 of the core rulebook for the effects of
freezing. Due to the frigid nature of the void, the effects of cold
begin to set in immediately after a solar
vessel's hull is
destroyed.
Falling
Overboard
Characters
who become separated from their aetherships have a small amount of
time in which to rectify the situation before they suffer the effects
of suffocation and cold. They drift away from the ship at a rate
equal to one sixth the vessel's speed in feet per round. For example,
a character who falls overboard from the Skylark
while it is traveling at 180 feet per round drifts away at a speed of
30 feet per round; this means that the other crew members have three
rounds in which to save that character before cold and suffocation
begin to take their toll.
Zero Gravity
When characters find
themselves in the absence of gravity, it is disorienting and weird.
For that reason, zero-gravity situations inflict a -2 circumstance
penalty on attack rolls, Reflex saves and combat maneuver checks.
Characters can overcome this penalty by taking the Zero-Gee Combatant
feat.
On
the other hand, being in the absence of gravity increases the
distance that characters can jump—vertically or
horizontally—tenfold.
|
“Sure. Standing on the ground of a world, it's easy to look up
at the stars and dream about traveling among them. It could even
seem romantic. But if you've ever been out in the black, with your
aethership's rigging shot to pieces and the air starting to turn
cold, you'll see that the romance rubs off of it right quick.”
-Maximillian,
halfling rogue and lookout
|
Saturday, October 11, 2014
New Equipment
Detailed here are relatively mundane (to space travelers, at least)
equipment items for use in space fantasy campaigns.
Weapons and
Ammunition
No
sooner did the gnomes travel into the aether than they started
devising ways to salvage wrecked ships. At first they developed
projectiles connected to grappling lines, allowing them snag and
retrieve wreckage from difficult locations like asteroid belts. Then
they experimented with using alchemical substances such as tanglefoot
bags. That, in turn, let to prototypes using alchemist's fire,
creating a potent but possibly dangerous new ammunition.
Ammunition Cost Weight Type Special
Grappling
crossbow bolt, light 12 gp 10 lbs. B Can snag appropriate targets;
trip
Grappling
crossbow bolt, heavy 12 gp 10 lbs. B Can snag appropriate targets;
trip
Grappling
ballista bolt 30 gp 15 lbs. B Can snag appropriate targets; trip
Entangling
crossbow bolt, light 52 gp 5 lbs. B Can adhere to targets; trip
Entangling
crossbow bolt, heavy 52 gp 5 lbs. B Can adhere to targets; trip
Entangling
ballista bolt 155 gp 15 lbs. B Can adhere to targets; trip
Incendiary
crossbow bolt, light 21 gp 1½ lbs. B Causes fire damage; can set on
fire
Incendiary
crossbow bolt, heavy 21 gp 1½ lbs. B Causes fire damage; can set on
fire
Incendiary
ballista bolt 65 gp 1½ lbs. B Causes fire damage; can set on fire
Ammunition
Grappling
ammunition combines a ballista or crossbow bolt with a grappling and
a line of silk rope. If fired close enough to appropriate targets
(that is, ones with surfaces that the hooks can snag), it allows
users to pull them back to the ship. If used against unwilling
targets, they cause half normal damage but can be used to make trip
attacks.
Entangling
ammunition works in a similar manner, except that the sticky
substance contained in the tanglefoot bag attached to the end lets it
adhere to just about anything. If used against unwilling targets, the
projectile does half normal damage, and targets are allowed a Reflex
save just like with ordinary tanglefoot bags.
Incendiary
ammunition includes a hollow ceramic head with alchemist's fire. For
that reason, they cause half normal damage, plus an extra 1d6 fire
damage, or 3d6 for ballista bolts. Targets continue to suffer damage
unless they make a Reflex check to extinguish themselves. In the case
of inanimate objects such as ships, this can be a potent weapon,
indeed. The volatile nature of the alchemist's fire means that these
weapons have a misfire rating of 1, however. (Refer to Ultimate
Combat to find more
information about misfiring weapons.)
|
Fire Aboard
Aetherships
One of the most
frightening events aboard an aethership is a fire. This is because
fire can spread quickly, possibly damaging the hull, rigging and
sails—and thereby leaving a vessel dead in space. The damage
caused by incendiary missiles, or by spell effects like fireball,
continue to cause 3d6 damage to the vessel per round until
extinguished. Putting out the fire requires dowsing it with water;
each bucket applied can be treated as doing 1d6 damage, opposed to
the largest amount of damage that the fire has caused in a single
round.
|
Ship Armor
It
should come as no surprise that dwarves were the first spacefarers to
think of attaching metal plates to the outsides of their aetherships.
After all, they usually have access to plenty of meteoroid iron ore.
What is more, knowing that ships in space don't need to worry about
floating on water, they had no reason not do so.
In
game terms, adding plate armor to a ship increases the hit point
total for its hull by 33%, and increases its hardness by 5. This
costs an amount equal to one quarter of the original price for the
solar vessel.
For example, putting armor on the Skylark,
detailed above, would cost 25,000 gp, and raise its hit point total
to 1200 and its hardness to 10.
Other Equipment
These
items, while perhaps not as exciting as weapons and armor, are still
very important for safely navigating the spaceways.
Item Cost Weight
Orrery, ordinary 500 gp 20 lbs.
Orrery, clockwork 2000 gp 200 lbs.
Spyglass, mounted 2000 gp 10 lbs.
Star charts 50 gp 1 lb.
Other Equipment
Orreries
are devices that depict the movements of the bodies in a solar
system. They usually place the primary star in the center of the
device, and then have armatures that depict the various planets and
moons. In this way, it is possible to represent the relative
positions of these bodies, and thus to plot accurate routes between
them.
Clockwork
orreries are bigger, fancier version of ordinary ones. Whereas those
must be moved by the user based on planets' rate of revolution, the
clockwork version has an elaborate mechanism that keeps the armatures
moving as appropriate to their relative speeds.
A
mounted spyglass is simply a larger, more powerful version of the
kind normally used by ships' captains. It is usually placed atop the
ship's sterncastle or, if it has one, the forecastle. This item
magnifies viewed objects to ten times their normal size, reducing
penalties to Perception checks based on distance to -1 per 100 feet.
Star
charts, much like captains' logbooks onplanet, are valuable
resources, with notes about the planets and other bodies in a system,
the stars and constellations that serve as reference points for
steering a vessel, and other such details. Typical ones cover the
basic information needed for navigation, but captains always add
details as they explore. Note that a given set of charts is only
useful in a particular solar system.
Provisions
A
crucial factor to consider when making voyages through the aether is
providing enough food and drink for the ship's crew. Per the
Pathfinder
core rulebook, most characters require a gallon of water or other
fluids, along with a pound of food, each day in order to remain
healthy. Multiple these figures by the total number of crew members,
and the estimated length of a give voyage, and this becomes a large
amount of cargo. While some players and GM's may not wish to worry
about these details—especially if the PC's are low-ranking members
of a ship's crew—they can add a sense of realism and even tension
to adventures if they should start to run low.
Refer
to pages 444-5 of the Pathfinder
core rulebook to find rules for when starvation and thirst begin to
affect a crew.
Friday, October 10, 2014
Interstellar Phenomena
A previous post listed some of the monster that are appropriate for encounters in the aether; this one provides guidelines for using natural events as hazards.
-Nate
-Nate
Interstellar Phenomena
In addition to the monsters that inhabit the dark void
of space, the heavenly bodies themselves can present hazards for
travelers.
Solar
Winds
This occurs when streams of high energy are emitted from
stars. Given the fact that space provides little resistance to them,
these streams can then travel great distances. In game terms, solar
winds require a DC 20 Profession: pilot check to avoid losing control
of the vessel. What is more, characters aboard the vessel must make
DC 15 Reflex saves or suffer 1d6 damage and be knocked prone.
Asteroid
Belts
Many star systems have these broad orbital stretches
filled with floating rocks. They are a favorite place for space
monsters to make their lairs, and for intrepid miners to acquire ore.
Generally, the rocks that float in a stable orbit are called
asteroids, while the ones that float freely are called
meteoroids. A rock that enters a planet's atmosphere is called
a meteor, and one that reaches the ground is called a
meteorite. In game terms, asteroid belts require pilots to
make a Profession check, with a DC that varies according to the speed
at which the vessel is traveling: 5 for minimal speed (1 square), 10
for half speed or less, 15 for more than half speed and 20 for full
speed. Success allows the vessel to pass through that stretch of
asteroids, while failure forces a collision, with damaged determined
by the size of the asteroid in question.
Nebulae
Certain regions of space are filled with these clouds of
dust and gasses; they are a beautiful sight to behold, filled with an
impressive array of colors. In game terms, while they do not present
any direct threat to aetherships, they do grant concealment during
any actions that occur inside them. For that reason, some pirate
ships prefer to linger inside nebulae, waiting to pounce upon
unsuspecting vessels.
Comets
The phrase “dirty snowball” is an apt way of
describing a comet. Consisting of a conglomerate of dust, ice and
rock, these bodies drift through solar systems on long, highly
elliptical orbits. Indeed, the regular appearance of comets in the
skies of worlds are a main impetus for philosophers to speculate
about the nature of things beyond the confines of their planets.
Comets provide an opportunity to harvest valuable minerals and ice,
but present a danger when they approach suns. As they draw close to
stars, comets begin to vent trapped gases and debris into space; this
is what gives them the appearance of having a tail. In game terms,
they should be treated as if suffering the effects of an earthquake
spell.
Wednesday, October 8, 2014
Campaign Considerations
This post presents important questions for a GM to consider when thinking about adding space travel to a fantasy campaign.
-Nate
-Nate
Campaign Considerations
GM's who are thinking of adding aetherial adventures to a Pathfinder
campaign should consider a number of questions; some of these are
presented below.
How well
developed is space exploration and travel?
The answer to this question can have numerous implications for a
campaign. After all, if the PC's are among the first to discover the
possibility of aetherial travel, they gain a tremendous amount of
potential influence. The powers that be are likely to take a
considerable interest in the party's vessel; some might wish to hire
their services, while others could seek to steal the ship. Many of
the party's activities are the first of their kind, perhaps allowing
them to lay claim to new territory for their own exploitation.
In what
capacity are the PC's serving aboard their aethership?
The possible crew positions are detailed above, and can determine the
daily tasks that the PC's face. This can be similar to deciding the
watches that characters take during overland travel, in that the
players should also determine in which watches their characters are
active. There is also the question of how powerful the PC's are when
they venture into space. This is likely to influence the positions
that characters fill aboard aetherships, as mentioned above. Starting
PC's might be ordinary crew members, or perhaps assistants to NPC's
in specific positions. More seasoned characters, on the other hand,
could fill those positions themselves, or perhaps even be captains or
owners of vessels. By the end of a campaign, the PC's could even
become merchant princes or military leaders with fleets of vessels at
their command.
What
do members of the planetary populations know about space travel?
The answer to this question can greatly influence
roleplaying situations when the PC's make landfall. Can they just
sail into a port city, or must they land in the wilderness and make
an overland trek so as to avoid suspicion? In the prior case, they
can go about their business as usual, and the locals don't give the
matter a second thought; in the latter case, they must conceal the
true nature of their activities lest they cause a significant
disturbance in the social fabric of the culture.
Is
it possible to travel between known campaign settings?
One
of the novel elements of the old Spelljammer
campaign setting was that it allowed characters to move between the
worlds and solar systems of existing campaign settings—say, from
Oerth to Faerun to Krynn. A later incarnation of that setting, Beyond
the Spider Moon, did away with
that, instead focusing the action on a single system, Pyrespace. That
seems to be the tendency for Pathfinder's
Golarion setting, too. Even so, some GM's may wish to leave travel
between settings. That can have serious repercussions, though, if one
world has relatively low magic while on another one magic is common.
For that reason, such possibilities should not be entertained
lightly.
What
religious implications does space fantasy have for a setting?
Building off of that last question, one must consider
how having multiple worlds, each with its own native culture, affects
the religion—and thus the planar structure—of a setting. In the
example mentioned above, each setting had its own pantheon of
deities. This meant that the universe had multiple pantheons, with
deities overlapping in their spheres of influence. It also raised the
question of whether gods from one setting had any influence in other
settings, and thus whether or not they could grant spells and other
divine benefits to their worshippers. That question has huge
implications for the overall campaign(s).
What
kinds of economic implications does aetherial travel have for a
campaign?
Aetherships are valuable items. To that end, giving one
to a party of adventurers puts a lot of potential monetary wealth at
their disposal. On the one hand, they could share this asset and use
it to set out on any number of interstellar adventures. On the other
hand, they could sell it and use the gold for buying magical items
with which to bolster themselves. The latter possibility could become
unbalancing for a campaign, and it could also become problematic if
the party faces multiple encounters in which they meet other
aetherships in difficult situations and thus have a chance to claim
other vessels as booty. For that reason, the GM should be careful to
limit these potential acquisitions.
Does
the campaign keep moving from place to place, or is it based out of a
particular location?
By
their very nature, fantasy roleplaying campaigns keep the party of
adventurers moving from place to place. While such an arrangement
provides plenty of opportunities for plot hooks and action, it can
also make for a campaign that lacks any real sense of familiarity. It
is true that the ship acts as the characters' home, but that's no
substitute for living in a city to which the PC's return between
their adventures. After all, that sense of “coming home” helps
make the setting feel real for players. That is why it's probably
best to avoid a purely episodic campaign in which the heroes are
always moving from one place to the next.
What
military implications do aetherships have for a setting?
Keep in mind, too, that flying ships have a considerable
impact on battlefield tactics. In most medieval fantasy settings,
fortresses are still formidable obstacles. While powerful characters
have access to magic that lets them fly, ordinary soldiers do not.
This all changes when those same soldiers can board an aethership and
use it to fly over a castle's walls.
Labels:
AD&D 2nd Edition,
D and D,
D20,
Pathfinder RPG,
Space Fantasy
Monday, October 6, 2014
Encounters in Space
While much of the time spent in space travel is uneventful, voyages
are not without incident. The cold, barren nature of the aether means
that few creatures inhabit it, but there are still some to be found
in the void between planets and stars.
For one thing, elementals find the asteroid fields, stellar clouds,
nebulae and other such phenomena to be comfortable environments. A
fire elemental might enjoy living on the edge of a sun, while an air
elemental could flit about a nebula, an earth elemental might dwell
amidst drifting asteroids and a water elemental could inhabit the
unstable surface of a comet.
Undead have the same kind of advantage. There are certainly restless
spirits remaining from failed attempts at exploration, and some
necromancers have even relied upon the undead in their efforts to
discover what lies beyond the realm of a planet's atmosphere. Rumors
tell of unfortunate ships' crews that have turned into ghouls, the
spirits of elf explorers that now haunt space as banshees, and the
like. Indeed, some even claim that the dreaded nightshades drift
through the darkest reaches of space in search of new prey.
Similar claims are made regarding constructs, which have been sent
into this harsh realm to undertake the missions that living beings
cannot themselves attempt. Perhaps the most feared, however, are the
various dragons—lunar, solar, time, void and vortex—that inhabit
the far reaches of space.
Among the first races encountered by early aetherial travelers were
the formians, insectoid creatures that follow the orders of their
queen and seek to expand their settlements onto other worlds. These
monsters represent perhaps the greatest threat to life on other
planets, since they seek to conquer habitable worlds in order to
build new colonies.
Other creatures to be found in space are listed below.
CR / Creature /
Source
1
/ Akata / Bestiary 2
5
/ Brethedan / Bestiary 3
6
/ Lunarma / Bestiary 4
6
/ Mi-go / Bestiary 4
6
/ Seugathi / Bestiary 2
11
/ Animated object (ship) / Bestiary
1
13
/ Carnivorous blob / Bestiary
2
16
/ Oma / Bestiary 4
16
/ Plasma ooze / Bestiary
3
18
/ Astral leviathan / Bestiary
4
Finally, whispered rumors tell of beings known as Great Old Ones,
creatures beyond the reckoning of most mortals, ones who live in the
depths of space and plot ever so slowly to conquer the known worlds
of the universe.
Sunday, October 5, 2014
Life Aboard an Aethership
Building on yesterday's post, this one describes roles for characters aboard a ship and the daily routine that one can expect.
-Nate
-Nate
Spacefaring
Characters
Presented
here are suggestions for bringing traditional land-bound Pathfinder
characters into space.
Races
Although there are always exceptions, members of different races
often tend toward certain occupations in space. For example:
- Dwarves, given their love of metals and mining, frequently delve into asteroids. Indeed, it was their zeal for acquiring new mineral wealth—along with their refusal to admit any kind of fear—that initially helped to push space exploration forward.
- Elves, with their long lifespans and their connection to the natural world, are especially suited for exploration that requires time and patience. They are also curious to discover any kinds of life from beyond their own world.
- Gnomes, having a love for tinkering, often engage in salvaging activities. They are also renowned as inventors, having devised numerous pieces of equipment for use aboard aetherships.
- Half-elves are much like humans, being jacks-of-all-trades who favor not particular capacity except a willingness to undertake daring and particularly lucrative schemes.
- Half-orcs make natural roustabouts, dockhands and soldiers as part of boarding parties, due to their natural brawn and toughness. They also find that the entirely new nature of life in space provides them with chances to prove their worth, freed from the prejudices of planetary society.
- Halflings often serve as brokers and other kinds of go-betweens, being successful merchants as well as proprietors of establishments like taverns and inns. They are also frequently assigned to the crow's nest of an aethership.
The cosmopolitan nature of fantasy space also allows the GM to
introduce more unusual character races, too, such as humanoids or
races from other settings.
Classes
Just as with the races described above, different classes are more
likely to excel at different roles aboard a ship.
- Barbarians serve well as part of boarding parties; their ferocity can often overwhelm a foe even before much injury is caused. Their strength makes them handy for moving cargo and equipment during less adventurous times, too.
- Bards, being natural entertainers, are often retained in order to reduce the tedium of aetherial travel. They also make good navigators and cooks. For them, of course, the chance to visit strange worlds and encounter new cultures provides a good opportunity for adding to their repertoires of songs and stories.
- Clerics, not surprisingly, often serve as healers, and as chaplains for crew members who share their faith. Sometimes they lead expeditions to new worlds, seeing this as a chance to spread the teachings of their deities.
- Druids serve in much the same capacity as clerics. Their skills for dealing with animals and plants make them born naturalists, and they are highly useful as members of exploring parties.
- Fighters, in addition to serving as soldiers, also can be skilled artillerists—especially if they invest feats in operating a ship's weaponry. Some serve in a military capacity, either guarding known spaceroutes against predations, or leading assaults against enemy settlements.
- Monks are especially good at serving in a ship's rigging. Beyond that, space travel is much like any other kind of journey, allowing them another opportunity for self-discovery.
- Paladins can combine the role of healer/chaplain and soldier. Their high Charisma scores make them natural commanders, although not everyone is willing to serve aboard a vessel captained by such upright individuals.
- Rangers are best suited to leading landing parties, what with their ability to find food and water and to prevent others from becoming lost. Some of them develop a love for exploring previously unknown worlds and come to specialize in that role.
- Rogues are also competent in the rigging, and often possess the knowledge and interpersonal skills to serve as quartermaster.
- Sorcerers, in addition to providing offense in combat situations, make good barkers and purchasing agents. Those who've suffered stigma due to unusual bloodlines sometimes find that they are free of such bias while traveling the aether.
- Wizards often serve as pilots and navigators due to their considerable Intelligence. Some of them find a living in writing of their journeys and discoveries, and seek out writings and materials in the pursuit of new spells and magical items.
Here, too, the GM has a good opportunity to introduce character
classes that are not normally found in the campaign's starting
setting. These could include ones from supplemental rulebooks,
third-party products, or even the GM's own devising.
Life
Aboard an Aethership
In many ways, life aboard an aethership is similar to living aboard a
sailing ship onplanet. Even so, different types of voyages can have
widely varying roles for crew members. What is more, traveling the
spacelanes includes some factors that are unique to aetherial travel.
Purpose
The first thing to consider is what type of excursion a journey
entails. For exploratory missions, the vessel carries as many crew
members, along with as much equipment and provisions, as is
necessary. A military expedition tends to carry more passengers in
the form of soldiers. Mercantile voyages, of course, carry a large
amount of cargo for selling, and tend to have smaller crews. Finally,
religious or colonial missions usually carry enough people and
supplies to establish a settlement on the destination world.
Positions
Next it is important to determine which crew positions the PC's fill.
They could always be ordinary hands. Given their exceptional
abilities, however, it is more likely that they fill one of the
following stations.
- The captain has command of the vessel, issuing orders to the crew and giving other assignments.
- Second in command is the first mate, who acts in the captain's stead, and who is often the one to lead landing parties while the captain remains aboard the ship.
- The pilot is the individual who possesses the orb of control and thus steers the aethership.
- On many ships, the captain or pilot also acts as the navigator—the person who uses star charts or an orrery to plot the vessel's course. Depending on the organization of a crew, however, this job could fall to another character.
- The quartermaster is the individual in charge of equipment and provisions. This crew member passes out weapons and other gear, food, and loot if there is any.
- The bosun (a shortened version of boatswain) is in charge of the ship's sails and rigging. This person oversees the crew members who hoist and furl the sails, thereby controlling the vessel's speed.
- Many vessels have a surgeon, the individual who deals with injuries to crew members. While sometimes this is a character without supernatural healing ability, most vessels have a cleric of some kind to fill this role.
- The surgeon's assistant is known as the loblolly boy/girl.
- The captain often has a steward, a servant who sets the table and delivers food and drink for meals and meetings.
- Given the many ways in which a vessel may suffer damage—collisions, enemy weapons, and unpredictable interstellar phenomena—it is important to have someone who can repair a vessel. (The sub-skills for doing so are listed above.) Since the ship, sails and rigging are magical in nature, this position needs to be filled by an arcane spellcaster with access to the appropriate feats and spells.
- It can often be beneficial for a vessel to have a chaplain, someone who shares a common faith with the crew member and leads religious services. This might be the same character as the surgeon, but not always.
- Observant characters are always welcome to position themselves in the crow's nest in order to act as lookout.
- Young people seeking a life in space are sometimes brought aboard as ship's boys/girls.
- Given the long nature of interplanetary voyages, many crews appoint one or more musicians to provide entertainment.
- It's always good to have a capable cook, too—a position that doesn't seem glamorous, but that can earn a lot of respect if handled well.
Keep in mind, too, that many of these positions have an appointed
assistant; this can be a stepping stone for characters who are making
the transition from ordinary swabs to more important posts.
Daily Routine
For the most part, aetherial travel is an uneventful process. Given
the distance between planets, the primary star(s) and other celestial
bodies, it takes a long time. To provide some structure, the daily
schedule is divided into watches, as detailed below. Time is kept via
an hourglass, which is turned by crew members on duty when necessary.
This system means that crew members who serve on the first, morning,
afternoon and second dog watch on one day, then serve on the middle,
forenoon and first dog watches on the next day.
For the most part, duty consists of little more than making sure the
sails are set properly and then keeping an eye out for trouble. There
are also the daily tasks of plotting and monitoring the course of
travel, along with cooking and distributing meals and the like.
Watches and Times
20:00 – 0:00 / First watch
0:00 – 4:00 / Middle watch
4:00 – 8:00 / Morning watch
8:00 – 12:00 / Forenoon watch
12:00 – 16:00 / Afternoon watch
16:00 – 18:00 / First dog watch
18:00 – 20:00 / Second dog watch
Entertainment
Since these voyages can become tedious, any form of entertainment is
welcome. The stories and songs of a bard are, needless to say, a
welcome distraction. On some ships, this entertainment can even
develop into an actual play, with crew members filling the roles of
director, actors and other functions. Dice and card games can also
make for a good distraction, although playing for money is usually
prohibited in order to avoid conflicts between crew members.
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