Captain Position

From FuturePath
Jump to navigation Jump to search

The Captain is a Ship Position. There are other ship positions that can be review and can affect this position.

This is considered a Secondary Position. In Hull Sizes Huge or bigger the Captain position is required for a ship to function correctly. On these ships, if there is no one person filling in for the role of Captain then all ship positions automatically take disadvantage. All other sizes the lack of a Captain yields no disadvantage.

Description

The Captain is responsible for providing leadership and a strong hierarchical command structure. If the Captain fails then the crew suffer, but if the Captain holds strong and provides good, solid and understandable orders then the crew gains bonuses. The DC for the command provided in the sections below is for Medium size ships or smaller. Each size bigger from Medium provides an additional +1 to the DC for the Function checks below.

They can also switch ship positions without taking a penalty.

Associated Ship Attribute: None
Officer Functions:
  1. Give Command: The Captain gives a directive and attempts to assist a crew member in following that directive. A Leadership/Charisma check DC10. This provides a +1 to the target Officer with an additional +1 for every 5 the DC is beaten. For the Weapons officer, these means +1 to each d10 or an additional re-roll for every 5 but not both. The Commander has to choose.
  2. Encourage Crew: The Captain gives a rousing but quick speech to encourage and focus the crew. DC15 + 1 for every active Officer. This works the same as Give Command but to every crew member and can only be used once per combat.
Advanced Officer Functions:
  1. Commanding Presence: This is granted by a Feat and allows the Commander provides a passive bonus equal to ½ there Charisma score round up to the player's rolls. This doesn’t work on the Captain himself or any other command staff. This can only last 1 + Charisma Mod rounds per day. If the Captain critical fails an action they must roll a Charisma Check DC15 to see if they lose Commanding Presence.
  2. Direct Assistance: The Captain takes a more direct administrative approach to leadership. The Captain chooses another Bridge Crew Officer to directly assist. This means the Captain's focus is on that person and they lose their Change Position ability and cannot do any other action. If they choose to switch back they must sacrifice around making a Move action getting back to the Captain's chair and taking a general leadership position again. This also negates Commanding Presence. However, these drawbacks come with extra bonuses. The Captain rolls for Give Command to the target of the Direct Assistance every turn with an extra Advantage. Even if the Captain fails (unless natural 1) the person receiving the Direct Assistance gets to roll an extra advantage while doing their action as well as any bonus provided by Give Command. If a person is receiving Direct Assistance then they cannot be helped by anybody else.