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Captain Position

From FuturePath

The Captain is a Ship Position. There are other ship positions that can be reviewed and can affect this 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 a disadvantage. In 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, the crew suffers; if the Captain holds firm and issues clear, solid, and understandable orders, the crew gains bonuses. The DC for the command in the sections below applies to medium-sized ships or smaller. Each size bigger than Medium provides an additional +1 to the DC for the Function checks below.

They can also rush to switch ship positions without rolling a success check.

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 4 the DC is beaten. For the Weapons officer, provide one of the following, but not both.
  • 1+1 (per DC beaten) Points to be distributed to the d10s to determine success.
  • 1+1 (per every 3 DC beaten) re-rolls (acts like a boost to Weapons Modifier)
  1. Encourage Crew: The Captain gives a rousing but quick speech to encourage and focus the crew. DC12 + 1 (for every active Officer) + 1 (for every round of combat). This works the same as Give Command, but to every crew member (except weapons), and can only be used once per combat.
Advanced Officer Functions:
  1. Commanding Presence: This is granted by a Feat and allows the Commander to provide a passive bonus equal to ½ their Charisma score, rounded up to the player's rolls. This doesn’t work on the Captain himself or on any other members of the command staff. This can only last 1 + Charisma Mod rounds per day. If the Captain critically fails an action, they must roll a Charisma Check DC15 + (the amount they failed by) to see if they lose Commanding Presence.
  2. Direct Assistance: The Captain takes a more direct administrative approach to leadership. The Captain selects another Bridge Crew Officer to assist directly. 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 one round to make a Move action, return to the Captain's chair, and take a general leadership position again. This also negates Commanding Presence. However, these drawbacks come with extra bonuses. A person who is the target of Direct Assistance gets an Advantage on all their actions. Each round, 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 a natural 2), the person receiving the Direct Assistance still gets the advantage from the Direct Assistance. If a person is receiving Direct Assistance, then they cannot be helped by anybody else.