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Where [[Voidmen]] are the heart and muscle of a voidship, the ship's officers are her brains. From the Lord-Captain to the Boatswain and Purser, these men and women are responsible for the health and welfare of their ship as well as the men and women in their crew. There are two classes of ship's officer, commissioned and warrant officers, and each is lord and master over their area of the ship.   
Where [[Voidmen]] are the heart and muscle of a voidship, the ship's officers are her brains. From the Lord-Captain to the Boatswain and Purser, these men and women are responsible for the health and welfare of their ship as well as the men and women in their crew. There are two classes of ship's officer, commissioned and warrant officers, and each is lord and master over their area of the ship. Many of these officers will be NPCs aboard ship, and much like NPC crew they can be of varying quality. See the section on [[NPC Officer Quality]] for more information.   
==Commissioned Officers==
==Commissioned Officers==
Commissioned officers are typically higher bred men and women from noble or politically connected families within the Imperium. These officers wield enormous power aboard their ships, and shoulder the largest responsibility. Their influence extends to the entire ship, and their orders are to be followed immediately and without question.
Commissioned officers are typically higher bred men and women from noble or politically connected families within the Imperium. These officers wield enormous power aboard their ships, and shoulder the largest responsibility. Their influence extends to the entire ship, and their orders are to be followed immediately and without question.
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===Purser===
===Purser===
A ship's Purser is the Warrant Officer in charge of the ship's administration, finances, and supply. They track all income and spending, dole out pay to the Voidmen, oversee refittings and overhauls, and keep the ship supplied with everything from uniforms to foodstuffs.
The operation of a Rogue Trader’s vessel and the execution of endeavours requires uncountable amounts of wealth to be shuffled between investments and expenses on a daily basis, and the risk of loss is great. Financial officers must be prepared to balance enough books to fill a librarium many times over. In an economic climate where the single stroke of an autoquill can mean the difference between tragic loss and phenomenal gain, the purser must be tireless and ever vigilant. However, the purser also has a second duty, to ration payment and rewards to the crew serving aboard his ship. This often means the purser is loved and hated in turn, based on how forthcoming a crew’s pay is. Pursers are also responsible for the vast stocks of food, water, and air upon which a crew depends. A ship's consumables and provisions, much like its finances, must be carefully monitored and rationed, lest wanton consumption and theft lead to a crippling shortage. Thanks to his position as master of the ship's finances and stores, the Purser is more likely than most officers to tend toward thievery and corruption. Most Pursers are watched very closely by their captains and political officers.
* '''Benefits''' - When replenishing morale by spending Achievement Points, the Purser needs only spend 25 AP and may make a '''Routine (+20) Barter Test''' instead of a Charm Test. This test is always Routine, no matter how many times it is used.
* '''Benefits''' - Through creative rationing and payment schedules, the Steward can raise a ship's morale by +5. '''Note:''' A corrupt Purser is as dangerous to crew morale and cohesion as a devastating battle. At the GM's discretion, a ship with a corrupt Purser aboard may suffer a -5 penalty to NPC crew morale.


===Master Helmsman===
===Master Helmsman===
The Master Helmsman is responsible for safely piloting vast voidships through the myriad threats of the void of space. A helmsman risen to be master of his profession must have a sixth sense for the dangers that can confound auspex and lead void-ships to ruin, and
The Master Helmsman is responsible for safely piloting vast voidships through the myriad threats of the void of space. A helmsman risen to be master of his profession must have a sixth sense for the dangers that can confound auspex and lead void-ships to ruin, and know how best to make use of his helm crew and their familiarity with a vessel’s character. The Master Helmsman must pilot not just the voids, but also the competing fi efdoms of enginarium, auspex, and bridge crew to ensure that every manoeuvre is accomplished to the Lord-Captain’s exacting standards.
know how best to make use of his helm crew and their familiarity with a vessel’s character. The Master Helmsman must pilot not just
the voids, but also the competing fi efdoms of enginarium, auspex, and bridge crew to ensure that every manoeuvre is accomplished
to the Lord-Captain’s exacting standards.
* '''Benefits''' - Master Helmsmen gain a +10 bonus to the '''Evasive Manoeuvres''' Action and a +10 bonus to their Stellar Navigation skill.
* '''Benefits''' - Master Helmsmen gain a +10 bonus to the '''Evasive Manoeuvres''' Action and a +10 bonus to their Stellar Navigation skill.


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===Choir-Master===
===Choir-Master===
The head of long-range, ship-to-ship and ship-to-ground communications, the Choir-Master is head of a ship's Astropathic Choir. They are responsible for comms security, cryptography, and often lend their incredible psychic powers to boarding actions and shore parties.  
The etheric voices of Astropaths resound throughout the Immaterium. When these voices are united by a single will, they combine into a psychic harmony capable of touching minds half a galaxy away. The Choir-master directs this harmony, and in turn directs the choir as a whole. More militant minded Choir-Masters may even accompany shore parties and take part in boarding actions, aiding their shipmates with their powerful psychic powers.
* '''Benefits''' - Choir-Masters may increase the range of their Astropathic Signals by one step.
* '''Benefits''' - Choir-Masters may increase the range of their Astropathic Signals by one step.


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Typically the most senior Navigator aboard a ship, the Navigator Primaris is responsible for charting a passage through the warp and bringing the ship through unharmed. While Navigators officially exist outside of the naval rank structure, they enjoy all of the rights and  privileges of a Commissioned officer while being subordinate to no one save the Captain. Indeed, while Naval officers tend to view Navigators as little more than well-heeled civilians but they are accorded a level of respect and even deference aboard ship that can astound the uninitiated.
Typically the most senior Navigator aboard a ship, the Navigator Primaris is responsible for charting a passage through the warp and bringing the ship through unharmed. While Navigators officially exist outside of the naval rank structure, they enjoy all of the rights and  privileges of a Commissioned officer while being subordinate to no one save the Captain. Indeed, while Naval officers tend to view Navigators as little more than well-heeled civilians but they are accorded a level of respect and even deference aboard ship that can astound the uninitiated.
* '''Benefits''' - The Navigator Primaris gains a +10 bonus to his Navigation (Warp) skill.
* '''Benefits''' - The Navigator Primaris gains a +10 bonus to his Navigation (Warp) skill.
===Carto-Artifex===
The void and the warp contain dangers that often mean death for those who venture forth unprepared. The best way to survive such dangers is to avoid them entirely. To this end, a wise Lord-Captain consults his Carto-artifex before any voyage. This master of charts and hololithic maps is charged with fi nding safe routs and circumventing danger. The secrets of the void and the warp are laid bare before his vast knowledge of the tides and current of the immaterium.
* '''Benefits''' - The Carto-artifex gains a +10% bonus to all Awareness and Perception Test made during Warp Navigation, and when detecting stellar phenomena.
===Master of Etherics===
The Master of Etherics is responsible for the operation of the void-ship’s auspex and vox systems. Without auspex a vessel is
blind, and without vox it is deaf and mute; the Master of Etherics stands at the Lord-Captain’s right hand, such is his worth, and
to fail in his pledge is unthinkable. Dire regions beyond the Imperium are cloaked with the darkness of the unknown—the
Master of Etherics must marshal his resources to overcome these hostile voids and light the path ahead with his vision.
* '''Benefits''' - The Master of Etherics gains a +10 bonus to the Focused Augury Extended Action.
===Master of the Vox===
In the course of daily operations, an endless stream of vox traffic passes through a voidship’s command deck. These lines of
communication are vital to the operation of a vessel and a Rogue Trader’s fleet, and it is the responsibility of the Master of The Vox to keep all channels of communication clear, and all vox-casters functioning at peak efficiency.
* '''Benefits''' - The Master of The Vox gains a +20 bonus to the Jam Communications Extended Action.
===Drivemaster===
A voideship’s engineerium is a sprawling complex packed with arcane machinery covering multiple decks. Within this sepulchral facility countless ranks of enginseers work the rites that appease the machine spirits of the vessels roaring heart. Some among their number are schooled in special rituals that inspire the drive to greater efforts. The Drivesmaster is in charge of monitoring and maintaining the roaring plasma drives that form the heart of the ship. Though subservient to the Enginseer Prime, the Drivesmaster often maintains the plasma drives as his own fi efdom, where none but the Mechanicus and their servants are welcome.
* '''Benefits''' - The Drivesmaster gains a +10 bonus to the Flank Speed Extended Action.
===Omnissianic Congregator===
The machine spirit of a starship is a slow but fickle intelligence, demanding the veneration and respect of hundreds if it is to
function properly. The Omnissianic Congregator guides the tech-priests and other crew versed in techno-arcane ritual, in the maintenance rites and algorithmic prayers that appease spirit of the ship, conferring the blessings of the Omnissiah upon its operation.
* '''Benefits''' - The Omnissianic Congregator gains a +10 bonus to the Aid the Machine Spirit Extended Action.
===Lord-Captain's Factor===
Acting as the Lord-Captain's man (or woman) of business, the Lord-Captain's Factor is a maestro of the mechanisms of trade: negotiations, compacts, endless records, bribes, threats, and the filling and emptying of great-holds. Maintaining the crew at strength and obtaining needed supplies for the continuing operation of the void-ships is also the Factor's concern. This is a realm in which corruption and honour walk hand in hand, and the path taken by Thrones is always twisted to private ends. The Factor has pledged to bring profit to the Lord-Captain’s venture, and will do whatever is necessary to keep both dock-scum and haughty, hidebound merchants in line.
* '''Benefits''' - A Lord-Captain's Factor can travel ahead of a Rogue Trader and grease the wheels of commerce, improving his Captains' chances for favourable trade deals. Any time a Factor is sent as a business emissary, the Rogue Trader finds all of his business related Tests reduced by one difficulty level.

Latest revision as of 02:33, 10 July 2010

Where Voidmen are the heart and muscle of a voidship, the ship's officers are her brains. From the Lord-Captain to the Boatswain and Purser, these men and women are responsible for the health and welfare of their ship as well as the men and women in their crew. There are two classes of ship's officer, commissioned and warrant officers, and each is lord and master over their area of the ship. Many of these officers will be NPCs aboard ship, and much like NPC crew they can be of varying quality. See the section on NPC Officer Quality for more information.

Commissioned Officers

Commissioned officers are typically higher bred men and women from noble or politically connected families within the Imperium. These officers wield enormous power aboard their ships, and shoulder the largest responsibility. Their influence extends to the entire ship, and their orders are to be followed immediately and without question.

Lord-Captain

An Imperial Navy rank adopted by most Rogue Traders and Free Captains, Lord-Captains command Warp capable voidships of frigate size and larger. The God-Emperor may be lord and master of all mankind, but aboard his ship a Lord-Captain's very word is His law. Lord-Captain's tend to be aloof, uncompromising figures unbowed by the awesome responsibility entrusted to them, at least publicly. Whether a tyrant, martinet, swashbuckler, strategist or saint, a Lord-Captain is always an exceptional individual.

  • Benefits -- The Lord-Captain gains +10 to the Hold Fast extended action. If he possesses the Exceptional Leader ability, the class ability for Rogue Traders, he may grant it to anyone aboard his ship once per Strategic Round as a Free Action, ignoring the normal ability restrictions.

Commander

Another Imperial Navy rank adopted by aspirational Free Captains and Rogue Traders, Commanders typically command the smallest Warp capable voidships such as Cobra-class destroyers and Star Clippers. Like Lord-Captains, they are the ultimate power aboard their ships, and are addressed as "Captain" when in command of a ship.

Lieutenant

Lieutenants serve in a number of subordinate leadership positions aboard a ship. Depending on their size, Warp capable voidships will have anywhere from five to fifteen lieutenants. The five senior most lieutenants aboard will be rated First through Fifth, with the First Lieutenant serving as the Commander or Lord-Captain's second and the Executive Officer or First Mate of the ship. Junior Lieutenants, from sixth to fifteenth, are called Sub-Lieutenants, and they are rated First through Tenth (First Sub-Lieutenant, Fifth Sub-Lieutenant, etc.). Lieutenants also command small, non-Warp capable ships like intersystem patrol craft or tradeships.

  • Benefits -- First Lieutenant/XO: The First Lieutenant treats Command as a Trained Basic Skill when dealing with his crew. If he already possesses Command, he receives a +5 to all Command Tests made aboard ship.

Midshipman

The junior most commissioned officers aboard any ship, these "Young Gentlemen/Gentlewomen" are essentially officers in training. Their lot aboard ship is to learn voidmanship and officering by leading divisions of Voidmen and attending lessons given by the Captain, Chaplain, and Tech-Priest Majoris such as astrography, navigation, and Imperial/Company/Dynasty doctrine. The number of midshipmen aboard a ship varies greatly, and they are often seen as a nuisance both by the officers tasked with training them and by the Voidmen under their nascent command.

Warrant Officers

Warrant officers are of lower birth or station than commissioned officers, and carry a warrant from the Imperial Navy or their respective company or Trade Dynasty. These officers are responsible for specific aspects of the ship's operation, medical facilities and gunnery for example, but have little say in the larger scheme of things. While of lower class and lower pay, their warrant entitles them to larger, private cabins, unquestioning loyalty from the crew (in theory), and a place in the Officer's Wardroom.

Boatswain

Boatswains (pronounced BOW-sun) of the Imperial Navy, and of those private and merchant navies modeled after that august institution, are the heads of a ship's Deck Department. They wield substantial power and responsibility aboard a ship, and carry a piercing whistle and sanctioned vox-caster as symbols of their office. Ships have only one Boatswain embarked, no matter the size of the crew.

  • Benefits -- The Boatswain provides +5 bonus to the ship's NPC Crew Rating. As long as the Boatswain is aboard, Command Tests involving the ship's crew suffer no penalty for reduced morale.

Chaplain

Chaplains see to the spiritual well-being of a ship's complement through constant prayer and preaching. Their responsibilities include recruiting lay-preachers from among the crew, teaching the Midshipman proper ecclesiarchacal doctrine, monitoring the faith and orthodoxy of the officers, and spreading the Good News of the God-Emperor among the heathens and heretics of the galaxy. Ship's Chaplains often lead boarding parties, and are among the most martial, rigid, and dogmatic of the ship's complement.

  • Benefits -- A ship's Chaplain gains +10 to the Put Your Backs Into It! Extended Action.

Chief Chiurgeon

The Ship's Chiurgeon is responsible for the physical health and wellbeing of all officers and crew aboard his ship. Chiurgeons combat disease and malnutrition among the crew, set bones, amputate damaged limbs, and perform all manner of delicate surgery. Many Chiurgeons have little more than basic medicae training, a warrant from the admiralty, company, or Trade Dynasty, and a second-hand saw as their qualifications. Some, however, are full-on physicians with years of specialist medical training and degrees from the most prestigious institutions, and a rare few are members of the secretive Magos Biologis. Whatever their qualifications, they are usually a great comfort to the officers and crew under their care and will command a small army of Chiurgeon's Mates, loblolly boys, and medicae servitors.

  • Benefits -- The Chiurgeon reduces Crew and Morale loss in combat by 5.

Chief Enginseer

As the ranking Tech-Priest and the senior most representative of the Omnissiah aboard ship, the Chief Enginseer is responsible for all maintenance and repair of his voidship. Through ritual, prayer, and sheer will, and with an army of Tech-Priests and servitors at his beck and call, the Chief Enginseer appeases the ship's machine spirits and tech-sprites and ensures smooth sailing and plenty of air, gravity, and power throughout the ship. Enginseers and Tech-Priests tend to unnerve crewmen, especially the more benighted or superstitious, and even many of their wardroom brethren are put off their rations on those rare occasions when the Enginseer actually attends his mess.

  • Benefits - The Chief Enginseer gains a +10 bonus to the Emergency Repairs Extended Action.

Master at Arms

The Master at Arms is a combination armourer and security chief. As Ship's Armourer, he is charged with ensuring that all of the ship's small arms, melee weapons, and any suits of armour are serviceable and ready for action. This is typically done by his Sergeants at Arms and with regular inspections of armouries and weapon lockers. In his role as head of security, the ship's Sergeants at Arms report directly to him and by extension all Armsmen are under his control. He is also responsible for interpreting secular Imperial and company/Dynasty laws and sitting in judgement of minor, non-capital offenses that don't require the Captain's attention.

  • Benefits - A Master at Arms gains a +10 bonus to the Prepare to Repel Boarders! Extended Action.

Master Gunner

A ship's Master Gunner is responsible for the upkeep and maintenance of all ship's ordnance and weapon systems from the smallest CIWS turret to the greatest lance batteries. He also responsible for the training of gun crews, the nomination of gun captains, and reports directly to the Captain and the head Enginseer or Tech-Priest Majoris on all issues regarding the ship's combat readiness.

  • Benefits - When directing the ship's weapons while benefiting from the Lock on Target Extended Action, the Master Gunner adds an additional +5 to his Ballistic Skill Test.

Political Officer

A ship's Political Officer is tasked by the Admiralty or the controlling company or Dynasty with monitoring and ensuring that a ship's officers and crew adhere to Administratum, Ecclesiarchy, Company, or Dynasty political orthodoxy. They also act as spies, ambassadors, interlocutors, and official spokespersons representing and protecting the interests of their captain, company, or government. Commissars fill this role aboard Imperial Navy ships, while Seneschals or other politically connected individuals serve as Political Officers aboard civilian merchant and Rogue Trader ships. Political officers are extremely well connected, with countless informers, plants, and stooges among the ship's complement. They also tend to cultivate many important contacts and sources throughout their journeys. Their loyalty is first and foremost to the Imperium, their company, or their Trade Dynasty, and most, if not all, will root out corruption and treason root and branch with little regard to rank or station.

  • Benefits - Political Officers receive a +10 bonus to the Disinformation Extended Action.

Purser

The operation of a Rogue Trader’s vessel and the execution of endeavours requires uncountable amounts of wealth to be shuffled between investments and expenses on a daily basis, and the risk of loss is great. Financial officers must be prepared to balance enough books to fill a librarium many times over. In an economic climate where the single stroke of an autoquill can mean the difference between tragic loss and phenomenal gain, the purser must be tireless and ever vigilant. However, the purser also has a second duty, to ration payment and rewards to the crew serving aboard his ship. This often means the purser is loved and hated in turn, based on how forthcoming a crew’s pay is. Pursers are also responsible for the vast stocks of food, water, and air upon which a crew depends. A ship's consumables and provisions, much like its finances, must be carefully monitored and rationed, lest wanton consumption and theft lead to a crippling shortage. Thanks to his position as master of the ship's finances and stores, the Purser is more likely than most officers to tend toward thievery and corruption. Most Pursers are watched very closely by their captains and political officers.

  • Benefits - Through creative rationing and payment schedules, the Steward can raise a ship's morale by +5. Note: A corrupt Purser is as dangerous to crew morale and cohesion as a devastating battle. At the GM's discretion, a ship with a corrupt Purser aboard may suffer a -5 penalty to NPC crew morale.

Master Helmsman

The Master Helmsman is responsible for safely piloting vast voidships through the myriad threats of the void of space. A helmsman risen to be master of his profession must have a sixth sense for the dangers that can confound auspex and lead void-ships to ruin, and know how best to make use of his helm crew and their familiarity with a vessel’s character. The Master Helmsman must pilot not just the voids, but also the competing fi efdoms of enginarium, auspex, and bridge crew to ensure that every manoeuvre is accomplished to the Lord-Captain’s exacting standards.

  • Benefits - Master Helmsmen gain a +10 bonus to the Evasive Manoeuvres Action and a +10 bonus to their Stellar Navigation skill.

Other Ranks and Appointments

Choir-Master

The etheric voices of Astropaths resound throughout the Immaterium. When these voices are united by a single will, they combine into a psychic harmony capable of touching minds half a galaxy away. The Choir-master directs this harmony, and in turn directs the choir as a whole. More militant minded Choir-Masters may even accompany shore parties and take part in boarding actions, aiding their shipmates with their powerful psychic powers.

  • Benefits - Choir-Masters may increase the range of their Astropathic Signals by one step.

Navigator Primaris

Typically the most senior Navigator aboard a ship, the Navigator Primaris is responsible for charting a passage through the warp and bringing the ship through unharmed. While Navigators officially exist outside of the naval rank structure, they enjoy all of the rights and privileges of a Commissioned officer while being subordinate to no one save the Captain. Indeed, while Naval officers tend to view Navigators as little more than well-heeled civilians but they are accorded a level of respect and even deference aboard ship that can astound the uninitiated.

  • Benefits - The Navigator Primaris gains a +10 bonus to his Navigation (Warp) skill.

Carto-Artifex

The void and the warp contain dangers that often mean death for those who venture forth unprepared. The best way to survive such dangers is to avoid them entirely. To this end, a wise Lord-Captain consults his Carto-artifex before any voyage. This master of charts and hololithic maps is charged with fi nding safe routs and circumventing danger. The secrets of the void and the warp are laid bare before his vast knowledge of the tides and current of the immaterium.

  • Benefits - The Carto-artifex gains a +10% bonus to all Awareness and Perception Test made during Warp Navigation, and when detecting stellar phenomena.

Master of Etherics

The Master of Etherics is responsible for the operation of the void-ship’s auspex and vox systems. Without auspex a vessel is blind, and without vox it is deaf and mute; the Master of Etherics stands at the Lord-Captain’s right hand, such is his worth, and to fail in his pledge is unthinkable. Dire regions beyond the Imperium are cloaked with the darkness of the unknown—the Master of Etherics must marshal his resources to overcome these hostile voids and light the path ahead with his vision.

  • Benefits - The Master of Etherics gains a +10 bonus to the Focused Augury Extended Action.

Master of the Vox

In the course of daily operations, an endless stream of vox traffic passes through a voidship’s command deck. These lines of communication are vital to the operation of a vessel and a Rogue Trader’s fleet, and it is the responsibility of the Master of The Vox to keep all channels of communication clear, and all vox-casters functioning at peak efficiency.

  • Benefits - The Master of The Vox gains a +20 bonus to the Jam Communications Extended Action.

Drivemaster

A voideship’s engineerium is a sprawling complex packed with arcane machinery covering multiple decks. Within this sepulchral facility countless ranks of enginseers work the rites that appease the machine spirits of the vessels roaring heart. Some among their number are schooled in special rituals that inspire the drive to greater efforts. The Drivesmaster is in charge of monitoring and maintaining the roaring plasma drives that form the heart of the ship. Though subservient to the Enginseer Prime, the Drivesmaster often maintains the plasma drives as his own fi efdom, where none but the Mechanicus and their servants are welcome.

  • Benefits - The Drivesmaster gains a +10 bonus to the Flank Speed Extended Action.

Omnissianic Congregator

The machine spirit of a starship is a slow but fickle intelligence, demanding the veneration and respect of hundreds if it is to function properly. The Omnissianic Congregator guides the tech-priests and other crew versed in techno-arcane ritual, in the maintenance rites and algorithmic prayers that appease spirit of the ship, conferring the blessings of the Omnissiah upon its operation.

  • Benefits - The Omnissianic Congregator gains a +10 bonus to the Aid the Machine Spirit Extended Action.

Lord-Captain's Factor

Acting as the Lord-Captain's man (or woman) of business, the Lord-Captain's Factor is a maestro of the mechanisms of trade: negotiations, compacts, endless records, bribes, threats, and the filling and emptying of great-holds. Maintaining the crew at strength and obtaining needed supplies for the continuing operation of the void-ships is also the Factor's concern. This is a realm in which corruption and honour walk hand in hand, and the path taken by Thrones is always twisted to private ends. The Factor has pledged to bring profit to the Lord-Captain’s venture, and will do whatever is necessary to keep both dock-scum and haughty, hidebound merchants in line.

  • Benefits - A Lord-Captain's Factor can travel ahead of a Rogue Trader and grease the wheels of commerce, improving his Captains' chances for favourable trade deals. Any time a Factor is sent as a business emissary, the Rogue Trader finds all of his business related Tests reduced by one difficulty level.