Pilot Spelljammer

Helm lenata

(Variable- Based on Spellcaster’s Key Ability)

Ranks Quality
0 – 2 Green
3 – 5 Average
6 – 8 Trained
9 + Crack

You are skilled in the control of Spelljamming vessels. You can perform simple manoeuvres such as level flight, take off and landing as well as docking and reorienting gravity planes. You are also trained in complex manoeuvres such as those required in combat. You have studied a variety of Helm types, and know (in theory at least) how to use all commonly occurring Helms and any rare or custom Helm in which you have been especially trained.

Ship Maneuvering
A non-combat situation may also involve some difficult maneuvering, such as coming into dock, or docking with a larger ship, or most difficult, piloting the ship with a dangerously confined space, which twists and turns.

The way maneuvering is handled, if there is not an opposing helmsman, is to assign Difficulty Classes to the various tasks. If the helmsman is not under pressure they will normally ‘take 10’, or even ‘take 20’, but there may be reasons to hurry, and some helmsmen may wish to impress.

Task / DC
Activate spelljamming helm 10
Dock ship, e.g. at an asteroid dock 13
Dock with larger ship 15
Dock with equal-sized ship 18
Dock with smaller ship 20

Bring weapon to bear 15
Bring two different weapons to bear 20

Maneuver in limited space 20
Maneuver in confined space 23
Maneuver in confined, twisty, space 25

You have learned the art of navigating through Wildspace, avoiding hazards and using planetary motion to improve speed over long journeys. A successful skill check allows your Spelljamming vessel to arrive at its destination 10% faster than normal. Thus if it would take 10 days to make a trip normally, you can plot a course that will take only nine days. An unsuccessful roll indicates that no time is saved.

Hot Pursuit
In a pursuit situation the two helmsmen make an opposed pilot vs. pilot roll. The winner gets +1 TR for that round, and if they win by five or more this is +2. Fumbling (rolling a 1) gives -1 TR for this round, a critical (rolling a 20) gives a cummulative +1 for this round, i.e. if you roll a 20 and you win the roll by at least 5 then this gives you +3 TR. Pilots doing this sort of contest tire ten times more quickly than they do in normal piloting.

If you have 5 or more ranks of Knowledge (wildspace), you get a +2 bonus to Pilot Spelljammer for navigation purposes.

Wildspace Situation DC
Familiar with destination and current location in a familiar crystal sphere 10
Unfamiliar crystal sphere (with map) + 5
Unfamiliar crystal sphere (no map) + 10
Current location unknown + 15
1 hour spent plotting course – 2
The Phlogiston Situation DC
Familiar with destination, current location, and route 10
Unfamiliar current location (with map) + 5
Unfamiliar current location (no map) + 10
Unfamiliar but common destination + 10
Current location unknown + 15
Never travelled to destination (no map) + 30
1 hour spent plotting course – 2

This is the art of navigating from one sphere to another rather than navigating within a single crystal sphere. It is a difficult and risky activity, but it is sometimes necessary when a planetary locator is not available. A Spelljamming ship that enters the Flow normally moves randomly, arriving at some other crystal sphere within 10d10 days. With a successful skill check from the ship’s helmsman, the ship arrives at the chosen destination within that time. Of course, the destination must be one that is normally reachable; if there is no path from the current sphere to the desired one, this skill will not create one. On a failed roll, the ship arrives at a random sphere. (The DM should make the roll so that the player does not know if he succeeded or not.)

Image by Syreene

Pilot Spelljammer

Planejammer: Ad Astra Per Arcana DungeonMasterLoki DungeonMasterLoki