Ship Based Roles

Each ship has roles for officers which are outlined below.

Master at Arms
The Master at Arms is the officer who commands sailors typically in combat situations acting as a lieutenant to the Captain and First Mate.

Boon: By spending a movement action that provokes attacks of opportunity, they can bark orders are crew members. They roll a Profession: Sailor check. For every multiple of 10 a sailor follows their commands. The sailors are able to make one attack, one combat maneuver or otherwise one standard action using the sailor's stats.

The sailors exist in the scene of battle for one round after which they functionally are no longer in play.

Design: This ability grants the Master At Arms a small number of mooks that they can use in combat.

Drawback: Any unit that dies as a direct consequence of the order given by the Master At Arms will cost them 1 unit of influence representing the resentment the crew feels towards one of their own dying. Failure to pay this results in cumulative moral penalties on the sailors summoned and the ship potentially leading to a mutiny.

Quartermaster
The Quartermaster is in charge of the cargo on a ship. It is their job to arrange the trade deals in port and are in charge of ensuring the ship is adequately supplies.

Boon #1: The quartermaster with a social skill check in a dock can convert 1 unit of Goods to 1 unit of Influence or Labor on a 1 for 1 trade. The amount they can trade per day is equal to the result of their skill check divided by 10 (round down).

Boon #2: The Quartermaster can burn 1 unit of Influence for a +2 circumstance bonus on any social skill roll. (Max bonus granted is +6)

Design: The Quartermaster's boons are more heavily geared towards downtime and resource management

Drawback:

Ship Doctor
Boon:

Design:

Drawback: