Difference between revisions of "WNH Ship Roles"
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'''Key Abilities:''' Intelligence (Vehicles - Water), Charisma (Intimidation, Persuasion)<br> | '''Key Abilities:''' Intelligence (Vehicles - Water), Charisma (Intimidation, Persuasion)<br> |
Revision as of 09:15, 9 August 2022
Captain
Key Abilities: Intelligence (Vehicles - Water), Charisma (Intimidation, Persuasion)
The captain commands the vessel. They are the final authority aboard that vessel, even acting as judge and jury if necessary. But this means that the buck stops with the captain as well – failure or tragedy is usually heaped on the captain's head at day's end. The captain's job is to ensure the vessel accomplishes its aims, start to finish and top to bottom, and a good captain does so by finding and appointing talented folk to officer positions and managing them accordingly.
First Mate
Key Abilities: Charisma (Intimidation, Persuasion)
This specialist keeps the crew's morale high by providing supervision, encouragement. and discipline. Though the first mate holds command when the captain isn't on deck, the first mate's primary role is to interface between the captain and the rest of the crew. A good first mate usually interacts with the crew based on the captain's demeanor: an aloof or distant captain is best served by a friendly, one-of-the-lads sort of first mate, while a friendlier or inspiring captain usually needs a stern hard-ass of a first mate.
Bosun
Key Abilities: Strength (Athletics; Carpenter's Tools)
The bosun (or boatswain) provides technical advice to the captain and crew and leads repair and maintenance efforts. Generally speaking, the bosun sits between the crew and the command, with the bosun typically in charge of hiring and firing crew and doling out shift assignments. When neither captain nor first mate are on deck, a bosun usually is in charge, but this isn't an expectation of command, per se: a bosun keeps everything operating ship-shape and normal, and if anything comes up that requires a command decision, the bosun immediately fetches the captain or first mate.
Quartermaster
Key Abilities: Intelligence (Nature; Navigator's Tools)
The quartermaster has a number of tasks, but they can best be summarized thusly: the quartermaster makes sure the ship can get to where it's supposed to go. While at sail, this means that the quartermaster generally checks bearings and makes sure the vessel stays on course. The quartermaster tends to act as navigator, plotting and checking the route taken. At port, the quartermaster oversees the supplies for the vessel, ensuring it has the food and materials it needs to make whatever journey the quartermaster has plotted for it when they depart. As such, the quartermaster also frequently manages the ship's books and pay chest. In the ship's hierarchy, the quartermaster does not have command over anyone except the cook (and a wise quartermaster lets the cook rule their roost with minimal interference).
Surgeon
Key Abilities: Wisdom (Medicine; Herbalism Kit)
The ship's surgeon tends to injuries, keeps illnesses from spreading throughout the ship, and oversees sanitation. The surgeon's relationship with the crew can vary – sometimes they're the meddlesome wag who insists things aren't being cleaned well or often enough, other times they're the champion insisting to the command that you be given a day or two to recover from an illness, and at yet other times, they're the terror deciding whether or not you lose that limb! A surgeon's direct commander is the first mate, and they are at equal status with the bosun.
Cook
Key Abilities: Constitution, Intelligence (Brewer's Supplies, Cook's Utensils)
A ship's cook works with the limited ingredients aboard a ship to make meals. A skilled cook keeps the crew's morale in top shape, while a poor one drags down the entire crew's performance. The cook's immediate superior is the quartermaster.