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Supercharged Helm System - 5e Homebrew

Written by DoStuffZ

Supercharged Helm System (5e Homebrew)

 

Core Concept:

The Supercharged Helm allows massive spelljamming ships to function at scales larger than traditional helms. This system requires a Master Helm and multiple Subservient Helms, with a network of telepathically linked helmsmen. The more helmsmen connected, the harder it is to maintain coordination, and failure could be disastrous. This system is designed for massive organizations, like the Celestial Vigil Concord (CVC), which can bear the high costs and risks.  
Helm System Mechanics (5e):
  1. Master Helm:
    • Tonnage Capacity: 100 tons + 50 tons per Subservient Helm.
    • Cost: 200,000 gp.
    • Ship Rating (SR): The Master Helm provides an SR equal to the helmsman's proficiency bonus + their spellcasting ability modifier. The SR is reduced when Subservient Helms are connected.
    • Attunement: Only one helmsman can be attuned to the Master Helm at a time, and this requires a 1-hour attunement process. Attuning to the helm opens a telepathic link between the helmsman and any spellcasters attuned to Subservient Helms.
  2. Subservient Helms:
    • Tonnage Increase: Each Subservient Helm adds 50 tons of tonnage capacity.
    • Cost: 150,000 gp per Subservient Helm.
    • SR Reduction: Each Subservient Helm reduces the total SR by 1. This reduction reflects the increasing difficulty of maintaining mental cohesion across the network of helmsmen.
    • Attunement: Each Subservient Helm requires a separate attuned spellcaster. These helmsmen are linked telepathically to the Master Helm's helmsman.

Telepathic Link and Helm Shock:
  • Telepathic Link: Once attuned, all helmsmen are mentally connected to the Master Helm's helmsman. This link allows for coordinated control of the ship. However, this connection can become strained if one of the helmsmen falters.
  • Helm Shock (5e Mechanics): When performing complex maneuvers, sudden acceleration, or when the ship takes damage, all helmsmen must make an Intelligence Saving Throw to maintain control. The DC for this save is 10 + the number of Subservient Helms.
    • Success: The ship continues to function normally.
    • Failure: If any helmsman fails the save, they suffer from Helm Shock, becoming stunned for 1d4 rounds. Additionally, if multiple helmsmen fail:
      • Minor Failure (1-2 helmsmen fail): The ship’s SR is reduced by half for 1d4 rounds, and the ship moves erratically (disadvantage on all navigation checks).
      • Major Failure (3+ helmsmen fail): The helm system destabilizes entirely. The ship is immobilized for 1d6 rounds, and critical internal damage occurs. Roll a d20; on a 5 or lower, parts of the ship suffer severe damage, requiring repair.

Diminishing Returns (Reducing SR and Maneuverability):
  • Diminished Speed: The ship’s SR decreases by 1 for each Subservient Helm connected, representing the reduced efficiency of multiple minds coordinating.
  • Maneuverability: For every 2 Subservient Helms, the ship's Maneuverability Class (as per 5e's Spelljammer rules) is reduced by 1 step (e.g., from Class B to Class C). This makes tight turns, dodging, and precise movements harder.

Risk vs. Reward in 5e:
  • Advantages:
    • The system allows for massive ships (100 tons + 50 tons per Subservient Helm) to operate, ideal for large factions like the Celestial Vigil Concord.
    • The telepathic link provides a unique dynamic for multi-helmsman control, adding depth to roleplay and coordination.
  • Disadvantages:
    • The exponential costs of the system are enormous (200,000 gp for the Master Helm, 150,000 gp per Subservient Helm).
    • Helm Shock and the potential for catastrophic failure increase with each additional Subservient Helm.
    • Diminishing Returns on SR and maneuverability limit the practical benefits of adding too many helms.

Time and Travel Considerations: If we lean toward the Phlogiston for long-distance travel (instead of the Astral Sea), ships will need to navigate it carefully. Here's how that can affect the Supercharged Helm:
  • Phlogiston Travel: Ships using the Supercharged Helm in the Phlogiston have a base travel speed determined by their SR. The further they travel, the greater the chance that they will suffer Phlogiston Drift — random deviations in their course due to the chaotic nature of the Phlogiston.
  • Astral Sea Option: If you prefer the Astral Sea, where time can become distorted or less relevant, the Supercharged Helm could allow for near-instantaneous travel, but with the risk of losing track of time entirely. The telepathic link might strain the minds of the helmsmen even more in the Astral, as their perception of time diverges.

Cost Example (5e): Let’s say a ship is 300 tons and uses 1 Master Helm and 4 Subservient Helms:
  • - Base SR: A helmsman with a proficiency bonus of +4 and an Intelligence modifier of +3 gives a base SR of 7.
  • - SR Reduction: With 4 Subservient Helms, SR is reduced by 4, making the effective SR = 3.
  • - Cost:
    • - Master Helm: 200,000 gp.
    • - 4 Subservient Helms: 600,000 gp (150,000 gp each).
    • - Total: 800,000 gp for the helm system alone.

Additional Ideas:
  • Master Helm's Influence: The lead helmsman could have certain spells or abilities enhanced while attuned to the helm, allowing them to telepathically communicate with the crew or extend their senses through the ship.
  • Psionic/Mystic Enhancements: If psionic characters are involved, they could add bonuses to the telepathic link or assist in reducing the Helm Shock Save DCs.
  • Elemental or Cosmic Power Sources: If you want to make things more cosmic and risky, certain celestial organizations (like the CVC) might use rare materials or captured elementals to boost the system, though this could bring dangerous consequences.

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