HeavenChaser Upgrades & Job Positions Document in Stellarium | World Anvil
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HeavenChaser Upgrades & Job Positions

All customizations listed are purchasable through Platinum credits only.

Typically, little consideration is given to weapon design when designing a ship, since most weapons are mounted the hull or deck and are done post-construction.   Ships designed for warfare tend to carry many weapons, and the most common way of carrying weapons is through the weapon bays.   These are rooms with window screens that the crew can use to fire weapons in.



GENERAL UPGRADES

   

Ping Plotter

  • Scans the hemisphere around the ship up to 1000 feet and detects any incoming objects, creatures or ships.
  • Cost: 23 credits

    Arcane Fuel Cells

  • Increases maximum fuel capacity by 50%. Allows for longer travel without rest.
  • (Greater Dragonshards required) Cost: 50 credits

    Arcane Fuel Recharge

  • Upgrades the fuel cells to recharge via the arcane energy.
  • (Sage + Fuel Cells required) Cost: 50 credits

    Earth Glide

  • Allows the SpellJammer to move through the earth, movement speed is reduced by 1/4th.
  • (Elder Earth Elemental Required) Cost: 500 credits

    O2 Tank

  • Generates it's own air within the SpellJammer. Crew members cannot suffocate while inside the ship.
  • Cost: 252 credits

    Aquatic Landing pads

  • Allows the ship to land on water without sinking.
  • Cost: 25 credits

    Submarine Engine

  • Allows travel above and under the sea. Movement speed is reduced by half.
  • (Elder Water Elemental Essence required) Cost: 500 credits

    Teleportarium Pad

  • Allows teleportation to select locations within a 25 foot radius circle. This platform has a maximum of 10 charges, and may spend those charges to create one of the following effects:
    • Teleport Object 1 Charge: The Teleportarium teleports a single unattended object (and it's inanimate contents) of up to size Huge.
    • Teleport Creatures 2 Charges: The Teleportarium pad teleports up to 9 medium size creatures or smaller. Unwilling characters suffer a teleportation mishap.
    • The Teleporatarium regains 1d6 charges daily at dawn, or each time the Spelljammer rests.   (Sage Required) Cost: 500 credits

    Boarding Ramp

  • Allows boarding onto other structures, buildings, or ships mid-flight. Extends out to 30ft.
  • Cost: 8 credits

    Turbine Aerial Airfoil Engine

  • Allows the SpellJammer to hover in the air permanently without needing to land.
  • (Elder Air Elemental Essence required) Cost: 1,500 credits

    Lightning Drive

  • Immunity to lightning damage, whenever the ship is struck by lightning bolt (or similar spell of 3rd level or higher) it's speed is doubled. This isn't cumulative. While boosted in this way, t loses immunity and instead only resistant to lightning
  • (Greater Dragonshards required) Cost: 252

    Determined Planar Travel

  • Gives the ability to choose which plane to travel to.
  • (Planar Cube and Sage required) Cost: 402 credits

    Improved Design

  • This upgrade would be an overall improvement to the ship. This would include reshaping the hull to make the ship more streamlined. Increased travel speed and extra decks to allow for more Artillery, cargo, rooms and tonnage space.
  • Cost: 20 credits

    Improved Crew

  • Recruit skilled crew members while improving the current crew. They could give passive buffs, for instance having a bard on board might mean you can pay your crew less, or it might mean your crew is more motivated and prepared when a fight comes around. Increases morale, skill, dedication, and survivability.
  • (Captain, Entertainer & Trainer required) Cost: 7 credits
     

    Mecha-Shift Technology

  • The ultimate and most powerful lifeform. Some see's this upgrade as ludicrous, while other's as peak innovation. This upgrade installs STTEP's mecha-shift technology and House Cannith's ingenius guidance to give the airship the capability of transforming. No one exactly knows what it would transform into; perhaps a humanoid form to tangle with a Kraken, or maybe a beast form to render through enemies. One thing is for certain, it creates a new method of facing gargantuan vehicles and creatures.

  •  
  • Transformation Sequence takes 1 minute to complete. While transforming, all doors and rooms are locked to prevent injury. Their airship is unable to move or take any actions while transforming. The airship has the capability to transform into 2 different forms, each forms uniquely different than the other.

    • Fighter Form: Airships transforms into a gargantuan automachon with arms and ands, adopting a humanoid form.

    • Beast Form: The airship transforms into gargantuan construct of one type of creature. It mimics the movements and abilities of that creature.
      (3 Mechanical Engineers, 9 engineers, 1 Sage, Greater Dragonshards and all General Upgrades & Defensive Mechanisms required) Cost: 5,000 credits


    DEFENSE MECHANISIMS

    Shield Generator

  • Provides temporary shields to the ship. Artillery cannot be used while this function is enabled
  • (Dragonshards required) Cost: 805 credits

    Improved Shield Generator

  • Shields provide resistance to non-magical physical damage.
  • (Shield Generator required) Cost: 475 credits

    Arcane Shield Resistance

  • Provides resistance to one type of arcane damage, excluding psychic damage. (Sage + Shield Generator Required)
  • Cost: 257 credits

    Flare Rounds

  • Provides addition protection from missile attacks.
  • Cost: 15 credits

    Booster Engines

  • Propels the ship in one direction in excess of 200mph for a 1 minute burst. A loud audible noise can be heard in a 5 miles radius. Other ship mechanisms are temporarily disabled during this movement. Any loose items and objects are thrown towards the back of the ship. Creatures must make a Dex saving throw with a DC 20 or are also thrown, fall prone and considered restrained. This function is prone to overheat per use.
  • (Greater Dragonshards required) Cost: 50 credits

    Stealth Mode

  • The Ship turns invisible by disabling other ship functions, and has advantage on stealth checks when flying half speed. Undetectable by detection spells and technology. Stealth mode is deactivated if under fire or had a collision with an object.
  • (Sage required) Cost: 50 credits

    Reinforced Hull

  • Increases the AC by +2, and hull HP by 100.
  • (Decreases travel speed) Cost: 600 credits

    Reinforced Frame

  • Offers protection to the caravan in hazardous environments and internal structural damage. Immune to critical hits. Increases Frame HP by 25%
  • (Mithril required) Cost: 600 credits

    WEAPON SYSTEMS

    All defensive weapon systems require a gunsmith to be installed on the Spelljammer.

    Arcane Canons

  • Large cannons that propels varius elemental-infused artilery
  • (Gunsmith + Sage required) Cost: 55 credits

    Laser Canons

  • Project and fire lasers.
  • Cost: 37.5 credits

    Ballistic Artillery

  • High voltage piercing rounds.
  • Cost: 10 credits

    Missile Launcher

  • Fire explosive missiles for bludgeoning damage
  • Cost: 25

    Elemental Bombardments

  • Be able to drop volatile elemental explosives.
  • (Alchemist required) Cost: 75 credits

    Alchemist's Fire Projector

  • Fire alchemists flames in a short range.
  • (Alchemist required) Cost: 27.5 credits

    Improved Artillery

  • Artillery is retractable for faster flight speed and gives a less hostile design. Increased range, and +1 to attack/damage rolls.
  • (Gunsmith + Artillery type required) Cost: 15 credits

    Battering Ram

  • The front of the ship can be designed so that it withstands impacts better and can be used to destroy enemy ships through ramming.
  • Cost: 25 credits
    A minimum of 4 weeks is required for component installation or room customizations. The SpellJammer will not be operational during any upgrade process.  
    HeavenChaser Room Upgrades
    Document | Apr 10, 2022
     


    MANDATORY ROLES


    SpellJammer Chief/Captain

    Encourages and commands the crew. The captain assigns missions and create squadrons for the task. When traveling through dangerous territory the captain may take control of piloting the ship.
     

    Helmsman

    The helmsman is required to power the ship. A spellcaster is required to be a helmsman. All ship functions are not available if the Helmsman is not present; flight is included. (Role covered by Elminster.)
     

    Pilots

    Pilots plot the course of the SpellJammer and navigate through hazardous environments. (x2 pilots are required)

    Engineers

    Engineers work to maintain the SpellJammer's power core, dragonshards, and engines to achieve maximum efficiency. Responsible for repairing damage and upgrading functions and adding to capabilities to the SpellJammer. They are also responsible for providing supplies, resources, rations and clothing.
     

    Science Officer

    Responsible for computer technology, scanners and other systems to identify threats, target foes and navigate hazards. Skilled in exploration, weather patterns and direction.
    Type
    Contract, Private
    OPTIONAL ENGINEER ROLES

    Doctor - Responsible for the crew's overall health and injuries. Can heal critical injuries, exhaustion and natural ailments. Expedites a short rest to 10 minutes.   Sage - Master of the arcane, expert on scrolls and magical texts and items. Can create spell scrolls and certain magical items.   Researcher - Specializes in fields of study of Stellarium. Provides historical information of objects and geographical locations.   Priest - Removes curses/magical inflictions/exhaustion, provides religious services, information, components, & holy water   Cultural Linguist - Removes all language and cultural barriers, gives insight on people and humanoid creatures.   Mechanical Engineer - aside from fixing ships, mechanical engineers can build, repair, and upgrade vehicles.   Gunsmith/Ammunition Expert - Crafts ammunition and firearms. Responsible for firearm repairs.   Trainer - Improves skills of the crew. Provides feats to the crew.   Entertainer - Improves overall mood to the crew. Increases dedication and morale. Provides random boons.   Herbalist - Specializes in herbal plant growth for alchemy, medicine, and utility purposes.   Craftsman - Crafts unique items and objects as requested.   Alchemist - Concocts a variety of potions   Cleaners - Improves mood of the crew. Increases morale & Reduces maintenance cost.   Chef - Dedicated chefs to cook healthy meals for the crew. Improves mood.   Armorer - Crafts weapons and armor

    ENGINEERING ROOMS

    Med-Bay

    A facility to treat injuries and conditions. Storage for medical supplies. Required for Doctor (Cost: 100 credits)  

    Passengers Compartments

    Lodging area for passengers aboard the ship. Includes seats, beds, and toilets. (Cost: 5 credits)  

    Arcane Study Room

    Required for Sage (Cost: 34 credits)  

    Chapel

    Required for Priest (Cost: 100 credits)  

    Green House

    Required for Herbalist (Cost: 10 credits)  

    Lounge Area

    Required for Entertainer (Cost: 15 credits)  

    Library

    Required for Researcher, Cultural Linguist (Cost: 10 credits)  

    Alchemy Laboratory

    Required for Alchemist (Cost: 10 credits)  

    Training Hall

    Required for Trainer (Cost: 15 credits)  

    Cleaning Facilities

    Required for Cleaners (Cost: 5 credits)  

    Service Hangar

    Required for Mechanical Engineer, Gunsmith (Cost: 34 credits)  

    Forge

    Required for Weaponsmith, Armorer, & Craftsman (Cost: 24 credits)

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