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.
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
Arcane Fuel Cells
Arcane Fuel Recharge
Earth Glide
O2 Tank
Aquatic Landing pads
Submarine Engine
Teleportarium Pad
- 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
Turbine Aerial Airfoil Engine
Lightning Drive
Determined Planar Travel
Improved Design
Improved Crew
Mecha-Shift Technology
- 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.
DEFENSE MECHANISIMS
Shield Generator
Improved Shield Generator
Arcane Shield Resistance
Flare Rounds
Booster Engines
Stealth Mode
Reinforced Hull
Reinforced Frame
WEAPON SYSTEMS
All defensive weapon systems require a gunsmith to be installed on the Spelljammer.
Arcane Canons
Laser Canons
Ballistic Artillery
Missile Launcher
Elemental Bombardments
Alchemist's Fire Projector
Improved Artillery
Battering Ram
A minimum of 4 weeks is required for component installation or room customizations. The SpellJammer will not be operational during any upgrade process.
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
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
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