Spelljamming Ship Statistics

An average spelljamming ship's journey across the Astral Sea and through a wildspace system can take weeks, or even months. Naturally, this means a lot of down time for a Ship's crew, though down time does not mean idle hands. Regardless of whether your crewmen are NPC Sidekicks or higher CR Monsters, each crewman should be "assigned" to a Deck Department that most closely aligns with their role. Depending on their assignment and their highest statistic, your crewman will contribute to a series of weekly Crew Checks to improve conditions aboard the ship. There are 6 Ship Statistics:

Combat Readiness. This represents how prepared or practiced your crew is for combat. Higher levels of Combat Readiness give a bonus on your crew's rolls to hit and their damage.

Operations & Management. This represents the logistical wellness of your ship and its resources. Higher levels of this Statistic improve how efficient your crewmen are when using resources or preparing Rations.

Navigation & Spelljamming. This represents how synchronized your spelljammers are both with each other and with the ship itself. Higher levels of this Statistic grant a bonus to your ship's Base Speed.

Safety & Security. This represents the health and security of your crew and the ship as a whole. Higher levels of this Statistic provide a bonus to your crew's personal Skill Checks.

Ship Maintenance. This represents the care given to the Ship itself and its accoutrements. Higher levels of Ship Maintenance directly correlate to how many Hit Points your hull and weapons can regain each week.

Crew Morale. This represents your crew's general attitude and perception of the ship as a whole. Higher levels of Crew Morale improve your crewmen's Saving Throws.

To represent your Officers' selection of priorities, the DC for each Crew Check depends on the order their taken: the first check will have a easy DC of 5, the second will have a modest DC of 10, and so on so that the final Crew Check of the week will have an impossible DC of 30. Successes improve each respective statistic and failures damage them, resulting bonuses as high as +5 and penalties as low as -5.

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