You have been trained to fly spelljammers. You went through many years of education and countless setbacks, and where the other cadets in tour year level eventually dropped out from the pressure, you persevered and passed your exams. You excelled at training, but it turns out nobody can control the chaos of the void, and actually flying a spelljammer for real is a whole different beast
- Equipment: an ensign insignia, a graduation gift from your parents (traditionally a long, white sharf), a deck of cards, a pressed and ironed cadet's uniform, and a belt pouch containing 15 gp
You are a part of a crew on a spelljammer, and as a highly trained cadet, the other crew members listen to you and obey your orders unless they have a good reason not to. It doesn't necessarily mean you have ultimate authority, just that you are trusted to make good decision. Even on hostile spelljammers, your expertise is often recognized. That said, some may distrust that your judgement comes from education rather than practical experience, if they are inclined to dislike you.
Choose this variant feature if you would like to play a cadet that is more established.
You have the service of three crewmates loyal to you. These lackeys can be your mates, deckhands, lookouts, or have other roles important to the ship. Your lackeys are commoners who can perform mundane tasks for you, but they do not fight for you, will not leave the ship to venture into dangerous areas, and will leave if they are frequently endangered or abused.







Comments