Path of the Aeronaut

The Path of the Aeronaut is a voyaging one, for those who love their ship as much as they love the sky.

**Requirements: Airship (Home Improver)**

**Path Completion Bonus**: None

**Mounted Gun Proficiency**

**Prerequisite**: Aim (Recruit)

**Cost**: 300 XP

**Expedited** **for**: Rage, Alertness, Finesse

**Activation**: Passive

When you attack with a mounted weapon you gain +10 Accuracy and +1 damage. This ability may be taken up to 6 times.

**Fast Swiveler**

**Prerequisite**: Aim (Recruit)

**Cost**: 300 XP

**Expedited** **for**: Rage, Alertness, Finesse

**Activation**: Passive

You can make a quick attack with the **Mounted Anti-Personnel Rifle** by spending only 1 Action and reducing the base damage by 2d6. All attacks made with this weapon in the same turn use the same damage roll.

**Gatling Gunner**

**Prerequisite**: Aim (Recruit)

**Cost**: 300 XP

**Expedited** **for**: Rage, Alertness, Finesse

**Activation**: Passive

When you make an attack with the **Mounted Gatling Gun**, deal an extra attack (four instead of three).

**Crew's Favorite**

**Prerequisite**: Advanced Eyebrow Waggling (Beginner)

**Cost**: 300 XP

**Expedited** **for**: Charm

**Activation**: Passive

All NPC crewmates within 3 meters of you gain +1 to their rolls.

**Breathing Room**

**Prerequisite**: Spell Training (Magician)

**Cost**: 300 XP

**Expedited** **for**: Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: 3 Actions

You conjure a breathable atmosphere enough to cover [ a 6 meter radius / the deck of an airship / an entire airship ]. This spell lasts while maintained as a Reaction. This spell provides only oxygen and a reasonable air pressure; it cannot be used, for example, to breathe underwater or cleanse toxic air.

**Airship Mechanic**

**Prerequisite**: Tinker's Training (Engineer)

**Cost**: 300 XP

**Expedited** **for**: Craft

**Activation**: 1 Action

Repair 5 temporary HP to an adjacent ship part.

**Mess Specialist**

**Prerequisite**: Basic Cooking (Hand)

**Cost**: 300 XP

**Expedited** **for**: Mind, Science, Charm

**Activation**: Passive

The max HP of all NPC crewmates is increased by 5 while you're on board an airship.

**Airship Pilot**

**Cost**: 300 XP

**Expedited** **for**: Alertness, Finesse

**Activation**: Passive

While piloting an airship, add your Dexterity to its Handling and your Perception to its Hull Armor.

**Airship Navigator**

**Cost**: 300 XP

**Expedited** **for**: Mind, Science

**Activation**: Passive

While on board an airship, add your Intelligence and Wisdom to its Speed and double its Speed when outside of dangerous situations. Only one **Airship Navigator**'s bonus may apply at one time.

**Airship Bosun**

**Cost**: 300 XP

**Expedited** **for**: Craft, Science

**Activation**: Passive

While on board an airship, all **Cargo Holds** can carry an additional 5 Bulk per hex.

**Push the Engines**

**Prerequisite**: Tinker's Training (Engineer or Alchemist)

**Cost**: 300 XP

**Expedited** **for**: Craft, Science

**Activation**: 3 Actions

While on board an airship, you can tweak a **Steam Propulsion Engine** to increase the ship's Speed by 2 instead of 1, but this decreases the Handling by 1. This effect is reversible.

**Overload the Anchor**

**Prerequisite**: Tinker's Training (Engineer or Alchemist)

**Cost**: 300 XP

**Expedited** **for**: Craft, Science

**Activation**: 3 Actions

While on board an airship, you can tweak a **Gravity Anchor** to bring the ship to a complete stop instantly. When you attempt this, roll 2d6. If the result is greater than your TEK + Luck, the Gravity Anchor rips through your hull, destroying the anchor and halving your ship's current Hull HP.

**Boarding Adrenaline**

**Cost**: 300 XP

**Expedited** **for**: Rage

**Activation**: Passive

While boarding an enemy airship, gain +1 Strength and +10 Accuracy.

**Calculated Shot**

**Cost**: 300 XP

**Expedited** **for**: Mind, Craft, Science

**Activation**: 1 Action

Your next attack with a mounted gun which targets an enemy airship's Hull will deal an extra +1 damage for each d6 of damage dealt. This effect can be stacked multiple times and persists until used or the until end of the Encounter.

**Cargo Merchant**

**Prerequisite**: Advanced Eyebrow Waggling (Beginner)

**Cost**: 300 XP, 100 **sp**

**Expedited** **for**: Charm

**Activation**: Passive

You have the knowledge and license to trade goods. Once per Quest, you may purchase goods from a town at a rate of 1d6 per Bulk and sell them in another town (at least 100 miles away) for 2d6 per Bulk. Roll only once per trade for all Bulk involved. You may roll before deciding how much to buy or sell. You may apply Hero Points to this roll as normal. Abilities (of you or your allies) which provide discounts to purchases, such as Discount Finder (Leader) may apply to buying goods in this way.

**Good Merchant**

**Prerequisite**: **Cargo Merchant**

**Cost**: 300 XP

**Expedited** **for**: Charm

**Activation**: Passive

When you sell goods, you may sell them for 3d6 per Bulk instead of 2d6.

**Shanty Song**

**Prerequisite**: Advanced Eyebrow Waggling (Beginner)

**Cost**: 300 XP

**Expedited** **for**: Charm

**Activation**: 2 Actions

You sing a shanty song aboard your airship, granting all NPC crewmates on the same deck a +1 bonus to all rolls and increasing the ship's Speed by its Morale. You may spend a Reaction each subsequent turn to continue to maintain the effect.

**All Together Now!**

**Prerequisite**: Advanced Eyebrow Waggling (Beginner)

**Cost**: 300 XP

**Expedited** **for**: Charm

**Activation**: 1 Action, 1 Morale Point

This ability is only usable aboard your airship, when you are the captain. You command the entire crew to take an action:

* **Fire!** All crew damage rolls increase by +1 per d6 until your next turn.
* **Take Cover!** All crew and the ship (and all ship parts) gain 5 Armor until your next turn.
* **To Your Stations!** All crew have doubled Speed until your next turn.