It's back! :D I'd like to join with Emery again, although I might have to change her position since I had her as navigator.Yeah, I made a slight change to the roster system. Emery was my favorite though... Speaking of roster, I suppose I'll make a little note here on the crew positions.
If you thought this would be little... LOL
Captain - In charge of the whole deal. Summer isn't evil or overbearing, but she is unquestionably authoritarian and what she says goes. Including people if they sufficiently irritate her. Often does the piloting work but can delegate it to qualified crew members. Don't expect too much help from her in a fight other than leadership, but she's damn good at that.
First Mate - Essentially the Captain's muscle. While few are intimidated by Summer, all are intimidated by Weston. Serves diplomatic purposes and assisting the captain in keeping the crew in line. He essentially is the powerhouse of the Free Wind and serves as the last-resort. Most of the time, however, it is merely supervising work.
Mechanic - Will probably catch a lot of flak from the Captain, but it's a part of the job. After all, with a big ship like the Free Wind anything and everything can break and it'd be a real shame to go down over the Sky Oceans where everyone will fall and be crushed by gravity. An invaluable member that will probably have their work cut out for them but at the same time get less micro-managing from higher powers.
Quartermaster - In charge of overseeing and recording the storage, transport, and removal of cargo. As "cargo" is a variable term, particularly with the Free Wind's habit of transporting actual people as cargo on the occasion, this is a supervisor-type role. Large loads of cargo being loaded/unloaded will afford some assistance from other crew members (Gunners or First Mate) but small ones get no help.
Cook - Pretty self-explanatory. Highly essential, like the mechanic, except the cook will probably get a lot more love than the mechanic due to the less threatening nature of the position and the daily output (provided the cook is satisfactory, otherwise they'd have it even worse). In charge of maintaining ingredients, making meals, and keeping the kitchen and mess hall clean.
Doctor - Hopefully someone smart, otherwise Summer would have a field day everyday. Somebody to attend to sickness, injuries, or any other physiological needs of the crew. While a seemingly insignificant position the Doctor is a valuable position given the Free Winds bad habit of running into trouble. More often than not: violent trouble. Don't expect much sympathy for rush jobs.
Scout - When a large, middle-of-the-road in terms of speed ship is in constant danger it sometimes needs a forward unit. The scout will mostly be in charge of manning the radar and assisting in navigation, but the most important task is to take a smaller, faster vessel at certain times to scout ahead of the Free Wind. Particularly when landing in "high-risk" territories or entering no-fly zones.
Gunners - The grunts, so to speak. In charge of keeping the ship clean when nothing else is going on. But they are expected to be very useful in combat situations, both on and off the ship. The true guards of the ship that will man the cannons for naval combat and draw their swords (or guns or w/e) when the enemy is in their face. Probably have the most boring job 90% of the time, but will get the most action when the time is right.
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