The FishermanAlong the coastal regions of most of Otara, there are more commercial Fishermen than farmers, merchants or soldiers, and virtually every sailor generally starts their career off by casting lines and hauling nets on a fishing vessel, or takes part in seasonal fishing trips to make a few extra gold or simply indulge themselves and reconnect with their roots. The title "Fisherman" refers to both men and women whose trade is to catch aquatic animals such as shellfish, octopi, squid, crabs, lobster, shrimp, starfish, sea urchins, sand dollars, and of course, fish. Sealers hunt for seals and walrus, Whalers seek out whales and dolphins, and Serpent Chasers stalk sea monsters, the most dangerous of aquatic prey. Fishing is one of the most important jobs throughout the world, and absolutely essential to maintaining many economies and large, urban populations. Far beyond taking a rowboat and a cane-pole out and casting a few lines for relaxation, commercial fishing is the skill of catching large quantities of fish and other seafood for profit. It includes the preservation, cleaning and preparation of fish for the market and consumption. Fishermen often travel great distances and brave severe weather conditions to reach fisheries, spawning grounds and "lucky shoals" where fish seem to abound. Pirates are a constant threat to a working Fisherman; though they have little interest in taking fishing boats they will not hesitate to empty a vessel of its catch, possibly depriving a Fisherman of thousands of gold. The beasts of the sea are a lurking danger as well. Unlike Serpent Chasers, Fishermen prefer to steer well clear of sea serpents, but generally keep a stout harpoon or other weapon on hand just in case. Many Sailors, Mariners and Marines, as well as farmers and other "landlubbers" are also knowledgeable and experienced in fishing, or can easily recall fishing skills they picked up in their youth. The Fisherman O.C.C.Attribute Requirements: None, though a good P.S. and P.E. are advised.
Domestic: Any (+5%) Espionage: None Horsemanship: General Only. Labour: Any Medical: First Aid only. Military: Heraldry Only Naval Skills: Any (+10%) Performing Arts: Any Physical: Any, except Acrobatics, Gymnastics and Wrestling. Rogue: Cardsharp, Find Contraband, and Ventriloquism only. Science: Mathematics skills only. Scholar/Noble/Technical: Any (+5%) Weapon Proficiencies: Any, except Siege and Lance. Wilderness: Any (+5%) Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus. Starting Equipment: One suit of street clothing, two working outfits (which includes bib and brace trousers), waterproof gloves (sealskin or other treated skins), waterproof boots, leather-brimmed cap, two sewing kits (one for mending sailcloth, the other for clothing and stitching wounds), a "Sailmaker's Palm" (used like a thimble, but made of leather and metal, with a leather strap going around the hand and a metal disk set in the palm), 200 foot (61 m) coil of rope, 50 foot (15 m) coil of rope, 1D6 fishing nets, a marlin spike (for splicing rope), large waterproof clothing bag, 1D4+1 fishing reels, 500 feet (152 m) of silk line, 4D4 hooks (a variety of size, shapes, and types), 2 landing nets, 1D4 filet knives (1D4 damage), fishing tools (pliers, grippers, & hook removers), a complete set of carpentry tools, 3D4 traps and accessories (depending upon the type of aquatic animals the Fisherman intends to catch), one knot-tying tool (+5% to Ropeworks skill), a waterproof purse or wallet and a waterproof sea chest to hold his or her belongings. Armour: Fishermen do not expect combat, so armour is not a common part of their kit. Any armor they do own will be acquired for personal reasons, come out of their own pay and left on dry land. Heavy armour is avoided due to its restriction of movement and instant drowning risk. Shark Leather armor is very popular amongst sailors and mariners, but only wealthy Fishermen or those who expect to encounter pirates generally wear leather armor. Weapons:A cutlass, a type of short sword, is the trademark weapon and cutting tool for most Fishermen. Some Fishermen keep one close on deck if they need to cut a line right away and keep a second sword (usually hidden away) in case they need to defend themselves. Almost every Fisherman keeps a good, sharp knife or dagger on their person just in case they become ensnared in a line or rope and have to cut themselves free as quickly as possible. Money: The character starts with 120 in gold, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for jobs and/or booty. Fishing Vessel/Boat: A Player Character may own a typical fishing boat, or serve as a crew member aboard a merchantman or a Jungle Boat/Mini-Merchant Vessel. Stats for all types of ships can be found in Adventures on the High Seas™. Even a Fisherman who does not own a true sea going vessel still has a rowboat or canoe. Aquatic Animal Values: Some fish are common and draw prices accordingly, while others are more expensive, only found in the cold waters of the Northern Sea. Fish will be judged based upon size and/or sex. Adults are generally preferred, but juveniles will be taken at half value.
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