The Sailor/Mariner The sailor or mariner, to some people's surprise, is a man of arms trained in the arts of seafaring. They are tough and hardy men of adventure who like the feel of the ocean spray on their cheeks and the wind through their hair. The sailor works hard, plays hard and fights hard. In many respects, the Sailor O.C.C. is the most dangerous because they willingly pit themselves against the dangers of the sea daily without fear. A ship is vulnerable to attacks from sea serpents, magic, pirates, as well as the elements themselves. Storms, rough water, high winds, fog, rocks, ice, heat, cold, lost direction, hunger, lonliness, and dispair are all enemies of seafaring men. However the mystery, intrigue, foods, sights,and adventure in other lands, make it an exciting occupation that allures the wayward and wandering spirit. Sailors can raise high in the ranks through hard work and training which includes the technology of seafaring, from navigation to ship design to naval tactics and strategy. they can become officers or navigators and in time even captains of their own ships. In most places the training to become a sailor begins with a child becoming a cabin boy, an early apprenticeship that starts when the child is as young as 6 years old. Alternatively, characters may have been educated in a naval academy, and on special training ships. Character starting rank is a matter of chance, since the character should have already spent years at sea prior to becoming part of a caimpaign. Here is an optional roll-up table for the character's latest/highest rank. % | Rank | Description | 01-10 | Cabin Boy | A Cabin boy is a young man who waits on or serves the officers and passengers of a ship. | 11-20 | Cadet | A student at a naval school who is training to be an officer. | 21-30 | Seaman | An enlisted sailor engaged in sailing or working on a ship. | 31-40 | Ensign | The lowest commissioned rank on a ship. | 41-55 | Lieutenant | Second lowest commissiond officer on a ship. | 56-70 | Third Mate | Fourth in command of the ship | 71-85 | Second Mate | Third in command on a ship | 86-95 | First Mate | Second in command on a ship | 96-00 | Captain | Commander of a ship responcible for all command desisions |
Armour: Sailors typically wear leather armour or none at all. Leather provides freedom of movement and light weight, and the wearer can swim in it (at least until it gets water logged which takes a few minutes). Most sailors wear hard or studded, the two which provide the maximum protection. Heavy Armour is too restrictive and will send it's wearer to a watery grave if knocked overboard. Sailors start out with hard leather(A.R. 11, 39 s.d.c.), Typically provided by their captain/employer. Some will risk wearing a half suit of chain or scale, but most don't wear armour heavier then leather unless it is magically lightweight or weightless. Weapons: The cutlass and scimitar are commonly identified with sailors, but almost any small and medium type weapon can be used, but starting characters have either a cutlass or scimatar, plus one belaying pin and two knives (one for cooking and eating, the other for combat, but both can be used either as throwing weapons or for close combat). Sailor/Mariner O.C.C. Alignments: Any Attribute Requirements: I.Q.: 10, P.S.: 7, P..: 9 Racial Requirements: Any Race O.C.C> Bonuses: +1 to Initiative, +2 Balance O.C.C. Skills: Seamanship (+20%) Sailing (+15%) Ropeworks (+10%) Swimming(+10%) Climb/Scale Walls (+5%) Castaway/Shipwreak Survival (+10%) Lore: Sea (+5%) Astronomy/Navigation (+20%) Native Language (98%) plus 1 language of choice Literacy Mathematics Basic Flag Signalling W.P. Blunt W.P. Grappling Hook W.P. 2 of choice Hand to Hand Combat: Basic (can be changed to Expert at a cost of 1 other skill or can be changed to Martial Arts at a cost of 2 other skills or Assasin at a cost of 3 other skills) O.C.C. Related Skills: Choose 10 other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. Communications: Any (+10% to any languages) Domestic: Any Espionage: Any Horsemanship: General only Labour: Any Military: Any Medical: First Aid only Naval: Any (+15%) Performing Arts: Any Physical: any Rogue: Any (+5%) Science: Any Scholar/Noble/Technical: Any (+5%) Weapon Proficiencies: Any Wilderness: Any 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 clothing, including a good pair of leather bootsand a wide leather belt, plus a spare pair of pants and 2 spare shirts. A set of work clothes or uniform. Also a large sack, a small sack, tools, a small pouch, a marlin spike (looks like an ice pick and does 1d6 damage) used for splicing rope, Ship's papers. Money: The character starts out with 250 silver in pocket. Experiance Table:
Level | Experience | 1 | 0-1,880 | 2 | 1,881-3,660 | 3 | 3,661-7,800 | 4 | 7801-14000 | 5 | 14001-24500 | 6 | 24501-35,500 | 7 | 35,501-48,500 | 8 | 48,501-68,500 | 9 | 68,501-91,500 | 10 | 91,501-131,500 | 11 | 131,501-171,500 | 12 | 171,501-221,500 | 13 | 221,501-271,500 | 14 | 271,501-327,000 | 15 | 327,001-377,000 | Return to Occupations and Skills Return to Main Page
|