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.

%RankDescription
01-10Cabin BoyA Cabin boy is a young man who waits on or serves the officers and passengers of a ship.
11-20CadetA student at a naval school who is training to be an officer.
21-30SeamanAn enlisted sailor engaged in sailing or working on a ship.
31-40EnsignThe lowest commissioned rank on a ship.
41-55LieutenantSecond lowest commissiond officer on a ship.
56-70Third MateFourth in command of the ship
71-85Second MateThird in command on a ship
86-95First MateSecond in command on a ship
96-00CaptainCommander 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:
LevelExperience
10-1,880
21,881-3,660
33,661-7,800
47801-14000
514001-24500
624501-35,500
735,501-48,500
848,501-68,500
968,501-91,500
1091,501-131,500
11131,501-171,500
12171,501-221,500
13221,501-271,500
14271,501-327,000
15327,001-377,000

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