Sailor
The Sailor O.C.C.
The sailor, or "Sea Dog," 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 many dangers of the sea. A ship is vulnerable to attacks from sea serpents, harpies, magic and pirates, as well as the elements themselves. Storms, rough waters, high winds, fog, rocks, ice, heat, cold, lost direction, hunger, loneliness, and despair, are all enemies of seafaring men.
However, the mystery, intrigue, foods, sights and adventures of other lands, make it an exciting occupation that allures the wayward and wandering spirit.
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Alignments: Any
Attribute Minimum Requirements: P.S. 7 and P.P. 9 or higher.
O.C.C. Bonuses: +1 on initiative, and +2 to maintain balance.
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O.C.C. Skills
- Seamanship (+20%)
- Rope Works (+10%)
- Swim (+10%)
- Sailing (+10%)
- Sea Lore (+15%)
- Castaway/Shipwreck Survival (+5%)
- Climb/Scale Walls (+5%)
- W.P. Blunt
- W.P. Grappling Hook
- W.P. Two of choice
- Hand to Hand: Basic
Hand to hand: basic can be changed to hand to hand: expert for the cost of one "other" skill, or to martial arts or assassin (if evil) for the cost of two "other" skills.
O.C.C. Related Skills
Select ten other skills at level one, plus select two additional skills at level two, and one skill at levels four, six, eight, ten and twelve. All new skills start at level one proficiency.
- Naval Skills: Any (+10%)
- Communications & Performing Arts: Any, (+5% for any languages)
- Domestic: Any
- Espionage: Any
- Horsemanship: General only
- Medical: First Aid only
- Military: Any
- Physical: Any
- Rogue: Any
- Science: Any
- Scholar & Technical: Any (+10%)
- Weapon Proficiencies: Any
- Wilderness: Any (+5%)
Secondary Skills
The character also gets to select four secondary skills from the previous list at level one, and two additional skills at levels three, seven, nine and eleven. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated.
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Starting Equipment
One suit of ordinary (street) clothing, a working sailor's outfit (no shoes, cap, shirt, loose pants, rope belt), and a dress uniform (formal white, with leather-brimmed cap, sailor shirt, jacket, trim pants, leather belt, and polished black leather shoes).
Other gear includes a few tools, a sewing kit suitable for mending sailcloth, 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), a marlin spike (for splicing rope), a large, well-made clothing bag, sleeping roll, and a purse or wallet.
Sailors from the Western Empire, Byzantium, Timiro and the Eastern Territories carry a set of papers signed by each of their captains, recording their terms of service and any notable accomplishments.
Armor
Sailors rarely use armor unless they anticipate actual combat. At such times, they may don light armor, rarely heavy. Most armor is considered a personal item and must be purchased by the individual character out of his/her own money. Quilt and leather types are the most commonly used because they allow good movement, are lightweight, and the wearer can swim in them should he have to. Magic armor is the most coveted (and extremely rare).
The character starts with no personal armor.
Weapons
The cutlass, a type of short sword, has become the trademark of most sailors, however, all sailors also learn to use belaying pins in brawls. Because hand to hand combat on a ship is limited by space and obstructions, large swords, pole arms, and ball and chain weapons are not very common. The character starts out with a cutlass, a belaying pin (wooden club), and a personal dagger (used for eating as well as fighting).
Money
The character starts out with 1 80 gold.
