Huffer (Dwarf, Halfling, Human, Gnome)

Boatmen may be the bulk of workers involved in the waterways however, the most treacherous and dangerous stretches of waterways require more specialized navigators and pilots on deck. Thunderous rapids, treacherous currents, hidden waterways where one wrong turn may send you over a waterfall, these are the places a Huffer truly earns their take.

Huffers are specialist waterway guides who know all the secret routes and can navigate the most treacherous and/or hidden waterways in their region. They are a low availability, but moderate demand service, and generally hire on more like mercenaries, not working on one boat permanently, but charging per trip, and latching on with any given crew. Many make their living working one harsh stretch of water, others still travel some and work an area, going from vessel to vessel. Others even hire on as navigators for full journeys, or hire on with wealthy patrons or government expeditions for their general knowledge to explore along as of yet unoccupied areas and waterways. Valerick is a large place, and by comparison, a lot of the land remains unexplored and unsettled and this is true of her waterways as well.

Role: Again as with most Coastal Folk, Huffers can generally hold their own in a fight, but it is their unique knowledge and skill set for navigating dangerous waters, and knowing all the hidden or not heavily trafficked routes, these are the largest potential offering they bring to the table for an adventuring group.

Career

Qualifications

Skill at sailing
Knowledge of local areas and dangerous waters.

Career Progression

CAREER CHARACTERISTIC ADVANCEMENT SCHEME:
WS BS Str T I Ag Dex Int WP Fel
1 1 1 3 2 4

CAREER PATH OUTLINES:
TIER 1: Waterway Guide: Copper-4
Skills: Consume Alcohol, Gossip, Intuition, Lore (Local), Lore (Riverways), Perception, Row, Swim
Talents: Fisherman, Night Vision, Orientation, Waterman
Trappings: Hand Weapon (Boat Hook), Storm Lantern and Oil

TIER 2: Huffer: Silver-1
Skills: Charm, Cool, Entertain (Story-Telling), Language (Any), Melee (Basic), Navigation
Talents: Dealmaker, Etiquette (Guilder), Nose for Trouble, River Guide
Trappings: Sleeved Gambeson Tunic, Rope, Row Boat

TIER 3: Pilot: Silver-3
Skills: Haggle, Intimidate, Lore (Local), Lore (Wrecks)
Talents: Acute Sense (Sight), Pilot, Sea Legs, Very Strong
Trappings: Pole, Storm Lantern

TIER 4: Master Pilot: Silver-5
Skills: Leadership, Sail
Talents: Sixth Sense, Sharp, Strong Swimmer, Tenacious
Trappings: Boat-Hand, Small Riverboat

Payment & Reimbursement

Huffer's can demand quite a fee for their services, though not as large as some of the more wild stories would suggest. They being at Copper-5 and can ascend to Silver-5 through four tiers of this career.

Other Benefits

Respect beyond the norm for sailors due to your unique skill set. Travel, port contacts, and a bold and brash reputation that can open all sorts of doors to interesting opportunities.

Perception

Purpose

To guide and/or pilot boats and ships through the most dangerous and treacherous stretches of water.

Social Status

They are seen with respect, if also seen as a little wild and foolhardy for their fearless demeanor and totally carefree attitude.

Demographics

You will find no elves plying such a craft, as they are too cautious and unwilling, to respectful of nature to believe they can outdo it. You will find no gnomes for a similar reason. Vrocks, however you will find none for they do not generally posses the patience and tact required, for raw power alone will get you nowhere. But dwarves, halflings, humans and gnomes you will find plying such a craft in near equal measure.

History

Huffers came to exist sometime during the first waves of expansion after the Sundering, though when they diverged from Boatmen to become a separate and unique skilled craft no one can be sure of. They have thrived ever since, for the Uisce twins offerings to the crafting of the world, though the lifeblood of all things, can be a tempermental and tricksy gift, with two faces. Most Huffers wouldn't have it any other way, enjoying the challenge.

Operations

Tools

Lantern
Rowboat
Pole
Weapon
Armor

Materials

Coal or Sails
Oars
Crew as needed
Charts
Rope
Lantern Oil

Workplace

The waterways can be a treacherous mistress, and require skilled hands. The smell and feel of the rolls of the currents, the chill mist in the air, the calls of wild creatures and things great and small, there is a edge of beauty to it. In towns and cities of course, it is more the brick and mortar jungle, no less beautiful necessarily in its own way, but also no less dangerous.

Provided Services

Navigating the most dangerous and treacherous stretches of water all about Valerick

Dangers & Hazards

Traffic, Extortion (By Naval Wardens or Pirates), Weather, Monsters, all manner of hazards await you.
Type
Transportation
Demand
Moderate
Legality
Shipping is regulated and you will be subject to customs inspections and dock inspections, along with subject to laws and answering to the Naval Wardens.

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