Mariners
Basic Information
Anatomy
Civilization and Culture
Naming Traditions
Common Dress Code
Interspecies Relations and Assumptions
RPG Datasheet
Mariners / Mixed Mariners AG 0; CO 0 / CO +2; ME 0; RE 0; SD +2; EM 0 / EM +2; IN 0; PR 0 / PR +2; QU 0; ST +2; Appearance 0 Channeling 0; Essence 0; Mentalism 0; Poison 0; Disease 0 Body Development 0.6.4.2.1 / 0.6.5.2.1; Arcane PP 0.6.5.4.3; Channeling PP 0.6.5.4.3; Essence PP 0.6.5.4.3; Mentalism PP 0.7.6.5.4; Soul Departure 12 Rounds; Recovery Mult. 1x Languages 10; Background Options 6 / 5; Special Abilities - Mariners get a special +20 bonus to their Boat Piloting, Navigation, Rope Mastery, Rowing, Sailing, Star-Gazing, and Weather Watching skills. Language: Starting Languages - High-speech (S8/W6), Common-speech (S8/W6), and Sea-speech (S8/W6). Allowed Adolescent Devlopment - High-speech (S10/W10), Common-speech (S10/W10), Sea-speech (S10/W10), Grey-elvish (S8/W8), Sylvan (S6/W6), and Plains-speech (S6/W6). Everyman skills: Rope Mastery, Rowing, Sailing, Star-Gazing Restricted skills: None Mariners can take the Sailor training package and, depending on their cultural background, the Pirate training package at 3/4 the cost.
Comments