Sailor

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Occupation Tags: Mercantile, Underworld, Wanderer

You have spent considerable time as an explorer, freebooter, pirate or mariner and define your life by the sea. From skiffs to frigates, you know your way around a ship and are as comfortable in a raging storm as you are in a pleasant breeze. You embrace the freedom, adventure, and danger of life as you traverse the trading lanes or explore parts unknown, never knowing what might be waiting over the next wave.

Starting Equipment

If you take this profession when you create your character, you gain the following gear, in addition to the equipment you gained based on your background: rucksack, leather armor, 1 tool or kit, clothes (simple), mess kit, rations (5), utensils, bowl, flask, 50 ft rope, compass

Skills

Each time you gain a rank in the sailor profession (including rank 1), gain +3 Vehicles [water], and +1 in three different skills of your choice from below:

  • Acrobatics: Balancing
  • Athleticism: Applied Force, Athletics
  • Crafting*: Cartography, Cooking, Woodcarving
  • Influence: Intimidating, Leadership
  • Knowledge: Astrology, Astronomy, Geography, Economics, Medicine*, Military
  • Luck: Fortuity, Scavenging
  • Observation: Intuiting, Perceiving
  • Performance: Instrument* [choose one], Singing
  • Stamina: Menacing, Swimming
  • Subterfuge: Evading, Sleight of Hand
  • Survival: Nature, Navigating*

Sea Legs

When you become a rank 1 sailor, and every time you gain a rank in the sailor profession, your reputation among NPCs with your choice of mercantile, military, or underworld backgrounds improves.

Rank 1: Crewmate

You have the skills and knowledge to secure a temporary position on a trading, privateer, pirate, or exploratory vessel and earn 10 sc for every week spent working in a friendly port.

Rank 2: Boatswain

You are an established member of a ship’s crew that provides you with free room and board in any port in which the ship is docked. You now earn 15 sc for every week of service, even if you are not at a port.

Rank 3-5

You have risen to the rank of captain and have your own ship with a crew under your employ. When achieving rank 3 in this profession you may choose a specialization: explorer, merchant, pirate, or privateer. This choice grants you specific abilities at ranks 4 and 5 as well as this rank.

Explorer
Rank 3 When choosing this specialization, you may immediately gain 1 rank of the nomad profession, including all starting equipment and skills. Your ship is outfitted for long journeys.

Once per week you may attempt a short expedition to discover parts unknown. Roll a d10 and refer to the chart below:

Expedition
Roll Result
1-4 Your expedition proves a failure and you are unable to discover any landmasses or treasure of note.
5-8 Your expedition uncovers an island or shipwreck. Selling the mapped location or recovered salvage earns you 4d10 sc.
9-10 You discover a valuable shipwreck or island teeming with resources. Selling the mapped location or recovered salvage earns you 4d10+40 sc.
Rank 4 You are now an expedition leader and can attempt to fund more elaborate exploratory missions. These missions can be sponsored by NPCs with an academic or aristocratic background or can be paid out of your own pocket. Each sponsor gives you a +1 on the elaborate expedition roll (below), but takes 10% of final earnings. Failing to succeed may damage your reputation with your sponsor. You also gain 1 rank in the nomad profession.
Elaborate Expedition
Roll Result
1-4 Your expedition proves a failure and you are unable to discover any landmasses or treasure of note.
5-8 Your expedition uncovers an island or shipwreck. Selling the mapped location or recovered salvage earns you 8d10 sc.
9-10 You discover a valuable shipwreck or island teeming with resources. Selling the location or recovered salvage

earns you 8d10+80 sc.

Rank 5 You are now a famed explorer and your name is spoken with awe by NPCs with academic or aristocracy backgrounds. You are twice as likely to find sponsors among these groups. The next elaborate exploratory mission you successfully complete will result in a small landmass being named after you and will earn you double the associated payment.

Additionally, you gain the ability to communicate rudimentary ideas to any intelligent beings, even if you do not speak their language, and gain a +3 to Intuiting checks regarding understanding unknown cultures, customs, or languages.

Merchant
Rank 3 When choosing this specialization you may immediately gain 1 rank of the trader profession, including all equipment and skills. Every week you may perform a trade mission and earn 2d10 sc in addition to your trader income. When entering a new port, you can locate any specific shops, services, or trading houses within one hour.
Rank 4 You are now a company merchant and gain 1 rank in the trader profession. You may hire an additional ship and no longer need to be present on board to run a trade mission.
Rank 5 You are now a company master and may employ up to three trading vessels. Additionally, you gain 1 rank in the trader profession.
Pirate
Rank 3 When choosing this specialization you may immediately gain 1 rank of the thug profession, including all equipment and skills. Once per week you may take your ship out to plunder a trading lane, earning you 8d10+80 sc but drawing the attention of local authorities. Every week spent plundering this region will earn your ship a cumulative 50 sc bounty that increases the chance of direct conflict with military or privateer vessels. You become aware of one safe port in the region that will never attempt to collect your bounty.
Rank 4 You are now a pirate master and have a second ship under your command. Your plunder now earns you 12d10+120 sc. You now know the location of every safe port and harbor within your home region and can spend one week discovering one in new regions you visit. Additionally, you gain 1 rank in the thug profession.
Rank 5 You are now a pirate lord and may have a total of three ships in your fleet. Your plunder now earns you 20d10+200 sc and your infamy causes all but the bravest merchants to surrender without defense. You have a +3 Intimidating against anyone within 5 miles of the port in which your ships are docked.
Privateer
Rank 3 When choosing this specialization you may immediately gain 1 rank of the soldier profession, including all equipment and skills. Your ship and crew are well known to the military of your home region and you may accept military contracts. These contracts pay 4d10 sc and generally include providing escort for supply ships, hunting dangerous pirates, or protecting endangered ports. Each completed contract provides +1 goodwill with local settlements.
Rank 4 You are now a Commodore and have outfitted your ship for serious military engagements. You may now take contracts to hunt down dangerous bounties. Completing these contracts pays 8d10 sc and earns you an audience with any official with the Aristocratic or Military Background if they have 4 or fewer professional ranks. Additionally, you gain 1 rank in the soldier profession.
Rank 5 You are now an admiral in your home region’s navy and captain one of the strongest ships of the line available. You gain 1 rank in the honorable profession, including all equipment and skills.
Professions ArchivistBarristerCharlatanClergyEntertainerGuardHonorableInquisitorKnightNomadPhysicianPioneerSailorSoldierTraderThiefThug