Seafarer

"In taverns old, our tales we share, of mermaids fair and krakens rare, every wave hides a story untold, and only the bravest souls dare to be bold." -- From a popular seafarer's shanty.

You have spent your life sailing the seas as a crew-member of a ship, or perhaps small party on a sloop. Through your career you have gained insights into not only the art of sailing, but also trading, negotiation, and combat. This background covers all kinds of sailors, pirates, privateers and fishermen.

Work with the Game Master to determine which ships you served on and which waters you have sailed.

Skill Proficiencies: Athletics

Tool Proficiencies: Navigator's tools, Vehicles (water)

Weapon Proficiencies: Flintlock Pistols

Languages: One of your choice

Equipment: 50ft of rope, 4 hardtack rations, navigator's tools, a waterproof backpack, sailor's clothes, and 2d6 (7) gp.

Feature: Sea Dog

You still have friends and contacts out on the waves. These allies will gladly help you where they can. Help includes but is not limited to: transport, importing and exporting goods, news from far off, and, if you can afford it, even chartering ships to command directly.

With the help of the Game Master you should decide which waters you sailed. The closer you are to that area, the more likely you are to encounter a friendly seafarer.

Alternate Feature: Pirate

You can take this feature instead of Sea Dog.

You were an infamous pirate and brigand. This is a double-edged sword. Sailors that know of your reputation are intimidated by you and will either help you out of fear, or try to stay out of your way entirely. You may have also made enemies and find yourself unwelcome in larger ports.

Pirates are a backstabbing duplicitous lot, but they do have a loose code. If you find yourself in the company of other pirates, they will treat you with respect and be willing to hear you out. They may even be agree to help you if you can make it worthwhile for them. Beware these uneasy alliances. There's no telling if and when they will turn...

With the help of the Game Master you should decide which waters you plundered. The closer you are to that area, the more infamy you have.

Characteristics

Seafarers are normally gruff and world-worn. They have an almost paradoxical love of both freedom and the tight rigour of a well run ship. They are adventurous by nature, but know when to turn ship and run too. They say that once a sailor, the salt-water will always be in your blood.

1d6 Personality Trait
1 In my spare time, I make model ships inside bottles.
2 I'm always willing to negotiate.
3 Maybe the real treasure was the friends I made along the way.
4 When I set my heart on something, I have to have it.
5 I use nautical slang and terminology in everyday speech.
6 I have dozens of tall tales, and I like to tell them again and again.
1d6 Ideal
1 Mercy. I always stop to help stricken sailors. (Good)
2 Freedom. Nobody tells me what to do. I chart my own course. (Chaotic)
3 Trade. I can find a way to make a deal. (Any)
4 Booty. The booty be mine, ya swabs! (Evil)
5 Travel. I want to see the world. (Any)
6 Equity. Everybody should get their fair share. (Lawful)
1d6 Bond
1 The sea. Both beautiful and unpredictable.
2 The ship I served on. From the moment I set eyes on her.
3 That special person I met long ago, at a distant port.
4 The treasure I've been searching for my whole life.
5 My family, who worry for me while I am away.
6 I seek vengeance on a crew-member who betrayed us.
1d6 Flaw
1 A captain must go down with their ship.
2 I constantly swear in a language nobody understands.
3 I have the old sailor's habit of drinking too much rum.
4 I have several rude tattoos.
5 Real sailors settle their differences with their fists.
6 I'm not as fearsome as my reputation would suggest.

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