Sailor
50 points
You’re an experienced professional crewman on one of the fine ships that sail the open seas of the Disc, without sinking on more than two voyages out of seven.
Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 11 [10].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 10 [0]; Per 10 [0]; FP 11 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0].
Advantages: 35 points chosen from among ST +1 or +2 [10 or 20], DX +1 [20], HT +1 or +2 [10 or 20], HP +1 or +2 [2 or 4], Per +1 or +2 [5 or 10], Absolute Direction [5], Acute Vision [2/level], Alcohol Tolerance [1], Attractive [4], Cold
or Heat Resistance 1 [1], Contacts (old shipmates or traders) [varies], Cultural Familiarities [1 each], Deep Sleeper [1], Fearlessness [2/level], High Pain Threshold [10], Improvised Weapons (Brawling) [1], Language Talent [10], Languages (any modern) [varies], Less Sleep [2/level], Luck [15], Night Vision 1-2 [1-2], Perfect Balance [15], or Resistant to Disease +3 or +8 [3 or 5].
Disadvantages: -20 points chosen from among Alcoholism [-15], Chummy [-5], Code of Honour (Pirate’s) [-5], Compulsive Behaviour (Carousing, Gambling,
or Neatness) [-5*], Hidebound [-5], Lecherousness [-15*], Odious Personal Habit (Sea Shanties) [-5], One Eye [-15], One Hand [-15], Sense of Duty (Shipmates) [-5], Skinny [-5], Social Stigma (Uneducated) [-5], Status -1 [-5]; Struggling
or Poor [-10 or -15], or Unattractive [-4].
Primary Skills: Seamanship (E) IQ+2 [4]-12.
Secondary Skills: Boating (A) DX+1 [4] 11; Knot-Tying (E) DX+2 [4]-12.
Background Skills: Any seven of Area Knowledge (The Oceans), First Aid, or Gesture, all (E) IQ [1]-10; Astronomy, Musical Instrument (Drum or Pipe), Naturalist, Shiphandling, or Shouting at Foreigners, all (H) IQ-2 [1]-8; Axe/Mace, Climbing, Spear, or Shortsword, all (A) DX-1 [1]-9; Carousing or Swimming, both (E) HT [1]-11; Fishing (E) Per [1]-10; Cartography, Gambling, Leadership, Merchant, Navigation (Sea), Smuggling, Streetwise, or Weather Sense, all (A) IQ-1 [1]-9; Brawling, Gunner (Catapult), Knife, or Sewing, all (E) DX [1]-10; or Survival (Island/Beach) (A) Per-1 [1]-9. • Then add +2 to two of these [3 each].
Note that if you want to take Shiphandling, you also need to put points into Leadership and Navigation.