Seaman
Package Type: Basic
Package Source: WHFRPG2e
Most Imperial seamen come from the province of Nordland, which has a long stretch of coast on the Sea of Claws. The Greatships, Wolfships, and Wargalleys of the Imperial Fleet patrol these waters, protecting the Empire from Norse longships, Bretonnian Buccaneers, and the dreaded fleets of Chaos.
Hardened Seamen crew these ships while their compatriots sail merchantmen, pirate vessels, and other privately owned craft. Elven sailors can also be found on the Sea of Claws, particularly those engaged by their great Merchant Houses. The activity of the region revolves around Marienburg, the greatest port in the Old World. This city and its surrounding area (known as the Wasteland) used to be part of the Imperial province of Westerland, but it bought its independence many years ago.
While Marienburg itself is nuetral territory, the Sea of Claws is the site of daily bloody clashes where Seaman earn their rum ration and booty on blood-soaked decks.
NOTE: Seaman Weapon Group is: Blades, Daggers, Gaffs, Crossbows, Weapons of Opportunity
NOTE: If you take Common Knowledge (the Wasteland) during character creation, your character can be from the great port of Marienburg at your option. Similarly, if during character creation you take Common Knowledge (Norsca) your character can be from Norsca, if you take Common Knowledge (Tilea) your character can be from Tilea, and if you take Common Knowledge (Bretonnia) your character can be from Bretonnia. Presumably, you will take the language corresponding with your nation of origin in such a circumstance.
Cost Ability
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3 Common Knowledge (Bretonnia): AK: Bretonnia
Common Knowledge (Norsca): AK: Norsca
Common Knowledge (Tilea): AK: Tilea
Common Knowledge (the Wasteland): AK: the Wasteland
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3 Speak Language (Breton): Language Breton
Speak Language (Norse): Language Norse
Speak Language (Tilean): Language Tilean
Speak Language (Reikspiel): Language Reikspiel
Navigation: Navigation
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3 Consume Alcohol: +5 CON, Only to Resist Effects Of Alcohol, No Figured Characteristics
Perception: +1 All PER
5 Dodge Blow: Either (+1 DCV) or (Martial Dodge and Reputation ("Hard to Hit", Small Group 11-))
3 Row: TF: Rafts, Small Rowed Boats, Large Rowed Boats
3 Sail: TF: Small Military Boats, Small Wind-Powered Boats, Large Wind-Powered Boats
3 Scale Sheer Surfaces: Climbing
3 Swim: +3" Swimming
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6 Hardy: +3 BODY
Streetfighter: Either (+1 HtH) or (Defensive Strike), and Reputation ("Scrapper", Small Group 11-)
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6 Swashbuckler: Acrobatics and Breakfall
Strike Mighty Blow: Either (+15 STR, Only For Damage (-1 1/2), No Figured Characteristics (-1/2)) or (Offensive Strike and 1 Weapon Element of Choice)
6 Seasoned Traveler: Traveller Skill Enhancer and 3 points of Area Knowledge
6 Specialist Weapon Group (Seaman): WF Seaman Weapons and +1 OCV with Seaman Weapons and Reputation ("Master of Seaman Weapons", Small Group 11-)
50
Total Cost Of Abilities
Value Disadvantage
0 None
50
Total Cost of Package
Cost Options and Miscellaneous Information
var Trapping: Leather Armour
var Trapping: Bottle of Poor Craftsmanship Spirits
var Trapping: Hand Weapon
var Career Entry: Boatman
var Career Entry: Envoy
var Career Entry: Ferryman
var Career Entry: Fisherman
var Career Entry: Norse Berserker
var Career Entry: Smuggler