Friday, July 8, 2011

Sailors - Worlds Apart

and for those who sail the Forever Sea...

Sailors: Dex 5+
–1 DM for every previous career.

The lure of the sea has always been strong, but now that the Forever Sea has returned, trade has grown and grown. Maintaining that trade against the continual barrage of pirates demands a strong military force.

• Deckhand: You serve as a deckhand upon a capital voyager ship.
• Marine: You’re a soldier at sea protecting your capital voyager ship. You man the guns and run the defenses, you engage hostile boarders and you’re the first off the boat when attacking enemy ports.
•  Artificer: You’re trained to deal with the technical aspects of voyager capital ships; journeys upon the Forever Sea rely upon your knowledge.

Career Progress
Assignment
Survival
Advancement
Deckhand
End 5+
Edu 5+
Marine
End 7+
Int 6+
Artificer
Int 8+
Edu 6+

Mustering-Out
Roll
Cash
Benefits
1
1,000 sp
Magic Item (weapon)
2
1,500 sp
+1 End
3
2,000 sp
1d6 Voyager Ship Shares
4
3,000 sp
Private Passage
5
4,000 sp
+1 Edu
6
5,000 sp
Magic Item (any)
7
6,000 sp
2d6 Voyager Ship Shares

Skills and Training
Roll
Personal Development
Service Skills
Advanced Education (Minimum Edu 8)

Commendation Skills
1
+1 Str
Athletics (any)
Advocate
Gunner (any)
2
+1 End
Melee Combat (any)
Deep Ocean Navigation
Leadership
3
+1 Soc
Carouse
Elemental Engineer (any)
Medic
4
+1 Int
Seafarer
Mechanic
Recon
5
+1 Edu
Natural Sciences (astronomy)
Pilot (any)
Stealth
6
+1 Dex
Streetwise
Tactics (naval)
Tactics (naval)

Roll
Assignment: Deckhand
Assignment: Marine
Assignment: Artificer
1
Athletics (any)
Gunner (any)
Advocate
2
Gambler
Melee Combat (any)
Deep Ocean Navigation
3
Gunner (any)
Missile Combat (any)
Elemental Engineer (any)
4
Language (any)
Recon
Gunner (any)
5
Mechanic
Stealth
Pilot (any)
6
Melee Combat (any)
Tactics (military)
Tactics (naval)

Ranks and Skills
Rank
Title
Skill or Benefit
0
Sailor

1
Salthand
Steward 1 or Gunner (any)
2
Waverider
+1 End
3
Veteran
Pilot (any) 1 or Elemental Engineer (any)
4
Lieutenant
Tactics (naval) 1 or Leadership 1
5
Captain

6
Commodore


Mishaps
1d6
Mishap
1
Severely injured in action. (This is the same as a result of 2 on the Injury table.)
2
You find yourself with a lot of spare time and take up Gambling. Gain Gambling 1. Roll Gambler 8+ or lose your Mustering-Out roll for this term. If you win, add a +1DM.
3
You are contacted by an enemy promising you wealth and a higher position in their navy. You report the contact, but the stain doesn’t leave and you’re discharged. You keep your Mustering-Out roll, however.
4
You swear that you’ve got the most hard-nosed, pain-in-the-ass commander ever. He’s convinced that you’re a worthless bilge rat and, unfortunately, he’s right. It’s not four weeks before you screw up so badly that three people die. Say goodbye to the Navy, sailor. If this is your first term in the Navy, roll Dex 5+ to avoid rolling on the injury table as well.
5
You contract the plague. You are covertly dropped off at the nearest port as fear sweeps through your ship. Fortunately, you didn’t really have the plague.
6
Injured. Roll on the Injury table.

Events
2d6
Events
2
Disaster! Roll on the mishap table, but you are not ejected from this career.
3
You ship is attacked and crippled on the Forever Sea. The subsequent boarding action doesn’t go as the attackers planned, due your impressive leadership. You are commended and gain a +1 DM on your next Survival roll.
4
You run down a large slaver ship and successfully board and capture. One of the slaves turns out to be a high priestess of Ashtoreth (A Goddess of Fertility). She says she sees something special in you and offers to teach you to become receptive to the touch of magic on the way back to a friendly port. Gain Magic 0, and some bragging rights.  
5
Your hard work and exemplary efforts draw the positive attention of the ship’s captain. Gain a +1 DM to any one Mustering-Out roll.
6
Your ship is battered and beaten in a fierce combat with several pirate vessels. Gain one of Deep Ocean Navigation, 1 Elemental Engineer (any) 1, Gunner (any) 1, or Pilot (any) 1.
7
Life Event. Roll on the Life Events table.
8
Your ship runs through a green mist on the Forever Sea. Gain 1 point of Strength.
9
You and your crewmates are captured through a truly deceptive plan. During transfer to the slave holding pens, an idea occurs and you act upon it instantly. You give your mates a fighting chance and eventually win the day. You are commended for your actions.
10
Your orders are obvious to everyone but you. By some near-divine providence however, your subsequent screw up turns out to look like a bit of truly inspired action. Good job, Sailor! Gain one of, Magic 0 or Jack of all Trades 1.
11
During an attack on an enemy port, your actions save the lives of hundreds of civilians. Gain a Contact among them, and either gain +1 Soc, or take a +4 DM to your next Advancement roll.
12
Your cool head saves the day. You are automatically promoted.

2 comments:

richard said...

I don't know what this is - looks like historofantastic Traveller to me - but I love the mishaps and events tables. Delightful.

I'm thinking for a more gen. purpose set of events, it would be good to come up with some matrix of outcomes & ranks: nobody ennables some lowly deck-swabber, no matter what they do, but that might happen if you rescue the King of the two Sicilies from a pitchfork-wielding mob or gang of Barbary corsairs.

jgbrowning said...

Richard, Worlds Apart is the historofantasic game I'm working on based upon Traveller. :) I'm hacking at the Mongoose version.

All that the stuff listed here is the stuff that's building the backstory of the character before play begins. Ranks are determined by the Social Standing characteristic and modified by character creation events.

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