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Mariner

You sailed the high seas, saw strange things, and met people both familiar and not. You visited unknown lands and learned how to bargain with the sea god for safe voyages. You are a mariner, a master of sailing, and can chart a course to almost any destination. You have learned how to fight in close quarters when pirates come over the rails and stave off the ill luck that can turn a normal voyage into a cursed one.

The respect of the sea is not gained easily. You’ve appeased temperamental krakens with offerings of rum and weathered your fair share of storms. Sometimes, the sea demands a song in its honor, a rhythmic shanty sung by the crew under a starlit sky. The ocean holds a language all its own, and those who learn its whispers are the ones who truly thrive upon it.

Level 7 Mariner

Attributes: Increase three attributes by 1 each

Natural Defense: +2

Health: +18

Bonus Damage: +1d6

Able Deckhand: When you make an attribute roll or a luck roll as the result of moving, you roll with 1 boon. Also, you have the Slippery and Swimmer traits. In addition, while you wear no armor and have no shield equipped, you increase your Speed by 1.

Superstitions: You can use this talent after you make a luck roll. Roll a d6. If the number rolled on the d20 is greater than the number rolled on the d6, add the d6 to your result. If the number rolled on the d20 is less than the number rolled on the d6, you become cursed until after you rest. Once you use this talent, you lose access to it for 1 minute.

Level 8 Mariner

Health: +18

Bonus Damage: +1d6

Deft Disarm: You can use a reaction when an enemy in your reach gets a failure on a roll to attack you to disarm the enemy that enabled the use of this talent. At level 10, you make the roll to disarm with 1 boon.

Pressgang Strike: You can use this talent when you get a critical success for an attack you make using a melee weapon against a creature of your Size or smaller. The target makes a Strength roll. On a failure, the creature falls prone and becomes vulnerable (luck ends). If the target fails its luck roll, it becomes stunned (luck ends) instead of vulnerable. If the target fails its luck roll again, it becomes unconscious for 3d6 hours instead of stunned. Once you use this talent, you lose access to it for 1 minute.

Level 10 Mariner

Health: +18

Bonus Damage: +1d6, Speed: +1

Close-Quarters Fighting: Enemies in your reach are vulnerable for as long as they remain there.

Uncanny Reflexes: Increase the number of reactions you can use normally during a round by one. When you dodge or withstand, increase the number of banes imposed or boons granted by 1.