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Maritime

(Basic) Maritime – Seaman

Despite the availability of aerial or orbital transportation, virtually every world still makes use of maritime travel. This may be for pure economic or logistical reasons – a million tons of crude promethium cannot be transported cost-efficiently by air – or it may be because the culture in question’s technology may not have advanced to the level of air travel.

The men and women who traverse the seas and lakes of the Imperium are generally very superstitious – virtually every vessel has some sort of shrine to the Emperor, and many seamen make use of non-Imperial ‘lucky charms’, in the hope of quelling storms, avoiding pirates and making it to the destination in time for bonus payments.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Seaman

-

-

1

1

1

1

-

1

-

Abilities:

Seafarer

Secret Languge – Maritime Code

Secret Signs – Maritime Flags

Swim

One of the following:

- Carpentry

- Engineer – Basic

- Fish

- Metalworking

- Navigation – Maritime

 

25% chance of Excellent Vision

25% chance of Very Strong

25% chance of Very Resilient

Equipment:

Any civilian pistol or basic weapon, with one clip of ammunition

 

Cutlass

Career Exits (Military):

Planetary Defence Force – Trooper (Maritime)

Abhuman Auxilia – Beastman Pack Warrior

Abhuman Auxilia – Ogryn Soldja

Career Exits (Freelancer):

Maritime – Skipper

Criminal – Smuggler

Mercenary – Trooper

Outlaw – Bandit

Career Exits (Scholar):

Career Exits (Citizen):

Craftsman – Wright

Law Enforcement – Beat Officer

 

(Advanced) Maritime – Skipper

To become the captain of a seafaring vessel requires two things – a love of the sea and the ability to protect his or her crew from the threats that come with it. Most skippers have been at sea for years, perhaps even their entire lives. Although their profession is far less glamorous and high tech than that of starship captain, few would give up the rocking waves, pirate raids and alien sea creatures for the serenity of the void.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Skipper

1

-

1

1

2

3

-

2

2

Abilities:

Astronomy – Planetary

Cartography – Planetary

Leader

Navigation – Maritime

Orientation

 

Seafarer

Storytelling

Swim

Equipment:

Any civilian pistol or basic weapon, with one clip of ammunition

Cutlass

 

Binoculars, telescope or magnoculars (with a power pack)

A ship and crew, or at least a 25% share

Career Exits (Military):

Planetary Defence Force – Junior Officer (Maritime)

Abhuman Auxilia – Beastman Pack Chieftain

Abhuman Auxilia – Ogryn Sarjent

Career Exits (Freelancer):

Criminal – Smuggler

Mercenary – Captain

Outlaw – Brigand

Career Exits (Scholar):

Career Exits (Citizen):

Merchants’ Guild – Apprentice

Law Enforcement – Commander

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