Navigator O.C.C.
Navigator O.C.C. by Stone Gargoyle
As distinguished from the Sky Sailor, the Navigator is a character who is trained primarily in the navigation and steering of an airship. Often, Navigators will serve as command officers aboard airships or actually be the owners or builders of the very airships they fly upon. In any case, they will have an interest in all workings of the airship. In most places, Navigators start off as scholars who are educated in maps and ship design.
Alignments: Any
Attribute Minimum Requirements: I.Q. 10, P.P. 8 or higher
O.C.C. Bonuses: None
O.C.C. Skills:
- Astronomy & Navigation (+20%)
- Pilot: Lighter-Than-Air Vehicles (+15%)
- Carpentry (+15%)
- Airmanship (+15%)
- Rope Works (+5%)
- Parachuting (+10%)
- Castaway/Shipwreck Survival (+15%)
- Climb/Scale Walls
- Languages: Native tongue at 98%, plus two of choice
- Literacy: Two languages of choice (native plus one additional)
- Mathematics: Basic
- W.P. Blunt
- W.P. Two of choice
- Hand to Hand: Basic. Can be changed to Hand to Hand: Expert at the cost of one "other" skill, or to Martial Arts or Assassin (if evil) for the cost of two "other" skills.
O.C.C. Related Skills: Select five other skills at level one, plus select one additional skill at levels 2,4,6,8,10 and 12. All new skills start at level one proficiency.
- Naval Skills: Any (+15%)
- Communications and Performing Arts: Any
- Domestic: Any
- Espionage: Any
- Horsemanship: General only
- Medical: First Aid only
- Military: Any
- Physical: Any
- Pilot Related: Any
- Rogue: Any
- Science: Any
- Scholar & Technical: Any (+10%)
- Weapon Proficiencies: Any
- Wilderness: Any
Secondary Skills: The character also gets to select four secondary skills from the previous list at level one, and one additional skill at levels 3,7,9 and 11. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. Al secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated.
Starting Equipment: One suit of ordinary (street) clothing, and one set of working clothes (leather cap, goggles, leather jacket, shirt, leather belt, pants, leather boots), all kept in a personal trunk. Personal kit is usually kept in a leather suitcase or backpack and includes navigational instruments, a personal diary and a textbook of navigation. Also a personal oil lantern, along with writing supplies that include a pencil, pen and ink, and a supply of parchment or paper.
Armor: None other than the leather clothing which serves as a kind of armor.
Weapons: A pirate pistol, one cutlass and two daggers.
Money: The character starts out with 200 gold