Sky Sailor O.C.C.

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Sky Sailor O.C.C. by Stone Gargoyle

The airship pilot, or "sky sailor", is a brave sort of individual who abandons all fear and good sense to go traveling the skies in search of adventure. They are tough and hardy men who like the feel of the air around them and under their feet. The sky sailor works hard and pits himself against the dangers of the upper atmosphere.

Alignments: Any.

Attribute Minimum Requirements: P.S. 7 and P.P. 9 or higher.

O.C.C. Bonuses: +1 initiative, and +2 to maintain balance, +2 to Save vs. Horror Factor, +1 to all Perception rolls (anything to do with working at high altitudes).

O.C.C. Skills:

Astronomy & Navigation (+10%)
Pilot: Lighter-Than-Air Vehicles (Revised)(+10%)
Airmanship (+20%)
Rope Works (+10%)
Basic Mechanics (+10%)
Castaway/Shipwreck Survival (+5%)
Parachuting (+5%)
Climb/Scale Walls (+5%)
W.P. Knife
W.P. Grappling Hook
W.P. Pistol
Hand To Hand: Basic. Can be changed to Hand To Hand: Expert for 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 ten other skills at level one, plus select two additional skills at level two, and one skill at levels 4, 6, 8, 10 and 12. All new skills start at level one proficiency.

Communications and Performing Arts: Any (+5% for any languages)
Domestic: Any
Espionage: Any
Horsemanship: General only
Medical: First Aid only
Military: Any
Physical: Any
Pilot Related: Any
Rogue: 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 two additional skills at levels 3, 7, 9 and 11. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All 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 a working airship pilot outfit (leather flying cap, goggles, long coat or jacket, leather boots, leather gloves, scarf, shirt, leather belt and pants). Other gear includes a few tools, a sewing kit suitable for mending the gasbag, a gas mask, a marlin spike (for splicing rope), a large, well-made clothing bag, sleeping roll, and a purse or wallet.

Armor: Sky sailors rarely wear armor as such. Most armor is considered a personal item and must be purchased by the individual character out of his/her own money. Quilt and leather types are most commonly used because they allow good movement, are lightweight, and the wearer can swim in them should he have to. Magic armor is the most coveted (and extremely rare). The character starts with no personal armor.

Weapons: The pirate pistol has become the trademark of most sky sailors, however, daggers are more commonly used.

Money: The character starts out with 180 gold.