
You sailed on an astral vessel for years. In that time, you faced long journeys, creatures of the void, and those who wanted to plunder your cargo. Your first true love is the beauty of the multiverse.
Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands?
What did you do on the ship — boatswain, captain, astral navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?
- Skill Proficiencies: Athletics, Perception, Arcana
- Tool Proficiencies: Navigator’s tools, vehicles (space), graviturgy cores.
- Languages: Astral *****
- Equipment: A belaying pin, Silk Rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or a trinket of your choice), Common Clothes, a pouch containing 7 gp, and a Pressure Gem necklace.
You are adept at stopping people on the go, flagging down ships coming into port or getting ready to leave, sometimes even getting the attention of another vessel while sailing. When you succeed on a parlay (persuasion roll with advantage) you are treated as a friendly acquaintance as long as you and your party remain outwardly friendly to the recipient(s) of your parlay. Successful parlays can be used to gain information, trade, or even distract.
Suggested Characteristics
Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.
d8 | Personality Trait |
---|---|
1 | My friends know they can rely on me, no matter what. |
2 | I work hard so that I can play hard when the work is done. |
3 | I enjoy sailing into new ports and making new friends over a flagon of ale. |
4 | I stretch the truth for the sake of a good story. |
5 | To me, a tavern brawl is a nice way to get to know a new city. |
6 | I never pass up a friendly wager. |
7 | My language is as foul as an otyugh nest. |
8 | I like a job well done, especially if I can convince someone else to do it. |
d6 | Ideal |
---|---|
1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) |
2 | Fairness. We all do the work, so we all share in the rewards. (Lawful) |
3 | Freedom. The sea is freedom — the freedom to go anywhere and do anything. (Chaotic) |
4 | Mastery. I’m a predator, and the other ships on the sea are my prey. (Evil) |
5 | People. I’m committed to my crewmates, not to ideals. (Neutral) |
6 | Aspiration. Someday I’ll own my own ship and chart my own destiny. (Any) |
d6 | Bond |
---|---|
1 | I’m loyal to my captain first, everything else second. |
2 | The ship is most important — crewmates and captains come and go. |
3 | I’ll always remember my first ship. |
4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea. |
5 | I was cheated out of my fair share of the profits, and I want to get my due. |
6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. |
d6 | Flaw |
---|---|
1 | I follow orders, even if I think they’re wrong. |
2 | I’ll say anything to avoid having to do extra work. |
3 | Once someone questions my courage, I never back down no matter how dangerous the situation. |
4 | Once I start drinking, it’s hard for me to stop. |
5 | I can’t help but pocket loose coins and other trinkets I come across. |
6 | My pride will probably lead to my destruction. |
You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of savages. You’ve indulged in larceny on the astral seas and ended more than one deserving soul in the void. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.
If your character has a sailor background, you may select this background feature instead of Parlay.
No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
