Seafarer - Dock Worker (Grim Hollow) Image

Seafarers make their living by sailing or gathering
from the sea. Seafarers often start as poor and
disrespected members of society. However, at
higher ranks, they gain considerable holdings.
The sea has much to give,

 

 
Skill Proficiencies: Investigation

Choose one from Athletics,
Perception, Persuasion, Sleight of Hand, Survival.

Liberate Ledgers

Upon spending an hour asking around, and
succeeding on a medium-DC Intelligence
(Investigation) check, you know the comings and
goings of ships, wagons and merchandise at the
trade hub you are exploring. You can similarly
discern where different types of goods are stored
in any warehouse, including the contraband.

 

Tool Proficiencies: Navigator’s tools, vehicles (water)

 

Languages: Choose one standard and one exotic.

 

Equipment: Common clothes, a belaying pin,
thread and a blunt needle, a bucket of tar,
and 10 gp.

Additional Equipment: A leather strap, 30 feet
of rope, a pulley, a box of snuff, a clipboard
and quill.

 

 

 
Profession Ranking

 

Docks represent the hubs that drive commerce,
travel, and exchange of culture. In every one
are teams of hardy workers who load goods
and supplies onto and off of the ships. From
lowly Clerks, who check off goods to and from
warehouses, to the mighty Sealord bureaucrats,
they keep the machinery of the docks moving.

Rank 1 - Stock Clerk

Long days of tedious work await you as you
check off goods as they are loaded and unloaded
from ships to and from warehouses. Many Stock
Clerks don’t last long as they are often blamed
for broken or missing inventory. In your time you
have learned a lot about the comings and goings
throughout a dock, what types of ships and
barrels typically come from where, and what their
purpose is. You have learned who to ask the right
questions, who holds the real power, and where to
find a good time.

Holdings:

Lodging near the port or trade station
you work at.
You know where the contraband is hidden and
how to get in.

Progression:

Be promoted to Customs Inspector by a dock
worker of a higher station.

Rank 2 - Customs Inspector

Your days of hard labour are behind you, as
you are now charged with inspecting cargo for
contraband, collecting tariffs, and filling ledgers
of incoming and outgoing vessels. Corruption is
rife at any port, and you are exposed to the shady
deals, illegal goods, and criminal activities that
take place there. It’s up to you whether you use
your authority to enforce the law or just make
sure you get a cut of the action.

Holdings:

A list of your fellow Customs Inspectors known
for accepting bribes and forging ledger entries,
and who bribed them.
A letter or clue revealing the smuggling
operations of a criminal organisation.
Authority over low ranking dockworkers and
port guards.

Progression:

Expose a large quantity of contraband or a
criminal organisation.

Rank 3 - Harbour Master

Your keen eye and efficient work in customs
has earned you the rank of Harbour Master. You
now preside over the dock of a harbour town
or city. You set the local laws and regulations,
governing the flow of trade and passage within
your jurisdiction. All who wish to conduct
business without hassle make sure they are on
good terms with you, as nothing moves without
your approval.

Holdings:

Comfortable accommodation within the port town
or city of your station.
Authority of all resources, funding, and personnel
of the harbour you manage.
The authority to grant commodity licences,
allowing the import or harvesting of the
commodity in the local area.

Progression:

Be promoted by a Monarch or state leader.

Rank 4 - Sealord

Residing in the capital city of your region, you
dictate the laws, taxes, and flow of sea commerce
across the region.
As a Sealord, you are the undisputed authority in
your region when it comes to all subjects related
to the harbour.

Holdings:

Luxurious lodging near the mercantile district of
the capital city where you oversee the operations
of the region.
Control over docking fees and other charges
associated with trading posts and ports across
the region.
A seat at any council meetings pertaining to trade
or the sea in the kingdom.

 

 
Feature: Profession Talents

Applied Leverage 

When you make a Strength
(Athletics) check to force open a door or container,
you may add your profession die to the roll.

Calloused Hands

Whenever you make a Strength (Athletics) check
to lift, drag, or shove a heavy object, you can add
your Profession Die to the roll.

Charity Case 

When you make a Charisma
(Performance) check to fake an illness, injury, or other
condition, you may add your profession die to the roll.

Copycat

Whenever you make an Intelligence or
Intelligence (Forgery Kit) check to forge or create
a document, you can add your Profession Die
to the roll.

Disciplinarian

Whenever you make a Charisma (Intimidation)
check while issuing a command to an individual
of lower rank within your background, you can
add your Profession Die to the roll.

Drunkard

Whenever you make a Constitution check to
determine if you will throw up, pass out, or how
severe a hangover is, you can add your Profession
Die to the roll.

Forecaster

Whenever you make a Wisdom (Survival) check to
determine the weather for the next 48 hours, you
can add your Profession Die to the roll.

Gambler

Whenever you make a Dexterity (Sleight of Hand)
or Wisdom (Perception) check to cheat at a game
or catch someone else cheating, you can add your
Profession Die to the roll.

Gut Feeling

Whenever you make a Wisdom (Insight) check to
detect if an Aristocrat or Criminal is lying, you
can add your Profession Die to the roll.

Hard-Worker

Whenever you make a Constitution check for a
repetitive task such as marching or labouring for
hours without rest, you can add your Profession
Die to the roll.

Menacing Presence

Whenever you make a Charisma (Intimidation)
check, and are interacting with Academics,
Common Folk, or Seafarers, you can add your
Profession Die to the roll.

Navigator

Whenever you make a vehicle check, you can add
your Profession Die to the roll.

Recruiter

Whenever you make a Charisma (Persuasion)
check to recruit people into a role, you can add
your Profession Die to the roll.

Renowned

Whenever you make a Charisma (Persuasion)
check, and are interacting with Military,
Outlanders, or Criminals, you may add your
Profession Die.

Ropesman

Whenever you make a Strength (Athletics) or
Dexterity (Acrobatics) check to climb, move
along, or jump onto ropes, you can add your
Profession Die.

Sea Dog

Whenever you make a Strength (Athletics) check
to swim in water, you can add your Profession Die
to the roll.

Sentry

Whenever you make a Wisdom (Perception) check
while on watch duty or defending a fortification,
you can add your Profession Die to the roll.

Temperature Tolerance

When you make a
Constitution saving throw to avoid exhaustion due to
extreme temperatures, you may add your profession die
to the roll.

Wayfarer

Whenever you make a Wisdom (Survival) check to
find a path or avoid getting lost, you can add your
Profession Die to the roll.

 

 

Previous Versions

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Seafarer - Dock Worker (Grim Hollow) Image

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