Within the framework of my fan High Elf supplement I created some sea themed careers , since they were inspired in the Cothique region of Ulthuan, all the drawings are elfs (or elf like).
Sea dogs!
More great looking stuff. Thanks, keep it up!
I've always been interested in the dwarf navy out of Barak Varr. As I understand it Hero's Call offers some alternate regional benefits for Barak Varr characters, but a specific sea-based supplement that covered rules for all types of Old World sea-fairers, including rules for sailing and such, would be awesome. I've dabbled with making pirate careers: pirate, first mate, pirate captain, and pirate lord and along with this I had an idea to create a new advanced skill called "seamanship" to represent the specific body knowledge and skill it takes to sail the seas. Do you see a need for this, how would you handle seafairing in your game?
Yeah, a sea themed supplement would be awesome, may be after the high elfs I will look it up in second edition, and do some adaptation to the 3rd edition. I loved the Dwarf fleet in the game Man'o'War!
Regarding the "semanship" skill. On one side I can tell you without a doubt, such a skill would be useful in game terms. I had a big deal of trouble deciding which skills to give to the sailor, since they have too diverse tasks to cover in a ship. For this reason, I ended up offering 7 different skills to the career, which is most unusual in the game (as per RAW only wizards have this variety). On the other hand, in the elf supplement I am resisting the temptation of creating new skills or new action cards.
Amani said:
I've always been interested in the dwarf navy out of Barak Varr. As I understand it Hero's Call offers some alternate regional benefits for Barak Varr characters, but a specific sea-based supplement that covered rules for all types of Old World sea-fairers, including rules for sailing and such, would be awesome. I've dabbled with making pirate careers: pirate, first mate, pirate captain, and pirate lord and along with this I had an idea to create a new advanced skill called "seamanship" to represent the specific body knowledge and skill it takes to sail the seas. Do you see a need for this, how would you handle seafairing in your game?
Actually I'm interested about the subject also. I have wondered about sailing/seamanship rules for the WFRP3 (part of Norsca project). So, I build also Sailor career consept.
I think WFRP3 is missing Sailing advanced skill. This could nicely had specializations for: Seamanship, Sea Navigation, Boating, Weather Sense - Well, maybe even for Whaling. Would have covered many careers.
Other possibility is to use skills we have, but add specialization Sailing there:
- Athletics probably covers many of the Seamanship feats - Climbing, swimming, rowing, heavier lifting, handling the sails...
- Coordination probably covers rest of the Seamanship feats - Handling robes, balancing on the deck (and masts).
- Folklore should probably be there too. Sailors do tend to know eventually alot of stuff around the world. From tall-tales to actual facts.
- Nature Lore probably should be mandatory. To "feel" and predict the weather. And probably have some knowledge about the wilderness and water sources in the islands...
- Observation . Well - Sea Navigation,
I was thinking that the Sailor career ability could give some bonuses to any on-board actions, and also to their drinking - Consume alcohol has always been Sailors skill ;-)
jackdays said:
Actually I'm interested about the subject also. I have wondered about sailing/seamanship rules for the WFRP3 (part of Norsca project). So, I build also Sailor career consept.
I think WFRP3 is missing Sailing advanced skill. This could nicely had specializations for: Seamanship, Sea Navigation, Boating, Weather Sense - Well, maybe even for Whaling. Would have covered many careers.
Other possibility is to use skills we have, but add specialization Sailing there:
- Athletics probably covers many of the Seamanship feats - Climbing, swimming, rowing, heavier lifting, handling the sails...
- Coordination probably covers rest of the Seamanship feats - Handling robes, balancing on the deck (and masts).
- Folklore should probably be there too. Sailors do tend to know eventually alot of stuff around the world. From tall-tales to actual facts.
- Nature Lore probably should be mandatory. To "feel" and predict the weather. And probably have some knowledge about the wilderness and water sources in the islands...
- Observation . Well - Sea Navigation,
I was thinking that the Sailore career ability could give some bonuses to any on-board actions, and also to their drinking - Consume alcohol has always been Sailors skill ;-)
I like your ideas of specializations, they are a good alternative to the skill of Sailing.
I was debating myself with the sailor ability, in that sense the one you propose is the one the boatman has, which is suitable also for the sailors (although ships are bigger and more stable than a boats). I finally favored an ability that in my idea shows the capability of a sailor of working harder and faster under the orders of their mate or captain. But more for a differentiation purpouse (with the boatman) than due to a strong conviction.
Yepesnopes said:
I like your ideas of specializations, they are a good alternative to the skill of Sailing.
I was debating myself with the sailor ability, in that sense the one you propose is the one the boatman has, which is suitable also for the sailors (although ships are bigger and more stable than a boats). I finally favored an ability that in my idea shows the capability of a sailor of working harder and faster under the orders of their mate or captain. But more for a differentiation purpouse (with the boatman) than due to a strong conviction.
Well, I think we wondered same things. That is the skill list I ended. I also had Resilience and Tradecraft originally on the list. With tradecraft I was thinking handling any experts on board (carpenters, sailmakers, cooks...what ever). But that's why I alsoI took that one away from the list (any experts should be from another career). After I also let Resilience go, I got the 5 skill amount.
Now the ability was more difficult. I know my idea is basicly copy & paste from the boatman, but it just gives better edge for the sailor career (which it is missing, because lack of any true Sailing skill). So, I decided to add little extra there: "You can add a FORTUNE to any sailing related checks on a boat or ship. And also to any consume alcohol tests."
I was wondering what you might come up with and actually did send you a message through this forum (dont know did you get it). But now we have your careers (Sailor, Mate, Sea Captain, Admiral), so I can use them as reference. Could use Amanis pirate careers also as reference...
I think you guys are right, I will think over the sailing skill.
Now I am busy assembling the High Elf history chapter from my fan made high elf supplement. But after this, I will go back to the sea stuff. I was planning to include a chapter over journeying in the warhammer world using some of the ideas I have found in this forums. I could extend the chapter and make a pack journeying + sailing. So, if you want to share your ideas...I will really like to see them.
Cheers
Although set well after renaisance these two linked game systems provide for some excellent ideas, if you can get hold of them
http://www.omnihedron.co.uk/dutyandhonour/?page_id=183 Beat to quarters - fighting in the British Navy during the napoleonic wars
Also look at the counterpart Duty and Honour for a similar look at fighting in the Army during wars napoleonic wars.
They may be worth a look for some fluff or ideas with regard to the way of the seafaring or military life.
Cheers,
Alp
Nice work.
jh