Arabian Sailor
By David Eber, with input by Bryant Durrell.
"Ah, the lure of the sea is as strong as the call
of the siren...can you hear it, my friend?
You are a wanderer of the High Seas, setting sail for
adventures in far-off, exotic locales. You've braved storms,
pirates, sea-monsters, and all sorts of dangers during your
career. Each time you swear you're going to give it up, but the
thrill of adventure and the lure of the oceans keeps drawing
you back. You've seen things most people couldn't even dream
of. Of course, it doesn't hurt that your stories grow a bit
with each retelling, so that the egg you found which was the
size of a grapefruit is now the size of a cottage, and now it's
a ruby instead of an egg.
Now, though, you really have found something that is
beyond even your wildest imagination: a magical gateway to a
secret world teeming with danger and adventure. How could you
possibly not get involved?!? You're a sailor, a rogue, a
wanderer, a lover, a storyteller, a swashbuckler, and an
adventurer...
...now you're a Secret Warrior as well.
- Juncture:
- Special: Legendary Arabia.
- Attributes:
- Bod 5, Chi 0 (For=5), Mnd 5 (Cha 6), Ref 5
Divide 6 points among your primary attributes. Max for all
primary and secondary attributes is 10.
- Skills:
- Driving (Piloting)+ 7 (12)
Info/Navigation + 5 (10)
Info/Seamanship + 7 (12)
Leadership + 4 (10)
Martial Arts + 5 (10)(Max 14)
Seduction +4 (10)
Add 6 Skill Bonuses.
- Schticks:
- 2 weapon schticks
- Unique Schtick: Kismet.
- You've been blessed with Kismet, a kind of fortune that
goes beyond simple luck into the realm of fate (sounds a bit
like good feng shui, eh?). When you invoke Kismet, you may
reverse the values of the positive and negative dice after
you have rolled them. Thus, a roll of positive 1 and negative
5 would become positive 5 and negative 1. You must spend 1
Fortune point to use Kismet. You may not combine Kismet with
a normal Fortune roll.
- Weapons:
- 2 weapons of the appropriate juncture.
- Quick Schtick Pick:
-
- weapons:
- Cutlass, dagger
- Weapon Schticks:
- Both Blades Flashing (2)
- Wealth Level:
- Your wealth tends to fluctuate a lot during the course of
your adventures. You begin normally at Poor. By spending one
of your starting schticks or two of your skill bonuses you
may begin at Working Stiff. You may have your own ship at
this level, but if you do you will be Poor in every other
regard. By spending 2 of your schticks or 4 of your skill
bonuses you can begin at Rich.
Last modified: January 7th, 1999; please send comments to durrell@innocence.com.
HTML by Mike Hall.