Warhammer Fantasy Roleplay First Edition Wiki
Warhammer Fantasy Roleplay First Edition Wiki
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There are two routes to the esteemed career of Sea Captain - either by fully completing the career of Navigator (taking all advances and skills) or by rising through the ranks of Seaman and Mate (taking all advances and skills in the latter case).

Mate: Mates are second-in-command to Sea Captains Although this means that they have the advantage of being able to order others into the rigging in a force 9 gale rather than going themselves, the fact that they have to ensure that the captain's orders are carried out does not endear them to the rest of the crew. A Mate has to be strong to win the respect of the crew - in the event of a mutiny, unpopular Mates are second off the plank after the captain.

Not surprisingly, Mates are great tellers of tall tales and always try to outdo each other with stories of the great Kraken, sea serpents, mermaids, and the like. Some of these tales may be true, but many have grown considerably in the telling and the majority are almost certainly completely ficticious.


Mate Advance Scheme

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

 

+20

+10

+1

+1

+4

+10

+1

+10

+10

+10

+10

+10

+10

Skills


Trappings

  • Club
  • Cutlass
  • Leather Jack


Career Exits


Sea Captain: It takes a special kind of personality to become a Sea Captain. Their wanderlust must be highly developed and coupled with a passionate belief in their seamanship - why else would anyone run the risk of trying to command a grog-swilling bunch of seamen, who are often only too willing to blame their captain for everything from bad weather to attacks of scurvy?

Still, for those that survive mutiny, pirate attacks, and the terrible storms of the World's Oceans, the profession can be a profitable one. There is always demand for space in a cargo hold and Sea Captains usually have a good idea of which port has the most profitable markets for the whole range of Old World trade goods.

Not that all Sea Captains make their money from trade - there are plenty who prefer to take goods by force from those less well equipped to defend themselves.

Pirates, Buccaneers, and Corsairs - they have many names, but all are bloodthirsty murderers who attack merchant ships, steal their cargoes, and make shark food of any crew and passengers who can't be sold as slaves or press-ganged into service. Not surprisingly, the penalty for piracy in most countries is death.


Captain Advance Scheme

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

 

+30

+20

+1

+1

+6

+20

+2

+30

+30

+20

+30

+20

+30


Skills


Trappings

  • Leather Jack
  • Rapier
  • Telescope
  • Ship and crew (25% share of merchantman or warship commission)


Career Exits

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