Playbook: Beached Tar

While young, you are a sailor in the Imperial Navy. Your first voyage escorting settlers to the colony was a long one, but your first “shore-leave” has been even longer. Damaged by a storm, your small ship has been in port undergoing repairs for more than a year, and you are starting to come to think of the colony as home.

Prerequisites: Must be male.
Starting Stats: You are hardy and surefooted. Your Dexterity and Constitution begin at 10, and all of your other ability scores begin at 8.
Initial Equipment: Peasant’s Outfit, a Brass Knife, a pouch of Pepper (1 lb), a hammock, a canvas bag, and 4d6s.
Free Trait: Choose one Campaign Trait or Family Trait (consult DM for possible limitations on Campaign traits).

What was your childhood like?

1d12 What did your parents do in the village? What did you learn from them? Gain
1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int, Orphan trait.
2 Your father was an outcast, rightfully or not. +2 Int, +1 Wis, +1 Dex, +1 Con, Enduring Heritage trait.
3 Your parents were fishermen and you grew up on the sea. +2 Dex, +1 Str, +1 Wis, +1 Cha, Storm Pilot trait.
4 Your family worked a small farm outside the village. +2 Con, +2 Cha, +1 Wis, Life of Toil trait.
5 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 Int, +1 Cha, Resigned trait.
6 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str, Mountain Guide trait.
7 Your parents ran the local inn. You grew up meeting many travellers and ducking the crowds. +2 Cha, +1 Int, +1 Dex, +1 Wis, Iron Liver trait.
8 You worked the loom, cutting and twisting as the Fates. +2 Dex, +1 Int, +1 Wis, +1 Cha, Denial of Fate trait.
9 Your father or mother kept the old songs. Your head is filled with them. +2 Int, +2 Cha, +1 Wis, Keeper of the Old Ways trait.
10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Con, +1 Wis, +1 Cha, On Guard trait.
11 You went on journeys into the woods to gather herbs and berries. +2 Wis, +2 Con, +1 Dex, Child of Spring trait.
12 Your father was a local merchant. You learned to protect your wares. +2 Cha, +1 Dex, +1 Int, +1 Wis, Traveling Merchant trait.

Add one location to the village (typically your family’s home or place of business).

1d8 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis, Wrecking Wrath trait.
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int, Numerological Gift trait.
3 You were the toughest kid around. +2 Con, +1 Cha, Weathered trait.
4 No secret escaped you. +2 Int, +1 Dex, Detect Disobedience trait.
5 Your empathy made you a sought after confidant. +2 Wis, +1 Con, Inquisitive Banterer trait.
6 You never met someone who didn’t like you. +2 Cha, +1 Str, Gregarious trait.
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha, Undine Loyalty trait.
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis, Mentored trait.
1d8 The other player characters are your best friends. Who else in the village befriended you? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha, a set of Artisan’s Tools and a Light Steel Shield.
2 The fishermen took a liking to you and you helped them at their work. +2 Dex, +1 Wis, Fishing Tackle.
3 You went camping with the hunters. +2 Con, +1 Int, a Boar Spear and a Small Tent.
4 You often play games of chance with the old men in the village. +2 Int, +1 Dex, a set of Average Loaded Dice.
5 You are about to marry into the Miller’s family. +2 Wis, +1 Str, a Fine Set of Clothes.
6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con, two bottles of Dragonpunch Whiskey (works on your regardless of race).
7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha, the old Light Crossbow that hung above her door.
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis, a One-handed Martial Weapon (your choice).

Add an NPC to the village.

You went to sea at a young age.

d6 What did you learn on your first voyage? Gain
1 Hatred for sea-beasts, like the one that took your leg. +2 Con, +1 Int, Peg Leg trait.
2 How to spin a yarn and entertain your fellow sailors. +2 Cha, +1 Con, Barroom Talespinner trait.
3 How to mend bones as well as sails. +2 Wis, +1 Dex, Ship’s Surgeon trait.
4 How to hold your own in a fist-fight. +2 Str, +1 Wis, Dockside Brawler trait.
5 How to scrounge what you need from a ship’s limited resources. +2 Int, +1 Str, Eye for Plunder trait.
6 A deep love for the sea, your mistress. +2 Dex, +1 Cha, Touched by the Sea trait.
d6 What most marks you as a proper Imperial tar? Gain
1 You’re a soaring soul, as free as a mountain bird. +2 Con, Falcon’s Cry feat.
2 Your energetic fist is ready to resist a dictatorial word. +2 Dex, Combat Reflexes feat.
3 Your fist is ever ready for a knock-down blow. +2 Str, Sucker Punch feat.
4 Your eyes flash with an inborn fire. +2 Cha, Fire God’s Blessing feat.
5 You never will bow down to a domineering frown. +2 Con, Iron Will feat.
6 You’re a sober man and true, attentive to your duty. +2 Wis, A Sailor’s Life for Me feat.

Add one location to the village.

d6 What happened during your first night back on shore? The player to your right was there. Gain
1 A troupe of Fae paraded through the town at midnight. It was the most beautiful thing you have ever seen, and you still hear their song. The friend to your right was there with you and wept at the sight. +2 Cha, You and the friend to your right both gain the Echoes of the First World feat.
2 A Puritan unleashed an ogre upon the village. The friend to your right joined you in driving it off. +2 Str, You and the friend to your right both gain the Giantslaying Team feat.
3 You were mugged and left penniless. The friend to your right took you in and shared what they had with you. +2 Wis, You and the friend to your right both gain the Shared Ownership feat.
4 You got stone cold drunk. The friend to your right dragged you home and nursed you back to health. +2 Con, You and the friend to your right both gain the Combat Medic.
5 The town drunk took you for a pirate and nearly beat you senseless before you were able to plead your case. The friend to your right interceded on your behalf and shielded you from a blow. +2 Con, You and the friend to your right both gain the Ally Shield feat.
6 You stopped a mob of angry villagers from lynching the town drunk. The player to your right was there and fought off several villagers. +2 Cha, You and the friend to your right both gain the Coordinated Defense feat.
d6 What memento of home did you bring with you on your voyage? Gain
1 Your favorite book — a story of adventure and exploration. +2 Int, an Adventurer’s Chronicle (any topic).
2 A picture of your mother. +2 Cha, a Portrait (functions as per the Bestow Token feat).
3 A well-made map of the known world. +2 Int, a Map.
4 Your lucky deck of cards. +2 Dex, a Harrow Deck.
5 A sturdy jerkin to keep you safe. +2 Str, a suit of Rosewood Armor.
6 Some highly-specialized survival gear. +2 Wis, a Water Purification Sponge and an Air Crystal.

Add an NPC to the village.

Playbook: Beached Tar

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