FISHERMAN (#16/31, #349/365) [POT]
STAMINA : 5
ATTACKS: 1
WEAPON: See below
ARMOUR: None or Leather Jack
DAMAGE MODIFIER: None
HABITAT: Towns, Seas/Sea-shore, Rivers, Lakes, Ice
NUMBER ENCOUNTERED: 1-3 or as per boat
TYPE: Humanoid
REACTION: Neutral
INTELLIGENCE: High
Those who snare fish and other aquatic creatures from the seas, rivers and lakes of Titan are called FISHERMEN or FISHERWOMEN, and their catch is either for their consumption or to trade with others. Their choice of apparel also reflects their domain; fisherfolk from warm, tropical waters typically wear a head-covering and light baggy clothing, while those in colder seas may wear so much padded waterproof hide it counts as a Leather Jack for armour purposes.
All Fisherfolk will be carrying or using fishing gear; typically consisting of a line, hook and rod, a bag of bait, and a bucket for their catch. They will also have a weapon as well - roll on the table below to determine what that weapon is:
Roll Weapon Type
1 Net (and roll again, ignoring any further rolls of 1)
2 Harpoon (as per Trident)
3 Cutlass (as per Scimitar)
4 Belaying Pin (as per Club)
5 Dagger and Throwing Dagger
6 Fishing Gaff (as per Polearm)
Fisherfolk may also have 1-3 items of extra gear; roll on the following table to see what it is, ignoring duplicate rolls:
Roll Extra Gear Type
1 Rope
2 Lantern
3 An appropriate Hat
4 A good Book
5 A flask of Special Brew
6 A pipe and a pouch of Smoking Weed
They may fish off the land, such as a riverbank or quayside, or they may be capable deckhands, and use watercraft from a rowboat up to a galleon in size, depending on their location. To determine what boat is being sailed and how many Fishermen are aboard, roll on the table below (reroll any result that does not feel appropriate for the Habitat type):
Roll Boat Type
1 Knarr/Rowboat (Crew: 2-7 Fisherfolk)
2 Longship (Crew: 10 Fisherfolk)
3 Cog (Crew: 10 Fisherfolk)
4 Caravel (Crew: 10 Fisherfolk)
5 Barge (Crew: 20 Fisherfolk)
6 Roll: 1-3 Galley (Crew: 40 Fisherfolk), 4-6 Galleon (Crew: 55 Fisherfolk)
Assume a Normal crew type. The scores above can generate an average profile for the Fisherfolk's Ship Characteristics as follows: CREW SKILL 6 CREW STAMINA 5, Crew Morale 7, Light Weapons, Numbers as per Boat type.
Each boat will also have a CAPTAIN (SKILL 10 STAMINA 10, weapons and armour as above), and, if there are at least 20 Fisherfolk, a FIRST MATE (SKILL 8 STAMINA 9, weapons and armour as above). Both the Captain and the First Mate may have a Magical Tattoo on a roll of 6; roll on the table below to determine the type of Magical Tattoo:
Roll Magical Tattoo Type
1-2 Rising Sun
3-4 Dive of the Dolphin
5-6 Eye of the Raptor
The type of fish that is caught depends on the location as well. Fisherfolk in the far north will be after Greel, while those in temperate waters such as offshore from Port Blacksand, will be seeking cod, catfish, herring and lobster, and further south, near Arantis, the catch will be sarul, owlfish and harrowspine. Indeed, the successful Fisherfolk intuitively understands the aquatic environment of their prey and whatever other denizens may be present. Probably the greatest Fisherfolk of all time was Tantalon's Heir, who used their knowledge of the marine fauna of the Diamond Sea to snare the biggest fish of them all, the Demon Fish that was sent by the Netherworld Sorcerers to plague the coast of Gallantaria. Less successful perhaps, was Captain Sante Shamaan, who sailed his ship upstream from Khare along the Jabaji River, to investigate the mysterious Mutton Fish of Lake Lumle, and has not been heard from again!
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