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Pilots' Almanac: Maritime and Piloting Rules

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Pilots' Almanac: Maritime  and  Piloting RulesPublisher: Columbia Games Inc.

The vocation of pilot is a perfect career for roleplaying. It provides an excellent and natural rationale for travel, exploration, and adventure. With this module, it becomes possible for PCs to go to sea and follow a career as pilot, pirate, or maritime trader. Of course, the distinctions between these occupations may be academic, since many PCs will dabble in all three.

This module, a republishing of the 1988 classic, contains the following sections:

  • Pilot (16 pages): Pilots' Guild, vessel profile, piloting routine
  • Crew (10): Seamen's Guild, crew positions, crewing a vessel, life at sea, law at sea, crew list, crew routines, crew fatigue
  • Shipwright (12): Shipwrights' Guild, shipyards, ships (data on 12 types of ship), shipbuilding
  • Maritime Trade (6): Trade goods, maritime trade routine, buying and selling cargoes, longshore operations, port encounters, cargo manifest
  • Port Almanac (10): data on ports of H and acirc;rn, Ivinia, Shorkyne, and Trierzon.
  • Glossary of maritime terms (6)
  • Maps of H and acirc;rn, Ivinia, Shorkyne, and Trierzon regions

Although these rules are designed for H and acirc;rnMaster, they can be easily converted to other systems. About all that will be necessary is to convert the H and acirc;rnMaster skill system to your own system. Or convert to H and acirc;rnMaster; you will not regret it.


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