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Revision as of 01:53, 21 April 2026 by Gpe (talk | contribs)
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 Power sources: 💪Martial🏴‍☠️Corsair🤹Skill
 Duration: Always active.

You gain Ship Lore and Improvised Ship Repairs.
 Execution time: 1️⃣Single action( ➡️Active )
 Duration: Instant.
 Range: 120 feet.

You recognize details about ships by sight. For a given ship, you know the following.
  • Where it was built.
  • How damaged it is.
  • What it was built for (warship, cargo ship, and so on).
  • How old it is (roughly).
  • How fast it can go (roughly).
  • Any noteworthy features of of the ship.

You may also make a mariner check to learn more about the ship, its crew, its captain, or other details the GM allows.

At GM discretion, you can also spend 10 minutes studying a ship up close to get additional information.

 Duration: 8 hours.

During a short rest, you may scavenge materials and 1 part of a ship. This part is improvised. The types of repairs you can make are as follows.
  • A mast.
  • A sail.
  • A steering wheel.
  • A rudder.
  • A hole in the hull.
  • A cannon.
  • A crow's nest.
  • A figurehead.
  • A plank.
  • A ladder.
  • An anchor.

With GM permission, you may be able to repair other parts of a ship as well.

An improvised item is one made out scrap or temporary pieces. It functions like any other item, but only exists for 8 hours before falling apart and becoming destroyed. It is easy to tell whether an item is improvised. Interacting with an item is enough to determine if it is improvised or not.


 If proficient: You can instead make up to P repairs. If fluent: You can instead make up to F repairs.