Call of the Sea
You've always known that you would end up on the Seas be it a Pirate, Marine, or Bounty Hunter. Everything you've done every decision you have made has been towards one goal, setting sail.
- Skill Proficiencies: Two from Perception, Navigation, Survival, or Endurance
- Tool Proficiencies: Shipwrights Tools or Fisher's Tools
- Equipment: A memento from someone one the Seas who inspired you, a map of the Sea you start in, and a pouch containing 5,000 berri.
- Equipment Pack: Scout's or Explorer's Pack
Feature: Tales of the Sea:
Whenever a ship or traveler would pass through where you lived you would beg them for stories from across the ocean. When you land on an island you have not visited before your DM may deem it appropriate to grant you a minor detail or story about the island.
Destined Recruit
Groomed from a young age to join the Marines, you know much about its inner working and organization. Whether you chose to follow that path or not is a different question altogether.
- Skill Proficiencies: Two from Athletics, Acrobatics or Navigation and History
- Tool Proficiencies: One from the following Cartographer's Tools, Weaponsmith, or Armorsmith
- Equipment: A letter from someone you knew in the Marines, a crude map of a smaller Marine Base you've been to, and a pouch containing 4,000 berri.
- Equipment Pack: Marine's or Explorer's Pack
Feature: Insider Knowledge
You learned the ins and outs of the Marines hierarchy and even met a few officers. When you see a Marine Officer wearing a cape of Justice you can immediately tell what rank they are and may even know a few minor details about them.
Born Captain
A leader through and through even from a young age you knew you would end up on leading a crew of your own to glory, treasure, and wonder. Those around you are drawn to follow your personality and dreams.
- Skill Proficiencies: Two from Persuasion, Deception or Intimidation and Insight
- Tool Proficiencies: One of your choice
- Equipment: An object representing a promise that you'd meet another on the sea, a well worn hate, and a pouch containing 3,000 berri.
- Equipment Pack: Captain's or Explorer's Pack
Feature: Captain's Reputation
Even those that don't follow you can easily succumb to your force of personality. At the GM's discretion citizens of the sea that know of your Bounty, Reputation, or Rank may succumb to lesser demands or not report minor crimes.
North Blueian
Born or raised in the North Blue you know it well. The stories of a more peaceful time albeit one where pirates felt they could plunder the North freely, and the rule of the Bandit Queen. You've learned how to survive and thrive in its environment.
- Skill Proficiencies: Two from Persuasion, Perception, or Medicine and Insight
- Tool Proficiencies: Medical, Weaponsmith's or Alchemist's Tools.
- Equipment: A token that represents an island on the North Blue, and a pouch containing 3,000 berri.
- Equipment Pack: Captain's or Pharmacist's Pack
Feature: Tributary Negotiation
During your time under the bandit Queen's rule you've seen many tributes being collected and either watched or participated in the negotiations around them and learned a thing or two. At your GM's discretion crews that are not immediately hostile to you will listen to a request to parlay.
South Blueian
The South Blue is an untamed and wild place predators and plantlife alike are lethal if you're not prepared. Your time living in the South Blue has taught you to survive and even thrive in such environments.
- Skill Proficiencies: Two from Survival, Medicine, Animal Handling or Nature
- Tool Proficiencies: Medical, Cartographer's or Botanist's Tools.
- Equipment: The remains of a mysterious plant or animal and a pouch containing 3,000 berri.
- Equipment Pack: Scout's or Pharmacist's Pack
Feature: Natural Awareness
Your time in the South Blue has led to keen instincts when something is amiss. You are able to tell when small non-hostile beasts and animals are acting strangely.
West Blueian
Surviving in the West Blue has become a matter of keeping your mouth shut if you know something or knowing who to leverage that knowledge against. While knowledge has been valued above all else there for a long time the Government's focus there makes it a lethal game to play.
- Skill Proficiencies: Two from Culture, History, Artifact Knowledge or Investigation
- Tool Proficiencies: Archaeologist, Cartographer's or Alchemist's Tools.
- Equipment: An extremely old book written in an unknown language and a pouch containing 4,000 berri.
- Equipment Pack: Scholar's or Explorer's Pack
Feature: Knowledge Network
Your time in the West Blue has let you learn where and how information is traded. If you have been on an island for over 8 hours you are able to determine the best place to trade for minor information about the area.
East Blueian
The East Blue is a place of class and knowing which one you are in. It requires a vast knowledge of navigating complex social networks and avoiding cultural taboos.
- Skill Proficiencies: Two from Stealth, Persuasion, Deception or Slight of Hand
- Tool Proficiencies: Lock Picker's, Fisher's, or Brewer's Tools.
- Equipment: A crest either taken or given to you by a noble family and a pouch containing 4,500 berri.
- Equipment Pack: Scout's or Explorer's Pack
Feature: Social Hierarchy
Your time in the East Blue has let you observe and understand societies at a deeper level. If you have interacted with a creature for over 10 minutes you can tell what their status is in their own culture.
Wano Denizen
The land of Wano has broken away from the World government entirely and as such the customs around their shogun and the land itself are entirely unique. You know these noble customs well and the how the values and spirit of the Samurai pierce every aspect of this nation's values.
- Skill Proficiencies: Two from Culture, Performance, Stealth or Insight
- Tool Proficiencies: Weaponsmith's, or Armorsmith's Tools.
- Equipment: A book given to you by a Samurai containing poems and a pouch containing 3,500 berri.
- Equipment Pack: Scout's or Explorer's Pack
Feature: The Honor of Wano
Wano has instilled in you a strong sense of honor and can sense when others do not carry the same pride. If you have interacted with a creature for over 10 minutes you can tell if their sense of duty to a cause or person is wavering.
Fishman Island Inhabitant
Fishman Island lays deep underwater and is where the vast majority of Fishmen and Merfolk live due to the fact that the upper world's rarely fully embrace them in an equal manner. Even when visitors come to the bottom of the sea floor to visit your homeland they don't always leave their biases behind.
- Skill Proficiencies: Two from Insight, Perception, Animal Handling, or Intimidation
- Tool Proficiencies: Shipwright's, Fisher's, or Chef's Tools.
- Equipment: A unique shell or item from the sea floor and a pouch containing 3,000 berri.
- Equipment Pack: Captain's or Explorer's Pack
Feature: Prejudice Can't Hide
Growing up in Fishman island you've seen or experienced prejudice from outsiders firsthand. You know what it looks like even when someone is trying to not let it show. You are able to easily tell when an individual or community has a racial bias even if they attempt to hide it.
Paradise Islander
Living in Paradise isn't always as grand as the name makes it out to be. Danger still lurks and the weather is a beast all its own. You have learned how to survive amongst it all.
- Skill Proficiencies: Two from Nature, Acrobatics, Survival, or Investigation
- Tool Proficiencies: One of your choice.
- Equipment: A token you picked up in Paradise and a pouch containing 3,000 berri.
- Equipment Pack: Scout's or Explorer's Pack
Feature: Weather Forecast
The weather in Paradise can be highly unpredictable and change at a moment's notice. You know how to get the most warning out of these changes and can generally tell when there will be a major weather shift within the next five minutes.
New World Newcomer
Be it growing up or voyaging on a ship you've seen and experienced the New World ... and seen how terrifying it can be. Though somehow you found your way back from there you picked up some tricks along the way.
- Skill Proficiencies: Two from Endurance, Perception, Stealth, or Artifact Knowledge
- Tool Proficiencies: One of your choice.
- Equipment: A token you picked up in the New World and a pouch containing 3,000 berri.
- Equipment Pack: Scout's or Explorer's Pack
Feature: New World Survival Instincts
Theres one thing that defines the New World and that is that the strong survive and the weak do not. You know how to tell when you're outmatched. When you encounter a crew or foe that is vastly stronger than you or your crew, you know it.
Archaeologist
You've spent your time learning and unearthing the secrets of the past, even against the World Government's orders.
- Skill Proficiencies: Two from Nature, Investigation, History, or Artifact Knowledge
- Tool Proficiencies: One of your choice.
- Equipment: A relic or fossil you've found and a pouch containing 2,500 berri.
- Equipment Pack: Scout's or Explorer's Pack
Feature: Eye for the Past
You're studies of history and archaeology have led you to develop an eye for hidden ruins or lost civilizations. If you've been in an area for at least 10 minutes you can tell when ruins or cave structures are buried beneath you.
Shipwright
You dream in ships and have tinkered on them your entire life. While others have a respect for a well designed ship you have an infatuation and obsession to build one better.
- Skill Proficiencies: Two from Perception, Athletics, Persuasion, or Endurance
- Tool Proficiencies: Shipwright's Tools
- Equipment: A sketching of your dream ship and a pouch containing 3,500 berri.
- Equipment Pack: Scout's or Explorer's Pack
Feature: Past the Hull
Your time building and inspecting ships has given you an insider knowledge on how they work and are built. When you see a ship you know exactly how many floors it has, what kind of ship it is and how many crew members it can hold, have a vague sense of its capabilities and layout.