102. SEAHAND
While the Navigator is necessary for guiding ships across the seas, they would be worthless if there was no one who managed the day to day chores of running the vessel. The seahand is a skilled sailor, familiar with the handling of ships and boats.
[102.1] A seahand is able to tie a wide variety of knots.
As their rank progresses, seahands will become quicker at tying knots and their knots will become much more reliable.
[102.2] A seahand will become familiar with the handling requirements and characteristics of an assortment of ship types.
At rank 0, the seahand is familiar with the ubiquitous rowboat. Starting at rank 2, and at every subsequent even rank, the seahand will become familiar with one more type of ship. Types of ships are as follows:
Sailboat, galley, war galley, caravel, and catamaran.
[102.3] A seahand is able to handle a ship in rough weather so as to reduce the risk of damage or loss.
The likelihood of preserving the ship is dependent on the skills of all the seahands working.
[102.4] A seahand will develop a greater tolerance to extremes of temperature and weather and will be resistant to becoming seasick.
The chance of someone becoming seasick depends on how rough the weather gets, what rank seahand and navigator they are, and what race they are.
[102.5] Seahands learn to climb through the rigging of ships with ease.
Seahands are skilled at climbing ropes. Their base chance is ([4 x Manual Dexterity] + [10 x Rank] - Heigh / 10])%.
[102.6] At rank 2, seahands will become familiar with a number of crafts as they become involved in the repair of their ships.
Seahands will be familiar with the crafts of carpentry, sailmaking, and ropemaking. They will be able perform simple tasks under those crafts as if they were rank 0 in that craft. If they wish to learn these skills, they are considered to already be rank 0.