Call of the Sea (Background Trait)

''At some point you were a sailor aboard a merchant vessel; or perhaps you belonged to the proud Suncrest Marines? Either way, you were trained not to drown in most situations.''

Skills
Choose athletics or survival, you gain specialization in that skill.

Abilities
Choose any fighting style or general ability.

Common Trinkets
Choose one of the following trinkets:
 * Sextant: A sextant is used to determine distance of an object, usually by comparing the angle of the horizon to celestial bodies. Using your sextant requires 1 minute, and grants you a +3 to a mechanics check (if arithmetic is involved) or +3 to a survival check (when used for navigation of distance measurement.)


 * Spyglass: An object used by mariners to magnify the view, kept on one's person to view anything far away, it grants a +5 to sense checks to see anything at a distance of 100 feet or greater.


 * Alcohol: Alcohol has a variety of uses. It can be consumed to grant a +2 to persuasion for 1 hour. It can be burned and is highly combustible (though volatile.) A creature doused in alcohol suffers a -2 to resilience against the burn malady. You may also use it to sterilize a wound, granting a +2 to medicine checks. You begin play with enough alcohol for 5 such uses.


 * Salt: A measure of salt has often been used to judge a person’s “worth.” You begin play with 50 additional qrone, and a permanent +1 to a skill of your choice. This skill comes from a talent or event that had some impact in your past.

Profession Examples
Sailor, Pirate, Fisherman, Cartographer.