http://www.myth-weavers.com/sheetview.php?sheetid=688338Thanks Dwarmin. I'll take a nice cloak then.
If we have a big boat it might be necessary to hire crew, and if we do I'll need to get more ale.
Can anyone do carpentry? That would be useful with boats. I thought about taking use ropes and profession: carpentry as the chances of them one day being helpful are quite high, but probably only if you were an expert at them, rather than having 2 spare skill points put there.
In fact I'm suddenly tempted to completely start again and make a sailory type so we don't all die in a terrible storm after getting swept out to sea and having to resort to cannibalism.
Looking through Stormwrack, the relevant skills that stand out are:
Profession (sailor) covers the maneuvering and handling of a ship, 1 to 2 ranks being about deckhand level, 3-7 being petty officers, officers and technical experts, and 8+ expert shiphandlers (ordering sail-setting, piloting past river bars, doing tactical manuevers, etc).
Knowledge (Geography), for navigating and telling where the hell you are.
Knowledge (Architecture and Engineering) to be a shipwright, basically overseeing expert craftsmen as they build a large (well, Gargantuan or Colossal, but hey) ship.
Craft (boatbuilding), for a single craftsman knocking together a bunch of planks and getting a boat of up to Huge size out of it (though stuff at the larger end will take quite a while). Other craft skills are generally just used by experts working on a specific part of a larger ship.
As for a couple of points in Use Rope, throw in a couple of Climb points and a couple of Prof(Sailor) points and you have the description of a deckhand, who's probably really cheap to hire.
Of course, I'm not sure how much of this is online, so there's that.