NAVIGATOR
    The art of piloting a sea-going vessel and that of ascertaining one's location are
inextricably linked. Humanoids must venture across the waters in awkward ships, and are
unable to survive immersion in the sea except for relatively short periods of time. Yet there are
many beings who dwell beneath the surface of the ocean, and it is profitable for land-bound
peoples to engage in commerce with them. Adventurers, with the assistance of an Adept, will
probably choose to try to despoil some of the treasures of the deep. A navigator can manage
ships of increasing size as he becomes more experienced. There is a limit to the size of ships
constructed, because of their relative fragility (sea-creatures are wont to destroy those
vessels they consider overly large). The navigator's other chief ability allows him to locate
directions with instruments and read maps.   
A navigator can determine all compass
directions if he can view the stars. If the night is cloudy, or during the day, the
navigator's chance of correctly locating the compass direction is equal to (25 + [7 x
Rank]) %.
If the roll is less than or equal to the success percentage, the navigator has an
exact reading on the compass directions. If the roll is greater than the success percentage,
his reading is off by one degree for each percentage point by which he exceeds his success
percentage (the GM must decide in which direction the error is made).
      A navigator may always determine the compass direction of a landmark relative to his
position. A landmark is defined as any object which can be seen or to which a being can
precisely point (presumably by either instinct or magic).
A navigator may also judge the
distance between his position and a landmark if he can see it. His success
percentage to precisely gauge the distance is equal to his (Perception + [10 x Rank]
).
If the GM's percentile roll is less than or equal to the success percentage, the navigator
character is informed of the correct distance. When the roll exceeds the success percentage,
the measurement is off by a percentage equal to the difference between the success
percentage and the roll (the GM must decide whether long or short).
A navigator can read a map if he can relate his physical surroundings to the symbols on that
map.
If a navigator tries to read a map which is of the area in which he is presently
located or is of an area with which he is quite familiar, his success percentage is
equal to ([2 x Perception + [8 x Rank] )%.
If the GM's roll on percentile dice is less than or
equal to the success percentage, the navigator is told the orientation of the map (and his
position, as near as can be estimated). If the roll is between the success percentage and ([4 x
Perception] + [10 x Rank] )%, the navigator is baffled by the map. If the roll is greater than or
equal to the second percentage, the navigator character is given false information by the GM.
  A
navigator can competently pilot a ship of up to (25 + [25 x Rank]) feet in length.  A
competent pilot of ship has a negligible chance of damaging or sinking a ship when faced with
normal weather and sea conditions. When a ship is not steered by a competent pilot, it is in
very real danger of experiencing an accident in choppy seas or during a storm.  
A navigator
can consistently maintain a ship's speed at (50 + [5 x Rank]) % of its optimum speed.
 
If the ship is under crewed, the optimum speed is calculated for the ship with its current crew
complement.
  
A navigator can predict weather at sea with a ([Perception] + [5 x Rank]) % chance
of accuracy.
The GM rolls percentile dice; if the roll is equal to or less than the success
percentage, a navigator can correctly predict the weather for the following (4 + [2 x Rank)
hours. If the roll is greater than the success percentage, the .navigator's version of the
upcoming weather becomes more and more inaccurate as the roll approaches 100.
  
 A navigator can sometimes recognize non-magical danger at sea before
subjecting his ship to it. A navigator's success percentage to use his perceive
danger ability is ([3 x Perception] + [7 x Rank] )%.
 If the GM's roll is equal to or less than
half the success percentage (rounded down), the GM informs the navigator character of the
precise danger his ship is facing. If the roll is between one-half and the full success
percentage, the navigator intuitively senses the direction and distance of the danger. If the roll
is greater than the success percentage, the navigator is unaware of impending doom.
 A
navigator must spend (250 + [25 x Rank]) Silver Pennies per year to maintain the
best directional equipment and nautical charts he can use.
If the navigator fails to
spend the above sum, he operates as if he is two Ranks less proficient. If his Rank is reduced
to a negative number, he temporarily loses the use of the skill.