BESM stats for a Uresia campaign involving Pech Attar
Although humans are a bare majority in Pech Attar, they do make up almost all of the Pilot's Guild. This doesn't mean other races can never be found in the Guild, just that it's rare. This is not due to prejudice - just the fact that in Pech Attar, there have always been more Human orphans than any other race.
Attributes:
Aura of Command Level 1+, Item of Power (Guild Medallion) Level 1,
Magic (Pilots' Guild) Level 2+, Organizational Ties Level 1 (Pilots'
Guild, which is 1/level in most games, but 3/level for a game
centered on Pech Attar), Personal Gear (PDA, enchanted boarding
spear, Guild robes), Place of Power (the Pech Attar harbor) Level 6
Defects:
Marked (facial tattoo and topknot, 1 BP), Owned by the Guild (fairly
often, but not that bad as jobs go, 1 BP)
Skills:
Boating, Melee Attack (Spear), Melee Defense (Spear),
Navigation
For inactive Guildmembers (those on sabbatical, temporary punitive exile, or the like), eliminate Place of Power and Owned by the Guild. Technically the Guild still owns them, but the assumption is that they're out of the Guild's reach and not on the regular duty roster. Similarly, the expatriate Guildsmember will have to undergo the ritual drowning again to be reattuned to the magic of the harbor...
While it might seem a misnomer, since these are given out at the start of one's working apprenticeship for the Brotherhood of Pilots and Harbormasters, these Guild Medallions are meant to serve as a constant reminder of the Guild's expectations. They are carved from a dark red stone that always has a few drops of condensation on the surface, although the stones never get cold.
The Eye grants a Guildsmember wearing it Flight Level 1 (4 BP) and Sensors (Indirect) Level 1, for seeing heat sources. They mostly use it to spot fires belowdecks, but a contemporary person from our plane using it would think "thermograph"...
Buy it as the Magic attribute. The Pilot's Guild tends towards utilitarian spells that complement their working natures. Most of their spells are weather related, and oddly enough they cannot use magic that directly affects the sea. When asked about this magickal blind spot, Apprentices and Journeymen don't know the answer. Masters and Grand Masters know, but refuse to tell...
There are no standard Magical Restrictions that apply to Guildsmembers, although young Apprentices or slackers may be partially or totally dependent on using their Spear as a magical "crutch". The Guild's thaumaturgical instructors try as hard as they can to restrict this usage to its ceremonial role in the spell "Wreck-cheater." If half their powers are tied up in the spear, it's worth 1 BP; if all of their powers (or all but one minor power) are dependent on the spear, then this restriction is worth 2 BP.
By the time of their investment as Journeymen, all Pilots must know the following two spells, and most have a few other handy as well...
Wreck-cheater
This is the signature and workhorse spell of the Pilots' Guild. The
caster may move a ship that he has stuck with his spear through the
air at walking speed, so long as he hangs on to the spear. For
large craft, multiple pilots will have to cast this spell together
(which adds a minute or two of pre-magic "fiddling" to make sure
they are in metaphysical harmony).
Cost (Power Points): 6
Energy to Cast/Maintain: 3/3
Magic Options: Focus (any Guild-enchanted boarding spear)
Attributes: Telekinesis Level 6 (Ships Only, 1 point/level)
Harvest the Sky
The other, possibly more useful, but less publicized spell the
Pilots use. They can quench a storm threatening the harbor, call up
a breeze to move a becalmed ship, or summon a downpour to extinguish
a raging fire. Judicious use of this spell has led to the uniformly
bountiful harvests that let Pech Attar thrive with such little
farmland. Near constant use of this spell, judicious or otherwise,
is probably why the weather is so uniformly crappy two islands
over...
Cost (Power Points): 8
Energy to Cast/Maintain: 8/8
Magic Options: None
Attributes: Environmental Control (Weather) Level 4
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