The way I've handled it is fairly simple. My character, Saefinn, sees 2 major flaws in his role as captain and 2 flaws he considers responsible for the death of his old crew. The two flaws are: he's never had a successful battle plan, he reads, he's literate and has a good head on his shoulders, but knew very little about to handle strategy on the battlefield. His other flaw is his ability to fight, he might win a bar brawl with a bit of cheating, but that's about it. He always had other people do the fighting.
After the death of his crew, he felt if he could achieve vengeance, he would need to overcome his flaws. For strategy, the Arcanist guild offered suitable training and he could later aspire to a role as a Scholar. A Lalafell pretty much gave him the pep talk and convinced him to take that path. For strength, well, he saw the strength of the Yellow Jackets when taking on mercenary work for the Adventurers' Guild and after having earned some respect amongst ranks in Limsa Lominsa, he ended up speaking to Commodore Reyner about some advice and he pointed him in the direction of the Marauder's Guild. Getting friendly with high ranking individuals is perhaps a bit risky, but it alleviates suspicion from his illegal activities at least and of course, by doing a little mercenary work for him, it gives him money and experience, which he needs to help him back on his feet.
Other choices? If Musketeer is introduced, as rumoured, I'll probably level it. A pirate needs a gun really.
With crafting, it was easier offering IC excuses, in fact 2 of my choices are based on Saefinn's life rather than the other way round. His dad used to take him fishing as a young lad and he'd end up with cook duties when he was a crew mate. The weaving is in there because I wear light armour, but I've given the excuse that it was a skill his mother taught him when he was young. Fishing was the only 'good' memories of his father and well, he was very attached to his mother, so it was natural he took an interest in her activities...especially when he was kept indoors for bad behaviour.
After the death of his crew, he felt if he could achieve vengeance, he would need to overcome his flaws. For strategy, the Arcanist guild offered suitable training and he could later aspire to a role as a Scholar. A Lalafell pretty much gave him the pep talk and convinced him to take that path. For strength, well, he saw the strength of the Yellow Jackets when taking on mercenary work for the Adventurers' Guild and after having earned some respect amongst ranks in Limsa Lominsa, he ended up speaking to Commodore Reyner about some advice and he pointed him in the direction of the Marauder's Guild. Getting friendly with high ranking individuals is perhaps a bit risky, but it alleviates suspicion from his illegal activities at least and of course, by doing a little mercenary work for him, it gives him money and experience, which he needs to help him back on his feet.
Other choices? If Musketeer is introduced, as rumoured, I'll probably level it. A pirate needs a gun really.
With crafting, it was easier offering IC excuses, in fact 2 of my choices are based on Saefinn's life rather than the other way round. His dad used to take him fishing as a young lad and he'd end up with cook duties when he was a crew mate. The weaving is in there because I wear light armour, but I've given the excuse that it was a skill his mother taught him when he was young. Fishing was the only 'good' memories of his father and well, he was very attached to his mother, so it was natural he took an interest in her activities...especially when he was kept indoors for bad behaviour.
The Scholar Captain