TEXT: Return of the Ancient Mariner 
   
   
  Ever since it was mentioned in Men & Monsters, the Mariner character class became something of an obsession among 
  some Mazes & Minotaurs gamers. From the late seventies to the early eighties, no more than six (six !) different 
  incarnations of this « lost class » were published in various gaming magazines – and the official version was regularly 
  announced as part of the « forever forthcoming » Tritons & Triremes game supplement (or was it Triremes & Tritons ?). 
  Like the rest of the T&T material, it was never published - apparently because of various contractual technicalities which 
  remain an enigma to this day. But the quest for the « one and only », genuine Mariner class has finally ended !  As part 
  of the great M&M revival online project, we have recently acquired several files of previously unpublished M&M material 
  from Legendary Games Studio – including the long-lost official write-up of the Mariner class – which we are proud to 
  present here, at last, after more than 30 long years of patience, questing and (sometimes very bad) unofficial variants. 
   
  MARINER 
   
  Mariners are seamen and sailors, skilled in 
  shiphandling and navigation. Most of them are 
  also decent fighters, especially at higher levels 
  (and in tavern brawls).  
   
  Prime Requisite : Luck 
   
  Gender : Almost all Mariners are male. 
   
  Basic Hits = 12 
   
  Seamanship : All Mariners are experienced 
  sailors and add their level to all Danger Evasion 
  rolls made while at sea (including rolls to avoid 
  storms or drowning). 
   
  Brawling : Mariners add their Luck bonus to all 
  their unarmed attack rolls.  
   
  Weather Sense : Mariners can predict weather 
  for the day with a successful perception roll, 
  adding their level if they are actually at sea 
  while observing the sky, as per Seamanship.  
   
  Level Advancement : Every level after the first, 
  a Mariner gets the following bonuses : Hits +2, 
  Danger Evasion +1, Mystic Fortitude +1. He 
  also gets +1 to Melee and Missile attacks at 
  levels 2, 4 and 6. Mariners are specialists and 
  rise in levels by accumulating Experience. 
   
  Equipment : Mariners start with a dagger, 
  another melee weapon (sword, axe or spear) 
  and the missile weapon of their choice (bow + 
  12 arrows OR three javelins OR sling + 12 
  stones). 
   
  Starting Wealth : 3D6 x 5 silver pieces. 
   
  Religion : All Mariners worship the mighty 
  Poseidon, divine king of the sea. 
   
   
  Predicting Weather 
   
  If the roll is successful, simply roll the weather 
  in advance (using the system given on page 26 
  of the basic Mazes & Minotaurs rules).  
   
  If the roll is a failure, determine the erroneous 
  prediction as if actually rolling for the weather 
  and then roll again to get the actual weather.  
   
  If you get the same result twice, simply change 
  the erroneous forecast with total uncertainty. 
   
   
   
   
   
   
  Since we could not find any official illustration for the 
  Mariner class, we took the bold decision of using this 
  wildly inappropriate image of Charon the Ferrier of the 
  Dead, hoping it would fool casual readers. 
   
   
  So, that’s it !  As you will have noticed, this description gives absolutely no indication on HOW Mariners were supposed to 
  gain Experience points – an oversight which would probably have been corrected if Triremes & Tritons had been finalized 
  for publication. My long-time friend and Maze Master Arthur Westbrook suggested a formula involving nautical miles, but 
  Arthur has always had a tendency to devise silly house rules – just ask any member of our old university gaming group 
  about the infamous Weapon Speed Factor table or the dreadful Realistic Rules for Falling Damage.  
  
SOURCE: textdata/thevault/Mazes & Minotaurs (osr) [multi]/Optional Rules/M&M Class Return of the Ancient Mariner.pdf