Pirate (Any)
You seek fortune and adventure on the high seas, and you’re quite good at it. While this specialization is not required to be a pirate or privateer, many of the most famous pirates have it. Pirates may also exist in non-marine environments where vehicles and merchant convoys are regularly raided by other vessels. Depending on the setting, there may be airship Pirates, sand-sailing Pirates, or Pirates who pilot ships of bone on a sea of lost soul. All Pirates, or are able to sail and fight completely, though their exact role in a crew is likely determined by their class, focuses, and other aptitudes.
Class: Any
Requirement: Fighting or Accuracy 2 or higher and the Dexterity (Sailing) focus.
Novice: Your well-developed “sea legs” and awareness of marine combat make you even more effective on the water than on land. You gain a +1 Defense and a +1 damage to attacks when fighting on a ship.
Journeyman: Years at sea make sailing second nature. You may reroll any Dexterity (Sailing) test and keep the better result.
Master: You’ve internalized the pirate ideal of “there’s no such thing as a fair fight”. If attacking a foe who is prone, disarmed, or otherwise distracted or impaired (Gm’s discretion), you can perform the Mighty Blow, Lethal Blow, or Lightning Attack stunts for 1 SP less than their normal cost.
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