|
Pirate
From the
Southern Islands and across the Seas and Oceans of Everlynn come fourth mates with bite and
patches. Pirates have long been known as the thieves of the Seas and Rebels who
live by the Sea. Some Good and some Bad but mostly those who get into trouble
with law Pirates are mates who year for adventure by the Deep Blue waters.
Though some times borrowing a ship to pick some mates is some times a ship not
of their own they do what they can to liven things up. Swashbucklers and
seafaring mates the Pirates live by a code that is some times more like
guidelines than set rules but there are some that do not like when the codes are
broken. There are several things a Pirate lives by such as a promise of a pirate
by his word is his honor and therefore keeps it regardless if it is half done or
takes longer than usual, Mutiny is either a sign of a bad captain or a
traitorous dog so one who does not commute to Mutiny is one to trust to whom who
has and produced false claims, what is left behind stays behind so if you
can’t keep up then don’t run with pirates, do not impure ones honor for its
an insult among pirates and at times a cause for death, last and finally ones
ship is his castle and finest treasure and any booty on his ship is his own
pirates don’t steal from pirates less they want a feud or revenge on them like
no other for a pirates vengeance is a long and vicious one. Though not
superstitious pirates are very careful of sea faring creatures and monsters as
well as avoid upsetting the King of the Sea and Unda the Water Goddess. Many of
pirates pay homage to her by tossing some of their treasure into the sea as a
show of respect and for good sails. Pirates are one of the seas and water of the
world though its odd to find one close to land most make stops at famous Taverns
or Inns close to shore so they can keep an eye on their boats and treasure if
any.
Benefits>
These are basic Abilities you know of easily from your novice training when
learning to become a Pirates. Some are set specifically for your profession as
abilities you may know and how to use. Though they are rarely powerful skills
they are useful skills that will assist you in your travels as an Adventurer in
the world of Everlynn.
Swift
of Hand> Not like
stealing but can be useful a Pirate is swift with their hands and can cause a
lot of mischief with this trick. As long as the item is small and can fit into a
hand like a key or small coin then it’s really difficult to spot them. The
Pirate makes a Reflex Check while some how distracting the target or while their
not looking and yoink the item. The Target makes an oppose Check by the Score by
making a Social Check and must beat the Pirates score or think nothing of the
fact that because they’re a pirate that they know how to steal unless on the
sea.
Swashbuckling>
What pirate doesn’t know how to use a sword to perform amazing or interesting
feats? As a Pirate you can use your swashbuckling skills with your sword to give
you +4 to your ATR regardless of your ranks to wound a target in some fantastic
or drippy attack. This can also be applied when to make an insult such as
causing small damage (1 Dmg) to make a scar or wound to inflict insult or to
carve initial or something onto the surface of an object or person.
Seafarer>
Pirates are of the Sea and Oceans of Everlynn spending most their times in boats
or ships adventuring to unknown and exotic places. Their skill to Navigate and
Boat are far more superior than most would think. Pirates get +6 to their
Navigate and Boat skill regardless of their ranks. Their time as a swabby and
pirate has given them more chances at a stern on a boat and to read maps more so
than any land lubber.
Abilities>
Pirates unlike any other profession have many Boating, Navigation,
Swashbuckling, and theatrical skills that make them infamous or ridiculous. The
type of Pirate depends on your alignment and how you role play it. Pirates are
not to accustom to being on land but when they do they bring the Sea and the
Pirate to the community. Being able to perform many theatrical feats also make
them hard targets to hit as well as avoid when in combat.
Henchmen>
Pirates are known to travel with some of their men and recruit others even
players to join their crew of brigands or rebels. Npc Henchmen are normally only
that of 100 Health and only know half of what their Captain knows so more than
likely they make good back up when their Captain is in trouble.
Cost>
40 Exp Each a limit of four henchmen
Daredevil>
When the time comes for it some times a Pirate must do things any other person
normally wouldn’t do such as swing from a crow’s nest or jumping off from
the back of the ship to another ship
trailing them. This usually applies to actions that would normally be difficult
or too dangerous for most players. For the Pirate’s life it’s just another
task that needs to be done. When a Pirate performs or chooses to do an action
that normally is dangerous or requires a high difficulty the Difficulty or
Penalty is reduced by four making it a bit easier than before since a Pirate is
use to this job.
Cost>
30 Exp
Divine
Fortune> Pirates
have a strong faith in luck and making gambles some times a Pirate may choose
the wrong time to gamble. However they are able to reroll a dice they do not
favor once a day. This one dice can be rerolled to avoid any circumstances that
the Pirate doesn’t like that is dice base.
Cost>
20 Exp
Fast
Talker> As a
Pirate some times its best to be a fast talker to persuade or confuse your
opponents with logic or illogic information so as to render your opponent lost
or intrigue to another subject with a little use of subterfuge. Pirates tend to
use a sense of fast talking to confuse their enemies when making a Bluff Roll.
The Pirate gets +4 to their Bluff Roll and the Target suffers a -4 on their
Bluff Check at attempts to see if the Pirate is saying the truth.
Cost>
20 Exp
Foot
Work> When a
Pirate initiates an attack the Pirates foot work in swashbuckling makes him a
bit more difficult to hit. When fighting they get a +4 DR bonus regardless of
the limit. This makes them difficult targets to hit as well as constant movers
in battle.
Cost>
40 Exp
Fancy
Sword Work> When a
Pirate attempts to disarm or parry attacks they can make an attack immediately
once they are successful. This is due to their swift blade skills with a sword
and make it a common practice to be good with one since there is much time when
out at sea.
Cost>
20 Exp
Dirty
Fighting> Pirates
don’t mean to be dishonorable but what’s the purpose of fighting fair
especially if the person can kill you. So as a precaution a Pirate can play
dirty by making a Sneak Attack by using a weapon or improvised weapon that deals
2d4 damage. This attack causes the person to be distracted for a moment allowing
the pirate to make an additional attack as long as their Surprise attack hits.
This can be kicking dirt or throwing a rock to distract your opponent to get you
an attack on them. As long as it’s some improvised weapon or method to
distract your enemy and it hits you get a automatic attack on the target.
Cost>
40 Exp
Well
Balance> Regardless
of the difficulty or challenge a Pirate is well balance on any narrow or
slippery path. This feat allows them to walk the slippery or narrow surfaces and
paths with out requiring making a roll or balancing check. This is a Special
Movement ability that a Pirate can use when it comes to the specified
situations.
Cost>
30 Exp
Direction
of Fortune>
Regardless if the Pirate has tools or not their nautical knowledge allows them
to find the right Direction to go in when lost at sea or at sea. Though it may
be the right direction it may not always be the safest path to go to. This can
also be applied when not at sea and on land but as stated before the direction
may not be the safest path. The Pirate can state this ability and the Host can
give them the right direction to go to but it may not be the safest route.
Cost>
40 Exp
Commandeering>
When a Pirate comes
to commandeer a ship they get a +4 Bonus to stealth as well as any of their
skills. This can also be applied to other vehicles when the pirates need it. The
+4 applies to the theft of any vehicle and adds to the Fast Talker ability as
well when stealing the vehicle. Commandeering is just a nicer way of stealing
what a pirate needs for travels.
Cost>
40 Exp
|