Pirate | |
Predators of the high seas, Pirates are rapacious raiders of honest shipping and the bane of mercantile interests wherever they may roam. Pirates occasionally find themselves land bound for one circumstance or another, and may be found adventuring, perhaps in the pursuit of enough swag to purchase their own ship, or perhaps seeking some long-buried treasure secreted away from the sea. | |
Cost | Ability |
61 | Savant Package Deal (+6 points worth of skills applicable to selected Skill Enhancers) |
9 | High Seas Skills Package Deal |
15 | Blather Package Deal |
6 | Sea Fighting: +2 All Combat; Only at Sea (-2) |
2 | +2" Swimming |
1 | LS: Extended Breathing (Hold Breath for 1 Turn before loosing END) |
94 | Total Cost of Abilities |
Value | Disadvantages |
-5 | Reputation: Pirate 8- |
+89 |
Total Cost of Package |
Savant | |
Savants are handy folk to have around, naturally skilled and adept at a wide variety of things. Possessed of a certain flair and panache, Savants are highly skilled or innately talented or both, able to make the impossible look easy. Jacks-of-all-trades, Savants often become adventurers for the sheer challenge and perhaps a relief from the boredom of dealing with normal people. | |
Savants are often motivated by a desire to learn a new thing or two, or to test their wits against a worthy opponent. Savants usually concentrate on picking up new Skills, Perks, and information which might serve them in good stead. | |
Cost | Ability |
4 | Quick Study: WF: Common Melee, Common Missile |
20 | Puissant: +2 with Overall |
6 | Talented: Pick any 2 Skill Enhancers: (Jack of All Trades, Linguist, Traveler, Scholar) |
8 | Athletic: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) |
17 | Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 11- |
Value | Disadvantages |
0 | None |
+55 | Total Cost of Package |
Cost | Options |
1 | Literacy w/ Native Language |
+10 | Deadly Blow: +1d6 Killing, any circumstance, any weapon (+1d6 HKA; OIF: Weapon of Opportunity (-1/2); Limited Circumstances (-1/2)) |
20 | More Puissant: +2 with Overall |
18 | Fisticuffs: Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls |
5 | *Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove) |
15 | Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1) |
15 | Scroll Use: Scroll Comprehension +5 |
15 | Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10) |
25 | Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range |
2 | *Sense Traps: Add Sense to above: +2 points |
15 | Open Lock: Lock picking (DEX based) + 6 |
30 | Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4) |
25 | Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost: 10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 15) |
15 | Better Lucky than Good: 3d6 Luck |
15 | Improved Lightning Reflexes: +10 with All Actions |
-10 | Psychological Limitation: Swashbuckler Mentality (Common, Moderate) |
-15 | Psychological Limitation: Curious (Common, Strong) |
-15 | Psychological Limitation: Self Centered (Common, Strong) |
-15 | Psychological Limitation: Competitive (Common, Strong) |
Blather Skills | |
Many characters have mastered the art of talking fast and making things up as they go along in order to grease their way through life. If you can't bedazzle them with brilliance, then baffle them with bullshit. | |
Cost | Ability |
10 | +15 PRE, Requires Conversation Roll |
5 | Conversation +1 |
Value | Disadvantages |
None | |
+15 |
Total Cost of Package |
High Seas Skills | |
Many characters make their living by seacraft, either as smugglers, pirates, corsairs, or even just passengers. Along the way they have learned how to use the unusual environment of the cramped confines and rolling decks of a ship to their advantage. | |
Cost | Ability |
2 | Environmental Movement: Offset Penalties in Rigging of a Ship |
1 | Acrobatics; Only in Riggings (-2) |
1 | Climbing; Only in Riggings (-2) |
2 | Survival (Marine) |
3 | Sea Fighting: +1 All Combat; Only at Sea (-2) |
Value | Disadvantages |
None | |
+9 |
Total Cost of Package |