Pirate Companion

Pirate_Image.png100In the treacherous, gold-laden waters of Carrouban, where every tide brings new adventure and danger, sometimes you need to seize the moment without delay. For those eager to hoist the Jolly Roger, whether you're a new recruit to the high seas, making a quick cameo on a daring raid, or simply need a loyal ally to bolster your crew, the Pirate Companion offers a ready-made character to jump straight into the swashbuckling action.

This template embodies the quintessential Carrouban seadog: a seasoned individual with a balanced physique and sharp instincts, ready for the rough-and-tumble life on the waves. Equipped with a trusty cutlass, a Queen Anne's pistol, and a Dagger, they are prepared for both close-quarters brawls and ranged skirmishes. With Combat Reflexes to react swiftly in a fight, Naval Training and Sea Legs to master the deck, and a strong Sense of Duty to their companions, this pirate is more than just a warm body - they're a capable adventurer bound by a Code of Honor to their fellow buccaneers.


Statblock (87 points)

All Pirate Companion characters have the following:

Attributes: ST 11; DX 10; IQ 10; HT 11
Secondary Attributes: Basic Lift: 24.2 lbs; HP 11; Will 10; Per 10; FP 11; Basic Speed 5.00; Basic Move 5; Dodge: 9; Parry: 10.

Advantages: Combat Reflexes
Disadvantages: Sense of Duty (Party); Code of Honor (Pirate).
Languages: Conquistadan (cannot read/write);
Perks: Naval Training, Sea Legs.
Skills: Pirate!-12

Equipment ($400, 7.55 lbs.)


ATTACKS

All of these attacks use Pirate!-12, except for the Thrown Dagger, which uses Thrown Weapon (Knife)-12. A Pirate Companion without Thrown Weapon (Knife) is at skill 6.

Name Damage Reach
Cutlass (swing) 1d+1 cut 1
Cutlass (stab) 1d imp 1
Cutlass (hilt punch) 1d+1 cr C
Dagger (stab) 1d-2 imp C
Punch 1d cr C
Kick* 1d+1 cr C

* A kick is at -2 to hit, and if you miss, roll vs. DX to avoid falling! Kicks with boots deal +1 damage.

Name Damage Acc Range RoF Shots
Queen Anne's Pistol 1d+2 pi+ 2 45/490 1 1(60)
Thrown Dagger 1d-2 imp 0 5/11 1 T(1)

CUSTOMISATION OPTIONS

In addition to the sheet above, select options as follows:

Choose one of the following advantages:
Luck, Daredevil, or Serendipitous Guidance.

Choose one of the following disadvantages:
Compulsive Gambling (12-); Compulsive Carousing (12-); Callous; Bloodlust (15-); Greed (15-); Bully (15-); Impulsiveness (15-)

And three skills from this list:
Pickpocket-10; Gambling-11; Survival (Beach/Island)-11; Fast-Talk-11; Acting-11; Cooking-11; Wrestling-11; Stealth-11; Streetwise-11; Holdout-11; Dancing-11; Scrounging-12; Fishing-12; Forced Entry-12; Carousing-12; Thrown Weapon (Knife)-12.

Choose two minor personality quirks
A “quirk” is a minor feature that sets you aside from others - e.g. "Likes singing sea shanties"; "Dislikes small dinosaurs", "speaks about his sword as though it were a living thing";

Detail three cheap, small personal affects they carry, e.g. "compass", "playing cards", "dice", "bottle of rum".