Cheybluff Pirate

Incansáveis saqueadores dos mares centrais de Pandora, os Piratas da Cidade Misericordósa de Cheybluff, Piratas de Cheybluff para encurtar, têm uma reputação a zelar e espólios para dividir. Organizados em uma entidade ampla e difundida, esses marujos são responsáveis por boa parte do comércio, legal ou ilegal, da região central de Pandora. Seus tentáculos alcançam um vasto território central e somente são barrados quando confrontados com os arqui-rivais, os Corsários de Brawold. Uma longa história de embates culminou nessa rivalidade. Ardilosos, lisos e bons de briga são os Piratas de Cheybluff.

Advantages: Patron [Sindicato dos Piratas de Cheybluff, 15; Roll 9-, x1; Equipment (Weapon), +100%; Secret (-50%) ] (23); Perfect Balance (15); Reputation [Cidadãos de Cheybluff, x0,33; Recognized Sometimes, 10-, x0,5] (5); • 15 Points Chosen From: Acute Vision 2 (4); Ambidexterity (5); Combat Reflexes (15); Enhanced Parry [All parries] 1 (10); Weapon Bond (1); • 30 Points Chosen From: Contact (up to 30); Enhanced Block (5); Enhanced Dodge (15); Rank 1 [Replaces Status, +5] (10); Rank 2 [Replaces Status, +5] (20); Signature Gear (1); Talent [Seaman] 1 (5); Wealth (up to 30); Weapon Master (Fencing) (30).

Disadvantages: Code of Honor (Pirate’s) (-5) and Enemy (Corsários de Brawold) (-20). • Another -10 points chosen from among Bloodlust (-10), Callous (-5), Compulsive Carousing (-5), Compulsive Gambling (-5), Compulsive Lying (-10), One Hand (-15), or Vow (Nunca dormir em terra) (-5). • A further -15 points chosen from among Alcoholism (-15), Greed (-15), Missing Digit (Finger) (-2), Missing Digit (Thumb) (-5), No Sense of Smell/Taste (-5), Reputation 4 (Cidadãos de Brawold) (-3).

Primary Skills: Boating (Sailboat) (A) DX+1 (4)-11; Fast-Draw (Specialty) (E) DX+2 (4)-12; Navigation (Sea) (A) IQ+1 (4)-11; Seamanship (E) IQ+2 (4)-12; Strategy(Naval) (H) IQ+0 (4)-10. • One of these three melee skills packages:

  1. One of Knife (E) DX+7 (24)-17, Rapier (A) DX+6 (24)-16, Saber (A) DX+6 (24)-16, Shortsword (A) DX+6 (24)-16, or Spear (A) DX+6 (24)-16.
  2. Two of Knife (E) DX+4 (12)-14, Rapier (A) DX+3 (12)-13, Saber (A) DX+3 (12)-13, Shortsword (A) DX+3 (12)-13, or Spear (A) DX+3 (12)-13.
  3. Three of Knife (E) DX+3 (8)-13, Rapier (A) DX+2 (8)-12, Saber (A) DX+2 (8)-12, Shortsword (A) DX+2 (8)-12, or Spear (A) DX+2 (8)-12.
  4. One of Polearm, Spear, Two-Handed Axe/Mace, or Two-Handed Sword, all (A) DX+4 (16)-14.
  5. Either Brawling (E) DX+3 (8)-13 or Wrestling (A) DX+2 (8)-12.

• One of these two ranged skills packages:

  1. One of Bow (A) DX+2 (8)-12, Crossbow (E) DX+3 (8)-13, Sling (H) DX+1 (8)-11.
  2. Two of Thrown Weapon(Harpoon) (E) DX+2 (4)-12, Thrown Weapon(Knife) (E) DX+2 (4)-12, Thrown Weapon(Spear) (E) DX+2 (4)-12.

Secondary Skills: Cartography (A) IQ (2)-10; Fast-Draw (E) DX (1)-10; Fishing (E) Per+1 (1)-11; Knot-Tying (E) DX+1 (2)-11; Merchant (A) IQ (2)-10; Observation (A) Per (2)-10; Either Lasso (A) DX-1 (1)-9 or Net (H) DX-2 (1)-8; Survival (Island/Beach) (A) Per (2)-10; Swimming (E) HT+1 (2)-11; Weather Sense (A) IQ (2)-10.

Background Skills: Six of Acting, Connoisseur (Boats), Cooking, or Fast-Talk all (A) IQ-1 (1)-9; Carousing (E) HT (1)-10; First Aid, Savoir-Faire (Pirataria) or Carpentry, all (E) IQ (1)-10; Detect Lies or Diplomacy, both (H) IQ-2 (1)-8.

Customization Notes
Many barbarian archetypes exist. The savage berserker has more ST, extra “physical grit” like HT and Hard to Kill, and such disadvantages as Berserk and Bloodlust. The primal survivalist goes for more Per, Discriminatory Smell, Temperature Tolerance, and disadvantages like illiteracy, Low TL, and reduced Wealth. The noble wilderness guardian prefers Animal Empathy, Animal Friend, Fearlessness, and disadvantages like Overconfidence and Sense of Duty.

Choose weapon skills that underline the desired “feel”. Thestereotypical Dark Ages warrior might have Axe/Mace, Shield, and Thrown Weapon (Axe/Mace). A caveman would probably prefer Spear and Thrown Weapon (Spear). Match Survival specialty and background skills to origin, too. An ocean raider from the Frozen North will want Survival (Arctic), Seamanship, and Skiing. A jungle guerrilla in leopard skin will find Survival (Jungle), Gesture, and Observation more useful.

Since any weapon is deadly at ST 17, you don’t need a pricy sword; axes, sticks, and clubs will do. Unlike other warriors, then, consider using the 5 points that quirks give you to strengthen your archetype instead of sacrificing them for money. For example, a jungle warrior might buy two more levels of Camouflage and another level of Stealth – strong and sneaky is a deadly mix!

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Cheybluff Pirate

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