Corsários de Brawold são conhecidos por patrulharem os mares caçando seus inimigos declarados, os Piratas de Cheybluff. Aproveitam do prestígio que possuem com as populações que vivem em torno da região dos lagos centrais para desenrolar tratados e acordos. Apesar de serem diplomáticos são excelentes lutadores e marinheiros, especialmente quando carregam seus destemidos sabres e main-gauche. Os Corsários não deixam à desejar quando o inimigo está do outro lado de sua espada.

Advantages: Legal Enforcement Powers [Jurisdição Internacional, +10] (10); Patron [Sindicato dos Corsários de Brawold, 10; Roll 9-, x1; Equipment (Weapon), +50%] (15); Reputation [Cidadãos de Brawold, x0,33; Recognized Sometimes, (10-), x0,5] 5; • 15 Points Chosen From: Absolute Direction (5); Acute Vision 2 (4); Combat Reflexes (15); Enhanced Parry (All parries) 1 (10); Talent [Smooth Operator] 1 (15); 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: Gigantism (0) and Social Stigma (Minority Group) (-10). • Another -10 points chosen from among Easy to Read (-10), Gullibility (-10*), Language: Spoken (Native)/Written (None) (-3), Low TL 1 or 2 (-5 or -10), Odious Personal Habit (Unrefined manners) (-5), Phobia (Machinery) (-5*), or Wealth (Struggling) (-10). • A further -20 points chosen from among the previous traits or Appearance (Unattractive or Ugly) (-4 or -8), Bad Temper (-10*), Berserk (-10*), Bloodlust (-10*), Compulsive Carousing (-5*) or Phobia (Crowds) (-15*), Gluttony (-5*), Ham-Fisted 1 or 2 (-5 or -10), Horrible Hangovers (-1), Impulsiveness (-10*), Overconfidence (-5*), or Sense of Duty (Adventuring companions) (-5).

Primary Skills: Camouflage (E) IQ+0 (1)-10‡; Navigation (Land) (A) IQ+0 (2)-10‡; Survival (any) (A) Per-1 (1)-9‡; and Tracking (A) Per-1 (1)-9‡. • One of Thrown Weapon (Axe/Mace, Harpoon, Spear, or Stick) (E) DX+2 (4)-12; or Bolas, Bow, Spear Thrower, or Throwing, all (A) DX+1 (4)-11. • One of these four melee skills packages:

  1. One of Axe/Mace, Broadsword, or Spear, all (A) DX+2 (8)-12,and Shield (E) DX+3 (8)-13.
  2. Flail (H) DX+1 (8)-11 and Shield (E) DX+3 (8)-13.
  3. One of Polearm, Spear, Two-Handed Axe/Mace, or Two-Handed Sword, all (A) DX+4 (16)-14.
  4. Two-Handed Flail (H) DX+3 (16)-13.

Secondary Skills: Brawling (E) DX (1)-11; Stealth and Wrestling, both (A) DX (2)-10; Mimicry (Animal Sounds or Bird Calls) and Naturalist, both (H) IQ-2 (1)-8‡; Swimming (E) HT (1)-13; Hiking and Running, both (A) HT-1 (1)-9; and Fishing (E) Per+0 (1)-10‡.

Background Skills: Animal Handling (any), Disguise (Animals), and Weather Sense, all (A) IQ (2)-10; and Intimidation (A) Will (2)-10. • Four of Forced Entry (E) DX (1)-10; Climbing (A) DX-1 (1)-12; First Aid, Gesture, or Seamanship, all (E) IQ (1)-10; Carousing (E) HT (1)-10; Lifting (A) HT-1 (1)-9; Skiing (H) HT-2 (1)-8; or Observation (A) Per-1 (1)-9.

  • Multiplied for self-control number; see p. B120.
    † Includes effects of Gigantism (p. B20). Rolls to hit you are at +1. You may use oversized weapons (p. 27) and must buy extra-large armor (p. 28).
    ‡ Includes +4 for Outdoorsman.

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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