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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Origins / Privateer

Privateer

Origins

Ability Perception
Skills at rank 2 Survival, Firearms

You spent your youth under a dread pirate, a ruthless cutthroat who taught you to survive among sharks and savages. You've plundered on the high seas and sent more than one deserving soul to a watery grave. Fear and bloodshed are old friends, and you've earned an unsavory reputation in many a port.

You gain: +1 Perception; the Instinctive Shooting talent; 2 ranks in Survival and Firearms.

Starting Equipment:

Feature — Bad Reputation: People fear you. In civilized settlements you can get away with minor offenses—skipping a tavern bill, kicking in a shop door—because few dare report you.

Starting Packages

Soldiers, Privateers and Criminals start with a gear package that fits the work they did, plus a basic kit and 5 gp. Every package is worth about the same.

  • Basic kit: Uniform, Backpack, Bedroll, Waterskin, Rations (1 week), Flint and steel, Unit insignia (Soldier), or Traveler's clothes, Backpack, Bedroll, Waterskin, Rations (1 week), Flint and steel (Privateer and Criminal).
  • Armor: choose light (leather armor, plus 2 gp) or heavy (scale mail, Might 2).
  • Weapons by culture: the packages list firearms, the settlers' weapons. A character from another culture takes that culture's weapons in place of each long gun or sidearm. If they cost less, take the difference in coin.
CultureIn place of a long gunIn place of a sidearm
VikingsLongbow, 20 arrowsBattle Axe, Light Shield
Native peoplesShortbow, 20 arrows, SpearTomahawk, 5 javelins
Asian immigrantsLight crossbow, 20 boltsTemple Sword
PackageGear
PrivateerFlintlock pistol and 20 pistol rounds (sidearm); Cutlass (scimitar); Dagger; Rope (50 ft); Grappling hook; Compass; Fishing tackle; Sea chest; Armor: light or heavy

Quirk (1d8)

  1. My friends know they can count on me, no matter what.
  2. I work hard so I can play hard once the work is done.
  3. I love sailing into a new port and making friends over a flagon of ale.
  4. I stretch the truth for the sake of a good story.
  5. A tavern brawl is a fine way to get to know a new town.
  6. I never pass up a friendly wager.
  7. My language is as foul as a chum bucket.
  8. I like a job well done, especially if I can talk someone else into doing it.

Ideal (1d6)

  1. Respect. Mutual respect between captain and crew is what keeps a ship afloat.
  2. Fairness. We all pull the ropes, so we all share the spoils.
  3. Freedom. The open sea means going anywhere and doing anything. No one will take that from me.
  4. Mastery. I'm a predator, and every other ship on the water is prey.
  5. People. My loyalty is to my crewmates, not to causes or flags.
  6. Aspiration. Someday I'll captain my own ship and chart my own course.

Pledge (1d6)

  1. I'm loyal to my captain first and everything else second.
  2. The ship matters most; crews and captains come and go.
  3. I'll always remember my first ship.
  4. In a harbor town I have a sweetheart whose eyes nearly stole me from the sea.
  5. I was cheated out of my fair share of the profits, and I want what I'm owed.
  6. Ruthless pirates murdered my captain and crew, plundered our ship and left me to die. I will have vengeance.

Flaw (1d6)

  1. I follow orders, even when I think they're wrong.
  2. I'll say anything to get out of extra work.
  3. Once someone questions my courage, I never back down, however dangerous it gets.
  4. Once I start drinking, it's hard to stop.
  5. I can't help pocketing loose coins and trinkets.
  6. My pride will probably be my downfall.

Roll or choose one of each, then pair each with a Virtue or Vice (2 of each).

Features

Bad Reputation. People fear you. In civilized settlements you can get away with minor offenses—skipping a tavern bill, kicking in a shop door—because few dare report you.

Starting Equipment