Privateer
Origins
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:
- Traveler's clothes
- Backpack
- Bedroll
- Waterskin
- Rations (1 week)
- Flint and steel
- Starting package: the Privateer gear (see Starting Packages)
- 5 gp
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.
| Culture | In place of a long gun | In place of a sidearm |
|---|---|---|
| Vikings | Longbow, 20 arrows | Battle Axe, Light Shield |
| Native peoples | Shortbow, 20 arrows, Spear | Tomahawk, 5 javelins |
| Asian immigrants | Light crossbow, 20 bolts | Temple Sword |
| Package | Gear |
|---|---|
| Privateer | Flintlock 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)
- My friends know they can count on me, no matter what.
- I work hard so I can play hard once the work is done.
- I love sailing into a new port and making friends over a flagon of ale.
- I stretch the truth for the sake of a good story.
- A tavern brawl is a fine way to get to know a new town.
- I never pass up a friendly wager.
- My language is as foul as a chum bucket.
- I like a job well done, especially if I can talk someone else into doing it.
Ideal (1d6)
- Respect. Mutual respect between captain and crew is what keeps a ship afloat.
- Fairness. We all pull the ropes, so we all share the spoils.
- Freedom. The open sea means going anywhere and doing anything. No one will take that from me.
- Mastery. I'm a predator, and every other ship on the water is prey.
- People. My loyalty is to my crewmates, not to causes or flags.
- Aspiration. Someday I'll captain my own ship and chart my own course.
Pledge (1d6)
- I'm loyal to my captain first and everything else second.
- The ship matters most; crews and captains come and go.
- I'll always remember my first ship.
- In a harbor town I have a sweetheart whose eyes nearly stole me from the sea.
- I was cheated out of my fair share of the profits, and I want what I'm owed.
- Ruthless pirates murdered my captain and crew, plundered our ship and left me to die. I will have vengeance.
Flaw (1d6)
- I follow orders, even when I think they're wrong.
- I'll say anything to get out of extra work.
- Once someone questions my courage, I never back down, however dangerous it gets.
- Once I start drinking, it's hard to stop.
- I can't help pocketing loose coins and trinkets.
- 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
- Traveler's clothes
- Backpack
- Bedroll
- Waterskin
- Rations (1 week)
- Flint and steel
- Starting package: the Privateer gear (see Starting Packages)
- 5 gp