Important Attributes : Dexterity and Charisma.
Artisan Skills : Runic & Wood Carving, Craftsman, Acting and Sin(g)ing.
Racial Restrictions: Obsidiman, Windling, Dwarf and if used Rei'dar, Minotaurs and Centaurs.
Karma Ritual : To perform the Karma ritual the pirate must sit in the middle
of a water-going boat or other vessel with his weapon and a bottle of rum (or other strong beverage) in front of him. He must sit alone in silent
meditation for 15 minutes, picturing in his mind’s eye a ship sailing across the ocean. He then grabs the bottle takes a huge gulp, rams his weapon in the hull (no he won't sink the boat!) and begins to sing an old pirate song ("What shall we do with a drunken .. well, you know the rest) as a tribute to those who were unable to reach solid land. Guess this means "No Boat = No Karma"
* denotes a Discipline Talent
FIRST CIRCLE :
Talents:
- Karma Ritual
- Melee Weapons
- Climbing*
- Avoid Blow
- Pilot Boat* [see below]
- Taunt
SECOND CIRCLE :
Talents:
- Haggle*
- Durability ( +6/+5 )
- Disguise Self
THIRD CIRCLE :
Talents:
FOURTH CIRCLE :
Karma: The Buccaneer may spend a Karma Point on any action using Dexterity only.
Talents:
- Thread Weaving* (Water Weaving)
- Battle Shout
FIFTH CIRCLE :
Physical Defense: Increase the Buccaneer's Physical Defense by one.
Talents:
SIXTH CIRCLE :
Social Defense: Increase the Buccaneer's Social Defense by one.
Talents:
SEVENTH CIRCLE :
Initiative :Increase the Buccaneer's Initiative Step by one.
Talents:
EIGHTH CIRCLE :
Karma: The Buccaneer may spend a Karma Point on any action using Charisma only.
Talents:
NINTH CIRCLE :
Physical Defense: Increase the Buccaneer's Physical Defense by one.
Talents:
TENTH CIRCLE :
Spell Defense: The Buccaneer's Spell Defense is increased by two.
Talents:
- Lion Spirit
- Surprise Strike
NOTE: Normally self-designed disciplines stop at this circle, however the author included all circles from 1 through 15, so here they are:
ELEVENTH CIRCLE :
Recovery: The Buccaneer gains two Recovery tests per day.
Talents:
TWELFTH CIRCLE:
Karma: Increase the Buccaneer's Maximum Karma by 25.
Water OR Air Bond: For the cost of three points of permanent damage, the buccaneer gains the ability to us half-magic (PER) to summon either Water (water bond) or Air (Air Bond) Elemental Spirits.
Talents:
- Second Attack
- Water Dancing*
THIRTEENTH CIRCLE :
Smile of the Sea: For the cost of two permanent points of damage the buccaneer gains a three step bonus towards his Charisma Step.
Talents:
- Rushing Attack
- Thought Link
FOURTEENTH CIRCLE :
Defenses: Increase all of the Buccaneer's Defenses by one.
Karma : The Buccaneer may use one point of Karma on any action using Strength or Perception only.
Talents:
- Echo Location*
- Life Check
FIFTEENTH CIRCLE :
Lightning Song: Please consult the description under the Skyraider discipline .
Talents:
NEW TALENTS :
Pilot Boat
Step Number: Rank+Willpower
Action: Yes
Skill Use: Yes
Requires Karma: No Strain: No
Discipline Talent Use: Boatman, Buccaneer
May be learned with the Versatility Talent.
This talent is similar to the Air Sailing Talent and allows the Buccaneer to propel water-bound vessels by either rowing (if oars are present) or setting sails. This Talent is also used to maintain muscle- or wind-powered ships or boats.
Navigation
Step Number: Rank+Perception
Action: Yes
Skill Use: Yes
Requires Karma: No Strain: No
Discipline Talent Use: Buccaneer
May be learned with the Versatility Talent.
This is the talent version of the skill with the same name. (ED p. 131)
Water Tracking
Step Number: Rank+Perception
Action: Yes
Skill Use: No
Requires Karma: No Strain: 1
Discipline Talent Use: Buccaneer
May be learned with the Versatility Talent.
Water Tracking allows the Buccaneer to follow the "tracks" of swimming creatures, this also means that the Buccaneer may use this Talent to dive for a number of minutes equal to is rank in Water Tracking. Otherwise the talent is treated like the Tracking skill/talent in the ED basic rulebook, but the times in which a trail vanishes are halved.
Weather Sense
Step Number: Rank+Perception
Action: Yes
Skill Use: No
Requires Karma: No Strain: 2
Discipline Talent Use: Buccaneer
May be learned with the Versatility Talent only by Scouts and other outdoor-disciplines.
This Talent allows the character to predict weather changes. The Buccaneer's GM makes a talent test against a target number
between 5 and 15 chosen by the GM (you may decide how variable the weather is in that particular region) and notes the result.
If successful the Buccaneer has correctly predicted the wether for a number of hours equal to the test result. During that time the Buccaneer may
enhance any of the Ship's test with his Karma Points (only one per test), but only with a step of 3 regardless of his race.
Ship Mist
Step Number: Rank+Willpower
Action: Yes, multiple
Skill Use: No
Requires Karma: Yes Strain: 1 per 5 yards diameter
Discipline Talent Use: Buccaneer
May be learned with the Versatility Talent only by Illusionist's.
To use this talent the character has to be on the sea or a large river/lake. The character swallows some water (if the water is poisonous he takes damage) concentrates for three rounds and exhales a thick cloud of fog.
The amount of Strain the Adept is willing to take determines the size of the cloud, but as a rule of thumb twice the size of a boat is required to hide it completely from view, so to hide a 100 yard Gallon, the Buccaneer would have to take 40 Points of Strain. (Ever wondered why pirates favor small boats :-). The effect lasts for a number of minutes equal to the test result, but the GM may modify the time upwards and downwards depending on weather conditions and strong winds.
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