Buccaneer - title
          Submitted by Ole Kjaer

    Author's Note: Although there is already a similar discipline (the T'Skrang Boatsman), Ole Kjaer sent this discipline to me, because the aforementioned boatsman is only available if you have purchased the Denizens Book (No. 1 I think) and if I remember it correctly is a T'Skrang-onlySmile !! discipline.

    The Buccaneer (or Pirate if you prefer) discipline is a legendary figure which makes it home at sea. They are usually either fearless Boatsmen, ruthless Pirates or just Corsairs.
    Buccaneers are free people, they learn the way of the sea, moving with the tides from the shore and back again.

    Buccaneers are usually met at sea (or on the serpent river) and are as such usually NPC's. GM's who favor a sea- and water-oriented campaign or whose group involves many T'Skrang player characters are encouraged to use this discipline, if you favor mountain/dungeon adventures, long overland travels and city adventures, you should discourage the use of this discipline as a Player Character.

       

      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:
      • Great Leap*
      • Maneuver

      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:
      • Water Tracking* [see below]
      • Down Strike

      SIXTH CIRCLE :
      Social Defense: Increase the Buccaneer's Social Defense by one.
        Talents:
      • Disarm
      • Frighten

      SEVENTH CIRCLE :
      Initiative :Increase the Buccaneer's Initiative Step by one.
        Talents:
      • Weather Sense* [see below]
      • Second Weapon

      EIGHTH CIRCLE :
      Karma: The Buccaneer may spend a Karma Point on any action using Charisma only.
        Talents:
      • Navigation* [see below]
      • Lip Reading

      NINTH CIRCLE :
      Physical Defense: Increase the Buccaneer's Physical Defense by one.
        Talents:
      • Speak Language
      • Ship Mist* [see below]
      • Winning Smile

      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:

      • Blade Juggle
      • Sprint


      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:

      • Ethereal Weapon
      • Vitality



      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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