Pirate

The seas may be outscaled by the vast fields, but they’re still there, and where there’s a sea, so too must there be those willing to conquer it. It’s a rough lifestyle, and this has made Pirates just as rough and tumble. Pirates often find themselves in contention with the sea’s main population, the Sea Elves, who feel these ruffians have no claim to a body of water that was clearly already inhabited. This hasn’t, of course, stopped some of their number from joining a crew and letting loose above the waters instead of below. A lust for treasure and a thirst for adventure aren’t mandatory, but you’d struggle to avoid either if you set sail for long enough.

Class Features

Score Increase
Your Vim score increases by 1.

Hit Points
Hit Points at 1st level: 12 + your Vim modifier
Hit Points at Higher Levels: 1d12 (or 6, take the higher) + your Vim modifier per Pirate Level after the 1st

Proficiencies
Armor: Light & Medium Armor
Weapons: Revolvers, Martial Weapons
Tools: 1 Instrument
Saving Throw: Vim
Skills: Choose two from Intimidation, Jump, and Street Smarts

Equipment
Leather Armor
Standard Revolver
1 Martial Weapon
1 Standard Instrument
200 Electrum

Nifty Prosthetic
You didn’t really expect to become a pirate and keep all your bits intact, did you? Choose a feature that’s been lost, be that an eye, a nose, a tongue, a hand, a foot, or an entire limb. From there, work with your MC to determine just how your Pirate has adapted this loss into an advantage, whether that be a concealed weapon, a very overt weapon, or simply something that looks dope as hell. Reasonable limits apply, of course, but we try to have fun here.

Kinship
Very few people become a pirate for no good reason, and there’s often a spot of tragedy in their pasts. Are you an orphan? Have you been betrayed by an old lover? Well, you certainly must have gone through something, and now you can use it to your advantage. At level 2, choose some tragic aspect of your past, and you can now roll performance to convince anyone who’s suffered similarly to simply put down their weapons and commiserate with you. The required roll will vary based on who you’re appealing to and with what, but this can come out very handy. Do note, however, that you yourself are not immune to calls to your own empathy, and others who have suffered as you have may try similar ploys.

Walk The Plank
At level 4, you’ve grown black-hearted enough to finally utilize that most cruel of Piratic punishments, and can now make others walk the plank. It helps that you finally found a decent enough Plank for others to walk off of. It doesn’t matter that you don’t have a boat quite yet, or even that you’re unlikely to have something for them to walk off into, it’s much more about the spirit of the thing. You gain a Standard Plank, as well as Plank proficiency, and can now lay it down and endeavor to get people to walk off it. This will take the form of a contested Vim roll, and on a success, your opponent will take 2d8 mental damage and be knocked prone. On a failure, they’ll simply stop standing on it and keep fighting you.

Hispaniola
At level 6, you get your own ship, as well as Sailing proficiency. Yes, we put the Plank before the Boat, but really, you should have seen that coming with this one. How useful your boat will be depends entirely upon the situation, but if nothing else, you’re certainly far more confident in your title of Pirate now that you have one.

The Black Spot
It takes a certain kind of person to be deserving of the Black Spot, and a certain kind of Pirate to have the balls to present such a sentence. At level 8, you have said balls. If someone be deserving of it, you can present them with the Black Spot, marking them for extreme persecution from all other Pirates. While this is not an immediate solution, it is a well feared one, and can be used on a psychological level if naught else.

Oh Captain, My Captain
It has occurred to you that a ship is hardly proper without a crew, and it falls to you to rectify this issue. At level 10, you hire on three Pirates, two at level 2, and one, your First Mate, at level 3. Each must share your Kinship, but aside from that can be just about anybody. Whether you choose to design your crew yourself or leave this to the MC is up to you, but you now have deckhands at your disposal. They may aid you in combat, in sailing, and in other avenues, but do try not to get them killed.

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