Friday, December 25, 2015

You can't take the sky from me... CLASS


THE ROGUE CAPTAIN
She's a beauty. Maybe only to your eyes, but yours are the ones that count. Her rigging is firmly tied, her keel strong, and her hold ready to keep your cargo safe. She consents to carry your crew, and under your guiding hand they treat her well.

Yes, your ship is a wonder. But she will have to be, because you will steer her into danger - and, fortunes willing, out of it again. She will carry you far, perhaps farther than anyone has gone before.
Set sail! Fly the colors! Ready the cannons! The Captain is on deck, and you’d best be at the ready!

LOOK

Choose one from each list:
  • Wary Eyes, Adventurous Eyes, or Eye Patch
  • Replaced Hand, Replaced Leg, or Shoulder-Perched Pet
  • Grizzled Body, Lean Body, or Overweight Body
  • Official Suit, Patched Together Outfit, or Regal Attire

STATS

Your maximum HP is 8 + Constitution.
Your damage die is d6.

Choose an alignment:

Good
Put yourself at risk to protect your ship or your crew.

Neutral
Endanger yourself or your ship for the sake of riches.

Chaotic
Take reckless and sudden action that puts an ally in danger.

STARTING MOVES

You begin play with all of the following:

Sail the Skies
You have an airship with a capable crew, able to sail the skies to anywhere you care to go. Your ship has a Control of +0, 3 Stress points, and cannons (2d6 damage or 1 Stress, near, far). Your ship follows all the same rules that regular vehicles do. When your ship is entirely destroyed and you need a new one, you can get a new one by spending 2 Trade.

When a player or crewman needs to make a roll using the ship, roll + Control in place of any stat you
would normally roll for the move. For example, a player firing the cannons would use the Volley move and roll +Control instead of +DEX. When a player with a Wisdom of 16 or higher rolls +Control, they take +1. When anyone deals damage with the cannons, they deal the cannon's damage instead of their damage.

Choose two of the following enhancements for your ship:
  • Agile: Increase your Control by +1.
  • Capable Crew: When your crew helps a player out, that player takes +1. Your crew can help one player at a time, or two players at a time while on the ship.
  • Combat Ready: Your cannons deal +1d6 damage.
  • Fast: Increase your Control by +1.
  • Luxurious: When you would gain 1 Trade from Captain's Share, gain 1d4 Trade instead.
  • Sturdy: Your ship has 1 more Stress point.
  • Tank: Your ship has 2 more Stress points, but decrease your Control by -1.

Captain's Share
When you spend some downtime in a populated area meeting with local merchants and nobles, gain
1 Trade. You can spend 1 Trade in any populated area except the one you got it from to gain one of the following benefits:

  • Make the Carouse move, and take +CHA to the roll.
  • Fully supply your ship. Unmark all Stress, gain 3 ammo for the cannons, and gain a few months' worth of rations for the crew.
  • Try to sell 1 Trade you get an offer for 3d6x10 coin. You may take or decline the offer, but if you decline, you won't get a better offer in this area.

You begin the first session with 1 Trade.

Chart the Course (WIS)
When you plan a route, roll +WIS. On a 10+, hold 3 Map. On a 7-9, hold 2 Map. On a 6-, hold 1 Map,
but when you spend it the GM will add a complication. When you make it through, lose all held Map.

You can spend one Map at any time to choose one:
  • Reveal a shortcut or detour.
  • Point out a safe spot, either to rest at, hide in, or travel through.
  • Spout Lore about an expected hazard as if you rolled a 10+.

You begin the first session with 1 Map.

BACKGROUND

Choose any race, then choose your background as a captain:

Militia
You have connections with the military of a certain nation. When you Recruit in a military outpost or base, take +1, and hirelings gained this way have a cost of "Blind Patriotism."

Merchant
When dealing with someone who values money, you can spend 1-trade in place of rolling Parley. When you do, you gain leverage and take the 10+ result for Parley.

Pirate
Your ship is renowned as a terror of the skies. You never need to make the Outstanding Warrants move local officials are too terrified of you to try anything, and everyone has already heard of you and your deeds.

GEAR

Your Load is 7 + STR. You start with as many rations as you need (5 uses per 1 weight), captain's leathers (1 armor, 1 weight), your airship, 5 ammo for the cannons, and 14 coins.

Choose your weapon:
  • A looted cutlass (close, 1 weight)
  • An officer's rapier (close, precise, 1 weight)
  • A wicked hook (hand, piercing 1, 1 weight)

Choose two:
  • Throwing knives (near, thrown, 1 weight), 3 ammo.
  • Adventuring gear (5 uses, 1 weight)
  • Poultices and herbs (2 uses, slow, 0 weight)
  • Pistol (reach, near, +1 damage, reload, 1 weight) with ammo bag (3 ammo, 1 weight)

BONDS

Fill in the name of one of your companions in at least one:

______ is my first mate.
______ has much to learn about life on the open sky.
I wouldn't be here today if it weren't for ______ .
______ hasn't earned the respect of my crew.

ADVANCED MOVES

When you gain a level from 2-5, choose from these moves.

Discerning Dabbler
Gain one move from any class list. Choose the move as if you were one level lower than you are, unless that move rolls +WIS or improves your senses. If either two criteria apply, you are considered your level.

Going Merry
Your crew has the skills and know-how to repair your ship, although there is only so much they can do
without funding. When you Make Camp while your ship has marked Stress, your crew will (poorly) repair it for you: half-remove one full mark of Stress. The crew cannot remove a half-mark of Stress, only full marks. When your ship has half-marks of Stress, it only needs to take 6 damage from a single hit to take a mark of Stress. You fully mark half-marks of Stress before you mark full ones.

Hell and Thunder
The following options are now available to your ship, and gain one of them:
  • Black Iron Cannonballs: Your cannons' base damage becomes 2d10.
  • Buster Salvo: Your cannons gain the Area tag.
  • Dragonfire Cannons: Your cannons gain the Elemental (Fire) tag.

Life of the Party
When you Carouse, on a 12+ choose as many options as you like. People will talk about this party for years to come, and you've become a local celebrity.

Renovations
Choose two more enhancements for your ship. Add the following option to the Captain's Share move:
Replace one existing enhancement on your ship with a different one.

Ride of the Valkyries
When you make a big show out of showing up at the last moment to save the day, you and everyone assisting you takes +1 forward.

Swashbuckling (WIS)
When you improvise a daring plan as you go, roll +WIS. On a 10+, hold 3. On a 7-9, hold 2. On a 6-,
hold 1, but the GM also holds 1 for an enemy to use. Spend 1-hold at any time to:

  • Leap around, over, or through an obstacle in your path.
  • Create an obstacle or distraction an enemy has to deal with.
  • Divert attention from yourself to an ally, or from an ally to yourself.

The Road Less Traveled
When you make it through a difficult route, the route remembers you. When you make your return
trip, natural hazards and threats will not bother you or those who travel with you.

Take Charge (CHA)
When you rein in a group of miscreants, roll +CHA. On a 10+, they calm down and do what you tell them to. On a 7-9, they'll either calm down but don't do what you say, or do what you say while remaining agitated, GM's choice. On a 6-, you have a mutiny on your hands.

The Spoils of War
When you win a great victory against a city or a person with wealth, gain 1d4 Trade. If you don't
gain any Trade this way, you find a treasure map! When you follow the map to completion, you find 1d8 Trade worth of goods.

Treasure Hunter
When in the pursuit of a treasure, gain 1 Payoff each time you suffer a major setback or someone beats
you to it. When you finally get your hands on that treasure, spend all of your Payoff. For each Payoff spent, gain one:
  • 1d4 Trade
  • A really cool unique item
  • A treasure map
  • As much mundane gear as you want
  • A moment of sweet revenge or irony

ADVANCED MOVES

When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

Big Damn Heroes
When it is dramatically appropriate, your crew will pilot the ship to rescue you in a tight spot, up to
and including operating the cannons if need be.

Captain's Word (CHA)
Requires: Take Charge
When you give an order to non-hostile NPCs, roll +CHA. On a 10+, they obey you to the best of their
ability before they can even think about it. On a 7-9, the GM chooses one:
  • They do it, but not very well or exactly how you wanted.
  • They offer you something they think you want.
  • They stop whatever they were doing to turn their attention to you.

Discerning Initiate
Requires: Discerning Dabbler
Gain one move from any class list. Choose the move as if you were one level lower than you are, unless that move rolls +WIS or improves your senses. If either two criteria apply, you are considered your level.

Klabautermann
Your ship has gained a guardian spirit. This spirit is an NPC with Priest +2, Protector +2, loyalty +2, and Cost: Protect the Ship. It will only listen to the orders of The Captain. The spirit will never leave the ship, and it can pilot the entire ship by itself if need be. If it is killed while the ship is still intact, it comes back to life at dawn.

Legendary Ship
Requires: Renovations OR Hell and Thunder
Gain access to the following enhancement options for your ship, and gain one of them:

Ghost Ship: your ship has a constant aura of dark fog, which does not hinder your own ability to
navigate. Pursuers will always lose track of your ship.

Opulent Ship: your ship is lavish with silks, jewels, and gold. When you gain Trade, gain twice as much Trade.

Storm Ship: your ship runs on electricity and shoots bolts of lightning. Your cannons gain the Elemental (Electric) and Ignores Armor tags.

Drill Nose: Your ship has a giant drill mounted on the front of it, and it can dig through earth and
stone.

Invincible: Your ship needs to take 14 damage or more from a single hit to mark a point of stress.

Submersible: Your ship can dive beneath the waves, bringing all cargo and crew safely underwater.

Warp Drive: Your ship can teleport to anywhere it’s been before. It takes a while to boot up the engines for this, though.

The Master of the Ship
When you are at the helm of your own ship, it has +1 Control and both you and your ship take 2 less
damage from all attacks. The Piercing and Ignores Armor tags do not get around this damage reduction.

Welcome to the Crew
When you spend some downtime in a populated area, gain up to two hirelings, each with a skill of your
choice.

Well Supplied
When you Make Camp on your ship, you and your allies can restock up to 3 uses of rations, bandages,
adventuring gear or ammo (each player chooses one).

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