The Pirate

One of the more sinister men of arms O.C.C's, the pirate combines the skills of a sailor and a Mercenary. They are commonly found just about anywhere there is water to be siled apon, plundering the shipping lanes and attacking port towns and citys for booty. Even though these seafaring rogues and cutthroats make their fortune by plundering merchant vessels, kiddnapping and extortion, they frequently follow a code of their own laws, and often slip between voyages that are legitimate or illigitamate, depending on where they can make the most money.

Pay is usually a small percentage of the plunder (very small, approx.1/2 percent). A larger percentage (2-8%) goes to proven officers and particularly capable, powerful, valuable or deadly individuals. The captain an his first mate get the largest shares, usually 30%-40% to the captain and 10%-20% to the first mate. Fringe benifits include meals, a bunk to lay one's head (or hammock if space is limited), travel,adventure,and for pirates a home. On the evil side of things, piracy also provides an outlet for these criminals to vent their foul side, terrorizing ships and towns by vandalizing, stealing, destroying, tourturing, raping, maiming and murduring. Some pirates sign on just for these so-called fringe benifits.

The pirate is a combination of sailor and mercenary and often a theif, consequently alignments of a pirate may vary widely.

Armour: Pirates typically wear leather armour or none at all. Leather provides freedom of movement and light weight, and the wearer can swim in it (at least until it gets water logged which takes a few minutes). Most pirates wear hard or studded, the two which provide the maximum protection. Heavy Armour is too restrictive and will send it's wearer to a watery grave if knocked overboard. Pirates start out with hard leather(A.R. 11, 39 s.d.c.), Typically provided by their captain/employer or scavanged as booty from one of their fallen victims. Some will risk wearing a half suit of chain or scale, but most don't wear armour heavier then leather unless it is magically lightweight or weightless.

Weapons: The cutlass and scimitar are commonly identified with pirates, but almost any small and medium type weapon can be used. Pirates usually have a wide variety of weapons and armour from vessels theyhave plundered, but starting characters have either a cutlass or scimatar, plus one belaying pin and two knives (one for cooking and eating, the other for combat, but both can be used either as throwing weapons or for close combat).

Pirate O.C.C.

Alignments: Any Neutral or Evil
Attribute Requirements: P.S.: 7 P..: 8
Racial Requirements: Any Race
O.C.C> Bonuses: +1 to Initiative, +3 to save vs Horror Factor
O.C.C. Skills:

    Seamanship (+20%)
    Sailing (+15%)
    Ropeworks (+10%)
    Swimming(+10%)
    Climb/Scale Walls (+10%)
    Castaway/Shipwreak Survival (+10%)
    Lore: Sea (+5%)
    Astronomy/Navigation (+10%)
    Native Language (98%) plus 1 language of choice
    Mathematics Basic
    W.P. Blunt
    W.P. Grappling Hook
    W.P. 2 of choice
    Hand to Hand Combat: Expert (can be changed to Martial Arts at a cost of 1 other skill or Assasin at a cost of 2 other skills)

O.C.C. Related Skills: Choose 8 other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

    Communications: Any (+10% to any languages)
    Domestic: Any
    Espionage: Any
    Horsemanship: General only
    Labour: Any
    Military: Any
    Medical: First Aid only
    Naval: Any (+5%)
    Performing Arts: Any
    Physical: any
    Rogue: Any (+5%)
    Science: Any
    Scholar/Noble/Technical: Any (+5%)
    Weapon Proficiencies: Any
    Wilderness: Any

Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Starting Equipment: One suit of clothing, including a good pair of leather bootsand a wide leather belt, plus a spare pair of pants and 2 spare shirts. Also a large sack, a small sack, a small pouch, a marlin spike (looks like an ice pick and does 1d6 damage) used for splicing rope.

Money: The character starts out with 100 silver in pocket.

Experiance Table:
LevelExperience
10-1,880
21,881-3,660
33,661-7,800
47801-14000
514001-24500
624501-35,500
735,501-48,500
848,501-68,500
968,501-91,500
1091,501-131,500
11131,501-171,500
12171,501-221,500
13221,501-271,500
14271,501-327,000
15327,001-377,000

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