Post by cvasquez on Oct 20, 2020 16:12:13 GMT
You're a master scoundrel, commanding buccaneer ships to take what you want and do what you please. That's "arg, sir," to you.
Tier 1
Buccaneer Captain's Ensemble - To be a true captain, you need a truly regal uniform. You now have a fancy pirate hat (complete with skull and cross bones), an outfit worthy of the scoundrel you are, a flintlock pistol with a seemingly unending supply of bullets, and a handy cutlass. You also get an eyepatch, but you get to keep your eyes. It's more for style. Your hat gives a one point bonus to appeal, while your outfit gives a one point bonus to vitality.
Naval Mastery - You know exactly what it takes to run a ship-shape ship. You get a five point bonus to all rolls involving ships.
Skeleton Crew - What's a captain without anyone to command? You may summon a basic skeleton crew (of actual skeletons) to command as you see fit. They aren't very smart or strong, but they're loyal to the bitter end. Dead men tell no tales. Based on appeal, roll determines the size of the skeleton crew. In combat, the skeletons will take one turn as a unit. On their turn, you may give them orders as to what to do.
- Skeleton Buccaneer -
Robustness: 1
Deftness: 3
Vitality: 1
Intelligence: -1
Perspicacity: 0
Appeal: 0
Fatal Loyalty - Negative one intelligence comes with some downsides. Well, upsides for anyone commanding them. This unit has absolutely unwavering loyalty to their commander, and will happily follow orders that would result in it's death. It doesn't have an insubordinate bone in it's body.
Undead - This unit is undead, and has all the advantages and disadvantages that being undead brings.
Tier 2
Commander - You were born for leadership. You gain a two point bonus to rolls when giving orders.
Adder - Utilize the power of the snake fang. Once per encounter, you may throw a poisoned dagger at a target, that has a high chance to poison your target. (Roll a percentile die. If you get 25% or higher, the target is poisoned). Based on deftness.
Fire! - Command your skeleton buccaneers to fire a barrage of bullets at all of your opponents based on appeal. Then, flip a coin. If tails, your skeleton buccaneer army deforms.
Tier 3
Rum Drink - Even buccaneer captains enjoy a good drink now and then! You may drink from your flask to fully heal yourself, but you end up a tad woozy because of it and your intelligence is cut in half for two turns after use.
Skill Shot - You've shot at quite a few people, innocent and not so innocent, and you think you've learned how to properly aim, even with just one eye. Shots with your flintlock pistol may now target specific body parts to give negative modifiers to your targets. Shots to the legs will decrease deftness by two, shots to the arms will decrease robustness by two, shots to the torso will decrease vitality by two, and shots to the head decrease intelligence and perspicacity by one each. Each effect can stack twice. Based on deftness.
Skeleton Training - You've got a lot of work ahead of you to get those bags of bones into a real fighting force. You skeleton buccaneer's get a one point boost to all of their stats.
Tier 4
Elemental Ammo - You've developed a host of amazing new ammo that allow you to use the elements to take down bilge rats you find. You now have incendiary, shock, and cryo bullets. Don't ask how it works. You may carry a total of three of these bullets, in any configuration. Incendiary ammo has a chance to burn the enemy (Roll a percentile die or higher. If you get 60% or higher, the target is burned), shock ammo has a chance to stun the enemy (Flip a coin. If heads, the target is stunned), and cryo ammo freezes the target in place for two turns (Flip a coin. If heads, the target is stunned).
Smokescreen - Why fight when you can live? Once per day, mission, or bounty your party may immediately escape a battle.
Buccaneer Captain's Ensemble - Your clothes are even prettier. Your flintlock now gives you a one point bonus to deftness and your cutlass now gives you a one point boost to robustness.