Post by cvasquez on Oct 20, 2020 16:14:11 GMT
arg
Tier 1
Dirty Strike - Fighting fair is for the dead. You use your trusty sabre to slice the Achilles' heel of your foe, limiting their movement greatly and stunning them for a turn. Based on robustness.
Dirty Strike - Fighting fair is for the dead. You use your trusty sabre to slice the Achilles' heel of your foe, limiting their movement greatly and stunning them for a turn. Based on robustness.
Buccaneer's Ensemble - To become a true pirate, you need a proper pirate's clothing. 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 sabre. 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 intelligence, while your outfit gives a one point bonus to vitality.
Tier 2
Loot - What's a buccaneer but a thief on the sea? You may attempt to steal from a target in melee range. Based on deftness.
Smokescreen - Why fight when you can live? Once per day, mission, or bounty, you can throw down a smoke bomb so you and your party may immediately escape battle.
Tier 3
Rum Drink - As a pirate, rum is your bestest buddy. 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.
Naval Expertise - You've spent quite a bit of time on ships, and quite a bit of time avoiding scurvy. You gain three points to rolls involving ships (sailing them, commanding the crew, naval combat, etc)
Tier 4
Buccaneer's Ensemble (Bonus) - You've plundered and looted enough gold to greatly improve your weaponry. You've sharpened your sabre to give you a one point bonus to robustness while equipped, while recent technological advancements dramatically increase the power of your pistol, giving you a one point bonus to deftness while equipped.
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.
Tier 5
Hand Cannon (Unique) - You've hired the best engineers of your time to manufacture a way to make your favorite naval weapons more portable. You managed to create something akin to a primitive rocket launcher that you sling on your back. Once per encounter, you may fire a massive cannonball at a target. This attack uses twice your deftness score.
Weapon Expertise - You've upgraded your weaponry quite a bit! You've developed a new poison that gives your Dirty Strike attacks a small chance to poison the target (Roll a percentile die. If you get 80% or above, the target is poisoned). In addition, you've started using an even stronger metal for you bullets and the impact has a small chance to stun the target (Roll a percentile die. If you get 80% or above, the target is stunned).
Tier 6
Multitasker - When boarding a ship, it helps to be fast and versatile. You now have two basic attack actions, one for your sabre and one for your flintlock.
Tier 7
Rum Drink (Bonus) - You've gotten a bit better at holding your liquor. You now only suffer the intelligence debuff for one turn.
Tier 8
Flame Shot - Your engineers have done it again! They've made you a new type of incendiary ammo for your flintlock. Upon impact, it has a large chance to burn the target, and deals elemental fire damage (Roll a percentile die. If you get 25% or higher, the target is burned). You may bring three of these bullets with you for each mission, day, or bounty. Shooting incendiary ammo is still considered a basic attack. You may not use it in additon to Skill Shot.
Tier 9
Salvo - Show no mercy! Absolutely cripple your opponents with a blast of flintlock bullets, aiming one bullet (non-incendiary) at each area of the body (legs, arms, chest, head). You have to roll deftness for each body part. Only usable once per mission, day, or bounty.
Tier 10
Hand Cannon (Unique Bonus) - You like explosions right? Instead of a normal cannonball, your hand cannon may now fire a shell filled to the brim with explosive goodness that, upon impact, destroys a huge radius. You may still choose to use a regular cannonball if you feel an explosion would not be a wise decision in your current situation.
Tier 3
Rum Drink - As a pirate, rum is your bestest buddy. 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.
Naval Expertise - You've spent quite a bit of time on ships, and quite a bit of time avoiding scurvy. You gain three points to rolls involving ships (sailing them, commanding the crew, naval combat, etc)
Tier 4
Buccaneer's Ensemble (Bonus) - You've plundered and looted enough gold to greatly improve your weaponry. You've sharpened your sabre to give you a one point bonus to robustness while equipped, while recent technological advancements dramatically increase the power of your pistol, giving you a one point bonus to deftness while equipped.
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.
Tier 5
Hand Cannon (Unique) - You've hired the best engineers of your time to manufacture a way to make your favorite naval weapons more portable. You managed to create something akin to a primitive rocket launcher that you sling on your back. Once per encounter, you may fire a massive cannonball at a target. This attack uses twice your deftness score.
Weapon Expertise - You've upgraded your weaponry quite a bit! You've developed a new poison that gives your Dirty Strike attacks a small chance to poison the target (Roll a percentile die. If you get 80% or above, the target is poisoned). In addition, you've started using an even stronger metal for you bullets and the impact has a small chance to stun the target (Roll a percentile die. If you get 80% or above, the target is stunned).
Tier 6
Multitasker - When boarding a ship, it helps to be fast and versatile. You now have two basic attack actions, one for your sabre and one for your flintlock.
Tier 7
Rum Drink (Bonus) - You've gotten a bit better at holding your liquor. You now only suffer the intelligence debuff for one turn.
Tier 8
Flame Shot - Your engineers have done it again! They've made you a new type of incendiary ammo for your flintlock. Upon impact, it has a large chance to burn the target, and deals elemental fire damage (Roll a percentile die. If you get 25% or higher, the target is burned). You may bring three of these bullets with you for each mission, day, or bounty. Shooting incendiary ammo is still considered a basic attack. You may not use it in additon to Skill Shot.
Tier 9
Salvo - Show no mercy! Absolutely cripple your opponents with a blast of flintlock bullets, aiming one bullet (non-incendiary) at each area of the body (legs, arms, chest, head). You have to roll deftness for each body part. Only usable once per mission, day, or bounty.
Tier 10
Hand Cannon (Unique Bonus) - You like explosions right? Instead of a normal cannonball, your hand cannon may now fire a shell filled to the brim with explosive goodness that, upon impact, destroys a huge radius. You may still choose to use a regular cannonball if you feel an explosion would not be a wise decision in your current situation.