Author Topic: [Talk like a pirate day] Pirate CC  (Read 1349 times)

Peter J

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[Talk like a pirate day] Pirate CC
« on: September 19, 2013, 02:35:40 PM »
This compendium class is rated Arrrrr...

https://docs.google.com/file/d/0BwbHes6iNuGrZm84Y3RGNDFwbkk/edit?usp=sharing

The Pirate

The king and his men stole the queen from her bed, and bound her in her bones.
The seas be ours, and by the powers,
where we will we'll roam.

Yo-ho, haul together,
hoist the colors high!
Heave ho, thieves and beggars, never shall we die!
--Pirates of the Caribbean: At World’s End

When you take command of a pirate ship, the next time you level up you may choose to gain this move:
? A Pirate’s Life for Me
You are now the captain of a pirate ship, describe it! Choose two of the following tags for your ship.
• Stout hull
• Skilled and brave crew
• Mighty cannons
• Swift sails
• Shallow draft
• Agile rudders
• Lots of cargo space
When you have time in port to upgrade your ship and spend 200 coins, add a tag. When you ship takes significant damage, remove a tag or gain the damaged condition. A ship with the damaged condition that is damaged again sinks to Davy Jones' Locker. If you ever lose your ship, you cannot use any Pirate class moves until it is replaced.
Pirate crews expect action, plunder, and rum. If you can't provide this, they may turn mutinous.

When you Spout Lore about the sea, sailing life, or lost treasures, take +1. When you undertake a perilous journey at sea, take +1 forward to any job roll you make.

If you have the move A Pirate’s Life for Me, these count as class moves for you; you can choose from them when you level up:

? Drink Up, Me Hearties!
You hold your liquor much better than most people. When you Carouse in a port, take +1. You also always get more information about current events when you Carouse, even on a 6-.

? Hoist the Colors
When you fly under false colors, roll+CHA. *On a 10+ a nearby ship is lured closer to you or scared away, your choice. *On a 7-9, they are still affected, but they will be suspicious of you. You may also use this move to fool an unfriendly port into letting you sail into their harbor.
Alternatively, when you hoist the Jolly Roger, everyone in your party takes +1 forward to their next attack on your targeted ship or port. You may not use both of the options of this move on the same target.

? Master and Commander
Your reputation for adventure and fortune precedes you. When you Recruit a pirate crew in a port town, you cannot get a 6-, treat it as a 7-9.
Additionally, when you take this move, gain the following Bond:
________ may be a landlubber now, but I will make him a pirate!

? Letter of Marque
You are now a privateer of a sovereign nation. Any outstanding warrants you have in steadings of that nation are annulled, and the local constabulary will be more tolerant of minor mischief. Serious crimes will still get you in trouble, however.

? The Gold Calls To Us
You always know when there's a treasure nearby, even if it's hidden. When you loot a valuable treasure, the value of that treasure is increased by 20%.

? Flying Dutchman
Requires: any three other Pirate moves
When you are slain and buried at sea and then rise from your watery grave, you take +1 ongoing to all of your moves when you are at sea, except when you take your Last Breath. Additionally, your pirate ship now has the Ghost Ship tag.

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