Classic Fantasy Pirates

Character creation

    1. Pick a class. this is important because I'm changing advancement

    2. stats are going to be point buy. Pick your race, and your stats are racial average. You get 10 points to distribute among these. you can lower some to get more points, but can't go below racial minimum or over racial maximum.

    3. Go to the Classic Fantasy Expert Set, page 3-4 (ask doug for the password), and give yourself 60% in all 7 of the skills listed for your class. These are your prerequisite skills. I'm controlling advancement of these, since they control advancement of your class. Mark them.

    4. pick your race. Distribute 50 points among your racial skills. gotta have at least 5% in all the standard skills and 3 of the professional skills, save anything that is a prerequisite skill

    5. Distribute 50 points among your class skills. Don't put anything in your prerequisite skills

    6. Congrats, you are a sailor too. Distribute 50 points among the skills in the sailor profession as you see fit. Again, none in your prerequisite skills.

      1. Standard Skills: Athletics, Boating, Brawn, Endurance, Locale, Swim; Combat Style (Artillery)

      2. Professional Skills: Craft (Specific Shipboard Speciality), Culture (any), Language (any), Lore (any), Navigate, Seamanship, Survival

    7. Distribute 100 bonus points. none in prerequisite skills. You can take up to one additional combat style or an additional professional skill.

    8. Starting equipment - as per the book (Classic Fantasy p14), but you can take firearms as part of your equipment. If you take firearms, you can also take 10 rounds of ammo for it for free.

The group will receive one sloop mounted with 2 swivel guns and a total of 10 rounds worth of blackpowder/shot for the swivel guns.

General advice

    • 13s in stats are a good place to be.

    • if there is something you want to play and it's not represented, or is a modification, hit me up.

    • Swimming in armor sucks. One step penalty for light armor, two step for heavy armor, and either case it makes it from a Medium activity (Con in minutes before endurance rolls) to a Strenuous activity (Con in Seconds before endurance rolls).

Skills you might find useful

    • athletics (ship stuff)

    • brawn (resisting lots of stuff, lifting things)

    • combat style (obviously)

    • endurance (wounds, poisons, fatigue)

    • evade (thrown weapons and bows, but also spells)

    • insight (motives, Sabitha)

    • passions (free bonuses for roleplaying)

    • willpower (spells, when the Deep Mother gets you)

    • seamanship (all of you should have some of this)

    • navigation (1-2 of you)

    • combat style (artillery) (if you want to play with cannons)

    • Swim (in case you want to survive a bit in the water)

Firearms

Blackpowder weapons exist. they are pretty deadly, you can't dodge them and you can't parry them. they are also slow, somewhat inaccurate, and expensive. You can see some at this spreadsheet.

    • if you get all weapons, you get pistols, longarms, and bluderbusses added to your combat style

    • clerics only get blunderbusses added

    • magic users and druids don't get any

    • everyone else gets pistols added.