JmOz Posted July 18, 2006 Report Share Posted July 18, 2006 Anyone have a package deal for pirates? Quote Link to comment Share on other sites More sharing options...
EvilDrPuma Posted July 18, 2006 Report Share Posted July 18, 2006 Re: Pirates As such? No. The Sailor package deal in Pulp Hero includes perfectly good skill choices for a 1920s/1930s pirate, though. (I don't see much that couldn't be used or slightly adapted for the modern day, either.) Quote Link to comment Share on other sites More sharing options...
JmOz Posted July 18, 2006 Author Report Share Posted July 18, 2006 Re: Pirates As such? No. The Sailor package deal in Pulp Hero includes perfectly good skill choices for a 1920s/1930s pirate' date=' though. (I don't see much that couldn't be used or slightly adapted for the modern day, either.)[/quote'] Thanks for the heads up, unfortunatly I don't own Pulp Hero (yet) Quote Link to comment Share on other sites More sharing options...
st barbara Posted July 18, 2006 Report Share Posted July 18, 2006 Re: Pirates I would say that you could cobble one together by taking elements from the "Sailor" and "Gangster" package deals and combining them. Quote Link to comment Share on other sites More sharing options...
OddHat Posted July 19, 2006 Report Share Posted July 19, 2006 Re: Pirates Skills 2 PS: Pirate 11- 5 TF: Large Rowed Boats, Large Wind-Powered Boats, Rafts, Small Rowed Boats, Small Wind-Powered Boats 3 Survival (Marine Surface, Tropical Island) 11- 5 WF: Common Melee Weapons, Early Firearms, Ship to Ship Weapons 1 Language: Aarr (basic conversation) Notes: A simple language, Aarr resembles English. Each sentance must begin with the word "aarr". Near random use of "Me Maties" is also encourged. 1 Navigation (Marine) 8- 1 AK: Ports 8- 1 KS: The Pirate World 8- 1 KS: Rum 8- Total Powers & Skill Cost: 20 Total Cost: 20 Disadvantages 15 Social Limitation: Pirate (Occasionally, Severe) Notes: Being a known pirate can get you arested or hung, and at the least will make your life difficult if you attempt to re-join mainstream society. 5 Distinctive Features: Peg Leg, Eye Patch, Parrot, Silly Hat, Pirate Brand or Similar (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Psychological Limitation: The Pirates Code (Uncommon, Moderate) Notes: Him what falls behind, gets left behind. Aarr. Total Disadvantage Points: 20 Quote Link to comment Share on other sites More sharing options...
st barbara Posted July 19, 2006 Report Share Posted July 19, 2006 Re: Pirates A couple of advantages used in "7th Sea" : "Able Drinker" and "Cast Iron Stomach" could be useful, as might skills such as "sailmaker"(or "sewing") and "off hand weapon fighting". A well known pirate or the member of the crew of a famous pirate ship might have "reputaion:bloodthirsty brigand" or something similar. Also the disadvantage "Hunted by Navy "(Spain, Britain, France, whoever seems appropriate). Quote Link to comment Share on other sites More sharing options...
Ian Mackinder Posted July 22, 2006 Report Share Posted July 22, 2006 Re: Pirates Addiction (or Dependancy?): RUM would seem a strong possibility. For the grungier forms of Pirate (as typified in a couple of movies I can think of), perhaps a major aversion to soap, bathing and dental hygiene. Quote Link to comment Share on other sites More sharing options...
Play4Keeps Posted July 24, 2006 Report Share Posted July 24, 2006 Re: Pirates 1 Language: Aarr (basic conversation) Notes: A simple language, Aarr resembles English. Each sentance must begin with the word "aarr". Near random use of "Me Maties" is also encourged. "Don't you know any letter except 'R'?" "Aye!" Quote Link to comment Share on other sites More sharing options...
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