Pirate Borg: High Seas Adventure Guide
Pirate Borg: High Seas Adventure Guide
I E W
E V
PR
WHAT'S IN A NAME? d12 FOUL WEATHER 2d6
1 Ed(mund) James Meathook 2 deep cold, well below the line
2 Roger(s) Chris(topher) Jose 3 nauseating green mist
3 Jack Robert(s) Fernando 4 thick, low-lying fog
4 David Francois Henry 5 oppressively overcast
5 Pete(r) Juan Mary 6 sweltering, hellfire sunlight
6 Angelica John(athan) Anne 7 gentle breeze, smell of decay
7 Sam(uel) Butch(er) Philip 8 calm before the storm
8 Morgan (Old) Ben Scraggs 9 soft, cold rain
9 Diego Will(iam) Eliza(beth) 10 frigid trade winds
10 Ed(ward) Louis Hector 11 torrential downpours
11 Isabel(la) Jean Genny 12 catastrophic tempest
12 Charles Stede Thom(as)
d20 Last night you... [who?] You wake up... and now you are...
1 ??? (you don't remember) ??? (you don't know). ??? (you're blind/it's dark) ??? (confused).
2 got lucky with an enemy. tied to a spit over a fire dead or dying.
3 went swimming with a pig. in your bunk or cabin missing a limb.
4 made enemies with a stranger. in a gibbet cage terrible (-1 to all stats).
5 did some ASH with a crewmate. in the hold of a ship haggard (only d4 HP left).
6 got in a fight with a monkey. deep in the jungle missing a digit or eye.
7 started a riot with a priest. tied to a stake on a wanted poster.
8 stole from your crew. swinging from a mast in debt (3d10 x10 silver).
9 had a debate with a ghost. in a dark cave haunted.
10 became friends with a skeleton. in a coffin really sad.
11 played cards with a barmaid/barkeep. with a noose around your neck ravenously hungry.
12 spent the night with some wenches. in a brothel or tavern soon to be a parent.
13 gambled with some soldiers. locked in a cell in pain from a new tattoo.
14 got drunk with yourself. on a tavern floor a year older.
15 fell in love with a beautiful person. on the beach in love.
16 had a run-in with the Devil. naked in the street rich (3d10 x 10 silver).
17 killed the captain. in a captain's cabin the Captain now.
18 married a VIP. in a church the owner of a ship.
19 saw the sunrise with a parrot. floating in water amazing (gain experience).
20 had dinner with a VIP's adult progeny. in a mansion filthy rich (+1k silver).
NPC MOTIVATION d20
1 escape 5 exploration 9 wealth 13 adventure 17 intoxication
2 happiness 6 love or sex 10 hunger 14 guilt 18 family
3 recovery 7 revenge 11 reputation 15 leisure 19 religion
4 pleasure 8 fear 12 aggression 16 protection 20 occult
proofreading/editing
Jarrett Crader (MRC), Allan Sugarbaker, David H Lim, Tyler Stratton, Stijn Van Hove, Zachary Velcoff.
Sensitvity Consultant: Bridgett Jeffries.
thanks
My wife Bea for all her support and for always listening to me talk about pirates, my brother Tyler for
so many years of great gaming, my parents for everything (including taking me on the Pirates of the
Caribbean ride over 30 years ago), and my incredible Patreon subscribers, without whom this book would
have never been possible.
inspiration
d shadow of the tomb raider d the black hack d neverland 5e d oak & iron d knock!
sails d darkest dungeon d the dark of hot springs island d mothership d sea of thieves
doom d pirates of the spanish main d apocalypto d assassin's creed iv: black flag d black
and the rainbow d the abyss d the secret of monkey island d hook d army of darkness d
black freighter d dark castle d on stranger tides d sid meier's pirates! d the serpent
caribbean d a wizard of earthsea d raiders of the lost ark d the goonies d tales from the
treasure island d dagon d call of cthulhu d the shadow over innsmouth d pirates of the
[Link]
© 2023 Limithron LLC. All rights reserved.
publisher
Free League Publishing
print
Standart Impressa UAB, Lithuania 2023
paper
Munken Print Cream 150g, Munken Print Cream 115g
isbn
978-91-89765-12-2
PI R A T E B OR G
is an independent production by Limithron LLC and is not affiliated with Ockult
Örtmästare Games or Stockholm Kartell.
It is published under the MÖRK BORG Third Party License.
MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
Writing, Illustration, and Layout by
PREVIEW PDF
8 | Intro
At first they came in single numbers, but hordes gestated and soon
settlements were blotted out by a torrent of lifeless, nameless creatures.
ASH
1. The remnants of destroyed undead. First discovered
(ăsh) noun.
Effects of Consuming ASH [d20] Most effects last for 2d6 minutes.
1 Overdose. Pass out for d4 rounds. 11 Gain the effects of tier 3 armor.
Test toughness dr12 or instant death. 12 Time slows down. Take 2 actions or
2 Roll a Mystical Mishap (pg. 66). attacks each round.
3 Lose d4 HP and become infected. 13 Attack and defend at -4 dr.
4 Permanent -1 to all abilities. 14 Gain d12 temporary hit points.
5 The world turns gray and lifeless. You no 15 You can see in the dark. Everything that
longer see the joy in living. All seems dead. has ever lived glows neon colors.
6 Everyone around you appears to be (d4): 16 Move double your speed (up to 60'/turn).
1. undead 2. soldiers 3. sea creatures. 4. all 3. 17 +2 to strength and agility for 24 hours.
7 You think you're an animal (d6, pg. 86). 18 Mental transcendence.
8 One of your limbs (d4) rots away permanently. Permanent +1 to presence.
It is replaced by a ghost limb at sunset. 19 You are one with the universe.
9 You fear the sun and thirst for blood, Permanent +1 to spirit.
brains, or both. 20 Roll d10+10 three times on this table
10 You hear colors, see sounds, and feel taste. (duplicate results have no effect).
O
n New Providence Island is Nassau Town, the ruins of an
imperial colony. Now it is barely more than a collection of
driftwood shacks and canvas tents.
At night, cooking fires litter rum-soaked
beaches like drunk fireflies. Here the
Brethren
of the
Coast lie in wait for the
An
outcast
tribe of rebels, thieves
& vagabonds, their lust for riches and
debauchery is only surpassed by an unyielding demand for
freedom. The long reach of imperialism is a vapid memory that
wanes with the crumbling ruins of the island’s lone seaside fort.
It is a bastion against law, order, and responsibility.
T
o the south, the piratical outpost on the small island
of Tortuga has devolved into a cesspool of vagrants and
rapscallions. ASH, the primary commodity, is smuggled,
sold, stolen, snorted, smoked, and sequestered. Each night parvenu
squander a year’s wages on chemical escapism, carnal pleasures, and
games of chance in a myriad of taverns, brothels, and ASH dens.
13
Republic of
Pirates
English Crown
15
Empire rots from within. Endless warmongering and
blatant imperialism have bled their treasuries dry.
All but abandoned by the Crown, the few ports
that still fly the Union Jack have become
obsequious to the Machiavellian Lord
Hamilton,
WEST governor of the
INDIA
ó Jamaica colony,
despondent in the eye of the
is
FIndiesrench
The
To the east, among the small wild islands known as The Lesser
Antilles, is Guadeloupe. An opulent palace and extravagantly
decorated forts shadow impoverished slums and crumbling
warrens. Here, hedonistic aristocrats turn a blind, drunken eye
to the incompetent and bloated military's patriarchal conquests.
All can be bought and sold, including munitions, letters of
marque, undercover agents, ASH, courtesans, scandals, false
hope, and sanctuary.
18
The Wretched
The Dark
Yucatan
d6 d12 d12
container
1
cheap gear
lantern (d6 hours of oil) 1
Fancy gear
compass
1 bucket for 4 2 d4 candles (1 hour each) 2 spyglass
normal-sized items 3 30' of rope 3 fishing rod
2 bandolier for 6 4 shovel 4 1 random Ancient Relic
5 medical kit: (pg. 62)
small-sized items (stops bleeding/poison/
infection and heals d6 5 bottle of fine rum
3 satchel for 8 HP, presence + 4 uses) 6 old pocket watch
normal-sized items 6 weighted dice 7 blanket & pillow
7 flint & steel 8 ink, quill, parchment
4 backpack 10 worn out book
8 hammer & nails 9
normal-sized items 9 mess kit 10 tent
5 large sea chest for 20 10 pipe & tobacco pouch 11 whetstone
normal-sized items 11 d6 torches (1 hour each) 12 instrument [d10]
or one of the above of 12 a pet [d10] 1 concertina
1 snake 2 drum
your choice 3 flute
2 rat
3 lizard 4 fiddle
6a dinghy (pg. 5 banjo
80) or one 4 monkey
5 parrot 6 horn
of the above of 6 cat 7 hurdy-gurdy
7 dog 8 guitar
your choice 9 mandolin
8 hawk
9 hermit crab 10 voice of an angel
10 fish in a jar
28 | Ability Scores
ABILITY SCORES
Roll 3d6 and use the table below to generate
each ability score from -3 to +3. Alternatively,
landlubbers (PCs with no class) can roll 4d6 and
drop the lowest result. The sum is not used once
your abilities are determined, only the modifier.
Choosing a class will alter those modifiers.
Abilities can never exceed -3 or +6.
MODIFIERS
3-4 5-6 7-8 9-12 13-14 15-16 17-18
-3 -2 -1 ±0 +1 +2 +3
ABILITIES
STRENGTH Crush, lift, strike, grapple.
AGILITY Defend, balance, swim, flee.
PRESENCE Smarts, ranged weapons, perceive, charm.
TOUGHNESS Drink grog, hold breath, survive falling.
SPIRIT
SPIRIT Willpower, using relics, casting rituals.
Examples: pick the jail lock dr14, climb the rigging dr12, lift the broken mast dr16.
CARRYING CAPACITY
You can carry 8 ± strength normal-sized items without a problem. After that, testing
strength and agility dr increases by 2 (from 12 to 14, etc.). It is impossible to carry
more than double 8 ± strength
strength..
Normal-sized: cargo nets, muskets, shovels. NOT cannons, sea chests, oars, corpses.
30 | Violence
Violence
Players roll to attack and defend.
Enemies don’t roll dice in combat. melee
Test STRENGTH DR12
initiative [d6] ranged
1-3 enemies go first
4-6 PCs go first Test PRESENCE DR12
fumble [natural 1]
ATTACK: The weapon breaks or is lost.
DEFENSE: PC takes double damage,
then their armor is reduced one tier.
armor
When you take damage, roll your Armor Die and
subtract that from the total damage.
TIERS: tier 3 –d6
tier 2 –d4
tier 1 –d2
tier 0 -0
When armor is damaged (i.e., from a fumble),
penalties to strength and agility tests still persist
(see pg. 52).
Rounds
Combat rounds are 6 seconds, enough time to make an attack, run
across the deck of a ship, use a relic, or complete a ritual.
Movement
Most creatures can travel 30' (or six 5-foot squares) a round.
Difficult terrain or swimming: half speed.
Rest
d Short rest (about 10 minutes): recover d4 HP.
d Long rest (overnight): recover d8 HP.
d No food or drink: restore 0 HP. After two days
of starving: lose d4 HP per day.
d Infected/sick/bleeding/poisoned: lose d6 HP
every morning (instead of recovering).
[2d6] Reaction
When meeting creatures whose reaction is
uncertain:
2-3 bloodthirsty
4-6 angered or alarmed
7-8 indifferent, neutral
9-10 almost friendly
11-12 helpful
[2d6] Morale
Most enemies will not fight to the death.
Roll 2d6 for morale if:
d The leader is killed.
d Half of the group is eliminated.
d A single enemy has only 1/3 of its HP left.
If you roll greater than the creature’s Morale
value it is demoralized. Roll d6 to see if the
enemy (1-3) flees or (4-6) surrenders.
32 | Hit Points, Death
Zero HP
If you are reduced to 0 HP, you are Broken.
Negative HP
If you are reduced to less than 0 HP:
you are Dead* (skip being Broken).
broken [d6] Down to Davy Jones' Locker with ye!
1 Instant death*.
2 Hemorrhage: Death in d2 hours unless
treated. All tests are dr16 the first hour.
dr18 the last hour.
3 Brain injury: You awake in 1 hour with a
-3 to presence for d8 days.
4 Roll a d6: 1-5 = Broken or severed limb.
6 = Lost eye. Can’t act for d4 rounds then
become active with d4 HP.
5 Fall unconscious for d4 rounds,
awaken with 1 HP and 0 Devil's Luck. *Optional: GM may allow dead
PCs to return to life as a
6 Fall unconscious for d2 rounds, awaken
Haunted Soul, pg. 46
with d4 HP and d2 Devil's Luck.
Gaining Experience | 33
Gaining Experience
The game master decides when a character should be improved.
It might be after: taking a prize, raiding a port, dividing the
plunder, burying treasure, or exploring a temple.
When this happens, do these things:
1. ability changes
Roll a d6 against every ability. Results equal to or greater
than the ability increase it by 1, to a maximum of +6.
Results below the ability decrease it by 1.
Abilities from -3 to +1 are always increased by 1 unless
the d6 result is 1, in which case the ability is then
reduced by 1, but never below -3.
2. more hp
Increase your maximum HP by d6.
You must rest or heal to
increase your current HP.
3. gain a
class feature
See your class description
to gain a new feature.
4. among the
dead you
find [d6]
1-2 nothing
3 a weapon (d10, pg. 50)
4 3d10 silver
5 1 ancient relic (pg. 62)
6 1 arcane ritual (pg. 64)
36 | Class: Rapscallion
a p sc a ll ion
R
,
cheating
s t ea ling, ..
g & ent
er in g , ing s.
card
bre a k in eed a de ck of play
tabbing, n
You will
g o o d a t ba c k s h a llo w graves.
g , and s
sca llywa shadows
y, c u tthroat er n s ,
k v .
Toughness uck (pg. 54). ,
A s ne a t a
ound in
c aping. F g th, - 1
n evil 's L pg. 52)
s
to Stre
a nd e
-1 D g(
+ 2 to Agility, Begins with d2 d6 for clothin
: , e.
Abilities ± toughness. eapon (pg. 50) g a i n experienc
w you
HP: d8 for a starting 2). a nd when
d6 pg. 5 eg i n
Roll t(
for a ha cia lty when yo
ub
and d1 0 e
for a sp
Roll d6 Skylarker
You’re as nimble in the
rigging as you are on
the deck. If you attack
ar
urgl after swinging, jumping,
B s. or making an acrobatic
k pick
lo c maneuver, test agility
ith y,
w e n em dr10 to automatically
hit
n
eg i an
o ub i s a rm and dea l +2 damage.
Y
t, d
er
:
cke a trap
bb
k p o
c e If taken again: increase extra
e
Pi isabl
Sta
d 2 t he c te r i s
d 2
er stra urp
. al - damage by +1.
or o dr
ck
io n
low di y s
t
ext at d
t di
: ad
k
Ba
-4
ra t a c
ge. and etc.) ing, ack b
a gain
aken
t t
If t .
a
em rom you
r
id
to d
(f If
h
dea l
>d8 ama 1 m d.
y,
car
die ore.
>d4 crea dr w a
en
ma 2
da by
ge
Re ck: L again
>d6 se d
Bla taken
o
].
.
If
oth
:B
d:
ker
Jo
Class: Rapscallion | 37
Drinking J es for
1. T he Devil
your
4.
Swashb uck ler
HP: Begins with d2Devil's Luck
[d10±
d10±TOUGHNESS
TOUGHNESS]
Begins with: Weapon[d10] Clothing[d10] Hat[d12]
Class: Swashbuckler | 41
a brash Fighter
with
B ravado
Abilities
+1 to strength, +1 to agility,
& Swag ger
-1 to presence, -1 to spirit.
You begin with one of the following Each time you gain experience,
fighting styles (d6): gain one of the following (d6, reroll if
already taken):
1. Ostentatious Fencer
Your melee Attack/Defense is dr -2 1. Shakespeare of Insults
when wielding a rapier or cutlass. When Your tongue is as quick as your blade.
dueling one-on-one, you deal +1 damage. Add +1 to all your damage rolls.
7. Flintlock Pistol
[2d4, Reload 2 actions,
range 30',
am mo: 10 + PRESENCE ro
unds of shot]
Starting Weapons | 51
6. Cutlass [d6]
d12
S hanties
Sea
verns
rn ed in seaside ta mindless
Oft en lea
d ogs , m o st shanties are
sea me are
and from old by sailing crews... but so
sung unlock the tr
ue
distractions gs a n d ca n
st son
more than ju ew ... and the se
a.
ity o f a cr
capabil
ga
h d ay , th e crew can sin
Eac al to
b e r o f S ea Shanties equ
num
ain's spirit.
1 ± the capt
own
se fr om y o ur crew's kn 12.
Choo c r ew skill dr
a n d te st
shanties
nty's
c re w su c ce eds, the sha
If the ct one
ct is a cti v ated. Subtra
eff e they
o m th e d a ily total. If
use fr orrible
il, th e sh a nty sounds h
fa es
ffect: Shanti
and has no e
lized for the
cannot be uti
next hour.
on
ides the effect
The GM dec mble .
a Crit or Fu
Sea Shanties | 69
Sea
Fifteen Men on a n t he
Fish i
1
Dead Man's Chest 7 . T he
a d ir ection for
e
Choos ws that way
The ship gains d2 Devil's Luck d b lo
win
that it can use like a PC. h o u r s.
d4
2 Dead Horse
The ship recovers d10 HP 8 Captain Kidd
and any misfired cannons Attacks from this ship are
are repaired. dr -2 for d6 rounds.
NAVAL COMBAT
Stats & Abilities
HP Represents the vessel's condition and crew's health & morale.
HULL Like armor (pg. 30), but for vessels.
AGILITY How nimble and maneuverable the vessel is.
SPEED Distance the vessel can move each turn.
SKILL The crew's skill and training.
BROADSIDES Damage the main cannons deal.
SMALL ARMS Damage the swivel guns and muskets deal.
RAM Damage dealt when involved in a Ram action.
CREW The min/max crew the ship can carry without penalty.
CARGO Number of slots of cargo the vessel can carry.
Damage Scaling
Ship HP and damage is not the same
as PC HP and damage. Use a ratio of
1:5 if you need to convert.
Ex: A ship with 20 HP would have 100 HP
if a PC shot it with a musket, and a d8 cannon
would deal d8 x 5 to a skeleton.
Fumble (Nat 1)
Cannons or small arms misfire.
Crew Actions
Each action can only be chosen once* per ship's turn. Each ship gets
at least 2 actions (or more if there are PCs on board). PCs taking crew
actions add the bonus in parentheses.
FIRE BROADSIDES Test Ship CREW SKILL (+PC PRESENCE) DR12:
Attack with each of the ship's broadside attacks*.
Target must be in the ship’s arc of fire.
FIRE SMALL ARMS Test Ship CREW SKILL (+PC PRESENCE) DR12:
Attack with each of the ship's small arms attacks*.
BOARDING PARTY If touching another ship, the crew may board and
attack. Switch to melee combat.
SOMETHING ELSE Use Relic or Ritual, inspire the crew, hide, etc.
*Larger ships have attack actions that may be taken multiple times. If the attack action is only taken by one
PC, they may roll all of that ship's attacks, but they only add their presence to the first roll. If multiple PCs
take the attack action, each may add their presence to one roll. Limit one PC per attack roll.
80 | Raft, Dinghy, Canoe
Raft
Makeshift rafts, often jury-rigged by those marooned on
desert islands.
Dinghy
Utility rowboats towed behind medium ships or stored on the
deck of larger ones. T he perfect espionage vessel.
Canoe
Carved from a single log, canoes make fast, maneuverable
boats perfect for traveling in swamps and up streams.
Sloop
Small, single-masted vessel. T he “perfect” pirate ship due to
its speed, shallow draft, and maneuverability.
Brigantine
A square-rigged, two mast vessel. Nimble, and suitable for
medium-sized crews. Commonly used as a merchant ship.
Fluyt
Slow, high-sided merchant vessels. Not ideal for piracy but
good for transporting cargo, troops, and treasure.
u st
r t h e f ir st time m
osts fo y may
eeing gh rror. The
Anyone s dr12 or f lee in te each turn.
test spir
it r t of
t h e t e s t at the sta
repeat cially wit
h
g gr og & rum, espe s are
drinkin o t
They love e plant ro
ow d e r added. Som ealth.
black p s to their
h
dangerou
Undead Megalodon
Only scared of bigger fish.
DR16 to hit when underwater
(if it can even be seen),
DR8 when surfacing.
If reduced to 0 HP or less, test
DR12 to drop to 1 HP instead.
Melee Combat
HP 40 Morale - Shark skin -d6
d Zombie vomit d4 zombies emerge.
d Bite d12, DR8 to dodge.
Naval Combat
HP 8 Morale - No armor
Speed 6 Agility +3
b Spike Ram d12
The Kraken | 105
The Kraken
Melee Combat
HP 200 Morale 9 Rubbery skin -d4
d Tentacle slam d6 (4/turn).
d Grab Agility DR12 to dodge.
d Eat Death to one grabbed creature.
Huge DR8 to hit.
Optional Tentacles (x8) have
25 HP each.
Naval Combat
HP 40 Morale 9 No armor
Speed 4 Agility +1
b Tentacles d6 (up to 4/turn).
b Entangle Ship can't move, but
attacks are DR6 to hit the Kraken.
During Naval Combat (pg. 73), sea monsters aren't affected by wind
and can move up to their speed in any direction.
7
6
4
8
9
1
144 | The Jungle
THE JUNGLE
d20 Points of Interest
Reveal these locations when exploring the jungle.
Fast: 1d20, read across.
Random: 4d20, shake & bake until ready to serve.
Custom: Choose your own adventure.
12 dangerous jungle mammals What's going on here? The banyan tree is non-indigenous. Its
roots conceal the sinkhole that leads into the Nameless Temple.
13 jungle birds, singing Near the palm is a pile of rocks, the remains of an old well that
14 Veronique (pg. 132), painting leads into the temple and eventually the underground lake.
18 Clayborn, annoyed and curious What's going on here? The Wretched cultists are on their way
to (or from) the temple. They cast a ritual that opens a portal,
19 Beatrice (pg. 147) and d4+1 crew teleporting them to the sanctum 50’ underground. Occasionally,
20 Clementius (pg. 147), 23 followers Xoth (pg. 147) sneaks out of these portals and stalks the jungle.
146 | The Nameless Temple
D6 CONTAINER SCORE -3 -2 -1 +0 +1 +2 +3 +4 +5 +6
□1 bucket (4 items)
□2 bandolier (6 small items) STRENGTH O O O O O O O O O O
□3 satchel (8 items)
□4 backpack (10 items)
AGILITY O O O O O O O O O O
□5 large sea chest (20 items) PRESENCE O O O O O O O O O O
□6 dinghy (pg. 80)
TOUGHNESS O O O O O O O O O O
D12 CHEAP GEAR
□1 lantern (d6 hours of oil)
SPIRIT O O O O O O O O O O
□2 d4 candles (1 hour each)
□3 30' of rope 3. ROLL OR CHOOSE A CLASS
□4 shovel
□5 medical kit LANDLUBBER, D6 (OR D8 IF USING OPTIONAL CLASSES)
□6 weighted dice
□7 flint & steel LANDLUBBER (NO CLASS) HIT POINTS DEVIL'S LUCK
□8 hammer & nails Ability Scores Roll 4d6 instead,
□9 mess kit drop the lowest result
□10 pipe & tobacco pouch HP d10 ± Toughness
□11 d6 torches (1 hour each) Devil's Luck d2
□12 pet (d10) Current Max Current Die
□1 snake
□2 rat D10 WEAPON (PG. 50) D10 CLOTHING (PG. 52)
□3 lizard □1 Marlinspike or Belaying Pin (d4) □1-2Rags
□4 monkey □2 Knife or Bayonet (d4) □3-4Common clothes
□5 parrot □3 Smallsword or Machete (d4) □5 Old uniform
□6 cat □4 Cat O' Nine Tails (d4, range 10') □6 Fancy clothes
□7 dog □5 Boarding Axe (d6) □7 Leather armor (-d2)
□8 hawk □6 Cutlass (d6) □8 Hide armor (-d2)
□9 hermit crab □7 Flintlock Pistol (2d4, Reload 2 actions, □9 Chain shirt (-d4, DR +2 on AGILITY
□10 fish in a jar range 30', ammo: 10 + PRESENCE shots) tests including defense)
□8 Finely Crafted Rapier (d8) □10 Conquistador plate (-d6, DR +4 on
D12 FANCY GEAR □9 Boarding Pike (d10, reach 10') AGILITY tests, defense is DR +2. You’ll
□1 compass □10 Musket (2d6, Reload 2 actions, range most likely sink and drown in water.)
□2 spyglass 150', ammo: 10 + PRESENCE shots)
□3 fishing rod D12 HAT (PG. 52)
□4 1 random Relic (pg. 62) □1-4 none □8 bicorne □12 morion
□5 wig □9 plain tricorne (-1 dmg. Break helmet:
□6 bandanna □10 fancy tricorne Ignore all damage from
□5 bottle of fine rum □7 cavalier □11 metal lined hat (-1 dmg.) one attack.)
□6 old pocket watch
□7 blanket & pillow
□8 ink, quill, parchment 4. ROLL BACKGROUND INFO SILVER
□9 worn out book
□10 tent
□11 whetstone d100 Background & Silver (pg. 55)
□12 instrument (d10)
□1 concertina d20 Distinctive Flaw (pg. 56)
□2 drum
□3 flute
□4 fiddle d20 Physical Trademark (pg. 57)
□5 banjo
□6 horn d20 Idiosyncrasies (pg. 58)
□7 hurdy-gurdy
□8 guitar
d20 Unfortunate Incidents & Conditions (pg. 59)
□9 mandolin
□10 voice of an angel
d100 Thing of Importance (pg. 60)
1 BRUTE (PG. 34) 2 RAPSCALLION (PG. 36) 3 BUCCANEER (PG. 38)
Can't use Rituals. AGILITY +2 PRESENCE +2
STRENGTH +1 STRENGTH -1 AGILITY -1
TOUGHNESS +1 TOUGHNESS -1 SPIRIT -1
PRESENCE -1 HP d8 ± Toughness HP d8 ± Toughness
SPIRIT -1 Weapon d6 Weapon musket, Reload 1
HP d12 ± Toughness Clothing d6 Clothing d10
Weapon d6 □1 Brass Anchor, d8* Hat d10 Hat d12
*see pg. 34 □2 Whaling Harpoon, d8* Devil's Luck d2 Devil's Luck d2
□3 Meat Cleaver, d4* Specialty d6 □1 Back Stabber Feature d6 □1 Wildlife Tracker
□4 Broken Mast, d8* □2 Burglar □2 Crack Shot
□5 Runic Machete, d6* □3 Skylarker □3 Fix Bayonets!
□6 Rotten Cargo Net* □4 Sneaky Bastard □4 Focused Aim
Clothing d10 □5 Lucky Devil □5 Buccan Cook
Hat d12 □6 Grog Brewer □6 Survivalist
Devil's Luck d2
4 SWASHBUCKLER (PG. 40) 5 ZEALOT (PG. 42) 6 SORCERER (PG. 45)
STRENGTH +1 SPIRIT +2 SPIRIT +2
AGILITY +1 AGILITY -1 STRENGTH -1
PRESENCE -1 TOUGHNESS -1 TOUGHNESS -1
SPIRIT -1 HP d8 ± Toughness HP d8 ± Toughness
HP d10 ± Toughness Weapon d8 Weapon □ wooden knife d4
Weapon d10 Clothing d8 or
Clothing d10 Devil's Luck d4 □ belaying pin d4
Hat d12 Prayer d10 □1 Heal Clothing d6
Devil's Luck d2 □2 Curse Devil's Luck d4
Fight Style d6 □1 Ostentatious Fighter □3 Death Ward Spell d6 □1 Dead Head
□2 Flintlock Fanatic □4 Control Weather □2 Spiritual
□3 Scurvy Scallywag □5 Blessed Guidance Possession
□4 Inspiring Leader □6 Holy Protection □3 Protection
□5 Knife Knave □7 Divine Light □4 Clairvoyance
□6 Black Powder Poet □8 Silence □5 Necro-Sleep
□9 Sanctuary □6 Raise the Dead
□10 Commune
ISBN 978-91-89765-12-2
FLFFLW21
9 789189 765122
©2023 Limithron LLC
Generally suitable for ages 16 and up.