16 thoughts on “Folks, a quick question – is there a compendium class for Pirate out there?”

  1. Old Salt

    When you take plunder upon the open sea, the next time you level up you can choose this move:

    ⃞Mysteries of the Deep

    When you sail without a map or revel in a port, roll. No matter the roll you receive information on an opportunity upon the high seas, perhaps from a sailor, trader, or the very spirits of the seas themselves—the GM will describe how the information comes to you. ✴On a 10+ the omens on pursuing that opportunity are good. ✴On a 6- the omens are dark, but no other ill fates come to pass (yet).

    If you took mysteries of the deep, these count as class moves for you; you can choose from them when you level up:

    ⃞Dread Pirate

    When you drop anchor in a port roll+Cha. ✴On a 10+ your name precedes you: those of negotiable morals know you to be one of their own. ✴On a 7–9 everyone knows you to be a pirate, even the authorities.


    You can’t lose your footing. If there’s a conceivable way to stay standing, you find it.

    ⃞Captain My Captain

    When you recruit in a wretched hive of scum and villainy you always succeed as if you rolled a 10+.


    Choose some wound you currently bear: so long as you leave that wound untreated you take -1 ongoing to Str, Dex, or Con, your choice, but also take +1 ongoing to Int, Wis, or Cha, your choice. Peg legs, hook hands, and eye patches don’t count as treating, you can use them without losing the bonus.


    A ship you captain cannot sink. It can be becalmed, captured, or abandoned, but it cannot sink.

    ⃞A pirate’s Life For Me

    Hirelings in your employ will always take plunder and pillage as payment, no matter what else they desire.

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