TEXT: G6
  NEW DIMENSION
  GAMES
  Official Game Gazetteer
  100
  BY: MATT DEMILLE
  AND THEIR
  TM
  ENDLESS ENEMIES
  
  For  Paul  Freeman,
       a  shadowy  reflection . . .
  Credits
  Designer:  Matthew  deMille
  Cover:  Eugenio  Caxes  (historical  picture)
  Editing,  Graphic  Design,  Typography:  Matthew  deMille
  Producer:  James  deMille
  This  work  is  protected  under  the  copyright  laws  of  the  United  States  of  America  COPYRIGHT  2008
  
  ENHANCING   AN   ADVENTURE
  2
  Ahhh,  a  pirate’s  life  be  a  wonderful  life,  ain’t  it?
  There  ain’t  no  allies,  only  enemies,  says  I!  Them
  what  claim  ta  be  friends,  be  they  merchantiles  or
  even  children,  they’re  all  worth  at  least  a  penny  o’
  experience,  methinks.  The  pirate  who  don’t  think
  everyone  be  an  enemy  is  a  pirate  who  won’t  live
  long,  mark  my  words . . .
  PRONOUN  NOTE:  The  male  pronouns  (‘he’,
  ‘him’,  ‘his’)  are  used  throughout  this  ‘ere  book.
  Though  women  may  be  bad  luck  at  sea,  they’re
  right  fine  for  this  ‘ere  game,  and  we’re  not  be
  tryin’  to  exclude  ‘em,  nor  even  imply  their
  exclusion.  Centuries  of  use  have  made  these  ‘ere
  pronouns  neutral,  and  they’re  use  provides  for  clear
  and  concise  written  next—nothing  else  does.
  ABOUT  THIS  BOOK:  What  is  in  this  booklet?
  Indeed,  just  what  is  an  adventure  gazetteer?  The
  pre-made  Adventures  of  the  game  can  be  enhanced
  in  many  ways,  and  thus,  different  gazetteers  serve
  different  functions.  This  particular  booklet  provides
  the  Game  Captain  with  a  hundred  fully  developed
  Non  Player  Characters  that  he  can  use  pretty  much
  anywhere,  at  any  time,  rather  than  just  throwing
  cut-and-pasted  NPC  statistics  at  the  party.
  What  is  in  this  book:  Within  these  pages  are  100
  NPCs.  Beginning  with  the  basic  statistics  provided
  for  them  all  in  either  the  Rulebook  or  their  setting-
  specific  Sourcebook,  these  NPCs  are  developed  a
  good  deal  beyond  those  initial  scores,  with  names,
  histories,  weapons,  skills,  secrets  to  learn  and  any
  exceptional  equipment,  and  maybe  even  more.
  Using  this  book:  Though  with  a  first  glance  this
  booklet  may  appear  simplistic  in  design,  there  is,
  just  as  with  running  any  adventure,  a  technique  to
  employing  this  material.  First  and  foremost,  it  is
  necessary  to  recognize  that  this  booklet  does  not  in
  any  way  provide  ready-made  Adventures,  but  rather
  it  merely  provides  creative  ways  to  enhance  them,
  indeed  more  detailed  NPCs  than  are  normally  to  be
  found  in  the  gamebooks.  Their  stories,  personalities
  and  other  aspects  of  their  character  may  be  useful
  to  bringing  current  Adventures  to  life  when  they
  are  encountered.
  Each  Chapter  provides  a  general  type  of  NPC,
  such  as  civilians,  or  animals,  or  pirates,  etc.  This
  allows  you  to  quickly  reference  the  type  of  NPC
  you  need  at  any  given  time  during  play.  All  NPCs
  are  further  divided  into  categories,  wherein  a  chart
  applies  just  to  them,  offering  a  little  more  random
  detail.  For  example,  in  Chapter  2  (government),  the
  ‘Guards’  have  their  own  Section,  and  their  chart  is
  one  that  determines  their  current  condition  (drunk,
  alert,  wounded,  etc),  but  a  different  chart  applies  to
  officials  later  in  the  Chapter,  in  their  own  Section
  (they  can  be  snooty,  easily  bribed,  etc).
  Normally,  NPCs  provide  enemies  for  the  PCs.
  The  addition  of  a  little  personality  simply  serves  to
  make  them  more  real,  adding  drama  to  the  killing
  of  them.  However,  many  of  these  NPCs  may  not
  be  enemies,  or  not  appear  to  be.  Yet,  they  should
  at  the  least  serve  as  antagonists,  even  those  who
  ally  with  the  party.  Use  NPCs  as  allies  or  friends,
  certainly,  but  keep  a  weather-eye  out  for  chances
  to  use  them  against  the  PCs—it  is  a  pirates  game,
  after  all,  and  the  only  Characters  who  should  really
  matter  in  the  end  are  the  Player  Characters.  It  is
  too  easy  in  a  role-playing  game  to  let  NPCs  take
  center  stage  for  the  sake  of  advancing  a  story.  Not
  only  will  most  Players  want  to  kill  them  just  for
  this  reason,  but  they’d  be  justified  in  doing  so.  It
  is  thus  serving  the  game  better  to  use  the  NPCs  in
  this  book  as  story  devices,  but  ones  who  the  party
  always  must  consider  with  some  suspicion,  that  the
  chance  of  betrayal  is  always  there,  just  like  there’s
  always  a  chance  of  encountering  a  storm  at  sea.
  Summing  it  all  up:  There  be  a  lot  of  long  words
  in  that  text  above,  eh  matey?  Ye  be  not  more  than
  a  humble  pirate,  says  you?  Then  ta  say  it  plainly,
  this ‘ere  book  be  full  o’ characters  ta  meet,  greet,
  talk  with,  walk  with,  use,  abuse,  plunder,  wonder
  at  their  duty,  kill  if  they’re  fruity,  or  just  run ‘em
  through  because  they’re  in  your  way.
  COVER   NOTE:   The  numerical  code  found  in  the
  upper  left  cover  corner  of  most  products  counts  the
  total  Encounters  in  that  adventure,  thus  presenting
  one  way  to  at  least  anticipate  the  challenge  that  is
  provided  therein.  However,  as  this  product  has  no
  such  entries  to  count,  that  code  has  been  replaced
  with  the  total  number  of  NPCs  within  these  pages.
  
  ENHANCING   AN   ADVENTURE
  3
  Non   Player   Characters
  Used  NPC
  Lost  Retired  Dead
  1) Blind Dawg
  2) Christopher Wadsworth
  3) Alexander Leach
  4) Earnest Gladstone
  5) Francis McNuff
  6) The Golden Devil
  7) James Horrisson
  8) Rossalin Betty
  9) Trinidad Guerrero
  10) Benjamin Gable
  11) Salty Fingers
  12) St. Arthur
  13) Kaleb Matthews
  14) Kevin Lutey
  15) Mark Wolverstone
  16) Nathan Kozminski
  17) Olivia Benedict
  18) Peter Saint-Malady
  19) Raoul Of Vilasaggo
  20) Samantha deLola
  21) Richard Carter
  22) Tracy Anne-Taylor
  23) Walter Hawkins
  24) William Knightly
  25) Edward Sodderbrook
  26) Hollins Dekard
  27) Thomas Ainsley
  28) John Tromper
  29) Donne Sanchez
  30) Louis deOre
  31) Michelle laVorre
  32) Moonbringer
  33) The Scarlet Saber
  34) Senior Brassier
  35) Thomas Phillips
  36) Harold  Goldenburr
  37) Marquis deLaffiate
  38) Sabastian McNeal
  39) Viscount Kingsley
  40) Diane
  41) Elizabeth
  42) Rosalyn
  43) Carachunga
  44) Gika
  45) The son of the chief
  46) Angela
  47) Hunug  Yiwo
  48) Lord Of The Sun
  49) Mancapaco
  50) Puma Raa
  Non   Player   Characters
  Used  NPC
  Lost  Retired  Dead
  51) Captain Morgan
  52) Captain Silver
  53) Vincent
  54) Blunderbuss
  55) Sir Charles
  56) The Great Judge
  57) Old Bill
  58) Bethane Blood
  59) Billy Balls
  60) Dan Charlester
  61) Don Diego
  62) Honn
  63) Jack Rapier
  64) Janette Saint-Mary
  65) Juan Sanverros
  66) Minn
  67) Richard Willis
  68) Scabby Breast
  69) Teague’s Garrote
  70) Butch McKinley
  71) Elizabeth Barnett
  72) Mr. Brock
  73) Sandro Peebles
  74) Baron Drakkenwald
  75) Dan Chapman
  76) Edward Browne
  77) Emily The Rose
  78) Gentleman Jericho
  79) Juan San Villasolo
  80) Kevin Castle
  81) Monty The Python
  82) Morgan Teach
  83) Rano El Draco
  84) Rawbone Clements
  85) Redbeard
  86) Tall Terry The Terrible
  87) Victor The Damned
  88) Bloody Bones Jack
  89) Hawkins’ Axe
  90) Mark the Golden Heart
  91) Scarlet Tears
  92) Azrael
  93) Bloody Mary
  94) The Headless Bride
  95) Spyglass
  96) Captain Maelstrom
  97) Davey Jones
  98) Guardian Of The Gates
  99) The Helmsman
  100) The Treasure Reaper
  
  CIVILIANS   AND   SAILORS
  4
  Ahhh,  port!  Where  the  weary  sailor  stumbles  down
  the  gangway  an’ inta  the  taverne,  where  the  capt’n
  bleeds  some  gold  outta  the  merchantile,  where  yer
  crew  gets ‘emselves  refreshed.  Port  be  nice,  sure  as
  ya  say,  but  it  can  also  be  a  wicked  place,  says  I.
  Don’t  be  trustin’ no  one,  matey . . .
  COMMON   TOWNSFOLK:   Bankers,  holy  men,
  whores—they’re  all  alike.  They’re  always  after  the
  hard-won  gold  of  pirates.  So,  no  matter  how  nice
  they  appear,  the  pirate  who  wishes  to  get  fair,  full
  value  for  all  the  gold  he  leaves  behind  in  port  had
  best  weigh  carefully  anyone  he  gets  into  bed  with.
  Condition   Of  The  Townsperson
  Roll
  The  person  is . . .
  12
  Wealthy;  +3  to  Pilfering  Checks  against
  11
  Beat  up;  -2  penalty  worth  of  wounds
  10
  Ill;  -1  to  all  rolls
  9
  Drunk;  -1  to  all  rolls
  8
  Fleeing  from  the  law;  willing  ally
  5-7
  Normal;  no  odd  condition
  4
  Suspicious;  +1  to  first  Initiative  Roll
  3
  Cunning;  Pilfering  Check  VS  random  PC
  2
  Religious  binge;  Charisma  Check  or  fight
  1
  Insane;  roll  twice  more  on  this  chart
  Blind   Dawg
  Class  &  Level:
  Irish  Innkeeper  (5)
  Ability  Scores:
  B4, A2, E3, G3, W6, I6, C4, L3
  Defense  Score:
  6
  Survival:
  4
  Attack  Rolls:
  Pistol  +3
  Base  Damage:
  9
  Morale:
  8
  Movement  Rate:
  100’
  Treasure:
  +0
  Blind  Dawg  is  the  nickname  of  the  innkeeper
  who  owns  and  runs  the  ‘Rusty  Tankard  Taverne’.
  A  former  sailor  (and  some  say  pirate)  himself,  he
  always  wears  a  blood-stained  blindfold.  Most  folks
  simply  assume  he  is  blind,  probably  blinded  by  the
  Spanish  or  the  English  during  his  days  at  sea,  but
  the  shrewd  old  barkeep  never  tells  the  tale  himself.
  Indeed,  he  seems  to  encourage  rumors,  both  about
  himself  and  his  taverne.  The  truth,  however,  is  that
  he  is  not  blind  at  all.  The  blood-stains  in  his  linen
  mask  merely  disguise  where  the  fabric  is  wearing
  thing,  through  which  he  sees  quite  well.  This  guile
  allows  him  +3  to  his  Initiative  Rolls  in  his  taverne
  and  +1  to  his  Initiative  outside  of  it.
  Christopher   Wadsworth
  Class  &  Level:
  English  Child  (2)
  Ability  Scores:
  B2, A5, E3, G1, W2, I3, C5, L4
  Defense  Score:
  6
  Survival:
  1
  Attack  Rolls:
  Dagger  +1
  Base  Damage:
  4
  Morale:
  4
  Movement  Rate:
  110’
  Treasure:
  -5
  Christopher  Wadsworth  came  to  the  Caribbean
  on  the  merchant  vessel  of  his  father.  However,  that
  vessel,  along  with  his  entire  family,  were  destroyed
  in  a  raid  by  the  Spanish.  Since  then,  this  boy  of  a
  mere  fourteen  years  has  been  seeking  a  pirate  crew
  willing  to  take  him  into  their  midst,  a  pirate  crew,
  that  is,  who  primarily  raid  the  Spanish.  The  Royal
  Navy  and  privateers  alike  will  not  him,  due  to  his
  youth,  but  they  underestimate  his  bloodlust—he  has
  a  dagger  hidden  in  either  boot.
  Dr.  Alexander   Leach
  Class  &  Level:
  Welsh  Official  (3)
  Ability  Scores:
  B2, A1, E3, G4, W8, I7, C6, L3
  Defense  Score:
  5
  Survival:
  4
  Attack  Rolls:
  Rapier  +1
  Base  Damage:
  4
  Morale:
  4
  Movement  Rate:
  110’
  Treasure:
  +0
  Dr. Alexander  Leach  was  once  a  prominent  yet
  underpaid  lawyer  in  the  English  colonies,  receiving
  all  too  often  the  assignment  of  defending  privateers
  and  then  being  bilked  on  his  bill,  told  that  he  was
  to  do  his  ‘duty  in  the  name  of  the  crown’.  After  a
  voyage  around  the  Antilles,  defending  a  half  dozen
  pardoned  pirates,  he  was  actually  left  to  pay  all  of
  his  traveling  expenses  out  of  pocket.  That  was  just
  enough  to  send  the  good  official  across  the  line
  Dr. Leach  plies  his  skills  at  medicine  (+3)  for
  pirates  alone,  and  for  free.
  
  CIVILIANS   AND   SAILORS
  5
  Earnest   Gladstone
  Class  &  Level:
  English  Merchant  (3)
  Ability  Scores:
  B3, A3, E4, G3, W7, I5, C3, L10
  Defense  Score:
  7
  Survival:
  3
  Attack  Rolls:
  Pistol  +2
  Base  Damage:
  8
  Morale:
  2
  Movement  Rate:
  110’
  Treasure:
  +1
  Earnest  Gladstone  was  accused  of  being  given
  his  business  when  he  began  as  a  merchant  in  those
  early  days  of  St. Kitts’ booming  business,  his  family
  having  already  been  successful  (and  cunning)  in  the
  various  trades  for  years.  However,  Earnest  was  as
  pompous  and  spoiled  as  could  be,  and  when  it  was
  his  turn  to  mind  the  books,  he  gave  it  little  effort.
  And  yet,  somehow,  he  continued  to  be  successful.
  The  rumors  of  his  exploiting  hidden  family  treasure
  were  easy  to  believe  at  first,  but  faded  with  time,
  until  finally  sheer  luck  was  the  only  thing  anyone
  could  accept.  And,  that’s  what  Earnest  likes  most
  to  boast  about,  his  incredible  luck.  He  remains  the
  most  notoriously  lazy  merchantile  in  the  Caribbean,
  and  yet,  one  of  the  most  successful,  just  having  a
  knack  for  picking  the  right  times  to  buy  and  sell,
  the  right  merchant  captains  to  finance,  and  so  on.
  His  luck  is  also  apparent  in  his  ability  to  escape  a
  good  number  of  angry  pirates,  too,  and  when  he  is
  need  of  hiding,  that’s  when  his  neighbors  extract  a
  very,  very  high  price  from  his  coffers.
  Father   Francis   McNuff
  Class  &  Level:
  Scottish  Priest  (1)
  Ability  Scores:
  B3, A3, E4, G4, W5, I3, C4, L8
  Defense  Score:
  7
  Survival:
  4
  Attack  Rolls:
  Brawling  +1
  Base  Damage:
  0
  Morale:
  5
  Movement  Rate:
  100’
  Treasure:
  -1
  Father  Francis  is  a  priest  in  Tortuga,  who  has
  come  into  possession  of  a  church  at  the  ‘old  age’
  of  twenty-two.  He  was  merely  an  altar  boy  when
  the  town  was  attacked  ten  years  ago,  and  he  alone
  survived.  While  others  insisted  that  his  escape  was
  divine  providence,  Francis  himself  does  not  believe
  so,  and  doesn’t  cotton  to  the  blasphemy  of  it  being
  said  otherwise—he  doesn’t  want  to  risk  the  Lord’s
  anger.  Unfortunately,  the  governor’s  laws,  built  to
  accommodate  pirates,  somehow  enforced  him  to  be
  the  new  head  of  the  church,  since  everyone  else  in
  it  was  dead.  Dutifully  he  has  served  in  this  station
  for  ten  years,  wondering  when  the  Lord  will  strike
  him  down  for  his  arrogance  and  vanity.  He  thinks
  the  pirates  who  frequent  the  town  to  be  the  only
  true  innocents,  because  they  are,  at  least,  honest  in
  their  discourse,  not  pretenders  like  himself.  Such  a
  view,  bound  with  his  knowledge  anchored  in  a  life
  of  being  better  at  earthly  trade  than  heavenly  ones,
  burns  his  heart  with  a  desire  to  put  to  sea,  and  on
  a  pirate  ship,  to  minister  the  last  true  souls  and  to
  ply  his  earthly  skills  where  they’d  be  most  useful.
  The  captain  who  can  convince  him  of  his  crew’s
  piety,  requiring  a  Charisma  Check  at  a  -3  penalty,
  will  win  his  services,  plus  the  1500  doubloons  that
  he  has  saved  for  this  adventure,  which  he’ll  donate
  to  the  common  fund  of  the  ship.
  Father  Francis  is  well  versed  in  religion  (+3),
  but  also  the  languages  of  English  (+2),  Dutch  (+2),
  French  (+3)  and  Spanish  (+1).
  Father  Francis  keeps  a  spyglass,  rum,  a  pistol
  and  gunshot  hidden  throughout  his  saintly  robes.
  The   Golden   Devil
  Class  &  Level:
  Irish  Whore  (2)
  Ability  Scores:
  B1, A4, E3, G8, W4, I5, C6, L1
  Defense  Score:
  4
  Survival:
  5
  Attack  Rolls:
  Dagger  +2
  Base  Damage:
  5
  Morale:
  2
  Movement  Rate:
  120’
  Treasure:
  +1
  The  Golden  Devil  is  the  name  given  to  a  very
  beautiful,  blonde-haired  whore  in  Nassau.  She’s  the
  most  desired  woman  in  port,  but  only  accepts  the
  elite  as  her  customers—captains,  priests,  officials.
  They  have  the  most  gold.  Her  evil  nickname  was
  born  of  and  remains  in  use  due  to  her  sauntering,
  sarcastic  mocking  of  those  who  cannot  have  her,  at
  any  price.  Yet  she  knows  that  her  wealthy  clients
  will  always  protect  her,  even  while  she  counts  the
  gold  and  jewels  they’ve  just  paid  her  with.
  
  CIVILIANS   AND   SAILORS
  6
  James   Horrisson
  Class  &  Level:
  English  Innkeeper  (1)
  Ability  Scores:
  B3, A2, E3, G1, W6, I5, C2, L3
  Defense  Score:
  4
  Survival:
  1
  Attack  Rolls:
  Pistol  +1
  Base  Damage:
  7
  Morale:
  4
  Movement  Rate:
  100’
  Treasure:
  +0
  James  Harrison  was  born  the  butt-joke  of  the
  bedeviled  love  of  rum  and  lust . . . between  brother
  and  sister.  The  result  was  some  of  the  largest  and
  most  pronounced  teeth  ever  seen  in  a  man,  earning
  him  the  nickname  ‘horse’,  and  soon  his  surname  as
  well  was  ‘Horrison’.  However,  this  lowly  barkeeper
  doesn’t  mind  the  name  so  much—poor  sailors  can
  easily  remember  his  establishment,  and  those  who
  cannot  pay  for  their  drinks  are  sold  at  a  handsome
  profit  to  press-gangs.  James  has  no  morals  and  no
  fear  of  the  law,  for  given  his  unfortunate  name,  it
  is  easy  to  play  for  sympathy  in  the  courts.
  Rossalin   Betty
  Class  &  Level:
  English  Whore  (3)
  Ability  Scores:
  B1, A5, E4, G5, W3, I8, C7, L1
  Defense  Score:
  7
  Survival:
  5
  Attack  Rolls:
  Dagger  +1
  Base  Damage:
  4
  Morale:
  4
  Movement  Rate:
  130’
  Treasure:
  -3
  Rossalin  Betty  is  a  saucy  wench  to  be  sure,  a
  prostitute  who  roams  the  wharfs  of  Port  Royal,  but
  she  is  also  a  shrewd  businesswoman.  Whenever  she
  passes  the  counting-house,  she  makes  a  deposit,  so
  she  seldom  has  any  significant  money  on  her.  The
  moneychanger  always  sees  her  ahead  of  his  other
  customers,  as  she  provides  him  with  favors  at  the
  end  of  each  day’s  business.  The  guards  who  patrol
  the  business  district  are  also  clients  of  Rossalin,  so
  they  turn  a  blind  eye  to  her  activities.  But  pirates
  are  her  favored  customers,  and  she  is  a  pickpocket
  who  is  quite  good  at  relieving  them  of  their  coins
  while  ‘distracting’  them—she  will  never  go  for  any
  greater  prize  than  gold,  and  it  is  this  lack  of  greed
  which  has  saved  her  creamy  neck  countless  times.
  After  all,  why  would  a  pickpocket  ignore  jewels?
  That  doubt  gives  her  a  good  head  start,  which  is
  all  she  needs  to  vanish  into  the  alleyways,  shadows
  and  secret  rooms  of  her  many  other  customers.
  Rossalin  Betty  is  quite  good  at  pilfering  (+4)
  as  well  as  disguise  (+2).
  Rossalin  Betty  has  a  bodice  dagger  she  keeps
  envenomed  with  level  3  poison  that  only  her  best
  client—the  local  doctor—keeps  the  antidote  to,  so
  she  has  to  be  taken  to  him  safely  (and  thus  from
  that  point  on  protected  by  the  guards)  in  order  for
  a  victim  to  be  cured,  a  tactic  she  uses  to  ensure
  her  survival  if  caught  and  cornered.
  Trinidad   Guerrero
  Class  &  Level:
  Spanish  Sailor  (3)
  Ability  Scores:
  B5, A4, E5, G5, W2, I5, C2, L1
  Defense  Score:
  6
  Survival:
  5
  Attack  Rolls:
  Brawling  +4 / cutlass  +3
  Base  Damage:
  4
  Morale:
  3
  Movement  Rate:
  100’
  Treasure:
  -3
  Trinidad  Guerrero  takes  his  name  from  no  less
  than  the  Caribbean  island,  ‘Trinidad’,  which  he,  as
  a  madman  to  all,  claims  is  rightfully  his  own.  He
  has  no  explanation  for  this.  He  roams  the  world,  a
  sailor  at  heart,  and  for  all  his  seemingly  patriotic
  pride  about  his  island  home,  he  never  expresses  an
  interest  in  returning  there.  Those  who  have  sailed
  with  him  suspect  his  claims  of  owning  the  island
  led  him  into  trouble  with  the  law,  and  that  if  ever
  he  does  return,  it  won’t  be  without  a  pirate  crew
  of  any  less  strength  than  one  which  could  take  the
  island  and  oust  its  governor.
  Trinidad  Guerrero  is  a  ‘man  of  many  talents’,
  most  of  them  hidden  by  the  mask  of  madness,  for
  when  the  situation  demands,  he  can  prove  to  be  a
  master  with  a  cutlass,  a  gunning  gambler  (+2)  and
  even  a  preacher  of  religion  (+2).
  Trinidad  Guerrero  keeps  a  cutlass  well  hidden
  in  his  heavy,  chaotic  patchwork  of  clothes,  and  he
  often  uses  only  a  dagger  as  if  that  is  his  best  and
  only  weapon,  producing  the  cutlass  only  when  the
  utmost  need  arises,  then  preaching  about  it  (he  will
  refer  to  the  sword  by  name;  ‘Angel  of  Mercy’).
  
  CIVILIANS   AND   SAILORS
  7
  HERMITS:   While  most  of  the  time  pirates  spend
  their  time  in  town,  gaining  the  benefits  of  society,
  from  governors  to  merchantiles,  sometimes  will  the
  search  for  treasure  or  survival  take  them  far  from
  the  safe  haven  of  a  city.  And  it  is  out  there,  in  an
  unforgiving  wilderness,  that  kings  become  beggars
  in  need  of  any  assistance  they  can  find,  and  poor
  men  become  kings.  Those  who  live  on  the  edge  of
  the  map  are  always  curious  individuals  indeed.
  Condition   Of  The   Hermit
  Roll
  The  person  is . . .
  10-12
  Old;  -1  to  all  statistics
  9
  Ill;  -1  to  all  rolls
  6-8
  Normal;  no  odd  condition
  5
  Suspicious;  +1  to  first  Initiative  Roll
  2-4
  Religious  binge;  Charisma  Check  or  fight
  1
  Insane;  roll  twice  more  on  this  chart
  Benjamin   Gable
  Class  &  Level:
  English  Priest  (1)
  Ability  Scores:
  B1, A1, E3, G4, W7, I5, C8, L7
  Defense  Score:
  5
  Survival:
  4
  Attack  Rolls:
  Brawling  +0
  Base  Damage:
  0
  Morale:
  3
  Movement  Rate:
  120’
  Treasure:
  -2
  Benjamin  Gable  was  once  a  proud  musician,  a
  man  whose  accordion  enlivened  many  a  taverne,  at
  least  until  he  sang  a  mocking  song  of  ‘Captain  del
  Toro’,  the  dreaded  Spanish  pirate,  when  del  Toro’s
  quartermaster  happened  to  be  at  the  bar.  Fleeing  in
  the  night,  Benjamin  first  stopped  at  the  church  and
  took  something  that  was  said  to  be  of  great  value,
  and  then  vanished  into  the  swamps,  and  was  never
  seen  or  heard  from  again.  It  is  said  that  he  built  a
  small  shack,  and  that  he  is  still  there,  despite  more
  than  a  century  having  passed  by.  Some  who  have
  been  in  the  swamps  claim  they  hear  his  accordion
  echoing  in  the  dark  depths  of  the  dead  trees,  while
  others  claim  to  have  seen  his  ghost  sitting  on  his
  porch.  Truth  is,  as  ship  logs  show,  del  Toro  died
  only  twenty  years  ago,  so  it’s  most  likely  that  this
  old  hermit  is  quite  alive,  whatever  other  secrets  he
  might  be  hiding  in  that  shack . . .
  Salty  Fingers
  Class  &  Level:
  Dutch  Sailor  (2)
  Ability  Scores:
  B6, A2, E5, G8, W2, I5, C2, L1
  Defense  Score:
  5
  Survival:
  8
  Attack  Rolls:
  Brawling  +3
  Base  Damage:
  3
  Morale:
  10
  Movement  Rate:
  100’
  Treasure:
  -3
  Salty  Fingers  lived  the  rough  &  tumble  life  of
  a  sailor  who  seldom  left  port.  His  nasty  disposition
  and  worse  reputation  were  nigh  legendary  and  thus
  gave  captains  cause  to  steer  a  wide  berth  from  his
  ever  making  a  mark  in  their  book.  Yet  he  yearned
  to  sail  the  seas.  Eventually,  he  joined  up  with  the
  only  manner  of  crew  that  would  have  him,  a  pirate
  crew.  His  adventures  on  the  high  seas  quickly  left
  him  with  one  hand  and  one  leg,  and  penniless,  but
  at  least  it  was  enough  for  the  court  to  grant  him  a
  clemency—out  of  pity—while  the  rest  of  his  mates
  hung  at  Gallow’s  Pointe  in  Jamaica.  He  managed  a
  short  voyage  to  Grand  Cayman  Island  west,  and  it
  is  there  he  was  forced  to  retire,  living  in  a  cave
  on  the  coast  where  he  can  still  be  close  to  the  sea
  and  dream  of  returning  to  it.  And,  if  someone  will
  grant  him  the  chance,  he  has  a  map  that  leads  to
  a  hoard  on  Jamaica  worth  8000  gold!
  St.  Arthur
  Class  &  Level:
  English  Priest  (1)
  Ability  Scores:
  B2, A3, E3, G4, W7, I5, C6, L7
  Defense  Score:
  6
  Survival:
  4
  Attack  Rolls:
  Pistol  +0 / Dagger  +0
  Base  Damage:
  6 / 3
  Morale:
  3
  Movement  Rate:
  120’
  Treasure:
  -2
  Saint  Arthur  sought  to  follow  the  example  of
  ‘the  first  monk’,  St. Benedict,  and  sought  a  solitary
  life  off  Italy.  However,  as  with  Benedict,  followers
  quickly  crowded  him.  The  irony,  the  shame,  and  of
  all  the  sin  of  it  drove  him  to  madness.  He  lost  his
  mind  and  now  only  masquerades  as  a  priest.
  Saint  Arthur  keeps  a  pistol  and  a  dagger  well
  hidden  in  his  robes  and  uses  them  for  ambushes.
  
  CIVILIANS   AND   SAILORS
  8
  MEETINGS   AT   SEA:   One  expects  to  meet  all
  their  enemies  at  sea,  rather  than  say,  in  town  or  in
  court.  However,  since  everyone  at  sea  is  already  an
  enemy,  those  who  stand  out  among  that  crowd  are
  devils  to  be  sure,  or  devils  in  disguise,  dangerous
  for  how  inconspicuous  they  are.
  Condition   Of  The  Seafarer
  Roll
  The  person  is . . .
  12
  Injured;  -3  penalty  worth  of  wounds
  10-11
  Ill;  -1  to  all  rolls
  9
  Drunk;  -1  to  all  rolls
  3-8
  Normal;  no  odd  condition
  2
  Desperate;  +1  to  all  rolls
  1
  Insane;  roll  twice  more  on  this  chart
  Kaleb   Matthews
  Class  &  Level:
  English  Priest  (2)
  Ability  Scores:
  B1, A1, E3, G4, W7, I5, C8, L7
  Defense  Score:
  5
  Survival:
  4
  Attack  Rolls:
  Brawling  +0
  Base  Damage:
  0
  Morale:
  4
  Movement  Rate:
  120’
  Treasure:
  -2
  Kaleb  Matthews  was  a  good  man  of  the  cloth,
  who  made  the  mistake  of  going  to  Port  Royal  to
  spread  the  good  word.  When  he  arrived  there  on  a
  blazing  hot  day  in  1666,  he  found  it  to  be  such  a
  hive  of  scum  and  villainy,  a  port  so  full  of  pirates,
  prostitutes  and  cutthroats  that  he  felt  his  presence
  there  was  of  no  use,  and  that  he  could  spread  the
  word  of  God  elsewhere.  Now  he  roams  the  seas  of
  the  world,  helping  those  who  he  can,  and  secretly
  accepting  payments  to  betray  and  imprison  the  very
  worst  of  pirates  who  have  no  fear  of  God  to  save
  their  souls  after  the  gibbet  takes  their  body—he  is
  ever  trying  to  preach  to  pirates,  despite  knowing  it
  is  virtually  useless,  but  he  does  not  betray  them  at
  the  least,  unless  they  have  a  Notoriety  Level  of  6
  or  more,  and  do  not  accept  Christ  as  their  savior
  at  that  point—those  villains  he  will  take  the  first
  opportunity  to  betray  to  the  authorities.
  Kaleb  Matthews  is  of  course  well  versed  with
  religion  (+2),  but  he  has  also  become  quite  good
  at  politics  (+1)  and  stealth  (+2)  to  save  his  skin.
  Kevin   Lutey
  Class  &  Level:
  English  Sailor  (2)
  Ability  Scores:
  B5, A4, E5, G5, W2, I5, C2, L1
  Defense  Score:
  6
  Survival:
  5
  Attack  Rolls:
  Brawling  +3 / daggers  +3
  Base  Damage:
  3 / 6
  Morale:
  8
  Movement  Rate:
  100’
  Treasure:
  -3
  Kevin  Lutey  comes  from  the  renowned  line  of
  Luteys  of  Cury,  a  Cornish  family  of  doctors.  Yet
  he  chose  the  sea.  His  strange  tale  goes  back  many
  generations  to  his  great-grandfather.  The  first  great
  doctor  of  the  Lutey  line  was  also  considered  mad
  by  some,  and  worse  still,  a  witch-doctor  by  priests.
  For  though  he  was  a  humble  fisherman,  he  had  an
  uncanny  skill  for  healing  the  sick,  and  uncanny  ill-
  fortune  that  seemed  to  plague  his  family  line  like
  a  curse.  He  did  little  to  dispel  the  notion,  claiming
  that  his  skill  was  due  to  the  blessings  of  a  woman
  he  once  saved,  a  mermaid,  whom  he  helped  back
  into  the  sea.  Yet  refusing  to  remain  with  her,  she
  cursed  him  as  well.  Thus  were  any  misfortunes  in
  the  neighborhood  deflected  as  the  doing  of  this  old
  world  water-spirit.  Thus  was  the  eccentric  doctor’s
  success  a  double-edged  sword.  Finally,  whether  due
  to  guilt  for  those  he  could  not  save  or  perhaps  an
  actual  curse,  he  dove  off  his  fishing  boat  and  into
  the  sea,  never  to  be  seen  again.  His  sons  continued
  as  doctors  with  remarkable  skill,  and  yet,  regularly,
  every  nine  years,  one  of  them  is  lost  at  sea.  Kevin
  is  of  a  different  mind  though.  Not  wishing  to  meet
  the  same  fate,  indeed  believing  in  the  mermaid  and
  the  curse,  he  sails  the  seas  searching  for  her  and
  for  his  lost  kinsmen,  hoping  to  find  a  means  to  be
  free  before  his  own  time  comes—he  has  but  three
  years  left  by  the  counting.
  Kevin  Lutey  is  a  seemingly  supernatural  doctor
  in  all  manner  of  medicine  (+4),  despite  his  limited
  intellect  in  the  ways  of  the  mortal  world.
  Kevin  Lutey  keeps  the  jaw  of  a  shark  which
  is  said  to  be  his  great-grandfather’s  heirloom,  the
  ‘comb  of  the  mermaid’,  and  he  also  carries  an  iron
  dagger  whenever  he  is  at  sea,  as  the  old  spirits  of
  other-worlds  are  said  to  be  afraid  of  the  metal.
  
  CIVILIANS   AND   SAILORS
  9
  Mark   Wolverstone
  Class  &  Level:
  Welsh  Merchant  (1)
  Ability  Scores:
  B3, A1, E3, G3, W6, I6, C7, L2
  Defense  Score:
  5
  Survival:
  3
  Attack  Rolls:
  Brawling  +1 / blunderbuss  +1
  Base  Damage:
  1 / 10
  Morale:
  3
  Movement  Rate:
  100’
  Treasure:
  +0
  Mark  Wolverstone  began  life  as  an  honest  and
  fair-dealing  merchant  captain,  and  by  most  accounts
  he  remains  one.  However,  whenever  pirates  make  a
  normal  venture  less  than  profitable,  his  is  quick  to
  seize  any  opportunity  to  make  up  his  losses,  with
  a  profit  mind  you,  as  a  means  of  compensation  for
  his  time  and  trouble.  He  carries  an  English  ‘letter
  of  marque’  just  in  case  he  needs  it,  though  he  is
  reluctant  to  use  it  or  even  mention  it,  even  to  his
  own  crew,  lest  they  themselves  become  greedy  for
  a  chance  to  go  privateering.
  Nathan  ‘Brutus’  Kosminski
  Class  &  Level:
  English  Sailor  (5)
  Ability  Scores:
  B12, A4, E8, G5, W2, I5, C2, L1
  Defense  Score:
  8
  Survival:
  5
  Attack  Rolls:
  Brawling  +6
  Base  Damage:
  6
  Morale:
  3
  Movement  Rate:
  100’
  Treasure:
  -1
  Nathan  Kosminski  is  as  deformed  as  his  name.
  The  unwanted  child  of  an  unholy  union  between  a
  Protestant  and  a  Jew,  neither  could  confess  to  the
  birth,  so  they  fled,  and  once  born,  the  infant  was
  given  to  a  monk  on  a  Caribbean  island  monastery.
  On  his  eighteenth  birthday,  when  told  of  his  true
  parentage,  he  killed  three  nuns  and  raped  a  fourth,
  then  set  out  as  a  pirate,  his  world-view  shattered.
  His  parents  branded  his  name  on  his  arm  lest  their
  child  be  given  ‘some  unholy  name’,  and  while  the
  name  remains  difficult  to  read,  he  just  goes  by  the
  name  ‘Brutus’,  and  woe  to  anyone  who  asks  what
  the  brand  on  his  arm  means.  He  is  uglier  than  sin
  and  strong  as  a  horse,  and  he  loves  to  butcher  all
  ‘men  of  god’  for  their  hypocritical  ways.
  Olivia   Benedict
  Class  &  Level:
  English  Child  (1)
  Ability  Scores:
  B2, A5, E3, G1, W2, I3, C5, L4
  Defense  Score:
  6
  Survival:
  1
  Attack  Rolls:
  Brawling  +0
  Base  Damage:
  0
  Morale:
  3
  Movement  Rate:
  110’
  Treasure:
  -6
  Olivia  Benedict  poses  as  a  boy,  and  given  her
  age  of  a  mere  ten  years,  neither  her  voice  nor  her
  lack  of  endowments  give  her  away,  using  the  name
  ‘Oliver’  as  a  play  on  her  right  one.  To  her  captain
  alone  she  confesses  her  identity,  and  her  mission,  a
  journey  of  revenge.  Spanish  pirates  killed  both  her
  parents  but  left  her  alive,  ‘out  of  mercy’  they  said,
  a  comment  she  repeats  with  no  lack  of  sarcasm  in
  a  bitter  voice  that  makes  it  an  oath  to  show  none
  in  kind  when  she  finds  her  family’s  murderers.  In
  the  meantime,  she  sails  the  sea,  learning  everything
  she  can,  so  she  will  be  all  the  more  capable  of  an
  unmerciful  slaughter  when  she  finds  her  enemies.
  She  is  reluctant  to  kill,  save  for  with  Spaniards,  an
  enemy  which  brings  out  a  demon  in  this  ‘boy’.
  Peter   Saint-Malady
  Class  &  Level:
  English  Sailor  (2)
  Ability  Scores:
  B5, A4, E5, G5, W2, I5, C2, L1
  Defense  Score:
  6
  Survival:
  5
  Attack  Rolls:
  Brawling  +3
  Base  Damage:
  3
  Morale:
  3
  Movement  Rate:
  100’
  Treasure:
  -3
  Peter  Saint  Malady  is  a  pious  sailor,  trying  to
  live  up  to  his  name,  though  he  has  no  experience
  in  the  church  (he  was  never  even  baptized).  Ever
  the  voice  of  reason  among  his  fellow  crewmen,  he
  is  at  odds  with  the  world,  which  he  somehow  has
  become  used  to.  Most  suspect  he  harbors  a  darker
  side,  like  the  keel  of  a  ship,  ever  rotting  but  never
  seen,  and  enough  to  sink  him  if  it  goes  unchecked
  long  enough.
  Peter  Saint  Malady  has  so  far  displayed  a  vast
  knowledge  of  religion  (+3).
  
  CIVILIANS   AND   SAILORS
  10
  Raoul   Of  Vilasaggo
  Class  &  Level:
  Spanish  guard  (3)
  Ability  Scores:
  B3, A4, E4, G4, W3, I5, C1, L2
  Defense  Score:
  5
  Survival:
  8
  Attack  Rolls:
  Cutlass  +2
  Base  Damage:
  9
  Morale:
  6
  Movement  Rate:
  80’
  Treasure:
  -1
  Raoul  of  Vilasaggo  is  the  sole  survivor  of  that
  fort  which  once  guarded  the  harbor  of  a  now  long
  forgotten  town  on  the  island  of  Hispaniola.  He  was
  brave  enough  to  fight,  literally,  to  the  last  man,  a
  bittersweet  triumph,  for  though  he  routed  the  Dutch
  East  India  ships—one  sailed  away  while  the  rest  of
  the  five  ship  flotilla  lay  on  the  bottom  of  the  deep
  harbor—the  enemy’s  tale  made  it  to  Europe,  where
  the  Spanish  king  did  not  see  the  monetary  returns
  in  reviving  the  colony,  not  even  sending  a  rescue
  vessel  to  search  for  survivors.  Raoul’s  friends  had
  died  for  nothing.  Bitter  at  the  betrayal  by  his  once
  beloved  country,  he  joined  some  pirates  who  used
  the  ghost-town  as  a  temporary  anchorage.  Buying
  their  trust  with  the  town’s  treasure,  he  has  set  out
  to  sea,  waging  war  on  the  world.  Conflicted  by  his
  past,  he  is  impartial  in  his  killing,  seeing  Spaniards
  as  no  different  than  Dutchmen  or  anyone  else.  He
  proclaims  himself  boldly  as  being  from  the  colony
  where  he  had  effectively  ended  his  life.
  Raoul  is  has  learned,  through  many  raids,  to
  better  use  his  military  issued  cutlass.
  Raoul  wears  Spanish  plate  armor,  though  it  is
  decorated  with  shreds  of  clothing  displaying  colors
  from  every  major  nation’s  flag,  a  statement  of  his
  rebellious  nature  rather  than  any  allegiance.
  Samantha   de Lola
  Class  &  Level:
  Spanish  Whore  (4)
  Ability  Scores:
  B3, A6, E8, G6, W2, I5, C9, L4
  Defense  Score:
  8
  Survival:
  3
  Attack  Rolls:
  Longsword  +3
  Base  Damage:
  8
  Morale:
  9
  Movement  Rate:
  140’
  Treasure:
  -2
  Samantha  was  a  common  streetwalker  (though
  uncommonly  beautiful)  in  the  French-governed  port
  of  Tortuga  when  pirates—the  common  customers  at
  the  waterfront  tavernes—kidnapped  her  to  use  once
  at  sea,  not  as  a  shipboard  whore,  but  rather  as  the
  sacrifice  to  a  sea-god  they  believed  was  terrorizing
  their  ship.  Literally  at  the  end  of  her  rope,  being
  lowered  from  the  aft-deck  to  a  shark-infested  reef,
  she  managed  to  charm  the  captain  to  her  salvation.
  He  paid  dearly  for  it  later,  mutinied  upon  by  his
  crew  when  the  ship  ran  aground  on  a  reef  a  week
  later,  and  marooned  on  that  same  stretch  of  coral.
  But  Samantha  was  not  left  behind.  She  stayed  with
  the  crew—as  the  mutinous  new  captain!  Fortune  is
  a  cruel  bedmate  however,  and  after  less  than  half
  a  year  Samantha’s  ship  was  burned  by  the  English,
  leaving  her  to  join  other  pirate  crews  (and  perhaps
  plot  her  rise to  power  anew).
  Samantha  has  grown  to  be  quite  skilled  with  a
  longsword  (+3).
  Samantha  wears  a  longsword  at  all  times,  and
  keeps  a  brace  of  pistols  in  her  belt  as  well.
  Squire   Richard   Carter
  Class  &  Level:
  English  Official  (2)
  Ability  Scores:
  B2, A1, E3, G4, W8, I7, C6, L3
  Defense  Score:
  5
  Survival:
  4
  Attack  Rolls:
  Rapier  +1
  Base  Damage:
  4
  Morale:
  4
  Movement  Rate:
  110’
  Treasure:
  -1
  Squire  Richard  Carter  was  once  a  proud,  loyal
  English  magistrate . . . until  he  became  greedy.  Rare
  is  a  man  whose  story  is  so  simple,  nor  its  master
  so  smug  about  it.  As  the  squire  himself  will  tell  it,
  “All  wigs  (English  officers)  are  out  for  the  money,
  for  just  as  much  as  a  priest’s  piety  is  a  cover  for
  their  greed  and  conscience,  so  is  patriotism  nothing
  but  a  ruse,  to  fool’s  oneself  as  much  as  his  billing
  victims.  God  gave  me  a  brain  and  I’d  be  a  poor
  magistrate,  in  more  ways  than  one,  if  I  didn’t  use
  it.  I’m  proud  that  I  have  nothing  to  hide”.
  Squire  Carter  is  well  versed  in  politics  (+4)  as
  well  as  religion  (+1)  and  even  torture  (+3).
  Squire  Carter  carries  a  pocketwatch,  lockpicks,
  a  spyglass  and  a  Bible.
  
  CIVILIANS   AND   SAILORS
  11
  Tracy  Anne-Taylor
  Class  &  Level:
  English  Sailor  (2)
  Ability  Scores:
  B3, A4, E7, G5, W2, I5, C2, L1
  Defense  Score:
  6
  Survival:
  5
  Attack  Rolls:
  Rapier  +2
  Base  Damage:
  5
  Morale:
  3
  Movement  Rate:
  140’
  Treasure:
  +1
  Tracy  Anne-Taylor  is  the  widow  of  the  rather
  well  known  merchant  captain  ‘Benjamin  Taylor’,  an
  Englishman  who  disappeared  in  the  China  Sea  not
  but  three  years  ago.  Despite  her  wealth,  Tracy  was
  constantly  thwarted  in  finding  any  passage  back  to
  England,  due  mostly  to  her  being  a  woman,  for  it
  frightened  sailors  already  to  have  a  woman  aboard,
  but  worse  was  their  belief  that  her  husband  was  no
  victim  of  happenstance,  but  rather  a  curse.  Having
  no  other  prospects,  Tracy  sold  her  belongings  and
  bought  her  own  ship,  and  embarked  alone  upon  the
  sea,  welcoming  aboard  only  other  castaways,  strays
  and  maroon  victims  until  she  had  crew  and  money
  enough  to  buy  a  vessel  capable  of  circumnavigating
  the  globe.  Yet  when  she  could  finally  return  to  her
  native  land,  she  no  longer  felt  any  desire  to  do  so.
  How  would  they  receive  her?  A  widow  who  had
  given  up  her  status  and  wealth  for  little  better  than
  a  pirate’s  life?  As  shrewd  as  her  husband  ever  was
  at  business  and  accepting  the  ebb  and  flow  of  true
  wisdom  in  the  world,  she  entered  the  new  business
  of  piracy.  For  the  sake  of  morale,  she  hired  a  faux
  male  captain  who  simply  did  as  she  bid  until  he’d
  proven  his  capabilities.  She  remained  on  as  owner
  of  the  ship,  though  the  ledgers  were  doctored,  lest
  the  crew  succumb  to  superstition.  Perceived  only  as
  a  member  of  the  crew,  she  had  no  need  to  conceal
  her  gender.  She  roamed  the  Indian  Ocean  until  the
  winds  of  fortune  landed  her  in  the  Caribbean,  and
  it  is  there  she  roams  still.
  Tracy  Anne-Taylor  is  skilled  at  chiseling  (+3),
  shipwright  (+2),  and  navigation  (+2).  Only  amongst
  the  British  does  she  have  skills  at  court,  indeed  of
  politics,  but  they  are  considerable  (+3).
  Tracy  Anne-Taylor  fears  being  lost  or  deserted
  again,  so  she  always  carries  on  her  person  both  a
  compass  and  a  spylgass,  plus  5  hidden  emeralds.
  Walter   Hawkins
  Class  &  Level:
  English  Sailor  (1)
  Ability  Scores:
  B5, A4, E5, G5, W2, I5, C2, L1
  Defense  Score:
  6
  Survival:
  5
  Attack  Rolls:
  Brawling  +2
  Base  Damage:
  2
  Morale:
  2
  Movement  Rate:
  100’
  Treasure:
  -3
  Walter   Hawkins  once  served  in  the  Admiralty
  Court  as  a  writer  of  news.  However,  his  honesty
  got  the  best  of  him,  for  he  refused  to  write  lies  or
  political  propaganda.  Seeing  the  Admiralty  as  little
  better  than  pirates,  he  began  traveling  far  and  wide
  in  an  effort  to  chronicle  the  true  tales  of  all  those
  ‘gentlemen  of  fortune’  who,  as  he  sees  it,  will  not
  be  otherwise  fairly  remembered  by  history  even  for
  the  sake  of  posterity.
  Walter  Hawkins  is  a  linguist  (+2)  and  a  well
  learned  man  of  letters,  able  to  write  in  his  native
  English  as  well  as  in  Spanish  and  Chinese.
  William   Knightly
  Class  &  Level:
  English  Child  (3)
  Ability  Scores:
  B2, A5, E3, G1, W2, I3, C5, L4
  Defense  Score:
  6
  Survival:
  1
  Attack  Rolls:
  Brawling  +0
  Base  Damage:
  0
  Morale:
  5
  Movement  Rate:
  110’
  Treasure:
  -6
  William  Knightly  was  the  son  of  a  pirate  who
  set  him  adrift  to  save  his  life.  That  much  was  told
  to  him  by  the  sailors  who  survived  with  him.  But
  as  to  the  fate  of  his  father  he  knows  nothing.  He
  now  sails  wherever  he  can,  seeking  clues,  rumors,
  and  even  tall  tales  involving  the  pirate  ship  ‘Silver
  Hourglass’  which  a  French  captain  believes,  due  to
  checking  sailing  records,  is  the  only  one  that  could
  have  been  his  father’s  vessel,  based  on  where  the
  boy  was  found  and  when.  It  is,  of  course,  still  the
  slimmest  chances  to  find  anything,  but  he’s  not  at
  all  ready  to  quit,  and  will  stop  at  nothing  to  learn
  the  truth  in  the  end.
  
  FACES   OF   GOVERNMENT
  12
  Arrr,  them  wigs  what  speak  o’ gentlemen  o’ fortune
  as  ill-tempered  an’ evil  be  the  same  ones  what  sell
  commissions  to  raid  their  allies.  Royal  Navy,  India
  Companies  and  the  lot,  they  be  no  better  than  the
  worst  o’ buccaneers,  says  I.  Worse,  I  tell  ya  true,
  fer  at  least  pirates  ain’t  livin’ a  lie,  pretendin’ ta  be
  somethin’ they  be  not,  breakin’ their  solemn  word.
  There  be  governments  fer  ya.
  MILITARY:   Though  most  of  the  time  guards  are
  little  more  than  dangerous  dominos  ringed  around  a
  vault  or  prison  a  pirate  wants  in  to  (or  out  of),  it
  can  happen  that  some  guards  aren’t  just  rank-and-
  file  ‘red  shirts’.  Some  are  crafty,  cunning,  and  out-
  right  dangerous.  Of  course,  some  are  already  fallen
  down  by  the  time  a  pirate  draws  his  sword,  too.
  Condition   Of  The   Patriot
  Roll
  The  guard  is . . .
  12
  Dead  drunk;  asleep  and  unable  to  awaken
  11
  Drunk;  -2  to  all  rolls
  10
  Gravely  wounded;  -4
  8-9
  Wounded;  -1
  4-7
  Normal
  2-3
  Alert;  +1  to  first  Initiative
  1
  Angry;  +1  to  all  rolls
  Captain   Edward   Sodderbrook
  Class  &  Level:
  British  regiment  (2)
  Ability  Scores:
  B3, A5, E5, G7, W4, I6, C2, L4
  Defense  Score:
  8
  Survival:
  7
  Attack  Rolls:
  Longsword  +2 / pistol  +2
  Base  Damage:
  7 / 9
  Morale:
  8
  Movement  Rate:
  120’
  Treasure:
  -1
  Captain  Sodderbrook  was  a  mere  fighting  man
  assigned  to  a  merchant  vessel  when  she  was  taken
  by  pirates.  For  his  bravery  in  battle,  the  victorious
  pirates  left  him  alive.  Thus  the  most  capable  man
  aboard,  he  took  command  of  the  women  and  their
  children  who  were  the  only  potential  crew.  Making
  the  difficult  voyage  back  to  England,  he  was  given
  a  captaincy  for  his  valor  and  has  begun  the  career
  of  a  pirate  hunter.  His  vessel  is  the  12-gun  barque
  ‘Jamaica  Gibbet’,  crewed  by  50  men  of  1st Level.
  Captain   Hollins   Dekard
  Class  &  Level:
  Dutch  soldier  (4)
  Ability  Scores:
  B3, A5, E4, G6, W5, I5, C4, L2
  Defense  Score:
  6
  Survival:
  6
  Attack  Rolls:
  Longsword  +2 / pistol  +1
  Base  Damage:
  7 / 6
  Morale:
  5
  Movement  Rate:
  110’
  Treasure:
  -2
  Captain  Dekard  used  to  be  a  merchant  captain,
  but  after  fighting  off  three  pirate  ships  on  a  single
  voyage,  he  realized  his  skills  were  better  suited  for
  command  in  battle.  Taking  the  credit  for  the  fallen
  pirates,  he  starting  serving  under  his  new  captaincy.
  He  is  in  high  demand  among  Dutch  sailors,  whom
  pay  high  bribes  to  their  governors  to  have  this  one
  captain  ‘assigned  the  duty’  of  protecting  their  ship
  on  their  next  voyage.
  Captain  Dekard  is  not  only  good  in  battle  for
  his  own  part,  he  is  an  effective  leader  (+3)  and  is
  also  accomplished  as  a  shipwright  (+2)  as  well  as
  a  navigator  (+1,  but  +2  when  in  the  Caribbean).
  Captain   Thomas   Ainsley
  Class  &  Level:
  British  regiment  (3)
  Ability  Scores:
  B4, A5, E4, G7, W3, I6, C2, L1
  Defense  Score:
  7
  Survival:
  7
  Attack  Rolls:
  Longsword  +2 / musket  +1
  Base  Damage:
  7 / 8
  Morale:
  7
  Movement  Rate:
  90’
  Treasure:
  -3
  Captain  Thomas  Ainsley  (who  insists  on  being
  addressed  by  his  full  name  and  title  every  time)  is
  the  portrait  of  English  arrogance.  As  he  sees  it,  the
  man  who  has  for  love  of  his  God,  king  and  duty
  earned  his  place  has  a  right  to  look  down  on  those
  who  have  not  made  such  efforts  (barring  of  course
  the  variables  of  opportunity  and  misfortune).  This
  commander  never  leaves  the  stern  of  his  ship,  the
  24-gun  man-o-war  ‘Bristol  Blockade’,  crewed  by  a
  good  120  men  of  1st Level.  In  battle,  he  will  only
  enter  the  fray  if  it  washes  over  his  aft-deck  where
  he  is  giving  orders  from  (indeed  he  will  only  fight
  hand-to-hand  if  his  person  is  attacked  directly).
  
  FACES   OF   GOVERNMENT
  13
  Commodore   John  Tromper
  Class  &  Level:
  English  regiment  (5)
  Ability  Scores:
  B4, A5, E7, G7, W8, I6, C7, L4
  Defense  Score:
  9
  Survival:
  7
  Attack  Rolls:
  Longsword  +4
  Base  Damage:
  9
  Morale:
  10
  Movement  Rate:
  120’
  Treasure:
  -2
  John  Tromper  is  a  loyal  English  commodore,  a
  man  who  commands  several  frigates,  yet  he  seldom
  leaves  port.  He  remains  sequestered  in  the  fort,  as
  he  claims  ‘taking  careful  inventory’.  However,  truth
  be  told,  he  is  afraid  of  the  open  ocean.  So  devout
  is  he  that  he  believes  there  is  no  seafloor,  and  that
  to  sink  is  to  begin  an  inevitable  journey  into  Hell.
  For  the  same  reason,  he  does  not  engage  in  naval
  battle  unless  he  has  no  choice,  and  salvages  those
  ships  and  sailors  he  can,  thinking  the  blue  depths
  naught  but  oblivion,  to  which  only  God  Almighty,
  not  himself,  is  allowed  to  condemn  someone  to.  It
  is  an  attitude  which  has  led  to  several  disputes  at
  court,  and  a  turn  to  piracy  is  not  unthinkable  for
  him,  seeing  the  evils  his  government  has  done  by
  recklessly  sinking  ships  and  consigning  men  to  the
  depths  of  Davey  Jones.
  John  Tromper  is  not  only  more  proficient  with
  longswords  than  most  English,  he  is  also  fluent  in
  English  and  Dutch  (+2),  and  is  a  shipwright  (+2).
  John  Tromper  carries  a  longsword  of  such  rich
  design  it  is  worth  300  gold,  but  he  also  wears  a
  pistol,  keeps  a  dagger  hidden  in  his  boot,  and  has
  a  spyglass  tucked  in  his  belt.  He  also  keeps  a  roll
  of  parchment  in  that  spyglass,  whose  clues  are  but
  half  the  map  to  a  fabulous  treasure  (the  other  half
  shows  the  outline  of  the  island  and  the  bearings).
  The  words  on  his  half  are  provided  below  and  are
  reproduced  as  Handout  1.
  My  island  home,  heart  of  seas  blue
  Holds  the  gold  heart  of  my  love  true
  From  highest  point,  where  grass  grows  brown
  Under  the  cliff,  five  fathoms  down
  Still  over  the  sea,  lost  in  bogs
  Heart  of  a  fort,  square  fallen  logs
  Ten  steps  to  north,  Twenty  steps  west
  Beneath  the  rocks  you’ll  find  the  chest
  Donne   Sanchez
  Class  &  Level:
  Spanish  guard
  Ability  Scores:
  B3, A4, E4, G4, W3, I5, C1, L2
  Defense  Score:
  5
  Survival:
  9
  Attack  Rolls:
  Cutlass  +0
  Base  Damage:
  7
  Morale:
  6
  Movement  Rate:
  80’
  Treasure:
  -1
  Donne  Sanchez  claims  to  be  of  the  prestigious
  Sanchez  line,  though  he  cannot  verify  his  claims.  It
  is,  however,  enough  of  a  claim  to  maintain  a  very
  cushy  duty  in  Havana,  guarding  wealthy  merchants
  (and  often  partaking  of  their  win  reserves).  Bloated
  in  both  the  belly  and  the  head,  he  is  none-the-less
  a  cunning  enemy,  to  be  played  with  as  much  skill
  and  intelligence  as  a  Game  Captain  can.
  Louis   de Orre
  Class  &  Level:
  French  cavalier  (4)
  Ability  Scores:
  B4, A6, E8, G6, W3, I6, C3, L4
  Defense  Score:
  9
  Survival:
  7
  Attack  Rolls:
  Rapier  +4 / pistol  +1
  Base  Damage:
  7 / 7
  Morale:
  7
  Movement  Rate:
  140’
  Treasure:
  +1
  Louie  de Orre,  being  named  similar  to  the  coin
  indeed,  is  both  prideful  (and  can  be,  due  to  having
  earned  considerable  fortune  in  his  young  career),  as
  well  as  scorned  by  most  of  the  world  outside  the
  French  Court.  A  cavalier  promoted  to  privateer,  he
  ‘floats  between  ships’,  taking  command  by  sealed
  orders  of  different  French  vessels  at  different  times,
  going  where  his  king  needs  him.  However,  he  has
  one  flaw  in  his  loyalty—he  sees  himself  as  both  a
  military  man  and  a  holy  man,  due  to  being  born
  on  Christmas  Day,  so  he  takes  20%  instead  of  the
  usual  10%  of  all  he  captures,  doctoring  the  ledgers
  so  his  king  is  none  the  wiser.  Thus  he  can  also  be
  bribed,  though  if  the  initial  offer  is  too  low,  he’ll
  be  so  insulted  as  to  leave  none  alive.
  Louie  de Orre  is  not  only  a  master  fencer,  he
  is  self-taught  in  appraising  (+2)  and  speaks  fluent
  English,  Spanish  and  Italian  (+2).
  
  FACES   OF   GOVERNMENT
  14
  Michelle   la Vorre
  Class  &  Level:
  French  infantry  (1)
  Ability  Scores:
  B4, A6, E4, G6, W3, I4, C3, L1
  Defense  Score:
  6
  Survival:
  6
  Attack  Rolls:
  Rapier  +3 / pistol  +1
  Base  Damage:
  6 / 7
  Morale:
  4
  Movement  Rate:
  100’
  Treasure:
  -3
  Michelle  la Vorre  is  a  woman  proud  of  both
  king  and  country,  and  thus  she  disguises  herself  as
  a  man  to  remain  in  the  infantry.  She  aspires  to  be
  a  Musketeer,  but  knows  she  would  have  to  expose
  herself  to  do  so,  and  thus  remains  content  as  the
  ‘equal  of  a  Musketeer’,  indeed  serving  aboard  any
  privateering  ship  she  can  find,  thus  serving  France
  wherever  and  whoever  fate  allows.
  Michelle  la Vorre  is  very  talented  in  the  arts
  of  disguise  (+3)  and  being  a  linguist  (+2)  so  she
  can  blend  in  virtually  anywhere.
  Michelle  la Vorre  wields  a  gilded  rapier,  which
  is  decorated  with  fool’s  gold,  its  design  intended  to
  divert  eyes  from  herself  in  order  to  better  maintain
  her  disguise  as  a  man.
  Moonbringer
  Class  &  Level:
  Chinaman  (5)
  Ability  Scores:
  B4, A6, E5, G5, W4, I5, C1, L2
  Defense  Score:
  7
  Survival:
  5
  Attack  Rolls:
  Cutlass  +1
  Base  Damage:
  8
  Morale:
  10
  Movement  Rate:
  110’
  Treasure:
  -2
  ‘Moonbringer’  is  the  nickname  bestowed  upon
  this  old  Chinaman  by  the  toumu  of  his  junk  vessel
  and  affectionately  echoed  by  his  crew.  He  has  the
  gift  of  reading  stars  when  there  are  no  stars,  which
  made  this  title  official,  the  equivalent  of  a  Major.
  Moonbringer  is  so  skilled  with  navigation  (+6)
  that  many  believe  he  has  second-sight.
  Moonbringer  is  captain  of  a  junk  vessel,  which
  runs  15  cannon  and  a  crew  of  135  Chinamen  (all
  of  them  3rd Level).  He  himself  wears  a  cutlass  that
  is  always  envenomed  with  poison  of  level  5.
  The   Scarlet   Saber
  Class  &  Level:
  Malta  knight  (2)
  Ability  Scores:
  B4, A6, E4, G7, W2, I6, C3, L3
  Defense  Score:
  8
  Survival:
  7
  Attack  Rolls:
  Saber  (longsword)  +5 / pistol  +1
  Base  Damage:
  10 / 6
  Morale:
  8
  Movement  Rate:
  100’
  Treasure:
  -1
  The  Scarlet  Saber  is  the  God-given  name  of  a
  man  who  regularly  communes  with  the  Almighty,  a
  trance  none  dare  question,  on  their  souls  and  their
  heads  alike,  for  any  and  all  blasphemers  he  cuts
  down  without  a  second  thought.  Dressed  all  in  rich
  crimsons  and  blood-stained  whites,  he  claims  these
  to  be  the  colors  of  an  elite  order  of  knights  which
  only  he  can  initiate  one  into.
  The  Scarlet  Saber  indeed  wields  such  a  blade
  as  his  namesake,  one  which  is  secretly  said  to  be
  cursed,  for  its  owner  cannot  resist  any  fight  against
  the  unholy,  no  matter  the  odds,  madness  however
  is  a  double-edged  sword—for  his  enemies—his  red
  blade  is  by  some  means  able  to  grant  him  and  all
  who  fight  with  him  +3  to  the  Initiative.
  Senior   Brassier
  Class  &  Level:
  Spanish  guard  (1)
  Ability  Scores:
  B3, A4, E4, G4, W3, I5, C1, L2
  Defense  Score:
  5
  Survival:
  9
  Attack  Rolls:
  Cutlass  +0
  Base  Damage:
  7
  Morale:
  6
  Movement  Rate:
  80’
  Treasure:
  -1
  Senior  Brassier  is  the  self-appointed  nickname
  and  title  for  this  bold,  brash  and  brassy  guard  for
  his  highness,  ‘Duke  Europeos’,  the  self-styled  king
  of  all  Europe,  whose  throne  and  fortress  is  in  the
  Caribbean.  It  is  Brassier  who  is  committed  to  both
  maintaining  the  hundred-odd  loyal  followers  there,
  a  duty  he  takes  as  seriously  as  if  his  duke  was  no
  less  than  the  Almighty  Himself.  However,  Brassier
  is  of  somewhat  slow  wit  and  clumsy,  and  thus  are
  his  ill-trained  soldiers  equally  fallible.  Secrecy  is  in
  truth  the  only  defense  of  Europeos  and  his  gold.
  
  FACES   OF   GOVERNMENT
  15
  GOVERNORS:   Most  governors  are  stiff  sorts,  the
  mere  incarnation  of  their  king’s  policies.  However,
  there  are  a  few  who  can  serve  as  a  wild  card  in  a
  pirate’s  game,  making  for  either  a  more  deadly  foe
  than  most  others  of  their  profession,  or  perhaps  for
  a  while  serve  as  a  secret  ally  whom  is  bound  to
  have  a  secret  agenda  and  turn  on  the  adventurer.
  Condition   Of  The  Governor
  Roll
  The  noble  is . . .
  11-12
  Secretly  admires  pirates;  +1  to  Table  78
   9-10
  Easily  bribed;  100  gold  equals  +1  to  roll
  8
  Drinker;  -1  to  all  rolls
  7
  Arrogant;  Charisma  Score  reversed  to  him
  5-6
  Shrewd  businessman;  +2  to  his  Intuition
  2-4
  Snooty;  -3  to  Charisma  Checks  with  him
  1
  Hates  pirates;  -3  to  Table  78
  Governor  Thomas   Phillips
  Class  &  Level:
  English  Official  (2)
  Ability  Scores:
  B2, A1, E3, G4, W8, I7, C6, L3
  Defense  Score:
  5
  Survival:
  4
  Attack  Rolls:
  Rapier  +1
  Base  Damage:
  4
  Morale:
  4
  Movement  Rate:
  110’
  Treasure:
  -1
  Governor  Thomas  Phillips  governs  by-the-book,
  relying  more,  some  say,  on  the  letter  of  the  law  to
  make  decisions  rather  than  to  exercise  judgment  or
  show  any  genuine  leadership.  This  once  led  him  to
  quarrel  with  a  privateer  who’d  been  arrested  upon
  entering  port  for  having  plundered  a  ship  only  two
  days  prior,  not  knowing  peace  had  been  signed  the
  week  before  due  to  being  at  sea.  The  trial  was  an
  endless  argument,  with  most  townsfolk  siding  with
  the  should-be-innocent  captain,  who  had  technically
  not  been  given  new  orders.  The  trial  ended  with  a
  passing  of  sentence,  and  the  privateer  flew  into  an
  unbridled  rage,  giving  Phillips  a  grave  wound,  and
  a  lot  to  think  about—not  any  greater  wisdom  about
  judgment  versus  the  law,  but  rather  a  deep  distrust
  for  all  sailors,  pirate  or  otherwise.  Still,  his  relying
  on  the  laws  works  both  ways,  as  he  will  back  any
  argument  which  is  also  backed  by  the  law,  even  if
  he  does  not  personally  like  it.
  Harold   Goldenburr
  Class  &  Level:
  English  Merchant  (5)
  Ability  Scores:
  B3, A1, E3, G3, W9, I8, C7, L2
  Defense  Score:
  5
  Survival:
  3
  Attack  Rolls:
  Brawling  +1 / pistol
  Base  Damage:
  1 / 6
  Morale:
  2
  Movement  Rate:
  100’
  Treasure:
  +0
  Harold  Goldenburr  was  a  merchant  captain  and
  a  very  successful  one.  His  last  venture  was  not  to
  any  sea,  but  into  the  waters  of  London  politics,  so
  he  could  ease  the  passage  of  many  friends.  It  was
  his  wealth  which  was  his  vessel  there,  and  it  was
  his  business  savvy  which  charted  the  course.  Being
  overwhelmingly  successful  there,  he  chose  to  stay,
  taking  up  a  new  career  in  courts,  amassing  greater
  wealth  (and  power)  than  ever  before,  while  serving
  to  satisfy  his  need  for  the  sea  by  sailing  about  the
  world  as  a  representative  of  the  king.  Acting  as  an
  advisor  to  the  king’s  court,  he  sails  seemingly  at
  random,  inspecting  his  majesty’s  colonies,  imposing
  taxes,  and  updating  laws  as  he  sees  fit.  He  still  is
  a  sailor  at  heart  though,  and  tends  to  favor  a  man
  of  the  sea  when  advising  at  any  governor’s  court,
  whose  authority  he  can  easily  overrule  should  it  be
  in  the  best  (indeed  the  most  profitable)  interests  of
  England  and  the  king.
  Harold  Goldenburr  still  practices  his  more  oft-
  used  skills  from  his  days  as  a  merchant  captain,  so
  he  remains  dangerous  with  pistols  (+3)  and  able  to
  twist  the  language  of  most  anyone  he  meets  as  an
  uncanny  linguist  (+4).
  Harold  Goldenburr  keeps  a  pistol  hidden  upon
  his  person  at  all  times.
  Marquis   de Laffiate
  Class  &  Level:
  French  Official  (6)
  Ability  Scores:
  B2, A1, E3, G4, W8, I7, C6, L3
  Defense  Score:
  5
  Survival:
  4
  Attack  Rolls:
  Rapier  +1
  Base  Damage:
  4
  Morale:
  4
  Movement  Rate:
  110’
  Treasure:
  +2
  
  FACES   OF   GOVERNMENT
  16
  Marquis  de Laffiate  is  so  skilled  and  unique  as
  a  governor  he  has  garnered  fame  even  amongst  the
  pirates  of  the  Caribbean.  He  has  served  France  as
  the  governor  of  their  strongest  colonies,  instituting
  the  strangest  but  most  effective  of  laws,  such  as  to
  welcome  pirates  in  order  to  strengthen  both  harbor
  and  local  economy  and  then  disperse  them  ever  in
  unpredictable  ways.  He  never  governs  in  one  place
  longer  than  ten  years,  perhaps  to  keep  ahead  of  his
  enemies,  perhaps  to  leave  problems  that  his  over-
  spending  caused  for  others,  or  perhaps  because  he
  is  an  adventurer—and  some  say  a  pirate—at  heart.
  This  would  certainly  account  for  his  deceptions,  for
  his  most  common  methods  of  control  involve  the
  betrayal  of  those  who  have  served  him  best,  indeed
  to  turn  many  little  fish  against  a  few  big  ones  and
  then  pick  off  the  little  ones  at  his  leisure.  He  also
  dispatches  many  secret  notes  and  missions,  perhaps
  to  hide  treasure  throughout  the  world  or  insure  he
  has  many  safe  havens  should  he  ever  need  them.
  Sabastian   McNeal
  Class  &  Level:
  Irish  Priest  (4)
  Ability  Scores:
  B1, A1, E3, G4, W7, I5, C8, L7
  Defense  Score:
  5
  Survival:
  4
  Attack  Rolls:
  Brawling  +0
  Base  Damage:
  0
  Morale:
  2*
  Movement  Rate:
  120’
  Treasure:
  -2
  Sebastian  McNeal  is  a  Catholic  Priest  who  is
  also  a  firm  believer  in  many  legends  whose  echoes
  haunt  the  corners  of  the  Caribbean  where  he  lives.
  Having  traveled  to  many  Missions,  he  has  secretly
  amassed  a  vast  wealth  of  rumors  and  lore,  which
  he  reveals  only  to  a  very  select  few,  lest  he  be
  tried  and  most  likely  executed  for  perceived  heresy.
  In  truth,  he  only  wishes  to  lay  claim  to  the  many
  great  treasures  of  these  lost  cities  whose  existence
  and  whereabouts  he  has  heard  of—perhaps  the  only
  European  who  has—knowing  full  well  that  in  their
  recovery  many  of  the  heathen  natives  will  meet  an
  unpleasant  end.  Thus  does  he  impart  these  rumors
  to  pirates,  who  would  surely  not  tell  anyone  else
  but  can  also  be  trusted  to  return  to  him  lest  they
  risk  having  nobody  able  to  free  them  of  the  curses
  which  accompany  the  mysterious  artifacts . . .
  Viscount   Kingsley
  Class  &  Level:
  English  Official  (3)
  Ability  Scores:
  B2, A1, E3, G4, W8, I7, C6, L3
  Defense  Score:
  5
  Survival:
  4
  Attack  Rolls:
  Rapier  +4
  Base  Damage:
  7
  Morale:
  4
  Movement  Rate:
  110’
  Treasure:
  +0
  Viscount  Kingsley  is  a  tall,  cadaverous  man,  a
  pale  and  ghastly  man  so  death-like  he  seems  like  a
  walking  corpse.  He  is  aware  of  this  and  cultivates
  this  look  by  wearing  nothing  but  black,  white,  and
  shades  of  gray.  Indeed,  he  enjoys  the  power  of  his
  office  but  equally  delights  in  the  fear  he  evokes  in
  all  who  must  answer  to  him,  fear  which  is  easily
  enhanced  by  his  theatricality.  Many  pirates  sing  a
  song  about  this  cruel  judge,  usually  echoed  if  one
  is  on  this  judge’s  gallows  or  has  a  mate  who  is
  doomed  to  them,  for  it  is  a  song  believed  to  have
  some  mystical  means  of  saving  a  soul  if  sentenced
  by  this  demon  of  a  man.  These  words  of  ill  omen
  are  provided  below  and  on  Handout  2.
  A  crueler  man  there  never  breathed
  He  stains  with  blood  the  bloody  seas
  His  shadow’s  darker  than  the  deck
  When  reef  has  slain  a  moonless  wreck
  A  colder  man  there  never  lay
  With  slut  or  choir  each  Sunday
  His  voice  is  colder  than  the  bell
  Of  Charon’s  frigate  bound  for  Hell
  A  wicked  man,  a  devil’s  man
  Escape  his  gallows  if  you  can
  Viscount  Kingsley  is  a  trained  fencer,  as  good
  as  a  master  and  never  beaten  with  rapiers  (+4),  but
  he  only  duels  when  backed  into  a  political  corner,
  preferring  to  use  his  skills  in  politics  (+2)  as  well
  as  torture  (+3)  to  remain  in  control  (or  at  least  in
  perceived  control)  of  any  situation.
  Viscount  Kingsley  always  has  two  things  with
  him:  A  rapier  and  a  box  of  the  finest  snuff.  While
  he  is  never  seen  without  a  crucifix  hanging  around
  his  neck,  he  seldom  wears  it  in  private,  having  no
  real  belief  in  such  superstition.
  
  FACES   OF   GOVERNMENT
  17
  DAUGHTERS:   Most  governors,  it  seems,  have  a
  stay-at-home  daughter.  There  are  far  more  women
  of  such  class  and  distinction  than  one  would  guess,
  so  the  saying  “Going  to  visit  the  gov’s  daughter?”
  is  not  much  of  an  exaggeration,  even  if  asked  of  a
  pirate  in  every  port.  The  truth  of  it  is  that  when  a
  governor  has  a  son,  he  is  almost  always  sent  into
  military  service  and  has  probably  run  afoul  of  the
  pirate  party  already,  even  if  they  don’t  know  (or
  remember)  him.  But  daughters,  they  stay  with  their
  fathers,  seeking  either  a  noble  suitor  or  some  very
  charismatic  rascal  to  sweep  them  off  their  feet.  Of
  those  such  damsels  detailed  here,  no  last  names  are
  given  so  they  can  be  the  daughters  of  any  official.
  Condition   Of  The  Woman
  Roll
  The  woman  is . . .
  12
  Secretly  likes  pirates;  can  mean  anything
  10-11
  Seeks  adventure;  +1  to  all  rolls  with  her
  8-9
  Naive;  +1  to  Charisma  Checks  with  her
  6-7
  Seeks  a  suitor;  rank  must  equal  her  Level
  4-5
  Contemptuous;  -1  to  all  rolls  with  her
  2-3
  Snooty;  -3  to  Charisma  Checks  with  her
  1
  Hates  pirates;  -2  to  all  rolls  with  her
  Diane
  Class  &  Level:
  British  Official  (3)
  Ability  Scores:
  B3, A5, E5, G4, W8, I7, C6, L3
  Defense  Score:
  7
  Survival:
  4
  Attack  Rolls:
  Longsword  +1
  Base  Damage:
  6
  Morale:
  4
  Movement  Rate:
  120’
  Treasure:
  +0
  Diane  is  a  busty,  worldly  wench  who  disguises
  her  love  of  pirates  in  the  aristocratic  life  in  which
  she  was  raised.  Yet  she  secretly  trains  with  smiths
  and  skulks  down  to  tavernes  to  learn  the  tales  and
  ways  of  the  world.  She  could  be  easily  tempted  to
  run  off  with  a  pirate,  yet  just  as  easily  she  could
  remember  her  world  and  betray  her  crew.  She  has
  certainly  teased  men  with  promises  of  love  only  to
  deny  them  at  the  last.
  Diane  keeps  a  longsword  nearby  at  all  times,
  ever  disguised  in  purpose,  such  as  a  mantlepiece  or
  the  ceremonial  decoration  of  her  carriage.
  Elizabeth
  Class  &  Level:
  British  Official  (0)
  Ability  Scores:
  B2, A4, E3, G4, W8, I7, C10, L3
  Defense  Score:
  6
  Survival:
  4
  Attack  Rolls:
  Rapier  +1
  Base  Damage:
  4
  Morale:
  4
  Movement  Rate:
  110’
  Treasure:
  +1
  Elizabeth  is  a  young  beauty  full  of  naiveté,  an
  angel  of  a  girl  on  the  verge  of  womanhood.  Many
  men  who  have  met  this  flower  have  described  her,
  and  while  only  a  child  they  all  sung  of  the  woman
  she  will  become.  The  commonalities  of  all  of  these
  songs  have  formed  a  favored  verse  in  the  tavernes
  of  her  colony,  provided  below  and  on  Handout  3.
  Elizabeth,  the  devil  say,
  Say  you’re  the  answer  to  my  prayers
  Oh,  child  of  the  golden  hair
  Elizabeth,  the  angel  come,
  Come  home  to  me  my  love  to  be
  Oh,  share  your  life  and  charm  with  me
  Rosalyn
  Class  &  Level:
  British  Official  (1)
  Ability  Scores:
  B2, A4, E3, G4, W8, I7, C6, L3
  Defense  Score:
  6
  Survival:
  4
  Attack  Rolls:
  Rapier  +1
  Base  Damage:
  4
  Morale:
  4
  Movement  Rate:
  110’
  Treasure:
  +1
  Rosalyn  is  a  beauty  befitting  her  name—curly
  scarlet  hair,  rosy  cheeks  and  lush  red  lips.  She  has
  been  sought  by  many  a  suitor,  both  gentleman  and
  pirate  alike,  but  her  heart  holds  out  for  a  man  that
  is  both,  a  privateer  whose  loyalty  is  to  his  country
  rather  than  his  crew,  a  man  whom  fate  has  outcast
  but  has  managed  to  defy  the  odds  without  sacrifice
  of  soul  or  honor.  Given  that  gentlemen  are  born  of
  silver  and  pirates  are  without  loyalty,  she  relishes
  teasing  them  both,  pretending  to  be  interested,  only
  to  get  them  to  fight  and  then  refuse  them  all.
  
  SLAVES   AND   NATIVES
  18
  Savages.  Black  men.  Red  men.  Men  not  of  this  or
  any  other  world.  These  are  the  both  the  bane  and
  the  servants  of  the  pirate  world.  Yet  for  as  simple
  as  they  seem,  as  much  alike  as  they  appear,  they
  are  all  vastly  different  people  of  grand  civilizations,
  not  just  ruins,  but  undreampt-of  worlds  which  are
  as  much  a  puzzle  to  pirates  as  the  ‘savage’  people
  themselves.  A  pirate’s  wits,  skills,  savvy  and  luck
  shall  all  be  challenged  in  any  world  of  natives.
  TRIBESMEN:   The  most  common  natives  are  all
  those  who  compose  a  ‘tribe’.  While  these  may  also
  be  clans,  houses  or  even  imperial  dynasties,  in  the
  eyes  of  pirates,  they’re  all  still  ‘tribes’.  However,  a
  man  is  a  man,  with  desires  and  emotions,  whether
  he  is  a  primate  or  a  prince,  and  so  these  tribesmen
  can  be  far  more  diverse  than  expected.
  Condition   Of   The   Tribesman
  Roll
  The  savages . . .
  11-12
  Are  diseased  by  Europeans;  -2  to  Survival
   8-10
  Fear  firearms;  Morale  Check  when  used
  7
  Are  insane;  +3 / -3  to  every  other  roll
  4-6
  Hate  Europeans;  +1  to  rolls  against  them
  2-3
  Have  recovered  firearms  as  main  weapons
  1
  Are  strengthened  by  drugs;  +2  to  Survival
  Carachunga
  Class  &  Level:
  Cannibal  (5)
  Ability  Scores:
  B2, A6, E5, G2, W1, I6, C1, L1
  Defense  Score:
  7
  Survival:
  2
  Attack  Rolls:
  Spear  +2
  Base  Damage:
  4
  Morale:
  8
  Movement  Rate:
  130’
  Treasure:
  -4
  Carachunga  is  the  chief  of  his  village.  As  fat
  as  cattle,  his  people  see  sheer  size  as  strength,  and
  there  is  no  challenging  his.  He’s  friendly  enough,
  feeling  secure  in  his  soul  and  slabs  of  meat,  but  is
  also  easily  angered,  especially  by  those  who  show
  any  disrespect  for  his  gods.
  Carachunga  wears  a  golden  ring  (he  discovered
  it  in  his  dung  after  a  pirate  raid),  and  seeks  truth
  of  its  ‘mystical  powers’,  so  much  so  he’ll  believe
  almost  any  tale  he  is  told.
  Gika
  Class  &  Level:
  Cannibal  (1)
  Ability  Scores:
  B2, A6, E5, G5, W1, I6, C1, L1
  Defense  Score:
  7
  Survival:
  5
  Attack  Rolls:
  Dagger  +2
  Base  Damage:
  5
  Morale:
  8
  Movement  Rate:
  130’
  Treasure:
  -4
  Gika  is  only  thirteen,  and  is  coming  of  age  at
  the  time  the  party  arrives  in  his  world—he’ll  thus
  see  the  Characters  as  gods  incarnate,  and  wish  to
  join  them  on  their  adventures.  However,  what  he’ll
  not  say,  because  it’s  common  knowledge  to  all  his
  people  and  thus  he’ll  not  even  think  to  tell  of  it,
  is  that  all  gods  incarnate  only  to  be  consumed,  so
  he’ll  ever  be  on  the  lookout  for  an  opportunity  to
  lead  the  party  into  a  deathtrap,  so  he  may  then  be
  able  to  cook  them  and  eat  them,  and  then  offer  all
  their  boiled  bones  to  others  as  currency.
  The   son   of   the   chief
  Class  &  Level:
  Unknown  (4)
  Ability  Scores:
  B12, A8, E11, G10, W2, I5, C2, L1
  Defense  Score:
  11
  Survival:
  10
  Attack  Rolls:
  Brawling  +3
  Base  Damage:
  5
  Morale:
  10
  Movement  Rate:
  100’
  Treasure:
  +0
  The  son  of  the  chief  will  be  brought  out  once
  any  Character  requests  anything.  He  has  no  name,
  for  he  was  found,  and  adopted.  Thus,  he  is  a  giant
  amongst  his  people—they  stand  only  5’,  but  he  is
  nearly  8’.  Indeed,  upon  acceptance  of  whatever  the
  party  asks,  the  chief  will  say  one  among  the  party
  must  wrestle  his  son  to  be  granted  the  request—if
  the  chief’s  son  wins,  the  party  agrees  to  be  boiled
  in  a  pot  so  they  can  all  be  eaten.  In  fact,  they’ll
  all  have  to  watch  the  wrestling  match  from  inside
  the  pot,  stripped  of  their  weapons  and  bound  with
  vines  stronger  than  rope,  as  the  natives  have  never
  known  the  chief’s  son  to  lose—the  party  shall  see
  why  when  this  mountain  of  a  man  emerges  from
  the  hut  or  temple  behind  the  king.
  
  SLAVES   AND   NATIVES
  19
  LONERS:   As  with  known  civilization,  natives  are
  not  without  their  outcasts.  These  are  the  strange  of
  the  strange.  They  are  not  easily  intimidated,  being
  against  all  odds  at  all  times.  Nor  is  their  sanity  at
  any  time  a  certainty.
  Condition   Of  The   Stranger
  Roll
  The  outcast . . .
  10-12
  Has  some  treasure  hidden
  8-9
  Knows  vital  secrets  of  the  adventure
  7
  Always  speaks  in  cryptic  ways
  6
  Likes  to  sing
  5
  Believes  all  who  visit  him  are  ghosts
  3-4
  Doesn’t  trust  anybody  or  anything
  2
  Will  always  plot  the  party’s  undoing
  1
  Is  actually  a  ghost . . .
  Angela
  Class  &  Level:
  Amazon  (4)
  Ability  Scores:
  B2, A6, E7, G5, W2, I6, C3, L1
  Defense  Score:
  8
  Survival:
  5
  Attack  Rolls:
  Spear  +3
  Base  Damage:
  5
  Morale:
  9
  Movement  Rate:
  150’
  Treasure:
  -3
  Angela  was  named  by  an  Englishman  that  she
  saved,  but  that  was  only  because  she  was  looking
  for  a  mate.  She  kept  her  name  simply  as  a  means
  of  provoking  a  reaction  amongst  all  outsiders,  and
  thus  finds  her  next  target—she  challenges  all  those
  men  of  great  strength  who  enter  into  her  domain,
  relishing  in  the  abuse  and  the  mastering  of  them,
  though  secretly  she  hopes  to  be  defeated  by  one  in
  wrestling,  for  that  individual  shall  thus  become  her
  chosen  mate,  whether  he  accepts  it  or  not.
  Angela  is  somewhat  knowledgable  in  the  ways
  of  Europeans  and  other  outsider  people,  having  met
  a  good  number  of  them.  She  is  thus  skilled  with
  appraising  (+2),  religion  (+1),  and  she’s  also  rather
  an  amazing  linguist  (+3).
  Angela  carries  a  ‘love  potion’,  but  never  uses
  it—she  wants  to  earn  her  mate.  However,  once  he
  has  been  determined,  if  he  dismisses  her,  then  she
  will  try  to  use  this  magic  on  him  in  order  to  gain
  what  is  ‘rightfully’  hers.
  Hunug   Yiwo
  Class  &  Level:
  Malaysian  (2)
  Ability  Scores:
  B2, A5, E6, G4, W3, I6, C1, L3
  Defense  Score:
  8
  Survival:
  4
  Attack  Rolls:
  Longsword  +1 / spear  +3
  Base  Damage:
  6 / 6
  Morale:
  6
  Movement  Rate:
  140’
  Treasure:
  -4
  Hunug  Yiwo  hates  everybody!  Whenever  the
  day’s  fortunes  are  really  beleaguering  him,  he  calls
  to  the  gods  and  warns  them  to  intervene,  otherwise
  he’ll  burn  churches  and  other  holy  locations  until
  lesser  minded  followers  kill  him,  and  then  once  in
  their  afterlife  he’ll  make  straight  for  throats  of  the
  gods  themselves.  They  usually  listen.  However,  not
  without  twists  of  fortune  only  they  can  understand,
  and  thus  not  seen  by  the  young  Hunug  Yiwo.  Like
  his  ship—he  has  a  sloop,  or  what  passes  for  one,
  moored  nearby,  a  gift  of  fate  (he  found  it  with  the
  crew  dead  from  a  long  aired-out  plague).  But  the
  gods  told  him  he  could  never  sail  it  until  he  gave
  them  the  answer  to  a  riddle.  He  has  had  his  one
  and  only  guess,  so  he  seeks  others  to  answer  it  for
  him—to  the  one  who  does,  he  will  give  both  the
  ship  and  his  service  aboard  it.  The  riddle’s  answer
  he  has  come  to  learn,  and  thus  can  confirm  when
  someone  has  proven  them  all  worthy  of  sailing  it;
  a  ‘shark’.  The  riddle  itself  is  provided  below  and
  on  Handout  4.  Solving  this  puzzle  is  worth  a  total
  of  45  Experience  Points.
  Skeleton  cold,  but  nobody  can  guess  how  old
  Ever  eating,  but  never  at  table  seating
  Living  death,  but  hidden  from  all  drawing  breath
  Pirate  slayer,  but  never  uses  sword  or  prayer
  Hunug  Yiwo  is  a  decent  navigator  (+2)  from
  having  spent  many  years  at  sea.  However,  he  also
  has  a  tendency  to  skewer  luck,  something  that  can
  be  attributed  to  his  strange  fighting  style,  but  that
  he  credits  to  the  gods—when  fighting  on  his  side,
  anyone  of  blood  bordering  the  Pacific  (Malaysian,
  Chinese,  etc.)  will  gain  a  +1  to  their  results  for  all
  Critical  Hits,  but  suffer  a  -1  to  their  results  for  all
  Critical  Misses.
  
  SLAVES   AND   NATIVES
  20
  MAGICIANS:   To  native  peoples,  the  spiritual  is  a
  matter  of  import  far  above  the  mechanical,  unlike
  the  perverse  reverse  of  European  civilizations.  So  it
  is  that,  while  natives  can  build  dams,  furnaces  and
  complex  traps,  these  are  seen  as  no  greater  or  less
  than  shoes  and  staves,  while  the  one  who  can  talk
  to  the  gods  in  a  trance  is  beyond  the  normal  man
  in  every  conceivable  way—even  if  killed  by  some
  explosive  weapon  from  another  world,  in  the  world
  beyond  this  one,  the  wise  one  will  hold  advantage.
  The  proof?  Death  comes  for  everyone,  except  those
  of  greatest  wisdom  and  magic.  And  so,  whether  as
  part  of  some  society,  or  tribe,  or  simply  alone  in  a
  vast  jungle,  any  magician  is  feared  and  revered  by
  native  peoples,  who  will  warn  all  others  to  be  of  a
  similar  mind  should  they  encounter  him.
  Condition   Of  The   Magician
  Roll
  The  shaman . . .
  10-12
  Knows  everything  the  party  needs  to
  8-9
  Has  a  special  treasure  trapped  inside  him
  6-7
  Will  die  in  1-12  days
  2-5
  Is  insane  and  his  wisdom  is  meaningless
  1
  Is  a  relation  of  the  party’s  captain
  Lord   Of   The   Sun
  Class  &  Level:
  Aztec  (2)
  Ability  Scores:
  B3, A3, E6, G6, W1, I7, C1, L1
  Defense  Score:
  7
  Survival:
  6
  Attack  Rolls:
  Spells  +5 / spear  +1
  Base  Damage:
  See  description / 3
  Morale:
  8
  Movement  Rate:
  130’
  Treasure:
  +1
  The  ‘Lord  of  the  Sun’  wanders  the  jungles  of
  New  Spain,  seeking  to  spread  enlightenment  of  the
  sun.  He  will  willingly  take  up  adventure,  but  is  of
  a  mind  to  hoard  golden  treasures,  since  they  are  to
  his  eyes  ‘wrought  of  the  sun’.  After  all,  if  stars  or
  even  rocks  fall  from  the  sky,  so  can  pieces  of  the
  sun.  Should  his  greed  or  any  other  misfortune  ever
  bring  him  into  battle,  his  spells  can  be  fired  at  a
  line  of  sight  range,  and  when  they  hit  their  target,
  the  Base  Damage  they  cause  will  be  equal  to  the
  difference  of  the  victim’s  Wits  and  13.  Thus,  the
  wiser  one  is,  the  less  harm  ‘the  light’  can  do  him.
  Mancapaco
  Class  &  Level:
  Inca  (1)
  Ability  Scores:
  B2, A8, E4, G5, W2, I5, C2, L1
  Defense  Score:
  7
  Survival:
  5
  Attack  Rolls:
  Spear  +8
  Base  Damage:
  10
  Morale:
  6
  Movement  Rate:
  120’
  Treasure:
  +3
  Mancapaco  was  displaced  from  his  people  by
  the  Conquistadors,  and  has  since  eked  out  a  rather
  meager  existence  on  the  shores  of  a  lake  close  to
  the  Gulf  of  Mexico.  He  believes  it  is  no  less  than
  his  fate  to  meet  the  ‘heirs  of  the  evil  gods’,  whom
  he  believes  thus  will  be  good,  as  day  is  to  night,
  and  he  will  seek  to  journey  with  them  until  he  has
  reclaimed  enough  treasure  from  his  own  or  other
  empires  to  return  and  restore  his  temple—the  gold
  isn’t  to  pay  labor,  for  that  is  not  part  of  the  ways
  of  his  people,  but  rather  there  must  be  enough  in
  gold  to  placate  the  gods.  Hence  all  the  more  cause
  he  will  have  to  believe  pirates  to  be  gods,  since  it
  is  their  way  to  covet  gold.
  Mancapaco’s  spear  is  not  of  this  world.  It’s  of
  the  spear  and  not  himself  that  his  skill  and  power
  in  battle  is  derived,  as  it  will  be  for  anyone  whom
  claims  it—a  +7  bonus  to  Attack  and  Damage—the
  cost  of  which  is  dear.  For  the  moment  any  mortal
  takes  the  spear  without  being  injured  by  it,  he  has
  to  choose  a  ‘power  to  wield’.  These  powers  are  all
  listed  on  Handout  5.  Depending  on  one’s  choice,  a
  trial  will  be  issued  by  the  spear,  as  detailed  below.
  Provided  one  passes  the  trial,  the  spear  will  be  his
  to  wield  forever  after  with  its  +7  strength.
  Jaws  of  the  jungle  means  the  spear’s  power  is
  to  remain  dormant  until  the  would-be  wielder  goes
  into  the  jungle  alone  and,  nude  with  no  weapons,
  kills  a  great  cat  (puma,  tiger,  etc).  Only  once  he’s
  accomplished  this  will  the  spear’s  power  return.
  Teeth  of  the  tiger  conjures  a  spectral  tiger  that
  chews  the  wielder,  causing  him  agony  and  ripping
  his  flesh  and  soul  alike.  He  must  kill  someone  by
  the  spear  to  end  the  torment.  Each  Round  after  the
  first  that  he  fails  to  do  so,  he  will  suffer  an  injury
  himself,  that  of  Base  Damage  10  (armor  does  not
  protect  one  against  this  spectral  savagery).  If  he  is
  ever  ‘killed’,  and  survives  (by  Defeat  Roll  or  any
  
  SLAVES   AND   NATIVES
  21
  other  way),  the  specter  will  disappear,  the  trial  thus
  a  draw,  though  he  can  always  try  again.
  Bane  of  the  blood  conjures  a  doppleganger  of
  the  wielder,  a  ghostly  reflection  of  him  that  is  his
  statistical  equal  in  every  way.  And  it  wants  to  kill
  its  counterpart,  who  is  the  only  one  who  can  hurt
  it,  and  visa-versa.  Whichever  wins  gains  the  spear’s
  power,  and  if  it’s  the  doppleganger,  it  shall  use  the
  spear  to  try  and  kill  everyone  else!
  Blood  of  the  beast  will  hear  a  voice  command
  one  to  use  the  spear  and  impale  the  ground.  Upon
  doing  so,  blood  will  issue  forth,  which  if  tasted,  it
  will  switch  the  drinker’s  actual  mind  with  whoever
  last  attempted  to  win  the  spear  (if  this  is  the  first
  attempt,  he  wins  the  spear  automatically).  Now  in
  a  different  body,  he  must  kill  his  old  one,  and  will
  have  only  1-12  Rounds  to  do  so.  If  he  succeeds,
  his  true  body  will  revive,  both  minds  will  switch
  back,  and  he  will  have  passed  this  trial.  However,
  if  he  fails,  he  will  remain  trapped  within  this  other
  body  forever  (unless  the  next  person  to  try  for  the
  spear  chooses  this  same  trial,  and  succeeds).
  Fire  of  the  feast  conjures  a  spirit  composed  of
  fire,  wielding  a  replica  of  the  spear  which  burns  at
  its  tip  with  blue  flames.  It  will  instruct  the  would-
  be  wielder  that  he  must  cook  something  using  the
  spear’s  fire—lighting  a  stick  by  it  to  then  set  unto
  kindling—food  which  so  cooked  will  be  poisonous,
  of  Level  3.  However,  he  can  choose  for  it  to  be
  even  stronger,  and  each  additional  poison  Level  (to
  a  maximum  of  6)  is  the  additional  strength  to  the
  spear  should  he  succeed  (thus  a  maximum  +10  to
  its  supernatural  power).  Avoiding  being  effected  by
  the  poison  is  to  pass  this  trial.
  Revel  of  the  devil  conjures  a  devilish  creature,
  a  succubus  who  the  would-be  wielder  must  satiate.
  He  has  his  choice  of  methods,  which  ultimately  is
  a  choice  of  three  Ability  Scores;  Brawn,  Agility,  or
  Endurance.  However,  whichever  method  one  picks
  the  succubus  will  drain  from  him,  drawing  his  very
  essence  (of  that  Ability)  into  the  spear  itself,  so  it
  can  then  feel  it  forever  (mortals  tire  eventually,  so
  it  seeks  no  pleasure  from  a  mere  fleshen  form).  To
  gain  the  spear  one  must  satisfy  the  succubus  with
  one  of  his  other  two  Abilities,  and  if  he  does  this,
  then  he  can  also  attempt  to  regain  his  lost  essence
  with  the  Ability  not  yet  used.  If  he  fails  to  regain
  that,  his  withdrawn  Ability  Score  will  drop  by  -3.
  Puma   Raa
  Class  &  Level:
  Cannibal  (5)
  Ability  Scores:
  B2, A6, E5, G5, W1, I6, C1, L1
  Defense  Score:
  7
  Survival:
  5
  Attack  Rolls:
  Spear  +2
  Base  Damage:
  4
  Morale:
  8
  Movement  Rate:
  130’
  Treasure:
  -4
  Puma  Raa  wears  the  bones  of  humans  like  an
  armor,  but  his  clothes  are  all  created  from  the  fur
  pelts  of  great  cats.  As  a  witch-doctor  whose  very
  appearance  and  gurgling  voice  can  unnerve  even  an
  insane  pirate,  he  has  little  interest  in  mortal  affairs.
  Should  he  join  with  or  even  help  pirates,  it  would
  be  simply  to  search  for  strange  artifacts.  His  offer
  to  any  such  party  would  be  to  boil  a  magical  stew
  to  quicken  them.  Those  who  taste  of  it  will  surely
  be  affected  by  its  powers,  depending  on  who  they
  are,  indeed  depending  on  their  Character  Class.  No
  matter  one’s  blood  or  soul  though,  this  magic  can
  only  affect  each  Character  once.
  Buccaneers  will  increase  their  Endurance  Score
  by  +1  (to  a  maximum  of  12).
  Coasta  guarda  will  have  all  their  carried  coins
  turn  into  pieces  of  eight.
  Gentlemen  will  increase  their  Charisma  Score
  by  +1  (to  a  maximum  of  9).
  Huguenots  will  gain  three  total  re-rolls  to  use
  only  for  Defeat  Rolls.
  Madmen  will  increase  their  Luck  Score  by  +1
  (to  a  maximum  of  11).
  Musketeers  will  find  that  for  one  year,  every
  sword  they  hold  will  glow.
  Priests  will  increase  their  Charisma  Score  by
  +1  (to  a  maximum  of  11).
  Rogues  will  gain  magic  to  turn  invisible  three
  times,  becoming  visible  when  they  move.
  Sailors  will  increase  an  Ability  Score  of  their
  choice  (to  a  maximum  of  12).
  Scourges  will  forever  earn  double  Experience
  Points  when  they  kill  anyone  of  Spanish  blood.
  Sea  Hawks  will  increase  their  Agility  Score  by
  +1  (to  a  maximum  of  12).
  Swashbucklers  will  forever  be  remembered  for
  double  Promotion  Points  for  defeating  any  Spanish.
  
  SPIRITS   OF   ANIMALS
  22
  Arrr,  ya  think  all  animals  just  be  there  ta  offer  ya
  meat  an’ service,  do  ye?  Well,  think  again,  matey!
  There  are  beasts  that  make  as  deadly  an’ enemy  as
  any  Royal  officer  I  tell  ya  true.  There  be  spirits  o’
  Hell  worth  fearin’ in  them  beasts,  mark  me  words!
  PIRATE   PETS:   Many  a  pirate  acquires  himself
  a  pet  or  mascot  of  some  sort,  usually  trained  to  do
  simple  (but  all  the  same  cunning  and  useful)  tasks.
  Parrots  and  monkeys  are  the  most  common  of  all,
  but  there  are  other  pets  to  be  found  aboard  ship  as
  well.  In  any  case,  they  may  be  trained  to  do  more
  than  just  talk,  and  it  wouldn’t  be  the  first  time  an
  unwary  pirate  thought  a  monkey  with  a  pistol  was
  just  good  for  a  laugh.
  Condition   Of  The   Pet
  Roll
  The  little  animal  is . . .
  11-12
  Friendly;  +2  to  rolls  dealing  with  it
  10
  Asleep;  +2  to  first  Initiative  against  it
  8-9
  Hungry;  +1  to  rolls  dealing  with  it  if  fed
  6-7
  Confused;  obeys  nobody  for  1-6  Rounds
  4-5
  Hungry;  +1  to  Attack  Rolls
  2-3
  Cautious;  -1  to  rolls  dealing  with  it
  1
  Rabid;  +2  to  Attack  Rolls
  Captain   Morgan
  Class  &  Level:
  Bulldog  (6)
  Defense  Score:
  5
  Survival:
  4
  Attack  Rolls:
  Claws / bite  +2
  Base  Damage:
  3 / 2
  Movement  Rate:
  140’
  Captain  Morgan  is  a  black  bulldog  with  brown
  spots,  who  looks  more  like  a  bat  in  the  face  than
  he  does  a  dog.  Like  a  fuzzy  shark,  he’s  a  handful.
  Once  a  bite  attack  is  successfully  made,  he  will
  continue  to  inflict  a  new  Damage  Variable  (but  not
  Base)  each  Round  to  the  same  individual,  without
  needing  to  make  a  new  Attack  Roll.
  Captain  Morgan  is  trained  in  all  the  following
  tricks;  ‘retrieve  items’,  ‘play  dead’,  ‘attack’,  and  to
  ‘respond  to  his  own  name’.  However,  he  will  only
  obey  these  commands  from  one  who  looks  like  his
  original  master,  who  is  either  British  or  Italian  and
  rather  ragged  looking.  Winning  him  over  to  do  any
  command  otherwise  requires  a  Charisma  Check.
  Captain   Silver
  Class  &  Level:
  Parrot  (3)
  Defense  Score:
  6
  Survival:
  -2
  Attack  Rolls:
  Bite  +1
  Base  Damage:
  0
  Movement  Rate:
  150’
  Captain  Silver  is  a  red  and  golden  parrot  from
  the  Caribbean.  Given  how  long  these  birds  survive,
  his  age  is  impossible  to  know,  and  thus  so  is  his
  original  owners  or  where  and  how  he  learned  his
  rather  cunning  tricks.
  Captain  Silver  is  trained  in  ‘very  basic  speech’
  as  well  as  ‘responding  to  his  own  name’,  but  has
  also  been  well  trained  to  remember  and  recite  code
  for  his  captain.  Fools  think  the  bird  is  just  rattling
  off  things  like  passwords  or  combinations  to  locks
  in  the  cabin,  but  more  often  than  not  they  are  the
  carefully  prepared  codes  to  alarm  those  who  are  in
  earshot  exactly  what’s  going  on,  much  like  a  spy’s
  tongue.  This  ‘dumb  bird’  is  also  very  well  trained
  to  stay  on  its  perch  unless  threatened,  for  when  it
  flies  away,  it  releases  the  pressure-rig  the  stand  is,
  causing  a  keg  of  explosives  to  go  off  underneath
  the  floor  1  Round  later
  Captain  Silver  lost  a  foot  and  wears  a  golden
  claw  instead,  better  to  grip  his  booby-trapped  perch
  with  but  also  worth  50  gold.
  Vincent
  Class  &  Level:
  Monkey  (2)
  Defense  Score:
  13
  Survival:
  13
  Attack  Rolls:
  Claws / bite  +2
  Base  Damage:
  3 / 2
  Movement  Rate:
  130’
  Vincent  is  a  monkey  who  has  somehow  been
  afflicted  with  vampirism.  However,  as  he  is  not  a
  human,  it  is  not  full  undeath,  so  he  is  both  able  to
  be  killed  (if  one  can  manage  to  hit  his  scurrying
  little  butt),  but  he  can  also  endure  sunlight  fine.  It
  is  pointless  to  teach  this  monkey  tricks,  since  he  is
  of  such  cunning  and  independence  that  he’ll  only
  listen  to  someone  who  is  also  cursed  and  is  able
  to  guess  his  name,  then  he  has  intelligence  enough
  to  understand  speech.
  
  SPIRITS   OF   ANIMALS
  23
  BEASTS   OF   BURDEN:   Not  all  animals  one  is
  just  going  to  buy  and  tack  a  harness  onto.  Some
  have  different  ideas  about  their  life.  Such  animals
  any  sober  merchantile  is  likely  not  going  to  inform
  the  potential  new  owner  of  either,  since  he  likely
  as  not  wants  to  be  rid  of  the  beast  and  make  sale.
  Condition   Of  The   Beast
  Roll
  The  laboring  animal  is . . .
  10-12
  Friendly;  +1  to  rolls  dealing  with  it
  7-9
  Spirited;  +1  to  all  rolls
  5-6
  Stubborn;  Charisma  Check  for  a  command
  3-4
  Fat;  -30’ to  Movement  Rate
  2
  Lame;  -1  to  all  rolls
  1
  Mad;  Never  obeys  commands
  Blunderbuss
  Class  &  Level:
  Horse  (4)
  Defense  Score:
  3
  Survival:
  4
  Attack  Rolls:
  Hooves
  Base  Damage:
  3
  Movement  Rate:
  200’
  Blunderbuss  is  a  mad  horse  who  requires  one
  to  make  a  Brawn  Check  to  hold  on  to  each  Round
  during  battle  lest  he  be  bucked  off.  However,  this
  same  aggression  is  worse  for  the  enemies  of  both
  horse  and  rider,  as  these  hooves  gain  +1  to  results
  for  determining  his  Critical  Hits  and  Misses  alike.
  Sir   Charles
  Class  &  Level:
  Camel  (2)
  Defense  Score:
  2
  Survival:
  3
  Attack  Rolls:
  Hooves  or  bite
  Base  Damage:
  2 / 2
  Movement  Rate:
  220’ (in  deserts) / 200’ (elsewhere)
  Sir  Charles  is  a  strange  camel  with  a  taste  for
  rum.  In  fact,  he  will  drink  nothing  else,  preferring
  it  to  water.  Only  if  there  is  a  clear-cut  need  for
  survival  will  this  gluttonous  camel  relent  and  store
  water  in  his  humps  instead.  However,  when  he  has
  his  normal  need  for  rum  sated,  this  camel  will  be
  willing  to  follow  any  command  he  can  understand,
  and  carry  double  his  burden,  numbed  to  the  weight
  and  pain  both  while  carrying  people  and  resting  his
  weary  body  afterwards.
  WILD   ANIMALS:   Most  animals  met  in  a  jungle
  or  other  dangerous  place  are  going  to  attack,  that’s
  all  but  certain.  However,  a  few  will  attack  with  an
  arsenal  of  more  than  claws  and  jaws.  And  that  is
  not  even  taking  into  account  the  condition  one  may
  be  in  when  adventurers  stumble  upon  it . . .
  Condition   Of  The   Animal
  Roll
  The  wild  animal  is . . .
  12
  Friendly;  +1  to  rolls  dealing  with  it
  11
  Asleep;  +1  to  first  Initiative  against  it
  9-10
  Hungry;  +1  to  rolls  dealing  with  it  if  fed
  4-8
  Hungry;  +1  to  Attack  Rolls
  2-3
  Cautious;  -1  to  rolls  dealing  with  it
  1
  Rabid;  +3  to  Attack  Rolls
  The   Great   Judge
  Class  &  Level:
  Jaguar  (3)
  Defense  Score:
  10
  Survival:
  10
  Attack  Rolls:
  Bite / 2  claws
  Base  Damage:
  8 / 5
  Movement  Rate:
  300’ (on  land) / 240’ (in  trees)
  ‘The  Great  Judge’  roams  the  jungles  near  the
  port  of  Belize.  Locals  name  him  so  because  he  is
  seemingly  selective  about  those  he  kills—all  others
  just  flee.  Gaining  +4  to  his  first  Initiative  Roll  due
  to  pouncing  from  above,  many  risk  this  ‘judgment’
  because  legend  also  says  this  cat  has  a  bejeweled,
  magical  ring  caught  in  its  teeth  that  no  amount  of
  manslaughter  has  ever  been  able  to  shake  loose.
  Old   Bill
  Class  &  Level:
  Great  white  shark  (4)
  Defense  Score:
  10
  Survival:
  11
  Attack  Rolls:
  Bite  +1
  Base  Damage:
  7
  Movement  Rate:
  60’ (in  water)
  Old  Bill  is  the  ‘affectionate’  name  given  as  a
  half-mad  means  of  denial  by  all  those  whom  it  has
  only  maimed  rather  than  eaten.  For  it  roams  a  bay
  where  a  treasure  chest  was  sunken,  in  shallow  and
  thus  tempting  waters.  Those  who  survived  its  jaws
  are  either  so  injured  or  frightened  of  the  sea  they
  stay  in  that  harbor,  referring  to  the  shark  that  took
  their  livelihood  with  feigned  respect.
  
  PIRATES   AND   PRIVATEERS
  24
  Arrr!  Ye  be  ready  ta  sail  with  salty  ol’ pirates,  eh?
  Sure  yer’ve  come  ta  the  proper  place,  says  I.
  CREWMEN:   While  most  pirate  crews  comprise  a
  motley  band  of  faceless  red  shirts,  there  are  some
  who  stand  out  amongst  the  nameless  ranks,  making
  sure  the  rest  of  the  crew,  their  captain,  and  all  the
  world  know  their  name.
  Condition   Of  The   Crewman
  Roll
  The  pirate  crewman  is . . .
  12
  Wealthy;  +1  to  Pilfering  Checks  against
  11
  Beat  up;  -1  penalty  worth  of  wounds
  10
  Ill;  -1  to  all  rolls
  9
  Drunk;  -1  to  all  rolls
  8
  Fleeing  from  the  law;  willing  ally
  5-7
  Normal
  4
  Suspicious;  +1  to  first  Initiative  Roll
  3
  Cunning;  Pilfering  Check  VS  random  PC
  2
  Religious  binge;  Charisma  Check  or  fight
  1
  Highly  experienced;  +1  to  all  his  rolls
  Bethane   Blood
  Class  &  Level:
  English  Piratess  (3)
  Ability  Scores:
  B2, A7, E5, G6, W3, I6, C4, L2
  Defense  Score:
  12
  Survival:
  6
  Attack  Rolls:
  Longsword  +5 / pistol  at  +1
  Base  Damage:
  10 / 7
  Morale:
  10
  Movement  Rate:
  130’
  Treasure:
  -1
  Bethane  Blood  was  born  to  a  loving  family  in
  Bristol.  By  the  time  she  was  of  fifteen  years,  they
  had  overcome  all  adversity  to  become  wealthy,  so
  they  decided  to  move  to  the  New  World.  However,
  upon  entering  the  Caribbean,  their  ship  was  taken
  by  Spanish  renegades.  Only  Bethane  was  allowed
  to  live,  and  then  only  to  be  the  pleasure-prisoner
  of  the  captain.  That  night,  she  killed  him  and  leapt
  off  the  ship,  to  be  lost  in  the  sea  of  darkness.  As
  fate  would  have  it,  she  was  picked  up  by  French
  pirates  leaving  port  (and  thus  already  sated  in  their
  lust,  or  as  she  believes  a  new  crew,  traded  out  for
  the  kind  of  men  who  do  not  prefer  women),  and
  she  was  rescued.  Brazen  and  beautiful,  she  quickly
  became  an  accomplished  pirate  herself,  killing  the
  Spanish  wherever  she  finds  them.  She  earned  the
  nickname  ‘blood’  because  she  attacked  so  much  as
  a  butcher  that  she  would  be  completely  soaked  in
  the  crimson-red  at  battle’s  end.
  Bethane  Blood  has  grown  into  a  most  buxom
  woman,  giving  her  a  bonus  of  +1  to  her  Defense
  Score  against  all  male  enemies  (except  those  who
  are  of  a  different  persuasion . . .).  She  is  also  well
  versed  in  French  (+2)  and  Spanish  (+1),  the  latter
  of  which  she  primarily  uses  to  insult  them.
  Bethane  Blood  wields  a  longsword  that  has  so
  many  souls  to  its  name  that  it  has  become  cursed,
  giving  her  a  bonus  of  +2  to  both  her  Critical  Hit
  results  and  Defense  Score.
  Billy  ‘Cannon’   Balls
  Class  &  Level:
  English  Crewman  (3)
  Ability  Scores:
  B6, A5, E5, G6, W3, I6, C1, L3
  Defense  Score:
  8
  Survival:
  6
  Attack  Rolls:
  Chain-shot  +2 / pistol  +1
  Base  Damage:
  5 / 7
  Morale:
  9
  Movement  Rate:
  90’
  Treasure:
  -2
  Billy  Balls,  the  ‘cannon’  as  his  shipmates  all
  know  him,  is  a  boisterous,  bloated  man  who  prides
  himself  on  being  fearless.  Though  he’s  never  had  a
  tale  told  to  the  contrary  by  the  ladies  in  port,  he’s
  nonetheless  seen  as  ‘compensating’  with  his  choice
  of  both  name  and  weapon,  and  woe  to  whoever  is
  so  foolish  as  to  voice  this  opinion.  Compensation
  or  not,  he  definitely  is  never  one  to  back  down  or
  walk  away  from  any  confrontation.  Indeed,  he  goes
  out  of  his  way  to  find  them  (or  make  them).
  Billy  Balls  is  as  good  as  his  name,  reckless  as
  well  as  dangerous,  suffering  -1  to  his  personal  rolls
  for  Initiative  (when  he  is  alone),  but  at  the  same
  time  gaining  +1  to  all  his  Attack  Rolls.  He  is  also
  a  skilled  gunner  (+3).
  Billy  Balls  carries  the  usual  pirate  pistol,  but
  instead  of  a  sword,  he  wields  a  cannon  chain-shot
  (two  fist-sized  iron  balls  connected  by  a  2’ chain).
  With  this  weapon  he  chokes  people  or  just  bashes
  them,  causing  any  Critical  Hit  he  lands  to  result  in
  a  bonus  of  +3  to  his  side’s  next  Initiative  Roll  as
  the  enemy  is  so  distracted.
  
  PIRATES   AND   PRIVATEERS
  25
  Dan   ‘Overboard’   Charlester
  Class  &  Level:
  American  Crewman  (2)
  Ability  Scores:
  B4, A1, E3, G2, W5, I5, C5, L7
  Defense  Score:
  6
  Survival:
  2
  Attack  Rolls:
  Musket  +2
  Base  Damage:
  9
  Morale:
  10
  Movement  Rate:
  100’
  Treasure:
  +2
  Dan  Charlester  has  been  known  as  ‘overboard’
  by  his  shipmates  ever  since  he  went  flying  off  the
  side  of  the  ship  in  a  gale,  due  to  his  being  rather
  lazy,  overweight,  and  cocky.  Fortunately  he  landed
  on  a  reef,  and  though  he  broke  some  ribs,  he  was
  able  to  be  rescued  and  limp  on  through  the  rest  of
  the  venture.  When  the  pirates  put  into  port,  he  was
  going  to  be  voted  out,  except  that  he  learned  that
  he  was  heir  to  a  considerable  sum  of  money,  and
  through  reprovisioning  the  ship  at  his  expense  the
  pirates  allowed  him  to  stay  on.  He  remains  a  very
  bloated,  very  egotistical  man  with  a  limp,  but  one
  who  pays  for  many  things.
  Dan  Charlester  is  rather  wealthy,  keeping  3000
  gold  hidden  aboard  whatever  ship  he  is  on  in  case
  of  any  emergency  need.
  Don   ‘Dragonsborn’   Diego
  Class  &  Level:
  Spanish  Crewman  (6)
  Ability  Scores:
  B6, A5, E5, G6, W3, I6, C1, L3
  Defense  Score:
  8
  Survival:
  7
  Attack  Rolls:
  Cutlass  +5 / pistol  +1
  Base  Damage:
  12 / 7
  Morale:
  9
  Movement  Rate:
  90’
  Treasure:
  -2
  Don  Diego,  also  called  ‘dragonsborn’,  claims  a
  heritage  both  blessed  and  cursed,  one  of  his  blood
  born  of  a  rape  by  no  less  than  ‘El Drake’  himself,
  Sir  Francis  Drake,  scourge  of  the  Spanish  and  their
  empire  in  the  New  World.  Yet  despite  having  any
  resentment  for  his  past,  he  merely  uses  it.  “We’re
  all  born  of  the  devil,  the  God  who  feigns  love  and
  deals  out  suffering,  so  what  does  it  matter  whose
  blood  of  which  I’m  born?”  This  he  has  said  to  his
  shipmates  more  than  once,  as  if  quoting  some  old
  Bible  nobody  has  ever  read.  He  also  compares  his
  parentage  and  flesh  with  the  taking  of  a  prize  ship:
  “Whoever  this  hulk  was  built  for  it’s  ours  now!”
  Yet  his  heritage  unnerves  many,  so  he  lets  it  work
  to  his  advantage,  either  to  garner  sympathy  from  a
  governor  or  to  mask  a  moment  of  rage  among  his
  mates.  In  his  heart,  though,  he  is  a  dragon  indeed,
  a  bloodthirsty  beast  far  wiser  than  he  seems,  with
  no  mercy  of  regret  for  his  past.
  Don  Diego  is  well  learned  in  religion  (+2)  as
  well  as  politics  (+2).
  Honn
  Class  &  Level:
  Creole  Crewman  (4)
  Ability  Scores:
  B10, A5, E5, G6, W3, I6, C1, L3
  Defense  Score:
  9
  Survival:
  6
  Attack  Rolls:
  Cutlass  +4 / pistol  +1
  Base  Damage:
  13 / 7
  Morale:
  9
  Movement  Rate:
  90’
  Treasure:
  -2
  Honn  is  a  mountain  of  a  man,  with  Caribbean
  Creole-blood  and  a  buccaneer’s  hell-fury  fueling  the
  fires  in  his  heart.  Yet  like  the  volcano,  he  remains
  calm  most  of  the  time,  exploding  in  battle  or  when
  mystical  things  are  disrespected.  For  he  is  not  of  a
  religion  most  of  his  shipmates  understand  or  even
  feel  comfortable  with,  but  none  dare  challenge  him
  or  his  heretical  beliefs  in  the  shadows  of  jungles.
  Honn  remains  nice  enough  as  long  as  one  remains
  friendly  or  indifferent  to  him,  but  those  who  dare
  challenge  him  end  up  as  his  food—he  is  indeed  a
  cannibal,  amongst  other  strange  things.
  Honn  is  skilled  in  brawling  (+2),  but  is  much
  more  accomplished  in  mystical  ways  that  fighting,
  as  he  is  skilled  in  religion  (+3)  and  gains  +1  to
  cast  and  resist  his  ritual  magic  (Table  108),  which
  he  is  not  shy  about  using.
  Honn  wields  a  cutlass  whose  hilt  and  handle
  are  carved  from  the  single  bone  of  a  strange  beast
  of  the  jungle,  giving  him  +1  to  both  his  rolls  to
  cast  ritual  magic  (for  a  total  of  +2)  as  well  as  to
  the  results  of  his  Critical  Hits.  Around  his  tree-like
  neck  he  wears  beads  which  give  him  the  ability  to
  make  Slow  Death  rolls  like  a  Player  Character  (if
  a  PC  wore  them,  they’d  give  him  +1  to  his  own).
  
  PIRATES   AND   PRIVATEERS
  26
  Jack   Rapier
  Class  &  Level:
  Welsh  Crewman  (3)
  Ability  Scores:
  B3, A5, E8, G6, W5, I6, C1, L10
  Defense  Score:
  10
  Survival:
  6
  Attack  Rolls:
  Rapier  +4 / pistol  +1
  Base  Damage:
  7 / 7
  Morale:
  9
  Movement  Rate:
  110’
  Treasure:
  -2
  Jack   Rapier  was  a  petty  streetwalker,  not  even
  worthy  of  any  pirate  crew,  robbing  drunks  and  the
  occasional  stray  aristocrat  until  one  fateful  night  he
  killed  the  governor’s  escort.  Rather  than  the  normal
  punishment  for  murder—hanging—this  young  man
  was  subjected  to  torture.  It  broke  him . . . or  did  it?
  Before  he  finally  died,  pirates  attacked  the  town,
  allowing  him  to  escape,  but  by  this  time  he  was  a
  raving  madman.  Since  then  he  has  never  ceased  to
  smile,  he  delights  in  pain,  thrives  on  misery,  and
  most  of  all  seems  incredibly  lucky.
  Jack  Rapier  is  cunning,  with  many  a  trick  up
  his  ragged  sleeve,  including  skill  with  disguise  (+3)
  and  the  ‘arts’  of  torture  (+4).
  Jack  Rapier  keeps  several  grenades  on  him  at
  all  times,  as  well  as  a  spyglass.
  Janette   Saint-Mary
  Class  &  Level:
  English  Piratess  (2)
  Ability  Scores:
  B2, A7, E5, G6, W3, I6, C4, L2
  Defense  Score:
  9
  Survival:
  6
  Attack  Rolls:
  Longsword  +4 / pistol  at  +1
  Base  Damage:
  9 / 7
  Morale:
  10
  Movement  Rate:
  130’
  Treasure:
  -1
  Janette  Saint-Mary  tells  nobody  about  her  past.
  As  far  as  she’s  concerned,  her  life  began  only  two
  years  ago  in  Madagascar.  There  she  took  the  name
  of  a  small  island  (St. Mary’s),  and  left  her  old  life
  behind  forever.  She  is  headstrong  and  never  one  to
  look  back—she  has  no  regrets,  and  little  patience.
  The  next  prize,  the  next  port  of  call,  the  next  man
  to  kill,  the  next  curse  to  tempt—this  is  life,  rather
  than  the  past  as  most  people  prefer  to  think.
  Juan   Sanverros
  Class  &  Level:
  Spanish  Crewman  (5)
  Ability  Scores:
  B6, A5, E5, G6, W3, I6, C1, L3
  Defense  Score:
  8
  Survival:
  7
  Attack  Rolls:
  Cutlass  +4 / pistol  +1
  Base  Damage:
  11 / 7
  Morale:
  9
  Movement  Rate:
  90’
  Treasure:
  -2
  Juan  Sanverros  is  an  older  pirate,  his  age  well
  hidden  by  his  darker  skin,  but  he’s  ‘seen  it  all  and
  done  it  all’,  as  the  saying  goes.  He  tries  to  impart
  his  worldly  wisdom  (and  wariness)  upon  his  fellow
  shipmates,  both  to  help  them  and  himself,  the  latter
  like  a  crutch.  Yet  despite  his  world-wariness,  he  is
  as  spirited  as  ever—he  may  warn  against  taking  a
  cursed  treasure,  but  once  the  crew  ignores  him,  he
  will  be  right  in  there  with  them,  scooping  up  evil
  gold,  soaking  in  it  seems  the  youthful  optimism  as
  much  as  any  gold  or  magic.
  Juan  Sanverros  has  traveled  so  much  that  he’s
  acquired  many  skills;  he  is  a  talented  linguist  (+2),
  a  doctor’s  equal  with  medicine  (+3),  religion  (+1),
  lockpicking  (+2)  and  he’s  much  faster  than  his  age
  would  suggest  at  the  art  of  pilfering  (+3).
  Minn   ‘Goldrunner’
  Class  &  Level:
  Chinese  Crewman  (2)
  Ability  Scores:
  B4, A6, E5, G5, W4, I5, C1, L2
  Defense  Score:
  7
  Survival:
  5
  Attack  Rolls:
  Cutlass  +1
  Base  Damage:
  8
  Morale:
  10
  Movement  Rate:
  110’
  Treasure:
  -2
  Minn,  the  ‘goldrunner’  as  he  is  known,  comes
  from  Singapore,  a  ‘second  China’  as  he  refers  to  it
  and  wholly  believes  he  will  own  it  one  day,  where
  he  can  ‘remake  China  as  it  should  be’.  Strangely,
  he  loves  his  native  land,  despite  its  flaws.  He  is  in
  most  ways  a  paradox,  and  some  guess  this  is  by  a
  cunning  design,  a  performance  to  keep  his  enemies
  guessing.  Whatever  the  truth,  he  remains  a  wholly
  unpredictable  shipmate  and  enemy  alike.
  
  PIRATES   AND   PRIVATEERS
  27
  Richard   Willis
  Class  &  Level:
  English  Crewman  (1)
  Ability  Scores:
  B6, A5, E5, G9, W3, I6, C1, L3
  Defense  Score:
  8
  Survival:
  9
  Attack  Rolls:
  Cutlass  +0 / pistol  +1
  Base  Damage:
  7 / 7
  Morale:
  9
  Movement  Rate:
  90’
  Treasure:
  -2
  Richard  Willis  is  a  rough  buccaneer,  seeing  all
  the  world  as  his  personal  plundering  ground.  Those
  who  get  in  his  way  he  just  cuts  down.  While  for
  all  intents  and  purposes  he  seems  a  normal  pirate,
  he  has  a  reputation  for  surviving  the  worst  of  his
  battles.  He  has  a  gnarled  face  like  the  side  of  the
  most  badly  damaged  ship,  and  his  eye-patch  looks
  more  like  a  gunport.  He  suffers  -1  to  his  Initiative
  Rolls  when  alone,  but  in  such  do-or-die  situations
  he  also  gains  +1  to  his  Attack  Rolls.
  Scabby  Breast
  Class  &  Level:
  French  Piratess  (3)
  Ability  Scores:
  B4, A7, E5, G4, W5, I6, C2, L2
  Defense  Score:
  11
  Survival:
  8
  Attack  Rolls:
  Longsword  +5 / pistol  at  +1
  Base  Damage:
  10 / 7
  Morale:
  10
  Movement  Rate:
  70’
  Treasure:
  -1
  Scabby  Breast  is  the  only  name  this  ‘woman’
  will  respond  to.  Always  speaking  of  a  fortune  she
  has  hidden  beneath  the  ‘Crusty  Toe  Taverne’,  she
  cannot  remember  what  city  it  is  in  due  to  a  head
  wound.  None  of  her  shipmates  have  ever  heard  of
  it  either.  So  she  sails  far  and  wide,  asking  in  each
  and  every  port  for  this  taverne.  And  of  course,  the
  question  of  her  scars  is  always  one  for  a  tale—to
  ask  is  to  be  shown  them,  which  are  quite  hideous,
  forcing  a  man  to  make  an  Endurance  Check  or  he
  will  vomit,  during  which  time  she  will  attack  him,
  the  first  Round  giving  her  a  free  Initiative  as  well
  as  a  +3  to  her  Attack  Roll  and  Damage  alike.  If  a
  ship’s  rules  prohibit  fighting  (as  most  do)  and  this
  fight  is  broken  this  up,  she  will  harbor  a  grudge,
  to  be  settled  later,  such  as  during  a  large  battle.
  Scabby  Breast  has  a  few  skills  beyond  swords
  and  skullduggery,  being  quite  good  at  disguise  (+3)
  and  an  accomplished  navigator  (+2).
  Scabby  Breast  keeps  5  single-barreled  pistols
  on  her  person  at  all  times,  with  only  2  visible  and
  the  other  3  hidden  by  her  heavy  garments,  fat,  and
  scraps  of  armor  hanging  from  her  Spanish  plate.  In
  a  ‘coin  purse’  she  keeps  a  grenade.
  Teague’s   Garrote
  Class  &  Level:
  English  Crewman  (5)
  Ability  Scores:
  B4, A5, E5, G6, W8, I6, C1, L6
  Defense  Score:
  9
  Survival:
  6
  Attack  Rolls:
  Rapier  +5 / pistol  +1 / noose  +3
  Base  Damage:
  9 / 7 / 4
  Morale:
  9
  Movement  Rate:
  100’
  Treasure:
  -2
  Teague’s  Garrote  is  the  name  of  this  man  who
  once  served  under  the  infamous  ‘Teague’,  and  was
  his  shipboard  executioner.  However,  eventually  the
  infamous  Teague  met  his  own  executioner,  and  his
  crew  were  scattered  to  the  winds,  except  this  one.
  He  went  on  to  continue  his  captain’s  work,  telling
  any  who  would  listen  he  could  hear  his  captain’s
  ghost  still  giving  him  instructions.  While  most  men
  shuddered  to  think  what  hellish  slavery  Teague  had
  to  bestow  upon  his  crew  to  evoke  such  fear  even
  after  his  death,  they  feared  his  living  servant  well
  enough  to  believe  him,  or  at  least  claim  to  believe
  him.  In  any  battle,  his  shipmates  give  him  a  wide
  berth,  fearing  what  ‘the  spirit  captain’  might  order
  him  to  do  in  spite  of  living  sense,  such  as  killing
  his  own.  Such  as  it  is,  he  is  always  given  solitary
  duties  in  any  battle,  such  as  disabling  the  enemy’s
  rudder,  searching  for  prisoners,  and  the  like.
  Teague  is  well  learned  in  religion  (+2)  and  he
  is  a  master  shipwright  (+3),  but  his  greatest  skill  is
  in  history,  which  allows  him  the  chance  to  make  a
  Wits  Check  to  discern  the  history  of  any  treasure
  he  can  examine  with  his  own  hands.
  Teague  has  a  special  weapon,  a  barbed  noose,
  which  if  it  lands  a  Critical  Hit  shall  always  have
  the  same  effect—choking,  the  victim  thus  required
  to  make  an  Endurance  Check  during  each  Round
  thereafter,  with  success  granting  him  freedom,  but
  failure  causing  him  another  automatic  hit.
  
  PIRATES   AND   PRIVATEERS
  28
  OFFICERS:   Amongst  pirates,  officers  are  truly  an
  exceptional  lot,  chosen  for  their  ability  (unlike  the
  Royal  Navy,  where  offices  are  more  often  given  as
  favors  or  through  politicking).  As  a  result,  officers
  of  pirate  ships  are  quite  dangerous  individuals.  Yet
  for  all  their  exceptional  skill  and  strength,  they  are
  also  exceptional  at  being  unpredictable—while  most
  crew  are  cowardly  or  bloodthirsty  at  an  appropriate
  time,  officers  being  masters  or  makers  of  their  fate
  are  seldom  to  be  accurately  gauged  by  lesser  men.
  Condition   Of  The   Officer
  Roll
  The  pirate  officer  is . . .
  12
  Wealthy;  +1  to  Pilfering  Checks  against
  10-11
  Battleweary;  -1  penalty  worth  of  wounds
  8
  Sleepless;  -1  to  his  Intuition  Checks
  7
  Normal
  5-6
  Suspicious;  +1  to  first  Initiative  Roll
  3-4
  Angry;  +1  to  all  his  Attack  Rolls
  1-2
  Highly  experienced;  +1  to  all  his  rolls
  Butch   McKinley
  Class  &  Level:
  Australian  Quartermaster  (3)
  Ability  Scores:
  B8, A5, E6, G8, W4, I6, C2, L3
  Defense  Score:
  12
  Survival:
  8
  Attack  Rolls:
  Cutlass  +4 / brawling  +3
  Base  Damage:
  12 / 4
  Morale:
  9
  Movement  Rate:
  100’
  Treasure:
  -2
  Butch  McKinley  was  a  respected  prison-captain
  for  the  English,  taking  condemned  rebels  and  other
  outlaws  to  the  colony  prisons  of  New  Hollandia.  It
  was  only  a  matter  of  time,  however,  before  he  was
  to  realize  he  could  make  far  more  money  enslaving
  his  very  employers.  And,  being  so  far  from  Europe
  they  would  be  hard-pressed  to  capture  him.  So  his
  plan  was  set,  with  everything  accounted  for  but  the
  stupidity  of  his  men—they  did  not  realize  the  gold
  to  be  made,  and  betrayed  him  to  the  authorities.  It
  was  a  cruel  fate,  to  be  hanged  for  piracy  after  but
  a  single  day  of  it.  Such  was  his  legacy  to  be,  but
  for  the  pride  of  his  only  child.  Twenty  years  later,
  he  took  his  father’s  name  and  launched  a  career  of
  piracy  undreampt  of  by  his  family’s  murderers.  It’s
  often  said  half-jokingly  in  court  that  had  they  only
  turned  a  blind-eye  to  one  pirate  they  may  not  have
  lost  a  hundredfold  more  in  terms  of  gold  and  men
  to  his  demon  son.  It  is  a  story  that  provokes  a  lot
  of  debate  amongst  naval  officers  who  see  the  law
  and  wisest  course  in  terms  of  black  and  white,  an
  unpleasant  truth  to  the  Admiralty  that  McKinley  is
  himself  very  proud  of.
  Elizabeth   Barnett
  Class  &  Level:
  English  Piratess  (4)
  Ability  Scores:
  B3, A7, E5, G8, W8, I6, C8, L4
  Defense  Score:
  12
  Survival:
  8
  Attack  Rolls:
  Longsword  +6 / pistol  at  +1
  Base  Damage:
  11 / 7
  Morale:
  10
  Movement  Rate:
  130’
  Treasure:
  -1
  Elizabeth  Barnett  was  a  talented  young  actress
  in  the  Americas  torn  between  her  love  of  the  stage
  and  of  a  man.  Her  fiancee  was  a  respectable  man,
  but  her  heart  was  ever  wandering  far  across  the
  seas.  When  a  friend  turned  to  piracy,  and  invited
  her  to  join  him,  she  declined  at  first,  but  soon  the
  spirit  of  the  wayfarer  bested  her  and  she  donned  a
  red-feathered  hat  and  thus  went  to  out  sea  on  the
  account.  She  used  not  only  her  beauty,  but  also  a
  wide  range  of  skills  buccaneers  were  unaware  even
  existed,  such  as  acting  and  playing  upon  emotions,
  to  survive  many  an  otherwise  fatal  imprisonment.  It
  was  after  only  two  years  of  this  that  she  was  the
  captain  of  a  small  vessel.  This  she  traded  to  join  a
  larger  fleet,  becoming  quartermaster,  and  has  been
  in  that  station  ever  since.  She  loves  the  sea  and  is
  as  strong  inside  as  she  is  beautiful  outside—angelic
  and  untouched  by  the  weather  of  the  world  or  war,
  and  going  where  her  heart  leads  her.
  Elizabeth  Barnett  is  skilled  with  disguise  (+4)
  and  religion  (+2),  having  spent  so  many  years  in  a
  church,  albeit  working  more  than  praying.  She  also
  is  a  skilled  actress,  able  to  convince  any  NPC  she
  is  telling  the  truth  with  a  Charisma  Check,  despite
  overwhelming  evidence  to  the  contrary.
  Elizabeth  Barnett  carries  a  spyglass  in  her  belt,
  a  dagger  in  her  boot  and  a  purse  of  fool’s  gold  in
  clear  view  hanging  from  her  sash,  with  all  her  real
  coins  kept  in  secret  pockets.
  
  PIRATES   AND   PRIVATEERS
  29
  Mr.  Brock
  Class  &  Level:
  English  Quartermaster  (6)
  Ability  Scores:
  B10, A5, E8, G11, W4, I6, C4, L3
  Defense  Score:
  16
  Survival:
  11
  Attack  Rolls:
  Cutlass  +7 / brawling  +3
  Base  Damage:
  17 / 6
  Morale:
  10
  Movement  Rate:
  100’
  Treasure:
  -2
  Mr. Brock  is  a  tall,  bald  man  with  tattoos  up
  and  down  his  face  and  arms.  He  could  easily  be  a
  captain,  but  doesn’t  care  for  the  decisions  involved
  in  charts,  navigation  and  the  like—he’d  rather  just
  run  roughshod  over  the  deckhands,  and  be  the  first
  to  enter  every  battle,  savoring  that  sweet  smell  that
  only  chaos  and  cannonade  can  offer.  Those  serving
  under  him  respect  him  with  a  song,  which  is  most
  often  sung  to  the  beat  of  the  drum  when  riding  up
  on  an  enemy  they  are  about  to  board.  These  lyrics
  are  provided  below  and  on  Handout  6.
  Thunder,  thunder,  it  comes,  it  comes
  Beware,  beware,  the  roll  of  drums
  The  sky  is  splitting  just  for  you
  Bring  on  one  or  a  hundred  crew
  You’ll  hear  the  thunder  of  our  drums
  And  say  your  prayers  with  bloody  gums
  Captain,  captain,  he  sweats,  he  sweats
  The  enemy,  we’re  in  his  nets
  But  fear  we  not  for  thunder  rolls
  And  waits  on  deck  to  take  its  tolls
  On  e’ry  lad  who  ain’t  dead  yet
  Caught  in  their  own  barbed  iron  net
  The  sea,  the  sea,  it  churns  with  blood
  Smell  it,  smell  it,  the  crimson  flood
  Spilled  by  the  hand  of  one  alone
  The  man  of  iron  skull  and  bone
  Brock,  Brock,  and  now  Heaven’s  clock
  Strikes  and  Charon  comes  to  dock
  Mr. Brock  is  a  cunning  gambler  (+2),  an  even
  better  shipwright  (+3),  and  perhaps  the  best  gunner
  ever  a  captain  loosed  on  an  enemy  vessel  (+4).
  Mr. Brock  keeps  three  blunderbuss’ underneath
  the  ropes  beside  his  cannon  when  entering  a  battle,
  not  one  to  prefer  dying  for  lack  of  shooting  back.
  Sandro   Peebles
  Class  &  Level:
  Spanish  Quartermaster  (1)
  Ability  Scores:
  B8, A5, E6, G8, W6, I6, C4, L3
  Defense  Score:
  10
  Survival:
  13
  Attack  Rolls:
  Cutlass  +2 / brawling  +3
  Base  Damage:
  10 / 4
  Morale:
  9
  Movement  Rate:
  70’
  Treasure:
  -2
  Sandro  Peebles  is  a  short,  stout  man  with  the
  heart  of  a  gentleman . . . and  the  blood  of  a  pirate.
  He  was  born  of  a  union  between  two  pirates  and
  secretly  brought  to  the  cradle  of  a  governor’s  wife
  who  had  miscarried  that  same  day,  all  an  elaborate
  joke  and  sick  revenge  by  the  pirates,  whom  hated
  the  governor  for  his  hanging  many  of  their  friends.
  So  it  was  that  a  generation  later,  the  pirates,  now
  old  men  as  well  as  free  men—long  having  paid  a
  fair  amnesty—returned  to  finally  ‘win’  their  grudge
  of  decades  past  with  the  governor  and  his  family.
  Discovering  the  truth  of  having  a  bastard  pirate  as
  a  child,  Governor  Peebles  killed  himself,  a  fit  that
  granted  his  enemies  more  than  they  ever  bargained
  for—the  young  Sandro  was  the  heir  to  all  of  that
  family’s  wealth.  However,  Sandro  did  not  go  into
  piracy  all  at  once.  In  fact,  he  resisted  this  truth  for
  years,  doing  his  best  to  be  a  gentleman,  but  finally
  accepting  he  had  no  talent  with  it.  Indeed,  it  was
  simply  not  in  his  blood.  So  he  let  God  decide.  He
  bought  a  ship  and  went  out  on  the  account,  giving
  over  duties  of  captaincy  to  a  far  more  capable  man
  while  he  remained  aboard  as  quartermaster.  Being
  so  truly  incapable  of  handling  pirates,  he  keeps  the
  crew  small,  and  their  ventures  hardly  daring.  Yet  it
  is  still  in  his  blood  to  test  himself,  to  truly  make
  of  himself  something,  even  if  in  piracy.
  Sandro  Peebles  was  well  schooled  through  his
  youth  in  politics  (+2),  as  well  as  the  languages  of
  English  (+3)  and  Dutch  (+2).
  Sandro  Peebles  wears  the  Spanish  plate  armor
  and  helmet  of  the  legendary  Conquistadors,  who  to
  him  remain  heroes.  In  his  mind,  if  pirates  are  the
  unsung  heroes  of  the  day  rather  than  thieves  and
  murderers,  then  those  who  braved  the  New  World
  on  their  own  should  be  held  in  no  less  esteem.  It
  is  a  view  all  who  sign  aboard  his  ship  must  share.
  
  PIRATES   AND   PRIVATEERS
  30
  CAPTAINS:   No  man  shall  be  a  pirate  who  has
  contrivance  enough  to  get  elected  captain,  for  to  be
  a  captain  is  to  be  a  pirate,  but  with  a  far  greater
  responsibility  than  all  others,  and  so  it  is  that  only
  the  strongest  and  the  most  cunning  of  them  survive
  long  enough  to  give  value  to  their  name.
  Condition   Of  The   Captain
  Roll
  The  pirate  captain  is . . .
  12
  Insane;  -1  to  all  his  rolls
  10-11
  Wealthy;  +1  to  Pilfering  Checks  against
  9
  Drunk;  -1  to  all  rolls
  7-8
  Normal
  5-6
  Suspicious;  +1  to  first  Initiative  Roll
  3-4
  Bloodthirsty;  +1  to  all  his  Initiative  Rolls
  1-2
  Highly  experienced;  +2  to  all  his  rolls
  Baron   Drakkenwald
  Class  &  Level:
  German  Captain  (4)
  Ability  Scores:
  B9, A5, E6, G9, W6, I9, C5, L4
  Defense  Score:
  14
  Survival:
  9
  Attack  Rolls:
  Longsword  +8 / pistol  +6
  Base  Damage:
  15 / 12
  Morale:
  11
  Movement  Rate:
  110’
  Treasure:
  +4
  Baron  Drakkenwald  was  hired  to  come  to  the
  Americas  as  a  mercenary,  to  keep  colonists  under
  control,  but  soon  turned  to  piracy.  He  simply  calls
  himself  a  ‘baron’—he  has  no  official  title.  Yet  he
  may  as  well  be  for  the  fortune  he  has  amassed,  or
  for  the  fear  he  evokes  with  his  demonic-skull  and
  bent-cross  flying  as  his  ensign.  On  a  man-o-war  he
  commands  180  men  (all  2nd Level)  and  30  cannons,
  which  he  loves  to  use,  dragging  out  battles  as  long
  as  possible  without  sinking  an  enemy—he  is  never
  one  to  take  a  prize  ship,  just  the  treasure,  then  he
  sets  fire  to  the  enemy  to  remind  everyone  of  his
  name,  the  drakken  (i.e.  ‘dragon’).
  Baron  Drakkenwald  delights  in  torture  (+3)  so
  much  that  he  actually  keeps  a  small  torture  room
  set  up  below  decks,  where  he  also  has  crew  meals
  cooked,  using  Spanish  helmets  for  pots  and  skulls
  for  drinking  vessels  for  he  and  his  officers—in  this
  way  he  is  certain  that  only  those  as  bloodthirsty  as
  himself  serve  as  his  lieutenants.
  Dan   Chapman
  Class  &  Level:
  English  Captain  (2)
  Ability  Scores:
  B5, A5, E6, G9, W6, I9, C5, L4
  Defense  Score:
  12
  Survival:
  9
  Attack  Rolls:
  Longsword  +6 / pistol  +4
  Base  Damage:
  11 / 10
  Morale:
  12
  Movement  Rate:
  110’
  Treasure:
  +2
  Dan  Chapman  is  a  mild-mannered  young  lad,
  thrust  into  captaincy  due  to  a  mutiny  aboard  what
  he  thought  was  a  normal  ship  traveling  from  Wales
  to  Jamaica.  Why  he  was  chosen  he  did  not  know,
  or  at  least  not  believe  for  many  days,  until  he  was
  challenged  for  his  cowardice  by  one  of  his  newly
  acquired  crew.  When  injured,  he  became  so  angry
  he  could  no  longer  doubt  what  those  who  elected
  him  knew  well  before—he  is  the  son  of  the  great
  pirate  ‘Captain  Chapman’.  Since  then,  he  has  gone
  on  to  a  good  career  on  the  account,  both  fearing
  and  embracing  the  rage  within  him.
  Dan  Chapman  has  a  strange  power,  that  when
  hurt,  if  he  is  not  killed,  he  will  go  into  a  rage  for
  1-12  Rounds,  like  his  father  before  him.  While  in
  such  a  berserk  state,  he  will  not  suffer  any  penalty
  from  wounds,  but  rather,  the  amount  of  wounds  he
  has  will  instead  act  as  a  bonus  to  Defense  Score,
  Attack  Rolls  and  Damage  alike.
  Edward   ‘Alexzander’   Browne
  Class  &  Level:
  American  Captain  (5)
  Ability  Scores:
  B5, A5, E8, G9, W7, I9, C5, L2
  Defense  Score:
  15
  Survival:
  9
  Attack  Rolls:
  Longsword  +9 / pistol  +6
  Base  Damage:
  14 / 13
  Morale:
  11
  Movement  Rate:
  110’
  Treasure:
  +5
  Edward  ‘Alexzander’  Browne  is  a  very  strange
  and  silent  man,  one  who  both  claims  to  be  an  heir
  of  and  aspires  to  great  heritage  in  Europe.  Yet  the
  truth  is  always  in  question,  for  this  man  says  very
  little  about  himself  in  terms  of  specifics,  preferring
  to  bolster  myths  and  atmosphere  surrounding  him.
  
  PIRATES   AND   PRIVATEERS
  31
  Perhaps  that  is  all  his  tales  are,  as  some  believe,
  or  he  is  truly  protecting  a  great  family  treasure,  as
  others  tell  the  tale.
  Emily  The   Rose
  Class  &  Level:
  Irish  Captain  (3)
  Ability  Scores:
  B2, A5, E7, G5, W9, I9, C10, L7
  Defense  Score:
  13
  Survival:
  5
  Attack  Rolls:
  Longsword  +7 / pistol  +5
  Base  Damage:
  12 / 11
  Morale:
  11
  Movement  Rate:
  110’
  Treasure:
  +3
  Emily,  ‘the  Rose’,  is  a  lovely  young  Irish  lass
  to  look  at  her.  Hardly  the  person  one  would  think
  to  have  a  true  pirate’s  heart.  But  whatever  stirs  in
  this  woman’s  soul,  her  frail  figure  and  sweet  smile
  disguise  the  relentless  spirit  of  an  adventure-loving,
  treasure-lusting  wench  who  can  drink  with  the  best
  of  men,  curse  with  the  worst  of  pirates,  and  match
  wits  with  the  wealthiest  of  Europe’s  nobility.  She’s
  usually  elected  to  the  captaincy  of  the  ship  she  is
  on  out  of  charm,  but  maintains  that  position  out  of
  fear  of  what  tactics  she  might  resort  to  if  deposed.
  In  addition,  she  can  often  be  heard  reciting  some
  strange  words,  over  and  over.  Some  think  they  are
  a  riddle  leading  to  buried  treasure,  while  others  are
  of  the  mind  these  words  are  the  last  ones  of  some
  lost  lover.  Either  way,  what  the  Rose  recites  over
  and  again  is  provided  below  and  on  Handout  7.
  Follow  the  second  star  but  not  the  north
  Follow  the  Dream  until  the  dawn  of  thought
  Never  look  back.  Never  think  twice
  Never  let  dreams  be  the  roll  of  the  dice
  The  captain  waits  in  the  lagoon  on  the  south
  The  mouth  swallows  all  dreams  and  thoughts
  Emily  the  Rose  is  not  just  a  cunning  captain,
  she  is  also  very  well  schooled  in  religion  (+2)  and
  gambling  (+3).
  Emily  the  Rose  keeps  a  flask  of  rum  on  her
  at  all  times.  Her  tools  of  captaincy—a  spyglass,  a
  spare  pistol  and  the  keys  to  the  crew’s  rum  locker
  she  always  has  her  quartermaster  carry,  and  simply
  asks  for  them  when  needed,  feigning  being  weaker
  than  she  really  is.
  Gentleman   Jericho
  Class  &  Level:
  English  Captain  (2)
  Ability  Scores:
  B5, A5, E6, G9, W11, I9, C5, L4
  Defense  Score:
  12
  Survival:
  9
  Attack  Rolls:
  Longsword  +6 / blunderbuss  +4
  Base  Damage:
  11 / 15
  Morale:
  10
  Movement  Rate:
  110’
  Treasure:
  +2
  Gentleman  Jericho  lives  up  to  his  name.  He’ll
  wait  for  an  enemy  captain  on  his  aft-deck  during  a
  boarding  party  and  engage  him  one-on-one.  He  will
  also  spare  prisoners.  However,  he  is  by  no  means
  weak.  Quite  the  contrary.  He  takes  pride  in  being
  a  learned  man,  and  often  quotes  famous  pirates,  his
  favorite  phrase  being  “It’s  a  grand  thing  to  take  a
  town,  but  grander  to  be  able  to  take  a  town  and
  choose  not  to”.  Indeed,  by  showing  restraint  he  is
  a  more  menacing  figure,  never  showing  his  limits
  or  any  signs  of  desperation.  He  commands  a  fine
  frigate  of  100  men  (70  1st Level,  30  3rd Level)  with
  20  cannons,  and  is  cunning  for  his  relative  lack  of
  experience  at  sea,  always  employing  naval  tactics
  to  his  greatest  advantage.
  Gentleman  Jericho  is  a  fine  captain,  making  an
  art  form  out  of  leadership  (+5).
  Juan   San   Villasolo
  Class  &  Level:
  Spanish  Captain  (4)
  Ability  Scores:
  B5, A5, E6, G9, W6, I9, C5, L4
  Defense  Score:
  14
  Survival:
  9
  Attack  Rolls:
  Cutlass  +8 / pistol  +6
  Base  Damage:
  15 / 12
  Morale:
  9
  Movement  Rate:
  110’
  Treasure:
  +4
  Juan  San  Villasolo  slit  the  throat  of  his  father
  the  captain  and  took  over.  That  is  pretty  much  his
  tale.  However,  it  is  not  his  past  which  grants  him
  fame,  but  his  ferocious  appearance.  The  entire  left
  side  of  his  face  is  burned  beyond  recognition,  but
  he  refuses  to  cover  it  up,  indeed  shaving  his  head
  and  deliberately  wearing  an  eye-patch  with  a  pistol
  hole  shot  through  it  so  his  gnarled  eye  peers  out
  from  the  depths  of  his  deformed  skull.  Juan  is  no
  
  PIRATES   AND   PRIVATEERS
  32
  less  than  a  complete  madman,  and  his  men  follow
  him  out  of  fear  alone.  But  this  makes  for  a  good
  enough  compromise,  for  his  madness  evokes  such
  fear  that  plunder  comes  easy.
  Juan  San  Villasolo  has  studied  medicine  (+3),
  at  least  that  of  witch-doctors  and  other  exotic  ills,
  as  well  as  lockpicking  (+2),  for  he  was  imprisoned
  by  his  father  the  captain  three  times  and  refuses  to
  ever  be  caged  again.
  Kevin   Castle
  Class  &  Level:
  Italian  Captain  (6)
  Ability  Scores:
  B5, A9, E10, G9, W6, I9, C5, L4
  Defense  Score:
  17
  Survival:
  9
  Attack  Rolls:
  Longsword  +10
  Base  Damage:
  15
  Morale:
  11
  Movement  Rate:
  140’
  Treasure:
  +6
  Kevin  Castle  began  his  piratical  career  simply
  as  a  common  crewman.  However,  he  was  trained
  in  a  variety  of  weapons,  have  served  in  the  Royal
  Navy.  He  quickly  rose  to  prominence  amongst  his
  shipmates,  who  trusted  his  tactics  more  than  their
  quartermaster.  When  he  was  inevitably  voted  to  be
  the  new  ‘weaponsmaster’  as  they  called  him,  there
  was  a  series  of  challenges  posed  by  the  captain,  to
  secretly  determine  not  who  should  be  quartermaster
  but  captain—he  aimed  to  retire  and  needed  to  find
  a  suitable  replacement.  So  it  was  that  the  versatile
  Kevin  could  best  anyone  with  any  weapon  to  gain
  control  of  the  ship.  Far  more  daring  than  anyone
  expected,  he  seemed  to  cheat  death  time  and  time
  again,  earning  him  the  nickname  ‘cat’s  soul’,  as  he
  seemed  to  have  nine  lives.  Eventually  his  nickname
  was  shortened  simply  to  ‘Castle’,  which  he’s  taken
  as  his  surname,  hoping  to  start  a  family  one  day,
  when  he  retires  and  hands  the  captaincy  to  another,
  provided  they  can  pass  the  tests.
  Kevin  Castle  is  most  proficient  with  the  long-
  sword,  but  is  well  trained  in  all  other  weapons  and
  forms  of  fighting  (+3).
  Kevin  Castle  keeps  2  daggers  and  2  braces  of
  pistols  on  him  in  addition  to  his  sword.  He  also  is
  careful  to  keep  antidote  for  poison  handy,  as  well
  as  the  keys  to  the  treasure  hold  of  his  ship.
  Monty  The   Python
  Class  &  Level:
  English  Captain  (2)
  Ability  Scores:
  B5, A5, E6, G9, W4, I9, C10, L4
  Defense  Score:
  12
  Survival:
  9
  Attack  Rolls:
  Longsword  +6 / pistol  +4
  Base  Damage:
  11 / 10
  Morale:
  5
  Movement  Rate:
  110’
  Treasure:
  +2
  Monty  is  an  educated  Englishman  with  a  good
  many  multiple  personalities.  Sometimes  he  is  really
  focused,  other  times  rather  silly,  and  then  there  are
  times  when  he  can  be  a  particularly  nasty  piece  of
  work.  His  personality  is  as  flexible  as  a  python.  In
  the  heat  of  battle  he  is  quick  to  order  a  charge,
  and  just  as  quick  to  order  everyone  to  run  away!
  He’s  been  known  to  prize  a  comfortable  chair  over
  rum  and  gold,  keep  a  dead  parrot  perched  on  his
  shoulder,  and  slap  crewmen  with  fish.  But  strangest
  of  all,  he  lives  in  terror  of  the  Spanish  Inquisition,
  almost  to  a  point  of  paranoia,  never  knowing  when
  they’ll  suddenly  appear.
  Morgan   Teach
  Class  &  Level:
  English  Captain  (2)
  Ability  Scores:
  B4, A5, E7, G9, W6, I9, C6, L4
  Defense  Score:
  12
  Survival:
  9
  Attack  Rolls:
  Longsword  +6 / pistol  +4
  Base  Damage:
  11 / 10
  Morale:
  11
  Movement  Rate:
  110’
  Treasure:
  +2
  Morgan  Teach  is  the  daughter  of  an  infamous
  pirate.  Raised  in  Bristol,  she  at  one  time  was  just
  like  any  other  young  girl,  to  whom  pirates  were  a
  myth  or  at  most  an  elusive  reality.  Perhaps  it  was
  in  her  blood,  but  she  yearned  to  meet  a  pirate,  or
  even  become  one.  Being  so  sheltered  from  truth,  it
  was  easy  to  romanticize  them,  and  by  the  time  her
  foster  parents  deemed  her  capable  of  handling  the
  brutal  truth,  the  wayward  compass  of  her  heart  was
  already  pointed  toward  the  sea.  No  amount  of  their
  pleas  could  convince  her  to  stay  in  England.  While
  she  did  set  out  on  account,  some  part  of  her  ever
  stays  in  Bristol.  Perhaps  that  is  why  she  allows  all
  
  PIRATES   AND   PRIVATEERS
  33
  her  married  captives  to  live,  or  why  any  children
  she  finds  are  spared  the  slave  trade  and  taken  back
  to  port  with  all  the  care  of  political  prisoners.  Yet
  despite  these  tender  moments,  she  is  otherwise  just
  as  bloodthirsty  as  any  pirate  captain—she  must  be
  if  she  is  retain  her  command,  of  a  barque  manned
  by  65  crewmen  (30  1st Level,  25  2nd Level,  10  4th
  Level)  and  running  12  cannons.
  Morgan  Teach  is  quite  apt  in  leadership  (+2),
  as  well  as  knowing  a  thing  or  two  about  the  ways
  of  gambling  (+1),  if  only  to  keep  her  crew  closely
  watched  and  prevent  disputes.
  Rano   El Draco
  Class  &  Level:
  Spanish  Captain  (3)
  Ability  Scores:
  B5, A5, E6, G9, W6, I9, C5, L4
  Defense  Score:
  13
  Survival:
  9
  Attack  Rolls:
  Cutlass  +7 / pistol  +5
  Base  Damage:
  14 / 11
  Morale:
  10
  Movement  Rate:
  110’
  Treasure:
  +3
  Rano  El Draco  comes  from  a  long  line  of  rich
  Spanish  landowners.  But  land  never  held  the  heart
  of  Rano.  His  heart  belonged  to  the  sea.  Yet  he  did
  not  care  to  even  try  and  honor  his  family’s  legacy.
  He  outright  told  his  parents  that  upon  their  deaths
  he’d  use  his  share  of  the  estate  to  buy  a  ship  and
  set  out  on  the  open  seas  as  a  pirate.  They  balked,
  telling  him  they’d  cut  him  out  of  the  will  to  even
  speak  of  such  a  thing  again.  Rano  was  ready.  He
  responded  by  cutting  out  their  hearts  with  a  rusty
  dagger,  then  killed  the  rest  of  his  family  in  order
  to  secure  the  entire  fortune.  Whether  it  was  blood-
  lust  or  the  dementia  which  began  this  slaughter  in
  the  first  place,  Rano  was  mad  enough  to  slash  his
  own  body  enough  to  give  credibility  to  his  tale  of
  an  assassin.  Thus  securing  his  family  fortune,  Rano
  bought  the  vessel  that  he  always  intended  to,  and
  buried  the  rest  of  the  treasure  to  reclaim  one  day.
  The  dagger  he  keeps  to  this  day  as  the  one  and
  only  instrument  of  execution  aboard  his  ship.  His
  own  crew  gave  him  his  name  of  ‘El Draco’,  as  in
  ‘The  Dragon’,  once  they  learned  his  story.  And  he
  liked  it  and  kept  it.  As  if  to  be  seen  as  a  dragon
  indeed,  he  often  says  “I’ll  snort  the  smoke  of  your
  cannons  and  fart  back  with  thunderous  roar!”
  Rawbone   Clements
  Class  &  Level:
  English  Captain  (1)
  Ability  Scores:
  B5, A5, E6, G9, W6, I9, C5, L12
  Defense  Score:
  12
  Survival:
  9
  Attack  Rolls:
  Longsword  +5 / block-&-tackle  +3
  Base  Damage:
  10 / 6
  Morale:
  9
  Movement  Rate:
  110’
  Treasure:
  +1
  Rawbone  Clements  has  a  long  and  rather  often
  told  tale  for  one  so  young.  Only  nineteen  years  of
  age,  he  has  been  to  the  Americas  and  India,  across
  the  Pacific  and  roamed  throughout  the  Caribbean,  a
  journey  believed  only  by  the  incredible  scars  and
  injuries  he  bears.  Indeed,  the  part  of  his  story  most
  have  trouble  believing  is  that  he  is  so  young,  but
  that  is  his  testimony.  Why  this  is  important  is  he
  claims  to  have  discovered  the  Fountain  of  Youth!
  Yet  he  will  give  no  details  nor  even  hints  about  it
  to  anyone,  not  even  his  captain.  Torture  has  proved
  useless  because  he  knows  the  secret  dies  with  him.
  (it  is  such  defiance  which  has  contributed  most  to
  the  tale  of  his  scars).  He  is  a  cocky,  arrogant  and
  death-defying  young  pirate  who  has  convinced  his
  fellow  shipmates  he  truly  believes  he’s  immortal.  It
  is  for  this  reason  he  refuses  to  ever  stay  behind  at
  any  time—even  when  Player  Characters  venture  out
  alone  from  the  crew,  he’ll  join  them  or  follow  the
  group  in  secret  if  denied.
  Rawbone  Clements  has  had  experience  with  a
  wide  variety  of  strange  cultures  and  powers,  thusly
  he  is  skilled  in  religion  (+1),  appraising  (+2),  is  a
  linguist  (+3),  and  knows  a  good  deal  about  various
  poisons  (+2)  as  well.  However,  his  greatest  skill,  it
  seems,  is  in  miraculously  avoiding  certain  death,  as
  he  gains  +1  to  all  Saving  Throws  (and  he  can  still
  apply  any  one  Skill  toward  them).
  Rawbone  Clements  usually  fights  with  a  plain
  longsword,  though  he  will  randomly  switch  over  to
  using  a  block-and-tackle  as  a  sort  of  flail,  for  with
  this  odd  weapon  he  gains  a  +1  for  rolling  results
  for  Critical  Hits,  and  at  the  same  time  suffers  a  -1
  for  rolling  results  for  Critical  Misses  (this  effect  is
  due  more  to  his  skill  rather  than  the  weapon  itself,
  so  anyone  else  using  it  will  neither  gain  the  bonus
  nor  suffer  the  penalty  as  he  does).
  
  PIRATES   AND   PRIVATEERS
  34
  Redbeard
  Class  &  Level:
  Welsh  Captain  (6)
  Ability  Scores:
  B5, A5, E6, G9, W6, I9, C5, L4
  Defense  Score:
  16
  Survival:
  9
  Attack  Rolls:
  Longsword  +10 / pistol  +8
  Base  Damage:
  15 / 14
  Morale:
  12
  Movement  Rate:
  100’
  Treasure:
  +6
  Redbeard  is  a  man  as  lost  in  legend  as  he  is
  behind  his  beard.  The  most  oft-told  tale  is  that  he
  was  pillaging  Aztecs,  and  their  shamen  cursed  him
  so  that  he  should  die  if  ever  his  beard  was  shaven
  or  burned.  Thus  he  has  let  it  grow  since,  and  even
  moreso  he  drowns  it  in  wine  before  a  battle  and
  smears  it  with  the  fresh  blood  of  his  victims  after
  a  battle.  This  not  only  keeps  his  beard  so  wet  it  is
  difficult  to  ignite,  but  he  also  believes  that  by  this
  taking  of  life-force  (the  wine  serving  as  the  blood
  of  Jesus  Christ)  he  somehow  wards  off  the  curse,
  similar  to  tales  of  vampires  prolonging  their  lives.
  His  tale  is  best  remembered  in  a  sailor’s  chantey,
  provided  below  and  on  Handout  8.  All  these  verses
  were  collected  over  time,  and  so  the  party  may  not
  hear  them  all  at  once,  but  gather  them  as  clues  to
  eventually  apply  to  their  true  enemy  in  ‘Redbeard’,
  be  he  in  pursuit  of  them,  or  they  in  pursuit  of  he,
  and  his  fabled  treasure . . .
  When  mists  rise  up  from  the  sea  o’ the  dead
  An’ shot  an’ steel  are  woven  round  the  head
  When  a  king  I  be
  an’ as  dead  men  free
  There  be  still  one  more
  which  me  soul’s  a  whore
  An’  taste  the  blood,  smell  the  blood,  ahhh  the  blood
  The  blood  I  know . . . the  blood  is  in  the  beard
  Far  o’er  seven  seas  did  the  mainsail  fly
  Its  crimson-soaked  canvas  daunting  the  sky
  When  a  queen  gave  out
  Call  to  come  about
  All  but  one  ship  gave
  Turning  from  the  grave
  Fer  ropes  be  taken  but  naught  given  back
  An’ orders  be  damned  there’s  no  going  back
  “Come  about!”  they  said,  the  crew  all ‘em  dead
  “Be  damned  that,  says  I!”  the  cap’n  who’d  die
  By  his  own  advice
  Not  a  queen’s  device
  “The  rope’s  fer  the  deck”
  “Not  fer  me  white  neck!”
  But  his  neck  was  yet  but  nigh  water-line
  For  blood  were  his  thoughts,  an’ drowning  his  mind
  The  crew,  they  knew,  there  were  all  dead  men  true
  Their  cap’n  an’ mine  was  never  going  to
  Surrender  his  gold
  Nor  a  mouse  in  his  hold
  To  the  damned  bloated  queen
  An’ her  conquering  dreams
  He’d  rather  soon  send  the  gold  to  the  deep
  Buy  Lucifer  a  round  to  keep  him  asleep
  The  Devil,  ne’er  one  to  pass  on  a  wager
  Signed  aboard  as  a  most  mortal  stranger
  He  could  cook  an’ sew
  As  well  as  one  knows
  An’ play  a  card  straight
  As  if  by  the  Gates
  ‘Twas  sure  only  time  before  the  cap’n  was  dealt
  His  fatal  last  hand  as  sure  as  we  smelt
  Had  he  bought  a  good  bed  in  the  Locker  at  last?
  Did  he  earn  the  Gates  with  his  virtuous  past?
  Now  no  one  can  tell
  No  one  can  tell  all
  All  we  can  know  is
  The  Devil  did  fall!
  An’  taste  the  blood,  smell  the  blood,  ahhh  the  blood
  The  blood  I  know . . . the  blood’s  still  in  the  beard
  Redbeard  has  been  a  scourge  of  the  seas  for  a
  good  five  years,  and  in  that  time  he  has  only  been
  tested,  not  weakened.  Tempered,  not  weathered.  He
  is  stronger  than  ever  now,  indeed  with  great  skill
  in  leadership  (+3)  and  intimidation  (+4).  However,
  his  greatest  skill  lies  in  torture  (+6),  given  into  his
  mind,  some  say,  by  devils  rather  than  designs  born
  of  his  own  mortal  mind.
  Redbeard  keeps  all  tools  of  the  captain’s  trade
  on  him—spylgass,  rum,  manacles,  and  poison—yet
  he  always  has  his  sword  thrust  into  the  mainmast,
  a  dare  for  anyone  to  draw  it,  for  to  do  so  is  to
  challenge  him  to  the  death,  an  act  he  relishes  just
  enough  to  risk  one  Round  unarmed  while  he  draws
  his  second,  hidden  sword . . .
  
  PIRATES   AND   PRIVATEERS
  35
  Tall   Terry  The  Terrible
  Class  &  Level:
  English  Captain  (3)
  Ability  Scores:
  B5, A5, E6, G9, W6, I9, C5, L4
  Defense  Score:
  13
  Survival:
  9
  Attack  Rolls:
  Longsword  +7 / pistol  +5
  Base  Damage:
  12 / 11
  Morale:
  11
  Movement  Rate:
  110’
  Treasure:
  +3
  Tall  Terry  hates  his  name.  He  insists  that  he’s
  called  ‘the  terrible  one’,  or  just  plain  ‘terror’.  Woe
  to  whoever  dares  call  him  ‘Terry’,  except  for  the
  one  among  the  crew  who  is  his  friend—he  always
  makes  one  friend  and  one  alone.  But  he  is  tall,  as
  he  towers  nearly  8’ in  height,  giving  him  a  great
  advantage  in  combat.  Of  course,  this  makes  life  on
  a  ship  difficult,  and  so  he’s  always  in  a  foul  mood
  and  quick  to  lash  out  in  anger.
  Tall  Terry  is  indeed  taller  than  most  humans
  pirates  have  ever  seen,  giving  him  a  +1  bonus  to
  both  his  Initiative  and  Attack  Rolls  alike.
  Tall  Terry  carries  around  a  large  burlap  sack.
  What  it  contains  nobody  knows.  It’s  never  caused
  any  problems  aboard  the  ship,  except  whenever  an
  over-curious  crewman  tries  to  sneak  a  peek  inside,
  and  gets  summarily  pounded  flat  by  Tall  Terry.  In
  reality,  all  the  sack  really  does  is  serve  as  fodder
  for  stories  and  speculation.  Most  believe  it  contains
  a  pet  python  or  the  cursed  bones  of  a  heathen  god
  that  were  plundered  from  a  jungle  temple.  In  truth,
  it  contains  both—the  skull  of  the  skeleton  will  turn
  into  an  immortal  python  whenever  one  looks  at  it
  and  fails  to  speak  his  own  name.  Written  upon  the
  skull  in  blood  is  a  verse  which  acts  as  the  clue  to
  this  answer,  and  changes  to  be  whatever  language
  one  speaks  when  viewed  through  either  of  the  pale
  rubies  which  make  the  skull’s  eyes  (and  are  easily
  removed  and  replaced).  If  one  does  not  answer  in
  1  Round,  the  python  begins  a  rampage,  killing  at
  random,  and  returning  to  its  skull  form  only  when
  it  has  taken  3  lives.  The  riddle  is  provided  below
  and  is  reproduced  as  Handout  9.
  See  through  my  eyes  what  on  the  other  side  lies
  The  world  the  same  but  with  appearances  changed
  Reveal  to  me  the  truth  which  only  now  I  see
  And  be  one  with  time  before  you  become  mine
  Victor   The   Damned
  Class  &  Level:
  French  Captain  (0)
  Ability  Scores:
  B5, A5, E6, G9, W9, I9, C5, L4
  Defense  Score:
  10
  Survival:
  9
  Attack  Rolls:
  Rapier  +4 / pistol  +2
  Base  Damage:
  7 / 8
  Morale:
  11
  Movement  Rate:
  110’
  Treasure:
  +0
  Victor  Rackham  was  an  artist.  He  still  is,  for
  all  the  world’s  efforts  to  destroy  him.  Despite  his
  ominous  name,  his  heart  was  with  sculpture  alone.
  However,  one  day  he  made  a  perilous  mistake  by
  purchasing,  and  then  carving  down,  a  sacred  stone.
  Such  was  his  arrogance,  believing  naught  in  ghost
  stories  or  pirate  lore  about  evil  curses.  He  made  a
  masterpiece,  that  of  his  king,  and  that  very  night  a
  sudden  heart  attack  claimed  the  king’s  life.  Fearing
  for  his  own  should  his  statue  be  discovered,  he  at
  once  booked  passage  to  the  New  World,  taking  his
  precious  masterpiece  with  him.  Upon  entering  the
  Caribbean,  the  ship  ran  aground  on  a  reef,  leaving
  it  derelict  but  not  submerged.  While  others  rowed
  away  in  longboats,  Victor  stayed  with  his  sculpture.
  Now  he  believed  it  wouldn’t  let  him  leave,  that  he
  was  cursed  forever.  In  time,  he  and  the  ship  were
  found  by  pirates,  and  Victor  was  able  to  convince
  them  he  was  a  devil,  for  while  only  masquerading
  as  a  ghost,  the  statue’s  uncanny  bad  luck  caused  a
  horrifying  amount  of  sharks  to  attack  the  longboats
  of  any  who  questioned  him.  He  soon  became  their
  captain,  and  remains  sequestered  in  his  dark  cabin,
  chiseling  down  the  skulls  of  prisoners  into  works
  of  art  to  appease  the  chaotic  spirit  which  he  has
  come  to  believe  lives  within  his  masterpiece,  which
  stands  quietly  in  the  corner.  ‘The  damned  captain’
  commands  a  barque  of  80  men  (60  1st Level  and
  20  4th Level)  running  24  guns  (the  excessive  ports
  are  the  unique  design  of  the  captain).
  Victor  the  Damned  is  smarter  than  he  lets  on,
  so  most  of  his  ingenuity  is  seen  as  magical,  thus
  maintaining  the  illusion  of  his  undeath.  Among  his
  various  skills  learned  since  becoming  a  pirate  are
  the  ways  of  a  shipwright  (+4),  appraising  (+1),  and
  of  course  disguise  (+3).
  
  ALL   DEAD   MEN
  36
  Avast  there!  No  fear  have  ye  of  evil  curses,  says
  the  man  who  be  sailin’ inta  haunted  waters?  Matey,
  mark  well  me  words,  they  may  be  the  last  friendly
  ones  ye  hear,  there’s  no  men  bein’ counted  wise  if
  no  fear  have  they.  Dead  men  tell  no  tales . . .
  CURSED   PIRATES:   Many  a  pirate  has  foolishly
  let  his  greed  do  him  in,  either  by  taking  bewitched
  treasure,  meddling  in  powers  he  could  not  possibly
  comprehend,  or  by  outright  making  a  deal  with  the
  devil.  Whatever  the  nature  of  one’s  curse,  there  are
  often  additional  complications,  such  as  rotting  flesh
  or  the  reactions  of  others,  which  can  change  with
  the  passing  of  mortal  time.  Indeed,  the  condition  of
  any  such  pirate  is  unpredictable  when  first  met . . .
  Conditions   Of  The   Cursed
  Roll
  The  pirate  is . . .
  12
  In  despair;  -1  to  all  its  rolls
  10-11
  Weary;  -1  to  all  its  Initiative  Rolls
  7-9
  No  additional  conditions
  5-6
  Foul  smelling;  20  maximum  Morale
  3-4
  Terrifying;  +1  to  all  its  Initiative  Rolls
  2
  Angry;  +1  to  all  its  rolls
  1
  Roll  twice  on  this  chart
  Bloody   Bones   Jack
  Class  &  Level:
  English  Buccaneer  (5)
  Ability  Scores:
  B8, A3, E12, G12, W4, I6, C2, L4
  Defense  Score:
  10
  Survival:
  12
  Attack  Rolls:
  Longsword  +3
  Base  Damage:
  9
  Morale:
  10
  Movement  Rate:
  100’
  Treasure:
  +1
  Bloody  Bones  Jack  once  followed  the  life  of  a
  pirate,  enjoying  himself  when  fortunes  were  good,
  and  drowning  himself  in  cheap  drinks  when  they
  were  not.  One  night,  broke  and  desperate,  he  stole
  into  a  newly  arrived  ship  from  the  Yucatan  which
  was  laden  with  strange  cargo,  but  all  he  sought  for
  was  its  rum  stores.  He  found  something  better,  or
  so  he  thought—sacramental  wine!  However,  one  of
  the  many  bottles  was  filled  with  the  dead  blood  of
  a  heathen  deity,  being  transported  to  Spain  to  give
  new  life  to  the  dying  king,  and  hidden  among  the
  rest  of  the  wine.  Jack  may  have  unwittingly  saved
  the  king  by  drinking  the  entire  potion  himself,  for
  the  ‘eternal  life’  promised  by  the  blood  was  very
  much  misunderstood  by  the  Spanish—he  who  drank
  it  would  ‘live’  forever,  but  once  he  died  naturally,
  his  body  would  also  rot  naturally,  even  though  he
  will  remain  fully  conscious,  and  his  flesh  would  be
  preserved  only  with  ‘continuing  to  repeat  his  sin’,
  thus  in  the  case  of  this  pirate,  he  must  continually
  drink  wine  to  sustain  his  body,  hence  all  his  red-
  stained  bones  showing  through  layers  of  flesh.
  Bloody  Bones  Jack  carries  a  longsword  which
  has  been  stained  with  the  blood  of  many  kings  and
  even  the  supposed  deities  of  many  native  peoples,
  becoming  so  evil  that  whoever  kills  him  must  also
  impale  his  remains  with  this  sword,  or  else  become
  cursed  in  the  same  manner.
  Hawkins’   Axe
  Class  &  Level:
  French  Rogue  (4)
  Ability  Scores:
  B4, A9, E11, G10, W5, I8, C1, L6
  Defense  Score:
  11
  Survival:
  10
  Attack  Rolls:
  Medieval  battle  axe  +2
  Base  Damage:
  8
  Morale:
  11
  Movement  Rate:
  100’
  Treasure:
  -2
  Hawkins’ Axe  is  all  the  name  pirates  can  give
  to  this  creature,  for  it  never  lived,  at  least  not  yet.
  The  tale  told  is  that  many  lifetimes  from  now,  the
  right-hand  man  and  murderer  of  a  legendary  pirate
  known  only  as  ‘Hawkins’  will  be  punished  in  turn
  by  being  chained  to  his  own  axe  and  cast  into  a
  dark  abyss  at  sea,  plunging  down  through  the  years
  to  this  day  and  age.  Now  here,  the  punishment  for
  his  sins  has  taken  hold.  He  is  cursed  never  to  age
  until  he  catches  up  to  the  moment  of  his  death  in
  the  distant  future,  and  then  he  will  feel  the  pain  of
  all  these  years  as  time  catches  up  to  his  flesh,  and
  he  will  from  then  on  be  unable  to  die,  thus  facing
  eternal  anguish.  He  was  told  by  a  voodoo  priestess
  that  if  he  can  take  Hawkins’ place,  and  thus  die  by
  his  own  hand,  he  will  be  at  peace.  However,  he
  has  a  different  plan,  for  he  hunts  all  those  named
  Hawkins,  hoping  to  end  their  bloodline  so  he  will
  never  commit  the  sin  and  thus  enjoy  immortality.
  
  ALL   DEAD   MEN
  37
  Mark   ‘The   Golden   Heart’
  Class  &  Level:
  Irish  Buccaneer  (3)
  Ability  Scores:
  B7, A4, E12, G8, W5, I4, C2, L5
  Defense  Score:
  9
  Survival:
  8
  Attack  Rolls:
  Cutlass  +3
  Base  Damage:
  11
  Morale:
  12
  Movement  Rate:
  160’
  Treasure:
  +1
  Mark  Goldberg  was  a  Jewish  pirate  with  such
  faith  he  had  no  fear  of  evil  curses.  Or  so  he  said.
  Yet  when  his  fellow  crew  found  a  treasure  chest
  full  of  cursed  Aztec  gold,  he  refused  to  take  any,
  along  with  everyone  else.  However,  after  they  left,
  he  returned  and  took  a  single  coin.  Turning  into  a
  skeleton  in  the  torchlight,  he  hung  the  coin  like  a
  necklace  from  his  heart,  to  become  enclosed  in  his
  cursed  flesh  when  he  left  the  light.  Fearing  not  for
  his  soul,  he  enjoys  the  bitter  immortality  the  curse
  offers,  for  indeed  he  cannot  fall,  die,  or  in  any
  way  be  destroyed  until  that  coin  is  returned  to  the
  chest  from  which  it  was  taken.  Some  rumors  claim
  he  actually  took  a  golden  skull  from  the  treasure,
  and  used  that  to  actually  replace  his  beating  heart,
  but  taletellers  are  probably  just  mistaking  Mark’s
  own  golden  teeth  and  thusly  are  speaking  out  of
  fear—aren’t  they?
  Scarlet   Tears
  Class  &  Level:
  English  Swashbuckler  (2)
  Ability  Scores:
  B3, A11, E9, G10, W8, I10, C9, L8
  Defense  Score:
  13
  Survival:
  10
  Attack  Rolls:
  Longsword  +6
  Base  Damage:
  11
  Morale:
  9
  Movement  Rate:
  140’
  Treasure:
  +4
  Scarlet  Tears  cries  tears  of  blood.  Nobody  can
  say  why,  not  even  she.  Some  whisper  she  had  her
  heart  broken,  while  others  guess  she  has  no  heart.
  Indeed  she  can  be  merciless  and  cruel  to  the  point
  that  even  the  most  bloodthirsty  of  pirates  fear  her
  very  presence,  thus  not  refusing  her  to  join  a  crew,
  lest  her  wrath  be  unleashed.
  RESTLESS   SPIRITS:   Not  all  treasure  is  silver
  and  gold,  or  so  say  pirates  referring  to  love,  faith,
  and  other  intangible  prizes.  But  what  wiser  minds
  speak  of  is  that  not  all  pirates  are  flesh  and  bone.
  Indeed  there  are  ghosts  and  other  spirits  abroad  in
  the  pirate  world,  some  corporeal,  others  sailing  the
  winds  and  vessels  invisible  to  mortal  sight.  When
  finally  encountered,  they  can  be  of  any  temper  and
  on  any  quest,  their  ways  not  of  this  world.
  Condition   Of  The   Afterlife
  Roll
  The  spirit  is  filled  with . . .
  11-12
  Fear;  limited  time  in  this  world
  8-10
  Lament;  -1  to  all  its  rolls
  5-7
  Revenge;  ignores  all  but  specific  souls
  2-4
  Bloodlust;  +1  to  all  its  rolls  in  battle
  1
  Conflict;  roll  twice  on  this  chart
  Azrael
  Class  &  Level:
  French  Priest  (5)
  Ability  Scores:
  B2, A12, E5, G6, W11, I10, C4, L4
  Defense  Score:
  12
  Survival:
  9
  Attack  Rolls:
  Spells  +9
  Base  Damage:
  Target’s  Brawn  Score
  Morale:
  6
  Movement  Rate:
  100’
  Treasure:
  +1
  Azrael  claims  to  be  an  outcast  from  the  world
  of  ‘higher  spirits’,  stopping  short  of  claiming  to  be
  an  angel.  As  fast  as  a  devil,  this  pirate-demon  has
  mastered  many  forms  of  archaic  spells,  causing  the
  blood  of  his  victims  to  burn—the  more  blood  they
  have,  indeed  the  larger  they  are,  the  more  pain  he
  can  thus  cause  them.  Still,  he  is  not  prone  to  just
  attack  for  no  reason.  Rather,  this  ghostly  pirate  is
  ever  in  search  of  ships  to  ferry  him  from  one  isle
  to  another,  for  he  cannot  seem  to  cross  open  seas
  nor  any  running  water,  not  even  a  stream.  If  he’s
  ‘killed’,  he  dematerializes,  but  inevitably  returns  in
  a  matter  of  1-6  days  after  the  vessel  he  died  upon
  next  makes  port  or  sets  ashore—he  cannot  return
  to  or  even  find  a  ship  while  it’s  at  sea.  If  a  ship
  he  is  destroyed  on  is  burned  or  sinks,  he  will  not
  return  for  1-12  months,  and  then  he  will  return  to
  haunt  the  vessel  that  carries  whoever  was  captain
  of  the  ship  he  was  ‘killed’  on.
  
  ALL   DEAD   MEN
  38
  Bloody   Mary
  Class  &  Level:
  English  Whore  (4)
  Ability  Scores:
  B1, A4, E3, G6, W2, I5, C7, L1
  Defense  Score:
  4
  Survival:
  3
  Attack  Rolls:
  Kissing  +8
  Base  Damage:
  10
  Morale:
  2
  Movement  Rate:
  120’
  Treasure:
  -2
  Bloody  Mary  was  a  common  whore  kidnapped
  by  pirates  and  then  slain  at  sea.  Her  apparition  has
  been  known  to  appear  floating  above  the  bed  of  a
  pirate  captain  who  has  either  committed  or  at  least
  profited  from  excessive  death  on  a  given  day,  or  is
  guilty  of  killing  a  woman  at  sea.  When  she  comes,
  this  ghost  will  be  wearing  a  gown  soaked  through
  with  blood,  sometimes  raining  blood  down  all  over
  him.  When  she  appears,  she  gains  a  +6  to  her  first
  Initiative,  and  attacks  by  means  of  trying  to  kiss
  her  victim.  Whoever  ‘kills’  her  simply  becomes  the
  one  she  is  going  to  appear  over  next,  and  that  can
  be  any  night,  though  she  can  only  appear  once  on
  any  night.  When  she  kills  a  victim,  she  chews  off
  his  lips,  or  throat,  or  otherwise  destroys  his  face
  and  neck  and  drinks  his  blood,  and  then  disappears
  for  1-12  days . . . but  once  she  has  tasted  the  blood
  of  a  crew,  she  will  follow  that  ship  until  she  has
  drained  them  all.  The  only  way  to  banish  her  spirit
  from  a  specific  ship—and  all  aboard  it  at  the  time
  this  is  done—is  to  recite  a  cant  carved  on  a  wall,
  done  while  holding  Bloody  Mary’s  hand.  Nobody
  knows  where  this  wall  is,  but  if  a  crew  can  find
  it,  the  verse  is  provided  below  and  on  Handout  10.
  No  one  will  know  from  whence  you  come
  or  where  we  go
  So  I  take  now  your  hand  and  solemnly
  give  you  my  vow
  To  stay  by  your  side  and  never  adrift
  in  sea  or  sky
  Bloody  Mary  has  a  treasure,  a  chest  buried  on
  an  island  along  with  her  earthly  remains.  The  ones
  who  killed  her  could  not  open  it,  and  dared  not  to
  bury  her  at  sea,  given  the  curses  she  spoke  by  her
  dying  breaths.  The  key  to  the  chest  is  contained  in
  a  locket  she  wears  around  her  neck.
  The   Headless   Bride
  Class  &  Level:
  Carib  Lover  (8)
  Ability  Scores:
  B7, A7, E12, G9, W5, I9, C12, L8
  Defense  Score:
  12
  Survival:
  7
  Attack  Rolls:
  Grasping  +5
  Base  Damage:
  9
  Morale:
  12
  Movement  Rate:
  150’
  Treasure:
  -3
  The  Headless  Bride  is  not  the  lost  soul  of  any
  woman,  but  rather  the  manifestation  of  a  curse  that
  was  concocted  by  a  voodoo  ceremony  to  destroy  a
  ruthless  French  slavemaster  who  beheaded  any  and
  all  slaves,  including  women  and  children,  who  did
  not  perform  up  to  his  standards.  Headless  itself,  it
  is  a  spirit  that  can  appear  at  any  wedding  or  other
  union  of  love,  seeking  to  tear  the  head  off  of  the
  groom,  which  it  will  do  with  any  Critical  Hit.  This
  headless  spirit’s  ‘attacks’  replace  a  victim’s  Defense
  Score  with  their  Luck  Score  directly,  as  successful
  ‘hits’  drain  away  one’s  will  to  resist,  or  to  live.
  Spyglass
  Class  &  Level:
  Spanish  Skeleton  (5)
  Ability  Scores:
  B3, A8, E11, G9, W3, I4, C2, L1
  Defense  Score:
  9
  Survival:
  10
  Attack  Rolls:
  Longsword  +4 / Cutlass  +2
  Base  Damage:
  9 / 9
  Morale:
  12
  Movement  Rate:
  150’
  Treasure:
  +4
  Spyglass  is  a  lonely  ghost  trapped  upon  a  reef
  and  ever  watching  the  sea  for  a  rescue  which  can
  no  longer  do  him  any  real  good.  Ships  are  drawn
  to  his  spyglass,  thinking  it  a  shore-light,  for  indeed
  this  ghost  is  known  to  appear  only  at  night.  Once
  found,  he  will  challenge  the  captain  to  a  duel,  with
  the  stakes  thus:  if  the  living  captain  loses,  the  reef
  will  claim  his  ship  (and  it  will,  wrecked  in  a  freak
  storm  coming  out  of  nowhere),  but  if  the  captain
  manages  to  fell  this  skeletal  Spaniard,  he  will  offer
  to  find  one  thing  through  his  spyglass,  which  can,
  and  will,  be  able  to  locate  any  one  item,  location
  or  individual  anywhere  in  the  world,  the  skeleton
  thus  giving  the  winner  the  bearings  he  needs.
  
  ALL   DEAD   MEN
  39
  DEVILS   OF  THE   SEA:   While  some  dead  men
  are  cursed  and  thus  not  quite  alive,  and  others  are
  restless  and  thus  not  quite  dead,  there  are  ghosts
  which  never  lived  at  all,  devils  unleashed  upon  the
  seas  with  equal  disdain  for  all  of  its  living  sailors,
  no  matter  their  nationality,  titles,  or  desires.  For  all
  such  devils  are  driven  by  their  own  agendas,  which
  are  not  of  this  world . . .
  Condition   Of  The   Creature
  Roll
  The  devil  is  seeking  to . . .
  11-12
  Tempt  the  party  with  forbidden  knowledge
  9-10
  Deceive  the  party  by  falsifying  knowledge
  8
  Steal  something  important  to  the  party
  7
  Destroy  something  important  to  the  party
  6
  Find  a  bride
  5
  Recruit  souls  for  his  undead  crew
  4
  Claim  all  of  the  party’s  treasure
  3
  Claim  a  specific  number  of  souls
  2
  Kill  everyone  he  can
  1
  Kill  only  the  Player  Characters
  Captain   Maelstrom
  Class  &  Level:
  English  Scourge  (10)
  Ability  Scores:
  B9, A8, E12, G9, W8, I11, C4, L12
  Defense  Score:
  15
  Survival:
  15
  Attack  Rolls:
  Cutlass  +6
  Base  Damage:
  15
  Morale:
  12
  Movement  Rate:
  130’
  Treasure:
  +0
  Captain  Maelstrom  has  haunted  the  Caribbean
  since  the  time  the  Conquistadors  appeared.  They  all
  told  tales  of  this  very  English-speaking  captain,  and
  such  stories  played  no  small  part  in  the  years  of
  ruthless  Spanish  conquest,  who  feared  whatever  evil
  the  English  commanded  in  secret.  Many  tales  link
  this  captain  of  an  unsinkable  frigate  crewed  by  the
  Skeletons  of  his  past  victims  to  those  same  secrets
  sought  by  and  hidden  in  Drake’s  voyages.  Yet  for
  whatever  or  whoever  unleashed  this  devil,  his  true
  power  comes  from  his  cutlass,  which  can  command
  the  storms  upon  the  seas.  If  claimed  by  a  mortal,
  one  can  wield  it,  but  not  control  it,  with  its  power
  unleashing  a  different  fury  any  day  used,  which  is
  determined  at  random  by  a  roll  on  Handout  11.
  Davey   Jones
  Class  &  Level:
  English  Buccaneer  (12)
  Ability  Scores:
  B12, A11, E8, G6, W8, I6, C3, L5
  Defense  Score:
  18
  Survival:
  24
  Attack  Rolls:
  Longsword  +7
  Base  Damage:
  13
  Morale:
  12
  Movement  Rate:
  100’
  Treasure:
  -3
  Davey  Jones  is  spoken  of  in  many  stories,  and
  in  each  one  he  appears  differently.  Since  the  truth
  can  never  really  be  known,  most  pirates  accept  he
  is  the  simply  the  ‘devil  of  the  sea’,  perhaps  even
  Lucifer  himself,  and  as  such  takes  on  many  guises,
  many  roles.  In  this  particular  case,  he  appears  as  a
  crusty  pirate  captain,  like  a  corpse  recently  arrived
  from  the  depths  of  the  sea,  pale  and  ghastly.  He  is
  known  to  commandeer  other  ghost  ships,  but  he  is
  not  bound  to  any  vessel  and  can  appear  anywhere
  at  sea—he  has  been  sighted  upon  a  ship’s  rigging
  in  the  midst  of  a  storm,  or  just  watching  a  vessel
  from  atop  a  cliff  as  it  nears  the  reef  below  in  the
  night,  and  other  times  he  approaches  with  a  crew
  of  ghouls  to  slaughter  the  living.  The  only  constant
  in  all  the  tales  of  him  is  his  unrelenting  evil  born
  of  a  cold  Hell.  Other  than  that,  he  is  evil  incarnate
  upon  the  sea,  ready  to  appear  anywhere  to  the  ill
  fate  of  pirates  and  all  seamen.  The  only  account  of
  this  devil  was  written  by  an  Englishman;
  There  is  an  evil  on  the  seas  which  even  the
  most  bloodthirsty  of  all  pirates  have  come  to  fear;
  Davey  Jones.  This  same  Davey  Jones,  according  to
  sailors,  is  the  fiend  that  presides  over  all  the  evil
  spirits  of  the  deep,  and  is  seen  in  various  shapes,
  be  he  perching  among  the  rigging  on  the  eve  of  a
  hurricane,  watching  ship-wrecks  from  reefs  afar,  or
  conjuring  other  disasters  to  which  sea-faring  life  is
  exposed,  appearing  to  mock  or  sometimes  warn  the
  devoted  wretch  of  death  and  woe.  Some  claim  he
  has  saucer  eyes,  three  rows  of  teeth,  horns,  a  tail,
  and  even  still  others  speak  of  blue  smoke  coming
  from  his  nostrils.
  This  account  can  come  from  any  sea  and  era,
  and  thus  indeed  serve  to  drive  any  adventure.  It  is
  reproduced  as  Handout  12.
  
  ALL   DEAD   MEN
  40
  Guardian   Of   The   Gates
  Class  &  Level:
  Egyptian  Priest  (10)
  Ability  Scores:
  B9, A9, E11, G12, W9, I12, C5, L5
  Defense  Score:
  14
  Survival:
  20
  Attack  Rolls:
  Spells  +7
  Base  Damage:
  Target’s  highest  Ability  Score
  Morale:
  12
  Movement  Rate:
  120’
  Treasure:
  +5
  The  ‘Guardian  Of  The  Gates’  is  what  pirates
  from  around  the  world  call  this  god-like  devil  that
  seems  to  figure  into  every  tale  of  seeking  passage
  to  other  worlds,  and  he  always  behaves  the  same
  way,  seeking  not  to  thwart  the  adventurous  souls,
  but  merely  to  challenge  them,  to  make  their  search
  or  their  voyage  all  the  more  difficult.  He  does  this
  by  way  of  a  series  of  unique  challenges,  from  the
  puzzling  to  the  cryptic,  usually  tailored  to  tempt  all
  aboard  the  vessel  to  damning  themselves.  If  he  is
  attacked  outright,  he  seems  to  be  able  to  forbid  the
  passage  to  all,  and  then  ‘does  his  duty’  in  slaying
  all  he  can  before  the  mortals  finally  flee.  If  he  is
  himself  slain,  his  killer  must  take  his  place  as  the
  new  ‘Guardian’.
  The   Helmsman
  Class  &  Level:
  Skeleton  (9)
  Ability  Scores:
  B8, A11, E10, G4, W3, I9, C1, L6
  Defense  Score:
  19
  Survival:
  16
  Attack  Rolls:
  Longsword  +6
  Base  Damage:
  12
  Morale:
  12
  Movement  Rate:
  100’
  Treasure:
  -1
  ‘The  Helmsman’  is  a  skeletal  pirate  known  to
  simply  appear  at  a  ship’s  wheel  and  steer  it  toward
  some  unknown  destination.  This  mad  ghost  is  more
  likely  to  appear  during  a  storm,  for  that  is  when  it
  is  most  often  seen.  Nobody  has  ever  guessed  from
  where  this  ghost  comes,  nor  where  it  is  bound,  for
  it  is  either  fought  off  and  thus  control  of  the  ship
  is  regained,  or  the  crew  never  returns  from  where
  it  takes  them . . .
  The   Treasure   Reaper
  Class  &  Level:
  Spanish  Scourge  (8)
  Ability  Scores:
  B9, A12, E12, G1, W6, I12, C1, L10
  Defense  Score:
  16
  Survival:
  24
  Attack  Rolls:
  Golden  scythe  +15
  Base  Damage:
  20
  Morale:
  12
  Movement  Rate:
  130’
  Treasure:
  +6
  The  Treasure  Reaper  is  a  legend  amongst  the
  Spanish,  born  of  a  myth  common  among  the  many
  civilizations  they  plundered  in  the  New  World—this
  legend  was  believed  because  it  was  shared  by  the
  Aztecs,  Inca  and  Mayans  alike,  that  of  a  Death-like
  deity  who  counts  treasure  in  the  afterlife,  weighing
  one’s  greed  literally  against  their  virtue.  Indeed,  no
  one  encounters  this  devil  until  they  die,  and  then  it
  is  a  matter  of  its  judgment,  not  of  combat.  If  this
  robed  figure  is  attacked  by  those  in  judgment,  they
  automatically  fail  the  test,  but  must  fight  anyway,
  for  to  lose  is  to  be  sent  back  to  the  world  of  the
  living  as  a  ghost  bent  on  destroying  one’s  former
  friends,  while  to  win  is  merely  to  rest  in  peace,  as
  this  ghost  will  reincarnate  for  each  individual  who
  comes  before  it.  However,  if  the  judgment  is  left
  to  be  carried  out,  the  more  treasure  one  has  with
  them  is  the  greater  chance  they  will  be  given  the
  power  to  return  to  life  in  order  to  get  even  more!
  Indeed,  this  ghost  favors  the  greedy.  However,  just
  what  the  proportions  are  remain  for  you  to  decide
  in  the  best  interests  of  your  game.
  
  HANDOUT 1
  My island home, heart of seas blue
  Holds the gold heart of my love true
  From highest point, where grass grows brown
  Under the cliff, five fathoms down
  Still over the sea, lost in bogs
  Heart of a fort, square fallen logs
  Ten steps to north, Twenty steps west
  Beneath the rocks you'll find the chest
  
  The Viscount
  HANDOUT 2
  A crueler man there never breathed
  He stains with blood the bloody seas
  His shadow's darker than the deck
  When reef has slain a moonless wreck
  A colder man there never lay
  With slut or choir each Sunday
  His voice is colder than the bell
  Of Charon's frigate bound for Hell
  A wicked man, a devil's man
  Escape his gallows if you can
  
  Lament For Elizabeth
  HANDOUT 3
  Elizabeth, the devil say,
  Say you're the answer to my prayers
  Oh, child of the golden hair
  Elizabeth, the angel come,
  Come home to me my love to be
  Oh, share your life and charm with me
  
  HANDOUT 4
  Skeleton cold, but nobody can guess how old
  Ever eating, but never at table seating
  Living death, but hidden from all drawing breath
  Pirate slayer, but never uses sword or prayer
  
  HANDOUT 5
  TRIALS OF THE SPEAR
  JAWS OF THE JUNGLE
  TEETH OF THE TIGER
  BANE OF THE BLOOD
  BLOOD OF THE BEAST
  FIRE OF THE FEAST
  REVEL OF THE DEVIL
  
  War Drums Of Mr. Brock
  HANDOUT 6
  Thunder, thunder, it comes, it comes
  Beware, beware, the roll of drums
  The sky is splitting just for you
  Bring on one or a hundred crew
  You'll hear the thunder of our drums
  And say your prayers with bloody gums
  Captain, captain, he sweats, he sweats
  The enemy, we're in his nets
  But fear we not for thunder rolls
  And waits on deck to take its tolls
  On e'ry lad who ain't dead yet
  Caught in their own barbed iron net
  The sea, the sea, it churns with blood
  Smell it, smell it, the crimson flood
  Spilled by the hand of one alone
  The man of iron skull and bone
  Brock, Brock, and now Heaven's clock
  Strikes and Charon comes to dock
  
  HANDOUT 7
  Follow the second star but not the north
  Follow the Dream until the dawn of thought
  Never look back. Never think twice
  Never let dreams be the roll of the dice
  The captain waits in the lagoon on the south
  The mouth swallows all dreams and thoughts
  
  Redbeard
  HANDOUT 8
  When mists rise up from the sea o' the dead
  An' shot an' steel are woven round the head
  When a king I be
  an' as dead men free
  There be still one more
  which me soul's a whore
  An' taste the blood, smell the blood, ahhh the blood
  The blood I know . . . the blood is in the beard
  Far o'er seven seas did the mainsail fly
  Its crimson-soaked canvas daunting the sky
  When a queen gave out
  Call to come about
  All but one ship gave
  Turning from the grave
  Fer ropes be taken but naught given back
  An' orders be damned there's no going back
  "Come about!" they said, the crew all 'em dead
  "Be damned that, says I!" the cap'n who'd die
  By his own advice
  Not a queen's device
  "The rope's fer the deck"
  "Not fer me white neck!"
  But his neck was yet but nigh water-line
  For blood were his thoughts, an' drowning his mind
  The crew, they knew, there were all dead men true
  Their cap'n an' mine was never going to
  Surrender his gold
  Nor a mouse in his hold
  To the damned bloated queen
  An' her conquering dreams
  He'd rather soon send the gold to the deep
  Buy Lucifer a round to keep him asleep
  The Devil, ne'er one to pass on a wager
  Signed aboard as a most mortal stranger
  He could cook an' sew
  As well as one knows
  An' play a card straight
  As if by the Gates
  'Twas sure only time before the cap'n was dealt
  His fatal last hand as sure as we smelt
  Had he bought a good bed in the Locker at last?
  Did he earn the Gates with his virtuous past?
  Now no one can tell
  No one can tell all
  All we can know is
  The Devil did fall!
  An' taste the blood, smell the blood, ahhh the blood
  The blood I know . . . the blood's still in the beard
  
  HANDOUT 9
  See through my eyes what on the other side lies
  The world the same but with appearances changed
  Reveal to me the truth which only now I see
  And be one with time before you become mine
  
  HANDOUT 10
  No one will know from whence you come
  or where we go
  So I take now your hand and solemnly
  give you my vow
  To stay by your side and never adrift
  in sea or sky
  
  Effects when unwary mortals try to wield it
  1) Tears open the sky with a fury
  that instantly kills the wielder of
  the sword and causes 100-1200
  Hull Points worth of damage to
  any ship he may be on.
  2) Sinks whatever ship the wielder
  may be on outright, which will be
  raised by the sword’s power when
  a number of human bodies equal
  to the Hull Points it had left at
  the time of its sinking are given
  to the depths where it lies.
  3) Brings a curse upon all signed
  to the wielder’s ship (whether all
  are currently aboard or not) that
  they will physically age one year
  each day until they sail through a
  storm of Magnitude 10 or greater.
  4) Summ
  he sword, for if
  victorious they will return it to a
  resurrected Captain Maelstrom.
  5) Causes all treasure belonging to
  the wielder and his entire crew to
  vanish until he kills a newlywed
  during a storm of Magnitude 6 or
  greater and drinks her blood.
  6) Calls up a storm to surround
  the wielder’s ship, of a Magnitude
  of 1-12, determined at random and
  with no way to sail round it.
  ons a crew of Skeletons
  (
  )
  which immediately attack him, all
  seeking to claim t
  B6, A6, E10, G11, W3, I4, C2, L1,
  DS 8, Survival 13, Movement 140’,
  Morale 8, and attack at +5 using
  a longsword for Base Damage 10
  7) Ensures that next result of any
  ‘reef’ or ‘Encounter’ for a day’s
  sailing will be a ‘storm’ instead.
  8) Conjures a fog which hides the
  wielder’s ship, giving it 1-12 days
  of uneventful, safe passage, though
  it will also drop crew Morale by
  an equal amount unless stayed by
  Religion or some similar means.
  9) The vengeful ghost of Captain
  Maelstrom will reincarnate before
  the wielder with a duplicate of his
  sword which cannot be taken, and
  whoever dies in or flees from this
  duel will have their version of the
  sword disappear forever, but if the
  living wielder wins, he can choose
  from three rolls instead of one the
  next time he uses this sword.
  10) Can bring down lightning on
  one
  11) Can bring down lightning on
  any and all vessels of the enemy
  in sight, for an automatic hit of
  10-120 Hull Points each, but with
  only one effects from Table 42.
  12) Evokes a maelstrom in whose
  dark nexus floats the bodies of all
  lost crew of the wielder’s current
  ship, each of them possible to be
  rescued and resurrected by means
  of a Saving Throw, made by the
  dead, against a factor of 13.
  vessel of the enemy which is
  in sight, for an automatic hit of
  10-120 Hull Points of damage, as
  well as effects from Table 42.
  The Sword of Maelstrom
  HANDOUT 11
  
  HANDOUT 12
  There is an evil on the seas which even the most
  bloodthirsty of all pirates have come to fear; Davey
  Jones. This same Davey Jones, according to sailors,
  is the fiend that presides over all the evil spirits of
  the deep, and is seen in various shapes, be he
  perching among the rigging on the eve of a
  hurricane, watching ship-wrecks from reefs afar, or
  conjuring other disasters to which sea-faring life is
  exposed, appearing to mock or sometimes warn the
  devoted wretch of death and woe. Some claim he
  has saucer eyes, three rows of teeth, horns, a tail,
  and even still others speak of blue smoke coming
  from his nostrils.
  Your Excellency,
  Admiral Tobias Smollett
  
SOURCE: textdata/thevault/Pirates/Pirates Pirates and Their Endless Enemies.pdf