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  Credits
  Written by: Brett Weihing, Chris “Savage Mommy” Fuchs, Christopher “SavageBull” 
  Landauer, with Gilbert Gallo and Charles White
  Playtesting: Randy Vranesh, Nate “Naboo” Booher, Sarah Daniels, Jeremy Anderson, 
  Dee Wooden, Daniel “Peg Leg” Evanson, Joseph Long, Bill Stilson, Tammy Stilson, 
  Adam Miller, Shane Crabtree, Rick Hill, Debi Hill, Geordi Hill, Dann Duhoux, John 
  Pennington
  Cover and Layout: Marc Camelbeke and Rick Hershey
  Proofing: Darren G. Miller
  Interior Artwork: Rick Hershey, Mark Camelbeke, Alyssa Faden 
  Special Thanks: Dave “The Rules Maven” Scott, Mike Dukes and Vorpal Edge      
  Productions, Richard Woolcock, Rocky Mountain Savages
  A very special Thank You to Shane Lacy Hensley, Jodi Black, Clint Black and the 
  entire Pinnacle Team for their support of our project and allowing use of Pirates of 
  the Spanish Main content.
  No project can be successful without the love and support of our family and 
  friends. So thank you to all that encouraged us to strive for better things.
  Thanks to the wind that keeps me sailing, my loving wife Kathy Weihing.
  Buccaneer: Through Hell & High Water. © 2017 Yellow Piece Games 
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  Buccaneer: Through Hell & High Water and all related marks and 
  logos are trademarks of Yellow Piece Games. Unless otherwise stated, all            
  interior artwork, graphics, character names, and fiction are Product Identity 
  of Yellow Piece Games. Published with permission by Fabled Environments. 
  This game references the Savage Worlds game system, available from 
  Pinnacle Entertainment Group at www.peginc.com. 
  Savage Worlds and all associated logos and trademarks are copyrights 
  of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for 
  purpose of this product. 
  Contents
  1: Introduction 
  4
  2: The Crew 
  8
  3: Mystic World 
  15
  4: Player Section 
  40
  5: The World 
  64
  6: Admiral’s Section 
  92
  7: Bestiary 
  190
  8: Terminology 
  236
  9: Tales of the Black Hearted 
  248
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  1: Introduction
  Overview
  I
  t is the Golden Age of Piracy buccaneers sail the strange waters of 
  the Caribbean: living by their own rules, plundering galleons laden 
  with treasure, avoiding capture, fighting off terrors from the deep, 
  and exploring strange and dangerous new lands. Daring captains, 
  crews, and ships are becoming stories of legend and the appeal of 
  adventurous deeds and freedom draw many to a buccaneer’s life.
  Buccaneer: Through Hell and High Water is a Savage Worlds 
  roleplaying setting that re-imagines piracy’s golden age between 
  the years of 1660 and 1720. Everything changed after the Vodou 
  Awakening and a dark restlessness permeates the seas. Vodouisants 
  have profound new abilities and are in league with the buccaneers 
  against the dominion of the colonial powers. The nations of Europe 
  send bands of zealot priests called witch hunters to eradicate the 
  “evil” which threatens their dominance over the “New World” and 
  the lucrative commercial shipping lanes which breathe new life into 
  the “Old World.”
  Dark spirits helped the Vodouisants release miracles into the 
  world, but there was a price. Deep on the seafloor south of the 
  Greater Antilles, a breach opened between Hell and Earth. A crack 
  at the bottom of the sea released a yellowish black ichor from the 
  depths into the world. The ichor flowed from the bottom of the sea 
  and ascended to the surface where it congealed and formed new 
  islands. These are the High Water islands, called so because of their 
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  slow rise from the sea. On these islands, creatures of legend, rest-
  less spirits, and enormous monsters sprang to life. Sailors fear the 
  islands and their dangers, but the buccaneers find them a haven 
  from vengeful nations.
  The image of the romantic pirate life comes from movies, televi-
  sion and literature. Buccaneer: Through Hell and High Water 
  embraces the swashbuckling lifestyle. Buccaneers are lawless, 
  rebellious adventurers, and still heroes. This is a game of high seas 
  exploits and mystic fantasy, in a world where the gods not only hear 
  our prayers but also grant miracles. So draw your cutlass, mate, and 
  climb aboard, there be danger on the horizon.
  In this book, you find a bold new setting featuring swashbuck-
  ling heroes created with new archetypes, equipment, edges and 
  hindrances. Use the adventurous new rules for exciting game play 
  and fast-paced action. Ships are not just scenery, they take on a life 
  of their own and become part of the crew. Can you smell the salt 
  water? Just be careful - new enemies and creatures await.
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  Game Terminology
  Admiral: The Admiral is the highest-ranking officer of any navy 
  and in charge of the fleet. In Buccaneer: Through Hell and High 
  Water we use the term Admiral to describe the Game Master.
  Bounty: In any Savage World game, the Bounty are a key com-
  ponent for players when taking their actions. We use the term 
  Bounty instead of Bennie to fit the period.
  Crew or Crewmate: This terminology describes the heroes of your 
  game. Each player is a crewmate and they combine to form your 
  crew. Later, we describe how each crewmate must have a position 
  onboard making them truly a crew.
  Gun: While onboard a ship, the cannons are always referred to as 
  guns. We use the same terminology and do not refer to them as 
  cannons to keep the feel of the era.
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  Setting Rules
   We use the following Setting Rules from the Savage Worlds Core 
  Rulebook.
  Blood & Guts: Buccaneers love the butchery and bloodshed of a 
  good fight. The crew can spend their bounties to reroll damage.
  Born a Hero: In Buccaneer: Through Hell and High Water the crew 
  takes on the roles of a swashbuckling hero that is there to save the 
  day. During character creation, your crew may ignore the Rank 
  qualifications for Edges. They must still have any other require-
  ments as usual. The usual rules for Rank requirements apply after 
  the character is created.
  High Adventure: The adventure never stops. Your buccaneer can 
  spend bounties to gain a one-time use of a Combat Edge you 
  don’t have. You still have to meet the Rank and any Edge require-
  ments, but can ignore Trait requirements for this one-time use. 
  Multiple bounties can be spent in one round for multiple Edges, 
  either for different effects or in order to meet a needed require-
  ment to gain another Edge.
  Joker’s Wild:  When any one on the crew draws a Joker during 
  combat, they receive the normal +2 bonus to Trait and damage 
  rolls. In addition, all of the crew receive a Bounty. 
   
  e Special Setting Rule
  Available Arcane Backgrounds: The Loa grant miracles to the 
  world. To be able to cast powers the only acceptable Arcane Back-
  ground are Vodou, Witch Hunter and Miracles.
  Take a Leg!: Life in the mystic waters of the Caribbean was dan-
  gerous. The image of the peg legged Captain or one-armed buc-
  caneer was common. We allow your crewmate to roll on our Take a 
  Leg! chart rather than dying or taking serious injury. But be warned 
  you may not come out of it intact.
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  B
  uccaneer: Through Hell and High Water uses the standard char-
  acter creation rules from the Savage Worlds Core rule book. 
  While aboard a ship each crewmate has duties to perform. That 
  means crewmates must either choose a position, or be assigned one 
  by the Captain. Occasionally, a crewmate plays a character that is not 
  part of the crew, and hence cannot participate in crew activities such 
  as Captain’s Orders. For quick character generation, we provide 
  archetypes for each position.
  Though Vodouisants, witch hunters, and priests are archetypes 
  not listed under positions, they may still be part of the crew, taking 
  a crew position as well. Additionally, you do not have to take one of 
  these listed crew positions, and can instead be a swabbie or a mate 
  performing the most menial of tasks on board.
  Shipboard Position
   
  e captain
  There is great responsibility commanding a sailing vessel. You 
  make the tough decisions and then are accountable to everyone 
  around you. As Captain, you must decide which ships to prey on 
  and which ones to avoid. To command means you must be a strong, 
  charismatic leader, with the respect of the crew, while possess-
  ing knowledge of naval tactics and sailing operations. Buccaneer 
  Captains do not have unlimited power and still answer to their crew. 
  2: The Crew
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  If you are too brutal, the crew may lose 
  faith in your leadership and seize con-
  trol of the ship through a mutiny.
  With a novice group, one player 
  should consider the Salt of the Sea 
  edge to provide the necessary expe-
  rience for this position.
  Captain Archetype
  Attributes: Agility d6, Smarts d8, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating d6, Climbing d4, Fighting d6, Intimidation d4, 
  Knowledge (Caribbean) d6, Notice d6, Repair d6, Shooting d6, 
  Swimming d4 
  Charisma: 0, Pace: 6, Parry: 5, Toughness: 5
  Hindrances: One Major, Two Minor
  Edges: Command, Opportunist
   
  e QuaRteRmaSteR
  Next to the Captain, the quartermaster holds the most respon-
  sibility on a ship. They are second in command. The quartermaster 
  handles day-to-day operations and act as the 
  ultimate authority over the crew. The crew 
  usually shows great respect for the 
  quartermaster, as they traditionally 
  portion out treasure and provisions 
  from captured ships. When a member 
  of the crew breaks the rules, and it is 
  sometimes up to the quartermaster to 
  be the judge, jury and even, in rare cir-
  cumstances, executioner. Instead quarter-
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  masters usually maroon the most egregious offenders with a pistol 
  and a single shot. When a captured ship is too valuable to destroy 
  or let go, the Captain may trust the quartermaster to command the 
  new ship. The quartermaster often captains the new vessel until it is 
  sold or ransomed.
  Quartermaster Archetype
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Boating d6, Climbing d4, Fighting d8, Persuasion d8, Notice 
  d6, Repair d4, Shooting d4, Swimming d4
  Charisma: 0, Pace: 6, Parry: 5, Toughness: 5
  Hindrances: One Major, Two Minor
  Edges: Common Bond, Lunge
   
  e HelmSman
  The Helmsman, or Coxswain, is the pilot of the ship. They know 
  the ship intimately, and know how it reacts in different conditions. 
  The helmsman uses the ship’s speed, weather conditions, and water 
  depth to make vital maneuvers. They rely on timely reports from 
  the crew to avoid running aground on a sandbar or coral reef, and 
  manage pursuits of target vessels. Working closely with the Captain 
  gives the helmsman authority over the crew, and they also fill the 
  role of navigator when required.
  Helmsman Archetype
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d4
  Skills: Boating d8, Climbing d4, Fighting d6, Notice d6, Riding d4, 
  Shooting d6, Stealth d6, Swimming d6
  Charisma: 0, Pace: 6, Parry: 5, Toughness: 4
  Hindrances: One Major, Two Minor
  Edges: Ace, At the Helm
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  e navigatoR
  Navigators must be skilled in nautical as-
  tronomy, reading, and making charts to 
  calculate the ship’s relative position and 
  direction. Trade ships lacking a skilled 
  navigator have difficulty sailing over 
  open water between ports, making 
  them easy prey for buccaneers. The 
  ever-changing geography of the 
  High Water islands makes this a vital 
  position, and navigators often share 
  charts with other crews as an unwritten 
  bond between buccaneer crews.
  Navigator Archetype
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Boating d8, Climbing d4, Fighting d6, Knowledge (Naviga-
  tion) d8, Notice d8, Shooting d4, Swimming d4
  Charisma: 0, Pace: 6, Parry: 5, Toughness: 5
  Hindrances: One Major, Two Minor
  Edges: Alertness, Wind Sense 
    
   
  e BoatSwain
  The boatswain (“bosun”) inspects the ship from stem to stern 
  daily, managing the carpenters and deck crew to make necessary 
  repairs and keep the deck and hull in “ship shape.” A bosun is the 
  glue that holds the ship together, also overseeing the anchor, the 
  long boats, and cargo. On most ships, they are considered third in 
  command, behind the captain and quartermaster. It is not uncom-
  mon for the boatswain to treat the ship more like a living part of the 
  crew than an inanimate vessel.
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  Boatswain Archetype
  Attributes: Agility d6, Smarts d10, Spirit d4, Strength d6, Vigor d6
  Skills: Boating d6, Climbing d8, Fighting d6, Notice d8, Streetwise 
  d4, Swimming d4, Throwing d4, Repair d6
  Charisma: 0, Pace: 6, Parry: 5, Toughness: 5
  Hindrances: One Major, Two Minor
  Edges: Jack of all Trades, Wall of Steel
   
  e caRpenteR
  Skilled at woodworking, repairing sails, waterproofing the hull, and 
  tying ropes, a carpenter handles most of the upkeep on a ship. They 
  answer to the boatswain who provides a seemingly never-ending list 
  of tasks. Since ships are wooden, a good carpenter is crucial, even 
  when the ship has not seen combat. The carpenters of captured 
  enemy ships are often taken as part of the prize. Because of their skill 
  with tools they may sometimes double as the ship’s surgeon.
  Carpenter Archetype
  Attributes: Agility d6, Smarts d8, Spirit d4, Strength d6, Vigor d8
  Skills: Boating d4, Climbing d4, Fight-
  ing d6, Healing d4, Notice d6, 
  Swimming d6, Throwing d6, 
  Repair d8, Streetwise d4
  Charisma: 0, Pace: 6, Parry: 5, 
  Toughness: 6*
  Hindrances: One Major, Two 
  Minor
  Edges: Brawny*, Iron Jaw 
   
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  e SuRgeon
  Most ships have a medicine chest but few 
  have a trained doctor that fully un-
  derstands the treatments and tools 
  within. If you have any schooling 
  or understanding of biology or 
  pharmacology, you get the job. 
  Medication is hard to find, so 
  ship surgeons raid and rob what 
  they can to restock their supplies. A 
  surgeon lances boils, wraps wounds, 
  removes splinters (a common wound af-
  ter ship combat), treats diseases and performs 
  surgeries and amputations often using crude methods and equip-
  ment. They are likely the most literate member of the crew.
  Surgeon Archetype
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
  Skills: Boating d4, Fighting d4, Healing d8, Investigation d4, Knowl-
  edge (Medicine) d6, Notice d6, Persuasion d8, Swimming d6 
  Charisma: 0, Pace: 6, Parry: 4, Toughness: 5
  Hindrances: One Major, Two Minor
  Edges: Healer, Blackmail 
   
  e gunneR
  Without artillery, a buccaneer ship is not a threat. A gunner’s 
  job is to keep the weapons in working order and ready to fight at a 
  moment’s notice. Gunners are constantly training gun crews—his-
  torically comprised of three to four mates--in how to maintain and 
  fire the artillery. The gunner also oversees a few young men, called 
  “powder monkeys,” whose duties are to keep the powder stores dry, 
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  run munitions to the gun crews from below deck, and shift cannon 
  balls to keep the craft in balance.
  Gunner Archetype
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Boating d6, Fighting d8, Intimidation d6, Notice d6, Shoot-
  ing d8, Swimming d4, Repair d6
  Charisma: 0, Pace: 6, Parry: 6, Toughness: 5
  Hindrances: One Major, Two Minor
  Edges: Dodge, Close Fighting 
   
  e vanguaRd
  The craziest, wildest, and most fearsome warriors on a ship are 
  part of the vanguard. They are the first to engage the enemy, bran-
  dishing cutlass, dirk and daggers. They are also tasked with binding 
  two ships together to expedite boarding, and defending the ship 
  from enemy raiders. The vanguard goes ashore as intimidating per-
  sonal escorts for exploration and raiding parties. Nobody holds the 
  position for long: they either get too smart, too slow, or too dead.
  Vanguard Archetype
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
  Skills: Boating d4, Climbing d6, Fight-
  ing d8, Intimidation d6, Notice 
  d4, Shooting d4, Swimming 
  d6, Throwing d6, Tracking d4
  Charisma: 0, Pace: 6, Parry: 
  6, Toughness: 6
  Hindrances: One Major, 
  Two Minor
  Edges: Block, Spearhead 
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  Miracle Workers
  T
  he Vodou Awakening has let loose miracles, giving specific crew 
  who commune with their god(s) access to mighty powers used 
  to combat the strange horrors which are emerging from the depths. 
  Player characters who have access to miracles can and should take 
  on sailing positions while aboard ship.
  Vodouisant
  A practitioner in the art of Vodou, 
  the Vodouisant dabbles in the power 
  of miracles. Vodou is a spiritual 
  connection with the forces of life and death in 
  the surrounding world. To keep this connection, a 
  Vodouisant performs daily rituals to honor the spir-
  its called Loa--which we have broadly grouped into 
  three categories: the Rada, Petro and Ghede. (More 
  information can be found Chapter 3) Vodouisants 
  must take the Arcane Background: Vodou, and gain 
  access to unique powers based on the category of Loa 
  they choose to commune with.
  Vodouisant Archetype
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Climbing d4, Faith d8, Fighting d6, Intimidation d6, Notice 
  3: Mystic World
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  d6, Persuasion d4, Stealth d4, Survival d4, Throwing d6
  Charisma: 0, Pace: 6, Parry: 5, Toughness: 5
  Hindrances: One Major, Two Minor
  Edges: Arcane Background (Vodou), Rapid Recharge 
  Witch Hunter
  Vodouisants are not the only faithful to find their 
  prayers being answered with profound new powers. The 
  practitioners of old world religions have been embold-
  ened by access to miracles and empowered to bring 
  their “one true faith” and unyielding beliefs to the “un-
  enlightened” inhabitants of the new world.  While 
  they are often the natural adversary of Vodou-
  isants, the emergence of true horrors from the 
  deep has encouraged some witch hunters to 
  form uneasy alliances with Vodouisants while 
  pursuing the fight against evil.
  There is a great diversity in the beliefs and goals 
  of witch hunters, see the Witch Hunter section for 
  more details.
  Witch Hunter Archetype
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength 
  d6, Vigor d6
  Skills: Climbing d6, Faith d8, Fighting d6, Intimida-
  tion d6, Notice d4, Swimming d4, Throwing d6, Repair d4
  Charisma: 0, Pace: 6, Parry: 5, Toughness: 5
  Hindrances: One Major, Two Minor
  Edges: Arcane Background (Witch Hunter), Holy Warrior 
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  Priest / Holy Man
  Unlike the zealot witch 
  hunters, priests are spiritual 
  leaders of their faith, tasked 
  more with helping their 
  tribes and compatriots than 
  weeding out heresy. With the 
  uprising, priests and holy men 
  gained the ability to cast mira-
  cles. They have many titles, 
  for example: padre, cleric, 
  holy man, monk or bishop. 
  Native and African tribes have holy 
  men and healers that fall into this 
  category.
  Priest Archetype
  Attributes: Agility d6, Smarts d6, 
  Spirit d8, Strength d6, Vigor d6
  Skills: Climbing d4, Faith d6, Fighting 
  d4, Healing d8, Knowledge (Medicine/
  Herbs) d6, Notice d6, Persuasion d4, 
  Streetwise d4, Swimming d4
  Charisma: 0, Pace: 6, Parry: 5, Tough-
  ness: 5
  Hindrances: One Major, Two Minor
  Edges: Arcane Background (Miracles), Healer
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  Arcane Backgrounds
   
  e aRcane BackgRound (vodou)
  Arcane Skill: Faith (Spirit)
  Starting Power Points: 10
  Starting Powers: 3
  Both Hands: Vodou is a ceremonial religion featuring dance and ges-
  ture. Casters must have both hands and feet free to cast.
  Vows: A caster must perform their rituals every day. If they don’t, they 
  become less in tune with the Loa and suffer -2 to arcane rolls until the 
  next time they perform the ritual. See Rituals potions and Powders for 
  more detail.
  Power List from Savage Worlds Core Rules
  Armor, Barrier, Bolt, Burst, Disguise, Dispel, Divination, Drain Power 
  Points, Havoc, Intangibility, Slumber, Speak Language, Teleport
  New Powers: Possession of Loa; Blessing of Luck, Money or Love; 
  Curse
  FolloweR oF Rada loa excluSive poweRS
  Banish, Healing, Succor
  FolloweR oF petRo loa excluSive poweRS
  Blind, Puppet, Fear
  FolloweR oF gHede loa excluSive poweRS
  Boost/Lower Trait, Dark sight, Zombie
  When taking this Arcane Background, Vodouisants must choose one 
  Loa family--Rada, Petro, or Ghede--from which they gain access to that 
  family’s exclusive list of powers. To access the other Loa exclusive powers, 
  Vodouisants must take the Loa Powers edge.
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  e aRcane BackgRound (witcH HunteR)
  Arcane Skill: Faith (Spirit)
  Starting Power Points: 10
  Starting Powers: 2 plus Dispel
  Signature Power: Witch Hunters begin with the Dispel power.
  Vows: Breaking religious vows gives a -2 penalty to arcane rolls until 
  penance is made. Example vows are listed in Witch Hunter section. 
  Work with your Admiral refine your vow.
  Power List from Savage Worlds Core Rules
  Armor, Banish, Barrier, Blast, Bolt, Boost/Lower Trait, Burst, Confu-
  sion, Dark sight, Detect/Conceal Arcana, Dispel (Auto), Divination, 
  Drain Power Points, Environment Protection, Far sight, Greater Healing, 
  Healing, Light/Obscure, Mind Reading, Quickness, Slow, Slumber, Smite, 
  Speak Language, Stun, Succor, Warrior’s Gift
  New Powers: Radiance of Belief, Confess
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  Powers
   
  e BlaSpHemy
  Rank: Seasoned
  Power Points: 2
  Range: 100 Yards
  Duration:  Instant
  Trappings:   Sparks from your mouth, glowing hands, white eyes
  You call upon your god to silence someone for just a moment. 
  Make a standard hit roll using your Spirit, if you hit the target it is 
  Shaken and rendered mute until they are no longer shaken.
  On a critical failure, your god has forsaken you and you may not 
  spend a Bounty to re-roll. Your turn ends and you are shaken.
   
  e BleSSing oF luck, money, oR love
  Rank: Novice
  Power Points: 2
  Range: Touch
  Duration:  Until the blessing occurs.
  Trappings:  the rattling of chains, the dance of the dead, blowing of 
  flour in the air
  Choose luck, money, or love before the power is cast. Your target 
  must accept the blessing in order for it to work. It always fails if cast 
  on an unwilling soul.
  The target of Luck gains a Bounty. The target of Money finds a 
  modest sum of coin (usually a day’s wage) at the Admiral’s discre-
  tion. Target of Love receives a +2 on their next Persuasion roll.
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  No person may have more than one blessing cast on them, and at 
  least a week’s time must pass before they can receive another. The Loa 
  curse Vodouisants that abuse their generosity, as per the Curse power.
   
  e
  conFeSS! conFeSS! conFeSS!
  Rank: Seasoned
  Power Points: 4
  Range: 50 Yards
  Duration:  Immediate
  Trappings:  Holding out Bible, brandishing a holy symbol, yelling 
  and pointing
  You are compelling your mark to blurt out their greatest sins. The 
  caster makes an opposed Spirit roll. On a success, the target calls 
  out the gravest indiscretion of their life--as seen from their own 
  eyes--loud enough for anyone within earshot to hear.
  With each raise, another sin comes bellowing out. If the caster 
  fails to get the spell off, they are unworthy of hearing any more sins 
  this day and are rendered deaf until sunrise the next morning.
   
  e cuRSe
  Rank: Veteran
  Power Points: 5
  Range: Touch
  Duration:  Until Dispelled
  Trappings:  A slight electric jolt, a sour taste in the mouth, a small 
  swarm of flies
  Make an opposed roll using the caster’s arcane skill vs. the target’s 
  Spirit. The person losing the opposed roll suffers a level of fatigue.
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  The blighted immediately loses a Bounty and gains the Bad Luck 
  hindrance until the curse is dispelled or as long as the caster lives.  A 
  cursed opponent in a fight will immediately deprive the Admiral of 
  one of their bounties.
  Curses can stack, and a player may have multiple curses on them 
  but only to the limit of Bounties they have.
   
  e Radiance oF BelieF
  Rank: Novice
  Power Points: 5
  Range: 50 Yard radius from the caster.
  Duration:  up to 3 rounds
  Trappings:   A bright light from the caster, a holy symbol, a soft 
  mist, light smoke on the ground.
  The radiance of belief emanates from the caster for three 
  rounds.  Any caster of an opposing belief suffers a -2 to arcane rolls 
  while in the radius.
   
  e Soul entRapment
  Rank: Veteran
  Power Points: 4 + 2 points per inflicted harm
  Range: Touch
  Duration:  Until the entrapment is destroyed, broken, or caster 
  becomes incapacitated.
  Trappings:  Human bones, Vodou doll, Small bird cage
  A piece of your soul has been stolen from you and bound to an 
  object. The caster can inflict harm to the object, causing you pain.
  It costs 4 power points to trap a soul. This is done by making an 
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  23
  opposed Spirit roll against the target. On a success, the target’s soul 
  is trapped in an object. The opposed roll occurs even if the target 
  is incapacitated. By spending two power points, the caster can now 
  inflict harm to the target by manipulating the object, as described 
  below. This damage is temporary and only lasts for one round.
  Only the caster can inflict harm on the soul that is trapped. The 
  object must be within 100 yards of the caster to inflict harm. The 
  trapped soul can make an opposed roll using the appropriate attri-
  bute to avoid the abuse being inflicted. Below are some examples.
  Vigor check: (causes a level of fatigue) Holding to a fire, dunking 
  under water, freezing or any elemental abuse.
  Agility check: (causes target to be shaken): Dropping off a cliff, 
  throwing in air, spinning round and round or any movement 
  abuse.
  Strength check (causes half movement.): Bashing against a rock, 
  dragging in the mud, or snapping a branch.
  Smarts check (causes target to be blinded): Cast a spell on it, ob-
  scure it in fog, or wrap it in a blanket.
  Spirit (causes a -2 to fighting or shooting ability): Sticking a pin in 
  it, twisting it, or holding a religious symbol to it.
   
  e Soul tRanSFeR
  Rank: Heroic
  Power Points: 8(5)
  Range: Touch
  Duration:  Special
  Trappings:  Meaningful Object
  Soul transfer can be used on any deceased individual within a day 
  of their death. The subject must have a Spirit of at least d6 for the 
  power to function.
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  24
  On a successful Arcane roll, the soul is removed from the body 
  and placed in a meaningful object for a cost of 8 power points. 
  The soul may remain bound to the object until it is released, or the 
  object is destroyed.
  With an additional Arcane roll, the soul can be released back into 
  a corpse for a cost of 5 additional power points. The target can be 
  the subject’s original body, another human corpse, or the corpse of 
  another creature, at the Admiral’s discretion.
  A failure on either Arcane roll will release the soul from its earthly 
  tether, and no further transfer attempts will succeed. The soul is 
  permanently lost.
  Upon transfer, the subject will never again be the same person. 
  Their spirit drops by a die type to minimum of d4. A subject whose 
  Spirit is reduced to d4 may never have their soul transferred again. 
  The Spirit of a transferred subject may not be raised through ad-
  vancements or other means.
  When transferred into a new body, the soul takes on all of the 
  attributes of the target corpse with the exception of Smarts, Spirit, 
  and skills. The subject retains their current skills; however, any skill 
  greater than the associated attribute of the target corpse is lowered 
  permanently to a die type equal to that attribute. 
   
  e vodou poSSeSSion
  Rank: Novice to Veteran
  Power Points: 2-8
  Range: 50 Yards
  Duration:  1 round for each 2 Power Points
  Trappings:  Bones from an animal, locks of hair, drops of blood, 
  feathers from a bird
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  25
  At novice level, the caster can only cast Vodou possession on 
  themselves. When seasoned, this power can be cast upon another 
  willing soul. Veteran casters can make an opposed Arcane roll 
  against the target’s Spirit in order to take possession.
  On a success, a random Loa takes possession of the body and 
  acts under the direction of the Admiral. Questions asked to the Loa 
  receive only a yes or no answer, one question per turn. The Loa may 
  spend the possessed bounties.
  On a raise, the player can control the actions of the Loa, gaining 
  an additional wild die on any roll.
  When the person awakes from the possession, they take one level 
  of fatigue.
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  26
  Rituals, Potions, and Powders
  L
  oa grant their powers to those that honor them with ritual and 
  service. Rituals varied from small to elaborate, but each main-
  tained their importance. A Vodou caster does rituals each day involv-
  ing singing, chanting, dancing and honoring their family of Loa. 
  To honor the Rada family of Loa, a Vodouisant might use things of 
  the earth like dirt, wood or water. A Petro Vodouisant demanded at-
  tention from the Loa using loud noises like gunfire, whips or chants. 
  Ghede Vodouisants channeled the Loa of life and death using ashes, 
  bones and living beings such as snakes as part of their rituals.
  A Vodouisant that takes the Vodou Crafter edge gains the ability to 
  create potions and powders. Once created these items grant different 
  one-time powers or edges to the user. Potions for sale are scarce, as 
  crafters don’t want to sell to those outside their communities. 
  To craft a potion, the crafter makes a smarts roll, the imbiber has 
  to make a spirit roll to gain the potion’s effects (See Vodou Crafter 
  edge). Loa punish those with a failure of spirit, and skeptical recipi-
  ents suffer poison (knockout), even when the crafting succeeds.
  A person with the Arcane Background (Vodou) always has a potion 
  succeed, and those with the Arcane Background (Witch Hunter) 
  always fail the spirit check. The Loa grant these miracles and not the 
  crafter. A potion by itself has no mystic powers.
  To find someone willing to sell a potion in town requires a street-
  wise check. Since they are hard to find the check has a -2 penalty. The 
  Admiral may adjust the penalty based on the conditions. A town with 
  a strong Witch Hunter presence might be -4, whereas a village of 
  natives might be a 0. No one sells powders to non-Vodouisants. The 
  price for potions is lower for Vodouisants and high for everyone else. 
  Below are some examples of potions and powders with their as-
  sociated costs. This list is not exhaustive and crafters are encouraged 
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  27
  to work with their Admiral to create potions and powders of varied 
  and unique effects.
  Prices vary depending on where and who is buying.
  Potions
  Pot ‘e Gad 
   ($200-$500) The user is granted the armor power 
  for 5 rounds.
  Anvwa
  ($300-$550) The user is granted the boost trait 
  (specific) power for 5 rounds.
  Pwen Cho
  ($500-$1000) This works the opposite of drain 
  power points and the drinker regains 1d6+1 power 
  points and 1d8+2 with a raise.
  Pwen Acte
  ($1000-$2000) Special. The drinker gains a second 
  wild dice taking the better of the two for 10 rounds
  Mariaj
  ($100-$250) The user is granted the boost trait 
  (specific) power on a skill and not a trait. This lasts 
  for a d6 + 10 rounds.
  Lave Tet
  ($200-$500) The user is granted the succor power 
  removing one fatigue.
  Kanzo
  ($300-$550) The user is granted the healing power 
  regaining one wound or two with a raise.
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  28
  Powders
  Ago
   ($500-$1000) Blow in their face, the recipient gains 
  the Charismatic Edge for 1 hour. 
  Dezod
   ($1000-$2000) This wild powder causes a random 
  hindrance to be bestowed upon the target for 24 
  hours. Roll a d6 on a 1 or 2 the target is Delusional 
  (Major), on a 3 or 4 the target is Lame (Major) and 
  on a 5 or 6 the target is Yellow (Major).
  Gree-Gree
  ($200-$500) Throwing this into the eyes of an en-
  emy Blinds them as per the power in core rules.
  JuJu
  ($1000-$2000) By throwing the powder in the air, 
  this acts as a mass heal, granting everyone in a 
  small blast template the effects of the Heal power 
  from core rules.
  Pridezye
  ($500-$1000) By rubbing this in your own eyes the 
  Vodouisant gains the Divination power from core 
  rules, but suffers a level of fatigue.
  Wanga
  ($500-$1000) Pouring the powder on an object it 
  does two things: When the powder is touched an 
  intense scream is heard as an alarm and the person 
  or being touching the powder suffers the effects of 
  the Fear power from core rules.
  Zombi
  ($1000-$2000) Anointing a deceased body with 
  Zombi powder raises it from the dead as per the 
  Zombie Power from core rules.
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  29
  The Witch Hunters
  W
  itch Hunters hunt evil and destroy it. These zealot priests 
  have travelled the seas to abolish what they declare as unholy. 
  However, just as beauty is in the eye of the beholder so is evil. Not 
  all of them believe Vodou is the root cause of the disruption in the 
  world. On occasion Witch Hunters and Vodouisants are able to see 
  past their prejudices and join together on the same crew for the 
  greater good. Some are even able to recognize that all Vodouisants 
  aren’t inherently evil.
  No matter what their religious beliefs are, a Witch Hunter’s devo-
  tion to their religion borders on fanatical. They justify all of their 
  actions with the belief that they are doing holy work.
  The demons and abominations that have risen in the new world 
  have a natural hatred towards Witch Hunters. They wish to destroy 
  Witch Hunters just as the Witch Hunters seek to destroy them. Witch 
  Hunters with the Demon Hunter edge attack these abominations on 
  sight. Despite their focus on the destruction of Vodouisants and other 
  abominations, there are many different types of Witch Hunters and 
  even two from the same group don’t always see eye to eye.
  Below are five of the biggest Witch Hunter organizations in the 
  Caribbean. 
   
   †
  inQuiSitoRS oF Spain
  Vow: To seek out and destroy anything the mother church deems 
  as evil.
  Although not originating in Spain, the Spanish perfect the 
  concept of the Inquisition. Given their history with invaders and 
  heretical sects, the Catholic Church realized that they needed 
  to root out heresy and maintain a traditional, orthodox line of 
  Christianity. From this fear was born the Inquisition. Members of 
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  30
  the Inquisition were charged with finding and eradicating anyone 
  or anything that threatened the survival of the Catholic Church 
  through any means possible.
  In the years following their creation, the Spanish Inquisition swept 
  across Spain and Portugal. They detained, tortured and even ex-
  ecuted accused heretics thanks to both the Papal authority and civil 
  power which had been granted to them. Their power grew exponen-
  tially as time marched on. Now the Inquisitors of Spain are a force 
  to be reckoned with.
  When word of the Vodouisant menace reached the ears of the 
  Council of the Supreme Inquisitors, the Grand Inquisitor and the 
  other members of the council were simultaneously horrified and 
  energized by this new threat. As many of the Caribbean colonies 
  are Spanish, a substantial force of Inquisitors and Spanish soldiers 
  has been sent to deal with the rising threat. The Holy War against 
  the Vodouisants menace is currently led by none other than Grand 
  Inquisitor Nithard.
  Inquisitors of Spain
   (Loyal to the Catholic Church and the Spanish Crown)
  Attitude toward other Witch Hunter groups:
  Knights Templar: Neutral.
  The Inquisitors of Spain treat the Knights Templar with a mixture 
  of respect and suspicion. They remember what the Templar did for 
  Spain when they were still a recognized order, but also remember 
  the charges of heresy that were leveled against them. The Inquisitors 
  also remember the ferocity and skill with which the order fought in 
  the Holy Land and are leery to cross them.
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  31
  Puritan Devotees: Mild Hostility
  Given the religious position of the Puritan Devotees, it is inevi-
  table that they find themselves at odds with the Inquisitors of Spain. 
  The Inquisitors of Spain view the Puritan Devotees as heretics, yet 
  they tolerate their presence given their single-minded focus on 
  defeating the Vodouisants.
  Jesuit Priests: Friendly
  In many respects, the work of the Jesuits and the work of the 
  Inquisitors of Spain are complementary as both groups have placed 
  a strong emphasis on protecting correct Christian doctrine. They 
  respect the Jesuits for the fanatical devotion to the work of eradicat-
  ing Vodouisants and are often found in each other’s company.
  Papal States: Friendly
  As an officially sanctioned group by the Pope, the Inquisitors of 
  Spain enjoy a very friendly relationship with the Papal States which 
  affords them numerous privileges and access to resources. The 
  Papal States are more than happy to support the Inquisitors of Spain 
  as they seek to destroy the Vodouisants and their supporters.
   †
  tHe JeSuitS
  Vow: To destroy the demonic activity that sprang forth from La 
  Fissura Profana.
  In 1534, a former soldier, Ignatius of Loyola, founded a new reli-
  gious order known as the Society of Jesus or simply the Jesuits. This 
  order quickly inserted themselves into the politics of Europe and 
  became confessors to Kings. As they grew their political power, the 
    (order #13539823)
  
  32
  Jesuits continually sought opportunities to assert the dominance 
  of the Catholic Church throughout the known world. When the 
  Jesuits learned of the rise of the evil Vodouisants in the Caribbean, 
  they dispatched a hoard of Jesuits to help ferret out these demonic 
  figures and establish their dominance in the region through any 
  means necessary.
  Like in Europe, the Jesuits have quickly become feared and 
  despised by people within and outside of the Catholic Church. To 
  the Jesuits, defeating the Vodouisants is akin to a holy war and they 
  aren’t afraid to kill in order to preserve the Church.
  Jesuits 
  (Loyal to the Pope and the Superior General of the order)
  Attitude toward other Witch Hunter groups:
  Knights Templar: Hatred
  The Templar are a clear and pleasant danger to the order given the 
  Templar’s wealth, military might and heretical past. Even though the 
  Knights Templar actively work against demonic forces in the Carib-
  bean, they have no loyalty to the Pope which makes them enemies 
  of the Jesuit order.
  Inquisitors of Spain: Neutral
  The Jesuits view the Inquisitors of Spain with a mix of admiration 
  and suspicion. While they admire the work of this group, the Jesuits 
  would rather be the ones rooting out heresy and see no need for 
  the existence of the Inquisitors. Since they cannot avoid the Spanish 
  Inquisitors, they have chosen to keep them close whenever possible.
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  33
  Puritan Devotees: Hatred
  In the mind of the Jesuits, the puritans are members of a heretical 
  group that is only slightly better than the Vodouisants that they hunt 
  down. They secretly would love to see the Puritan Devotees routed 
  and leave the islands in defeat.
  Papal States: Friendly
  Since they are loyal to the Papacy and the Pope’s senior leader-
  ship, the Jesuits are quite friendly toward the Papal States. The Je-
  suits sometimes ignore orders from Papal Legates in favor of their 
  own goals. However, the order is typically quite loyal to the Papacy.
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  34
   † tHe papal StateS
  Vow: To protect the interests and beliefs of the Catholic 
  Church.
  Although their power has waned somewhat since the 
  Middle Ages, the Papal States are still a formidable force. 
  Representing the heart of the Catholic Church, they have 
  deep connections with many of the rulers in Europe and 
  much of the populace. They continue to amass a size-
  able fortune, which they use wisely.
  As both a political and spiritual power, the Papal States 
  have been able to exert considerable influence in the Carib-
  bean both directly and indirectly through allies such as 
  the Inquisitors of Spain and the Jesuits. Upon learning of 
  the rising menace of the Vodouisants and other demonic 
  forces, the Pope decided he needed to take more direct ac-
  tion. The Pope created a naval force and let it loose on the 
  Caribbean.
  Each ship in the armada is commanded by a Bishop 
  while the flag ship is commanded by a former Venetian sailor and 
  current Cardinal, Giuseppe Cordoli. Cordoli is tasked with maintain-
  ing the standing of the Catholic Church in the region and support-
  ing their allies whenever it is advantageous.
  Papal States 
  (Loyal to the Pope)
  Attitude toward other Witch Hunter groups:
  Knights Templar: Hostile
  There is no love lost between these two organizations. The Papacy is 
  jealous of their wealth and annoyed by their very existence. Since they 
  cannot control the Templar, they would like to see them eliminated.
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  35
  Puritan Devotees: Hostile
  Members of the Papal States, including the Pope himself, view 
  this group as a band of heretics who are bent on the destruction of 
  the Catholic Church. They view the Puritan Devotees as little better 
  than the Vodouisants that they combat.
  Jesuit Priests: Friendly
  As an official religious order of the Catholic Church, the Papal 
  States openly treat the Jesuits with respect and fondness. However, 
  the Papacy is aware that the loyalties of the Jesuits are somewhat 
  divided as they seem to have their own goals.
  Inquisitors of Spain: Friendly
  As an officially sanctioned group by the Pope, the Inquisitors of 
  Spain enjoy a very friendly relationship with the Papal States which 
  affords them numerous privileges and access to resources. The 
  Papal States are more than happy to support the Inquisitors of Spain 
  as they seek to destroy the Vodouisants and their supporters.
   †
  puRitan devoteeS
  Vow: To spread their religion by any means necessary.
  When the short-lived Commonwealth of England collapsed, the 
  Puritans were forced to flee the changing tides of England. As both 
  a military commander and the leader of the English Common-
  wealth, Cromwell brought acceptance and power to the Puritans. It 
  was this military prowess and religious zeal that the Puritans took 
  with them as the sought refuge in the Caribbean.
  When Puritan Devotees learned of the Vodouisants and the ris-
  ing evil in the Caribbean, they felt compelled to act. They could not 
    (order #13539823)
  
  36
  allow the presence of demonic forces to stand. Wearing 
  their traditional white long coats, which symbolize purity, 
  Puritan Devotees began a campaign against the Vodou-
  isants and anyone else whom they deemed as aligned 
  with these demonic forces.
  The navy in white, as they are called by many, is vi-
  cious and has quickly became one of the most feared 
  groups in the Caribbean given their brutality and 
  unwavering devotion to their cause. Puritan Devo-
  tees bring martial law with them wherever they 
  land. These militant Puritans arrest Vodouisants, 
  buccaneers, and anyone else that doesn’t conform 
  to their rule. To purify the souls of those they deem 
  heretics, Puritan Devotees often burn them at the 
  stake after a brief trial. This has earned them respect 
  from few and ire from most.
  Puritan Devotees
  Loyal only to the Lord General
  Attitude toward other Witch Hunter groups:
  Knights Templar: Neutral
  The forces of the Puritan Devotees typically view the Knights 
  Templar with a wary respect. They can appreciate both their rigid 
  religious code and their hatred of the Papacy. However, previous 
  charges of demon worship leveled by the Catholic Church have 
  given the Puritan Devotees pause.
  Inquisitors of Spain: Hatred
  While the Puritan Devotees can respect the zeal with which the In-
  quisitors of Spain hunt down Vodouisants, they view this group with 
    (order #13539823)
  
  37
  hatred. The Inquisitors of Spain have labeled the Puritan Devotees 
  as heretics and are bent on their destruction.
  Jesuit Priests: Hatred
  Like the Inquisitors of Spain, the black-robed Jesuits seek to 
  change the culture through re-education of the masses and exter-
  mination of those that will not convert. As such, Puritan Devotees 
  feel like they are also in the sights of the Jesuits and their forces.
  Papal States: Hatred
  Given the fact that the Puritan Devotees began as a group calling 
  for a deeper reform of the Catholic Church, there is no love-loss 
  between these groups. Puritan Devotees know that the Papal States 
  would be happy to see their fleet driven from the Caribbean.
   †
  knigHtS templaR
  Vow: To protect and serve the loyal worshippers of Christ.
  In 1308, the Knights Templar were suppressed in a series of brutal 
  raids orchestrated by Philip IV of France. When Phillip IV struck, 
  members of the senior leadership absconded with the Templar trea-
  sure, along with their fleet, and set sail for safe harbors. While several 
  of the members of the senior leadership of the Knights Templar were 
  tortured and killed, others escaped Philip’s dragnet. Some fugitive 
  members along some incarcerated members of the order were of-
  fered the chance to join other religious orders while others Templar 
  opted for civilian life. This meant that Templar brothers and sergeant 
  still loyal to the order were seeded within various organizations 
  throughout Europe. These loyalists formed the basis of the Templar 
  spy ring that extends throughout Europe and the Church to this day.
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  38
  For a short while, the Templar lived in relative peace in Scotland far 
  from the reaches of the Papacy and the other monarchs of Europe. 
  However, the Knights Templar knew it was only a matter of time until 
  the English conquered Scotland.  A secret conclave of Templar leaders 
  from throughout Europe met in the Kingdom of Castile in 1512, which 
  was still friendly to the Templar based on their efforts during the 
  Reconquista. It was at this meeting that the leadership of the order 
  decided that the best course of action was to sail west for the Carib-
  bean where they would establish a new base of operations.
  From their new home in the Caribbean, the Knights Templar take 
  advantage of their considerable nautical skills and military prowess 
  to both protect and grow their wealth and fight against evil wherever 
  they might find it.
  Knights Templar
  Independent Group
  Attitude toward other Witch Hunter groups:
  Inquisitors of Spain: Neutral.
  Templar are generally wary of the Inquisitors of Spain, but not 
  openly hostile. The Templar have a fondness for the Spanish King-
  doms given their treatment by the Monarchs of the region. How-
  ever, the Templar have met with a mixed reception at the hands of 
  the Spanish Inquisitors.
  Puritan Devotees: Neutral
  The Templar respect the Puritans. They find common ground 
  with them both in their rigid lifestyle and the trouble that they have 
  experienced with the Catholic Church. They respect their efforts to 
  combat demonic forces, but sometimes find them too rigid.
  Jesuit Priests: Hostile
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  39
  To the Templar, the Jesuits are the embodiment of the worst of 
  the Catholic Church. They view this order and their military struc-
  ture as a direct affront. This hatred is mutual between the Jesuits 
  and the Templar.
  Papal States: Hostile
  Although the Templar have supporters within the Papal states, the 
  Templar have a deeply ingrained hatred of the Papacy and anyone 
  aligned with them with few exceptions. For the Templar, the forces 
  of the Papal State are only marginally more acceptable than the 
  “Black Magic” wielding Vodouisants. 
    (order #13539823)
  
  40
  Edges
  At the Helm (Professional) 
  Requirements: Novice, Smarts d6, Boating d6
  A helmsman has a symbiotic relationship with their ship. Anyone 
  can steer, but a helmsman guides and protects the ship. The ship 
  adds +2 to its Lookout order. Once per combat a helmsman may call 
  for a new damage card. They must accept the second card.
   
  Bilge Rat (Combat)* 
  Requirements: Novice, Agility d8+, Fighting d8+
  Scuttling around in the bowels of the ship doesn’t suit every sailor, 
  but this crewmate has learned to adjust to the cramped conditions 
  below deck.
   You do not suffer the -2 penalty for fighting below decks when 
  using a weapon longer than 6 inches so long as it has no reach val-
  ue. If the weapon has a reach value, the -2 penalty applies as normal.
  Blackmail (Social) 
  Requirements: Novice, Persuasion d6+, Smarts d6+
  Sometimes a no-good scoundrel needs help, but who helps the 
  4: Player Section
    (order #13539823)
  
  41
  lawless? Someone with something to hide. You have gained infor-
  mation on two different governors or magistrates in different areas 
  of the Caribbean, chosen when you take this edge. Once per ses-
  sion, if the need arises, the blackmailer may roll an opposed Persua-
  sion check to see how much help the blackmailed official gives you. 
  On a success, the player gains a one-time use of the Connections 
  edge. On a failure, the player gains the hindrance Enemy (minor) for 
  the duration of the session or at the Admiral’s discretion. 
  Break a Leg (Combat) 
  Requirements: One Arm or One Leg Hindrance
  When you suffer an injury that will take you over 3 wounds, 
  instead of becoming Incapacitated, you may spend a Bounty to take 
  the bulk of the injury to your prosthetic instead, leaving you with 3 
  wounds, but not Incapacitated. Your prosthetic is broken and will 
  need to be repaired or replaced before you can gain its benefits 
  again as per the One Leg Hindrance.
  You may invoke Break a Leg before making the Soak roll for the 
  injury, but even if you successfully soak all wounds, the prosthetic 
  is wrecked. 
  Close Fighting (Combat)* 
  Requirements: Novice, Agility d8+, Fighting d8+
  This edge is for skilled knife-fighters who pride themselves on 
  defeating their foes up close and personal.
   As a close fighter, you move inside most weapons’ reach, adding 
  a bonus to your parry equal to an enemy weapon’s reach +1 for that 
  foe. If the foe is unarmed or using a small weapon, no bonus occurs.
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  42
  Improved Close Fighting (Combat) 
  Requirements: Novice, Close Fighting
  You have trained to go for vital areas and weak spots for quick 
  and lethal kills, you add a bonus to your Fighting roll equal to your 
  enemy’s reach +1.
  Demon Hunter (Profession)
  Requirements: Novice, Arcane Background (Witch Hunter) 
  You have come to the West Indies to destroy the demons that 
  have escaped the bonds of hell. Evil walks this earth, and a higher 
  authority calls upon you to destroy it. You gain a +2 to hit any de-
  monic or undead creature. 
  Dirty Fighter (Combat)*
  Requirements: Seasoned
  There is no honor among thieves, and the Caribbean has more 
  than its fair share of scurvy dogs. Those with this edge do anything 
  to win a fight.
  Being deceitful in combat and good at tricks, you add +2 to Trick 
  maneuver rolls. 
  Really Dirty Fighter (Combat)*
  Requirements: Seasoned, Dirty Fighter
  You are skilled in tactical deceit. By describing the trick and 
  spending a Bounty, you may automatically get The Drop on any 
  single opponent.
    (order #13539823)
  
  43
  Entangle (Combat)*
  Requirements: Seasoned, Fighting d8+
  An entangle is a combined disarm and grapple maneuver that 
  leaves the foe disadvantaged but allows the attacker to continue 
  fighting.
   A successful Disarm attack entangles the foe’s weapon arm, e.g. 
  by wrapping that arm in a cloak, or locking the opponent’s elbow 
  against your body with your offhand.
  The foe now counts as an unarmed defender (unless they have 
  two weapons) and cannot withdraw from combat. You may continue 
  to attack the entangled foe using a one-handed weapon in your 
  dominant hand.
  The foe may try to break the entanglement on their action as per 
  breaking a grapple. 
    (order #13539823)
  
  44
  Fists of Stone (Combat)
  Requirements: Novice, Strength d8+, Fighting d8+
  Years of manual labor has made your punches as hard as stone. 
  They are so hardened that they are considered a weapon.  Unarmed 
  combat damage increases to Str + d4. This damage can be lethal.
  Flynn Maneuver (Combat) 
  Requirements: Seasoned, Agility d8+, Climb d6+
  A Flynn Maneuver is a swashbuckling rope swing using the crew-
  mate’s movement. They choose to either land on the opponent’s 
  ship and take an action, or swing into an opponent causing a push 
  as per the Savage Worlds core rules. This push is the same as a run-
  ning push so the crewmate gains a +2 to the opposed Strength roll.
  Frugal (Social)*
  Requirements: Novice, Smarts d8+
  You are tight with your purse. Add +2 to all Smarts rolls to avoid 
  getting drunk, gambling, or other costly ventures. You cannot be 
  both garrulous and frugal.
  Gumption (Combat)* 
  Requirements: Veteran, Wild Card, Iron Jaw
  When lesser men fall by the wayside, your buccaneer keeps going.
  When the crew mate takes enough wounds to incapacitate them, 
  they may make a free soak roll. Should the roll fail, they can spend a 
  Bounty to make another soak roll as normal. If your buccaneer suf-
  fered multiple wounds in the same round that incapacitates them, 
  they make multiple free soak rolls.
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  45
   Example: Deadeye Billows already has 2 wounds, when two witch 
  hunters shoot him, inflicting 2 and 3 wounds respectively. Deadeye 
  may make two free soak rolls, one against each attack.
  Gunsmith (Professional)* 
  Requirements: Novice, Smarts d8+, Repair d8+
  Gunsmiths make and repair firearms. They manufacture stink 
  pots, grenadoes, and pistol shot. When a weapon blows up because 
  of a critical failure, a gunsmith takes no damage. They know the 
  indicators of an eminent explosion. A gunsmith receives a +2 bonus 
  when creating weapons.
  Iron Jaw (Combat)*
  Requirements: Novice, Vigor d8+
  The crewmate stands tall as an oak when taking hits. They get a +2 
  to soak rolls.
  Lived to tell (Background) 
  Requirements: Novice, Vigor d6+, Survival d8+, Enemy (Major)
  Once marooned by a former crew, you survived the brutal condi-
  tions and it strengthened you. You gain a +2 bonus to survival rolls. 
  In addition, your overland movement rate of the crewmate and any 
  accompanying people is one level better (so hard becomes average, 
  for example) to the minimum of Easy. See overland movement in 
  core rulebook
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  46
  Loa Powers (Powers)
  Requirements: Novice, (Vodou) Arcane Background
  Vodouisants follow one of the three Loa types, the Ghede, the Petro, 
  or the Rada. This edge grants access to the power list of the chosen 
  Loa type. You may take this edge multiple times to gain access to each 
  Loa type. This is as the Power edge from the Savage Worlds Deluxe 
  rule book, but grants two added powers instead of one.
  Lunge (Combat)*
  Requirements: Novice, Fighting d8+
  A lunge allows you to extend the reach of your weapon. You gain 
  +1 reach to your weapon. You may not use this edge with First 
  Strike, Frenzy, or Sweep.
  Master (Professional) 
  Requirements: Veteran, Smarts d8+
  You are a master at your crew position. When you are carrying out 
  an order, you may make one free reroll before spending a Bounty.
  Master & Commander (Leadership)
  Requirements: Seasoned, Smarts d8, Boating d10, Intimidation d8, 
  Command
  You must be the Captain of the ship when using this Edge. Crews 
  who serve under this skilled leader add +2 to their boating rolls.
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  47
  Opportunist (Leadership)
  Requirements: Novice, Command
  You have gained respect and are a leader among the crew, be-
  cause of the great deeds you have done. Opportunist allows you to 
  spend a Bounty to call for an extra action card for another crewmate.   
  Rope Monkey (Professional)* 
  Requirements: Seasoned, Agility d8+, Climbing d10+
  Rope Monkeys are those sailors that are masters at moving 
  around a ship’s rigging. They always know just the right rope to cut 
  or pull to swing to another part of the ship and can ride the lines to 
  avoid an otherwise nasty fall.
  Rope Monkey has two functions. First, when on the exterior of the 
  ship you may move to another part of the ship by swinging from the 
  rigging. This counts as your movement and requires a Climbing roll. 
  If successful, you move to any other part of the ship. You may not 
  move any further this action, even by “running.”
  With a raise, you can move and gain momentary surprise on a foe, 
  adding +2 to any Fighting attacks and damage rolls. This stacks with 
  a Trick maneuver.
  A foe who wants to take his free attack at a Rope Monkey swing-
  ing out of melee suffers a -2 to their attack roll. The same applies to 
  characters with First Strike. They suffer a -2 penalty to their Fighting 
  roll. Rope Monkeys may make a climbing roll any time they fall from a 
  ship’s rigging (if they are still conscious). Success means they take half 
  the usual falling damage by grabbing onto ropes as they tumble. With 
  a raise, the crewmate grabs a rope and suffers no damage.
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  48
  Salt of the Sea (Background)
  Requirements: Wild Card, Novice, Boating d6+, Knowledge (Carib-
  bean) d6+
  As an experienced buccaneer, you start play as seasoned. You start 
  the game with 20 experience points.
   This experience has a price. If you take this edge, you will draw a 
  single card. Your Admiral will tell you what has happened to you in 
  the years you have spent on the high seas. If the draw results in an 
  extra hindrance, you gain no points.
  Seducer (Social)*
  Requirements: Novice, Attractive
  The hero or heroine (or villain) knows how to stymie or 
  distract the opposite sex by using their charms.
  You may use Persuasion as a test of wills against mem-
  bers of the opposite sex, pitting your looks and charm 
  against a foe’s smarts. Add your Charisma bonus to 
  the roll as normal.
  Spearhead (Professional)* 
  Requirements: Novice, Boating d4+, Climbing d6+, 
  Throwing d6+
  Many captains instill courage in their men by offering 
  rewards to the first man to board an enemy vessel. Few 
  survive to claim their prize. Through skill and luck this 
  crewmate has survived dozens of boarding actions and 
  lives for the adrenaline rush.
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  49
  You receive a +2 bonus to all Climbing, Throwing and Jumping 
  rolls involving boarding an enemy ship. If you are the first to board 
  an enemy ship, you receive a Bounty.
  Stinkpot/Firepot Specialist (Combat)* 
  Requirements: Novice, Throwing d8+
  This hero is skilled at throwing a stinkpot/firepot where it has the 
  best chance of starting a fire.
  If you hit with a stinkpot/firepot, the target catches fire on a 
  4-6 instead of a 5-6. If the attack causes one or more wounds, the 
  chance increases to 3-6.
  Storm Sense (Weird)* 
  Requirements: Novice, Boating d6+, Spirit d6+
  When the wind and weather is at its worst you are at your best. 
  The storm speaks to you. Few crewmates understand your storm 
  sense and most are unsettled with your love of a good storm.
  The ship adds +2 to its Batten down the Hatches order. In ad-
  dition, draw two action cards each round during a storm and keep 
  the best card. Crew members with the Wind Sense edge draw three 
  cards in total.
  Treasure Hound (Professional)* 
  Requirements: Novice, Luck
  These scalawags are just luckier than others when finding trea-
  sure. If there’s a single treasure hound in a party, the Admiral in-
  creases the value of booty generated by 25%. The chance of finding 
  a relic increases by 10%.
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  50
  Vodou Crafter (Professional) 
  Requirements: Novice, Knowledge (Vodou) 8+, Arcane Background 
  (Vodou)
  To craft a potion or powder the creator must have ingredients. 
  Each Vodouisant uses a unique recipe and must always make their 
  potions with the same components: using another Vodouisants 
  formula results in a failure. 
  Potions and powders are miracles, not chemistry and work only 
  when granted their powers by the Loa, not because of the ingredi-
  ents assembled. 
  It takes one hour per Power Point to create an item, at the end 
  of this time the crafter makes a spirit check to see if the Loa have 
  answered their prayers. When they succeed, the item has power and 
  is ready to use.
  A potion only affects the drinker. While a powder can affect the 
  user or a target. The more power points you spend on an item 
  determines how long or powerful the strength is. The crafter spends 
  power points equal to the power’s listed cost plus additional points 
  for desired duration of the power. 
  If crafting a powder or potion that grants the effects of an edge or 
  a hindrance, the crafter must spend 3 power points for three rounds 
  and an additional 1 point for each round after that. Double the 
  power points if the level of the power, edge or hindrance is higher 
  than the crafter’s and make the spirit check at a -2.  
  Wall of Steel (Combat)* 
  Requirements: Veteran, Notice d8+
  Sometimes a crewmate finds himself outnumbered in a fight. This 
  hero has the ability to handle multiple foes at once. Opponents gain 
  no “gang up” bonus against the hero.
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  51
  Wind Sense (Weird)*
  Requirements: Novice, Smarts d8+, Boating d8+
  You have a supernatural knowledge of air and wind. You sense 
  changes in weather and wind direction long before they happen.
  If the crewmate is at the helm, they gain +2 to Boating rolls dur-
  ing a pursuit, using their knowledge of the winds to outrun or catch 
  their enemies. In addition, draw two cards each round during a 
  storm and keep the best. If you have the Storm Sense edge as well, 
  draw three cards in total.
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  52
  Hindrances
  Big Spender (Minor)* 
  You’re loose with your money, sometimes spending everything 
  you have on a few nights of drunken debauchery. If you buy yourself 
  a drink, you can’t help but buy for others. 
   When drinking, your costs double. After three or more drinks the 
  crewmate makes a Spirit roll to avoid spending all money on hand. 
  Bird Brains (Minor)
  You are a bit delusional and obsessed with birds, believing you can 
  communicate with them. You can’t. Birds do love you though, and 
  one is always nearby, often peppering your clothes with their drop-
  pings. Your Charisma is -2 as others see you as crazy and smelly.
   You may start the game with a parrot or other small bird. This 
  creature is just a pet and does not gain actions of its own unless you 
  take the Beast Master edge.
  Branded (Major)*
  Convicted of acts of piracy, this crewmate escaped the noose but 
  received a brand on their face labeling them a buccaneer.
  Your Charisma is -4. Privateers or naval troops search and scruti-
  nize the cargo on any vessel you are aboard. If you get caught com-
  mitting an act of piracy again, you get a short drop and a quick stop 
  at the end of a noose. 
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  53
  Cocky (Minor)*
  The world needs to know your prestige, which you take every op-
  portunity to proclaim. 
  In the first round of combat, you must declare your greatness or 
  denounce your foes. If forced to act instead, it costs you a Bounty.
  A villain with this hindrance never delivers a finishing blow to a 
  foe. Instead, he leaves them to die, or orders his minions to finish 
  them off while he exits the scene.
  Dead Man’s Tale (Minor) 
  The dead should stay dead: their rising is unnatural and encoun-
  tering them sets you back on your heels.
   When confronted by lost souls, you act last in the first round of 
  combat. At the start of the next round, make a Fear roll at -2. If suc-
  cessful, you have overcome your unease and may take an action card 
  as normal. With a failure, you continue to act last until you succeed 
  on the Fear check.
  Glass Jaw (Minor)* 
  You are weaker than most and cannot withstand punishment. 
  They say you have a glass jaw and can’t take a solid hit. You suffer a 
  -2 penalty to soak rolls.
  Jingoistic (Minor or Major)* 
  The crewmate dislikes people from other cultures and believes 
  in the superiority of his own culture. A jingoistic Englishman, for 
  example, dislikes Frenchmen and Spaniards as much as he does the 
  Welsh, Scottish, or Irish. They cannot help belittling other cultures at 
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  54
  every opportunity. The Minor version has -2 Charisma among other 
  cultures. The penalty increases to -4 for the Major Hindrance.
  Jonah (Major)
  Your crewmates believe you have provoked the ire of the sea gods 
  and your mere presence imperils the ship. Foul weather seems to 
  follow you, and ill fortune befalls those close to you. Whenever you 
  draw a joker, each other player suffers a -2 to their actions this turn 
  and the Admiral and the Jonah each earn a Bounty.
  Landlubber (Minor)* 
  Not everyone likes the sea. Landlubbers find the workings of a ship 
  incomprehensible. They cannot buy Boating with their starting skill 
  points. Although they can learn it through advancements, they never 
  grasp the basics and always receives a -2 penalty to all Boating rolls.
  Sea Sickness (Minor)* 
  The ship sways back and forth and back and forth. Your stomach 
  sways with every motion. You get green-gilled and sick. While at 
  sea, you must make a Vigor check each day at -2 or suffer a level of 
  fatigue. This does not need to be taken at crew creation, it can be 
  caused by illness or age.
  Sky Shy (Minor or Major) 
  The lightning and wind are destabilizing in your life. The storm 
  has a life of its own and it wants to destroy you. During a storm, you 
  suffer -2 to all actions. The penalty increases to -4 to all actions for 
  the major version of the hindrance.
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  55
  Gear
  T
  he following section contains a list of equipment crewmates 
  are likely to find available during the Age of Sail. For additional 
  weapons and equipment see the Savage Worlds core rulebook.
  Melee Weapons
   Belaying Pin: Used to secure the rigging aboard a sailing ship. 
  These 18-30 inch wooden pins have a rounded handle and straight 
  shaft. They are quick and easy to grab in a fight and used as a club 
  to bludgeon enemies.
   
  Boarding Axe: An axe with a longer than normal shaft that was 
  two to three feet in length. Used in cutting rigging, preventing 
  grappling, putting out fires and chopping down doors. Boarding 
  axes help when jumping between ships and climbing up the side of 
  an enemy vessel. 
   
  Boarding Pike: When a defender is charging you, a spear or 
  polearm is great for defense. On a ship, a boarding pike performed 
  the same task. It has a four to five-foot shaft with a metal spearhead 
  and rounded hook at the end. Used at distance it is useful to repel 
  boarders. 
  Cutlass: A small, thick-bladed sword with a rounded guard on the 
  handle to protect the hand. The best weapons on a ship were ones 
  with multiple purposes. A cutlass is a favorite because it is strong 
  enough to cut rope, short enough not to be encumbering, and a 
  good, fast weapon.
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  56
   Dirk: A naval dirk is a good weapon when boarding other ships. 
  It is a thrusting dagger with a longer blade than a standard dagger 
  and good against enemies. Its smaller size versus a sword makes it 
  easier to manage when jumping from ship to ship. 
   
  Marlin Spike: A long, tapered cone of 6 to 18 inches used on sailing 
  ships to loosen knots and tighten line. They often have a needle’s eye 
  which makes it easier to grip. Their pointed end works well in repel-
  ling boarders, or as a general, convenient weapon onboard ship.
   
  Harpoon: Harpoons are long spears used for hunting large aquat-
  ic animals, such as whales and sharks. A rope tied to the bottom and 
  Melee Weapons Table
  Weapon
  Damage
  Cost
  Weight
  Notes
  Belaying Pin
  Str + d4
  10
  1
  Similar to a Club
  Boarding Axe
  Str + d6
  210
  3
  +1 boarding
  Boarding Pike
  Str + d8
  400
  25
  Reach 2, 2 hands
  Broadsword
  Str + d10
  400
  12
  Parry -1, 2 hands
  Cutlass
  Str + d4
  180
  3
  Parry +1
  Dagger
  Str + d4
  25
  1
  Dirk
  Str + d4
  180
  1
  Marlin Spike
  Str + d4
  20
  1
  Harpoon
  Str + d6
  100
  10
  AP 2, Reach 1, 2 Hands
  Rapier
  Str + d4
  150
  3
  Parry +1
  Scimitar
  Str + d6
  250
  4
  Short Sword
  Str + d6
  200
  4
  Tomahawk
  Str + d6
  200
  2
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  57
  a jagged spearhead helps reel in the catch. Buccaneers use these as 
  weapons when boarding other ships. A good sailor can throw it with 
  power and accuracy.
   
  Rapier: A sword with a long, thin blade used for thrusting and 
  defense. It is a popular weapon of the day that shows civility and 
  elegance, and their light weight makes them ideal aboard ship. Their 
  design is made for self-defense, and as a dueling weapon.
   
  Tomahawk: A tomahawk is a native weapon resembling the board-
  ing axe. They are much easier to throw than most axes. The word 
  tomahawk comes from a native word ‘tamahaac.’
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  Missile Weapons
   Two-shot pistol:  Black powder weapons in the Age of Sail only 
  fired one shot, except for two shot pistols, which are quite rare. The 
  two barrels can be fired individually or two at the same time. When 
  both shots are fired, they are treated as separate attacks.
   
  Blunderbuss:  The boarding blunderbuss is a short-barreled rifle 
  that fires Loads of pellets, nails, or glass. It is more effective at short 
  range and loses its power at long range.  You lose one die worth of 
  damage at each range increment.
   
  Caltrop: A caltrop is a small star spike used to slow enemies. It has 
  two or three sharp ends to hurt feet. Since most sailors go bare-
  foot on a ship for stability, they are effective onboard. They are also 
  deployed against mounted enemies on land. 
   
  Flintlock Pistol: A pistol with a flint-striking mechanism used to 
  ignite the powder. Officers on a ship fire these first, before wielding 
  their melee weapons; the crew do not carry pistols. They are short-
  range weapons good for “one shot” because they take too long to 
  reload during combat. After firing they are used as a bludgeoning 
  weapon similar to a club.
   
  Grenades: Grenades fall into three categories; they are explosive, 
  incendiary and chemical.
  Firepots An incendiary device meant to catch things on fire. Any-
  thing in a medium burst template catches fire on a roll of a 6 and 
  any person catches fire on a 5-6. Damage also occurs 
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  59
  Grenadoes A small explosive grenade, referred to as grenado dur-
  ing the time. They inflict damage over a medium burst template.
  Stinkpots  A smoking device filled with noxious chemicals that 
  when exploded causes those around it to become sick. Anyone 
  within a Medium burst template must make a vigor roll or take a 
  level of fatigue. The smoke also obscures the area for 5 minutes. 
   
  Long Flintlock: A flintlock rifle with a flint-striking mechanism to 
  ignite the powder. A longer-range version of the pistol for firing at 
  distance. As two ships approach each other, the long flintlock is fired 
  at the enemy before being abandoned when boarding began.
  Missile Weapons Table
  Weapon
  Range
  Dam
  RoF
  Cost
  Weight
  Min Str
  Notes
  2-barrel pistol
  5/10/20
  2d6+1
  2
  300
  4
  Three actions to reload
  Blunderbuss
  10/20/40
  1-3d6
  1
  300
  12
  d6
  Two actions to reload
  Caltrops
  1/2/04
  1
  1
  100
  1
  Reduce Pace 50%
  Crossbow
  15/30/60
  2d6
  1
  500
  10
  AP 2, 1 action to reload
  Flintlock Pistol
  5/10/20
  2d6+1
  1
  150
  3
  Two actions to reload
  Grenades
  Firepot
  5/10/20
  2d6
  1
  100
  1
  Medium Burst Template
  Granadoes
  5/10/20
  3d6-3
  1
  100
  1
  Medium Burst Template
  Stinkpot/Firepot
  5/10/20
  1 Ftg
  1
  100
  1
  Medium Burst Template, 
  Vigor Roll
  Javelin
  3/6/12
  Str+d6
  1
  100
  5
  d6
  Longbow
  15/30/60
  2d6
  1
  200
  5
  d8
  Long Flintlock
  10/20/40
  2d8
  1
  250
  4
  Two actions to reload
  Musket
  15/30/60
  2d8
  1
  350
  12
  d6
  Two actions to reload
  Musketoon
  10/20/40
  1-3d6
  1
  350
  10
  d6
  Two actions to reload
  2d8 -2
  Pocket pistol
  2/4/8
  2d6-1
  1
  400
  2
  Two actions to reload
  Short bow
  12/24/48
  2d6
  1
  250
  2
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   Musketoon: A shorter barreled musket used by the navy and 
  pirates in more confined spaces. A musketoon has the unique ability 
  to be used as either a shotgun or single balled rifle depending on 
  the shot Loaded.
   
  Pocket Pistol: Pocket pistols are one shot weapons that are small 
  enough to easily conceal in the sleeve of a shirt or cuff of a boot.
   
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  61
  Mundane Items
    Bedding: By the mid-17th century, very few buccaneers slept on 
  deck. Most slept in hammocks. They used blankets and pillows for 
  comfort.
   
  Bones (Dice): Few ships allowed gambling on board, but when a 
  crew went ashore, it occurred often. The crew liked having dice at 
  the ready to gamble anywhere.  
  Boots or Shoes: Buccaneer crews didn’t wear boots on deck, 
  they went barefoot on board for stability.  They wore boots and 
  shoes on shore.
  Canvas Bag: Those that could not afford a sea chest stored their 
  belongings in canvas bags. They were strong and sturdy but needed 
  to be replaced often because of the salt air. 
   
  Carving Knife:  More of a dinner knife than a weapon, buccaneers 
  whittled or used them at meals. They were dull and used as a tool.
   
  Clothes: Clothes were important for buccaneers and sailors. Stan-
  dard clothing at sea did not last long (3 months) before it needed to 
  be replaced. They had two sets of clothes, their everyday clothes and 
  a set of warmer clothes for colder seas. 
   
  Flask: Buccaneers and sailors loved their drink. They kept their 
  own stash of grog in flasks.
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  62
  Hammock: Hammocks made of canvas were the most common 
  on board. They hung between posts below deck and swayed with 
  the ship. Few ships provided hammocks, and required the user to 
  buy them. 
   
  Tricorne Hat: A hat with three points usually worn by gentlemen.
   
  Sea Chest: Sailors kept their possessions in sea chests or canvas 
  bags.  A sea chest was more secure and often had locks to protect 
  the contents.
  Mundane Items Table
  Item
  Cost
  Bedding
  10
  Bones/Dice
  1
  Boots/Shoes
  100
  Canvas Bag
  50
  Carving Knife
  3
  Clothes
  20
  Flask
  5
  Hammock
  25
  Sea Chest
  100
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  63
  Equipment Packs
  Equipment Packs are pre-bundled equipment packs that allow the 
  crew to buy several items at discount.
   Players may begin the game with one weapon and one of the 
  following packs.
   
  Sea Pack: Sea Chest, 2 set of clothes (1 you are wearing), Backpack, 
  Boots, Bedding, Belt, Carving Knife, Flint & Steel, Hammock, Coin 
  Pouch, Rope, Twine, Flask, Whetstone.
   
  Soldiers Pack: Canvas Bag, Boots, 2 sets of Uniforms, Backpack, 
  Bayonet, Boots, Bedding, Belt, Pocket Knife, Flint & Steel, Coin 
  Pouch, Rope, Flask, Whetstone.
   
  Officers Pack: Sea Chest, 2 set of clothes, including coat, Back-
  pack, Boots, Bedding, Belt, Flintlock Pistol, Flint & Steel, Hammock, 
  Tricorne Hat, Coin Pouch, Rope, Spy Glass, Twine, Flask, Whetstone.
   
  Schoolers Pack: Sea Chest, 2 set of clothes (1 you are wearing), 
  Backpack, Book and Writing Utensils, Boots, Bedding, Belt, Holy 
  Symbol, Flint & Steel, Hammock, Tricorne Hat, Coin Pouch, Candle, 
  Twine, Flask.
   
  Navigators Pack: Sea Chest, 2 set of clothes (1 you are wearing), 
  Backpack, Book and Writing Utensils, Boots, Bedding, Belt, Carving 
  Knife, Charts, Sexton, Flint & Steel, Hammock, Coin Pouch, Twine, 
  Flask, Whetstone.
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  64
  Unwritten Rules
   
  e BuccaneeR code
  B
  uccaneers were barbaric thieves that pillaged the Caribbean, 
  but even thieves had rules. They lived in close quarters, and the 
  Code helped keep the peace as infighting among the crew hurt the 
  highest goal: profit. Well run ships had strict rules, and it is believed 
  that most Buccaneer codes were inspired by privateers that had a 
  military approach to piracy. 
  The ship’s quartermaster was in charge of enforcing the Code and 
  punishing these that disobeyed. Each crew or Captain had their own 
  Code of Conduct.  We encourage Admirals and Crew to write their 
  own code in game. 
   
  An example of a buccaneer code:
  I. 
  Every crew member has an equal vote. 
  II. 
  Each crew member has an equal share of food and spirits taken.
  III. 
  Anyone who steals from the crew suffers being marooned with  
   
  only a flintlock and a single bullet.
  IV. 
  There is to be no Gambling onboard.
  V. 
  Fires must be extinguished each night. No new lights can be lit  
   
  after the crew goes to sleep.
  VI. 
  Each crew member will always be ready for a fight, and keep their  
  5: The World
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  65
   
  weapons clean and in good working order.
  VII. 
  No crew member shall hide a stowaway onboard. Offending crew  
   
  will be marooned and their stowaway will be put to the sword.
  VIII. 
  Any of the crew that deserts his duty during battle shall suffer  
   
  instant death or suffer being marooned.
  IX. 
  No crew member may strike another member of the crew while  
   
  onboard.  If the quartermaster determines them to be mutual  
   
  combatants, then the dispute shall be settled with sword or pistol  
   
  onshore.
  X. 
  Any crew member being crippled or losing a limb shall be given  
   
  five hundred pieces of eight from the ship’s fund.
  XI. 
  The Captain and quartermaster each receive two shares of any  
   
  prize, the master gunner and boatswain shall receive a share and a  
   
  half. The rest of the crew are entitled to a single share. 
  Parlay:  A parlay is a call for Captains of rival ships to discuss is-
  sues or grievances without fear for their lives or capture. Although 
  Parlay does not hold much sway in real history and was more of 
  a cinematic conceit, it holds great potential for dramatic value in 
  roleplaying. Captains of buccaneer or privateer ships can use Parlay 
  to resolve social conflicts and attempt to avoid more bloody means 
  of negotiation.
   
  e paRlay
   A parlay is a call for rival ships to discuss their grievances without 
  fear of death or capture. They held little sway in history but hold a 
  value in roleplaying.
  They are compelling for a captain to attend. The rules state each 
  Captain can bring up to two crewmates, but they may not speak dur-
  ing the parlay. The one calling the parlay gives a neutral site where 
  no black powder weapons can be present. Bladed weapons must 
  stay at your side. If a Captain refuses to attend a parlay, they become 
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  coward to their crew. Future crew order rolls suffer a -2 until they 
  find a new Captain. If anyone violates the terms after the parlay has 
  begun, their crimes may be punishable by death.
  Once a parlay begins, we suggest using the rules for a social con-
  flict from core rules.
   
  e vodou
  When the West African tribes were brought to the Caribbean, they 
  carried the Vodun religion with them. Vodun means “spirit” in one 
  of the tribal languages of Benin, a region of West Africa. The cap-
  tives were originally brought to the shores of the Caribbean to work 
  in mines and on plantations to supplement the oppressed workforce 
  of native Taino people who had suffered widespread death from 
  western diseases the Europeans carried with them. 
  The practice of Vodun became syncretic in the New World, as-
  similating the beliefs of multiple African traditions, numerous native 
  tribal beliefs and even European traditions. There is a strong Roman 
  Catholic influence on the religion, which may have been brought in 
  to disguise the religion from the disapproving masters. Hispaniola 
  is the cradle of Caribbean Vodou, and it is from here that it spread 
  through the region.
  In Buccaneer: Through Hell and High Water, we use the term 
  “Vodou” to represent arcane powers and cultural beliefs that are his-
  torical fiction, both inspired by true history and respectfully changed 
  for use in a cooperative storytelling game.  This has changed the 
  religion to fit the fantastical nature of our game setting.
  Although Witch Hunters consider Vodou a dark religious cult, 
  Vodouisants revere a Bondye or “Good God,” who is both remote 
  and inaccessible to mankind. The Bondye does not intercede in their 
  daily lives, instead acting as a God-Maker who created other gods, 
  called Loa, to deal with the mundane tasks of man.
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  Practitioners of Vodou communicate with the Loa or “Lesser 
  Spirits,” each of which has a realm of the world they rule over (e.g., 
  water, wind, fishing, and farming). We group the Loa into three fam-
  ilies based on their realm of influence. Within each family, however, 
  there are many Loa. When a player chooses a Vodouisant at creation 
  they must also choose a Loa family they are most influenced by.
  The Rada: Their powers come from nature, people, and the tan-
  gible world. They are the caretakers of everything around us (i.e. the 
  earth, the animals, crops, weather, and the dealings of man). They 
  hold dominion over morality and laws and the way we interact with 
  each other. Rada Loa associate with the color white. Some examples 
  are Papa Legbe who reigns over communication and understanding, 
  Anaisa Pye reigns over love and happiness, and Loco who watches 
  over plants, trees, and healing.
  The Petro: Their powers come from things not of this world or 
  destructive to it. They watch over demons, abominations, and cata-
  strophic forces. They are darker in nature and commune with things 
  unseen. During Petro ceremonies, Vodouisants light gunpowder, 
  crack whips, and whistle to demand attention from the Loa. They are 
  very controlling by nature. Petro Loa associate with the color red. 
  Some examples are Danto the mother of the Petro who is strong 
  and unbending, Erzulie Jan brings to the world violence and de-
  struction, and Agau who brings earthquakes, volcanoes and thunder.
  The Ghede: Their powers come from the dual nature of life and 
  death. Their rituals are borderline taboo in most cultures for their 
  violence and exhibitionism. Vodouisants who channel the Ghede are 
  viewed with unease and suspicion because of they do not fear death 
  like most. The Ghede revel in life just as much as death and reign 
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  68
  over fertility and the unborn. Ghede Loa associate with the 
  color black. Some examples are Papa Ghede the first man to 
  die on this earth and protector of sick children, Nibo the 
  first criminal and protector of outlaws and thieves, and 
  Linto the Child who steers other children down dark 
  paths.
  Vodou is a religion of rituals, shrines, dances, sculp-
  tures, and symbols. Vodouisants pay homage to the 
  Loa they follow by performing various rituals each 
  day. Practitioners use potions, candles, amulets, tal-
  ismans, gunpowder, whips, herbs, and chains in their 
  ceremonies. While many arcane powers are fast acting, they 
  often result from long preparations. A Vodouisant that does not do 
  their rituals every day angers the Loa and suffer penalties until they 
  can once again honor the spirits.
  Masters of Vodou create potions that are given to those in need. 
  These potions are hard to come by as they are rarely sold. The 
  beneficial effects of these potions only benefit those who succeed 
  at a Spirit check when imbibing them, representing the good will 
  of the Loa. A failure of Spirit by a skeptical recipient would result in 
  poisoning.
  Due to the strength of their zealot beliefs, a Witch Hunter would 
  never benefit from the effects of a Vodou potion, and would likely 
  never choose to imbibe one in the first place. 
  Vodouisants do not have to be of African origin, many tribes of 
  Natives as well as a few Europeans worshipped the Loa. 
  While belief and circumstance often pit Vodouisants against Witch 
  Hunters, they can work together in the same crew to accomplish 
  higher goals while also exploring this antagonistic dynamic. 
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  Gazeteer
  Nations
  T
  he greatest powers in the world are in Europe, and they are 
  reaching out to spread their wings. There is a growing demand 
  in these nations for dyes, sugars, tobacco, rice and cotton. Since 
  little trade exists between the nations, they need to go forth and cre-
  ate their own colonies.
  The nations were dealing with their own internal conflicts, due 
  to growing religious differences. With little tolerance of belief, they 
  forced the “heretics” from their homeland. To escape this religious 
  persecution, many found their way to the Caribbean.
  The strange tales of ungodly rituals and horrific beasts coming 
  out of the colonies raised the ire of many zealot priests. They felt a 
  calling to battle against what they perceived as evil, forcing the hand 
  of many nations to support their crusade.
  England
  In the mid-17th century, England was fight-
  ing a religious civil war. Protestants fought 
  to change the significance of the Holy Ro-
  man church. They seized control of the government, forming 
  a republic that only lasted a short time. Lord Protector of the 
  commonwealth, Oliver Cromwell, sent a fleet ships known as the 
  Western Design armada to conquer Spanish colonies. They tried to 
  sack Hispaniola but Santo Domingo’s defenses repelled them. After 
  this defeat they moved on and captured Jamaica instead. 
  The monarchists retook control of England, crowning Charles II as 
  King. Charles, a faithful Catholic, ousted the Protestants from power. 
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  Fearing the repercussions, many fled the country for the new colonies 
  of the Caribbean. Charles disbanded the Western Design armada, 
  leaving the English interests in the Caribbean unguarded. For their 
  protection, many colonies opened their harbors to buccaneers, turn-
  ing a blind eye to their criminal deeds against other nations. 
  A sect of the Protestants called the puritans believed that Vodou 
  caused the evils in the new world. Ships that used to belong to the 
  Western Design armada took on a new role as the Navy in White. 
  This new armada comprised zealot puritans called the Devotee. They 
  wore coats of white fashioned after the redcoats of England. The 
  Navy in White was unbending and ruled wherever they went with 
  martial law. It is commanded by Admiral Whitehall, who protects 
  protestant interests and has little use for the English King. Sailing 
  from Governor’s Harbour the Navy in White swept into ports, puri-
  fied the city, and exited like a storm.
  Dutch Republic
  The mid-17th century was the golden age of eco-
  nomic power by the Dutch Republic. Their ships 
  and trade routes were more lucrative than their 
  European rivals. This caused turmoil between nations, escalat-
  ing many conflicts, both economic and physical. As a result, their 
  resources grew thin and they could not protect their merchant fleet. 
  Many a Dutch trade ship fell prey to the buccaneers.
  It was on the back of the Dutch Fluyt that the Republic carried 
  its power. It was the best and fastest merchant ship of the day. It 
  required less crew and could haul more cargo. Therefore, Fluyts of-
  fered great rewards to the buccaneers. 
  Dutch Indies Trade Company held great influence over the Dutch 
  colonies. The company is run by the old sailor Jan Abel Jansen, for-
  mer Admiral of the Dutch fleet. They held the Netherland and Lee-
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  ward Antilles, installing their own governors on each island. Though 
  part of the Dutch Republic that acted on their own accord. It was 
  only when things became less manageable that they requested help 
  from their governments.
  The Dutch, who were motivated more by money, tended to ignore 
  the mystic aspects of the Caribbean. Their interests lay in stopping 
  the buccaneers, due to the losses caused by these scoundrels. Their 
  way of defending themselves was to offer great rewards for captur-
  ing their tormentors. Greed turned some crews into buccaneer 
  hunters who then stalked those they use to call ally.
  France
  France was in a time of new leadership. Until 
  the young King Louis XIV was old enough to 
  rule on his own, the chief minister, Cardinal 
  Mazarin ruled for him. Mazarin held great influence over the 
  young king. This shaped his views and understanding of the 
  world. He taught Louis that God ruled kings and kings ruled man. 
  This meant that a king should not interfere with the acts of God. 
  This dogma drove how Louis’ ruled going forward. 
  The French buccaneer raids on the western side of Hispaniola, 
  caused tensions between France and Spain. When Spain pulled its 
  colonists closer to Santo Domingo this allowed France to settle the 
  western half of the island, including Tortuga, a small island north of 
  Hispaniola. The buccaneers that once harassed Spain now anchored 
  on this small island with their English allies.
  Disturbing reports of dark deeds and Vodou were being reported 
  to the king by the Jesuit priests on Hispaniola. Louis, who was deal-
  ing with the death of his chief minister, chose not to interfere. In his 
  eyes these were acts of God, causing him to ignore the warnings of 
  the church. He believed God would sort out these unnatural affairs. 
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  He felt his navy was better served keeping close to home, instead 
  giving letters of marque to privateers to maintain making their at-
  tacks against France’s enemies legitimate. 
  France’s aristocrats and clergy heard the stories of evil coming 
  from the islands. Their king’s lack of action, choosing to claim god’s 
  will, angered them. An organized group that fought against heretics 
  in years past, now reformed to fight evil in a new holy war. This was 
  the Catholic League. The league was kept secret from Louis to allow 
  its ongoing survival. With their wealth, they could hire their own 
  privateers and a few ships to begin a crusade in the Caribbean.
  Papal States
  Not actually a nation, the Papal States were a 
  dominant power of the time. They had accumu-
  lated more wealth than any nation. Led by Pope 
  Alexander VII a shrewd political figure, the church in Rome had 
  great influence in the world. Kings, Queens and the rulers bowed 
  down to the Pope. 
  Cardinal Mazarin of France refused to bow down and once 
  threatened war due to a decree enacted by the Pope. This decree 
  called for payment of an assumed debt. This war never materialized. 
  France paid the payments despite not agreeing with them. This was 
  because of the influence the Pope held over other rulers.
  During a gathering of the College of Cardinals, the Pope shared 
  divine visions he received. These dark images showed a world filled 
  with demonic souls and nightmares, which were leaking out of a 
  breach from hell located in the Caribbean. With the dark tales com-
  ing from the islands which matched the Pope’s visions, the Cardi-
  nals rallied their faith behind the Pope. 
  Using the wealth of the church, ‘The Navy of God’ was formed to 
  eradicate the demonic souls and nightmares. Each ship was com-
  manded by a loyal Catholic sailor referred to as the Bishop. The Ve-
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  netian sailor Giuseppe Cordoli, who was given the title of ‘the right 
  hand of God’ by the Pope, took command of the flagship of the 
  fleet. This was a large war ship called the ‘Queen Sarah’s Revenge’, 
  donated by England’s king.   
  Spain
  Spain once owned most of the Caribbean 
  and the vast majority of the region’s wealth. 
  After many years of conflict, Spain began 
  losing control in the region. King Philip IV was a weak ruler 
  and made many poor decisions, such as withdrawing the 
  colonists from western Hispaniola. After his death, Spain was in a 
  state of decline. 
  Charles II was heir to the throne and anointed soon after his 
  father’s death.  Charles was only three years old when he became 
  King. He was too young to rule, so the Council of Castile appointed 
  his mother Mariana of Austria to rule as regent in his stead. Mari-
  ana, a deeply religious woman, named her own confessor Juan 
  Everardo Nithard as Grand Inquisitor. Nithard manipulated Mari-
  ana and was soon after appointed the highest seat of power on the 
  Spanish Court. This allowed Nithard to make policy and sign agree-
  ments with little or no interference from the crown.
  Nithard seeing the rise of evil in the Caribbean, issued a decree 
  for the destruction of the Buccaneers and Vodouisants. Ships of 
  witch hunters and Inquisitors sailed to the Caribbean, intent on 
  purifying any soul that had turned away from god. The Inquisitors 
  were given power and often issued unpopular orders to the armada 
  that allowed them to exert control over operations.
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  The Caribbean
  Bahamas (England)
  Columbus’ first voyage across the ocean cast anchor on the isle of 
  San Salvador. It is one of the seven hundred islands that make up 
  the Bahamas. The Spanish did not stay long on these islands due to 
  the lack of resources. They only returned to the Bahamas when they 
  needed laborers to man the plantations and mines on Hispaniola. 
  Taken as slaves, most of the native tribes vanished from the islands 
  leaving them empty for years to come.
  On Bermuda, the population was growing so fast it became a 
  burden to their society. Many choose to migrate off the island and 
  settled on Eleuthera Island in the Bahamas. On their new home, 
  they faced many hardships and struggled to survive. The poor soil of 
  the island did not allow crops to grow and the ones that did where 
  raided by Spanish.
  A few moved to New Providence Island hoping for an easier life. 
  They found conditions even worse. To survive many turned to salvag-
  ing ships that founded or sunk near the islands. The salvagers were in 
  constant conflict with the Spanish since the bulk of the ships salvaged 
  belonged to Spain. The Buccaneer mindset came from these conflicts 
  deciding it was better to take from Spain than be her victim.
  New Providence Island, Nassau
  Governor: Captain John Ravenbeard leader of the Privateer Republic
  Near the Bahamas severe storms can swell at a moment’s notice. 
  These storms offer no kindness for wooden ships causing many a 
  wreck. Nassau’s citizens enjoyed their proximity to the trade routes 
  allowing them to reap the profits caused by these hostile squalls. 
  The town came to be a vital haven to the lawless with the British 
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  government turning a blind eye to those plundering the Spanish 
  wrecks. The Privateer Republic seized control of island. They con-
  trolled the island and had a loose relationship to England.
  Island of Eleuthera
  Governor: William Burgess
  Not able to practice their faith in England, the Puritans fled its 
  shores seeking a new home. They found one on Eleuthera Island in 
  the Bahamas. It was there they found safety and religious freedom. 
  The capital of Governors Harbour sits in the center of the long is-
  land with its harbour on west side of the island. On a hill, overlook-
  ing the town is the Reformation Church that has become a monu-
  ment to the religion. When the Navy in White, a Puritan armada, 
  needed a home port, they found it in Governor’s Harbour. It became 
  the primary place to base their operations.
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  Cuba (Spain)
  Governor: Francisco Rodríguez de Ledesma
  Spanish colonists first settled Cuba in the year 1511. It was a 
  staging location for Spanish conquistadores and a checkpoint 
  for convoys returning home to Spain. Havana’s location in the 
  shipping lanes made it a major port for the ships. Because of this, 
  Spanish warships kept a greater presence close to Havana. This left 
  most parts of Cuba unprotected. Without the protection, poorer 
  towns and cities were frequent targets of raids by the French and 
  British Buccaneers.
  Havana
  Mayor: Francisco de Valdivia
  Known as the haunted city, La Habana or Havana, is the main port 
  and capital of Cuba. It received its name after a plague brought from 
  ships out of Cartagena killed off a third of the population. Now the 
  Inquisitors are a common sight patrolling the streets for lost souls 
  that haunt the citizens each Devil’s Night. Even with the disruption 
  caused by the lost souls the port remains key to Spanish operations.
  Santiago de Cuba
  Mayor: Juan Velázquez de Cuéllar  
  A beautiful port city in the south of Cuba, Santiago de Cuba is 
  more diverse than most Spanish cities of the region. Spain’s eyes 
  were on Havana and for this reason Santiago de Cuba was a prime 
  target for raids by English and French privateers. Due to Spain’s 
  tight trading laws many citizens were willing to trade with their na-
  tion’s enemies. 
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  77
  The Council of Castile wanting a report on the evils of the Carib-
  bean sent Grand Inquisitor Nithard with an armada of ships. Nithard 
  left the city rule to Velázquez, while he ran the operations of the In-
  quisitors. The mayor however, continued to be a drunk and a woman-
  izer leaving the citizens to govern themselves. Even though the city 
  was under martial rule, most ignored this rule of law and continued 
  business as normal right under the nose of the Spanish officials.  
  Florida (Spain)
  Governor: Cristóbal Arnoldo Isasi 
  Florida is a land of varying climates from its murky swamps in the 
  interior to its beautiful beaches along the coast. Many native tribes 
  called this land their home and did not look upon the new settlers 
  as enemies. It is also a land that is filled with many terrifying crea-
  tures including Giant Mosquitoes, Leech Swarms and Alligators of 
  immense size.  
  Ponce de Leon was the first to explore the swamps of Florida. 
  During one of his expeditions he discovered a natural fountain with 
  healing powers and mystical properties. He did not map its location 
  believing he could easily find it again. When he returned to the spot 
  where the fountain had been it was no longer there and is now lost 
  to the Great swamp
  The native Timucua were only one of many tribes in the region, 
  but the obtuse Spanish referred to all of them as the Timucua. Spain 
  built her Catholic missions all along the coast to teach the faith to 
  the inhabitants.
  The flourishing colonies to the north were forcing the Creek and 
  Choctaw out of their homes. Many of these tribes migrated south to 
  Florida. Their tribesmen were less cooperative than the Timucua and 
  were often at war with the settlers. These attacks forced the Spanish 
  missionaries to flee to Saint Augustine for safety.
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  A tribe of cannibal warriors, called the spirit riders, learned to con-
  jure unspeakable horrors and unleashed them upon the settlers. The 
  spirit riders use the White Footed Wolves of the swamp as mounts. 
  The howls of the riders and wolves instill fear and terror on anyone 
  hearing them. The settlers of Florida begged for help but no one 
  answered the call.
  Saint Augustine
  An Order of Friars Minor established Catholic missions on the 
  Florida coast. In the center of the peninsula is Saint Augustine, the 
  largest colony of Florida. As time went on the population of Saint 
  Augustine swelled with refugees from the abandoned missions 
  along the coast. 
  Saint Augustine is a great mystery as the entire population van-
  ished overnight. There were no signs of struggle with the day-to-day 
  remnants of life left as they were. Sounds of howling and screams 
  are carried on the winds and can be heard from off shore even to 
  this day. Seeing an empty city and a chance for easy plunder the 
  British decided to raid the city. The raiders went ashore never to be 
  seen or heard from again.
  Hispaniola (France/Spain) 
  Governor: Henri Biassou (France), Jose del Monte (Spain)
  Spain established the first colony in the Caribbean and named 
  it Hispaniola. The island was rich in resources but there were not 
  enough Spanish colonists to work the fields and mines. Because of 
  this they enslaved the native people to reap the Bounty of the land. 
  For years the settlement flourished, but after the discovery of a vast 
  wealth in New Spain the Spanish support of the island diminished. 
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  The lack of support led to a rise in Buccaneer raids on Spain’s 
  colonies on the western side of the island. The governor no lon-
  ger having the resources to protect its citizens ordered everyone 
  closer to Santo Domingo on the southern part of the island. After 
  the abandonment, many small French settlements were founded, 
  including a French/British settlement on the isle of Tortuga. 
  As time went on and conditions worsened, many slaves revolted 
  because of the abusive practices of their masters. Spain wanted to 
  put a halt to these rebellions, so they rounded up and executed the 
  revolt’s leaders. This only made conditions worse. The remaining 
  spiritual and tribal leaders banded together performing rituals to 
  the Loa creating Vodou on Mount Fumer in the Chain de la Selle 
  mountains. With the coming of this new religion the Vodou Awak-
  ening was brought forth on Hispaniola
   
  Port-au-Prince
  Long before Spain withdrew its forces from the Western half of 
  the island, Buccaneers established their own port in the area. France 
  claimed it and named the port after the ship The Prince. The Cap-
  tain of The Prince, Henri Biassou, was named first governor of the 
  region. Despite being a Buccaneer, he treated the settlers well and 
  established the Caribbean’s first hospital. 
  Many Vodouisants fled to Port-au-Prince after the awakening, see-
  ing it as a place of safety. Spanish forces still on the island wanted to 
  crush them but never gained the support needed from their skittish 
  governor. This led to Port-au-Prince being the cultural hub of Vodou 
  in the region.
   
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  Island of Tortuga
  Governing Body: The Merchant Lords
  Just off the northwestern coast lies the French and English island of 
  Tortuga. For years Spain attempted to remove the colonists, but the 
  French and English were not deterred and kept returning. Each time 
  the island was reclaimed more and more vengeful Buccaneer crews 
  stayed and the islanders treated them as heroes instead of enemies. 
  The island grew to be a rough and tumble environment, which of-
  fered little in the way of civility. Forced to act an organization of shop 
  owners banded together to bring some order to the chaos.
  Santo Domingo
  Governor: Jose del Monte
  Santo Domingo was Spain’s primary port in the Caribbean for 
  many years. It also served as the Spanish capital in the region. With 
  the discovery of new wealth and more convenient ports, Santo Do-
  mingo’s value to the Spanish decreased. Spain decreased its military 
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  protection and Santo Domingo suffered. It was suffering because 
  of the Buccaneer attacks in the west. So, the Governor made some 
  tough calls. 
  As a cautious man, Governor Monte chose to pull his people 
  closer to Santo Domingo. This was due to the rise of piracy and 
  Vodou threats. It caused the island’s wealth to shrink. The people of 
  Santo Domingo suffered and demanded he take action. He eventu-
  ally sent a garrison to attack the Vodouisants in the mountains near 
  Mount Fumer. The attack failed and he decided to give up the fight. 
  This caused his own people to refer to him as The Great Coward.
  Jamaica (England)
  Governor: Sir Thomas Modyford
  After the failure of the Western Armada to take Santo Domingo, 
  the fleet moved on to take Jamaica from the Spanish. To build up 
  the population, England sent a tougher hardier breed of indentured 
  servants and prisoners to Jamaica, making it harder for Spain to 
  reclaim. Many of these rough individuals would go on to become 
  Buccaneers.
  When England took the island from Spain, many slaves escaped 
  their masters and moved to the interior of the island. They formed 
  their own society, calling themselves Maroons. England attempted 
  to recapture them causing several clashes, but never were able to 
  triumph over them.
  Many Vodouisants out of Port-au-Prince migrated to Jamaica. The 
  Maroons welcomed these newcomers and eventually adopted Vodou 
  as their religion. A Maroon that became a Vodouisant was unlike 
  most other practitioners because of their warrior skills and mystic 
  abilities. This caused them to be feared more than most common 
  Vodouisants. 
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  Governor Modyford began hearing whispers of a strange unchart-
  ed island chain and saw an opportunity for England. He offered the 
  Buccaneer Captain’s opportunity for great wealth if they could claim 
  these new islands for England. It took little convincing. A fleet of 
  ships set sail to explore the High Water islands. Many of their crews 
  never returned vanishing under mysterious circumstances. The 
  islands remain unclaimed by any nation to this day.
  Port Royal
  After England captured Jamaica from the Spanish, Port Royal 
  became its Capital. Spain still had eyes on the island so the Gover-
  nor asked the Brethren of the Coast, out of Tortuga, to help defend 
  the city. Port Royal grew into a haven for Buccaneers. With England 
  sending people to populate the island, Port Royal’s size grew quicker 
  than it could control. It became a wild, raunchy port, perfect for the 
  buccaneer lifestyle.
  Lesser Antilles (England, France, Holland) 
  Forming along a volcanic rim, the islands of the Lesser Antilles sit 
  on the eastern side of the Caribbean. Not part of Spain’s conquests 
  it was the other nations that settled the lands. The whole chain of 
  islands sits on a volcanic rim making it active with energy. When the 
  earth rumbles, the natives speak of the spirits being awake in the 
  mountains.
  St. Croix (France) 
  Governor: Sir Francis Bernard
  The native tribes of the island did not welcome the early settlers. 
  They attacked them making the conditions on the island harsh and 
  unbearable. None of the settlers stayed. After that, a small Spanish 
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  garrison occupied the island and a group of crusaders called The 
  Knights of Malta overthrew the Spanish troops claiming the land 
  for France.
  Saint Martin (Dutch Republic/France)
  Governor: Pierre Dumont (France)
  The Dutch and the French each control half of the island of St. 
  Martin, but the Dutch governor Johannes de Graaff makes his home 
  on Sint Eustatius. Sugar cane grows well on the island and many 
  African slaves arrived to work the fields, bringing with them the 
  Vodou religion.
  Saint Bart’s
  St. Bart’s is given the nickname ‘Bloody Barth’ due to the vast 
  dangers on the island. European settlers were cast out by the Carib 
  tribes that live here, and they continue to attack every outsider who 
  dares land on the island. Natural and otherworldly threats abound 
  such that a marooned soul has little chance of being found alive on 
  the island.
  Saba (Dutch) 
  Governor: Johannes de Graaff acts as governor but makes his home 
  on Sint Eustatius. 
  Rising from the center of the island is Mt. Scenery, a volcano that 
  dominates the landscape. The island is not big so every settlement 
  sits at the base of mountain. Every few weeks a dense fog called the 
  Saba Mist rolls off the mountain engulfing the entire island.
   
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  Sint Eustatius (Dutch) 
  Governor: Johannes de Graaff (Governor of the Netherland Antilles: 
  Sint Eustatius, Saba and St. Martin) 
  The Dutch West Indies Trading company acts as its own govern-
  ment in the Netherland Antilles. Assigning one of their company 
  men to govern the three islands from his home in Oranjestad. 
  The Dutch Republic has stationed troops on the island to be used 
  at the governor’s disposal.
  Saint Kitts (England/France) 
  Governors: Thomas Warner (England), Phillippe de Longvilliers 
  (France)
  In a rare joint effort, England and France colonized the island of 
  St. Kitts. Their troops joined forces to massacre the native Kalinago 
  tribe along the Bloody River. Ever since the massacre the dead have 
  not stayed dead, they rise from time to time at the site of the mas-
  sacre to torment their killers. 
  Antigua and Barbuda (England) 
  Governor: Sir Christopher Codrington
  The gateway to the Caribbean, Antigua is a primary stop for 
  English ships. It has rich farmland that Christopher Codrington has 
  tasked to sugarcane, which is the island’s chief business. Farmers 
  that once raised tobacco now grow sugarcane. On the southern 
  reaches of the island the port town of English Harbour grows as 
  more and ships use the harbour’s natural safety from storms as 
  haven to protect their ships. 
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  Nevis (England)
  Governor: Chester Winingham
  Located next to St. Kitts, Nevis is just a stone’s throw across a 
  narrow stretch from its neighbor. Nevis’ landscape is dominated by 
  a large volcano that draws many worshipers of Vodou who believe 
  the island contains special powers gifted by the Loa. The English are 
  aggressive in removing unwanted visitors.
   
  Montserrat (England) 
  Governor: George Sunderland
  The Irish people in the Caribbean did not want to live under 
  English rule anymore, so they claimed Montserrat as their own. 
  Settlers and indentured servants from all over flocked to the island 
  calling it New Ireland. To fend off England, the Irish inhabitants 
  sought protection from the French, who only have nominal sup-
  port, allowing England to regain control. A group of rebels calling 
  themselves “The Redlegs” never gave up the fight, and they stay in 
  constant war with the English.
  Guadeloupe (France) 
  Governor: Charles Lenard
  The island is two land masses separated by a narrow straight. 
  Rope bridges connect the two islands together. On the island of 
  Grande-Terre an order of Franciscan monks governs, while the 
  French Governor Lenard has control over the other island. Their 
  capital, Basse-Terre, holds most of the island’s citizens as well as a 
  large port. The city and the island share the same name.
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  Martinique (France) 
  Governor: Francois Beloin
  Governor Beloin established the first colony on the island with only 
  a few settlers from St. Kitts. The King of France saw this new settle-
  ment to rid his country of the Protestant heretics that had caused him 
  problems. So, he shipped them to Martinique to grow the fledgling 
  colony and in return increased France’s hold on the island. The 
  heretics, called Huguenots, were an industrious people and built the 
  harbour at St. Pierre into one of the busiest ports of the Antilles.
   
  Barbados (England) 
  Governor: Sir Everton Greenfield
  England settled the island of Barbados with only a handful of 
  settlers, but many more wanted to migrate to the new island. It 
  continued to grow into a settlement of over forty thousand people. 
  Bridgetown, the capital, became the principal base of operations 
  in the West Indies. The religious conflicts raging at home carried 
  over to the new settlement. After overthrowing the royalists, the 
  Protestants of the island took control. This did not last and when 
  the Royalists could establish the crown again, King Charles II tried 
  to expel the Protestants. This led to a lot of civil conflict between the 
  Catholics and Protestants.  Neither side trusts one another.
  New Spain (Spain)
  Viceroy: Don Francisco Fernández
  Spain conquered the Aztec empire in 1521. Born was a new Span-
  ish province called New Spain which was run by a figurehead known 
  as the viceroy. The viceroy acted on behalf of the King and reigned 
  as if a king within their own province. The viceroys answered only 
  to the King of Spain. With the discovery of silver in the Zacate-
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  cas Mountains, New Spain generated vast amounts of wealth for 
  mother Spain. Aztecs, Mayans and the native people suffered at the 
  hands of their conquerors. They became the labor that worked the 
  mines and fields.
  Veracruz
  Mayor: Viscount Manuel de Morra
  Veracruz sits on the central coast of New Spain in the Gulf of 
  Mexico. It has become the primary port city for Spanish trade in the 
  Caribbean. Fort San Juan de Ulua guards the city sitting on an island 
  in the harbour. From the city, roads extend out towards to the other 
  cities and the silver mines at Zacatecas. Because of the immense 
  commerce flowing through Veracruz, Spain is particularly interested 
  in keeping it protected.
  Campeche
  Mayor: Don Bernardo Lopez
  Buccaneers kept raiding the wealthy city of Campeche so they 
  built walls around it. They did not know at the time but this would 
  help protect them from the rising evil in the region. The chief export 
  of redwood, used in making textile dyes, is making many people 
  wealthy. Europe has a high demand for these dyes. However, the 
  industry is becoming dangerous due to demonic creatures coming 
  out of the nearby cenotes.
  The people feared going into the woods, but the wealthy mer-
  chants still needed their redwoods so they send armed mercenar-
  ies to guard their caravans. This does not always work and some 
  caravans never return no matter how well protected.
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  South America (Spain) 
  Cartagena
  Governor: Francisco de Marga
  Until the discovery of silver in the mountains of New Spain, the 
  chief source of precious metals for Spain came out of Peru. The quick-
  est route for the treasure home to mother Spain was through Carta-
  gena. To protect the treasure coming out of Peru, the city built walls 
  and the fort of Castillo San Felipe de Barajas to protect its harbour.
   
  Maracaibo
  Governor: Don Rafael Morales
  To take the land Maracaibo sits on, Spain fought against the high 
  priestess Mara of the Coquivacoa Indians and her tribe. After defeat-
  ing her, they burnt her at the stake as a show of force.
  Maracaibo city looks over the narrow strait that leads to Lake Ma-
  racaibo, which is actually a sizable bay filled with brackish water that 
  is open to the sea. It is in a prime location to control the shipping 
  coming in and out of the lake. Because the region is rich with gem-
  stones, Spain supplies protection for their treasure ships to defend 
  them from the Dutch privateers that harass the shipping lanes.
   
  Caracas
  Governor: Don Jose Enrique
  Spain’s conquest of the fertile Valley of Caracas, famed for its rich 
  soil, forced the native Terepaima and Guaicaipuro Indians off their 
  land. They have tried many times to fight back but have so far failed 
  to regain their territory. The city of Caracas has a natural defense 
  from ocean attacks because mountains lie in between the coast and 
  city. This forces Buccaneers to prey upon the treasure laden ships 
  only after they leave the harbour.
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  Leeward Antilles (Dutch) 
  Governor: Peter Stuyvesant
  Wanting to protect their salt mines, the Dutch seized control 
  of the Leeward Antilles. They work with the natives who had been 
  under Spanish rule to help build the new Dutch colonies. With 
  cooperation from the Caquetíos Indians, the farms and ranches 
  thrive. The Leeward Antilles are the largest supplier of meat in the 
  Caribbean. To keep their colonies flourishing and out of the hands 
  of the Spanish, the Dutch built a naval base on Aruba. Dutch Priva-
  teers and Buccaneers are welcome in their ports as long as Spain 
  is their target.
  High Water Islands
  South of Cayman Islands and between Jamaica and Northern tip 
  of the Mosquito Coast lies hundreds of small islands that rose from 
  the bottom of the sea. Spanish scholars referred to this as a natural 
  event, but those with spiritual belief knew it was unnatural. It was 
  not natural for the islands to rise by themselves with full vegetation 
  and populated with creatures. Sightings of sea monsters near these 
  islands by sailors became frequent. Enormous creatures and Mythi-
  cal beasts roam these lands. England was the first to offer rewards 
  to Buccaneers if they would conquer the islands in her name. It did 
  not go so well. The Buccaneers however, learned how to use them 
  for their advantage.
  While some of the High Water islands appear, at least on the 
  surface, to be much like the other tropical islands of the Caribbean, 
  many of these special lands are home to unique landscapes, exotic 
  beasts, monsters of legend, and happenings that stretch the bonds 
  of time and space.
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  These islands constantly change like the tides, and Admirals are 
  encouraged to design their own islands to spice up their games with 
  as much fantasy and weirdness as they like. 
  Listed below are a few of the more stable islands in the chain.
  Cutthroat Harbor on Fer de lance (Spearhead) Island
  Cutthroat Harbor is the only established port on any of the High 
  Water islands. It sits hidden on Fer de lance, the very first of the 
  High Water islands to rise from the depths. It takes a seasoned Cap-
  tains to sail past the dangerous rock formations known as Shipwreck 
  straits to reach Morgan’s bay. This enormous bay was named after 
  the infamous Captain Henry Morgan. The town sits on an inlet of 
  Morgan’s bay. 
  The few permanent inhabitants living here make their money off 
  the Buccaneer crews. There are no laws, governments or order in 
  the town. This is a town run on vigilante justice. Black market activi-
  ties are extensive and out in the open.
  Isla del Diablo
  Isla del Diablo, the Devil’s Island, is one of the most feared of the 
  High Water islands. A large sinister mountain, Monte la muerte - 
  the mountain of death, dominates the center of the island. At the 
  top of the mountain on its rocky face is what appears to be a skull 
  with red glowing eyes and steam emitting from its nostrils. 
  The island possesses many unknowns. Crocodiles have been spot-
  ted near the island that are said to be large enough to eat a longboat 
  whole. Clouds hang low over the island and mysterious steam rising 
  off the Mountain top. From within the jungle screams are heard by 
  passing ships. Few have ever made it off Isla del Diablo, so little is 
  known of its geography.
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  Charles Bay Island
  Charles Bay Island is a smaller island with a large community of 
  Taino Indians and former African slaves. Vodou is practiced heavily 
  on the island and the Vodouisants control much of what goes on 
  the island. They are willing to trade with the Buccaneers but keep 
  trade to the beaches not fully trusting outsiders. Chief Loquillo is 
  usually the first to greet them.
  Jaguar Island Aka La isla del gato demonio
  The round island was named after the creature ‘El gato demonio’ or 
  the demon cat. These fearsome creatures are only known to exist on 
  Jaguar Island. The island is dangerous enough with its dense jungles 
  but the cats make it nearly impossible to survive. At the center of the 
  island lies a region of hills. On these hills can be seen ancient ruins.
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  Running The Game
  B
  uccaneer: Through Hell & High Water is designed for fast 
  paced high energy adventuring. As the Admiral, you need to 
  stay aware of the energy of your crew. Many mystic things can hap-
  pen in this world, so use that to keep your game moving.
  Try to keep in mind swashbuckling buccaneers that swing on 
  ropes to board other ships. Try not to get bogged down in reality. 
  Adopt the “yes” or “yes, but…” form of running a game. When a 
  player wants to do something, avoid saying “no,” say, “yes, but…” 
  instead. For example, your buccaneer wants to leap off a hundred 
  foot wall onto a moving cart.  Don’t say that is impossible say, you 
  have a -4 modifier to hit the cart and unless you get a raise you will 
  take damage. 
   
  The Setting
  Turbulent Waters
   The Caribbean is a dangerous place in the latter half of the 17th 
  century. Buccaneer ships are abundant because of the wealth flow-
  ing through the region, and a sailor could make more in one day 
  on a buccaneer ship than during a month as part of a legitimate 
  crew. Spain struggles to keep control of the region, losing more 
  and more territories to the English, French, and Dutch. This has 
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  caused numerous conflicts between the nations. As if this were not 
  enough, an evil element is bringing to life the horrors we used to 
  only see in nightmares. 
   It would be a good place to avoid, except for the lure of untold 
  wealth in ample natural resources. Gold, Silver, Sugar, Rum, Cof-
  fee, Silks, Molasses, Dyes, and many more resources Europe craved 
  made the danger worth the risk to the trading companies. Because 
  of the low wages merchant sailors made, they often did not put up 
  much of a fight to the buccaneers. Many of the engagements with a 
  buccaneer ship ended in a quick surrender instead of a fight. Crews 
  often had no urge to fight, and would sometimes join their captors. 
  The trading companies were not happy with these losses and pres-
  sured their governments to hunt the buccaneers.
   After the uprising, an element of horror terrorized the shipping 
  lanes. The appearance of the High Water Islands caused ships to 
  divert their routes around the islands. Many of the ships that tried 
  to sail through the islands disappeared, never to be seen again. 
  Open water near La Fissure Profana was no better. Crews changed, 
  mutinied and sometimes turned on each other. Near the Bahamas, 
  in an area called the triangle, ghost ships and a storm filled with lost 
  souls disrupted those fleeing the region. No matter where you were 
  in the Caribbean, the monsters of the deep hunted the helpless ves-
  sels above.
   With the great hazards permeating the Caribbean, Europe un-
  leashed the hounds to chase away the dangers, in the form of the 
  Witch Hunters. These hounds had teeth and would bite and rend 
  any threat they faced. While it is clear that a demon from hell is 
  evil, it is not always easy to see that a man with power can be just as 
  villainous, or that some human failings are not actually malevolent. 
  Many of the Witch Hunters clashed with the Vodouisants and Buc-
  caneers, believing them to be the source of the corruption, while the 
  true malignancy slowly seeped from the sea floor.
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  Vodou Awakening
   In 1660, the holy leaders from the African and Taino tribes en-
  slaved on the islands gathered together to ask the spirits for help 
  from their oppressors. This was an unprecedented gathering of the 
  tribes, and even included a small Roman Catholic influence. The last 
  time the slave leaders had gathered together like this, the Spanish 
  had slaughtered them. Although they did not see eye to eye on all 
  fronts, they were united in the need for help. Vodou was born and 
  the spirits (Loa) heard the cries of the people.
  They chose a sacred location for their ritual--near what would be-
  come Port-au-Prince, where the Spanish had executed the enslaved 
  Taino chiefs to quell an uprising years before--and no one foresaw 
  the vast consequences of what they would unleash.
   The gathering lasted several days, and many sacrifices occurred. 
  It was at the end, when they invoked the dark rituals to please the 
  Petro Loa that something happened. The earth shook, and a steam 
  rose from the ground and engulfed the ceremony. Whispers of 
  those that had passed on filled the ears of the Houngans and Mam-
  bos. Different Loa spoke to each of the Houngans and Mambo pres-
  ent. There was a special blessing given to each one, and the Petro 
  gave the world a gift. The gift of miracles. 
   Those that were in tune with their spiritual self now could call 
  forth miracles granted by their gods. Given instruction by the Loa, 
  the Vodouisants where first in learning how to control these mira-
  cles. They had a weapon to overthrow their enslavers. The ability to 
  cast miracles did not hit the whole world at once and slowly spread 
  from Hispaniola to the rest of the Caribbean. Later, others with a 
  spiritual presence learned how to call forth the miracles.
   Miracles unbalanced the world and it always rights itself. Soon 
  after the rituals of the Vodou Awakening were complete, a great 
  earthquake shook the Seas south of Hispaniola. A few hundred 
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  miles south of Port-au-Prince, where the earth had fractured from 
  an asteroid a million years ago, the ocean floor cracked, creating a 
  fissure leaking a primordial ichor straight from hell.  Once again, 
  the world had its balance.
  La Fisura Profana (The Unholy Fissure) 
   When the great quake struck, the Spanish ship La Suerte was sail-
  ing the seas south of Hispaniola, and while none of her crew or pas-
  sengers were ever seen alive again, her tattered and deserted decks 
  gave up a clue to their fate.  The journal of a Jesuit priest was found 
  onboard a year after she went missing, and gave testimony to what 
  happened. A translated excerpt of his account is listed here.
   We awoke the devil this eve. Just before nightfall I heard a loud 
  rumbling on deck and the waters became unsettled. To my surprise, the 
  older sailors had never seen this. A belching sound occurred from below 
  and the surrounding waters became calm before a substance arose 
  around us. The waters filled with a yellow and brown greasy oil that 
  the sailors called ichor. A steam rose from it floating upwards. I am not 
  sure whether my eyes were tricking me but I swear I saw apparitions of 
  men floating in the steam. 
   The men’s demeanor changed onboard. I believed them to be scared, 
  but they were angry and hateful towards one another. Soon fights broke 
  out, and they were at each other’s throats. The Captain could not control 
  them. With the looks I was receiving, I locked myself in my cabin. I 
  believe there is an unholy fissure on the sea floor that has opened a pas-
  sage between the mortal world and hell.
   Ships came to avoid the sea above the fissure, referring to it as 
  Mutiny Waters, as numerous insurrections, murders and acts of 
  madness occurred while sailing there. The term “ichor” stuck. Nega-
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  tivity radiates off the ichor, affecting the emotions of those near it. 
  The more ichor, the stronger the unsettled emotions become. In 
  small doses, the ichor helps spiritual souls with their miracles. 
   Sailors have always believed in sea monsters large enough to 
  wreck a ship, but it wasn’t until the fissure opened that such beasts 
  made their presence known without a doubt.  The Spanish declared 
  the Mutiny Waters unsafe for the Armada, and other nations soon 
  followed, but the great Leviathans of the deep expanded their range 
  beyond any quarantine to the entire Caribbean. 
   After the initial burst of ichor from the fissure, the unholy 
  substance leaked forth in fits and starts, typically at a much slower 
  rate.  Patches of ichor can be found flowing with the currents to-
  wards the northwest, bringing forth new wonders and horrors in the 
  form of the ever-changing High Water Islands.
   
  High Water Islands
   The first ship to discover the islands saw the new lands half-risen 
  from the depths. They believed that the sea had risen, flooding the 
  islands and gave the name High Water to the area where the islands 
  were rising. None of the civilized world believed that the islands 
  were just appearing, they believed that they were already there and 
  just newly discovered. 
   The first burst of ichor flowed forth from La Fisura and floated to 
  the northwest with the currents, creating in its wake a strange and 
  unnatural archipelago of islands that gradually rose in the middle of 
  open water. The islands appeared with mature vegetation growing 
  on the land and some even held ancient buildings from long forgot-
  ten cultures. The beaches on these islands have small amounts of 
  ichor staining the sand. 
   Life flourished because of the ichor that formed the islands and 
  nightmarish beasts appeared there just as inexplicably as the vegeta-
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  tion.  Many of these creatures were large and aggressive, making 
  the islands very dangerous, and Mosquitoes as large as a man’s 
  hand have been known to drain a man of life before his corpse 
  could hit the sand. Mystic creatures of legend also make the Islands 
  their home, such as Mermaids, Sirens, and Selkies.  
  Just as spirits swirl in the Storm of Souls, so too have the dead come 
  back to walk the earth once more.  Rumors of once departed tribes 
  of Aztec warriors rising from their sacrificial temples are but one 
  account of the past coming back to haunt the present.  Some buc-
  caneers swear to have seen their marooned crewmates walking the 
  beaches of these new islands, calling out for revenge. 
   
  The High Water Islands have become a good hiding loca-
  tion for outlaws, buccaneers and pirates. The European nations that 
  hunt them fear going near the islands. Due to their ever-changing 
  and dangerous nature, the area remains mostly uncharted and new 
  land masses rarely appear on many official maps, making the rest 
  of the world largely blind to their existence.  Those bold enough to 
  sail the dangerous waters of the region covet their bespoke charts 
  and infrequently trade information on new islands for gold, goods, 
  or intelligence on other areas of mystery.  Unscrupulous buccaneers 
  even deal in high priced but worthless maps that are more likely to 
  lead your crew to doom than to any great treasure or discovery. 
  A small buccaneer port called Cutthroat Harbor has risen on one 
  of the safer islands located at the eastern end of the archipelago.  
   Safe from the domain of the European powers, Natives and 
  escaped slaves have also made parts of the High Water Islands 
  their refuge, forming small villages and communities on the is-
  lands.  They trade goods with the buccaneers and enjoy a level of 
  freedom uncommon in the Spanish Main. 
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  Lost Souls
  With the fissure opening on the seafloor, more than just the 
  ichor was released into this world. The departed souls that had been 
  trapped in purgatory seeped through the breach. People used to 
  hear creaks and noises in the dark and thought them ghosts and 
  spirits, but these sounds were just tricks to the ear. Now, these ap-
  paritions have substance and can harm you as well as frighten you.
  All lost souls are bound to this earth by a haunt: a location, an 
  object, or even a person that anchors the soul to the earthly world. 
  When a haunt is destroyed, or the bond is otherwise broken, the 
  soul is released from their torment. Until this time souls remain 
  bound to the earth.
  A buccaneer that defeats a lost soul in combat but fails to break 
  the bond only diminishes its earthly form temporarily. After a few 
  days or weeks, depending on its energy source, the spirit rises again.
  Some Vodouisants have learned how to trap souls with their 
  incantations. A soul that has been trapped by a Vodouisant remains 
  so until released or destroyed. The Witch Hunters looked upon 
  ensnaring souls as an evil practice, but in this new reality it was vital 
  to ridding the world of unwanted spirits.
    Not all lost souls are the same, each of their motivations are 
  different. Some are dutiful, regretful, vengeful, or protective souls. 
  Check the bestiary for their unique abilities. Lost souls that had 
  talents while alive would have them in death as well, i.e. a spellcaster 
  could still cast spells.
  Dutiful souls are not aware of their own deaths, and continue to 
  perform their daily routines or jobs. They had a purpose in life and 
  it continues in death. Their haunt is a location or person.  Dutiful 
  souls are only confrontational when something gets in the way of 
  performing their task. Releasing them is not easy, as they must be 
  convinced of their death, or that their job has ended and is no lon-
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  ger necessary. Dutiful souls are most often played as extras.
  Regretful souls are trying to settle an issue they did not resolve 
  while living: a dream, a regret, a vow left unfinished. They haunt 
  people, objects or locations most associated with their regret. These 
  souls do not seek confrontation, but are excessively violent when 
  something gets in the way of their issue being resolved. To put these 
  souls to rest, you must resolve the issue that haunts them. Regretful 
  souls are most often extras.
  Vengeful souls are often relentless and typically attach themselves 
  to a person or crew as their haunt. They seek revenge for some 
  indiscretion in life caused by that haunt. They search the world 
  for those who wronged them, and cannot be at rest until they are 
  dead.  To vanquish a vengeful soul, all of their bones must be burnt 
  to ash. Vengeful souls are most often wild cards.
  Protective souls are the most dangerous of the lost souls, and are 
  wild cards in game play. They haunt people, locations or objects. 
  Protective souls often become enraged when anyone gets near their 
  haunt. Unlike other souls, protective souls can hurl objects and blast 
  threats with gusts of wind. They can be vanquished by destroying 
  what they protect, or through the strongest of Vodou binding rituals.
  A lost soul that returns often brings with them their most cher-
  ished of possessions. For example, a Captain can bring back his 
  ghost ship, a famous swordsman brings back his family sword, or a 
  shaman brings back his lifelong wolf companion. These possessions 
  can only be used by the lost soul, and the item vanishes when the 
  soul is vanquished or captured.
  Example: The vengeful soul of the Captain of the ‘Masquerade’ re-
  turns with his ghostly ship to seek out those that sank it. The dutiful 
  souls of the crew return to perform their duties onboard.
  Example: Your crew rescues a young child and his father who have 
  been adrift at sea. The father is a regretful soul that vowed to get his 
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  family safely to the New World. The protective soul of the mother 
  watches over the boy.
  Storm of Souls
  With their former identities and relationships lost to time, and 
  being unable to regain independence, a mass of ancient souls rose 
  from the steam of the fissure and bound together to form a great 
  storm whose outward appearance was like any other. But this was 
  no ordinary storm. Fueled by the souls of the ancient dead, this 
  menacing cyclone radiates fear, wreaks havoc on land and sea, and 
  casts unholy bolts of lightning from its core.
  Like the natural hurricanes of the Caribbean, the storm can flow 
  along established wind patterns, which cross over the High Water 
  islands, continue around Cuba and then head straight towards the 
  Bermuda Triangle. It is at this point that the storm is at its great-
  est strength, and many ships are lost to the triangle for this reason. 
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  After a time, the storm loses strength and steam begins to rise 
  again from the fissure, creating a new storm of souls. Occasionally 
  the storm does not follow normal wind patterns, and can deliver its 
  devastation anywhere in the Caribbean.
  All who witness the writhing souls must make a fear check at 
  -4, and even those who attempt to avoid the storm below decks or 
  hiding in a shelter on land must make a fear check at -2 due to the 
  piercing banshee calls which echo all around.
  Ghost ships have been seen emerging from storm hunting the 
  crews that have wronged them. Beyond the supernatural horrors, 
  the Storm of Souls also acts as a powerful hurricane, bringing with it 
  dangerous winds and violent swells. See rules on storms.
  New Rules
   
  e cHaoS enviRonment
  Everything in the world around the crew is in chaos, forcing them 
  into a chaotic environment. Each round played varies in time, as 
  determined by the Admiral, based on the environment. These cha-
  otic rounds offer multiple challenges. They are neither a chase nor a 
  dramatic task, but a hybrid of both. In each chaotic round, the crew 
  faces one of four challenges based on the draw of a particular suit.
  A Chaos Environment should run at a fast pace so the players feel 
  the surrounding turmoil. Each round every crewmate including the 
  Admiral receives a card. The suit of the Admirals card determines 
  the challenge, ability roll/s, and failure result. We recommend flip-
  ping this card first so the crew knows what they are facing.
  The Admiral should fill out the chart below before running the 
  Chaos Environment. Reference the chart from left to right. Start 
  each round by flipping a card consulting the chart by its suit. The 
  challenge next to the suit describes the action to your heroes. 
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  102
  Next it gives one or two options of an ability roll for each player to 
  get past the challenge. When the ability to roll is a missed the last 
  column provides the Admiral with the consequence in the form of a 
  failure result.
  In the blank chart we give general suggestions for the challenge 
  faced. The draw of a joker refers to end of rounds. Since the Admi-
  ral’s card determines the challenge, the draw of a joker ends the 
  Chaos Environment. A club is a complication and holds the most 
  consequences for failure. Standard for failing a complication in a 
  Chaos Environment is a level of fatigue.
  A Chaos Environment lasts for 1d6+4 rounds or until the Admiral 
  draws a joker. Keep the number of rounds a secret from the players 
  to if you want to add suspense. When a player draws a lower-valued 
  card than the Admiral, they take a -2 to their roll that turn. They can 
  spend a bounty to get rid of this negative modifier. 
  A Chaos Environment is a bounty eater and the crew may use many 
  of them. To balance this out, remember to give a bounty on each 
  joker. You may also award more for creative play or role playing.
   Combat can occur during a Chaos Environment. This is a quick 
  engagement between two enemies forced together face to face. 
  It only lasts one round no matter the outcome. An enemy always 
  attacks the hero when the Admiral’s card has a higher value. A 
  crewmate may strike back. When the crewmates card is higher, 
  they may avoid combat.
  Chaos Environment
  Suit
  Challenge
  Ability Roll
  Failure
  Club
  Obstacle
  Fatigue
  Diamond
  Environment
  Heart
  Ranged
  Spade
  Melee
  Joker
  End of Rounds
  None
  None
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  103
  A hero that is shaken during a round of the Chaos Environment 
  and fails to recover from shaken needs another hero’s help to keep 
  going. Draw cards for each player as normal but use the lowest of 
  Chaos Environment Example
  Suit
  Challenge
  Challenge Roll
  Failure
  Club
  Dense jungle blocks 
  everyone’s path. 
  Can you find an 
  alternate route 
  or slice your way 
  through the jungle? 
  Don’t get lost!
  Make a Smarts roll 
  to figure out an 
  alternate route or a 
  Strength roll to slice 
  out a new path.
  It is taking a lot of 
  hard work, suffer a 
  level of fatigue.
  Diamond
  Lava is flowing 
  across your path. 
  Either jump the 
  stream or balance 
  across the rocks.
  Make a Strength roll 
  to leap across or an 
  Agility roll to leap 
  from stone to stone.
  You make it but lava 
  splashes you. Take 
  1d6 damage and 
  lose an item.
  Heart
  Volcanic stones are 
  pummeling the sur-
  rounding ground. 
  Will you try to judge 
  where the next 
  stone falls or wait to 
  dodge it?
  Make a Notice roll 
  to avoid the crash-
  ing stones or make 
  an Agility roll to 
  dodge them.
  If hit by the stones, 
  they cause 2d6 dam-
  age and you catch 
  on fire. (See fire, 
  SWD)
  Spade
  The jungle animals 
  are fleeing. These 
  frightened animals 
  attack as they run 
  past you.
  A random animal 
  engages in one 
  round of combat 
  with you. (Jaguar, 
  Gorilla, Snake, etc.)
  The result of one 
  round of combat.
  Joker
  The crew breaks free 
  of the jungle and the 
  challenges in front 
  of them. The party 
  makes it back to 
  their ship.
  None
  None
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  104
  the cards as the initiative. Any ability roll attempted that turn takes a 
  -2, this -2 stacks with any other standard modifiers. The roll counts 
  for both heroes challenge rolls.
   Chaotic Environment Example:
   The crew spotted an Aztec pyramid near an active volcano in the center 
  one of the High Water islands. You lead an expedition party from the buc-
  caneer ship ‘Dark Traveler’ deep into the jungle. The ground shakes, and the 
  volcano belches molten lava. You realize you need to flee the jungle as fast 
  as you can. The volcano is destroying the island. Can you escape…….?
   
   
  e take tHe leg!
  When a Wild Card crewmate suffers more than three wounds of 
  lethal damage and is Incapacitated, they may declare “Take the Leg!” 
  before they make their Vigor roll. This grants them a +2 to that roll 
  and subsequent Bleeding Out rolls if necessary, helping them to 
  avoid death. In return, on a Success, the Injury is permanent and 
  does not go away when all wounds are healed. On a Raise, the Injury 
  goes away when the wounds heal.  
  In addition, we amend the Injury Table in core rules to increase 
  the chance of taking the injury to the leg:
  Injury Table
  2
  Unmentionables
  3-4
  Arm (One Arm Hindrance)
  5
  Broken (Agility reduced)
  6
  Battered (Vigor reduced)
  7
  Busted (Strength reduced)
  8-10
  Leg (Lame Hindrance, One Leg Hindrance)
  11-12
  Head
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  e Salt oF tHe Sea
  When one of your crewmates takes the Salt of the Sea edge, they 
  gain an added 20 experience points. This raises them to Seasoned. 
  This experience comes with a price, the Admiral draws a card to see 
  what has happened to the sailor over the years in which they gained 
  their experience.
   Deuce: Cursed
  In the years the crewmate gained their experience they have been on many 
  crews. The one thing that follows them from ship to ship is the belief they 
  are bad luck to everyone. The crewmate takes the Jonah Hindrance.
   
  Three: Jinxed
  There is only one type of luck for this crewmate because they always take 
  the wrong path. The crewmate takes the Bad Luck Hindrance.
   
  Four: Forsaken
  Miracles where once again released upon the world, but the crewmate 
  receives none. No powers work on you and you cannot take an Arcane 
  Background.
   
  Five: Wounded
  During a combat with another vessel a scallywag with a rapier stabbed you 
  in your eye. You now live with a patch to cover it. The crewmate takes the 
  One Eye Hindrance.
   
  Six: Struck
  A chain shot from an enemy ripped across the ship taking the crewmates 
  leg with it. They now have a peg leg in its place. The crewmate takes the 
  One Leg Hindrance.
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  106
   Seven: Slashed
  During a whirlwind battle the Captain of the enemy ship cut off the crew-
  mates arm at mid wrist. They replaced it with a hook. The crewmate takes 
  the One Arm Hindrance
   
  Eight: Delusional
  The lost soul of a fallen comrade returned to life in front of the crewmate. 
  They take the Delusional (Major) Hindrance. In their eyes, they see the liv-
  ing and the dead as same and often accuse living souls of being dead.
   
  Nine: Paranoia
  Are they looking at me with mutiny in their eyes?  I think they are looking 
  at me with mutiny in their eyes. The crewmate suffers from the Delusion-
  al (Minor) Hindrance. They believe everyone is out to get them.
   
  Ten: Met Davy Jones:
  Since returning from a long voyage, the crewmate makes others uncom-
  fortable. They saw something that changed their outlook on life. The 
  crewmate takes the Outsider Hindrance.
   Jack: Tainted
  After returning from the High Water Islands the crewmate had a yellow 
  stain on their body. The first time people met the crewmate a sense of 
  fear overcomes them. The crewmate causes a fear test at +2.
   
  Queen: Debt
  The crewmate made unwise investments using someone else’s money. 
  They owe a creditor 5,000 pieces of eight. Until they repay the debt, they 
  must do the bidding of the creditor. If they do not answer the call or 
  avoid repayment, the creditor sends thugs to collect.
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  107
   King: Rival
  The crewmate made a powerful enemy that now wants to rid the world of 
  them. This foe often holds a high position in government or the military. 
  The crewmate takes the Enemy (Minor) Hindrance.
   
  Ace: Wanted
  A specific nation has called for the crewmates capture. (See table below) 
  Their crimes are not bad, but they must pay the price, anyway. The crew-
  mate takes the Wanted (Minor) Hindrance.
   
  Joker: Wanted
  A specific nation has called for the crewmate’s execution. (See table below) 
  Their crimes of piracy and/or murder and are atrocious and they are to 
  hang upon capture. The crewmate takes the Wanted (Major) Hindrance.
  1-3
  Spain
  4
  England
  5
  France
  6
  Dutch Republic
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  108
   
  e SHipS
  In Buccaneer: Through Hell and High Water, we make ships as 
  unique as your heroes. To do this, your ship’s manifest (charac-
  ter sheet) looks very similar to your hero’s. Ships have attributes, 
  derived traits, edges, hindrances, and even skills. However, we refer 
  to skills as orders, as the entire crew carries out orders as a dramatic 
  task. Some orders are easier to carry out for a crew than others, this 
  represents the experience the crew has at a particular job. 
  A ship receives three Bounty at the start of each game session. 
  Anyone that carries out a crew order has access to use the Bounty. 
  An Admiral can award a ship more Bounty based on heroic actions, 
  this is at their discretion. 
  Ship Creation
  A ship is an instrumental part of any crew. It became a big part of 
  the crew’s life and they did not treat it as a throwaway object. Sailors 
  knew every plank, beam and rigging that made up a vessel. It pro-
  vided their livelihood, bonded them as a crew and harbored them 
  from storms, so it was a main part of their life. We treat ships like 
  heroes, making them part of the crew.
  A ship has attributes like your hero. Where attributes differ 
  between heroes and ships is that a ship cannot ever increase its 
  attributes. The basic design of a ship does not change. There is one 
  exception to this rule. The crew attribute can change.
   
  Ship Attributes
  Mastery (MST): The ships mastery indicates how much control it 
  has in the water. Its design determines how much draft and drag it 
  has, and its ability to make maneuvers.
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  109
  Rigging (RIG):  The rigging is the top sails, masts and the lines 
  which allow the ship to harness the wind. This includes the num-
  ber of masts for the vessels size, and how cumbersome the sails 
  are to adjust.
  Tonnage (TON): This is the sheer mass of the ship. The larger the 
  ship, the more guns and cargo it can hold. It also requires a much 
  larger crew. 
  Cargo (CAR): The parts of the ship designed to hold cargo, this 
  includes the supplies the sailors would need, as well such as food 
  and water.
  Crew (CRW): The skill level of the crew. This is how well the crew 
  commands its vessel. 
  You can design a ship in two different ways. We recommend for 
  beginners to use one template below. If your players would rather 
  create their own ship design, they can use custom attributes, as 
  detailed in the custom ship section. If using a custom attribute, your 
  ship does not have a specific name type such as “Frigate.” 
  We recommend you allow your players to help design the ship. 
  This creates a bond between them and the vessel.  
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  110
  Custom Ships
  Custom Ship Types are ships built for your crew. Their design may 
  be very similar to the templates; however the crew likely has dis-
  cussed each attributes virtue and failure in more detail. 
  Your ship begins with its attributes at a d4. The players have 8 
  points to raise these attributes. No attribute may go above a d12. 
  At creation, a ship may buy one additional attribute point using the 
  point buy system from Edges & Hindrances in the Savage Worlds 
  core rule book. After creation only the crew attribute may rise be-
  cause ships cannot alter their base design. 
  Ship Table
  Ship
  MST
  RIG
  TON
  CAR
  CRW
  Prow
  Arm
  Tough
  Dam
  Corvette
  12
  8
  4
  4
  8
  8
  8
  12
  1
  Cutter
  12
  10
  4
  4
  6
  9
  8
  12
  1
  Sloop
  12
  6
  6
  4
  8
  6
  16
  14
  1
  Schooner
  12
  8
  6
  4
  6
  7
  16
  14
  1
  Caravel
  10
  6
  6
  8
  6
  5
  8
  14
  1
  Brigantine
  8
  8
  6
  6
  8
  5
  12
  14
  1
  Fluyt
  6
  6
  8
  12
  4
  2
  8
  16
  1
  Brig
  8
  6
  8
  8
  6
  3
  16
  16
  1
  Frigate
  6
  6
  10
  6
  8
  1
  28
  18
  2
  Carrack
  4
  4
  10
  12
  6
  0
  16
  18
  1
  East Indiaman
  4
  6
  10
  12
  4
  0
  16
  18
  1
  Guineaman
  4
  8
  10
  8
  6
  1
  24
  18
  2
  Galleon
  4
  8
  12
  6
  6
  0
  36
  20
  2
  Man of War
  4
  8
  12
  4
  8
  0
  40
  20
  2
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  111
  Note: Often crews want to go light on Cargo thinking it is unim-
  portant. This comes into play on the amount of cargo and treasure 
  they can loot from other vessels.
  Speed
  Speed: Every ship has a speed rating from 0-6. This is a variable 
  characteristic and based on the crew’s orders they can raise or lower 
  this amount each round by giving new orders. When ships meet in 
  open water, their speed is a four. Place a six-sided die on the ship’s 
  manifest to represent its current speed.
  Derived Traits
  Prow: The Prow is the front of a ship that cuts through the water. 
  The prow rating and speed combine to get maneuverability. This 
  value compares to other ships during a pursuit and engagement. To 
  get this number, take your Mastery plus your Rigging. Then subtract 
  your Tonnage and divide this total by 2.
  Add your current speed to get your total Maneuverability.
   
  Armament: Guns weigh down a vessel and need to be balanced 
  throughout a ship. Armament is the base number of guns used for 
  game play. To get this, take your Tonnage times four and subtract 
  your Cargo times two (i.e. 4*10 minus 2*6. 40-12= 28). 
  Note: When the armament value is over 20, the number of guns is 
  greater than the base number. To represent the greater threat of these 
  vessels, the damage increases and the cannons improve to heavy 
  guns. For example: A Man of War had more than a hundred guns 
  onboard, but for ease of game play the armament value is only a forty. 
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  112
  Toughness: This is your ship’s damage threshold. To get this 
  number, take your Tonnage die type plus eight (i.e. a tonnage of d6 
  would be a 14 toughness, 6+8=14).
  Infamy:  When ships see you on the water and the flag you are fly-
  ing, how do they react? The greater a ship’s infamy, the more likely 
  merchants are to surrender, however it is more likely a war vessel 
  engages. This rating is half your crew attribute plus any edges or 
  hindrances. At each rank, your admiral may award the ship between 
  0 and 3 infamy points.
  Orders
  Ship Orders are much like a dramatic task, with each member of 
  your crew contributing to the rolls for success. We determine the 
  number of successes required by how many crewmates (players) are 
  present (one per crewmate, raises count for one additional success). 
  If a crewmate chooses to not take part and perform hero actions, 
  then the number of successes needed does not change.
  When rolling, the crew rolls the dice based on the ships die type 
  for that order. They may also roll their wild dice. So everybody trying 
  to carry out an order rolls the same die type.
  Crews that are successfully carrying out an order receive a supple-
  mental action. Note, this is an additional action in the same round. 
  There are two types of supplemental actions, fire guns (see combat), 
  or hero action. All heroes use their own statistics when carrying out 
  a hero action.
  When performing Ship Orders, each round models five to ten 
  minutes of real-time, versus the standard six seconds. If a crewmate 
  does not take part in the crew order, they only get one hero action. 
  We do this for ease of game play, but it can be altered at the Admi-
  ral’s discretion.
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  113
  Ships begin with 15 points to raise their orders. Orders are 
  grouped by the Attribute associated with it.
  Mastery Orders
  Broadside (MST): Turning your ship to the side to bring all the 
  guns on that side to bear. Supplemental Action: Fire ½ guns either 
  port or starboard, or Hero Action
  Evasive (MST): Through tactical maneuvers, your ship is attempting 
  to evade a stronger opponent. The enemy fires at -2, and the helms-
  man can make a boating roll to increase/decrease a range increment. 
  Supplemental Action: Fire only 1 gun at the rear, or Hero Action
  Hold the Gauge (MST): Holding the gauge 
  means that you are maneuvering your ship to 
  gain advantage of the winds and weather. 
  This prevents your enemies’ escape. When 
  a ship holds the gauge, the enemy may not 
  take any Rigging orders their next turn. Supple-
  mental Action: Fire 1/4 guns front either port 
  or starboard, or Hero Action
  Rake! (MST): A raking maneuver is 
  when a ship brings its broadside guns 
  to bear down the length of an enemy 
  ship. No matter what order the 
  target makes on their next action 
  they may only fire at maximum 
  a quarter of their guns. If the 
  enemy ship chooses the Flee 
  Order on their next turn, 
  then all the crew die rolls are 
  at +2. Supplemental Action: Fire 
  ½ guns either port or starboard, or 
  Hero Action.
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  114
  Rigging Orders
  Flee (RIG): When attempting to increase range increment, the 
  Captain calls for the flee order. The crew may fire the stern chas-
  ers while attempting to flee. Supplemental Action: Fire stern chaser 
  guns or Hero Action
  Pursue (RIG): When attempting to decrease a range increment, 
  the Captain calls for the pursue order. The crew may fire the bow 
  chasers while in pursuit. Supplemental Action: Fire forward guns or 
  Hero Action.
  Running Silent (RIG): Sometimes a ship needs to be stealthy to 
  avoid the enemies watch. A ship that is running silent may increase 
  or decrease their speed by 1 and enemies trying to spot them take a 
  -2 to their notice check. Supplemental Action: Hero Action
  Hoist/Lower Sails (RIG): When hoisting/lowering sails, you can 
  increase or decrease your speed from 1 to 3 to a maximum of 6 or a 
  minimum of 0. Speed always is between 0 and 6 and when added to 
  your Prow gets you your Maneuverability. Supplemental Action: Fire 
  1/4 guns front either, port or starboard, or Hero Action
  Tonnage Orders
  Batten down the Hatches (TON): Storms could rip a ship apart. 
  This happened because too much water got into the ship making it 
  less buoyant. With a successful batten down the hatches order, the 
  crew has made the ship more secure, reducing the chance of water 
  filling the hull. When carrying out this order in a storm, the ship has 
  a temporary +4 to toughness. Supplemental Action: Hero Action
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  115
  Damage Control (TON): A fire on board could sink a ship faster 
  than an enemy could. Carrying out the damage control order allows 
  the crew to remove all pockets of fire. In contrast, on an individual 
  player action they can only attempt to remove one pocket of fire. 
  Supplemental Action: Hero Action
  Boarding (TON): Moving close enough to use planks, ropes, 
  and hooks to attach two ships together. This order is only available 
  at short range. If successful, the ship’s are attached and melee ac-
  tions now begin. No more ship orders may be attempted on either 
  side until the ships detach from each other. Supplemental Action: 
  Hero Action or Swivel Guns
  Ramming (TON): To ram another vessel takes skill and tactics. 
  When done wrong you are likely to sink your own vessel, but if done 
  correctly, it is a vicious attack. Whether successful or not, see rules 
  for ramming. Supplemental Action: Hero Action
  Crew Orders
  Make full sail (CRW): This is a charging attack by a sailing ship. 
  While speeding towards an opponent, the ship’s speed increases by 
  1 and they gain a +2 to Attack. The enemy also gets +2 to attack on 
  their next turn. The opponent gets the bonus even if the order fails. 
  This is similar to wild attack from Savage Worlds core rule book. 
  Supplemental Action: Fire 1/4 guns, or Hero Action
  Lookout (CRW): Sometimes your ship needs to maneuver to avoid 
  a collision or obstacles. This could be rocks, another ship, or even a 
  sea monster coming right at you. On a failure, see collision rules. 
  Supplemental Action: Hero Action
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  116
  Hard About (CRW): the entire crew hangs off one side of the ship 
  to make a sudden turn. This allows you to increase/decrease a range 
  increment on your enemy. The enemy gets a +2 to attack on their 
  next turn. A “hard about” also allows your ship a +2 on your next 
  turn if you choose a Mastery or Rigging order. Supplemental Action: 
  Hero Action
  Man the Long Boat (CRW):  This order contains a variety of ac-
  tions, such as row faster, avoid rocks, or launch the boat. With a 
  success the crew in the boat succeed at the task or obstacle. With a 
  failure it is at the Admiral’s discretion what occurs due the failure. 
  Supplemental Action: Hero Action
  Edges and Hindrances
   
  Ships in Buccaneer: Through Hell and High Water are as 
  unique as the heroes. They have Edges and
  Hindrances similar to player characters. A ship can take a Major 
  Hindrance for 2 points or a Minor Hindrance for 1 point each and 
  spend them on the following chart. Grant points for the first major 
  and two minor hindrances.
  Raise any Attribute
  2pts (Only crew can 
  raise after creation.)
  Choose a Ship Edge
  2pts 
  Improve an Order up to linked attribute
  1pt 
  Improve Order past linked attribute
  2pt
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  117
  Ship Edges
  Boarding Experts
  Requirements: Crew d6+
  The crew always takes the attack to the enemy. When using the 
  Boarding order, everyone on your ship gains a +1 on their die roll.
  Built to Withstand (only at creation)
  Requirements: Tonnage d6+
  Your ship is hardier than the average ship, and can withstand 
  more damage.  A ship sinks after 4 hull damage, but your ship can 
  go to 5 before sinking.
  Fearsome Flag
  Requirements: Infamy 8+
  You fly a fearsome flag. Gain + 2 on your Infamy level.
  Hated Foe
  Requirements: Armament d6+ 
  The crew, for whatever reason, has a hatred of ships of a certain 
  nation. Each time you take this Edge, pick one nation (buccaneers 
  count as a nation for this Edge). 
  The crew gains +2 to shooting rolls against ships flying that na-
  tion’s flag. 
  Helmsman’s Dream
  Requirements: Mastery d6+
  The ship responds to the helmsman’s touch. Increase the vessel’s 
  Mastery by 1 die type
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  118
  Make Them Pay
  Requirements: Rigging d6+
  A hunter doesn’t care for prey that turns and bites. The ‘Make 
  Them Pay’ edge allows a ship to fire ¼ guns when performing the 
  flee order.
  Powerful Guns
  Requirements: Armament d8+
  Although the cannons use regular cannon balls, they propel them 
  with greater force. They add +2 to damage rolls when firing regular 
  cannonballs. 
  Pursuer
  Requirements: Rigging d6+
  Your ship is the hunter and feared by its prey. Targeted vessels 
  surrender quicker if they fear being sunk before they can get away. 
  The pursuer edge allows a ship to fire ¼ guns when using the pur-
  sue order.  
  Quartermaster Load
  Requirements: Cargo d6+
  Your ship cannot carry more goods than it has spaces, but the 
  quartermaster knows how to arrange the hold and use every bit of 
  space available. With the quartermaster Load, the techniques pass 
  on from crew to crew so the actual quartermaster does not affect 
  this edge. The ship gains two extra cargo slots.
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  119
  Ram
  Requirements: Tonnage d8+
  The ship builders fit your ship with a ram. When figuring out 
  ramming damage your toughness is 4 higher.
  Superior Crew
  Requirements: Crew d6+
  You have a highly trained crew. The ship may take an extra Bounty 
  each session.
  Swift Topsails
  Requirements: Rigging d6+
  Your sails maximize the wind. The ship has +1 Top Speed.
  Well Built
  Requirements: Tonnage d6+
  When the ship was built, they designed her with the ribs close 
  together to withstand cannon blasts. Increase her base Toughness 
  by 2.
  Wind Chaser
  Requirements: Rigging d8+
  Wind is our friend, and we have learned how to harness its 
  energy.  The crew is adept at using the wind to gain speed. ‘Wind 
  Chaser’ allows a ship to increase its speed by four instead of three 
  when carrying out orders
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  120
  Hindrances
  Barnacles (Major) 
  Maybe it’s the wood, or perhaps the ship is just unlucky, but it at-
  tracts more than its share of barnacles and worms. The ship takes a 
  -2 to all Mastery rolls.  
  Creaky Boards (Minor) 
  Your ship does not handle damage well. The first hull damage 
  you get take is permanent and a quick repair is not available for this 
  damage.
  Deep Keel (Minor) 
  The ship’s keel is deep. The ships suffer -1 penalty to Lookout 
  order when attempting to avoid running aground. At the Admiral’s 
  discretion, the ship may not enter shallow harbors.
  Explosive Guns (Major)
  Many reasons can cause a gun to explode.  Your guns suffer this 
  fate more often. Each gun onboard suffers with this issue. When a 
  player rolls a critical failure, the gun blows up. The ship loses this gun 
  and any characters within a small blast template suffer 3d6 damage. 
  Fire Trap (Major) 
  Your ship is more susceptible to fire. When a fire breaks out an 
  extra pocket of fire ignites, per the rules for fire.
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  121
  Ship of Lost Souls (Minor or Major)
  The ship has many unwanted passengers on board. If the crew 
  fails an order, make a roll to determine the lost soul that may mani-
  fest. It is at the Admiral’s discretion how violent dutiful and regretful 
  souls are. If taken as a minor hindrance make one roll if a major 
  hindrance make two rolls.
  1. 
  Nothing
  2. 
  Nothing
  3. 
  Dutiful Soul (see Bestiary)
  4. 
  Regretful Soul (see Bestiary)
  5. 
  Protective Soul (see Bestiary)
  6. 
  Vengeful Soul (see Bestiary)
  Knotting ropes (Minor)
  The ropes on your ship sway in a way that tangles them together. 
  On a failed rigging order your ship cannot change speed until the 
  rigging becomes untangled. Do this by at least one crew member 
  succeeding at a climbing and boating roll. Do this on a supplemen-
  tal hero action.
  Plague ship (Minor) 
  Your ship has rot and mold on it. This requires regular cleaning 
  of the ship. For each week out to sea, crew members must make a 
  vigor roll or take a level of fatigue. Without cleaning this increases 
  to each day.  
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  Poor Crew (Minor)
  Despite the captain’s best efforts, he cannot get the crew to work 
  together. Even new crew members fall out with their colleagues.
  The ship receives one less Bounty to begin each game session.
  Rats! (Minor) 
  One cargo space can hold 7 days’ worth of food for the crew. 
  When inflicted with rats 1 cargo space can hold only 5 days’ worth of 
  food.  The crew still needs to buy a full cargo space worth of food.
  Small Hold (Major) 
  The ship’s hold has a bad design, making storing cargo a night-
  mare. The ship has half the listed Cargo Spaces.
  Sticky rudder (Major) 
  When a ship prepares to set sail, they draw a card. If the card 
  is a face card the rudder sticks, and the ship cannot move. One 
  player must make successful swimming and repair rolls to get 
  the rudder free. 
  Thin Hull (Minor) 
  The ship’s outer hull is very thin and easily penetrated by cannon-
  balls. Reduce the ship’s toughness by 2.
  Warped Rudder (Minor) 
  The ship’s rudder warps, and she takes -1 to crew mastery orders. 
  It costs $5,000 pieces of eight to repair it and the ship is out of 
  service for two weeks.
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  Example Stat Block
  Sloop
  Attributes: Mastery d12, Rigging d6, Tonnage d6, Cargo d4, Crew d8
  Orders: Broadside d8, Evasive d6, Rake d6, Flee d6, Pursue d6, 
  Hoist d4, Boarding d4, Lookout d6
  Prow: 6+Spd; Arm: 16; Infamy: 4; Toughness: 14; Damage: 1
  Edges: Built to Withstand, Pursuer
  Hindrances: Ship of Lost Souls (Major)
  Gun Locations
   
  Port Front: 
  4 
  Starboard Front: 4
   
  Port Rear: 
  4 
  Starboard Rear: 4
  Guns: Medium (0/-2/-4) 3d6
  Ship Combat
  During the Age of Sail, Buccaneers hunted merchant ships like 
  prey: most surrendered, however, some were bolder and fled. This 
  led to pursuit and a volley of gunfire. Lucky merchants still had their 
  ship to sail away when the encounter was over, others met Davy 
  Jones at the bottom of the sea.
  Buccaneer brings Savage Worlds a new rules mechanic for ship 
  combat which is an evolution of the dramatic task. Each round 
  models five to ten minutes of real-time, versus the standard six 
  seconds.
  The Admiral determines if the combat begins with a Pursuit (e.g. 
  ships meet by chance on the open sea, one ship is pursuing an-
  other that is attempting to flee, etc.) or proceeds to an Engagement 
  (e.g. both ships are intent on combat, one ship gets the drop on an 
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  124
  unsuspecting ship, a Pursuit has already occurred and the pursued 
  ship failed to flee, etc.).
  Pursuit 
  Not to be confused with the pursue order used during an engage-
  ment, this pursuit is between opposing helmsmen or Captains with 
  the help of their crew.
   Even though a pursuit could have lasted for hours, we use five 
  rounds to simulate the action--much like a dramatic task. The 
  pursuit ends if the prey flees or the attacking ship starts an engage-
  ment. When an engagement occurs, it is at this point that ship 
  orders come into play.
   No ship combat occurs during the pursuit, this happens only 
  during the engagement. We speed the game into the engagement 
  so it doesn’t bog down with an extended chase.
   Your helmsman, this may be the Captain, makes opposed boating 
  rolls against the enemy helmsman or Captain. They need five suc-
  cesses in five rounds to catch or flee the opponent. A raise counts 
  as two successes. The rest of the crew may make cooperative rolls to 
  aid the helmsman. They roll using the ship’s pursue or flee order die 
  and their wild die when aiding. The maximum bonus to the helms-
  man roll is +4.
   When an enemy Captain is a wild card, use that character’s boat-
  ing roll. Otherwise, use the opponent’s crew attribute without the 
  wild dice. For every two points of maneuverability above your op-
  ponent, gain +1 to your rolls. 
  When you reach five successes, the pursuit ends. An engagement 
  starts at medium range. Once an engagement begins, if a ship 
  moves beyond distance range they have escaped. At this point they 
  fled for good. No other pursuit can occur.  
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  Engagement
   Ships now jockey for position using orders to gain the advantage 
  in combat.
   During an engagement, there are four range increments: short, 
  medium, long and distance.  At distance range, guns are ineffec-
  tive. Most encounters begin at this range. After a successful pursuit 
  (attacker closes the distance, pursued vessel failed to flee) begin at 
  medium range.
   If a ship moves beyond distance range during an engagement 
  that ship has fled and the encounter is over.
  Compare the maneuverability of each ship. The ship with the 
  higher value gains an extra card for the initiative draw. The ship’s 
  Captain now draws cards to see who issues orders first. 
  Engagements happen with a series of ship orders. To determine 
  the number of successes required to carry out a ship’s order simply 
  determine how many crewmates (players) are present for your game.
  The Captain decides on an order for the ship, the rest of the crew 
  can provide suggestions. With a success, the crew gets the result of 
  the order (e.g. gain/lose a zone, turn to broadside, hold your position, 
  etc.). In addition, they gain a supplemental action (e.g. fire ¼ front 
  guns, hero action, etc.). After the order, take supplemental actions im-
  mediately. This is still part of the ship’s turn. See Guns and Damage to 
  understand the fire guns action.  (Supplemental Action explanation)
  Orders fail on occasion, this results in the order not being carried 
  out. This could have consequences depending on the game situ-
  ation. (e.g. A ship calls for a Lookout order to avoid hitting a reef 
  since they failed they slam into the reef.)
  Many factors can end an engagement. For example, a ship sinks, 
  they move beyond distance range, or ship boarding occurs. At this 
  point standard hero actions resume. 
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  Guns
  Sailors onboard a ship refer to the cannons as guns. The number 
  of guns a ship has for game play is its armament value. Because 
  guns were so heavy they distribute the weight throughout a ship. 
  We use four quarter sections of the vessel to distribute guns. 
  Armament is always divisible by four so that each section has an 
  equal number of guns. 
   When guns fire, the supplemental action calls for ¼ or ½ guns 
  or stern or bow chasers. A ship cannot get every gun to bear. This 
  would involve moving all guns to one side. Too much weight on one 
  side would cause the ship to list to that side. When a supplemental 
  action calls for the stern or bow chasers, it refers to the front or rear 
  most gun of each quarter section. For Example, when firing the bow 
  chasers, the maximum number of guns that could fire is two. This is 
  the foremost gun of each front quarter section.
  Each crewmate may fire a maximum of two guns. When guns fire, 
  heroes use the ship’s crew attribute die and their wild die. A crew-
  mate may use their own Shooting skill instead of the crew attribute 
  if they so choose. If the crewmate fires guns, this is their action for 
  the round. For example, if you only have three crewmates and ten 
  guns available to fire, only six guns fire that round. 
  The size of the guns your ship begins with depends on its arma-
  ment. Ships with an armament of 30+ fire heavy cannons (4d6). 
  Ships with an armament of 10 or less fire light cannons (2d6). If you 
  attempt to install guns larger than your armament allows, you must 
  balance the ship with a gun of equal size in each quarter. Your Prow 
  reduces by -1 for these new guns. Due to its size, a ship with an 
  armament of 10 or less may never carry heavy cannons.
  We handle damage differently for ships. Please see the damage 
  section for more information  
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  An average gun crew is comprised of three men. Loading and 
  firing a gun was heavy work. Most ships had young men called 
  powder monkeys that ran gunpowder from below decks to to the 
  gun crews.  
  Shell Types
  In Buccaneer: Through Hell and High Water we use four type of 
  shells fired from the guns. Choose the shot fired before rolling dice. 
  Please see the table below. 
  Gun Table
  Guns
  Weight
  Cannonball 
  Pounds
  Size
  Range 
  S/M/L*
  Damage
  Light
  1000 - 2000 lbs
  9-19
  Light
  0/-2/-4
  2d6
  Standard
  2000-3500 lbs
  20-29
  Medium
  0/-2/-4
  3d6
  Heavy
  3500-5000 lbs
  30-46
  Heavy
  0/-2/-4
  4d6
  *Long Nine
  3000-3500 lbs
  9
  Medium
  -/0/-2
  2d6+1
  **Swivel
  200-500 lbs
  2-8
  N / A
  0/-/-
  varies
  *  Short Range is from 0-1000 ft., Medium Range 1000-2000 ft., 
  Long Range 2000-3000 ft.
  *Long Nine: The longer barrel made this gun too heavy to mount 
  anywhere but the bow or stern. This was ideal because they could fire 
  at longer distances. Primarily used to attack fleeing ships.  
  **Swivel: Swivel guns mount on the railing of a ship. They work 
  as anti-personnel guns and can only fire at short range. Swivel 
  guns do not count towards the number of guns and can fire during 
  a hero action.
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  Round shot 
  The major shell type of the day was a solid iron ball known as round 
  shot. The iron ball did plenty of damage penetrating the hull caus-
  ing ships to sink. When this shot hit the deck, shrapnel flew, which 
  could injure or kill the crew on deck. Shots damaged sails and ship 
  masts slowing ships to a crawl. 
  Canister Shot 
  A canister shot explodes above the heads of the crew. Flying shrap-
  nel wounded crews but did not damage the ship. Each wound taken 
  from a canister shot lowers the crew attribute by one die type.
  Canister Shot can only fire at medium and long range. 
  Grapeshot
  Swivel guns firing grapeshot damage fire pellets similar to a shot-
  gun. Grapeshot targets enemy crews and not the ship. Each wound 
  taken from grapeshot lowers the crew attribute by one die type. 
  Grapeshot can only fire at short range.
  Shell Table
  Shell
  Damage Table
  Description
  Round Shot
  Standard
  Standard Shot
  Canister
  Personnel
  Fired intending to lower crew attribute of a ship.
  Grapeshot
  Personnel
  Fired intending to lower crew attribute of a ship. 
  Bar or Chain
  Above Deck
  Fired intending to lower maneuverability of an enemy.
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  129
  Bar or Chain Shot
  Two cannon balls attached by a chain or bar fired from the same 
  gun. This should rip apart the sails and masts, slowing a ship for easy 
  boarding. Bar or Chain damages only the upper decks and does little 
  damage to the hull of a ship. It can only fire at Short and Medium 
  range. Use the above deck damage table in the damage section. 
  Damage
  In Buccaneer: Through Hell and High Water, we use a non-stan-
  dard method of assessing ship damage. We do this because a vessel 
  could sustain a large amount of damage without affecting its buoy-
  ancy. We don’t use the rules for armor or shaken when assessing 
  ship damage. Draw a card for each point of damage taken. The shell 
  type or where you aim affects the table used. See damage tables. 
  In the core rules of Savage Worlds, vehicles can only take four 
  wounds before being destroyed. We use the same rule but wounds 
  equal hull damage and this is the only damage that can cause a 
  ship to sink.. All other damage can affect game play in different 
  ways, but the vessel remains afloat. Track damage to the hull and 
  to the sails separately.
  With the crews supplemental action they can fire guns. Once fired 
  add all of the damage inflicted on the enemy vessel. Handle each hit 
  by the draw of a separate card. A complication happens with the draw 
  of a club. Ships that have taken all their hull points sink, and there can 
  be no more crew orders. If the attacking ship has an Armament value 
  of 20+, add an additional damage card before resolving.
  When an enemy ship fires, it uses its crew attribute to fire each 
  gun and damage is applied the same. 
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  Ships have two main locations for damage, above and below deck. 
  Above decks refers to the sails, masts, and rigging, while below 
  decks refers to the cargo, guns, hull, and the ammunition. These 
  locations can be aimed at using the standard rules.  
  Below are the damage types a ship can take: 
  Hull Damage
  A ship can take four hull damage before sinking. Once reached, 
  you can’t carry out any more ship orders or repairs. Until you reach 
  the threshold, this damage is eligible for quick repairs. (See Repairs) 
  Pockets of Fire
  Several pockets of fire break out. Fire spreads fast on a ship. (See 
  Fire rules) There are two ways to remove fire: with either a damage 
  control order or individual repair actions during a hero supplemen-
  tal action.
  Crew Damage
  The crew attribute loses a temporary die type. This is not a 
  complete loss of crew but represents wounds, lowered morale, and 
  death. To regain the lost die types, a ship must spend d6+ 1 days of 
  shore leave for each die type lost. A crew die type can never go below 
  a d4. During boarding the crew’s current die type is the value their 
  fighting skill. So a crew with a higher die type has better morale and 
  fights better.
  Cargo Damage
  Cargo is precious to a crew, since it is the source of their income. 
  When taking damage to a cargo space, you lose all the cargo in that 
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  131
  space. When it is the food and water space, the crew only has d6 
  days of food and water left. 
  Gun Destroyed
  Determine one gun onboard at random. That gun is inoperable, 
  and no repair is possible. You must replace it.
  Speed
  Speed is temporary damage to the sails and rigging. Lower the 
  maneuverability trait by one per speed damage. This damage is eligi-
  ble for quick repairs (See Repairs) Track this amount until the end of 
  the battle, you need to know this to calculate how long repairs take.
  Rigging Damage
  The rigging attribute loses a temporary die type. Lower maneu-
  verability by two per rigging damage. A rigging die type can never 
  go below a d4. See repairs for more information.
  Mastery Damage
  The mastery attribute loses a temporary die type. Lower maneu-
  verability by two per mastery damage. A mastery die type can never 
  go below a d4. See repairs for more information.
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  Standard Ship Damage Table
  Card
  Effect
  Damage
  2
  Comp*
  Powder Keg Explosion
  1 Hull Damage, 2 Pockets of Fire, Crew (die type)
  *Hull Damage (2), Fire (3), Crew (die type)
  3-6
  Comp*
  Waterline Damage
  Hull Damage (1)
  *Hull Damage (2), Crew (die type)
  7-8
  Comp*
  Cargo Holds
  Cargo (1)
  *Cargo (2)
  9-10
  Comp*
  Gun Destroyed
  Gun (1)
  *Gun (1), Crew (die type)
  J-K
  Comp*
  Sails and Rigging
  Speed (-1)
  *Rigging (die type)
  A-Jkr
  Comp*
  Mast Damage
  Speed (-2)
  *Speed (-3), Mastery (die type), Crew (die type)
  Above Deck Damage Table
  Card
  Effect
  Damage
  2-4
  Waterline Damage
  Hull Damage (1)
  Comp*
  *Hull Damage (2) Crew (die type)
  5
  Cargo Holds
  Cargo (1)
  Comp*
  *Cargo (2), Includes Ships Water and Food Storage
  6
  Gun Destroyed
  Gun (1)
  Comp*
  *Gun (1), Crew (die type)
  7-Q
  Sails and Rigging
  Speed (-1)
  Comp*
  *Rigging (die type)
  K-Jkr
  Mast Damage
  Speed (-2)
  Comp*
  *Speed (-3), Mastery (die type), Crew (die type)
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  Boarding
  A buccaneer doesn’t want to fight from a distance. They prefer 
  to look their enemy in the eyes. Boarding begins after a success-
  ful boarding order during an engagement. To board the crewmate 
  must roll one of the three choices listed below. This determines how 
  they make their way to the enemy vessel. This involves jumping, 
  climbing, or swinging to the enemy ship.
  Climbing Roll:
  Climbing from one ship to the other or climbing 
  over the side.
  Agility Roll: 
  Swinging on a rope to the opponent’s deck.
  Strength Roll:             Jumping from one ship to the other.
  Below Deck Damage
  Card
  Effect
  Damage
  2-4
  Shot fell short
  No Damage
  5-7
  Comp*
  Powder Keg Explosion
  Hull Damage (1), Fire (2), Crew (die type)
  *Hull Damage (2), Fire (3), Crew (die type)
  8-10
  Comp*
  Cargo Holds
  Cargo (1)
  *Cargo (2), Includes Ships Water and Food Storage
  J-Jkr
  Comp*
  Waterline Damage.
  Hull Damage (1),
  Hull Damage (2), Crew Damage (die type)
  Personnel Damage
  Card
  Effect
  Damage
  2-9
  Ineffective to damage crew
  No Damage
  10-Jkr
  Crew Damage
  Crew Damage (die type)
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  Boarding is abstracted because a real-world battle could have 
  been between hundreds of sailors. Each game is different, but as a 
  guideline the Admiral may use the following method to decide the 
  number of enemies. Compare the two ships’ current crew attributes. 
  This represents how many enemies per crewmate to use. Though we 
  are only using a limited number of enemies, these numbers repre-
  sent the entirety of both crews.
  On the chart below, cross reference the crew attributes to deter-
  mine the number of enemy combatants your crew faces. Enemies 
  can vary, so the Admiral should use their discretion with the chart 
  below. Use the enemy’s current crew attribute as their fighting skill. 
  By using the enemy’s crew attribute as their fighting die, you can 
  represent bigger tougher enemies.
  Include at least one wildcard (officer or first mate) when a ‘+’ is 
  showing. There should be one wildcard for each four extras you have.
  Enemies Faced Table
  d4
  d6
  d8
  d10
  d12
  d4
  1+
  2+
  3+
  Surrender
  Surrender
  d6
  1
  1+
  2+
  3+
  Surrender
  d8
  Surrender
  1
  1+
  2+
  3+
  d10
  Surrender
  Surrender
  1
  1+
  2+
  d12
  Surrender
  Surrender
  Surrender
  1
  1+
  1, 2, 3 = number of enemies per player
  ‘+’ = Additional 1 wildcard per four enemies
  Surrender = the crew surrenders
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  Repairs
  Quick repairs: 
  These are patchwork repairs that allow a ship to keep sailing. They 
  are not a permanent fix, but are able to get you through a fight. As 
  a hero supplemental action they may attempt a quick repair. This 
  reduces the severity of damage based on the repair made. On a raise 
  you can make a second repair. Further raises have no effect. For Ex-
  ample if a ship has three hull damage and you make a quick repair, 
  then the ship has only two hull damage. If you roll a raise, then the 
  ship has only one hull damage.
  To make a quick repair on hull damage, make a repair roll. This 
  involves repairing holes with wood and nails and sealing with cloth 
  and tar. 
  To make a quick repair on speed damage, you need to make two 
  rolls, a climb and a repair. A sailor has to climb to where the damage 
  occurs and tie up loose sails or rigging with rope.
  The crew repairs negative effects of damage with the quick repair. 
  It is a short-term fix. When things settle, the crew can make a full 
  repair to fix the issue. You must make a full repair to damage within 
  the day or the negative conditions return. This could be water leak-
  ing in the hull or sails breaking free.
  Full repairs: 
  When a ship has taken damage, it needs a full repair to remove 
  the damage. It takes several hours or days to make these repairs. See 
  the repair times on the following table. A ship may not be sailing 
  when full repairs are being made. Most of the material to execute 
  the repairs is onboard unless the Admiral determines otherwise. 
  If there is no hull or mast damage, a ship can sail again and make 
  repairs later. The ship still has the effects of any movement restric-
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  tions caused by the combat. It is not possible to make full repairs 
  during a storm.
  Only one crewmate that is above or below deck may make a repair 
  roll using their repair skill. Any number crew may assist one area by 
  making a cooperative roll.  The maximum of +4 applies. Only one 
  repair attempt can be made. Use the repair failure time.
  Repair Times Table
  Damage Type
  Repair Success 
  Time
  Repair Failure 
  Time
  Additional
  Hull Damage
  D4 + 1 days per 
  hull damage
  D8 + 1 days 
  per hull   
  damage
  Dice do not explode on 
  these rolls
  Crew Attribute 
  Damage
  No repair   
  possible
  No repair  
  possible
  Crews require d6 + 1 days 
  of shore leave to recover
  Cargo Damage
  1 hour
  2 hours
  Cargo destroyed at that 
  location. When food and 
  water take damage, the 
  crew has d6 days left of 
  supplies
  Gun Destroyed
  No repair   
  possible
  No repair  
  possible
  Random Gun Destroyed
  Speed
  1 hour per 
  damage
  2 hours per 
  damage
  This is the sails and 
  involves replacing or 
  repairing.
  Rigging Attribute 
  Damage
  1 day per rig-
  ging die type
  2 days per rig-
  ging die type
  Mastery Attribute 
  Damage
  D4+2 days per 
  mastery die 
  type lost
  D8+2 days per 
  mastery die 
  type lost
  Mast damage is serious 
  and takes time to repair. 
  Dice stack with multiple 
  mastery damage.
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  137
  Example: The ‘Rabble’ has its hull damaged twice. They made one 
  quick repair. It also took a mast hit lowering its mastery by a die 
  type. To repair the hull a crewmate makes a repair roll. They fail to 
  repair the hull meaning it takes d8 + 2 days (2 Hull damage). The roll 
  is a 3 meaning 5 days (3+2=5). A different crewmate does the repair 
  on the mast, they succeed with their roll. It takes d4+2 days to repair 
  on a success. They roll a 4 (these rolls don’t explode) meaning 6 
  days. Since repairs happen at the same time, take the highest value 
  as the number of days to repair This means it takes 6 days to repair 
  the ship.
  Fire
  Fire is a deadly enemy to a wooden ship. Without quick action, a 
  fire can engulf her. Fires burns masts rigging, ropes, cargo, rations 
  and hull.  
  When there is a fire onboard, several pockets of fire ignite. Each 
  one is an individual fire. The maximum that can ignite is three. To 
  extinguish these fires, a crewmate must make a repair roll when 
  using a hero action. With a raise, they douse a second pocket of fire. 
  Additional raises have no effect after the first one.
  A Captain can call for the damage control order in an engage-
  ment. This allows the crew to work together to extinguish all pockets 
  of fire at once.   
  After the first full round and each subsequent round the fire 
  grows, and the ship takes damage. For each pocket of fire, the ship 
  takes one damage. This uses the Ship damage table.  If you draw a 
  two of clubs, this causes another powder keg explosion. The ship 
  blows up. This means it is a critical sinking of the ship (see Sinking). 
  After assessing damage add one more pocket of fire for each one 
  still burning. This spread on a ship quickly.
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  138
  Example- During combat, the “Rabble” takes a powder keg explo-
  sion and two pockets of fire break out. Because the ship still has not 
  acted this round, they attempt to complete an order. This order was 
  to Rake the opponent. Since it succeeds, the crews get a supple-
  mental action. Instead of firing guns, “Knuckles” goes below deck to 
  extinguish the fire.  He rolls a 4, smothering one pocket of fire. This 
  leaves one pocket still burning. 
  At the end of the first turn, no damage occurs due to the fire 
  starting this round. This now gives the crew one more round to ex-
  tinguish the fire before the ship takes damage. The next round, the 
  crew carries out a pursue order and “Knuckles” uses his supplemen-
  tal action to extinguish the remaining pocket. He fails. Now the ship 
  draws one damage card. The result is a hull damage.
  The next round, the one pocket of fire becomes two. Sensing the 
  urgency of the situation, the Captain calls for the damage control 
  order. The crew succeeds, the fire is out.
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  Sinking
   When a ship takes 4 hull damage, it sinks. If a ship takes 4 hull 
  damage in one attack, it is sinking at a critical rate. When it takes 
  at least 2 rounds or more to reach the damage threshold of 4, it is 
  sinking at a standard rate. Those ships that took at least 5 rounds to 
  reach their threshold sink at a slow rate. 
  It takes at least 5 minutes to man a long boat. With critical dam-
  age, heroes have a short time before they are in the water.
  Ramming
   When two ships collided, damage occurs to both ships. If the 
  ramming ship performed a successful ramming order they have 
  positioned themselves for a better outcome. To determine damage, 
  we compare each ship’s tonnage attribute. With a successful order, 
  the ramming ship only takes half the tonnage attribute of their op-
  ponent in damage. On a failure, their own tonnage attribute is one 
  die type lower and they take half damage. 
  Assess damage using the Below Decks Damage Table. Each ship 
  draws damage cards equal to the other ship’s tonnage attribute die 
  type; i.e. d6 means six damage cards.
  Sinking Table
  Rate
  Sinking Value
  Critical
  D4 Rounds
  Standard
  D6+4 Minutes
  Slow
  3D6+4 Minutes
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  Even with a successful ram, a smaller ship could sustain signifi-
  cant damage from a larger ship. Example: a cutter ship (Ton 4) rams 
  a man of war (Ton 12). With a successful ramming order, the cutter 
  does 4 damage to the man of war. The man of war does 6 damage 
  (½ of 12) to the cutter.
  Collision
   When a ship collides with an object other than a vessel, it takes 
  damage. The amount of damage taken is equal to its own tonnage 
  attribute die type. The Admiral should adjust this based on the ob-
  ject collided with. 
  Cargo
   Taking cargo is a good way to make money in Buccaneer: 
  Through Hell and High Water. The average sailor earned more in 
  a day of piracy than a month of legitimate service. This why many 
  became buccaneers. 
  We use pieces of eight as the standard coin. This was an eight 
  reales piece, hence the name piece of eight.
  Cargo ranges between two prices, black market to legitimate. The 
  black-market price represents cargo known stolen or has little de-
  mand. A legitimate sale is one that with high demand or is friendly 
  to your crew. Most transactions fall somewhere in between. For ease 
  of game play the price given is one share for each player.
  Ships have a limited space onboard and at least one of these 
  spaces is for food, provisions and water.  To supply a ship it costs 
  five pieces of eight per player. 
  To fill the cargo spaces with random cargo roll 2d6 and consult 
  the chart
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  Doldrums
  Wind is the best friend of the sailing ship, and when she disap-
  pears, it traps a vessel. The doldrums are low pressure areas near the 
  equator where the trade winds disappear for days or weeks at a time. 
  For a ship caught in the doldrums, they reduce their speed to a 0.  
  While in the doldrums sailors have gone mad, crews become 
  fatigued and supplies run thin. Each crew has their own rituals to 
  appease the winds. For each week becalmed, the crew attribute lowers 
  by one due to hunger, low morale, and apathy. To recover these levels, 
  players must spend d6+1 days of shore leave per attribute die lost. To 
  determine how many days the doldrums last the Admiral should roll 
  3d6 and subtract two giving a result between 1 and 16 days.
  Near the High Water Islands, the waters run warmer due to the 
  ichor that created them. This causes an unnatural low-pressure 
  system which besets the area with unexpected doldrums. These 
  unnatural calms attract creatures from the islands, trapping them 
  in calm waters. An example is herds of Selkies that attack immobile 
  vessels and strip them bare.   
  Cargo Table
  Cargo
  BM - Legit
  Cargo
  BM - Legit
  2) Silver
  $50 - $100
  8) Rice
  $5 - $10
  3) Weapons
  $25 - $50
  9) Cotton
  $10 - $20
  4) Rum
  $15 - $25
  10) Tobacco
  $15 - $25
  5) Molasses
  $10 - $20
  11) Silks
  $40 - $80
  6) Sugar
  $5 - $10
  12) Gold
  $100 - $200
  7) Wood
  $3 - $8
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  Storms
  Storms sank more ships in the Caribbean than buccaneers ever 
  did. A wooden sailing vessel is no match for ferocious winds and 
  tides. Only the crews with the most experience kept their ship intact 
  during the roughest of weather. The biggest danger to a ship was 
  the amount of water it would take on.
  To keep the boat afloat, the Captain should call for a batten down 
  the hatches order before the storm intensifies. Fatigue would set in 
  with the crew the longer the storm lasted. For every two hours each 
  crewmate battles the storm, they must succeed at a Vigor roll or take 
  a level of fatigue. 
  For each hour they are in a storm, they suffer attacks from the 
  winds and waves. The intensity level of the storm determines the die 
  you use for the attack. Access damage using on the Ship Damage 
  table. The crew can make quick repairs but these rolls modified by 
  the storm’s intensity level.
  Roll a random intensity level using a d4 or they can choose the 
  intensity level that fits the situation.
  The Storm of Souls appears all over the Caribbean. See Storm of 
  Souls.
  Storm Table
  Intensity 
  Level
  Attack 
  Dice
  Type
  Hours of 
  Damage
  Intensity Level Modification
  1
  2d6
  Squall
  1d6
  -1
  2
  3d6
  Gale
  1d6
  -2
  3
  4d6
  Hurricane
  1d8
  -3
  4
  5d6
  Storm of 
  Souls
  2d4
  -4
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  Adventure Hooks
  W
  hen designing a game for your crew consider using some of 
  people places and locations listed here. We group these by the 
  location they are mainly associated with. 
  Location
  Bahamas
  Captain John Ravenbeard (Nassau)
  The Governor of New Providence Island is Captain John Raven-
  beard, he is tall dark-haired man, with piercing blue eyes. He leads 
  the Privateer Republic and is Governor of the island. But, he does 
  little in running the town leaving day-to-day operations to his 
  underlings. He prefers to be out to sea on The Black Death of Nassau 
  terrorizing the shipping lanes.
  Papa Nasa (Nassau)
  The old Lucayan Papa Nasa is a powerful practitioner of Vodou 
  and a staunch ally to Ravenbeard. He lives just outside of town and 
  the people of Nassau fear him and the dark powers he possess-
  es. Using the power, the Ghede Loa, he entraps the souls of Raven-
  beard’s enemies forcing them to pledge to him their loyalty. Rumors 
  say Ravenbeard changed the name of Charlestown to Nassau to 
  honor his loyal friend.
   
  The Privateer Republic (Nassau)
  A group of buccaneers hired by England to defend Nassau from 
  foreign invasion. The group named Captain John Ravenbeard as 
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  their leader and the de facto Governor of New Providence Island. 
  They gather every few months to “discuss” the politics of the town, 
  but spend most of their time drinking and telling tall tales.
   
  The Raven’s Nest (Nassau)
  A watering hole owned by the leaders of the Privateer Republic. 
  This is where Captain’s come to pay their port fees (bribes) to the 
  Republic. Crews that did not pay their fees found New Providence 
  island to an inhospitable port of call. Some merchants refused ser-
  vice, others inflated their prices, and over one ship has caught fire in 
  port. Most crews don’t make this error in judgement twice.  
  Admiral John Whitehall (Eleuthera)
  The Admiral leads the Navy in White and calls Governors Harbor 
  home. However, he spends most of his time with the fleet sailing 
  from port to port. Devoted to his religion, he commands his armada 
  to spread the Puritan doctrine in each port they anchor. He flies and 
  English flag, but does not recognize the authority of England believ-
  ing the
  Archbishop Isaac Cotton (Eleuthera)
  The Archbishop is tall slender man with a milky white eye. In years 
  past he sailed with John Whitehall as the Admirals personal bishop. 
  During the overthrow of Jamaica, a Spanish soldier slashed him 
  across the face blinding him in one eye. He now runs The Reforma-
  tion Church in Governor’s Harbor with an ironclad control over his 
  flock. From the pulpit, he calls upon miracles to keep his flock in line.
   
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  The Reformation Church (Eleuthera)
  Sitting high on a hill overlooking the city, The Reformation Church 
  is the primary place of worship for the Puritans of the Caribbean. Its 
  whitewashed walls stand out for all to see. They rise above any build-
  ing of Governor’s Harbour and is one of the grandest churches in 
  this part of the world. The crews sailing into the harbor refer to it as 
  the ‘White Beacon’ because it is the most observable landmark from 
  a distance. Archbishop Cotton, who heads the church, likes to believe 
  the nickname applies to him and nobody will destroy his delusion.
  Cuba
  The Bruja Bernita (Havana)
  She is decrepit old lady from the hills outside of Havana. She 
  seeks revenge for the death of her sons at the hands of Spanish sol-
  diers. Rumors say a lone traveler entering her domain won’t return. 
  During the devil’s night, many believe the bruja flies above Havana.
  Mayor Valdivia (Havana)
  The Mayor used to be a strong presence within Havana, but after 
  one Devil’s Night when he almost died from an attack of a lost soul, 
  and things changed. He now fears the night and refuses to leave 
  the protective walls of Morro Castle. Many now consider him to be a 
  coward and not worthy of his post running Havana.
  San Felipe Church (Havana)
  An order of Franciscan monks runs San Felipe. The church built 
  high walls around the church to protect its parishioners during the 
  Devil’s Night. Those protected by evils beyond the wall now refer to 
  it as the Church of Walls. Parishioners find solace within the walls 
  and the brotherhood walk its walls during the long night.
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  The Devil’s Night (Havana)
  During the darkest time of the waning moon, Havana experiences 
  heightened cases of supernatural phenomenon including the plagued 
  souls rising. The Bruja Bernita is the reason for the curse of Devil’s 
  Night that terrorizes the residents. She seeks vengeance for her son’s 
  death and uses her dark powers to drape Havana in a veil of fear.
  Diego ‘El Burro’ Cortés (Santiago de Cuba)
  The proprietor of the Donkey King, Cortes is a rough looking 
  blonde haired Spaniard with ancestral lines to Hernan Cortes, the 
  conqueror of the Aztec Empire. He has many contacts within the 
  Spanish Empire, but has no love for Spain and will sell information 
  for only a coin or two.
  Rey de Burro (the Donkey King) (Santiago de Cuba)
  This tavern is on the edge of town caters to a rough and tumble 
  crowd. Many a tankard and a skull have had a chance meeting when 
  the spirits get flowing and the tankard usually wins. It is the main 
  meeting place for those wanting out of the reach of Spanish control. 
  Castillo de San Pedro de la Roca (San Pedro Castile) (Santiago de 
  Cuba)
  Grand Inquisitor Nithard uses San Pedro Castile as his base of op-
  eration when in the Caribbean. He surrounds himself with Inquisi-
  tors at all times. Below the Castile is a deep, dark and dank dungeon 
  that holds prisoners but Nithard has also captured some of the most 
  frightful creatures and stashes them here.
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  Florida
  Governor Cristobal Isasi (Saint Augustine)
  Cristobal is the only man other than Ponce de Leon to have found 
  the Fountain of Youth and returned alive. He is a man of fifty but 
  appears much younger. There has been no sight of him since the 
  vanishing in Saint Augustine. 
   
  The Fountain of Youth (Saint Augustine)
  Found by ancient tribes, its origins are unknown but its power is 
  intense. It is located near Saint Augustine in the guardian swamp. 
  Those with a strong fortitude and bravery can regain years of their 
  life with just one drink. The fountain is unkind to those lacking 
  backbone, withering them with time. 
  Hispaniola
  Mount Fumer 
  On the upper half of Mount Fumer deep caverns wind their way 
  into a dark maze. This is where the Vodou awakening ceremonies 
  took place. It has a strong connection to the Loa and is a preferred 
  location for Vodouisants to do their ceremonies. Mount Fumer sits 
  midway between Santo Domingo and Port-au-Prince.
   
  Brother Migi (Port-au-Prince)
  Brother Migi, named Miguel by his masters, is a former slave 
  that escaped and rose in status within his religion. His participa-
  tion in the ceremonies that brought forth the Vodou Awakening was 
  instrumental. Though he looks feeble, even the most powerful of 
  Vodouisants honor and respect him. He owns and operates the Papa 
  Legbe Shop in Port-au-Prince.
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  Bokor alley (Port-au-Prince)
  In the outskirts of the city there lies a street known as Bokor alley. 
  Vodouisants sell their goods, services and even do ceremonies for 
  a price. The proper French authorities treat this part of town as if it 
  did not exist. 
  The Papa Legbe Shop (Port-au-Prince)
  At the top of Bokor alley is a little shop run by Brother Migi. He 
  names The Papa Legbe Shop after the Loa of the same name. There 
  you can find many Vodou items enchanted by Brother Migi himself.
  The Merchant Lords (Tortuga) 
  ŽA group of eleven prominent shop owners, the Merchant Lords of 
  Tortuga hold political control over the inhabitants of the island. Their 
  meetings take place once a month in the basement of the Hungry Rat 
  where they decide on the laws that govern the city. When needed, they 
  mediate disputes between residents. To enforce their control, they get 
  help from the Captains of the Brethren of Coast. 
  The Brethren of the Coast (Tortuga)
  This band of Buccaneers decided they were stronger together 
  than apart. Together they protect Tortuga from the Spain. Mainly 
  French and English, these hearty souls waged war against Spain and 
  were some of the first to explore the High Water islands. Since most 
  were former military the Brethren came up with the doctrine of the 
  Buccaneer code and the notion of a Parlay. 
  Fort Rocher (Tortuga)
  ŽŽLooking over turtle bay, the fort guards the city. The Merchant 
  lords secure it with local militia. The Brethren of the Coast assign 
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  crews on occasion to supplement militia forces. Because the Buc-
  caneers helped to man the fort, they wanted an easy escape, so they 
  dug underground passages near a natural spring. This made the fort 
  easy to retake if captured. 
  The Hungry Rat (Tortuga)
  Some of the meanest-looking pirates, buccaneers and salt water 
  sailors frequent this place. It is a large building made of stone and 
  wood from dismantled ships. The Rat sits on the hillside and has a 
  large open bay window looking out over the harbour allowing for a 
  warm breeze. Its owner is Seabrook ‘Four Fingers’ Voss, the saltiest 
  of former sailors. Below the open aired tavern is the basement of 
  the Rat a common meeting place in the town. The Merchant Lords 
  meet here once a month and Seabrook often acts as a twelfth 
  member to their group even though many of the Merchant Lords 
  dislike him.
  General Esteban Lopez (Santo Domingo)
  Lopez is the commander of the Spanish army on Hispaniola. 
  Beloved by the people and admired for his brilliant tactics. His plan 
  of attack on Mount Fumer was sound, but the Vodouisants using 
  mystic powers defeated his troops with powers never seen on the 
  battlefield. It did not take long for him to plan another attack, but 
  Governor Monte ordered him to stand down.
  La Plantación del Toro, aka The Bull Plantation (Santo Domingo)
  This large sugar plantation owned by the Hidalgo family that sits 
  just outside of town and is the location where the first Hell Cow 
  appeared. Its attack burnt the main building of the plantation to the 
  ground and the owners perished in the fire. After being alerted the 
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  Governor ordered troops to the plantation to investigate. They never 
  returned. Rather than lose anyone else the Governor declared the 
  plantation off limits.
  Jamaica
  Sir Thomas Modyford (Jamaica)
  Sir Thomas is a fat greedy middle-aged man that always looks 
  for a profit in everything he does. He knows Jamaica needs to stay 
  strong for money to flow his way. This meant Buccaneer crews are 
  welcome in his port as they offered protection and wealth by way of 
  the tributes. Modyford required for payment for each prize taken.
   
  Maroons (Jamaica)
  These former Spanish slaves live near Blue Mountain in the 
  center of the island. They have vowed stay free at any cost. When the 
  Vodouisants came from Port-au-Prince they adopted Vodou as their 
  religion. Already the most fearsome warriors in of the Caribbean, 
  they now developed new mystic powers. It did not take England 
  long before they learned not to clash with the Maroons.
  Fort Charles (Port Royal)
  The red bricked fort built in the shape of a ship and defends the 
  harbour and city.  Admiral William Penn and Commander Robert 
  Venables both died during the English invasion of Jamaica on the 
  exact spot where Fort Charles now stands. On many a night Penn and 
  Venables walk the ramparts haunting the guards that stand watch.
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  Black Beans Tavern (Port Royal)
  The Buccaneer owner of the tavern is Benjamin ‘Black’ Bean a for-
  mer member of the vile gang of The Widow. He is a master naviga-
  tor and cartographer who is the custodian to the maps of the High 
  Water islands. There are few that have detailed maps of the islands 
  because they their ever-changing nature. When ships navigators 
  return from the islands their first stop is to Black Beans Tavern to 
  share new information.
  Delilah’s Den (Port Royal)
  Named for its owner, this dark and odorous tavern off the docks 
  smells of salt water and fish. Operated by the tattooed bald Delilah 
  who insists that the patrons call her Dee. Many have discovered her 
  knife throwing skills when they use her given name instead of her 
  preferred name. Her knife throwing abilities are that of legend in 
  the Caribbean.
  Lesser Antilles
  The Knights of Malta (St. Croix)
  The knights are a holy military order of knights established in 
  the 1200s during the first crusades. They also go by the name the 
  Hospitaller Knights. Seeing the world falling into chaos again, they 
  established themselves in the Caribbean. They have a close relation-
  ship with the Knights Templar whom they fought alongside during 
  the crusades.
  The Isle of Solomon (St. Croix)
  Near St. Croix a small tropical island covered in vegetation was 
  the perfect location for the Knights Templar to set up a secret fort. 
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  With the help of The Knights of Malta they have built an under-
  ground fortress hidden by the island. Here the Templar store their 
  vast wealth they had amassed over the years.
  The Kalinago of the Salt River St. Croix)
  This sect of Kalinago tribes make the banks of the Salt River their 
  home. The river brings them life and they consider it a holy place. 
  Anyone that treads on this holy ground sees little mercy from the 
  Kalinago warriors. Medicine-men of the tribe whose powers con-
  tinue to grow ward off unwanted visitors.
  Point Blanche (St. Martin)
  This old abandoned Spanish fort on the French side of the island 
  once housed many soldiers that had their lives taken by a powerful 
  hurricane. They’re lost souls that have risen once again to   defend the 
  fort. The French no longer go near the fort fearing its undead keepers. 
  The Great Salt Pond (St. Martin) 
  The Dutch East India Trading company owns this great salt mine 
  at the bottom of a dried lake bed. The salt from these mines is 
  invaluable to Vodouisants. It is often a key ingredient when creating 
  their potions and spells.
  Old Snapper (St. Bart’s) 
  A giant sea turtle has made his home here. The massive mouth of 
  the twenty-foot-long turtle can snap a log in half in one bite. Most 
  days he spends on the sand basking in the sun. The ships sailing 
  close enough to the island call him Old Snapper and they believe 
  him to be good luck. 
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  Merfolk of Bloody Barth (St. Bart’s)
  Near the island lives a gossip of merfolk. The beautiful maidens 
  lure sailors close to the dangerous reefs of Bloody Barth where the 
  unlucky ships run aground and founder allowing the merfolk to rav-
  age the wrecked ships.
  The Saba Mist (Saba) 
  A dense cloud of mysterious mist flows down off the top of the 
  mountain from the volcano every few weeks. It envelopes the entire 
  island in a thick fog. It is so dense that only couple feet are visible 
  while in it. The citizens stay indoors for those lost in the fog vanish 
  each morning.
  The Israelites (Sint Eustatius) 
  A group of Jewish merchants and sailors, the Israelites have band-
  ed together to control trade. They keep their group hidden as many 
  would see harm come to them. They use a symbol of a sun with the 
  star of David inside of it. When necessary they hire Buccaneer ships 
  to help enforce their interests.
  Johannes de Graaf (Sint Eustatius) 
  As a well-respected employee of the Dutch West Indies Trading 
  company, Johannes earned the governorship of the three islands 
  of the Netherlands Antilles. Once on the island Johannes, found 
  himself in love with the daughter of a local Jewish merchant. They 
  eventually married. His new wife, Daniah de Graaf, is a member of 
  the Israelites but keeps it hidden from her husband. She uses his 
  love of her to influence his decisions.
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  Chief Kairouan (St. Kitts)
  Chief Kairouan and his sons were away from the village during 
  the massacre at Bloody River, which saw the extinction of his tribe. 
  Vowing revenge, Kairouan has turned to the spirits, who have grant-
  ed him the power to raise the dead. Chief Kairouan now calls upon 
  those taken from him to rise once again and seek their retribution.
  Christopher Codrington (Antigua and Barbuda)
  —Codrington and his brothers, out of Barbados, founded the 
  first colony on isle of Antigua. Its soil was rich and good for growing 
  sugarcane and the brothers brought innovative new ways to culti-
  vate the crop. They became the wealthiest landowners using these 
  new techniques. Since land was scarce on the tiny island, they were 
  needing more soil to sow, so Christopher sailed to Barbuda where 
  he established a colony and the capital of Codrington after his fam-
  ily name.  
  The Antigua Horror (Antigua)
  Near the island of Antigua, a giant creature inhabits the waters. 
  A Lusca--half shark, half octopus--hunts the coast for easy prey. 
  Manning a long boat near the island is dangerous as the Lusca pulls 
  the rowers below the waters and swallows them with its massive 
  jaws. The horror has been spotted swimming in and out of English 
  Harbour.
  The Narrows (Nevis)
  “The Narrows” has two meanings on Nevis. The first describes the 
  two-mile shallow channel between Nevis and St. Kitts. The second 
  use is a secret code among Buccaneers to refer to the black market 
  in Charlestown. This is on purpose to throw off authorities from 
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  the black market, which is the best place on the eastern side of the 
  Caribbean to buy and sell goods.
  Nevis Peak (Nevis) 
  Vodouisants believe Nevis Peak is where the Loa enter the world 
  of mankind. This makes the peak the purest source of power for a 
  Vodouisant. A small temple sits at the base of the mountain, built 
  for those wishing to commune with the Loa. The energy the moun-
  tain provides is too powerful at the top for casters to handle. Those 
  with the ability to cast miracles that come off the top of the moun-
  tain often have gone mad.
   
  The Redlegs (Montserrat)
  The Irish often referred to themselves informally as “redlegs” 
  because of their pale skin’s reaction to the tropical sun. Montserrat 
  had a large migration of poor Irishman to its shores. A group of these 
  Irishmen that wanted to overthrow English rule used the term and 
  called themselves The Redlegs. The group considers itself at war with 
  England and uses this to justify every attack they make on them. 
  Soufrière Hills Volcano (Montserrat)
  The tip of the Volcano often raises above the low hanging clouds. 
  The steep mountain is hard to climb, but those making the ascent 
  into the clouds find greater communion with the Loa, who even 
  take on physical form here. 
  The Order of Friars (Guadeloupe)
  This group of Franciscan monks first built a chapel of Saint-Fran-
  cois on the eastern island known as Grande-Terre. They guard the 
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  pass onto their island. With the rising of evil many of the Franciscan 
  monks joined leagues with the Jesuit witch hunters.
  The Huguenots (Martinique) 
  France wanted to rid itself of the Protestant heretics, so they 
  shipped them off to Martinique. These Huguenots felt betrayed by 
  the King and were defiant to any decree he issued. To keep control, 
  the King allowed none of the Huguenots to hold any authority on 
  the island. Since the Huguenots outnumbered the French Catholics 
  but held no voice in government, tensions always ran high. 
  Iguana de Monstre (Martinique)
   Iguanas live everywhere in the Caribbean but on Martinique 
  these exotic creatures grow larger than anywhere else. The locals 
  refer to the largest of these creatures as monsters, for their size can 
  grow to that of a horse or cow. The larger of the species are still 
  herbivores but are much more aggressive than their smaller friends. 
  Their powerful jaws can snap a tree trunk in two.
  The Mermaid’s Tavern (Barbados)
  The Mermaid’s Tavern is one of the most prominent buildings 
  on Barbados. The sign above the door is a 20-foot-high mural of a 
  golden Mermaid. It hangs so low that taller patrons must duck not 
  to hit their head. The superstitious always touch the Mermaid’s tail 
  before they enter believing it instills luck. People travel from all over 
  to negotiate deals here, believing the tavern has the special powers 
  to resolve differences. 
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  Lady Evelyn Redd (Barbados)
    She is the beautiful widow that owns the Mermaid’s Tavern. Her 
  husband, Captain Linus E. Redd, killed by Spanish forces during the 
  attempted invasion of Santo Domingo. She felt distraught over the 
  loss she grew to hate conflict of any kind and she uses an incredible 
  beguiling power to settle disputes from her patrons. Many a man 
  cannot resist her charms and leave broken hearted or are hell bent 
  on proving themselves to her.
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  New Spain
  The Aztec Pyramid of Tenochtitlan 
  When Cortes conquered the Aztec Empire, he raised the capital of 
  Tenochtitlan and built Mexico City on its ashes. The city sits on an 
  island in the middle of Lake Texcoco. He left only the pyramid on the 
  center of the island which was a costly error. After the awakening, the 
  pyramid surged with power and the undead warriors of the Aztec rose 
  again out the pyramid killing anyone living on the island. The lucky 
  ones that made it off the island called the rising the Blood Curse. 
  Since that time no living soul will set foot on the haunted island.
  La guarida del diablo (Campeche) 
    Fear crept into Campeche with the sightings of demonic crea-
  tures outside of town. Most of the sightings occur near The Devil’s 
  Den, a large cenote southeast of the city. The logging companies 
  see a growing panic in their workers, so they hire whoever they can 
  to guard the entrance to the sinkhole. They don’t mind paying high 
  wages as most of the guards don’t stick around for payment once 
  they meet the horrors rising from the earth.
   
  Padre Protector (Campeche)
  An old Spanish monk, called the Padre Protector, lives in a mod-
  est hacienda with several brethren outside the walls of the city. He 
  guides travelers through the region around the dangerous cenotes. 
  When called upon, he uses his powers to protect his charges from 
  the evil.
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  South America
  Real Situado (Cartagena)
  Once a year like clockwork Peru sent a shipment of silver to Spain 
  to pay for the armies in Peru and Bolivia called Real Situado. The 
  fact that they are well known made the buccaneers and their crews 
  salivate over the treasure ships. Spain also knew what was at stake 
  and guarded the convey with many of its best warships. The ship-
  ment of silver sailed from Cartagena to Havana through San Juan 
  and then onto mother Spain.
   
  El Dorado (Cartagena)
  The actual location of El Dorado is not known. Sir Walter Raleigh 
  searched for the lost city of gold near Lake Guatavita near Cartagena 
  for many years. The native Muisca Indians that were said to have 
  built the city also protect it from those that seek it. The roads of El 
  Dorado are rumored to be laid with gold bricks. A pyramid in the 
  center of the city has a golden man standing at the top protecting 
  its treasures.
  The Curse of Mara (Maracaibo)
  Maracaibo city sees an unfair share of hardships. They city was 
  named for the high priestess Mara which the Spanish burned at 
  the stake. Each night her spirit walks the street to plaza de San Luis 
  where she was burnt. She only interacts with those willing to inter-
  act with her. Each night she places a curse on the city and its citizens 
  suffer bad luck.
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  High Water Islands
  Shipwreck straight (Cutthroat Harbour)
  To get in and out of Morgan’s bay ships must sail the shipwreck 
  straight. This shallow, narrow stretch is only a hundred yards wide 
  and two hundred long. The straight has unusual tidal flows that can 
  cause crashing waves and unexpected low tides. These low tides can 
  cause ships to run aground on the jagged rocks below the straight.
  Mamba Beira Cay (Charles Bay Island)
  Her followers call her Beira Cay, or Island Mother, because she 
  is the ultimate authority on the island. Chief Loquillo on the other 
  hand is just a figurehead who give visitors to the island the impres-
  sion he is in charge. This is done because he looks the part and it 
  keeps visitors from knowing where the real power of the island lies.
  The Silver Temple (Jaguar Island) 
  The ancient ruins of a lost civilization sit amongst the hilltops in 
  the center of the island. Though the ruins origin is unknown, many 
  of its treasures remain. There are several entrances at different loca-
  tions of the ruins that lead to an underground maze. The temple 
  offers many dangers and mysteries for those prepared to journey 
  through the jungle territory of the El gato demonio.
  ‘El gato demonio’ (Jaguar Island)
  A family of demon jaguars make this island their home. These 
  ferocious cats have glowing red eyes, and when harmed can disap-
  pear in a puff of smoke. They stalk and hunt human prey that dares 
  to enter their jungle.
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  Vodou Cartomancy Adventure Generator
  Just as the Vodouisants called upon the guidance of the Loa to 
  empower their revolt against oppression, so too can the Loa guide 
  the wayward Admiral in their quest to provide thrilling challenges 
  for their crew.  Just light a few black candles, shuffle your Action 
  Deck, and let the Loa inspire you. As is their custom, the Loa de-
  mand an offering before everything can start: your imagination. The 
  more imagination and creativity you put into this simple process, 
  the better the adventure will come out. Let Papa Legbe guide you 
  while your imagination unfolds. Even the simplest story can be very 
  enjoyable and remembered forever if it’s spiced up with unpredict-
  able twists, told with enthusiasm, and uses the right techniques to 
  motivate and involve your players.
  We suggest you to take a few notes during the divination process, 
  so as not to miss important advice from the Loa. 
  Draw nine cards from the deck and place them in such a way as to 
  form Baron Samedi’s cross (see picture). The suit and value of each 
  card will provide you useful hints to create your adventure.
  Baron Samedi’s Cross
  1 – Loa/Theme.             
  2 – Employer.   
  3 – Antagonist:  
  4 – Motivation   
  5 – Location #1  
   
   
  6- Location #2
  7- Hook
  8- Twist
  9- Reward
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  e tHe FiRSt caRd – tHeme, mood, and pReSiding loa
  The first card’s value will provide useful hints about the adven-
  ture’s unfolding as well as its general atmosphere, which will make 
  the “background” for the entire story. It also provides a hint about 
  the Loa “presiding” over the adventure, allowing the Admiral to 
  throw in a lot of Caribbean culture hints. Of course, if you’ve already 
  come up with a very good and fitting theme, skip this part entirely. 
  As usual, the Loa’s inspiration is always optional, so feel free to use it 
  as a possible hint, but it’s never compulsory.
  Deuce: Criminals vs. Law. The eternal conflict between law and 
  criminals is the adventure’s main theme. If this card is red, Bucca-
  neers are on the law’s side and should investigate to find the culprit. 
  If the card is black instead, Buccaneers are on the criminal side, 
  committing illegal/murderous actions and trying to get away with 
  it. The Loa presiding over this theme is Dumballa, the snake god: 
  always sneaky and difficult to catch.
  Three or Four: Quest. The quest for an object, a person, or impor-
  tant information is the adventure’s main theme. If this card is red, 
  Buccaneers must actively look for something or someone. If the card 
  is black instead, Buccaneers must destroy, hide, or actively defend 
  something/someone from pursuers. The Loa over presiding this 
  theme is Papa Legbe: one of the most important Loa in the pantheon, 
  who served as the main intercessor between the Loa and humanity.
  Five to Seven: Curse. Dark Vodou practices are this adventure’s 
  main theme. If this card is red, an NPC is caught in the Fates’ 
  threads. If the card is black instead, Fate will pull the Buccaneers’ 
  strings. The Loa presiding over this theme is Carrefour: a respected 
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  Loa though he is not liked much: he is the grand master of charms 
  and sorceries and is closely associated with black magic.
  Eight or Nine: Intrigue. Whether they are aware of it or not, Buc-
  caneers fall into a viper’s nest. Treachery, cheating, and pretending are 
  this adventure’s keywords. If this card is red, Buccaneers must help 
  a NPC who’s caught in a web of deceit or, alternatively, they are the 
  ones caught in the deceiving web. If the card is black instead, Buc-
  caneers must spin the web of deception in order to reach their goals. 
  The Loa presiding over this theme is Anansi: the most deceitful of the 
  Loa, master of storytelling, and who often the form of a spider.
  Ten: Horror. Fear is this adventure’s main theme. If this card is 
  red, Buccaneers will face their inner fears, a terrifying creature or a 
  spooky environment. If the card is black instead, Buccaneers must 
  try hard not to become hideous and sinister themselves. The Loa 
  presiding this theme is Baron Samedi: lord of the undead.
  Jack: Journey. Travelling is this adventure’s main theme. Whether 
  it is a long, perilous journey or short travel, the adventure will focus 
  on the dangers and challenges of the journey rather than on what 
  happens at the destination. Expect high seafaring adventures! The 
  Loa presiding this theme is Agwe: protector of seafaring men.
  Queen: Romance. Love, in any of its aspects, is this adventure’s 
  main theme. This doesn’t mean that the adventure should neces-
  sarily become a soap opera: remember that the worst atrocities are 
  carried out in the name of love. If this card is red, an NPC affair 
  entangles the crew. If the card is black instead, at least one of the 
  Buccaneers is directly involved in the love affair. The Loa presid-
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  ing this theme is Erzulie, the most beautiful and sensuous woman 
  in the Vodou pantheon: respected and wealthy, she wears her hair 
  long, is jealous, and requires her lovers to dedicate a room for her 
  ritual lovemaking.
  King: Keep your word. Keeping promises and/or obeying orders 
  are this adventure’s keywords. If this card is red, Buccaneers or an 
  NPC must try hard to behave honorably against all odds. If the card 
  is black, Buccaneers or an NPC are forced or tricked into behaving 
  in a dishonorable way. The Loa presiding this theme is Ogoun: lord 
  of power, authority, and triumph.
  Ace: Secrets. Mystery is this adventure’s main theme, that’s why 
  some crucial aspect of the adventure will be kept secret (the patron’s 
  identity, the mission’s objective, the villain’s goals etc.) If this card is 
  red, the secret’s not directly related to the Buccaneers. If the card is 
  black, solving the mystery would mean revealing a Hero’s (hidden) se-
  crets, too. The Loa presiding this kind of adventure is Shango, lord of 
  thunder, priest king of the Loa, and keeper of secrets of the royalties.
  Joker: Major Event. An exceptional occasion is this adventure’s 
  main theme. This event’s importance could be anything between an 
  all-out war and unifying the whole Caribbean under a single banner. 
  If this card is red, the event would probably be a celebrative or a 
  happy one. If this card is black, this event could be a tragic catas-
  trophe such as an earthquake like the one that opened La Fisura 
  Profana. The Loa presiding this kind of adventure is Bon Dieu, 
  father of the other Loa, and the most powerful and important God 
  of the pantheon.
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  e tHe Second caRd: tHe employeR
  Most Swashbuckling adventure tropes involve someone who hires 
  the PCs (let’s call him “the Employer”) to do something that some-
  one else (the Antagonist) will strongly oppose. The most common 
  cliché is Buccaneers being hired by a Governor to hunt down a 
  fearsome Pirate, or to plunder an enemy ship. You know, that’s how 
  things go in the Cursed Caribbean. Nevertheless, it’s not uncom-
  mon for Buccaneers to go “on their own” looking for lost treasures. 
  As always, these are just suggestions, feel free to bend them as your 
  imagination sees fit.
  Employers often choose to remain “behind the curtain,” sending 
  minions to negotiate with the PCs, so if they fail or get caught, the 
  crew will not be able to reveal who their employer actually is.  So the 
  crew might not know for sure who they are working for, but so long 
  as the pay is ample, fewer questions mean fewer problems, right?
  Knowing who is actually employing the PCs is an important thing 
  for Admirals who wish to build a consistent plot, so choose your 
  employer carefully and keep your players in the dark as needed. The 
  following is a list of example employers to spark your imagination.
  Deuce – Five: Self-Employed. This time, the PCs will go adventur-
  ing “on their own” and will not be hired by anyone. This is a com-
  mon occurrence when PCs already have a consistent clue on where 
  to find something interesting (the classical “treasure map”). Another 
  common option is that the party will do something for “personal 
  reasons” and not just for the money, fortune, and fame. If the suit is 
  red, the party has all information it needs to begin. On a black, they 
  must first gather more information before diving into adventure.
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  Six – Eight: Private Employer. The party will be hired by a “private 
  citizen” who will ask (and probably pay) for their services. It could 
  be a friend, a merchant who needs escort, a ship seller who needs 
  onboard security, or an old man looking for his missing daughter. If 
  the suit is red, the employer is actually the person he claims to be. If 
  the suit is black the employer is not the person he claims to be (and 
  this could lead to trouble).
  Nine – Jack: Important Person. The employer is a VIP in the 
  Caribbean. He could be a City Governor, a Public Officer of some 
  kind, a Pirate, a Famous Merchant, or a Native Tribe Chieftain. He’s 
  the kind of person who can pay big money or provide great benefits 
  to the Buccaneers, should they choose to assist him. If the suit is 
  red, the Employer does not hide his real identity. If it’s black, the 
  employer prefers to remain unknown.
  Queen – Ace: Superstar. This time the Buccaneers are hired by 
  one of the greatest personalities of the Caribbean: an Admiral, a 
  Province Governor, a famous Pirate or Privateer, or even the King of 
  Spain himself! Such personalities are not used to bargaining, this 
  means that usually this will be “an offer Buccaneers cannot refuse.” 
  On the other hand, the eventual rewards are usually extraordinary. 
  Will the Buccaneers be up to the task? If the suit is red, the Employ-
  er does not hide his real identity. If it’s black, the employer prefers to 
  remain unknown.
  Joker: Weird Employer. The employer this time is a very strange 
  one. It could be one of the mysterious creatures living in the High 
  Water islands, an undead relative, one of the Loa or whatever 
  “uncommon” employer you might think of. This kind of employer 
  is “not quite human,” so Buccaneers should beware. If the suit is 
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  red, the Employer does not hide his real identity. If it’s black, the 
  employer prefers to remain unknown.
   
  e tHiRd caRd: tHe antagoniSt
  The more powerful the Antagonist, the more intriguing and awe-
  inspiring the adventure becomes. This card gives the Admiral hints 
  about the Antagonist’s nature and behavior and depending on the 
  Admiral’s choice can either be a physical person or an organization. 
  Some Antagonists are solitary, while others (like Governors or Ad-
  mirals) have hundreds of minions under their command. The card’s 
  suit tells you only the Antagonist’s archetype: the more imagination 
  the Admiral offers to the Loa, the more detailed the villain’s final pic-
  ture will be. Provided are some little hints about “classical motiva-
  tions” of such characters.
  Deuce – Five: The Monster. Since La Fisura Profana cracked the 
  ocean floor, many Antagonists of this kind have emerged. This type 
  of villain does not usually fall into the “human” category and relies 
  on weirdness and fear to achieve its goals. Driven by needs and 
  goals very different from human standards, Buccaneers will never 
  fully understand these monsters, but they will eventually be forced 
  to oppose them. Adventures with a creepy antagonist tend to be 
  dark and scary: should Buccaneers face such an opponent without 
  good preparation, they would most certainly fail. If this card’s suit is 
  red, the adversary was NOT born a “monster,” but somehow “turned 
  into one.” If the card suit is black, the adversary is a monster and 
  proud of it.
  Monster antagonists suggested by the Loa: Undead, Monsters, Cult-
  ists, Wicked Vodou Practitioners
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  Six – Eight: The Schemer. This deceiving villain loves scheming. 
  His favorite tactics involve presenting himself (or sending one of his 
  subordinates) as a friend and/or giving misleading information in 
  order to outwit and cheat the Buccaneers. Uncovering his ploys will 
  be an important part of the adventure. Although he doesn’t usually 
  like fighting, this doesn’t mean he can’t defend himself. The crew 
  will certainly have to deal first with the Schemer’s minions whom 
  he uses as pawns for his evil purposes. If this card’s suit is red, the 
  antagonist is the one the PCs are after. If the card suit is black, the 
  “so called Schemer” the PCs are after is just a puppet in the hands 
  of another Schemer “behind the curtains.”
  Schemer antagonists suggested by the Loa: Spies, false friends, Schol-
  ars craving forbidden knowledge, greedy Politicians.
  Nine – Jack: The Master. This adversary is either very rich or very 
  powerful, and possibly both.  A Province Governor is a good choice. 
  He might lack the Mighty One’s physical prowess and the Schemer’s 
  smarts, but he has a whole organization under his command and a 
  lot of resources to strengthen and maintain it. Masters are usually 
  obsessed by power and wish to increase it even more. Followers and 
  subordinates might be bound to the Master by whatever reason 
  the Admiral wishes: duty, faith, or family bonds. Facing the Master 
  directly will not be easy, since his minions will always be in the way. 
  If this card’s suit is red, the Master’s position is very stable and sure. 
  If the card suit is black, the Master’s position is not very stable. He 
  risks losing his power and that’s probably why he/she is harassing 
  the PCs or their employer.
  Master antagonists suggested by the Loa: High Government officers, 
  power-hungry princes, famous Buccaneers, wealthy entrepreneurs
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  Queen – Ace: The Mighty One. Mighty Ones are physically very 
  strong and rely mainly on violence and sheer brute force. They usu-
  ally despise scheming and subtlety, preferring a direct, head-on ap-
  proach. They could be anything between a huge solitary monster to 
  a brutal Pirate who keeps his minions at bay using violence, threats, 
  and intimidation. If this card’s suit is red, the antagonist is a typical 
  brute cliché: strong, furious, angry, and straightforward. If the card 
  suit is black, the antagonist is not a simpleton: he prefers to rely on 
  profound violence and he’s not easy to fool.
  Violent antagonists suggested by the Loa: big and mean monsters, a 
  violent Pirate, a mighty Duelist
  Joker: One isn’t enough. This card means that the Antagonist 
  is even more complicated than usual. A Red Joker means he’s got 
  two “natures,” draw two additional cards and combine the results. 
  A Black Joker means that there are TWO antagonists: draw two ad-
  ditional cards, each one represents a single antagonist’s archetype.
   
  e tHe FouRtH caRd: motivation
  Now you know who the Employer and the Antagonist are. But why 
  does the Employer hire the PCs? Which goal does he want to attain? 
  And why does the Antagonist want to hinder the Employer and the 
  PCs? The fourth card will reveal this. Depending on the Admiral’s 
  imagination, this could either represent the reason why the Employ-
  er wants the PC to hinder the Antagonist or vice versa. This informa-
  tion is mainly for the Admiral’s use: Buccaneers may remain clueless 
  about the Employer/villain’s true intentions until they confront him 
  directly or they may never know them at all.
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  Deuce – Five: The Harsh Law of the Cursed Caribbean. The 
  Antagonist (or the Employer) believes that his life, his well-being, 
  his future, and/or his environment is being seriously threatened 
  by something or someone and reacts accordingly. For example, a 
  Mermaid could start kidnapping fishermen who are fishing in her 
  “private” waters. Somewhere else, a once-famous courtesan could 
  poison a younger girl who’s lately become the Governor’s new fa-
  vorite. Unfair as it might seem, this is the harsh law of the mundane 
  world affecting all creatures.
  Alternatively, some creatures (as well as humans) are naturally 
  problematic. A Demon drinks human blood because he likes it and a 
  Governor could decide to send his men to raze a village just because 
  it hinders the view from his mansion: he can do it, so he does it.
  The Harsh Law of the Cursed Caribbean motivations suggested by the 
  Loa: food, self-esteem, vital resources (such as wood, metal etc.), survival 
  of the species, innate cruelty, wicked curiosity, instinct, harsh education, 
  sense of superiority.
  Six – Eight: Nothing more than feelings. The Antagonist’s (or 
  the Employer’s) soul is torn by a very strong passion. It might be 
  anything ranging from deep hate to blind love. Why did this passion 
  arise and who’s the target of it? How are the Buccaneers (or the 
  Antagonist) involved in these burning emotions? The Admiral can 
  answer these questions as he best sees fit. For example, the Antago-
  nist could be deeply in love with a NPC who rejects him. The villain 
  realizes that the desired NPC fell in love with one of the Buccaneers: 
  his burning passion blinds him and he won’t be satisfied until the 
  Hero is killed. However, strong emotions are usually stirred in the 
  mind and do not concern physical objects or other forms of private 
  property (for the latter, see possession below).
   Emotional motivations suggested by the Loa: honor, lust, revenge, 
  piety, madness, justice, love (reciprocated or not), hate, desperation.
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  Nine – Jack: Loot! The Antagonist (or the Employer) craves some-
  thing and is ready to do anything to obtain it. The object of desire 
  can widely change, depending on the Antagonist’s nature, but it 
  is always something very valuable at least for him. For example, a 
  scholar could be desperately looking for a lost scroll while a Gover-
  nor could plot to invade a nearby island.
   Loot’s motivations suggested by the Loa: wealth, power, knowledge, 
  very powerful and/or very valuable items, higher social rank.
  Queen – Ace: Duty/Vengeance. The Antagonist’s (or the Employ-
  er’s) actions are caused by “someone/something else.” The Antago-
  nist could be merely executing orders coming from his hierarchy 
  or the Employer could be seeking revenge for a past humiliation in 
  order to achieve a higher status in his community. The Antagonist or 
  the Employer does not directly hate the Buccaneers, he merely must 
  perform a duty.
   Duty/Vengeance motivations suggested by the Loa: Avenging a 
  murder, cleansing one’s honor, executing orders, looking for someone’s 
  appreciation.
  Joker: Complicated Issue. The Antagonist’s (or the Employer’s) 
  motivations are numerous and involve him deeply in the plot. Draw 
  two cards and mix them. For example, if your Antagonist is a Schem-
  ing Governor, a Seven (Nothing more than feelings) and a King (Duty/
  Vengeance) might mean that the Governor is in love with one of the 
  Buccaneers, but the PC unwillingly killed one of the Governor’s rela-
  tives, so he should not marry her but lock her in prison instead. That’s 
  why the Governor will probably send his men to kidnap the heroine 
  and lock her in a dungeon first (in order to comply with the social 
  duties). As soon as she’s in prison, the Governor will offer to pardon 
  her in exchange for her hand. This is only one of the many possible 
  interpretations: let your imagination fly high!
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  e FiFtH and SixtH caRd: locationS
  These cards give you some hints on where two parts of your 
  adventure could take place. Of course, these cards shows only the 
  central, most important scenario; feel free to add more locations at 
  will. For each scenario the Loa will provide you with a list of Carib-
  bean locations particularly suited to host swashbuckling adventures. 
  As usual, if you want to create a small adventure at a single location, 
  just pick one and ignore the other one.
  Deuce – Five: On a ship. Following the best swashbuckling 
  tropes, one of the adventure’s important scenes will take place on 
  a ship. Anything ranging from a huge war galleon to a tiny raft can 
  do. Most likely, Buccaneers will have to face the harsh seamen life: 
  hard work, food and water shortage, brawls for grog and of course, 
  pirates trying to seize it all! And lately, a lot of nasty creatures inhabit 
  the High Seas. But you are a Buccaneer, aren’t you?
  Ship locations suggested by the Loa: a Merchantman vessel, the Admi-
  ral’s war galleon, a fast Pirate sloop, a tiny raft falling apart.
  Six – Eight: In a Town. The action will take place in one of the 
  many cities or villages of the Cursed Caribbean. Be it a crowded port 
  or one of the inland towns, it’s time to get down from your beloved 
  ships. Whether it’s doing an illegal smuggling job, carousing in 
  the tavern, taking down the enemy Privateer with guns blazing, or 
  pulling some info out of a Governor during a theater show, the crew 
  will likely run up against the local law establishment and the ever 
  shifting political alliances of the Caribbean.
  Urban places suggested by the Loa: Just take a look at the map and 
  pick one.
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  Nine – Jack: On a tiny Island. Inspired by many action movies’ 
  memorable moments, this adventure will take place on a small is-
  land, most likely one that is uncharted. Is it a pirate’s secret hideout 
  or an untainted beautiful haven? Above all, mystery and anticipation 
  is the key. Were the crew beached here following a storm or did 
  they follow a cryptic map looking for buried treasure? Do unnatural 
  monsters await them or perhaps a labyrinth of hidden traps guard-
  ing a treasure?
  Tiny islands suggested by the Loa: a treasure island, a foul pirate’s 
  secret hideout, home of an unusual native tribe, one of the High Water 
  islands.
  Queen – Ace: In the Wild. The call of swashbuckling adventure will 
  lead Buccaneers in one of the Caribbean’s most dangerous environ-
  ments where they will prove their mettle. It could be anything from 
  the unhealthy Mosquito Coast swamps or one of the dangerous 
  jungles of the Florida everglades or even walking the plank and then 
  having to survive the open sea. Since the Ichor spread around the Ca-
  ribbean, nobody knows what lurks in the wild: although feral animal 
  attacks are the most frequent menace, nevertheless many dangerous 
  monsters roam the wild corners of the Caribbean. And don’t forget 
  the environmental hazards and the lack of food and water: they could 
  easily bring the stoutest Buccaneer into Davy Jones’ locker.
  Wild areas suggested by the Loa: the Mosquito Coast, the desert of 
  Mexico, the Amazon jungle, the Ocean.
  Joker: Another World. This time your Characters will cross the 
  boundaries of reality and live extraordinary experiences in a setting 
  well outside the ordinary, even for the Cursed Caribbean. They could 
  be drawn fast-forward into the future or flung back to the past. The 
  scenario will be a unique one, probably very different from what 
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  Buccaneers could expect, yet full of incredible opportunities. Get 
  ready to cross the boundaries of time, space, and reality to dive into 
  adventure!
  Another World locations suggested by the Loa: the mythological 
  and real African birthplace of Vodou, the Castro/Guevara expedition 
  in Cuba, an Aztec war in the XV century.
   
  e SeventH caRd: tHe Hook
  The seventh card describes the hook which will draw the Bucca-
  neers in to the adventure. The Loa know too well that this is one of 
  the most crucial features of your tale, so heed their advice to keep 
  your crew’s interest alive and make them feel deeply involved.
  Deuce: The Reluctant Buccaneers. Someone or something forces 
  the otherwise reluctant Buccaneers to start the adventure. Perhaps 
  they’ve been robbed of everything and now wish to get revenge or 
  their precious equipment back. They could have been marooned on 
  an uncharted island. They could come down with a debilitating dis-
  ease and now are forced to find a cure. Whatever the choice, this kind 
  of hook provides a double motivation: the first one is completing the 
  adventure and the second one is solving the urgent problem.
  Three or Four: Unexpected “treasure.” By chance or effort, the 
  Buccaneers retrieve an exceptional object or piece of info that starts 
  the adventure. Wise Admirals can place this object in the reward 
  from a previous adventure, providing an immediate link to the next 
  mission. For example, among the spoils they find a scrap of parch-
  ment that looks like a piece of a map. How did it get there? Where 
  are the other pieces? And where does the map lead? If this card is 
  red, Buccaneers will have all necessary info to start with. If the card 
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  is black instead, Buccaneers will only have a vague hint, and must 
  investigate further.
  Five to Seven: Hired. A middleman recruits the Buccaneers to 
  fulfill a mission on someone else’s behalf (the Employer). Although 
  this classic hook is frequently used, it does give the cunning Admiral 
  interesting elements to customize to make the adventure intriguing: 
  Who’s hiring them? Why? What kind of reward do they offer? If this 
  card is red, the adventure will start when the patron approaches the 
  crew; giving Buccaneers the opportunity to refuse, to bargain, and 
  to ask more questions. If the card is black instead, Buccaneers will 
  already have accepted the job. Admirals who want to start right away 
  should probably choose the second option.
  Eight or Nine: Timing is everything! Buccaneers arrive in a place 
  where something important is about to start, involving them in the 
  adventure. For example, they arrive in a tavern just a moment before 
  a drunken crew storm in. Or they could arrive near the Governor’s 
  mansion at the same moment that some stealthy thieves try to 
  climb its walls. If this card is red, the crew’s timing is really perfect 
  and they gain initiative, a favorable position, or they could with little 
  effort save the day. If the card is black instead, Buccaneers arrive too 
  late: they must try real hard to turn the tide.
  Ten: I’m not the one you’re looking for. At least one of the Buc-
  caneers is mistaken for someone else and this misunderstanding 
  starts the adventure. Since this is a very peculiar hook, it should be 
  used with moderation. If this card is red, a Hero will be mistaken for 
  someone important, revered, or loved: putting him into a favor-
  able position. If the card is black instead, a Hero is mistaken for a 
  criminal, a murderer, or someone deeply hated: putting the party in 
  serious trouble.
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  Jack: You are not alone! A relative, a friend, or one of the Bucca-
  neers’ patrons ignites the adventure. If this card is red, the relative 
  is in serious trouble and requests the Buccaneers’ help. If the card 
  is black instead, Buccaneers are in serious trouble and the relative 
  comes to their rescue.
  Queen: Personal issues. Every Buccaneer has a list of complica-
  tions from their past and this time one of them will start the adven-
  ture. Choose a crewman: one of their hindrances, enemies, curses, 
  nightmares, or embarrassing situations will come to haunt the 
  party. For example, a woman whom the Buccaneer abandoned years 
  before could approach the hero in disguise and poison him. If this 
  card is red, the chosen crewman will be the target of his own prob-
  lems. If the card is black instead, the crewman’s problems will affect 
  another Buccaneer in the party and perhaps someone else, too.
  King: In Medias Res! The adventure starts with the Buccaneers in 
  the middle of a fast and furious scene: it could be a mutiny, a ship 
  chase, a boarding, etc. If the card is red, run the crew through the 
  scene using the Chaos Environment rules. If the card is black, nar-
  rate the scene as a flashback and let the crew take over at a crucial 
  moment or formulate a response to what transpired in the flashback 
  (but remember, they cannot die while reenacting the memory). 
  Then, the adventure goes on!
  Ace: Superstitions. Old mariners’ legends, sea shanties, or Vodou 
  fortune telling are this adventure’s kick-starter. For example, an NPC 
  that fears the fulfillment of an old prophecy asks the Buccaneers to 
  look after their newborn child; or perhaps a palmistry reading could 
  lead the crew into direct trouble. If this card is red, the prophecy 
  or omen has been interpreted and the Buccaneers must decide to 
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  fulfill the Loa’s plot or to challenge it. If the card is black instead, an 
  official interpretation is missing and the crew should seek advice 
  before making hasty decisions they might later regret.
  Joker: Paradox. This adventure starts in a really weird way, posing 
  urgent and confusing problems that throw the Buccaneers right 
  into the adventure. For example: everyone wakes up in their worst 
  enemy’s body; everyone is turned into a different animal; someone 
  suddenly loses their memory; each day plays out like yesterday; or 
  some major element of the world has changed and the crew seems 
  to be the only ones aware of the change. 
  Alternatively, draw two additional cards and mix them. For example, 
  drawing a six (Hired) and a Queen (Personal Issues) might mean 
  that Buccaneers are hired by one of their former adversaries or that 
  they are hired to stand again against someone they deeply hate.
   
  e eigHtH caRd: tHe twiSt
  It happens all the time: just when the crew think they’ve got a 
  complete picture of what’s going on--or worse, they believe they 
  have control of the situation--something unexpected occurs. This 
  could be a great help or a wrench in the works, but it’s up to the 
  Admiral to decide whether to twist the story and how much it 
  should be twisted. If you prefer a direct adventure you can skip this 
  step entirely. Before inflicting a radical plot twist--like the death of 
  an important NPC--think of a Plan B that will still allow the crew a 
  chance at fulfilling the adventure.
  Deuce: Sudden Death. During the adventure, an important NPC 
  dies unexpectedly, leaving the crew in big trouble. For example, their 
  wealthy employer dies during a banquet before giving them their 
  hard-earned reward. Or the scholar who should have translated their 
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  ancient scroll was executed the day before the Buccaneers arrive. In 
  any case, this sad event should make things really complicated.
  Three or Four: Excruciating Dilemma. The crew must make a 
  difficult choice, preferably a moral one. For example, Buccaneers are 
  hired to collect taxes from long-time unemployed workers from a 
  Governor’s sugar cane field. Will they carry out their duties or will 
  they join the unemployed workers’ cause? The Admiral can choose 
  whatever topic he pleases, remembering that the more difficult the 
  choice is, and the more effective this twist will be.
  Five to Seven: Everything changes. All of a sudden, the Admi-
  ral changes one or more of the adventure’s aspects: Antagonist, 
  Location, Employer etc. For example, the Buccaneers are looking 
  for clues regarding a lost friend of theirs in Vera Cruz’s dark alleys. 
  Suddenly, they are ambushed by unknown rogues who knock them 
  all out with poisonous darts. They all wake up naked in a prison, side 
  by side with their lost friend. Now they must escape!
  Eight or Nine: Trust No one! A friendly NPC suddenly changes 
  side or allegiance, causing trouble for the Buccaneers. For example, 
  a previously friendly Privateer and his crew could join your enemy’s 
  ranks during the final battle. Or the scholar NPC you always trusted 
  provided you with intentionally wrong translations. If the card is red, 
  the NPC has always been an enemy in disguise. If the card is black 
  instead, Buccaneers make some mistake during the adventure that 
  changes the NPC’s attitude.
  Ten: Shocking Reality. The Buccaneers’ beliefs suddenly crumble 
  to pieces when faced with the truth. For example, they could realize 
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  that the “kidnapped girl” actually left her luxurious mansion by her 
  own will in order to marry the man she really loves. If the card is red, 
  they are victim of a misunderstanding or a coincidence. If the card 
  is black instead, someone cheated or fooled them.
  Jack: When the going gets tough, the tough get going! The more 
  the Buccaneers get involved in the adventure, the tougher it gets: 
  far exceeding their initial expectations. For example, they could real-
  ize that the enemy they’re about to face is far more powerful than 
  they expected or has dozens of minions protecting him. The matter 
  is serious and the party will need extra time, resources, or skills to 
  handle the situation. Unlike “Mission Impossible” below, the task is 
  still possible, but needs increased resources, calling in special favors, 
  or an incredibly smart plan to resolve.
  Queen: Any help is welcomed! When the Buccaneers are about to 
  fail, unexpected help arrives to rescue them. If this card is red, help 
  comes from a friendly or neutral NPC. For example, the “good for 
  nothing” spoiled prince the Buccaneers just rescued turns out to be 
  an incredibly skilled helmsman who steers the ship safely away from 
  a deadly storm. If the card is black instead, a hostile NPC changes 
  side and assists the Buccaneers.
  King: Mission impossible. Buccaneers realize that they cannot 
  even hope to fulfill the mission or they would never come back from 
  it alive. For example, they might realize that they are supposed to 
  fulfill an impossible task such as drinking the whole sea. Whatever 
  the situation, they have limited options: aborting the mission, facing 
  unavoidable failure, or dying trying to fulfill it. If this card is red, the 
  Buccaneers will end up this way due to negligence or ignorance. If 
  this card is black instead, someone plotted it all for the sheer pur-
  pose to kill or deeply humiliate them.
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  Ace: With great power comes great responsibility. The Bucca-
  neers’ actions will have a deep impact on the Caribbean, leaving per-
  manent consequences. For example, they could finally kill a Spanish 
  prince who is their sworn enemy, but by doing so they open the way 
  for the Dutch government to take over the Spanish Main. Or they 
  could rescue from certain death an apparently harmless woman, 
  who will soon become a bloodthirsty pirate who will pillage count-
  less villages, drowning any opposition in blood. If this card is red, 
  the Buccaneers’ actions will have a neutral or even positive effect for 
  them. If the card is black instead, the Buccaneers will make a big 
  mess that will probably hinder them too.
  Joker: Double Twist. Draw two additional cards and mix them. 
  For example, drawing a ten (Shocking Reality) and an Ace (Great 
  Responsibilities) could mean that one of the Buccaneers seduces 
  a beautiful, mysterious woman who turns out to be Erzulie herself, 
  who will give birth soon to another Loa who will challenge Bon Dieu 
  for supremacy.
   
  e nintH caRd: tHe RewaRd
  By now you should have assembled the most important features 
  of the adventure and there is just one thing to decide: what, if any-
  thing, will the Buccaneers gain from it all other than experience?
  Many Swashbuckling adventures are “for hire,” meaning there is a 
  promised reward (money, enchanted weapons, social benefits, etc.) 
  that the Employer promises to the Buccaneers if they are success-
  ful. This card helps the Admiral to determine diverse possibilities for 
  rewarding the crew for their success.
  Admirals are strongly encouraged to tailor the rewards to the 
  group’s experience and efforts, never forgetting that killing a very 
  powerful and notorious enemy or discovering a hoard of treasure 
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  can lead to immediate rewards and future complications.  As always, 
  Admirals are welcome to decide on adventure rewards without 
  heeding the Loa’s advice. 
   
  Deuce – Five: Reputation/Fame. After completing the adventure 
  and possibly collecting material rewards, the Buccaneers will gain 
  a degree of notoriety in the cursed Caribbean. Depending on the 
  impact of the Buccaneers’ deeds on the world, they could earn the 
  admiration of a forgotten village, the trust of a guild or company, 
  the thanks of a city, the goodwill of a nation, or become living leg-
  ends throughout the land.
  Keep in mind that sometimes fame has its drawbacks, too. For 
  example, if the Buccaneers become famous supporting one Euro-
  pean nation--whose denizens will treat them as heroes--the enemy 
  Nations will probably seek to suppress or eliminate them.
  Don’t forget, Buccaneers can become infamous for their misdeeds, as 
  well.
  Reputation/Fame rewards suggested by the Loa: Reputation in the 
  Buccaneer underworld, Gossip spread among the seafarers, increased 
  workload
  Six – Eight: Social Relationships. The Buccaneers gain the support 
  of a prominent person, an important leader, or a group of people. 
  The support can be anything between exchanging favors to mar-
  rying one of the crew into an important European dynasty. Buc-
  caneers and Admirals should never forget that earning someone’s 
  friendship means earning the same person’s enemies too.
  Social Relationships rewards suggested by the Loa: exchange of favors, 
  mutual friendship, social rank advancements, love interest, engagement, 
  marriage, military support.
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  Nine – Jack: Wealth. The Buccaneers’ efforts will be rewarded by 
  a bounty of wealth. Always remember that the greater the wealth is, 
  the more unwanted attention it attracts. If this card value is red, it 
  means that they will not get anything more than what their Employ-
  er promised them. If this card value is black, they will get an extra 
  reward for their efforts.
  Wealth rewards suggested by the Loa: Money!
  Queen – Ace: By the skin of one’s teeth. Sometimes, the best 
  reward you get from an adventure is your sheer survival, along with 
  your hard earned experience points. Swashbuckler jobs are tough, 
  but tomorrow will be a better day! If this card value is red, the 
  Employer betrays the Buccaneers and doesn’t pay the reward. If the 
  card is black, the Buccaneers collect their reward but they somehow 
  lose it immediately.
  By the skin of one’s teeth rewards suggested by the Loa: At least 
  you’re not dead.
   
  Joker: Unexpected Outcome. Against all odds, the adventure 
  ends in a surprisingly bad or in an incredibly good way. The Admiral 
  decides which path to take.
  In the first case, Buccaneers who survive the adversities will 
  discover that they’ve been fooled or cheated, ending up with a very 
  different reward than the one they expected.
  In the second case, draw two cards: thanks to the unexpected 
  positive twist, Buccaneers will get both rewards!
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  Putting it all together
  Hopefully the Loa have inspired you through the cards and you 
  have enough elements to devise a plot which will thrill your crew. 
  If this adventure is part of a larger campaign, weave your existing 
  themes and personalities into this adventure and add enough detail 
  and flavor to taste.  
  Follow your heart.
  Cards are a great inspiration source, but don’t let them over-
  ride your own ideas. Your fantasy and your ideas are all that really 
  matters, cards are there only to help you and provide you useful 
  guidance. So, feel free to ignore “unwanted help” from the cards and 
  to add up as many features you want (two Antagonists, three main 
  scenes etc.). Never stop following your heart.
  Erzulie, fertility Loa
  Look out for Matches.
  Sometimes it happens that two or more cards share the same suit 
  or the same value: this is called a Match. If you like the idea, focus 
  on matches to build an intriguing plot. For example, if the first 
  card’s value is an Ace and the fourth card is an Ace too, the adven-
  ture’s Theme and Motivation match. If this does not hinder your 
  ideas, find a way to let Theme and Motivations match (it’s not so 
  difficult once you get used to it). Matches are important as much as 
  star alignments, so don’t forget them!
              Carrefour, witchcraft Loa
  Breathe life into your NPCs.
  Creating a plain, nameless character and figuring out a true 
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  Swashbuckler adversary require about the same amount of your 
  precious time. The real difference is, how much passion you put into 
  their creation. When your passion flows into an NPC, it becomes 
  truly alive and ready to take on the world; this provides excitement 
  and addictive entertainment for both players and Admiral. Don’t 
  simply fill in the stats, but ignite your NPCs with the power of your 
  own emotions! Build a story that will illuminate their motivations, 
  devise subtle plots to strike the Buccaneers where it hurts most, 
  and finally let their adversary escape in a cunning way so they can 
  antagonize the crew again or, when their time finally comes, die in a 
  memorable way. Always remember: memorable storytelling means 
  strong emotions and key NPCs are no exception. Nobody will 
  remember “the guy who led the military corporation’s assault” if you 
  didn’t put enough passion into creating him. But every single player 
  will remember for the rest of his life the brave Charles Baxter, son 
  of the Admiral Baxter Alexander, who led twenty ships to make their 
  last stand against the Spanish Fleet in Puerto Rico.
        Baron Samedi, afterlife Loa
  Flavor it up!
  Devising a sturdy plot is the best way to create a great scenario, 
  that’s why you should invest sufficient time in this phase. However, 
  in order for an adventure to really capture the players’ hearts, flavor-
  ing is the key. The more details about Pirates, Vodou, and European 
  nations that you put in, the more the players will feel emotionally in-
  volved in your story. Every minute you spend in adding flavor to the 
  story will be rewarded tenfold: finding a memorable name for NPCs, 
  giving a vivid description of places, and providing a true Swash-
  buckler atmosphere is the best way to let your players get addictively 
  hooked to the adventure. That’s why I suggest investing a good part 
  of your precious Admiral time to add flavor and background details 
  to your story.
           Papa Legbe, master of the crossroads Loa
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  Adventure’s divination example 
  Mates, so far we’ve talked enough about theory: let’s put all this 
  advice into practice! The Admiral sits at a table, shuffles his action 
  deck, and draws nine cards in a row, which are:
  Three of Diamonds (Theme)
  Ten of Clubs (Employer)
  Eight of Hearts (Antagonist)
  Nine of Hearts (Motivation)
  Six of Hearts (Location #1)
  Six of Spades (Location 2)
  Six of Diamonds (Hook)
  Queen of Diamonds (Twist)
  Seven of Hearts (Reward)
   
  First of all, the Admiral immediately notices that his hand is (al-
  most!) ALL RED! There are FOUR hearts (linking the Antagonist, the 
  Motivation, the #1 location and the reward) and THREE diamonds 
  (Linking the Theme, the Hook and the Twist). What are the Loa try-
  ing to tell him? Let’s see how it unfolds!
   
  Let’s figure out one card at a time.
  CARD #1 (Three of Diamonds): THEME. The value (3) describes 
  the adventure theme: a Quest! And since the card is red, the PCs 
  should actively look for something/someone. The presiding Loa is 
  Papa Legbe, master of crossroads and lord of the communications 
  between the Guinee and humans.
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  CARD #2 (Ten of Clubs): EMPLOYER the Employer is a VIP, but he 
  prefers to remain unknown (since the suit is a black one).
  CARD #3 (Eight of Hearts): ANTAGONIST. The value (8) means 
  the Antagonist is a Schemer. Since the suit is red, Buccaneers will 
  sooner or later be facing him. But that’s just a clue, the Admiral 
  takes notes and his imagination starts working…
  CARD #4 (Nine of Hearts): MOTIVATION. The Loa suggest the 
  Schemer Antagonist wants to LOOT something. Perfect fit! So, 
  PCs should retrieve something from a Schemer Antagonist for an 
  unknown VIP’s sake. The most frequent card suits (Diamonds and 
  Hearts) summon in the Admiral’s mind this scenario: A Governor 
  hires the Buccaneers to steal a precious artifact securely guarded by 
  a different Governor: a possible Schemer Antagonist could be the 
  employer’s “first advisor” who wishes to overthrow his master and 
  become the new Governor in his stead. Just a thought, let’s see what 
  other clues we get.
  CARD #5: (Six of Hearts) Location#1. Papa Legbe tells us that the 
  first important location will be a “Urban place”. The Admiral takes 
  notes and continues.
  CARD #6: (Six of Spades) Location #2: Guess what? The second 
  location is an Urban one, too. Very well…
  CARD #7 (Six of Diamonds) the HOOK. Papa Legbe suggests 
  us that the Adventure starts in the most classical of ways: hired! 
  And since the card is red, the PCs will get the chance of refusing, 
  bargaining and questioning. Just what the Admiral needed! He im-
  mediately figures out a lackey hiring the PCs during a masked party 
  in a luxurious mansion (the Location #1)! And since the last three 
  cards drawn were 666, perhaps the contact was wearing a particu-
  larly devilish mask.
  CARD #8 (Queen of Diamonds) the TWIST. So far, the plot in the 
  Admiral’s head is as follows. The Schemer Antagonist will send one 
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  of his lackeys and pose as a different Governor (“fake” employer) 
  who wishes something secret hidden in an enemy Governor’s man-
  sion (apparent motivation: Loot). PCs are hired (Hook) during a 
  masked party (Urban location #1) to retrieve it (Theme: Quest) from 
  a different mansion (Urban location #2). But the (Schemer Antago-
  nist) wants to become the new Governor (True motivation). This 
  means that the quest is just a way to frame the Governor and the 
  PCs as well. Papa Legbe suggests a twist: an unexpected help should 
  aid the Buccaneers and allow them to unveil this machination. Since 
  the card is red, the help should come from a neutral/friendly NPC.
  CARD #9: (Seven of Hearts) REWARD. Will the crew gain anything 
  from all this incredible plot, assuming they survive? Papa Legbe 
  suggests the PCs should get an important social reward at the end 
  of the adventure. Not bad, friends are an important resource in the 
  Caribbean.
  Now the Admiral’s got quite a complete picture. He decides to 
  focus on the “Hearts” and “Diamonds” aspect of the cards: all will 
  revolve around strong emotions (hearts) and money (diamonds)!
  The Gospel Conspiracy
  Buccaneers attend a masked party in a luxurious mansion near 
  the sea (Location #1). They are not there for fun: they got a hint that 
  a good job can be had if you get to talk to one of the guests who 
  will be wearing a Baron Samedi costume. After a little effort (and 
  confronting other Buccaneers who are racing for the same job), 
  they eventually get to talk with “Baron Samedi” (hook: Hired!). The 
  man is so weird that he could actually be the Loa himself, but who 
  knows? The job looks pretty simple: escorting a scholar to Eleuthera 
  to retrieve a copy of the St. Mark Gospel from the Reformation 
  Church. The pay is good and if the crew handles it properly, they can 
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  have an immediate cash hand-
  out upon accepting the mission 
  (they should, because this is the 
  only money they will get!). Baron 
  Samedi will set the stage to let 
  the PCs guess he is sent from 
  Captain Ravenbeard from Nassau 
  (the “possible” Employer), who 
  would use this Gospel to improve 
  his relationships with the Papal 
  States, but he will not openly dis-
  close any info about his employer.
  The truth is: Baron Samedi is 
  sent there by Cedric Loddington 
  (the Schemer Antagonist, who’s 
  the REAL employer!), vice-gover-
  nor of Barbados who has made 
  quite a setup to frame the actual 
  governor Henry Dawley. Gover-
  nor Dawley has a daughter called 
  Janet who is secretly obsessed by 
  becoming a Vodou Mambo. She 
  is persuaded that the Loa Erzuile 
  resides within her and wants to 
  be ordained by the Vodou priests. 
  Her father would never approve 
  this behavior and would surely 
  lose his position if Janet were to 
  be found “guilty of dark magic 
  practices.” Now, the vice-gover-
  nor Cedric managed to become 
  Janet’s best friend and secretly 
  arranged a private meeting with 
  a Vodou high priestess who asked her to bring proof of her true 
  faith. Cedric seized this unique opportunity to suggest she steal the 
  famous Saint Mark Gospel protected in Eleuthera. Sadly for her, it’s 
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  all a lie. Cedric only wishes to frame her and Governor Dawley so he 
  can become Barbados’s new governor (motivation: possession). But 
  let’s get back to our heroes…
  When the heroes accept, Baron Samedi will introduce them to 
  Marie Garret, the disfigured scholar (the only one able to recognize 
  the book) whom they should escort and protect. Actually, she is Janet 
  Dawley but she will not disclose her true identity, pretending to be a 
  disfigured scholar.
  Buccaneers will devise a plan, reach Eleuthera, and then enter 
  the Reformation Church’s guarded premises (Location #2). After 
  overcoming many difficulties (guards, whatever the Admiral wishes), 
  heroes will fall into a trap and they will be captured, despoiled, and 
  locked in a cell.
  When they wake up, the door opens and many heavily armed 
  men come in. Marie recognizes their leader: Armando (who’s one 
  of Cedric’s most trusted men). She throws her mask away and asks 
  him to help her, but Armando brings along a Magistrate and many 
  priests to witness who she is. He tells her that she’s in big trouble 
  and her father will be very sorry when the King of England will hear 
  of her crime.
  Janet realizes she’s been framed and now not only her, but her 
  father also is in big trouble! This situation awakens her Erzulie Loa 
  spirit and the whole room is flooded with a dazzling light, the chains 
  binding the Buccaneers open as well as the prison’s lock (Twist: Any 
  help is welcome!) This is a perfect chance for the PCs to take the up-
  per hand, neutralize the guards and Armando, and rescue Janet.
  If PCs manage to rescue Janet and escape alive, she will tell them 
  all the truth and become a trusted, influential ally for the PCs (Re-
  ward: Social Relationships). They could probably get a reward from 
  Governor Dawley, who will be very grateful to the heroes for saving 
  and bringing home his daughter safe. What will now become of 
  Cedric? This is another story…
   
  As you can see, creating adventures is very easy: all you need is a 
  little imagination and a strong dose of personal emotions.  
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  Humans
  Colonist/Merchant
  This standard settler of the day. They are the shop owners and 
  citizens with little ability to fight. They often hold a specialty in a 
  particular trade.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Boating d4, Notice d6, Knowledge (one trade) d6, Shooting 
  d4 
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5 
  Hindrances: -
  Edges: 
  Gear: Knife (d6+d4), tools of trade
  Cutthroat
  They are members of a crew of a wanted Buccaneer ship. The 
  rules don’t apply to them and they live a freewheeling lifestyle.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Fighting d6, Intimidation d6, No-
  tice d6, Shooting d6, Stealth d6, Swimming d6 
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 5 
  7: Bestiary
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  Hindrances: Greedy, Mean, and Wanted
  Edges: Dirty Fighter
  Knife (d6+d4), cutlass (2d6), flintlock pistol (Range 5/10/20; Damage 
  2d6+1), shot and powder (20).
  Lord/Politician/Nobleman
  Born of a higher status than most, they believe they are 
  better than others. They don’t earn the titles and posi-
  tions given to them. They wield wealth as 
  weapon bending others to their will.
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Driving d6, Fighting d4, Guts d8, Intimidation 
  d10, Investigation d8, Notice d8, Persuasion d10, 
  Shooting d6, Streetwise d10, Taunt d6
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Arrogant
  Edges: Charismatic, Connections, Strong Willed
  Gear: Rapier (d6+d4, +1 Parry), fine clothes.
  Native Warrior
  Many different native tribes populated the Caribbean. Each had 
  fierce warriors that protected the tribe or clan from outsiders. Even 
  peaceful strangers would be met with skepticism and aggression 
  until trust was established. 
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d6, Notice d8, Shooting d8, Stealth 
  d6, Swimming d6, Throwing d8
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  Cha: 0; Pace: 6; Parry: 5; Toughness: 6
  Gear: Poison Blowgun d4 + poison, Spear STR + d6
  Special Abilities:
  Poison (-2): The target must make a vigor roll if shaken or wound-
  ed. On a failure the hero takes a level of fatigue. The poison 
  makes them groggy and lasts for 4 hours.
  Native Spiritual Leader (WC)
  The clans and tribes of natives in the region are very spiritual. 
  They follow leaders with a strong connection to the spirits. Spiritual 
  leaders are able to commune with the gods and after the Vodou 
  Awakening their tribal magic manifested itself. 
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
  Skills: Climbing d6, Faith d8, Fighting d6, Notice d8, Shooting d6, 
  Stealth d6, Swimming d4, Throwing d6
  Cha: 0; Pace: 6; Parry: 4; Toughness: 5
  Edges: Arcane Background (Vodou)
  Gear: Poison Blowgun d4 + poison, Spear STR + d6
  Special Abilities:
  Powers: stun, slow
  Power Points: 10
  Poison (-2):  The target must make a vigor roll if shaken or wound-
  ed. On a failure the hero takes a level of fatigue. The poison 
  makes them groggy and lasts for 4 hours.
  Oarsman
  Oarsman are not your regular soldier on a ship. They are stron-
  ger, tougher and braver than the rest of the crew. They row the long 
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  boats and guard them while the crew is away. Acting as the van-
  guard in many situations because they are often the first to encoun-
  ter the enemy.
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
  Skills: Boating d10, Climbing d6, Fighting d8, Notice d4, Shooting 
  d4, Stealth d4, Swimming d8
  Cha: 0; Pace: 6; Parry: 6; Toughness: 5
  Gear: Hooked Spear STR+d8
  Officer (WC)
  They are the military officers aboard a ship that com-
  mand the sailors and soldiers. Officers choose pistols over 
  cutlass to begin a combat. They have love of country first 
  and listen to any order given from above.  
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Boating d6, Climbing d4, Fighting d8, Knowledge 
  (Battle) d6, Notice d6, Shooting d6, Swimming d6
  Cha: 0; Pace: 6; Parry: 5(6); Toughness: 5
  Edges: Command, Lunge
  Hindrances: Loyal
  Gear: Rapier (d6+d4), flintlock pistol (Range 5/10/20; Damage 
  2d6+1) or musketoon (Range 5/10/20, Damage 2d8), shot and 
  powder (20).
  Priest
  Not all religious leaders are zealots, priests act as the common 
  spiritual advisor. They come from many different faiths. After the 
  Vodou Awakening, these priests gained the power to cast miracles. 
  This was a gift from god they claimed.
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  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Faith d6, Fighting d4, Notice d4, 
  Shooting d4, Stealth d4, Swimming d6
  Cha: 0; Pace: 6; Parry: 4; Toughness: 5
  Edges: Arcane Background (Miracles)
  Hindrance: Vow (Minor)
  Gear: Mace Str+d4
  Special Abilities:
  Power Points: 10
  Powers: Dispel, Healing, Smite
  Soldier/Guard/Militia
  These professionals make a living with their ability to handle 
  conflict. The tools of their craft are a rifle and cutlass. With these 
  defend a position or bring the attack to the enemy in the name of 
  their employer. 
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
  Skills: Boating d6, Fighting d8, Intimidation d6, Notice d6, Shoot-
  ing d8, Stealth d6
  Cha: 0; Pace: 6; Parry: 6; Toughness: 6
  Edges: Marksman, Combat Reflexes
  Hindrance: -
  Gear: Cutlass (d8+d6), flintlock pistol (Range 5/10/20; Damage 
  2d6+1) or long flintlock (Range 10/20/30, Damage 2d8), shot and 
  powder (20)
  Witch Hunter
  Witch Hunters hunt evil and destroy it. These zealot priests have 
  travelled the seas to abolish what they declare as unholy.
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  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
  Skills: Boating d4, Climbing d6, Faith d8, Fighting d4, Intimidation 
  d8, Notice d8, Shooting d8, Stealth d8, Swimming d8
  Cha: -2; Pace: 6; Parry: 7; Toughness: 6 
  Edge: Arcane Background (Witch Hunter), Holy Warrior
  Hindrance: Delusional, Mean
  Gear: Halberd d8+d8 and Dagger d8+d4
  Special Abilities:
  Powers: drain power points, smite, bolt
  Power Points: 10
  Vodouisant
  These are the spiritual leaders of Vodou, casting great powers to 
  help those around them. They use rituals and prayers to speak with 
  the Loa that grant them their powers.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Climbing d6, Faith d8, Fighting d6, Intimidation d6, Notice 
  d8, Stealth d8, Survival d6, Swimming d6, Throwing d8
  Cha: 0; Pace: 6; Parry: 7; Toughness: 6
  Edge: Arcane Background (Vodou)
  Hindrance: Vow(Major)
  Gear: Dagger d6+d4
  Special Abilities:
  One of the three based on the family of Loa they follow
  Rada Powers: Banish, Healing, Succor
  Petro Powers: Blind, Puppet, Fear
  Ghede Powers: Boost/Lower Trait, Dark sight, Zombie
  Power Points: 10
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  Wild Cards
   †
  cap’t JoHn RavenBeaRd (wc) 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d10
  Skills: Boating d10, Fighting d8, Intimidation d10, Knowledge 
  (Navigation) d10, Knowledge (Battle) d8, Notice d6, Shooting d6 
  Stealth d8, Swimming d10
  Pace: 6 Parry: 6 Toughness: 7
  Edges: Ambidextrous, Command, Level-headed, Tactician, Two-
  Fisted
  Hindrances: Arrogant, Mean, Overconfident, Vengeful, 
  Gear: 2 Flintlock Pistols (.60) 5/10/20 2d6+1 RoF 1 2 actions to re-
  load, Cutlass Str+d6
  Ship: The Dark Death of Tortuga
   †
  admiRal BaRBato (wc) 
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
  Skills: Boating d10, Climbing d8, Fighting d10, Notice d8, Shooting 
  d8, Stealth d8, Swimming d6, Throwing d8
  Cha: 0; Pace: 6; Parry: 8; Toughness: 6
  Hindrances: Loyal, Mean
  Edges: Block, Command, Command Presence, Natural Leader, 
  Pilot
  Gear: Knife (Str+d4), Cutlass (Str+d6), 2x Flintlock pistols (Range: 
  5/10/20, Damage: 2d6+1), shot & powder (20)
   †
  captain ScaB eye danielS (wc) 
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
  Skills: Boating d10, Climbing d6, Fighting d8, Intimidation d10, 
  Notice d8, Shooting d8, Stealth d6, Swimming d6, Taunt d6, 
  Throwing d6
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  Cha: –2; Pace: 6; Parry: 7; Toughness: 6
  Hindrances: Greedy, Mean
  Edges: Block, Command, Natural Leader, Pilot, Reputation (Bad)
  Gear: Knife (Str+d4), Cutlass (Str+d6), 2x Flintlock pistols (Range: 
  5/10/20, Damage: 2d6+1), shot & powder (20)
   †
  don RaFael (wc) 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6
  Skills: Boating d10, Climbing d6, Fighting d8, Notice d4, Shooting 
  d4, Stealth d4, Swimming d6
  Cha: +1; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Overconfident
  Edges: drain power points, smite, burst, dispel
  Gear: Scimitar (Str+d8), Axe (Str+d6)
   †
  lieutenant iRonS (wc)
  Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d6
  Skills: Fighting d10, Notice d8, Shooting d8, Stealth d8, Swimming 
  d8, Taunt d8
  Cha: 0; Pace: 6; Parry: 8; Toughness: 6
  Hindrances: Mean, Greedy
  Edges: Block, Command, Grit, Natural Leader, Pilot, Really Dirty 
  Fighter, Reputation (Bad)
  Gear: Cutlass (d8 + d6), Pistol (Range 5/10/20: Damage 2d6+1), 
  Knife (d8 + d4)
  Special Abilities:
  Horn of the Hells: When blown an evil creature is summoned that 
  helps the blower. The creature is at the Admirals discretion based 
  on the situation. The blower suffers a -4 to spirit for one hour.
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   †
  papa dou (wc)
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
  Skills: Boating d6, Fighting d6, Intimidation d8, Notice d6, Stealth 
  d8, Throwing d8
  Cha: 0; Pace: 6; Parry: 5; Toughness: 5
  Edges: entangle, fear, puppet, zombie
  Gear: Dagger (STR+d4), Axe (STR+d6)
  Special Abilities:
  Power Points: 15
  Bag of Bones: Papa Dou carries a bag of bones that when rattled 
  allows him to cast an additional spell, however that round his 
  toughness is -2.
  Creatures
  Boar, Wild*
  Wild boars are hunted for their rich meat. They are fierce fighters, 
  especially if injured.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d8, Vigor 
  d10 
  Skills: Fighting d6, Guts d8, Notice d6, Stealth d6
  Pace: 6; Parry: 5; Toughness: 7
  Special Abilities:
  Berserk: When a boar is shaken, it goes berserk. It gains +2 to all 
  Fighting and Strength rolls and to its Toughness, but its Parry is 
  reduced by 2. It also ignores wound penalties.
  Gore: If a boar charges at least 6” before attacking, it adds +4 to 
  damage.
  Tusks: d8+d4.
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  Chickcharney
  An ugly two-foot-tall owl that is covered in fur. It has a curious 
  nature watching over people from the trees. They are not aggressive 
  and only fight when defending themselves. They have a mystic aura 
  that can bestow both good and bad luck.
  Attributes:  Agility d8, Smarts d4 (A), Spirit d8, Strength d4, Vigor d6
  Skills: Fighting d4, Notice d10, Stealth d6
  Charisma: -2; Pace: 4; Parry: 4; Toughness: 4
  Special Abilities:
  Bestow Good/Bad Luck: The following actions must occur within a 
  large blast template. Feeding or talking kindly to the Chickcharney 
  the crewmate gains a Bounty, this is a one-time effect. Attack-
  ing, harming or yelling at a Chickcharney gives the Bad Luck 
  hindrance to everyone in the blast template for the rest of the 
  session. 
  Bite or Claw: d4+d4
  Low Light Vision: No penalties for dim or dark lighting.
  Disgusting: All living creatures within 6” must make a Vigor roll or 
  suffer a level of Fatigue. The Fatigue lasts until the creature draws 
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  hearts for initiative while more than 6” away. A successful Vigor 
  roll renders a creature immune for a full day.
  Flight: Flying Pace of 6” and Climb 2.
  Size -1: Two feet tall; Toughness -1.
  Crab, Giant*
  Considered by many to be a myth told by drunken sailors, giant 
  crabs do actually exist. They are usually found on sandy beaches, 
  where they lurk beneath the sand, waiting to ambush unsuspect-
  ing prey. 
  Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor 
  d8 Skills: Fighting d8, Guts d6, Notice d8, Stealth d10
  Pace: 8; Parry: 6; Toughness: 10 (3) 
  Edges: Improved Frenzy 
  Special Abilities:
  Armor +3: Giant crabs have thick shells.
  Claws: d10+d6.
  Size +1: These creatures weigh over 400 pounds.
  Crocodile, Saltwater (WC) 
  These hyper carnivorous creatures can grow up to 20 feet long in 
  wild and up to 30 feet long on the High Water islands. They dominate 
  their prey with their massive strength and tough hide. They prefer to 
  take their prey under the water and roll them until they drown.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor 
  d12+1
  Skills: Fighting d6, Swimming d12, Notice d8, Stealth d4
  Charisma: -; Pace: 4(12); Parry: 5; Toughness: 17 (3)
  Special Abilities
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  Armor +3: Thick hide.
  Aquatic: Pace 12” and +2 to resist drowning.
  Bite: Str+d8; Additionally, a Grab with a raise.
  Tail Slap: Str+d8. They may make an additional attack of a tail slap 
  if an opponent/s is to the rear or side of the Crocodile.
  Low Light Vision: No penalties for dim or dark lighting.
  Rollover: Inflict Str+2d4 damage on a raise.
  Grab: Pin your opponent if you hit with a raise, they require a raise 
  on an opposed Strength roll to escape.
  Hold Breath: Can hold breath for Vigor x 10 minutes.
  Size +6: Increases Toughness by +6.
  Large: Opponents receive +2 to their attacks.
  Crocodile, Dire
  Found mainly on the High Water Islands these smaller relatives 
  to the saltwater crocodile are much meaner and often appear in 
  pairs or groups. These crocs have no fear have even 
  been known to hunt their prey deep into a jungle. 
  Their skin is often scared from their many attacks 
  on everything. 
  Attributes: Agility d8, Smarts d4 (A), Spirit d8, 
  Strength d12+6, Vigor d12+3
  Skills: Fighting d8, Swimming d12+2, 
  Notice d12
  Charisma: -; Pace: 4; 
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  Parry: 6; Toughness: 23 (4)
  Special Abilities
  Armor +4: Thick hide.
  Bite: Str+d8; Grab.
  Tail Slap: Str+d8.
  Low Light Vision: No penalties for dim or dark lighting.
  Rollover: Inflict Str+2d4 damage on a raise.
  Grab: Pin your opponent if you hit with a raise, they require a raise 
  on an opposed Strength roll to escape.
  Swallow: After successfully pinning a victim with a bite attack, this 
  creature may make an opposed Strength roll as a normal action. 
  If successful the victim has been swallowed, and automatically 
  suffers Str+d6 damage every round after that. A swallowed victim 
  can attempt to climb back up to the creature’s mouth as a normal 
  action with an opposed Strength roll, although it still remains 
  pinned by the bite. This ability only works on targets at least one 
  Size category smaller than the swallower.
  Natural Swimmer: Pace 12, and +2 to resist drowning.
  Size +10: Increases Toughness by +10.
  Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
  Kraken (WC) 
  Attributes: Agility d6, Smarts d6, Spirit d12, Strength d12 + 12, Vigor 
  d12
  Skills: Fighting d10, Notice d4
  Pace: 10; Parry: 7; Toughness: 23(5)
  Special Abilities:
  Bite: STR+3; must grab first (see below). The Kraken can bite as a 
  free attack. If it gets a raise on its attack roll when biting, it swal-
  lows the target whole
  Fear: -4
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  Gargantuan: Opponents get a +4 to all attack rolls.
  Size: +10
  Tentacles:    A Kraken may make up to four attacks each round. On 
  a raise, the creature has grappled the victim. An entangled victim 
  may only attempt an opposed Strength roll each round to escape. 
  Once grappled, the Kraken does its Strength damage automatical-
  ly by crushing with its arms. A victim killed by a Kraken’s tentacles 
  is usually ripped in half.
  Tough Hide: Armor +5; counts as Heavy Armor.
  Leech, Giant
  These blood sucking worms attach themselves to living skin 
  draining it of its blood. Most leeches grow only a few inches, but a 
  giant leech can grow up to a foot long. They are difficult to remove 
  because of how they attach themselves to their victims.
  Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
  Skills: Fighting d6, Tracking d4, Swimming d8, Notice d4, Stealth d4
  Charisma: -; Pace: 1; Parry: 5; Toughness: 6
  Special Abilities
  Bite: Str+d6; Attach.
  Blind sight: Ignore sight-based penalties and gaze attacks (range 6”).
  Scent: Can navigate, track and detect creatures by scent (range 6”, 
  halved for upwind and doubled for downwind, doubled again for 
  very strong scents). Only adjacent creatures can be pinpointed ac-
  curately, and attacks made using scent are made at -2.
  Attach: Attach to opponent on a raise, automatically inflict Str+d6 
  damage each round after that, victim require a raise on an op-
  posed Strength roll to pull off the leech.
  Mindless: Immune to mind-affecting magic.
  Fearless: Immune to fear and Intimidation.
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  Amphibious: Swimming Pace of 8”, and cannot drown, but can also 
  breathe air and survive indefinitely on land.
  Immunity: Mind-affecting effects.
  Leech, Swarm
  Damp, dark and murky waters hold a lot of dangers. This danger 
  comes upon the victims without warning. When attacking a leech 
  swarm automatically hits everyone within a small burst template. 
  Standard clothing does not protect you from a swarm. Each person 
  in the template has 2d6 leeches attach to the victim. After the first 
  attack on a victim d6 leeches attach. Giant leeches often swim with 
  their smaller friends. To remove from yourself make a vigor check, 
  to remove from someone else make an agility check. On a success 
  one leech is removed and two with a raise.  
  Attributes: Agility d12, Smarts d4 (M), Spirit d10, Strength d8, Vigor 
  d10
  Skills: Fighting special*, Swimming d10, Notice d4, Stealth d12
  Charisma: -; Pace: 1; Parry: 4; Toughness: 7
  Special Abilities
  Aquatic: Swimming Pace of 10”, and cannot drown.
  Auto Attack: 2d6 leeches attach to the victim, causing 1 pt of dam-
  age per attachment.
  Blindsight: Ignore sight-based penalties and gaze attacks (range 6”).
  Bloodlet: Each round after the attack that 3 leeches remain at-
  tached the victim suffers a level of fatigue. If the victim is poi-
  soned the leeches remove the poison with a vigor roll. The leeches 
  die if they remove poison.
  Mindless: Immune to mind-affecting magic.
  Fearless: Immune to fear and Intimidation.
  Swarm: Parry +2; as the swarm is made up of hundreds of crea-
  tures, cutting and piercing attacks do no damage.
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  Lusca
  Some claim it is the cross between a giant shark and an octopus. 
  No matter how you describe this giant cuttlefish, it is believed to 
  haunt the waters of the Caribbean. They lurk in the blue holes, a vast 
  network of underwater caves, and they come out of them to feed on 
  unsuspecting victims that wander to close or happen to startle their 
  rest. They are especially active around the Bahamas but supposedly 
  exist throughout the Caribbean Sea.
  Few people survive an attack by the Lusca. This vicious animal 
  attacks a ship from below. The first sign of the attack is the whirl-
  pool that forms under the ship. Then the Lusca’s tentacles wrap 
  around the ship and with a jerk it pulled into the depths of the 
  ocean. As the whirlpool subsides, all that is left is what the Lusca 
  didn’t digest; perhaps a bit of wood or a sail or other items that 
  would float to the surface. Lucky be the pirate who survives the 
  Lusca! Or so the myth goes.
  Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+4, 
  Vigor d12
  Skills: Fighting d10, Notice d12, Swimming d10
  Pace: —; Parry: 7; Toughness: 12
  Special Abilities:
  Aquatic: Pace 10.
  Bite: Str+d8.
  Hardy: The creature does not suffer a wound 
  from being Shaken twice.
  Fear: The Lusca causes a fear 
  check at -2 when first 
  encountered.
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  Large: Attackers add +2 to their attack rolls when attacking a Lusca 
  due to its large size.
  Size +4: Luscas can grow up to 25’ in length.
  Ink Cloud: A Lusca can spurt a cloud of black ink once per day. The 
  cloud fills a sphere equal to a Large Burst Template. No sight or 
  smell functions within this putrid stuff, even for the Lusca.
  Tentacles: A Lusca may make up to four attacks each round. On a 
  raise, the creature has grappled the victim. An entangled victim 
  may only attempt an opposed Strength roll each round to escape. 
  Once grappled, the Lusca does its Strength+d6 damage automati-
  cally by crushing with its tentacles. A victim killed by an Lusca’s 
  tentacles is usually ripped in half
  Merfolk
  Mermaids and mermen make up the merfolk. They are the natural 
  enemies of Selkie. Their upper body is human and their lower body 
  is that of a fish.  Sailors believed that they were bad luck luring them 
  into dangers. The Merfolk though hold no ill will to humans but 
  their males are very protective over the females. 
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d6, Notice d4, Swimming d10, Shooting d4
  Charisma: -; Pace: 1; Parry: 6; Toughness: 7 (1)
  Gear: Trident (Str+d6; Reach 1”; Parry +1), heavy crossbow (Shoot-
  ing; range 15/30/60; 2d6; AP 2)
  Special Abilities
  Armor +1: Natural armor.
  Aquatic: Pace 10
  Low Light Vision: No penalties for dim or dark lighting.
  Amphibious: Swimming Pace of 10”, and cannot drown, but can 
  also breathe air and survive indefinitely on land.
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  Monkey, High Water
  High Water Monkeys resemble Green or Old-World Monkeys. 
  This type of Monkey is common in parts of the Caribbean. However, 
  when the High Water Islands raised from below the depths, these 
  creatures were born with an intelligent soul. They were as smart 
  as humans and one in three gained the ability to talk. High Water 
  monkeys have been known to stow away on ships and are slowly 
  starting to inhabit other locations.
  Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
  Skills: Fighting d6, Climbing d12, Notice d8, Stealth d8, Throwing d4
  Charisma: -; Pace: 8; Parry: 5; Toughness: 3
  Gear: Throw rocks (Throwing; range 3/6/12; Str+d6)
  Special Abilities
  Bite or Claw: Str + d4
  Low Light Vision: No penalties for dim or dark lighting.
  Fast Runner: Roll d8 when running instead of d6.
  Pounce: +4 attack/damage and -2 Parry after leaping d6” in a 
  straight line towards non-adjacent foe.
  Leaping: High Water monkeys can leap 6”, +1” with a Strength roll
  Size -2: Reduces Toughness by -2.
  Small: +2 to attack medium-sized foes, they receive -2 to their at-
  tacks.
  Mosquito, Giant
  Mosquitoes are annoying when they are tiny sucking small 
  amounts of blood from you, but these creatures are the size eagles. 
  They use their enormous beak to suck the very life out of their vic-
  tims.  They love being near still water and can be found everywhere 
  in the Caribbean. 
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  Attributes: Agility d8, Smarts d4 (A), 
  Spirit d6, Strength d4, Vigor d4
  Skills: Fighting d6, Notice d6, Stealth d8
  Pace: 6 Parry: 5 Toughness: 4
  Special Abilities:
  Flight: Flight 12
  Blood Drain: On a raise, the Giant Mos-
  quito can attach to its victim. Each round 
  the Mosquito is attached, it causes a level of 
  fatigue. An opposed strength roll can pull the 
  mosquito free.
  Extraction: With a successful agility roll, the 
  giant mosquito can avoid one free attack 
  when withdrawing.
  Disease: If the giant mosquito scores a shaken result, the 
  victim must make a vigor check. On a failure, the victim has con-
  tracted High Water Fever. High Water Fever last d4+2 days. Each 
  day the victim must make a vigor check or take a level of fatigue. 
  On a roll of 1 on the attribute dice, regardless of the wild die, the 
  victim will take a wound instead.
  Piranha, Swarm*
  A hungry swarm of piranhas can strip the flesh from a man’s 
  bones in minutes. Piranha swarms cover a Medium Burst Template 
  and attack everyone within every round.
  Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d8, Vigor 
  d10 Skills: Notice d6
  Pace: —; Parry: 4; Toughness: 7 Booty: None
  Special Abilities:
  Aquatic: Pace 6.
  Bite: Swarms inflict hundreds of bites each round. They hit auto-
  matically and causing 2d4 damage to everyone in the template.
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  Split: Piranha swarms can split into two smaller swarms (Small 
  Burst Templates) if necessary. The Toughness of these smaller 
  swarms is lowered by –2 (to 5 each).
  Swarm: Parry +2; As the swarm is made up of hundreds of crea-
  tures, cutting and piercing attacks do no damage.
  Sea Serpent, Large (Huge) (WC) 
  Sea Serpents resemble an enormous snake. Sea Serpents inhabit 
  the deep waters and will attack ship that come into their territory. 
  Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8(d12+5), 
  Vigor d8(d12+3)
  Skills: Fighting d8 (d12), Swimming d10 (d12+1), Notice d6 (d8), 
  Stealth d10
  Charisma: -; Pace: 4; Parry: 6; Toughness: 10
  Special Abilities
  Armor +4: Natural armor.
  Aquatic: Pace 10 (12)
  Bite: Str+d8; Constrict.
  Tail Slap: Str+d8; Constrict.
  Low Light Vision: No penalties for dim or dark lighting.
  Darkvision: No vision penalties for darkness (range 24”).
  Constrict: Pin opponent on a raise, inflict Str+d6 per round after 
  that, they require a raise on an opposed Strength roll to escape.
  Swallow: After successfully pinning a victim with a bite attack, this 
  creature may make an opposed Strength roll as a normal action. 
  If successful the victim has been swallowed, and automatically 
  suffers Str+d6 damage every round after that. A swallowed victim 
  can attempt to climb back up to the creature’s mouth as a normal 
  action with an opposed Strength roll, although it still remains 
  pinned by the bite. This ability only works on targets at least one 
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  Size category smaller than the swallower.
  Size +6: Thirty feet long; Toughness +6. (Size +10: Sixty feet long; 
  Toughness +10.)
  Large: Opponents receive +2 to their attacks (Huge: Opponents 
  receive +4 to their attacks.)
  Selkies
  Imagine a werewolf that is a seal, but they are not contagious. 
  Selkies are able to transform to human form by shedding their seal 
  skins and can revert to seal form by putting their selkie skin back 
  on.  They are the natural enemies to Merfolk.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6, Stealth d8, Swimming d10
  Pace: 6 (in human form) Parry: 5 Toughness: 5
  Special Abilities:
  Aquatic: Pace 10
  Invulnerability: Selkies can only be 
  shaken by weapons that are not silver—
  not wounded.
  Weakness: Selkies suffer normal damage 
  from silver weapons.
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  Siren
  Sirens are beautiful but dangerous creatures that lure sailors with 
  their beautiful voices to their doom, causing the ships to crash on 
  the reefs near their island. A siren appears to be a beautiful woman 
  but has wings on her back. Some sailors have mistaken them for 
  angels. They have talons for hands and sharp pointed teeth.
  Attributes: Agility d10, Smarts d8, Spirit d12, Strength d6, Vigor d6
  Skills: Fighting d10, Knowledge (History) d10, Notice d12, Stealth 
  d12, Spellcasting d8
  Charisma: +4; Pace: 6; Parry: 7; Toughness: 6 (1)
  Edge: Arcane Background (Miracles)
  Special Abilities
  Charm Sirens can use the puppet power on members of the op-
  posite sex. Smarts is used as the arcane skill for this power.
  Armor +1: Natural armor.
  Talons: Str+d6.
  Low Light Vision: No penalties for dim or dark lighting.
  Darkvision: No vision penalties for darkness (range 12”).
  Flight: Flying Pace of 12” and Climb 2.
  Immunity: Mind-affecting effects.
  Snake, Giant Constrictor
  Growing from 15 to 30 feet long, these snakes are always looking 
  for their next meal. Though not fast they are very stealthy, sneaking 
  up on an opponent and either biting entangling them before they 
  have a chance to run. Their muscles have to be extremely strong to 
  be able to crush the armor of a conquistador. 
  Attributes: Agility d4, Smarts d4, Spirit d8, Strength d10, Vigor d6
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  Skills: Fighting d8, Notice d10, Stealth d10
  Pace: 4; Parry: 5; Toughness: 7(2)
  Special Abilities:
  Thick Skin: Armor + 2
  Bite: Str+d6
  Constrict: Giant Constrictors unlike regular constrictors attack 
  very quickly. When they attack they bite, with a raise they entangle 
  the creature. An entangled creature takes STR + d6 damage each 
  round it is entangled. The prey may attempt to escape on his ac-
  tion by getting a raise on an opposed Strength roll.
  Shark, Ichor
  Swimming around the High Water islands these Tiger Sharks have 
  interacted with the ichor forming the islands. They are highly ag-
  gressive attacking whenever they can. The ichor has caused the area 
  around their eyes to have a faint yellow tinge. For this reason, some 
  call them yellow eyes.
  Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d6 
  Skills: Fighting d8, Intimidation d6, Notice d12
  Pace: —; Parry: 6; Toughness: 5
  Special Abilities:
  Aquatic: Pace 10.
  Bite: d8+d6.
  Berserk: When a ichor shark is Shaken, it goes berserk. It gains 
  +2 to all Fighting and Strength rolls and to its Toughness, but its 
  Parry is reduced by 2. It also ignores wound penalties.
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  Shark, Great White (WC) 
  Great whites often trail vessels at sea for days and wait for people 
  to go into the water. They might also nudge ships if they see crew-
  men hanging over the railing, such as when making repairs.
  Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+4, 
  Vigor d12 
  Skills: Fighting d10, Guts d8, Notice d12 
  Pace: —; Parry: 7; Toughness: 12
  Special Abilities:
  Aquatic: Pace 10.
  Bite: d12+d8+4.
  Hardy: A second Shaken result does not cause a wound to a great 
  white.
  Large: Attackers add +2 to their attack rolls when attacking a great 
  white due to its large size.
  Size +4: Great whites grow up to 25’.
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  Sprite
  The sprites of the Caribbean on small jungle nymphs. They keep 
  mainly to themselves but occasionally interact with humans. Being 
  very protective of their homes they play tricks and games to get 
  anyone getting close to move away from their home.
  Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d4-2, Notice d6, Stealth d12+1
  Charisma: -; Pace: 3; Parry: 2; Toughness: 2
  Gear: Short Sword (Str+d6), shortbow (Shooting; range 12/24/48; 2d6)
  Edges: Alertness, Arcane Background (Miracles)
  Powers: Light (dancing lights), Stun (daze)
  Special Abilities
  Low Light Vision: No penalties for dim or dark lighting.
  Flight: Flying Pace of 12” and Climb 3.
  Physical Resistance: -1 damage from physical attacks, except those 
  caused by cold iron weapons.
  Size -2: Reduces Toughness by -2.
  Small: +2 to attack medium-sized foes, they receive -2 to their attacks.
  The Taint/Ichor
  Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d10, Vigor 
  d12+3
  Skills: Fighting d6, Climbing d10
  Charisma: -; Pace: 4; Parry: 5; Toughness: 11
  Special Abilities
  Slam: Str+d6; +2 acid damage; Poison.
  Blindsight: Ignore sight-based penalties and gaze attacks (range 12”).
  Mindless: Immune to mind-affecting magic.
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  Fearless: Immune to fear and Intimidation.
  Wall Walker: Can automatically move across vertical or inverted 
  surfaces with Pace 2”.
  Amorphous: Doesn’t suffer additional damage from raises or called 
  shots.
  Immunities: Sleep, poison, shape changing, paralysis and Gang Up 
  bonuses.
  Poison: Slam inflicts poison if foe is shaken or wounded.
  Size +2: Increases Toughness by +2.
  Vines, Poison
  Slowly they twist, grow and slither from the vines trunk. The trunk 
  is the source of the vines and they can grow up to 100 feet snagging 
  their prey. A vine’s trunk is almost always found at the bottom of 
  water, sand, mud or quicksand. They naturally protect themselves in 
  these areas. The trunk is carnivorous pulling its victims to the bot-
  tom slowly devouring their prey.
  Depending on the size of the trunk, it can grow from ten to one 
  hundred vines. These vines have a sense of smell and seek out living 
  creatures. They often grab hold with one vine around a leg or an 
  arm pulling the target towards the trunk. Once prone a second on 
  third vine will grab hold preventing its victim from pulling free. The 
  poison vines also inject a slow poison weakening the prey til they 
  can no longer fight.
  Attributes: Trunk: Agility d4, Smarts d4 (A), Spirit d4, Strength d10, 
  Vigor d12
       Vines: Agility d8, Smarts d4 (A), Spirit d4, Strength d8, Vigor d6
  Skills: Fighting (T) d10 (V) d8, Notice d6, Stealth d8
  Pace: (V) 4; Parry: 6; Toughness: 5
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  Special Abilities:
  Thorns: Str; Reach 5
  Plant: Arrows and Piercing attacks do half damage; Called shots do 
  no extra damage; Immune to Fear and Tests of Will.
  Camouflage: Notice rolls at -4 penalty.
  Grab: a successful attack a player is grabbed. It is an opposed 
  Strength to break free. On each additional round that you are 
  grabbed a new vine attacks pulling the victim towards the trunk.
  Poison: Anyone shaken or wounded by the plant’s thorns must make 
  a Vigor roll or suffer -1 to Strength rolls (temp), this compounds
  Demonic Or Undead
   
  e BRuJa (BRu-Ha) (wc) 
  Brujas are witches that use their powers to cast evil upon the liv-
  ing. They often call upon the dark forces and have imps as compan-
  ions. They look withered and old and frail but can cast powers. They 
  are said to hunt the living and take you when you are alone. 
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d8, Intimidation d6, Climbing d6, Swimming d6, 
  Notice d6, Stealth d6
  Charisma: -; Pace: 6; Parry: 6; Toughness: 8
  Gear: Dagger (Str+d4)
  Special Abilities
  Lost Soul: When destroyed, returns after 3d6 days unless their 
  haunt is destroyed. Days are halved if within a mile of ichor, 
  Storm of Souls or La Fisura Profana 
  Wail (Major): Opposed Spirit roll vs all living targets within 6”, 
  inflicts 2d10 sonic damage
  Fear: Anyone who sees this creature must make a Fear check.
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  Undead: +2 Toughness; +2 to recover from being Shaken; No 
  wound penalties; Immune to disease and poison; No additional 
  damage from called shots.
  No Breath: Doesn’t breathe, immune to inhaled poisons and 
  smell-based effects.
  Unholy Spirit: Lost souls cannot enter onto sanctified ground.
   
  e el gato demonio (demon cat) (wc)
  Jaguars and pumas (also known as cougars or mountain lions) are 
  indigenous to Central and South America, as well as parts of Florida. 
  All are fierce and stealthy predators.
  Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
  Skills: Climbing d10, Fighting d8, Intimidation d6, Notice d8, 
  Stealth d8, Tracking d6
  Pace: 8; Parry: 6; Toughness: 6 Booty: Loot, in lair 
  Special Abilities:
  Bite: d8+1d8.
  Fleet Footed: These fast cats roll a d10 running die instead of d6.
  Frenzy: Big cats may make two attacks each round with no penalty.
  Low Light Vision: Big cats ignore Dim and Dark vision penalties.
  Pounce: A big cat can leap 1d6” to gain +4 to its attack and damage. 
  Its Parry is reduced by –2 until its next action when performing 
  the maneuver however.
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  e FiRe demon (wc) 
  Straight of hell itself a fire demon is an evil entity that stands six-
  foot-tall and is covered in flames. It prefers to stand back and throw 
  flames at its opponents but when they are too close it unleashes it 
  fiery touch on its enemies.
  Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d8, Vigor d6
  Skills: Climbing d8, Fighting d10, Shooting d8
  Pace: 6; Parry: 7; Toughness: 5
  Special Abilities:
  Fiery Touch: Str+d6; 1 in 6, chance of catching fire.
  Flame Strike: A Fire Demon can project a searing blast of flame 
  using the Cone Template. Characters inside the cone must make 
  an opposed Agility roll vs. the Demons Spirit roll or suffer 2d10 
  damage, plus 1 in 6 chance of catching fire.
   
  e Hell cow (wc) 
  The Hell Cow resembles a large bull. Its eyes are blood red with 
  steam rising from its skin. Attached to its vicious horns is a set of 
  heavy barbed chains that reach the ground. When charging these 
  chains drag along the ground entangling its foes. While charging 
  the Hell Cows thundering hooves ignite setting ablaze everything 
  behind it.
  An eerie steam precedes the Hell Cow, obscuring it. The blood 
  red eyes appear first through the steam. If you see the eyes, it may 
  be too late. They offer little warning appearing out of the mist. Most 
  appear on the High Water Islands and on the Yucatan Peninsula, but 
  they can appear anywhere.
  Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+2, 
  Vigor d12
  Skills: Fighting d8, Notice d6 
  Pace: 8(12 charging); Parry: 4; Toughness: 10(12)
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  Special Abilities
  Fear: The Hell Cow causes a 
  fear check at -2 when first 
  encountered.
  Size +2: Bulls are large crea-
  tures.
  Charge: A Hell Cow can 
  charge at a speed of 12, this 
  leaves a trail of fire behind it. 
  When charging a Hell Cow 
  is +2 to fight and -2 to Parry. 
  With a successful attack, 
  they trample the opponent.
  Trample: Str + d8
  Thick Hyde: +2 Armor
  Entangle: The hell cow can use its 
  chains to entangle it pray as per the 
  Entangle power 
  Horns: Str+d6.
   
  e imp
  These hideous small creatures stand no more than two feet high. 
  They come from the bowels of hell and prey on anything good. They 
  are often the companions of Bruja. They prefer to not physically at-
  tack their opponents and prefer to cause mischief first. They can fly 
  and climb fast and chose to get away from their opponents rather 
  than stand and fight.
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Knowledge (Arcana) d8, Knowledge (Planes) d8, 
  Repair d8, Notice d8, Spellcasting d6
  Charisma: -; Pace: 4; Parry: 5; Toughness: 3
  Edges: Arcane Background (Magic), Dodge
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  Powers: Detect Arcana (sense magic), Divination, Invisibility, Puppet
  Special Abilities
  Stinger: Str; Poison.
  Darkvision: No vision penalties for darkness (range 12”).
  Extraplanar: Not native to the material plane, and can be targeted 
  by Banish.
  Outsider: Doesn’t eat, drink or sleep, cannot be resurrected.
  Flight: Flying Pace of 10” and Climb 3.
  Evil: Affected by powers and abilities that work on evil creatures.
  Change Form: Can assume an alternate form as a normal action.
  Immunities: Fire and poison.
  Energy Resistances: -2 damage from acid and cold.
  Physical Resistance: -2 damage from physical attacks, except those 
  caused by either good or silver weapons.
  Poison: Sting inflicts poison if foe is Shaken or wounded.
  Size -2: Two feet tall; Toughness -2.
  Small: +2 to attack medium-sized foes, they receive -2 to their 
  attacks.
   
  e lagaHoo
  Shape-shifting monster. It seems like a normal human by day, but 
  this creature takes on the form of a man with no head, who roams 
  the night with a wooden coffin on its neck. On top of the coffin are 
  three lighted candles and the long loose end of a heavy iron chain, 
  noosed around its waist, trails behind him. Often, it is seen with 
  chains around its neck, which change size. One appendage is said to 
  be turned backwards. It can shapeshift into various animals, includ-
  ing horses, pigs or goats, and said to often take the form of a crea-
  ture similar to a centaur; is also thought to be a blood sucker which 
  is less than particular about its food source, making do with such 
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  221
  animals as cows and goats. The Lagahoo also possesses the ability to 
  alter its size from tiny to gigantic in an instant. To kill the Lagahoo 
  one must beat the creature with a stick which has been anointed 
  with holy water and holy oil for nine days. While beating the demon, 
  it changes into other beasts such as a snarling dog, a wild bull and 
  thunderous waves of water and finally will disappear into a mist.
  Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
  Skills: Fighting d6, Tracking d4, Swimming d8, Notice d4, Stealth d4
  Charisma: -; Pace: 1; Parry: 5; Toughness: 6
  Special Abilities
  Bite: Str+d6; Attach.
  Blindsight: Ignore sight-based penalties and gaze attacks 
  (range 6”).
  Scent: Can navigate, track and detect creatures by scent (range 6”, 
  halved for upwind and doubled for downwind, doubled again for 
  very strong scents). Only adjacent creatures can be pinpointed ac-
  curately, and attacks made using scent are made at -2.
  Attach: Attach to opponent on a raise, automatically inflict Str+d6 
  damage each round after that, victim require a raise on an op-
  posed Strength roll to pull off the leech.
  Mindless: Immune to mind-affecting magic.
  Fearless: Immune to fear and Intimidation.
  Amphibious: Swimming Pace of 8”, and cannot drown, but can also 
  breathe air and survive indefinitely on land.
  Immunity: Mind-affecting effects.
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  Lost Souls
  When the ichor first began leaking out of La Fissure Profana, so 
  with it came the souls of the departed. Some have called them ghosts 
  or spirits, but a lost soul is much more than a simple apparition. It is 
  the haunted soul of a once living being. Some don’t know they are 
  dead, others seek out those that have wronged them and some are 
  just heartbroken.
   
  e dutiFul Soul
  Dutiful Souls continue to do the job they did in life. They wear 
  the same clothes or uniforms they once did. If this soul was a 
  guard in life they are a guard in the afterlife and attack those they 
  protect. These are the least intelligent of the souls and do the 
  same things over and over. 
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Climbing d6, Swimming d6, 
  Notice d6, Stealth d6
  Charisma: -; Pace: 6; Parry: 5; Toughness: 7
  Gear: Dagger (Str+d4)
  Special Abilities
  Lost Soul: When destroyed, returns after 3d6 days unless haunt 
  is destroyed. Days are halved if within a mile of ichor, Storm of 
  Souls or La Fisura Profana 
  Wail (Minor): Opposed Spirit roll vs all living targets within 6”, 
  inflicts 2d4 sonic damage
  Fear: Anyone who sees this creature must make a Fear check.
  Undead: +2 Toughness; +2 to recover from being shaken; No 
  wound penalties; Immune to disease and poison; No additional 
  damage from called shots.
  No Breath: Doesn’t breathe, immune to inhaled poisons and 
  smell-based effects.
  Unholy Spirit: Lost souls cannot enter onto sanctified ground.
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  e pRotective Soul (wc) 
  Protective Souls stay close to the item or area they protect. They 
  stay invisible until they become enraged. They usually begin any at-
  tack with the surprise of becoming corporeal and then touching the 
  opponent draining spirit and causing fear. Protective souls are fear-
  some opponents and often leave buccaneers shaking in their boots. 
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d8, Vigor d6
  Skills: Fighting d8, Intimidation d6, Climbing d4, Swimming d6, 
  Notice d6, Stealth d6
  Charisma: -; Pace: 6; Parry: 6; Toughness: 7
  Gear: Dagger (Str+d4) or any item of Admiral’s choice
  Special Abilities
  Lost Soul: When destroyed, returns after 3d6 days unless haunt 
  is destroyed. Days are halved if within a mile of ichor, Storm of 
  Souls or La Fisura Profana 
  Wail (Major): Opposed Spirit roll vs all living targets within 6”, 
  inflicts 2d10 sonic damage
  Fear -4: Anyone who sees this creature must make a Fear check.
  Undead: +2 Toughness; +2 to recover from being shaken; No 
  wound penalties; Immune to disease and poison; No additional 
  damage from called shots.
  Incorporeal: Normally, a protective soul is invisible and incorpo-
  real. When it decides to use its touch attack, it becomes visible 
  and partially corporeal and must remain so for 3 rounds. It can 
  become visible at any time, for as long as it wishes, while still 
  remaining incorporeal.
  Cowering Touch: By making a touch attack, a lost soul can drain 
  spirit. Make a Spirit roll at -2; if you fail, you lose 1 die type of 
  Spirit. If this is reduced under d4, the victim is incapacitated and 
  will die in 1d6 rounds. A Healing spell will return one level of each 
  Attribute, while Greater Healing will return all lost levels. If the 
  hero has yet to make a fear check they must do so immediately 
  after suffering the effects of the touch.
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  No Breath: Doesn’t breathe, immune to inhaled poisons and 
  smell-based effects.
  Flight: Flying Pace of 6”.
  Whirlwind: The protective soul makes a Vigor roll at –2; on a suc-
  cess, place a Medium Burst Template centered on the soul, or 
  a Large Template with a raise. Everyone within must make an 
  Agility roll or take 1d10 non-lethal damage, and they’re ejected 
  1d4” from the Template in a random direction, becoming prone. 
  If they strike an inanimate object, they’re shaken as well. The soul 
  can’t move or take any other actions in the same round it creates 
  a whirlwind.
  Unholy Spirit: Lost souls cannot enter onto sanctified ground.
   
  e RegRetFul Soul
  A soul filled will regrets is not often dangerous, that is until you 
  get in the way of their regret. They are often heard moaning or 
  wailing over their regret. They will converse with you, and lament in 
  their regret and often ask for the heroes help. The moment they go 
  against the soul or refuse the regretful soul attacks. It always opens 
  with a wail.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Climbing d6, Swimming d6, 
  Notice d6, Stealth d6
  Charisma: -; Pace: 6; Parry: 5; Toughness: 7
  Gear: Dagger (Str+d4)
  Special Abilities
  Lost Soul: When destroyed, returns after 3d6 days unless haunt 
  is destroyed. Days are halved if within a mile of ichor, Storm of 
  Souls or La Fisura Profana 
  Wail (Major): Opposed Spirit roll vs all living targets within 6”, 
  inflicts 2d10 sonic damage
  Fear: Anyone who sees this creature must make a Fear check.
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  Undead: +2 Toughness; +2 to recover from being shaken; No 
  wound penalties; Immune to disease and poison; No additional 
  damage from called shots.
  No Breath: Doesn’t breathe, immune to inhaled poisons and 
  smell-based effects.
  Unholy Spirit: Lost souls cannot enter onto sanctified ground.
   
  e vengeFul Soul
  Vengeful souls are violent souls that seek out a person or crew. 
  They will not be happy until their target is destroyed. They are aware 
  of their surroundings and make anyone who gets in their way suffer. 
  These souls are usually good fighters. 
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d8, Intimidation d6, Climbing d6, Swimming d6, 
  Notice d6, Stealth d6
  Charisma: -; Pace: 6; Parry: 6; Toughness: 8
  Gear: Dagger (Str+d4)
  Special Abilities
  Lost Soul: When destroyed, returns after 3d6 days unless their 
  haunt is destroyed. Days are halved if within a mile of ichor, 
  Storm of Souls or La Fisura Profana 
  Wail (Major): Opposed Spirit roll vs all living targets within 6”, 
  inflicts 2d10 sonic damage
  Fear: Anyone who sees this creature must make a Fear check.
  Undead: +2 Toughness; +2 to recover from being shaken; No 
  wound penalties; Immune to disease and poison; No additional 
  damage from called shots.
  No Breath: Doesn’t breathe, immune to inhaled poisons and 
  smell-based effects.
  Unholy Spirit: Lost souls cannot enter onto sanctified ground.
  Half damage from piercing or slashing weapons.
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  e Soucouyant (So-cHo-yan) (wc) 
  The Soucouyant is a shapeshifting vampire of West African and the 
  Caribbean and is as deadly as any of its undead colleagues from the 
  Old World. During the day, the creature appears as a reclusive but 
  friendly old woman and usually takes up residence outside villages 
  and towns. At night, it strips off its skin and takes on its true form, 
  that of a human-sized vampiric fireball. It flies through the night, 
  seeking the blood of the living. The creature is invulnerable when dis-
  guised although at night when ethereal it can be harmed by magical 
  weapons. However, if the Soucouyant is found in daylight and without 
  its skin, it is vulnerable to normal attacks. If the skin is rubbed with 
  coarse salt or hot peppers, it is unable to wear the skin again. There-
  fore, the creatures usually hide their empty skins in stone mortars, 
  a chest of iron, or a hollowed-out tree trunk. A Soucouyant skin is a 
  highly valuable to those who practice black magic. 
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12, Vigor d10
  Skills: Fighting d8, Intimidation d8, Notice d8, Stealth d8, Taunt d8, 
  Throwing d6
  Charisma: -; Pace: 6; Parry: 6; Toughness: 9
  Special Abilities
  Burning Touch: In its true form, the Soucouyant does Str+d6 dam-
  age, except when feeding; chance of catching fire.
  Change Form: As an action, a Soucouyant can strip off its skin and 
  take on its true form of a human-sized fireball.
  Fear –2: Anyone who sees the Soucouyant in its true form is frightened.
  Flight: A Soucouyant in its true form can fly at a rate of 6” and a 
  Climb of 3”.
  Drain: The Soucouyant drains blood from its victims, causing –1 
  Fatigue per round and leaving behind large bruises.
  Ethereal: In its true form, the Soucouyant is Ethereal and can 
  maneuver through any non-solid surface. It can seep through the 
  cracks in doors, windows, and walls.
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  Invulnerability: Soucouyant can only be harmed when in its true 
  form, without its skin, and during daylight.
  Sire: Any woman killed by a Soucouyant has a 50% chance of rising 
  as a Soucouyant within 1d4 days.
  Undead: +2 Toughness: +2 to recover from being Shaken; called 
  shots do no extra damage. No Wound penalties.
  Weakness: Compulsion – If confronted with spilled rice, the Sou-
  couyant is compelled to individually pick up every grain.
  Weakness: Skin – If the Soucouyant skin is rubbed with coarse salt 
  while it is in its true form, the creature cannot wear it again.
  Weakness: Sunlight – in sunlight and without its skin, the Sou-
  couyant becomes vulnerable to normal attacks.
   
  e ZomBie
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4
  Pace: 4; Parry: 5; Toughness: 7
  Special Abilities:
  Claws: Str
  Fearless: Zombies are im-
  mune to Fear and Intimi-
  dation
  Undead: +2 Toughness; 
  +2 to recover from 
  being shaken; called 
  shots do no extra dam-
  age (except to the head)
  Weakness(Head): Shots to a zombie’s head are +2
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  Ships
  The ships included here may also be used as Archetypes.
  Brig
  The Osprey by Jason Tyron
  Attributes:  Mastery: 8; Rigging: 6; Tonnage: 8; Cargo: 8(4); Crew: 6
  Orders:   Broadside d6; Evasive d6; Hold d4; Rake d4; Flee d4; Pur-
  sue d4; Damage d4; Boarding d6; Ramming d4; Full Sail d4; Hard 
  About d4; Long Boat d4; 
  Maneuver:  3+Spd (1); Arm: 16; Infamy: 3; Toughness: 16; Damage: 1
  Edges: Swift Topsails
  Hindrances:  Small Hold
  Gun Locations
            Portside Front:  4     Starboard Front:  4
            Portside Rear:   4      Starboard Rear:   4
  Guns:   Medium (0/-2/-4) 3d6
  Brigantine
  The Ruthless Moose by Sarah Daniels
  Attributes:  Mastery: 8; Rigging: 8; Tonnage: 6; Cargo: 6; Crew: 8
  Orders:   Broadside d6; Evasive d6; Rake d4; Flee d4; Pursue d4; 
  Sails d4; Hatches d4; Damage d4; Boarding d6; Full Sail d4; Look-
  out d4; Hard About d4; 
  Maneuver:  5+Spd; Arm: 12; Infamy: 4; Toughness: 14; Damage: 1
  Edges: Built to Withstand
  Hindrances:  Ship of Lost Souls (Minor), Knotting Ropes
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  Gun Locations
            Portside Front:  3     Starboard Front:  3
            Portside Rear:   3      Starboard Rear:   3
  Guns:   Medium (0/-2/-4) 3d6
  Carvel
  Black Rose by Randy Vranesh
  Attributes:  Mastery: 10; Rigging: 6; Tonnage: 6; Cargo: 8; Crew: 6
  Orders:   Broadside d8; Evasive d8; Flee d4; Pursue d6; Hatches d4; 
  Damage d4; Boarding d6; Full Sail d4; Lookout d4; 
  Maneuver:  5+Spd; Arm: 8; Infamy: 3; Toughness: 14; Damage: 1
  Edges: Boarding Experts
  Hindrances:  Explosive Guns
  Gun Locations
            Portside Front:  2     Starboard Front:  2
            Portside Rear:   2      Starboard Rear:   2
  Guns:   Light (0/-2/-4) 2d6
  Carrack
  Doomsday by Dee Wooden
  Attributes:  Mastery: 4; Rigging: 4; Tonnage: 10; Cargo: 12; Crew: 6
  Orders:   Broadside d6; Evasive d4; Hold d6; Flee d4; Sails d4; 
  Hatches d4; Damage d4; Boarding d8; Lookout d4; Long Boat d6; 
  Maneuver:  -1+Spd; Arm: 16; Infamy: 5; Toughness: 18; Damage: 1
  Edges: Fearsome Flag
  Hindrances:  Ship of Lost Souls (Major)
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  Gun Locations
            Portside Front:  4     Starboard Front:  4
            Portside Rear:   4      Starboard Rear:   4
  Guns:   Medium (0/-2/-4) 3d6
  Corvette
  Lady Valdosa by Nate Booher
  Attributes:  Mastery: 12; Rigging: 8; Tonnage: 4; Cargo: 4; Crew: 8
  Orders:   Broadside d6; Evasive d8; Rake d4; Flee d4; Pursue d4; 
  Sails d4; Hatches d4; Damage d4; Boarding d4; Full Sail d4; Look-
  out d4; Hard About d4; 
  Maneuver:  8+Spd; Arm: 8; Infamy: 4; Toughness: 12; Damage: 1
  Edges: Pursuer
  Hindrances:  Sticky Rudder
  Gun Locations
            Portside Front:  2     Starboard Front:  2
            Portside Rear:   2      Starboard Rear:   2
  Guns:   Light (0/-2/-4) 2d6
  Cutter
  Orion’s Cutlass by Roger L Harvell Jr
  Attributes:  Mastery: 12; Rigging: 10; Tonnage: 4; Cargo: 4; Crew: 6
  Orders:   Broadside d4; Evasive d8; Flee d4; Pursue d4; Sails d8; 
  Damage d6; Boarding d4; Full Sail d4; Lookout d4; Hard About d4; 
  Maneuver:  9+Spd; Arm: 8; Infamy: 3; Toughness: 12; Damage: 1
  Edges: Superior Crew
  Hindrances:  Deep Keel, Rats!
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  Gun Locations
            Portside Front:  2     Starboard Front:  2
            Portside Rear:   2      Starboard Rear:   2
  Guns:   Light (0/-2/-4) 2d6
  East Indiaman
  Queen Sara’s Revenge by Sally Ayers
  Attributes:  Mastery: 4; Rigging: 6; Tonnage: 10; Cargo: 12; Crew: 4
  Orders:   Broadside d4; Evasive d4; Hold d6; Flee d4; Pursue d4; 
  Sails d4; Hatches d4; Damage d4; Boarding d8; Lookout d4; Long 
  Boat d6; 
  Maneuver:  0+Spd; Arm: 16; Infamy: 2; Toughness: 18; Damage: 1
  Edges: Ram
  Hindrances:  Fire Trap
  Gun Locations
            Portside Front:  4     Starboard Front:  4
            Portside Rear:   4      Starboard Rear:   4
  Guns:   Medium (0/-2/-4) 3d6
  Fluyt
  The Kidemònas by Rob Towell
  Attributes:  Mastery: 6; Rigging: 6; Tonnage: 8; Cargo: 12; Crew: 4
  Orders:   Broadside d6; Evasive d4; Hold d4; Flee d6; Pursue d4; 
  Hatches d4; Damage d6; Boarding d6; Lookout d4; Long Boat d6; 
  Maneuver:  2+Spd; Arm: 8; Infamy: 2; Toughness: 14; Damage: 1
  Edges: Make them Pay
  Hindrances: Thin Hull 
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  Gun Locations
            Portside Front:  2     Starboard Front:  2
            Portside Rear:   2      Starboard Rear:   2
  Guns:   Light (0/-2/-4) 2d6
  Frigate
  The Spirit of Anne Marie by Wendelyn Reischl
  Attributes:  Mastery: 6; Rigging: 6; Tonnage: 10; Cargo: 6; Crew: 8
  Orders:   Broadside d6; Evasive d4; Hold d6; Rake d4; Flee d4; Pur-
  sue d4; Damage d4; Boarding d6; Full Sail d4; Lookout d4; Hard 
  About d4; Long Boat d4; 
  Maneuver:  1+Spd; Arm: 28; Infamy: 4; Toughness: 18; Damage: 2
  Edges: Hated Foe
  Hindrances:  Poor Crew, Creaky Boards
  Gun Locations
            Portside Front:  7     Starboard Front:  7
            Portside Rear:   7      Starboard Rear:   7
  Guns:   Medium (0/-2/-4) 3d6
  Frigate
  It’s an Idea by Brian Ingram
  Attributes:  Mastery: 6; Rigging: 6; Tonnage: 10; Cargo: 6; Crew: 8
  Orders:   Broadside d6; Evasive d4; Hold d6; Rake d4; Flee d4; Pur-
  sue d4; Damage d4; Boarding d6; Full Sail d4; Lookout d4; Hard 
  About d4; Long Boat d4; 
  Maneuver:  1+Spd; Arm: 28; Infamy: 4; Toughness: 18; Damage: 2
  Edges: Helmsman’s Dream
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  Hindrances:  Rats!, Plague Ship
  Gun Locations
            Portside Front:  7     Starboard Front:  7
            Portside Rear:   7      Starboard Rear:   7
  Guns:   Medium (0/-2/-4) 3d6
  Galleon
  The Falaichte Damh by Timothy Davis
  Attributes:  Mastery: 4; Rigging: 8; Tonnage: 12; Cargo: 6; Crew: 6
  Orders:   Broadside d4; Hold d4; Flee d6; Pursue d6; Sails d4; 
  Hatches d4; Damage d4; Boarding d8; Ramming d4; Long Boat d6; 
  Maneuver:  0+Spd; Arm: 36; Infamy: 3; Toughness: 20; Damage: 2
  Edges: Windchaser
  Hindrances:  Explosive Guns
  Gun Locations
            Portside Front:  9     Starboard Front:  9
            Portside Rear:   9      Starboard Rear:   9
  Guns:   Heavy (0/-2/-4) 4d6
  Guineaman
  Caliban’s Dream by John Pennington
  Attributes:  Mastery: 4; Rigging: 8; Tonnage: 10; Cargo: 8; Crew: 6
  Orders:   Broadside d4; Evasive d4; Hold d4; Flee d6; Pursue d4; 
  Sails d6; Hatches d4; Damage d4; Boarding d6; Lookout d4; Long 
  Boat d6; 
  Maneuver:  1+Spd; Arm: 24; Infamy: 3; Toughness: 18; Damage: 2
  Edges: Quartermasters Load
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  Hindrances:  Barnacles
  Gun Locations
            Portside Front:  6     Starboard Front:  6
            Portside Rear:   6      Starboard Rear:   6
  Guns:   Medium (0/-2/-4) 3d6
  Man of War
  The Sun Runner by Shane Hensley
  Attributes:  Mastery: 4; Rigging: 8; Tonnage: 12; Cargo: 4; Crew: 8
  Orders:   Broadside d4; Hold d4; Rake d4; Flee d4; Pursue d4; Sails 
  d4; Hatches d4; Damage d4; Boarding d8; Full Sail d4; Lookout 
  d4; Long Boat d6; 
  Maneuver:  0+Spd; Arm: 40; Infamy: 6; Toughness: 20; Damage: 2
  Edges: Fearsome Flag
  Hindrances:  Firetrap
  Gun Locations
            Portside Front:  10     Starboard Front:  10
            Portside Rear:   10      Starboard Rear:   10
  Guns:   Heavy (0/-2/-4) 4d6
  Schooner
  The Mermaids Bounty by David Weiss
  Attributes:  Mastery: 12; Rigging: 8; Tonnage: 6; Cargo: 4; Crew: 6
  Orders:   Broadside d8; Evasive d10; Flee d4; Pursue d6; Sails d4; 
  Damage d4; Boarding d6; Full Sail d4; 
  Maneuver:  7+Spd; Arm: 16; Infamy: 3; Toughness: 16; Damage: 1
  Edges: Well Built
  Hindrances:  Barnacles
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  Gun Locations
            Portside Front:  4     Starboard Front:  4
            Portside Rear:   4      Starboard Rear:   4
  Guns:   Medium (0/-2/-4) 3d6
  Sloop
  The Revenge by Becca Bieber
  Attributes:  Mastery: 12; Rigging: 6; Tonnage: 6; Cargo: 4; Crew: 8
  Orders:   Broadside d6; Evasive d8; Rake d4; Flee d4; Pursue d4; 
  Hatches d4; Damage d4; Boarding d6; Full Sail d4; Lookout d4; 
  Hard About d4; 
  Maneuver:  6+Spd; Arm: 16; Infamy: 4; Toughness: 14; Damage: 1
  Edges: Powerful Guns
  Hindrances:  Warped Rudder, Creaky Boards
  Gun Locations
            Portside Front:  4     Starboard Front:  4
            Portside Rear:   4      Starboard Rear:   4
  Guns:   Medium (0/-2/-4) 3d6
  A
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  Able Seaman: A sailor with at least two years’ experience at sea.
  Adrift: A ship floating on the water without control.
  Aft: A direction towards the rear (stern) of the ship.
  Ahoy:  Term used to call out to another ship or person.
  Aloft: Used when referring to the upper mast or rigging above you.
  Arrr: A common greeting used between buccaneers. 
  Arrrgh: Unlike arrr, this shows frustration or displeasure.
  Articles: A set of rules which govern buccaneer behavior on a vessel.
  A short drop and a quick stop: Idiom for hanging a person by the 
  neck.
  Avast: Term used to mean stop or belay your action.  
  Avast ye scurvy dogs: A threat to cease or face consequences.
  Aye: Term for Yes 
  B
  Back-staff: A navigating tool used with your back to the sun judg-
  ing shadows to measure altitude. 
  Ballast: Various types of material used to keep a ship in balance.
  Barnacle: A rounded crustacean that attaches itself to the bottom 
  of ships.
  8: Terminology
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  Batten down the Hatches: During a storm, this term means to tie 
  up everything and cover what everything exposed to the weather.
  Beat to windward/ Tacking: Sailing towards the wind, using a 
  zigzag course.
  Becalmed: No winds causing a ship to be dead in the water, long 
  periods without wind referred to as the doldrums.
  Belay: The act of halting an action or tying something.
  Bell or Eight bells: Each half hour of a watch a bell rang. Watches 
  were four hour shifts, so Eight Bells referred to the end of one 
  shift and the start of another.
  Bilge: The lowest internal part of a ship. It was damp and musty 
  and often had rats. Hence the term Bilge Rat.
  Black Spot: A single black dot on a piece of paper.  It was a warning 
  that someone was coming to get you.
  Blaggard: An unscrupulous man.
  Bleeding the Monkey/Tapping the Admiral: When a sailor stole 
  liquor from a cask by sucking it out with a straw.
  Blimey: Being surprise.
  Bloody flag: Flying a red flag signals no quarter given to those that 
  resist. 
  Blow the gaff: To divulge secret information, exposing a plot or 
  conspiracy.
  Boom: The lower horizontal pole of mast that moved can harness 
  the power of the wind.
  Booty: A term used to refer to abundant treasure.
  Bounty: A reward from a government or person for a deed accom-
  plished.
  Bow: The front of a ship or boat.
  Bow chasers: Cannons placed at the front of a ship to attack ships 
  you are pursuing.
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  Bowsprit: The long pole that sticks out in front of the ship.  It sup-
  ports the Fore-Mast.
  Broadside: When a ship has guns to bear. 
  Buccaneer: From the French boucanier. The buccan was a grill 
  used for smoking meat. After the Spanish drove the hunters and 
  woodsmen to piracy, they received the English version of the 
  name Buccaneer. 
  Bucko: Short for buccaneer used as a term of friendship.
  Burgoo: Boiled oats with salt and butter.
  By the wind: When a ship Sails with the wind.
  C
  Cabin: A room onboard a ship.
  Cable: A heavy rope that attaches to the anchor of a ship.
  Cable’s length: Measures 600 feet or 100 fathoms. It estimated 
  distances.
  Canvas: A heavier material used to make the sails from hemp.
  Cardinal points: Actual directions of the map, North, South, East 
  and West.
  Careen: A ship sailed to shallow waters where they can tip it on 
  its side. The crew then removes the barnacles. This increased the 
  ships speed.
  Cask: Barrels of liquids and alcohols. 
  Caulking: Old ropes, rags and flexible material used to stuff in a 
  hole and covered in pitch to make a quick repair.
  Charts: Maps a navigator used.
  Chowder: A fish stew, filled with various vegetables and old meat.
  Christian: A Danish coin.
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  Clap of thunder: A strong drink
  Coffer: A small treasure chest
  Colours: Refers to a recognizable flag.
  Come about: Turning around a ship.
  Compass: A navigation instrument giving direction and heading.
  Contraband: Forbidden cargo.
  Cot: An officer’s bed, sometimes hung between two posts.
  Crow’s nest: The highest point of a ship for a sailor to stand. Used 
  as a lookout.
  D
  Dance the hempen’ jig: Hanging by the neck until dead.
  Davy Jones: A malevolent sea spirit who presides over the horrors 
  of the deep. Seeing Davy Jones’ visage on the ship is an ill omen 
  signaling hurricanes, shipwrecks, or worse. 
  Davy Jones’ locker: Davy Jones kingdom at the bottom of the sea 
  where drowned sailors went for eternity.
  Dead men tell no tales: Leaving no survivors
  Dead reckoning: Trying to navigate a ship without using astrologi-
  cal methods. 
  Doubloon: A gold coin used by the Spanish.  It was why sailors 
  turned to piracy. One doubloon was worth two months’ salary to 
  a sailor.
  Draft How far below the water the keel of the ship is.
  E
  Eye of the wind: The nautical direction receiving the wind.
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  F
  Fathom: Six feet, used for measuring the depth of water.
  Fire in the Hole: A term used when for a cannon when fired.
  Fire ship: A ship Loaded with tar and gunpowder and set a flame to 
  ram other ships.
  Flogging: The act of beating someone as a punishment.
  Fore: A direction term referring to the front of the ship.
  Forecastle: The upper deck forward of the masts.
  Foremast: The front most mast on the ship.
  Furl: The act of rolling/unrolling the sails.
  G
  Gangplank: A large plank of wood used for boarding a docked ship.
  Gangway: A passage way along either side of a ship’s upper deck. 
  Gibbet: A cage that held the corpse of a buccaneer, used to dis-
  courage piracy.
  Go on account: A term meaning a person has become a buccaneer.
  Grog: Rum mixed with water.
  Gun: A gun is a cannon. Light arms such as pistols and muskets 
  went by different names.
  Gunwalls: The walls on the upper deck with openings for the can-
  nons. 
  H
  Hail: A way to signal another vessel.
  Halyard: A rope that hoisted the sails or a flag
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  Hands: The crew.
  Hardtack or Sea biscuit: Hard biscuits easy to store and gave an 
  emergency source of food. They were not that tasty. 
  Heave-to: Slowing a ship. 
  Hogshead: A hundred-gallon cask used for shipping alcohol. 
  Holystone:  Sandstone blocks used for scouring a ship’s deck. 
  Given its name because of the kneeling posture of its users.
  Hold: The interior of a ship.
  Hornswaggle: The act of cheating
  Hulk: British prison ship.
  Hull: The main wooden sides of a ship that floats on the water.
  I
  Impress: When a ship needed men and there were none available, 
  they impress or force men to join the crew.
  Irons or bilboes: Used to shackle legs with a long bar affixed by a 
  lock between the legs.
  J
  Jacob’s ladder: A rope ladder used to climb the side of a ship.
  Jib:  A small sail attached to the bowsprit.
  Jury-rigged: Temporary or quick repairs to a ship.
  K
  Keel: The wood at the lowest point of a ship, running from bow to 
  the stern.
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  Keelhaul: A punishment by dragging a person under the ship until 
  near drowning. 
  Knot: A knot is measure of movement, for each knot you travel is 
  one nautical mile. 
  L
  Lad: A young man.
  Landsman: A new crew member that has no experience.
  Lass: A young lady.
  Lateen sail: Triangular sail, that provided more maneuverability
  League: Three nautical miles.
  Lee side: The side of the ship receiving the wind.
  Letter of marque: A privateer. This made a buccaneer legitimate in 
  the eyes of one country and allowed them to attack other nations. 
  Line:  A standard sailing rope, with multi-purposes. 
  Log:  A record used to show locations and ports, crew and cargo. 
  Buccaneer ships did not use logs. 
  Log-line:  A rope tied to a piece of wood, used for determining 
  speed. 
  Long boat: The largest boat carried on a ship.  It hauled cargo, 
  anchors or larger numbers of the crew.
  Long clothes: Clothes worn on land.
  Lookout: The watch job on the crow’s nest, keeping an eye out for 
  other vessels.
  Loot: Goods that taken from others without permission.
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  M
  Main-mast: The largest mast on the ship, in the center of the ship.
  Marooning: Leaving someone in a deserted location with few sup-
  plies.
  Matey or me matey: Meaning a friend.
  Mizzen-mast: The mast of the ship closest to the rear of the ship.
  Mutiny: When a crew tries to overthrow the captain and officers in 
  charge.
  N
  Nelson’s folly: Rum
  No prey, no pay: You only get paid when your ship takes other ves-
  sels.
  O
  Old salt or salt: An older sailor
  P
  Painter: A rope used for dragging another boat.
  Pieces of eight: A Spanish silver coins cut into eight pieces, each 
  worth one Spanish real. It is one ounce of silver.
  Pinnacle: A small two-oared boat.  Used for ship to ship or ship to 
  shore travel.
  Pistol proof: A lucky person.
  Plunder: The act of stealing. 
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  Poop deck: The uppermost deck at the back of a ship.
  Powder monkey:  Young men that carried powder from the hull to 
  guns on deck. 
  Pox: An illness or disease.
  Press-gang: A group of men sent ashore to impress (force) crew 
  members to join the crew. 
  Privateer: A buccaneer with letter of marque giving the legitimacy 
  from one government. Allowing attacks on other governments.
  Prize: A captured ship and everything on board.
  Prow: The tip of the ship.
  Q
  Quarter: Offering safety to a surrendering ship. 
  Quarterdeck: The raised deck behind the main mast of a sailing ship.
  R
  Ramshackle: An out of service ship.
  Reef:  A bar of rock, sand, coral or similar material, lying beneath 
  the surface of water. 
  Rigging:  The ropes and chains used with the sails of a ship.
  Rutter: Charts, books, logs, journals, and sailing instructions used 
  by a navigator.
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  S
  Scurvy:  A common disease sailors got because of a Vitamin C 
  deficiency.
  Scuttle: The act of sinking a ship.
  Sea dog: Someone who has been sailing a long time.
  Sea legs:  When a person can stand on 
  deck and not stumble with the roll of 
  tides. 
  Seaport: The port side was the customary 
  side to dock the ship.
  Shanty: Buccaneer song.
  Shot across the bow: A warning shot.
  Slow match:  A fuse that was a treated 
  piece of hemp rope.  Used often with the 
  guns.
  Smartly: A command given meaning to 
  hurry.
  Sounding line or lead: A weighted 
  rope used for measuring the depth in 
  fathoms.
  Spread eagle: Tying someone to the 
  rigging and leaving them, a punish-
  ment.
  Spyglass: An extending tele-
  scope.
  Square-rigged: Square sails, 
  they give more stability to the 
  vessel.
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  Starboard: The right side of the ship.
  Stem: The front most piece of the ship.
  Stern: The rear of the ship.
  Stern chaser: A gun mounted to rear of a ship to help when fleeing.
  Strike colors: Lowering your ship’s flag to surrender.
  Swab: Mopping, to keep the deck clean.
  Swivel gun: A small cannon mounted to the side of a ship, used 
  when engaged in close combat.
  T
  Tar: A substance made from wood and peat that was used to wa-
  terproof portions of the ship.  It helped keep wooden ships from 
  rotting. 
  Tarpaulin: Sail treated with tar to make it waterproof.
  Three sheets in the wind: Someone who is drunk. 
  Top sails: The second level of sails from the deck on a mast.
  U
  Upper deck: Any deck level.
  V
  Volley: Multiple guns firing at the same time.
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  W
  Walking the plank: Forcing someone to jump off a ship, as punish-
  ment for crimes.
  Watch: A four-hour shift of guarding the ship.
  Watch glass: A sand glass that lasted a half an hour. It determined 
  when to ring the bell for the watch. 
  Weigh anchor: Raise the anchor and prepare to sail
  Y
  Yard-arm: The large beam across the mast that hold up the sail.
  Yellow jack: A flag that signifies a sickness or plague on board.
  Z
  Zenith: A point in the sky straight overhead.
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  W
  ritten by Brett Weihing and Chris “Savage Mommy” Fuchs
  Play tested by Nate Booher, Sarah Daniels, Dann Duhoux, 
  John Pennington, Dee Wooden
   
  In the turbulent waters of the strange Caribbean a fierce storm 
  brews that shakes the hardened crew of the buccaneer ship the 
  Black Heart. A vengeful nation determined to see them swing from 
  the gallows has stalked them thanks to the help of one of their own. 
  These swashbuckling scoundrels try to protect their what is theirs 
  while fighting off the scurvy dogs that want their treasure. Are you 
  black-hearted enough to join their crew?
  This adventure is intended for a group of four to six novice to 
  seasoned characters in the Buccaneer: Through Hell & High Water 
  setting. Players are all crew mates of the infamous buccaneer ship 
  Black Heart and are seeking to recover the treasure of the black-
  hearted buried on one of the High Water Islands. All while avoiding 
  capture by the Spanish and dealing with rival buccaneers.
   
  Overview
   Wanted for piracy by all the nations in the Caribbean, the crew of 
  the Black Heart seem to always elude capture. It is 1684 and strange 
  9: Tales of the Black Hearted
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  things are occurring all over the Caribbean and the Black Heart is 
  always in the middle it. Vodou priests from Hispaniola have risen up 
  against their Spanish and French oppressors and an element of Vo-
  dou and spiritual magic now abounds. The Spanish believe that the 
  buccaneers and Vodou priests are in league together and are actively 
  hunting them down.
  The infamous Captain Deadeye Billows has captained the Black 
  Heart for more than twenty years and has accumulated a vast 
  amount of wealth for himself and his ship. He secretly buried the 
  treasure on the most inhospitable Island in the Caribbean, El Diablo. 
  The ship’s first mate Lieutenant Irons learned of the treasure and 
  now has plans on taking the treasure for himself, with a little help 
  from the ship’s chief rival the Island Witch.
  The Black Heart is betrayed, and they need to find the treasure 
  map hidden on the Isle of Tortuga and get to it before their rivals 
  from Island Witch do. In a bit of bad luck a Spanish fleet launches 
  an attack on the island at the same time in hopes of destroying the 
  buccaneer’s home port. If they can recover the map and escape the 
  island they need to sail for El Diablo. El Diablo, one of the High 
  Water islands, offers a host of challenges. Along the way each of the 
  crew are tested in all the ways a black hearted buccaneer should be.
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  Characters
   Players may begin with novice to seasoned characters with a 
  maximum 20 experience points. Each crew member should gain be-
  tween 1 and 3 experience points per scene. Seasoned pre-generated 
  characters are provided on the website. www.highwaterrpg.com
   
  Opening
   After a short battle and then surrender, the Black Heart sails away 
  from the Spanish merchant vessel. The crew is happily stowing the spoils. 
  The El Diego was bringing supplies to one of the Spanish mining colo-
  nies on Hispaniola. Once again Captain Deadeye has scored a wealthy 
  haul against the hated Spanish. He is the most successful Pirate Captain 
  in these waters, bringing wealth to both the ship and her crew.
  The captain speaks out in his gruff voice “Mates, once again we have 
  won the day. There not be a crew that doesn’t tremble in their boots 
  when they see the Black Heart on the horizon. You all deserve extra 
  portions and ale tonight. Make merry mates. We anchor in Deep 
  Water Bay tonight. Sailing Master Irons set us a course in the 
  direction of Hispaniola”
  “Aye Captain” the stern faced Lieutenant 
  Irons replies. It is clear that the Captain and 
  his first mate do not get along, but it is a 
  surprise when he refuses to join in 
  the crew’s celebration that night. 
  There are rumors amongst 
  the crew that Captain 
  Deadeye is going to 
  replace Irons at the next 
  port. Each member of the crew 
  hopes that they might be next in 
  line for next first mate.
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  Scene 1: Betrayal of the Black Hear
  It is summer, in the year 1664. The Spanish fleet is on the war path 
  seeking to eradicate the buccaneers that are disrupting their ship-
  ping lanes and the Vodouisants that call upon evil. Spain believes 
  they are in league together and plan to crush both enemies by root-
  ing them out of any hiding place, hole or port. 
  The notorious buccaneer ship The Black Heart sits in a small 
  cove on the north side of Hispaniola. During the night the ship’s 
  first mate, Lieutenant Irons, has slit the throats of the night watch. 
  Meanwhile, a large Spanish Galleon The San Pedro Mayor has crept 
  up on The Black Heart. Prior to leaving port a few days ago the 
  lieutenant negotiated with Spain giving them where they could find 
  The Black Heart. He plans on using the turmoil of an attack as a di-
  version to ransack the Captain’s quarters for the map to the hidden 
  treasure. The only thing he finds is a clue to the true location of the 
  map on the Isle of Tortuga. 
  The Devil’s Palm, a small clipper ship, manned by a buccaneer 
  crew from The Island Witch sails up behind The Black Heart to offer 
  an escape for Lieutenant Irons.
   
  Spanish Sneak Attack
   The game begins with gunfire, The San Pedro Mayor unleashes a 
  volley of gunfire on The Black Heart, cracking her mast and damag-
  ing her hull before anyone can get on deck. Damage is occurs by 
  drawing cards for the damage, but being  the opening scene and we 
  are setting up the adventure use the following damage. The Black 
  Heart takes two (2) hull damage, one (1) crew dice and one (1) mas-
  tery die. The ship cannot sail until repaired.
  Captain Deadeye Billows goes on deck and shouts orders to the 
  crew. The rest of the crew including the heroes are below deck and 
  have two rounds to act.
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  From the upper deck the Captain shouts:
  “Arrrr maties, prepare to repel boarders, on the port side. Cut them ropes 
  so they don’t pull us any closer and punch two holes in their side. Let 
  them think about swimming home.”
  “They can’t have the Black Heart today………….”
  The heroes have their weapons but can grab any of: Axes, Spears, 
  Belaying Pins, Nets, Marlin Spikes or Daggers. It takes a gun crew 
  two rounds to load a cannon, the heroes may join one of these 
  crew’s if they wish.. The guns are medium-sized and are both above 
  and below deck. Because The San Pedro Mayor is so close when the 
  guns are ready your hero has a +2 when firing to hit.
  After the two rounds The San Pedro Mayor draws close enough to 
  board The Black Heart. They intend to capture the ship, they want 
  to make examples of the crew. Both crews need to make boarding 
  actions to get aboard their opponents vessel.
  Optional: Have the crew make a spirit roll before coming on deck 
  to see if they drank too much the night before. On a failure the 
  player starts with a level of fatigue.
   
  There are two Spanish soldiers/sailors attacking for each crew mate 
  (Player) and two Spanish Officers commanding the borders. The Of-
  ficers have flintlock pistols. If the crew has a Vodouisant on board the 
  Spanish officer’s target them first. The battle itself takes place between 
  about two hundred Spanish sailors and buccaneers so even though 
  the player numbers are small a lot of activity is occurring all around.
  If losing badly the San Pedro Mayor, attempts to make an escape. 
  The Black Heart is too damaged from the initial volley to pursue. 
  Players may attempt to sink her with its cannons. If the players 
  have boarded they need to deal with the rest of the crew as the 
  ship sails away.
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  Twenty-Five more sailors and five officers remain on board the 
  Mayor. Since it would be a huge embarrassment to the Armada to 
  have a ship captured by buccaneers they do whatever is necessary 
  to stop this. This may include boarding themselves below decks or 
  even blowing the powder keg and sinking the ship. The beach of 
  Deep Water bay is not too far and can be reached by long boats or 
  swim rolls.
   
  Last Words
   From the upper deck the Captain Deadeye stands at the upper rail-
  ing and looks to the crew and says “We have a rat on….”, when from 
  behind him the explosive sound of a flintlock pistol. Blood fills his 
  shirt, and he drops to the ground. From behind him the crew sees the 
  ship’s first mate Lieutenant Irons with a pistol in his hand and a rope 
  in the other. He laughs then leaps off the ship. Before the first person 
  can reach the ledge at the stern, Lieutenant Irons is aboard a small 
  clipper ship that snuck in unnoticed during the battle.  
  The crew may try to shoot at the clipper ship with firearms. No 
  cannon’s bare this direction and need loaded (2 rounds) before be-
  ing fired. They have pulled too far away for anyone to board the ship 
  and the ship is too fast to catch swimming.
  Though your heroes may want to catch the clipper ship, don’t 
  allow this. Lieutenant Irons and The Island Witch drive the rest of 
  Adventure.  
  Ship Combat (Clipper Ship vs. Frigate) Captain Deadeye, looks upon 
  all of you his most trusted mates and says “Now one of you must 
  Captain the Black Heart, and protect her booty. Get to her treasure 
  before Irons does, do with it what you must but the Black Heart must 
  live. You’ll find where I hid the map in my cab……” and with that the 
  Captain gasps and convulses and takes his last breathe.
   
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  The Captain’s Cabin
   The crew enters the cabin, the back window shutters swing open 
  and closed with the tide. His cabin looks as if someone has rifled 
  through his belongings. A small chest lies open on the floor with 
  several doubloons scattered. The charting cabinet lies on the floor 
  knocked over with its maps and logs strewn about. The captain’s 
  personnel locker at the foot of his bed is open with his clothes and 
  personal effects hanging half out. A large oaken desk in the back of 
  the room has had its contents emptied.
   Back Window
  A long stick with a small red flag with a screaming witch sewn on 
  it sits on the floor underneath the window.
  Smarts Roll: Lieutenant Irons signaled the Clipper ship, the flag is 
  that of the Island Witch. The clipper ship is not The Island Witch. The 
  Island Witch is much larger and closer to the size of The Black Heart.  
  It is just a captured prize they use when they need speed and stealth.
  Charting cabinet
  Maps and charts litter the floor, many of the map cases are empty.
  Boating or Knowledge (Caribbean) Roll: The map for the isle of 
  Tortuga is missing.
  Foot locker
  Scattered around are his clothes and personal effects, including 
  a flintlock pistol, a dagger, a steel cross, personal letters, a captain’s 
  hat, and tattoo needles.
  Notice Roll: A steel cross made of silver and has the tiny letters 
  MS in at the bottom of the cross.
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  Read the Letters: These are Love Letters from Maggie Smith to the 
  Captain. These letters are at least twenty years old and speak of an 
  illegitimate daughter by the name of Iris. She speaks of a house they 
  own together on the isle of Tortuga.
  Large Oak Desk
  The desk drawers litter the floor, and the items flung on the 
  floor. There are several books and papers, writing utensils and a 
  magnified glass.
  Investigation Roll: A small leather bound book sits under one 
  of the discarded drawers. This is the captain’s journal. Upon look-
  ing closer the journal has three pages from the center of the book 
  ripped out. The only part you can make of the torn pages is the 
  partial word “Tortu”.
  Notice Roll: On the underside of the desk carved into the wood is 
  the words “Find my love, find Chester Hill”
  Small chest
  This velvet-lined chest has 100 doubloons in it.
  Investigation Roll:  The velvet lining pulls away from the side. 
  Etched in the bottom of the chest is “RIP Maggie Shaw”
   
  Scene 1 End
   The ship is in disrepair from the Spanish sneak attack. It will take 
  two days to fix the Black Heart and prepare her to sail again. No one 
  on board has ever heard the name Maggie Smith before, including 
  the Captain’s own son Jack ‘the Kid’ Billows. Everyone knows Captain 
  Deadeye always loved Tortuga and frequented the Hungry Rat Pub.
   
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  Scene 2: Tortuga on Fire
   Tortuga is thriving port, controlled by no nation despite many at-
  tempts. Piracy runs rampant and Tortuga society is in a lawless state. 
  After the Vodou awakening in Hispaniola years ago, many Vodou 
  priests and priestesses migrated here and joined on with pirate crews.
   The Black Heart anchors in Turtle bay come early evening. The 
  crew is rowed ashore via dinghy, leaving only a skeleton crew aboard 
  the ship. Tortuga is a busy dock and many towns’ people and sailors 
  fill the docks. People tend not to talk to each other much to avoid 
  unnecessary conflict. Opposing pirate crews avoid each other as 
  much as possible and try to respect the unwritten rule of peace on 
  the island. However, things get out of control often, even with an 
  attempt at peace.
  If players ask around, no one has heard of Maggie Shaw. The crew 
  knows where to find the Hungry Rat as well as most businesses near 
  the waterfront.
  Streetwise Roll: With a successful roll the crew can learn the 
  undertaker is named Chester Hill. He is married to Wendy Hill the 
  barmaid at the Hungry Rat. His office is currently closed, and no 
  one can tell you where he lives.
   
  The Hungry Rat
   The meanest-looking pirates, buccaneers and salt water sailors 
  frequent this place. It is a large building made of stone and wood 
  from dismantled ships. The Rat sits on the hillside and has a large 
  open bay window looking out over the harbor allowing for a warm 
  breeze. It is loud and dark inside and smells of rum and tobacco.
   Wendy the barmaid, a tall dark-haired buxom woman, calls out 
  to you after entering. “Look, my favorite Black Hearted Buccaneers. 
  Let’s get you our best table. Will Deadeye be joining you?”
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  From one of the darkened corners a tall man with dread locked 
  hair and scars on his face stands and says. “The Black Heart, Wendy 
  did I hear you say the bilge rats of that drift wood ship are here. I 
  thought I smelled sewage.” A deep laughter comes from his table. As 
  he eyeballs the crew.
  Part of the crew of The Island Witch are at the pub. They have a 
  long-lived rivalry with the Black Heart. Though the crew are un-
  aware, Lieutenant Irons is now one of the Island Witch’s crew. Their 
  ship anchors on the back side of the island.
  They react to the Black Heart’s actions. If the players want to fight 
  they fight, this could just be a duel of wits or the crew may ignore 
  them. A fight may breakout. If it does, the crew of the Island Witch 
  starts with improvised weapons but moves to regular weapons 
  mimicking what the “Black Heart” crew does. There is one Island 
  Witch crew per player.
  Under Siege
   At some point either during the fight or if no fight occurs after 
  a short time, cannon fire is heard. Explosions occur all over the city 
  as several Spanish war ships begin to attack the city. The fight stops 
  immediately and the Island Witch crew leaves the Hungry Rat. Build-
  ings are exploding and screams can be heard. In the harbor the 
  Black Heart is pinned down by several Spanish war ships.
   (IMPORTANT) If the players have not discovered Chester Hill at 
  this point. Wendy dives in the arms of one of the crew members and 
  cries out for help her get to her husband and son. He is the under-
  taker ‘Chester’
   
  The explosive sounds of cannon fire can be heard all around the 
  harbor. The Spanish ships pound Tortuga indiscriminately with cannon 
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  fire. Boats can be seen coming from the ships with an invading force of 
  Spanish soldiers. Soon the city will be swarming with enemy troops.
   
  Chase to Chester’s
   To get to Chester’s house the player’s must cut through town in the 
  middle of the fighting and bombing of the city. They may or may not 
  take Wendy with them though she wants to go. Many obstacles are in 
  their way and an extended chase scenario (10 rounds) occurs.
   
  The chase rules for this chase have been modified from the one in 
  the SWD book. A Chaos table has been added to the standard rules. 
  So this works in the following way. One card is drawn at the begin-
  ning of each round of the chase, the suit of the card tells you what 
  type of chaos is occurring for all players. Depending of the suit you 
  may or may not deal cards after this point. See below.
   Chester Hill
   Once the crew has made it to Wendy and Chester’s house, 
  Chester’s reaction is different depending on if Wendy came with 
  them or not.
  If Wendy is with them:
   In the corner of the room with blood dripping from his head sits a tall 
  lanky man. All around explosions can be heard as the whole town of Tor-
  tuga appears to be on fire. Wendy runs to her husband’s side, “Chester, 
  where is our baby, where is Hoister?”
  He looks up a little dazed and says “Captain Scab Eye Daniels of the 
  Island Witch took him. They are looking for Maggie Smith. He said if I 
  told him the truth they would let him go when they got what they were 
  after. So I sent them to Green Gables. I hope they find her it is what they 
  deserve.”
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  Chaos Adventure Chaos 1
  Suit
  Challenge
  Challenge Roll
  Failure
  Club
  As you travel the 
  street avoiding the 
  gunfire, an explo-
  sion destroys  in 
  front of you. 
  Make a Smarts roll 
  to figure out an 
  alternate route or a 
  Strength roll to slice 
  out a new path.
  It is taking a lot 
  of hard work, 
  suffer a level of 
  fatigue.
  Diamond
  You need to take a 
  shortcut through 
  a building. It is 
  on fire; you need 
  to brave your 
  way through or 
  pass across from 
  upstairs.
  Make a Spirit roll 
  to brave your way 
  through or an 
  Agility roll to use 
  the upstairs to go 
  across the fire.
  Take 2d6 damage 
  and lose an item 
  to the fire.
  Heart
  The sound of gun-
  fire comes from 
  the bay. Several 
  Spanish soldiers 
  are trying to pick 
  you off like sitting 
  ducks.
  Make a Notice roll 
  to anticipate the 
  shots or make an 
  Agility roll to dodge 
  them.
  If hit, they cause 
  2d8 damage
  Spade
  Spanish soldiers 
  are raiding from 
  the beach, one 
  steps in front of 
  you and attacks 
  with his bayonet.
  A Spanish Soldier 
  engages in one 
  round of combat 
  with you.
  The result of 
  one round of 
  combat.
  Joker
  You reach Chester 
  Hill's home
  None
  None
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   If Wendy is not with them:
   In the corner of the room with blood dripping from his head sits a tall 
  lanky man. All around explosions can be heard as the whole town of 
  Tortuga appears to be on fire.
  “Now what” he shouts. “I already told your Scab Eyed Captain where 
  to find Maggie Smith. He better let my boy go when he finds what he 
  is after!”
   
  He knows all of the following, to be given out at the GM’s discretion:
   His son is named Hoister
  Hoister is being held hostage until the Captain Scab Eye Daniels 
  gets what he wants.
  Green Gables is the cemetery and church on the back side of the 
  island.
  Maggie Smith was buried 20 years ago, and ever since the cem-
  etery has been haunted.
  Captain Deadeye insisted on burying him alone.
  Her headstone is in the middle of the cemetery.
  A Vodou priest named Papa Dou was with them.
   
  Scene 2 End
   An invasion force is beginning to take over the city. A lot of the 
  buildings have been pounded by Spanish fleet in the bay. What if the 
  Island Witch and Lieutenant Irons gets the map before you? They al-
  ready have a couple hour head start on you. The residents of Tortuga 
  often refer to Green Gables as the haunted cemetery. Chester Is too 
  hurt to help you and Wendy needs to take care of him, but before 
  you leave she pleads for you to return her son.
   
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  Scene 3: Green Gables
   The crew is now safely out of town and travelling west along the old 
  church road. In the distance cannons and occasional gunfire grumble on 
  the air. While up ahead, towards the cemetery, the eerie sound of a horn 
  blasting is heard.
   
  Green Gables church and cemetery sits in the western hills of 
  Tortuga on the opposite side of the island from the city. Lieutenant 
  Irons, is currently making an etching of a map carved in coffin of 
  Maggie Smith. To ward off the ghost within he uses the magic Horn 
  of the Hells given to him by the Vodou priest Papa Dou.
   
  The Horn of Hell’s: Was made from a bull’s horn that was used 
  during the animal sacrifices at the Vodou awakening. It has evil 
  powers and takes a great toll on its user. The horn summons 
  demonic, unnatural and undead creatures to do the horn blowers 
  bidding. It can also be used to drive away those creatures. The user 
  suffers a -4 to their Spirit for one hour after blowing the horn.
   
  Green Gables Bridge
   Green grasses, overgrown vegetation, a few trees and large stones cover 
  the hillsides. A worn cart path makes its way up to Green Gables. At the 
  top of gentle slope several hundred yards ahead is a small wooden bridge 
  it is built over a deep gorge that falls a hundred feet below to the rocks and 
  ocean. The bridge is old but sturdy enough to support a wagon.
   
  The Vodou priest hid chicken bones underneath the dirt on the 
  road. This is a magical alarm to alert him if anyone is coming.
   On the road a few hundred yards before the bridge you hear cracking 
  beneath your feet, it is chicken bones that have been hidden under the 
  dirt on the road.
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   Knowledge (Vodou) Roll: The bones on the road are a Vodou 
  ritual that alerts the caster of their presence.
   If the Vodou priest was alerted that the crew is approaching the 
  bridge, he sends one member of the Island Witch crew per player. 
  The pseudo leader of these pirates is given a small clay pot covered 
  in tar and black chicken feathers. This is a magical jar that when 
  broken releases the spell barrier (wall of thorns). It is used to stop 
  the players from crossing the bridge.
  Green Gables Bridge is ten feet wide and fifteen feet across. To 
  go around the gorge is 100 yards further inland and is difficult and 
  rocky terrain.
   The pirates prefer to hide and shoot from across the bridge.  They 
  concentrate on any one using the bridge. The crew may jump across 
  to the vines on the other side by making a running jump or they 
  may make a strength roll to reach the other side.
  Climb Roll: There are vines growing off the edge of the gorge. 
  Crew members that miss the jump have an opportunity to grab the 
  vines on the other side with a strength roll. On a second strength 
  roll they to climb up over the edge.
   
  Once safely across and out of a fight they can see that there are 
  two paths, one leading further up the hill to where the Green Gables 
  Church is and one leading down to the Cliffside where the grave-
  yard is.
   There are two paths, one leading up to Green Gables church on the hill. 
  It is lit by a single lantern. From it you hear the screams of a young boy 
  crying for help. The other path leading down by the Cliffside in the direc-
  tion of the cemetery strange sounds of rattling and chanting are heard.
   
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  Green Gables Church
   Hoister is being held captive in the church by Captain Scab Eye 
  Daniels of the Island Witch. He is scaring the boy for fun. Lieutenant 
  Irons and rest of his crew are rowing out to the ship anchored in the 
  waters nearby with the map. He and what is left of the crew are wait-
  ing for Papa Dou to seal the graveyard before leaving.
   If the crew has already fought the Island Witch’s crew by the 
  bridge then no one guards the church. If players avoided combat 
  at the bridge then the Island Witch’s crew guard the outside of the 
  church. Only Captain Scab Eye is inside.
   The church is a small wooden building with one lantern lighting it. 
  Vegetation grows wildly around the building and its white paint is chipping 
  off. A couple shuttered and boarded up windows line the side of the church.
   The windows are all boarded up from the outside. This building 
  has not been used in a long time. The residents of the island believe 
  this whole area is haunted with evil spirits. There is a back door, but 
  it has been boarded up from the inside.
  There are several broken wooden benches lining either side 
  of the main aisle. At the front of the church a small boy is 
  heavily tied up. A rope is dangling from the ceiling. A tall 
  heavy set man with a burnt eye socket, chuckles and 
  shoves the boy causing the rope to swing and the boy 
  to cry out once again for help.
   As you enter the man immediately pulls a 
  flintlock pistol from his belt and fires upon 
  the first intruder. You recognize him as the 
  Captain of the Island Witch, this is the dread 
  Scab Eye Daniels.
   
  Captain Scab Eye has the drop on the 
  players and they do not surprise him. If he does not survive then 
  Lieutenant Irons becomes Captain of the Island Witch.
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  Green Gables Cemetery
   Lieutenant Irons has already been here and has a copy of the map. 
  He is currently rowing back to the Island Witch anchored off shore. 
  Papa Dou is preparing rituals to raise the dead and keep everyone 
  away from the grave yard. He has already raised three zombies.
   A light eerie mist covers the ground around the graveyard. In the center 
  of the small fenced in graveyard a man with a top hat and a white 
  painted face is dancing and chanting as he shakes a small burlap bag. 
  You recognize him as the Island Witch’s Vodou priest Papa Dou. Behind 
  him there is a coffin with vines wrapped all around it like fingers. It has 
  recently been unearthed. A slight moan to the left of you and then to the 
  right. You see movement as some of the residences of the cemetery are 
  coming to life.
   
  Papa Dou attempts to raise more Zombies to help him using his 
  bag of bones, see his stat block.
   
  Maggie Smith
   The spirit of Maggie Smith does not rest-she protects the map of 
  the black hearted carved in her coffin. When the coffin is opened her 
  ghost bursts forth from the coffin and tries to frighten everyone in 
  sight. Any character in the graveyard must make a
   Spirit Roll: If they fail the player must leave the graveyard in fear. 
  Their future spirit rolls are made at a -2 for this challenge.
   
  She throws loose stones at them in future rounds causing 1d8 
  damage. She is incorporeal and the crew cannot fight her with tradi-
  tional weapons. They need to figure out a different way.
   Persuasion Roll: The crew can attempt to persuade her that they 
  are friends of Captain Deadeye, or that they are dedicated members 
  of the ship’s crew. This roll is a -2 if they have failed a spirit roll.
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   Spirit Roll: The crew can attempt to use the cross found in the 
  Captain’s cabin to ward her away. This roll is a -2 if they have failed a 
  spirit roll.
   Allow player to come up with other reasonable rolls to get past 
  Maggie Smith.
   
  Scene 3 End
   Inside of the Coffin is the corpse of a woman in a silk white dress. 
  Etched into the wood on the door of the coffin is a map of El Diablo Isle 
  (The Devil’s Island) with a clear path and an X marked in the middle of 
  the island. The crew notices some coal markings signifying someone has 
  already made a rubbing of the map.
   On the waters, anchored off the back side of the island is a large ship 
  can be seen. It bares the flag of the Island Witch. In the waters in front 
  of the ship, several sailors in a rowboat can be seen rowing towards her.
   
  Scene 4: Fort de Rocher
  During the night the Spanish took control of Tortuga, Fort de 
  Rocher and Turtle Bay. Many of the ships in the harbor have been 
  sunk or damaged. The skeleton crew that remained on board the 
  Black Heart were captured by the Spanish. They along with all of the 
  captured crews are being held in Fort de Rocher. This fort was under 
  pirate control previously. The Spanish intend to hang all of the pris-
  oners for piracy at midday.
   
  It is past midnight on the island of Tortuga. The sounds of cannon fire 
  and gunshots have calmed. Several burning buildings in the town can be 
  seen from Green Gables.
   The Black Hearted crew relishes in their accomplishment of finding the 
  map that their beloved Captain Deadeye left for them. It was a simple 
  task to rub a chalk etching onto a new parchment.
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   On the horizon the small shape is seen running towards the crew, it is 
  “Bad William”, the Captain’s cabin boy. With very little breathe in him 
  from the long run, he looks up and says, “They took um, all of them”, he 
  tries to catch his breath.
   
  Bad William is very loyal to his ship mates. He has run all the way 
  from Tortuga to give the crew a message. William knows a lot about 
  what has been going on in the town and is a good source of infor-
  mation for the Crew.
   
  “I am sorry it took me so long, but Captain Crag of the Black Duck 
  asked me to bring you a message.”
  “All the remaining Captains that weren’t taken by the Spanish plan to 
  raid the fort to free their crews. They want us to play our part. The meet-
  ing is to take place in the basement of the Hungry Rat, well what’s left of 
  the Hungry Rat that is.”
   
  Bad William knows all of the following and more at the GM’s 
  discretion.
   
  The Spanish Admiral Barbato leads the Spanish forces.
  Barbato captains the War Galleon the “Donna Maria”
  The Spanish plan to hang all of the pirates
  The prisoners are being held in Fort de Rocher
  Fort de Rocher is heavily guarded
  The Black Heart has been seized and is anchored in Turtle bay
  There are at four pirate captains waiting at the Hungry Rat
  Lieutenant Irons was seen speaking with several Spanish Officers.
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  None of the Island Witch’s crew were taken by the Spanish.
  Chester Hill has offered his help, if the crew returns his boy.
   
  Into the Shadows
   To get to the parlay secretly the crew must attempt a dramatic 
  task. This dramatic task lasts 5 or 6 rounds depending on whether 
  the players choose to return Hoister to his parents. They need to 
  get through the outskirts of town, over Martha’s Bridge (the main 
  bridge attached to the town square), across the town square and 
  through the buildings to where the Hungry Rat is. There are six 
  steps to the dramatic task, step one is only used if they return Hois-
  ter home.
   
  Step 1: The back way to Hoisters home
   Several buildings lie in front of you and the Hill’s home. To get 
  there you need to sneak through the back alleys and climb over 
  a couple of fences. As you are making your way back, you notice 
  Spanish soldiers have been posted at various locations throughout 
  Tortuga.
   Stealth or Climb Roll: Failure on this roll has the group spotted 
  by two Spanish Soldiers.
   Reward for Hoisters Return: Chester gives the crew valuable 
  information on getting through town. Each crew member receives a 
  benny.
   
  Step 2: Through the Hog Pens
   The quickest way to get to Martha’s Bridge is to cut through the Hog 
  Pens. Two soldiers with Brown Bess rifles guard this valuable prize.
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   Stealth Roll: Failure on this roll has the group spotted by two 
  Spanish Soldiers, they fire their rifles at the crew. Due to the rifle fire 
  the next step to this dramatic challenge is made at a -2.
   
  Step 3: Climb Martha’s Bridge
   Martha’s Bridge is a large bridge with the rocks underneath it where a 
  stream opens into the bay. [CF28] The bridge is a very busy and the only 
  way across unspotted is from underneath.
   Climb Roll: Failure on this roll results in the player falling to the 
  rocks below taking 2d6 damage. It takes a climb roll to rejoin the 
  party on the other side after a failure.
   
  Step 4: To the Iron Market
   The Iron Market is the main trading center on the island. Pitman’s 
  Trade House, the building you need, is on the opposite end of the market. 
  To get through the market you have to be creative in your approach.
   Stealth or Persuasion Roll: Failure on this roll has the crew ques-
  tioned by three guards. A persuasion roll can be to talk their way 
  through this or a three round chase scene occurs. If the players try 
  to fight in the square more guards arrive.
   
  Step 5: Rooftop to Rooftop
   Pitman’s trade house buys and sells goods from the ship’s sailing into 
  port. You can climb to the rooftop and then make several short leaps 
  between the rooftop that get you across the street from the Hungry Rat.
   Climb and Jump (Strength) Roll: Failure on this roll results in 
  a fall from one of the leaps. Falling deals 2d6 damage and a three 
  round chase scene with three guards occurs. Only the players failing 
  need to go through the chase.
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  Step 6: To get below the Rat.
   It is important that the crew remains unseen, the fate of their pirate 
  allies’ is in their hands. A small climb down from the rooftop followed by 
  a quick dash to cross the road is all that is needed.
   Climb and Stealth Roll: Failure on this roll results in a three round 
  chase scene with three guards. Any player who fail this step has to 
  redo step 5 and 6. Only the players failing need to go through the 
  chase. Players succeeding make it to the basement of the Hungry Rat.
   
  Parlay
   A steep set of stairs leads down to the basement of the Hungry 
  Rat. There are four other pirate captains sitting around a table. 
  Standing along the walls are a few first mates and crew members 
  from other ships. Captain Crag, a tall man with a thin grey beard 
  and a noticeable limp, is clearly in charge.
   As you step into the basement dust comes in from the cracks up above, 
  the Hungry Rat is in ruins. A small dimly lit lantern sits in the middle 
  of a table. Around the table sit several captains you recognize. Captain 
  Crag of the Black Duck, Captain Jones of the Murk Water, Captain Free 
  Alice of the Mange, and Captain Mad Pierre of the Desespoir.
  Captain Crag stands and says, “It is about time, we almost started this 
  thing without you. None of us are exactly friends but I think we have a 
  common goal tonight. “
  Captain Crag explains that the plan is to attack the fort in a few hours. 
  The fort is well guarded and all the crews need to work together if they 
  want to have any chance of freeing their crews.
   
  The current plan is for one of the groups to start a diversion at the 
  front gate with cannons and explosives to blow the front gate open.
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  A second group scales the walls and deal with the guards and can-
  nons on the wall that watch the courtyard.
  The third group sneaks in under the walls through the sewer 
  and frees the prisoners. They then break into the armory equip the 
  pirates before making their escape.
  A fourth group prevents reinforcements from coming to the fort 
  by blocking the streets and fighting them in the town.
   
  Social Conflict: Use SWD rules for Social Conflicts. The players do 
  not automatically get to do what they want. Captain Crag puts forth 
  a plan that is the least appealing to the Black Heart. This is a good 
  role playing opportunity to convince the other captains of their plan. 
  It is possible that the crew comes up with an entirely different plan. 
  The assault below should give you an idea of how the fort is guard-
  ed, if the crew chooses another path.
   
  The Assault
   Fort de Rocher was under pirate control up until earlier this 
  evening. The Spanish now have control, but they have yet to get 
  organized and are still in a state of dis-order. There are a hundred 
  prisoners in a stockade in the middle of the fort. In front of the fort 
  several gallows are being constructed.
   
  The Distraction
   There are two parts of the plan for the distraction. The first is to 
  make enough noise and problems for the Spanish that other guards 
  around the fort come to help. The Second portion is to blow open 
  the main gate. Once the prisoners have escaped they need an exit 
  out of the fort.
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   There are four guards in front of the gate and two guards on the 
  inside that have the keys and ability to open the gate. There are up 
  to ten more guards on either side of the wall or inside the fort that 
  are prepared to come to the aid of the guards at the front gate.
   On a hilltop nearby the fort, the pirates have managed to hide a 
  small cannon (2d6+1 damage). There is also three barrels of gun-
  powder that can be used as a rolling bombs.
   
  Rolling bombs: Highly explosive (5d6) barrels of gunpowder and 
  fuses. Because they rely on an uneven hillside and an inaccurate 
  fuse they are not always reliable. It takes two rounds to roll down 
  the hill to the main gate. Each round the crew make a throwing roll 
  at a -2, as it is an unstable platform. On a failure it goes right or left 
  (random), thus on two failures it could go right and back left again 
  putting it on target. Regardless each round the crew rolls a d6, on a 
  1, 2 or 3 the barrel blows up. If it blows after the first round no one is 
  harmed. If it takes until round 4 to blow up, the Spanish have rolled 
  it out of harm’s way. No matter when it blows it causes a distraction 
  and damage.
   
  The Wall
   Three guards have watch over the main courtyard. They have guns 
  and a cannon. They are charged with stopping any prisoner escape.
   Once the distraction starts players have three tasks to complete 
  before attacking the guards. The first is to make stealth roll to get up 
  to the wall unseen. The second is to make a throwing roll to attach a 
  grapple hook to the wall. The third is to make a Climb roll to go up 
  the wall. Finally they are to take out the four guards on the wall. If 
  any of the rolls fail they are discovered early by the guards. If they do 
  not get discovered they get the drop on the guards.
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   The Jail Break
   This was the pirates’ fort before the Spanish took control of it, so 
  they know that there is a secret entrance through the sewers that 
  empty to the sea.
   A special spur off of the sewer leads to the water well in the 
  middle of the fort.
   The crew needs to make a stealth roll to sneak to the sewers. 
  Once they are through the sewers and get to the well they need to 
  make a Climb roll to get to the courtyard.
   The stockade is being guarded by two regular soldiers as well 
  as a Spanish priest who is preaching to the prisoners. Two more 
  guard the armory and two officers are in the command center. If 
  the guards on the wall have not been taken care of then three more 
  guards with a cannon attack from above.
   The keys to the armory are on one of the officers. The keys to the 
  main gate are on one of the inside guards at the main gate. If the 
  Spanish are aware they have lost control of the fort, the Armada in 
  the harbor begins bombarding the fort.
   
  The Reinforcements
   One main road leads to the fort. The fourth group is tasked with 
  holding off any reinforcements from getting to the fort. They are on 
  the edge of town just after Martha’s Bridge and have cover as the 
  Spanish attempt to get to the fort.
   There is no specific number of Spanish soldiers, officers and 
  priests that show up, but try to keep it about one per player at a 
  time. A new Spanish soldier, officer or priest always replaces one 
  that has fallen. This fight continues until the prisoners escape Fort 
  de Rocher. If the crew decided on this task then the battle continues 
  for ten rounds until the pirates are free of the fort.
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  Scene 4 End
   The crew of the Black Heart has been released and now run free 
  in Tortuga, but the ship itself is still under Spanish control. The 
  ship is surrounded in the bay by several Spanish war ships and has 
  an occupying force in control of her. It takes some doing to regain 
  control and break free of the bay.
   
  Scene 5: Turtle Bay
  There is chaos in the streets of Tortuga, Spanish soldiers are fight-
  ing pirates all around.The ship is being held in the bay and the crew 
  needs to get to it before they can regain control.
   The crews’ race free of the fort, but there is a feeling that fighting 
  has only begun. All around you fights between soldiers and buccaneers 
  are occurring in the streets. The pirates are now bringing the fight to 
  the Spanish.
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  Adventure Chaos 2
  Suit
  Challenge
  Challenge Roll
  Failure
  Club
  Chaos issues from 
  the fort as prisoners 
  make a mad dash 
  from the premiss. 
  What is the shortest 
  route to your ship?
  Make a Smarts 
  roll to figure out 
  the best route or a 
  Notice roll to spot 
  the ship.
  There is still stress 
  in freedom, suffer 
  a level of fatigue.
  Diamond
  Sometimes the short-
  est route is not the 
  safest. You go to the 
  rooftops and jump 
  between buildings.
  Make a Agility roll 
  to jump between 
  buildings.
  You fall between 
  buildings suffering 
  a 1d8+2 damage.
  Heart
  From the fort, a 
  few soldiers stay firing 
  at everyone fleeing.
  Make a Notice 
  roll to anticipate 
  the shots or make 
  an Agility roll to 
  dodge them.
  If hit, they cause 
  2d8 damage
  Spade
  From the docks a new 
  wave of soldiers attack 
  your crew.
  A Spanish Soldier 
  engages in one 
  round of combat 
  with you.
  The result of one 
  round of combat.
  Joker
  You reach the Beach
  None
  None
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   This however, is not the time to run wild as the Spanish still have pos-
  session of your most prized jewel and she does not like their company. 
  The Spanish dogs have boarded the Black Heart and you still need to 
  figure out a way to get back on board.
   “Bad William” looks to you and says “Rumor has it that Admiral Bar-
  bato has given our ship to Don Rafeal and his Witch Hunters, they hate 
  pirates even more than the Admiral”
   
  By the Bay
   When players are ready to get to their ship they have a few op-
  tions. You can make the assumption that the rest of the crew follows 
  with the actions of the players and if they make it on board they 
  have a full crew.
   
  Swim for it: This option consists of a three round dramatic task 
  using swim and stealth rolls because the bay is being watched. In the 
  middle of the dramatic task read the Into the Bay section listed below.
   
  Take the Spanish Rowboats: There are several Spanish rowboats 
  on the beach. Several Spanish oarsmen are guarding the rowboats. 
  There is one Spanish oarsman per player. Once in the water players 
  need to do a three round dramatic task of both boating and stealth 
  rolls. In the middle of the dramatic task read the Into the Bay sec-
  tion listed below.
   
  Steal Rowboats from the town: There are a few buildings next to 
  the water that have their own rowboats. Players can attempt a stealth 
  roll to steal one of these boats. Once on the water they have a three 
  round dramatic task of both boating and stealth rolls. In the middle 
  of the dramatic task read the Into the Bay section listed below.
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   Persuade owner to let you use Rowboat: There are a couple of 
  people in town that the players would know to have rowboats. They 
  can attempt a persuasion roll to convince the owner to let them to 
  use the boat. Once on the water they have a three round dramatic 
  task of both boating and stealth rolls. In the middle of the dramatic 
  task read the Into the Bay section listed below.
   
  If players fail on their dramatic task they are seen by the Witch 
  Hunters aboard the Black Heart.
   
  Into the Bay
   The skies are overcast and dark tonight, making it much harder to 
  see or be seen. The waves tonight are unsteady and jostle you about.
   In front of you is your home, the Black Heart. There are a couple 
  of lanterns onboard and at least one can be seen in the Captain’s 
  quarters. Movement from above lets you know that the Spanish are 
  patrolling the decks.
   
  Free the shackles
   If players make it on board the Black Heart without failing their 
  dramatic task, then Don Raefel is not on deck and they just have the 
  Witch Hunters. With a failure of the dramatic task then Don Raefel 
  is on deck with his bodyguard.
   There is one Witch Hunter on deck per player. There is another 
  Witch Hunter that is always with Don Raefel as his personal body-
  guard. They are aggressive towards pirates and Vodou priests, but 
  always attack a Vodou priest first if given the chance. They cast a 
  limited number of faith based spells.
   
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  If the players make it on board unseen:
   As you climb up over the sides of the ship, no one has seen you. 
  Several bearded men with leather armor and long shiny halberds guard 
  the deck. Their armor is stamped with the red Spanish cross. All are bare 
  footed and look more like monks than sailors. They each chant softly 
  under their breath.
   
  If the players were spotted:
   As you climb up over the sides new occupants are waiting for you to 
  board. Several bearded men stand with large Halberds in their hands. 
  Their armor is stamped with the red Spanish cross. All are bare footed 
  and look more like monks than sailors.  A clean shaven man well-dressed 
  man steps in the front of them.
   “I am Don Rafael, I thank you for your ship heathens. It is time for 
  my brethren to cleanse her of your souls before we raise the Spanish sail. 
  May god have mercy on your souls” He starts to utter a quick prayer.
   
  Scene 5 End
   Chaos still fills the city of Tortuga, but your ship is once again under 
  your control. Unfortunately the bay is filled with Spanish ships, and if 
  they find out the ship is once again yours they would sink her to the bot-
  tom of the bay. It is time to prove to the Armada why the Black Heart is 
  the most dangerous ship in the Caribbean.
   
  Scene 6: Dance with Donna Maria
  Now that the Black Heart is once again under control of her crew, 
  it is time to prepare the ship and make an escape from the bay. Sev-
  eral Spanish war ships are nearby and preparations to set sail need 
  to be done as quietly as possible so as not alert the nearby enemy.
   
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  The Black Heart is once again yours, but she is still a prisoner in Turtle 
  Bay. Four Spanish war ships float nearby. You need to prepare your ship 
  to sail as quietly as possible. If the war ships get wind you are about to 
  make a run for it they unleash a barrage of cannon fire.
   “Bad William” looks to you and says, “If we make it free of the bay, 
  Admiral Barbato’s ship the Donna Maria, is out there cutting down run-
  ners. God save us.”
   All eyes turn to the newest captain as they await orders.
   
  If the crew has not yet chosen a new captain then at this point one 
  needs to be appointed. If players do not choose one of themselves 
  then the NPC ‘Grizzle Guts’ is chosen and he randomly makes one 
  of the crew his first mate. His stats are the same as Captain Scab Eye 
  Daniels. The captain needs to give a set of orders that has to be car-
  ried out before the ship can sail.
   
   
  e SHip SHape
   The ship needs to get prepared to sail. Normally this is done 
  without concern of how quiet you are being. Right now four enemy 
  warships are in the bay. The Black Heart needs to complete all 18 
  tasks unnoticed.
   This is a dramatic task using alert levels. Alert level is new and 
  explained below. The dramatic task continues until all sixteen steps 
  have been completed.
   
  Alert Level: this represents how alert the Spanish warships are to 
  the fact the crew is in charge of their ship. When the crew fails an 
  action of the dramatic task the alert level is raised by one. If the Alert 
  level reaches three, then the enemy becomes aware and open fire on 
  The Black Heart at medium range. Each round until the completion 
  of the steps below, the enemy fires one cannon shot for each of the 
  four ships.
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   Several of the steps listed below must be done in order. The crew 
  is good at their jobs and always are assumed to have completed the 
  task even on a failure. The only effect of a failure is that the enemy’s 
  alert status is raised. The crew may wish to assist each other with 
  rolls to make them easier. A good captain should be assigning the 
  crew to their tasks. When completing a task for each raise a player 
  gets, they may add a +1 to completion of the next task they do. The 
  tasks are as follows.
   
  Prepare the Guns
  The Ship can begin sailing without having these steps done, 
  but they cannot fire their cannons until these steps are complete. 
  These steps are combined to represent all cannons and not re-
  quired for each.
   
  Step 1: Unhook the Cannons and prepare the ammunition. A boat-
  ing, smarts or strength roll may be used. This step is made at a + 
  2 as it is all below decks and unseen to the Spanish
  Step 2: Load the cannons and prepare them to fire. A shooting or 
  strength roll may be used.
  Step 3: Open the hatches and push the cannons forward using 
  strength roll. This step is made at a -2 because it is very obvious 
  aggressive step.
   
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  Hoist the Sails
  Hoisting the sails needs done for each of the three main masts. 
  The foremast, mainmast and mizzen mast. A total of 9 rolls.
  Step 1: Roll the rigging, ropes and untie sails. A boating or notice 
  roll is used.
  Step 2: Prepare to raise the sails by getting in sync with all sailors 
  and getting a good foot hold. Either a boating strength roll is used.
  Step 3: Hoist the sails. Either boating or strength roll is used. This 
  step is made at a -2 because it is very obvious the ship plans to sail.
   
  Chart a Course
  Step 1: Get maps, sexton, hourglass and charting utensils. This is 
  either a boating or search roll. This step is made at a + 2 as it is 
  below decks.
  Step 2: Roll wind speed and direction and chart a course out of the 
  bay. This is either a boating or smarts roll. This step is made at a + 
  2 as it is unseen to the Spanish
  Step 3: Call out orders for the positioning of the sails, set rudders 
  and wheel. This is either a boating or smarts roll. This step is 
  made at a -2 because of the activity to set sail.
   
  Raise Anchor
  Step 1: Begin raising the anchor. Either boating or strength roll 
  is used.
  Step 2: Continue raising the anchor. Either boating or strength 
  roll is used.
  Step 3: Pull the anchor out of the water. Either boating or strength 
  roll. This step is made at a -2 because it is very obvious when the 
  anchor is removed from the water the ship plans to sail.
   
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  To Open Waters
   The Black Heart is on the move. Now the trick is to navigate the 
  waters controlled by the Spanish and break free to the open sea.
   Once again the Black Heart is on the move. This is not the first time 
  that the Spanish dogs have tried to pin you down. You are the crew of 
  the Black Heart and if they do not let you free of the bay you blast a 
  hole in them and sail over their sunken wrecks. Man your posts, there are 
  rough waters ahead!
   
  This is a standard 10 round chase from SWD. One player must 
  at the helm making boating rolls for the ship. Players are able to 
  assist in the boating rolls or they may fire the cannons at one of the 
  Spanish war ships. Each of the four Spanish ships takes one shot 
  if given the opportunity to fire. A successful hit damages the Black 
  Heart causing 3d6 damage. Also on a successful hit, any player with 
  a lower card than the attacking ship suffers 1d6+1 damage from fly-
  ing debris.
   
  Admiral Barbato
   Once free of the bay only one ship remains, the crown jewel of 
  this fleet the Donna Maria. Admiral Barbato’s war galleon lies in wait 
  for any escaping ships.
   
  Ship vs. Ship
   The Donna Maria is heavily armed and fires one cannon shot per 
  player. Her intent is not to sink the Black Heart, but rather capture 
  her. For this reason she is firing chain shot. Chain shot is two can-
  non balls attached to a chain. This does 2d6+1 damage to the ship, 
  but always causes boating rolls to be made at a -2 when hit regard-
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  less if a wound was caused. This amount compounds. The intent of 
  this is to rip through the sails slowing the ship so it can be boarded. 
  Admiral Barbato would rather make an example of the crew than 
  sink the Blackheart.
   This is a standard 10 round chase from SWD with Admiral Barba-
  to piloting his ship. If Black Heart is hit more than three times with 
  the chain shot the Donna Maria can draw close enough to board and 
  the chase ends. Players may choose to steer towards her and board 
  intentionally rather than the chase.
   
  Boarding
   If the two ships are at boarding range, then they are attacked by 
  two Spanish Soldiers and one Spanish Officer per player. Players need 
  to make rolls when going from ship to ship such as agility, strength, 
  climb (strength), or jump (strength) roll to represent the boarding 
  process. Boarding planks may be put out by either side as well.
   Admiral Barbato stands back and fires his flintlock pistols, or use 
  his sabre. If things are going bad he challenges the Black Heart’s 
  captain to a one on one pistol duel. If the Black Heart’s captain re-
  fuses the crew may mutiny in the next chapter.
   The fight stops to watch the duel, there is an unwritten under-
  standing that the crew of the losing captain surrender to the victor. 
  This does not always occur with pirates though. For a duel, each par-
  ticipant draws a card and the higher one fires first.
   After the battle and before you can set sail again, the ship needs 
  to be repaired. Repairs to the Ship take 1d6 hours per wound plus 
  1d4 hours per chain shot volley that hit the ship.
   
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  Scene 6 End
   The Black Heart has almost single handily defeated the Spanish fleet 
  that attacked Tortuga. There is no time to bask in the glory though, the 
  Island Witch and Lieutenant Irons is racing to El Diablo to steal your 
  treasure. If the wind is in your favor you may be able to catch the Island 
  Witch on the 12 day journey to the island. After all the Island Witch 
  doesn’t have the best ship in the Caribbean like you do.
   
  Scene 7: In the Depths
  The Crew of the Black Heart is sailing at top speed to try to get to 
  El Diablo Island before the Island Witch. In the process, they have 
  taken several shortcuts and made up a lot of time. They are getting 
  close to catching their rivalries in open water.
   The Mutiny occurs if the captain of the Black Heart refused the 
  challenge of Admiral Barbato or lost the duel. This may also be used 
  if a lot of turmoil has taken place with the new Captain.
   
  Mutiny (Optional) 
   There is a lack of trust in the new Captain. Whispers are occurring in 
  the shadows with plans to overtake the ship. One of the ships veterans 
  steps up and says. “I think we got the wrong captain on this boat. I say 
  we put it to a vote. Who’s with me?” Some of the men cheer, thinking 
  this might be their chance to make a change.
   
  This is a Social Challenge and players should try to persuade the 
  crew of who the captain should be. This may or may not be the 
  current captain. This would be an opportunity for one of the other 
  players to take the Captain’s place.
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   Krakens Call
   The winds are favorable and the Black Heart feels as if it is flying. If 
  the Island Witch gets to El Diablo before you, the treasure of the black 
  hearted may be lost to Lieutenant Irons and his new crew. From above in 
  the crow’s nest the shouts of Bad William can be heard. “Ship ahoy, off 
  the starboard side” From a distance on the horizon the sight of a ship 
  can be seen.
   As you draw closer Bad William pulls out the spy glass that Captain 
  Deadeye gave him. He looks through it and then back down to you. “It’s 
  the Island Witch!”
   
  It takes a couple of hours for two sailing vessels to get close to each 
  other, but the Island Witch is slowing and wants the Black Heart to 
  catch up to her. Lieutenant Irons plans on using the Horn of Hells 
  against the Black Heart to call forth the Kraken from the waters below.
   With the better ship and crew, the Black Heart closes the gap between 
  the two ships to only a few hundred yards. The crew frantically prepares 
  for battle, readying the cannons and preparing to board the Island Witch.
   Once closer, the captain looks through his spyglass to see what type of 
  fight to prepare for. At the back of the ship a man in a red coat stands 
  with a spyglass looking back at him. It is Lieutenant Irons. From his 
  side Lieutenant Irons grabs a polished brown horn with small bones and 
  feathers dangling from it. He begins to blow on it, and even from your 
  distance you can hear the blood cur tilling sound as it pierces the winds.
  The waters below your ship starts to stir and swirl, as the waves get 
  heavier and higher. From the depths a giant tentacle bursts from the 
  water and wraps itself around the ship cracking the mast.
   
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  Soon after Lieutenant Irons calls the Kraken, he gives the order for 
  the Island Witch to increase speed. The Kraken damaged the Black 
  Heart with her initial attack causing one hull damage. The standard 
  rules for repair should be followed after the attack.
   The Kraken is not a scenario designed for players to defeat the 
  Kraken but rather drive him off. He is strong and wants to damage 
  the ship first using his tentacles and bite. The crew is allowed to use 
  the ship’s cannons vs. the Kraken. Most of them are already loaded 
  in preparation of the fight with the Island Witch. Once one wound 
  has been taken be the Kraken it goes back under the sea.
   A lot of time is lost, but the Black Heart is once again is on the 
  move. It takes a day’s sailing to get to El Diablo Island. Sharp jagged 
  rocks protect the only cove on the island. Shallow waters surround 
  the rest of the island. The crew needs to anchor in the cove and row 
  in. Another ship can be seen in the cove, it is the Island Witch.
   As you approach the island the waters get darker rather than lighter 
  like you might expect. In front of you are some high jagged rocks sticking 
  out of the water that lead to the only cove on the island. It is going to 
  take some good sailing to navigate this path.
   Bad William approaches the crew “I was here with the Captain once. 
  Those waves love to throw a ship against the rocks. He points to the 
  Island Witch anchored in the cove “Look they beat us here.”
   
  There are four sirens on the rocks. The sirens sing out an enchant-
  ing song that draws the crew closer to them. They are trying to get 
  the ship to crash into the rocks or enchant the crew enough that 
  they jump overboard and swim to them.
  Each round the player at the helm needs to make a boating roll 
  at a -2 because of the sirens song or the ship takes 3d6 damage. All 
  players including the player at the helm must make a spirit roll or 
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  fall victim to their charms. It takes the ship five successful boating 
  rolls to get past the sirens or until all of the sirens are defeated. 
  Other players may assist but must take the -2 penalty for the sirens 
  when trying to assist.
   
  The Island Witch
   When the Black Heart enters the cove the Island Witch is an-
  chored. There is very little room in this cove, the two ships are al-
  ready at very short range from each other. To be able to fire cannons 
  the player at the helm needs to make a boating roll to turn the ship 
  to bare. Both ships at that point are able to fire. If players choose 
  to get to boarding range they can do so without issue. The Island 
  Witches crew are eager for a fight. When boarding players make a 
  boating, climbing or jump (strength) roll. There are two Island Witch 
  sailors per player.
   The narrow passage through the rocks opens up into a small cove. 
  Already anchored in the cove is the Island Witch. The pirates on deck 
  yell insults towards you. They clearly want a fight. From the deck of the 
  Island Witch their crew is preparing for battle. The pop of a gun goes off 
  and the whizzing bullet from a rifle flies nearby. Is this their attempt at a 
  greeting?
   
  Scene 7 End
   The Island Witch is defeated, but several members including Lieuten-
  ant Irons were missing from the fight. A dinghy sits on the beach where 
  clearly someone has gone ashore. A path can be seen that leads deep into 
  the jungle and straight into the heart of El Diablo. The branches have 
  been cut as it is clear they went that way.
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  Scene 8: El Diablo
   A boat sits on the Playa de la Sangre or blood beach, as it is com-
  monly known. Lieutenant Irons and some of the crew have made 
  their way into the jungle. The map reveals that the treasure is lo-
  cated in the center of the island. It is a long trek through the jungle 
  to get to the location. The island is a source of tribal evils and since 
  the Vodou awakening, has taken on a strange life unto itself.
   The cove’s sandy beach is very wet as the tide rolls in and the waves 
  crash against the shore. A small boat from the Island Witch is pulled 
  up onto the beach and tied to a log. Just out from the beach lies a deep 
  dense jungle. A small opening can be seen, with what looks to be a path 
  leading into it. As the wind blows the faint echo of moaning can be 
  heard through the trees. “This place gave me the shivers last time. Every-
  thing out there wants to eat you or rip you apart.” Bad William says.
   
  Players can question Bad William about the island and what dangers 
  might lay ahead. He gives the crew some or all of the information at the 
  Game Master’s discretion. Bad William does not want to go with them. 
  He goes if they insist, but he has a deep fear of this island.
   
  Bad William knows all of the following
   Some of the plant life has a mind of its own and can be very dan-
  gerous.
  There is quicksand on the island it can swallow a man whole.
  The creatures on the island grow larger than normal.
  There are cannibals on the island
  The treasure is in a cave at the top of a cliff.
  The cave mouth glows a faint red at times.
  The island is cut in two by a giant gorge.
  Things don’t tend to stay dead on the island.
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  Thorny Depths
   It takes a good sharp blade to cut the leaves and vines that are over-
  growing the path. You can see that it hasn’t been more than a day that 
  someone else had chopped their way through here. The path winds its 
  way through the forest. At a small clearing a small wooden sign is ham-
  mered into onto a tree. It reads ‘Danger’. While standing there in front of 
  the sign, you hear movement in the jungle.
   
  The movement is poisonous vines that grow out of a quick sand 
  pit. If players choose not to stay on the path they find the jungle is 
  very thick and challenging. If they choose a different path you can 
  give them an encounter from section 8.4.
   The poison vines find the players in the jungle and drag them to 
  the quicksand. The quicksand then slowly pulls them under.
   
  Quicksand: When a player is pulled into the quicksand they must 
  make a swim roll to keep their head above the sand. If they fail the 
  swim roll they are pulled under. This causes an immediate level of fa-
  tigue. Once incapacitated the player is permanently pulled under. If a 
  player makes a swim roll with a raise they may attempt a climb roll at 
  a -2 to pull themselves out of the quicksand. Other players may try to 
  assist a player in quicksand. If they attempt to pull them out by hand 
  they make a strength roll at a -2, if they roll a one on the trait roll re-
  gardless of the die, they are pulled in as well. If they use an object the 
  roll is still a -2 but they are not pulled in on a failure.
   
  The poison vines continue to pull players into Quicksand but do 
  not attack those in the Quicksand. There are two vines per player.
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  Crocodile Bait
   Past the jungle while still in the lowlands of the island the crew 
  runs across a swamp. This swamp is inhabited by creatures of enor-
  mous size. Most of the terrain is considered difficult. It consists of 
  mud, water and reeds. If players step into watery areas they must 
  make a strength roll to move or get stuck in the mud and end their 
  movement.
   If it is possible the island is getting hotter and muggier as you ap-
  proach the swamp lands. The closer you get sounds and smells from 
  the swamp become more apparent. A narrow single file path leads in 
  two different directions. After a brief rest, a large mosquito the size of 
  your hand flies past you. This isn’t a good place to rest and you should 
  continue on.
   
  Two giant Crocodiles lurk just under the water. They cannot be 
  seen by the crew as the waters are too murky. They attack suddenly 
  trying to grab and pull their opponent into the water to perform a 
  rollover. There is one crocodile near each path. The paths separate 
  but come back together after a short distance.
   As a source of irritation to the crew you may add a couple of the 
  giant Mosquitoes that attack during the fight.
   
  Divided Sides
   The path leads out of the swamps and begins to climb up a hill. 
  At the peak of the hill a large gorge splits the island. The gorge is 50 
  feet across. An ancient temple with several eroded columns sits on 
  the other side. A large tree bridges the gap across the expanse, but 
  looks like it may not very be sturdy. On the other side of the divide 
  hidden in the ruins are several tribal warriors. They plan to ambush 
  the party using their poison blow guns.
   
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  Your journey is taking you upwards finally, though you have no points 
  of reference as the jungle remains thick, but your legs are feeling the in-
  cline. Just ahead of you the island has an enormous crack running across 
  it. It is almost 50 feet to the other side. A large tree fell across both sides 
  providing an unstable but natural bridge. On the other side you see an-
  cient ruins of an old temple. There is faint hint of smoke is in the air.
   
  A band of tribal warriors attacks the party with blowguns and 
  spears. They are cannibals and try to take the party alive in order to 
  eat them. They are led by a witch doctor with spells.
   The witch doctor wears a necklace of bones and teeth around 
  his neck. This necklace helps protect against evil creatures. See the 
  necklace of protection. This does not help against the players, but 
  the players can use it in next chapter against the demon.
   
  Necklace of Protection: This increases your Toughness by two 
  against evil creatures.
   
  Alternate Jungle Adventures (Optional) 
   If players go around the path or take different routes to ultimately 
  get to the cliff face, you can throw some of the alternate encounters 
  at them to give a feel for the danger of the island.
   ·         The crew runs across a giant snake hiding in the jungle. The  
   
  crew needs to make a notice roll or think it is just a log.
  ·         A swarm of giant mosquitos attacks the party. One mosquito  
   
  attacks for each party member.
  ·         A fast moving river that they must cross-using swim, jump  
   
  (strength), agility, or climb roll.
  ·         Poison vines grow from a tree, two vines per player attack.
  ·         Five Tribal Warriors chasing a sixth thru the jungle.
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   Scene 8 End
   It has been long, hot and dangerous journey through the jungle. The 
  dense vegetation has opened itself up to a large cliff side. At the top of 
  the cliff several caves resemble a skull with a mouth large enough to 
  walk in. A faint red light emanates from its mouth.
   
  Scene 9: Irons in the Fir
  It has been a long hot trek through the jungle and the crew of the 
  Black Heart has one enormous task left before them. They need to 
  climb up El Diablo Mountain and enter the mouth of the skull called 
  the Devil’s throat. Vegetation and vines cover the mountain face, 
  giving plenty of grips for the climb. The cliff is not a sheer surface 
  and there are many small plateaus and ledges along the way. At the 
  top several caves that give the impression of a face. The mouth is 
  large enough for a man to walk into and emanates a faint red glow.
   Once through the dense jungle, a mountain peak rises 100 feet 
  straight up. Towards the top several caves make what appear to be a 
  moaning face. From the mouth, a faint red glow can be seen. Thick vines 
  and bushes cover the cliff side.
   The jungle is thick around you and there is a slight bit of water trick-
  ling off the mountainside. Just peeking out of the dense underbrush is the 
  bottom of a brown leather of a boot.
   
  The boot is attached to one of the Island Witches’ 
  crew that fell from the cliff. He has a terrified look on 
  his face as he lies in his final resting state. 
  This is to remind the party of what dan-
  gers await them.
   
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  The Devils Climb
   The devil’s climb is a very dangerous task. The mountain seems 
  to have a mind of its own. The crew need five successful climb roll to 
  make it up the mountain. Each representing 20 feet. The mountain 
  sabotages the climb when a club (aka complication) is drawn. When a 
  complication is drawn the climb roll is made at a -2. This comes in the 
  form of ropes or vines snapping mysteriously, rocks loosening and 
  falling, water leaking from the side causing the player to lose their 
  grip or some form of equipment failure. The results of a failure are 
  listed below for both a regular failure and one with a complication.
   
  Failures
   Two: The player falls the level to which they climbed and take 
  damage for that height (1d6+1 per 10ft). Twenty feet for each suc-
  cessful climb roll on prior turns plus ten feet for failed roll. Example: 
  if a player has already made three climb rolls and fails the fourth 
  they fall sixty feet plus ten feet for a total of seventy feet. This is a 
  damage roll at 7d6+7.
  Complication: In addition to the above. The mountain drops a 
  boulder on the player causing an extra 2d6 damage.
   
  3-10: The player falls ten feet for each successful climb roll made 
  prior to this turn plus ten feet for this turn. If they are not at the 
  bottom of the mountain they land on a ledge or rocks on the side of 
  the hill.
  Complication: In addition to the above. The mountain snaps the 
  player’s ropes, or breaks their gear. Something bad should happen 
  to them or their equipment that causes future climb roll to be made 
  at a -2.
   
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  Jack-Queen: The player loses footing or is hit by a falling rock. 
  They stay in the same location but must take a level of fatigue due to 
  bumps and bruises.
  Complication: In addition to the above. The player loosens a rocks 
  causing anyone lower than them to take a -2 on their next climb roll 
  due to falling rocks.
   
  Joker: The player’s muscles need rest and they stay in the same 
  location as before gaining no ground.
   
  You should take note of where each player is in the climb. Time is 
  not of the essence but knowing where they are helps gameplay. The 
  mountain is mysterious and sometimes causes mischief even when 
  all seems well, such as snapping perfectly good ropes.
   
  Into the Throat
   Once inside the devil’s throat players can see it slopes downward 
  deeper into the mountain. There is a faint red glow coming from 
  deep within. One member of the Island Witch crew per player guards 
  the wide open cavern with the glowing red gem stuck in the ceiling 
  of the cavern. Another white glow comes from behind them where 
  another passage leads deeper in and downward. If any of the guards 
  are defeated they reanimate into a zombie the next round. The ruby 
  is stuck in the ceiling and worth 500 doubloons.
   
  Lieutenant Irons
   Just past the opening that the Island Witches crew was guard-
  ing, a small cavern leads downward. Man-made steps make a steep 
  descent into the cavern below. It opens up into a very large cavern 
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  with the sounds of falling water. The water flows from the mouth of 
  a large stone embedded in the back wall. The stone is in the shape 
  of a skull. The water falls from the mouth onto the ground making a 
  small stream on the floor that leads to a large pool in the center of the 
  cavern. The pool is 20ft by 20ft and is constantly draining itself and a 
  large Eddy in the middle of the pool. The pool is 4 feet at its deepest.
   Captain Deadeye left the clues to the treasure’s location written 
  on the cavern wall. Standing in front of these instructions is Lieu-
  tenant Irons. As soon as the crew enters he turns, makes a statement 
  and grabs for his horn and starts blowing it. He is not considered 
  surprised no matter the crew’s actions.
   As you slowly enter the cave below, you can see a large cavern lit by 
  torches. From the opposite side of the room a twinkle comes from a 
  waterfall that flows from the mouth of a man-made skull. The water is 
  flowing to a pool in the center of the room. The pool is self-draining as 
  there is a large eddy swirling in the center of the pool. Next to the water-
  fall you can see Lieutenant Irons standing in front of writing on the cave 
  wall. His face is drained and his body looks weak as he turns to face you.
   “So you have proven to be a better crew than the Island Witch, but 
  you were too loyal to Deadeye for me to include you in my plans. Now 
  you have chased me a long way only to fail in the end. I am sorry it came 
  to this my friends, but I think fondly of you as I spend your gold.” He 
  grabs the horn at his side and starts blowing. The eyes of the stone grow 
  red and a black smoke begins bellowing out of the mouth. Appearing 
  before you is an eight-foot tall, dark red demon with long horns, burning 
  hands and red eyes. He chuckles a deep bellowing laugh as he charges in 
  for the attack.
   
  Treasure of The Black Hearted
   Captain Deadeye left clues written on the wall on how to find the 
  treasure. If the crew is having a difficult time with a clue, you should 
  allow a smarts roll to be made and give the players a hint.
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   “He who seeks the Treasure needs to find the glimmer in a dead man’s eye.”
  Answer: There is a key hidden in the eyeball of the skull.
   
  “What runs and has no feet, roars but has no mouth?”
  Answer: Water, referring to the pool
   
  “I am sorry, but I have already given the treasure to my short friend 
  Edward E”
  Answer: Eddy, referring to the eddy in the center of the pool
   
  The treasure is buried in a giant chest in the pool under the 
  swirling eddy. It takes three strength rolls to pull the chest out of 
  the mud. It is extremely large and heavy. It takes the key to open it. 
  Inside the chest lies 12,000 doubloons, silver cups, gold necklaces, 
  and various other treasures. A note from Captain Deadeye rests on 
  top of the treasure.
   “This treasure belongs to the hearty souls of the Black Heart. If you 
  not be one of us, bury the box and your soul shan’t be cursed for eternity. 
  I entrust this treasure to those that would keep the Black Heart afloat. I 
  leave my ship in good hands.”
   “My greatest treasure was not contained within and I beg of you to 
  please seek out my daughter Iris and give her a share or I shall seek you 
  out from beyond”
  “Now drink up mates, you can find some of the finest rum in the bottom 
  of the box. Have a drink and toast the Black Hearted!”
  Scene 9 End
   The treasure is yours and Lieutenant Irons defeated, only the 
  strongest of crews could have completed this mission. Your story is 
  legend as the new captain and glorious crew complete the first Tale 
  of the Black Hearted.
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  Thank You
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  Index
  A
  Admiral Barbato (WC)  
  196
  Adventure Chaos 2 
  274
  Adventure Hooks 
  143
  Alternate Jungle Adventures         
  (Optional)  
   
        290
  Arcane Backgrounds 
  18
  Arcane Background (Vodou) 
  18
  Arcane Background (Witch Hunter)  19
  At the Helm (Professional)  
  40
  B
  Bahamas (England) 
  74, 143
  Below Deck Damage 
  133
  Big Spender (Minor)  
  52
  Bilge Rat (Combat)  
  40
  Bird Brains (Minor) 
  52
  Blackmail (Social)  
  40
  Blasphemy 
  20
  Blessing of Luck, Money, or Love      20
  Boar, Wild 
  198
  Boarding 
  133
  Boatswain 
  11
  Boatswain Archetype 
  12
  Branded (Major) 
  52
  Break a Leg (Combat)  
  41
  Brig 
  228
  Brigantine 
  228
  Bruja (Bru-ha) (WC)  
  216
  Buccaneer Code 
  64
  By the Bay 
  275
  C
  Captain 
  8
  Captain Archetype 
  9
  Captain Scab Eye Daniels (WC)     196
  Captain John Ravenbeard (WC)    196
  Cargo 
  140
  Cargo Table 
  141
  Carpenter 
  12
  Carpenter Archetype 
  12
  Carrack 
  229
  Carvel 
  229
  Chaos Adventure Chaos 1 
  259
  Chaos Environment       101, 102. 103
   Chester Hill 
  258
  Chickcharney 
  199
  Close Fighting (Combat)  
  41
  Cocky (Minor)* 
  53
  Collision 
  140
  Colonist/Merchant 
  190
  Corvette 
  230
  Crab, Giant* 
  200
  Creatures 
  198
  Crocodile, Dire 
  201
  Crocodile, Saltwater (WC)  
  200
  Crocodile Bait 
  289
  Cuba 
  145
    (order #13539823)
  
  301
  Curse 
  21
  Custom Ships 
  110
  Cutter 
  230
  Cutthroat 
  190
  D
  Damage 
  129
  Dead Man’s Tale (Minor)  
  53
  Demon Hunter (Profession) 
  42
  Demonic Or Undead 
  216
  Dirty Fighter (Combat)* 
  42
  Divided Sides 
  289
  Doldrums 
  141
  Don Rafael (WC)  
  197
  Dutch Republic 
  70
  Dutiful Soul 
  222
  E
  Edges 
  40
  Edges and Hindrances 
  116
  El Gato Demonio (Demon Cat)    217
  Enemies Faced Table 
         134
  England 
  69
  Entangle (Combat)* 
  43
  Equipment Packs 
  63
  F
  Fire 
  137
  Fire Demon (WC)  
  218
  Fists of Stone (Combat) 
  44
  Florida (Spain) 
  77, 147
  Fluyt 
  231
  Flynn Maneuver (Combat)  
  44
  France 
  71
  Free the shackles 
  276
  Frigate 
  232
  Frugal (Social)* 
  44
  G
  Galleon 
  233
  Game Terminology 
  6
  Gazeteer 
  69
  Gear 
  55
  Glass Jaw (Minor)  
  53
  Guineaman 
  233
  Gumption (Combat)  
  44
  Gunner 
  13
  Gunner Archetype 
  14
  Guns 
  126
  Gunsmith (Professional)  
  45
  Gun Table 
  127
    (order #13539823)
  
  302
  H
  Havana 
  76
  Hell Cow (WC)  
  218
  Helmsman 
  10
  Helmsman Archetype 
  10
  High Water Islands 
  89, 96, 160
  Hindrances 
  52, 120
  Hispaniola (France/Spain)  
  78, 147
  Humans 
  190
  I
  Imp 
  219
  Improved Close Fighting (Combat)  42
  Injury Table 
  104
  Inquisitors of Spain 
  29, 30
  Into the Bay 
  276
  Into the Shadows 
  267
  Into the Throat 
  293
  Iron Jaw (Combat) 
  45
  J
  Jamaica (England) 
  81, 150
  Jesuits  
  32
  Jingoistic (Minor or Major)  
  53
  Jonah (Major) 
  54
  K
  Knights Templar 
  37, 38
  Kraken (WC)  
  202
  Krakens Call 
  284
  L
  La Fisura Profana (The Unholy     
  Fissure)   
   
         95
  Lagahoo 
  220
  Landlubber (Minor)  
  54
  Last Words 
  253
  Leech, Giant 
  203
  Leech, Swarm 
  204
  Lesser Antilles (England, France, 
  Holland)   
   
   82, 151
  Lieutenant Irons (WC)           197, 293
  Lived to tell (Background)  
  45
  Loa Powers (Powers) 
  46
  Location 
  143
  Lord/Politician/Nobleman 
  191
  Lost Souls 
  98, 222
  Lunge (Combat) 
  46
  Lusca 
  205
  M
  Man of War 
  234
  Master & Commander (Leadership) 46
  Master (Professional)  
  46
  Melee Weapons 
  55
    (order #13539823)
  
  303
  Melee Weapons Table 
  56
  Merfolk 
  206
  Miracle Workers 
  15
  Missile Weapons 
  58
  Missile Weapons Table 
  59
  Monkey, High Water 
  207
  Mosquito, Giant 
  207
  Mundane Items 
  61
  Mundane Items Table 
  62
  N
  Nations 
  69
  Native Spiritual Leader (WC) 
  192
  Native Warrior 
  191
  Navigator 
  11
  Navigator Archetype 
  11
  New Rules 
  101
  New Spain (Spain) 
  86, 158
  O
  Oarsman 
  192
  Officer (WC) 
  193
  Opening 
  250
  Opportunist (Leadership) 
  47
  Orders 
  112
  P
  Papa Dou (WC) 
  198
  Papal States  
  34, 72
  Parlay 
  65, 269
  Personnel Damage 
  133
  Piranha, Swarm 
  208
  Potions 
  27
  Powders 
  28
  Power List from Savage Worlds Core 
  Rules 
  18, 19
  Powers 
  20
  Priest / Holy Man 
  17, 193
  Priest Archetype 
  17
  Protective Soul (WC)  
  223
  Puritan Devotees 
  35, 36
  Putting it all together 
  183
  Q
  Quartermaster 
  9
  Quartermaster Archetype 
  10
  R
  Radiance of Belief 
  22
  Ramming 
  139
  Really Dirty Fighter (Combat) 
  42
  Regretful Soul 
  224
  Repairs 
  135
  Repair Times Table 
  136
    (order #13539823)
  
  304
  Rituals, Potions, and Powders 
  26
  Rope Monkey (Professional)  
  47
  Running The Game 
  92
  S
  Salt of the Sea (Background) 
  48
  Salt of the Sea 
  105
  Schooner 
  234
  Sea Serpent, Large (Huge) (WC)     209
  Sea Sickness (Minor) 
  54
  Seducer (Social) 
  48
  Selkies 
  210
  Setting Rules 
  7
  Shark, Great White (WC)  
  213
  Shark, Ichor 
  212
  Shell Table 
  128
  Shell Types 
  127
  Shipboard Position 
  8
  Ship Combat 
  123
  Ship Creation 
  108
  Ship Edges 
  117
  Ships 
  108, 228
  Ship Shape 
  278
  Ship Table 
  110
  Sinking 
  139
  Sinking Table 
  139
  Siren 
  211
  Sky Shy (Minor or Major)  
  54
  Sloop 
  235
  Snake, Giant Constrictor 
  211
  Soldier/Guard/Militia 
  194
  Soucouyant (So-cho-yan) (WC)  
  226
  Soul Entrapment 
  22
  Soul Transfer 
  23
  South America (Spain)  
  88, 159
  Spain 
  73
  Spearhead (Professional)  
  48
  Special Setting Rule 
           7
  Speed 
  111
  Sprite 
  214
  Standard Ship Damage Table 
  132
  Stinkpot Specialist (Combat)  
  49
  Storm of Souls 
  100
  Storms 
  142
  Storm Sense (Weird)  
  49
  Storm Table 
  142
  Surgeon 
  13
  Surgeon Archetype 
  13
  T
  Take the Leg! 
  104
  The Assault 
  270
  The Caribbean 
  74
  The Devils Climb 
  292
  The Gospel Conspiracy 
  187
  The Hungry Rat 
  256
  The Island Witch 
  286
  The Jesuits 
  31
  The Papal States 
  34
  The Setting 
  92
  The Taint/Ichor 
  214
  The Witch Hunters  
         29
    (order #13539823)
  
  305
  Thorny Depths 
  288
  To Open Waters 
  281
  Treasure Hound (Professional)      49
  Treasure of The Black Hearted     294
  Turbulent Waters 
  92
  U
  Under Siege 
  257
  Unwritten Rules 
  64
  V
  Vanguard 
  14
  Vanguard Archetype 
  14
  Vengeful Soul 
  225
  Vines, Poison 
  215
  Vodou 
  66
  Vodou Awakening 
  94
  Vodou Cartomancy Adventure      
  Generator      
   
        161
  Vodou Crafter (Professional)  
  50
  Vodouisant 
  15, 195
  Vodouisant Archetype 
  15
  Vodou Possession 
  24
  W
  Wall of Steel (Combat)  
  50
  Wild Cards 
  196
  Wind Sense (Weird) 
  51
  Witch Hunter 
  16, 194
  Witch Hunter Archetype 
  16
    (order #13539823)
  
  306
    (order #13539823)
  
  307
    (order #13539823)
  
  308
    (order #13539823)
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Buccaneer - Through Hell & High Water/Savage Worlds - Buccaneer - Through Hell & High Water.pdf