Pirate Captain Rank 1 · Type: Leader A charismatic sea dog with an impressive hat, eager to raid and plunder. Motives & Tactics Command, make 'em walk the plank, plunder, raid Difficulty: 14 | Damage thresholds: 7/14 | HP: 7 | Stress: 5 Standard attack: ATK +1 | Cutlass | Melee | 1d12+2 phy Experiences - Commander +2 - Sailor +3 Features - Swashbuckler — Passive When the Captain marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress. - Reinforcements — Action Once per scene, mark a Stress to summon a Pirate Raiders Horde, which appears at Far range. - No Quarter — Action Spend a Fear to choose a target who has three or more Pirates within Melee range of them. The Captain leads the Pirates in hurling threats and promises of a watery grave. The target must make a Presence Reaction Roll. On a failure, the target marks 1d4+1 Stress. On a success, they must mark a Stress. - Momentum — Reaction When the Captain makes a successful attack against a PC, you gain a Fear. Source: SRD