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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