English
Русский

Pirate CaptainCore

Adversary

Leader — Tier 1

A charismatic sea dog with an impressive hat, eager to raid and plunder.

Motives and Tactics: Command, make ’em walk the plank, plunder, raid

Difficulty

14

Damage Thresholds

7 / 14

Hit Points

7

Stress

5

Attack Bonus

+4

Weapon

Cutlass (Melee)

Damage

1d12 +2 Physical

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.

Cards

Adversary
Pirate Captain

Leader — Tier 1

Hit Points 7 · Difficulty 14

A charismatic sea dog with an impressive hat, eager to raid and plunder.

Core

Comments(0)

There are no comments yet

Selector

Adversary
Ancestry
Beastform
Campaign Frame
Character
Class
Community
Domain
Domain Card
Environment
Equipment
Guide
Rule
Subclass
Transformation
News
Media
Image
File

Adversaries

Ancestries

Beastforms

Campaign Frames

Characters

Classes

Communities

Domains

Domain Cards

Environments

Equipment

Guides

Rules

Subclasses

Transformations

News

Media

Images

Files