Jack “Crimson Water” Evans
Buccaneer · doctor
Welcome to the Dark Caribbean.
ABILITY SCORES
Roll 3d6 and use the table below to generate
each ability score from -3 to +3. Your class alters
your modifiers. Alternatively, landlubbers (PCs
with no class) can roll 4d6 and drop the lowest
result. The sum is not used in the game once the
character is created, only the modifier.
Abilities can never exceed -3 or +6.
MODIFIERS
Weapons
Gear
- large sea chest for 20 normal-sized items or one of the above of your choice
- ink, quill, parchment
- medical kit: (stops bleeding/poison/ infection and heals d6 HP, Presence + 4 uses)
- a medical kit (background)
Background
- Flaw — Pretentious
- Trademark — Contagious
- Idiosyncrasy — Habitual procrastinator... if you even finish the task.
- Incident — [d2] 1: Failed mutineer. 2: Successful mutineer.
- Thing of importance — pouch containing animal teeth
The Devil's Luck
p.54, verbatim
Every class gains a number of Devil's Luck points (Landlubbers begin with d2). After resting at least 6 hours, if (and only if) your Luck is depleted, roll your class's designated die and regain that much Luck.
Use the Devil's Luck to:
- Deal max damage with one attack
- Lower damage dealt to you by [d6]
- Neutralize a Crit or Fumble
- Lower one test's DR by [-4]
- Reroll any die roll
Optional variant: for larger groups (5 or more PCs), players may only spend DEVIL'S LUCK to help themselves or a player they are sitting next to.
Buccaneer — class text
Verbatim class page
HP: d8 ± Toughness. Devil's Luck d2
Skilled trackers and survivalists. Expert sharpshooters, especially
with muskets & rifles: reloading black powder weapons takes
you 1 round instead of 2. You start with a musket and 10 +
Abilities: +2 to Presence, -1 to Agility, -1 to Spirit.
Clothing: d10, Hat: d12 (pg. 52)
Presence rounds of shot. When you begin, and when you
gain experience, roll d6 for a feature.
Each can be taken twice (reroll if rolled three times).
1. Treasure Hunter
Ability tests related to mapping,
navigating, treasure hunting, finding
& disarming traps, and tracking prey
are -3 DR.
If taken again: -6 DR.
2. Crack Shot
All ranged attacks are -2 DR.
If taken again: -4 DR.
3. Fix Bayonets!
You now have a bayonet (d4).
You can attack with it on the same
turn you reload.
If taken again: d6 damage instead.
4. Focused Aim
Attacks against enemies you have
already shot at during this combat
are -4 DR to hit.
If taken again: the attack also deals d4
extra damage.
5. Buccan Cook
Months of island life have taught
you the art of cooking meats over the
buccan fire. You start with d8 rations
of exquisite smoked meat. Eating it
immediately recovers d4 HP, and you
can make d4 more rations from any
edible animal you kill.
If taken again: recovers d6 instead.
6. Survivalist
Your body has developed into a
finely tuned machine for existing in
the wild. Gain +1 Toughness. You
cannot become infected, sick, or
poisoned, and your maximum HP
increases by d4.
If taken again: gain +1 Toughness and
HP increases another d4.
Creation roll log
27 rolls, every die cited
| Gear · container | d6 | 5 | large sea chest for 20 normal-sized items or one of the above of your choice— Container p.27 |
| Gear · cheap gear | d12 | 8 | ink, quill, parchment— Cheap Gear p.27 |
| Gear · fancy gear | d12 | 5 | medical kit: (stops bleeding/poison/ infection and heals d6 HP, Presence + 4 uses)— Fancy Gear p.27 |
| Class | d6 | 3 | Buccaneer |
| Abilities · Strength | 3d6 | 13 | +1— Ability Scores p.28 |
| Abilities · Agility | 3d6 | 9 | -1 (-1 Buccaneer)— Ability Scores p.28 |
| Abilities · Presence | 3d6 | 12 | +2 (+2 Buccaneer)— Ability Scores p.28 |
| Abilities · Toughness | 3d6 | 6 | -2— Ability Scores p.28 |
| Abilities · Spirit | 3d6 | 11 | -1 (-1 Buccaneer)— Ability Scores p.28 |
| Hit Points | d8 ± Toughness | 3 − 2 | 1 HP— Hit Points p.33 |
| Devil's Luck | d2 | 1 | 1 Devil's Luck— The Devil's Luck p.54 |
| Weapon | — | kit | Musket + 10 + Presence rounds of shot |
| Clothing | d10 | 8 | hide armor 25s tier 1: -d2 damage— Clothing p.52 |
| Hat | d12 | 5 | wig 8s -1 damage.— Hats p.52 |
| Buccaneer · Feature | d6 | 4 | Focused Aim |
| Background | d100 | 40 | doctor— Background p.55 |
| Silver | 2d6×10 | 4 | 40s— Background p.55 |
| Distinctive Flaw | d20 | 18 | Pretentious— Distinctive Flaws p.56 |
| Physical Trademark | d20 | 18 | Contagious— Physical Trademarks p.57 |
| Idiosyncrasy | d20 | 9 | Habitual procrastinator... if you even finish the task.— Idiosyncrasies p.58 |
| Unfortunate Incident & Condition | d20 | 16 | [d2] 1: Failed mutineer. 2: Successful mutineer.— Unfortunate Incidents & Conditions p.59 |
| Thing of Importance | d100 | 21 | pouch containing animal teeth— Thing of Importance p.60 |
| Name · first name | d66 | 54 | Jack / Margaret / López / White— Pirate Name p.125 |
| Name · surname | d66 | 33 | Louis / Elizabeth / Evans / Gunpowder— Pirate Name p.125 |
| Name · nickname (1 of 2) | d66 | 21 | Charles / Antonia / Leon / Crimson— Pirate Name p.125 |
| Name · nickname (2 of 2) | d66 | 23 | Olivier / Isabel / Jones / Water— Pirate Name p.125 |
| Name | — | — | Jack “Crimson Water” Evans— Pirate Name |