Silas “Death Devil” Santiago
Rapscallion · scout
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
- a dinghy (pg. 80) or one of the above of your choice
- compass
- d4 candles (1 hour each)
- keen senses and a map (background)
Background
- Flaw — Way too loud
- Trademark — Twitches constantly, especially trigger finger
- Idiosyncrasy — Habitual procrastinator... if you even finish the task.
- Incident — [d2] 1: Failed mutineer. 2: Successful mutineer.
- Thing of importance — vial of holy water from clergy in your hometown
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.
Rapscallion — class text
Verbatim class page
A sneaky, cutthroat scallywag good at backstabbing, breaking & entering, stealing, cheating, and escaping. Found in taverns, shadows, and shallow graves. You will need a deck of playing cards...
Abilities: +2 to Agility, -1 to Strength, -1 Toughness. HP: d8 ± Toughness. Begins with: d2 Devil's Luck (pg. 54).
Roll d6 for a starting weapon (pg. 50), d6 for clothing (pg. 52), and d10 for a hat (pg. 52).
Roll d6 for a specialty when you begin and when you gain experience.
1. Back Stabber
If you attack by surprise (from hiding, distracted enemy, etc.) lower the attack DR by 2 and deal d2 extra damage.
If taken again, draw a card: Black: Lower DR by 1 more. Red: Increase damage die (d2>d4>d6>d8). Joker: Both.
2. Burglar
You begin with lock picks. Pickpocket, disarm an enemy, or disable a trap: -4 to DR.
If taken again: additional -2 to DR.
3. Skylarker
You're as nimble in the rigging as you are on the deck. If you attack after swinging, jumping, or making an acrobatic maneuver, test Agility DR10 to automatically hit and deal +2 damage.
If taken again: increase extra damage by +1.
4. Sneaky Bastard
When striking from the shadows or while sneaking, test Agility DR12. On a success you automatically deal a critical hit.
If taken again: -2 to DR.
5. Lucky Devil
Whenever you use the Devil's Luck, draw a card:
9+: Regain 1 Luck. Joker: Roll on the Joker Table.
If taken again: Lower the card number needed to regain Luck by 1.
6. Grog Brewer
Each day you can brew d4 servings of potent grog. You can soak melee weapons in it to use as a poison.
Grog in a wound: Test Toughness DR14 or -d6 HP.
If taken again, draw a card: Black: +2 to DR. Red: Increase damage die [d6>d8>d10>d12]. Joker: Both.
JOKER TABLE [d20]
- 1. The Devil comes for your soul. You are sucked into a fiery portal. This is the end of your story.
- 2-9. Lose all of your remaining Luck points.
- 10-19. Regain 2 Luck points.
- 20. Gain 4 Luck points (to a max of 4).
Drinking Grog&Rum: Test Toughness DR8 + [number of drinks in the last hour] to heal d4 HP. Fail and you vomit for d2 rounds. Agility is -1 for each drink (lasts one hour per drink).
Creation roll log
27 rolls, every die cited
| Gear · container | d6 | 6 | a dinghy (pg. 80) or one of the above of your choice— Container p.27 |
| Gear · cheap gear | d12 | 1 | compass— Cheap Gear p.27 |
| Gear · fancy gear | d12 | 2 | d4 candles (1 hour each)— Fancy Gear p.27 |
| Class | d6 | 2 | Rapscallion |
| Abilities · Strength | 3d6 | 7 | -2 (-1 Rapscallion)— Ability Scores p.28 |
| Abilities · Agility | 3d6 | 10 | +2 (+2 Rapscallion)— Ability Scores p.28 |
| Abilities · Presence | 3d6 | 13 | +1— Ability Scores p.28 |
| Abilities · Toughness | 3d6 | 12 | -1 (-1 Rapscallion)— Ability Scores p.28 |
| Abilities · Spirit | 3d6 | 17 | +3— Ability Scores p.28 |
| Hit Points | d8 ± Toughness | 5 − 1 | 4 HP— Hit Points p.33 |
| Devil's Luck | d2 | 2 | 2 Devil's Luck— The Devil's Luck p.54 |
| Weapon | d6 | 2 | Knife or Bayonet [d4]— Starting Weapons p.50 |
| Clothing | d6 | 6 | fancy clothes 250s tier 0. You look amazing.— Clothing p.52 |
| Hat | d10 | 3 | none - 11 metal lined hat 20s— Hats p.52 |
| Rapscallion · Specialty | d6 | 1 | Back Stabber |
| Background | d100 | 87 | scout— Background p.55 |
| Silver | 2d6×10 | 10 | 100s— Background p.55 |
| Distinctive Flaw | d20 | 4 | Way too loud— Distinctive Flaws p.56 |
| Physical Trademark | d20 | 10 | Twitches constantly, especially trigger finger— 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 | 29 | vial of holy water from clergy in your hometown— Thing of Importance p.60 |
| Name · first name | d66 | 56 | Silas / Camela / Black / Dark— Pirate Name p.125 |
| Name · surname | d66 | 45 | Francisco / Marie / Santiago / Bilge— Pirate Name p.125 |
| Name · nickname (1 of 2) | d66 | 55 | François / Jeannette / Baker / Death— Pirate Name p.125 |
| Name · nickname (2 of 2) | d66 | 61 | Thomas / Catherine / Bonnet / Devil— Pirate Name p.125 |
| Name | — | — | Silas “Death Devil” Santiago— Pirate Name |