Buccaneer alpha

Description

(+1 vitality, +1 skill, +1 reflex)

“I wish to have no connection with any ship that does not sail fast for I intend to go in harm's way.” - John Paul Jones

The sea is an open playground, and mariners are quite at home on the waves, on ships, or in ports. But even if forced onto land, they have enough tools on them to help sail on to victory.

When designing a mission for a buccaneer, giving them some water to work around with is always a boon, more so if there is a vessel or any vehicle they can operate. But don’t feel compelled to just limit them to the open oceans, they can also be quite handy out on rivers, lakes, etc.

Grounded in those who fought on the seas in the age of sail, bringing the adventures of crossing the barely charted oceans.


Edition: Advent v1

Public: Yes

Owner: Aleyanna (Tim)

Gear

Base Gear

Bicorne

Base

Durable hat which enhances and hastens ballistic accuracy calculations. Also makes users seem more respectable to mercenary groups, making them more compelled to follow the individual as long as they act confident and smug.

Spyglass

Base

Small, handheld telescope with enhanced magnification out to High range, able to reveal details undetectable to normal sight. By announcing what you see, allies who hear you and follow your gaze also have their vision magnified.

Signal Flags

Base

Set of stringed flags that when raised, can pitch a message that can be seen by those within high range and subtly draws attention to those whom the message is intended for. Message is translated slowly.

Elective Gear

Blunderbuss

Elective

Low-Range shotgun preloaded with just enough grapeshot to deal with crowds it is aimed at, with an increasingly wider cone for greater crowds. Throws user in a random direction upon being fired. Reloaded with grapeshot after Low Cooldown.

Parrakeet

Elective

Small bird that sits perched on shoulder. Once per mission, repeats important information heard off screen: can be bribed to do so again with increasingly valuable gifts.

Boarding Axe

Elective

Small handheld axe moderately useful in fighting, can be swung overhead onto an object or projectile to hold it in place, partially shielding you from impact force. Objects can be released with the same amount of momentum.

Abilities

Boarding Party

Summon a small, fiercely loyal team of fellow sailors to help maraude and pillage an area. (Mid essence cost, mid cooldown, mid duration)

Paired Action: Call out for your sailors to your position.

Sailors will willingly charge into the fray, but will disappear after threat passes.

Sailors will not respond to commands, instead focusing on pillaging and causing chaos

Parley

Halt ongoing hostilities and enter negotiations to withdraw from combat. (Mid essence cost, low cooldown)

Paired Action: Wave a white flag, commanding talks to start.

Concession given or received dependent on damage received by respective party.

No hostilities are possible after the truce for a low duration.

Ramming Speed

Summon a ship that you ride on as it charges recklessly in. (Mid essence, Mid cooldown, mid duration, low range)

Paired Action: Loudly order a charge and lead it from the front.

While Ramming Speed is active, damage taken is redirected towards the ship.

Anyone in low range around captain when ability activates can choose to be placed on the ship

Ship is sourced from user’s background.