Buccaneer alpha

Description

“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

Stovepipe Hat

Small hat providing low elemental protection to the wearer's head. Can pitch a symbol to appear on the hat relative to mission setting to provide semblance of authority to those around, especially those in the military.

Spyglass

A handheld telescope, can magically zoom in to make things out from a high range that normally cannot be seen by normal sight. Can declare what you see to your allies to allow them to see it, appearing very noticeably in their vision for a low duration.

Spontoon

Short pike designed for individual combat. Draws the attention of allies when held high up, and they will be compelled to flock to you. When used for signaling (by pointing, waving...) can subconsciously convey simple information to allies who see it.

Blunderbuss

Short ranged single round shotgun, that can use any small nearby items as munitions. Woefully inaccurate at range, but has significant spread, and can be used to scare off enemies if fired in their general direction.

Parrakeet

Small bird that sits perched on shoulder. Can be given simple commands to be repeated to nearby allies. Also has information about the mission setting, and will try to pass it off to you. (mid cooldown)

Boarding Axe

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, high cooldown, mid duration)

Paired Action: Bark out a series of commands, directing your sailors to the fight.

Sailors will willingly charge into the fray, but will need to be given new orders after the original task is completed, lest they try and cause a mutiny.
Can be ended early if there are no threats around.

Parley

Parley: Confidently and authoritatively order someone to cease hostilities and engage in discussion to your advantage. (Low essence cost, mid cooldown)

Paired Action: Call out to anyone within earshot to cease and to come to an understanding.

Difficulty increases the more aggressive and hostile the target is, moving to near impossible if actively attacking you.

Damn the Torpedos

Command those around you to charge full speed ahead, ignoring any dangers in the path. (Mid essence, high cooldown, mid duration, low range)

Paired Action: Give a rallying cry to those around you and charge headlong into the fray.

While Damn The Torpedos is active, damage taken from enemies is reduced, so long as you maintain the charge.