Buccaneer Template

Buccaneer Template

120 points (30 points left for customization)

Not your average salty sea-dog this, but a canny and accomplished privateer or pirate – a true seafaring warrior of fortune.

Attributes: ST 10 0; DX 12 40; IQ 10 0; HT 11 10.

Secondary Characteristics: Basic Speed 6 5

Advantages: Perfect Balance 15; Talent – Seafarer 2 (GURPS Dungeon Fantasy 11: Power-Ups, p. 19). 20 and 30 points chosen from among: ST or HT +1 to +4 [10/level], DX +1 20, Per +1 to +4 [5/level], Basic Speed +1 20, Basic Move +1 to +3 [5/level], Absolute Direction 5, Acute Vision [2/level], Alcohol Tolerance 1, Ambidexterity 5, Appearance (Attractive) 4, Breath-Holding 1 2, Charisma [5/level], Combat Reflexes 15, Daredevil 15, Enhanced Dodge 1 15, Enhanced Parry 1 to 3 (Weapon of choice) [5/level], Extra Attack 1 25, Fearlessness [2/level], Flexibility 5, Hard to Kill [2/level], High Pain Threshold 10, Luck 15, No Hangover 1, Rank (Brethren of the Coast) [3/level], Rapier Wit 5, Seafarer 3 or 4 [10 or 20], Serendipity [15/level], Signature Gear [Varies], Temperature Tolerance 1 or 2 [1 or 2], Weapon Bond (Weapon of choice) 1; and Weapon Master (Weapon of choice) 20.

Disadvantages: Code of Honor (Pirate’s) [-5] and 25 points chosen from Appearance (Unattractive or Ugly) [-4 or -8], Bad Temper [-10*], Bloodlust [-10*], Callous [-5], Chummy [-5] or Gregarious [-10], Compulsive Carousing [-5*], Compulsive Spending [-5*], Impulsiveness [-10*], Lecherousness [-15*], Odious Personal Habit (Unrefined manners) [-5], One Eye [-15], Overconfidence [-5*], Sense of Duty (Crewmates) [-5], Trickster [-15*], Vow (Use only weapon of choice) [-5] or (Never refuse a challenge to combat) [-10]. A total of 10 more points chosen from this list or player’s choice, and 5 Quirks.

Primary Skills Boating (Unpowered) (A) DX+1 1-13†; Climbing (A) DX+1 2-13‡; Knot-Tying (E) DX+2 1-14†; Seamanship (E) IQ+2 1-12†; Survival (Island/Beach) (A) Per+2 2-12†; and Swimming (E) HT+2 1-13†. One of Broadsword, Knife, Saber, or Smallsword, all (A) DX+3 12-15; one of Shield (Buckler) (E) DX+3 8-15, or Axe/Mace or Main-Gauche, both (A) DX+2 8-14. Guns (Pistol) (E) DX+3 2-15.

Secondary Skills Gunner (Cannon) (E) DX 1-12, Brawling, Fast-Draw (Sword), and Jumping, all (E) DX 1-12; Wrestling (A) DX 2-12; and Acrobatics (H) DX 2-12‡.

Background Skills: Seven of Fast-Draw (Knife) or Forced Entry, both (E) DX 1-12; Stealth (A) DX-1 1-11; First Aid or Gesture, both (E) IQ 1-10; Navigation or Weather Sense, both (A) IQ+1 1-11†; Streetwise (A) IQ+1 1-11†; Fast-Talk, Gambling, or Smuggling, all (A) IQ-1 1-9; Carousing (E) HT 1-13†; Hiking or Sex Appeal, both (A) HT-1 1-10; Intimidation (A) Will-1 1-9; Scrounging (E) Per 1-10; Observation, Search, or Tracking, all (A) Per-1 1-9; or 1 point to raise one of those skills or any one-point primary or secondary skill by a level.

Notes

  • Multiplied for self-control number; see p. B120.
    † Includes +2 for Seafarer (GURPS Dungeon Fantasy 11: Power-Ups, p. 19). Note the bonus only benefits Carousing and
    Streetwise rolls in port towns, otherwise deduct 2 from Level.
    ‡ Includes +1 for Perfect Balance.

Buccaneer Template

Arcanum 1780: A New World Cernig