Joe the Pirate
Setting: 17th and 18th century
ST: 11 [10]; DX: 12 [20]; IQ: 10 [0]; HT: 10 [0]
Parry: 8 (sabre); Dodge: 5
Advantages: Disease-Resistant [5]
Disadvantages: Overconfident [-10]; Reputation -2 (Pirate) [-10]; Social Stigma (Outlaw) [-10]; Struggling [-10]
Skills: Area Knowledge (Carribean)-10 [1]; Black Powder Weapon-13 [1]; Brawling-12 [2]; Carousing-10 [2]; Climbing-12 [2]; Fencing-13 [4]; First Aid-10 [1]; Gambling-10 [2]; Intimidation-10 [2]; Knife-12 [1]; Sailor-10 [2]; Seamanship-12 [6]; Streetwise-10 [2]; Swimming-12 [2];
Gear: Saber (1d imp, 1d+1 cut, Parry 8); Flintlock pistol (2d-1 cr, Acc 1, 1/2 Dam 75); Large Knife (1d-1 imp, 1d-1 cut, Parry 5); Cheap jewelry; Flashy (cheap) clothes
Notes: This represents a swashbuckling-type pirate of rather
mediocre ability. While he isn't much of a threat to a PC swordsman, he
could be a dangert to non-combat NPCs. For a 16th century pirate, change
his weapon to a wheellock.
ST: 9 [-10]; DX: 10 [0]; IQ: 13 [30]; HT: 10 [0]
Advantages: Hard to Kill +2 [10]; Manual Dexterity +2 [6]
Disadvantages: Callous [-6]; Hard of Hearing [-10]; Loner [-5]; Lunacy [-10]; Phobia (Cats) [-5]
Skills: Acting-12 [1]; Architecture-12 [1]; Demolition-15 [6]; Disguise-12 [1]; Fast-Talk-12 [1]; Guns (Pistol)-12 [1]; Intelligence Analysis-11 [1]; Lip Reading-13 [2]; Lockpicking-12 [1]; Scrounging-13 [1]; Streetwise-13 [2]; Traps-15 [6]
Languages: Native-13 [0]; Language (M/A foreign)-12 [1]
Gear: Assorted explosives and timers, tool kit, .380 ACP pistol, normal clothes
Notes: This NPC is a somewhat unbalanced demolition expert, working
alone, with terrorists, or for truly desperate PCs. Disadvantages representing
other kinds of mental instability are possible.