-Nate
Freebooters' Fellowship
While a number of
organizations—especially the Elven Navy, the Royal Interplanetary
Company and the Dwarven Mining Guild—seek to monitor and even
control commerce and other activities in space, there are others who
wish to pursue any opportunity for profit in a completely unbridled
manner. Some call them pirates, while others prefer “ladies and
gentlemen of fortune,” but they refer to themselves as Freebooters.
Goal: Profit
Ultimately the
Freebooters seek to turn an easy profit so that they can live
comfortably. For some, that means earning enough to spend some time
living well in a settlement before heading out on another voyage;
others, though, seek to make that one big score that would let them
settle down once and for all, leaving life on the account behind
themselves and perhaps even setting themselves up as part of the
local aristocracy.
Alignment: CN
While some
Freebooters seek more to “rob from the rich and give to the poor,”
others are bloodthirsty and wicked in their ways. The common thread,
though, is a lack of concern for the laws of the Known Worlds and the
space that lies between them.
Leader
This organization
is unique in that it doesn't have one individual in control of it.
Rather, individual captains command their own vessels, and have
banded together in a loose affiliation that agrees not to interfere
in each other's business. Sometimes this is more easily said than
done, of course.
Headquarters
While they don't
have their own specific base of operations, the Freebooters can often
be found at the Sign of the Cup and Loaf in the asteroid settlement
known as the Grotto (follow the link below for details). There are rumors of
other hideouts, too, with each captain favoring a particular
location.
Using
the Freebooters' Fellowship in an Aetherial Adventures
Campaign
This organization can provide plenty of plot elements for a space
fantasy RPG campaign; presented here are a few of the possibilities.
- PCs who share this organization's outlook on life could seek to join the Fellowship and then work their way upward to gain influence in it. They might have to deal with rival captains, especially those whose motivation and methods differ from their own.
- Alternately, the PCs could find their own vessel, or one on which they're employed, under attack by cutthroats who wish to plunder valuables belonging to them or to their employers.
- For a twist on that premise, the PCs could learn that a member of their crew is in league with the pirates and has sold them out for a share of the booty.
- Expanding on that notion, they might even discover a broader conspiracy, one that involves high-ranking members of influential groups.
- Once the pirates have established themselves as a system-wide menace, one or more of the powers that be offer the PCs letters of marque and reprisal to help deal with the problem once and for all.
Pirate
Captain
CR
8
XP
4800
Various
fighter 9
CN
medium humanoid
Init
+5; Senses Perception +1
DEFENSE
AC
16, touch 12, flat-footed 15 (+1 Dex, +3 armor, +1 Dodge)
hp
72 (9d10+18)
Fort
+8, Ref +4, Will +3
Resist
Bravery +2
OFFENSE
Spd
30 ft.
Melee
Cutlass +15/+10 (1d6+7)
Ranged
Shortbow +13/+8 (1d6+2)
Special
Attacks None
STATISTICS
Str
16, Dex 13, Con 14, Int 8, Wis 13, Cha
10
Base
Atk +9; CMB +12; CMD 23
Feats
Critical Focus, Dodge, Improved Critical, Improved Initiative,
Lunge, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus:
Profession (sailor), Weapon Focus (cutlass), Weapon Specialization
(cutlass)
Skills
Climb +8, Profession (sailor) +11
Languages
Common
SQ
Armor training 2, weapon training 2 (light blades, bows)
Combat
Gear Studded leather armor, +1 cutlass +1,
shortbow +1, quiver of twenty arrows, miscellaneous
personal items
The
captain epitomizes the very nature of a pirate, as befits one who
leads such a band of scallywags.
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Pirate
Crew Member, Novice
CR
½
XP
200
Various
fighter 1
CN
medium humanoid
Init
+0; Senses Perception +0
DEFENSE
AC
12, touch 10, flat-footed 12 (+2 armor)
hp
11 (1d10+1)
Fort
+3, Ref +0, Will +0
Resist
None
OFFENSE
Spd
30 ft.
Melee
Cutlass +3 (1d6+1)
Ranged
Shortbow +1 (1d6)
Special
Attacks None
STATISTICS
Str
13, Dex 11, Con 12, Int 8, Wis 10, Cha
9
Base
Atk +1; CMB +2; CMD 12
Feats
Skill Focus: Profession (sailor), Weapon Focus (cutlass)
Skills
Climb +5, Profession (sailor) +7
Languages
Common
SQ
None
Combat
Gear Leather armor, cutlass, shortbow, quiver of twenty
arrows, miscellaneous personal items
While
individual personalities show a tremendous amount of variation,
one quality that all of them share is the desire to win a profit
for themselves no matter the legality or risk. They are intrepid
souls, but also ones who sometimes are given to squabbling amongst
themselves if they think that a given course of action might not
be lucrative.
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Pirate
Crew Member, Veteran
CR
4
XP
1200
Various
fighter 5
CN
medium humanoid
Init
+1; Senses Perception +1
DEFENSE
AC
15, touch 12, flat-footed 14 (+1 Dex, +3 armor, +1 Dodge)
hp
42 (5d10+10)
Fort
+6, Ref +2, Will +1
Resist
Bravery +1
OFFENSE
Spd
30 ft.
Melee
Cutlass +10 (1d6+5)
Ranged
Shortbow +7 (1d6)
Special
Attacks None
STATISTICS
Str
16, Dex 13, Con 14, Int 8, Wis 12, Cha
10
Base
Atk +5; CMB +8; CMD 19
Feats
Dodge, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus:
Profession (sailor), Weapon Focus (cutlass), Weapon Specialization
(cutlass)
Skills
Climb +8, Profession (sailor) +11
Languages
Common
SQ
Armor training 1, weapon training 1 (light blades)
Combat
Gear Studded leather armor, masterwork cutlass, masterwork
shortbow, quiver of twenty arrows, miscellaneous personal items
These
grizzled souls are, for the most part, just like their less
experienced comrades, but their time sailing the spacelanes has
taught them some important lessons—and turned them into much
more dangerous foes.
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