TAG31018 - Tabletop Heroes - Age of Piracy, British Sailors.pdf

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TAG31018
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TAG31018
Age of Piracy - British
A RT BY J ORDAN P EACOCK
C HARACTERS BY D AVE B LEWER
G RAPHIC D ESIGN BY R OBIN E LLIOTT
25 P IRATE F IGURES
Captain James Felton
First Lieutenant Tom Barker
Petty Officer George Bligh
Ships Master Cockham
Midshipman Wallace
Doctor Jones
Master-at-Arms Evans
Boatswain Rodwell
Carpenter Pilkinton
Sailmaker Fripp
Purser
Topman Harbut
Topman Chew
Topman Hale
Boatswain Mate
Armourer Alfred Smith
Ship’s Cook Old Turpie
Gunner Thompson
Sailor Tozer
Marway the Cabin Boy
Marine Captain Osgerby
Marine Guttridge
Marine Fletcher
Marine Eckett
Marine Ayles
© 2009 TRIPLE ACE GAMES. Age of Piracy, Tabletop Heroes and all related marks and logos are trade-
marks of Triple Ace Games. All Rights Reserved
THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.
SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION.
PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
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OFFICERS
CAPTAIN JAMES FELTON
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d8, Vigor d8
Skills: Boating d12, Climbing d6, Fighting d10, Guts d8, Intimidation d10, Knowledge
(Battle d10), Notice d6, Shooting d8, Streetwise d6, Swimming d6
Charisma: +4
Pace: 6; Parry: 7; Toughness: 6
Hindrances: Code of Honor, Enemy (Deepbeard), Vengeful
Edges: Academy (Royal Fencing Academy), Charismatic, Combat Refl exes, Command,
Command Presence, Connections (The Admiralty), Fervor, Gifted Leader, Hero, Hold
The Line, Improved First Strike, Improved Riposte, Inspire, Iron Jaw, Level Headed,
Master & Commander, Marksman, Natural Leader, Noble, Offi cer (Captain), Ramming
Speed, Steady Hands.
Fame: +50
Gear: Cutlass (Str+d6), Flintlock pistol (5/10/20, 2d6+1, 2 actions to reload), The Spectre (4-mast frigate)
Background: Captain Felton is a good captain, fi rm, but fair with the men under his command. Felton’s
younger brother was killed by the dread pirate Deepbeard, and he has sworn revenge.
LIEUTENANT TOM BARKER
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Boating d6, Climbing d8, Fighting d8, Gambling d8, Guts d10, Intimidation d6,
Notice d6, Repair d6, Shooting d6, Streetwise d8, Swimming d6, Throwing d8
Charisma: -2
Pace: 6; Parry: 6; Toughness: 5
Hindrances: Garrulous, Heroic, Outsider
Edges: Boarder, Combat Refl exes, Command, Entangle, Fast Healer, Fervor, Inspire,
Luck, Nerves of Steel, Really Dirty Fighter, Steady Hands,
Fame: +7
Gear: Cutlass (Str+d6), Flintlock pistol (5/10/20, 2d6+1, 2 actions to reload)
Background: Tom Barker is a rarity, a common man promoted into the offi cer class
after a display of uncommon heroism, which not only saved his captain’s life but also
the ship as well. Now he exists between two worlds looked down upon by both his fel-
low offi cers—for being a jumped-up peasant—and his former friends—for putting on airs and graces. He is
trying to make the best of his good fortune, but he is only a breath away from snapping with the pressure.
PETTY OFFICER GEORGE BLIGH
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Boating d6, Climbing d6, Fighting d8, Intimidation d10, Notice d10, Shooting
d8, Swimming d6, Taunt d8
Charisma: -3
Pace: 6; Parry: 6; Toughness: 5
Hindrances: Arrogant, Habit (talks with a sneer), Mean
Edges: Alertness, Command, Offi cer (Subaltern), Reputation (Bad), Steady Hands,
Strong willed.
Fame: -10
Gear: Cutlass (Str+d6), Flintlock pistol (5/10/20, 2d6+1, 2 actions to reload), com-
pass, Spyglass
Background: Bligh is a terrible bully who lives to make the lives of his men a mis-
ery. No misdemeanor is overlooked or not punished severely. His infamy is spreading
amongst the Spanish Main, but the offi cers like him. Ships with him aboard run smoothly after a couple of
weeks—and examples.
1
CAPTAIN JAMES FELTON
LIEUTENANT TOM BARKER
PETTY OFFICER GEORGE BLIGH
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SHIP’S MASTER COCKHAM
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Boating d8. Climbing d10, Fighting d8, Intimidation d6, Knowledge (Battle)
d6, Notice d8
Charisma: +1
Pace: 6; Parry: 6; Toughness: 5
Hindrances: Cautious, Jingoistic (Major), Loyal
Edges: Command, Command Presence, Fervor, Lookout, Offi cer (Lieutenant), Steady
Hands
Fame: +10
Gear: Cutlass (Str+d6), Flintlock pistol (5/10/20, 2d6+1, 2 actions to reload),.
Background: Cockham is a good offi cer who is surprisingly fair to the men under his
command. If he has one fault it is his unreasoning hatred of foreigners, especially the
Spanish—one of his ancestors died during the aborted invasion of England in 1588.
MIDSHIPMAN WALLACE
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Boating d6, Climbing d6, Fighting d4, Intimidation d6, Investigation d8, Knowl-
edge (Currents), Knowledge (Navigation),
Charisma: +2
Pace: 6; Parry: 4; Toughness: 5
Hindrances: Curious, Seasick
Edges: Attractive, Scholar (Currents, Navigation)
Fame: -2
Gear: Saber (Str+d6), charts, sextons, maps
Background: Harvey Wallace shouldn’t be at sea, he is ill-suited to the life, even the
slightest breeze can make him horribly sick, and he is easily intimidated by the men
under his command. However he is an expert navigator and— providing he can leave
his cabin—a boon to any ship he serves upon.
SENIOR CREW
DOCTOR JONES
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Healing d8, Fighting d8, Guts d10, Intimidation d6, Shooting d8, Swimming
d6
Charisma: -3
Pace: 6; Parry: 6; Toughness: 5
Hindrances: Bad Eyes, Habit (Never, ever smiles), Mean
Edges: Close Fighting, Healer, Really Dirty Fighter, Steady Hands
Fame: -5
Gear: Bloody butcher’s knife (Str+d4), two-barrel pistol (5/10/20, 2d6+1, RoF 1 or 2,
2 Actions to reload each pistol)
Background: Doctor Henry Jones isn’t the kindly surgeon romanticized in popular
fi ction. He is a butcher, the kind of man who carries a loaded pistol with which to
threaten his patients if they cause too much fuss as he saws off their limbs. He isn’t
above killing a few Frenchies either.
DOCTOR JONES
2
SHIP’S MASTER COCKHAM
MIDSHIPMAN WALLACE
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MASTER AT ARMS EVANS
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Boating d6, Climbing d6, Fighting d8, Guts d8, Healing d6, Intimidation d6,
Notice d6, Repair d8, Shooting d8, Swimming d6
Charisma: +1
Pace: 6; Parry: 7; Toughness: 6
Hindrances: Anemic, Heroic, Loyal
Edges: Ambidextrous, Block, Command, Gunsmith, Improved First Strike, Lunge,
Musketeer, Quick, Riposte, Steady Hands, Two-Fisted
Fame: +10
Gear: Cutlass (Str+d6), Flintlock pistol (5/10/20, 2d6+1, 1 action to reload)
Background: Jeffrey Evens was a soldier, stationed on the subcontinent. Disaster left
him wounded, penniless, and diseased, he was shipped home. However civilian life no
longer suited him, and he craved the military life once again. He changed his name slightly and signed up
for the navy, where his previous experience soon saw him promoted.
BOTSWAIN RODWELL
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Boating d6, Climbing d6, Fighting d6, Intimidation d8, Repair d8, Shooting d6,
Streetwise d6, Swimming d6
Charisma:
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Habit (Talks to the ship), Loyal, Stubborn
Edges: Command, Command Presence, Gifted Leader
Fame: +5
Gear: Cutlass (Str+d6), Flintlock pistol (5/10/20, 2d6+1, 2 actions to reload), whistle,
walking stick
Background: Botswain Rodwell is an odd duck, a loyal man—but only too the ship. His ship-
mates may be horribly maimed or killed all around him, but his concern is only for his ship.
CARPENTER PILKINGTON
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Boating d6, Climbing d8, Fighting d8, Repair d10, Swimming d6
Charisma:
Pace: 6; Parry: 6; Toughness: 7
Hindrances: All Thumbs, Illiterate, Landlubber
Edges: Brawny, Shipwright, Steady Hands, Sweep,
Fame: +2
Gear: Axe (Str+d6)
Background: Isaiah Pilkington is a terrible sailor, and an even worse shot—indeed
fi rearms seem to explode in his hands more often than not. Luckily, these shortcom-
ings are more than compensated by his carpentry skills.
SAILMAKER FRIPP
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d4
Skills: Boating d8, Climbing d10, Fighting d4, Gambling d8, Knowledge (tales of the
sea) d12, Repair d10, Survival d8, Swimming d6
Charisma: -2
Pace: 6; Parry: 4; Toughness: 4
Hindrances: Elderly, Habit (chews tobacco), Habit (never looks directly at anyone)
Edges: Rope Monkey, Steady Hands
Fame: +8
Gear: Knife (Str+d4), Marlinespike (Str+d4, -1 Fighting, AP1)
Background: Samuel Fripp has been onboard longer than anyone else—some say
the ship was built around him. Still spry despite his advanced age, Fripp knows more
about life on the waves than anyone else.
3
MASTER AT ARMS EVANS
BOTSWAIN RODWELL
CARPENTER PILKINGTON
SAILMAKER FRIPP
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