OSR: Class: Witch Coven

This is the probably one of the oddest classes I've written, but it's a good one. The Manse and I shared an idea a few weeks back. They went one way, I've finally got around to going another.
Anna Ryabova
You are a goat.
Technically, you are a goat and some followers, but we'll get to that in a minute.

You are a very bad goat. You're not a demon or a devil or an evil spirit. See, goats are naturally filled with a bit of evil and cunning, just like sheep are naturally filled with a bit of good and stupid. It's just the way the world was made. Goats act like lightning rods for wickedness. If enough wicked, small-minded, cruel, power-hungry, miserly, and sinful people die in a given area, bits of their souls get trapped in a goat. They go to the afterlife with slightly better chances.

In most sensible communities, these wicked lightning-rod goats are driven away or ritually killed, but people are forgetful and goats are valuable and sometimes things get out of hand.

Side Note: in some very good communities, the opposite effect applies to sheep. They get a little bit of virtue. It has no significant effect, but it does explain why wool sweaters occasionally, against all odds and in defiance of accepted traditions, ward off vampires and ghosts.

So you're a goat full of spare soul fragments and wickedness and all the petty cruelties of a community. One day, you realized you could think. Not long after, that you were smarter than most of the humans you've seen. And soon enough, that you could influence the world in dangerous ways.
Starting Equipment: none
A: Goat, Dark Powers, +1 Witch, 2 Spells
B: +1 Witch, +2 Spells, Goatly Phasing
C: +1 Witch, +2 Spells, Dark Ritual
D: +1 Witch, +2 Spells, Dark Majesty
I pray for the GM who allows you to multiclass, for I will not.

You are a goat. Do not roll for your race. Reroll Dex. at character creation and pick the higher result. You suffer no penalties for moving over broken or hilly terrain.

Generate your stats normally except for HP. Your HP is always 8 and will never increase. You cannot wear armour, carry items (a backpack would be beneath your goatly dignity), or manipulate things beyond kicking (d4 damage), goring with your horns (1d6 damage), or nipping (1 damage). You get 1 attack per round.

You want luxuries and power. Your ideal endgame retirement plans might resemble an opium den crossed with a silk merchant's warehouse and a brothel.

Dark Powers
At will, you can speak into the mind of a suggestible person. Strong-willed people will hear a faint buzzing or hissing. Your witches can't help but year you. You can only speak to one person at a time, as an intimate whisper.

Once per day,  you can:
-cause a minor horrible omen to appear. Statues weep blood, ashes spell out "DOOM", a bird falls out of the air dead, small children sing eerie songs, etc. Can't deal damage or provide some handy secondary benefit, like triggering a trap, but it will probably scare the bejeesus out of someone.
-appear to grow as large as a horse for 1 minute. You can only do this in dim light. It's clear to viewers that this is a trick of perspective, a horrible hallucination where your form grows larger or their perspective warps.
-appear as a naked goat-headed humanoid for 1 minute, with all the usual infernal accoutrements.

+1 Witch
You gain a witch follower (traditionally a woman but there's no strict restriction) to a maximum of 4 witches. Women in medieval societies are typically the easiest people to tempt with revenge, power, and the good life. Roll on the Horrible Peasant NPC generator for a name (use 50+d50), a distinct odour, appearance, and disposition.

A witch has the following stats:
HP: 3
Attack: 8
Defense: 12
Morale: 6 or 8 if you are standing next to them.
1 attack per round dealing 1 damage (punching/hitting things with a stick).
4 Inventory Slots

1 Magic Dice and 1 Spell Slot

Witches use your Save and your Wisdom for initiative. Witches can pool their magic dice to cast spells. To pool dice, they need to be within 10' of each other. They can commune with your goatly majesty for 1hr to move spells from your hideous frothing mind to theirs. You're their spellbook, effectively. All witches count as 1 character for the purposes of concentrating, initiative, etc. 

Attacks that target "that lot over there" or "the damn goat" will always hit a witch before it hits you, provided you are within 10' a witch.

If a witch dies you take 1 damage. If you still have at least 1 other Witch, you can recruit replacements after 3 days in a populated area. If all your Witches are dead, it takes 1 week to get 1 Witch back, plus 3 days for the rest of them. This might mean you're unable to cast spells or affect the world for a week, so hopefully you take good care of your followers. You also gain a Witch (to a maximum of 4) whenever you level, even past level 4. They just turn up. Maybe it's fate.

Witches are like hirelings. You control them, but the GM gets to see if they run from danger, panic, fail at their tasks, give up, or do unhelpful peasant things. In dangerous situations, they won't move more than 10' from each other without a Morale check.

Side Note: proper witches, who got their power all on their own, think goat-bound witches are deluded and weak. They're right. On the other hand, because you're a goat, chances are good your witches will spend money like water and live excellent decadent lives (and you'll live through them, vicariously). If a proper witch catches you, she might use you as a mobile spellbook and magic reservoir or she might make you pull her around in a cart.

Goatly Phasing
As long as you have at least one Witch, you can choose to stop existing. You're... elsewhere. The process takes 1 minute and requires deep shadows or total darkness. You fade with just your red eyes visible. You can't fade if you're being attacked, if you're falling, etc. You can fade back in with the same limitations. You walk in from the shadows, from behind a tree, from tall grass.

While faded, you can see and hear through the eyes of your Witches and sense their emotions. You can still speak to your witches, but you can't use any of your other Dark Powers.

Dark Ritual
Once per week, at night, you may lead your Witches in a ritualistic dance. You can do this every week but you probably shouldn't. Save it for times when you might really need extra power. You need an isolated area: a hilltop, a meadow, a basement, a ruined tower. Make up some mystical stuff about the full moon and the stars being right if it gets your Witches in a proper mood.

The ritual takes 1hr and must involve some boundary-pushing act for the Witches. You don't need to go into detail (please don't go into detail), but in general:
1. the first time the Witches do the ritual, just doing it will be enough.
2. the next time, doing it naked will be enough.
3. the next time, doing it naked and sacrificing a small animal will be enough.
This resets if all the Witches die.
If the ritual is interrupted by an outsider, it fails if the interloper lives past sunrise.

The ritual adds +1 MD for each Witch that participates (up to +4 total) to the next day's casting pool. No more than 5 MD can be used on any spell. In addition, for the day, the Witches can cast any spell you know as long, as you are present, without having to spend 1hr communing with you.

Dark Majesty

While you are present, your Witches have a Morale of 10. If you choose, one Witch will obey your whispered commands mindlessly, without fear or self preservation. The other Witches might not like this but they're hardly in a position to do anything about it.


Roll 1d12 randomly each time you gain a spell. You can't learn Wizard spells from spellbooks unless they're dark and weird. Your spells aren't witch flavoured, they're goat flavoured. Subtle difference, but it annoys actual subtle witches.

1. Telekinetic Shove
R: 50‘ T: creature or object D: 0
An object or creature within range is hurled through the air. Save to negate. A human-sized creature travels 10’ per [dice], and takes 1d6 damage for every 10' traveled. A creature thrown at another creature requires an Attack roll to hit and inflicts 1d6 damage for every 10' traveled. This spell will also blow open all the closed but unlocked doors in a room, shatter all the windows in a building, or knock the thatched roof off a peasant's shack.

2. Limited Flight

R: touch T: [dice] creatures D: [sum] minutes
Target creatures gain a fly speed equal to 2x their movement for the duration of the spell. Up to 4 witches count as 1 creature provided they hold hands or ride on broomsticks.

3. Bewitch
R: 50' T: creature of [dice]x2 HD or less. D: [dice] hours
Target creature regards you as a good friend. Save negates. If you invest 4 [dice] or more into this spell, the duration becomes permanent. They will, in a slow and dopey semi-aware state, obey any requests that do not directly harm them. When the effect ends, they will realized they've been bewitched. If you made them do anything embarrassing or harmful, they are immune to future Bewitching.

4. Curse
R: 50' T: mortal creature D: permanent
You inflict a Minor or Major curse on the target. For a minor curse, you must invest 2 [dice]. For a major curse, you must invest 4 [dice]. Dice used to cast this spell are automatically exhausted. You cannot dispel your own curses. Example curses are listed here.

5. Doom
R: 50' T: creature D: concentration
Target feels cold. If you invest 3 [dice] or more, and you loudly pronounce doom on them for the next 2 turns (without being interrupted or breaking line of sight), target dies on the 3rd turn. You need to truly hate the target for this spell to work, or convince yourself that you hate the target. Even a sliver of pity cancels the spell.

6. Goat Fog
R: 30’ T: self D: [dice] hours
You breath out a bunch of fog. Everything up to 30' away from you is obscured. Sunlight, wind, or heat dissipates the fog in 10 minutes. If you cast this spell with 3 or more [dice], other casters lose 1 MD while they remain in the fog. The fog smells like goats, oil, and sweat.

7. Fear
R: 50' T: creatures up to [sum] HD D: 0
Target creatures must Save vs Fear or take a morale check, or flee from you. If you cast this spell with 4 [dice], creatures unused to supernatural occurrences (peasants, domesticated dogs, etc.) must also Save or age 2d10 years.

8. Hold Person
R: 50' T: creature D: concentration, up to [sum] rounds
Target creature is locked in place. You must maintain concentration for this spell to work. Target can breathe and move their eyes, but cannot swim, fly, or perform any other action. If the creature is particularly willful, blasphemous, or a spellcaster, it may Save each round to break free, with a penalty equal to the [dice] you invested.

9. Spontaneous Generation
R. touch T: object D: 0
You hand another creature a nonmagical object. They must willingly take it from you. The maximum size of the object depends on how many dice are invested in the spell: 1 [dice]: pebble-sized, 2 [dice]: grape-sized, 3 [dice]: bucket or helmet-sized, 4 [dice]: person-sized. Up to [sum] rounds later, at a time you chose, the object permanently turns into vermin: maggots, spiders, centipedes, and slime. The creatures aren't hostile or venomous, but their bites itch and they probably don't want to be held.

10. Cure Light Wounds
R: touch T: creature D: 0
Target creature heals [sum] HP. It costs 2 HP to remove one negative HP. This spell cannot remove Fatal Wounds, cure diseases, or heal lost limbs. 

11. Illusion of Youth 
R: touch T: creature D: [dice] days, or, if [sum] > 12, permanent (until death)
Touched creature is cloaked with an illusion that makes them appear to be in their physical prime. The illusion can be popped with a solid blow.

12. Witchlight

R: [dice]x1 miles T: self D: [sum] hours
Small glowing lights flow from your fingertips. They are as bright as a match, but you can always see them, even in bright sunlight or pitch darkness, at any distance up to 1 mile. The lights guide the caster to an object, person, or location that they believe will result in the emotional state named when the spell is cast. If the caster names "love", they will lead to the nearest sexually compatible person of similar age. If the caster names "joy" they might lead to a well of nitrous oxide, or to a pile of treasure, or to a crude goblin joke scrawled on a wall. The lights have a dry sense of humour.
Witch Coven Mishaps
1. MD only return to your pool on a 1 for 24 hours
2. You, the goat, take 1d6 damage.
3. You, the goat, and your witches take 1 damage.
4. One witch spends 1d6 rounds screaming, twitching, and frothing.
5. Nearest faithful and sensible NPC who is not aware of your coven becomes aware of your coven.
6. Spell targets you (if harmful) or enemy (if beneficial) or fizzles (if neutral).

Witch Coven Dooms
1. One witch dies. Messily.

2. All your witches die. Lots of screaming and wailing and bursting. Nearest faithful, sensible, and powerful NPC who is not aware of your coven becomes aware of your coven.
3. A wrathful team of 1d10x10 demons, angels, inquisitors, bishops, and peasants all arrive at once to put an end to your wretched life of vice and crime. While they hunt you, you cannot use your Goatly Phasing ability.

Mechanical Notes on the Witch Coven

It's a complicated class. Possibly impractical.
It might seem overpowered. It's got most of the benefits of a wizard and a few more on top. The core downside is that you're trying to manage up to 4 NPCs (with bribes, threats, promises, etc) to do your goatly bidding. Hopefully the GM will make that interesting and give each witch a useful personality.

Also, you keep stealing people from villages. That'll eventually cause trouble.
Also, people want to burn your coven. If they're smart, they'll burn you too.
Also, without witches, you're just a goat.

If you're going to use this class, consider not including wizards in your game. See how it goes.

Handy Character Sheet

Because tracking 4 Witches should be made as easy as possible.


OSR: GLOG Pirates Megapost

Whew! Finally done!

Main Rulebook

The classes and main rules are based on Arnold K's GLOG, mutated and altered as usual. The sailing, exploration, and cargo rules don't use the GLOG directly. If you want more GLOG content, check out the G+ group here.

Settings and Islands

All files are included in this Google Drive folder. If I add any more, I'll update the maps and post them here. Adding more islands to this setting is trivial.

1. The "Core" region - The Merabaha Islands

2. Golden Isles

3. Chult

4. Yoon-Suin and the Ape Archipelago

5. Isle of Dread

Originally, Hot Springs Island was going to be added to this chain, but I decided to go with a more low-magic setting. HSI is excellent but it's got lots of planar politics and magic all over the place. The Lapis Observatory made its way onto the Isle of Dread, and I'll definitely use bits and pieces of the book in other locations.

Further Reading

Richard G's Countercolonial Heistcrawl notes (this post and others) is the best place to start. It covers everything I could possibly cover in an introductions and more: why pirates work, how to disrupt or manipulate nations, what a pirate state might look like, etc.

Dunkey Halton's Comache Hexcrawl notes for similar ideas and approaches.

Jeff Russel's "The Sages Say" monster generator is good for sea monsters and other weird beasts.

The Yoon-Suin G+ community.

Sheep and Sorcery pirate tables.

Playtest Status

As per Lungfungus' request.
The classes have been tested. Not all the Weather Witch Workings have seen play. Ship combat has been tested, though I may still fiddle with the numbers. Pirate Democracy rules were tested in a completely different game with plenty of interesting consequences.

I'll probably put up a separate PDF of ships, upgrades, and magic items at some point.

OSR: Pirate Exploration Sailing + Many Tables

All these tables will be collected in the GLOG Pirate book. They're just posted here for quick reference, other projects, etc. Having a good sailing table or three is always useful.

Exploration Sailing

This map lists all the major locations in the known world. They exist outside the reach of the Old World powers for the time being. They are places piracy can flourish.
Lines in black are well charted routes. Lines in grey are uncharted.

No rolls are required to move from one area to another. However, roll on the Sailing Event Table, applying any of the following bonuses:
+5 if the ship doesn’t have anyone with the Navigation skill
+5 if the ship doesn’t have anyone with the Sailor skill
+5 if setting off during unfavourable weather
+5 for an uncharted route.
+5 for each point of Cargo over capacity.

And any further bonuses that the GM might care to inflict for a leaky ship, a cursed crew, a doomed voyage, etc.

Sailing Event Table

1d10+ Bonuses  Result 
1-5 Smooth Sailing. Arrive in the time listed minus the ship’s Speed in days. 
6 A standard passage. Arrive in the time listed. 
7 Encounter at sea. Roll on the Sea Encounter Table. 
8 Inclement weather. Roll on the Weather Table. 
9 Supply issue. Roll on the Supply Table. 
10 Dire weather. Roll on the Weather table with a +5 bonus. 
11 Deep trouble. Roll twice on the Sea Encounter table, combining both results.  
12 Rising concern. Roll on the Weather Table with a +5 bonus and the Sea Encounter table, combining both results. 
13 Calamity. Roll twice on the Supply Table. 
14 Off Course. Roll twice on the Supply Table. Arrive somewhere else in +1d6 months. 
15 Doom. Roll on the Weather table with a +10 bonus, the Supply table, and the Sea Encounter Table. Ideally they all happen at once. 
16+  Apocalyptic. Roll on the Weather table with a +10 bonus, the Supply twice table, and the Sea Encounter Table.  Arrive somewhere else in +1d6 months. 

Supply Table

1d10  Result 
1 Torn sails. A gust of wind or careless sailors shred one sail. Arrive 1d6 days late. Reduce speed by 1 until new sails purchased or made. 
2 Barnacle growth. Ship is coated in seaweed and barnacles. Reduce speed by ½ until careened. 
3 Rotting supplies. Can still feed the crew but lots of “disco rice” (maggots) in the bread, green sheen on the meat. Low morale. 
4 Snapped rigging. Ship cannot attempt Maneuvers until repaired. 
5 Badly stowed cargo. Water leaks into the hold. Cargo is damp.  
6 Out of gunpowder. Enough left for 1d6 cannon charges / 1 round of shooting in ship combat / 1 boarding action. 
7 Shifting cargo. Ship leans, then takes on water. Ship is now Swamped, requires considerable pumping to right. Cargo is completely soaked. 
8 Holed. Crack in the hull. Throw out weight (1d6 Cargo or 2d6 Crew/Marines HP) to lighten the load to make repairs. 
9 Out of fresh water. Unless it rains or you reach an island, lose 1d6 Crew HP each day after 3 days. Everyone dead by 6 days. 
10 Fire! Ship is on fire. If everything is going well, noticed immediately. If not, noticed in 1d20 rounds. See the Critical Hits table.  

Weather Table

1d10/1d20 +Bonuses Result 
1-5 Gentle breeze.  
6-7 Moderate breeze. 
8 Fresh breeze. 
9 Strong breeze. 
10 Thunderstorm. Rain, lightning, nervous sailors. If ship is below ¼ HP, is now Swamped. 
12 Becalmed. Delayed +1d6 weeks and roll on Supply table. 
13-15  Gale. Thunder and lightning. If ship is below ¼ HP, is now Swamped. 
16-20  Major Storm. Violent winds, lashing waves, lightning. Ship takes 1d6 damage. 
21-22  Extreme Storm. Thunderbolts and towering waves. Ship takes 2d6 damage. 
23-24  Hurricane. Ship is blown to a random location. Roll on the Supply table. All PCs take 1d6 damage. 
25+  Legendary hurricane. Ship ends up in a random location, ½  mile inland, with 0 HP. All PCs take 2d10 damage.  

Sea Encounters Table

1d50  Result 
1 Small fishing vessel. Blown out to sea or from a small island. Usually will flee from larger vessels.  
2 Merchant hauler. Random flag. Empty.  
3 Merchant hauler. Random flag. Roll for cargo. Damaged and slow. 
4 Merchant hauler. Random flag. Roll for cargo. 
5 Merchant hauler convoy. Unprotected. 2d6 ships. Random flag. Roll for cargo. 
6 Merchant hauler convoy. Protected. 2d6 ships + 2 Customs Frigates. Random flag. Roll for cargo. 
7 Privateer customs frigate. Random flag. Will sink ships of an enemy flag (see the Who’s At War Now? table, pg. 25). 
8 Pirate sloop. Flying a random flag. Might be enemies, might be allies.  
9 Pirate cutter. Flying a random flag. Might be enemies, might be allies.  
10 Pirate fleet. 2d4 sloops. Flying a random flag. Might be enemies, might be allies.  
11 Pirate hunter in a customs frigate disguised as a merchant hauler. Flying a random flag. Licensed to kill pirates. 
12 Secret diplomatic ship. Coastal cutter with vital papers from a random nation. Will burn them if they spot pirates. Papers reveal next war. 
13 Pirate bait. Empty merchant hauler with everything nailed shut. Lurking pirate hunter in a customs frigate over the horizon, waiting. 
14 Rowboat with 2d10 castaways. Survivors of a shipwreck. 50% will be willing to join a pirate crew. 
15 Plague ship. Merchant hauler full of dying plague victims, drifting across the seas. Carries warning flags. 
16 War fleet. Random flag. 3 customs frigates, 2 coastal cutters, 2 merchant haulers. Off to raze a port to the ground, set up a colony, etc.  
17 Mutinous crew. Ship in the middle of an internal battle. 1. merchant hauler, 2. coastal cutter, 3. pirate cutter, 4. merchant sloop. 
18 Diplomatic envoy on a lavish merchant hauler. From one end of the map to another, bearing rich gifts, peace offers. 
19 Groaning noises. The sea hums and glonks and booms like a drum.  
20 Sea flies. Buzzing off a huge mat of seaweed. Will get into food, open wounds, and lay painful red eggs. 
21 Swarm of squid. Delicious if caught. 
22 Screaming eels. Not dangerous unless the ship is leaking. Too many teeth. The screaming drives people to madness. 
23 Fog bank. Can’t see more than 30’ in any direction. 
24 Ancient lighthouse or tower on a small island. Did the rest of the island sink? Safe place to anchor. 
25 Floating wreckage. Signs of a battle, a storm, or a shipwreck? 
26 Empty sloop. No sign of the crew, no boats. What were they fleeing? Plates with food still on them. 
27 Pod of whales. 3d10, spraying water into the air. 
28 Pod of dolphins. 3d10, racing in front of the ship.  
29 Lone albatross. Killing it might bring down a curse on the ship, but it also looks delicious. 
30 Gigantic human corpse, 50’ tall, floating 20’ underwater. How did it get there?  
31 Flocks of seabirds. From a shit-covered stump of rock in the sea. They land on the rigging and shit everywhere. 
32 Seaweed cluster. Ship becomes entangled. Someone has to go in the water to get it free. Roll: 1. sharks, 2. giant crabs, 3. sea lice, 4. tiny harmless fish. 
33 Dead whale, bloated and reeking. 3d6 sharks circling. 
34 Jellyfish swarm. Remarkably dense. They glow at night. Could be a bad omen. 
35 Giant sea snake. Ignores the ship unless there’s blood in the water. 
36 School of flying fish.  
37 Lights in the evening. Could be a distant shore, another ship, or a bad omen. They move strangely. 
38 Small island. Closer, it’s clear it’s actually a giant turtle with palm trees and grass on its shell. 
39 Whirlpool. Frantically navigate away. 
40 Unexpected small island. Hopefully you were paying attention. 
41 Rocky shoal. Ship takes 1d6 damage, is now stuck. Will lift off in 1d6 hours. 
42 Sandbar. Ship is now stuck. Will lift off in 1d6 hours. 
43 Large sandbar. Ship is now stuck. Throw out weight (1d6 Cargo or 2d6 Crew/Marines HP) to float off. 
44 Sharp rocks. Islands like tree trunks of obsidian. Will shred an incautious ship.  
45 Illusion of land. Green trees, sandbar. Lures the ship off course.  
46 Boiling sea. Deep volcanoes. Ship begins to sink as the water becomes less dense. Flee!  
47 Small island with mermaids. Colony of 2d100. Will try to get sailors into the water. About as bright as parrots but excellent mimics.  
48 Enormous shark. Way, way too big, way too many teeth. Might try to eat a small vessel. 
49 Enormous murderous sea monster. Like the ones on the edges of a map. Snake-dragon-turtle-squid-dog.  
50 Ghost ship. Unreal, shimmering, sailing against the wind with tattered sails. 
Alexander Komarov

Cargo and Loot

Each point of Cargo a ship carries could be one of the following. Merchant vessels will have holds full of 2 types of cargo. Distributions for 3d6 and 1d10 are listed. 1d10 is for quick rolling, 3d6 for potentially enormously rewarding cargoes.

Eg. A fully loaded merchant hauler has 6 cargo. The GM rolls 3d6 and gets 14 and 3. Half the cargo is household goods worth 150gp total, but the remaining cargo space is full of treasure worth 15,000gp. Hopefully the crew of the merchant ship can escape the PCs or trick them into taking only the cutlery.

Table of Cargo

3d6  1d10  Result  Value 
Bars of gold and coins. Gems. A king’s ransom in chests.  5,000gp
Silver and gold coins.  1,000gp 
Gunpowder, muskets, pistols. 500gp
6 1 Indigo 200gp
7 2 Lumber, nails, ropes, pulleys.  50gp
8 3 Rum 100gp
9 4 Cutlery, plates, ceramics, glassware.  50gp
10 5 Cotton 50gp
11 6 Sugar  200gp 
12 7 Tobacco  200gp 
13 8 30 slaves  900gp 
14 9 Household goods. Cutlery, plates, ceramics, glassware.  50gp 
15 10 Clothing, worked cloth.  50gp 
Cattle 15gp
Opium  1,000gp 
Spices. 5,000gp
A ship can carry any amount of Cargo over its capacity, but each point over imposes a +5 bonus on the Sailing Events Table (pg. 27). In general, it’s best not to overburden the ship. If a ship throws its weapons over the side, it can carry an additional 1 cargo for each weapon slot emptied. 1 cargo = 30 passengers in cramped conditions or 10 in decent conditions.


OSR: Background Table for Pirate Campaigns

Pirate campaign planning continues at a furious pace! Here are 1d100 Backgrounds for your pirate game. File off the serial numbers and reuse them wherever you'd like.

Wexland, Tarracon, Valois, and the Ranstead League are Old World powers detailed in this post.
Notes on the pirate Isla de Caracol can be found here.

Notes on the Golden Isles can be found here.
Notes on Chult can be found here.
And finally, notes on Yoon-Suin can be found here.

Character Generation

1. Roll on the big 1d100 Background Table. Alternatively, roll on the Simplified Background table below, but that seems less fun. Entries are somewhat unbalanced, but the overall distribution of stat rerolls is even. I've tried to make the entries gender-neutral. You can play any sort of pirate; chances are good life on the high seas is considerably more liberating than life back home (if certain 100% accurate documentaries are to be believed), so go nuts.

2. Roll your stats. You can reroll the stat listed with your background and take the higher result.

3. Write down your starting language. You don't need to pick your other languages yet. It's possible the group won't share a language. Hopefully, with some fiddling, everyone can translate back and forth. If you speak one of the Old World languages, you can muddle by in the rest for the purposes of ordering beer or shouting at sailors.

4. Pick your class.

5. Roll 1d10 for starting gold pieces. Spend them on items or guns.

1d100 Background Reroll Skill Extra Languages Additional Info

Wexland Language: Wexlish
1 Seasoned deckhand in the merchant fleet. Str Sailor
Start with abundant lash marks on your back.
2 Child of nobility, education just completed. Dex Literature +1 Family will hate you for dishonoring their name.
3 Tipsy midshipman in the Wexlish Navy. Con Sailor
Start with 3 bottles of rum.
4 Religious separatist with impractical aims. Int Religion +1 Start with 1 book and a holy icon.
5 Elder searching the world for something. Wis Wilderness
Start with a spyglass.
6 Political radical fleeing a failed revolution. Cha Literature +1 Save when speaking of Wexland or get angry.
7 Former marine, out for better pay. Str Soldier
Start with a musket and a blue and white uniform.
8 Press-ganged slave-trader. Con Sailor +2 Start with a surprising number of enemies.
9 Clerk in a colonial enterprise on Rat Leg. Int Bureaucracy +1 Start with eyeglasses and a book.
10 Disgraced officer in the Wexlish Navy. Cha Courtesy +1 Start with a bundle of old love letters.
11 Mercenary guard of a decadent trader. Str Soldier +1 Start with a sword and 1 extra gp.
12 Disgraced lawyer accused of corruption. Int Law +2 Start with a wig, a pistol, and 1 charge.
13 Experienced tavern-keeper. Cha Merchant
Start with 3 bottles of rum and 1 extra gp.
14 Newly pressed sailor from Wexland. Dex Sailor
Save or stare in awe at moderately unusual things.
15 Silver prospector with awful luck. Con Geology
Start with a pickaxe and itchy bug bites.

Tarracon Language: Tarraconese
16 Solider in the conquest of Chult. Str Soldier +1 Start with a sword and a red and orange uniform.
17 Performer in traveling plays and songs. Dex Singer +1 Start with a gaudy costume and 1 extra gp.
18 Exhausted villager from Refuge Point. Con Farmer
Start with a saw, 1 extra gp, and a leather apron.
19 Escaped religious initiate. Int Religion +1 Incredibly naieve. Save in surprise at improprieties.
20 Engineer from the New Castle. Wis Carpentry +1 Start with a hammer and chisel.
21 Intelligence service operative. Cha Spycraft +2 Former masters and other nations want you dead.
22 Merchant sailor, just survived a shipwreck. Dex Sailor
Start with 2 bottles of rum and a sword.
23 Poet inspired to visit the new world. Wis Poetry +2 Start with a book and no shoes.
24 Exiled scandalous lover of a noble. Cha Courtesy +1 Start with a courtly costume and several enemies.
25 Assassin on a cancelled mission. Dex Poisons +2 Start with a dagger and 1 vial of poison.
26 Blacksmith fleeing an accidental crime. Str Blacksmith
Start with a hammer and 2 extra gp.
27 Spice trader and gourmet assistant. Con Cook +1 Immune to most less-than-lethal poisons.
28 Bankrupt beast trainer and fur trader. Wis Wilderness +1 Start with an ragged spotted pelt worth 1gp.
29 Dance instructor, pupils died of fever. Cha Dance +2 Start with a dancing master's whip.
30 Roving collector of folk songs. Str Singer +2 Start with a book and a distrust of sailors.

Valois Language: Valoch
31 Veteran of wars in the Old World. Str Soldier
Start with a uniform, a musket, and 6 charges.
32 Noble officer with dueling scars. Dex Courtesy +1 Save when insulted or fly into a rage.
33 Sailor, lone survivor of a pirate attack. Con Sailor
Start with a sword and a fear of pirates.
34 Shipwrecked genealogist with a grudge. Int Literature +2 Start with ink and a pen. Save or obey noble orders.
35 Assistant on a lost hunting expedition. Wis Taxidermy +1 Start with scissors, thread, and a needle. 
36 Courtier inspecting the colonies on a whim. Cha Courtesy +2 Pampered. Save to do disgusting things.
37 Astrologer to a superstitious captain. Int Astrology +1 Start with a book.
38 Mercenary down on your luck. Str Soldier +1 Start with a pistol and 6 charges.
39 Ship's cook without a ship. Con Cook
Start with an iron pot and 3 utensils.
40 Indigo merchant and inspector. Int Merchant
Start with a book and a bottle of indigo worth 1gp.
41 Unwilling partner of a dissipated noble. Cha Courtesy +1 Start with 1 scandalous outfit and a dagger.
42 Junior rat-catcher, second class. Dex Sailor
Start with a small but vicious dog.
43 Ship's navigator dreaming of the horizon. Wis Navigation +1 Start with navigation tools and a book.
44 Unpaid carpenter for a large plantation. Str Carpentry
Start with a saw, a hammer, and 10 nails.
45 Stable hand to a brutal noble. Wis Horses
Start with rags and a dagger.

The Ranstead League Language: League Tongue
46 Dockyard worker, couldn't take it anymore. Str Sailor +1 Start with a club and a pearl earring worth 1gp.
47 Household servant, expelled for thieving. Dex Courtesy
Start with livery and a mild warrant for arrest.
48 Seasoned merchant navigator. Con Navigation +1 Start with a wildly inaccurate map of the area.
49 Disgraced child of a spice trader family. Int Merchant +2 Start with 2 fingers missing (taken for your debts).
50 Gold prospector and assayer. Wis Geology +1 Start with a pickaxe.
51 Stoic but ambitious banker. Cha Merchant +1 Start with a book, ink, pen, and 2 extra gp.
52 Survivor of the hurricane on Splinterpoint. Con Sailor +1 Start with 3gp, a hat, ragged shorts, and a sunburn.
53 Intelligence service operative. Wis Spycraft +2 Most nations want you dead.
54 Haughty overseer from Crimsontown. Dex Soldier
Start with a sword, a pistol, and 1 charge.
55 New minted bounty hunter Str Bureaucracy +1 Start with a pistol and 6 charges.
56 Lawyer to a powerful merchant house. Int Law +2 Start with a wig, gown, and many enemies.
57 Exotic dancer with a grudge. Cha Dance +1 Start with a dancing outfit, 2 extra gp, and an enemy.
58 Card shark, caught and robbed. Con Gambling +1 Start with 2 decks of card, 1 marked.
59 Hastily trained barber-surgeon. Wis Medicine
Start with a needle, thread, and a book.
60 Bitter alchemist turned assassin. Dex Poisons +1 Start with a book and 1 vial of poison.

Isla de Caracol Language: Wexlish or Tarraconese or Valoch
61 Prize fighter without prospects. Str Gambling
Start with one Interesting Scar.
62 Ex-pirate without a crew or ship. Dex Sailor +1 Branded with a pirate mark on your right hand.
63 Castaway, recovered from your prison. Con Wilderness
Deranged but hardy. Cannot die from drowning.
64 Barber-surgeon, fake or real. Int Sewing +1 Start with a dagger, needle, and thread.
65 Keen-eyed urchin. Wis Pickpocket
Start with a lantern, a dagger, and a grey cloak.
66 Ambitious prostitute with vague plans. Cha Merchant
Start with 3 high-quality outfits.
67 Musician trying to find something else to do. Dex Music +1 Start with a musical instrument.
68 Apprentice in an opium den. Wis Medicine
Start with an opium pipe and opium worth 5gp.
69 Spy for several of the Old World powers. Cha Spycraft +2 Almost everyone, pirates included, want you dead.
70 Notorious liar, storyteller, or windbag. Con Sailor +1 Start with a book and a very dubious treasure map.

Golden Isles Language: Zakharan

71 Lost from your fishing fleet. Str Sailor +1 Start with a net.
72 Sometime merchant, sometime pirate. Dex Merchant +1 Start with a sword and a red cloak.
73 Plantation slave from the Isles of the Claw. Con Farmer
Start with a pack of spices worth 5gp.
74 Religious scholar, not a demagogue. Int Religion +1 Start with a book, 1gp, and fear of capture.
75 Nomad from the desert, sold into slavery. Wis Horses +1 Start with a slave brand on the back of your neck.
76 Cartographer to the King of Gana. Cha Navigation +2 Start with a sword, 4gp, and an air of superiority.
77 Goon hired to protect a now-dead merchant. Str Soldier
Start with 2 pistols and 6 charges.
78 Ornament of a court.  Dex Courtesy +1 Start with 3 elaborate outfits.
79 Ape Island trader in tapa paper. Wis Sailor +1 Start with a barrel of very low quality gunpowder.
80 Old visionary from the Islands of the Claw. Int Wilderness
Take 1/2 damage from magic or sorcery.

Chultan Language: Chultan
81 Escaped from a massive indigo plantation. Str Farmer
Start with rags and an Interesting Scar.
82 Trusted household slave, dead master. Dex Merchant +1 Start with livery and a dagger.
83 Miner from outside Port Nyanzaru. Con Geology
Start with a pickaxe and an uncut gem worth 10gp.
84 Child of nobility, caught in factional intrigue. Int Courtesy
Save or refuse to talk to scum or fools.
85 Advisor to a rebel group, sold to traders. Wis Soldier +1 Start with a musket and 6 charges.
86 Owned a small business in Splinterpoint. Cha Bureaucracy +1 Start with 2 extra gp and a box of trinkets.
87 Former pirate from Jahaka Bay.  Str Sailor +1 Start with a pirate brand on your right hand.
88 Illegitimate child of a Valois noble. Int Courtesy +1 Your existence is very mildly scandalous.
89 Educated in the priesthood. Wis Religion +2 Start with brown robes and a book.
90 Independant farmer driven off land. Con Farmer +1 Start with a sword and a sack full of tubers.

Yoon-Suin Language: Yoon-Suin Trade Tongue
91 Deep jungle mercenary from Làhàg. Str Wilderness
Immune to most poisons.
92 Riverboat crew from the Yellow City. Dex Sailor +1 Start with an enormous elaborate sunhat.
93 Escaped slave from Lamarakh. Con Farmer +1 Tattooed with a slave mark on your right hand.
94 Indebted opium farmer from the Yellow City. Int Merchant +2 Owe 20x1d10 gp to your Yoon-Suin creditors.
95 Street scum from the Yellow City. Wis Pickpocket
Start with 2 gp extra.
96 Exiled prostitute from the Yellow City. Cha Merchant +2 Angry Yoon-Suin debt-keepers if you return.
97 Proud scholar from the Yellow City. Int Literature +2 Save or refuse to talk to scum or fools.
98 Ghost-binder from Làhàg. Cha Religion +1 Take 1/2 damage from magic or sorcery.
99 Eunuch slave of a wealthy family. Con Courtesy +2 Immune to seduction. Start with 2 extra gp.
100 Survived a shipwreck on the Misty Isle. Dex Sailor +1 Start with vague knowledge of the Misty Isle of Eld.
Peter Scott

Simplified Background Table

1d10 Origin Language Reroll Stat Skill
1-2 Wexland Wexlish 1 Str Soldier
3-4 Tarracon Tarraconese 2 Dex Sailor
5-6 Valois Valoch 3 Con Literature
7-8 The Ranstead League League Tongue 4 Int Farmer
9 Isla de Caracol Wexlish / Tarraconese / Valoch 5 Wis Courtesy
10 Golden Isles Zakharan 6 Cha Wilderness
11 Chultan Chultan

12 Yoon-Suin Trade Tongue of Yoon-Suin / Lamarakhi

1d10 Languages
1 Wexlish
2 Tarraconese
3 Valoch
4 League Tongue
5 Zakharan
6 Chultan
7 Trade Tongue of Yoon-Suin
8 Lamarakhi
9 Olman
10 Rhenish (like Latin)