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) |
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