d20 Avalanche Press Black Flags Piracy in the Caribbean.pdf
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Piracy
in the
Caribbean
1
1
a
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Requires the use
of
the Dungeons and 1)r;igons"' Player's
Handbook,""
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Third
Edition, published
by
Wizards
of
the Coast
sytcln
ID20 System’ and the ‘D20 System’ logo are Trademarks owned
by
Wizards
of
the Coast and are used according to the terms of the D20
System License version
1.0.
A
copy of this License can be found
at
www.wizards.com.
All
of
the material in Part
4,
Part 5, and Part 6 is designated Open Game Content for license purposes. All other material and the presentation
of this book as a complete work is designated Product Identity. With the exception
of
the Open Game Content, reproduction of this work
without the written permission of the Copyright Holder is
a
violation of copyright law and is expressly forbidden. Furthermore, material,
included in
bordered-style sidebars is designated Product Identity.
This is
a
work of fiction. Any resemblance to actual persons living or dead less than
200
years is purely coincidental.
Avalanche Press
Ltd.
PO.
Box 4775,Virginia Beach,VA 23454 USA
I-800-564-9008
www.AvalanchePress.com
Copyright
0
2002
Avalanche Press LTD.
All
rights reserved.
ZSBN 0-970796
1-5-3
Printed in the United States ofAmerica. First Printing,
2002.
Introduction
Part
I:
The Caribbean
in
the
Early
18th
Century
Drawing the Map
Spain
England
The
Netherlands
France
Denmark
The
Locals
The
Economy
of
the
Cannon Size
Running Out the Guns
Loading
Firing in
Battle
Types of Shot
Boarding
Arms
Firearms
Blades
Food
Part
3:
A
Pirate’s Life
for
Me
Who
Are
the Pirates?
Demographics
The Role of the Captain
Class Warfare
“Recruiting”
Pirate Officers
Pirate Crews
L+ as a Pirate
Pirate Articles
Ships
Combat
Plunder
Food
Slavery
Pirate Havens
Legaliqed Pirary
Restricting Privateering
Claiming
a
Prize
Black Flags
Flying Colors
Atrocities
Punishment
She- Wolves
Bonny and Read
Maria Cobham
Ladies of
the
Night
19
19
I9
19
20
20
20
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21
22
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25
25
25
25
26
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26
27
27
27
27
27
27
28
28
29
29
30
30
31
31
31
32
32
32
34
37
Sailor
Soldier
Class Templates
Escaped Slave
Carpenter
Cook
Officer
Prestige
Classes
Captain
Cardinal
Navigator
Physician
4
39
40
40
40
41
41
42
42
42
43
45
46
48
48
50
51
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54
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55
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56
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58
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59
59
60
62
63
63
5
5
5
7
8
9
IO
10
New World
IO
IO
IO
IO
I1
11
I1
11
I3
14
14
14
14
14
15
I5
15
16
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17
I8
I8
18
18
I8
18
I9
Part
5:
Outfitting
the
Character
Silver and Gold
Silks and Spices
Sugar and Rum
Agricultural Products
National Specialties
Cultural Issues
Slavery
Faith, or Lack of
It
Part
2:
All
the
Ships
at Sea
Ships and the Sea
Galleons
Ships of
the
Line
Frigates
Merchant Vessels
Manufacture
Maintenance
Navigation
Manning the Ship
Officers
Able-bodied Seamen
Slaves
Marines
Ship’s Boys
Cook
Gunner and Armorer
Surgeon
Carpenter
Purser
Sailing Master
Gunnery
New Feats
New Skills
Equipment
Part
6:
Setting Sail
Grievous Bodily Harm
Gangrene
Firearms
Misfire Chance
Accuracy Rating
Critical
Reloading
Masterwork Weapons
Cannon
Size
Damage
Firing Cannon
Types of Shot
Rate of Fire
Fog of War
Breech Burst
Ships’ AC/Damage Resistance
Panache
Panache Level
Panache Points
Spending Panache Points
Panache Feats
Part
4:
Character Classes
Player Character Classes
Merchant
Noble
Priest
Credits
3
In
trodmi
on
Few historical periods invoke the fascination and the imagination like the
Golden Age of Piracy. From Errol Flynn to Robert Louis Stevenson, the
swashbuckling pirate adventure is one with which we are all familiar.
Actually, there were several Golden Ages of Piracy. This book deals with one
of them: the Caribbean in the Early
18th
Century, following the War of
Spanish Succession.
It
is one of the most historically accurate treatments of
the period in games in quite awhile. Your characters will be able to experience
the rigors of life aboard ship in the New World as they search for rich
treasure vessels or hunt pirates along the coasts of Jamaica, the Bahamas, and
the Spanish Main.
What to Expect
BLACK FLAGS:
PIRACY
is specifically not an Errol Flynn
movie. We’ve added some things like the Panache rules (see Part
6)
that are
designed to emulate some of the swashbuckling genre, but our approach to
the genre is an attempt to re-create the past around your gaming table. The
first three parts
of
the book are designed to give you an historical overview of
the early 1700’s. We stuffed as much information about life in the Caribbean
in I71
3
as we could in there, including parts dedicated specifically
to
the
marine vessels
of
the time and the pirates that spawned legends. We then
added rules to reflect the characters
of
the time and the occupations they held.
But we didn’t create Errol Flynn, and, if we touched on Blackbeard and Mary
Reed,
it
was only from an historical perspective. You won’t find Hollywood
versions of them in here.
IN
THE
CARIBBEAN
How to Use this
Book
Parts I through
3
are purely historical. They are essays on the period, the culture,
and the lives of the people who lived in this part of the world at this time.
It
is the setting material for the game. Part
4
lists a host
of
character classes for
the game. Most of them are brand new, offering a variety of new adventuring
options. Part
5
lists new Feats, Skills, and Equipment that are peculiar to the
setting. Part
6
offers new rules for firearms and cannon, ship-to-ship combat,
and indulges a little of the Hollywood notion with the rules for Panache.
The intention is for you to use this book as a campaign setting, adapting the
game to the special rules contained herein. However, everything in Part
4
through
6
is Open Game Content for license purposes and should give you
loads
of
new options for your game, even if you don’t use the
BLACKFLAGS:
PIRACY
setting.
So
roll out the guns! There’s a strange ship approaching fast, and her intentions
don’t look honorable. Your adventure in the Caribbean is about to begin.
IN THE
CARIBBEAN
4
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