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Information


"Yo ho and a bottle of rum!" is one of many drunken songs belted out pitch poorly by a pirate waiting for a ship to set sail. They exist for the pure pleasure of life, from exploring the vast uncharted seas, to drunken song and dance with no care about other's perceptions of them. They are the most frequent customers of taverns and "service" buildings and throw their (often stolen) gold around as they please. They keep few if any possessions since they don't settle down, so using their wealth on spur of the moment pleasures is easy. They also thoroughly enjoy battle because it is one of the many passions of existence... the thrill and risk of losing the most precious thing to everyone: life.
Why be a pirate?

If you are the type that likes to play out adventures, have your character be rowdy or cause trouble, have easier access to other lands in the game or discover whole new lands, or plunder and pillage to your heart's content, then this class might suit you. They range from being VERY difficult to play, to being VERY easy to play... all due to exactly HOW you wish play your pirate.

How do they fair in battle?

Pirates have the most advantage in wars or battles of the sea where they can attack at range from their ship. However they can be versatile in the fact that they can use ranged weapons (guns) or melee weapons (daggers or swords typically) because they have to be ready to fight on land or sea.

How do they fair in quests?

Though pirates aren't exactly the "lets get along" type, they will typically take up tasks that could acquire them treasure or weapons. They can also be good assets in battle since they are rough and not the weak of heart... they rarely shy away from a good fight. Their skill set can often come in handy as well since they need to be ready for anything when on a ship.

What race and alignment are most typical for this class?

Pirates come in all variety of alignments, though the least typical would be a 'pure' type pirate since most eventually stray into thievery and heists. Those that are deemed 'good' pirates tend to be thwarting other pirates that cause people harm, and 'neutral' pirates are generally just sailing the seas to discover land or enjoy the adventure.

The most typical race for a pirate is a human, who will take on other races into their crew for dangerous or difficult tasks (elves for climbing, ogres for hoisting anchors, etc).

Requirements


Minimum of: 5 VIG & 8 AGL

Armor Limit: Maximum of Leather

Weapon Limit: None.

Race Limit: None, though it helps to be humanoid if you are attempting to operate a ship.
Weapons to Unlock: Gun, Sword

(Instead of unlocking a weapon through 10 duels, you can unlock the above by using a CP; allowing for faster and easier access to a weapon if you do not wish to duel.)

Automatically Known Skills

(Invest CP to make them stronger)

Thievery: 10%

Type/Cost: Mastery; 10% per CP invested, maxed at 60%, or 80% for Master Class.

Roll: d100; Roll lower than unlocked percentage to succeed.

Requirements: 10 AGL; For every 2 additional AGL after 10 the Mastery increases by 5% (cannot increase past max.)

Description: Steal valuables off another person preferably without getting their attention.

Thievery 1

(PC Version)

This skill can be used to attempt a thievery on a PC. It must be done in front of a willing GM and only allowed to be attempted once a day. The more CP you invest, the better chance youíll succeed.

How to Steal: Contact the GM in private (in chat only) to request their permission for a thievery attempt. Give them your targetís name (they must be present at the time the roll is made), Agility stat, Skill percent unlocked, and any bonuses; then the GM will make an obscure roll in the room for the attempt.

If the roll is successful, the GM will roll for your reward on a d3 dice.
Result of 1 will steal up to 20 gold per CP invested in the skill (or however much gold the player has available) from the player.
Result of 2 will steal a hand-sized item from the playerís sheet that is picked randomly by the GM (by counting up the total items and then rolling a dice of that total to pick the item so that it stays un-biased)
Result of 3 will steal a single-handed weapon or armor piece from the player also randomly picked by the GM.

Players who have been stolen from will see the result of the theft noted on the next Tally Day of what was stolen.

If the thievery is unsuccessful, in the attempt:
They must roll their Agility, and the GM will announce that a thievery attempt was made (without naming the target) and anyone nearby who wishes to notice the thief (but doesnít have to) must roll Aptitude, then if they are successful at noticing the thief, they can (but donít have to) roll Agility to try capturing the thief.

If no one beats the Pirateís Agility roll, they escape. If someone saw the thief (their Aptitude roll beat the thiefís Agility roll) but did not capture them, they can alert the guards and a notice will be put out for the thiefís arrest, meaning the Pirate must always be disguised until the search drops to not get caught (2 weeks.)

Thievery 2

(NPC Version)

This skill can be used to attempt a thievery on an NPC. It must be done in front of a willing GM and only allowed to be attempted once a day, event, or quest. The more CP you invest, the better chance youíll succeed.

How to Steal: Contact the GM in private (in chat only) to request their permission for a thievery attempt. Tell them it is against an NPC, give your Agility stat, Skill percent unlocked, and any bonuses; then the GM will make an obscure roll in the room for the attempt.

If the roll is successful, the GM will roll for your reward on a d3 dice.
Result of 1 will steal up to 50 gold per CP invested in the skill.
Result of 2 will steal a (priceless until appraised) hand-sized item from the NPC, playerís choice of a gem, art piece, or jewelry.
Result of 3 will steal a single-handed weapon or armor piece of 3 damage/absorb per CP in skill.

If the thievery is unsuccessful, in the attempt:
They must roll their Agility, and the GM will announce that a thievery attempt was made (without naming the target) and anyone nearby who wishes to notice the thief (but doesnít have to) must roll Aptitude, then if they are successful at noticing the thief, they can (but donít have to) roll Agility to try capturing the thief.

If no one beats the Pirateís Agility roll, they escape. If someone saw the thief (their Aptitude roll beat the thiefís Agility roll) but did not capture them, they can alert the guards and a notice will be put out for the thiefís arrest, meaning the Pirate must always be disguised until the search drops to not get caught (2 weeks.)

Unlock-able Skills

(Use CP to unlock these additional skills)

Sailing: Routes & Means

Type/Cost: Automatic; Can safely (and officially) sail to 1 location per CP invested. Tandora port automatically known, connected to a starter location (chosen by player for the first point.)

Roll: d100 if needing to get safely to land or safely through a storm during an event/quest.

Requirements: Boat or ship.

Description: A pirate needs to have the ability to travel the seas, and the best way is to sail. Some settle for sticking to an existing crew of another ship, but what adventure is that?

Sailing: Discoveries

Type/Cost: Mastery; 1 CP per 10%

Roll: d100

Requirements: Boat or ship; Sailing Skill.

Description: One of the biggest dreams and adventures of a pirate is the ability to discover new land or treasure. With this skill, once a week, a pirate will have the opportunity in the chat room to discover new land or treasure. If successful, the GM will roll a d2 (1 = Land, 2 = Treasure). If land is discovered, the pirate will retain the only knowledge to its location until they choose to give (or sell) that information to others and they get to name it.

Land Size: For each CP invested at the time of discovery, the land will be able to hold 1 PC's or 5 NPC's. (Assume 1 point would be the size of a tiny rock-like island the same size as a large ship, and go up from there.)

Treasure: For each CP invested at the time of discovery, the pirate will have discovered an item or gold (player's choice):

Item (only one from the following list chosen by the player, value will need to be appraised)
1 Gem
1 Weapon
1 Armor Piece
1 Gold Table Piece (Cup, Plate, Cutlery, Napkin Holder, or Candle Holder)
1 Jewelry Piece (Non-Gemmed)

Gold: 300 gold per CP

Captain a Ship

Type/Cost: Automatic; 3 CP unlock, Unique Investment (see below)

Roll: None

Requirements: Captain Title; Ship; Sailing Skill

Description: The ability to use a ship for more than just travel. The Captain of a ship is allowed to use their ship as living quarters, an instrument of battle in war, have their own crew for their use, and gets the protection and loyalty of anyone on their ship. They get full control and say over every person on their ship, deciding whether they live or die, how they are treated, and if they'll get to their destination safely.

For each CP invested, the pirate 'Captain' will gain an NPC crew member. Each crew member increases their ship's stats (useful for war), and increases the Captain's LP by 50 while on their ship because someone has to go through the crew to get to the Captain (thus sacrificing themselves) in battle. Every 50 LP of damage done kills off one crew member until none are left but the Captain.

Each NPC crew member increases a ship's DP by 100, attack by +5, dodge by +5 and initiative by 1.
More to Come

Structure Investments

(Meet the requirement and unlock the ability to purchase the structure.)

Coming Soon

Jobs

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Achievements

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Titles

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