Starfox | Home | Campaigns | Al-Qadim | EarthdawnCorsairCorsairs are warriors born to the sea, unencumbered by bulky armour, accustomed to swift moves and running battles over open water. She is the daring merchant-princess, he the cunning rogue; together they are bold explorers. While the early Zakharan peoples were born to the desert, they soon became practised in the ways of the sea, and dominated trade (and piracy) in the waters surrounding their empire. Role: Corsairs successfully bring to the sea lanes the same virtues that have worked so well for their desert born cousins - bravery, honesty among allies, leadership by example, and advancement by merit. However, Corsairs are not tethered to land-based organisations or leaders; they are the master of their own universe when at the helm of a ship. Corsairs exist on the borders of society. They are continual travellers between the great seaports, with no single place to call their home. Many are explorers, seeking out new lands and adventures. Others are pirates and freebooters, looking to loot as much as possible from their prey. Upon "retiring," Corsairs often become simple sea merchants, following common routes and carrying traditional cargoes. Yet even in the hearts of these old sea dogs a fire burns - a passion that may lead them to accept one "last" great adventure. Equipment: Corsairs may not begin play with armour heavier than studded leather. They prefer the short sword and or scimitar. Important Attributes: Dexterity and Strength Restrictions: All races except ghul and jann may become Corsairs. Some sailors consider women to bring bad luck, but in general female corsairs are as successful as males. Karma Ritual: To begin his Karma ritual, an Corsair must sit alone under the open sky in silent meditation for several minutes, picturing in his mind's eye his ship sailing at the start of a long journey. The Corsair envisions a journey he hopes one day to make, for 30 minutes imagining scenes of this journey, including the risks and perils, and how his training and skill might help make the journey a safe one. The ritual is complete when the imagined journey ends. Artisan Skills: Embroidery (Sails), Runic Carving. FIRST CIRCLETalents
SECOND CIRCLETalents
THIRD CIRCLETalents
FOURTH CIRCLEKarma: The Corsair may spend a Karma Point on any action using Dexterity only. Talents
FIFTH CIRCLEPhysical Defence: Increase the Corsair's Physical Defence by 1. Talents
SIXTH CIRCLESpell Defence: Increase the Corsair's Spell Defence by 1. Talents
SEVENTH CIRCLEKarma: The Corsair may spend a Karma Point to increase the damage of any attack made with a melee weapon. Talents
EIGHTH CIRCLESocial Defence: Increase the Corsair's Social Defence by 1. Talents
NINTH CIRCLEKarma: The Corsair may spend a Karma Point on any action using Charisma or Willpower only. Talents
TENTH CIRCLEKarma: The Corsair may spend a Karma Point on a Recovery Test. Recovery Tests: The Corsair gains an additional Recovery Test per day. Talents
ELEVENTH CIRCLESpell Defence: Increase the Corsair's Spell Defence by 1. Recovery Tests: The Corsair gains an additional Recovery Test per day. Talents
TWELFTH CIRCLEInitiative: Increase the Corsair's Initiative Dice by 2 steps. Talents
THIRTEENTH CIRCLESocial Defence: Increase the Corsair's Social Defence by 1. Spell Defence: Increase the Corsair's Spell Defence by 2. Talents
FOURTEENTH CIRCLEKarma: Increase the Corsair's Maximum Karma Points by 25. Eye of the Storm: The Corsair can lull a storm around his ship, greatly reducing the hazard of bad weather. The Corsair must be at the tiller of the ship, and in command. When using this ability, the difficulty of all Seamanship rolls to sail in the storm are halved. At dawn, when the storm is over, or when the Corsair quits his job, the gamemaster makes a damage roll with a step equal to the number of hours this ability was used. Talents
FIFTEENTH CIRCLEPhysical Defence: Increase the Corsair's Physical Defence by 2. Talents
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