Adversary · Leader, Tier 1
Pirate Captain
A charismatic sea dog with an impressive hat, eager to raid and plunder.
- Difficulty
- 14
- Thresholds
- 7 / 14
- HP
- 7
- Stress
- 5
- ATK
- +4
- Attack
- Cutlass · Melee · 1d12+2 phy
- Experience
- Commander +2, Sailor +3
Motives & TacticsCommand, make ’em walk the plank, plunder, raid
Features
PassiveSwashbuckler. When the Captain marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.
ActionReinforcements. Once per scene, mark a Stress to summon a Pirate Raiders Horde, which appears at Far range.
ActionNo Quarter. Spend a Fear to choose a target who has three or more Pirates within Melee range of them. The Captain leads the Pirates in hurling threats and promises of a watery grave. The target must make a Presence Reaction Roll. On a failure, the target marks 1d4+1 Stress. On a success, they must mark a Stress.
ReactionMomentum. When the Captain makes a successful attack against a PC, you gain a Fear.