Careers

Most pirates had some career before taking to the seas. In game mechanics, choose one normal starting career, choose one pirate career and add the related skill to your career skills when building your character.

Available careers begin on page 40 in the Genesys book. No setting based careers currently exist. If you are unable to find a career that matches your character’s vision, work with the GM to create a customized career.

Pirate Careers

There are many roles on a marine or pirate ship. Individuals may fill one role or many. Different roles may also have very different required skills to be successful. Some roles are important in naval combat, individual combat, or as support functions for day to day life.

Captain

The captain is the leader of a ship’s crew. It is the captain’s reputation and their leadership ability that influences the size and quality of their crew. A captain tends to have the highest bounty, for if they are captured the crew may disband.

A captain can lead through a variety of skills, each with their own benefit and drawback. Choose one additional class skill from the following:

  • Charm (Presence) - you are generally well liked, people flock to your personality and want to join your crew.
  • Coercion (Willpower) - controlling a crew through intimidation, you may be the strongest and the most ruthless or people just think you are.
  • Deception (Cunning) - you are known for breaking the odds and coming out on top when least expected. Major exploits influence the quality of your crew.
  • Leadership (Presence) - you are known for your combination of charisma, bravery, and strong personality which draws people to your crew.
  • Negotiation (Presence) - you are known for helping others achieve their goals through creating deals which draw those seeking personal objectives to your crew.

Maritime Pilot

Someone needs to steer the ship through calm or raging waters. Your job as the pilot is just that. The role is crucial for naval battles, where ship positioning and speed are crucial.

  • Operating (Intelligence)
 

Ship Gunner

When two ships square off, the cannons ring out. Each ship gunner can operate one cannon. A ship may only fire the number of cannons as individuals operating them. A skilled gunner will be more accurate and more capable at handling any issues that arise.

  • Ranged - Gunnery (Agility)

Navigator

Understanding how to get from point A to point B can have a significant impact on whether you arrive starving, due to lack of food, or being ready for action. Navigators also understand weather patterns and how to avoid a storm, this is especially important when traveling in the New World. If a ship finds itself within rough waters, a navigator works to find a way out.

  • Knowledge (Intelligence)

Oarsman

Most ships have sails, some ships have oars. The advantage of having oars and the men to row them becomes acute on days without wind, days the wind blows the wrong way, or when needing that extra boost of speed to evade or catch other ships/monsters.

  • Athletics (Brawn) or Discipline (Will).

Cook

If the crew isn’t fed, they aren’t happy. A cook ensures that the morale of a ship remains high, the better the cook, the happier the crew. Beside impacting morale, the cook makes sure to ration and use food appropriately so that the crew doesn’t starve.

  • Knowledge (Intelligence)

Doctor

Life as a pirate is a dangerous life and injuries are common. A skilled doctor will help limit the damage caused by the constant rough and tumble life of being a pirate.

  • Medicine (Intelligence)

Mechanic

Someone needs to patch up the damage that is caused to the ship or upgrade it. Someone needs to fix and upgrade weapons and other gear. You are qualified to do both.

  • Mechanic (Intelligence)
Pirate Careers

GENESYS

Choosing a race

Choosing a race will directly impact your starting statistics, skills, abilities, and the amount of experience you can spend on additional character upgrades. The following are available as races for the campaign.

Fishmen

Fishmen are more fish-like than merfolk, usually looking like a combination between a man and a fish or other aquatic creature, such as an octopus, manta ray, or sawshark; however, they still have legs. They also have gills between their shoulders and necks, sometimes covered by their clothing, as well as often having webbed hands. Depending on species, they may have multiple limbs or different sizes.

They are physically ten times as strong as normal humans from birth and this difference is magnified underwater, where a human's power is cut in half, while fishmen not only are completely unhindered, but are even strengthened. As a whole, in the midst of battle, the fishman race can be considered unstoppable in their natural habitat - the sea.

Fishmen Statblock
3 2 2 2 2 1
  • Starting Wound Threshold: 12 + Brawn
  • Starting Strain Threshold: 8 + Willpower
  • Starting Experience: 85
  • Starting Skills: A fishmen starts with one rank in Athletics during character creation. They obtain this rank before spending experience points, and may not increase Athletics above rank 2 during character creation.
  • Amphibious: This species can breathe underwater without penalty and never suffers movement penalties for traveling through water.
  • Claws: This species has claws. When making an unarmed combat check, its members add +1 to their base damage and have a Critical rating of 3.

Merfolk

Like the mermaids and mermen of folklore, merfolk's upper half is that of a human while the lower half is that of a fish or other undersea creature. Merfolk rule the underwater world due to their disciplined military, much to the chagrin of the fishmen.

It appears the mermen can retain more fish-features in the upper body than the mermaids. Mermaid tails are able to split into legs once they turn 30 years old, giving them the ability to walk on land.

Merfolk are the fastest swimmers in sea surpassing even the flying fish and fishmen. The mermaids have the ability to talk to fish and call out to them with a sound wave, which is apparently only audible to them. Mermen also seem to have developed a fighting style unique to their race (like Fishman Karate) known as Merman Combat which seems to involve the manipulation of water. As with humans, they can utilize Haki.

Merfolk Statblock
1 2 2 2 2 3
  • Starting Wound Threshold: 9 + Brawn
  • Starting Strain Threshold: 11 + Willpower
  • Starting Experience: 85
  • Starting Skills: A merfolk starts with one rank in Coordination during character creation. They obtain this rank before spending experience points, and may not increase Coordination above rank 2 during character creation.
  • Amphibious: This species can breathe underwater without penalty and never suffers movement penalties for traveling through water.
  • Fast Swimmer: This species swims very fast. When making an extra maneuver action while under water, the maneuver is free and has no strain cost.
Races

GENESYS

Human

Human beings are the dominant race in the world, as they outnumber most other races, and are usually among the most technologically advanced and organized of the races. Though weaker than most races, they have the ability to learn abilities often reserved for specific races, such as fishman karate.

Human Statblock
2 2 2 2 2 2
  • Starting Wound Threshold: 10 + Brawn
  • Starting Strain Threshold: 10 + Willpower
  • Starting Experience: 110
  • Starting Skills: A human starts with one rank in two non-career skills during character creation. They obtain this rank before spending experience points, and may not increase these skills above rank 2 during character creation.
  • Ready for Anything: Once per session as an out-of-turn incidental, you may move one Story Point from the Game Master's pool to the player's pool.

Kuja Tribe

The Kuja are a tribe of all female fighters found on the island of Amazon Lily. The women are raised in the ways of the warrior and are often burly and strong, but there are the odd beauties amongst them. Despite being a warrior tribe, the Kuja cultivate a surprisingly peaceful existence within Amazon Lily.

The Kuja had always lived in peaceful isolation due to their natural advantage of living on an island in the Calm Belt. However, this isolation has slowly eroded away as advancements in Seastone technology has allowed the government to make new ships that can pass through the Calm Belt. The only means of protection remaining for them is the alliance held by their empress as a member of the Shichibukai, which both protects the Kuja from Marine attack but classifies them all as pirates.

While they are biologically identical to normal human females, they have a better intuitive grasp of Haki.

 
Kuja Statblock
2 3 2 1 2 2
  • Starting Wound Threshold: 8 + Brawn
  • Starting Strain Threshold: 12 + Willpower
  • Starting Experience: 85
  • Starting Skills: A kuja starts with one rank in Coordination during character creation. They obtain this rank before spending experience points, and may not increase Coordination above rank 2 during character creation.
  • Snake Weapons: The Kuja all have snakes which can be used as weapons or other things. When not in use, the snakes wrap themselves around the body of the Kuja who owns them. 5xp
  • Haki: This character starts with the ability to use Haki and does not need to be trained int how to use it for offensive and defensive abilities.

Longarm and Longleg Tribes

All members of the Longarm Tribe have two elbow joints on each arm, which results in them having abnormally long arms. The Longleg Tribe is a race of very long-legged individuals and because of this, they are very tall and outsize the average human greatly. Both tribes are valued as slaves by normal humans considering the standard price for a Longarm Tribe member is 700,000 beli.

Longarms and longlegs appear to maintain hostile relations, spanning a conflict that's been going for over a thousand years. However, not all long arms and longlegs are antagonistic with each other.

Longarm and Longleg Statblock
2 2 2 2 2 2
  • Starting Wound Threshold: 10 + Brawn
  • Starting Strain Threshold: 10 + Willpower
  • Starting Experience: 100
  • Starting Skills: A longarm or longleg starts with one rank in Athletics, Coordination, or Brawling during character creation. They obtain this rank before spending experience points, and may not increase the selected skill above rank 2 during character creation.
  • Longarm: Brawling and melee attacks can be used from short range, rather than only on close combat.
  • Longleg: Using their long legs, they are able to use the guarded stance or move maneuver for free, even if is the second maneuver used on that turn.
Races

GENESYS

Mink Tribe

Minks are humanoids with animal features. Similar to fishmen and merfolk, each individual takes after a specific animal. So far, the animalistic traits of the minks have all been fur-covered mammalian. As such, fur, which they also refer to as "mink", covers most of their bodies and is considered their pride and joy. Females tend to look more like humans while males tend to look more bestial. They possess humanoid hands and feet, but those based on animals with paws will also possess paw pads on their palm and up to their first knuckle

While the minks do not seem to differ among themselves, they recognize the different species among their race

The minks do not eat meat from anything with fur due to their own mammalian appearances, but they do not have a problem with eating non-furry mammals like hippos. Their diet also includes amphibians, reptiles, and fish.

All minks have formidable physical abilities, far superior to normal humans. Some are highly agile and can leap incredible distances while others are incredibly burly and strong. They also possess considerable stealth capabilities.

 
Mink Brawn Statblock
3 2 1 2 2 2
  • Starting Wound Threshold: 12 + Brawn
  • Starting Strain Threshold: 8 + Willpower
  • Starting Experience: 90
  • Starting Skills: A mink starts with one rank in Athletics during character creation. They obtain this rank before spending experience points, and may not increase Athletics above rank 2 during character creation.
  • Shocking Attack: When making a brawling or melee attack, a mink may spend 2 advantage to make all damage against strain, rather and wounds. This damage ignores soak.
Mink Agility Statblock
2 3 2 2 1 2
  • Starting Wound Threshold: 10 + Brawn
  • Starting Strain Threshold: 10 + Willpower
  • Starting Experience: 90
  • Starting Skills: A mink starts with one rank in Athletics during character creation. They obtain this rank before spending experience points, and may not increase Athletics above rank 2 during character creation.
  • Shocking Attack: When making a brawling or melee attack, a mink may spend 2 advantage to make all damage against strain, rather and wounds. This damage ignores soak.
Races

GENESYS

Equipment

Melee Weapons

NameSkillDamCritRangeEncumPriceRaritySpecial
Brass KnucklesBrawling+14Engaged1102Disorient 3
AxeMelee (Light)+33Engaged21501Vicious 1
DaggerMelee (Light)+13Engaged1201
Great AxeMelee(Heavy)+43Engaged43004Cumbersome 3, Pierce 2, Vicious 1
Great HammerMelee(Heavy)+44Engaged47004Cumbersome 4, Pierce 1, Disorient 3, Inaccurate 1
Great SwordMelee(Heavy)+42Engaged33004Defensive 1, Pierce 1, Unwieldy 3
HalberdMelee(Heavy)+33Engaged52503Defensive 1, Pierce 3
Light SpearMelee(Light)+24Engaged2901Accurate 1, Defensive 1
MaceMelee(Light)+34Engaged2751
RapierMelee(Light)+22Engaged16004Accurate 1, Defensive 1, Pierce 1, Unweildy 3
ShieldMelee(Light)+06Engaged2801Defensive 1, Deflective 1, Inaccurate 1, Knockdown
SwordMelee(Light)+32Engaged12002Defensive 1
Sword CaneMelee(Light)+12Engaged11101Defensive 1

Ranged Weapons

NameSkillDamCritRangeEncumPriceRaritySpecial
BowRanged73Medium21502Unwieldy 2
CrossbowRanged72Medium26004Pierce 2, Prepare 1
LongbowRanged83Long24504Unwieldy 3
Flintlock PistolRanged54Short26004Accurate 1, Limited Ammo 2
Hand CannonRanged93Medium34004Knockdown, Limited Ammo 2, Prepare 1
MusketRanged63Medium46004Accurate 1, Limited Ammo 2

Armor

NameDefenseSoakEncumPriceRarity
Chainmail0+235504
Heavy Robes1+01450
Leather0+12503
Plate Armor1+241,2505
Equipment

GENESYS

Ships

Cutter

A cutter is a small watercraft designed for speed rather than for capacity. Cutters are used for both small pirate crews and fishermen alike. These nimble craft are great for evading or giving pursuit.

3 4 -1 2 0 40 30

Complement: 6 Crew
Passenger Capacity: 5
Price/Rarity: 100,000 / 8
Consumables: 2 months
Encumbrance Capacity: 50
Weapons:

TypeSideNumDamCritRangeSpecial
9lbFront145Medium
9lbSides245Medium

Sloop

Popular with the navies of the great empires, smugglers, mercenaries and pirates the sloop is a small and maneuverable (thanks to gaff rigged fore and aft sail) warship armed with two heavy crossbows fore and aft. With a good crew and deck snipers, she can be brought alongside another vessel and secured with grappling ropes before boarding.

4 3 -1 2 0 50 40

Complement: 12 Crew
Passenger Capacity: 10
Price/Rarity: 200,000 / 8
Consumables: 3 months
Encumbrance Capacity: 150
Weapons:

TypeSideNumDamCritRangeSpecial
24lbFront163Long
9lbSides345Medium

Three-Masted Frigate

Sporting dozens of guns and masts that stretch sixty or more meters into the sky, these sorts of ships are excellent for fending off marauding pirates, exploring lost islands, and fighting sea monsters.

5 3 -3 3 0 60 45

Complement: 225 Crew
Passenger Capacity: 60
Price/Rarity: 300,000 / 8
Consumables: 3 months
Encumbrance Capacity: 200
Weapons:

TypeSideNumDamCritRangeSpecial
24lbSides1563Long
9lbSides445Medium
Long 9sFront245LongAccurate 1

Ship of the Line

A ship of the line is a naval warship that would maneuver to bring their broadside firepower to bear. These are the heaviest ships carrying the most powerful guns. Ships of this caliber are avoided at all costs by pirates.

6 2 -5 5 1 80 65

Complement: 500 Crew
Passenger Capacity: 300
Price/Rarity: 1,000,000 / 8
Consumables: 1 months
Encumbrance Capacity: 1000
Weapons:

TypeSideNumDamCritRangeSpecial
24lbSides5063Long
9lbSides2445Medium
Ships

GENESYS

Vehicle Pilot Maneauvers

Name Silhouette Current Speed Results
Accelerate Any Any The pilot may increase the vehicle's current speed by one or more, to a maximum of the vehicle's maximum speed. The vehicle suffers a number of system strain equal to the speed increased minus 1, to a minimum of 0.
Brace for Impact Any Any Until the beginning of the pilot's next turn, whenever the vehicle is dealt damage, the pilot may have the vehicle suffer system strain up to its silhouette to reduce the damage it suffers by that amount.
Decelerate Any 1+ The pilot may decrease the vehicle's current speed by one or more, to a minimum of 0. The vehicle suffers a number of system strain equal to the speed decreased minus 1, to a minimum of 0.
Evade 0-4 3+ Once per round, the pilot may perform this maneuver to dodge incoming fire. Until the beginning of the pilot's next turn, upgrade the difficulty of all attacks made against and by the vehicle.
Reposition Any 1+ The pilot may move the vehicle one range band. This maneuver reflects minor repositioning to avoid obstacles, close or widen distance in a chase, or otherwise shift within the environment in small ways.

Vehicle Actions

Action Skill and Difficulty Results
Pilot Actions
Dangerous Driving Piloting Check difficulty equal to silhouette of vehicle Speed: 1+: The pilot attempts to control the vehicle as it takes a sharp turn, tries to coax the vehicle through a series of narrowly placed obstacles, or otherwise performs an improbable feat of operating prowess.
Gain the Advantage Silhouette 1-4: Piloting Check difficulty based on speed vs target Speed: 4+: If the same speed as target (d), speed is faster than target (dd), speed is one slower than target (ddd), speed is 2 ore more slower than target (dddd). While a pilot has the advantage, upgrade the ability of all combat checks against the target vehicle twice, and upgrade the difficulty of all combat checks made by the target vehicle twice.
Crew Actions
Plot Course Average (dd) Piloting Check or Hard (ddd) Perception Check The crew member studies the terrain ahead and plots a course that should take the vehicle safely through it. On a successful check, each uncanceled s reduces the b suffered for difficult terrain by one.
Copilot Average (dd) Driving, Piloting, or Operating check The crew member serves as the vehicle's copilot, managing systems and auxiliary equipment to allow the pilot to focus on flying or driving. On a successful check, each uncancelled s downgrades the difficulty of the pilot's next Driving, Piloting, or Operating check once
Boost Defenses Hard (ddd) Mechanics check The crew member reroutes power from other systems to boost the defensive systems of a vehicle. This only works if the vehicle already has a defense of 1 or greater. On a successful check, the vehicle suffers 1 system strain and increases the defense of one defense zone by one until the beginning of the character's next turn. Each additional s increases the duration by one round.
Damage Control Mechanic check based on the strain of the vehicle Choose to repair system strain or hull trauma. Characters can use the Damage Control action to repair system strain multiple times during an encounter. However, only one Damage Control action can be made to repair hull trauma during an encounter
Manual Repairs Hard (ddd) Althletics check If the character has the proper tools for the job, they can attempt to use the Damage Control action with Athletics rather than Mechanics. If successful, the character removes one point of hull trauma from the vehicle, plus one additional point for each additional ss. Available once per encounter.
Fire Discipline Hard (ddd) Leadership or Discipline check If the check is successful, the next crew member firing a weapon on the vehicle adds b to their check (plus an additional crew member for every additional ss). The character may also spend aaa to allow every hit from shipboard weapons to inflict 1 system strain on their target as well as regular damage until the beginning of the character's next turn.
Scan the Enemy Hard (ddd) Perception check The character uses the vehicle's scanners to study the enemy. If successful, the character learns what weapons the targeted vehicle has, its modifications, and its system strain and hull trauma thresholds. The character can also spend aa to learn its current system strain and hull trauma levels.
Blanket Barrage Target Silhouette 5+:
Speed 0-3: Average (dd) Gunnery check
Although the character is firing multiple weapons, the character makes a single combat check. If the attack succeeds, the character may spend a once to add damage equal to the number of weapons involved in the attack to one hit of the attack.
Concen-trated Barrage Hard (ddd) Perception check The character uses the vehicle's scanners to study the enemy. If successful, the character learns what weapons the targeted vehicle has, its modifications, and its system strain and hull trauma thresholds. The character can also spend aa to learn its current system strain and hull trauma levels.