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.
After choosing a career, select one pirate career. From the list of 6 career skills related to your career and 1 skill from your pirate career train in 4 of them for free.
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)
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)
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
- 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
- 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.
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
- 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
- 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
- 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.
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
- 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
- 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.
GENESYS
Equipment
Melee Weapons
Name | Skill | Dam | Crit | Range | Encum | Price | Rarity | Special |
---|---|---|---|---|---|---|---|---|
Brass Knuckles | Brawling | +1 | 4 | Engaged | 1 | 10 | 2 | Disorient 3 |
Axe | Melee (Light) | +3 | 3 | Engaged | 2 | 150 | 1 | Vicious 1 |
Dagger | Melee (Light) | +1 | 3 | Engaged | 1 | 20 | 1 | |
Great Axe | Melee(Heavy) | +4 | 3 | Engaged | 4 | 300 | 4 | Cumbersome 3, Pierce 2, Vicious 1 | Great Hammer | Melee(Heavy) | +4 | 4 | Engaged | 4 | 700 | 4 | Cumbersome 4, Pierce 1, Disorient 3, Inaccurate 1 |
Great Sword | Melee(Heavy) | +4 | 2 | Engaged | 3 | 300 | 4 | Defensive 1, Pierce 1, Unwieldy 3 |
Halberd | Melee(Heavy) | +3 | 3 | Engaged | 5 | 250 | 3 | Defensive 1, Pierce 3 |
Light Spear | Melee(Light) | +2 | 4 | Engaged | 2 | 90 | 1 | Accurate 1, Defensive 1 |
Mace | Melee(Light) | +3 | 4 | Engaged | 2 | 75 | 1 | |
Rapier | Melee(Light) | +2 | 2 | Engaged | 1 | 600 | 4 | Accurate 1, Defensive 1, Pierce 1, Unweildy 3 |
Shield | Melee(Light) | +0 | 6 | Engaged | 2 | 80 | 1 | Defensive 1, Deflective 1, Inaccurate 1, Knockdown |
Sword | Melee(Light) | +3 | 2 | Engaged | 1 | 200 | 2 | Defensive 1 |
Sword Cane | Melee(Light) | +1 | 2 | Engaged | 1 | 110 | 1 | Defensive 1 |
Ranged Weapons
Name | Skill | Dam | Crit | Range | Encum | Price | Rarity | Special |
---|---|---|---|---|---|---|---|---|
Bow | Ranged | 7 | 3 | Medium | 2 | 150 | 2 | Unwieldy 2 |
Crossbow | Ranged | 7 | 2 | Medium | 2 | 600 | 4 | Pierce 2, Prepare 1 |
Longbow | Ranged | 8 | 3 | Long | 2 | 450 | 4 | Unwieldy 3 |
Flintlock Pistol | Ranged | 5 | 4 | Short | 2 | 600 | 4 | Accurate 1, Limited Ammo 2 |
Hand Cannon | Ranged | 9 | 3 | Medium | 3 | 400 | 4 | Knockdown, Limited Ammo 2, Prepare 1 |
Musket | Ranged | 6 | 3 | Medium | 4 | 600 | 4 | Accurate 1, Limited Ammo 2 |
Armor
Name | Defense | Soak | Encum | Price | Rarity |
---|---|---|---|---|---|
Chainmail | 0 | +2 | 3 | 550 | 4 |
Heavy Robes | 1 | +0 | 1 | 45 | 0 |
Leather | 0 | +1 | 2 | 50 | 3 |
Plate Armor | 1 | +2 | 4 | 1,250 | 5 |
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.
Complement: 6 Crew
Passenger Capacity: 5
Price/Rarity: 100,000 / 8
Consumables: 2 months
Encumbrance Capacity: 50
Weapons:
Type | Side | Num | Dam | Crit | Range | Special |
---|---|---|---|---|---|---|
9lb | Front | 1 | 4 | 5 | Medium | |
9lb | Sides | 2 | 4 | 5 | Medium |
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.
Complement: 12 Crew
Passenger Capacity: 10
Price/Rarity: 200,000 / 8
Consumables: 3 months
Encumbrance Capacity: 150
Weapons:
Type | Side | Num | Dam | Crit | Range | Special |
---|---|---|---|---|---|---|
24lb | Front | 1 | 6 | 3 | Long | |
9lb | Sides | 3 | 4 | 5 | Medium |
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.
Complement: 225 Crew
Passenger Capacity: 60
Price/Rarity: 300,000 / 8
Consumables: 3 months
Encumbrance Capacity: 200
Weapons:
Type | Side | Num | Dam | Crit | Range | Special |
---|---|---|---|---|---|---|
24lb | Sides | 15 | 6 | 3 | Long | |
9lb | Sides | 4 | 4 | 5 | Medium | |
Long 9s | Front | 2 | 4 | 5 | Long | Accurate 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.
Complement: 500 Crew
Passenger Capacity: 300
Price/Rarity: 1,000,000 / 8
Consumables: 1 months
Encumbrance Capacity: 1000
Weapons:
Type | Side | Num | Dam | Crit | Range | Special |
---|---|---|---|---|---|---|
24lb | Sides | 50 | 6 | 3 | Long | |
9lb | Sides | 24 | 4 | 5 | Medium |
GENESYS