Pirates - Perks (d100)

d100 Name Description

1

All Hands on Deck

You can call together any or all of your crew if they are in the area, and they will arrive immediately. During combat, you can place them where you want, but they don't get a turn until the next round.

2

Amazing Discovery

Whenever you discover a lost or hidden site, gain a random boon.

3

Appraising Eyes

You can determine the market value of any item by examining it.

4

Armed to the Teeth

If you are carrying multiple weapons, only the heaviest counts toward your weight limit, and you can quick draw any weapon.

5

Armor of Loot

You gain a bonus to your defense proportional to the amount of treasure you are carrying.

6

Bamboo and Coconuts

When you build anything, you can substitute gathered natural materials for man-made materials. Items and constructs built this way are more easily damaged, especially by fire.

7

Beast Charmer

You can keep animals distracted and lead them around by playing a musical instrument.

8

Belay That

As a reaction, you can shoot at an enemy within 30 feet as they begin taking an action or move. If you hit, instead of dealing damage, you cancel their action or move.

9

Blink of Betrayal

You can change a persuasion roll to an attack roll after seeing the result, and you may quick draw a small weapon for this purpose.

10

Blow the Man Down

Whenever you hit an enemy with a firearm, they may be knocked down. Whenever you hit a ship with a cannon, the nearest enemy to the point of impact may be knocked down.

11

Blowgun Sniper

You get a bonus to blowgun attacks. Attacking with a blowgun while hidden does not reveal you.

12

Bon Voyage

Whenever your ship leaves a port or island, there will be fair winds and no dangerous random encounters for one day of travel.

13

Bribery Ettiquite

You get a bonus to bribery, and you are not busted if you fail, unless you critically fail.

14

Briny Blood

You have resistance to poison and sickness, and it takes you twice as long to drown.

15

Broken Chair Leg

You can use an improvised weapon as any weapon type you are skilled with as long as the size and shape are vaguely similar. For example, you can use a broom handle as a sword or a flat rock as a throwing knife.

16

Bulk Trader

Whenever you sell five or more of the same item, get a 25% bonus. Whenever you buy five or more of the same item, get a 25% discount. (In the case of items that are normally sold by the box/barrel, count the number of containers rather than the individual items.)

17

Bulwark

You get an additional defense bonus from cover.

18

Burn Baby Burn

Fires you start deal extra damage and are resistant to being put out.

19

Burning Trail

Once per encounter, you may leave a trail of fire behind you as you move. (Assume that you had some convenient fire source handy).

20

Collateral Damage

Whenever you attack, roll a d6 as well. On a 6, you hit and damage something near the target at random (even if you missed on the attack roll). This could be an object in the environment or something the defender is carrying.

21

Contortionist

You can reduce your size by half for the purposes of hiding or fitting through an opening, and you get a bonus to escape bonds and grapples.

22

Crazy Eyes

You get a bonus to intimidation and resistance to fear.

23

Crew Promotion

Choose a friendly NPC crew member to gain a promotion. They advance immediately like a player character, gaining the usual benefits. They also become loyal to you if they aren't already.

24

Cult of Personality

You get a bonus to charm and intimidation versus NPCs that you have a negative reputation with.

25

Deranged Trapper

Traps that you built yourself inflict double damage.

26

Domineering

After successfully intimidating an NPC, the next intimidation roll against that NPC is an automatic success.

27

Drink it Off

Whenever you are damaged by an attack, you can take a swig of rum (or some other strong drink) at the beginning of your next turn to regain a small amount of the hit points lost to that damage. If you already had the bottle in hand, this is a free action.

28

Drunken Brawler

While you are drunk, you don't have any penalty to fighting and your unarmed attacks do a little extra damage.

29

Elusive Sailor

While you are helming or commanding a ship, you can add your stealth skill bonus to attempts to hide the ship, escape from ships that are chasing yours, or slip through a blockade.

30

Endless Cocktails

You can purchase cheap cocktails at any port, village, or merchant. The quality and effects of the cocktails are random.

31

Endurance Swimmer

You can swim twice as long before becoming exhausted, or you can carry a body while swimming without any penalty.

32

First One's Free

You automatically succeed when persuading someone to use an item you've freely given them. (There must be some possibility they could be persuaded in the first place. They won't use something that's obviously harmful to them.)

33

Fish in a Barrel

You get a bonus to shooting at defenseless enemies.

34

Fisherman's Luck

You get a bonus to fishing and have an increased chance of critical success while fishing.

35

Flip Blade

You can throw any bladed weapon as though it were balanced, dealing its normal melee damage on a hit.

36

Florentine

You can fight with two swords and attack once with each, and there is no penalty for doing so. If you only attack with one sword, you get a bonus to your next parry this round.

37

Fool's Luck

Traps that would affect you have a 50% chance of malfunctioning, resulting in either a weakened or delayed effect.

38

Gallows Humor

Once per encounter, you may reroll a failed save versus a fear or stress effect, or allow a nearby ally to do so.

39

Ghoulish Appetite

You can eat fresh meat of any kind without becoming sickened, and whenever you do so, you get a minor boon, but no more than once between rests.

40

Grace Under Fire

You are not defenseless while concentrating on a task.

41

Hammerhead

You get a bonus to charging through walls and doors and you take only minimal damage when doing so.

42

Hasty Retreat

When you are discovered by an enemy while hidden, you may immediately move as a reaction.

43

Heave-Ho

You can throw any heavy object you can lift with an attack range of 20 feet and a maximum range of 40 feet.

44

Hellish Determination

You get a bonus to firing cannon at enemy ships while outgunned by them.

45

Hook or Crook

Whenever you fail to pick a lock or disable a device, you get a bonus to force that lock or break that device.

46

Human Cannonball

You can be fired out of a cannon (or hold on to a fired cannonball). You travel up to half the normal firing distance before crash landing. You take only the minimum amount of damage from the firing and the fall.

47

Hunting Shark

You get a bonus to melee attacks while swimming.

48

Interesting Wager

You get a bonus to gambling. Once per session, while visiting a port, you have the opportunity to gamble for a rare item.

49

Iron Hands

Unarmed attacks with your hands deal additional damage and can break things as though they were solid weapons.

50

Jungle Explorer

You get a bonus to survival while in the jungle, and with a successful survival roll, ignore the effects of terrain and weather on your travel and rest for one day.

51

Keen Vision

You get a bonus to spotting and discerning details at long distances.

52

Leap of Faith

Whenever you fall from a height after intentionally jumping, you are either caught or land in something soft.

53

Litany of Curses

You can taunt or intimidate in any language and get a bonus while doing so.

54

Lone Survivor

You can take an automatic success on survival rolls as long as you are alone.

55

Long Shot

When you aim a shot, also double the range.

56

Master of the Tops

You get a bonus to climbing and balancing on rigging and can do so at your normal movement speed.

57

Mental Map

If you take time to examine a map, you can recall it from memory later in perfect detail, and automatically succeed at navigation while using that information. If you only get a brief glance at it, you can still memorize a few details, and get a bonus to navigation while using that information.

58

Muffled Scream

When you attack and hit someone with a grapple or sneak attack, they don't make any noise.

59

Net Slinger

You can quick draw throwing nets and use them one-handed.

60

Nose for Treasure

You can detect the scent of treasure such as gold, silver, and jewels. The distance that you can detect it is proportional to the amount of treasure— A few feet for a single coin or a few thousand feet downwind for a huge hoard.

61

Noxious Breath

Exhaling into the face of an NPC may stun them or knock them out. This only works outside of combat, or if you sneak up on an enemy or have them grappled.

62

Obnoxious

Nearby enemies' concentration is broken more easily.

63

One in Every Port

Whenever you arrive at a port for the first time, you may take creative license to say you have a former romantic partner here. You may choose either their class or their attitude toward you. The GM chooses the rest, or rolls for it.

64

One-Man Gun Crew

You can man a cannon by yourself, ignoring the penalty to firing and part of the penalty to loading time.

65

Overboard

Whenever you knock down, incapacitate, or critically hit an enemy standing on a dock or ship's deck, they fall overboard.

66

Parry and Riposte

Whenever you successfully parry an attack with a weapon, you may follow up by counterattacking your attacker.

67

Pen is Mightier

You can attempt persuasion, intimidation, and performance from afar by writing letters, and you get a bonus while doing so.

68

Pet Trick

You teach your pet a useful trick, like picking pockets, retrieving your weapon, tripping an enemy, etc.

69

Pirate's Grit

After any encounter in which you were damaged, if your hit points are less than 25% of your maximum, they are restored to that amount. This works even if you are comatose.

70

Plenty of Rum

You can share a ration with an NPC to reroll a failed persuasion roll, once per encounter.

71

Plundered Hearts

Once per encounter, you can use an action to attempt to charm an adjacent NPC, even if they are hostile. On a success, they become flustered. On a critical success, they become infatuated. This only works on NPCs that might take a romantic interest in you in the first place.

72

Pocket Sand

You always have a handful of sand ready to throw into an enemy's eyes or to use for other purposes.

73

Pot Shot

Instead of choosing an enemy to shoot at, you may make an attack roll for each potential target and shoot only at the one for which you rolled the highest.

74

Rapier Wit

Whenever you successfully taunt, intimidate, or charm someone, you may also have them lose a hit point.

75

Rare Delicacy

Choose a type of creature. When you butcher a creature of that type, you get a special meat item that provides a particular benefit (of the GM's choosing) when cooked and consumed. You also get a bonus to cooking creatures of that type.

76

Reaper's Reckoning

After interacting with someone or investigating them, you know if they are cursed, if they have been marked for death, and if there is a bounty on them.

77

Rigging Expert

You get a bonus when using a rope, chain, or hook for any task. (For example, attacking with a chain, tying someone up with a rope, or swinging with a grappling hook.)

78

Right to Parley

Once per group of NPCs, you may demand to speak with their leader. They must arrange a meeting as soon as it's reasonable to do so. Until then, they won't do any further harm to you unless you provoke them.

79

Running Reload

You can take a free reload action while dashing.

80

Savage Scorn

Once per encounter, you may threaten or insult an enemy as you attack them in melee. If you do, double all damage that you and that enemy would deal to each other for the remainder of the encounter.

81

Scatter Shot

When reloading a black powder firearm, you may specify that you are loading it for a scatter shot. If you do, the next time it's fired, treat it as a spray attack that hits everyone in a cone extending out to half its normal attack range.

82

Sea Legs

While on a ship's deck, you get a bonus to movement and never lose your balance.

83

Slippery as an Eel

You get a bonus to your defense each time you are attacked or affected by a trap during a round. This bonus is cumulative, but resets at the end of the round.

84

Slow Burn

Instead of rolling for damage, you may deal the minimum amount. Each subsequent hit increases the damage by 1 until you've reached the maximum amount. The amount of damage is reset if you choose to roll for damage or when the encounter ends.

85

Smoke Specialist

You can craft smokescreens and smokepots out of common materials.

86

Smuggling Expert

Enemies get a large penalty to find items you have hidden, including items hidden on yourself.

87

Spontaneous Combustibles

You may take creative license to say that any nearby containers with unknown contents actually contain gunpowder or some other explosive material, with a 50% chance of being true.

88

Steal as Well

Whenever you hit an enemy with a melee attack, if you have a hand free, you can also take a random item from them.

89

Stitches

You get a bonus to sewing and to medicine.

90

Storm Soul

You get a bonus to all your skills while in a storm.

91

Stowaway

While aboard a ship, you get a bonus to stealth and to theft.

92

Strike Fear

With a successful intimidation roll, applies a fear status to an NPC. Takes an action to use during combat. Can only attempt once per NPC.

93

Swinging Attack

You get a bonus to swinging and to melee attacks while swinging.

94

Swords Crossed

While you are engaged in melee with an enemy and you are both armed, anyone who tries to attack or interfere with either of you gets a large penalty to their roll. If you are in melee with multiple enemies, choose which one this applies to during your turn.

95

Tall Tales

When you tell a fabricated story about your exploits to a group of NPCs, you can make a successful deception roll to gain an appropriate reputation with a local faction. You can only attempt this once per faction.

96

Tavern Regular

You get a bonus to all rolls while at your favorite tavern. The barkeep becomes a friendly contact and will keep a running tab for you.

97

Threaten the Lash

By successfully intimidating an NPC, you can give them a bonus to their skill rolls for as long as you are nearby to continue berating them. This will usually cause them to become unfriendly. Overuse may cause crew to become insubordinate or mutinous.

98

Underwater Senses

You don't suffer any penalty to perception while underwater, and you get a bonus to avoid underwater hazards.

99

Wave Rider

A ship or boat you are manning gets a bonus to navigating rough waters. After successfully doing so, the vessel may take an immediate maneuver during combat or get a boost of speed during travel.

100

World Traveler

You get a bonus to language and politics.