| 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 |
Another Round |
After sharing a drink with an NPC, you get one reroll that can be used on a social roll versus that NPC this encounter. |
4 |
Appraising Eyes |
You can determine the market value of any item by examining it. |
5 |
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. |
6 |
Armor of Loot |
You gain a bonus to your defense proportional to the amount of treasure you are carrying. |
7 |
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. |
8 |
Beast Charmer |
By playing a musical instrument, you can keep animals distracted and lead them around. |
9 |
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. |
10 |
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. |
11 |
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. |
12 |
Blowgun Sniper |
You get a bonus to blowgun attacks. Attacking with a blowgun while hidden does not reveal you. |
13 |
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. |
14 |
Bribery Ettiquite |
You get a bonus to bribery, and you are not busted if you fail, unless you critically fail. |
15 |
Briny Blood |
You have resistance to poison and sickness, and it takes you twice as long to drown. |
16 |
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 fish as a throwing knife. |
17 |
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. |
18 |
Bulwark |
You get an additional defense bonus from cover. |
19 |
Burn Baby Burn |
Fires you start deal extra damage and are resistant to being put out. |
20 |
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). |
21 |
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. |
22 |
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. |
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 some of the lost hit points. 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 get a bonus when attempting to hide the ship, escape during a chase, 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 |
Extra Ammo |
Once between resupplies, when you are out of ammo, you can take creative license to say that you had d6 extra ammo stashed somewhere on your person. |
33 |
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.) |
34 |
Fish in a Barrel |
You get a bonus to shooting at defenseless enemies. |
35 |
Fisherman's Luck |
You get a bonus to fishing and are more likely to hook rare catches while fishing. |
36 |
Flip Blade |
You can throw any bladed weapon as though it were balanced, dealing its normal melee damage on a hit. |
37 |
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 can parry with the other. |
38 |
Fool's Luck |
Traps that would affect you have a 50% chance of malfunctioning, resulting in either a weakened or delayed effect. |
39 |
Gallows Humor |
Once per encounter, you may reroll a failed saving throw versus a fear or stress effect, or allow a nearby ally to do so. |
40 |
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 per day. |
41 |
Grace Under Fire |
You are not defenseless while concentrating on a task. |
42 |
Hammerhead |
You get a bonus to charging through walls and doors and you take only minimal damage when doing so. |
43 |
Hasty Retreat |
When you are discovered by an enemy while hidden, you may immediately move as a reaction. |
44 |
Heave-Ho |
You can use any heavy objects that you can lift for throwing attacks (desks, bodies, logs, etc). They have a range of 10 feet and deal double improvised weapon damage damage to one or two enemies on a hit. It also knocks the enemies prone. This takes two hands and an entire turn. |
45 |
Hellish Determination |
You get a bonus to firing cannon at enemy ships while outgunned by them. |
46 |
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. |
47 |
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. |
48 |
Hunting Shark |
You get a bonus to melee attacks while swimming. |
49 |
Infamy |
You may invent a story about yourself and gain a corresponding reputation with a location or faction of your choice. |
50 |
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. |
51 |
Iron Hands |
Unarmed attacks with your hands deal additional damage and can break things as though they were solid weapons. |
52 |
Jungle Explorer |
While in jungle terrain, you get a bonus to survival, and you can reroll an encounter once per day. |
53 |
Keen Vision |
You get a bonus to spotting and to discerning details at long distances. |
54 |
Leap of Faith |
Whenever you fall from a height after intentionally jumping, you are either caught or land in something soft. |
55 |
Litany of Curses |
You can taunt or intimidate in any language and get a bonus while doing so. |
56 |
Lone Survivor |
You can take an automatic success on survival rolls as long as you are alone. |
57 |
Long Shot |
When you aim a shot, also double the range. |
58 |
Master of the Tops |
You get a bonus to climbing and balancing on rigging and can do so at your full movement speed. |
59 |
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. |
60 |
Muffled Scream |
When you attack and hit someone with a grapple or sneak attack, they don't make any noise. |
61 |
Net Slinger |
You get a bonus to using nets. You can quick draw throwing nets and use them one-handed. |
62 |
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, up to one mile downwind. |
63 |
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. |
64 |
Obnoxious |
Once during your turn, as a free action, you can attempt to break a nearby enemy's concentration. |
65 |
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. |
66 |
One-Man Gun Crew |
You can man a cannon by yourself, ignoring the penalty to firing and part of the penalty to loading time. |
67 |
Overboard |
Whenever you knock down, incapacitate, or critically hit an enemy standing on a dock or ship's deck, they fall overboard. |
68 |
Parry and Riposte |
Whenever you successfully parry an attack with a weapon, you may follow up by counterattacking your attacker. |
69 |
Pen is Mightier |
You can attempt persuasion, intimidation, and performance from afar by writing letters, and you get a bonus while doing so. |
70 |
Pet Trick |
You teach your pet a useful trick, like picking pockets, retrieving your weapon, tripping an enemy, etc. |
71 |
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. |
72 |
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. |
73 |
Pocket Sand |
You always have a handful of sand ready to throw into an enemy's eyes or to use for other purposes. |
74 |
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. |
75 |
Rapier Wit |
Whenever you successfully taunt, intimidate, or charm someone, you may also have them lose a hit point. |
76 |
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. |
77 |
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. |
78 |
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.) |
79 |
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. |
80 |
Running Reload |
You can take a free reload action while dashing. |
81 |
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. |
82 |
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. |
83 |
Sea Legs |
While on a ship's deck, you get a bonus to movement and never lose your balance. |
84 |
Slippery as an Eel |
You get a bonus to your defense each time an attack misses you during a round. This bonus is cumulative, but resets at the end of the round. |
85 |
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. |
86 |
Smoke Specialist |
You can craft smokescreens and smokepots out of common materials. |
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, theft, and sabotage. |
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 maneuvers and to melee attacks made while swinging. |
94 |
Swords Crossed |
While you are engaged in melee with an enemy and you are both armed, no one else can attack or interfere with either of you unless they succeed at a saving throw first. If you are in melee with multiple enemies, choose which one this applies to during your turn. |
95 |
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. You can change your favorite tavern between sessions if you want. |
96 |
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. |
97 |
Underwater Senses |
You don't suffer any penalty to perception while underwater, and you get a bonus to avoid underwater hazards. |
98 |
Versatile Disguises |
You get a bonus to disguises, and you don't suffer any penalty when disguising yourself as someone of a different gender, ethnicity, height, etc. |
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 languages and to politics. |