[Index]
Cypher Bestiary
Some pirates rise above their fellow crew to gain command. The loyalty a pirate captain enjoys stems from the awe and fear the crew have for their captain, plus the size and frequency of shares to the crew of booty from captured ships. The lack of the latter sometimes overshadows the former, risking mutiny.
Pirates may also be encountered in any number of port towns where pirate ships dock, though with their pirate flags lowered.
Health: 24
Damage Inflicted: Moderate wound
Armor: 1
Movement: Short
Modifications: Tasks related to command, charm, deception, and running a ship as level 7
Combat: A pirate captain attacks twice with their cutlass or their two-shot long-range flintlock, or once with each.
Some captains have obtained mythical pirate booty that is potentially useful in combat.
Individual captains may also avail themselves of one of the following tactics:
Pirate captains generally choose their own names, keeping their original moniker if they've gained a reputation with it, or choosing something they hope will frighten those who hear it. Options include: The Brigadier, Ironheeled Eleanor, Long Ben, Firebeard, Bellamy the Sinner, Captain Charlotte, The Sea King, Nathanial Kraken, The Terror, Captain Flint Mako, Radha the Red, Pandora, Ryland the Undrowned, Yara the Nightwitch, Captain Vanquish
Pirates are usually encountered as part of a crew of dozens, all under the command of a notorious captain aboard an infamous pirate ship. They yearn for wealth, freedom, and whatever lies over the sea's horizon. They are equally thrilled by seeking hidden treasures, finding uncharted islands, and discovering drowned legendary artifacts as they are when a ship laden with potential booty heaves into view.
Pirates enjoy their bloodthirsty reputation but prefer that their prey surrender over fighting to the last sailor. If the targeted crew know the pirates will keep a promise of only plundering, not murdering everyone, they might give up rather than fight.
Individual pirates have unique pirate names and distinctive looks and habits, but all answer to a pirate captain.
The only difference between pirates and privateers is that privateers obtain a license for their tyranny.
Pirates are a disreputable lot, weathered and often wearing a patchwork of dress and style. But every pirate has a particular habit, distinctive look, or behavior that sets them apart, including:
| d20 | Distinction |
|---|---|
| 1 | Wears a lion-skin cape with lion.head hood |
| 2 | Smells of cinnamon oil and burnt gunpowder |
| 3 | One eye glows with silver light |
| 4 | Can't go a day without being struck by lightning |
| 5 | Seems to be a talking lemur in pirate clothes |
| 6 | Speaks eloquently with perfect diction |
| 7 | Talking blue-shelled crab on shoulder |
| 8 | Set of wooden teeth capped with ivory |
| 9 | Always strumming on a lute |
| 10 | Monstrously drunk; sobers up quick in a fight |
| 11 | Followed around by a seal in an eyepatch |
| 12 | Muscle-bound; sports knife-through-heart tattoo |
| 13 | Beard is a wooden prosthetic |
| 14 | Always shucking and eating clams/oysters |
| 15 | One peg leg always tries to take root |
| 16 | Wears a live rat strapped to head as a hat |
| 17 | Wields a cutlass that whistles and glows |
| 18 | Their swearing peels splinters from the deck |
| 19 | Wears a spherical diving helmet at all times |
| 20 | Never misses opportunity to mention they were once a "lost boy" |
More than gold, jewels, clothing, and art, pirate captains prize looted magic artifacts, including:
| d6 | Artifact (level 7; depletion 1 in 1d6) |
|---|---|
| 1 | Faerie caught in amber: Causes all flying creatures in a very long radius to fall from sky. |
| 2 | Cursed chest: Locking someone inside for a day transmutes them to a very expensive sum of coins. |
| 3 | Dagger of Endings: Drawing the dagger disintegrates all drawn weapons in short-range. |
| 4 | Spyglass of Sinking: User can sink a ship they spy within very long range. |
| 5 | Hand cannon: Magical hand-held cannon makes a long-range attack dealing a major wound. |
| 6 | Ice wand: Turns water to ice in a very long area, imprisoning nearby ships in ice for hours. |
Adventure Seed: A chalice of enchanted nectar, bound for a distant island ravaged by bad dreams, is stolen by a pirate ship. Getting the chalice back could ensure the peace of hundreds.
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