Edges and Hindrances
| Branded (Major)
The character was caught committing acts of
piracy at some point in the past. He escaped the
noose but received a brand on his face labeling
him a pirate. He suffers –2 Charisma among nonpirates.
Any vessel he is on that is boarded by
privateers is thoroughly searched and the cargo
manifest scrutinized. If the character is caught
committing an act of piracy by authorities such
as the Spanish Guild or the British East India
Company, he is summarily executed.
| Jingoistic (Minor/Major)
The character dislikes people from other
cultures and believes his own culture to be far
superior—a jingoistic Englishman, for example,
dislikes masaquani and grael as much as the
French or Spanish. He cannot help belittling
other cultures at every opportunity.
A character taking the Minor version has –2
Charisma among other cultures. The penalty
increases to –4 for the Major Hindrance.
| Landlubber (Minor)
Not everyone in Caribdus is a sailor. For some,
the workings of a ship are incomprehensible.
The character cannot buy Boating with his
starting skill points. Although he can learn it
through advancements, the character never quite
grasps the basics and receives a –2 penalty to all
| Seasick (Major)
Suffering from seasickness on Caribdus is a
big problem. The character must make a Vigor
check each time he boards a ship. On a success,
the character manages to control his sickness.
With a failure he suffers a –2 penalty to all trait
rolls until he spends an hour on dry land.
Woe betide the character when caught in a
storm! He must make a Vigor roll at the start
of each round until the storm abates or his
sickness kicks in. He still rolls if already suffering
seasickness—a failed Vigor roll increases the
penalty to –4.
| Squanderous (Minor)
Your hero is particularly loose with his
resources, sometimes spending the equivalent
of a year’s pay in a single week of drunken
debauchery. The cost for carousing is doubled!
See page 38 for a complete description.
|Arcane Background (Magic)
Requirements: Novice, Smarts d6+, Human,
Kraken, Masaquani, or Scurillian
There is only one type of Arcane Background
available to player characters in Caribdus:
Magic. Such characters are called elemental
mages, and must choose a single element—earth,
fire, water, or air—to serve.
Mages’ power comes from the bound spirits
of these raw elements. Their spells are limited
and specialized, however, so young wizards
must choose carefully. Water wizards can
quench a crew’s thirst and heal their wounds.
Fire mages excel at pure destruction. Earth
mages are defensive in nature and handy to have
along when exploring the Thousand Isles. Wind
wizards serve utilitarian purposes, keeping
ships moving when becalmed or slowing foes.
See pages 50 through 54 for a list of available
Mages can master more than one element with
time and patience. See the Elemental Mastery
Edge for more information.
The character served as a pirate in the past and
Your hero wasn’t literally born in the water,
Kraken Bone Sword & Armor
Kraken who served in the Kraken Navy were
The kraken bone sword and armor are formed
Requirements: Novice, Agility d8+, Fighting
Scuttling around in the bowels of the ship
doesn’t suit every sailor, but this character has
learned to adjust to the cramped conditions
The character no longer suffers the –2 penalty
when fighting below decks (see page 36). If the
weapon has a Reach value the –2 penalty applies
Improved Bilge Rat
The character can use any weapon below
This Edge is for skilled knife-fighters such as
Example: A doreen with Close Fighting
Improved Close Fighting
Close fighters train to go for vital areas
There is no honor among thieves, and
This scoundrel is particularly good at tricks.
Really Dirty Fighter
The knave is extremely skilled in tactical
Oversized Weapon Master
Requirements: Seasoned, Fighting d8+
The character may use two-handed melee
Requirements: Seasoned, Boating d8+
When all else fails, a ship can be used as a
Requirements: Novice, Command, Throwing
The character is a master at judging when to
launch grapples against enemy vessels. When he
leads the boarding party group Throwing rolls
to grapple an enemy vessel receive a +4 bonus.
Master & Commander
Requirements: Seasoned, Smarts d8, Boating
d10+, Intimidation d8+, Command, must be sole
Captain of the vessel when the Edge is used
Crews who serve under these skilled leaders
add +2 to their Boating rolls.
Power Edges (also see Magic)
Requirements: Seasoned, Arcane Background
Elemental mages choose a single element
when first starting out. As they advance in
experience and wisdom, they may slowly learn
to master other elements as well. There is a steep
price to pay for this, however.
Elemental Mastery may be purchased as
an Edge at any time (after becoming at least
Seasoned), but it may only be taken once per
Rank. (Legendary characters may take the Edge
every other time they advance instead.)
Unfortunately, the elemental spirits are jealous
creatures. Each additional element mastered
subtracts 1 from all of the mage’s Spellcasting
rolls. If an earth mage begins to learn the secrets
of water, for instance, the earth spirits become
offended and distant. A character who knows
two elements suffers a –1 penalty, and one who
knows three suffers a constant –2 penalty.
Spells that may be learned by multiple schools,
such as elemental manipulation, are automatically
known for all schools. If a water mage takes
Elemental Mastery (Fire), for example, he can
now use the elemental manipulation spell for both
A key Q&A from Clint on the Boards
Requirements: Novice, Boating d6+, Climbing
d8+, Throwing d8+
Many captains instill courage in their men
by offering additional rewards to the first man
to board an enemy vessel. Few survive to claim
their prize. Through skill and luck the character
has survived dozens of boarding actions and
feels empowered by the adrenaline rush.
All Climbing and Throwing rolls involving
ropes are made at +2. Anytime he is the first
allied character to board an enemy vessel he
receives a Benny.
Rope Monkey has two functions. The first is
Requirements: Novice, Smarts d8+,
Knowledge (Metallurgy) d8+, Repair d8+
Gunsmiths can repair broken firearms and
This counts as the character’s movement and requires a Climbing
Mark of Torquemada
The dread inquisitor Tomas de Torquemada
Torquemada knows what is in a person’s heart,
Rope Monkeys may also use this ability in
A foe who wants to take his free attack at
Rope Monkeys may also make a Climbing
Requirements: Novice, Persuasion d8+
A character with this Edge is skilled in
Scouts have learned to watch the signs and
Anytime the Game Master draws a face card
Requirements: Novice, Merchant
The merchant now sells cargoes for 25%
more than listed on the Master Trading
Table (page 43).
The character may use his knowledge of
Requirements: Novice, Shooting d8+, may not
have the All Thumbs Hindrance
Some characters have a natural affinity with
Characters with this Edge can reload a
Repairing each wound requires a successful
Requirements: Novice, Agility d8+, Boating
d6+, Throwing d8+
Although the norwhale is the most wellknown,
A whaler’s main weapon is not his harpoon
Requirements: Novice, Luck
Some scalawags are just luckier than others
Requirements: Novice, Smarts d8+
Your sailor knows that fools and their money
are soon parted. The total price for carousing is
halved (page 38). He also adds +2 to his Smarts
rolls to avoid getting drunk.
Good or Bad Reputation
Whether the character is branded a hero
or villain, he has earned a reputation across
Caribdus. He may add his Charisma to
Intimidation or Persuasion rolls. A negative
score is treated as positive for this purpose (and
the character has a bad reputation).
Requirements: Novice, Boating d8+
When the weather is at its worst the character
The character receives +2 to all Boating rolls
Requirements: Novice, Smarts d8+, Boating
The character has an almost supernatural
If the character is piloting a ship he gains
In addition, the character may draw two cards