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Exodus NDS Era Book Black Flag

Black Flag Rules Genesys compatible RPG supplement Chapter 13

Adversaries

Black Flag: An Exodus NDS Era Book, the Caribbean, 1660 to 1730, mapped in 1716

Adversaries, chapter opener
On this page
  1. Reading a Stat Block
  2. Sizing an Encounter
  3. The Navy and the Law
  4. Pirates and Privateers
  5. The Spanish and the Coast
  6. The Port and the Trade
  7. Hazards

Opposition usually comes from people: rival Companies, courts, governors and captains hunting named pirates. These stat blocks cover encounters across 1660 to 1730, incorporating Company, Infamy and Vote rules where needed. Human enemies fill these encounters; the sea, disease and gallows have their own procedures in Era Rules.

Use each block across nations. French, Spanish, Dutch and English sailors share the Hand profile; flags and Attitudes distinguish them. Every figure is a man or woman of the period. Circumstances and Era Rules, Prejudice determine opposition, rather than membership of a group.

Reading a Stat Block

Read characteristics in this order: Might / Agility / Intellect / Savvy / Willpower / Charisma. Core statistics follow: Resistance, Wound Points, Strain Points for Nemeses only, Melee Defense and Ranged Defense. Subsequent lines use the sequence below.

Line What it gives
Group Size Minions only: the number in the group; Wound Points are pooled (Core Rules, Adversaries)
Skills Only the ranks that matter. With no listed rank, use the characteristic alone
Attacks Skill, Damage, Crit, Range, qualities, copied from the owning sourcebook. A melee weapon's Damage is the wielder's Might plus the number; a firearm's Damage is flat
Abilities Talents and special rules. A talent in italics is printed in Skills and Talents, and the entry does not restate it
Company Where the figure leads a Company: its usual Size and Quality (Era Rules, Crew and Articles)
Infamy The figure's usual Infamy (Era Rules, The Prize and Fence Loop)
Tactics What the figure does in the first rounds
Use How a GM puts the figure in a scene

Pattern for the numbers. Use the following consistent values to create additional figures during play.

Tier Wound Points Strain Points Skill ranks Resistance
Minion 8 None 1 to 2 Half Might, rounded up, plus protection
Elite 11 + Might None (Strain becomes Wounds, 1 for 1) Main skills 2 to 3, up to three at 3 As Minion
Nemesis 13 + Might 13 + Willpower Main skills 3 to 4 As Minion

All figures here have Defense 0. To turn an Elite into a Minion, retain characteristics, set Wound Points to 8 and reduce every skill rank by 1, to a minimum of 1.

Sizing an Encounter

For four player characters ashore, use these encounter benchmarks.

Encounter Opposition
Easy One Minion group of the party's size, surprised or ashore
Standard One Minion group of 4 to 6, or one Elite alone
Hard One Elite with a Minion group of 4, or two Elites
Deadly A Nemesis with a Minion group and an Elite

Balance naval encounters by hull and Company before individual opponents. Matching both produces an even fight. Speed favours pursuit: Bermuda sloops catch Jamaica sloops about 6 times in 10, rising to 7 in 10 with the weather gauge. Sixth rates catch Bermuda sloops only 5 times in 100 (Sail Combat). Between Seasoned Companies, one with twice the Size wins boarding roughly 7 times in 10. Offer the weaker side an escape through shoals, squalls, bribery or a pardon.

The Navy and the Law

Soldier or Marine (Minion)

A garrison or naval soldier, carrying a musket and wearing a plain coat.

2 2 2 2 2 1
1 8 0 0
  • Group Size: 4 to 8
  • Skills: Ranged 1, Melee 1, Readiness 1, Fortitude 1
  • Attacks: Musket (Ranged; Damage 8; Crit 3; Medium; Prepare 2, Unreliable); Plug Bayonet (Melee; Damage Might + 2; Crit 3; Engaged; Defensive 1)
  • Abilities: None
  • Tactics: Delivers a commanded volley, then fixes bayonets; breaks when the officer falls
  • Use: Guards a quarterdeck, crews fort guns or supports a boarding party. Clothes come from ship's stores and personal chests

A sixth-rate or station-ship officer charged with carrying out the Captain's orders.

3 3 3 2 3 2
2 14 0 0
  • Skills: Leadership 3, Operate 3, Melee 2, Ranged 2, Readiness 2, Lore 2
  • Attacks: Sabre (Melee; Damage Might + 3; Crit 3; Engaged; Momentum 2, Balanced 1); Sea Service Pistol (Ranged; Damage 6; Crit 4; Short; Prepare 2, Unreliable)
  • Abilities: Reading the Wind. Cool Under Fire
  • Company: Commands a boarding party or a watch of 20 Seasoned hands
  • Tactics: Gains the weather gauge, closes to Short and leads a boarding rush; lowers colours only when the Captain orders it
  • Use: Meets the party ashore or aboard a captured vessel. He is stern and honest, backed by his captain
Captain Josiah Whitcombe, Royal Navy (Nemesis)

A sixth-rate commander hunting the Crown's wanted pirates in the West Indies.

3 3 3 3 4 3
2 16 17 0 0
  • Skills: Leadership 4, Operate 4, Lore 3, Readiness 3, Intimidation 3, Melee 2, Ranged 2
  • Attacks: Sabre (Melee; Damage Might + 3; Crit 3; Engaged; Momentum 2, Balanced 1); Sea Service Pistol (Ranged; Damage 6; Crit 4; Short; Prepare 2, Unreliable)
  • Abilities: Reading the Wind. Weather Eye. Short Shrift. Cool Under Fire
  • Company: The Royal Navy sixth rate: Size 110 (short of 150), Seasoned
  • Infamy: None, and from September 1717 a Crown reward is posted for the men he hunts
  • Tactics: Secures the weather gauge, damages rigging, then boards. Grants quarter after surrender and hangs the Captain following trial
  • Use: Principal naval antagonist: obedient, restrained in speech and incorruptible. Pardons, wrecks, storms and governors' letters can halt him
Sir Edmund Haldane, Governor (Elite)

Harbour Island's Governor, a bewigged gentleman representing a Crown with little local power.

2 2 3 3 3 4
1 13 0 0
  • Skills: Negotiation 3, Charm 3, Lore 3 (Law), Deception 2, Leadership 2, Perception 2
  • Attacks: Dagger (Melee; Damage Might + 1; Crit 3; Engaged; Pierce 1, Concealable 1)
  • Abilities: Safe Harbour. Honest Weight
  • Tactics: Stalls and appeals to London until the party needs his help. Offers local pardons for advantage while avoiding personal involvement
  • Use: Employs, buys from or opposes the Company (Running the Era, Running the Cast)
Pirate Hunter (Elite)

A commissioned privateer rewarded with a share of captured pirates' goods.

3 3 2 3 3 3
2 14 0 0
  • Skills: Leadership 3, Operate 3, Melee 3, Ranged 2, Readiness 2, Intimidation 2
  • Attacks: Falchion (Melee; Damage Might + 3; Crit 3; Engaged; Vicious 1, Sunder); Sea Service Pistol (Ranged; Damage 6; Crit 4; Short; Prepare 2, Unreliable)
  • Abilities: Boarding Rush. Short Shrift
  • Company: 40 to 50 Seasoned hands in a Bermuda or Jamaica sloop
  • Tactics: Uses the weather gauge to overtake pirates, calls the gun to bring to and boards immediately
  • Use: A hunter collecting payment by the head, surrendering what his commission requires and retaining captured goods
Admiralty Commissioner (Elite)

One of seven piracy commissioners, drawn from merchants, planters or naval officers.

2 2 4 3 3 3
1 13 0 0
  • Skills: Lore 3 (Law), Negotiation 3, Intimidation 2, Perception 2, Readiness 2
  • Attacks: Knife (Melee; Damage Might + 1; Crit 3; Engaged)
  • Abilities: Honest Weight
  • Tactics: Serves among at least seven commissioners under the Piracy Act of 1698 (Era Rules, Law at Sea and Ashore, The Trial). Court Disposition, Friendly, Fair or Hostile, determines the defense's difficulty
  • Use: Pronounces sentences. Motives may include lost cargo, a naval brother or payment received

Pirates and Privateers

Hand (Minion)

An ordinary seaman serving merchants, the Navy, privateers or pirates.

2 2 2 2 2 2
1 8 0 0
  • Group Size: 4 to 8
  • Skills: Operate 1, Melee 1, Athletics 1, Readiness 1
  • Attacks: Falchion (Melee; Damage Might + 3; Crit 3; Engaged; Vicious 1, Sunder); Belt Pistol (Ranged; Damage 6; Crit 4; Short; Prepare 2, Unreliable, Concealable 1)
  • Abilities: None
  • Company: Green to Seasoned
  • Tactics: Discharges the pistol, then attacks with the falchion. If the Company voted to fight, add 1 Boon Die; hands who voted for battle fight harder than those under orders
  • Use: Standard crewman on any vessel. Merchant hands replace the falchion with a knife and use a belaying pin as a club. A pirate backed by agreed articles is this chapter's most dangerous Minion
Quartermaster (Elite)

Second officer, magistrate and first boarder of the Company's prizes.

3 3 2 3 3 3
2 14 0 0
  • Skills: Leadership 3, Negotiation 3, Intimidation 2, Perception 2, Melee 2, Lore 2
  • Attacks: Falchion (Melee; Damage Might + 3; Crit 3; Engaged; Vicious 1, Sunder); Sea Service Pistol (Ranged; Damage 6; Crit 4; Short; Prepare 2, Unreliable)
  • Abilities: Plain Speech. Honest Weight
  • Company: Shares the Company's Morale with the Captain; the Quartermaster wins an Authority check when the Quartermaster has more net Successes than the Captain
  • Tactics: Boards first, reserves needed goods and enforces Company articles
  • Use: Winning the Quartermaster can win the Company. Shares, discipline and the deck lie in this officer's keeping
Pirate Captain (Nemesis)

An elected, removable captain whose absolute authority applies only during chase and battle.

3 3 3 3 3 4
2 16 16 0 0
  • Skills: Leadership 4, Operate 4, Intimidation 3, Melee 3, Ranged 3, Readiness 3
  • Attacks: Falchion (Melee; Damage Might + 3; Crit 3; Engaged; Vicious 1, Sunder); Sea Service Pistol (Ranged; Damage 6; Crit 4; Short; Prepare 2, Unreliable); Belt Pistol (Ranged; Damage 6; Crit 4; Short; Prepare 2, Unreliable, Concealable 1)
  • Abilities: Voice of the Company. Short Shrift. Boarding Rush
  • Company: 70 hands, Seasoned or Veteran, in a brigantine or sloop
  • Infamy: 2 to 4
  • Tactics: Gains the weather gauge and calls the gun to bring to; grants quarter according to the articles. Two consecutive failed Votes open No Confidence (Era Rules, Crew and Articles)
  • Use: Rival captain, employer or quarry. The crew supplies the real opposition; persuade its Quartermaster or carry its Vote

The Spanish and the Coast

Spanish Soldier (Minion)

A soldier defending a Spanish garrison or fighting aboard a guardacosta.

2 2 2 2 2 1
1 8 0 0
  • Group Size: 4 to 8
  • Skills: Ranged 1, Melee 1, Readiness 1, Fortitude 1
  • Attacks: Musket (Ranged; Damage 8; Crit 3; Medium; Prepare 2, Unreliable); Plug Bayonet (Melee; Damage Might + 2; Crit 3; Engaged; Defensive 1)
  • Abilities: None
  • Tactics: Uses walls or gunwales as firing cover, maintaining formation while an officer watches
  • Use: Defends Havana's chain or serves the Castle's guns. Set a Spanish port's Attitude to English visitors by date and flag (Era Rules, Prejudice)
Boucanier (Minion)

An unaffiliated coastal hunter or logwood cutter armed with long gun and hatchet.

2 3 2 3 2 1
1 8 0 0
  • Group Size: 3 to 6
  • Skills: Ranged 2, Survival 2, Craft 1, Stealth 1
  • Attacks: Fowling Piece (Ranged; Damage 7; Crit 3; Medium; Prepare 2, Unreliable); Hatchet (Melee; Damage Might + 2; Crit 3; Engaged; Vicious 1, Sunder)
  • Abilities: Quick Hand
  • Tactics: Fires at Medium from cover, then falls back into the bush
  • Use: Offers guidance, threatens neighbours or joins a crew. A cutters' camp can serve as a base (Gear and Prices, Availability by Place)
Guardacosta Captain (Elite)

A governor-commissioned privateer patrolling the Spanish colonial coast.

3 3 2 3 3 3
2 14 0 0
  • Skills: Leadership 3, Operate 3, Melee 3, Ranged 2, Perception 2, Intimidation 2
  • Attacks: Falchion (Melee; Damage Might + 3; Crit 3; Engaged; Vicious 1, Sunder); Sea Service Pistol (Ranged; Damage 6; Crit 4; Short; Prepare 2, Unreliable)
  • Abilities: Weather Eye. Boarding Rush
  • Company: 25 hands in a balandra, Spanish, Indigenous, African and of mixed ancestry, Seasoned
  • Tactics: Pursues smugglers and pirate sloops, seizing goods within his commission; executions await trial
  • Use: Responds to raids from Havana. He bargains over prizes and treats enemies firmly but fairly
A hidden anchorage in a mangrove inlet, a brigantine moored under the trees

The Port and the Trade

Port Tough (Minion)

A dockside bruiser, hired enforcer or resentful drunk.

3 2 1 2 2 2
2 8 0 0
  • Group Size: 2 to 6
  • Skills: Melee 1, Unarmed 2, Intimidation 1, Streetwise 1
  • Attacks: Hatchet (Melee; Damage Might + 2; Crit 3; Engaged; Vicious 1, Sunder); Knife (Melee; Damage Might + 1; Crit 3; Engaged); Fists (Unarmed; Damage Might; Crit 5; Engaged)
  • Abilities: None
  • Tactics: Surrounds a tavern target and starts punching; draws a blade after someone falls
  • Use: Hired enforcement for tavern keepers, fences and rival Companies. At Nassau a brawl can involve every customer
Informer (Elite)

A man or woman selling tavern intelligence to governors, captains or whichever buyer pays most.

2 3 3 4 2 3
1 13 0 0
  • Skills: Streetwise 3, Perception 3, Deception 2, Charm 2, Stealth 2, Lore 1
  • Attacks: Knife (Melee; Damage Might + 1; Crit 3; Engaged); Belt Pistol (Ranged; Damage 6; Crit 4; Short; Prepare 2, Unreliable, Concealable 1)
  • Abilities: Lie Low. Safe Harbour
  • Tactics: Observes, memorises and trades information; runs when exposed
  • Use: Supplies a port's information leaks. Exposure brings Hostile 2 in Nassau taverns (Era Rules, Prejudice)
Fence (Elite)

A factor or discreet dealer purchasing goods the Company cannot openly market.

2 2 3 3 3 3
1 13 0 0
  • Skills: Streetwise 3, Negotiation 3, Craft 2 (appraising), Deception 2, Lore 2, Perception 2
  • Attacks: Dagger (Melee; Damage Might + 1; Crit 3; Engaged; Pierce 1, Concealable 1); Belt Pistol (Ranged; Damage 6; Crit 4; Short; Prepare 2, Unreliable, Concealable 1)
  • Abilities: Honest Weight. Lie Low
  • Tactics: Starts at 25 in 100, rising to 45 when the Company bargains. Will sell its members' names if offered enough
  • Use: Purchases cargo in Era Rules, The Prize and Fence Loop. The GM may oppose the Company's fence check with this figure's Negotiation

Hazards

Natural hazards need no adversary profile. Use Era Rules or Sail Combat for fever, scurvy, marooning, hurricanes and the gallows. Build sharks, crocodiles and jaguars as Minions or Elites using the pattern above, adjusting Wound Points for size. Bites or blows deal Damage Might + 2 to + 4, Crit 3, Engaged.

Merchant Master (Elite)

A trading captain commanding a merchantman or slaver, responsible for crew and cargo.

2 2 3 3 3 3
1 13 0 0
  • Skills: Operate 3, Negotiation 3, Leadership 2, Lore 2, Perception 2, Melee 1
  • Attacks: Sea Service Pistol (Ranged; Damage 6; Crit 4; Short; Prepare 2, Unreliable); Dagger (Melee; Damage Might + 1; Crit 3; Engaged; Pierce 1, Concealable 1)
  • Abilities: Honest Weight
  • Company: 25 hands in a merchantman or 35 in a slave ship (Ships), Green to Seasoned; a master whose crew has a grievance may be given up by the Company (Sail Combat, Quarter)
  • Tactics: Surrenders without fighting when a pirate Captain or officer with Infamy 3 or more passes the Average Intimidation check (Sail Combat, The Gun to Bring To). Fights smaller vessels and sells cargo wherever prices are highest
  • Use: Commands the captured vessel. A slaver holds people below decks, without stats or equipment prices. Decide their fate through a Vote and scene (Era Rules, The Prize and Fence Loop, People Held Aboard)
Frigate
Frigate