West of Ys (CabinFever2024) - Ver1.0

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The Dark Caribbean is filled with all manner of strangeness,

though none so ancient or strange as the mysteries lying


deep beneath the waves, West of Ys.

This supplement includes 4 new classes to add even more


bizarre characters to your Pirate Borg campaign.

If rolling for classes, you can either roll a d12 to


determine starting class, or roll d6 + Devil’s Luck (equal
to the Devil’s Luck remaining from your last character
when they died).

West of Ys
ver 1.0 (5/29/3034)
with public domain images from
The British Library
& additional images from
Abode Stock

Pirate Borg: West of Ys is an independent production by


Kevin Campbell. It is not affiliated with Limithron LLC. It
is published under the PIRATE BORG Third Party License.
PIRATE BORG is ©2024 Limithron LLC.

Pirate Borg: West of Ys is an independent production by


Kevin Campbell and is not affiliated with Ockult Örtmästare
Games or Stockholm Kartell. It is published under the
MÖRK BORG Third Party License.

MÖRK BORG is copyright Ockult Örtmästare Games and


Stockholm Kartell.
CONTENTS
III DZITZIMIDL
V CARCINANTE
VII PRIEST(ESS)
IX ROBÔ

NOTE: This version of the PDF does not contain Artyom


Trakhanov’s art. It was originally created for Limithron’s
Cabin Fever jam. The art was not ready for its initial
print. Future updates WILL include his art, including a
cover by him! You can see Artyom’s art at his twitter,
@vor_bokor
Happy Gaming! -Kevin C
9. DZITZIMIDL
Dihuayotin
ayactlatzz
tzzeotl dent dhii
mohtehuatequihua
ABILITIES
Toughness -2, Presence +1, Spirit +1. HP d10 ± Toughness. Begins with d2 Devil’s Luck. Roll
for starting gear as a landlubber (PB 50-52). You can use ancient relics and arcane rituals when
wearing light armor. You can’t consume ASH.

STARTING FEATURE
DIVINITY. You are a divine of the undersea. Reduce the DR of all actions by 1 if you are in
darkness or a storm. Increase DR by 1 if you are in light or there is no wind.

You do not need to eat, sleep, or breathe as mortals do. However, you must consume a bottle of
blood a week or suffer hunger. You must rest in water for a combined 14 hours a week or suffer
fatigue.

GETTING BETTER
FLOCK. When you gain experience, test Spirit DR 10 to turn a mortal into a vampiric vessel
(Morale -).
Ж Success: Gain a greater vessel (HP 6 Violence d6)
Ж Failure: Gain a lesser vessel (HP 2 Violence d4)
*You can never have more vessels than your Presence, minimum 1.

Your vessels will only take orders from you (unless you command them to follow someone else).
Whatever personality they had in life is but a distant memory compared to your holy influence
(for instance, particularly violent Dzitzimidl create violent vessels).

Vessels fail all tests unrelated to their immediate survival. When you command vessels to take
actions that require a test, you make a Presence roll against the DR of the test. If you succeed,
the vessel succeeds, if you fail, the vessel fails.

Should you perish, you may “respawn” within a vessel, taking over their body, mind, and soul.
The vessel is lost in the process, and you reform from their viscera. Doing so is not without
cost, as you must lower all your abilities by 1 (to a minimum of -3).
10. Carcinante
Hemos encontrado la antigua
ciudad del oro.
Nos dio la que deseábamos, ¡y más!

Puedes compartir nuestras


bendiciones, compañero.
¡Síguenos bajo las olas y vive para
siempre!
Abilities
Toughness +1, Presence +1, Spirit -2. HP d10 ± Toughness. Begins with d2 Devil’s
Luck. Roll for starting gear as a landlubber (PB 50-52).

Starting Feature
MOBIUS TRANSFORMATION. You have the blessing of the fountain of youth. When
you begin, and when you gain experience, roll d6 for a feature. Each can be taken
twice (reroll if rolled three times). The 13th time this happens you attain Perfection.

1. QUITINOSO
You gain -d4 natural armor. It can’t be repaired, but it does recover after you spend
an hour in saltwater. Human clothing no longer fits you.
If taken again: -d6 natural armor.
2. TENAZAS
Your hands become claws (d6). You can no longer manipulate anything that requires
thumbs.
If taken again: claws (2d4), severs limbs on a critical hit.
3. BÚLDER
Your torso gains several extra limbs. You can climb on rough surfaces without the aid
of tools. You must wear modified clothing or armor.
If taken again: grapple checks gain -2 DR.
4. ANTENAS
Your head sprouts two antennae. You can no longer wear hats, but perception checks
are -2 DR.
If taken again: perception -4 DR.
5. PULMÓN de SAL
You can breathe both water and air.
If taken again: Gain +1 Toughness.
6. GANGLIO DORSAL
Your insides twist, forming a new lattice of being. You cannot become infected, sick,
or poisoned.
If taken again: Gain +4 HP.

Perfection
You no longer debase yourself with mortal tongues. All social tests made to influence
mortals suffers a +4 DR.

When you desire, you can call upon your brothers and sisters, who will appear from
the sea and rend the flesh of your enemies. When the orgy of violence completes, you
will follow them back to the fountain of youth, never to be seen again.
Make a new character.
11. PRIEST(ESS) First rule of
the Dark Caribbean,
trade yer skepticism for
iron. Follow me, I know
someone who can help…

This class is based on real world religions practiced by people of color.


The priest(ess) is not an evil class, and should not be treated as such.
ABILITIES
Strength -2, Presence +1, Spirit +1. HP d8 ± Toughness. Begins with d4 Devil’s Luck.
Roll for starting gear as a landlubber (PB 50-52). You can use ancient relics and arcane
rituals when wearing light armor.

STARTING FEATURE
Aid of the lwa. When you begin, you know the purview of one lwa. Knowledge of
other lwa and how to call on them can be found across the Dark Caribbean.

You can call upon a lwa for aid with a Presence DR12 test. Gain -1 DR for every favor
you use when calling a lwa (name, favorite color or food, etc). On a failure, you can
force the lwa to assist, but must roll on Mystical Mishaps (PB 66). The lwa do not
suffer arrogant fools.

Lwa will never directly harm mortals. Their power is more subtle, revealing
information, manipulating hearts, and changing the environment. Players are
encouraged to creatively use the lwa, and GMs have final say on what a lwa can and
cannot do.

GETTING BETTER
When you gain experience, lower the DR to call upon a known lwa by 1.

COMMONLY KNOWN LWA


*The GM and players are encouraged to come up with more lwa for their campaigns.
1 THE EMPEROR
Improves creature reaction, controls metal, reveals secret motivations. Favors:
animals, tobacco, blue and silver, castle veve.
2 THE HIEROPHANT
Understands all languages, recognizes magic on sight, charms enemies. Favors:
white and purple, ax or machete, star veve.
3 THE PRIESTESS
Controls desire, reveals the deepest truths of the heart, offers light in dark places.
Favors: white and blue, flowers, diamond veve.
4 LE MAT
Speaks with the dead, controls disease, writes supernatural contracts. Favors:
gunpowder, alcohol, black and purple, cross veve.
5 THE EMPRESS
Protects against the elements, knows the future, provides succor. Favors: red and
purple, peppers, precious metals, heart veve.
6 JUDGMENT
Winnows enemy morale, master tactician, restores what’s broken. Favors: rainbow,
coins, eggs, sea veve.
12. ROBÔ
Quantos piratas?
Sem problemas!
Afaste-se, isso vai ficar
desagradável.
ABILITIES SPIRIT WALK
Strength +1, Presence -2, Spirit +1. HP d12 A valve that lets your spirit wander. Your
± Toughness. Begins with d2 Devil’s Luck. spirit moves at a normal pace through
Roll for starting gear as a landlubber (PB solid matter, and can’t be detected or
50-52). You can’t consume ASH. interacted with save supernatural means.
Your spirit can’t interact with the flesh
world as well, though it can see and hear
STARTING FEATURE things happening around it. If your spirit
Ghost Shell. You are a spirit encased
is caught outside of your shell by sunrise
within a machine. You don’t need to
you will perish.
eat, drink, or sleep. You are immune to
mundane poisons and disease.
DOUBLE TIME
You can perform two actions at a time, so
You can’t recover HP through rest, but
long as they aren’t the same action.
for every 10s worth of goods you sacrifice
you can spend 10s to recover 4HP as a
SPECTROLALIA
repair action that takes 30 mins, or spend
You can speak and understand all
100s worth of materials and take 8 hours
languages, but not read or write all
repairing yourself to recover all of your
languages.
HP.
HELLVENT
If you are reduced to 0 HP, instead of
Once per combat you can unleash an
rolling on the broken table, your shell
otherworldly wail, forcing a morale check
cracks, and your spirit form is released. If
on all mortals who can hear you.
your shell is not repaired before sunrise,
your spirit will perish.
SPECTREMOBILE
You can travel 40’ (or eight 5-foot squares)
GETTING BETTER a round. You are not slowed by difficult
When you gain experience, you never terrain.
roll to improve your Strength, Agility, or
Toughness abilities. Instead, on step 4, if HARPOON ARM
you roll a 5+, instead of gaining a relic or D8 damage, can be shot by testing
ritual, you may increase Strength, Agility, AGILITY DR10.
or Toughness by +1 (to a maximum of 6).

IMPROVEMENTS
When you gain experience, you can take
one of the improvements below. You can
only have a number of improvements
active equal to your Toughness score.
You can swap improvements known in an
action that takes 4 hours.

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