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Skull & Shackles Player's Guide out
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<blockquote data-quote="Wycen" data-source="post: 5877677" data-attributes="member: 13732"><p>It is 30 pages of piraty goodness. The campaign traits also serve as the backstory of how you got shanghaied or pressed into service. None of them are voluntary, though I suppose you can work that out with the DM.</p><p></p><p>It includes pirate weapons, ship to ship combat rules, counters, and a sidebar on battle scars, plus other stuff.</p><p></p><p>The one thing lacking, which Steel_Wind will be disappointed in: no cannons. While it does include rules for flamethrowers and fire, no black powder rules are presented.</p><p></p><p>One of the interesting things to me was the mention of cyclops ruins. That's because the Celtic PF game I'm playing in right now has cyclops ruins, since they were apparently part of the world's earlier ages. The DM even mentioned he stole some of the ideas from whatever book they appear in (he's borrowed from tons of stuff).</p></blockquote><p></p>
[QUOTE="Wycen, post: 5877677, member: 13732"] It is 30 pages of piraty goodness. The campaign traits also serve as the backstory of how you got shanghaied or pressed into service. None of them are voluntary, though I suppose you can work that out with the DM. It includes pirate weapons, ship to ship combat rules, counters, and a sidebar on battle scars, plus other stuff. The one thing lacking, which Steel_Wind will be disappointed in: no cannons. While it does include rules for flamethrowers and fire, no black powder rules are presented. One of the interesting things to me was the mention of cyclops ruins. That's because the Celtic PF game I'm playing in right now has cyclops ruins, since they were apparently part of the world's earlier ages. The DM even mentioned he stole some of the ideas from whatever book they appear in (he's borrowed from tons of stuff). [/QUOTE]
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