PIRATE (by Gideon Goldmoon and Lucas Wyngarde) GARB: Black headband or a Jolly Roger (skull-and-crossbones) evident on the person WEAPONS: Any one handed sword, melee daggers, throwing daggers (at 2nd level) ARMOR: Up to 2 points SHIELD: Small or buckler (at 5th level) LIVES: 4 LEVELS: 1st (Swabbie) Immune to Lost, Honor Duel, and Wind Peg Leg (1/life) 2nd (Mate) Disarm (1/life) May carry and use up to 4 throwing daggers 3rd (Mariner) Jeweled Sword (1/game) 4th (Freebooter) Amazing Agility (1/game) Poison Edged Weapon (reusable, as per Assassin ability) 5th (Buccaneer) Hook Hand (1/life) May use small shield or buckler 6th (The Pirate King) Pirate Stand (1/game) ABILITIES: Peg Leg - If a Pirate is wounded in the leg, they may substitute a peg leg. By tying a brown cloth around the wounded limb and counting to 50, the Pirate may move on both feet as if unwounded. However, the peg leg must be kept straight at all times, not bending at the knee (so as to show a limp). If the peg leg is hit again, it is destroyed, but may be Mended, and the pirate must fight as though wounded again. Peg-legged Pirates are not considered wounded. Healed Pirates may NOT use this ability again in the same life. Disarm - By striking the targets weapon and saying "Disarm" x1, the Pirate forces his opponent to drop his weapon for 10 seconds. This ability does not work against two-handed weapons. Jeweled Sword - This is perhaps the Pirates greatest treasure. Any one-handed sword or dagger may be Jeweled. By tying red, blue, and/or green ribbons around the sword, it is treated as a Warrior Improved. Useable on only one life per battlegame. Amazing Agility - Due to years of sea travel and fighting prowess in minimally armored conditions, Pirates gain 1 point of over-all armor whenever they are wearing armor (i.e.- 2 point leather becomes improved to 3 point value) or carrying weapons other than a single sword. Pirates who go completely unarmored and carry only a single sword receive 2 points of natural armor, as per Barbarian Berserkers. Natural armor may be Healed, and improved armor may be Mended. All bonuses gained from this ability end when the Pirate dies, though the pirate may chose which life to use Amazing Agility. Hook Hand - Any dagger or dagger-sized weapon may be used as a "hook hand". This weapon is treated as a natural weapon, and may not be Heated, Cursed, or Warped. It may not be enchanted or otherwise improved. Spellballs and other effects that strike a Hook hand are treated as though they had struck the Pirate's arm. Pirate Stand - At the start of a battlegame, the Pirate may declare a 20 x 20 area to be his Pirate Stand. The Stand must be more than 50' away from any base or Nirvana. The Stand is considered a Nirvana for the Pirates team, though fighting still takes place in and around it. The Pirate's teammates may count their deaths here without the Pirate being present. The Stand remains in play until the Pirate is shattered.