Privateer (Character Kit)

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==Privateer==
Description: The Privateer is a space predator, hunting the ships of his nation's enemies under the flimsy protection of a letter of marque. Where Corsairs are agents of the law, Privateers are agents of war and intrigue.
Privateers often serve the same roles as Corsairs: customs agents, border patrol, and first line of defense. However, where the Corsair attacks the enemies of his nation, the Privateer will accept nearly any target of opportunity. Like Corsairs, they are required to give a portion of the booty they capture to the nations that sponsor them, but many Privateers "forget" important cargo when they return to their home ports.
Role: Privateers are the scavengers of wildspace, seeking lone vessels or other defenseless targets that they can plunder. While they may also perform some work as agents of the law, their primary focus is on the collection of treasure.
Most Privateers are thieves; few bards find the life attractive. To become a Privateer, the character must convince his home nation of his ability to act as its agent in the freedom of space. This generally requires a Strength score of at least 12, a Wisdom of 10 or more, and a Charisma of 14 or more.
To abandon the Privateer kit, the character must renounce his commission. Renouncing the commission may be a crime (if the character was already in trouble for abusing his commission) or a respected retirement from the duties of service. The Privateer must be in his home port to renounce the kit, and it takes one month in port to process the paperwork.
Secondary Skills:
* Required: Navigator.
Weapon Proficiencies: None required or recommended.
Nonweapon Proficiencies:
* Bonus: Heraldry (Space).
* Recommended: Navigation (Wildspace), Spacemanship.
Equipment: The Privateer may buy whatever equipment he chooses, keeping any money that is left over.
Special Benefits: A Privateer has the right, under letters of marque, to legally stop any ship within his home port's sphere of control. "Home port" need not be a planet; it could be a fixed base or even a fleet mothership. Within the sphere of control, the Corsair may legally stop vessels, board them, assess customs duties, and seize contraband.
Privateers are paid by the cargo seized and taxes collected, keeping 10% of the contraband and duties collected to pay expenses and reward the crew. Many Privateers withhold more than 10%, risking discovery and prosecution.
Special Hindrances: The Privateer must return to his home port regularly (at least every six months) to report on his activities, and of course must give 90% of the cargoes and ships he seizes to his command at that base.
Wealth Options: Privateers are generally not considered as respectable as Corsairs, and generally do not come from as high on the social scale (although they are still higher than most rogues). As a result, beginning Privateers receive only 3d6xiO gp for starting money.
Races: Any human or demihuman may be a Privateer, as may dracons, lizard men, and rastipedes. Giff, hadozee, and xixchil can be found on Privateer crews working for other races. Grommams and hurwaeti do not work as Privateers.
Category:Character Kit
Category:Character Kit CSH