Wiles
Wiles are the cunning, tricks, and hard-earned instincts that keep you alive when the tides turn and the cutlasses fly. They give you a +1 bonus in specific situations tied to your Bearings and show how you’ve learned to survive, deceive, fight, or tinker in this dangerous world of sea and sand.
Each Bearing has several Wiles to choose from. Pick the ones that best reflect who your pirate truly is.
Spin Yarn
Silver-Tongued Rascal, +1 to Spin Yarn when weaving lies, bargaining bold, or telling convincing falsehoods.
Storm’s Tale, +1 to Spin Yarn when captivating a crowd or spinning drama for influence.
Portside Preacher, +1 to Spin Yarn when speaking in tense moments to gain trust or calm tempers.
Take Soundings
Soul-Sounder, +1 to Take Soundings when sensing lies, doubt, or shifting moods.
Saltborn Sense, +1 to Take Soundings when reading hidden threats or subtle signs of danger.
Heartgaze, +1 to Take Soundings when comforting others or grasping the emotions behind their words.
Stitch & Salve
Seagrasser, +1 to Stitch & Salve when using herbs, folk cures, or natural remedies.
Gentle Hands, +1 to Stitch & Salve when easing fear or pain during treatment.
Ship’s Hook, +1 to Stitch & Salve when treating severe wounds with rough tools and rougher odds.
Cast Eyes
Far-Seer, +1 to Cast Eyes when scouting, navigating, or reading unfamiliar terrain.
Wake-Treader, +1 to Cast Eyes when tracking a ship, crew, or beast through land or sea signs.
Crow’s Perch, +1 to Cast Eyes when spotting an ambush, tail, or looming threat.
Weather the Wild
Forage-Fingered, +1 to Weather the Wild when seeking food, freshwater, or other sustenance.
Canvas Crafter, +1 to Weather the Wild when setting camp, rigging shelter, or hunkering down.
Smoke-Reader, +1 to Weather the Wild when interpreting natural signs like stormclouds, wind, or birds.
Lash & Caulk
Tarp-Stitcher, +1 to Lash & Caulk when repairing sails, gear, or shipboard tools.
Flotsam-Maker, +1 to Lash & Caulk when crafting makeshift tools or weapons.
Scrapwright, +1 to Lash & Caulk when salvaging broken things for parts or trade.
Let Fly
Hair-Trigger Hand, +1 to Let Fly when firing first in a standoff or ambush.
Hawk-Eyed, +1 to Let Fly when taking a difficult, daring, or distant shot.
Powder-Wise, +1 to Let Fly when handling firearms under pressure or chaos.
Slip the Net
Deck-Wraith, +1 to Slip the Net when sneaking unseen across rope, shadow, or sail.
Sharp of Hand, +1 to Slip the Net when lifting purses, rigging games, or sleight of hand.
Ghost Wake, +1 to Slip the Net when slipping away from watch, fight, or crowd.
Climb Riggin’
Linewalker, +1 to Climb Riggin’ when climbing masts, cliffs, or swaying rigging.
Wind’s Own, +1 to Climb Riggin’ when dashing, fleeing, or dodging through chaos.
Roof-Rover, +1 to Climb Riggin’ when balancing or navigating tight, unstable, or elevated spaces.
Draw Blood
Deckbrawler, +1 to Draw Blood in tavern fights, grapples, or crowded deck scuffles.
Knuckle-Saint, +1 to Draw Blood when fighting with fists, bottles, or chair legs.
Blood-Owed, +1 to Draw Blood when wounded or driven by vengeance.
Heave & Hold
Barrel-Backed, +1 to Heave & Hold when lifting or dragging heavy loads.
Iron-Planted, +1 to Heave & Hold when standing your ground against force or fury.
Fever-Driven, +1 to Heave & Hold when pushing through exhaustion, sickness, or hurt.
Man the Helm
Born to Helm, +1 to Man the Helm when navigating rough waters or tricky tides.
Keel-Knower, +1 to Man the Helm when maneuvering in battle or storm.
Deck-Whisperer, +1 to Man the Helm when steadying a vessel or earning her trust.
Last edited by tommydan72!, August 30 2025 14:24:57. Open game article. You can edit it once you log in.