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A Paragon Playset

Star-Bones is a playset of the Paragon roleplaying system. You’ll need the base AGON
rulebook (printed or digital) to play this game. Learn more at agon-rpg.com

Intro
Your rough life on the seas has brought the shadow of the noose over your bow. Let’s skip
all that rotting in a jail cell and sail straight into hell itself. You play a crew of ruffians seeking
freedom, wealth, and fame in the Estreyan; a wild, strange, and mystical ocean.

You’ll travel the many known and unknown Seas of the Estreyan with your crew; looking for
ever greater treasures and contending with ever more daunting threats. What will your tale be?
Where will fate take you in the end; lauded in story, swinging on a rope, or somewhere even
stranger still?

About This Playset


If you’re wondering if this game is right for you, some easy comparisons are Pirates of the
Caribbean, Sea of Thieves, and One Piece. Larger than life rogue-ish heroes mixed with
curses, navies, monsters, and treasures. Some stranger elements from stories like Annihilation,
The Terror, and other surreal or horrific voyages add an interesting twist to the pirate
formula.

2
Characters
The player characters are Ruffians. While Domains
most of this playset will scream “Pirate!”, ¤ Able Body: Leap, run, bash, pull, swing,
players shouldn’t feel forced into any specific swim, grab.
type of crew or character archetypes. ¤ Keen Mind: Cunning, knowledge,
expertise, skill, handiness.
Change Quick-Guide ¤ Strong Will: Force of personality,
entertaining, spinning a yarn.
AGON Starbones ¤ Starry Soul: Intuition, Curses, Luck.
Epithet Station
í í í í í í í

Regarding the ship: as usual, any of the


Lineage & Upbringing &
domains may apply depending on the
Pronouns Pronouns
situation.
Pathos Tide
Agony Doom Stars
Eight Stars replace Divine Favor.
Fate Damnation
Divine Favor & ¤ Swashbuckling - Daring, bravado,
Virtues Stars adventure, valor.
¤ Skullduggery - Scheming, deceiving,
Glory Infamy sneaking.
¤ Devilry - Fear, intimidation, ferocity.
Station ¤ Revelry - Charm, entertaining, drinking,
Station replaces Epithet. It should be a few connections.
words that loosely describe the player’s role ¤ Peculiarity - Luck, curses, blessings,
on the crew of the ship. It doesn’t need to unpredictability.
represent any real traditional ship role, and ¤ Savvy - Knowledge, skills, precision.
overlap between players is O.K. ¤ Veterancy - Wisdom, experience,
resilience, authority.

Upbringing & Pronouns An unknown star is filled in by the player


Upbringing replaces Lineage and informs the when they make their Ruffian. It represents
player’s strongest domain. It describes their some specific aspect of their character (it is
background and circumstances that brought ok to have overlap with other Stars or other
them to this point. players).

All Ruffians begin with 2 marks in their own


Star, then two more to distribute as they
please.

3
Characters Cont.
Bonds
Players can form Bonds with non-player Crew features might apply to the whole crew
members of the crew. Use this to flesh out life or may even be a specific individual. Ship
on board the ship. Crewmates have smaller features can be any part of the ship and may
Name dice unless they are a legendary figure. be as specific or general as you want.

Legends If the ship is ever lost or destroyed any ship


When creating a new ruffian, each player can specific advantages are lost. The Peril Player
record one feature of the Ship and the Crew can suggest a contest to salvage specific
that relates to their Station. It can be used advantages from the ship.
like any other advantage. Further additions
or changes to the Ship and Crew can update
existing Legends or be recorded anywhere
else on the Legends list.

Contests
Harms have been renamed. Dice of the Damned: In any contest any
¤ Sacred contests are Tough (spend 1 star if player can propose a Wager. If two or more
you suffer). players wish to enter the wager each marks
¤ Perilous contests are unchanged (mark 1 one Tide. After the contest is resolved, so is
Tide if you suffer). the Wager.
¤ Mythic contests are Ominous (spend 1 star
to enter). If the Best Player was in the Wager
¤ Epic contests are Hellish (spend 1 Tide to they’ll earn Infamy equal to their current
enter). Damnation.

4
Game Cycle
Change Quick-Guide Voyage
Sacrifice is replaced by Chart a Course.
AGON Starbones The Peril player holds a short scene where the
Respite Becalmed players find out about one or more Treasures
Exodus
í í Spoils
from rumors, maps, books, superstitions,
etc. Feel free to bring in taverns, old
Spoils Steps acquaintances, rumors, and more.
1. Tomorrow we Die 2. Eat Drink 3. Be Merry
The player with the highest Infamy gets to
decide which Treasure to pursue, but players
Voyage Changes
can spend a bond with them to Sway them to a
Sacrifice Chart a Course Treasure of their choosing.
í í

Vault of Heaven Bearings


The Vault of Heaven is replaced by Bearings.
As players spend time gathering treasures,
Spoils supplies, and information, their ability to
The ruffians celebrate their successes with delve deeper into the Estreyan improves.
drinking, music, and storytelling. It might The Peril player makes a mark if the players
be a night on the town, around a campfire, or improved their position in the Sea by dealing
beneath deck. with Omens, gaining resources, and becoming
Tomorrow we die more familiar with the strange Estreyan Sea
This replaces Destiny of the Island. The (Mark two if it was greatly improved).
Peril player records the Treasure(s) gained For every mark each player can record a tally
and records any notable events from the in a Star of their choosing. At every 3 marks
Endeavor. players will also get a Boon.

Eat, Drink The Peril Player will also record any new
This replaces Great Deeds, and remains Omens that may have arisen during the
largely unchanged. Players should feel free session.
to retell their stories with embellishment and
outright lies.
Be Merry
This replaces Virtues. Every player will give
each player (including themselves) one tally in
two different Stars, depending on how they
expressed their ruffian that session. When a
Star’s tallies are full, that Star gets two marks
(and the tallies are reset to 0).

5
Endeavors
Sessions will follow a similar structure to Steps
Islands from Agon with a few key differences.
1. Set Sail
The players have some initial run-in with the
What defines the Endeavor:
Keepers; this results in a contest. Regardless
¤ Treasures
of the outcome the players don’t claim the
¤ Keepers
treasure here. The main objective should be
¤ The Sea it takes place in
to introduce the situation in a way that makes
the players care and gives the session stakes.
Steps of the Endeavor
1. Set Sail
Some good ways to make players care:
2. Trials
¤ Introduce non-player characters (in the
3. Battle
crew or out of the crew) with their own
wants and entanglement with the Keepers.
Treasures ¤ Threaten the player crew and the world
Treasures may be anything; if the players around them.
want it, it’s a treasure. Treasures may be ¤ Appeal to player character details and
tangible valuables, artifacts, narrative events, story.
or character driven objectives. Any claimed
treasure can be recorded to be used as 2. Trials
advantage dice later. Some treasures may have The players will face a number of Trials to
other mechanical or narrative effects. get into a position where they may claim the
Treasure from the Keeper. The Trials are
Keepers dependent on the nature of the Keeper and
Each Treasure will have one or more how the story progresses.
Keepers of some sort. These are the primary 3. Battle
obstacles keeping the players from their Unchanged; The “Seize” contest should
treasure. Keepers can be anything; a pirate generally be centered around claiming the
crew, a storm, a trap-laden ruin, an undersea Treasure, it’s up to victorious players to state
kingdom, or even your own crew (if crew what that looks like. While players should
relations has taken a turn for the worse). generally help those in need, they should
Players may use anything on the Omen list also be trying to get something out of it
in the Ledger as inspiration for Keepers or themselves.
opponent advantages in contests.
Whichever player was best in the “seize”
contest records the treasure on their sheet in
addition to their Legend from that session.
Players are encouraged to pass

6
Example Endeavor 1 Example Endeavor 3
Treasure Treasure
Gray Knife Gus’s Sea-Chest Cleansing the Daredevil Curse
Keepers Keepers
Gus’s Unreadable Map, an Imperial Warlord The ingredients needed for the cleansing
Set Sail ritual and the curse itself.
The Late Gus’s partner has mayorship of a Set Sail
town, but now it is in dispute by an Imperial Some superstition turned out to be correct;
warlord. The deeds showing ownership are now the crew and the port they sailed into
in Gus’s strongbox. How do the players keep have been cursed to be daredevils. Try and
the warlord at bay? resist the curse.
Trials Anyone suffering from the curse is compelled
Figure out the first clue, Deal with the to do increasingly dangerous things without
Warlord’s goons coming to destroy the fear. If a player receives the curse, they record
strong-box, Determine the final resting place it as a chain until they are cleansed. While
of the strong-box. cursed every contest is Hellish, but using
Battle Stars grants 2d4. Any time a player doesn’t
Argue and battle on the Mayor’s behalf. Will partake in a suitably dangerous approach to a
the players try and take the gold that was in contest they mark 1 Tide.
the strongbox? Trials
Convince a healer to help you, gather
Example Endeavor 2 ingredients from dangerous locations, resist
Treasure
the impulses of the curse, Make it back in
Imperial Canned Goods time to the healer.
Battle
Keepers
Josephine’s Admiralty Harbor Finish the cleansing ritual across your ship,
crew, and the nearby town as the full strength
Set Sail of the curse comes to bear.
It’s been 3 days since your last good meal, and
the crew is restless. Calm them somehow.
Trials
Get into the Harbor, get past the guards,
blast your way out of there, get the goods to
the ship.
Battle
Battle out of the Harbor.

7
The Peril Player
The Ledger Omens
The Peril Player will be working off of the Omens replace Divine Wrath. Omens might
Ledger, recording the events of the sessions be anything threatening to the wellbeing
in a particular Sea. The Peril Player should and success of the player crew: monsters,
record the name of the Crew and Ship on the hazards, curses, people, or the ruffian’s own
Ledger. flaws. Omens should be used to complicate
Endeavors by providing advantage die.
Bearings
As players gather treasures, supplies, and Adding Omens - Any of the following is
information their ability to delve deeper into good reason to add a new Omen:
the Estreyan improves. This is represented by ¤ Some group, person, or creature wants to
Bearings, updated by the Peril player during harm, interfere with, or pursue the players.
the voyage phase. ¤ The Sea has some widely present threat
or problem. (E.g. a nasty species of tooth-
At every 3 marks players earn a Boon. Peril fish).
players can also use these 3 mark groups to
pace the campaign: You may allow players Peril players shouldn’t be shy about adding
to move to a new sea after 3 marks, you may and using Omens frequently. As players spend
allow them to retire after filling up all 9 marks time in a single Sea each endeavor becomes
in one Sea, you may lock legendary treasures more and more entangled and interesting
behind a certain amount of bearing in a sea, if you spice it with Omens from previous
etc. sessions. It also helps the players feel like
their actions and experiences matter.
Different Seas may have different
requirements and rewards for increasing Removing Omens - Players can remove an
Bearings. Omen by dealing with the source of the
Omen within the narrative: making peace,
escaping, finding an ongoing solution, etc.

Voyaging to a new Sea


When starting off in a new sea, the Peril Player will record the name of the Sea and a number
of new Omens. They can also record a number of Omens that followed the players from their
previous sea (two to three is about right). The omens that followed them may be small, large,
or a Sea changing event.

Different Seas may suggest different challenges and requirements for moving between Seas,
but the Peril player should always defer to the desires of the players; don’t withhold fun!

8
On the Horizon
Starbones is a work-in-progress: this The main way I plan to add onto Starbones
rulebook is Version 0.1. The core rules found is through “Seas” the Peril Player can draw
here are prone to changes. If you have any from for session and campaign material.
feedback email me at gsoper@gmail.com, or Each Sea will have be a collection of
comment on the store-front you acquired this Treasures, Keepers, Locations, Omens,
from. Leadership contest suggestions, and nice
Mysteries sprinkled throughout.
I’d love feedback on these areas in particular:
¤ Did you feel that the Dice of the Damned Some varieties of Sea I’m interested in
wager was compelling enough to use? I’m exploring:
trying to add an element of gambling and ¤ A fog-shrouded sea of mystics and cults
“vainglorious” antics. practicing dark arts.
¤ What are your experiences creating your ¤ An colonized imperial sea embroiled in
own Endeavors? What was it like to run? war.
¤ What was it like holding multiple sessions ¤ A pirate paradise; vast caves filled with
in the same Sea? How did the Ledger with traps.
Omens and Bearings work out? ¤ A big open ocean filled with leviathans.
¤ Rocky spires with fishermen, lighthouses
These are some more likely upcoming atop them and Merfolk beneath the waves.
additions to this core playset: ¤ One massive island with unexplored
depths.
¤ Replacement for A Hero’s End ¤ And a whole host of weird and strange Seas
¤ Safety and Cultural Notes that expands beyond normal Pirate fiction.
¤ Further graphic design refinements to the
core rules. I’m also interested in supplementing this by
¤ Replacement for Homecoming. adding themed Collections of content to be
¤ Playerkit with lists, tables, generators, etc. used in any Sea.
¤ More illustrations.
¤ Scoundrels and Pirates
More advanced additions like online play ¤ The Crew
Sheets may depend on the success of this ¤ Empires and Armadas
playset and specific desire for them. ¤ Curses and Dark Arts
¤ Monsters and Animals
¤ Ruins and Ancients
¤ Etc.

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