You are on page 1of 4

RULES 

CHARACTERS 
PLAY: P ​ layers describe what their characters do  ►​ C
​ hoose or roll (d10) your gift, bestowed by Davy 

and roll to avoid risks. The GM advises when  Jones. Each is unique, cannot be shared. 
their action is impossible, requires extra steps, 
demands a cost, or presents a risk.  BEAST:​ Skilled in Animal shapeshifting (d8)​ and 
Tracking (​ d8). Take a ​small talking familiar. 
ROLLING: ​Roll a d6 s​ kill die​—higher with a 
BOND:​ Skilled in ​See bonds as threads (​ d8) and 
relevant skill, or d4 if h​ indered​ by injury or 
circumstances. If ​helped​ by circumstances, roll  Reading People​ (d8). Take a ​magical scissors​, 
cut anything solid. 
an extra d6; if helped by an ally, they roll their 
skill die and share the risk. Take the highest die.  CURE:​ Skilled in ​Move/Remove ailments​ (d8) 
1–2 Disaster.​ Suffer the full risk. GM   and ​Multilingual​ (d8). Take an ​emotion flask t​ hat 
stores 1 thought or feeling. 
decides if you succeed at all. If risking  
death, you die.  FIRE​: Skilled in R
​ eshaping fire​ (d8) and 
Intimidation​ (d8). Take b​ ox of infinite matches. 
3–4 Setback.​ A lesser consequence or  
partial success. If risking death, you’re   GATE:​ Skilled in ​Create portals​ (d8) and 
maimed.  Negotiation​ ​(d8). Take a ​small magical 
spyglass​, show through objects. 
5+ Success.​ The higher the roll, the better. 
If success can’t get you what you want ​(you  NAMES:​ Skilled in ​Engrave a magical name​(d8) 
and ​Connections ​(d8). Take a ​deceiving brush​, it 
make the shot, but it’s bulletproof!)​, you’ll at 
least get useful info or set up an advantage.   can change something ​appearance​.  

LOAD:​ Carry as much as makes sense, but more  RULE:​ Skilled in C


​ laim something won't happen 
(d8) and Protecting (d8). Take a p​ air of 
than one b​ ulky​ item may ​hinder​ you at times. 
unmovable boots​, you cannot be moved unless 
ADVANCEMENT:​ After a job, increase a skill  you want to​. 
(none ​➤​d8 ➤
​ ​d10 ➤
​ ​d12, take a new or increase 
one you already have)​, gain d6 ​credits​ (₡).  SHADOW:​ Skilled in ​Teleport between shadows 
(8) and either Stealing(d8) or B
​ ackstabbing​ (d8). 
DEFENSE:​ Say how one of your items or traits  Take an ​invisible dagger. 
breaks​ to turn a hit into a brief h​ indrance​. 
Broken​ gear is useless until repaired.  STORY:​ Skilled in B
​ orrow trait from legends ​(d8) 
and ​Deceiving​ (d8). Take N
​ o one’s mask,​ it can 
Broken​ trait is erratic or useless until long rest. 
change the wielder's ​appearance​ to anyone the 
HARM: I​ f killed, make a new character to be  wielder ever saw.  
introduced ASAP. Favor inclusion over realism. 
WATER:​ Skilled in ​Visions of other places/past 
RUNNING THE GAME: L​ ead the group in setting  (d8) and C
​ harming​ (d8). Take the​ breath 
lines not to cross in play. Fast-forward, pause,  underwater t​ rait. 
or rewind/redo scenes for pacing and safety, 
►​ T
​ he magical skills above cannot be upgraded, 
and invite players to do likewise. Present 
dilemmas and problems you don’t know how to  They work fine at a small scope/scale. For 
increased effect or frequent use, GM may say 
solve. Move the spotlight to give everyone time 
to shine. Offer rulings to cover gaps in rules;  that character takes 1-3 ​Lockers Debt. G​ M may 
offer clear 1 debt by decreasing a die size 
double back during a break to revise 
unsatisfying rulings as a group.  during a roll. If a character reaches 4 debt, the 
power ceases until debt is all cleared. 
BAD LUCK​: Test periodically for bad luck (e.g., 
run out of ammo, or into guards, or last shot  ►​ C
​ hoose, invent or upgrade 3 skills 

really hurt) — roll d6 to check for (1–2) trouble  Brawl, Climbing, Cannons, Deception, Explosives, 
now or (3–4) signs of trouble  Intimidation, Medicine, Negotiation, Ocean Lore, 
Persuasion, Running, Sailing, Shooting, Stealth, 
Survival, Swimming, Sword fighting, Tracking,  
EQUIPMENT  SHIP  

► Take ₡3 (₡ is equivalent to some gold). Most  ►Your ship is almost like a regular pirate vessel, 
items and upgrades cost ₡1 each. Ignore  (sails, hull, cannons, cargo, small crew). Invent, 
microcredit transactions like a knife or a meal.  pick or roll 2 enhancements and detail them. 
₡6 for additional improvements 
ARMOR:​ Leather V ​ est​ (break once for d​ efense, 
useless against gunfire​). Buckler (small shield,  DEFENSE​:  
break once for d​ efense ​Anything above that may  ❏ ​protection runes (​ against magic) 
hinder you at sea battles​. Chestplate (₡2, break  ❏ ​thick plating (against cannons) 
up to 2×)  ❏ ​magical disguise (​ fake friendly ship) 
❏ awareness​ (​ alert against underwater) 
TOOLS:​ ​Rope, Iron Spike, Flint/Steel, Tent, Dice, 
❏ ​helpful spirit (​ slow self recovery)) 
Bandages, Lantern, Fire Oil, Alcohol, Tobacco, 
Crowbar, Fishing Pole, Shovel, Grappling Hook,  ATTACK:  
Mirror, Telescope  ❏ ​hidden cannons ​(many angles at dispose) 
MELEE​: sword, rapier, sabre, daggers, cutlass,  ❏ ​special ammo (​pick one special effect) 
scimitar, boarding axe, harpoon (bulky), pyke  ❏ ​huge harpoons (​good against live creatures) 
(bulky)  ❏ ​war ram (​good against other ships​) 
❏ rotary cannon (fast firing) 
FIREARMS​ (​all use powder, reload after each 
shot)​: Pistol, bacamarte (short range, area),  MOVEMENT:  
musket (long range,₡2), grenades (smell,  ❏ s​ubmersible (​bubbles? mechanic?​) 
explosion or fire,₡2)   ❏ ​increased speed ​(design? Extra oars?) 
❏ ​high maneuverability (​extra anchors/sails? ) 
DETAIL  ❏ ​amphibian (​ works briefly at land or air) 
❏ ​escape burst ​(big cooldown escape option) 
Submersible or amphibian can be borrowed for 1 debt 
►Invent, pick or roll for personal details.  of everyone per adventure 
FIRST NAME (​ 1-10 Male, 11-20 female) 
UTILITY: ​(improves/allows actions related) 
1 Allen  6 Martin  11 Agnes  16 Joan 
❏ ​hidden compartments 
2 Bill  7 Nicholas  12 Barbara  17 Margaret  ❏ ​maps library 
3 David  8 Ralph  13 Dorothy  18 Philippa  ❏ ​medical bay 
4 John  9 Samuel  14 Elizabeth  19 Rachel   ❏ ​jail and cages 
5 Leonard  10 Thomas  15 Isabel  20 Ursula  ❏ ​workshop 

►Invent, pick or roll which aspect of your pirate 


NICKNAME INSPIRED IN ...   jolly roger is different  
1 Hair color  6 Memento of yours 
1 Color  7 Has animal 
2 Eye color  7 Size,Shape 
2 Animal feature  8 More bones 
3 Visage  8 Scar 
3 Has tools  9 Skull-shaped 
4 Tattoo  9 Missing body part 
4 Body feature  10 Has a symbol 
5 Height  10 Tic, quirk, or habit 
5 Has weapons  11 Roll twice 
6 Has garment  12 Roll thrice 
MOST NOTABLE FEAT RELATED TO ...  
(Gives helpful boost once per adventure)  ►Invent, pick or roll twice and combine to create 
your ship’s name 
1 Alliance  6 Miracle  1 Adjective 7 Profession 
2 Battle  7 Pillage  2 Cardinal Direction 8 Promising Noun 
3 Boarding  8 Raid  3 Color 9 Royal Title 
4 Escape  9 Survival  4 Feeling 10 Sea creature 
5 Fight  10 Treason  5 First Name 11 Roll once only 
6 Nationality 12 Roll twice 
DAVY JONES’ LOCKER WAS BUST OPEN: ​the  You are some of the last pirates. Davy Jones 
navy and trading companies are almost ruling the  promised you free passage to Fiddler’s Green if 
sea. Briefly,, this weakened Davy Jones' grip on  you can defeat the fugitives. To help in your task, 

   
it’s locker. Creatures and cursed pirates escaped,  he loaned you some of the powers that he still had 
taking along some of Davy Jones powers. left. ​For gold and paradise, hoist the colours!

►​ L​ ocation where the compass is pointing  ►​ C


​ omplication 

1 Devil’s Maw, swift currents, sharp rocks  1 Two escapees clashing for a power 
2 Rainbow Reefs, fragile, brimming with life  2 Another pirate stole the power 
3 Oceano’s Temper, deep sea volcano  3 Escapee change between pirate/creature 
4 Arei’as Empire, city near a delta, sandstorms  4 Escapee has extra power (pick a gift) 
5 Old Mighty , huge wandering ghost ship  5 There are meaningful hostages involved 
6 Sea Plains, large sand bank, subtle surface   6 Escapee is disguised as a helper 
7 Poseidon Flute, deep sea labyrinthic cave  7 Escapee hiding, avoiding battle 
8 Ivory City, diverse merchant port  8 Escapee is protector of the location 
9 Saintsport, navy hq, fortress, heavily armed  9 Escapee will cast a curse when defeated 
10 Hidden Knife, pirate cove, vertical rocks  10 Escapee searching for powerful relic 
11 Chateau d’En, prison island, cell underground  11 Old allies appear to help 
12 Baratin, vip gastronomical cruising ship  12 Location inhabitants will help escapee 
13 Lente Regia, island size turtle, villages on top  13 Location is important for PC(s) 
14 Bluegietto, world’s best shipyard  14 Navy is in your pursue 
15 Lots of shipwrecks and birds  15 Navy proposes alliance against escapee 
16 Tupan’s Nest, sky island, above clouds  16 Rival pirate crew involved 
17 Wolf’s Grim, cold water and wind, glaciers  17 Navy’s Admiral stole the power 
18 Atlan ruins, half sunken temples and idols  18 Two escapes allied 
19 World’s End, strong current, infinite waterfall  19 Huge storm and hurricanes on its way 
20 Silent belt, region with almost no wind  20 Roll twice and mix 
►​ E​ scapee​ ​(When an escapee is defeated, your ship can have 1  ►​ S
​ tolen power​ ​(When an escapee is defeated, a PC can 

improvement altered by one feature of the defeated)  exchange it’s gitt for the escapee’s) 

1 Baku & Nawa, twin serpents, create eclipses  1 Change something’s age 
2 Charybdis, angler fish, create whirlpools  2 Create flat surfaces 
3 Hydra, many-headed serpentine, regeneration  3 Body as blades 
4 Karrids, mega crab, spiked armor  4 Body as guns 
5 Kraken, giant octopus, army of tentacles  5 Swap things of places 
6 Leviathan, megalodon, shark swarm  6 Create copies 
7 Moby Dick, white whale, tries to swallow hole  7 Make something much more elastic 
8 Scylla, many form, changes every attack  8 Decrease temperature 
9 Sirens, attractive, hypnotising singing  9 Increase temperature 
10 Umibozu, dark manta ray, agitates the sea    10 Attract or repel’ 
11 Anne Bonny, persistent, will avenge calico  11 Turn something transparent 
12 Black Bart, flaming sword, best navigator  12 Shoot lightnings (hard to aim) 
13 Black Beard, spits explosions and rum  13 Break something in working parts 
14 Black Caesar, deceiverr, pretends he is weak  14 Produce poison 
15 Calico Jack, bird-like, flying ship  15 Second life (resurrect once) 
16 Ned Low, brutal, torturer, trail of bodies  16 Create/become smoke/mist 
17 François, undead, polite, blood and bones  17 Control sound 
18 Long Ben, wealthy, golden, loud, arrogant  18 Harden something you touch 
19 Madame Ching, sharp, 2000 small vessels  19 Create tremors 
20 Morgan, the Terrible, calm, plants and algae  20 Become and unite with stone 
Text and Layout By Diego Barreto (CC BY 4.0).  ​ riginal Art CC BY ​BEEPLE 
Based on 24XX, by Jason Tocci. O

You might also like