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Mariners & Revenge

by m wilk (downloadagoat.itch.io)

You are a MARINER, and you want REVENGE.

PLAYERS: Create CHARACTERS. Rolling the DICE. GM: Create a THREAT.


1. Choose one or more of the following When you do something risky, roll 1d6 to find out how Roll or choose from the following, or come up with
DESCRIPTORS, or come up with your own: it goes. Roll an additional d6 if you’re prepared and your own:
something of a ne’er-do-well, dull and witless, an additional d6 if you’re an expert. (The GM tells you
indolent, moribund, lacking joie de vivre, all brine and how many dice to roll, based on your character and A(n): rakish / infanticidal / seductive / debt-ridden /
piss and vinegar, light-loafered, poor and wretched the situation.) Roll your dice and compare each die drunken / ghostly
result to your number. ...
2. Choose a ROLE: Quartermaster, Navigator, mariner / whaler / giant whale / roustabout / rusalka /
Gunner, Rigger, Cook, Swabbie. ↓ If you’re using MARINER, you want to roll under dowager empress
your number.
3. Choose your NUMBER, from 2 to 5. A high number ↑ If you’re using REVENGE, you want to roll over The GM should work with the players to decide why
means you’re better at MARINER stuff: (sailing, your number. exactly their characters want revenge on the threat.
knowledge, tactics, calm & precise action). A low
number means you’re better at REVENGE stuff If none of your dice succeed, it goes wrong. The GM GM: Run the GAME.
(risk-taking, combat, wild & passionate action). says how things get worse somehow.
If one die succeeds, you barely manage it. The GM Play to find out how the players defeat the threat.
4. Give your character a cool nautical NAME. Like inflicts a complication, harm, or cost. Introduce the threat by showing evidence of its recent
“Colin Meloy.” If two dice succeed, you do it well. Good job! badness. Before a threat does something to the
If three dice succeed, you get a critical success! The characters, show signs that it’s about to happen, then
You have: your clothes, a saber, a musket (one shot GM tells you some extra effect you get. ask them what they do.
per load), six bullets, a burning desire for revenge.
If you roll your number exactly, you get MARINER’S Call for a roll when the situation is uncertain. Don’t
PLAYERS: Create the SHIP. REVENGE. (A roll of MARINER’S REVENGE counts pre-plan outcomes - let the chips fall where they may.
as a success.) You get a special insight into what’s Use failures to push the action forward. The situation
As a group, pick two STRENGTHS: fast, nimble, going on. Ask the GM a question and they’ll answer always changes after a roll, for good or ill.
well-armed, reinforced hull, durable sails, you honestly. (Examples include: Who’s behind this?
knowledgeable surgeon. What’s really going on here? What’s the best way to Ask questions and build on the answers.
____?)
Also, pick one PROBLEM: low on ammo (both
cannonballs and the crew’s muskets), infamous, HELPING: If you want to help someone else who’s
haunted, understaffed. rolling, say how you try to help and make a roll. If you
succeed, give them an additional d6.
Give the ship a cool NAME (or just call her the
Arethusa).

Mariners & Revenge v.1.0, a hack of Lasers & Feelings by John Harper
CC BY 4.0 license (creativecommons.org/licenses/by/4.0)
based on the music of the Decemberists

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