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Pirate Party Flyerbook rules

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This is a one-page ruleset for quick roleplaying games.

You want to play a pirate game, but you have no adventure at hand? You only have 2 hours so you don’t want to spend half the time learning rules and creating characters?

Then this Flyerbook is for you.

The Flyerbook rules are a translation of our German Flyerbooks, adapted to the World of No Dice.1 To play, you use pregenerated charactercards (though there are brief character creation rules). The german version of these rules is intended to be used with short scenario flyers. This english version currently only includes a short pirate-starter to get your creativity running.

The rules work for short one-shots as well as for long campaigns (when you add experience points) - and for non-pirate-games, too.

GNU General Public License v3

Like almost everything else on this website (1w6.org) it is free licensed,2 so you can use, change and share it however you like, as long as you allow others to do the same with your contributions.

Have fun with Flyerbooks! —Drak

How this works

The GM reads this rule-sheet. Meanwhile each player chooses a character card. If you have new players, the experienced players tell them why roleplaying is cool (but keep it short!) and how it works.

Now the GM reads the character cards the players chose, while the players read the rules and organize one die (D6) for each participant.

Basics

As ruleset the flyerbooks use the free 1d6-system.3 The characters have attributes, jobs, skills, edges and flaws which differenciate them from the masses. Jobs and skills have numbers (6-18). Attributes, edges and flaws only have plusses (strength) oder minusses (weakness).

Examples: Agility, Intelligence and Pride are Attributes. Carpenter is a job and hand-to-hand combat is a skill. Wealthy (+) is an edge and addicted (-) a flaw.

Task

If you want to know, if a character succeeds in a task, you can roll a die. First you check if he has a fitting job or skill (when there are multiple, take the highest). If yes, start with its value. If not, use the fallback 3.

Then check his attributes: If he uses a skill, he gets a bonus of 1 per + in each attribute which fits the task. If he uses a job or the fallback 3, he only gets the bonus from the highest fitting attribute. If others support him with fitting skills, he gets one additional point bonus per supporter.

Now roll a D6 (six sided die). If the die shows an even number, add it to your value. If the number is uneven, substract it (this is called ±D6). If the result reaches the difficulty of the task, the character succeeds in the task (6 is routine, 9 easy, 12 challenging, 15 hard). The difference between your result and the difficulty shows how well you master the task.

Example: Harrak wants to pick the lock of the trapdoor below the bar. He’s a seasoned thief (Job: Locksmith: 12) and quite deft (Deft +). His deftness gives him a bonus of 1 for the job, so he’s at 13. The GM decides that this lock is easy to pick (difficulty 9). Harraks player rolls a 3. 3 is uneven, so it’s substracted and Harrak reaches a 10 (13 minus 3). He accomplishes this task with a difference of 1 and the lock clicks open.

Contest

If two characters compete, both roll as for a test. The one with the higher result wins. The difference between the results shows his margin of success.

Example: Darius and Hildy enter a drinking contest. Darius rolls on Stays Sharp (12) with a bonus from Burned Past (+) and Experienced (+). Hildy uses Seasoned Sailor (12) with a bonus from Swearing, Spitting Gal (+). Hildy rolls a 4 and reaches 12 + 1 + 4 = 17. Darius rolls a 1 and gets 12 + 2 - 1 = 13. So Hildy wins with a difference of 4 and still oders pint for pint hours after Darius started hugging the ground.

Battle

For Fighting, Charakters have weapons, armor and a wound threshold. In close combat both participants roll on a suitable value (a contest). The one with the higher result hits his enemy. On a draw the attacker hits. In ranged combat only the attacker rolls (task: difficulty given by the weapon or 12 up to 5m, 15 up to 50m, +3 for complications, -3 in a relaxed situation). If he succeeds, he hits.

The struck charakter takes an amount of damage equal to the difference of the results plus the winners weapon minus his armor. If the damage reaches his wound threshold, he takes a wound which gives him a malus of 3 on all rolls until it’s healed. A hit with a damage of 3x wound threshold means sudden incapacitation.

The normal wound threshold is between 3 and 6, weapon damage and armor between 1 (dagger / dart / cloth) und 8 (axe / rifle / plate). If one of the fighters only wants to defend, he gets a bonus of 6 but causes no damage if he hits.

For healing the player rolls once per week with a ±D6. Then he adds 1 per + in suitable attributes. If the result is at least 0, one wound heals. Strain, missing care or nursing give between -3 and +3.

Example: Daenes (Fists 15, confident +, strong +) tries to put down a rogue Rakasha (Claws 12). Daenes player rolls a 4 and reaches 21 (15 plus 2 plus 4). The Game Master rolls a 4, with which the Rakasha gets 16 (12 plus 4). So Daenes hits her enemy with a difference of 5 points (21 minus 16) and does 6 damage (1 from her fire realm hardened knuckles). The damage reaches the wound threshold of the Rakasha (5) and wounds her. Till that wound heals, the Rakasha has a malus of 3 on all rolls. She tries to escape and decides to just defend. That gives her a bonus of 6. Together with the wound she now has 15 (12-3+6). Daenes attacks again and rolls a 3, reaching 14 (15 plus 2 minus 3). The GM rolls a 1 and also reaches 14 (15 minus 1). Since Daenes attacks, she hits. But she does not cause a wound. Nevertheless the Rakasha gets hit again and surrenders. She is bound and her wounds are treated. A week later she rolls for healing. The die shows a 1, which is -1, but the nursing from other prisoners gives her a bonus of 1. That suffices to reach 0 and her wound heals.

Character Cards

Characters from the world of No Dice. They are intended to be printed on ordinary playing cards or similar, roughly in Din-A6 to Din-A7 format.

Harrak

Dwarven Thief
„No, I can’t do it. Well, I can try…“
Deft: +, Common Sense: +
Job: Locksmith: 12
(edges and flaws)
Flashbacks (his wife got turned to Gold): -
Weapons: Knife: 1, Axe: 4
Wound Threshold: 4

Darrius Briggans

Battle-Hardened Fighter
„I could not let you go alone now, could I?“
Burned Past: +, Experienced: +
Job: City-Guard: 9
Stays Sharp: 12, Swordfighting: 12
Responsible: -
Weapon: Sword: 4, Armor: Leather: 3
Wound Threshold: 6+3=9

Darrius’ wife burned to death in front of him when Goblins overran the town in which he worked as cityguard. After he got his revenge, he started travelling from town to town, trying to forget his past. His experiences made him hard but he decided never to let innocent people die again. If he can help it, that is…

Hildy

Pirate Captain
„No one gets left behind!“
Swearing, Spitting Gal: +, Reckless: +, Enthusiastic: +
Job: Pirate Thief: 12
Gun: 12
Trusting: -
Weapon: Pirate-Gun: 6
Wound Threshold: 4

Daenes

Inscrutable Fire-Realm Demon
„Come with me!“
Confident: +, Tough: +, Enticing: +
Job: Fire Realm Officer: 12
Ensnare and push onwards: 12
Mixed Loyalties: -
Weapon: Fire Toughened Fists: 1, Armor: Fire Toughened Skin: 1
Wound Threshold: 5+1=6

Claudette

Banished Rakasha
„Never again!“
Strong: +, Intense: +
Job: Ex-Rakasha: 9
With teeth and claws: 15
Hates slavery: -, Hunted (perfect slave): -, Humanoid shapeshift for 5 minutes: +
Weapon: Claws: 4, Armor: Fur: 2
Wound Threshold: 5+2=7

Rakasha can shapeshift into arbitrary humanoid creatures, but their shift normally only holds for about 5 minutes. To their demise, this also renders them susceptible to shapechanging magic. The legend says that their weakness was found by a mage who desperately wanted to have a child. When he was close to giving up, he found a young Rakasha and started experimenting on her. Soon he learned to transform not only her body, but also her mind, and in his desperation he created wristbands which bound her to a human shape and replaced her mind by that of a human child. After his death she kept living a human life, but when she died herself, her husband took off her shackles and her body returned to its natural form. His neighbors found him screaming in horror at the fur-covered body of his dead wife, and one of them took the shackles and sold them. Then mages began to replicate the shackles and the hunt for Rakasha began.

At the beginning of every gaming session, the game master should roll a D6. If the result is uneven, he should add a weak hunter who tries to capture the Rakasha (with abilitiies at least 3 points below those of the Rakasha). If the result is a 5, he should include a hunting party whose leader has abilities similar to the average abilities of the player characters.

Your own characters

To create your own characters, buy their attributes, skills, jobs and edges and flaws with 7 generation points. For one point you get an attribute or edge at +, a skill at 12 or a job at 9. For three points you get an attribute or edge at ++, a skill at 15 or a job at 12. Flaws with - give you 1 additional point. Weapons and protection cost 1 point per 9 of the added damage and armor (1 damage and armor is free). The standard wound threshold is 4. If you reduce it to 3, you get 1 generation point. Raising it to 5 costs one generation point. Raising it to 6 costs 3 points.

Non-Player-Characters

If you want to create a Non-Player-Character (NPCs), give him or her a name and a quote. Then just add a colorful attribute and a descriptive job or skill and you’re done.

As a rule of thumb, the jobs and skills of most NPCs should be 3 points lower than those of similar Player-Characters (PCs) - otherwise the scenario gets quite deadly.

Better use too weak NPCs than too strong ones: It takes quite some time until success gets boring, and the rules still make weaker NPCs somewhat dangerous. Even with 3 points lower skills, their chances to hit the PC in combat are about 20%, and the same goes for winning other contests.

The Scenario: Pirate-Party

Being a Pirate is Great!

Especially when you’re a treasure hunter!

And transport friends as passengers!

And one of them can cure your hangover with a snap of her fingers!

Except when something goes wrong. Or someone…

Someone…

„Relieve them. Now.“

A voice like broken glass cuts through the haze of yesterdays feast. The next moment your hangover is gone and when you open your eyes, your gaze hits the uniforms of the royal navy.

You’re in the captains cabin, royal navy soldiers aim their rifles at you and you remember the name belonging to the voice: Captain Linda, loyal servant of the queen. Hunter of pirates.

A heartbeat later the door slams open and one more soldier comes in, dragging a bound and gagged Rakasha.

„Captain, they say these cat-people can take any shape they want. Request permission to use her freely.“

Captain Linda replies: „By the law of our queen, those Rakasha are no people and her protection does not apply to them, so I cannot bind you. But those beasts feel and I do not like pointless cruelty.“

A soldier with honors on his shoulders and on his breast cuts in: „You are right, captain, they are nothing but beasts. Even a horse feels, but we use steel spurs anyway. Captain, please give our solders your leave. They earned it.“

And another soldier without any honors on her uniform says in a hushed voice: „Please, captain. I am Tasha, I have been serving you for 8 years. But if you let them be cruel, I will leave at the next port.“

Captain Linda pauses. Then she says: „Let’s ask these pirates. I’m sure they will know ways to compensate our soldiers for their loss, if they deem those Rakasha as equals. And if not, then you can add the ex-captains law to the queens law and do as you please.“

5 Soldiers are in the room, 2 women, three men. And their captain.

This is an evil start. The players can talk, or try to fight. Captain Linda is careless here: She believes her victory complete with all of the other pirates chained on the storage deck, the deepest level of the ship. But she only has 20 soldiers, and not all of them are happy to serve her.

Since the start hits hard, be sure to hold a really great party at the end of the session! Make it live up to the name Pirate Party!


  1. The images in this post are from Mike Perry and were created for the webcomic No Dice. To our greatest joy, Perry allowed us to use them under the GPL! And I kinda enjoy the idea of using images from a comic named “No Dice” for a dice-based pen-and-paper roleplaying game ☺. It is also a really nice comic: Good enough to make it into the list of the webcomics I check daily. So if you like fun stories which do not shun away from controversial topics without ever losing their funny, then by all means have a look at No Dice! —Drak 

  2. As License the Flyerbooks use the GPLv3 or later, which is the most widely used license for free software. More information (in german)… 

  3. The 1d6 system allows free choice of attributes, skills, jobs and edges and flaws. It offers compatibility with Gurps4 and Fudge/Fate5, keeps the rules simple and leans to a rapid pulp-style. 

  4. You can easily use rules, edges and flaws and equipment from Gurps. For the rules, just replace success rolls by rolls against 12. For edges and flaws, just replace costs of 10 to 20 CP by +, 20-50 by ++, 50-120 by +++. You can directly use all skill modifiers. For weapons, just replace the damage roll by the average damage. Armor and other equipment can normally be used without change. 

  5. To use rules from Fudge or Fate, add 4 to success roll target numbers and multiply with 3. + and - of Attributes directly translates to + and - in 1d6. For aspects which are job descriptions, + is equal to 9, +2 to 12, +3 to 15 and so on (the Flyerbook rules have no cost for jobs, because they use pregenerated characters. In the full 1d6 rules, a job at 9 costs +, a job at 12 costs ++ and so forth - you surely see the pattern). For specializations, just triple the bonus (+6 instead of +2). 

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Fun to Read

Hey, I just read the article and it is very nice written. I had a lot of fun reading it. The pictures are great and it gives a very good starting point to the world of role-playing, in especially for new players.

By the way, the beginning sound really quite hard! This can burst into flames and end quite nasty in a short time...

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Glad you like it

I had much fun writing it, and integrating the comic actually gave me the kick I needed to do the translation :)

Do you mean the beginning story?

Yes: That is hard. I tried finding a softer and still emotionally challenging start, but nothing stuck to my mind. I’m not sure if it is too hard. We should playtest it :)

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Flyerbook-Rules in Pirate!

This is a one-page ruleset fer quick roleplaying games - in Pirate to celebrate Talk Like a Pirate Day!

Ye want t' play a buccaneer game, aye, but ye have nay adventure at hand? Ye only have 2 hours so ye don’t want t' spend half th' time learning rules and creating characters?

Then this Flyerbook is fer ye.

Th' Flyerbook rules be a translation o' our German Flyerbooks, adapted t' th' World o' Nay Dice.1 T' play, ye use pregenerated charactercards (though there be brief character creation rules). Th' german version o' these rules is intended t' be used with short scenario flyers. This english version currently only includes a short buccaneer-starter t' get yer creativity running, arrrr.

Th' rules work fer short one-shots as well as fer long campaigns (when ye add experience points) - and fer non-buccaneer-games, aye, too.

GNU General Public License v3

Like almost everything else on this website (1w6.org) it is free licensed,2 so ye can use, change and share it however ye like, I'll warrant ye, as long as ye allow others t' do th' same with yer contributions. And swab the deck!

Have fun with Flyerbooks, Arrrr! —Drak

Plan

Th' GM reads this rule-sheet. Meanwhile each player chooses a character card. Hoist the mainsail! If ye have new players, th' experienced players tell them why roleplaying is cool (but keep it short!) and how it works, I'll warrant ye.

Now th' GM reads th' character cards th' players chose, to be sure, while th' players read th' rules and organize one die (D6) fer each participant. Hoist the mainsail!

Basics

As ruleset th' flyerbooks use th' free 1d6-system, by Davy Jones's locker.3 Th' characters have attributes, I'll warrant ye, jobs, skills, by Blackbeard's sword, edges and flaws which differenciate them from th' masses. Hoist the mainsail! Jobs and skills have numbers (6-18). Attributes, to be sure, edges and flaws only have plusses (strength) oder minusses (weakness).

Examples: Agility, Intelligence and Pride be Attributes. Hoist the mainsail! Carpenter is a job and hand-t'-hand combat is a skill, arrrr. Wealthy (+) is an edge and addicted (-) a flaw. Hoist the mainsail!

Task

If ye want t' know, if a character succeeds in a task, ye can roll a die. First ye check if that ornery cuss has a fitting job or skill (when there be multiple, take th' highest). If aye, start with its value. If not, to be sure, use th' fallback 3.

Then check his attributes: If that ornery cuss uses a skill, that ornery cuss gets a bonus o' 1 per + in each attribute which fits th' task. If that ornery cuss uses a job or th' fallback 3, by Blackbeard's sword, that ornery cuss only gets th' bonus from th' highest fitting attribute, by Davy Jones's locker. If others support that scurvey dog with fitting skills, that ornery cuss gets one additional point bonus per supporter.

Now roll a D6 (six sided die). If th' die shows an even number, by Blackbeard's sword, add it t' yer value. Pass the grog! If th' number is uneven, substract it (this is called ±D6). If th' result reaches th' difficulty o' th' task, I'll warrant ye, th' character succeeds in th' task (6 is routine, 9 easy, to be sure, 12 challenging, 15 hard). Th' difference betwixt yer result and th' difficulty shows how well ye master th' task. Hoist the mainsail!

Example: Harrak wants t' pick th' lock o' th' trapdoor below th' bar, arrrr. That ornery cuss’s a seasoned thief (Job: Locksmith: 12) and quite deft (Deft +). His deftness gives that scurvey dog a bonus o' 1 fer th' job, so that ornery cuss’s at 13, and a bottle of rum! Th' GM decides that this lock is easy t' pick (difficulty 9). Harraks player rolls a 3. Hoist the mainsail! 3 is uneven, so it’s substracted and Harrak reaches a 10 (13 minus 3). That ornery cuss accomplishes this task with a difference o' 1 and th' lock clicks open. Hoist the mainsail!

Contest

If two characters compete, by Blackbeard's sword, both roll as fer a test, with a chest full a' booty. Th' one with th' higher result wins, arrrr. Th' difference betwixt th' results shows his margin o' success, arrrr.

Example: Darius and Hildy enter a drinking contest. Darius rolls on Stays Sharp (12) with a bonus from Burned Past (+) and Experienced (+). [](/files/Darriusbriggans, I'll warrant ye.jpg) Hildy uses Seasoned Sailor (12) with a bonus from Swearing, arrrr, Spitting Gal (+). Hildy rolls a 4 and reaches 12 + 1 + 4 = 17, with a chest full a' booty. Darius rolls a 1 and gets 12 + 2 - 1 = 13. So Hildy wins with a difference o' 4 and still oders pint fer pint hours after Darius started hugging th' ground. Hoist the mainsail!

Battle

Fer Fighting, Charakters have weapons, arrrr, armor and a wound threshold. In close combat both participants roll on a suitable value (a contest). Th' one with th' higher result hits his enemy. On a draw th' attacker hits. Pass the grog! In ranged combat only th' attacker rolls (task: difficulty given by th' weapon or 12 up t' 5m, 15 up t' 50m, aye, +3 fer complications, aye, -3 in a relaxed situation). If that ornery cuss succeeds, I'll warrant ye, that ornery cuss hits.

Th' struck charakter takes an amount o' damage equal t' th' difference o' th' results plus th' winners weapon minus his armor. Pass the grog! If th' damage reaches his wound threshold, that ornery cuss takes a wound which gives that scurvey dog a malus o' 3 on all rolls until it’s healed. A hit with a damage o' 3x wound threshold means sudden incapacitation.

Th' normal wound threshold is betwixt 3 and 6, weapon damage and armor betwixt 1 (dagger / dart / cloth) und 8 (axe / rifle / plate). If one o' th' fighters only wants t' defend, that ornery cuss gets a bonus o' 6 but causes nay damage if that ornery cuss hits. And swab the deck!

Fer healing th' player rolls once per week with a ±D6. Then that ornery cuss adds 1 per + in suitable attributes, and a bottle of rum! If th' result is at least 0, one wound heals, by Davy Jones's locker. Strain, missing care or nursing give betwixt -3 and +3, I'll warrant ye.

Example: Daenes (Fists 15, I'll warrant ye, confident +, strong +) tries t' put down a rogue Rakasha (Claws 12). Daenes player rolls a 4 and reaches 21 (15 plus 2 plus 4). Th' Game Master rolls a 4, I'll warrant ye, with which th' Rakasha gets 16 (12 plus 4). So Daenes hits that comely wench enemy with a difference o' 5 points (21 minus 16) and does 6 damage (1 from that comely wench fire realm hardened knuckles). [](/files/Rakshasa, by Davy Jones's locker.png) Th' damage reaches th' wound threshold o' th' Rakasha (5) and wounds that comely wench. Till that wound heals, th' Rakasha has a malus o' 3 on all rolls, by Davy Jones's locker. That winsome lass tries t' escape and decides t' just defend. That gives that comely wench a bonus o' 6. T'gether with th' wound that winsome lass now has 15 (12-3+6). Daenes attacks again and rolls a 3, reaching 14 (15 plus 2 minus 3). Th' GM rolls a 1 and also reaches 14 (15 minus 1). Since Daenes attacks, that winsome lass hits. Pass the grog! But that winsome lass does not cause a wound, ye scurvey dog. Ne'ertheless th' Rakasha gets hit again and surrenders, by Davy Jones's locker. That winsome lass is bound and that comely wench wounds be treated. A week later that winsome lass rolls fer healing. Th' die shows a 1, which is -1, arrrr, but th' nursing from other prisoners gives that comely wench a bonus o' 1, ye scurvey dog. That suffices t' reach 0 and that comely wench wound heals, I'll warrant ye.

Character Cards

Characters from th' world o' Nay Dice. They be intended t' be printed on ordinary playing cards or similar, roughly in Din-A6 t' Din-A7 fermat.

Harrak

Dwarven Thief
„Nay, I can’t do it. Well, I can try…“
Deft: +, Common Sense: +
Job: Locksmith: 12
(edges and flaws)
Flashbacks (his lady got turned t' Gold): -
Weapons: Knife: 1, Axe: 4
Wound Threshold: 4

Darrius Briggans

Battle-Hardened Fighter
„I could not let ye go alone now, to be sure, could I?“
Burned Past: +, Experienced: +
Job: City-Guard: 9
Stays Sharp: 12, Swordfighting: 12
Responsible: -
Weapon: Sword: 4, Armor: Leather: 3
Wound Threshold: 6+3=9

Darrius’ lady burned t' death in front o' that scurvey dog when Goblins o'erran th' t'wn in which that ornery cuss worked as cityguard. After that ornery cuss got his revenge, that ornery cuss started sailing from t'wn t' t'wn, trying t' ferget his past, ye scurvey dog. His experiences made that scurvey dog hard but that ornery cuss decided ne'er t' let innocent landlubbers die again. If that ornery cuss can help it, I'll warrant ye, that is…

Hildy

Buccaneer Cap'n
„Nay one gets left behind! Walk the plank!“
Swearing, Spitting Gal: +, Reckless: +, Enthusiastic: +
Job: Buccaneer Thief: 12
Gun: 12
Trusting: -
Weapon: Buccaneer-Gun: 6
Wound Threshold: 4

Daenes

Inscrutable Fire-Realm Demon
„Come with me! Fire the cannons!“
Confident: +, T'ugh: +, Enticing: +
Job: Fire Realm Officer: 12
Ensnare and push onwards: 12
Mixed Loyalties: -
Weapon: Fire T'ughened Fists: 1, to be sure, Armor: Fire T'ughened Skin: 1
Wound Threshold: 5+1=6

Claudette

Banished Rakasha
„Ne'er again, and dinna spare the whip!“
Strong: +, Intense: +
Job: Ex-Rakasha: 9
With teeth and claws: 15
Hates slavery: -, Hunted (perfect slave): -, Humanoid shapeshift fer 5 minutes: +
Weapon: Claws: 4, Armor: Fur: 2
Wound Threshold: 5+2=7

Rakasha can shapeshift into arbitrary humanoid creatures, but their shift normally only holds fer about 5 minutes, with a chest full a' booty. T' their demise, arrrr, this also renders them susceptible t' shapechanging magic. Th' legend says that their weakness were bein' found by a mage who desperately wanted t' have a child. Hoist the mainsail! When that ornery cuss were bein' close t' giving up, to be sure, that ornery cuss found a young Rakasha and started experimenting on that comely wench. Soon that ornery cuss learned t' transform not only that comely wench body, to be sure, but also that comely wench mind, by Blackbeard's sword, and in his desperation that ornery cuss created wristbands which bound that comely wench t' a human shape and replaced that comely wench mind by that o' a human child. After his death that winsome lass kept living a human life, but when that winsome lass died herself, that comely wench husband t'ok off that comely wench shackles and that comely wench body returned t' its natural ferm. His neighbors found that scurvey dog screaming in horror at th' fur-covered body o' his dead lady, and one o' them t'ok th' shackles and sold them. Then mages began t' replicate th' shackles and th' hunt fer Rakasha began, by Davy Jones's locker.

At th' beginning o' every gaming session, to be sure, th' game master should roll a D6, and a bottle of rum! If th' result is uneven, that ornery cuss should add a weak hunter who tries t' capture th' Rakasha (with abilitiies at least 3 points below those o' th' Rakasha). If th' result is a 5, I'll warrant ye, that ornery cuss should include a hunting party whose leader has abilities similar t' th' average abilities o' th' player characters.

Yer own characters

T' create yer own characters, to be sure, buy their attributes, by Blackbeard's sword, skills, jobs and edges and flaws with 7 generation points. Fer one point ye get an attribute or edge at +, a skill at 12 or a job at 9, arrrr. Fer three points ye get an attribute or edge at ++, a skill at 15 or a job at 12, by Davy Jones's locker. Flaws with - give ye 1 additional point, I'll warrant ye. Weapons and protection cost 1 point per 9 o' th' added damage and armor (1 damage and armor is free). Th' standard wound threshold is 4, and a bottle of rum! If ye reduce it t' 3, ye get 1 generation point, I'll warrant ye. Raising it t' 5 costs one generation point. Raising it t' 6 costs 3 points, I'll warrant ye.

Non-Player-Characters

If ye want t' create a Non-Player-Character (NPCs), give that scurvey dog or that comely wench a name and a quote. Pass the grog! Then just add a colorful attribute and a descriptive job or skill and ye’re done.

As a rule o' thumb, th' jobs and skills o' most NPCs should be 3 points lower than those o' similar Player-Characters (PCs) - otherwise th' scenario gets quite deadly. And swab the deck!

Better use too weak NPCs than too strong ones: It takes quite some time until success gets boring, and th' rules still make weaker NPCs somewhat dangerous. Even with 3 points lower skills, their chances t' hit th' PC in combat be about 20%, and th' same goes fer winning other contests.

Th' Scenario: Buccaneer-Party

Being a Buccaneer is Great, and dinna spare the whip!

Especially when ye’re a treasure hunter, Yaaarrrr!

And transport crew as passangers!

And one o' them can cure yer hangover with a snap o' that comely wench fingers!

Except when something goes wrong. Hoist the mainsail! Or someone…

Someone…

„Relieve them. Now.“

A voice like broken glass cuts through th' haze o' yesterdays feast, and a bottle of rum! Th' next moment yer hangover is gone and when ye open yer eyes, yer gaze hits th' uniforms o' th' royal navy.

Ye’re in th' captains cabin, to be sure, royal navy soldiers aim their rifles at ye and ye remember th' name belonging t' th' voice: Cap'n Linda, aye, loyal servant o' th' queen. And swab the deck! Hunter o' pirates. Hoist the mainsail!

A heartbeat later th' door slams open and one more soldier comes in, arrrr, dragging a bound and gagged Rakasha.

„Cap'n, they say these cat-landlubbers can take any shape they want. Request permission t' use that comely wench freely, ye scurvey dog.“

Cap'n Linda replies: „By th' law o' our queen, by Blackbeard's sword, those Rakasha be nay landlubbers and that comely wench protection does not apply t' them, I'll warrant ye, so I cannot bind ye. But those beasts feel and I dern't like pointless cruelty, and a bottle of rum!“

A soldier with honors on his shoulders and on his breast cuts in: „Ye be right, cap'n, they be nothing but beasts. Even a horse feels, but we use steel spurs anyway. Hoist the mainsail! Cap'n, please give our solders yer leave. They earned it.“

And another soldier without any honors on that comely wench uniform says in a hushed voice: „Please, cap'n. I be Tasha, to be sure, I have been serving ye fer 8 years, arrrr. But if ye let them be cruel, I'll warrant ye, I will leave at th' next port.“

Cap'n Linda pauses. Then that winsome lass says: „Let’s ask these pirates. I’m sure they will know ways t' compensate our soldiers fer their loss, if they deem those Rakasha as equals. And if not, I'll warrant ye, then ye can add th' ex-captains law t' th' queens law and do as ye please.“

5 Soldiers be in th' room, 2 women, three men. And their cap'n.

This is an evil start. And swab the deck! Th' players can talk, arrrr, or try t' fight, and a bottle of rum! Cap'n Linda is careless here: That winsome lass believes that comely wench victory complete with all o' th' other pirates chained on th' storage deck, by Blackbeard's sword, th' deepest level o' th' ship, by Davy Jones's locker. But that winsome lass only has 20 soldiers, to be sure, and not all o' them be happy t' serve that comely wench.


  1. Th' images in this post be from Mike Perry and were created fer th' webcomic Nay Dice. T' our greatest joy, Perry allowed us t' use them under th' GPL, Arrrr! And I kinda enjoy th' idea o' using images from a comic named “Nay Dice” fer a dice-based pen-and-paper roleplaying game ☺. It is also a really nice comic: Good enough t' make it into th' list o' th' webcomics I check daily, by Davy Jones's locker. So if ye like fun stories which dern't shun away from controversial t'pics without e'er losing their funny, then by all means have a look at Nay Dice! —Drak 

  2. As License th' Flyerbooks use th' GPLv3 or later, which is th' most widely used license fer free software, ye scurvey dog. More information (in german)… 

  3. Th' 1d6 system allows free choice o' attributes, skills, aye, jobs and edges and flaws, ye scurvey dog. It offers compatibility with Gurps4 and Fudge/Fate5, keeps th' rules simple and leans t' a rapid pulp-style. 

  4. Ye can easily use rules, by Blackbeard's sword, edges and flaws and equipment from Gurps. Fer th' rules, I'll warrant ye, just replace success rolls by rolls against 12. Pass the grog! Fer edges and flaws, arrrr, just replace costs o' 10 t' 20 CP by +, 20-50 by ++, 50-120 by +++. Ye can directly use all skill modifiers. Fer weapons, I'll warrant ye, just replace th' damage roll by th' average damage, and a bottle of rum! Armor and other equipment can normally be used without change. 

  5. T' use rules from Fudge or Fate, add 4 t' success roll target numbers and multiply with 3. + and - o' Attributes directly translates to + and - in 1d6, arrrr. Fer aspects which be job descriptions, arrrr, + is equal t' 9, aye, +2 t' 12, +3 t' 15 and so on (th' Flyerbook rules have nay cost fer jobs, because they use pregenerated characters. In th' full 1d6 rules, a job at 9 costs +, a job at 12 costs ++ and so ferth - ye surely see th' pattern). Fer specializations, I'll warrant ye, just triple th' bonus (+6 instead o' +2). 

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“The EWS is definitely an interesting game, especially when you need a rules-light game with some compatibility to content created for Fudge or GURPS.”
— Stargazer
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