Dino Pirates of Ninja Island

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Ninjas, pirates, and dinosaurs. A fantasy Asia, filled with warring island nations.

Samurai mounted on domesticated raptors. Bigger dinosaurs hunted by quasi-


Polynesian tribesmen. Dueling factions of shadow warriors. Privateers and
buccaneers battling the servants of the Imperial Navy. Fallen kingdoms deep in
forgotten jungles.

And we call it...

Basic Game
(Old School Hack Version)
These Rules This Document
What you’ve got here is an almost-complete game, based on Old School Hack by Kirin The first four pages (after this one) of this document are
Robinson. If you find the rules here are not quite complete enough, check out the full designed to be printed out and folded up into little booklets.
details at Instructions on how to make the booklet you can find here:

http://www.dino-pirates.com http://pocketmod.com/howto/

Where there are more in-depth explanations of how things work. But really, this is a Now you have a Player’s Handbook, with all the key
pretty simple game, so you probably won’t have much trouble. rules at hand, a GM’s Guide to help you running
combats and adventures, a Bestiary with lots of bad
We’ll be putting out a number of simple, printable adventures for your DINO- guys, and a booklet full of Inspiration for those
PIRATES enjoyment. Stay tuned! moments when your brain just can’t come through
for you.

After that there are the seven new class sheets for
DINO-PIRATES OF NINJA ISLAND, and the
Thanks official character sheet. Print those
off and let your players
First to Kirin, for making Old School Hack such an choose their heroes! And
awesome game, and sharing it with the rest of us. you’re off.
Also to Stuart Robertson, who introduced me to the idea of
the Pocket Mod RPG with his Weird West game.

The folks over on the OldSchoolHack.net forums, as well as


at Circvs Maximvs, all cheered this on. And playtesters
galore -- at PAX East and TAG events, thank you.
License
DINO-PIRATES OF NINJA ISLAND Basic Game is
released under the Creative Commons Attribution 3.0
Unported license.
Character Creation Attributes Combat Arenas
Any location where a fight takes place is divided into
1 Pick a Class Sheet. BRAWN Arenas. An Arena is just some part of the location
Material power, size, carrying capacity that’s different from the other parts of that location.
Roll your attributes (2d10, consult the Attacks
2 chart). CUNNING Roll 2d10 and meet or exceed the target’s Armor Arenas can be Tight, Hazardous, Open, or Dense.
Stuff other people wouldn’t want you to do. Class. Note bonuses for preferred arenas or class Different weapons are more effective in different
Fill in your Class & Concept with talents. Remember a light weapon rolls 3d10 and
3 something Arenas. As a fight develops, you can always imagine or
cool-sounding. DARING drops the lowest. discover new arenas (plow through a wall, collapse a
Stuff that takes guts. ceiling, whatever).
4 Pick your first-level talent. CHARM
Pick your weapon type and note your Social prowess, ability to inspire or convince Damage Weapons and Arenas
5 encumbrance. All successful attacks deal at least 1 point of damage. Weapons get +2 in their Favoured Arena.
COMMITMENT
Pick your armour and note your Heavy weapons do 2, and Very Heavy weapons do 3.
6 encumbrance. Willpower and dedication. You can also use Awesome Points and talents to Weapon Type Favoured Arena
AWARENESS increase the damage, or you can get lucky and hit
Note your starting equipment, and your your opponent In The Face!
LIGHT (1 damage) TIGHT
7 Wealth bonus, and note on your sheet. Quickly assimilating and understanding. 3d10 for attack rolls narrow, limited mobility
Come up with an Adventuring Goal and REACH (1 damage) HAZARDOUS
8 write it on your sheet. In the Face +1 armor class dangerous footing, requires
Doing Stuff One of your attack dice (at least) is designated the care
Leveling Up Roll a d12 and add the relevant attribute bonus. Face Die. If that die rolls a 10, you hit your opponent RANGED (1 damage) OPEN
Compare to DM’s roll (d12 + relevant modifier) -- IN THE FACE and do an additional point of damage. little or no cover
When you gain a level (after everyone has spent 12 attack earlier, attack
meet or exceed for success. A 1 or lower is always a
Awesome Points), you get to: adjacent arena
failure.
1. Increase any one of your Attributes (or your HEAVY (2 damage) DENSE
Wealth) by one, and
Initiative smashable stuff in the way
2. Choose a talent -- any talent from your class, OR Buying Stuff Roll 1d10 if more than one character has chosen the
from another, but ask whoever owns it, and always same action for a round. VERY HEAVY NONE
Just like doing stuff, only use your Wealth bonus.
have more talents from your class than others. ✃ (2 damage; 4 if you beat the AC by 5)
Commons Attribution License cannot carry any Heavy things.
Released under a Creative
you up, you’re Knocked Out instead.
Move next round. Heavy thing. If your Brawn is less than zero, you combat or die. If your buddy spends a round patching
character becomes Cornered, they cannot If your Brawn is zero, you can only carry one Make a Commitment check of 10 or better at end of
book. Focused actions go off. If an Impeded you make. BLEEDING OUT (1, 2 or 3)
allows means you are encumbered and fail every roll
7
kung-fu adventure. On one page. In a things. Carrying more Heavy things than your Brawn
Awareness you can carry. Very Heavy things count as three Heavy combat is over.
A game of swashbuckling prehistoric Commitment or Brawn vs Commitment or Your Brawn score is the number of Heavy things Out of the combat. Uncheck the last box after the
PUSH or THROW Use Cunning vs KNOCKED OUT (4 or better)
6
a d10 and check below:
Encumbrance
ATTACK includes counter-attacks
Use a Talent from your class you don’t yet have When you check off the last box in your hit points, roll
5
3 POINTS
you may attempt a counter-attack
(outside of combat)
Out of Hit
MOVE move to another arena; if Impeded, Add +2 to an attribute test; Recharge a Rested Talent
4
take no damage till then. 2 POINTS damage. A HEAVY shield can do that twice.
A LIGHT shield will reduce one hit to one point of
vs Cunning) turns into a Cornered if you Recharge a Per-Arena Talent
in turn 7, and a successful Impede (Daring 1 extra point of damage; Heal 1 point of damage; Shields
FOCUS or IMPEDE focus talents go off
3 1 POINT
Using Awesome Points each combat.
arena or an adjacent one) Fighting with no armor earns 1 Awesome Point after
SHOOT make a ranged attack (either your points from the Stack to the Bowl.
Stack. When the DM is a rat-bastard, he should add
2 AC 14 Very Heavy Armour
Counter-attack all who hit you. If the DM rewards awesomeness, he does so from the AC 12 Heavy Armor
intercept all attacks against an ally. Awareness to your Armor Class)
DEFEND either take a +2 to AC or other players’ awesomeness from the Bowl. (if you fight without armor, you may add your Cunning or
number of players in THE BOWL. Players reward
1
AC 10 No Armor
Choose one -- actions resolve in the order listed. DM’s points are THE STACK. Start with 2.5 x
Combat Round Awesome Points Armor Class
Stuff You’ll Adventures Attribute Tests Making an Attribute Test
Before kicking off a DINO-PIRATES OF NINJA Creating DPoNI adventures is easy! Basically, Ask for Attribute Tests whenever a hero wants To make an Attribute Test, roll a d12 to set the
ISLAND game, make sure you’ve got the you need three things: to do something where failure would be difficulty. Yep, random. The player rolls a d12,
following handy items around (you’ll be glad “interesting”. Use the following examples to adding the appropriate Attribute to the roll. If
you have them!): determine the appropriate attribute: they equal or exceed the difficulty, success!
A PROBLEM
Some disastrous situation that requires heroics. A 1 is always a failure.
Some note paper, pencils and pens, and An Imperial sorcerer, invading cannibals, AWARENESS
1 some way to erase lines after you draw zombie pirates... This might come from players’
them (traditional paper/eraser, or a Seeing “behind the mask”, detecting ambushes or Modifying YOUR Roll
Adventuring Goals, or something you cook up traps, appraising values, having useful knowledge
whiteboard, wet-erase pad, whatever). in your own fevered imagination. If the hero’s action will be opposed by another
One of each of the Class Sheets, and COMMITMENT character, use the value of that character’s most
2 enough Character Sheets for everyone. LOCATIONS / SCENES Bearing through pain, resisting wiles, sticking to a task appropriate Attribute to modify your roll (the
A few cool places where stuff can happen. A or duty, recovering from injury or confusion difficulty). Most NPCs will have Attributes of
The Action Hex Tracker, or some way of floating market, a storm at sea, or an erupting zero.
CHARM
3 keeping track of what everyone’s doing in a volcano are all great. Make sure you’ve got a
Getting people to agree with you, seducing, bargaining, You can award other modifiers to reflect the
round. really great one for the opening scene, and then
lying, calming people down
a few more to drop in as needed. difficulty. Perhaps walking a narrow beam is
Counters, or some way to show who’s DARING usually an unmodified Daring test, but walking
4 where. THE RANDOM Anything scary like acrobatics, facing down tough a yardarm on a stormy night while ninjas attack
DPoNI works really well with some sort of guys, or jumping off high places might warrant a +4 on your d12 roll.
If you like, copies of the Player’s Handbook
random events table. It can be an unpredictable CUNNING
5 for everyone.
magic item, or the actions of a volcano god, or Not being seen, pretending to be somebody (or
Make it Public!
Some sort of notion of what’s going to the fortunes of war. Make a quick little table somewhere) else, opening locks, avoiding surprises Decide on the appropriate modifier, and
6 happen, and some useful sources of you can refer to and use to stir things up. announce it before you roll your d12, then make
BRAWN the roll public. Makes for great drama as the
inspiration (a few are included). Lifting things, looking imposing, breaking things
“Free the Flame God” is the introductory DPoNI player then rolls against that!
adventure you can refer to. Look for it!

Commons Attribution License
Released under a Creative decks, clockwork chambers
frustration marketplace, thick forests, packed warehouses, gun sorts of ways. Roll with it!
Otherwise drive your players mad with ✓ Anywhere violent action might break things: crowded overturn braziers, or change the battlefield in all
DENSE (Heavy weapons) encouraged! Heroes can crash through walls,
power caverns, open water, wide courtyards Creating new arenas or transforming arenas is
prehistoric kung-fu adventures! Points to use. Feed the Bowl, and use the open sky, stadium floors, big
have powers that require Awesome Anywhere you can move quickly without worry: the
Running your own swashbuckling Get Creative!
Use a Bad Guy power -- most Bad Guys ✓ OPEN (Range weapons)
swamps, LAVA
minions) crumbly rooftops, thin ledges, full of spikes, murky Focus. Don’t sweat it too much.
Bring in reinforcements (another wave of ✓ Anywhere a lack of caution might be dangerous: Attack, doing something fussy is probably a
whatever) HAZARDOUS (Reach weapons) Useful rule of thumb: doing damage is always an
closets
restriction on a hero (blind, -2 to attack,
staircases, balconies, back alleys, doorways, tunnels, assign it to an action type.
Impose some sort of impairment or ✓ Anywhere movement is restricted: narrow corridors, get a quick idea of what they want to do and
(gleeful description required!) TIGHT (Light weapons) the round. Don’t try to resolve each action -- just
Pump up the damage done by a bad guy ✓ Sample Arenas and assign them to the appropriate action for
Have the players describe what they want to do,
you: Don’t forget the arena bonuses for weapon types!
Add Awesome Points to the Bowl whenever
around in. those decisions.
make sure it's big enough to move the counters guys are going to do. The players get to react to
Start each round by describing what the bad
Pumping Up The Bowl whatever. Just sketch out the rough idea, and
same room, neighborhoods, market stalls,
Awesome Points. Arenas could be different rooms, parts of the
Each Round
reward them with another dose of available Vary them up so movement has consequences.
Whenever you shift the odds against them, you what sorts of distinct regions it might contain. PIRATICAL fun. Never get bogged down!
Use Awesome Points to challenge the players. Start with an interesting locale, and figure out Fast-moving combat is essential to DINO-
Awesome Points Creating Arenas Running Combat
Basics Minions Guards & Monsters Big Bads
There are three main types of bad guys your Minions are dead simple: When the players are loaded up with Awesome
heroes will run afoul of amongst the islands of These are mid-level bad guys, maybe a bit of Points and are a few pegs up more than they
the DINO-PIRATES: Minions, Guards or No Hit Points threat even one-on-one: need to be, Big Bads are just the thing.
Monsters, and Big Bads. These can all be very
Minions don’t have hit points. If they get hit,
different in style and appearance, but those
they’re dead. And they usually have an AC of TWO Hit Points Lots of Hit Points
categories cover all encounters.
10, so they’re pretty easy to hit. It takes two shots to take down one of these Five? Ten? Even fifteen isn’t too much
We don’t worry about keeping track of folks. And they may have an AC of 12 or even (although that’s really really a lot). Just mark
numerous statistics for these critters. For the Lame Attack 14. When using counters, just flip the counter off the hits they take right on the map so the
simplest, Minions, we don’t track any statistics over after they’ve been hit for just one hit point. players can easily see how much damage
Minions only roll 1d10 for their attacks, so they
at all! And even the scariest Big Bad in this they’ve done.
don’t very often hit anything. They never get an
game is pretty easy to handle. Arena bonus. If they do hit, they only do one Proper Attacks
point of damage. Guards use actual weapons, and so get Arena Big Attacks
Of course Awesome Points are central to Actual weapons here again, and Arena bonuses,
bonuses as appropriate, and they get to roll the
combat and to monsters -- fighting loads of but you can get even nastier with these guys.
But Useful! normal amount of dice (2d10 or 3d10) for their
minions is the easiest way for heroes to earn a Pump the damage they deal (just add an
Minions can gang up – whenever two or more attacks. Their weapon type determines the
bunch of Points, whereas fighting a memorable Awesome Point to the Bowl) and really make
Minions attack a single target, roll a d10 for damage they deal.
Big Bad will get them spending Awesome Points the players sweat!
to save their own lives. each, and combine the top two. If that total
defeats the AC, the target takes one hit point Shields
Mix up the various types of bad guys, and have damage. If you give one of these guys a shield, it means Powers
fun. You can make changes in mid-combat if they’ll definitely survive the first hit they take. And then there’s Powers. Big Bads can just do
you’ve underestimated the players – adjusting Minions can also take the Protect action – So give them shields! Or tortoiseshell armour, STUFF, just by paying more Awesome Points
the odds is one way to pump more Awesome sacrificing their lives for their beloved master! or something that’ll absorb attacks like a shield into the Bowl. You can have some prepped, or
Points into the bowl. You can always have more would. just check out the next couple of pages if you
beasties show up! They’re just always in the way, those Minions. ✃ need inspiration mid-combat.
Commons Attribution License
thank you! Well, maybe not. point back.
Released under a Creative “Creature” Arena that fails a Daring or Cunning check.
Awesome Points in the Bowl and go for it! Your players will Rolling a 10 with this attack gives the creature a hit
Blast-like attack that deals damage to anyone in the
would be really cool if this monster could...” then dump some
Awesome Points are for! Anytime you think to yourself, “Wow, it it can simply roll over, crushing anyone atop it in a Leech
Remember, you can make up Powers on the fly – that’s what they like! But it’s dangerous. If the creature chooses to,
and of themselves -- heroes can scramble atop them if
closet. Cunning or Daring check to avoid taking damage.
and bloodthirsty pirates. Truly gargantuan creatures can actually be Arenas in
up, or just animating all those creepy dolls in the This attack requires everyone in an Arena to make a
Sorcerers, dinosaurs, freakish monsters more Minions into the fray, either summouning them
Ginormous Blast
few Awesome Points, some big bads can dump ever-
Favoured of sorcerers and volcano gods, by spending a to attack.
extra damage. Or just kill you DEAD.
detect, requiring successful Awareness checks in order
Get Help failure can impose penalties on attacks or checks. Or do
Alternatively, some creatures are invisible or difficult to
force Commitment checks when they do damage –
make a Commitment check to even attack them at all!
concentrate. Assassins or undead or giant snakes have attacks that
suffer penalties to some attribute checks, or need to
Sorcerer who COMMANDS THEIR WILL is able to for others to concentrate. People in the same arena may Poison or Energy Drain
else, or if their sacred idol is present, or if that Imperial Some creatures radiate evil or power, making it difficult
they’re attacking someone who’s attacking someone Presence be a sort of Attack, or it might be a Focus action.
get a bonus on their attack roll in certain situations -- if
to come near so that they can be attacked. Pulling may
Sneaky or just outright dangerous, some creatures can
enticing songs, some creatures can cause their enemies
bonuses in the Arena type they can create.
Bonus Attack Whether it’s with webs or long tongues or just very
it Dense. Creatures that can do this typically get
example, or giant spider can fill it with webs and make Pulling
appropriate). Lava demons can make any arena Hazardous, for
really scary (in which case a Commitment check is Arena Changes “Open Sky” arena, or zip over to another arena easily.
also be a non-physical effect, like doing something
With this power, a creature can always move to the
flames, or just a big honking punch in the face. It could
successful attack. This could be with webs, or a whip of target into a new Arena: their belly! Flying
Many creatures can Throw or Corner a target after a On a successful attack, some creatures can move the
special abilities they can use in exchange for Awesome Points.
Bad Guys in DINO-PIRATES OF NINJA ISLAND have Powers --
Extra Action Swallow
Even More Powers More Powers Powers
Basics
Sometimes the brain, she doesn’t give us what
1 2 5 6 9 10
we need. Sometimes players kick open a door, 1. Lightning 1. Portal 1. Blades 1. Vault 1. Grave-robbers 1. Scorched
or storm a nearby galleon, and you have NO 2. Vent 2. Warped 2. Squealing 2. Viscera 2. Head 2. Wine
IDEA what’s in there. 3. Laboratory 3. Zombies 3. Riddle 3. Fumes 3. Orb 3. Ruby
4. Mummy 4. Chained 4. Pale 4. Levers 4. Remains 4. Armory
Fear not! Roll a d10 and a d12, and consult 5. Serpentine 5. Necromancy 5. Casks 5. Acid 5. Skulls 5. Blood
these charts. Check either the black or the white 6. Fanatics 6. Shipwreck 6. Noisome 6. Source 6. Epitaph 6. Scorpions
d10 lists, and then note the word indicated on 7. Swarm 7. Guarded 7. Transforming 7. Brass 7. Ooze 7. Font
that list by the d12. 8. Autonomous 8. Soulless 8. Gunpowder 8. Radiant 8. Cistern 8. Screams
9. Luminescent 9. Stuffy 9. Verdigris 9. Spectral 9. Cultists 9. Sorcerer
For example, if you get a 7 and an 11, that could 10. Abomination 10. Warning 10. Leeches 10. Gears 10. Brain 10. Tilted
be, “Prehistoric” or “Jade”. Or both! 11. Embers 11. Beast 11. Ants 11. Sacrifice 11. Torture 11. Firepit
12. Harbour 12. Pirate 12. Guardian 12. Ashes 12. Bell 12. Cache
This concept comes to us from the good folks at
Risus Monkey (http://www.risusmonkey.com). 3 4 7 8
1. Vampire 1. Face 1. Testament 1. Grimoire
Their “DungeonWords” resource is a fantastic 2. Altar 2. Scrolls 2. Answers 2. Sarcophagus
one, and needed only the slightest bit of 3. Shackles 3. Servants 3. Herbs 3. Seal
cobbling to work with DINO-PIRATES OF 4. Master 4. Hatch 4. Stinking 4. Howling
NINJA ISLAND and Old School Hack. This 5. Bugs 5. Archive 5. Edict 5. Tainted
version runs on a d10/d12 roll, and some of the 6. Emerging 6. Menagerie 6. Throne 6. Grave
vocabulary has been tweaked so as to better 7. Jars 7. Skeletons 7. Obelisk 7. Acolytes
represent the DINO-PIRATES world. We added 8. Ancestors 8. Reptile 8. Sword 8. Oily
things like “Totem”, “Prehistoric” and 9. Oracle 9. Boon 9. Giant 9. Vines
“Shipwreck” -- but the vast majority of the work 10. Totem 10. Fountain 10. Prehistoric 10. Bottomless
is straight from the Monkey’s Risus. Huge 11. Slab 11. Unstable 11. Graffiti 11. Blocked
thanks to them. 12. Pyramid 12. Redoubt 12. Pain 12. Storage ✃
Commons Attribution License
Released under a Creative Tentacles 12. Signpost 12. Cave 12. Runes 12.
brain. Arena 11. Sweltering 11. Precarious 11. Wailing 11.
awesomeness, delivered straight to your Ambush 10. Jade 10. Alchemy 10. Apothecary 10.
Bats 9. Shrine 9. Mausoleum 9. Mirror 9.
For those moments when you need Spiders 8. Webs 8. Shattered 8. Smoke 8.
Gallery 7. Cantilevered 7. Fetid 7. Furnace 7.
Transmission 6. Barracks 6. Apparatus 6. Sticky 6.
Relic 5. Rats 5. Mist 5. Valve 5.
Tapestries 4. Stench 4. Clue 4. Exploding 4.
Sanctuary 3. Compartment 3. Tenebrous 3. Entombed 3.
Plague 2. Workshop 2. Barricade 2. Ghost 2.
Scriptorium 1. Catacombs 1. Mural 1. Beetles 1.
Clan 12. Idol 12. Bilious 12. Captive 12. Trash 12. Thorns 12.
Apes 11. Pillars 11. Diseased 11. Slime 11. Ectoplasm 11. Patrols 11.
Science 10. Trophies 10. Spirits 10. Toxic 10. Forge 10. Wind 10.
Artifice 9. Vats 9. Vapors 9. Spores 9. Privy 9. Candles 9.
Pool 8. Heavenly 8. Harem 8. Vermin 8. Lantern 8. Crystals 8.
Coffin 7. Kennels 7. Witch 7. Hearth 7. Juggernaut 7. Clockwork 7.
Eyes 6. Shards 6. Bones 6. Alarm 6. Observatory 6. Adventurers 6.
Frogs 5. Hoard 5. Temple 5. Well 5. Automaton 5. Mosaic 5.
Tomb 4. Platforms 4. Glyphs 4. Stores 4. Infested 4. Ticking 4.
Tracks 3. Controls 3. Artifact 3. Meditation 3. Echoes 3. Hive 3.
Steam 2. Rotting 2. Contaminated 2. Levitating 2. Jungle 2. Inscriptions 2.
Fungus 1. Pipes 1. Torches 1. Corpse 1. Key 1. Library 1.
Swashbuckler
The Fighter isYou live warrior
a bad-ass by your wits.
who's And
good your smile.
at surviving when the chips are down.
adventuring goals

Inherent: A Rope to Swing On


inherent: Steely-eyed
Each combat, you may make one move
toYou’re good at hitting
an adjacent arenathings. Every using
without roll youa
make action.
Move to hit something gets a +1 added to it.
available talents (pick one at first level)
experience 1st Man-at-arms

Limitation: Inattentive
limitation: Upkeep
Awesome Points Used
2nd Mercenary

CHARGER
Some call you self-absorbed,
honestly,
Staying inwhen
focus,
combat
practice
you’re THIS awesome,
trim requires
and precision,
but
constant
as well asfrom
lots
You’re
double
ARMOR OF SCARS
Getting an
action,
constant
beatexpert
usable once per arena
ability
up as at rushing
often as youindo
tohas
attack. Once for every
its advantages. You'rearena,
tougher Party levels up when everyone
3rd Warrior
how can
of weapon
time
you not admire yourself
sharpening and armor polishing.
to time?
you
thancan make
most,
with seven
same round,
and both
hitwith
points
a Move
can take more action
instead
a +2 bonusof to
thethe
and an
punishment
usual
Attack
because action
of it. in theoff
You start
five. Plus you've usually got
attack.
has spent 12 awesome points
4th Hero

A lot of your
Whatever freereason,
the time is mostly spenttoeither
you tend miss
some old war stories and a don't-mess-with-me countenance that gives
you a +2 on any Charm check when trying to talk someone out of
game notes
practicing or
important working
details ofonwhat’s
your equipment.
happening NIMBLE
violence.ATTACK focused attack, usable once per arena
around you.
By making
WEAPON a Focused
OF CHOICE attack,
constant you can attack an opponent in an
ability
unexpected
You've become way (usually
adeptly by with
familiar describing something
a specific weapon of cool with
your choice,
HOW TO USE ATTRIBUTE
AWESOME POINTS the
and environment), doing extension
you use it as a natural an extra of point
your of damage
body. as as
As long well
youas
are
BONUS CHART some extra
wielding it, allsort
yourofattack
Cooldice
Effect
are if youDice.
Face successfully hit (knocking
If for whatever reason you
(roll 2d10)
1 point: them
take updown, making athem
a new weapon, feel
week of foolish,
training will carving your
switch your initial,of
Weapon
Add +2 to an attribute test 5 or lower -2 etc).
Choice to that one.
Recharge a Per-Arena Talent
6 to 8 -1 CHARGER double action, usable once per arena
2 points:
1 extra point of damage
9 to 11 0 SLIPPERY immediate
You're an expert reaction,
at rushing in to usable
attack.once
Onceper
forarena
every arena, you can
12 or 13 +1 makefirst
both attack
a Moveon action
Heal 1 point of damage
Recharge a Rested Talent
The youand an Attack
during action
a round in the spent
you've same round,
Movingwith
(outside of combat)
14 or 15 +2 a +2 bonus to the
automatically attack. but you cannot choose the Move action
misses;
3 points: 16 or 17 +3 onconstant
HEFT the following
ability round.
18 or 19 +4
Use a Talent from your class You've got a little bit more oomph than everyone else. You can carry one
you don’t yet have +5
20
GLINTY SMILE
more Heavy weaponnon-combat
or armor than your usable
talent, Brawnonly
bonus would
once allow,
after a restand
when you choose to wear no armor at all, your sexy build gives you a +2
The
bonustruth
on anyis, Charm
you’re check
just devastatingly
you make against charming.
someone Bythatflashing
might be
your pearly
attracted to you.whites and winking knowingly, no non-player
starting equipment character will possibly fail to be charmed, and simply cannot
EXPLOIT WEAKNESS
believe you are up focused attack,bad.
to anything usable after
Your restedparty members
fellow
AArapier, will probably
Practice just means
in fighting roll their
youeyes,
have however.
a trained eye for an Achilles’ Heel.
bedroll,fancy clothes,
a leather flaskbig shinyaboots,
of wine, sack
hair Every couple of fights you can carefully observe that a monster or an
filledcreme,
with drieda purse
rationsofand
coins (mostly
hardcheese,
opponent has a weakness, and if you are able to successfully Focus on it,
copper),
some flinta wineskin,
& tinder,personal grooming
three torches, a TAUNT constant ability
subsequent attacks you make against it get a +2 bonus to hit and do an
kit.
whetstone, a sewing kit, some candles and
When youofwant
extra point to irritate someone, you can do so through
damage.
a crowbar.
sarcastic comments, jibes and sneering wit. By making a
successful test of your Cunning against your enemy’s
STARTING COIN:
STARTING 1d10 gp,
WEALTH: +31d12 sp
Commitment, you can force one enemy to attack you, no
matter what their other plans may have been.

focused
constant
per arena
rested
Basic Game
This game is made out of the awesome Old School Hack (www.oldschoolhack.com)
A hard-drinking
The
Sea Dog
Fighter is a bad-ass friend to sailors
warrior who's and parrots
good at surviving everywhere.
when the chips are down.
adventuring goals

Inherent: Steady as She Goes


inherent: Steely-eyed
Once you decide you like a place, you
You’re
stay. good
You at hitting
cannot things. Every
be Pushed outroll
of you
any
make (although
arena to hit something getsbe
you can a +1 added to it.
Thrown).
available talents (pick one at first level)
experience 1st Man-at-arms

limitation:
Limitation: Upkeep
Ration of Grog
ROLLS WITH
Awesome Points Used
2nd Mercenary

SCARSTHE PUNCHES
Seaboard
the daily
focus,
life has its compensations, like
Staying in combat trim requires constant
cupful
practice andofprecision,
rum doled outastolots
as well all
ARMOR OF
You’ve
constant
Getting been
beat up
ability
in as
your share
often of brawls
as you
constant ability

andadvantages.
do has its scrapes, and youtougher
You're take Party levels up when everyone
3rd Warrior

the hands.sharpening
of weapon You’ve gotten usedpolishing.
and armor
and any day that goes by without your
to that, your punishment
than most,
with seven
instead
and can like
of hit
thepoints
take amore
usual
man.
instead
five. of
You startbecause
punishment
the usual
Plus,
with seven
your five.
saltyPlus
hit points
of it. You start off
you've usually
demeanour got
gives
has spent 12 awesome points
4th Hero

drink
A lot ofisyour
Dog.
gonna makeis mostly
free time you a spent
cranky Sea
either
some oldpause,
others war stories
you a +2 out
someone on any
and youand aget
don't-mess-with-me
a +2 on any Charm countenance
check that
Charm check when trying to talk someone out of
of violence.
gives
to talk game notes
practicing or working on your equipment.
violence.
A WEAPON
TALE O’OFTHE SEA
CHOICE non-combat
constant ability talent, usable only once after rested
HOW TO USE You've
By become
telling adeptly
a grand familiar
story with a specific
of adventure weapon aofdeafening
(or singing your choice,
ATTRIBUTE
AWESOME POINTS and shanty)
sea you use itthat as a lasts
natural
at extension
least fiveofminutes,
your body.youAs long
can as you are
inspire
BONUS CHART
wieldingaround
people it, all your attack
you dice are
(giving Face
them +2Dice. If for Daring
to their whateveror
reason you
+1 to
(roll 2d10)
1 point: take up
their a new weapon,
attacks) for thea next
week hour,
of training will switchpeople
or convince your Weapon
of yourof
Add +2 to an attribute test 5 or lower -2 Choice
point ofto that(+5
view one.to your next Charm check if needed).
Recharge a Per-Arena Talent
6 to 8 -1 CHARGER double action, usable once per arena
2 points: 9 to 11 0
1 extra point of damage FRIEND
You're IN EVERY
an expert PORT
at rushing in to attack. Once
constant for every arena, you can
ability
Heal 1 point of damage 12 or 13 +1 make both a Move action and an Attack action in the same round, with
Recharge a Rested Talent
14 or 15 +2 You’ve served
a +2 bonus to theon warships, pirate corvettes, gold-laden junks
attack.
(outside of combat)
16 or 17 +3
and even pulled nets on fishing boats. Wherever you go, you
3 points: HEFT
runconstant ability shipmates who are eager to help out an old
into former
18 or 19 +4
Use a Talent from your class pal. If got
You've youa little
needbit a more
placeoomph
to flop, or everyone
than some information,
else. You canthe old
carry one
you don’t yet have 20 +5 gang is always
more Heavy there.
weapon or armor than your Brawn bonus would allow, and
when you choose to wear no armor at all, your sexy build gives you a +2
bonus on any Charm check you make against someone that might be
ANIMAL COMPANION
attracted to you. usable once per-arena
starting equipment You’ve
EXPLOIT got a little buddy
WEAKNESS focused(most
attack,likely
usableaafter
parrot or a monkey, but
rested
up to you), who helps you out when things get a little
Raggedy Practice in fighting means you have a trained eye for an Achilles’ Heel.
A bedroll,sailor clothes,
a leather a wine,
flask of tin mug,
a sacka complicated. Once per arena they can fly at, throw things or
harmonica, heavily calloused feet and a Every couple of fights you can carefully observe that a monster or an
filled with dried rations and hardcheese, otherwise
opponent hasdistract your and
a weakness, enemy,
if yougiving
are ableyou a +2 on your
to successfully attack
Focus on it,
jaunty
some hat.
flint & tinder, three torches, a roll.
subsequent attacks you make against it get a +2 bonus to hit and do an
whetstone, a sewing kit, some candles and
extra point of damage.
a crowbar. HEAVY BLOW special attack, usable once per arena
STARTING COIN:
STARTING 1d10 gp,
WEALTH: +11d12 sp If you strike at someone with your empty fist (or say, a handy
bit of nearby furniture), you can attempt a special attack that
also stuns your opponent if it hits, preventing them from
using the Attack action this round or the next.
focused
constant
per arena
rested
Basic Game
This game is made out of the awesome Old School Hack (www.oldschoolhack.com)
Disappear
Ninja Shadow
The Fighter is ainto darkness.
bad-ass Strike
warrior who's good unseen,
at survivingrelentless and
when the chips aredeadly.
down.
adventuring goals

Inherent: Disappear
inherent: Steely-eyed
If you decide to go away, you’re gone.
You’re good
Nobody at hitting
can use things. Every
the Impede actionroll you
against
make
you, to if
and hityou
something
choose to
round, you cannot be seen.
gets a +1
take noadded
actiontoinit.a
available talents (pick one at first level)
experience 1st Man-at-arms

limitation: Upkeep
Awesome Points Used
2nd Mercenary

Limitation: Overlooked EXPLOIT WEAKNESS


Staying in being
Sometimes
focus,
combat
practice
trim requires
so shadowy
and precision,
sucksconstant
-- people
as well as lots
ARMOR OF SCARS
Long
constant ability focused attack, usable after rested
Gettinghours of training
beat up pay
as often as youoff.
doEvery
has itscouple of fights
advantages. you
You're can
tougher Party levels up when everyone
3rd Warrior
are forever
of weapon
never
forgetting
sharpening
get served
you’re even there. You
and armor polishing.
in restaurants,
don’t even get a share of the gold!
and often
carefully
than most, observe
with seven hit
weakness, andpoints
thatmore
and can take a monster
instead
if you are of
punishment
the to
able usual
or because
an opponent
of it. You has
five. Plus you've
successfully Focus
start aoff
usually
on it,got
has spent 12 awesome points
4th Hero

A lot of your free time is mostly spent either


some old warattacks
subsequent
you ado+2
and anon
stories and
anypoint
extra
youa make
Charm
don't-mess-with-me
of check
damage.
against it getcountenance
a +2 bonusthat to gives
when trying to talk someone out of
hit game notes
practicing or working on your equipment.
violence.

BACKSTAB
WEAPON OF CHOICE constant
special attack,ability
usable once per arena
HOW TO USE You've become adeptly familiar with a specific weapon of your choice,
ATTRIBUTE By attacking an opponent who happens to be attacking
AWESOME POINTS and you use it as a natural extension of your body. As long as you are
BONUS CHART somebody else this round, you get a +2 to hit them and do an
wielding it, all your attack dice are Face Dice. If for whatever reason you
1 point: (roll 2d10) extra two points of damage.
take up a new weapon, a week of training will switch your Weapon of
Add +2 to an attribute test 5 or lower -2 Choice to that one.
Recharge a Per-Arena Talent
6 to 8 -1 UP THE WALLS
CHARGER constant
double action, usable ability
once per arena
2 points: 9 to 11 0
1 extra point of damage
You
You'recan
an climb
expert just aboutinanything,
at rushing to attack. at pretty
Once much
for every the same
arena, you can
Heal 1 point of damage 12 or 13 +1 speed youawalk
make both Move at.action
Make a Strength
and an Attackcheck
action with
in theasame
+2 to just go
round, with
Recharge a Rested Talent
14 or 15 +2 up
a +2any sheer
bonus vertical
to the attack.surface, or a Daring check (again at +2)
(outside of combat)
16 or 17 +3 to cross any sort of narrow, wobbly surface (like a rope or a
3 points: HEFT constantplant
bamboo ability waving in the wind). Lesser surfaces like
18 or 19 +4
Use a Talent from your class crumbly
You've got arock
little walls
bit more oroomph
narrow
thanplanks
everyoneyou
else. can negotiate
You can carry one
you don’t yet have 20 +5 without
more Heavyany weapon
check whatsoever.
or armor than your Brawn bonus would allow, and
when you choose to wear no armor at all, your sexy build gives you a +2
bonus on any Charm check you make against someone that might be
QUICK REACTION
attracted to you. immediate reaction, usable any time
starting equipment Whenever you are surprised by something or someone,
EXPLOIT WEAKNESS focused attack, usable after rested
including traps, you get to add +2 on the next die roll as long
All black ninja outfit, Practice in fighting means you have a trained eye for an Achilles’ Heel.
A bedroll, a leather flask smoke
of wine, bombs,
a sack as it happens directly afterwards.
lockpicks, Every couple of fights you can carefully observe that a monster or an
filled with climbing ropeand
dried rations andhardcheese,
grappling
hook, opponent has a weakness, and if you are able to successfully Focus on it,
some snorkel
flint & pipe andthree
tinder, flashtorches,
grenades.
a
subsequent attacks you make against it get a +2 bonus to hit and do an
All the necessities
whetstone, of some
a sewing kit, life for a hard-
candles and STALK immediate reaction, usable once per arena
extra point of damage.
working
a crowbar.ninja.
It’s very hard to shake you once you’ve lined up your target.
With a successful Daring versus Commitment or Cunning
STARTING COIN:
STARTING 1d10 +4
WEALTH: gp, 1d12 sp
check, you can automatically follow an opponent from one
arena to another, without using up a Move action.

focused
constant
per arena
rested
Basic Game
This game is made out of the awesome Old School Hack (www.oldschoolhack.com)
The clan is
The Fighter
Ninja Sword
relies on warrior
a bad-ass you towho's
uphold the
good at traditions
surviving and
when the the
chips arehonour.
down.
adventuring goals

Inherent: Years of Training


inherent: Steely-eyed
You were born to combat. As long as you
You’re good
continue at hitting
to uphold thethings.
SevenEvery rollVows,
Sacred you
make
you to hita something
receive gets a +1Class.
+1 to your Armor added to it.
available talents (pick one at first level)
experience 1st Man-at-arms

limitation:
Limitation: The 7Upkeep
Sacred Vows
Awesome Points Used
2nd Mercenary

WEAPON OF CHOICE
You take these
Staying
slightly
vows very
in combat
embarrassing
focus, practice
trim seriously,
one that
and precision,
even that
requires constant
as makes your
well as lots
ARMOR OF SCARS
Sensei
constant abilityconstant ability
Getting was
beat very
up as strict, and
often as youevery dawn
do has came more
its advantages. exercises,
You're tougher Party levels up when everyone
3rd Warrior

friends shake their heads. But honour and


of weapon sharpening and armor polishing.
tradition matter to you, and whatever the
more drill,and
than most,
with seven hit
traditional
more
canpain.
points
clan weapon
But it
take more
instead
sure paidbecause
punishment
of the usual
(whatever
off. When
five. be),
it may
of it.using
Plus you've
all your
youroff
You start
usually
attackgot
has spent 12 awesome points
4th Hero
vows of your clan may be, you’re determined
toAlive
lot of
upyour free time is mostly spent either
to them.
someare
dice old Face
war stories
Dice.and a don't-mess-with-me countenance that gives
you a +2 on any Charm check when trying to talk someone out of
game notes
practicing or working on your equipment.
violence.
MAKE AN OATH focused attack, usable only once after rested
WEAPON OF CHOICE constant ability
By spending a few moments making a solemn vow to your
HOW TO USE You've become
clan’s ancestors adeptly
(”I familiar
will stepwith a specific
aside for noweapon of yourdogs”,
Imperial choice,
ATTRIBUTE
AWESOME POINTS and you use it as a natural extension of your body. As long as you are
BONUS CHART “None shall leave this room”, etc), you get a +2 bonus to all
wielding it, all your attack dice are Face Dice. If for whatever reason you
1 point: (roll 2d10) attack rolls as long as the vow’s conditions are in effect.
take up a new weapon, a week of training will switch your Weapon of
Should the vow be broken in any way, all your combat rolls
Add +2 to an attribute test 5 or lower -2 Choice to that one.
Recharge a Per-Arena Talent suffer a -1 until the combat ends.
6 to 8 -1 CHARGER double action, usable once per arena
2 points: 9 to 11 0
You're an expert at rushing in to attack. Once for every arena, you can
1 extra point of damage
Heal 1 point of damage 12 or 13 +1 TWIN STRIKE double action, usable once per arena
make both a Move action and an Attack action in the same round, with
Recharge a Rested Talent
14 or 15 +2 You have been
a +2 bonus to the trained
attack. to take advantage of even momentary
(outside of combat)
16 or 17 +3 lapses in your opponent’s concentration. Once per arena, if
3 points: HEFT
youconstant
drop ability
an enemy with your attack, you may immediately
18 or 19 +4
Use a Talent from your class make
You'veagot
second
a littleAttack
bit moreagainst another
oomph than enemy
everyone inYou
else. thatcan
arena.
carry one
you don’t yet have 20 +5 more Heavy weapon or armor than your Brawn bonus would allow, and
when you choose to wear no armor at all, your sexy build gives you a +2
WEBbonus
OFonSTEEL
any Charmdouble
check action,
you make against
usable only someone
once afterthat might be
rested
attracted to you.
You join in the dance of blades, twisting and turning,
starting equipment impossible
EXPLOIT to strike
WEAKNESS as attack,
focused you blur
usablethrough the melee. No
after rested
opponent’s attacks
Practice in fighting can you
means hit you
have this round,
a trained eye whereas you can
for an Achilles’ Heel.
All black ninja
A bedroll, outfit,
a leather a natty
flask headband
of wine, a sack act normally.
Every couple of fights you can carefully observe that a monster or an
and
filleda with
LOTdried
of rations
attitude.andThose finely
hardcheese,
crafted weapons yourthree
clantorches,
made, aa opponent has a weakness, and if you are able to successfully Focus on it,
some flint & tinder,
carefully-stowed scroll with candles
your clan’s subsequent attacks you make against it get a +2 bonus to hit and do an
whetstone, a sewing kit, some and WILL OF
extra IRON
point constant ability
of damage.
vows, and a little something Sensei gave
a crowbar.
you before you left. Your determination to cut down your foes can cost you
STARTING COIN: 1d10 gp, 1d12 sp greatly. On any successful attack, you can deal one extra hit
STARTING WEALTH: +2 point of damage, but you suffer one hit point of damage
yourself.

focused
constant
per arena
rested
Basic Game
This game is made out of the awesome Old School Hack (www.oldschoolhack.com)
The
The Fighter land iswarrior
is a bad-ass full of
Shaman
voices,
who's for
good at thosewhen
surviving whothelisten.
chips are down.
adventuring goals

Inherent: Talk to Spirits


inherent: Steely-eyed
The world is full of spirits of all shapes and
You’re good at
descriptions: hittingancestor,
nature, things. Every roll you
the unhappy
makeThey
dead. to hittalk
something
to you. gets a +1 added to it.
A Focused action allows you to learn any available talents (pick one at first level)
experience 1st Man-at-arms
one fact about where you are, just by noting
the local spirits and asking them. This
limitation: Upkeep
conversation may be creepy for those around
ANIMAL FRIENDS focused spell, usable only once after rested
Awesome Points Used
2nd Mercenary

you.
Staying in combat trim requires constant
focus, practice and precision, as well as lots
ARMOR OF SCARS constant ability
As a Focused action, you can make friends with a nearby animal. This
Getting beat
creature can up as often
be no largerasthan
you half
do has
youritssize,
advantages. You're
but it will tougher
be friendly Party levels up when everyone
3rd Warrior

Limitation:
of weapon sharpening Yokel
and armor polishing.
You’re not exactly well-traveled, and so you
towards
than most,
understand
youandand
canobey
simple
with seven hit
order to use
take any
morenon-self-destructive
instructions.
points
punishment becausecommand.
Youusual
instead of the can spend
of it. You It
1 Awesome
five. Plus
canoff
start
Point in
you've usually got
has spent 12 awesome points
4th Hero
warthis talent onaadon't-mess-with-me
creature as big as yourself, or 2 Awesome
A lot
end upofgawking
your freeattime is mostly
things spent
you’ve either
never seen
some old
Points
you a on
+2 aon
stories
creature
and
as big check
any Charm as a horse.
whenIttrying
countenance
will remain
to talkyour
that gives
friend out
someone untilof game notes
practicing
before. Likeorships,
workingandonroads,
your equipment.
and stuff like you dismiss it, or you use this power on another animal.
violence.
that. City folk will make fun of you.
AURAS
WEAPONOF POWER
OF CHOICE constant ability
constant ability
HOW TO USE You've become adeptly familiar with a specific weapon of your choice,
ATTRIBUTE Whether the taint of Imperial Sorcery, the remnants of demonic
AWESOME POINTS and you use it as a natural extension of your body. As long as you are
BONUS CHART rituals, spirit possession or even the focused energy of a great martial
wielding
arts it, all
master, youyour
canattack
sensedice
theare Face
auras Dice.by
created If for whatever
sources reasonBy
of power. you
(roll 2d10)
1 point: take up taking
merely a new weapon,
a moment a week
and offocusing,
training you
will switch your Weapon
can discern any suchof
Add +2 to an attribute test 5 or lower -2 Choice to
sources or that
theirone.
effects in the vicinity. By making an Awareness
Recharge a Per-Arena Talent
6 to 8 -1 check, you may even notice power disguising itself.
CHARGER double action, usable once per arena
2 points: 9 to 11 0
You're an expert at rushing in to attack. Once for every arena, you can
1 extra point of damage
Heal 1 point of damage 12 or 13 +1 ANCESTRAL AID focused spell, usable only once after rested
make both a Move action and an Attack action in the same round, with
Recharge a Rested Talent
(outside of combat)
14 or 15 +2 a +2 bonus
This spell to the attack.
invokes your ancestor spirits to aid you or your
16 or 17 +3 companions. By laying your hands on someone who is down to 2 hit
3 points: HEFT constant ability
points or less, which could be yourself, you bring them back up to 1 hit
18 or 19 +4
Use a Talent from your class point
You'veless
gotthan fullbit
a little in more
a quick ritualthan
oomph that everyone
lights up the
else.area
Youaround you.one
can carry
you don’t yet have 20 +5 more Heavy weapon or armor than your Brawn bonus would allow, and
when you choose to wear no armor at all, your sexy build gives you a +2
bonus on any Charm check you make against someone that might be
BLESS WEAPON focused spell, usable once per arena
attracted to you.
starting equipment You can clutch a weapon and encourage spirits to enter it, at the cost
EXPLOIT WEAKNESS
of a little bit of your focused attack,
health. When usable after rested
touching a weapon, you must
Some sort of robe/seashell declare
Practiceainpurpose
fightingfor its blessing,
means you havewhether for eye
a trained something quick or Heel.
for an Achilles’ for
A bedroll, a leather flask of bikini
wine, aaffair,
sack aEvery
long-term
most couplegoal. Any you
of fights weapon thus touched
can carefully doesthat
observe an aextra pointorofan
monster
filled likely, a fancy
with dried rationsheadress, a stick
and hardcheese, damage
with opponenteachhas atime a successful
weakness, attack
and if you is to
are able made with it,Focus
successfully but your
on it,
somea flint
bunch & of feathers
tinder, threeontorches,
it, some
a character
gemstones subsequentisattacks
permanently
you make down a hit
against point.
it get a +2Once
bonusthe purpose
to hit and doisan
whetstone, and widekit,
a sewing eyes.
some candles and reached or is
extra point ofdeclared
damage.unobtainable, the weapon loses its property and
a crowbar. you get your hit point back.

STARTING COIN:
STARTING 1d10 gp,
WEALTH: +41d12 sp SPIRIT SHIELD constant ability
Each round, one Minion opponent attacking you fails to
do so. Either scary spirits interfere, or helpful spirits hide
you, or insert a banana peel in the mix, or whatever. focused
constant
per arena
rested
Basic Game
This game is made out of the awesome Old School Hack (www.oldschoolhack.com)
Nothing
The Fighter canwarrior
is a bad-ass
Hunter
hide from you,at and
who's good no game
surviving when theischips
tooare
bigdown.
adventuring goals

Inherent: Bent Grass Blades


inherent: Steely-eyed
If it can be followed, you can follow it. You
You’re
can’t go good at as
as fast hitting things.
whatever Everyfollowing,
you’re roll you
make to hit
generally, butsomething
off the scent.
getsdifficult
you are very a +1 added to it.
to throw
available talents (pick one at first level)
experience 1st Man-at-arms

limitation: Upkeep
Awesome Points Used
2nd Mercenary

FOREST STEPconstant
Limitation: Stoic
Staying in combat
focus, apractice
trim requires
and precision,
constant
as welland
as lots
ARMOR OF SCARS
You
Getting
constant
get abeat
+2 up
ability
ability
bonus to anyasroll
as often youthe doDMhasrequires you to make
its advantages. You'reintougher
order Party levels up when everyone
3rd Warrior
You’re
of weapon
tough
big tough
sharpening
jungle
jungle warrior,
warriors anddon’t
armor complain.
Whether you’re injured or starving or
big
polishing.
to
thanMove
most, from
untrackable
with seven hit
and can onetake
andpoints
arena
you never
moretopunishment
get of
instead
another. You
lostthe
in the forest.
usual
alsoofhappen
because to beoff
it. You start
five. Plus you've usually got
has spent 12 awesome points
4th Hero

whatever, you’d
A lot of your rather
free time die spent
is mostly than either
admit
some old war stories and a don't-mess-with-me countenance that gives
you a +2 on any Charm check when trying to talk someone out of
game notes
weakness
practicinginor
front of ‘civilized’
working on yourfolks.
equipment. PERFECT
violence.
ACCURACY delayed attack, usable once per arena
Any delayed attack you attempt to make with a Ranged weapon gets
WEAPON OF CHOICE
a +2 added constant
to the attack roll ifability
it’s not interrupted by the Attack Turn.
Outside of combat,
You've become as familiar
adeptly long as with you aaim for at
specific least of
weapon a your
minute at
choice,
HOW TO USE ATTRIBUTE something
and you use you cana see,
it as you extension
natural will alwaysofhit it. You
your can
body. Asinitiate
long ascombat
you are
AWESOME POINTS
BONUS CHART with this it,
ability.
wielding all your attack dice are Face Dice. If for whatever reason you
(roll 2d10)
1 point: take up a new weapon, a week of training will switch your Weapon of
Add +2 to an attribute test 5 or lower -2 SURVIVAL
Choice to that one. ability
constant
Recharge a Per-Arena Talent
6 to 8 -1 You never
CHARGER go hungry.
double As long
action, usable onceasper
there is game to hunt, you’ve got
arena
2 points: 9 to 11 0 something to throw on the barbecue. This also means you can find
1 extra point of damage You're aninexpert
animals at rushing
any sort in to
of natural attack.and
setting, Once
youfor
getevery
a +1arena,
on anyyou can
rolls
Heal 1 point of damage 12 or 13 +1 make both a Move action and an Attack action in the same round, with
made against animals (even dinosaurs).
Recharge a Rested Talent
(outside of combat)
14 or 15 +2 a +2 bonus to the attack.
16 or 17 +3
3 points:
18 or 19 +4
SET
HEFTTRAPS
constant ability
focused action, usable once per arena
Use a Talent from your class You've
You cangotriga deadfalls,
little bit more oomph
nooses and than everyone
springs out of else.
just You
aboutcan carry one
anything.
you don’t yet have 20 +5 morecan
You Heavy
take aweapon
Focusor armor
action than
and your Brawn
prepare a trap.bonus would
The next allow,
enemy whoand
when you
enters your choose
arenatoafter
wearyour
no armor
actionatcompletes
all, your sexy
getsbuild givesby
attacked you a +2
your
bonus on any
makeshift trapCharm
-- makecheck you make
an Attack rollagainst someone
as normal that might
(no arena bonus)be
attracted
and deal toyouryou.enemy one point of damage on a successful hit. This
starting equipment attack is NOT your action on the next round; you can do whatever you
EXPLOIT WEAKNESS
like after focused attack, usable after rested
the trap is set.
Sandals anda some Practice in fighting means you have a trained eye for an Achilles’ Heel.
A bedroll, leathersort ofof
flask loincloth. A T-
wine, a sack
Rex Every couple of fights you can carefully observe that a monster or an
filledtooth
with and
driedsomething
rations andmade out of
hardcheese, CORRAL focused action, and
usable only
dinosaur hide. opponent has a weakness, if you areonce
ableafter rested
to successfully Focus on it,
some flint & Rope,
tinder, a three
knife,torches,
and somea
cocoanuts. subsequent
Your expertiseattacks you make
in directing againstallows
animals it get ayou
+2 to
bonus to hit and
influence do an
people’s
whetstone, a sewing kit, some candles and
extra point With
behaviour. of damage.
a Focus action you can choose an arena (either the
a crowbar.
one you’re in or one adjacent to it) and attempt to force all Minion or
Guard bad guys in any arena adjacent to the target arena to use their
STARTING COIN:
STARTING 1d10 gp,
WEALTH: +21d12 sp next action to Move to that arena. You make a Cunning vs
Commitment check against the bad guys (one check for all the
Minions, one check for each Guard) -- each one who fails
moves as you direct.
focused
constant
per arena
rested
Basic Game
This game is made out of the awesome Old School Hack (www.oldschoolhack.com)
The
The Empire
Fighter maywarrior
is a bad-ass
Sorcerer
havewho's
castgood
youatout, but when
surviving you’ve still are
the chips gotdown.
plans.
adventuring goals

Inherent: Civilized Manners


inherent: Steely-eyed
You grew up in the great cities of the Empire,
and you good
You’re can move withthings.
at hitting ease inEvery
the highest
roll youof
social
make circles. Once pergets
to hit something session you get
a +1 added
automatic success on either a Charm or a
an
to it.
available talents (pick one at first level)
experience 1st Man-at-arms
Commitment check.

limitation: Upkeep MANA


Awesome Points Used
2nd Mercenary

ARMOR BLAST
Limitation:
Basically,
Superior Scorn
Staying in combat trim requires constant
nobody
focus, practice andlikes you because
precision, as well asyou’re
lots
OF SCARS
This spell
Getting shoots
beat
focused spell,
constant
outoften
up as a magical
usable only once after rested
ability
as youbolt
dothat
has automatically
its advantages.hits anything
You're in
tougher Party levels up when everyone
3rd Warrior

such a sneering,
of weapon arrogant
sharpening andbastard. When you
armor polishing.
want to be charming you can sure turn it on,
your
than arena
roll.
with By
damage
most, or
andancan
taking
seven
adjacent
a hit point
hit points
one, punishment
take more
of of
instead
doing 2 points
damage yourself,
the usual
of damage,
because
you can
five. Plus
no need
of it. You starttooff
increase
you've usuallythe
got
has spent 12 awesome points
4th Hero
some oldtowar3 points.
but those
A lot who
of your
cold-hearted.
know
free time you thinkspent
is mostly you’re just
either
stories and a don't-mess-with-me countenance that gives
you a +2 on any Charm check when trying to talk someone out of
game notes
practicing or If you cared,
working it would
on your probably
equipment.
hurt your feelings. violence.
SCROLLS
WEAPON OFOF POWER
CHOICE constant magic
ability item, usable any time out of combat
HOW TO USE The secrets
You've become of the Hidden
adeptly Masters
familiar area yours,
with specifichowever
weaponyou may choice,
of your have
ATTRIBUTE acquired them.
AWESOME POINTS and you use it asBya natural
spendingextension
a few minutes
of your looking
body. Asthings up,you
long as you
are
BONUS CHART always
wieldingknow
it, allayour
single important
attack dice arefact
Faceabout
Dice.any given
If for subject,
whatever either
reason you
(roll 2d10)
1 point: given to ayou
take up new byweapon,
the DM or madeofuptraining
a week on the spot (per DM
will switch approval).
your Weapon of
Add +2 to an attribute test 5 or lower -2 Choice to that one.
Recharge a Per-Arena Talent
6 to 8 -1
2 points: TELEKINETIC SLAM
CHARGER double action, usableranged
once per arenausable only once after rested
attack,
9 to 11 0
1 extra point of damage You're
You cananthrow
expertout
at rushing in to
your arms in attack. Once for
a dismissive everyand
gesture arena, youan
cause can
12 or 13 +1 make both a Move action and
Heal 1 point of damage enemy to hurtle backwards inan
a Attack
sudden action
crash. in the same
Make a +2 round,
Rangedwith
Recharge a Rested Talent
(outside of combat)
14 or 15 +2 a +2 bonus
attack to the
against the attack.
enemy -- if the attack hits, the spell deals 1 point of
16 or 17 +3 damage, and also Throws the enemy into an adjacent arena.
3 points: HEFT constant ability
18 or 19 +4
Use a Talent from your class You've got a little bit more oomph than everyone else. You can carry one
you don’t yet have +5
20 PARALYZE
more Heavy attack
weaponaction,
or armor thanonce
usable yourper
Brawn bonus would allow, and
arena
when you choose to wear no armor at all, your sexy build gives you a +2
With
bonusaon touch
any to an enemy’s
Charm check youpressure
make points,
against you can render
someone thembe
that might
completely
attracted to helpless.
you. Make an Attack (without a weapon) -- if the
attack hits, the enemy is paralyzed and can take no action next round.
starting equipment The following
EXPLOIT WEAKNESS round, the victim
focused attack, can attempt
usable a Commitment test
after rested
against your Charm or Commitment (your choice) to recover;
Rich brocade robes, nice shoes and maybe a Practice in fighting means you
otherwise they remain paralyzed. have a trained eye for an Achilles’ Heel.
A bedroll, a leather flask of wine, a sack
staff carved of ebony. A comb or something Every couple of fights you can carefully observe that a monster or an
filled with dried rations and hardcheese,
to hold your hair up, and a belt pouch to opponent has a weakness, and if you are able to successfully Focus on it,
somenewts’
flint eyes
& tinder, three
weirdtorches, a
carry
whetstone,
and other
a sewing kit, some
bits. Some
candles and
COMMAND
subsequent attacks
focusedyou make
spell, against
usable onlyitonce
get aafter
+2 bonus
restedto hit and do an
Imperial coins and a superior manner. extra point of damage.
a crowbar. Your natural superiority is enhanced by this spell, rendering your
words impossible to resist. Make a Charm vs Commitment check
STARTING COIN: 1d10 gp, 1d12 sp against one target. If the target fails, their next action will be whatever
STARTING WEALTH: +5
you asked them to do. The spell wears off after a round, so if they do
not complete the action, they will regain control of themselves at that
point.
focused
constant
per arena
rested
Basic Game
This game is made out of the awesome Old School Hack (www.oldschoolhack.com)
Played by:

character name

class & concept


ATTRIBUTES

brawn talents Inherent Ability

CONSTANT
sheer size, number of heavy things you can
carry, physical intimidation factor

cunning Tricky or
Sneaky Stuff
trickery, sneakiness,
doing stuff that others
Penalty current
are trying to prevent Heavy Armor (-2)
V. Heavy Armor (-5) health
daring

PER ARENA
courage, facing your fears and attempting Only
Onlyuse
useififFighter
Sea DogTalent
Talent
dangerous stuff without hesitation

commitment Glancing blow


devotion and intensity, catch-all saving throw,
shrugging off magic and other wiles
Been nicked, a few bruises

charm Wind knocked out, panting


social aptitude, ability to inspire or
AFTER A REST

encourage people to see things your way


Taken a nasty hit, bleeding

awareness Messed up and hurting, making


some dangerous mistakes
alertness and perception, reflexes,
“reading between the lines” Roll aa d10
Roll d10toand
see if you are
consult the
Knocked
rules to seeOut (4 or
if you arebetter)
Knockedor
Bleeding
Out Out (1,Out
or Bleeding 2 or 3)

Primary Weapon Equipment recovery


Wind Knocked Out (or better): You need an hour or so
Favored Arena (+2 bonus) of rest, a bite to eat, and then you’ll be back to full.

A Nasty Hit (or worse): You’ll need a full day’s rest to


Other Weapons Every weapon
counts
weapon after
afteryour
as a Heavy
yourfirst
first
item. item. recover, and you just received a scar. Note it below.
two counts as a Heavy

scars
Armor
treasure & other Goodies
Armor Type Check boxes if using
Light Shield (1) or
Heavy Shield (both) wealth
Character Sheet Basic Game
Basic Game
Adventuring Goals
CHOOSE, ROLL, or COME UP WITH YOUR OWN

Pirate
On your first voyage, your
Ninja Native Imperial
The Grand Master of your clan cast You tried to warn them, but the Somebody sees your family ring and
1 treacherous crewmates marooned
you and made off with everything 1 you out, saying only, “Return when
you are worthy of my teaching.”
1 village elders refused to listen, and
now you’ve lost everything.
1 says you are heir to vast estates. How
can you find out?
that was yours. You want it back.
A pirate captain butchered your A rival ninja clan killed your parents They sacrificed your mother/father Your former company commander was
2 parents, and you’ve taken to the seas
to find him.
2 when you were a child. Why did they
leave you alive?
2 to the god, but it didn’t help. You
want answers!
2 such a fool, you never thought he’d
track you down!

At last you’ve made it to the islands,


3 One great treasure and you can
retire! 3 The Serpent’s Tail must be recovered
or your clan’s honour is lost! 3 A small village will be wiped out if
you don't return with the artifact. 3 where your true love has been taken by
pirates.

All you’ve ever wanted was a ship of Your lover, from a rival clan, has Somewhere, a shaman holds the Master Siu can only be cured with a
4 your own, and a loyal crew to follow
you to glory.
4 disappeared. Of, course, they blame
YOU.
4 secret to curing your relative's fatal
illness.
4 feather from the tail of the Ruby
Phoenix.

Whether it’s the Raptors, the Rexes You seek the greatest swordsman in You intend to fashion a necklace out Your family was wiped out in a
5 or the Thunders, you want to join a
DINO-PIRATE clan.
5 the islands, to make them your
master.
5 of dinosaur teeth. From every kind of
dinosaur.
5 sorcerous battle. Get the power, then
you’ll settle the score.

Captain Red-Eyes’ crew will only let The blade your master gave you The Cult of the Bleeding Maw will A mighty eunuch sorcerer taught you,
6 you join if you can prove you’re as
heartless as they are.
6 SPEAKS in your DREAMS, guiding
you.
6 only let you join if you return with
the egg of a T-Rex.
6 and then you stole his magic pen. Find
out how it works, maybe it’ll save you.

The ghost of Old Crupper keeps That old man defeated you, then
7 appearing, and he’s getting steadily
more annoyed with you!
7 vanished, leaving only this old wine
jug. How can you learn his secrets?
7 A spelchulral voice called your name
from deep within the earth. 7 Lord Tsao promised to free your family
if you brought back enough gold.

Little Sister thought she could sneak


8 You owe a fearsome pirate captain a
king's ransom. And you're no king. 8 Only money will save your clan.
LOTS of money. 8 Your older brother ran off with the
village idol. Find him! Return it! 8 off with the family treasure? She’ll
think again after you find her.

Your lover has joined a pirate crew.


9 So you’re doing the same, hoping to
be reunited.
9 Your elder clan brother ran off with a
rival clan. He must explain himself! 9 Your island’s god is angry. And angry
gods require sacrifices. 9 You’ll make a fortune off these island
fools.

That Imperial sorcerer may have That Imperial sorcerer may have That Imperial sorcerer may have That Imperial sorcerer may have
10 beaten and humiliated you, but you
won't rest until you have revenge!
10 beaten and humiliated you, but you
won't rest until you have revenge!
10 beaten and humiliated you, but you
won't rest until you have revenge!
10 beaten and humiliated you, but you
won't rest until you have revenge!

Basic Game Released under a Creative


Commons Attribution License
A note about

Welcome to this incredible setting for what we like to call “prehistoric swashbuckling
kung-fu adventure”!

Imagine an enormous archipelago, thousands upon thousands of islets, atolls, reefs,


swamps, jungles, volcanoes, filling a quarter of the globe, sweeping across the southern
coast of a vast continental empire. Lost civilizations, prehistoric reptiles and strange
supernatural creatures lurk within, awaiting brave adventurers.

Pirates have long made these islands their home, and band together in loose brotherhoods
named for the ferocious creatures that live here. They are the DINO-PIRATES, drawn
from places far and strange, and find common cause with the local natives against the
threat of the Jade Empire, massive and ancient, recently wracked by revolution. The new
rulers are cruel sorcerers, and seek to impose their will even here, among the nameless
islands of the DINO-PIRATES.

Here, too, the once-loyal ninja clans have made their homes. Long ago they were the
deadliest servants of the Jade Throne, but now they too fight these evil sorcerers and seek
to preserve honour and the memory of greatness long past. The clan leaders maintain a
council upon NINJA ISLAND, but their ranks are riven with distrust and betrayal.

Pirates, ninjas, islanders and refugees from the Jade Empire must now band together. Call
upon the powers of your ancestors, or trust to your faithful blade, but be ready to fight for
your clan, your crew and your life!

If you want more details about this setting (or if you’d like to contribute
your own ideas!), visit us at

www.dino-pirates.com

WELCOME ABOARD!

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