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Swashbucklers & Scoundrels GM: Create a Swashbuckling Adventure

Roll or choose on the tables below.

You are pirates, preferring to spend your time with grog and the ocean waves rather than the rules A Threat…
of polite society. Perhaps you’re awaiting the hangman’s noose for something you didn’t (or did)
do, or maybe you don’t want to marry a nice man and settle down. You’ve got your hands on 1. The Black Pearl 4. The Flying Duchman
REDBEARD’S TREASURE MAP and if you can find it you will be rich beyond your wildest 2. The Royal Navy 5. The Island Governor
dreams! But things are never that easy
3. The Pirate Lords of Tortuga 6. The East India Company

Players: Create Characters Rolling the Dice


1. Choose a style for your character: Brash, When you do something risky, roll 1d6 to find wants to…
Deft, Flashy, Quick, Sneaky, or Smart out how it goes. Roll +1d if you’re prepared
1. Steal 4. Attack
and +1d if you’re an expert. (The GM tells you
2. Choose a rank for your character: Captain, how many dice to roll, based on your 2. Kidnap / Ransom 5. Protect
First Mate, Bo’sun, Cabin Boy, Gunner,
character and the situation.) Roll your dice
Quartermaster 3. Control / Occupy 6. Discover / Recover
and compare each die result to your number.
3. Choose your number, between 2 and 5.
If you’re SWASHBUCKLING (swinging from
The higher your number, the better you are
rigging, in a daring sword-fight, flirting with the…
at being a scoundrel but the less effective
you are as a classic swashbuckler. rapier wit), you want to roll over your number.

1. Navy Officer 4. Stolen Pirate Ship


4. Give your character a memorable pirate’s If you’re a SCOUNDREL (stealing, shooting,
2. Governor’s Son/Daughter 5. Undiscovered Tribe
name or appellation appropriate for their raiding, cheating, flirting with dangerous
role and history. Greenbeard, Jenny charm), you want to roll under your number.
3. Pieces of Eight 6. Shipment of Rum
Sparrow, One-Eyed Pete, One-Legged If none of your dice succeed, it goes wrong.
Jack, Salty Lil, Wooden-Spleen Kate. The GM says how things get worse somehow.
which will…
You have: Typical pirate clothing, a boy or girl If one die succeeds, you barely manage it.
in every port, a rapier or cutlass, a brace of The GM inflicts a complication, harm, or cost. 1. Start a Pirate War 4. End Piracy
pistols, and a ship (shared between the crew), 5. Make them Rich
If two dice succeed, you do it well. Good job! 2. Enrage the Authorities
possibly a friends among other pirates, a
privateer’s licence. If three dice succeed, you get a critical 3. Cause a Mutiny 6. Fix Everything

Player goal: Get your character involved in success! The GM tells you some extra effect
dashing pirate adventures. Find the hidden you get. GM: Run the Game
treasure, avoid walking the plank, steal from If you roll your number exactly, you ARE Play to find out if the characters buckle their swash and save the
the rich and keep it for yourself, sail the ocean ALSO NOT LEFT-HANDED! You get special day. Introduce the threat and show evidence of its badness. Before
waves with no master but yourselves. insight into what’s going on. Ask the GM a a threat does something to the characters, show signs that it’s about
Character goal: Choose one or create your question and they’ll answer you honestly. to happen, then ask: What do you do?
own: Atone for Past Sins, Get Rich or Die Some good questions:
Call for a roll when the situation is uncertain. Don’t pre-plan
Trying, Hide my Noble Background, Avoid What should I be on the lookout for? Who is outcomes—let the chips fall where they may. Use failures to push
the Law, or Be Dashing ______ working for? Is ______ a red herring? the action forward. The situation always changes after a roll, for
HELPING: If you want to help when someone How can I best trick ______? good or ill.
else rolls, say how you try to help and make a You can change your action if you want to, Ask questions and build on the answers. “Have any of you seen the
roll. If you succeed, give them +1d then roll again. Dread Pirate Bob before? What happened? Did you fight him, or did
you woo him and leave before he woke?”
Power and Responsibility is a bare-bones swashbuckling piratical RPG based on Lasers & Feelings by John Harper.
Created by Stew “DigitalRaven” Wilson.

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