dino pirates of ninja island old school hack pocketmod

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(Old School Hack Version) Basic Game License DINO-PIRATES OF NINJA ISLAND Basic Game is released under the Creative Commons Attribution 3.0 Unported license. These Rules What you’ve got here is an almost-complete game, based on Old School Hack by Kirin Robinson. If you find the rules here are not quite complete enough, check out the full details at http://www.dino-pirates.com Where there are more in-depth explanations of how things work. But really, this is a pretty simple game, so you probably won’t have much trouble. We’ll be putting out a number of simple, printable adventures for your DINO- PIRATES enjoyment. Stay tuned! This Document The first four pages (after this one) of this document are designed to be printed out and folded up into little booklets. Instructions on how to make the booklet you can find here: http://pocketmod.com/howto/ Now you have a Player’s Handbook, with all the key rules at hand, a GM’s Guide to help you running combats and adventures, a Bestiary with lots of bad guys, and a booklet full of Inspiration for those 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 official character sheet. Print those off and let your players choose their heroes! And you’re off. 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... Thanks First to Kirin, for making Old School Hack such an awesome game, and sharing it with the rest of us. 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.

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(Old School Hack Version)Basic Game

LicenseDINO-PIRATES OF NINJA ISLAND Basic Game is released under the Creative Commons Attribution 3.0 Unported license.

These Rules

What you’ve got here is an almost-complete game, based on Old School Hack by Kirin Robinson. If you find the rules here are not quite complete enough, check out the full details at

http://www.dino-pirates.com

Where there are more in-depth explanations of how things work. But really, this is a pretty simple game, so you probably won’t have much trouble.

We’ll be putting out a number of simple, printable adventures for your DINO-PIRATES enjoyment. Stay tuned!

This Document

The first four pages (after this one) of this document are designed to be printed out and folded up into little booklets. Instructions on how to make the booklet you can find here:

http://pocketmod.com/howto/

Now you have a Player’s Handbook, with all the key rules at hand, a GM’s Guide to help you running combats and adventures, a Bestiary with lots of bad guys, and a booklet full of Inspiration for those 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 official character sheet. Print those off and let your players choose their heroes! And you’re off.

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...

ThanksFirst to Kirin, for making Old School Hack such an awesome game, and sharing it with the rest of us.

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.

A game of swashbuckling prehistoric kung-fu adventure. On one page. In a book.

Character Creation1Pick a Class Sheet.

2345678Come up with an Adventuring Goal and

write it on your sheet.

Note your starting equipment, and your Wealth bonus, and note on your sheet.

Pick your armour and note your encumbrance.

Pick your weapon type and note your encumbrance.

Pick your first-level talent.

Fill in your Class & Concept with something cool-sounding.

Roll your attributes (2d10, consult the chart).

Combat Round

1

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456

7

EncumbranceYour Brawn score is the number of Heavy things

you can carry. Very Heavy things count as three Heavy things. Carrying more Heavy things than your Brawn allows means you are encumbered and fail every roll you make.

If your Brawn is zero, you can only carry one Heavy thing. If your Brawn is less than zero, you cannot carry any Heavy things.

Awesome PointsDM’s points are THE STACK. Start with 2.5 x number of players in THE BOWL. Players reward other players’ awesomeness from the Bowl.

If the DM rewards awesomeness, he does so from the Stack. When the DM is a rat-bastard, he should add points from the Stack to the Bowl.

Add +2 to an attribute test; Recharge a Rested Talent (outside of combat)

1 extra point of damage; Heal 1 point of damage; Recharge a Per-Arena Talent

Use a Talent from your class you don’t yet have

1 POINT

2 POINTS

3 POINTS

Using Awesome Points

Focused actions go off. If an Impeded character becomes Cornered, they cannot Move next round.

PUSH or THROW Use Cunning vs Commitment or Brawn vs Commitment or Awareness

ATTACK includes counter-attacks

MOVE move to another arena; if Impeded, you may attempt a counter-attack

FOCUS or IMPEDE focus talents go off in turn 7, and a successful Impede (Daring vs Cunning) turns into a Cornered if you take no damage till then.

SHOOT make a ranged attack (either your arena or an adjacent one)

DEFEND either take a +2 to AC or intercept all attacks against an ally. Counter-attack all who hit you.

Leveling UpWhen you gain a level (after everyone has spent 12 Awesome Points), you get to:1. Increase any one of your Attributes (or your Wealth) by one, and2. Choose a talent -- any talent from your class, OR from another, but ask whoever owns it, and always have more talents from your class than others.

Doing Stuff

BRAWN

CUNNING

AWARENESS

COMMITMENT

DARING

CHARM

Roll a d12 and add the relevant attribute bonus. Compare to DM’s roll (d12 + relevant modifier) -- meet or exceed for success. A 1 or lower is always a failure.

Material power, size, carrying capacity

Stuff other people wouldn’t want you to do.

Stuff that takes guts.

Social prowess, ability to inspire or convince

Willpower and dedication.

Quickly assimilating and understanding.

Attributes

Buying StuffJust like doing stuff, only use your Wealth bonus.

Choose one -- actions resolve in the order listed.

Released under a Creative Commons Attribution License

Weapons and Arenas

LIGHT (1 damage)TIGHT

REACH (1 damage)HAZARDOUS

RANGED (1 damage)OPEN

HEAVY (2 damage)DENSE

VERY HEAVY NONE(2 damage; 4 if you beat the AC by 5)

3d10 for attack rolls

+1 armor class

attack earlier, attack adjacent arena

Weapons get +2 in their Favoured Arena.

narrow, limited mobility

dangerous footing, requires care

little or no cover

smashable stuff in the way

Arenas Any location where a fight takes place is divided into Arenas. An Arena is just some part of the location that’s different from the other parts of that location.

Arenas can be Tight, Hazardous, Open, or Dense. Different weapons are more effective in different Arenas. As a fight develops, you can always imagine or discover new arenas (plow through a wall, collapse a ceiling, whatever).

Weapon TypeFavoured Arena

Armor ClassNo Armor AC 10

(if you fight without armor, you may add your Cunning or Awareness to your Armor Class)

Heavy Armor AC 12Very Heavy Armour AC 14

Fighting with no armor earns 1 Awesome Point after each combat.

Out of Hit

KNOCKED OUT (4 or better)Out of the combat. Uncheck the last box after the combat is over.

BLEEDING OUT (1, 2 or 3)Make a Commitment check of 10 or better at end of combat or die. If your buddy spends a round patching you up, you’re Knocked Out instead.

When you check off the last box in your hit points, roll a d10 and check below:

A LIGHT shield will reduce one hit to one point of damage. A HEAVY shield can do that twice.

Shields

AttacksRoll 2d10 and meet or exceed the target’s Armor Class. Note bonuses for preferred arenas or class talents. Remember a light weapon rolls 3d10 and drops the lowest.

DamageAll successful attacks deal at least 1 point of damage. Heavy weapons do 2, and Very Heavy weapons do 3. You can also use Awesome Points and talents to increase the damage, or you can get lucky and hit your opponent In The Face!

In the FaceOne of your attack dice (at least) is designated the Face Die. If that die rolls a 10, you hit your opponent IN THE FACE and do an additional point of damage.

InitiativeRoll 1d10 if more than one character has chosen the same action for a round.

Combat

Running your own swashbuckling prehistoric kung-fu adventures!

Stuff You’ll

1Some note paper, pencils and pens, and some way to erase lines after you draw them (traditional paper/eraser, or a whiteboard, wet-erase pad, whatever).

23

4

5

One of each of the Class Sheets, and enough Character Sheets for everyone.

The Action Hex Tracker, or some way of keeping track of what everyone’s doing in a round.

Counters, or some way to show who’s where.

If you like, copies of the Player’s Handbook for everyone.

Before kicking off a DINO-PIRATES OF NINJA ISLAND game, make sure you’ve got the following handy items around (you’ll be glad you have them!):

6Some sort of notion of what’s going to happen, and some useful sources of inspiration (a few are included).

Awesome PointsUse Awesome Points to challenge the players. Whenever you shift the odds against them, you reward them with another dose of available Awesome Points.

Pumping Up The BowlAdd Awesome Points to the Bowl whenever you:

✓ Pump up the damage done by a bad guy (gleeful description required!)

✓ Impose some sort of impairment or restriction on a hero (blind, -2 to attack, whatever)

✓ Bring in reinforcements (another wave of minions)

✓ Use a Bad Guy power -- most Bad Guys have powers that require Awesome Points to use. Feed the Bowl, and use the power

✓ Otherwise drive your players mad with frustration

AdventuresCreating DPoNI adventures is easy! Basically, you need three things:

A PROBLEMSome disastrous situation that requires heroics. An Imperial sorcerer, invading cannibals, zombie pirates... This might come from players’ Adventuring Goals, or something you cook up in your own fevered imagination.

LOCATIONS / SCENESA few cool places where stuff can happen. A floating market, a storm at sea, or an erupting volcano are all great. Make sure you’ve got a really great one for the opening scene, and then a few more to drop in as needed.

THE RANDOMDPoNI works really well with some sort of random events table. It can be an unpredictable magic item, or the actions of a volcano god, or the fortunes of war. Make a quick little table you can refer to and use to stir things up.

“Free the Flame God” is the introductory DPoNI adventure you can refer to. Look for it!

Attribute TestsAsk for Attribute Tests whenever a hero wants to do something where failure would be “interesting”. Use the following examples to determine the appropriate attribute:

BRAWN

CUNNING

AWARENESS

COMMITMENT

DARING

CHARM

Lifting things, looking imposing, breaking things

Not being seen, pretending to be somebody (or somewhere) else, opening locks, avoiding surprises

Anything scary like acrobatics, facing down tough guys, or jumping off high places

Getting people to agree with you, seducing, bargaining, lying, calming people down

Bearing through pain, resisting wiles, sticking to a task or duty, recovering from injury or confusion

Seeing “behind the mask”, detecting ambushes or traps, appraising values, having useful knowledge

To make an Attribute Test, roll a d12 to set the difficulty. Yep, random. The player rolls a d12, adding the appropriate Attribute to the roll. If they equal or exceed the difficulty, success!

A 1 is always a failure.

If the hero’s action will be opposed by another character, use the value of that character’s most appropriate Attribute to modify your roll (the difficulty). Most NPCs will have Attributes of zero.

You can award other modifiers to reflect the difficulty. Perhaps walking a narrow beam is usually an unmodified Daring test, but walking a yardarm on a stormy night while ninjas attack might warrant a +4 on your d12 roll.

Decide on the appropriate modifier, and announce it before you roll your d12, then make the roll public. Makes for great drama as the player then rolls against that!

Making an Attribute Test

Modifying YOUR Roll

Make it Public!

Creating ArenasStart with an interesting locale, and figure out what sorts of distinct regions it might contain. Vary them up so movement has consequences. Arenas could be different rooms, parts of the same room, neighborhoods, market stalls, whatever. Just sketch out the rough idea, and make sure it's big enough to move the counters around in.

Don’t forget the arena bonuses for weapon types!

TIGHT (Light weapons)

HAZARDOUS (Reach weapons)

DENSE (Heavy weapons)

OPEN (Range weapons)Anywhere you can move quickly without worry: the open sky, stadium floors, big caverns, open water, wide courtyards

Anywhere a lack of caution might be dangerous: crumbly rooftops, thin ledges, full of spikes, murky swamps, LAVA

Anywhere movement is restricted: narrow corridors, staircases, balconies, back alleys, doorways, tunnels, closets

Anywhere violent action might break things: crowded marketplace, thick forests, packed warehouses, gun decks, clockwork chambers

Sample Arenas

Running Combat

Start each round by describing what the bad guys are going to do. The players get to react to those decisions.

Have the players describe what they want to do, and assign them to the appropriate action for the round. Don’t try to resolve each action -- just get a quick idea of what they want to do and assign it to an action type.

Useful rule of thumb: doing damage is always an Attack, doing something fussy is probably a Focus. Don’t sweat it too much.

Get Creative!Creating new arenas or transforming arenas is encouraged! Heroes can crash through walls, overturn braziers, or change the battlefield in all sorts of ways. Roll with it!

Fast-moving combat is essential to DINO-PIRATICAL fun. Never get bogged down!

Each Round

Released under a Creative Commons Attribution License

Sorcerers, dinosaurs, freakish monsters and bloodthirsty pirates.

BasicsThere are three main types of bad guys your heroes will run afoul of amongst the islands of the DINO-PIRATES: Minions, Guards or Monsters, and Big Bads. These can all be very different in style and appearance, but those categories cover all encounters.

We don’t worry about keeping track of numerous statistics for these critters. For the simplest, Minions, we don’t track any statistics at all! And even the scariest Big Bad in this game is pretty easy to handle.

Of course Awesome Points are central to combat and to monsters -- fighting loads of minions is the easiest way for heroes to earn a bunch of Points, whereas fighting a memorable Big Bad will get them spending Awesome Points to save their own lives.

Mix up the various types of bad guys, and have fun. You can make changes in mid-combat if you’ve underestimated the players – adjusting the odds is one way to pump more Awesome Points into the bowl. You can always have more beasties show up!

MinionsMinions are dead simple:

No Hit PointsMinions don’t have hit points. If they get hit, they’re dead. And they usually have an AC of 10, so they’re pretty easy to hit.

Lame AttackMinions only roll 1d10 for their attacks, so they don’t very often hit anything. They never get an Arena bonus. If they do hit, they only do one point of damage.

But Useful!Minions can gang up – whenever two or more Minions attack a single target, roll a d10 for each, and combine the top two. If that total defeats the AC, the target takes one hit point damage.

Minions can also take the Protect action – sacrificing their lives for their beloved master!

They’re just always in the way, those Minions.

Guards & MonstersWhen the players are loaded up with Awesome Points and are a few pegs up more than they need to be, Big Bads are just the thing.

Powers

FlyingWith this power, a creature can always move to the “Open Sky” arena, or zip over to another arena easily.

PullingWhether it’s with webs or long tongues or just very enticing songs, some creatures can cause their enemies to come near so that they can be attacked. Pulling may be a sort of Attack, or it might be a Focus action.

Poison or Energy DrainAssassins or undead or giant snakes have attacks that force Commitment checks when they do damage – failure can impose penalties on attacks or checks. Or do extra damage. Or just kill you DEAD.

BlastThis attack requires everyone in an Arena to make a Cunning or Daring check to avoid taking damage.

LeechRolling a 10 with this attack gives the creature a hit point back.

Bad Guys in DINO-PIRATES OF NINJA ISLAND have Powers -- special abilities they can use in exchange for Awesome Points.

Big BadsThese are mid-level bad guys, maybe a bit of threat even one-on-one:

TWO Hit PointsIt takes two shots to take down one of these folks. And they may have an AC of 12 or even 14. When using counters, just flip the counter over after they’ve been hit for just one hit point.

Proper AttacksGuards use actual weapons, and so get Arena bonuses as appropriate, and they get to roll the normal amount of dice (2d10 or 3d10) for their attacks. Their weapon type determines the damage they deal.

ShieldsIf you give one of these guys a shield, it means they’ll definitely survive the first hit they take. So give them shields! Or tortoiseshell armour, or something that’ll absorb attacks like a shield would.

Lots of Hit PointsFive? Ten? Even fifteen isn’t too much (although that’s really really a lot). Just mark off the hits they take right on the map so the players can easily see how much damage they’ve done.

Big AttacksActual weapons here again, and Arena bonuses, but you can get even nastier with these guys. Pump the damage they deal (just add an Awesome Point to the Bowl) and really make the players sweat!

PowersAnd then there’s Powers. Big Bads can just do STUFF, just by paying more Awesome Points into the Bowl. You can have some prepped, or just check out the next couple of pages if you need inspiration mid-combat.

SwallowOn a successful attack, some creatures can move the target into a new Arena: their belly!

Arena ChangesLava demons can make any arena Hazardous, for example, or giant spider can fill it with webs and make it Dense. Creatures that can do this typically get bonuses in the Arena type they can create.

PresenceSome creatures radiate evil or power, making it difficult for others to concentrate. People in the same arena may suffer penalties to some attribute checks, or need to make a Commitment check to even attack them at all! Alternatively, some creatures are invisible or difficult to detect, requiring successful Awareness checks in order to attack.

GinormousTruly gargantuan creatures can actually be Arenas in and of themselves -- heroes can scramble atop them if they like! But it’s dangerous. If the creature chooses to, it can simply roll over, crushing anyone atop it in a Blast-like attack that deals damage to anyone in the “Creature” Arena that fails a Daring or Cunning check.

Extra ActionMany creatures can Throw or Corner a target after a successful attack. This could be with webs, or a whip of flames, or just a big honking punch in the face. It could also be a non-physical effect, like doing something really scary (in which case a Commitment check is appropriate).

Bonus AttackSneaky or just outright dangerous, some creatures can get a bonus on their attack roll in certain situations -- if they’re attacking someone who’s attacking someone else, or if their sacred idol is present, or if that Imperial Sorcerer who COMMANDS THEIR WILL is able to concentrate.

Get HelpFavoured of sorcerers and volcano gods, by spending a few Awesome Points, some big bads can dump ever-more Minions into the fray, either summouning them up, or just animating all those creepy dolls in the closet.

Remember, you can make up Powers on the fly – that’s what Awesome Points are for! Anytime you think to yourself, “Wow, it would be really cool if this monster could...” then dump some Awesome Points in the Bowl and go for it! Your players will thank you! Well, maybe not.

More Powers Even More Powers

Released under a Creative Commons Attribution License

For those moments when you need awesomeness, delivered straight to your brain.

Basics Sometimes the brain, she doesn’t give us what we need. Sometimes players kick open a door, or storm a nearby galleon, and you have NO IDEA what’s in there.

Fear not! Roll a d10 and a d12, and consult these charts. Check either the black or the white d10 lists, and then note the word indicated on that list by the d12.

For example, if you get a 7 and an 11, that could be, “Prehistoric” or “Jade”. Or both!

This concept comes to us from the good folks at Risus Monkey (http://www.risusmonkey.com).

Their “DungeonWords” resource is a fantastic one, and needed only the slightest bit of cobbling to work with DINO-PIRATES OF NINJA ISLAND and Old School Hack. This version runs on a d10/d12 roll, and some of the vocabulary has been tweaked so as to better represent the DINO-PIRATES world. We added things like “Totem”, “Prehistoric” and “Shipwreck” -- but the vast majority of the work is straight from the Monkey’s Risus. Huge thanks to them.

LightningVent LaboratoryMummy SerpentineFanatics SwarmAutonomous LuminescentAbominationEmbers Harbour

PortalWarped ZombiesChained NecromancyShipwreck GuardedSoulless StuffyWarning BeastPirate

Vampire AltarShackles MasterBugs EmergingJars AncestorsOracleTotemSlabPyramid

FaceScrolls ServantsHatchArchive MenagerieSkeletons ReptileBoonFountain UnstableRedoubt

BladesSquealing RiddlePale CasksNoisome TransformingGunpowderVerdigris LeechesAnts Guardian

Vault VisceraFumes LeversAcid SourceBrass RadiantSpectral GearsSacrifice Ashes

Testament AnswersHerbs StinkingEdict ThroneObelisk SwordGiantPrehistoric GraffitiPain

GrimoireSarcophagus SealHowling TaintedGrave AcolytesOily VinesBottomless BlockedStorage

Grave-robbersHead OrbRemains SkullsEpitaph Ooze CisternCultists BrainTortureBell

ScorchedWine RubyArmoryBlood ScorpionsFont ScreamsSorcerer TiltedFirepit Cache

Library InscriptionsHive TickingMosaic AdventurersClockwork CrystalsCandles WindPatrols Thorns

Key JungleEchoes InfestedAutomaton ObservatoryJuggernaut LanternPrivy ForgeEctoplasm Trash

Beetles GhostEntombed ExplodingValve StickyFurnace SmokeMirror ApothecaryWailing Runes

Mural BarricadeTenebrousClue MistApparatusFetidShatteredMausoleumAlchemyPrecariousCave

CorpseLevitatingMeditationStoresWellAlarmHearthVerminSporesToxicSlimeCaptive

TorchesContaminatedArtifactGlyphsTempleBonesWitchHaremVaporsSpiritsDiseasedBilious

CatacombsWorkshopCompartmentStenchRatsBarracksCantileveredWebsShrineJadeSwelteringSignpost

ScriptoriumPlagueSanctuaryTapestriesRelicTransmissionGallerySpidersBatsAmbushArenaTentacles

PipesRottingControlsPlatformsHoardShardsKennelsHeavenlyVatsTrophiesPillarsIdol

FungusSteamTracksTombFrogsEyesCoffinPoolArtificeScienceApesClan

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Released under a Creative Commons Attribution License

inherent: Steely-eyedYou’re good at hitting things. Every roll you make to hit something gets a +1 added to it.

A bedroll, a leather flask of wine, a sack filled with dried rations and hardcheese, some flint & tinder, three torches, a whetstone, a sewing kit, some candles and a crowbar.

limitation: UpkeepStaying in combat trim requires constant focus, practice and precision, as well as lots of weapon sharpening and armor polishing.

A lot of your free time is mostly spent either practicing or working on your equipment.

Man-at-arms

Mercenary

Warrior

Hero

The Fighter is a bad-ass warrior who's good at surviving when the chips are down.

(pick one at first level)

focused

constant

per arena

rested

Getting beat up as often as you do has its advantages. You're tougher than most, and can take more punishment because of it. You start off with seven hit points instead of the usual five. Plus you've usually got 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 violence.

You've become adeptly familiar with a specific weapon of your choice, and you use it as a natural extension of your body. As long as you are wielding it, all your attack dice are Face Dice. If for whatever reason you take up a new weapon, a week of training will switch your Weapon of Choice to that one.

You're an expert at rushing in to attack. Once for every arena, you can make both a Move action and an Attack action in the same round, with a +2 bonus to the attack.

You've got a little bit more oomph than everyone else. You can carry one 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 attracted to you.

Practice in fighting means you have a trained eye for an Achilles’ Heel. Every couple of fights you can carefully observe that a monster or an opponent has a weakness, and if you are able to successfully Focus on it, subsequent attacks you make against it get a +2 bonus to hit and do an extra point of damage.

ARMOR OF SCARS constant ability

WEAPON OF CHOICE constant ability

CHARGER double action, usable once per arena

HEFT constant ability

EXPLOIT WEAKNESS focused attack, usable after rested

STARTING COIN: 1d10 gp, 1d12 sp

Awesome Points Used

Party levels up when everyonehas spent 12 awesome points

ATTRIBUTEBONUS CHART

(roll 2d10)

5 or lower

6 to 8

9 to 11

12 or 13

14 or 15

16 or 17

18 or 19

20

-2

-1

0

+1

+2

+3

+4

+5

This game is made out of the awesome Old School Hack (www.oldschoolhack.com)

1st

2nd

3rd

4th

available talents

adventuring goals

game notes

starting equipment

experience

AWESOME POINTS

1 point:Add +2 to an attribute testRecharge a Per-Arena Talent

2 points:1 extra point of damageHeal 1 point of damageRecharge a Rested Talent (outside of combat)

3 points:Use a Talent from your class you don’t yet have

HOW TO USE

Basic Game

SwashbucklerYou live by your wits. And your smile.

Inherent: A Rope to Swing OnEach combat, you may make one move to an adjacent arena without using a Move action.

Limitation: InattentiveSome call you self-absorbed, but honestly, when you’re THIS awesome, how can you not admire yourself from time to time?

Whatever the reason, you tend to miss important details of what’s happening around you.

A rapier, fancy clothes, big shiny boots, hair creme, a purse of coins (mostly copper), a wineskin, personal grooming kit.

You’re an expert at rushing in to attack. Once for every arena, you can make both a Move action and an Attack action in the same round, with a +2 bonus to the attack.

CHARGER double action, usable once per arena

By making a Focused attack, you can attack an opponent in an unexpected way (usually by describing something cool with the environment), doing an extra point of damage as well as some extra sort of Cool Effect if you successfully hit (knocking them down, making them feel foolish, carving your initial, etc).

NIMBLE ATTACK focused attack, usable once per arena

The first attack on you during a round you've spent Moving automatically misses; but you cannot choose the Move action on the following round.

SLIPPERY immediate reaction, usable once per arena

The truth is, you’re just devastatingly charming. By flashing your pearly whites and winking knowingly, no non-player character will possibly fail to be charmed, and simply cannot believe you are up to anything bad. Your fellow party members will probably just roll their eyes, however.

GLINTY SMILE non-combat talent, usable only once after a rest

When you want to irritate someone, you can do so through sarcastic comments, jibes and sneering wit. By making a successful test of your Cunning against your enemy’s Commitment, you can force one enemy to attack you, no matter what their other plans may have been.

TAUNT constant ability

STARTING WEALTH: +3

inherent: Steely-eyedYou’re good at hitting things. Every roll you make to hit something gets a +1 added to it.

A bedroll, a leather flask of wine, a sack filled with dried rations and hardcheese, some flint & tinder, three torches, a whetstone, a sewing kit, some candles and a crowbar.

limitation: UpkeepStaying in combat trim requires constant focus, practice and precision, as well as lots of weapon sharpening and armor polishing.

A lot of your free time is mostly spent either practicing or working on your equipment.

Man-at-arms

Mercenary

Warrior

Hero

The Fighter is a bad-ass warrior who's good at surviving when the chips are down.

(pick one at first level)

focused

constant

per arena

rested

Getting beat up as often as you do has its advantages. You're tougher than most, and can take more punishment because of it. You start off with seven hit points instead of the usual five. Plus you've usually got 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 violence.

You've become adeptly familiar with a specific weapon of your choice, and you use it as a natural extension of your body. As long as you are wielding it, all your attack dice are Face Dice. If for whatever reason you take up a new weapon, a week of training will switch your Weapon of Choice to that one.

You're an expert at rushing in to attack. Once for every arena, you can make both a Move action and an Attack action in the same round, with a +2 bonus to the attack.

You've got a little bit more oomph than everyone else. You can carry one 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 attracted to you.

Practice in fighting means you have a trained eye for an Achilles’ Heel. Every couple of fights you can carefully observe that a monster or an opponent has a weakness, and if you are able to successfully Focus on it, subsequent attacks you make against it get a +2 bonus to hit and do an extra point of damage.

ARMOR OF SCARS constant ability

WEAPON OF CHOICE constant ability

CHARGER double action, usable once per arena

HEFT constant ability

EXPLOIT WEAKNESS focused attack, usable after rested

STARTING COIN: 1d10 gp, 1d12 sp

Awesome Points Used

Party levels up when everyonehas spent 12 awesome points

ATTRIBUTEBONUS CHART

(roll 2d10)

5 or lower

6 to 8

9 to 11

12 or 13

14 or 15

16 or 17

18 or 19

20

-2

-1

0

+1

+2

+3

+4

+5

This game is made out of the awesome Old School Hack (www.oldschoolhack.com)

1st

2nd

3rd

4th

available talents

adventuring goals

game notes

starting equipment

experience

AWESOME POINTS

1 point:Add +2 to an attribute testRecharge a Per-Arena Talent

2 points:1 extra point of damageHeal 1 point of damageRecharge a Rested Talent (outside of combat)

3 points:Use a Talent from your class you don’t yet have

HOW TO USE

Basic Game

Sea DogA hard-drinking friend to sailors and parrots everywhere.

Inherent: Steady as She GoesOnce you decide you like a place, you stay. You cannot be Pushed out of any arena (although you can be Thrown).

Limitation: Ration of GrogSeaboard life has its compensations, like the daily cupful of rum doled out to all the hands. You’ve gotten used to that, and any day that goes by without your drink is gonna make you a cranky Sea Dog.

Raggedy sailor clothes, a tin mug, a harmonica, heavily calloused feet and a jaunty hat.

You’ve been in your share of brawls and scrapes, and you take your punishment like a man. You start with seven hit points instead of the usual five. Plus, your salty demeanour gives others pause, and you get a +2 on any Charm check to talk someone out of violence.

ROLLS WITH THE PUNCHES constant ability

You’ve served on warships, pirate corvettes, gold-laden junks and even pulled nets on fishing boats. Wherever you go, you run into former shipmates who are eager to help out an old pal. If you need a place to flop, or some information, the old gang is always there.

FRIEND IN EVERY PORT constant ability

You’ve got a little buddy (most likely a parrot or a monkey, but up to you), who helps you out when things get a little complicated. Once per arena they can fly at, throw things or otherwise distract your enemy, giving you a +2 on your attack roll.

ANIMAL COMPANION usable once per-arena

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.

HEAVY BLOW special attack, usable once per arena

By telling a grand story of adventure (or singing a deafening sea shanty) that lasts at least five minutes, you can inspire people around you (giving them +2 to their Daring or +1 to their attacks) for the next hour, or convince people of your point of view (+5 to your next Charm check if needed).

A TALE O’ THE SEA non-combat talent, usable only once after rested

STARTING WEALTH: +1

inherent: Steely-eyedYou’re good at hitting things. Every roll you make to hit something gets a +1 added to it.

A bedroll, a leather flask of wine, a sack filled with dried rations and hardcheese, some flint & tinder, three torches, a whetstone, a sewing kit, some candles and a crowbar.

limitation: UpkeepStaying in combat trim requires constant focus, practice and precision, as well as lots of weapon sharpening and armor polishing.

A lot of your free time is mostly spent either practicing or working on your equipment.

Man-at-arms

Mercenary

Warrior

Hero

The Fighter is a bad-ass warrior who's good at surviving when the chips are down.

(pick one at first level)

focused

constant

per arena

rested

Getting beat up as often as you do has its advantages. You're tougher than most, and can take more punishment because of it. You start off with seven hit points instead of the usual five. Plus you've usually got 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 violence.

You've become adeptly familiar with a specific weapon of your choice, and you use it as a natural extension of your body. As long as you are wielding it, all your attack dice are Face Dice. If for whatever reason you take up a new weapon, a week of training will switch your Weapon of Choice to that one.

You're an expert at rushing in to attack. Once for every arena, you can make both a Move action and an Attack action in the same round, with a +2 bonus to the attack.

You've got a little bit more oomph than everyone else. You can carry one 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 attracted to you.

Practice in fighting means you have a trained eye for an Achilles’ Heel. Every couple of fights you can carefully observe that a monster or an opponent has a weakness, and if you are able to successfully Focus on it, subsequent attacks you make against it get a +2 bonus to hit and do an extra point of damage.

ARMOR OF SCARS constant ability

WEAPON OF CHOICE constant ability

CHARGER double action, usable once per arena

HEFT constant ability

EXPLOIT WEAKNESS focused attack, usable after rested

STARTING COIN: 1d10 gp, 1d12 sp

Awesome Points Used

Party levels up when everyonehas spent 12 awesome points

ATTRIBUTEBONUS CHART

(roll 2d10)

5 or lower

6 to 8

9 to 11

12 or 13

14 or 15

16 or 17

18 or 19

20

-2

-1

0

+1

+2

+3

+4

+5

This game is made out of the awesome Old School Hack (www.oldschoolhack.com)

1st

2nd

3rd

4th

available talents

adventuring goals

game notes

starting equipment

experience

AWESOME POINTS

1 point:Add +2 to an attribute testRecharge a Per-Arena Talent

2 points:1 extra point of damageHeal 1 point of damageRecharge a Rested Talent (outside of combat)

3 points:Use a Talent from your class you don’t yet have

HOW TO USE

Basic Game

Ninja ShadowDisappear into darkness. Strike unseen, relentless and deadly.

Inherent: DisappearIf you decide to go away, you’re gone. Nobody can use the Impede action against you, and if you choose to take no action in a round, you cannot be seen.

Limitation: OverlookedSometimes being so shadowy sucks -- people are forever forgetting you’re even there. You never get served in restaurants, and often don’t even get a share of the gold!

All black ninja outfit, smoke bombs, lockpicks, climbing rope and grappling hook, snorkel pipe and flash grenades. All the necessities of life for a hard-working ninja.

Long hours of training pay off. Every couple of fights you can carefully observe that a monster or an opponent has a weakness, and if you are able to successfully Focus on it, subsequent attacks you make against it get a +2 bonus to hit and do an extra point of damage.

EXPLOIT WEAKNESS focused attack, usable after rested

By attacking an opponent who happens to be attacking somebody else this round, you get a +2 to hit them and do an extra two points of damage.

BACKSTAB special attack, usable once per arena

You can climb just about anything, at pretty much the same speed you walk at. Make a Strength check with a +2 to just go up any sheer vertical surface, or a Daring check (again at +2) to cross any sort of narrow, wobbly surface (like a rope or a bamboo plant waving in the wind). Lesser surfaces like crumbly rock walls or narrow planks you can negotiate without any check whatsoever.

UP THE WALLS constant ability

Whenever you are surprised by something or someone, including traps, you get to add +2 on the next die roll as long as it happens directly afterwards.

QUICK REACTION immediate reaction, usable any time

It’s very hard to shake you once you’ve lined up your target. With a successful Daring versus Commitment or Cunning check, you can automatically follow an opponent from one arena to another, without using up a Move action.

STALK immediate reaction, usable once per arena

STARTING WEALTH: +4

inherent: Steely-eyedYou’re good at hitting things. Every roll you make to hit something gets a +1 added to it.

A bedroll, a leather flask of wine, a sack filled with dried rations and hardcheese, some flint & tinder, three torches, a whetstone, a sewing kit, some candles and a crowbar.

limitation: UpkeepStaying in combat trim requires constant focus, practice and precision, as well as lots of weapon sharpening and armor polishing.

A lot of your free time is mostly spent either practicing or working on your equipment.

Man-at-arms

Mercenary

Warrior

Hero

The Fighter is a bad-ass warrior who's good at surviving when the chips are down.

(pick one at first level)

focused

constant

per arena

rested

Getting beat up as often as you do has its advantages. You're tougher than most, and can take more punishment because of it. You start off with seven hit points instead of the usual five. Plus you've usually got 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 violence.

You've become adeptly familiar with a specific weapon of your choice, and you use it as a natural extension of your body. As long as you are wielding it, all your attack dice are Face Dice. If for whatever reason you take up a new weapon, a week of training will switch your Weapon of Choice to that one.

You're an expert at rushing in to attack. Once for every arena, you can make both a Move action and an Attack action in the same round, with a +2 bonus to the attack.

You've got a little bit more oomph than everyone else. You can carry one 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 attracted to you.

Practice in fighting means you have a trained eye for an Achilles’ Heel. Every couple of fights you can carefully observe that a monster or an opponent has a weakness, and if you are able to successfully Focus on it, subsequent attacks you make against it get a +2 bonus to hit and do an extra point of damage.

ARMOR OF SCARS constant ability

WEAPON OF CHOICE constant ability

CHARGER double action, usable once per arena

HEFT constant ability

EXPLOIT WEAKNESS focused attack, usable after rested

STARTING COIN: 1d10 gp, 1d12 sp

Awesome Points Used

Party levels up when everyonehas spent 12 awesome points

ATTRIBUTEBONUS CHART

(roll 2d10)

5 or lower

6 to 8

9 to 11

12 or 13

14 or 15

16 or 17

18 or 19

20

-2

-1

0

+1

+2

+3

+4

+5

This game is made out of the awesome Old School Hack (www.oldschoolhack.com)

1st

2nd

3rd

4th

available talents

adventuring goals

game notes

starting equipment

experience

AWESOME POINTS

1 point:Add +2 to an attribute testRecharge a Per-Arena Talent

2 points:1 extra point of damageHeal 1 point of damageRecharge a Rested Talent (outside of combat)

3 points:Use a Talent from your class you don’t yet have

HOW TO USE

Basic Game

Ninja SwordThe clan relies on you to uphold the traditions and the honour.

Inherent: Years of TrainingYou were born to combat. As long as you continue to uphold the Seven Sacred Vows, you receive a +1 to your Armor Class.

Limitation: The 7 Sacred VowsYou take these vows very seriously, even that slightly embarrassing one that makes your friends shake their heads. But honour and tradition matter to you, and whatever the vows of your clan may be, you’re determined to live up to them.

All black ninja outfit, a natty headband and a LOT of attitude. Those finely crafted weapons your clan made, a carefully-stowed scroll with your clan’s vows, and a little something Sensei gave you before you left.

Sensei was very strict, and every dawn came more exercises, more drill, more pain. But it sure paid off. When using your traditional clan weapon (whatever it may be), all your attack dice are Face Dice.

WEAPON OF CHOICE constant ability

By spending a few moments making a solemn vow to your clan’s ancestors (”I will step aside for no Imperial dogs”, “None shall leave this room”, etc), you get a +2 bonus to all attack rolls as long as the vow’s conditions are in effect. Should the vow be broken in any way, all your combat rolls suffer a -1 until the combat ends.

MAKE AN OATH focused attack, usable only once after rested

You have been trained to take advantage of even momentary lapses in your opponent’s concentration. Once per arena, if you drop an enemy with your attack, you may immediately make a second Attack against another enemy in that arena.

TWIN STRIKE double action, usable once per arena

You join in the dance of blades, twisting and turning, impossible to strike as you blur through the melee. No opponent’s attacks can hit you this round, whereas you can act normally.

WEB OF STEEL double action, usable only once after rested

Your determination to cut down your foes can cost you greatly. On any successful attack, you can deal one extra hit point of damage, but you suffer one hit point of damage yourself.

WILL OF IRON constant ability

STARTING WEALTH: +2

inherent: Steely-eyedYou’re good at hitting things. Every roll you make to hit something gets a +1 added to it.

A bedroll, a leather flask of wine, a sack filled with dried rations and hardcheese, some flint & tinder, three torches, a whetstone, a sewing kit, some candles and a crowbar.

limitation: UpkeepStaying in combat trim requires constant focus, practice and precision, as well as lots of weapon sharpening and armor polishing.

A lot of your free time is mostly spent either practicing or working on your equipment.

Man-at-arms

Mercenary

Warrior

Hero

The Fighter is a bad-ass warrior who's good at surviving when the chips are down.

(pick one at first level)

focused

constant

per arena

rested

Getting beat up as often as you do has its advantages. You're tougher than most, and can take more punishment because of it. You start off with seven hit points instead of the usual five. Plus you've usually got 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 violence.

You've become adeptly familiar with a specific weapon of your choice, and you use it as a natural extension of your body. As long as you are wielding it, all your attack dice are Face Dice. If for whatever reason you take up a new weapon, a week of training will switch your Weapon of Choice to that one.

You're an expert at rushing in to attack. Once for every arena, you can make both a Move action and an Attack action in the same round, with a +2 bonus to the attack.

You've got a little bit more oomph than everyone else. You can carry one 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 attracted to you.

Practice in fighting means you have a trained eye for an Achilles’ Heel. Every couple of fights you can carefully observe that a monster or an opponent has a weakness, and if you are able to successfully Focus on it, subsequent attacks you make against it get a +2 bonus to hit and do an extra point of damage.

ARMOR OF SCARS constant ability

WEAPON OF CHOICE constant ability

CHARGER double action, usable once per arena

HEFT constant ability

EXPLOIT WEAKNESS focused attack, usable after rested

STARTING COIN: 1d10 gp, 1d12 sp

Awesome Points Used

Party levels up when everyonehas spent 12 awesome points

ATTRIBUTEBONUS CHART

(roll 2d10)

5 or lower

6 to 8

9 to 11

12 or 13

14 or 15

16 or 17

18 or 19

20

-2

-1

0

+1

+2

+3

+4

+5

This game is made out of the awesome Old School Hack (www.oldschoolhack.com)

1st

2nd

3rd

4th

available talents

adventuring goals

game notes

starting equipment

experience

AWESOME POINTS

1 point:Add +2 to an attribute testRecharge a Per-Arena Talent

2 points:1 extra point of damageHeal 1 point of damageRecharge a Rested Talent (outside of combat)

3 points:Use a Talent from your class you don’t yet have

HOW TO USE

Basic Game

ShamanThe land is full of voices, for those who listen.

Inherent: Talk to SpiritsThe world is full of spirits of all shapes and descriptions: nature, ancestor, the unhappy dead. They talk to you.A Focused action allows you to learn any one fact about where you are, just by noting the local spirits and asking them. This conversation may be creepy for those around you.

Limitation: YokelYou’re not exactly well-traveled, and so you end up gawking at things you’ve never seen before. Like ships, and roads, and stuff like that. City folk will make fun of you.

Some sort of robe/seashell bikini affair, most likely, a fancy headress, a stick with a bunch of feathers on it, some gemstones and wide eyes.

As a Focused action, you can make friends with a nearby animal. This creature can be no larger than half your size, but it will be friendly towards you and obey any non-self-destructive command. It can understand simple instructions. You can spend 1 Awesome Point in order to use this talent on a creature as big as yourself, or 2 Awesome Points on a creature as big as a horse. It will remain your friend until you dismiss it, or you use this power on another animal.

ANIMAL FRIENDS focused spell, usable only once after rested

Whether the taint of Imperial Sorcery, the remnants of demonic rituals, spirit possession or even the focused energy of a great martial arts master, you can sense the auras created by sources of power. By merely taking a moment and focusing, you can discern any such sources or their effects in the vicinity. By making an Awareness check, you may even notice power disguising itself.

AURAS OF POWER constant ability

You can clutch a weapon and encourage spirits to enter it, at the cost of a little bit of your health. When touching a weapon, you must declare a purpose for its blessing, whether for something quick or for a long-term goal. Any weapon thus touched does an extra point of damage each time a successful attack is made with it, but your character is permanently down a hit point. Once the purpose is reached or is declared unobtainable, the weapon loses its property and you get your hit point back.

BLESS WEAPON focused spell, usable once per arena

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.

SPIRIT SHIELD constant ability

This spell invokes your ancestor spirits to aid you or your companions. By laying your hands on someone who is down to 2 hit points or less, which could be yourself, you bring them back up to 1 hit point less than full in a quick ritual that lights up the area around you.

ANCESTRAL AID focused spell, usable only once after rested

STARTING WEALTH: +4

inherent: Steely-eyedYou’re good at hitting things. Every roll you make to hit something gets a +1 added to it.

A bedroll, a leather flask of wine, a sack filled with dried rations and hardcheese, some flint & tinder, three torches, a whetstone, a sewing kit, some candles and a crowbar.

limitation: UpkeepStaying in combat trim requires constant focus, practice and precision, as well as lots of weapon sharpening and armor polishing.

A lot of your free time is mostly spent either practicing or working on your equipment.

Man-at-arms

Mercenary

Warrior

Hero

The Fighter is a bad-ass warrior who's good at surviving when the chips are down.

(pick one at first level)

focused

constant

per arena

rested

Getting beat up as often as you do has its advantages. You're tougher than most, and can take more punishment because of it. You start off with seven hit points instead of the usual five. Plus you've usually got 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 violence.

You've become adeptly familiar with a specific weapon of your choice, and you use it as a natural extension of your body. As long as you are wielding it, all your attack dice are Face Dice. If for whatever reason you take up a new weapon, a week of training will switch your Weapon of Choice to that one.

You're an expert at rushing in to attack. Once for every arena, you can make both a Move action and an Attack action in the same round, with a +2 bonus to the attack.

You've got a little bit more oomph than everyone else. You can carry one 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 attracted to you.

Practice in fighting means you have a trained eye for an Achilles’ Heel. Every couple of fights you can carefully observe that a monster or an opponent has a weakness, and if you are able to successfully Focus on it, subsequent attacks you make against it get a +2 bonus to hit and do an extra point of damage.

ARMOR OF SCARS constant ability

WEAPON OF CHOICE constant ability

CHARGER double action, usable once per arena

HEFT constant ability

EXPLOIT WEAKNESS focused attack, usable after rested

STARTING COIN: 1d10 gp, 1d12 sp

Awesome Points Used

Party levels up when everyonehas spent 12 awesome points

ATTRIBUTEBONUS CHART

(roll 2d10)

5 or lower

6 to 8

9 to 11

12 or 13

14 or 15

16 or 17

18 or 19

20

-2

-1

0

+1

+2

+3

+4

+5

This game is made out of the awesome Old School Hack (www.oldschoolhack.com)

1st

2nd

3rd

4th

available talents

adventuring goals

game notes

starting equipment

experience

AWESOME POINTS

1 point:Add +2 to an attribute testRecharge a Per-Arena Talent

2 points:1 extra point of damageHeal 1 point of damageRecharge a Rested Talent (outside of combat)

3 points:Use a Talent from your class you don’t yet have

HOW TO USE

Basic Game

HunterNothing can hide from you, and no game is too big

Inherent: Bent Grass BladesIf it can be followed, you can follow it. You can’t go as fast as whatever you’re following, generally, but you are very difficult to throw off the scent.

Limitation: StoicYou’re a big tough jungle warrior, and big tough jungle warriors don’t complain. Whether you’re injured or starving or whatever, you’d rather die than admit weakness in front of ‘civilized’ folks.

Sandals and some sort of loincloth. A T-Rex tooth and something made out of dinosaur hide. Rope, a knife, and some cocoanuts.

You get a +2 bonus to any roll the DM requires you to make in order to Move from one arena to another. You also happen to be untrackable and you never get lost in the forest.

FOREST STEP constant ability

Any delayed attack you attempt to make with a Ranged weapon gets a +2 added to the attack roll if it’s not interrupted by the Attack Turn. Outside of combat, as long as you aim for at least a minute at something you can see, you will always hit it. You can initiate combat with this ability.

PERFECT ACCURACY delayed attack, usable once per arena

You never go hungry. As long as there is game to hunt, you’ve got something to throw on the barbecue. This also means you can find animals in any sort of natural setting, and you get a +1 on any rolls made against animals (even dinosaurs).

SURVIVAL constant ability

You can rig deadfalls, nooses and springs out of just about anything. You can take a Focus action and prepare a trap. The next enemy who enters your arena after your action completes gets attacked by your makeshift trap -- make an Attack roll as normal (no arena bonus) and deal your enemy one point of damage on a successful hit. This attack is NOT your action on the next round; you can do whatever you like after the trap is set.

SET TRAPS focused action, usable once per arena

Your expertise in directing animals allows you to influence people’s behaviour. With a Focus action you can choose an arena (either the 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 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.

CORRAL focused action, usable only once after rested

STARTING WEALTH: +2

inherent: Steely-eyedYou’re good at hitting things. Every roll you make to hit something gets a +1 added to it.

A bedroll, a leather flask of wine, a sack filled with dried rations and hardcheese, some flint & tinder, three torches, a whetstone, a sewing kit, some candles and a crowbar.

limitation: UpkeepStaying in combat trim requires constant focus, practice and precision, as well as lots of weapon sharpening and armor polishing.

A lot of your free time is mostly spent either practicing or working on your equipment.

Man-at-arms

Mercenary

Warrior

Hero

The Fighter is a bad-ass warrior who's good at surviving when the chips are down.

(pick one at first level)

focused

constant

per arena

rested

Getting beat up as often as you do has its advantages. You're tougher than most, and can take more punishment because of it. You start off with seven hit points instead of the usual five. Plus you've usually got 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 violence.

You've become adeptly familiar with a specific weapon of your choice, and you use it as a natural extension of your body. As long as you are wielding it, all your attack dice are Face Dice. If for whatever reason you take up a new weapon, a week of training will switch your Weapon of Choice to that one.

You're an expert at rushing in to attack. Once for every arena, you can make both a Move action and an Attack action in the same round, with a +2 bonus to the attack.

You've got a little bit more oomph than everyone else. You can carry one 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 attracted to you.

Practice in fighting means you have a trained eye for an Achilles’ Heel. Every couple of fights you can carefully observe that a monster or an opponent has a weakness, and if you are able to successfully Focus on it, subsequent attacks you make against it get a +2 bonus to hit and do an extra point of damage.

ARMOR OF SCARS constant ability

WEAPON OF CHOICE constant ability

CHARGER double action, usable once per arena

HEFT constant ability

EXPLOIT WEAKNESS focused attack, usable after rested

STARTING COIN: 1d10 gp, 1d12 sp

Awesome Points Used

Party levels up when everyonehas spent 12 awesome points

ATTRIBUTEBONUS CHART

(roll 2d10)

5 or lower

6 to 8

9 to 11

12 or 13

14 or 15

16 or 17

18 or 19

20

-2

-1

0

+1

+2

+3

+4

+5

This game is made out of the awesome Old School Hack (www.oldschoolhack.com)

1st

2nd

3rd

4th

available talents

adventuring goals

game notes

starting equipment

experience

AWESOME POINTS

1 point:Add +2 to an attribute testRecharge a Per-Arena Talent

2 points:1 extra point of damageHeal 1 point of damageRecharge a Rested Talent (outside of combat)

3 points:Use a Talent from your class you don’t yet have

HOW TO USE

Basic Game

SorcererThe Empire may have cast you out, but you’ve still got plans.

Inherent: Civilized MannersYou grew up in the great cities of the Empire, and you can move with ease in the highest of social circles. Once per session you get an automatic success on either a Charm or a Commitment check.

Limitation: Superior ScornBasically, nobody likes you because you’re such a sneering, arrogant bastard. When you want to be charming you can sure turn it on, but those who know you think you’re just cold-hearted. If you cared, it would probably hurt your feelings.

Rich brocade robes, nice shoes and maybe a staff carved of ebony. A comb or something to hold your hair up, and a belt pouch to carry newts’ eyes and other weird bits. Some Imperial coins and a superior manner.

This spell shoots out a magical bolt that automatically hits anything in your arena or an adjacent one, doing 2 points of damage, no need to roll. By taking a hit point of damage yourself, you can increase the damage to 3 points.

MANA BLAST focused spell, usable only once after rested

The secrets of the Hidden Masters are yours, however you may have acquired them. By spending a few minutes looking things up, you always know a single important fact about any given subject, either given to you by the DM or made up on the spot (per DM approval).

SCROLLS OF POWER magic item, usable any time out of combat

You can throw out your arms in a dismissive gesture and cause an enemy to hurtle backwards in a sudden crash. Make a +2 Ranged attack against the enemy -- if the attack hits, the spell deals 1 point of damage, and also Throws the enemy into an adjacent arena.

TELEKINETIC SLAM ranged attack, usable only once after rested

With a touch to an enemy’s pressure points, you can render them completely helpless. Make an Attack (without a weapon) -- if the attack hits, the enemy is paralyzed and can take no action next round. The following round, the victim can attempt a Commitment test against your Charm or Commitment (your choice) to recover; otherwise they remain paralyzed.

PARALYZE attack action, usable once per arena

Your natural superiority is enhanced by this spell, rendering your words impossible to resist. Make a Charm vs Commitment check against one target. If the target fails, their next action will be whatever 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.

COMMAND focused spell, usable only once after rested

STARTING WEALTH: +5

Basic Game

Played by:

Armor

Primary Weapon

Other Weapons

Equipment

& other Goodies

Inherent Ability

Glancing blow

Armor Type Check boxes if using

Light Shield (1) or

Heavy Shield (both)

Favored Arena (+2 bonus)

Every weapon after your firsttwo counts as a Heavy item.

Only use if Fighter Talent

Been nicked, a few bruises

Wind knocked out, panting

Taken a nasty hit, bleeding

Messed up and hurting, makingsome dangerous mistakes

CO

NS

TA

NT

PE

R A

RE

NA

AF

TE

R A

RE

ST

AT

TR

IBU

TE

S

sheer size, number of heavy things you cancarry, physical intimidation factor

courage, facing your fears and attemptingdangerous stuff without hesitation

Heavy Armor (-2)

V. Heavy Armor (-5)

social aptitude, ability to inspire orencourage people to see things your way

trickery, sneakiness,doing stuff that others

are trying to prevent

alertness and perception, reflexes,“reading between the lines”

devotion and intensity, catch-all saving throw,shrugging off magic and other wiles

Tricky orSneaky StuffPenalty

Roll a d10 and consult the rules to see if you are Knocked Out or Bleeding Out

character name

class & concepttalentsbrawn

cunning

daring

commitment

charm

awareness

currenthealth

Only use if Sea Dog Talent

treasure

wealth

scars

Character Sheet

Every weapon after your first counts as a Heavy item.

recoveryWind Knocked Out (or better): You need an hour or so 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 recover, and you just received a scar. Note it below.

Roll a d10 to see if you are Knocked Out (4 or better) or Bleeding Out (1, 2 or 3)

Basic Game

On your first voyage, your treacherous crewmates marooned you and made off with everything that was yours. You want it back.

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Your lover has joined a pirate crew. So you’re doing the same, hoping to be reunited.

You owe a fearsome pirate captain a king's ransom. And you're no king.

The ghost of Old Crupper keeps appearing, and he’s getting steadily more annoyed with you!

Captain Red-Eyes’ crew will only let you join if you can prove you’re as heartless as they are.

Whether it’s the Raptors, the Rexes or the Thunders, you want to join a DINO-PIRATE clan.

All you’ve ever wanted was a ship of your own, and a loyal crew to follow you to glory.

One great treasure and you can retire!

A pirate captain butchered your parents, and you’ve taken to the seas to find him.

PirateThe Grand Master of your clan cast you out, saying only, “Return when you are worthy of my teaching.”

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

Your elder clan brother ran off with a rival clan. He must explain himself!

Only money will save your clan. LOTS of money.

That old man defeated you, then vanished, leaving only this old wine jug. How can you learn his secrets?

The blade your master gave you SPEAKS in your DREAMS, guiding you.

You seek the greatest swordsman in the islands, to make them your master.

Your lover, from a rival clan, has disappeared. Of, course, they blame YOU.

The Serpent’s Tail must be recovered or your clan’s honour is lost!

A rival ninja clan killed your parents when you were a child. Why did they leave you alive?

NinjaYou tried to warn them, but the village elders refused to listen, and now you’ve lost everything.

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

Your island’s god is angry. And angry gods require sacrifices.

Your older brother ran off with the village idol. Find him! Return it!

A spelchulral voice called your name from deep within the earth.

The Cult of the Bleeding Maw will only let you join if you return with the egg of a T-Rex.

You intend to fashion a necklace out of dinosaur teeth. From every kind of dinosaur.

Somewhere, a shaman holds the secret to curing your relative's fatal illness.

A small village will be wiped out if you don't return with the artifact.

They sacrificed your mother/father to the god, but it didn’t help. You want answers!

NativeSomebody sees your family ring and says you are heir to vast estates. How can you find out?

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

You’ll make a fortune off these island fools.

Little Sister thought she could sneak off with the family treasure? She’ll think again after you find her.

Lord Tsao promised to free your family if you brought back enough gold.

A mighty eunuch sorcerer taught you, and then you stole his magic pen. Find out how it works, maybe it’ll save you.

Your family was wiped out in a sorcerous battle. Get the power, then you’ll settle the score.

Master Siu can only be cured with a feather from the tail of the Ruby Phoenix.

At last you’ve made it to the islands, where your true love has been taken by pirates.

Your former company commander was such a fool, you never thought he’d track you down!

Imperial

Adventuring GoalsCHOOSE, ROLL, or COME UP WITH YOUR OWN

Basic Game

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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!